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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  • Do not quote posts from more than one page back.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

fits
Jan 1, 2008

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

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

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.

fits
Jan 1, 2008

Love Always,
The Captain
Expanding every players hand by two cards is a huge static, though.

fits
Jan 1, 2008

Love Always,
The Captain
You can already just move twice when piloting a viper. Useing an action to activate a fighter can move it

fits
Jan 1, 2008

Love Always,
The Captain

SadBag posted:

Jimmy McNulty

Support (1 POL, 1 LEA, 3 TAC) Start location: Research Lab
Smartest man in the room: You may draw one additional card for every person in your location at the start of your turn.
Real Po-lice(Movement): Once per game, run a 17-point skill check (yellow, green, and purple positive). If passed, Jimmy sees everybody's loyalty cards. If failed, lose 1 pop and 1 morale.
Self-Destructive: Must discard a card whenever somebody makes an OR decision.

That OPG is ridiculous. I toned the static down a little as well because being able to potentially draw 5 tac a turn is also pretty ridiculous but I really don't like that OPG as it is

fits
Jan 1, 2008

Love Always,
The Captain

W.T. Fits posted:

Benny (2 PIL, 2 ENG, 1 LEA/TAC) Setup: Hangar Deck
Master Builder: Whenever you repair a damaged location or Viper, you may take another action.
Spaceship. Spaceship! SPACESHIP!: Action: Once per game, return all damaged and destroyed Vipers and Raptors to the reserves, or place a Basestar in ALPHA and launch Raiders.
Oxygen Deprived: At the end of your turn, discard a card at random from your hand.

I like it (but I added a place to put the Basestar). His draw might need to be tweaked a bit to compensate he's going to be essentially only drawing four cards (maybe shift it to 1 pil and 2 lea/tac so at least he gets more useful ones)

Axiem posted:

Andrew "Ender" Wiggin
Pilot
(2 LEA, 1 PIL, 2 TAC/PIL)
Set Up: Research Lab

Ender's Game: When you activate Command, any Viper you activate is considered to be manned and have you as a pilot until you activate another Viper. This applies to things like CAG actions, Raider attack rolls, and so on.
The Enemy's Gate is Down: Action: Once per game, choose up to six ships in space (Basestar, Heavy Raider, Raider, Civilian, Viper). Move each of them one sector.
Speaker For The Dead: Whenever the last Raider, last Heavy Raider, last Basestar, or last Centurion is destroyed from the game board, lose one Morale.

Changed the draw ever so slightly. The drawback is strong but awkwardly worded: does it count each of those types individually? Having it lose morale for killing cents is also probably too much

fits
Jan 1, 2008

Love Always,
The Captain
Executive order is hands down the most useful card for a human to draw and not having access to it is really bad

fits
Jan 1, 2008

Love Always,
The Captain
With Washington: does his OPG apply to only the chips he launched, or all unmanned vipers? I would also tweak his draw slightly (as is works as a military leader, but change it to 2 LEA 2 POL 1 TAC as a political one? Being guaranteed starting president with only a 1 POL draw is pretty funny).

Gadget looks like a total pain to mod with a potential for hilarity.

Obi Wan and new Ender look fine. Cents should really be the exception to the drawback on account of them actively trying to end your game

fits
Jan 1, 2008

Love Always,
The Captain
Make it must draw at least three colours? Still looks like a pain.

fits
Jan 1, 2008

Love Always,
The Captain
Now all we need is a Francis York and we're set

Brony Hunter posted:


Yu Narukami (3 LEA, 2 TAC)
Military Leader, Titles as Saul Tigh

Wild Card: Movement: Discard 2 Skill Cards, to immediately draw 2 Skill Cards. They can be outside of your set.
New Game Plus: Movement: Once Per Game, play 3 Action Skill Cards from your hand.
Silent Protagonist: You cannot activate the "Command" or "Press Office" locations.

Looks good, but he will always be Charlie to me/

GoatLord posted:


Political Leader, titles as Zarek(Original)
Jean Valjean (3 LEA, 1 POL, 1 TAC) Setup: Admiral's Quarters
Valjean Arrested, Valjean Forgiven: You cannot be moved to the Brig. If an effect would move you to the Brig, discard 2 cards instead.
Bring Him Home: Once per game, if another player would be executed or sent to Sickbay, they instead discard their hand. Give them all cards in your hand, then draw that many cards from any combination of colors.
On Parole: If you are in the same non-Sickbay location as another player at the end of any turn, you must discard 1 card and move to an unoccupied location.


I also wanted to do Javert as well, but I couldn't come up with anything besides being executed when you fail to brig someone.

Unbriggable if he draws cylon is pretty :stare:

fits
Jan 1, 2008

Love Always,
The Captain

Axiem posted:

My intention was any combination of the 5 colors.




I thought about things like this, as well, it was mostly trying to figure out how to word it that made me think it might be a bit too complicated.

