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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/Double Secret Cylons game, in which ALL of the characters will be made by you, the readers/players/spectators! Also the loyalties are made up and loyalty cards don't matter. 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, with crisis/skill/quorum/etc cards)+Daybreak. But if you want to just play base or whatever instead, let me know, I'm not picky.

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.

Details for Double Secret Cylons are listed later along with WYOR details. Please be sure to go through them carefully. In essence: the whole loyalty card system is thrown out and replaced with a list of triggers that might turn someone cylon at any time!!

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, AND the jump prep track is on a red space, a d8 is rolled. During the final jump cycle, it is also rolled on a blue space
  • On a roll greater than or equal to the current DEFCON Level, two Cylon Attack Crisis are drawn, and DEFCON Level is turned up to 11. If it was Caprica activation that triggered it, the current player chooses. If not, the two Attacks are sent to the CAG and they choose one.
  • 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

Please ask if you have any questions! There are some small changes since Cylon History Month.

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.

fits fucked around with this message at 04:37 on Oct 10, 2014

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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


Admiral


CAG


You Are The Mutineer



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
Jan 1, 2008

Love Always,
The Captain
CAST:

fits posted:

If you got any last minute thoughts about balance, nows the time to speak up


King Philip IV (2 LEA 2 POL 1 TAC)
Setup: Quorum Chamber Titles: Laura Roslin
Worker Placement: Movement AND Action: You may activate any non-Cylon locations by placing Skill Cards on them. You may do this more than once in a single action, but each location is limited to once per turn.
Build the Castle: Action: Once per game, announce that you're building the castle. Discard 3 skill cards of different colors to destroy any Cylon unit or damage Galactica once. You may keep doing this until you run out of cards or choose to stop.
Provost: If you use Worker Placement, roll a die. If the die matches any of the numbers on the Skill Cards placed, none of the actions are performed and you discard 1 card from hand for each placed card that matches said number. After resolving this, discard all the cards placed as part of Worker Placement.



Cao Cao (1 POL, 2 LEA, 2 TAC) Setup: Command
Titles as Cain
King of Wei: Once per turn, after your Receive Skills step, immediately activate Command, Weapons Control or the Armory, even if they are damaged.
Hero of Chaos: Movement: Once per game, search the LEA and TAC decks for 5 cards of your choice and draw them into your hand. Shuffle the decks afterwards.
Malevolent Tumour: Whenever you are sent to Sickbay, draw only 1 card during your next Receive Skills step, even if you start your turn in a different location.


Katniss Everdeen (1 POL/LEA, 1 TAC, 3 PIL) Setup: Hangar Bay
Piliot, Titles as Kat
The Girl on Fire: Once per turn, when you are piloting a Viper and successfully shoot and destroy a Raider, you may immediately take another action. That action can only be used to shoot at a Raider or move to another sector.
The Mockingjay: Action: Once per game, execute the President. You may only use this ability while in the “Brig”.
Rebellious: When you are the target of a Critical Situation or Executive Order, you must discard two cards randomly or draw a Mutiny Card.



Avatar Korra (3 Lea 1 Tac 1 Eng)
Titles as Original Helo

Bridge to the Spirit World: Whenever a Player discards a card to move between ships, you may take that card into your hand if it is strength 3 or lower.
Avatar State: Once Per Game, after cards are played into a skill check, but before they are revealed, pick a color. All cards of the chosen color count as strength 4. After the skill check is resolved, put up to 3 cards of the chosen color into your hand.
You Gotta Deal With It: You may not use Movements or Actions printed on Politics or Tactics cards.



The Battlestar Galactica Board Game (1 LEA, 1 POL, 1 TAC, 1 PIL, 1 ENG) Setup: Command
Support, Titles as Chief

Pegasus: Treachery cards are positive in all skill checks made on your turn.
Daybreak: Action: Once per game, choose a player. They discard a Mutiny Card and gain a Miracle Token, or they lose their Miracle Token and draw a Mutiny Card, your choice.
Exodus: When the fleet jumps, you discard 1 card for each sector that contains a civilian ship.


