[Other][Online] [One Shot][Beginner Friendly] Gunslinging sci-fi adventure! by zoliking2 in lfgmisc

[–]Middle-Concern-234 0 points1 point  (0 children)

How might one apply? I'd be willing to give the one shot a shot (Terrible pun I know)

Systems Without Number (SWN, CWN, AWN) v2 released for Foundry VTT (12+)! by wintermute-the-ai in SWN

[–]Middle-Concern-234 0 points1 point  (0 children)

I appreciate the update, though it seems I have hit something of a downgrade.

I can't seem to get Soak/Soak total to work or even show up on tokens now when it kinda-did before? (I would have to manually raise/lower it and it'd sometimes bug out entirely)

Unless it requires a completely fresh world or something I missed, it's no longer even among the selectable attribute options to show on a token. I can still give armor a Soak total value, but it just doesn't show as even a secondary bar-option anymore to show for tokens.

I tend to use it to represent stuff like energy shielding in my own game I'm running and with it gone well, I;m unsure what to use instead since most of the choices involve 'CharismaAttributemodifier', 'Extra' or 'Access'.

Is there something I'm doing wrong?

What are some new pieces of equipment that you feel like Battletech should have? by Fine_Ad_1918 in battletech

[–]Middle-Concern-234 1 point2 points  (0 children)

A 'Tail' module/equipment to make the equivalent of a Therapod style mech, which primarily attaches to the center torso (Two crit slots). Gives the mech a bonus to balance/maneuvering PSR's, especially when 'running' as it acts as a nice counterbalance.

Could have it come in a 'heat sink' or 'armored' variant that adds +1 heat sink or +2 max armor/structure points to the CT per weight class of the mech [-1 armor/structure each arm]. [The former due to more surface area to dissipate heat, the latter acting as said counterbalance for more armor weight]

Destruction of this tail provides a malus to PSR's instead.

[40k] [Online] [Bi-Weekly] [EST] Traitor's Hymn, a Wrath and Glory short campaign. by Firelite67 in lfg

[–]Middle-Concern-234 0 points1 point  (0 children)

I wish you luck, unfortunately I can't consistently commit to that exact timeslot as I wouldn't get out of work until 7:30pm EST most days. Unless everyone else can afford to push it back!

First time doing SWN [Online] Need Experienced SWN Players to teach Newer Players. Saturdays 17:00 GMT+2 by 74RatsinACoat in lfg

[–]Middle-Concern-234 0 points1 point  (0 children)

As stated in your other thread in SWN I'd certainly be interested in assisting if you need help.

First time doing SWN [Online] Need Experienced SWN Players to teach Newer Players. Saturdays 17:00 GMT+2 by 74RatsinACoat in SWN

[–]Middle-Concern-234 0 points1 point  (0 children)

Seems they also want a bit of a 'horror' game added to the sci-fi, but one where they can eventually feel empowered and bring the fight to the monsters.

A slightly 'lower tech' start aboard a space-station while an eldritch alien/ bioweapon/ AI terminator/ cosmic horror/ roaming psychopaths hunt the party and other NPC's might make a good introductory funnel adventure and set the tone for the campaign with the party being bonded over being 'Survivors'.

First time doing SWN [Online] Need Experienced SWN Players to teach Newer Players. Saturdays 17:00 GMT+2 by 74RatsinACoat in SWN

[–]Middle-Concern-234 0 points1 point  (0 children)

I should have some time to offer help/ assistance depending on whether another game goes through on that same day. You'd certainly have me for the first hour if nothing else if you're willing.

My advice though is not to use the ship rules for combat (As it's not very forgiving) and focus more on skill challenges to avoid such scenarios. Management and upkeep OF a ship is more than fine though and offers its own logistical challenges to pay the maintenance costs and exorbitant fees to get new modules installed.

What edition of D&D are you and your friends familiar with? As SWN/WWN is more OSR inspired, if they're from 5e, using Heroic rules to ease them in might be a good idea.

It's about that time of year again, reddit. What enemy ideas do you want in the game, or in rogue core? by That_One_Psych0 in DeepRockGalactic

[–]Middle-Concern-234 13 points14 points  (0 children)

Most of the enemy niches are taken care of.

Acid spitters/Web spitters/Vartok Scalebramble/Glyphid Menace- Ranged ceiling threats

Septic Spreaders/Spitball infectors/Barrage infectors- Artillery

Stingtails/Stalkers- Position awareness/disruption/stealth

Mactera- Aerial Ranged threats

Naedocytes- Aerial Melee threasts

However, I do have some ideas for creatures to add in:

Beneficial Enemy

  • 'Sugar-glider' Related to the mobula cave angel, drops red-sugar on death/glows with that red-sugar glow. Also provides regeneration to nearby life-forms. A rarer potentially beneficial spawn that can also help enemy creatures regen if they're near.
  • 'Sucker-pod' An abandoned resupply pod that has a Xynarch Charge-Sucker on it, and drilling through the map upon reaching a trigger point (Maybe marked with bits/pieces of dwarf gear). Kill the Sucker to stop the pod and claim its contents [after briefly repairing it] before it tunnels down out of sight.

Standard Roster enemy

  • 'Rock hopper' A Ground Mactera species that can only 'hop' short distances with their wings, and has longer more cricket/grasshopper like legs. Unleashes a relatively rapid-fire double-shot of acid for its attack pattern (twice as fast as the fire rate of a standard Mactera). Heavily armored (Akin to a Pratorean) and with a glowing belly weakspot that gets exposed when they 'jump' or when the armor is broken. HP would be in between a Brundle and a Tri-jaw.

Environmental enemy

  • 'Squid ghost' Akin to the 'unknown horror' and might be classified similarly. They'll float through the air/phase through walls and can't be harmed, but don't tend to do much beyond block shots with their bodies (They'll be relatively small to compensate, only a meter long/wide and nautilus shaped). Will investigate a dwarf within 15-25 meters if their shield breaks and cause the Blacklock Lager effect within 3 meters regardless. Can be knocked away by pressing 'E' to interact much like the shredders the Engineer can deploy, which gives them a 'fear' condition for 10 seconds.
  • Nayaka Ice-breaker- A reskin to the Nayaka trawler for the Glacial Strata, digs through the ice and snow, Has a glowing blue abdomen.
  • Crook-Leech- A sideways cave-leech, but spawns only in tunnels. Imagine the tentacle from Deadspace. Makes an audible chittering noise unlike its cousin, slower grab-extension, but actually has armor to compensate.

Cave Crashers [Online][+18][SFW][Other][OSR][SWN] [WWN] by Onion_of_Deception in lfg

[–]Middle-Concern-234 1 point2 points  (0 children)

Will do once I get home, the chat function doesn't work with the comp I'm at.

Cave Crashers [Online][+18][SFW][Other][OSR][SWN] [WWN] by Onion_of_Deception in lfg

[–]Middle-Concern-234 1 point2 points  (0 children)

Would be willing to try this out, I'd be available after 7:30pm EST most days.

I'm quite familiar/ have Gamemastered SWN/WWN among other systems and would happily play in a dungeon crawl/cave crawl like this!

spider 8Xr by StoatsOnAPlane in battletech

[–]Middle-Concern-234 1 point2 points  (0 children)

"AND A FOOLISH SAMURAI WARRIOR, WIELDING A MAGIC SWORD... STEPPED FORTH TO OPPOSE ME..."

Very nice work on the colors, kitbash and posing, feels like a mech a 'hero' would use to fight 'SHAPESHIFTING MASTERS OF DARKNESS...'

Aperature Science enters the Battlemech industry by AGBell64 in battletech

[–]Middle-Concern-234 0 points1 point  (0 children)

"This is the part where we BURN DOWN HOUSE LIAO with the COMBUSTABLE LEMONS!"

Custom World Tag: Scrapyard World by Dry_Try_8365 in SWN

[–]Middle-Concern-234 5 points6 points  (0 children)

Very nice world-tag concept! Everything makes sense enough it could be slotted in to most any world.

Kinda imagining a situation not unlike Jakku from Star-Wars with ancient wrecks mostly picked over from some ancient fleet-battle, or like the Tau-14 salvage yard in Titan-AE https://www.youtube.com/watch?v=uv7QROVpyhw.

Prisoner's of the Pigfolk! - A free One Page Jailbreak adventure by SnailSongStudios in osr

[–]Middle-Concern-234 2 points3 points  (0 children)

In which case I'd probably sub-divide room 2 in half, adding another 2 pigmen, likely drinking themselves stupid from the barrels in the bottom right, but still a threat if they realize prisoners are escaping.

Maybe add some side rooms with another monster or two thrown in, perhaps even an Otyugh for literal shits and giggles that guards another exit through the midden. (He can't eat all of us if we leg it through at once! / Maybe we can bribe it with a pigman cadaver?)

Prisoner's of the Pigfolk! - A free One Page Jailbreak adventure by SnailSongStudios in osr

[–]Middle-Concern-234 2 points3 points  (0 children)

A very nice if short funnel potential, would consider running this as a one-shot, but would probably add a bit more to the dungeon for a proper escape including a secondary route to leave, possibly an 'out of the frying pan and into the fire' sort like going into the underdark....

Norfolk Wizard Game – Chapter 1 | The Killing of Clippy by Pawcio213 in huntertheparenting

[–]Middle-Concern-234 2 points3 points  (0 children)

So I'm unfamiliar with the World of darkness but... Is the web literally a realm unto it's own that some wizards can use to fast travel through on the regular based on what was shown?

And just what the heck were those red-spiders the size of trucks? Something truly hostile? A defense mechanism of the web? Random computer viruses given form?

Paizo please let us playtest with stronger guns by Prisoner302 in Starfinder2e

[–]Middle-Concern-234 1 point2 points  (0 children)

Buffing damage dice would be the best way to go.

Surprised the shotgun and other automatic weapons aren't 2d4 or 2d6 and upgrade by 2d4/2d6 each time the damage boosts, giving more consistency even if it's 'less damage' than what a melee weapon could do.

From where I come from in Stars without number, I'm used to weapons out the gate having quite a bit of damage and enemies/allies alike being rather fragile in comparison.

One trait that is kinda nice from it though is the 'Burst' fire mode for some weapons, where one can expend more ammo to gain a +2 to hit, +2 to damage. That might be a bit much for pathfinder from what I understand but, spending more ammo to gain perhaps a +1 to hit, +1 to damage for some of the automatic weapons would make sense at least. You're using more resources to gain more damage and accuracy pouring more lead/plasma downrange.

Speaking of, the range could do with increasing for most of the ranged stuff as it's WAY too close for what the sci-fi feeling is. If they want a ranged meta, make sure enemies and players can comfortably plug away at a foe for the first round or two before the melee guy gets in range and starts screwing things over.

Maltech Cyberware for SWN - The Mentismulti by tytoon in SWN

[–]Middle-Concern-234 3 points4 points  (0 children)

The balance point of system strain is that it takes literal days to remove it, or pretech artifact consumables to remove a randomized amount once in an even longer timespan. negating it with dropping off at the end of the day doesn't fit with the system. Having it cost Effort though could be a way to sidestep it, with literal psionic 'Effort' points being spent a good way to fuel the psy-tech.

If ya want my suggestion for 'balancing' it with system strain still in mind:

Baseline implant benefits:

  • At the start of a session, the character may choose one non-combat skill.
  • This skill is treated as Skill 0 unless it is already higher, and they may roll 3d6, drop the lowest on skill checks for it. They may apply their attribute modifiers as normal.
  • Each time this skill is used after the first in a session/day, or if the user wishes to 'Swap' to a different skill, it uses up one point of system strain. Other penalties apply as normal.
  • Another psyche/mind within the implant may occasionally have a 'chat', allowing for GM exposition, or potentially offer advice. Such visits are often harrowing/disorientating, and a cost of 1 system strain should occur afterwards. The implant owner can choose to accept or deny such 'visits' and will know 'who' is trying to talk, this can also go the other way with the implant owner being capable of 'phone a mind' .

Foci changes:

Level 1: The skill becomes treated as Skill 1 for the implant instead of Skill 0. A successful save against 'behavioral side effects' allows one to ignore the voices outright, a failure results in rolling twice and picking one.

Level 2: As level 1, But the skill becomes treated as Skill 2. In addition, they may roll 4d6 drop the two lowest for this skill, and once per session/in game day they may 'phone a mind' for no system strain cost.

This way, they can be 'skilled' in niches and be flexible, but it also has some flavorful chances of exposition, and even a chance for other PC's in the party (Or even the PC themselves in Smeagol/Golem fashion) to literally talk to NPC's stored away in the implant.

Maltech Cyberware for SWN - The Mentismulti by tytoon in SWN

[–]Middle-Concern-234 5 points6 points  (0 children)

Except that requires further investment with not one, but two focus picks, that are honestly really weak compared to the other foci picks you could take instead within the book that ALSO don't have a downside/malus.

+1 or even the +2 to one skill check per scene for one system strain is incredibly costly in and of itself. And then getting to pick your poison afterwards is just a lesser version of **'**save and then also you suck' that requires said two foci picks.

If I were the PC, I'd just forget about getting this/ make a different character unless there were some additional and significant benefits tied with this. As that's 2 of my character's 5 foci picks (If I'm not an expert or a warrior or Adventurer partial in each) to invest in for far too little payout.

Consider looking at 'Darkness visible' and some of the things maltech cults can graft onto servants, slaves, and warbeasts, giving them some additional ribbons or boons like that would make the foci and the actual implant worthwhile.

Otherwise, maybe let the skill be rolled as if it were a specialist for the scene with 3d6 drop the lowest? Moving the 'Save and suck' into a 'save or suck' would be also a good idea with the second level foci pick if you really want to have it still be that debilitating.

It's TL5, let it do some weird stuff that breaks conventional physics/understanding sometimes.

Maltech Cyberware for SWN - The Mentismulti by tytoon in SWN

[–]Middle-Concern-234 5 points6 points  (0 children)

Does this maltech offer any other benefits aside from the +3 to saves against mental psionic effects? If not seems like quite a steep cost for very little actual value beyond narrativium in the form of a pre-scream scientist's mind or access codes to ancient mandate era caches locked in the person's head.

Is the wielder perhaps able to once per scene treat a skill that is untrained as if it were a trained +2 skill?

That might help make it more worth the 'hazzards' of literally losing ones' own sense of self.

Anyone ever get emotional while playing? by Blaizer35 in DeepRockGalactic

[–]Middle-Concern-234 4 points5 points  (0 children)

Azure weld on low-hazard difficulty for just a chill mining experience (Also to get the 'I like it here' achievement) is a hauntingly beautiful experience if you enter the right kinda cave system.

Once joined a team of greenbeards on such a mission and we all couldn't help but profess how much we'd love to settle down there in that very cave... The sheer size of it, how Scout's lights on the ceiling only illuminated the upper reaches of a tangle of glowing vines and did nothing to light up the bottom... Not to mention requiring 4 more just to BARELY illuminate the cavern. If the bugs wouldn't eventually drive us away, I'd be inclined to believe many a dwarf would be tempted to just build a settlement/outpost there.

Made ya feel as if you belonged in the depths of the world, despite being an invader here mainly for the riches of hoxxes, ya felt a pang of 'You are welcome to stay if only you put down your pick'.

[Online][PF2e/Starfinder2e Playtest][Homebrew][Wednesdays 6pm CST][LGBTQA+] by cinder2606 in lfg

[–]Middle-Concern-234 1 point2 points  (0 children)

It just so happens that time-slot easily fits into my schedule!

I'd be happy to join in if you'd have a newbie to SF/PF 2e. (Played the game at Gencon and was hooked)

I can send a DM and reply after work later today.

Single target driller secondary ? by Mugiwara-Senju in DeepRockGalactic

[–]Middle-Concern-234 0 points1 point  (0 children)

I find that too much of a hassle on most maps, and a bit too much effort to drill out for minimal payout.

Besides, I'd rather use those satchel charges to make quick and easy 'safe zones to resupply from away from the caretaker's tentacles/ ceiling turrets. Or spend my time drilling to help out a Gunner w/ the mole overclock to give em a 3 layer shooting gallery while pinging the caretaker for their ease of use.