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#lancer compcon
ghostlybassoon · 7 months
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tothesolarium · 10 months
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Mourning Cloak is a normal mech that nothing bad could happen to "If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby."
WHERE DID THEY GO
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musicalemergenc · 1 year
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5e hot take: The popularity and success of 5e has less to do with the game itself and can be more attributed to other forms of media making reference to it and how many more accessible tools to play the game there are compared to other rpgs.
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dragongirlteeth · 2 months
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You.
Yes you, the one thinking about running a tabletop game but you're tired of running DND and/or you're fed up with Hasbro's bullshit.
You should run Lancer.
Why?
1. MECHS. It's a hard sci-fi far future setting with space magic powered MECHS.
2. Combat is crunchy but there's also a specific rules-light system for narrative roleplay.
3. ONLY THE DM HAS TO BUY ANYTHING. All the player side materials are 100% FREE.
4. Massif press publishes their own incredible character building site called CompCon. You can even import homebrew!
5. Explicitly inclusive setting. Published adventures have gay and trans characters, PoC characters, etc.
6. Incredible community.
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demilypyro · 1 year
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Hey, if you like mecha you may enjoy a ttrpg called Lancer (it's basically one of THE mech ttrpgs). All of the basic rules are free on a site called Compcon which also lets you build your character.
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shadefish · 9 months
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A Compcon Lancer Pilot for my patron @calldres !
ooo links to click on to support me
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debugsquid · 10 days
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Heya to any Lancer peeps! I've been getting really into the setting of Lancer and I want to try my hand at creating an rp character. Problem is I've got a lot of different character ideas, but I'm not sure which ones would fit the setting best. I've also yet to actually play a game of Lancer so kinda don't know what I'm doing outside of reading the core book and fooling around compcon.
The current ideas I'm working with are a more standard outlaw style character, the second is a built to destroy idiot with a heart of gold, and a tech scavenger mostly making use of drones.
Any advice would be greatly appreciated :)
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Game Garage: Lancer
Hello! Welcome to what I hope to be the first instance of a series about Game design and clever usages thereof in Tabletop games! We'll be talking about lancer, it was the first post on this blog so I felt it was fitting, we'll be going through standard character creations from License Level 0 til License Level 3, and showing how our mech, and pilot, grows during that time while playing out a theoretical game. Is this just like the example of plays in the actual books? Yes! But I wish to go for some more mechanical depths than those often do, and try to theorize around certain decisions made in a specific game.
I'll be using Comp/Con as a visual for this guide, I'm aware there's other ways to do mech building but basically everyone agrees you should just use Compcon for it, also while I'll avoid using expansions too much, I'll still assume you at minimum have KTB as it adds some pilot-side customization
LL0: Beginnings
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You are immediately prompted to give a portrait, name, Callsign, and a background to your character, already just giving your character a callsign adds that little bit of personality to them! Lancer is primarily focused on the tactics side, rather than the roleplay side, but these little things do really help in fleshing out a character's personality, as that's still a factor.
I'll also give a quick shout out to Comp/Con for having the sickest UI of any webapp for a ttrpg i've seen, intuitive and strangely immersive, I really like it
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Thracia was a project by a shadowy, now defunct, corporation to create a spokesperson for their gene editing services, the company went defunct before she turned 3, so she was just thrown away into some bin somewhere. She was eventually picked up by a gang of mercs who brought her back to base where she was effectively communally raised before joining the corps proper at age 20.
Now that we've filled out some simple flavor, lets move on to proper stat creation
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We're brought to a stat creation screen, these don't matter too much in combat, but outside of them they're what your character specializes in, their role outside of the mechs. Don't sweat these too much, you can respect at any level up in lancer, and this won't matter too much outside of on the floor missions, which barely happen
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For now, Thracia's good at fighting, investigating, and leading and inspiring, its what she was built for after all!
