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markerstore
Dec 5, 2003
Canny!

Cocks Cable posted:

In the dire circumstances where Roslin has no cards and you need to jump the ship! Or when Gaeta is the only human sitting on 10 cards. But yeah, you are probably right.

Edit: You could increase the duration to something like "until the fleet jumps", but something like that is unprecedented.

How would Ellen Tigh ignore her drawback?

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iceyman
Jul 11, 2001

She doesn't draw any TRE.

pitlo
Dec 30, 2004

You won't get anything
done by planning.
Say the president draws Food Shortage.

Can they choose to discard 5 cards and take no resource losses if they do not have 5 total cards to discard? Is that person forced to take the resource loss because they can't fulfill the other option completely?

And another question:

If a player is both president and admiral and they are given the option to give the president title to the admiral or do something else, can they choose to just give their title to themselves or are they forced to do the other option

iceyman
Jul 11, 2001

PitifulLoser posted:

Say the president draws Food Shortage.

Can they choose to discard 5 cards and take no resource losses if they do not have 5 total cards to discard? Is that person forced to take the resource loss because they can't fulfill the other option completely?

And another question:

If a player is both president and admiral and they are given the option to give the president title to the admiral or do something else, can they choose to just give their title to themselves or are they forced to do the other option

You can always choose discard even if you don't have all the necessary cards.

2nd question, yes, they can give the title to themselves.

DontMockMySmock
Aug 9, 2008

I got this title for the dumbest fucking possible take on sea shanties. Specifically, I derailed the meme thread because sailors in the 18th century weren't woke enough for me, and you shouldn't sing sea shanties. In fact, don't have any fun ever.
When there is a choice on a crisis, the person either chooses the top option or the bottom option, and nothing except Tory's drawback can stop that person from choosing what he/she wants to choose. Then, you do all the effects in that box that you can do, ignoring what's impossible.

mp5
Jan 1, 2005

Stroke of luck!

Vulpes posted:

Here's what I had for a Billy OPG:

Transparency: Once per game, you may look at all loyalty cards belonging to the President. You may then pass the president title to the next player (other than yourself) in the presidential line of succession.

Actually I really like this.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

DontMockMySmock posted:

When there is a choice on a crisis, the person either chooses the top option or the bottom option, and nothing except Tory's drawback can stop that person from choosing what he/she wants to choose. Then, you do all the effects in that box that you can do, ignoring what's impossible.

Exception: Build Cylon Detector specifically mentions that you can't choose to lose a nuke token if you have none.

There's also at least one New Caprica Crisis that says you can't choose one option in certain circumstances.

Crackbone
May 23, 2003

Vlaada is my co-pilot.

Vulpe's Billy OPG is solid, but I doubt it needs to exclude him from gaining the Presidency. Just put him low on the succession chart.


Alternate Cottle OPG:

Cylon Blood Infusion/Stim Overload/whatever
Action: Choose a human player. They may take any combination of 4(3?) moves and/or actions.


Seelix -
Static:
Avionics Expert: Anytime you use a repair action, you may scout the Crisis or Destination deck.

Drawback:
The Circle: You must play at least two cards into any Brig/Airlock check.

Thematically it's supposed to represent her Cylon/sympathizer hatred.

iceyman
Jul 11, 2001

Here's the new rev based on yesterday's input. We're making progress.

quote:

POTENTIAL NEW UNOFFICIAL CHARACTERS rev0.3

MILITARY LEADERS

Louis Hoshi (LEA/2 TAC/2 ENG/1) Setup: Communications :fork: DONE! :fork:
Communications Officer -- When activating Communications, you may move Civilian Ships up to 2 spaces.
Field Promotion -- Action: Once per game, take a Title Card of your choosing (unless you are in the Brig) and then take 1 Action.
Junior Officer -- At the end of your turn, if you hold any Title Cards, you must pass them to the next player highest in the line of succession (other than yourself).

Kendra Shaw (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control
Battle Repairs -- On your turn, you may activate damaged locations.
Complete the Mission -- Once per game, before a Crisis Card has been resolved, you may choose to skip the Cylon Ship Activation, Jump Prep, or both.
--> Razor -- Whenever you must make a choice on a Crisis Card, the Admiral (or the next highest in succession if you are the Admiral) chooses for you.
--> Razor -- Whenever you must make a choice on a Crisis Card, the Admiral (or the President, if you are the Admiral) chooses for you.

