Feb 28, 2021

Introducing Battle Century G Remastered

I really wanted to post this last month, but it wasn't in what I'd call a presentable state. It's still incomplete, but what is finished is good enough to use. Without further ado, let me tell you about Battle Century G Remastered.  
This baby's got big 80's energy.

In order to explain what Battle Century G Remastered (BCGR for short) is, I first need to explain what it isn't: It is not a second edition of the game. BCGR is an update and improvement to BCG, but doesn't break away from the mold enough to count as a second edition. If the current version of BCG is v1.2 and the suggested balance changes & errata I posted a while earlier are an unofficial v1.3, this would be the game's v1.4 update. 

Here's what the finished version is going to have:

  • A compilation of the rules in BCG and BCZ.
  • Integration of the errata and suggested balance changes posted way back in 2018. 
  • A handful of additional improvements to Intermission abilities (Miracles, Equipment, etc.)
  • Substantial editing and rewording to make the text easier to parse.
  • Improvements to the alternative rules modules in BCZ (plus some new ones).
  • Updates to the premade NPCs in BCZ.
  • A better, more fleshed out and cooler setting.
  • A premade campaign scenario 6 to 12 episodes long.

Currently, I'm up to the first four bullet points. You can check out the System Reference Document here. The remaining four bullet points (particularly the final two) are going to take longer to finish.

Here's the full v1.2 to v1.4 Changelog: LINKING IT BECAUSE IT IS SEVEN PAGES LONG. I'm also noting which ones are from v1.3.

So I've been wanting to make a second edition of BCG for a while, because there are a bunch of things in the game that I think I would do differently today. There are two problems with it though: 1) It's very different from BCG, it's like the jump from GGG to BCG. Still recognizably the same game, but I can see some considering it a downgrade. 2) It's gonna take a long time to finish and I think I owe you all some content before that's done.

This Remaster is that content. BCG:R is my way of saying thank you for sticking with BCG after all these years. I don't want to spend millenia tweaking and adjusting rules again, but I think I can make a few changes here and there to make the game just a tiny little bit better for everyone.

I've learned a lot about game design since BCG came out. Making MP, in particular, has given me the chance to practice with tighter worldbuilding, easier character creation for beginners and premade campaign scenarios to help give GMs a good idea of how the game should go. I intend to put these skills to use. Once it's finished, the Remaster will be the same BCG experience but with a prettier package and easier to learn.

The one thing I will be sad to see go is the flavor text. The little references like Sunbot 3 and the Nu Ganmen make me smile to this day, years later after having written them. But BCG is a game that can be somewhat difficult to get into and a more cohesive and better written out setting makes that part so much easier. Flavor text can be a big help to properly convey worldbuilding so I should redo every entry from the beginning. Some references may survive the process, others may not. I think it's a worthwhile price to pay.

So that's what I'm doing. I haven't said anything about what I want to do for the setting, modules, etc. but I'll get to that in future posts.

Gimmick Out.

Jan 24, 2021

I'm alive

"I should make an update about updating" I wisely told myself this week. People love updates about updating, right? Just a reminder that you're alive and totally working on something that you can't show yet. Always the sign of good project management... It's almost like I'm a real content creator! Anyway, as I sat down to do it, I looked at the date of the last post.

Nearly a year since the last update. JFC. Had I been a week later, it would've been the anniversary of the last time I posted something here.

You've already heard plenty of jokes about 2020 having made time meaningless. They're no longer funny (that is if they ever were intended to be funny, rather than a mere coping mechanism for the writer and reader alike to bond over their shared circumstances) but the joke being old does not make the fact that the world was frozen for a year any less true.

Basically, I had no idea it had been nearly a year since the last blog post. I even stopped posting about MP, partly because I was too busy being overwhelmed by last year's events, partly because I realized that I associate this blog more with BCG than with MP so writing something about the latter didn't come to me as naturally as the former.

