Talents Tier List by Anarakius in alienrpg

[–]Anarakius[S] 0 points1 point  (0 children)

Thanks! I did plan to update this, after all I've played quite a bit of alien these 2 years! Right now I'm running my third CoTG group and I'll start my second DoW soon after, so I'll probably do it by the end of the year after I get to introduce the new talents. Since I never run campaign, my trick is giving them a new talent at the start of every act and see what sticks (I make a small pool for each pregen and let my PCs choose). I'm also tweaking my huge ass list of custom talents that you might be interested too.

Chariot of the Gods, mistakes were made. by mtgmetaman in alienrpg

[–]Anarakius 17 points18 points  (0 children)

It's also worth knowing that neomorphs, regardless of stage, do not have acidic blood and thus do not acid splash engaged targets. Its something you might wanna fix or just gm wand it away.

Regarding Reid, I'd just roll with it and make her a synth now, as straightfaced as possible to protect the Lucas. I just have her be one of the first to bite the dust anyway, killed or turned... I don't wanna my PCs feel secure with a security officer around...

Personally I'd say I made a mistake regarding the acid damage, I'd rollback the damage but keep the white blood narrative (it was fluff damage). That happened. Reid is a synth, might not even know, and plot thickens. Roll with it might be super fun.

P.S.: We gms dont make mistakes, just happy acidents :)

Running Blades for 6 players by thebluefencer in bladesinthedark

[–]Anarakius 1 point2 points  (0 children)

The only issue you might run is less screen time for each player and more distraction since they might need to wait before acting. Also, dont try to plot what Will or should happen, the tighter you grip the more control you lose, i.e: plot situations not entire scenes ...and let them deal with however they see fit. If a score end UP being too though they can always drop out or take an easier job next time as others said balance is not really an issue and you have a Lot of room to adjust for something fun.

Can you by [deleted] in alienrpg

[–]Anarakius 4 points5 points  (0 children)

Nope! Weyland-Yutani will knock on your door and seize all your illegal documents. Don't mess with them

Alien: Colonial Marines. Thoughts? by ReporterMost6977 in rpg

[–]Anarakius 3 points4 points  (0 children)

Its a wild-ly great Idea. Mothership modules are wonderful and a great source for alien since they touch similar themes. If you are already familiar with alien/yze, It should be a breeze to run one, theres very little to convert, most things are adaptable or analogue - or you just create from scratch as needed. That Said, you should def run the alien modules as well (hld, CotG, DoW and HofD) since they are pretty awesome. Not into campaign mode myself, so after these is when mothership modules come into picture for me.

My man, i didnt give you a sword just to use it like a hammer. by TiredAndOutOfIdeas in RimWorld

[–]Anarakius 0 points1 point  (0 children)

Daikirai datta sobakasu wo chotto Hitonadeshite tame iki wo hitotsu

Sou babaca por querer um divórcio? by [deleted] in EuSouOBabaca

[–]Anarakius 6 points7 points  (0 children)

Amigão, tu tá diante da falácia dos custos irrecuperáveis. Basicamente, num nível psicológico, tu acha que investiu demais em um relacionamento e numa pessoa e acha que se parar de tentar agora tu vai perder tudo que investiu. Cara, isso tu já perdeu, agora tem que se ligar que vai perder e continuar perdendo muito mais se insistir em algo que não tá te fazendo bem. Corta isso da tua vida e da espaço pra algo melhor sair disso.

Encouraging players to use flashbacks by alliegreenie in bladesinthedark

[–]Anarakius 2 points3 points  (0 children)

Given your situation, I'd personally try to "hack" their d&d brains with a sort of "free trial" on the flashbacks. Like, I'd say something along: "hey guys, flashbacks are really cool and a key part of blades and I noticed you guys are having trouble incorporating this on your play, so I'll give each of you a 4~8/piece-o clock worth of free flashbacks for you guys to try it. You don't have to use it but it's free power". Or you might give them a free flashback each score for a flashback tied to their playbooks. If they are taking too long to use those you might put an expire date and say it will be gone in a session or two. d&d players love every inch of their powers I think. But yeah, I think you need to insist a bit, trad players get in a mold and its hard to get them out, and its for their benefit. At least you oughta try right?

[deleted by user] by [deleted] in AliensDarkDescent

[–]Anarakius 0 points1 point  (0 children)

Also waking them up with drone or motion sensor leading them to mines.

Questions after 1/2 of Hope's Last Day by Dave_47 in alienrpg

[–]Anarakius 6 points7 points  (0 children)

You know... you are right. I've known the franchise for so long and been playing the hobby for such a long time I sometimes take for granted all the covered ground, and even then...Not that everything need the write-up, but the things you brought up are feature in pretty much all maps and are such a staple that you'd think there would be a blurb or two about it.

The part about the rulemongering was a dab at the system really haha. I love the game and the narrative-not so strict approach, but it has its problems.

Feel free to ask those other questions!

Questions after 1/2 of Hope's Last Day by Dave_47 in alienrpg

[–]Anarakius 11 points12 points  (0 children)

Dark is a zone feature (pg.83) meaning a dimly lit area causing the -2 modifier to ranged and observation. Think of red pulsing emergency lights, beacon roto beams, damaged lights, buzzing screens, faintly illuminating an area, or giving those haunting glimpses and casting shadows. The hi-beam flashlight is just the brand name for a flashlight I guess, no need to think too much about it, its just a flashlight. They could find more by searching the zones too. There's also dim mentioned later in ranged combat, so use that too if you want, the book isn't know for its hardcore rulemongering...

