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greenfeller

2
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A member registered Sep 03, 2019

Recent community posts

Are skills supposed to add dice to risk rolls?

(1 edit)

Thanks for this review, it helped sell me on the game! I thought I'd point out some answers from my reading of the rules:

--Core, page 2, how do perks work? Is there anything to prevent you from just spamming Solar Well?

Perks, as I read the classes, are static benefits, like "Resilient", "Reflexive" and "Light's Warmth" (and I would count the melee/unarmed abilities), which don't require Light expenditure. Powers, like "Solar Well" require spending 1 Light (see page 1 of the base rules, right before "Health & Harm" section).

-Vulcan, page 2, Vulcan, 3rd para, you say Boons and "1 favor" in the same paragraph. Are they referring to the same mechanic?

"Boon" is any reward/upgrade for a character. Favor is the currency earned from factions by accomplishing strike missions and turning in bounties (and in the case of Vulcan, turning in weapons). For other factions, you have to fill a favor clock in order to earn a boon from them. For Vulcan, there is no clock, there are simply boons which cost a set number of favor.

-Lighthouse, page 2, Boons, 1st para, there's a reference to Shine Bright and I'm not sure what or where that is.

Shine Bright is the heading/title for the introduction/overview section in the base rules. This is a reference to the final sub-section of that section, titled "Fueling a Beacon" which explains that characters receive boons for completing strike missions.