Thinking about it, how does this sound:

"Wowsers!: Each turn before you draw cards, pick three colors of skill cards (excluding Treachery). Until your next turn, your skill set is 2, 2, 1 corresponding to the three colors selected".

Awkwardly worded, but kind of going for a "pick your own skill set" idea still without being utterly ridiculous. I'd kind of also like the ability to pick 3,2 or 2,2,1, but that might make the wording even more tortured.

Thoughts, either on balance, or how best to word an ability like this? I think I like it better for balance, but it is complicated. Also, thoughts on whether Treachery should/shouldn't be included?

"You draw can come from any colour except treachery, but you must draw at least three different colours" or something

fits
Jan 1, 2008

Love Always,
The Captain

Axiem posted:

Maybe 2 LEA / 2 POL and his static is he can draw his 5th card from any color?

So Baltar minus the eng draw? :v:

fits
Jan 1, 2008

Love Always,
The Captain
Personally I would rule the drawback role to be unmodifiable

fits
Jan 1, 2008

Love Always,
The Captain

DopeGhoti posted:

v3.LEA


Jebediah Kerman (Pilot) - (4 PIL/ENG, 1 LEA)
Setup: Hangar Deck
Moar Boosters: When moving a Viper, you may move an additional space at no cost.
Kerbal Science Project: OPG Action: Advance or backtrack Jump Prep by one space.
Catastrophic Mission Failure: Any time a ship you are piloting is attacked, add one to the attack roll.

boring static, weak opg

fits
Jan 1, 2008

Love Always,
The Captain

Some Numbers posted:

Wait, is Beholder not allowed to play a Launch Scout or an XO if someone else is in its location?

Thats how it reads to me

fits
Jan 1, 2008

Love Always,
The Captain
Some stuff came up in the way yesterday, I'd like to start it today but it will probably be tomorrow

fits
Jan 1, 2008

Love Always,
The Captain
How is Speed Walkers static any different from normal movement rules?

fits
Jan 1, 2008

Love Always,
The Captain
Humans don't really have any business on Cylon locations and it could end up being him sitting on caprica being XOed to farm easy crisises with jump prep and no ship activations

Jeb I don't like the OPG at all, something in the same idea but less swingy could be "You may increase or decrease jump prep by 1 then you may choose to activate FTL control"

fits
Jan 1, 2008

Love Always,
The Captain

Istvun posted:

Sure, that's a lot of the reason for the drawback, since if you want to try something like that it'll be really expensive in terms of skill cards. I'd been fairly concerned about the Human Fleet, instead.
Still don't like it. May be real messy

fits
Jan 1, 2008

Love Always,
The Captain
I'm going to say submissions close tonight at midnight Eastern (about 5 hours) so get them in soon

fits
Jan 1, 2008

Love Always,
The Captain
And that's it! Balance tweaks and such are fine, I'll collect players and sort out things tomorrow hopefully

fits
Jan 1, 2008

Love Always,
The Captain
Looks like everyone who submitted is:

SIGNUPS
tarbrush
Poison Mushroom
Some Numbers
John Dough
Green Intern
Sadbag
Rincewind
OhHiMaahk
Istvun
Brony Hunter
Slifter
W.T. Fits
DopeGhoti
Solis
TheParadigm
Broken Loose

with Daybreak, 7 players, and (potentially) Cylon Leaders

Working on collecting characters, will randomize players here soon though.

fits
Jan 1, 2008

Love Always,
The Captain
And the lucky winners are


1 Green Intern
2 Some Numbers
3 John Dough
4 Slifter
5 Istvun
6 Solis
7 Broken Loose


God drat are there a lot of characters to list up

fits
Jan 1, 2008

Love Always,
The Captain
Technically Pegasus adds tre, Daybreak just makes it brutal

Something about missions too, but I've never actually done one

fits
Jan 1, 2008

Love Always,
The Captain
I am, but I'm pretty busy with other stuff today and won't be able to finish it and start until tomorrow, so feel free to think about it and make preliminary picks

fits
Jan 1, 2008

Love Always,
The Captain
Let's loving do this

POLITICAL LEADERS
Adachi Tohru [Political, Baltar]
Special Agent Dale Cooper [Political, Baltar]
Frank Underwood [Political, Roslin]
George Washington [*,*]
James Hacker [Political, Roslin]
Jean Valjean [Political, Zarek]
Mabel Pines [Political, Roslin]
Richard P. Woolsey [Politicial, Baltar]
Rincewind [Political, Romo]
Sam Axe [Political, Zarek]
Speed Walker [Political, Tory]
Tyrion Lannister [Political, ?]
Varys "The Spider" [Political, Zarek]]

MILITARY LEADERS
A Small Frog [Military, Cain]
Barbossa [Military, Tigh]
Benjamin Lafayette Sisko [Military, Cain]
Yu Narukami Charlie Tunoku [Military, Saul]
Garrus Vakarian [Military, Helo]
Kathryn Janeway [Military, Adama]
Jack Burton [Military, Zarek]
Commander Lee Adama [Military, Adama]
Lelouch Vi Brittania [Military, Zarek]
Peter Taggart [Military, Helo]
Setzer Gabbiani [Military, Helo]
Wile E. Coyote [Military, Helo]
Zapp Brannigan [Military, ?]


