Stuff To Do

Boy, oh boy.

I have Kalimundar on the brain. Can’t stop thinking about it. Dreaming about it. The only reason the posts have slowed down is because I’m so busy working on the game I don’t have time to report.

Matt and I played last Saturday. Wow! It was a great session. We decided we’d be pirates and attack every ship we encountered. The first ship was a Vagabond, sort of a shady fellow. He actually offered to sell us some fuel, but we took the oportunity to launch an attack against him. After a long battle (which, as it turned out, we were ill prepared for, due to lack of power) we lost. But we had a blast!

In no real order, here are the things I am working on:

Command Deck: Each player will hold a hand of cards that describe the actions available to him. This should help new players learn the rules (since they will be written on the cards). Also, it helps to keep track of which system use Power and which don’t. Also, mixed into each player’s Command Deck can be Techniques.

Techniques: These are one time use cards which grant special abilities. You gain these at Port mostly. Here are my ideas so far (still need to discuss with Matt):

Hell of a Shot: Play after a successful hit to do 2 damage.
Rally: Play on a Crew member to gain 1 Morale for every other Crew member within 2 spaces.
Clever Power Use: Play to reallocate all Power on the ship.
Sprint: Play to double the value of a single die used for movement.
Shinning Moment: Play to roll 4 dice on your turn.
Jack of all Trades: Your class gains a +3 to all actions this turn.
Quick Reflexes: Play on a Crew member caught in an explosion to move them 1 space and take no damage.
Quick Thinking: Play after rolling to reroll any dice.
Brilliant Maneuver: Change both Range and Bearing.
Run a Tight Ship: Play to remove all Maintenance Markers.
First Aid: Play to move an injured Crew member out of Medical.
Overclock: Play to take 1 damage and charge the EMP.
Jury Rig: Damage any 2 Systems, Modules or Weapons to repair 1.

Damage Deck: Needed some balancing. Not enough fires and too many electric surges. Fires and floods make the Hazard Control system useful, so I had to make sure they were mentioned in this deck.

Boost Moved, New System Added ‘Divert Power’: Boost now can break Target Lock and attempt a retreat (a contest of speeds). It has been moved to the Bridge as a Pilot Encounter Action, and Range and Bearing have been combined into one system called ‘Maneuver’. In Tactical, to replace Boost, we’ve added ‘Divert Power’ which uses a Power in order to move 2 Power between Systems.

Areas of Interest: These represent special areas you can enter on the map that then offer unique opportunities, such as exploring for resources at the risk of suffering damage or delay. They will look something like this:

Area of Interest - Cave

Ports: Currently Ports are just stats that players interact with. Soon they too will be maps, and the way players interact with them will almost be like a mini-game where they can visit a certain amount of places each day, but must pay docking fees for each day they stay in Port.

Port Map

Redesign Comm Deck: This deck needs an overhaul.

Revamp Money System: The entire money system will be reworked so you’re always dealing with smaller numbers.

Revamp Encounter Mats: Lots of edits.

Revamp Control Panels: These could be reworked to be more intuitive.

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One Response to Stuff To Do

  1. Matt Griffin says:

    Goods hit, man. Goods hit.

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