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Hello again. BMJ here. Don't get excited, despite the
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Hello again. BMJ here.

Don't get excited, despite the time of year this isn't a release thread. Yet.

As I mentioned in a previous thread, in the near future I plan to release a new draft of AdEva. This is planned to be the last draft of the core books for a while, as after that I am going to shift focus to the OD book, and the Player and GM books will not be touched again until OD is ready for playtesting.

Before that happens, does anyone have any feedback on things that they strongly feel need to be fixed or included in the game before I put the core books on a shelf for what is probably going to be more than a few months? The last thread didn't last very long (my bad) and I figured that given the nature of the draft this time I should give it another shot.

For those not already up to speed, the current draft can be found here:

http://www.mediafire.com/download/p2r43tp08axwp1d/Adeptus+Evangelion+V3+-+Open_Beta_04.rar

As always, thank you for your time and I look forward to hearing from you!
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I noticed a few things in the draft that are missing or maybe stated wrong.

In the Reactor Unit Branch, Page 11 is either a Armor Enhancement missing or the Prerequisite for Armor Plating(Specialized) is a Typo.
In the Challenged Root, (Page 33) it says: “You have a decent enough connection to the pilot” I think that “pilot” should be “Evangelion”
Also in the Impaler Branch (Page 81) the costs for "Drive Deep" are missing.

But otherwise I really love this draft. Great work!
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>>44447716

Noted, thanks!

For the record, other changes already slated for inclusion are a total replacement of the Herald branch with a much less complicated version, various typo and clarification fixes, and a new flexible turn order system to replace traditional Initiative that we didn't have the time to cram into Draft 4.

If anyone wants to hear more about those to bump the thread for a while, I wouldn't mind blabbing about them. But this thread is still mainly to make sure that I know anything you guys want included or fixed. For example, last thread someone said that they wished there was another ranged branch floating around for supporting play styles not based on sniping or burst fire, but we never did nail down what such a branch would actually do other than 'be ranged'.
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>>44447851
Sure I like to read changelogs. Go ahead and bump with some mechanical stuff.
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>>44447890

Okay, lets start with the big one.

[Rounds, Turns, and Intervals]

Players with a lot of RPG experience will have a pretty solid idea of how rounds work. A turn order is established, and then the players and the enemies all go in some order until the battle is completed. Get ready to unlearn those conventions, because Adeptus Evangelion doesn’t do that.

Combat in Adeptus Evangelion is measured in distinct Rounds, in which each player gets a single turn. No ‘initiative’ or equivalent mechanic exists. Instead, at the beginning of each Round all players gain 2 additional AT Potential (up to their maximum ATP) and their Stamina pool refreshes back to 3 Stamina. Then, the players decide amongst themselves which of them will go first. This is usually as simple a matter as a player volunteering to act and then not being opposed, but feel free to discuss your plans and options. If an agreement cannot be easily reached, those players who wish to act first may each roll 1d100, with choice going to the lowest roll. Regardless of how it is determined, the first player to act now takes their Turn.

During their Turn, a player may spend Stamina in order to take Actions. Many of these Actions can be found on the Actions List later in this chapter, but certain Talents and Upgrades will make new Actions available to the player. Not all Stamina needs to be spent during your Turn, as Stamina can be useful for Reactions. Reactions, unlike Actions, can be used even when it is not your Turn. However, you only get one Turn each round, so if you wish to use an Action you only get one chance to do so: during your Turn for that round. Because Stamina refreshes at the start of the Round rather than the start of your Turn, it is possible to use Reactions before your Turn come around, but doing so obviously reduces the Stamina available to you during your Turn to come.

(cont.)
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>>44447990

After each player Turn, the Angel gets what is known as an Interval. At the start of each Interval, the Angel gains 2 Stamina and 1 AT Potential. They then have the option to spend this Stamina on an action immediately, or to not do so and instead save this Stamina up for a later Interval. To prevent Angels from stockpiling Stamina to absurd levels, they are limited to storing 3 Stamina at a time, though some Angels may be able to increase this maximum amount through unique traits.
Angels may use the same action more than once in a given Round, but not in a given Interval. So an Angel may make a Standard Attack now, but regardless of their remaining Stamina must wait until at least the next Interval (after another player has had their Turn) in order to use that Action again.

After the Angel has completed their Interval, the players choose a new player to take their Turn, limited to those players who have not yet gone this Round. This continues until all Players have taken their Turn, at which point a new Round begins. Angels get their Interval after each player Turn even if the player did not do anything that turn, so long as that player’s Evangelion has not yet been Defeated.

[Evangelion Down!]

When an Evangelion is Defeated, the Angel no longer benefits from the Interval that they would have gained at the end of that player’s turn. In the event that an Angel is reduced to having only a single Interval a round due to the adjusted size of the party, that Angel gains 1 additional Stamina on their single Interval than they otherwise would.
Any effect that lasts until the start or end of a given player’s next Turn ends immediately upon that player being Defeated.
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>>44447990
>>44448039

That's interesting. What happens if someone spends all of their Stamina on defense before their turn comes around? Do they still get a turn or no?
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>>44447851
As one of the anons looking into the extra ranged branch potential last thread, my initial thoughts as to what it could be about were roughly as follows

-Burst fire, not full auto- there's only a handful of things that modify burst fire among the talents, and they're all in branches where you need full auto to buy in + most of the abilities in branch are for full auto - I would use this branch as a means of differentiating full auto and burst fire- take some of the burst fire abilities out of the full auto trees, put in some more burst fire only abilities.

-Full auto and "2 turns spent stacking buffs to ready the shot before I fire for fuck you damage" sniper playstyle should not be the focus of more ranged branches for now- they've got enough love

-Skirmishing playstyle is a potential- based around midrange stuff - shotguns, smg type weapons maybe, bonuses if you've moved and fire / done other stuff and fired, same position or 1 position distance buffs to encourage getting close but not into an engagement before firing

1/2
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>>44449723

-Skirmisher role does have potential I think- eva making closer range shots at angel / maybe talent letting you make 2 unaimed shots at diferrent targets with skirmisher weapons of choice - anti angelspawn utility / "called shots at 2 different body locations"

-but just providing a more mobile ranged playstyle to liven things up as burst fire, sniper and full auto are all very static ways of fighting- a ranged fighting style that encourages getting up close and personal + moving about more

-Other playstyle is a crippler ranged attack role- taking out limbs and such- "takes less DOS to choose hit location if you want it to be a limb or similar of angel, bonuses to attacks / damage / hit effect rolls etc if attacking limbs.

-Ranged weapon specialist- good with ranged weapons- you're just better with guns and can make the most out of them- buffs special properties of ranged weapons- more breach, polythermic effect applies more / less chance of breaking on fragile weapons, reload faster / more range if you aim properly, +1 on hit effects with special ranged weapons, improved burst fire- just an improvement to fun properties of ranged weapons.- Maybe a "signiature weapon class- pick ranged weapon / type of weapon, get bonuses to it?"

Last note is that with how few branches ranged has in comparison to melee or AT, just "being ranged" might still be good enough just to flesh it out more

Thoughts on the skirmisher role? As I think that could make for a good branch there just to help get ranged moving more / be more active and covers a niche.
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>>44449723
>>44449912

Ranged Skirmishing is a dangerous pool to dip our toe into, because simply as a result of being viable at all it becomes a major tactical advantage. Ranged already has the advantage of being able to work from a larger portion of the battlefield than melee, staying out of range of at least some of the Angel's attacks in the process, without making maintaining that advantage easier or actively beneficial in the form of buffs. It could be done mechanically, but I worry about it from a balance perspective.

Rewarding firing from up close sounds like a solid idea, one which could probably be paired easily with the 'crippler' idea.
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>>44450459
The skirmisher part was intended as being in the way of keeping the ranged characters from doing something other than "max range, aim, fire" - intended role was stuff like "stay in same sector or adjacent sector to angel, move about there / do things to support other evas there

-Just aiming to try and do something for ranged characters that isn't all about staying at max range and aiming, keeping them more active in that sense- nice and agile ranged stuff. Just see what if anything you can do with it without making it too stronk. - Maybe make it part of an all rounder thing? Buyin thing to the branch is a bonus to engagement / dieangagement stuff, and it's got some stuff where making ranged attacks on an enemy benefits melee attacks and vice versa?

As another thought or two.
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>>44450908

Hmmm. I'd rather keep Branches focused on a strong theme.

That said, I will think on it and see what I can come up with. The gap you describe should be filled with something, its just a question of what.
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>>44447454
Do you guys have editable character/mecha sheets yet?
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>>44451313

I can't claim credit for it, but it does exist.

https://mega.nz/#!ZV1lUCBC!3V6FauQEeVxrxXIYBnPsUKI9PjDXMIlU8Tr0EpF_MLc
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>>44451625
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This is what the changes to Herald look like, by the way:

Herald |||
The pilot unlocks the AT Field as an offensive weapon, tailored to their own nature.

Prerequisites: 200 xp, ATS 2
Buy in Cost: 30 xp
Special: As the Wrath talent. In addition, the player gains 1 Luck and 2 Enrichment.


