Back in mid 2024 I got into the Tabletop RPG Lancer, a sci-fi game that blends together narrative roleplaying with turn-based mech combat. Normally making a fat homebrew for such a game would be difficult at best and impossible at worst, but a few quirks about Lancer made it not only possible, but with plenty of pre-made integration.
1: Player characters are separate units from their mechs
2: Certain units like pilots can have the Biological tag, signaling they are an organic being.
3: There are already lots of mechs at different sizes in addition to having ways to increase the mechâs size and cockpit.
This initially started off as a small project to try getting some friends into the game, but eventually things spiraled and I ended up making a surprisingly long guidebook on. I have had two major playtesting sessions and help from generous players to help balance various features and also got several artistâs permissions to feature their artwork in the guidebook. This has been a huge undertaking for me so I hope that you all enjoy this homeforge and the butterball pilots it enables.
Portly Pilot Compendium V2 - Foundry VTT.zip (286.0 KB) - !Warning! This compendium is outdated, currently working on a LCP for the homebrew to allow for use in Comp/Con and other Lancer/.LCP applications.
Detailed information in the folderâs README file
This looks excellent, and I definitely have some ideas to retrofit my homebrew manufacturing company and licenses and some other homebrew work Iâve done on this to fit this core system. There are a few design notes/clarifications I had in mind after reading it though:
is fattening presence meant to clear itself after it emits that burst? It should probably say so, because otherwise things like radiative missiles or the radiative hardsuit just keep going until cleared with a stabilize, which is a lot of potential out of a thing that doesnât cost much.
Thereâs a slight bit of clunkiness with the Roomey(should be spelled roomy) cockpit talent of the Lard Wall tree. The way it reads means theyâll be making engineering checks -every turn- so long as theyâre oversize, which means it will at max buy them a handful of turns and wonât last for very long until they just get unlucky and roll low. I might recommend the edit âon a success, you stay inside your mech for the remainder of the scene or until your size changes, at which point you may need to roll again.â
Caloric Silo refers to the effect it puts out as Nutritional Smog rather than Nutritious Smoke.
The Hijack Controls effect on the Jesterâs Pie is -very- strong, especially with no limitations on things like biological targets. I get itâs a piece of exotic gear, but especially since a player investing in engineering could add extra charges to it, it might be worth putting some rails on that one or theyâll just start taking over boss monsters and decimating their enemies.
These aside, this looks amazing and I canât wait to play around with it and see if I can build on it at all with some homeforging of my own.
Glad you are liking it and thank you kindly for the feedback! I expected there to be some issues or faults at first so all the feedback I can get is welcome. Plus, again, I havenât really had much if any playtime with this system aside from hypothesized playtime.
The lack of clarity around the Fattening Presence is something I need to work on so I appreciate that.
Now that I think about it, the Roomy Cockpit change would make it feel better.
Caloric Silo issue was an oversight I will work on.
For the Jesterâs Pie, I may need to reign in its strength considerably since it was one of my more prototype builds. Certainly needs some more fine tuning.
Heads up, I decided to release a small update for the rulebook. This one does not change a whole lot or add a whole bunch of new features, just acts as a quality of life improvement overall.
Personal Changes
Added a section on the New Mech Equipment - Overview explaining what exotic equipment is for new players or GMs
Added âAssimilationâ Code Injection and Caloric Field Resonator Exotic Equipment
Addressed small grammatical issues, typos, and other minute problems throughout
Renamed âAction System Nameâ to Oversized Sound Generators
Changes from Storymakerâs suggestion
Clarified that FATTENING PRESENCE lasts until the end of the afflicted characterâs next turn
Improved Roomy Cockpit
Fixed an misinputted word in the Caloric Silo object entry
Significantly nerfed the power of the âJesterâs Pieâ Remote EW Harpoon
After one of my friends expressed concerns about Size 1/2 Lancer mechs (e.g., Goblin, Dusk Wing, Caliban, and Atlas) becoming practically useless with this homebrew, I decided to put some more work into making them more viable and giving two mechs a lore-appropriate frame trait. In addition, I also put some work in to provide GMs and players more options along with other kink content of the groupâs choosing.
Patch Notes for Draft 3
Added new and changed existing mech Frame Traits
New: âSelf-Calibrating Exoskeletonâ to all player mechs that start at Size 1/2
New: âComfortable Cockpitâ to Metalmark and both Swallowtail variants
Adjusted Lard Wall Rank 1 to work with this new trait
Changed: Calibanâs âWrecking Ballâ and Atlasâs âGiant Killerâ
Added a section for GMs titled âThe Blob Behind the Curtainâ
11 New Mission Hooks
Multiple Optional Statuses, Equipment, and other goodies involving other kinks such as blueberry/fruit, lactation, and pregnancy (again, these are all optional)
Cool to see more work being done on this! Though, there is a few questions I have on the âFruity Bodyâ status. For one, while itâs listed as a pilot status that can be cleared by taking the STABILIZE action. However, on page 74 of the rulebook itâs stated that
âPilots can take the following actions, using the same rules
as mechs: BOOST, HIDE, SEARCH, ACTIVATE, SKILL CHECK,
DISENGAGE, PREPARE, MOUNT. Pilots can OVERWATCH, and
use the FIGHT action (below) when they do so.
