Thank you so much! These look amazing, and I was hoping you'd include a PNG file as well.
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Great question. I honestly hadn't considered it until just now. But I think you should only get the +10 bonus for each situation once per encounter. So the maximum bonus a PC could have in combat is +30.
Thanks for asking. I've intentionally left that vague so that the players and GM can decide which stat makes the most sense based on the situation.
However, if the PC is doing something that relies on strength — like swinging a broadsword — Vigor is a good default stat. If they're doing something more precise — shooting a bow or using a rapier to target a weak point — Accuracy is a good choice.
Thanks for the reply. I've got the ideas for Crimson Dunes of Mars mostly done, but they're still just in my head; I have to get them down on paper.
I honestly hadn't considered doing random tables for Brighthammer. (Well, not apart from random tables of spells for the magic booklets I have planned.) Would they be useful?
Thanks for the ideas! I have plans for motivations and background booklets. I might try to release the Background one as a trio along with the Lineage and Class booklets. Motivations is something I've been working on as well. gaining a point of fate when you roll doubles encourages players to try things their characters aren's good at (since you always could roll doubles), but I want something that encourages roleplaying more.
Thanks for the comment, and for reminding me I need to update and then upload the screen versions.
Out of curiosity, what would you find most useful in the upcoming character options booklets?
Howdy! thanks for asking. Yes, there is a special way to fold the pocket mod version.
First, you fold the page in half horizontally – so that you end up with a long strip of paper. Then fold the strip in half vertically, then again vertically - that should give you eight panels. After that, open everything up and cut a slit along the center fold. That allows you to "pop out" the central panels, and flatten everything into a little booklet.
Below is a picture:
I realize this is rather complicated. I'd love to hear suggestions for other formats if you have them.
Thanks very much for the feedback. People reading this on a screen is initially why I included the booklets as single page PDFs. As I want these to be as accessible as possible, I'll upload single page versions again.
Thanks for checking out my game! I have about four other factions ready to go, but worried that putting out too much too quickly might be overwhelming for new players.
Out of curiosity, what faction would you like to see next?
Thanks very much. I'm in a similar situation; no time or space to collect or play miniature wargames like Warhammer or Warmachine despite still really liking them. Smaller skirmish games Frostgrave have been scratching that itch (and are great games), but still require space to play and store models. I'm trying to see how compact I can get a wargame while still keeping it fun.
Howdy, thanks for asking. Here's a diagram to help illustrate:
In the image above, both the Marauders and the Imperial Halberdiers are behind the front edge of the Imperial Swordsmen (light gray area). So the Swordsmen currently do not have line of sight to either of those units.
Rats, rats, rats. I'm not sure how that happened, but it's definitely a mistake. The Imperial Lancers should have an armor score of 4. Not 5. They're better armored than the Hussars, hence them being more expensive. I'll have to fix that this evening.
Thanks for asking.
Currently, giving a subsequent order to a unit requires you to re-roll that unit's command die and getting a higher result. There will be rules for assigning additional command dice to guarantee a unit perform a second or third order, but those haven't been added yet.
A unit is on the crest of a hill when it's touching or overlapping the terrain card. (Basically, imagine the terrain card as the slope of the hill; everything outside the ring of terrain cards is "ground level" and everything inside the ring of cards is the flat top of the hill.) The intention is units on a hill (so inside the ring of terrain cards) but not on the crest (so not touching or overlapping the terrain cards) can't be shot at by units on lower ground. If you stay away from the edge of a hill, you can't be seen be people on lower ground.
As a huge fan of both the Monster Hunter franchise and journaling games, I'm embarrassed about how long it took me to discover this game. I haven't played yet, but I am wildly impressed with how well Apex Hunter captures the spirit of MoHu in a compact, rules light format. I love that there are four different monsters in the book, as well as rules for making equipment from them. I see a huge and exciting potential to make additional "location" books, each with a host of new monsters. Highly recommended.
Thanks very much. Is that in the spreads PDF or the pages PDF?
I honestly didn't think about how difficult the notes would be to read in the single-page format, but looking at it now, it might be better to not have them cross the page like that...
A few people have asked or expressed interest in making third party content for Brighthammer. Which is awesome! I'm stoked that people like my game enough to want to make their own stuff for it.
You can absolutely make and sell content for Brighthammer, provided you include the following text somewhere:
"Based on Brighthammer by HyveMynd. [INSERT NAME HERE] is an independent work compatible with Brighthammer but not affiliated with HyveMynd."
You can also use this logo if you'd like:
What you absolutely cannot do is make content for Brighthammer that promotes racism, fascism, sexism, homophobia, transphobia, etc. Not even Brighthammer villains are those thing.
Thanks very much for taking the time to comment and for that amazing review! (Honestly, I don't know how you manage three kids; I'm up to my eyeballs with just the one.)
I'm seeing now that the "bright" tone of Brighthammer is fairly light in the core rules. I'm (slowly) working on some supplements and they'll make the nature of the game more explicit. For example, there are no selfish or negative drives in the optional rules for Motivations, and adventure hooks will never be murder for hire. Or anything for hire for that matter.
Lastly, while it's still just a nascent idea at this point, you might be interested in this logo mockup I made: