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fits
Jan 1, 2008

Love Always,
The Captain
Sometimes you have to do things you hate, so you can survive to fight another day.


Welcome to Battlestar Galactica: The Board Game: Online!

This is a heavily customized special Write Your Own Role game, in which ALL of the characters will be made by you, the readers/players/spectators! Please be sure to read things carefully. Sign up information is in the third post.

The current plan is a 5 or 7 player game, using the Base Game+Pegasus+Exodus Cylon Fleet Board (DEFCON variant). Daybreak and Cylon Leaders being used are both OPTIONAL.

Details for DEFCON are in full listed later, but in short: No Basestar Bridge, CFB board for mod use only, Cylon Attack Crisises form their own separate crisis deck, there's a DEFCON number that's rolled against during the crisis phase and determines whether a regular crisis or CAC is drawn. CAG is still in, civs still need escorting, CACs will try to place their listed ships from the CFB where possible before as listed on the crisis.

Rules can be found here.
General BSG discussion thread is here.

Playing Guidelines:
  • PMs are not REQUIRED for play, but are highly recommenced.
  • You are expected to check in at least twice per day, preferably around 12 hours apart. If it is your turn to act and it has been more than 12 hours, I will issue a reminder to you. After 36 hours of inactivity, I may make your decision for you. If you are going to be offline for longer stretches of time, please tell us in the thread (or me by PM). If your absence will be longer than a couple days, please find a substitute for that time period. The time requirements will be relaxed on weekends and holidays. If there is active discussion concerning your current turn you will not be rushed.
  • All game actions should be made in the thread like so: ##Play Executive Order (Lea 1).
  • Do not edit your posts unless you are quickly fixing a typo immediately after posting. Instead, simply make a new post stating what you would have changed. Double and triple posts are fine; if I can see that you've edited your post, you will receive a warning. If I see it again, you will be replaced. Don't edit your posts. Don't do it!!
  • Do not quote posts from more than one page back. The game is less fun if some players have perfect memories.

Secrecy
  • Players MUST read and abide by the Secrecy Clarifications in the official FAQ.
  • No, seriously. DON'T EDIT YOUR POSTS
  • Players may ONLY use the words, "low" or "high" to describe their contributions to skill checks. That’s it. You can use "medium", but only when contributing multiple cards and only to describe the entire contribution.
  • No out-of-thread (OOT) communication between players is allowed.
  • Players may not quote anything from PMs. This includes cards and messages from the mod.
  • In every case, choosing cards to draw (whether as a variable draw or from another source) and cards to discard are both PUBLIC knowledge. Feel free to post them in the thread, because that's all I'm going to do if you send them to me.

Conditional Orders (COs)
  • Things go a lot smoother when you send conditional orders to me. These can be about any circumstance (playing or not playing cards, default cards to draw, things to do). Clearly mark them as a CO when you send them to me
  • Cards that apply to checks/activities like Declare Emergency, Strategic planning, Calculations, etc are ESPECIALLY needed for CO's, because I'm not going to be spending time waiting around if someone wants to play one (asking for something like if someone has a SP before rolling is fine)

DEFCON
  • Cylon Attack Crisises are removed from the normal Crisis deck and placed in their own separate deck. Super Crisis Cylon Attacks are removed altogether.
  • DEFCON Level is a number that ranges from 1 to 11, and initially starts at 8
  • When a Crisis would be drawn during the Crisis Phase or from Caprica, a d8 is rolled.
  • On a roll greater than or equal to the current DEFCON Level, a Cylon Attack Crisis is drawn (draw two and choose one if on Caprica), and DEFCON Level is turned up to 11.
  • On a roll lower than the DEFCON Level, a normal crisis is drawn and DEFCON Level is reduced by one.
  • After Galactica jumps, any cylon ships on the board are transferred to their respective places on the Cylon Fleet Board. Pursuit track and Basestar Bridge are not used at all, they just sit there.
  • On any future cylon attacks after Galactica jumps for the first time, Cylon ship placement are chosen first from the CFB where possible. If a CAC would place 4 raiders in ALPHA and there's two CFB raiders on BRAVO, for example, then 2 raiders would be deployed to each of ALPHA and BRAVO.
  • CAG, CFB nukes and ship escorting work as per normal CFB Exodus rules

(This my first time modding this variant, I believe I have everything right but please ask if you have further questions)

House Rules
  • By default, turn order will NOT be enforced on Skill Checks. Players may play cards in any order they choose. However, turn order will automatically be enforced in the following circumstances: if there is an Investigative Committee in play, activating the Admiral Quarters, activating the Airlock, attempting to escape the Brig, or any Skill Check that would result in the immediate end of the game. Turn order will also be enforced by request of any player (I don't think I've ever seen this happen, though).
  • You must post in thread ##Play X (low/medium/high) or ##Pass when you play cards into a Skill Check.
  • Interrupt cards should be played as soon as possible, if an interrupt is played after other players have already played in, I will let them revise their contribution. Please put in a conditional order if you may want to use one!
  • When activating Cylon ships, it will start in Sector 1 and go clockwise around the board, it's far too much of a hassle otherwise.