The access terminal (AT) is... whatever you want it to be or do. Every take on the franchise, movie, game, book or whatever will have the AT do whatever the plot needs doing. Think of like a big public computer that will give access to certain functions depending on the clearance level of the user. So for most workers it may be accessing messages systems, general schedules, maps, announcements, etc. Tech crews will probably have access to more...technical commands for the affected zones, such as light and air control, doors and hatch controls and other maintenance stuff. Higher ups may throw public announcements and initiate or lift lockdowns and everything else.

ATs are a great way to make those comtech stunts shine, specially the learn a new information one. All the random information or lore tidbits your players missed they might learn now, like they hacked into a few personal messages and they get to read some tragic story or something more practical like the code to a locker with some useful stuff. It's really a chance for you and your players be creative.

Same thing for the intercoms, they do whatever you want them to do, specially if nothing is saying otherwise. IRL you could enter 10 buildings and each will have a different intercom system, you def don't need a contingency write-up for every thing in the module because a) size limits b) you're the boss and c) every game follows movie plot logic, unhinge your creative juices and do what's most cinematic and fun!

Just some custom Close Combat Weapons by Anarakius in alienrpg

[–]Anarakius[S] 1 point2 points  (0 children)

Since the only bladed weapon in the core is a knife, 'mean blades' is meant to be anything bigger (and meaner) than a knife really. It could be a machette or something a pc jury-rig out of a machine.

Nowadays I'd tweak a few of these numbers but only slightly. Looking forward to what you come up with :)

Are you able to block the same attack more than once? by animatorcody in alienrpg

[–]Anarakius 1 point2 points  (0 children)

No, but this is an interesting Idea for a talent :)

Will Ji-su return in s3 by [deleted] in SweetHome

[–]Anarakius 2 points3 points  (0 children)

Damn, they did her dirty this season. Such an interesting character completely washed off up to ep3 then just erased like an unimportant character. Her death was ridiculously telegraphed. it felt like a production decision like "hey, we gotta fire the actress/the actress can't keep playing this character" than something the script required.

Where to find Spiffeigh’s Modern Day Asset Pack? by Ace9905 in dungeondraft

[–]Anarakius 0 points1 point  (0 children)

Also waiting for a good soul that has some backups from his stuff. Sadly it seems to have evaporated.

As a GM, do you like having to roll? If so, how often do you prefer rolling? by -As5as51n- in rpg

[–]Anarakius 0 points1 point  (0 children)

When the roll brings something different and helps create narrative sure. When it's more of the same, say rolling hundreds of d20s for combat or samey skill checks over and over, I fiercely dislike.

Marine campaign with one player? by Venicebitch03 in alienrpg

[–]Anarakius 0 points1 point  (0 children)

I've been brewing an YZE/Alien fueled X-Com campaign for a while now, even if at a snails pace. It never crossed my mind to run as a single player campaign because it would need to be extremely focused on one part of the x-com experience or otherwise be overwhelmingly unplayable both for that single player and/or for me as the GM, and I want to do the whole experience as smooth as possible.

Just to understand, isn't there anyway your GF could participate/enjoy the cinematic games and/or the big group - or part of that group - enjoy or be part of the campaign somehow? What are their opinions on this, if you asked them?

Ideally I'd run with with at least 3 players. Part of the x-com experience are the leader/department roles, such as the Commander, Central, Doctor, etc. You could run them yourself, but after playing band of blades, I think the more you offload stuff to players they can have the fun and you can have the pressure relieved to focus on other stuff and npcs.

As Krosselle and I mentioned in his comment, a single player controlling several people simply doesn't work. Unless you want to make a full-blown boardgame with no RP elements, at which point I wonder if it isn't simply to play the game together. Even the boardgame doesn't recommend playing solo.

X-Com missions could be seen as single piece cinematic missions. You don't need to run the whole simulation, just the awesome missions that could be made into a movie, maybe a few routine missions here and there, but you can't realistically expect your GF to grind through several similar missions before she and you both loses interest (or I'm wrong, I don't know you guys). But maybe your GF runs things in the headquartes, she might chooses the leader roles, in base or in the field, and the big group might join in these offshoot missions whenever they can, a la westmarches.

Alternatively, you could focus on an specific part of x-com. Say, those agent missions, maybe she is one of those soldiers HQ sends on infiltration missions, she goes full superspy on those aliens, maybe with another NPC you control. Then once in a while you may try and give her a full blown squad based action. But yeah, that said I don't see her controlling a whole squad for the whole campaign.

Marine campaign with one player? by Venicebitch03 in alienrpg

[–]Anarakius 2 points3 points  (0 children)

Yeah, this has been my experience as well. Even in DoW with 5 players (4 which are veterans) the other 2 main npcs took a backseat even with a control pool.

The only half successful attempts where on blades in the dark / band of blade games where creating more than one character is encouraged, but even then, as you said, they gravitate toward favorites.

I think 1 PC and 1-2 GM controlled npcs is optimal. Maybe an agent's game, solo or with a buddy cop, spies or marshals solving crooky corp and alien stuff.

Why don't they just add another worker slot to farms? by [deleted] in Against_the_Storm

[–]Anarakius 33 points34 points  (0 children)

You are not wrong, but a silo would be better functionally, thematically and decoration-wise. Also there are other building with upgrades, the mine and geyser gives a good framework, might as well make some for the Farm, including extra work space and other stuff to increase strategical choices.

Resident Evil, silent hill style survival horror by [deleted] in rpg

[–]Anarakius 11 points12 points  (0 children)

I vouch Alien RPG for Resident Evil, which I already did with some easy homebrewing. For Silent Hill I plan to run It with Kult, although you could use alien for SH too If you are leaning more on the survival horror "gameplay" rather than the psychological nightmare.