President, George W Bush
titles as Baltar, setup: press Room
Pol 1, Lea 1, Tac 1, Pil 1, Eng 1.

Go Go Gadget Teleprompter: Movement/Action: Play a card from your hands(includes quorum and mutiny) for its Action effect, or pick another player to play a skill card for its Action effect(you choose the targets)
Mission Accomplished: Action: Once per game, Raise morale by 1, then pick one: Launch a nuke at every sector, or launch every viper in the reserves and activate each unmanned viper once, or draw 5 cards.
Pretty Incompetent: If you would draw cards outside of your draw step, draw 1 TRE and the cards you draw may not come from the same decks. Also you have a hella suspicious draw.


Some Numbers (2 LEA/2 TAC/1 PIL) Setup: President's Office
Titles as Daybreak Lee

Only Bad Characters Don't Draw Leadership: Movement: Choose a human player and give him 2 Skill Cards from your hand. Then, draw 3 Skill Cards from his skill set.
Burn Exodus: You had an OPG, but it's in Exodus, which got burned. (You still get a miracle token, since those are from Daybreak.)
Food is Never an Issue: When you make a choice on a Crisis card, you must choose to lose Food if possible. If multiple choices result in a loss of Food, choose the greatest.




: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), and Expansion Preference (Current, Base, or <write in option>).

You DO NOT need to sign up to post custom characters, anyone can! :justpost: Signups will close next week sometime, I'm aiming to start next weekend. Game is open early for WYOR-y shenanigans.


Here is a list of characters from the previous WYOR! While I don't mind reposting characters from that game, PLEASE don't be reposting them just for the sake of reposting them. Make usre they have something good to add to it, and make some tweaks to them if you need to.

Here is a Character Template

FOLLOW THE drat TEMPLATE :siren:, its there to make things look consistent :argh:

code:
[timg]Small related character image[/timg]
[b]Charecter Name[/b] (3 CARD, 2 DRAW) Setup: Location
[i]Titles as <Character used for succession purposes>[/i]
[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 (Thursdayish). 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.

:siren: DOUBLE SECRETS CYLON DETAILS :siren:

This game uses a completely different loyalty system than the original games. There is no loyalty deck, as it were. Instead:

Every player is dealt two triggers at the start of the game, and an additional two Triggers at the sleeper phase, or when they are executed.
Whenever a single player has two total Triggers activated, they are dealt a You Are A Cylon card. There is a total of three cylons to flip, eventually. After three You Are A Cylon cards are dealt, any unactivated triggers are discarded.
Trigger are known to me, and me only. No players know anything about them, and will not know when any have flipped unless they turn Cylon.

Any loyalty checks in the game provide a snapshot of CURRENT loyalty. They do not reveal triggers or anything, just CYLON/NOT CYLON.

:siren: Even though this is WYOR, no abilities will be allowed to interact with triggers! I'm going to veto those straight out!

There IS a loyalty deck that is built normally, solely composed of You Are Not A Cylon cards and the You Are The Mutineer Card. It has no purpose but to deal out the Mutineer Card, under normal loyalty rules. Loyalty cards for that are dealt how they are normally, but can otherwise be ignored. After the Mutineer is dealt, this deck is ignored entirely. This only applies if were playing with Daybreak, otherwise it is ignored to start with.

There will be no Cylon Leaders, because they don't really work in this setup

fits fucked around with this message at 06:43 on Oct 23, 2014

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.

Some Numbers (2 LEA/2 TAC/1 PIL) Setup: President's Office
Titles as Daybreak Lee
Only Bad Characters Don't Draw Leadership: Movement: Choose a human player and give him 2 Skill Cards from your hand. Then, draw 3 Skill Cards from his skill set.
Burn Exodus: You had an OPG, but it's in Exodus, which got burned. (You still get a miracle token, since those are from Daybreak.)
Food is Never an Issue: When you make a choice on a Crisis card, you must choose to lose Food if possible. If multiple choices result in a loss of Food, choose the greatest.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
1) ##Nugget reporting for duty.
2) 7 players
3) Base + Daybreak with DEFCON, if possible.