Wrath
AT/Combat Action (2 Stamina)
Effect: The pilot learns to utilize the AT Field of their Eva as an offensive weapon at the expense of their safety. As a 2 Stamina action that counts as using an AT Power for any effect that would benefit the pilot, the pilot may test Eva Firearms to make an attack with their AT Field with a Range of 1. On a success, this attack deals 1d6+ATS damage, which may be either Kinetic or Energy damage (chosen at the time of the attack) and with the Breach(1) property.
Special: Every time this attack is used, the pilot reduces the maximum size of their AT Potential pool by 1 after the attack has resolved, similar to as if they had used a Complex AT Power.

Personalized Wrath (Available twice)
AT/Combat (Modifies ‘Wrath’)
Effect: Further evolve your Wrath to empower or customize your unique AT Attack. When this talent is purchased, pick one option from the following to permanently modify your Wrath attack. The same option may not be chosen multiple times.

Range: Increase the Range of your Wrath by 1.
Thunder: Your Wrath gains the Sonic quality.
Desperate: Your Wrath gains a +20 to hit if used against an enemy in the same Engagement as you.
Breach: Your Wrath has Breach(3) instead of Breach(1).
Tracking: You may spend 1 AT Potential to reroll tests to hit with your Wrath.
Lucky: You may spend 1 AT Potential to reroll the damage of your Wrath.
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>>44453125

Greater Wrath
AT/Combat (Modifies ‘Wrath’)
Effect: Fundamentally change the nature of your Wrath, shaping it into an advanced form of attack. Any existing purchases of Personalized Wrath will apply equally to the new form of Wrath that you select below, but whatever Greater Wrath you choose replaces your ability to perform the traditional Wrath attack.

Electric: Your Wrath gains the Superconductive quality and deals 2d6+ATS damage, but can only deal EN damage.
Barrage: Your Wrath becomes a Burst Fire weapon, with a Burst Size equal to your current ATP after you roll damage and a Burst Damage equal to your ATS+1. Use of the Tracking or Lucky Personalized Wrath options, or any other change to your Potential, will impact your ATP counted for the purpose of Burst Size. In addition to the normal costs of using Wrath, after the attack has fully resolved the pilot’s ATP is set to 0.
Bolt: The profile of your Wrath remains unchanged, but it no longer reduces ATP Pool size with each use. Unexciting, but highly efficient.
Wave: Your Wrath gains the Line quality, +1 Range and +3 damage. Every time this attack is used, the pilot reduces the maximum size of their AT Potential pool by 2 (instead of 1) similar to as if they had used a Complex AT Power.
Saber: Your Wrath is channeled to act as a close range weapon instead of a ranged attack. Your Wrath attack may only be used against enemies in the same Engagement as you (any increases to Range are ignored) and now tests Eva Martial instead of Eva Firearms to hit. In addition, the damage profile is now 1d6+ATS+Str, chosen between KN or EN at the time of attack.
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Another thing that I noticed in the newest draft is the fact that Heavy Chassis now doesn't mean that your EVA can use Heavy Weapons. Where is it stated now which EVA can use Heavy Weapons?

Also a general weapon descriptor about 'Heavy' would be really useful, so you don't have to go through the whole pdf to find out heavy weapons can't be used in engagements.
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>>44454148
> Where is it stated now which EVA can use Heavy Weapons?

I think you mean Mounted weapons, but the answer is the same: anyone who can afford their Req cost can use them.

Heavy Weapons just cannot be used in Engagements, and Mounted has the Reflexes/slowed penalty. Nothing prevents an Eva from deploying with a Mounted weapon anymore, it has no special prerequisites.

That is why the Heavy Chassis upgrade is so much rarer now: its not longer playing a gatekeeper role.

> Also a general weapon descriptor about 'Heavy' would be really useful, so you don't have to go through the whole pdf to find out heavy weapons can't be used in engagements.

Thats fair. I'll put a reminder to that effect at the start of the weapons tables.
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Maybe the silence means nothing is super broken?
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The new Wrath seems horribly underpowered, especially since you have to forego all of the possible damage options if you want the Endless Wrath equivalent. Reducing your AT pool for 1d6 + ATS? Doing something like 6.5 (3.5 avg + 3 ATS) damage per turn sounds like absolute dogshit in exchange for reducing your pool size by 1. It's literally slam but hurts you more before upgrades.

Balancing every weapon around Wrath was bullshit and I agree that this is nicer, but as it currently stands it's not really worth taking. I'd suggest asking around for choices of what people usually use for Wrath or what they would feel would be "worth it."
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>>44454622
Well, a lot has been said already in the past.
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>>44454622
Thread hasn't been up long; give people a chance to actually see it.
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>>44447454

Love you bud, great to see how things are coming along.