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Now we get to talents, these are vaguely intimidating at first glance, but don't worry, you can respec at any time RAW, and they're pretty easy to decode once you get the hang of the system. For now, just think of what your role within the party will be, I want Thracia to be an artillery Pilot with a side of support, so we'll be taking Crack shot (which lets me give up my movement to become better at aiming each turn) , Leadership (which lets me add leadership dice dice to allied rolls as long as my fellow party member is within range) and Technophile (which gives me a Servant-Class NHP, a form of AI that controls my mech if I'm away, not too useful right now, but gets better benefits later on)
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Now we get to the part I don't like, Mech Skills. Mech Skills are... theoretically really fun, but practically speaking you always want at least one level in Hull, and the other level in whatever your main stat is, in this case we'll be taking Engineering, you'll see why later.
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Now we have our full pilot card! but there's still a little bit left to do before we Level Up for our first time.
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First lets pick out our equipment, this is basically purely flavor so just pick what you think your character would logically have
NOW! we finally get to the fun part: Building your Mech... kinda
see right now, you're stuck with default configurations, you're not licensed for anything more complex than GMS mechs, the Great Value store brand of Lancer. So we carry on with an Everest, a basic if not a bit underwhelming mech, its reliable, customizable, and handy, if not a bit underwhelming and a lot less flashy and optimized than later mechs you get, I'd still keep an everest in your backpocket though, never know when you might need it
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Someone playing with all official products would have a choice of 3 different GMS mechs, but I still recommend just picking the Everest, its the handiest option. though for reference: the Chomolungma is a Hacking frame, and the Sagamartha is a tank
You're prompted to name your mech, Thracia's gonna name it A farewell to Arms, after an ancient book she read once
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Booting into your mech screen, it may feel a bit overwhelming at first but don't worry, these all aren't too complex to understand Traits are just that, what your mech has that makes it special from other mechs, its just that genesequouis that makes them cooler than other mechs.
Attributes are derivative stats that take your skills, Grit, and base mech stats into account, in our case the Everest is pretty middling in everything, but has a decent heat capacity due to our investment into Engineering.
and now for the fun bits, Core System and Mounts
Core Systems contain two things: your ultimate move, your signature play, that special power that you use once per duel and spare only for the most dire moments! the other thing is your Core System itself, Everest doesn't have any, but for future reference these are what your build is entirely based around, your core gimmick
Mounts are what you put your weapons into, and Systems are non directly attacking abilities that you use to gain advantage during battles, we once again only have GMS tools to go with for now. Something clever about the mount system is that it adds an inherent balance to mechs, a mech could have incredibly powerful abilities, but lack specific mounts that could make it overbearing, as an example the Gorgon lacks a heavy weapon mount, and Heavy weapon mounts are in general sparsely distributed, as giving them to the wrong mech could break the balance, this is a problem I see a lot of lancer GMs and homebrewers run into, underestimating the power of a heavy slot, even some who were contracted by Massif themselves!
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For now, we'll give ourselves a shotgun, to dispatch enemies at close range, a Mortar, to deal with large clusters of enemies, and an Anti-Materiel Rifle to be our primary weapon.
Now for the systems, you have a budget of SP to use on buying systems for your mech from the ones you've unlocked, the GMS systems, outside of some standouts like the Flight System are... underwhelming mostly, you'll usually dumpster these pretty quick, but we might as well pick them because hey, its just free advantage, right?
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We'll be mounting our free NHP we got from our talents of course, as well as a shield, a turret drone as we're not doing much with our reactions right now and they allow you to expend a reaction to deal some extra damage, Personalizations and a Custom Paintjob, these are basically just flavor but they both have to do with adding some extra bulk to your mech, in our case the Personalization is a built-in winch, adding a +1 to relevant Hull skill checks, and the Paintjob is a tasteful pin-up of an older looking woman, a fling from a past mission.
And that's it for LL0! It might feel like a lot, but I promise its a breeze in actual play. Now onto: LL1: Your First Taste of TRUE power
Thracia Schrader Came back to home base, sweaty and tired after a long mission, nothing big, just dispatching some pirates, but it was her first truly serious one, only to receive a ping on her terminal: she'd gotten a promotion, she'd be given budget to buy new parts for her mech, a raised paycheck, and some free time to work on new skills, she was over the moon, finally she'd be getting recognized!
Now onto LL1, so far your mech has had decently high customization, but from here on out? the world's your oyster honey, pull it open and devour its flesh, show the world that it's gotta be scared of you!... I think I lost my train of thought there, sorry about that.