Max Peck posted:

Some Numbers

YESSSSSSSS. :allears:

Edit: Oh holy poo poo, that's even better!

quote:

(You still get a miracle token, since those are from Daybreak.)

HAHAHAHAHAH.

Some Numbers fucked around with this message at 04:58 on Oct 10, 2014

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -
Burnt out on actually playing the game, but


Captain Benjamin Lafayette Sisko (2 LEA 2 TAC 1 POL/ENG)
Setup: Admiral's Quarters Titles: Admiral Cain
Emissary of the Prophets: On your turn, Destiny cards are played face up.
The Road to Hell: Once per game, damage Galactica, then choose the outcome of a Skill Check or die roll.
Legendary Temper: If a Skill Check is failed, you must randomly discard 1 Skill Card.


Sonic the Hedgehog (2 PIL 2 TAC 1 LEA)
Setup: Hangar Deck Titles: Starbuck
Rings: Sonic cannot be executed, put into the Brig, or have his Viper damaged while he has cards. If any of these things happen while he has cards, he instead discards his entire hand.
Super Sonic: Movement: Once per game, discard your entire hand. Until your next Draw Skills Step, you cannot be Brigged, sent to Sickbay, executed, or have your Viper damaged or destroyed.
Gotta Go Fast: Sonic normally can only draw 3 cards during his Draw Skills Step. Each time Sonic moves to a new location (even a new Space sector), he may draw 2 additional cards from his Skill Set.


Lelouch Vi Brittania (3 LEA 1 POL 1 TAC)
Setup: Admiral's Quarters Titles: Tom Zarek
Tactical Genius: If any other player plays or discards a TAC, you may draw it.
Power of Geass: Movement: Once per game, force any player to move to a location and perform an action. They may not leave their current ship.
House of Cards: If any player's loyalty is revealed to anybody for any reason, lose all your titles.

Broken Loose fucked around with this message at 05:21 on Oct 10, 2014

fits
Jan 1, 2008

Love Always,
The Captain
House of Cards doesn't work with DSC

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

fits posted:

House of Cards doesn't work with DSC

Right. I'll change it to Loyalty. Keep in mind it still should trigger off of reveals.

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
As for preferences, I say we go 7 player kitchen sink. When we get to 7 distance, we do New Caprica. When we get to 8 distance, we do Ionian Nebula. Then we jump one more time after we get to 10.
:unsmigghh:
(Seriously just Base + Daybreak would be good)

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
I won't claim that I'm the proest game designer, but I've played a lot of BSG and I have a couple of tips for people who want to make BSG characters.

1) Have your character draw Leadership. While Max Peck's joke at my expense is really funny, it's also really true: not drawing green is a huge drawback for any BSG character. This is henceforth dubbed "The Romo Problem."

2) A great static can save a character from a bad drawback and a minor OPG. A broken OPG has trouble salvaging a poo poo static. This is henceforth dubbed "The Cally Problem," though there are people who will pick Cally because they're clinically insane.

fits
Jan 1, 2008

Love Always,
The Captain
I'm open to doing Distance 8 Kobol or Distance 10 Earth w/ Detrimus. Whichever, don't really care :sax:

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.

Agatha Heterodyne (2 LEA, 3 ENG) Setup: Research Lab
Titles as "Chief" Galen Tyrol
Spark: You may increase the result of die rolls pertaining to your current location by 1. If you are in the "Hangar Deck", you may increase the result of attack rolls by piloted vipers by 1.
Command Voice: Action: Once per game, you may move each Cylon ship on the main board to an adjacent space area and each Centurion either forward or backward one step on the Boarding Party track.
Locket: You cannot use an action printed on a "You Are a Cylon" Loyalty Card unless you are in "Sickbay" or the "Brig". Being in "Sickbay" counts as being in the "Brig" for the purpose of such actions.

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!

Voting 7 players, current.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!