POLITICAL LEADERS

Billy Keikeya (POL/2 LEA/2 POL/LEA/1) Setup: Administration
Presidential Aide -- After the President uses an action on a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Self Sacrifice -- Once per game, before any cards are played into a Crisis Skill Check, choose the result (Pass or Fail) instead and then move to Sickbay.
Innocent -- You may not play into Skill Checks triggered by a location.

Romo Lampkin (POL/2 LEA/2) Setup: Hangar Deck :fork: DONE! :fork:
Pickpocket -- If you end your movement in a location with another player, you may draw 2 Skill Cards from within that player's Skillset.
Legal Defense -- Once per game, after a human player ends their Movement step, choose a player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
Devil's Advocate -- Anytime another player is sent to the Brig, you must discard 2 random Skill Cards.

PILOTS

Margaret "Racetrack" Edmunson (TAC/3, PIL/1, LEA/ENG/1) Setup: Weapons Control
Raptor Courier -- After you end your Movement step, you may move any human player to your location (unless you or they are in the Brig) and then draw 1 Piloting Card.
Lead Scout -- Once per game, when the Admiral would draw two Destination Cards and choose one, you may instead choose to draw three Destination Cards and choose one.
High Risk Assignments -- Anytime a Raptor is destroyed, move to Sickbay (unless you are in the Brig).

Brendan "Hot Dog" Costanza (LEA/PIL/1, TAC/2, PIL/2) Setup: Weapons Control
Wingman -- If you end your movement in a space with unmanned Vipers, you may activate each of then once.
--> Draw Fire -- Movement or Action: Once per game, while piloting a Viper, move to any space area. Any Cylon Ships sharing your initial location are moved to your new location.
--> Draw Fire -- Once per game, before Raiders are activated, you may move any Raiders on the main board to an adjacent space.
--> Green -- If the fleet jumps while you are piloting a Viper, roll die. If the result is 4 or less, you are moved to Sickbay instead of the Hangar Deck.
--> Green -- If the fleet jumps while you are piloting a Viper, you must discard 2 Piloting Cards, otherwise you are moved to Sickbay instead of the Hangar Deck.

SUPPORT CREW

Diana "Hardball" Seelix (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- You may discard an Engineering Card to immediately reroll a Viper or Raider attack.
Avionics Specialist -- Once per turn, you may draw 1 Engineering or Piloting Skill Card if a Viper is damaged, repaired, or launched.
Knuckle Dragger -- Action: Repair and launch up to 4 Vipers, or destroy any 2 Vipers or 1 Raptor.
Knuckle Dragger -- Action: Repair up to 6 damaged Vipers or damage up to 6 Vipers in the reserves. Just rubbish. Not compelling enough.
Jealous Nature -- Whenever a Cylon or Final Five Loylaty Card is revealed, you must discard 1 Skill Card and draw 2 Treachery.

'Doc' Sherman Cottle (POL/LEA/2, LEA/1, ENG/2) Setup: Research Lab
Surgery -- Movement: Choose a human player to discard 2 Skill Cards. Then draw 2 Skill Cards (these may come from outside your Skillset) and give them to that player.
--> Medical Miracle -- Once per game, at the start of the turn, you may allow one player to ignore the effects of their Drawback until the fleet jumps.
--> Medical Miracle -- Once per game, when a human player is executed, you may choose to skip the Prove Loyalty and all subsequent steps and instead move that player to Sickbay.
--> Experimental Drugs -- Action: Once per game, examine one random Loyalty Card belonging to another player and then move that player to any Galactica location of your choice (including Sickbay or the Brig).
Chain Smoker -- Whenever another human player is forced to discard 3 or more Skill Cards, you must discard 1 Skill Card.

Hoshi and Romo are done (unless there are any strong objections?)

Kendra is almost done, but her drawback is worrisome. Anyone have better wording or a better idea entirely?

Took a stab at another Billy OPG that plays off the sacrifice theme.

New abilities for Racetrack. Look I gave her LEA.

Came up with some alteratives for HotDog's OPG and drawbacks. Are they thematically and mechanically sound? Are they better?

Seelix has been completely re-worked.

And lastly, Cottle is good except for his highly contentous OPG. Do any of those 3 work? Propose a better one!

iceyman fucked around with this message at 19:33 on Aug 5, 2011

Crackbone
May 23, 2003

Vlaada is my co-pilot.

Cocks Cable posted:

:words:

For Kendra, I'd say just change her drawback to:
You cannot hold the Admiral Title. Whenever you must make a choice on a Crisis Card, the Admiral chooses for you.

Billy looks fine.

For Hotdog, I like the first draw fire, but I don't think the "ships of your choice" clause should be there. So basically he moves to a new space and takes all cyclon ships with him.
Still don't like his drawback but don't know a better solution. Tying it to the fleet jumping is hard to make balanced.

Seelix, the static is pretty drat cool. OPG is meh, but they don't all have to be fantastic.
I still like my proposed drawback for her (must play two cards for any brig/airlock check).

Cottle: See two posts up for another OPG. Not a fan of his drawback, but mainly because it doesn't seem to fit chain-smoking.
Odd proposals for drawbacks:
- Only draws 4 skill cards, maybe strenghten his other abilities.
- Starts off in Sickbay (and suffers its effects unless XO'ed out).

iceyman
Jul 11, 2001

Crackbone posted:

Cylon Blood Infusion/Stim Overload/whatever
Action: Choose a human player. They may take any combination of 4(3?) moves and/or actions.

This is way too powerful. The single most powerful OPG in the entire game is Cavil with his 3 Actions in a row of which only he can take on his turn by giving up his movement. You are proposing to up the ante to 4 possible actions (6 actions if you throw in an XO or CS) and add the flexibility of choosing any character.

I don't think there is much design space to be had here. Bumping it down to 3 actions still makes it strictly better than Cavil and we should not be reproducing such brokeness. Bumping it further down to 2 Actions makes it no better than XO.

Crackbone posted:

Drawback:
The Circle: You must play at least two cards into any Brig/Airlock check.

Thematically it's supposed to represent her Cylon/sympathizer hatred.

This is a good idea, but is it really penalizing much? I assume you mean Admiral Quarters and not Brig checks?

Crackbone posted:

For Kendra, I'd say just change her drawback to:
You cannot hold the Admiral Title. Whenever you must make a choice on a Crisis Card, the Admiral chooses for you.

Not being able to hold the Admiral title really goes against theme though. Kendra was XO of Pegasus.

Crackbone posted:

For Hotdog, I like the first draw fire, but I don't think the "ships of your choice" clause should be there.

Oops, that left over verbiage from a different wording. Fixed.

Crackbone posted:

Cottle: See two posts up for another OPG. Not a fan of his drawback, but mainly because it doesn't seem to fit chain-smoking.
Odd proposals for drawbacks:
- Only draws 4 skill cards, maybe strenghten his other abilities.
- Starts off in Sickbay (and suffers its effects unless XO'ed out).

Chain smoking is more metaphorical than literal. Some abilities (mostly from the base game) are like that. Plus its too cute.

Starting in Sickbay is such a slap on the wrist drawback so easily avoided.

Crackbone
May 23, 2003

Vlaada is my co-pilot.

Cocks Cable posted:

I don't think there is much design space to be had here. Bumping it down to 3 actions still makes it strictly better than Cavil and we should not be reproducing such brokeness. Bumping it further down to 2 Actions makes it no better than XO.
You and your logic.

quote:

This is a good idea, but is it really penalizing much? I assume you mean Admiral Quarters and not Brig checks?
Yeah, you're right, I meant AQ.
You're right that it may not be penalizing enough. But I think it's a lot like Gaeta and Cally, where their drawback is pretty much a non-issue up until it bites them in the rear end. Not every character needs a really strong drawback.

quote:

Not being able to hold the Admiral title really goes against theme though. Kendra was XO of Pegasus.

Yeah, I just hate that clause to cover when she's the admiral.

quote:

Chain smoking is more metaphorical than literal. Some abilities (mostly from the base game) are like that. Plus its too cute.