Enough rambling. I just wanted to say that I'm 3 weeks away from the delivery date of the last bit of MP kickstarter content. After this, I want to do some BCG-related stuff. So stay tuned, actual content will be coming soon.

Gimmick Out.

Jan 31, 2020

Monsterpunk is out.

Here is the updated System Reference Document.

And Here is the DTRPG link to the full version.

I'm not gonna lie, this game is a blast to play and make and I love working on it, but I'm just bursting with inspiration with ideas for BCG and can't wait to get started on writing about giant robots again.

I have a bunch of stretch goals to fill out first though, and by this point I think you know me well enough that I'm the type to take my time and try to get things done right rather than rush to get them over with, so... It'll be a while.

I have never wished to have multiples of me this much, that's for sure.

Dec 21, 2019

Monsterpunk v1.11 (aka Errata Edition) is now out!

I'm going to wait until January for the physical release to keep making corrections - you know me, I make a lot of typos and often word things in a way that isn't entirely clear. The PDF version can be edited and updated in a matter of hours, so I don't want to delay it any further.

Here's the System Reference Document. Like the BCG one, it's got the whole of the core rules. Unlike the BCG one, it's also got a bunch of alternate rules for character customization, character art and is in full color.

You can get the full version from DTRPG as usual as well.

The physical version will probably go up sometime in mid to late January. I'll take one to two weeks to look for things to fix and then submit it to the printer, then the process should take two or three more weeks after that to be ready for release.

Until then, Gimmick Out.

Oct 19, 2019

Monsterpunk v1 Release

Oh right I had a blog.

I was scrambling to keep up with the regular updates on Kickstarter and I uh... Kind of forgot about this for a while.

But heyyy I made a game! Here's the System Reference Document!

https://www.dropbox.com/s/8ifwxvi6kd8i09m/MonsterpunkSRDv1.pdf?dl=0

This is just v1, I'm going to be updating this with errata before the end of the year. During that update I'll also upgrade it to color. Also I'm looking into making a phone-optimized version but I need to do a little bit of research for that and I'm not sure the way the book is laid out is going to make that, well, not be a pain in the ass. So no promises there, but it's something I'm interested in.

So that's that.

Gimmick Out.

May 26, 2019

The List of Monsterpunk Expansion Character and Monster Classes

Like any good splatbook, Monsterpunk's expansion (tentatively called Monsterpunk Unleashed for now) is going to include more character options. Chief among them will be 8 new Character Classes and 4 new Monster Classes. The PC classes carry unique mechanics that are too complicated for my vision of what should be in MP's core book and the Monsters feature in-built positive and negative traits that give them unique niches compared to the more all-around Monster races in the core book.

Let's start with the class that blurs the line between them the most:

The Pureblood Monster: The Pureblood takes a Monster race of your choice and turns it into a full PC Class. Its unique gimmick is an ability to manipulate Wealth, using pure Orgonium as a resource to generate Orgone Points, heal Vitality for themselves or Humanity for other PCs. They also get access to the Orgone Extraction Trick which is otherwise an NPC exclusive and can acquire additional Wealth from slaying enemies in combat. While the class is meant for humanoid monsters like demons, ghosts or ogres you can also use it to play an intelligent chimera, pegasus or swarm of rats that move and think as one.

The Secret Weapon: The Secret Weapon is a PC that slowly builds up in combat until they explode in a spectacular burst of power. They have extremely powerful Limits that cost multiple Orgone Points to use and the rest of their attack Techs are weaker than normal. Their Limits go from huge blasts that do enough damage to instagib NPCs of Medium tier and below, raising all defeated allies then healing them then making them immune to ailments and the very cool Summon Big Friend which  gives you an overpowered NPC ally that comes to your aid when you're with your back against the wall. The Secret Weapon earns Orgone Points differently from other PCs, picking from various archetypes each with different conditions for doing so. For example the Pacifist must have one of their allies reduced to 0 HP and attempt to Negotiate at least once while the Mastermind must Assess for the highest possible result and inflict at least one ailment in combat. It's a very unique class that plays differently from all others, it is potentially the most powerful of them all but can't do anything without a team that cooperates to enable them.

