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NOTES
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NPC point calc
pilot LL x 100. A LL4 pilot should be worth 400 pts
T1 Untemplated NPC should be worth 100-400pts
T1 Grunt should be worth 25-50pts
T1 Elite should be worth 200-800pts
T1 Ultra should be worth 400-1200pts
stats should have a pct modifier above or below tier level
Compare enemy encounter power to players + allies
for T1: (100 = 1x player avg LL)
<-400 - Trivial
-400 - -100 - Easy
-100 - +100 - Balanced
+100 - +400 - Difficult
>+400 - Impossible
3/18
cloc src --exclude-dir=data --ignore-whitespace
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github.com/AlDanial/cloc v 1.80 T=0.39 s (187.6 files/s, 19398.3 lines/s)
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search for:
“ ”
‘ ’
1/round
--
ff
fl
fi
[^\x00-\x7F]
>//[A: bbbb]
GM TOOLKIT:
Active Campaigns | Character Builder
Archived Campaigns | NPC Builder
| Mission Builder
| Faction Builder
Import Campaign | Location Builder
CHARACTER BUILDER (generatable)
Name
Occupation/Rank
Description
Details
Skills
Resources
NPC BUILDER
generators based on points, difficulty, mission profile
ENCOUNTER BUILDER
Set encounter type
Add/Remove Objective
Add/Remove Wave
Import/New NPC
FACTION BUILDER (generatable)
Name
Description
Rankings
Location Builder
Name
Description
Sub-locations
Campaign Manager
Start Session
Downtime
Add Event
Mission
Add Debrief Notes
End Session
Timeline
Missions
Add/Remove Event at location
Locations
Location Browser (tree)
Setting (top level)
Area name (generator)
Description
Import location (select parent)
Add preset (system/gate/planet/continent/settlement/outpost/station/stellar feature)
Factions (import/new)
Add/remove Resources
Standings (link other factions)
Associated Characters (link players/characters, rank)
Add Goal (track with portents)
Add Other Track/Clock
Players (import)
Add GM note
Add GM Resource
Characters (import/new)
Add Note
Add Track/Clock
Missions
Create Mission
Location
Events
Encounters
Import/Export Mission
----
types of action lancer items can take:
DIRECT
Attack (skirmish/barrage/as a free action)
Free/Quick/Full Tech
Free/Quick/Full Activation
PASSIVE
Add condition or bonus to other move (eg. nelson traits)
Add additional move
Add an additional move with a condition (eg. sekhmet)
Modify attribute (eg. exposed reactor)
Apply a passive effect
OTHER
Spin up/spin down
Do something extra on crit
Apply heat to self
Confer status to self
Become loaded/unloaded
Becom uequipped/disarmed
Be thrown
Be destroyed
Be repaired
Be loaded with ammo
Be deployed
Create a drone
Consume a charge/use
Become shackled/cascading
Do something once per turn/round/scene/full repair
Get a different profile while in the Danger Zone
Modify a stat (heat, etc.)
# Base Actions :
move + 2 quick actions OR 1 full action
no duped actions, unless free or overcharged
## MOVE
Move your character up to its speed in any direction.
## QUICK ACTION
SKIRMISH - Attack with one weapon from your mech.
BOOST - Move your speed
RAM - Attempt to knock down or knock back your target
GRAPPLE - Attempt to grab on your target, potentially immobilizing it or riding it. QUICK TECH - Perform quick electronic warfare or systems-boosting activities HIDE- Attempt to hide
SEARCH - Look for a hidden target
SHUT DOWN (quick action) - Shut down your mech as a desperate measure, to end system attacks, regain control of AI, and cool your mech
SELF DESTRUCT (quick action) - As a last ditch measure, set your reactor to go critical and explode
PREPARE (quick action) - Hold a quick action for a specified trigger
## FULL ACTION
BARRAGE - Attack with two weapons, or attack with a single superheavy weapon.
FULL TECH - Choose and perform two options from the tech list, or perform a full tech action
IMPROVISED ATTACK - Attack with a fist, rifle butt, or improvised weapon in melee.