Best of luck!
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>>44447454
Hey, thank you for making the OD book whenever you get the chance!

The Rounds/Turns/Intervals change sounds fantastic and I'm loving it. The new inclusion of Skirmish styles and more mobile ranged options also sounds excellent, something that's really been missing.
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bampu
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The "Painful" melee upgrade when creating an Angel refers to "Feedback", something I can't find any information on. From the description, can I assume that this is a missed edit that means "Strain" instead?
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Bump
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Alright, the biggest one for me has been grappling. Not only can they dodge the initial grapple, they get the equivalent to a retconned dodge as many times as they have stamina for on their turn, except it's better than dodge because it's based on Eva Martial, and for some reason my success at/ability to grapple them has no effect on how effectively they get out. And because they work in intervals, that is a ludicrous number of attempts per round. And then on top of that, I have to make another check just to keep the grapple going on my next turn, and if I fail then I have both lost the grapple and wasted a stamina, and that check doesn't get bonuses from abilities which improve grappling. I've been playing in a campaign for a while now and I've only ever been able to maintain a grapple until my next turn once. It really makes me feel like I wasted my experience going into pit fighter.

It got so bad that my GM finally decided we needed to do something about it, so we added some homebrew rules. Firstly, the abilities that give bonuses to the grapple action also work on the maintain grapple action. But now we actually have to get there. So, second, for every two degrees of success I get on my initial grapple check or maintain grapple check, the target has a -10 to all escape grapple checks for that round, to a max of -30. Then, the target can only attempt to escape grapple a number of times per round equal to their STR -1. Keep in mind that we haven't actually played since we made these changes, but as it stood I was basically wasting my actions grappling every round because it amounted to maybe 1-3 stamina lost by the target in a round and then I got utterly wrecked having done almost nothing during the combat, and it wasn't very fun.

Just to give some context, my character is in a Assault Type with 84 Eva Martial and a grappling test of 114, so it's not a matter of stats.

(Continued)
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(Continuing)

Other than that, there has been some weird stuff involving the different branches. For example, several branches allow you to buy non-restricted skill proficiencies, which is pointless since you can already get an infinite number of those from the trunk. There are also a number of advances in the root branches whose numbers don't match up with their type, for example things listed as "Minor Advancement" and giving a +5 and vice-versa.
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What makes this game different? What still needs working? Is there a table of contents and bookmarks? Sell me on it.
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There is indeed a table of contents and book marks. The game has a variable skill system and has a really nice battle of crunchy but quick combat rules and slice-of-life roleplay inbetween. Character creation and leveling is fun and inventive, and the random bits give you more personality. Game mechanics such as luck and aspects encourage character roleplaying, and as a whole it's just a pretty awesome roleplaying system. I've found it a lot of fun short of my complaints in the last post before yours.

As for what needs working, the game still needs to be balanced and, quite frankly, is kind of a mess right now in terms of the player handbook. There are strange inconsistencies from things seemingly left over from features previously removed in changes, and the whole book isn't very well written and often makes you scour the book to figure out how exactly something works. But once you get it working, it's a fun game.
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>>44459347
Forgot to tag your comment in the above post.
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>>44459440
Ah. Why won't they just wait and proofread their whole works? Or at least some errata.
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>>44459483
I imagine this sort of thing is easier said than done. It's probably one of those things where it seems fine when you've written it, but things may not be so obvious for other people.

Errata, it's a work in progress being in beta, so it erratas every time they have a new release. Why not more often? I don't know. AFAIK they don't do this for a living so they're probably busy. It's a hobby.
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>That Wrath nerf
Following the established tradition of making any potentially useful AT Power completely unappealing, I see.
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>>44455285
>>44460933

The basic Wrath profile probably needs a buff, yeah. At the same time, I'm not sure if 1d10+ATS is too good. I don't want Wrath to make guns obsolete, and an infinite ammo hands free 1d10+2 Breach 1 (bare minimum, ignoring higher ATS or other enhancements) in the form of Bolt is nothing to scoff at.

>>44457072
>>44457145

Thanks for the support!

>>44458286
Yeah, Feedback was an earlier name for what is now Strain. I'll fix that.
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>>44461145
Rather than thinking in the categories of "making guns obsolete", you should consider making it an aptly powerful AT replacement for guns, but in a way that forces the character to choose. Maybe it requires modifications to the Eva which lower its effectiveness with conventional weapons? I think an angle like that would solve the balance problems, and make the power more interesting.
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>>44459119

Angels cannot take the same action more than once on a given Interval, but the rest of that is still a pain in the ass. I'll look into making Grappling have a better chance of sticking, though the homebrew rules you mentioned seem like a good place to start.