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Anyways, when leveling up you'll be given the down-low on what you're getting, an improvement to your skill triggers, more talents, more skills, more grit, your first license unlock, extra sauce on your eggs, and a complementary chocolate bar... OK those last two aren't there, but I'm sure most merc companies add them in
Skills don't matter too much so we'll skip over that, but for reference I took a boost in Leadership
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You get an improvement in one talent, in my case I'll take the second tier of Technophile, which lets me reroll one roll per scene, very useful. You can also take a 4th talent at this point, but I recommend holding out a bit before doing that, your build is too weak to really afford big moves like that right now. You could also actually delevel one of your talents and level another to level 3, if you have a talent that you don't really need or want, but again, not recommended unless you know what you're doing
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Now onto mech skills, you just get a flat +1 to any skill, right now I'd advise taking whatever you picked as your second skill after Hull, but if you wanna boost hull even further because you don't wanna get hurt too bad, I don't blame you, but we'll be getting that engineering boost for now
NOW to the fun part, the part we're all looking forward to (I think), getting more mech parts! now, people familiar with the system knows that the Engineering boosts and Artillery focus probably means we'll be taking a Harrison license, the 4 licenses in the game correspond roughly to the 4 mech skills in how they're built, they do end up mattering for something called Core Bonuses, but that's for much later, for now just treat them like a way to split playstyles. IPS-N likes Hull, Smith-Shimano Corp likes Agility, HORUS likes Systems, and Harrison Armory likes Engineering, choose accordingly.
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We'll be unlocking the Sherman first, its a cool mech that I think often gets overlooked in this game's cluster fucks of eldritch mecha nightmares and othersuch things. You don't get the mech itself until LL2, so for now just slap on the parts you got into an Everest
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The first level up is always kinda underwhelming in lancer, but trust me it'll get better from here! for now, we'll just replace our shotgun with a Sol-Pattern Laser Rifle, and our Personalizations and Custom Paint Job with a Reactor Stabilizer, a useful tool for keeping us nice and healthy when melting down
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That's about it for LL1, yeah as I said its kinda boring, but it only gets better with LL2: You know what they say: Find what your niche is, that leads to riches!
Thracia Schrader comes back home, tattered, bruised and beaten, the promotion obviously meant more dangerous missions, this she knew, but she didn't expect to deal with enemies of that caliber just yet, turns out the pirates were more equipped than she thought at first, they seem too organized to be pirates actually... Well, she's being paid to dispatch rabblerousers, not think, she goes back to sleep in her cot, while browsing mech licenses for sale, she got a big bonus, she can splurge a little bit
While you get the same benefits as from LL1, this is where the fun really begins because if you take a second level from your frame you obtain:
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A frame! You can finally get out of that dinky everest and get into something COOL! Frames in lancer essentially serve as your classes, they're what you mount your other obtained abilities into to create your unique playstyle, but overall they're probably the most important aspect of your character. Frames can have different sizes, HP thresholds, armor, and so on. the Frame system leads to your creativity being effectively limitless, while I'm doing a fairly basic artillery build, I'm sure a melee Sherman build could be fully possible! anyways, if you're using this as a build guide for some reason, I took Crack shot and an extra point in Hull alongside the Sherman frame
Now lets build our new puppy shall we? Our new mech will be called... how about Mr. Blue Sky? its Thracia's favorite childhood song
Now you'll have to rebuild your mech, but with a few considerations in mind 1: Your mounts are all different now, you can't rely on the weapons you did previously most of the time, Sherman's actually an exception to this, it has largely the same mounts as an everest, with the main difference being a built-in laser gun which charges while stabilizing, hm, maybe taking some stabilization talents could be worth the time... 2: Your new mech has new traits! the traits in the everest were pretty simple, just some bonus actions once per scene, "More of what's good" is the unofficial GMS Motto
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The sherman's a bit more complex, it can keep you in the danger zone (which benefits not just the sherman but most Harrison Armory mechs really), give you soft cover by throwing steam at your enemy's face, and makes it better at engineering (handy, since you'll be trying your best to not take too much unintended heat)
For equipment, we'll be using some old tools and the new ones we just got
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Sherman just got the incredibly powerful Andromeda-Pattern heavy laser rifle, but don't worry kids, this isn't the peak of laser power, oh no no, that comes a bit later. We're also using our handy shotgun, she needs to defend herself from nearby enemies somehow.