Pilots can also take three special actions: FIGHT,
JOCKEY and RELOAD.â
Notably missing the STABILIZE action, which means pilots on foot, or in downtime have zero ways of actually stabilize. Which is an even bigger issue if a pilot ends up too big to even get into their mech and therefore effectively stuck unless a GM does something or a specific pilot gear is used.
Also for excessive production the overnutrition if blocked seems like it can get out of hand very quickly, especially in combination from fruity body. With every round being considered 6 seconds, just one stack would translate to gaining enough nutrition to go up a size every minute. And if you get fruity body and start at say, size 2, by the time you hit size 4 youâd be getting 8 nutrition per 6 seconds, or more then one size increase every 3 rounds.
Perhaps fruity body could be adjusted so that if a pilot hits size 4, then, they gain excessive production for some time, and excessive production itself could either scale slower in nutrition output or have some cap to stop one instance of fruity body from spiking a characterâs weight in the long term. As well as perhaps add in a special action to attempt to âjuiceâ the character that the person themselves or someone else assisting can do rather then relying on STABILIZE which is impossible for a pilot to do themselves.
The mention of Stabilizing is intended to be use if you are inside of a mech, though I do need to specify that in hindsight.
I could perhaps throw in an âjuiceâ full action to clear an instance of Fruity Body without equipment that can be done both by the person or by an adjacent character.
As for what counts as having âproduction blockedâ, in hindsight I should put more of an explanation as to what counts as blocking production. And yeah, perhaps I could make the fruity body production something that occurs after hitting size 4. Thank you so much for the feedback!
Hoh boy this update was dozy to work on but provides a new mountain of both narrative and gameplay content. For now this is going to serve as the ââFinalââ update as I have been running low on ideas for what to add and I also would like to wait before updating it any further. I have been pumping out updates for this at a very rapid pace and I would prefer to get more feedback on it before I push out any further updates. I may end up coming back to this and doing small fixes, but this may end up being the last major update for the mod. With that out of the way, onto the aforementioned mountain of content.
DRAFT 4 Patch Notes:
Merged the âA Bigger Worldâ Section into âThe Blob Behind the Curtainâ for clarity
Introduced in the Adiposa Industries Manufacturer
Established a full page dedicated to their lore
Incorporated the previously unaffiliated general and exotic mech equipment into being part of Adiposa Industries, along with adjusting some of the descriptions
Added 5 Core Bonuses (work like GMS Core Bonuses where you do not need to invest 3 License Ranks into a manufacturer to get a Core Bonus from them, but you need 3 License Levels per Core Bonus)
Added in some much-needed artwork
Title Cover: âMuffin Chickâ by Amber Calliope + Thunderkid92
Section 1 Cover: âAvalanche Warningâ by TheBreadGuardian
Section 2 Cover: âCyberpump 2077 Ibsâ by BlueBoiNezha
Section 3 Cover: âBallast Systemâ by Zaphod
Section 4 Cover: âZero G Testingâ by batspid2
Threw in some miscellaneous content throughout
âWidened Waistbandâ Pilot Trait
âNUTRI-gelâ use option for Refined Gel
âNarrative Flavoringâ section for more narrative and roleplay content
New Pilot Quirks
New Iterative Worlds, Natural Features, and Anthropocentric Features
Automatic Juicer and Fructose Cure in the Optional Content
âLingering Fruitinessâ optional Pilot Status
âSlime Fissionâ and âFruity Compositionâ optional Slime Mass trait
âExplosive Growthâ optional Gourmand system
âExperimental Weapon BFG-0Xâ Exotic Equipment
âImmobilizer Tankâ Support NPC
Changed some existing items, options
âBouncy Beautyâ Clothing makes it so that you cannot gain Overnutrition from EXCESSIVE PRODUCTION being blocked unless you want.
Brought the instances of EXCESSIVE PRODUCTION that Distilled Juices brings down from 10 to 4, but specified they do not go away from time progression.
Dietary Injectionâs âCured Fruitinessâ option has been renamed to âCured Liquidsâ, and now clears up all instances of both FRUITY BODY and EXCESSIVE PRODUCTION
Increased the difficulty that the âButterfingersâ Cyberwarfare Package can inflict on a weapon from 1 Difficulty to 2 Difficulty.