>>44459347
> What makes this game different?

From what? I need a basis of comparison to answer that question with any degree of accuracy.

>>44459440

That's actually a pretty glowing review. Thanks!

>>44459483

This guy >>44459566 pretty much nailed it.
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>>44461145
It's 1d10+ATS that also drains your ATP by 1. If you are using wrath I see it as one of 2 scenarios

1: You are going full offensive AT and wrath is your main weapon. I don't see how this is different then someone going full ranged and getting a good gun (Which depending on how prepared you are, will effectively have infinite ammo with only some down time between shots being reloading. Not unlike someone who needs to wait a turn for their AT pool to replenish from spamming Wrath)

2: You are a non offensive AT person but picked wrath up to have a back up weapon that plays to your strength. They are also not likely to spam it since it cuts into their main resource to try and support with.

I agree with >>44460933 that the trend seems to be making AT stuff as unappealing as possible. If the goal is to make it like the show, in that no one was really an AT wizard, why even have AT branches at all? No one except the angels and that one time 01 went zerk and regained an arm was an AT field used for anything other than neutralizing.
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>>44462350

Thats fair. I guess 1d10+ATS works.

I am working on a couple of ranged branches inspired by this thread now, I'll post those later today for review.
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>>44447454
>Before that happens, does anyone have any feedback on things that they strongly feel need to be fixed or included

More Asuka femdom.
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>>44463031
>including canon characters in your AdEva game

Jesus Christ how horrifying
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Okay, so the first Branch idea is for something called Trooper. The idea is a sort of close combat ranged fighter archetype, with a small emphasis on keeping moving. Name obviously subject to change.

Bold Gunman (buy-in talent)
Combat
Effect: The pilot is willing to get close, even with ranged firepower, to pack that extra punch. When firing at an enemy with a Ranged Weapon, for every Sector that the Range of the weapon exceeds the target, the weapon deals +1 damage against that target. For example, a weapon with Range 3 used against an enemy 3 Sectors away would deal only normal damage, but that same weapon used against an enemy only 1 Sector away would deal 2 extra damage.

Busy Hands
Combat
Effect: In any turn where you move one or more Sectors, the cost to reload a held weapon is 1 Stamina less than normal (to a minimum of 0).

Point Blank (available twice)
Combat
Effect: The pilot is willing to sacrifice the protection of distance for the brutality of close quarters battle. Each time this talent is taken, choose and learn an option from the following list. When using a Ranged weapon against an enemy in the same Sector as you, you may apply one Point Blank option you know.
Can’t Miss: Gain a +20 bonus to Eva Firearms against enemies in the same Sector as you.
Back Away: After the attack resolves, immediately leave any Engagement you are in as if you had used the Engage action.
Cripple: Your attack gains the Cutter(1) property, but is forced to randomly determine the hit location even if you would otherwise be allowed to choose.
Clear a Path: Until the end of the current Round, the Angel cannot use attacks of opportunity against anyone except you.


And a Eva Firearms advance.

Thoughts?
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>>44464664
What's the ruling on firing ranged weapons in an engagement again? As IIRC it's that you cant use ranged weapons against someone you're in an engagement with, which would make back away a bit useless.

Other thought is that cripple initially seems a little bit weak as being forced to use random attack table hurts it as IIRC its a 50% chance to hit the body on that table, while cutter weapons only work on limbs? So half the time it won't do anything?

This is just initial thoughts based off of looking at the branch and what I remember, and I don't have the rulebook open so I could be wrong about a few things in how it works.
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>>44465572

Pistols may be used without penalty in an Engagement, and the same goes for all Angel attacks and AT Powers. Basic weapons may be used an Engagement at a -10 penalty. Heavy Weapons may not be used in Engagements at all, due to their size and clumsiness.

So 'Back Away' is worthless for Heavy Weapons users, they would be forced to spend a Stamina to disengage and then shoot, using up their whole turn. A Basic weapon user, however, would just shoot at a -10 penalty and then disengage for free, with a Stamina to spare.