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For systems, we're dumping the reactor stabilizer, its served its purpose but we can manage our heat better now, and we're picking up a deployable cover, useful for long drawn out gun fights, personalizations (a huge library of ancient and modern texts, useful for SYSTEMS checks), and turret drones, we're still not doing much with that reaction and our sensor range's pretty dang strong. Now a word of advice, at LL2 is where your build will branch most, you're comitting to an entirely new mech after all! but always remember: you can respec at any time
LL3: True Power!
Thracia comes back home and brews herself a cup of tea, so it turns out that the pirates she was dispatching were just locals defending themselves against the corporate agency paying her, she was offered a contract by them, lower price, but less price on the conscience, she urged her boss to take it, and she did take it in the end, she thanked Christ the Buddha she didn't need to betray the closest thing she had to a family. Tomorrow, Thracia would dispatch a corporate HQ, the locals were calling the Union for aid, and they promised aid would come in the form of supplies, but they'd need to fend for themselves, and supplies did come, she took some of the mech weapon supplies for herself, she was fighting for them now, might as well right?
LL3 is where your chosen frame's power peaks, many people actually skip the third level of a license, the items given are usually fairly niche, we won't be doing that, this is a pretty standard build so i don't think its worth it
you know the drill for skills
Talents, I'll actually do something a bit weird here, if anything to demonstrate one of the more interesting RAW decisions of Lancer, I'll take away crackshot. Most of the laser rifles of the sherman are AOEs, and Crackshot assumes one target. Instead we'll be taking two levels of Grease Monkey, they make our stabilizations stronger, and give us some nice bonuses during rests, and we'll also be capping off Technophile, you'll see why soon.
We'll be leveling up Engineering for this level and taking the final level of sherman, but more on that later because now, we have the first sight of our Core Bonuses
the 5 companies of lancer like to reward brand loyalty, so if you stick with one company for 3 levels, you unlock their "Core Bonuses". what are these? these are powerful abilities that you only get every 3 levels, and you need to have 3 levels in a company to unlock their respective core powers, GMS powers are unlocked by default of course. We'll be taking Superior by Design, the premiere Harrison Armory ability
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the boost to heat cap is what we're looking for, anything that makes us less punished for taking too much heat is a good thing. the Impaired immunity is a good bonus
Now at this point, your mech should have unlocked their most powerful weapon and system, these are often "Super Heavy" weapons, which means they take up two slots to mount, but sometimes they just may be a powerful control ability, for example the Kidd unlocks their ability to build misc structures at that level.
We'll be installing our brand new and shiny Tachyon Lance, a massive motherfucker of a weapon that just emits a line of destruction and a cone of destruction behind you
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we'll also keep the shotgun, its a handy weapon
for systems, we'll be equipping our brand new Asura-Class NHP, what does it do?
well, once per scene, it just lets you take another turn! No caveats, and the only real cost is a bit of heat on your end, but other than that? you just have two turns that turn, incredibly valuable in a build that often wants to stabilize, wasting precious actions
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Oh, as for the third level of technophile? I can't have 2 NHPs in a mech at once unless I take that level, its just not possible, NHPs are incredibly powerful resources so I understand wanting to limit them like that.
That's about it for LL3, its your peak of power... for now, but soon enough your mech might be having some... foreign intrusions
LL4: The Crossover nobody wanted
Thracia was broken. She wished she'd never signed up for this mission in the first place. Children and women running from corporate mechs way better equipped than them, farms being abandoned by people who lived there for generations, good people sacrificing themselves to keep their loved ones safe. Terrakis had gone from a quick buck by dispatching pirates, to a nightmare. She was always told it was a dirty business, making money from blood, but she never expected it to be this bad. Looking to calm down, she calls up a friend, a warehouse worker from IPS-N, and wonders if she could maybe hook her up with something
You know the drill by now, the only thing of note is I'm going to dump Leader to take 2 levels in Siege Specialist (lets me take down structures more easily and lets me knock down adjacent enemies), we're picking up another level of Hull, and now, for the interesting bit: your 4th license
At this point, you've found your niche and made your mech plenty strong... but it could always be better, right?