Other than that, we will be using the official FFG rules with clarifications found in the Unofficial FAQ on BoardGameGeek.

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fits
Jan 1, 2008

Love Always,
The Captain
Quick overview of what's changed for Daybreak, for people who have played before, but not with the new expansion:
  • New crisis cards and skill cards. Treachery deck is completely replaced and are all (nasty) skill check abilities.
  • Colonial One is completely different. President's title is now moved with the new Mutiny mechanic.
  • Mutiny cards. Have powerful effects, but usually with downsides. If a character ever has 2 Mutiny cards he is immediately sent to the Brig, and then discards one of his Mutiny cards.
  • Reckless checks now draw the top card of the Treachery deck and if the card has a strength greater than “0,” discard it and nothing happens. If the card has a strength of “0,” draw the next card from the Treachery deck as well and resolve both, even if the ability has already been resolved during this check. These cards don't count when totaling strength.
  • Assault Raptors. May stay in space when jumping (Pilot's choice). Only hit on a 7-8, but destroyed if they are hit. Any game effect that says launch or activate vipers the player taking the action or the current player can choose to launch or activate an Assault Raptor instead.
  • Miracle Token must be spent to use OPG abilities, all characters start with 1 and can only have 1 max. There are ways to get the token back to use a OPG again. Miracle tokens are lost when a character is executed.
  • Cylon Leaders have new motives. Are dealt 2 initially and 2 more at sleeper. Must complete 2 for the winning side and have no more than 1 uncompleted to win.
  • NO new Quorum, Destination, or You Are A Cylon cards.

REFERENCE

* - Pegasus Only
** - Exodus Only

LOCATIONS

A character moving between ships or from a piloted viper to a ship, must discard a skill card.
Characters cannot use their movement to move to a location marked as "Hazardous".

GALACTICA

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; on a 6 or less, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack 1 Cylon ship with Galactica.

Command
Action: Activate up to 2 unmanned vipers.

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s).

Admiral’s Quarters
Action: Choose a character, then pass a 7 LEA/TAC skill check to send him to the "Brig."

Research Lab
Action: Draw 1 engineering or 1 tactics Skill Card.

Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action.

Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8).

Sickbay (Hazardous)
You may only draw 1 Skill Card during the Receive Skills step of your turn.

Brig (Hazardous)
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a 7 POL/TAC skill check to move to any location on Galactica.

*PEGASUS

*Pegasus CIC
Action: Choose a basestar and roll a die:
1-3: Damage Pegasus; 4-6: Damage basestar; 7-8: Damage basestar twice

*Airlock
Action: Choose a character and pass a 12 POL/TAC/TRE Skill check to execute him. Reduce the difficulty of this check by 4 if the character is in the “Brig.”

*Main Batteries
Action: Choose a space area to affect and roll a die:
1: Destroy 1 civilian ship; 2-3: Damage 1 viper; 4-6: Destroy 2 raiders; 7-8: Destroy 4 raiders

*Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a “Prepare for Jump” Icon.

COLONIAL ONE

Quorum Chamber
Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Press Room
Action: Choose another Player to draw 1 Mutiny Card. (He does not move to the "Brig.") He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card.

President's Office
Action: Draw 2 politics Skill Cards.

Administration
Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a Player to gain the President Title. If the "Accept Prophecy" card is in play, the President may discard it to keep his Title.

CYLON LOCATIONS
Human characters cannot move to these locations.

Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck.*
* No Activate Cylon Ships step.

Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar.

Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, then draw 2 Skill Cards. Or Infiltrate Galactica (Only Cylon Leaders may infiltrate).

Resurrection Ship (Hazardous)
You draw only 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.