Starting in Sickbay is such a slap on the wrist drawback so easily avoided.

I didn't mean to imply that it would be his only drawback though. But I agree there's nothing particularly wrong with the current proposed drawback.

Crackbone fucked around with this message at 21:17 on Aug 5, 2011

mp5
Jan 1, 2005

Stroke of luck!

God I would love to play a game with that Romo skillset.

iceyman
Jul 11, 2001

Then help polish the character up. The faster these guys are :fork:, the sooner I'll start a game with them.

[BSG Exodus] Lower Decks

mp5
Jan 1, 2005

Stroke of luck!

I don't suppose we're considering Cylon Leaders in this batch?

iceyman
Jul 11, 2001

Nah, one new batch at a time. Cylon Leaders can be in a later game.

mp5
Jan 1, 2005

Stroke of luck!

Well, the first thing I'd suggest is changing Kendra Shaw's OPG to only null out Cylon Ship Activation or Jump Prep (not both), but then double the choice that does *not* get nulled out. So on your average Crisis you'd have:

-Two Cylon Ship Activations, No Jump Prep
OR
-Two Jump Prep, No Cylon Ship Activations

Nulling out both seems kind of pointless.

I also like this as her drawback:

Razor: You cannot hold the Admiral Title. Whenever you must make a choice on a Crisis Card, the Admiral chooses for you. If the Admiralty would be passed to you, it is instead passed to the next person in the line of succession.

iceyman
Jul 11, 2001

That's a good idea with the OPG, but I hate the drawback. Kendra should be able to be Admiral. So instead of dancing around that idea, let's go in another direction.

Kendra Shaw (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control
Battle Repairs -- On your turn, you may activate damaged locations.
Complete the Mission -- Once per game, before a Crisis Card has been resolved, you may choose to either skip the Cylon Ship Activation and perform Jump Prep twice, or perform the Cylon Ship Activation twice and skip Jump Prep.
Razor -- If you share a location with another player and are the target of an Executive Order, you may only take 1 Action if you remain at that location.

iceyman fucked around with this message at 05:23 on Aug 6, 2011

iceyman
Jul 11, 2001

I'm ready to :fork: Kendra. The real hold up is Cottle's OPG (and Seelix's OPG to a lesser extent). No one can seem to strongly agree on something.

This is a newish idea/wording that sort of mimics what you were going for before...

Life and Death -- Action: Once per game, choose a human player in Sickbay and return their character to the game box. It may no longer be used during the game. The target player then chooses a new character, placing that character in his starting location. Follow rules for selecting specific characters after an Execution.

Essentially it lets you swap characters. Is it OPG useful to both human and cylons? Is it too wordy, or could the verbiage be optimized?

Snow Job
May 24, 2006

Kendra: The original Razor idea seemed fine. :(

Seelix: The human-friendly aspect of Knuckle Dragger is too strong. That's Repair/Repair/Command right there, and it can even be used remotely while the Hangar Deck is damaged. Seelix is also too effective as a Cylon. Jealous Nature actually makes her stronger. She can also draw 3 TAC per turn, giving her a good shot at grabbing Critical Situation.

Hot Dog: I like Draw Fire but don't see why Basestars and Heavy Raiders would chase a Viper. It would still be a good OPG even if it only affected Raiders.


Overall these custom characters are shaping up well.


EDIT: Didn't think one of my suggestions through.

Snow Job fucked around with this message at 05:49 on Aug 6, 2011

iceyman
Jul 11, 2001

Snow Job posted:

Kendra: The original Razor idea seemed fine. :(

Can't please everyone :qq:

Snow Job posted:

Seelix: The human-friendly aspect of Knuckle Dragger is too strong. That's Repair/Repair/Command right there, and it can even be used remotely while the Hangar Deck is damaged. Seelix is also too effective as a Cylon. Jealous Nature actually makes her stronger. She can also draw 3 TAC per turn, giving her a good shot at grabbing Critical Situation.

I guess technically its a Repair/Repair/Command/Command. But how is it too strong? Apollo can launch 6 vipers with his OPG (not to mention AVP off it) which is Commandx3. Seems roughly equivalent?