Thracia picks up a level of the Drake, giving her the powerful Assault Cannon, a handy, if not low ranged, weapon that can grow in strength by spinning its barrels before launching, as a bonus its also a cannon allowing for our Siege Specialist to trigger. She throws away her nostalgic shotgun for this weapon
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Thracia had also been feeling protective of her fellow backliner, a clumsy goblin pilot named Lika whom she borderline had a crush on, while Thracia's mech isn't bulky by any means, its bulkier than xer goblin, so she gives up her redundant systems to pick up the Argonaut Shield, a tool that lets her take half the damage her fellow pilot would take instead.
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Conclusion: You got your tools now! Thracia was tired of seeing people dying, she was tired of the war, of the bastards in suits puppeteering it, she wanted it done and she wanted it done now. Talking to the leaders of the locals they decide on a final plan of attack: destroying the HQ of the corporate settlers
SimpleCorp must fall
Terrakis must be free
From here on out, you have your own tools to make your own builds, remember to focus on your roles, pick up abilities that complement your allies' playstyles and positionings, and most of all: have fun! a bad build in lancer isn't a huge deal, you can always try and try again until you get it right.
Oh, you wanna know how Thracia's story ended? Alright then, here you go
Mr. Blue Sky stood atop the ruins of SimpleCo's elite pilot: Fear, Thracia was no longer afraid, she was no longer broken, she was now only filled with pride, and joy. Terrakis was free, and she had been a part of its liberation. She hoped this would send a message to any bastard trying to take it over, she looks upon the pictures hanging inside her cockpit, complimentary drawings given to her by small children, of her mech as a hero of legend, of SimpleCo goons being burnt by her Tachyon Lance. That day, Thracia knew she had for once in her life done the right thing. After all of this, she decided to stay, War was not her business, and the locals of Terrakis wished for her to stay to help with any future intrusions.
She and Lika lived a peaceful life together, no one wanted to fuck with Terrakis after SimpleCo's downfall
Too cheesy? well, sometimes that's just how careers end, in the duty of a lancer, you either leave before you die, or you die before you leave. Go play your own stories! I'm sure there's some GM out there struggling to find new players who'd love to have you in their group
oh fuck i completely forgot to talk about bond-
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mmeveronica · 3 months
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What's this House Guard talent you keep mentioning? Since it's not in the core book
Lancer has had multiple offcial first party modules written for it. They can be found on their itch.io page here.
Each of these modules has a free .lcp file that be downloaded then uploaded to the CompCon website here to access the player facing materials of these modules including new mechs, weapons, systems, and talents.
The House Guard talent is one of these aforementioned talents added by a module. This talent is specifically added by the Karrakin Trade Barronies module.
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probablyelise · 1 year
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I love lancer so much, the lore is the perfectly loose enough to just say fuck it we ball but also establishes enough "stuff" (optional rules and scenarios) that I'm not trying to re invent the wheel to make an encounter that isn't "murderize the room"
Also compcon appreciation post it's so much easier to show a new game to someone via website instead of PDF
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elfcow · 5 months
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if i wanted to get back into ttrpgs and obv i hear good things about lancer, is there a good place to go to talk to more fans about it or to get into a party for it online? sry this is kinda outta nowhere youre just one of the only lancerposting people i follow atm
Pilot.net is your hub for all things Lancer
Ralph also runs West Marches-style games over on Interpoint Station
Compcon is your tool for character sheets, GMing, quick reference, etc, although you will still want to buy at least the core book to support the (small indie team!) creators and get access to the data you need.
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grrrbusey · 3 years
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Since hasbro might be releasing NFTs of their properties and they might be doing so for dnd:
It’s a good time to remind you that Lancer is a fantastic system.
It’s source material is Trans inclusive.
It’s setting has a focus on acknowledging past errors and correcting them to make a better future.
It has an online character builder called compcon that is fantastic.
Fun and dramatic mech on mech combat!
