Blog Posts

Trophy release!

July 6, 2022
Itch Devlog, Apocalypse Frame the Infected World

Hi there!

Trophy is now available for download! It contains:

  • 6 unique Armaments.
  • 6 unique Modular Systems.
  • 3 unique Frames.
  • Some guidance on how to introduce them.

If you’ve purchased this, you already have it - check your available files. And this concludes the season of The Infected World! I’ll be releasing a compilation of everything here at some point soon.

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v0.1.3 thoughts, area design

July 1, 2022
Itch Devlog, Anointed

Hi there! Been awhile because I’ve been working on The Infected World. But I’ve been thinking about and tweaking ANOINTED in the meantime a bit.

Tweaks for v0.1.3

Some general playtesting observations/changes.

  • Unstaggering needs to be worse for PCs and less bad for NPCs. The original stagger rules (each loses an action) made more sense in an earlier build of the game where each had two actions (more like APOCALYPSE FRAME). To that end:
    • PCs have half stamina instead of full at the start of their turn when unstaggering. This puts them on the back foot and forces them to reposition, defend, or if they’re feeling risky, overspend on offense after recovering.
    • Most enemies have an ability (usually defensive) that they do when they unstagger. For example, Spearmen will use Guard. This gives a little more of a cadence to a fight on the enemy side too.
    • Need to reconsider major threats and staggering/unstaggering too.
  • Changing a Harm/Defense tie from half Harm/stagger to full Harm/stagger.
    • This achieves a similar effect but it’s faster because everyone takes more Harm and acts more.

Some changes:

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Caravan Release!

May 31, 2022
Itch Devlog, Apocalypse Frame the Infected World

Hi there!

Caravan is now available for download! It includes:

  • Some more information/thoughts on The Wayfarers.
  • A new Frame and some new loadout options.
  • Mechanics for caravans: areas traveled by traders.
  • Two new Prime enemies for Wayfarers and Survivalists.
  • Some more Ace and Crisis Advances.

If you’ve purchased this, you already have it - check your available files!

Until next time!

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Updated BURNOUT files

May 12, 2022
Itch Devlog, Nova Burnout

Hi there!

I made a small update to BURNOUT. If you’re already using it, there are no mechanical changes. Changes are as follows:

  • Correctly attributed the artist who made the background texture I used.
  • Text size/spacing has been altered, it should make it a little easier to read.
  • Fixed an outdated table in the epub version.

That’s all for now, until next time!

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Territory Release!

May 3, 2022
Itch Devlog, Apocalypse Frame the Infected World

Hi there!

Territory is now available for download! It includes:

  • Some more information/thoughts on The Claw.
  • A new Frame and some new loadout options.
  • Mechanics for territories: areas patrolled by an elite force.
  • Cohorts, a new mechanic associated with Tyrants that gives specific bonuses to their personal forces.
  • Two new Claw Tyrants and four new Wildlife Tyrants (highly mutated or wildly xenobiological major threats).
  • Some more Ace and Crisis Advances.

If you’ve purchased this, you already have it - check your available files!

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v0.4.0 release!

April 28, 2022
Itch Devlog, Apocalypse Frame

Hi there! This version has a noticeable, large change to Tension, but in gameplay terms, it’s not much of a change. (It’s a good excuse to do v0.4.0 though. Double digit patch versions drive me nuts.)

Tension Changes

Big ones first.

  • Tension now starts at max instead of max - 3. This rule was a weird kind of band-aid to begin with, and instead of doing this, what I really should have done was…
  • Max tension across the board is now 2 less. The reason it’s not 3 less is because it felt like low-end Tension cases (aka Speed 1 Heavies that aren’t MONSOON) felt like they wanted a little more on turn 1 than starting at 0.
  • You can gain Tension above max, but anything above max goes away at the end of your turn. Basically if the strike team wants to load up a heavy with Tension drops go to town one turn, they can. Also there’s no weird order of operation optimization re: spending Tension before using Hot, Renewing, etc.
  • Rolled back Impulsive and Focused. Now that it’s more likely Aces will have max and greater than half Tension, Implusive and Focused are now what they used to be. (Implusive+ and Focused+ are unchanged.)
  • Updated all of the pregens, Fari and paper, with these changes.

Other

  • Gatling, Kinetic Cannon, Recoilless Rifle, and Rocket Launcher have been wrong for like 5 versions in the Armaments list (but not the pregens/Fari pregens) and now they’re fixed.
  • MX-BEACON’s Build Trait is a little more interesting: now it has roll-over, roll-under, and roll-equal cases re: Tension. Give a little more mechanical tension (haha) to keeping Tension high, low, or spending to 0.

I’ll be rolling these changes forward to Infected World content when I drop Territory as well.

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v0.1.2 released!

April 27, 2022
Itch Devlog, Anointed

Hi there!

v0.1.2 is out! Some notes on what changed:

  • Relayout to 6” x 9”, made the font a bit smaller. If I print this, it’ll be hardcover, so there’s no sense staying too constrained.
  • Made attribute changes as per this post.
    • Made changes to the attribute spreads of the various Backgrounds to account for these changes. Each one now starts good at a unique combination of two Attributes.
  • Made a major change to how combat turns work - it’s now PC goes, NPC goes, back and forth. Yet another step away from LUMEN.
  • Added a bunch more weapons.
  • Made tweaks to enemies and changed how they were formatted. Now, conditions for using each ability are less nebulous and more precise. (This is preparation for GMless stuff.)
  • Changed formatting and terminology a bit so weapon/enemy ability entries are more concise.
  • Other little things.

Also, I’ve enabled community copies! Including one for everyone who’d bought it up to this point - thanks so much for your support for a game in progress!

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v0.3.9 release!

April 10, 2022
Itch Devlog, Apocalypse Frame

Hi there! This is a fairly minor release. Here’s the list of changes:

  • Changed the formatting of Systems to put Support/Offensive next to the name instead of in tags. This has been a long time coming because it’s been consistently confusing for people who aren’t familiar.
  • Fixed the MX-BEACON entry in ACES HIGH (the Armaments/Modular Systems were all messed up).
  • Made the Tyrant Barrier a little bit better.

In an effort to have less files on the page, I’ll be zipping up each individual book’s pages/spreads/epub versions.

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Wilderness: Mapping the Infected World

April 5, 2022
Itch Devlog, Apocalypse Frame the Infected World

Hi there! I’m going to show how the map for Wilderness works. The goal of the map is to provide a tangibility to the world itself and inspire the fiction of a mission.

Placing the two main hubs

The first step is defining where The Collective and whatever the nearest Republic city, town, base, or settlement is. (There could also be more than one, but there should be at least one prominent one - it was a factory, after all.)

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Adding fari pregens!

April 3, 2022
Itch Devlog, Apocalypse Frame

Hi there! I just added pregen sheets for Fari, a free and open-source VTT! It’s already got a generic sheet here but this pre-fills that sheet with values for each stock model Frame, which makes it easier to get started. They’re all customizable as well, so you can keep using the sheet throughout a campaign!

Sample of the M1-SOLDIER sheet

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