I'll be honest, I'm not too thrilled with her OPG. But there is a lack of better ideas outside some repair/destroy combo.

How does Jealous Nature make her stronger?

Snow Job posted:

Hot Dog: I like Draw Fire but don't see why Basestars and Heavy Raiders would chase a Viper. It would still be a good OPG even if it only affected Raiders.

It was simplicity sake. You can make the case for Basestars, but Heavy Raider might definitely chase someone. How about this to make it even more flexible?

Draw Fire -- Movement or Action: Once per game, while piloting a Viper, move to any space area. Then choose any other area of space and move all Raiders and Heavy Raiders from that location to your location.

mp5
Jan 1, 2005

Stroke of luck!

Re: Kendra's drawback

What about something else thematic for the character? The XO drawback you propose seems too weak, Cocks, but it got me thinking about the events on the Scylla during Razor...

Just Following Orders: When 1 or more Population is lost as the result of a Crisis Card, roll a die. On a 4 or less you are moved to the "Sickbay" location.

Snow Job
May 24, 2006

Cocks Cable posted:

I guess technically its a Repair/Repair/Command/Command. But how is it too strong? Apollo can launch 6 vipers with his OPG (not to mention AVP off it) which is Commandx3. Seems roughly equivalent?

I'll be honest, I'm not too thrilled with her OPG. But there is a lack of better ideas outside some repair/destroy combo.

Repair/Repair/Command/Command, works from any location, Hangar Deck may be damaged. It's definitely beastly. Seelix doesn't draw LEA, though, so suddenly I think this OPG is just fine. Nevermind!


quote:

How does Jealous Nature make her stronger?

Discard 1 card, gain 2 TRE is a trade a Cylon would often want to make. A player could discard Protect The Fleet and pick up By Your Command + a TRE-3.



quote:

It was simplicity sake. You can make the case for Basestars, but Heavy Raider might definitely chase someone. How about this to make it even more flexible?

Draw Fire -- Movement or Action: Once per game, while piloting a Viper, move to any space area. Then choose any other area of space and move all Raiders and Heavy Raiders from that location to your location.

A heavy raider is an armored boarding craft, yes? I still don't follow. This adjustment looks good and might be a necessary improvement, though.

iceyman
Jul 11, 2001

Here we go. Getting close!

quote:

POTENTIAL NEW UNOFFICIAL CHARACTERS rev0.4

MILITARY LEADERS

Louis Hoshi (LEA/2 TAC/2 ENG/1) Setup: Communications :fork: DONE! :fork:
Communications Officer -- When activating Communications, you may move Civilian Ships up to 2 spaces.
Field Promotion -- Action: Once per game, take a Title Card of your choosing (unless you are in the Brig) and then take 1 Action.
Junior Officer -- At the end of your turn, if you hold any Title Cards, you must pass them to the next player highest in the line of succession (other than yourself).

Kendra Shaw (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control
Battle Repairs -- On your turn, you may activate damaged locations.
Complete the Mission -- Once per game, before a Crisis Card has been resolved, you may choose to either skip the Cylon Ship Activation and perform Jump Prep twice, or perform the Cylon Ship Activation twice and skip Jump Prep.
--Drawback 1--> Razor -- Whenever you must make a choice on a Crisis Card that says "Current Player Chooses", the Admiral (or the next highest in succession if you are the Admiral) chooses for you.
--Drawback 2--> Razor -- On your turn, if you must make a choice on a Crisis Card, the Admiral (or the next highest in succession if you are the Admiral) chooses for you.
--Drawback 3--> Razor -- If you share a location with another player and are the target of an Executive Order, you may only take 1 Action if you remain at that location.
--Drawback 4--> Haunted -- Once per turn, when a Civilian Ship is destroyed, you must discard 1 Skill Card for each population lost.

POLITICAL LEADERS

Billy Keikeya (POL/2 LEA/2 POL/LEA/1) Setup: Administration :fork: DONE! :fork:
Presidential Aide -- After the President uses an action on a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Self Sacrifice -- Once per game, before any cards are played into a Crisis Skill Check, choose the result (Pass or Fail) instead and then move to Sickbay.
Innocent -- You may not play into Skill Checks triggered by a location.