Cripple is probably a bit too gimped right now, yeah. The issue I was worried about is that there is nothing that prevents any of this from stacking with Precision or other buffs, so the bonus to hit effects from Cutter isn't going to exist in a vacuum. I suppose removing the 'no called shots' clause wouldnt be the end of the world.
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>>44465908
Aha - you know, this might work well with the pistol akimbo branch, as IIRC pistols have the fastest reloads so potential for free reloads there after moving, + more shots for cutter and best use of back away

Removing the no called shot rule seems the way to go there though.
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I've got a suggestion on Dual Wielder, at the moment the Branch only gives you Bonuses when you have a Melee Weapon in both Hands or Ranged Weapon in both Hands. I would find it very interesting to have a Melee in one Hand and a Ranged in the Other, but at the moment there is not really a Bonus for me, besides the Offhand Attack in that Branch.

If I make Twist the Knife (Impaler Branch), does it count as Standard Attack for Offhand (Dual Wielder)?
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>>44466557

Two For One doesn't just trigger off of 2 melee or 2 ranged, but 2 of the SAME melee/ranged weapon. there isn't really a way to make that work in a split like you describe other than what offhand attack already does.

Twist the Knife is its own action, and as such does not count as a Standard Attack for the purpose of Dual weilding.
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Other branch idea, for another combat role that doesn't have much support:

Demolitionist

Collateral King (buy-in talent)
Combat
Effect: When the city is already in ruins, who is going to benefit from you holding back? For every level of Collateral Damage above Mild that the fight has already reached, you deal 1 additional damage with all attacks that have the Area, Implosion, Repulsion or Line properties. This translates to +1 damage for Moderate, +2 Damage for Heavy, and +3 damage for Devastating.


Safety Measure (available once)
Combat
Effect: When it comes to Nerv issue weapons, the only explosives are high explosives. Treat them with care. When you purchase this talent, choose one option from the following list.
Aim Away: You never take damage from your own Area attacks.
Shape Charge: Allies caught in your Area attacks may use the Guard reaction against your attack for 0 Stamina, presuming they are not Stunned or otherwise unable to Guard.
Head Down: On a successful Guard against an Area or Line attack, you take no Damage instead of taking half as you would normally.


Epicenter (available once)
Combat
Effect: Every Area attack has a center, and you have learned to place that for maximum harm. When you purchase this talent, choose one effect from the following list. You may apply this effect to a single enemy caught within your Area, Implosion or Repulsion attacks, hereafter referred to as the Primary Target.
Direct Hit: Deal Soft Damage based on the size of the explosion (2 for Engagement, 4 for Sector) to the Primary Target. This does not apply to other enemies caught in the attack.
Hard to Miss: Get a +20 to Eva Firearms tests to hit the Primary Target. This does not apply to other enemies caught in the attack.

Also comes with a Bunker Field purchase.

Thoughts?
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Really wish there was something more along the lines of ranged support, rather than trying and failing to compete with the shit-ton of damage a simple large axe can deal.
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>>44470815

Aren't the majority of support options ranged? I remember a while back that they had to specifically add support options to melee because damage was literally all melee could do.
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What about something like "Maimer", basically a branch focused on the Cutter property? So it doesn't necessarily do that much raw damage, but it works to score massive hit effects on limbs ASAP to try and disable the target.
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>>44471117
Okay, ranged support which isn't 'hurrdurr shoot all my friends dead' full auto.
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>>44471269

Like Jammer, Leader, Observer, Scanner, Scrambler or Spotter?

Or how about some of the new weapons? Like the Burst Shield, Latchline Gun, Positron Smartgun, Neumann Cannon, Ion Scrambler, or just Graviton tech in general?

Ranged has plenty of support options that are not Suppressing Fire.
>>
>>44471469
Leader's kinda melee-focused, and half the other branches you listed involve AT witchery. Guns are always nice, but with the party split between melee and ranged, you can only expect to get one ranged tech, and whatever bizarre, situational novelty gun the melee-focused tech had to offer.
>>
>>44467679
Collateral King is great, I love it.
Safety Measure is really useful, though the team may call you a dickweed for picking anything but Shaped Charge. Maybe make that one its own Talent.
Epicenter is okay. I'd definitely go for Hard to Miss.
>>
>>44471711
AT witchery is generally a ranged thing. Not being in the action means that you don't need as high a strain threshold, so you can shoot your Synch Ratio way up there and not have to worry about it.
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>>44471236
As long as it has a Talent named The Voorhees Method.
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>>44472488

Epicenter feels like it needs one more good option.