The Face: The Face is a Negotiation specialist. They have virtually zero proper combat skills and rely on a combination of charisma, renown and trickery to talk opponents down. They're trained in multiple Negotiation techniques, their can combine the effects of multiple Negotiation Skills, negate their downsides, and even Negotiate with multiple Enemies at once.  Against mindless or fanatical enemies The Face takes on a full support role, as they're also great at leading and motivating their own teams, with appropriately named "Techniques" such as Go Get 'Em (one ally of your choice makes an attack) and Pat on the Back (cure all ailments with Range 1). One of my favorites from a conceptual and mechanical level.

The Covenant Caster: A Covenant is a type of contract magic that lets the user create their own Techs by giving them penalties and conditions that they must adhere to. These range from purely mechanical costs (requires a payment in blood that costs 1 Vitality), targeting limitations (can harm monsters but not humans), environmental conditions (can only be used under the direct light of the sun to channel its power) or have roleplaying consequences that affect the rest of the session (having to spend a day of downtime painting on a canvas to recharge your painting-based power). You can create Limits that are not just numerically stronger than anyone else's this way but are also suited perfectly to your own build and are perfect minmaxing material. The drawback is that most of the special conditions will cost you a resource that needs more than one day or session to recover or have conditions that won't be applicable to every combat scene. Most of the expansion classes are meant for experienced players, but of those the Covenant Caster is possibly the trickiest one that needs the most experience with the system.

The Copycat: The Copycat steals or borrows Techs from others. The way they gain those techs depends on the starting feature they pick. You can make a tanky Copycat that learns techs you get hit with them or you can steal them from an enemy that you fully scan (either with Assess or Knowledge is Power) then attack. You can also borrow techs from allies (while still allowing their allies to use them) by granting them a damage buff or a passive regeneration buff. This way the Copycat gets a larger repertoire of Techs than pretty much anyone else including conditional access to Techs that would otherwise be exclusive to NPCs, which not even the Covenant Caster can make. It needs cooperation from your party or a GM that includes more than Minions and Grunts (and also hit you, in the case of the Tank), but that also makes it potentially much more rewarding to play.

The Evoluder: The Evoluder is a variant Summoner Class, but instead of boosting their partner's attacks they grant the monster the ability to Evolve mid-combat. Evolving a partner grants them powerful passive abilities such as giant size or permanent flight and an additional attack as well. Sufficiently powerful Evoluders can Evolve their monsters twice per combat, making them as strong as Elite or even Boss NPCs. Evoluders are very powerful, but they suffer from being even more dependent on their monster partners than other Summoners and taking longer to get going as they need Orgone Points to make their monster Evolve.

The Binder: The Binder is another variant Summoner Class, but this one controls between two and four monsters at any given time. The Binder brings its own party with themselves wherever they go and are one of the most versatile classes in the game as a result. Sustaining multiple monsters as one human is not easy, however, so the whole band has a single HP pool representing the Binder's efforts in holding their miniature army together. As the Binder and its minions take damage, individual members are unsummoned until only the Binder remains. Playing a Binder is tough and not recommended for beginners, you have to manage and control a small army and you have to be very careful of not grouping up too much to avoid blast or wave attacks - they won't hit multiple times, but they'll cause additional damage.

The Hero with a Thousand Faces: The Hero with a Thousand Faces (also known as the Monomythian) is a variant Tulpamancer with a multitude of Tulpas, called Masks. Each Monomythian has between two and four Masks, each Mask is linked to another PC or important NPC and acts as a manifestation of their relationship with its appearance and powers. Only one Mask can be summoned (or "worn") at a time, but while a Mask is being worn it grants a bonus both to the Monomythian and also to the PC or NPC that it is linked to. The Hero with a Thousand Faces is a versatile class that creates fun party dynamics and encourages teamwork just by passively existing.