Romo Lampkin (POL/2 LEA/2) Setup: Hangar Deck :fork: DONE! :fork:
Pickpocket -- If you end your movement in a location with another player, you may draw 2 Skill Cards from within that player's Skillset.
Legal Defense -- Once per game, after a human player ends their Movement step, choose a player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
Devil's Advocate -- Anytime another player is sent to the Brig, you must discard 2 random Skill Cards.

PILOTS

Margaret "Racetrack" Edmunson (TAC/3, PIL/1, ENG/1) Setup: Weapons Control :fork: DONE! :fork:
Raptor Courier -- After you end your Movement step, you may move any human player to your location (unless you or they are in the Brig) and then draw 1 Piloting Card.
Lead Scout -- Once per game, when the Admiral would draw two Destination Cards and choose one, you may instead choose to draw three Destination Cards and choose one.
High Risk Assignments -- Anytime a Raptor is destroyed, move to Sickbay (unless you are in the Brig).

Brendan "Hot Dog" Costanza (LEA/PIL/1, TAC/2, PIL/2) Setup: Weapons Control :fork: DONE! :fork:
Wingman -- If you end your movement in a space with unmanned Vipers, you may activate each of then once.
Draw Fire -- Movement or Action: Once per game, while piloting a Viper, move to any space area. Then choose a second area of space and move all Raiders and Heavy Raiders from that location to your location.
Green -- If the fleet jumps while you are piloting a Viper, you must discard 2 Piloting Cards or move to Sickbay (instead of the Hangar Deck).

SUPPORT CREW

Diana "Hardball" Seelix (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- You may discard an Engineering Card to immediately reroll a Viper or Raider attack.
Knuckle Dragger -- Action: Once per game, you may either repair and launch up to 4 Vipers, or destroy any 2 Vipers or 1 Raptor.
--Drawback 1--> Jealous Nature -- Whenever a Cylon or Final Five Loyalty Card is revealed, you must discard 2 Skill Cards and draw 2 Treachery.
--Drawback 2--> The Circle -- You must play at least 3 Skill Cards into any Admiral Quarters or Airlock Skill Check (unless you are in the Brig).
--Drawback 3--> The Circle -- If you have 3 or more Skill Cards, you must play at least 3 into any Admiral Quarters or Airlock Skill Check (unless you are in the Brig).
--Drawback 4--> Jealous Nature -- All cards that you play into a Skill Check triggered by a location must be played face up.


'Doc' Sherman Cottle (POL/LEA/2, LEA/1, ENG/2) Setup: Research Lab
Surgery -- Movement: Choose a human player to discard 2 Skill Cards. Then draw 2 Skill Cards (these may come from outside your Skillset) and give them to that player.
--OPG 1--> Long Term Treatment -- Once per game, at the start of the turn, you may allow one player to ignore the effects of their Drawback until the fleet jumps.
--OPG 2--> Medical Miracle -- Once per game, when a human player is executed, you may choose to skip the Prove Loyalty and all subsequent steps and instead move that player to Sickbay.
--OPG 3--> Experimental Drugs -- Action: Once per game, examine one random Loyalty Card belonging to another player and then move that player to any Galactica location of your choice (including Sickbay or the Brig).
--OPG 4--> Life and Death -- Action: Once per game, choose a human player in Sickbay to return their character to the game box. Character may no longer be used during the game. The target player then chooses a new character, placing that character in his starting location. Follow rules for selecting specific characters after an Execution.
Chain Smoker -- Whenever another human player is forced to discard 3 or more Skill Cards, you must discard 1 Skill Card.

Need to settle on a drawback for Kendra and Seelix. Vote for your favorite among those listed (or suggest something even better).

Lastly, Cottle desperately needs a OPG. There hasn't been much discussion around him in a while. Would any of those 4 work? Have a better idea?

Concentrate on Kendra, Seelix, and Cottle.

Crackbone
May 23, 2003

Vlaada is my co-pilot.

Cocks Cable posted:

Here we go. Getting close!


Need to settle on a drawback for Kendra and Seelix. Vote for your favorite among those listed (or suggest something even better).

