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(1 edit) (+1)(-4)

PS: page 18, under Colossus and under Running Enemies, and at page 27, under Ace Upgrades, "drops" is worded low-case. Very minor thing, at page 27 some row has "." at the end, some other don't.
PPS: should I give Drops every time I take out a Prime enemy, even if he "regenerate" himself with Restorations? On the contrary, they are really stingy dudes 😆. Also, about them, at page 18 I'd rephrase their paragraph, to something like that:

Prime enemies are special enemies. They have 6-8 Vigor and often have Armor or Shields.
They have an additional attribute, Restoration (usually 1 or 2, as shown in the enemy stats). When they hit 0 Vigor, they’re temporary taken out until the next GM Turn. At the start of the GM Turn, they remove a point of Restoration to regain full Vigor and Shields, lose any conditions or effects, and make a Move before the GM Turn starts as usual (this Move can be an Attack, and doesn’t prevent the Prime enemy from Attacking again if Activated during that GM Turn).
Once they have 0 Restorations left, they become Desperate. This means any move they make on the GM turn may be a Desperation Move, and they are being taken out definitively if defeated again.

A last bit about them: Prime enemies obviously feel like the enemy elite character, better defined in a campaign style game, and USUALLY recurring characters along the episodes / missions (the Antagonists at page 26, maybe), more than specific kind of mecha-models. So, probably could be cool to have all the enemy models like standard enemies, and a quick, easy add-on to turn them to Prime (when used by elite enemy characters, or simply when they are critical for the specific mission). The add-on could be:

Vigor: +4 □□□□ Armor: +1

Restorations: choose: □ / □ □ 

Create those Desperation Moves to the standard ones:

• ____ (a raging attack)

• ____ (a rally move, a defensive tactic)

• ____ (a maneuver that change the combat, a modification in the battlefield)

Is this interesting? Too complicated?

Finally, I'd put a nice mechanical way to manage the recurring enemy characters, ie. When temporary taken out, they can use a point of Restoration to make a tactical retreat (describe it in fiction). That enemy is safely removed from the mission, to be met again in a successive mission or encounter. The point of Restoration used for the retreat is lost forever (so, after a few safe retreats they'll have to fight and meet their destiny).

Is this cool? Maybe it could be an addition to the Adversaries at pag.26.

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You can feel free to write that up as your own FBTA supplement! But I’ve written the game I wanted to write and that’s unlikely to change.

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Sure thing! Of course I'm just giving feedback / inputs.