**Basestar Bridge
Action: Choose 2 of the following abilities (must be 2 different ones):
-The CAG must place 1 civilian ship (following all placement rules)
-Place 1 Basestar or 3 Raiders in any 1 area on the Cylon Fleet board
-Roll a die: 1-3: Decrease the Jump Prep track by 1; 4-8: Increase the Pursuit track by 1
-Roll a die: If the result is less than the number of raiders on the main game board, draw 2 Galactica Damage tokens and choose 1 to resolve.

SKILL CARDS

Politics (Yellow)
1-2 Consolidate Power: Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
3-5 Investigative Committee: Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding Destiny).
1-2 *Support the People: Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards.
3-5 *Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
0 **Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totalling strength).
6 **Political Prowess: Play before making a skill check triggered by a location. Do not make a skill check; instead, it automatically passes or fails (your choice)
0 Force Their Hand: Skill Check: If the Current Player is a Human, he may play 1 Skill Card face up into this Check. If he does not, he must draw 1 Mutiny Card.
3-4 Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card.
5 Negotiation: Action: Place a Basestar in front of Galactica and draw a Politics card. Do not launch or Activate any Cylon ships for the rest of this turn.

Leadership (Green)
1-2 Executive Order: Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. [Limit 1 "XO" per turn.]
3-5 Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check.
1-2 *Major Victory: Play after you destroy a basestar or a centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 "Major Victory" card used per turn.
3-5 *At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength.
0 **Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
6 **State of Emergency: Action: Lose 1 Food. Each player may then move or take 1 Action (starting with the player who played this card and proceding clockwise).
0 All Hands On Deck: Skill Check: For Each Skill Card in this Skill Check with a strength of 0, add 1 to the Skill Check's total Strength.
3-4 Restore Order: Play before cards are added to a Skill Check. Do not resolve Skill Check abilities while resolving this Skill Check.
5 Change of Plans: Play this card after a Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards.

Tactics (Purple)
1-2 Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
3-5 Strategic Planning: Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.
1-2 *Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny deck into this Skill check.
3-5 *Critical Situation: Movement: Take 1 Action. Only 1 "Critical Situation" or "Executive Order" card may be used per turn.
0 **Trust Instincts: Skill Check: Add the top 2 cards from the top of the Destiny Deck (before totalling strength). Resolve Skill Check Abilities on these cards.
6 **Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 Fuel. Othersize, destroy the raptor.
0 Quick Thinking: Skill Check: The Current Player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand.
3-4 Unorthodox Plan: Action: Activate one of the following Locations, even if it is damaged: “Command”, “Armory”, “Weapons Control”, or “Communications.”
5 A Second Chance: Play before cards are added to a Skill Check. If the check passes the printed Difficulty by 4 or more, the Current Player gains a Miracle token.

Piloting (Red)
1-2 Evasive Maneuvers: Play after any viper is attacked to reroll the die. If the viper is piloted, subtract 2 from the new roll.
3-5 Maximum Firepower: Action: Play while piloting a viper to attack up to 4 times.
1-2 *Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may then attack 1 Cylon ship in your area (even if you didn't move).
3-5 *Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
0 **Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
6 **Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.
0 Dogfight: Skill Check: The Current Player may damage 1 Viper in a Space Area or the Reserves to remove 1 other Skill Card from this Skill Check.
3-4 Combat Veteran: Action: Choose an Unmanned Viper in the Reserves or a Space Area and Activate it up to 3 times.
5 Launch Reserves: Action: Place up to 2 Unmanned Vipers from the Reserves into a Space Area containing a piloted Viper. Then, Activate those Unmanned Vipers.

Engineering (Blue)
1-2 Repair: Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged vipers.
3-5 Scientific Research: Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.
1-2 *Jury Rigged: Reckless: Play before cards are added to a Skill check to reduce its difficulty by 4.
3-5 *Calculations: Play after a die is rolled to add or subtract 1 from the result. Only 1 "Calculations" card may be used per die roll.
0 **Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totalling strength).
6 **Build Nuke: Action: The Admiral gains one Nuke token.
0 Install Upgrades: Skill Check: If the Skill Check passes, the Current Player draws two Engineering Skill Cards. If the Skill Check Fails, he draws one Engineering Skill Card.
3-4 Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor, or return a destroyed Raptor to the Reserves.
5 Test the Limits: Action: If the Fleet Marker is not on a blue space of the Jump Prep track, increase the track by 1 and roll a die. If 5 or lower, Damage Galactica.