Lastly, Cottle desperately needs a OPG. There hasn't been much discussion around him in a while. Would any of those 4 work? Have a better idea?

Concentrate on Kendra, Seelix, and Cottle.

Kendra- Drawback 1 or 4. Drawback 2 is way harsh. Drawback 3 is really mechanically clunky and doesn't seem like it would happen much. I think drawback 4 has potential but it seems really mild. I'd remove the once per turn portion.

Seelix OPG is probably fine as is, but I'd prefer damaging more vipers vs. destroying 2.
I prefer drawback 2. There's usually not THAT many brig/airlockings a game, so I don't think it has to care about cards in hand. Hell, you could move it down to 2 cards - that can still cause havoc on an attempt, and she doesn't look powerful enough to need a really punitive drawback.

For Cottle, I don't know. There's problems with all 4 of them.
What about stealing Billy's original OPG? Instead of preventing the execution, he can choose a different target? That would make it useful for cylon and human, and fix Chewy's issue with it. Definitely not as thematic though.

iceyman
Jul 11, 2001

Snow Job posted:

A heavy raider is an armored boarding craft, yes? I still don't follow.

On the show they were basically a fully armed raider built to carry some personel while the regular raiders are auto-piloted and mass produced to swarm. Heavy Raiders could dog fight with vipers. But I think we're getting into spergy distinctions and don't need to worry about that level of realism. Boomer pilots vipers after all!

Mechanically Basestars don't need to move and thematically they wouldn't chase a viper. Moving Heavies is just an added bonus and serves a mechanical purpose. You may want to move a cluster of them in ECHO to BRAVO (or vice versa with the cylon fleet throwing them around randomly).

iceyman
Jul 11, 2001

Crackbone posted:

Seelix OPG is probably fine as is, but I'd prefer damaging more vipers vs. destroying 2.

Destroying vipers has merits now that we have two different kinds of them. Killing 2 out of 4 of the MarkVII is worthwhile. Notice how reserves is not specified. Cylon Seelix might have to make choices as to kill valuable MarkVII or target vipers in the field guarding those civies.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Hi I'm Cylon Romo and you Brigged me! I'll take my turn, bust myself out, dick you over and reveal.

All in one turn. Thanks for that by the way!

Gaeta's OPG requires an action to get out of the Brig. Romo does the same thing but adds an action.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Gaeta's OPG also gives him a title.

Romo's shouldn't give an extra action, but I do like how it can be done at almost any time.

It also shouldn't work on himself.

iceyman
Jul 11, 2001

Some Numbers posted:

Hi I'm Cylon Romo and you Brigged me! I'll take my turn, bust myself out, dick you over and reveal.

All in one turn. Thanks for that by the way!

Gaeta's OPG requires an action to get out of the Brig. Romo does the same thing but adds an action.

Fixed. Happy now? He can't use it on himself now. Still useful for a cylon to spring a buddy.

Also had a new idea for his drawback. It's different than the same old discard X cards because Y happened thing.

Romo Lampkin (POL/2 LEA/2) Setup: Hangar Deck
Pickpocket -- If you end your movement in a location with another player, you may draw 2 Skill Cards from within that player's Skillset.
Legal Defense -- Once per game, after a human player ends their Movement step, choose any other player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
--Drawback 1-->Devil's Advocate -- Anytime another player is sent to the Brig, you must discard 2 random Skill Cards.
--Drawback 2-->Devil's Advocate -- If you play any Skill Cards into an Admiral's Quarter Skill Check that passes, you are sent to the Brig.

iceyman
Jul 11, 2001

Crackbone posted:

For Cottle, I don't know. There's problems with all 4 of them.
What about stealing Billy's original OPG? Instead of preventing the execution, he can choose a different target? That would make it useful for cylon and human, and fix Chewy's issue with it. Definitely not as thematic though.

So something like this? Or more location based?

Life and Death -- Once per game, before another human player is executed, you may change the target to any other human player.

I could see uses for this, but he wouldn't mix well with a couple of characters. It would basically take away Cally's OPG and that not fun to the Cally player.