Lee Everett (1 POL, 1 LEA, 1 TAC, 2 POL/LEA/TAC/PIL/ENG/TRE) Setup: Command
Titles as Original Zarek
The Guy With All the Answers: Your skill set includes every skill.
Whatever It Takes: Action: Once per game, discard your hand to gain 1 Population.
The Illusion of Choice: After you make a choice on a crisis card, ignore that choice and take the top option instead.


I'm worried the drawback may be a little harsh. Thoughts?

SixFigureSandwich
Oct 30, 2004
Exciting Lemon
I love how the drawback instructs you to first make a choice, and then ignore it anyway :allears:

That said, ##nugget reporting for duty!

I'm voting for 10-distance Earth.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!

Phoenix Wright (2 POL, 3 LEA) Setup: Administration
Titles as Romo
Cross Examination: Once per turn, after cards have been played into a skill check, but before revealing them, if you played any cards into the check, choose another player who played at least 1 card into the check. Randomly look at one of the cards they played into the check.
Objection!: Once per game, cancel the effect of a skill card or OPG just played.
Always Bluffing: After a skill check resolves, if you didn't play any cards into it, discard a card.



Miles Edgeworth (3 POL, 2 LEA) Setup: Admiral's Quarters
Titles as Daybreak Lee
Opening Statement: Once per turn, before any cards are played into a skill check, you may play one card face up into that check.
Objection!: Once per game, cancel the effect of a skill card or OPG just played.
Accept Your Fate: You cannot activate the Brig location on your own turn.

For the life of me I couldn't find an Edgeworth sprite with the courtroom background, so I went in another direction.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
I think Objection is probably too powerful.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
I can think of a number of ways to tone it down. Would it be better to restrict it to only Action: cards, or force to to discard a card of the same color to make it work? I can really take or leave the OPG canceling.

e: Honestly I think I'd prefer the second one, because gently caress Change of Plans.

ZiegeDame fucked around with this message at 07:39 on Oct 10, 2014

tarbrush
Feb 7, 2011

ALL ABOARD THE SCOTLAND HYPE TRAIN!

CHOO CHOO
##nugget reporting for duty!

ZorajitZorajit
Sep 15, 2013

No static at all...
1) ##Nugget reporting for duty
2) I'd prefer a 5 player game to Kobol, but I'm not picky.
3) I'm pretty sure this is wildly broken, but this is as close to a literal translation of the A:NR character as I could manage. I'm open to edits.


Jackson Howard (2 POL, 2 LEA, 1 ENG) Setup: Press Room
Titles as Tom Zarek [Original]
Market Research: Movement or Action: Draw 2 Skill Cards
Astroscript Pilot Program: Action: Choose three cards from their discard piles and shuffle them into their decks.
Trashed Assets: At the beginning of your turn, before you draw Skill cards, discard your hand of skill cards

Edit: Fixed a typo, renamed drawback.

ZorajitZorajit fucked around with this message at 06:23 on Oct 11, 2014

Slifter
Feb 8, 2011

ZorajitZorajit posted:


Our Savior, Jesus Howard (2 POL, 2 LEA, 1 END) Setup: Press Room
Titles as Tom Zarek [Original]
Market Research: Movement or Action: Draw 2 Skill Cards
Astroscript Pilot Program: Action: Choose three cards from their discard piles and shuffle them into their decks.
Suitcase of Cocaine: At the beginning of your turn, before you draw Skill cards, discard your hand of skill cards

Fixed that for you.

OhHiMaahk
Jan 8, 2014

ZorajitZorajit posted:

1) ##Nugget reporting for duty
2) I'd prefer a 5 player game to Kobol, but I'm not picky.
3) I'm pretty sure this is wildly broken, but this is as close to a literal translation of the A:NR character as I could manage. I'm open to edits.


Jackson Howard (2 POL, 2 LEA, 1 END) Setup: Press Room
Titles as Tom Zarek [Original]
Market Research: Movement or Action: Draw 2 Skill Cards
Astroscript Pilot Program: Action: Choose three cards from their discard piles and shuffle them into their decks.
Suitcase of Cocaine: At the beginning of your turn, before you draw Skill cards, discard your hand of skill cards

If he uses his opg he needs to be removed from the game.

