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Jack Shirai

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A member registered Oct 27, 2014 · View creator page →

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Thanks so much for the detailed feedback! Most of this was just copy/paste errors or the result of the brevity necessary to keep the game to its current page count. I think I've fixed everything you've pointed out in the 1.1 version that's now available.

Other stuff you mentioned that didn't necessarily get addressed in the update:

  • Folk don't have concrete methods for learning their extra details or a Reputation table because there's no mechanical benefit to having additional info about them. The intent is that they explicitly start with some blank spots that you can develop/discover during play.
  • Identified flora can be consistently found during foraging on a partial success or better. Otherwise, you're stuck with random flora that might not be what you want. As far as whether flora with "ammo" as a Secondary effect also inflict their Primary effect on targets... that's up to you! If I was running the game, it would really depend on what kind of flora it is: a mushroom or a fruit that could burst open might do so, but some tree bark or a handful of nuts might not. As far as being able to refine flora into poisons: yes, definitely! You can refine any flora into an item that just has its Secondary, and most of the Secondaries are very hazardous.
  • Journeys are the only way to get from area to area, and your team will likely need to do so in order to gain strength, advance their goals, and so on. A larger table for quests and so on was a bit beyond the scope of the base rules, but a good rule of thumb is that any haven will have a random folk (flip a coin whether it's a type of folk you already know about or a totally new one) who'd offer you a 1d6 spoils roll to do a reward-appropriate task that would require at least one journey.

Excellent game! I didn't know I wanted a parser-based database thriller until I played this, and now I want more.

Hey, you don't have to apologize for stuff like that! It's actually super helpful to have typos and whatnot pointed out.

A character's personal attributes are capped at +1 because my experience with Powered by the Apocalypse games has been that things get a little too weighted on the full/critical success side when a character has +3 in their main stat, so I wanted there to be a bit more of an arc to a player reaching that kind of height. Element Resist is similarly a bit harder to get than most PbtA games because a flat reduction of 3 or more to all damage has a very real risk of making combat trivial. And this is a combat heavy game! 😀

Oh, oops! Looks like the Mystic got lost in an editing shuffle, along with changing that ability to "rangeproof". I've fixed all that and will get new versions up later today. Good eye!

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I actually never tried throwing one together because I thought it would be a nightmare, but it turns out it wasn't! Should be a singles doc available now.

As far as solo play goes, either of those would be fine, though I tend to lean toward single character myself. If you go that route, I tend to prefer a character that can have at least 1 follower, and you might want to roll for gang size with disadvantage so you're not getting too swarmed at level 1!

I'm not specifically familiar with what the BITD set-up looks like in Foundry, etc., but Exacorps is stripped down enough that I've always run it just with a shared text doc and simple die roller. Action and Resistance rolls are largely similar to vanilla BITD, except there are only three attributes and both rolls use the same set of stats. There's no playing card stuff, characters are simple enough that you can skip the char sheets and just note the relevant bits down somewhere, and while I suggest you use index cards for tracking corporations, a regular text file works just fine!