Treachery (Brown)
0 Bait: Skill Check: Place 1 Civilian Ship behind Galactica. Whenever a player chooses to discard this card, he draws 1 Mutiny Card.
0 Dradis Contact: Skill Check: Place 2 Raiders in front of Galactica. Whenever a Player chooses to discard this card, he draws 1 Mutiny Card.
3 Personal Vices: Skill Check: Each Human player draws 1 Treachery Card. If the Current Player is Human, he also draws 1 Mutiny Card.
3 A Better Machine: Skill Check: The Current Player shuffles 2 Treachery Skill Cards into the Destiny Deck.
4 Violent Outbursts: Skill Check: The Current Player is sent to Sickbay.
5 Exploit Weakness: Skill Check: The Current Player must choose a Human Player to draw a Mutiny Card.

TITLES

President

quote:

At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards.

Action: Draw a Quorum Card into your hand.

Admiral

quote:

When the fleet jumps, you draw 2 Destination Cards and choose 1.

You Control the nuke tokens.

Action: Launch 1 nuke at a basestar (the nuke is removed from the game).

(Exodus Only): Action: Launch 1 nuke at a space area (the nuke token is discarded).

CAG

quote:

When a civilian ship needs to be placed on the game board, you choose the space area. You must choose an area that does not already contain civilian ships (if able).

Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.

Action: Once per turn, if you piloting a viper, you may activate 1 unmanned viper and then take another action.

You Are The Mutineer

quote:

Immediately Reveal This Card

If you receive this card facedown, immediately reveal it and draw another Loyalty Card. Any time you recieve this cards, lose your titles and draw a Mutiny Card. If you reveal yourself as a Cylon, give this card faceup to a human player of your choice.

Do not move to the "Brig" when you gain a second Mutiny Card. If you gain a third Mutiny Card, you must move to the "Brig."

When you resolve a "prepare for jump" icon, you must draw a Mutiny Card.


COMBAT TABLE
pre:
Target		Attacker	Roll	Result	
Raider		any		3-8	Destroyed
Heavy/Centurion	any		7-8	Destroyed
Viper		any		5-7	Damaged
		any		8	Destroyed
Viper MKVII     any             6-7     Damaged
		any		8	Destroyed
Assault Raptor	any		7-8	Destroyed
Galactica	Raider		8	Damaged
		Basestar	4-8	Damaged
Basestar	Viper		8	Damaged
		Assault Raptor	7-8	Damaged
		Galactica	5-8	Damaged
		Nuke		1-2	2x Damaged
				3-6	Destroyed
				7-8	Destroyed +3 Raiders Destroyed
              **Exodus Nuke     8       All Ships in Sector Destroyed 

fits fucked around with this message at 19:42 on Aug 30, 2014

fits
Jan 1, 2008

Love Always,
The Captain
e: TURN ORDER

1 Green Intern (Twitter)
2 Some Numbers (Dipper Pines)
3 John Dough (Doctor Facilier)
4 Slifter (Commander Lee Adama)
5 Istvun (Sam Axe)
6 Solis (Santa Claus)
7 Broken Loose (Rincewind)


Twitter - 2 ENG 2 PIL 1 LEA

Support - Titles as Dee - Setup: Communications

Launch birds: Once per turn, whenever Vipers are launched, you may launch one additional Viper and place it in any space sector.
Social Media Revolution: Action: Once per game, look at the top four cards from the Mutiny deck, then give up to two of those cards to (different) human players. Put the rest on the top or bottom of the deck in any order.
Character Limit: Whenever you would draw a Treachery card, you draw two Treachery cards instead. Additionally, all your posts must be less than 140 characters.


Dipper Pines 2 POL/1 LEA/2 TAC
Titles as Dee, I guess?
Consult the Journal: Movement: Play a "Consolidate Power" card.
Man of Action: Movement: Once per game, take an action.
Technically not a Teen: You may not hold titles.
Set up: Research Lab


Version 2
Doctor Facilier (1 TRE, 1 ENG/TAC/POL) Cylon Leader Setup: Caprica
Friends on the Other Side: Movement: Draw the top 2 cards of the Destiny Deck and add them to your hand.
Transformation Central: Movement and Action: Once per game, choose a human character controlled by another player. Ask them, "ARE YOU READY?!" That character is then swapped with an unused character until the end of your next turn. Characters piloting a Viper who lose that ability are automatically moved to the Hangar Deck and the Viper is returned to Reserves.
Can't Conjure Anything for Myself: You cannot draw Skill Cards as a result of Skill Cards you play, and you may not modify your own die rolls with Skill Cards.


