Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

You're welcome! I have a FAQ partially completed, which I'll get finalized this weekend. Watch for the update in your inbox.

(4 edits) (+1)

Here other feedback, if you like it:

- MISSIONS

It's confusing that it's a "chapter" separate from ACTIONS. Yesterday we started playing, and we totally skipped that one ('cause we thought that it should have come from another place/moment in the rules). Instead, reading it today, I see that it seems a sort of alternative to Settlement>Contracts action. This is confusing. I suppose it's better to call that action Contracts/Missions, and in the text explaining it should read something like "The player can create several Contracts (keep reading) and/or a single Mission (check the next chapter, Missions).

Again, about missions, while it's generated in a way similar to Contracts, does it AGE the actual Contracts (also inflicting -1 Rep)?


- DEFEAT

It could be useful to describe similar parts in a similar way. For example, about Missions you write:

3. Remove the current Mission for the Courier and add -1 Faction Reputation to the Faction that gave the Mission.

So, I'd write something like:
2. Remove all the Contracts from the Contract Tracker for the Courier and add -1 Faction Reputation to the Faction that gave each Contract. Remove all Cargo from the Courier.

(PS: about this last part, if I have 3 contracts with the same faction, I'll lose 3 Faction Reputations, or just 1?)

This are just minor suggestions:

About H.O.M.E, I'd call it H.O.M.E. instead (with the last ".").

About the tables: where you have tables that need multiple rolls (for example Location Reveal or Exploration Tables) I'd put a d12 on each column title (to remind that you need several rolls, not just a single one), AND vertical lines separating the various columns, to have a visual help that those aren't rows that you need to take "whole". In comparison, UNIQUE LOCATIONS TABLE or COMPANIONS tables don't need those vertical lines.

PAG.25 In the first row, I'd put simply "Combats", instead of "Combat Tests".

Then, under the paragraph COMBAT XP, this phrase should be similar to the next one (that about Sneak, Bribe etc.), so I'd write something like "Combat rewards XP by defeating and enemy (see pag.23), equal to the enemy’s total HP etc.etc."

(2 edits)

In the meantime, I add other requests:

- CARGO BOT (pag.20)

How does it work? From what I understand, it's something like a remote, free, Settlement > Contract action.

  • Should I then roll on the table at pag.56, skipping the 1st d12 roll (that informs me about the Cargo dimension), and then rolling for the other d12s giving me Distance Faction and Reward?
  • Is the contract auto-generated every time I do the Rest Action, or I can choose to not generate it?
  • Can I freely refuse this new Contract, or do I suffer the usual -1 Rep.?
  • Does the other contracts age as standard rules (also inflicting the -1 Rep.)?

Or, is this Cargo Bot following different rules, so I don't need to follow some/all of the standard Settlement > Contract action?

(4 edits)

About Weapons, IMHO, 1d4+1 (exploding) damage and 1d6 (exploding) damage are so similar in output that Old Pistol and Pipe Rifle should be switched; ie. the Old Pistol should be 10 Cost, while the Pipe Rifle should be 5 Cost AND be made the default weapon for the couriers (indeed, the -1AGI here it's a bigger hindrance, this is why the lower cost and the starting weapon).

Flamer: if I roll "6" (so the die explodes), and then I roll "4", should I add +2 Harm or not (ie. it's the first roll that make true the bonus harm, or the last rolled value?)

Scrap Cannon: do I need to pay BEFORE to do the d20 roll? If I can choose later (ie. on a sure hit), do I need to pay before to roll the first d4 Harm? 
Also, just for comparisons 2d4 exploding is on par with 1d10 exploding.

Cryo-laster is the name you chose, or should it be Cryo-laser?

Syringe Rifle and Zap-shot are similar weapons, with similar effects, but the Effect is written in a very different way. I think could be better to have just a single "rule", probably the one based on dX result, because the other could be influenced by other abilities that add Harm and that turn the special effect indeed automatic. What do you think?

Here the link to AnyDice for calculations about damages: https://anydice.com/program/3cbee

Other feedback, if you don't mind.

To really improve the usability of the book, and ease the play, I suggest to repeat some concept along the pages, in useful places. For example, at page 12, on Skill test results (or just after it), I'd put a phrase suggesting that on a successful test the courier gets also XPs (see pag.25).

Eventually if there's enough space, repeating all the rule that it can be found at pag.25.

I'd do it on Combat paragraph at pag.22, for example, and also on Delivery (pag.15), Missions (pag.18) etc.

Also, under the relevant tables, for example at pag.56 under the Contracts table.