STABILIZE- Heal and cool down your mech, reload, or attempt to end conditions affecting it
DISENGAGE - Move safely, avoiding reactions and engagement
BOOT UP - Fire up your mech from Shut Down
MOUNT/DISMOUNT - Get in or out of your mech
SKILL CHECK - Perform an activity with a clear goal that would take a skill check
## OVERCHARGE
OVERCHARGE - spend heat and gain free quick action
## SAVE
SAVE - roll save vs skill
## REACTION
BRACE - Brace your mech for impact, reducing damage at the cost of your next turn’s actions
OVERWATCH - Attack a close-by target attempting to move
## MELEE ATTACKS
- threat range, grit vs evasion
- ignore cover
## RANGED ATTACKS
- grit vs evasion
## CRIT
- roll twice take highest
## TECH ATTACKS
- sensor range, tech attack vs. e-def
## Base Modifiers:
## Difficult Terrain
half movement
## Dangerous Terrain
start of turn: eng save or 5 var damage
## Engaged
+1 diff on ranged attack rolls
## Soft Cover
+1 diff on ranged attacks made against
## Hard Cover
+2 diff on ranged attacks made against
## Invisible
50% chance to miss any attack
# Actions: #
## Fly when X
- cb all theater movement: move, boost // 1 heat
## Adaptive Reactor
- cb adaptive: 3 repairs in stabilize = -1 reactor stress
## Initiative
- everest trait: free quick action FIRST TURN ONLY
## Replacable Parts
- everest trait: 1 repair = 1pt structure, REST ONLY
## Power Up
- everest CS active: free FA or 2 free QAs
## Cable Grapple
- blackbeard trait: init grapple up to 5 away
# Output modifiers: #
## +X Mount Accuracy
- cb hardpoints: +1 accuracy (mount)
## +X Mount Damage
- cb burnout: +1d6 damage (mount)
## Roll to replenish CORE power
- cb reserve capacitors
## Max structure roll
- cb briareos (2d6)
## Extra free X action on success X
- cb titanomachy: ram or grapple
## + Knockback
- cb titanomachy: +1
## + Speed when X
- cb nerveweave: +2, boosting
## + Weapon Range for X
- cb gyges: +1, threat
- cb neurolinked: +3, all ranged
## Add X on Y
- cb opendoor: 1 heat on target fails save
- cb tomorrow's thought: +1 melle acc on successful attack ON THAT TARGET
## + Limited
- cb ammofeeds: +2
# Input modifiers: #
## Damage resistance
- cb briareos: ALL when < 2 pts structure remain
- cb stasis: ALL when gaining reactor stress, untill EONT
## Resist status
## Immune to status
- cb superior: Impaired
## +X check ATTRIBUTE
- cb gyges: +1, HULL
- cb kai: +1, AGI
- cb disbelief: +1 SYS
- cb sculpted: +1 ENG
- blackbeard trait: -1 ENG
## Heat Limit
- cb heatfall: 1d6 max on overcharge
# Turn modifiers #
## Invisibility, breaks on X
- cb ghostweave: on **NOT** move, hide, boost
## Disappear
- cb transub: on structure damage
## Soft Cover
- cb sculpted: until next turn on overcharge
NEEDED ICONS:
- License
- Background
- Status
- Reference
---
Aptitudes:
RANGED -- Damage dealt, not melee -- rounded down
+0.5 pt for range 0-10
+1 pts for range 10+
+1 pts for every 1pt of guaranteed damage
+0.5 pt for every 1pt of possible damage
eg: 2d6 + 2 @ range 20
6 + 2 = 8 pts for damage
5 + 10 = 15 pts for range
= 23 Ranged Aptitude (before tags)
+ 1pt/sq for burst/blast/line
+ 2 CONTROL per threat
accurate + additional 0.25pt for every 1pt of possible damage (0.5 => 0.75)
inaccurate - additional 0.25pt for every 1pt of possible damage (0.5 => 0.25)
reliable (+3 pts/pt of reliable)
ap = total * 1.35
arcing = total * 1.15
smart = total * 1.15
overkill = total * 1.15
loading = total * 0.85
ordnance = -2 to MANUVERABILITY and -2 to CONTROL
throwable weapons have ranged damage / 2.5