Sam Axe (1 POL 2 LEA 1 TAC 1 TAC/POL) Setup: Admiral's Quarters
Titles As Zarek
Social Drinker: Whenever you play an Executive Order card on someone, you may move them into your space before following the card's text.
I Got a Buddy: Action: Once per game, draw three cards (they may be outside your skillset). Then, play 2 cards for their effect, ignoring Action: costs.
Very Loud Shirt: Whenever a player is ordered to choose someone due to the effects of a crisis card, they must choose you if possible.


Political Leader - Titles as Romo Lampkin
Rincewind (1 POL, 3 LEA, 1 ENG) Setup: Engine Room
Run Away: Movement: Move to any unoccupied location, anywhere, without discarding for intership movement. If you leave the Brig this way, draw a Mutiny card after moving. (You still move back to the Brig if you have too many Mutiny cards.)
Run Away More: Once per game, if you would be Executed, instead move to any unoccupied location, then, if possible, activate it immediately.
Pursued by Bel-Shamharoth: If the number after seven occurs in the difficulty of a skill check (printed or modified), as the final strength of a skillcheck, or as the final result of a die roll, you must discard a random skill card.


Santa Claus (2 LEA, 2 PIL, 1 ENG) Setup: Command
Titles as Starbuck
Here Comes Santa Claus: If you begin your turn in space, you may move twice.
Naughty or Nice: Action: Once per game, you may look at the top five cards of the Destiny deck and place them in the hands of any other players of your choice.
Good Saint Nick: You may not activate the "Airlock" location.


Commander Lee Adama (2 LEA, 2 TAC, 1 TAC/POL) Setup: Admiral's Quarters or Pegasus CIC
Titles as William Adama
Commander's Cookies -- Movement or Action: Draw 1 Skill Card.
Admiral's Feast -- Action: Once per game, decrease Food by 2 and then draw Skill Cards up to your hand limit.
Fat Suit -- If you have 7 or more Skill Cards, skip your Movement step.

:siren: WYOR DETAILS :siren:

This game is made up of custom characters made up entirely by you! To sign up post the following: 1) ##Nugget reporting for duty 2) A preference for: Game size (5 or 7 players), Yes/No on Daybreak, Yes/No on Cylon Leaders. If there is a strong preference for something else speak up, but I think we'll be ok


You DO NOT need to sign up to post custom characters, anyone can! Sign ups will close around Sunday and a player list will be chosen then. In between then and now, :justpost:

Here is a Character Template (please follow it to make all of our lives easier)

code:
[timg]Small related character image[/timg]
[b]Charecter Name[/b] (3 CARD, 2 DRAW) Setup: Location
[i]Static Ability[/i]: Desciption Here
[i]Once Per Game Ability[/i]: [b]Action:[/b] Be sure to use action or movement tags if your static or OPG requires it
[i]Drawback[/i]: Just repost the new version instead of editing your posts if you have changes to make

Character submission will be open until shortly after players are chosen (Sundayish). After players are chosen, there will be a day or two before the game starts where anyone can go over the submitted characters and help change things that may be unbalanced. PLEASE speak up at any time before the game starts about any custom character that might be too overpowered! It's up to you guys to fix it before it gets out of hand. I reserve the right to change or veto characters if I need to.

fits fucked around with this message at 19:40 on Sep 14, 2014

tarbrush
Feb 7, 2011

ALL ABOARD THE SCOTLAND HYPE TRAIN!

CHOO CHOO
##Nugget reporting for duty 

Not fussed on size or CLs, yes on Daybreak.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I somehow doubt anyone's gonna want me in two games with so many others not playing, but on the off chance you need more, ##Nugget reporting for duty. Seven, with CLs and Daybreak, because CLs suck without Daybreak.

Pilot


Vanilla Ice (1 LEA/POL, 2 TAC, 2 PIL) Setup: Brig
Ice, Ice, Baby: Whenever you would discard skill cards, you discard 1 less card (minimum 1).
You Gots to Chill: Once per game, whenever one or more players would discard cards, you can make each player discard either one less, or one more.
Has-Been: You start the game in the Brig.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
##Nugget reporting for duty!

I'll post some characters tomorrow.

fits
Jan 1, 2008

Love Always,
The Captain
One last thing: Note whether a character is a Political or Military Leader/Pilot/Support

SixFigureSandwich
Oct 30, 2004
Exciting Lemon
##Nugget reporting for duty!

Preference for 7 players, YES on Daybreak, YES on Cylon Leaders. Character incoming!

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Let's fuckin' do it.

There will be one weekend in October where I'll be totally restricted to phone posting, but it should work fine. Relative newbie to some of the expansion rules, but what the hell.