Free player rules: https://massif-press.itch.io/corebook-pdf-free
Free online toolset with rules and character builder: https://compcon.app/#/
110% worth it core rule book: https://massif-press.itch.io/corebook-pdf
All their other extra content: https://massif-press.itch.io/
Discord server whose image is a mech dabbing with the trans flag as a background : https://discord.gg/lancer
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toskarin · 2 years
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I'm starting up my own Lancer campaign after I'm done my D&D one. First time DMing Lancer; any tips?
I haven't actually GM'd Lancer (I do plan on it sooner or later), but my advice is to make extensive use of compcon. familiarize yourself with it and learn its ins and outs, because it will cut your time wasted on garbage in half
character sheet sharing, quick references for how weapons and systems work, automated player leveling, cloud saving (you should still have backups ofc), content pack management, status effect references, npc tracking, encounter creation, downtime actions, it's all there
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tell me more about lancer!! (I’ve heard of it but never played)
“It is 5016u, and the galaxy is home to trillions. At the core of humanity’s territory there is a golden age, but outside of this newly won utopia the revolutionary project continues... Your character in the world of Lancer is a mechanized cavalry pilot of particular note – a lancer. Whatever the mission, whatever the terrain, whatever the enemy, your character is the one who is called in to break the siege or hold the line. When the drop klaxons sound, it’s up to them to save the day. “ - Introduction, Lancer core rules (pp 10-11)
Lancer is a very good role-playing game about piloting giant robots and using them to make Utopia happen. I’m going to organize this into mechanical things that are Very Good about Lancer and lore things that are Very Good. Here are 12 things I like Very Much about Lancer. 
MECHANICAL
1. COMPCON
2. In addition to a primary system of regular old weapons n attacks n hitpoints, there is an entire other system of technological attacks and “heat” hitpoints to represent hacking enemy robots to increasingly bizarre effect. Making regular physical attacks is tied to physical weapon “mounts” on your mech, and these mounts may be destroyed over the course of a fight, so the technology attack system gives players who might otherwise be neutralized something to do the whole time. 
3. So much player choice: There are 29 mechs in the core rulebook, another 5 in the first rules supplement, another 3 freely available on the publisher itch.io, then various others in the nooks and crannies of the Lancer discord. Do not be daunted, however!  i. In a source like COMPCON above, all the mechs are organized by manufacturer and role. Each in-universe manufacturer matches one of the 4 fundamental mech stats so if you know you’re aiming for a mech that especially interacts with a particular part of the mechanics you’ve already selected out 75% of the choices.  a. The matches go like this: Harrison Armory matches to the “Engineering” stat and so their mechs deal with the Heat mechanics in interesting ways, HORUS matches to the “Systems” stat and so they specialize in hacking other mechs and other technological attacks, Interplanetary Shipping-Northstar matches to “Hull” and so builds tanks and tough guys, and Smith-Shimano matches to “Agility” and so builds the sexy ones the ones that have interesting ways of avoiding getting hit. b. Roles are relatively straightforward too! Striker mechs are the close-quarters fighters, artillery are... artillery- long range fighters, controllers do big Areas of Effect or impose conditions or alter character movement, defenders have big shields or are mobile bunkers or are just so darn big they protect those behind them, and support is... support- they share bonuses like repairs with their allies.  ii. Take this all together and finding the mech that best suits you is actually real easy despite the long long lists. And if you ever get locked into a build you grow to dislike? At every level up, you can completely replace and overhaul the mech licenses (which represent your ability to use the relevant equipment and frame associated with a given robot) you have so you can try other robots. 
4. The NPC system: There are 33 NPC statblocks, organized by the kind of role they have in a potential fight. In addition, there are 12 templates you could potentially apply to an NPC. Both statblocks and templates are defined by “systems”- just little traits and qualities and there are often many optional systems you can slap on for an extra level of customization. Therefore, you can tailor hundreds if not thousands of NPCs out of a seemingly-limited stock.  i. The template system means any potential moveset or archetype can be made into a miniboss or boss ii. The template system means you can flavorfully telegraph how an encounter can go- telling the players they are fighting a group of pirates prepares them for coreworm rockets and grapple leashes (hallmarks of the pirate template) regardless of the actual statblock in use. iii. Each statblock is effectively 3 statblocks in one, set to different tiers to match and scale to the level of the players throughout the game (so oops I guess there are 99 NPCs by default) iv. Monstrosity- it’s for Kaiju! it’s also one of the most modular statblocks for all the little tweaks you need for Big Monster v. Squad- for footsoldiers! 
