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It’s on my radar – the holdup has been that I haven’t been sure at what point we want to roll the die and spend the heat, ie at what point are we expecting Ace 2 to trigger?

  1. At the start of the jump, while you’re still planning your movement (opening up the possibility of rolling the die, spending heat, and then cancelling and staying still), or
  2. at the end of the jump’s movement while you’re still in the air (you don’t know if you’re going to actually reach whatever you were moving towards & have poor visibility whether the ability will trigger before you jump)?

I’m currently leaning #1, but it’s going to be awkward either way.

Maybe this isn't the best idea, but perhaps Afterburners could go in the action list at the bottom, as a free action that's only available while you count as flying? And activating RBJJ makes you count as flying when you first activate it, ending when you move as per usual? At least it might help with the possibility of accidentally activating then not using the ability since you can preview your flight distance from RBJJ like normal before choosing to activate Afterburners. Idk, just a suggestion, but again I'm not sure how well it would work out so take it with a grain of salt ^-^