##Nugget Reporting for Duty

7, YES CLs, YES Daybreak

Alris
Apr 20, 2007

Welcome to the Fantasy Zone!

Get ready!
E: nvm

Alris fucked around with this message at 07:43 on Aug 23, 2014

SixFigureSandwich
Oct 30, 2004
Exciting Lemon

Frank Underwood (3 POL 2 LEA) Setup: Quorum Chamber

Friends in high places: after being targeted with an Executive Order, you must draw one Skill Card from within your Skill Set. Then draw one Treachery Skill Card.
Whip votes: discard your entire hand of Skill Cards. Then, instead of drawing a Crisis Card, draw two Crisis Cards. Choose one, and place the other either on top or on the bottom of the Crisis Deck. You must make all choices on the card, and instead of resolving any Skill Checks on the card, pick either the "Pass", "Partial Pass", or "Fail" effect to resolve immediately.
Skeletons in the closet: At the end of your turn, if you have more than 10 Skill Cards in your hand, you are moved to the Brig. Then discard excess Skill Cards as normal.

Probably needs some tweaking, not sure in which direction :v:

SadBag
Jun 24, 2012

Something has gone very wrong for us to get to the point where Hot Dog is the admiral.
## Nugget reporting for duty
Ok with 5 or 7 players.
Yes on Daybreak
Ok with Cylon Leaders

Empress Theonora
Feb 19, 2001

She was a sword glinting in the depths of night, a lance of light piercing the darkness. There would be no mistakes this time.
##Nugget reporting for duty
Okay with either size or cylon leaders, huge YES for Daybreak.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Submitting a dude. Never made a custom character before, if you can't tell. I need some more inspiration regarding unique abilities.



Cyberman (Support) - Setup: Research Lab - Titles as Alternate Baltar
(2 Tac, 3 Eng)

Ability: Lockstep - If in a location with another player, you may move with that player as long as they end their turn on a ship location.
OPG: Forcible Upgrade - Action: Once per game, lose 1 population to gain 1 of any other resource type. (Zarek's OPG)
Drawback: Low Budget Costuming - You must discard 2 skill cards to move to another ship instead of one.

Alternate Drawback: Awfully Familiar...: You receive an extra loyalty card at the start of the game. (Baltar's Drawback)

Edit: Added Title. Reposting this later in the thread as well.

Green Intern fucked around with this message at 19:55 on Aug 25, 2014

OhHiMaahk
Jan 8, 2014
##Nugget reporting for duty

YES to all options, 7 players preferred.

I am trying to brainstorm a Rick Perry role but I can only think of the drawback:

I forgot...Oops: Whenever you play into a skill check on your turn, you must blindly add one additional skill card from your hand. Ignore this text if you are in the brig.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
##Nugget Reporting For Duty

Sure why not let's Yes things.



Pinky and the Brain (2 LEA/POL 1 TAC 2 ENG) Setup: Research Lab
Titles as Chief Tyrol
One is a Genius: When you are forced to discard cards, you discard one fewer.
The Other's Insane: Once per game, at the beginning of any player's turn, you may copy the static ability of an unused character until the end of the turn.
Laboratory Mice: At the end of each turn, you are moved to the Research Lab (unless you are in the Brig.)


A Small Frog (1 TAC/POL 2 LEA 2 TAC) Setup: Hangar Deck
Titles as Cain
Very Strong Jumper: You do not discard a card to move between ships
Sticky Tongue: Movement: Once per game, move a human character from another location onto yours. This can include into/out of hazardous locations.
Ribbit: You may not activate the Communications location

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
I'm already in another game, so I guess other people get priority, that being said:

##Nugget Reporting For Duty


Wile E. Coyote (2 TAC, 1 PIL, 2 ENG) Setup: Weapons Control
Titles as Helo
Stubbornness: If in "Sickbay", you draw 2 cards instead of 1.
A.C.M.E Special Delivery: Action: Once per game, you may immediately launch a nuke, even if you are not Admiral and there are no nuke tokens left.
A Doomed Plan: After activating a location that can be damaged, it is immediately damaged and you are sent to "Sickbay" at the end of your turn.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
Because I saw the old Knights of Cylondia thread two days too late to submit this. Probably needs some balance tweaks.