OhHiMaahk
Jan 8, 2014
1)##Nugget reporting for duty
2)I guess 7 players would be better with 3 total cylons?
3)I vote Base+daybreak to Earth

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

##Nugget Reporting for Duty (but give someone who hasn't done a WYOR game preference, I guess)
7 Players
No preference on Expansions

OhHiMaahk
Jan 8, 2014

Poochie (2 POL/LEA, 2 TAC, 1 ENG) Setup: Research Lab
Titles as Chief Tyrol
Extreme new arrival!: Whenever you move between ships, you may use an action to both activate your new location and play an action skill card from hand (in either order).
Give this dog another chance: Once per game you may immediately reroll a die that was just rolled, adding +1 to the new result.
Poochie died on the way to his home planet: Whenever you voluntarily move between ships, roll a die. On a 1 or a 2, Poochie is executed.

OhHiMaahk fucked around with this message at 14:49 on Oct 11, 2014

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

If my statistics are right, Poochie will die the first time he moves between ships, every single time.

(He's also vulnerable to Calculations, as written)

OhHiMaahk
Jan 8, 2014

Green Intern posted:

If my statistics are right, Poochie will die the first time he moves between ships, every single time.

(He's also vulnerable to Calculations, as written)

I had originally planned on executing him on a 7 or 8 so he could be strat planned to death :black101:

His drawback looks a little harsh now that I've written it out. I am considering some combination of the following changes:
-Adding TAC to his draw
-Changing his drawback to being executed on a 1 only
-Changing his static to "on his turn" and coming up with an entirely new drawback

Although if it ends up being a base+daybreak to Kobol game nobody would likely choose Poochie anyway because there's no real reason he would go back and forth between Colonial 1 all game.

OhHiMaahk fucked around with this message at 14:09 on Oct 10, 2014

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

If something forced Poochie to move between ships (like say, Colonial 1 exploding), would he be at risk for execution?

OhHiMaahk
Jan 8, 2014

Green Intern posted:

If something forced Poochie to move between ships (like say, Colonial 1 exploding), would he be at risk for execution?

I have his drawback applying to voluntary movement only, but I thought about doing for all movement as well. My main concern with that is the kerfluffle that might happen if Poochie got executed as a result of being brigged.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Well, as long as you object to all movement, you should be fine.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
##Nugget reporting for duty!

6-7 Players with Mutineer, Base + Daybreak + Pegasus to Earth, gently caress Exodus

Brony Hunter fucked around with this message at 18:12 on Oct 10, 2014

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.
This is probably... not very balanced... since I haven't tried making a character in like a zillion years. But let's give this a try!


Lisa Simpson (3 POL, 2 LEA) Setup: Administration
Titles as Ellen Tigh
Lisa the Greek: You may add or subtract one from any die roll made on your turn.
Lisa the Iconoclast: Action: Once per game, you may check the loyalty of the current President or Admiral. You may then choose to reassign their title card to another player.
Lisa the Vegetarian: You may not use actions that allow you to brig or execute any character, or play cards into Admiral’s Quarters or Airlock skill checks.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them

Jek Porkins (2 PIL, 2 LEA, 1 TAC) Setup: Hangar Bay
Titles as Anders
Red Six - Every time Food is lost, Draw a Piloting card.
I Can Hold It! - Action: Once Per Game, when piloting a Viper or Assault Raptor, move all ships from one space section to yours.
I've Got a Problem Here - You cannot be target of an Evasive Maneuvers card.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
A pilot who can't use Evasives is worthless.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them

Makoto Naegi (3 POL, 2 LEA) Setup: Administration
Titles as Cottle
No, That's Wrong! - Whenever you draw a Crisis, you always make any choices printed on it, regardless of your Titles.
Ultimate Lucky Student - Once Per Game, when a die is rolled, you decide the result. This result cannot be modified.
Despair Syndrome - Whenever a Human is Executed or a Cylon is revealed, you must randomly discard 3 cards.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them

Some Numbers posted:

A pilot who can't use Evasives is worthless.