PILOTS
Andrew "Ender" Wiggens [Pilot, ?]
Amuro Ray [Pilot, Apollo]
Benny [Pilot, Hot Dog]
Char Aznable [Pilot, Apollo]
Fox McCloud [Pilot, Kat]
Jebediah Kerman [Pilot, ?]
Lenny & George [Pilot, Boomer]
Maverick [Pilot, Starbuck]
Captain Olimar [Pilot, ?]
Santa Claus [Pilot, Starbuck]
Spaceman Spiff [Pilot, Starbuck]
Sonic The Hedgehog [Pilot, Starbuck]
Vanilla Ice [Pilot, Boomer]



SUPPORT
Boxey [Support, ?]
Chie Satonaka [Support, Cally]
Cyberman [Support, Daybreak Baltar]
Dipper Pines [Support? ,Dee]
The Doctor [Support, ?]
Edison Carter [Support, Leoben]
Fiona Glenaane [Support, ?]
Inspector Gadget [Support, ?]
Jamie Escalante [Support, Cally]
Jimmy McNulty [Support, Starbuck]
Mad Max [Support, ?]
Obi-Wab Kenobi [Support, ?]
Pinky And The Brain [Support, Chief]
Twitter [Support, Dee]
Yosuke Hanamura [Support, Cally]


CYLON LEADER
Bin Laden [Cylon Leader]
Bill Cipher [Cylon Leader]
Beholder [Cylon Leader]
Doctor Facilier [Cylon Leader]
Rose Nylund [Cylon Leader]


I *think* thats all of them updated to their latest version. drat is there a lot of them

fits fucked around with this message at 05:10 on Aug 29, 2014

fits
Jan 1, 2008

Love Always,
The Captain
For the record, for titles I'm just using Daybreak succession and flipping a coin if there's a tie

fits
Jan 1, 2008

Love Always,
The Captain
Broken Loose?

Also pick your draws if you haven't!

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.

fits fucked around with this message at 02:57 on Sep 3, 2014

fits
Jan 1, 2008

Love Always,
The Captain

John Dough posted:

Going by the character's places in the lines of succession, that should give us President Rincewind and Admiral Fat Lee.

Political Zarek is just above Romo in the succession lists.

fits
Jan 1, 2008

Love Always,
The Captain
I'll make it look pretty later. I think I got everything.

Remember! Cylon Fleet Board is for DEFCON only!


Starting Hands and Loyalties go out
Santa Claus (Solis) receives the CAG title!
Commander Lee Adama (Slifter) receives the Admiral title and two nuke tokens! (And must choose to start in the Admiral's Quarters or Pegasus CIC)
Sam Axe (Istvun) receives the President title and a quorum card!

fits
Jan 1, 2008

Love Always,
The Captain

DEFCON LEVEL: 8
Action Queue
==> All Players: Confirm loyalty
==> Slifter: Choose starting location
==> Green Intern: Move/Action





Please let me know if I hosed everything up somehow! e: And if anyone has a combined Pegasus/Exodus/Daybreak Location/Skill Card list, PM it to me! If you have archives, Refer to this for the reference information Now in the second post!

fits fucked around with this message at 19:43 on Aug 30, 2014

fits
Jan 1, 2008

Love Always,
The Captain
Some little birdies fly into the air, then immediately complain about how thirsty they are

pre:
Water Shortage: 

President Chooses: -1 Food. OR The President discards 2 Skill Cards, then the Current Player discards 3 Skill Cards. 

Activate Raiders, Prepare for Jump
Action Queue
==> Istvun: Crisis choice
=> Green Intern: Preload potential discards (if option is chosen)

fits fucked around with this message at 17:17 on Aug 31, 2014

fits
Jan 1, 2008

Love Always,
The Captain
Also just to make not of it now, I'm limiting Twitter's static to once per turn

fits
Jan 1, 2008

Love Always,
The Captain
Commander Adama orders a moment of silence and sheds a quiet tear over the lost food

DEFCON lowers to 7!
-1 food! +1 Jump Prep! 3 raiders move to BRAVO!


Some Numbers Draws 2POL | 2TAC | 1LEA

Action Queue
==> Some Numbers: Movement/Action

Adbot
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fits
Jan 1, 2008

Love Always,
The Captain
Some Numbers plays POL-2 (Consolidate Power) and draws 2LEA

Action Queue
==> Some Numbers: Action

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