I would like to point out that the names are likely not final. Some of them will probably stick (The Binder, for example, has pretty much a perfect name) while others probably won't (The Evoluder is... Not terrible, I think). I had more ideas for classes but they proved much harder to crystalize into proper rules so I'm setting them aside for when after everything else is done (hence the handbooks that will come out after the expansion does). You'll hear about those some other time! Meanwhile, here's the four new Monster Classes:

Flora: Plants and plant hybrid beings from mythology. From carnivorous plants to tree people to Jack o' Lantern, the Pumpkin Man of Halloween fame. Mechanically speaking, they're naturally immobile and need mobility buffs to move at all, but they benefit from superior regeneration abilities as a tradeoff. Their other abilities include long range attacks, burrowing moves (when they can move at all, that is) and turning the light of the sun into healing nourishment or using it to heal. 

Marine: Aquatic critters of all stripes, from merfolk to sea monsters to the bizarre Nuckelavee. They're all naturally suited to moving on water (and can breathe underwater) but they treat land as Difficult Terrain by default and must compensate for it. Fortunately, they do have many ways to compensate, from speed bonuses to the ability to summon pools of water. They're also great trackers, using both echolocation and electrosensitivity to detect and pursue anything that tries to hide from them. Well, anything except the next entry.

Alien: Mysterious beings that come from outer space, other realities or even other times. These include the Chupacabra, the Hounds of Tindalos and little green people with death rays, among others. Their special thing mechanically is that they're very weird and difficult to understand, to the point that they're immune to Tracking which makes them the best stealth enablers in the game. The tradeoff for this ability is that they're so weird that any healing received from others is reduced by 1, because nobody else really understands their biology.

Spirit: Spirits are what the core book currently calls abstract Elementals (that was written before I knew I was going to get the chance to make the expansion, so it'll be updated later). They're embodiments of concepts such as songs, the night and even individual cities. An interesting subcategory of Spirits are Tsukumogami - objects that gained life and powers - Tsukumogami can be anything from animated mirrors to swords and even umbrellas. Mechanically, Spirits are the most versatile of all Monsters with an additional slot to use on a Feature or Support Tech plus the ability to poach Techs from all other races. Their downside is not one to underestimate, it makes them dissipate when they reach 0 HP after which they need a lot of time or an investment of 1 Humanity to reform.

And that's all for now! That'll be the last you hear of the expansion for a good long while, the core book still comes first. Next update will probably be a bunch of art. Until then, 

Gimmick Out.

May 6, 2019

Monsterpunk Week IV Status Report

Me a week ago: lol kicktraq projects we'll end at like 9k that's dumb it'll probably be something like 7500 before the final 48 hours then another 1k or so during the last 48 hours.

Me now:


I'd feel sillier if it wasn't, like, amazingly good news.


Look at that jump. That was like 3k in 3 days. That's dumb. I jokingly posted some Retroactive Stretch Goals that had already been met (tl;dr more bestiary entries, more maps and 4 new class handbooks after the expansion is delivered) because I felt bad that people were giving me more money when I had no more stretch goals and then they give me even more money?????? What am I even supposed to do with all this, huh???????? Stop being a starving artist cliche???????????

I don't even know why I'm posting these numbers anymore with the campaign already being over. I don't know why I even try to understand them. I don't understand my world right now. I'm just going through the motions. Maybe tomorrow when I wake up I'll be able to process any of what has happened this past month. For now it still feels surreal.

If it sounds like I'm tired it's because I am. I wrote this post like 30 minutes ago then said "Yeah that's good enough" then alt tabbed and forgot to post it until I alt tabbed back and noticed I didn't. I slept 4 hours last night. I could take a nap now that the campaign is over but I don't want to mess up my sleep schedule so I guess I'll be a zombie for a few hours.

See y'all in a later update.

Gimmick Out.