You're right, that drawback was a bit harsh. How about :


Jek Porkins (2 PIL, 2 LEA, 1 TAC) Setup: Hangar Bay
Titles as Anders
Red Six - Every time Food is lost, Draw a Piloting card.
I Can Hold It! - Action: Once Per Game, when piloting a Viper or Assault Raptor, move all ships from one space section to yours.
I've Got a Problem Here - Raiders receive a +1 to attack rolls made on Vipers or Assault Raptors you pilot.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Better. A lot better.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
Reposting (and editing, hopefully balancing) some from last time.



Yu Narukami (3 LEA, 2 TAC) Setup: Admiral's Quarters
Titles as William Adama
Wild Card: Movement or Action: Draw 2 Skill Cards from any set. Then, discard 2 from your hand.
New Game Plus: Movement or Action: Once per game, play 3 Action Skill Cards from your hand.
Silent Protagonist: You cannot activate the Communications or Press Office locations.



Yosuke Hanamura (2 LEA, 1 TAC, 2 ENG/PIL) Setup: Weapons Control
Titles as Starbuck
Youthful Wind: If you start your turn in a location not on Galactica, draw a card from your Skill Set.
Ideas Man: Action: Once per game, look at the top five cards of the Crisis deck, and place them on the top or bottom of the deck in any order.
Second Banana: Whenever you end your turn with Titles, you must pass them on to whoever is next in line of succession.



Chie Satonaka (1 LEA, 2 TAC, 2 POL/ENG) Setup: Armory
Titles as Chief
Galactic Punt: If you end your turn in a location occupied by another player, you may move them to any other location on the same ship. You cannot move them to or from Hazardous locations.
Trial of the Dragon: Once per game, after cards have been added to a Skill Check (but before they are revealed), you may choose a colour. All cards of that colour are considered positive.
Meat Dimension: Whenever Food is lost, you must randomly discard 1 card.



Adachi Tohru (2 POL, 1 LEA, 2 TAC/POL) Setup: Administration
Titles as Tom Zarek
Who Wants to Talk About Murders? - Whenever another character is sent to Sickbay, or the Brig, or is Executed, draw 2 cards. They may come from any set.
Bitches and Whores - Once per game, during a Skill Check, select another player. They cannot play any cards into the check.
You're All Such a Pain in the rear end! - You cannot play an Action or Movement printed on a Politics skill card.


Probably gonna do more Persona characters as I am a massive dork :v:

Brony Hunter fucked around with this message at 18:37 on Oct 10, 2014

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
Now with a less generally applicable OPG.


Phoenix Wright (2 POL, 3 LEA) Setup: Administration
Titles as Romo
Cross Examination: Once per turn, after cards have been played into a skill check, but before revealing them, if you played any cards into the check, choose another player who played at least 1 card into the check. Randomly look at one of the cards they played into the check.
Objection!: Once per game, after a skill card is played for it's effect, discard a card of the same color to cancel that effect.
Always Bluffing: After a skill check resolves, if you didn't play any cards into it, discard a card.



Miles Edgeworth (3 POL, 2 LEA) Setup: Admiral's Quarters
Titles as Daybreak Lee
Opening Statement: Once per turn, before any cards are played into a skill check, you may play one card face up into that check.
Objection!: Once per game, after a skill card is played for it's effect, discard a card of the same color to cancel that effect.
Accept Your Fate: You cannot activate the Brig location on your own turn.

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Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them

GoatLord posted:


Miles Edgeworth (3 POL, 2 LEA) Setup: Admiral's Quarters
Titles as Daybreak Lee
Opening Statement: Once per turn, before any cards are played into a skill check, you may play one card face up into that check.
Objection!: Once per game, after a skill card is played for it's effect, discard a card of the same color to cancel that effect.
Accept Your Fate: You cannot activate the Brig location on your own turn.

Edgeworth's Static is pretty crap if you end up as a Cylon and try to play any kind of cover game, imo.

e: Plus it's made a bit redundant if someone plays Inv Comm into a check

Brony Hunter fucked around with this message at 18:41 on Oct 10, 2014

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