As for Safety Dance, I would actually be really mad if a party member took Shaped Charge. Because you just know this is going to turn into
"Don't blow me up, you fucker."
"Its okay, you can dodge the blast!"
"DON'T YOU DO IT"
And then explosions, and the wilhelm scream.
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>>44472798
As opposed to:
>Don't blow me up, fucker.
>Shoulda spread Bunker Field, faggot.
>>
Why all the AoEs in a game about killing singular boss monsters, anyway?
>>
Am I a total faggot for wanting my Poster Child to sport a pilot's jacket as part of her "PR symbol" status?
I just think the idea of her appearing on talk shows and the like in her plugsuit, plus patch-adorned leather jacket and NERV beret rather striking.
>>
>>44474204

How is this a problem? Its just a cosmetic detail, isn't it?
The worst thing that will happen is people will think you are cosplaying Rebuild 3 Asuka, sans pirate patch.
>>
>>44474611
Big Bossuka's jacket is more crotch rocket.
I was thinking more Top Gun.
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Something I forgot to mention earlier: given the change to Initiative (read: it doesn't exist anymore) Nerv Resources needed to be changed up too.

The amount can costs are basically the same now, but Nerv resources now gets spent throughout the fight on a as-you-use-it basis. Anyone can spend NR during their turn, but can only make up to one NR purchase per turn.

Nerv options previously requiring pre-battle setup now have a limit that they need to be explicitly purchased by the end of the first round of combat, establishing their presence on the battlefield early on.

So that's something to look forward to.

>>44471236

Hit Effects are the single most dangerous thing in the system to mess with mechanically. Even if it only ever applies to limbs, a branch focused on it would have to be really really shitty to not be immediately top tier.

>>44472756

I hope that gets worn by someone very tall. Otherwise all of the eyes are looking down even when you are at equal or lesser higher.

>>44473980
Explosions are integral to the Evangelion experience!
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I'm running a game with just production and test evas and I'm feeling that, well, even our designated tank guy (with the relevant branches) is super fragile. Would it be wrong to allow them to purchase armor upgrades at a premium?
>>
>>44474204
>>44474659
>>
What about a branch that helps to mitigate some of the negative effects of having a high synch ratio? As it stands high synch ratios are only really for people who stay far away and don't get hit, since you take such a blow to your Strain Threshold. I'm currently playing an impact baby that's big unarmed combat in an assault type, so I regularly go down due to my ST of 2. I would totally spend the experience on an entire branch to help me not go down right away. For that matter, some offensive AT powers that were useful to me would be nice to. All the ones related to melee have to do with normal weapons, and it would be nice to get something that could only be done with a natural weapon or unarmed.
>>
As a continuation to the above, you could also add an ability that reduces the impact of oversynch.
>>
>>44476934

Depends, do you only have two Evas at all in play? Or did your players double up on Eva Types?
>>
>>44476116

What is this from?
>>
>>44481024

If you need your unarmed attacks to be better, why not take Ironhand? Why does the buff have to be AT in nature there?
>>
>>44481024

Are there any downsides to High SR that you are worried about besides Strain Threshold?

>>44481049
No plan to do that one. Oversynch is rare enough as it is that I have seen whole campaigns go by without it ever coming up. Not much point of reducing the impact of something that rare.
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>>44479441
The theme is now playing in my head.
>>
>>44483149

Same here

https://www.youtube.com/watch?v=sH_6iFYiryY

Just picture Killing angels to this little piece of awesome. hell just picture the evangelion deployment scene to this track.
>>
>>44483391

You know, there are rules for running games without AT Fields now. Pacific Rim is actually doable in V3. Just fluff weapons as being built in and make the pilots older.
>>
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>>44484547
The only real problem I see there is the issue of The Drift.
Do you have two players each playing a Ranger and controlling one Jaeger?
One player controlling two Rangers?
>>
>>44485997

Easiest thing is probably to have each Jaeger be single pilot and say they get around that issue, or have the second pilot be an NPC.

If you want to stick closer to your Eva roots, its "single pilot" the second pilot you are drifting with is wired built into the machine to act as a buffer.
>>
What kinds of things should we expect to see from the new OD book?
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>>44486821


Tonks.
>>
>>44481546
I have ironhand! Anyways it's less that I want unarmed to be better and more that I want AT power options relevant to my Eva's playstyle.

>>44482169
Are there downsides to high SR other than ST and Oversynch? If so I'm not thinking of them.
>>
>>44486821

Mechanics for bridge bunnies.
>>
What do you all WANT to see in the new OD book?
>>
>>44489451
Mechanics for informing the pilots of things they know.
"Shinji, the Angel is raping you sideways!" I know that already Maya, you carpet munching twat, I am out here, feeling it happen!
>>
>>44489672

Pls no bully Maya Ibuki
>>
>>44489451
All I want is for When Suddenly... to come back.

Some of my old campaign's best moments come from the OD using and abusing that skill.

