Hi there! v1.1 is here! It brings a few major changes:
Formatting
Increased page size slightly.
Various typo-fixes.
Tightening up of layout.
Combat Rules
Missiles.
Deploy now states the deployment range for missiles (0-1).
Direct now lets you move 8 missiles by default instead of 5.
Direct now states clearly when missiles count as “armed” (i.e. when they automatically attack if their target gets within range 0).
Missiles are now slightly easier to shoot down by default (3+ instead of 4+).
Disabled is now a called out thing that Electronic Warfare weaponry does (alongside Damaged and Destroyed), and explicitly states its interaction with crits.
The interaction between armor and crits is now explicitly stated.
Electric is now Shock, because while Electronic and Electric are in fact different words, we have been hard pressed to convince anyone of this.
By default average encounter difficulty is stated, and Scavengers and INFINITY now have a 1-6 roll-table from which to construct encounters with them.
Added a little more clarification about Zones/Ranges and added a second note in the Combat section to make all grids public information.
Tackle lost its +/- for size difference but has a crit effect now.
Frames/Builds
Mechs
Just about everything except Light//Nerve had some kind of Frame or Build tweak. This is because Light//Nerve was born perfect and doesn’t need anything changed about her.
Liminal Void's quickstart has been around a little more than a year now. It's the first Total//Effect thing I put out and it's...fine. It's fine. Total//Effect is a strong backbone, the vibe carries it pretty far in my opinion, and again in my humble opinion, my two quickstart scenarios are decent. (Read it yourself and see if you agree. It's free. Click that little liminal void tag at the bottom if you want to see me everything I've written about it here, which is quite a lot.)
*Before I release the extra edition that tacks on like 2 more posts.
In Part 1 we established what kind of game we're using. In Part 2 we tied together Valiant Horizon's class system with the tarot thing Persona has going on. In this final installment (because at this point more beyond what I'm covering here would involve just making the thing) we're gonna think about using what we set up in part 2 for a session and campaign structure.
So we started poking at turning Valiant Horizon into Persona in Part 1 by establishing initial premises of what even this kind of game is like. It's got a lot of the DNA of urban fantasy/masquerade style games (WoD, Unknown Armies, etc) but with a very different emphasis, and especially the fact that there's a harder divide between the two "halves". Now we start digging in to what we want to do with that.
I'm thinking about Persona* a lot lately, partially because P3 Reload is out and I kind of want to play it but also it's $70 so fuck that shit. But partially it's because I realized while putting together the playlist for Valiant Horizon how well the two concepts overlaid with each other with only a little reflavoring/stretching:
Normalish people given extraordinary power
Powers come from discrete beings with archetypical distinctions that are intended to match with the character
Huge emphasis on relationships and building both towards understanding that archetypical power better and being closer to the person who wields it, is associated with it, etc.
*3-5. I know 2 has its fans but I've never played it and honestly it's a little longer in the tooth than I have patience for nowadays. I'm sure 1 has its adherents too but I don't know them.
*Does it really count as "mortem" if only like 1/3 of the game is out? I don't know but I'm sure going to post about it!
About 6 months ago I put out the intro and first act of a visual novel, Machinations of Amirus. (It's free and will take you about an hour if you want to run through it before reading this. I am simply not going to worry about spoilers, either for Act 1 or for my plans for Act 2/3 going forward.) My goal here is to think out loud about what I was intending to do, what I did, what works in my opinion, what could be improved within the confines of this basically-a-first-draft, and what's worth keeping an eye on going forward.
Valiant Horizon v1.0 is finally out! Some big changes:
12 incredible illustrations by Charlotte Laskowski!
Editing and revision by Marx Shepherd!
And some smaller ones:
Swarm enemies don’t exist anymore and Prime enemies are a bit different.
Relationship rolls are now reversed so high rolls are good.
Various little fixes, typos, and tweaks.
Thanks so much to everyone who backed the game! I’ll have news about a season pass soon. And for everyone’s generosity, I added one community copy for everyone who bought it (and a few more on top).
Hi there! Last class overview devlog, because after these two we’re out of core classes! Introducing the final two, Tactician and Windmagus. Just in time for the full release on January 23rd!
The Tactician
From the start, I wanted one full-support class - not just for mechanical reasons, but thematically, I wanted someone whose almost exclusive role was to support and boost allies. As mentioned in the Commander overview, I’ve had the idea of Tactician via 36th Way Weigh the Odds Commander via 13th Age Commander via 4E warlord in my head for awhile, and I knew I wanted something like it here - so tying it to full-support made sense. I styled it as kind of the “brains of the operation” or the “puppetmaster” - a lot of its abilities focus on planning, logic, tactics, strategy, or unexpected preparedness.
Once of the martial ideas I wanted to replicate was someone who is just absolutely steadfast in every sense: physically and otherwise. I knew I wanted a Knight somewhere too - I just inherently like the idea of a warrior defined by dedication. (Not in like the historical sense, of course, but in the fantastical/romantic sense.) It seemed like a good pairing, and all of its tales and much of its skillset pertain to one or the other. (One of its suggested Exhaust abilities, “Swear an oath that anyone will believe”, is probably one of my favorites that I’ve written.)
All of my mages (the -magus classes specifically) are just a little off from what people expect. “Earth” is probably the most skipped element in video games on top of that - you see fire/ice/lightning a lot, and earth sometimes comes in as like “acid” or some similar cop-out like that. This makes sense if you’re only making up elemental attacks and not trying to hit something more core to the concept/trying to make something that feels like it belongs to the world. But I don’t want any of the magic in this world to be solely for combat - they all had to feel like they were like, part of the world in some way. So Earthmagus’s Tales are about understanding, addressing and nurturing the land, and their iconic portrait is a farmer or tender of some sort.