If its location based, then it doesn't really work thematically. Airlock works. AQ is a long stretch. Administration doesn't make any sense. :(

Lonjon
Jun 26, 2007

Books are the real treasures of the world!
Fun Shoe
Some of you guys are pretty serious about these characters. My game group only ever got around to making up one character card ever. To be fair, it was made in the same game that we discovered that Helo returned with enough ingredients in his kit for two martinis for everyone on the bridge. Here's what we came up with:



Lee "Fatty" Adama (LEA/2 TAC/2 PIL/1)
Lonely Vigil -- If Lee "Fatty" Adama is the lone character on his ship at the beginning of his turn, gain one LEA card
Amazing Fitness Regime -- Once per game, you may exchange this character card for the Lee "Apollo" Adama card
Snack Time -- When this character first enters play, reduce the food supply by two

His disadvantage is pretty harsh, but can be somewhat compensated for by adding the Puppy Planet destination card:

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

I was wondering when someone was gonna post rules for Fat Lee.

Also, Puppy Planet made me lose my poo poo.

perhonen
May 7, 2007
So we've been playing with exodus for a couple of months, and everytime we've tried using the NPCs in the game, we always get bogged down by the good/bad token system. We liked the concepts of having NPCs in the game to make going to certain zones more interesting, so we ripped out the endgame part and just kept the NPCs.

We still place 3 NPCs on the board, and just house ruled most of the abilities that mention tokens into drawing/discarding cards instead. This actually works out really well, and only a couple of characters needed any huge tweaking(NPCs in the brig/sickbay in particular) and it makes it really funny when you go to the press room and priestess elosha murders you with a disaster token. The only problem is that since the NPCs are placed randomly, they end up getting stuck in places we rarely use like the administration or communications. Anyone done something similar with the NPCs, or have any thoughts on how to churn through the NPCs so we see them more often?

mp5
Jan 1, 2005

Stroke of luck!

Cocks Cable posted:

Fixed. Happy now? He can't use it on himself now. Still useful for a cylon to spring a buddy.

Also had a new idea for his drawback. It's different than the same old discard X cards because Y happened thing.

Romo Lampkin (POL/2 LEA/2) Setup: Hangar Deck
Pickpocket -- If you end your movement in a location with another player, you may draw 2 Skill Cards from within that player's Skillset.
Legal Defense -- Once per game, after a human player ends their Movement step, choose any other player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
--Drawback 1-->Devil's Advocate -- Anytime another player is sent to the Brig, you must discard 2 random Skill Cards.
--Drawback 2-->Devil's Advocate -- If you play any Skill Cards into an Admiral's Quarter Skill Check that passes, you are sent to the Brig.

Drawback one is better and plays into the character more.

I also like your new suggestion for Cottle's OPG.

Dexanth
Dec 4, 2003

The last thing an ice cream cone ever sees
Puppy Planet is simultaneously the greatest and most horrible destination I've ever seen.

iceyman
Jul 11, 2001

frenziedslacker posted:

Anyone done something similar with the NPCs, or have any thoughts on how to churn through the NPCs so we see them more often?

Trauma and Ionian Nebula isn't very popular here. I think we played 1, maybe 2, games with it and it wasn't well recieved. Or at least not well liked enough to be included in any additional games.

Dex was going to try a game with something like you suggested, to use the NPCs with out trauma or ionian nebula. What happened to that game, Dex?

iceyman
Jul 11, 2001

mp5 posted:

I also like your new suggestion for Cottle's OPG.

Which one? The character swap one? I'm starting to lose track now.

mp5
Jan 1, 2005

Stroke of luck!

Cocks Cable posted:

Which one? The character swap one? I'm starting to lose track now.

Yes, the character swap "Life And Death". Cottle should be able to execute someone, or at least redirect an execution.

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Dexanth
Dec 4, 2003

The last thing an ice cream cone ever sees

Cocks Cable posted:

Trauma and Ionian Nebula isn't very popular here. I think we played 1, maybe 2, games with it and it wasn't well recieved. Or at least not well liked enough to be included in any additional games.

Dex was going to try a game with something like you suggested, to use the NPCs with out trauma or ionian nebula. What happened to that game, Dex?

Uhm, I totally don't remember? And I don't think I intended to do that so much as try to design non-trauma crossroads cards, but got stumped on how to make them not hilariously redundant.

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