Fiona Glenanne (3 TAC, 2 ENG) Setup: Armory
Should We Shoot Them?: Add +2 to any rolls you make while using the Weapon's Control or Armory locations.
Demolitions Expert: Action: Once per game, choose two: Damage 1 location, Draw a Glactica damage token, Damage a Basestar, Destroy any 1 non-basestar ship, Destroy 1 Centurion, Destroy 1 Viper, Destroy 1 Civilian ship, Destroy 1 Raptor.
Framed: Any time 2 or more locations are damaged in a single turn, you are moved to the Brig.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Someone write up Dog the Bounty Hunter. I won't be able to until Sunday.

Fellis
Feb 14, 2012

Kid, don't threaten me. There are worse things than death, and uh, I can do all of them.

John Dough posted:


Frank Underwood (3 POL 2 LEA) Setup: Quorum Chamber

Friends in high places: after being targeted with an Executive Order, you must draw one Skill Card from within your Skill Set. Then draw one Treachery Skill Card.
Whip votes: discard your entire hand of Skill Cards. Then, instead of drawing a Crisis Card, draw two Crisis Cards. Choose one, and place the other either on top or on the bottom of the Crisis Deck. You must make all choices on the card, and instead of resolving any Skill Checks on the card, pick either the "Pass", "Partial Pass", or "Fail" effect to resolve immediately.
Skeletons in the closet: At the end of your turn, if you have more than 10 Skill Cards in your hand, you are moved to the Brig. Then discard excess Skill Cards as normal.

Probably needs some tweaking, not sure in which direction :v:

For the static how about : Every time you are the target of an Executive Order, draw a card from any skill set. Every time you play an Executive Order, draw a Treachery card

I think the static is a bit weak otherwise. The OPG is pretty good. I don't know about the downside, it seems pretty toothless to me especially with Pegasus in play.

Slifter
Feb 8, 2011
##Nugget Reporting For Duty


Yes to everything, working on a character right now.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
##SEIG ZEON! SEIG ZEON!

Er, I mean...

##Nugget Reporting For Duty


Lieutenant Char Aznable (PIL 2 TAC 2 LEA/POL 1) Setup: Piloting a Viper in ECHO
Red Comet: On your turn while piloting a Viper, you may use a single Viper activation to move twice in a row, or to move one space after attacking. You may not use both abilities in the same turn.
Newtype Intuition: Action: Once per game, discard your hand, then draw 5 PIL and 5 TAC.
Not Wearing a Space Suit: If a Viper you are piloting is destroyed, you are executed.

tarbrush
Feb 7, 2011

ALL ABOARD THE SCOTLAND HYPE TRAIN!

CHOO CHOO


25 Star General Zapp Brannigan (2 LEA, 2 TAC, 1 PIL) Setup: Command
She's built like a steakhouse, but she handles like a bistro!: Provided Zap is on a non-hazardous Galactica location, on your turn, you may negate 1 damage to Galactica before target is chosen or rolled. Everyone in your locations is moved to Sickbay when this ability is activated.
If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards. Checkmate!: Once per game, after a successful skill check, destruction of a basestar or centurion, you may examine the top card of 4 decks (Crisis, CAC, 6 Skills, Destiny, Destination, Mission, Quorum) and place each on the top or bottom of that deck.
Sexlexia: You must discard 1 Skill Card to use an Executive Order

tarbrush fucked around with this message at 22:42 on Aug 22, 2014

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

I think you mean, "Sexecutive order"

DopeGhoti
May 24, 2009

Lipstick Apathy
I haven't played the game before (though I own it), but if the expansions don't bring too much to the table that I cannot suss out, then: ##Nugget reporting for duty!


The Doctor [SUP] (2 ENG 1 POL 2 LEA/TAC)
Setup: Research Lab
TARDIS: This player's maximum hand sizes are all increased by two cards. ("It's larger on the inside!")
Reverse the Polarity [OPG]: Action: Once per game, if you are not in the Brig, activate any three undamaged locations. You cannot activate any location more than once, nor any Cylon location.
Pacifist: The Doctor cannot directly attack Cylon ships while piloting a Viper, nor directly attack a Cylon Centurion boarding party.

fits
Jan 1, 2008

Love Always,
The Captain
It looks like most people are fine with Daybreak and CLs, this doesn't mean there HAS to be a CL but the option is open.

Some thoughts:

ne: There's a template for a reason :argh:


Brony Hunter posted:

Wile E. Coyote (2 TAC, 1 PIL, 2 ENG) Setup: Weapons Control
Titles as Helo
Stubbornness: If in "Sickbay", you draw 2 cards instead of 1.
A.C.M.E Special Delivery: Action: Once per game, you may immediately launch a nuke, even if you are not Admiral and there are no nuke tokens left.
A Doomed Plan: At the end of your turn, if you are standing in a location that can be damaged, it is damaged and you are sent to sickbay.