>Burst from a bath cabinet while the crippled little girl is showering to subdue the SEELE commando sent to kidnap her
>Fly in a copter out of nowhere shouting ZAT IS VERBOTEN out of a megaphone when not-Shinji and his waifu were about to do the fade to black on the school rooftop
>Tackle and subdue a salty football player who was about to deck the party sportsman from behind while wearing the team's mascot costume, touchdowning the suit's head on the downed guy for the reveal
>Boosting down the hall on a motorized wheelchair (he broke his leg for unrelated reasons earlier) to break up a fight between not-Shinji and not-Asuka
>Somehow breaking into not-Kaworu's mental rape world and brightslapping the pilots out of it (after a lot of difficult rolls and Insanity gain)

>>44489672
Added to that, a mechanic for reading the pilot's sphincter readings and using them for tactical advantage.
>>
>>44489855

The game needs more meta-talents like When Suddenly. I don't care what they do, as long as they work the same way.
>>
>>44489978

God, yes.

I Was Stalling
Effect - During any scene where the OD is already present and has been for some time, you may spend 2 Luck to retroactively have set a time sensitive event into motion. This could be setting up an alarm to go off at a given time, having called in backup from section 2, or lit a fuse. For the time sensitive event to finally come into play, the OD needs only to announce, IC, that they were stalling for time and the 'prepared' event will go off immediately afterwards.
>>
>>44490124
>not calling it "I Did It 35 Minutes Ago".
>>
>>44490124
>>44490652
Don't you mean Just As Planned?
>>
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>>44489855
That list gave me a good laugh.
>>
Isn't that just the sort of stuff Defy Fate lets you do? Maybe just give ODs their own more powerful and flexible list with talents to lower the cost of certain kinds of keikakus and ass-pulls.
>>
>>44491269

That, or the talents unlock new ways for them to Defy Fate while still linked back to that mechanic.
>>
>>44491269
Doesn't Defy Fate rack up DOOM though? These would be ways to do specific forms of Defy Fate without gaining DOOOOOOOOM, wouldn't they?
Or am I misremembering stuff from a few revisions back?
>>
>>44492443

These days, only certain uses of Defy Fate crank up the Doom. Just the ones to avoid death, or the toppest tier of wildcards.
>>
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>OD Book Sorta Soonish Maybe
>>
Happy Impact Day, everyone.
>>
>>44497485
I know
I know I've let you down
>>
>>44497506

I've been a fool to myself
>>
>>44499266
I thought that I could live for no one else
>>
What types of Eva are there?
>>
>>44499570

So, it works by you picking an Eva Type which has a couple of things it starts with for free and some random quirks that vary from type to type. Each Eva Type also has a bunch of upgrades that only it can buy.

Test Type is the general all-rounder, with the ability to get one or two watered down versions of things otherwise unique to other Eva Types.

Prototype is simple but tanky, with good toughness and armor. In addition, there are certain upgrades it can get that get much cheaper/unlock earlier based on how many times you have been defeated in combat. So if your defenses hold you are good, but if you get overwhelmed and get knocked out of a fight you get rewarded too.

Production type is fragile but high performance. Best dodge in the game, plus some mobility perks. But it has a bit of a glass chin.

Assault Type is big and strong and geared for melee to the point that it actively sucks at ranged. All around good at melee, with the gimmick that the armor Nerv put on it actually can't keep up with how strong the Eva is underneath.

Sniper Type is a shitty, sickly Eva repurposed for ranged combat, and has a unique gunframe setup that lets it roll around with heavy weapons one handed with extra bonuses. Absolute worst defenses in the game, though, so if you draw too much attention the Angel can utterly destroy you.

Reactor Type says 'fuck safety, this Eva has a N2 reactor on its back'. Its operation time is ridiculous and its got good armor, but it can blow up (either as a result of too much damage or intentionally as a powerful self-destruct) and can be upgraded to dump excess power into certain weapons for increased output/instant recharge. Can also act as a walking recharge station for other Evas.

Provisional Unit is an even worse Eva than Sniper Type, to the point that it cannot walk or function on its own. It rolls around on wheels, has a shitty AT Field, but a bunch of shit no one else can do like rocket thrusters.
>>
>>44499728
Interesting. I'll be downloading this. What Type would you recommend for beginners? I think I'll be leaning towards the Production Type.
>>
>>44499783

I don't think there is such a thing as a wrong one? Just read the rest of the rules so you know what you are getting into. In AdEva, there is no such thing as a hit that doesn't leave its mark. Any attack that hits you and your armor doesn't soak is going to give you a penalty, there is no HP to save you. Sometimes it just knocks your weapon out of your hand, other times it will take your head clean off.
>>
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>>44499783
Production Type is really good and simple, with no tricky shenanigans required.
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