5. There is no class system (mechanically speaking, in the lore Union is working on it). Character creation functions through selecting Skill Triggers for situations outside your mech and Talents for situations inside your mech, and mech licenses themselves. Even Backgrounds are mostly just lists of questions in order to prompt character introspection. 
6. I put this last down here because it’s kind of at the intersection of the mechanics and the lore, but Lancer has some good random tables for generating things like planets, space stations, people on space stations, Pirate crews, and big Enterprise companies. It’s just good clean fun. 
LORE
I also created this google doc for totally unrelated reasons
1. The naming convention of the rings of Union and the Blinkgates- Blinkgates are Lancer’s mechanism of faster-than-light travel. They are Big installations and passing through one can take you to any other instantly. They’re organized into “rings” of the stations that are physically closest to one another, emanating out from Earth. Each ring is named after a mountain range on Earth (now called Cradle because of course) and each gate is named after a peak in that range. This is a real small detail in the grand scheme of things but I adore it because this naming convention is a clear reflection of the priorities and values of the people who did the naming. Every gate by definition is situated in places that humans have already settled, but they’re not named according to local convention. Just so, every gate is situated somewhere in Cradle’s night sky, but they’re not named for things like constellations. Each blinkgate is named after a feature on Cradle because the blinkgates were named by the Second Committee of Union, who had a driving philosophy of Anthrochauvinism (a manifest destiny attitude towards humanity on the galactic stage, with a heavy bias towards humanity as it is on Cradle) and so of course blinkgates are named as a projection of life on Earth onto space without regard for the actual space they occupy. 
2. On a related note, according to the starship-battle spinoff Battlegroup, Union names its largest starships- its battleships- after environmentalists. That just warmed my little Environmental Scientist heart, and also is a clear reflection of the Third Committee’s values and priorities (Union rose from the ashes of an environmental disaster on Earth, and the Union Navy under the Third Committee has a general mandate of acting protectively and defensively, so Union has effectively named one set of their people’s protectors after another set of protectors). 
3. The fact that every faction is simultaneously in a state of escalating tension. "The Good War" is this inevitable conflict that everyone constantly expects, but it is constantly not here, which just increases the tension further. This makes for good adventure fodder.  i. KTB and HA are about to have the Second Interest War in the Dawnline Shore,  ii. Union and the Aun are about to have the Second Distal War in Boundary Garden, and SSC is gonna wade into it because geneticists gotta get their samples I guess,  iii. IPS-N is about to fall apart from infighting,  iv. In the Long Rim HORUS is closing in on Horizon, finding the Fourth Metavault is around the corner
4. Utopia is a verb. Corollary: Union are the enemy you want. Or: Life is good, but it can be better. All this to say, Union is presented as an unambiguous force for good, but the game and the creators make no bones about how Union can be made better (and thus directly put improving the world in the players’ court!). 
5. Many Factions are defined by a fundamental expectation-subverting "What If?"  i. Union- what if the big bad hegemony that rules over everything was (at least trying to be) the good guys?  ii. The Aun- what if the mysterious and mystical theocracy explicitly and literally had the support of a god and thus could back up their claims of manifest destiny?  iii. The Corpros- what if all of these awful organizations actually did materially improve people’s lives, instead of that just being a propaganda line they throw out to justify themselves?
6. NHPs- Explaining what’s up with NHPs in full would be a whole Thing, so for now I’ll just share my favorite thing about them: they’re like droids in Star Wars, except the creators actually acknowledge the immorality of the situation and thus generate and encourage discussion about it in the playerbase, rather than just let it be taken for granted (and thus directly put improving the world in the players’ court!). 
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idk if you knew but lancer rpg has a pretty indepth character creation tool kit to use!
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cyborg-squid · 2 years
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“ah, Lancer memes, that reminds me, I should boot up Compcon and see if the guy i never got to play is still there”
only for me to realize i remember none of the rules and i should not be fucking around with an Orochi pilot, of all things, while on Smooth Brain
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