That drawback is hilariously strong for any cylon player. It's has strong as some reveals and the static makes it not hurt as much. I reworded it a little bit but still seems pretty powerful


DopeGhoti posted:

The Doctor [SUP] (2 ENG 1 POL 2 LEA/TAC)
Setup: Research Lab
TARDIS: This player's maximum hand sizes are all increased by two cards. ("It's larger on the inside!")
Reverse the Polarity: Action: Once per game, if you are not in the Brig, activate any three different undamaged locations.
Pacifist: You cannot activate the Command, Weapon Control, Armory, Main Batteries, Airlock, or Pegasus CIC locations.

Only pilots can fly ships, and pilots are "anyone who draws PIL" so he wouldn't be one. I reworded that one a bit too to be more in line for what you were looking for. IE all the attacking locations and Airlock, which murders people. You could also make it so no one can activate those on his turn (from an XO) to be really painful. It needs to be a strong drawback if his static is going to affect the game like that. His OPG also isn't that great but whatever: Communications, FTL Control, Research Lab, Engine Room, Admiral's Quarters, and Colonial One is the full list of what he would be able to use. And I guess the Daybreak board too.

A general note, seems to be a lot of brig and execution drawbacks

Axiem
Oct 19, 2005

I want to leave my mind blank, but I'm terrified of what will happen if I do
This is probably ridiculously overpowered, but it's what comes to mind at the moment:


George Washington
Miltary/Political
(3 LEA / 1 POL / 1 TAC)
Set Up: Admiral's Quarters or President's Office

Father of his Country: When chosen as a character, can be chosen as either a Military Leader or a Political Leader. He is at the top of the chain of command for that role (Admiral or President), and begins the game in the respective location.

Crossing The Delaware: Action: Once per game, deploy all Vipers from the reserves into space and activate them all twice.

Cannot Tell A Lie: Whenever playing cards into a skill check, one card must be played face up.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

I guess a cylon could always move all vipers to the worst position on the board and leave civvies open. That drawback is pretty interesting.

Solis
Feb 2, 2011

Now you can take this knowledge and turn it into part of yourself.
##Nugget Reporting for Duty

A 7 player game with CLs and daybreak sounds fun... I'll have to think of a couple characters when I've got more than an hour of sleep under my belt.

Solis fucked around with this message at 23:37 on Aug 22, 2014

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
So, the Doctor gets to activate three locations at once, but can't activate half the locations in the game? Seems awful.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
7 players is fine, Daybreak is fine, CLs are fine.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Oh, right. I'm also fine with 7 Players, CLs, Daybreak.

TheParadigm
Dec 10, 2009

##Nugget reporting for duty! All houserules, Cl, expansions OK.


What? Signups I DIDN'T miss by a day again? Holy poo poo, there's no way I can say no to this.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
So a quick piece of advice for everyone. There are two characters in the game that do not draw LEA. Boomer has an incredibly powerful static and OPG, and her drawback isn't particularly harsh because of them. The other is Romo, who is just... bad.

Give your characters the green card.

TheParadigm
Dec 10, 2009

I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts?
Are we just going to add the previous WYOR characters to the pool?

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

TheParadigm posted:

I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts?
Are we just going to add the previous WYOR characters to the pool?

Your question does not compute. How can we start the game with insufficient characters?

TheParadigm
Dec 10, 2009

Its been a while, but the last WYOR game I was in had a sufficiently large pool so that there were 3-4 choices per category.

Accounting for bsg's selection rules means you need more than 7 characters, and a handfull of support options in case everyone goes 'gently caress it, you can ALWAYS take blue'

fits
Jan 1, 2008

Love Always,
The Captain

TheParadigm posted:

I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts?
Are we just going to add the previous WYOR characters to the pool?

Then I'm disappointed in all of you.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

We will just play with multiples of each character :pseudo:

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Alris
Apr 20, 2007

Welcome to the Fantasy Zone!

Get ready!


Boxey - Support

Eng 2, Tac 2, Lea 1
Setup - Hanger Deck

Pilot Groupie: Moving between ships does not require you to discard a card.

Pilot Cheer Squad: Once per game, you may have all dice rolls performed by a player piloting a viper result in all 8's or all 1's for the duration of their turn.

Cutting Room Floor: If you would be moved to sickbay as a result of the location you are occupying being destroyed, you are executed instead.

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