Changed âMilky Signalâ so that any instances of EXCESSIVE PRODUCTION it causes cannot be cleared until the end of the scene.
âBelly Beamâ Plasma Beam Projector now only deals 1 Self Heat
Removed NPCs losing 1 Agility from being fattened.
âMass Seeking Targetingâ now gives weapons the Seeking tag, but they can only target enemies with Portly Pilot statuses
Reduced the Slime Massâs Hull Skill, removed the Accuracy tag from Bountiful Feast and Unending Feast, and nerfed its HP at tiers 2 and 3
Brought down the Accuracy on Radiative Missiles from +2 to +2
Implemented changes from Actual_Milkâs criticisms
Added the âJuicingâ Full Action which can be used by or on someone experiencing FRUITY to clear an instance of the effect. Dedicated equipment to remove it is still better, but now there is an option if you lack such things
Adjusted FRUITY BODY to give 2 instances of EXCESSIVE PRODUCTION only once the individual reaches Size 4, rather than gaining an instance of it for every size increase before reaching Size 4.
Specified what counts as having a âblocked chestâ for the EXCESSIVE PRODUCTION effect
Fixing various descriptions, typos, and other minor issues throughout.
So remember what I said about the previous update being the last one? WellâŚI ended up discovering a major flaw while coming up with new items. I sincerely apologize for not realizing it earlier and I feel like a dunce for not realizing the problem for this long. As an apology for removing the ability for pilots to never become immobile so long as they are in a hardsuit, I give to you a lot more content to enjoy:
DRAFT 5a Patch Notes:
Addressed A Major Oversight
Something I had not accounted for on the pilot side is that hardsuits will completely override certain pilot stats (Evasion, E-Def, Armor, and Speed)
This meant that so long as you were wearing a Hardsuit, it would be impossible for you to become immobile
The new change makes it so that the overridden stats can instead take the form of modifiers applied on top of the worn Hardsuitâs stats
(May end up making a hardsuit that prevents Immobility at a heavy cost, but not entirely sure)
Motherly Handoff Drone - Optional Drone/Turret System
Runaway Production - Optional Full Tech System
Changes to existing content
Changed âCaloric Field Resonatorâ to be a market system but it now costs 2 SP
Made the Experimental Weapon BFG-0X have an effect on miss
Made the Optional Content into a separate section titled âSecond Size Servingsâ
Cover artwork is âJuicedâ by Zaphod
Made any additional instances of FRUITY BODY result in additional size and production.
Made the Size 3 limit on LINGERING FRUITINESS also apply to any FRUIT BODY instances and LINGERING FRUITNESS gives your pilot +4 HP due to their altered body
Clarifications and Fixes
Explicitly stated that the Napoleon frame also received the Self-Calibrating Exoskeleton Trait
Stated that Precious Cargo cannot be cleared by STABILIZE or similar things
Stated that the LINGER FRUITINESS status lets you do the JUICING action as a Quick Action regardless of other circumstances.
Fixed several discrepancies and grammatical issues throughout
New Update to the LCP.
Updated the content to Version 6 of Portly Pilots, adding new content and revising a number of the current content.
WARNING: This LCP should be treated as its own thing and is not compatible with characters using the previous version of the LCP. Please either make back ups of your characters/mechs or delete them to use the new content.
Another day another update. This time I tried directing my attention towards the NPC side along with GMing and Narrative content since I felt those needed some attention (especially the Enblobing Drone with it having only 3 optional systems prior to this update and the Gourmand having a lack of overall options). In addition, I decided to add in a new NPC, the Blob Bomber, intended to act as a larger version of the Ace centered around heavy firepower at the cost of low mobility. I have been debating on what needs balancing and what other NPCs would make for fun additions, so please let me know. As always, I hope you enjoy the new content!
Draft 6 Patch Notes:
Created a new section within the GM section called âUtilizing Portly Pilotâ that gives some pointers for how to use the homebrewâs NPCs and terrain
Added several new optional game rules in the GM section
Burdensome Body
Lasting Luggage
Insulating Dough
Pauch Interference
Fragile Morale
Take Some Prisoners
Tweaked the âEccentric Clientâ to make each of the options more balanced
Added 5 new backgrounds
Bread Maker (Cooking, Word on the Street, Spot, and Dough Handling)
Food Promotionalist (Charm, Appetite and Metabolism, Show Off, and Pull Rank)
So some people requested the addition of vore content into the homeforge given all the ways it can interact with weight gain. I was hesitant to include it in the main document so instead it is own separate document; The Ravager Addon. On top of that, I wanted to do some general housekeeping and balancing to try making the overall experience better. Not a whole lot of new content for the base game but I hope the new addon and the improvements provide a lot of fun to everyone.
Also, the google sheet has been updated to allow for better tracking of stuff and allowing for more information.
PORTLY PILOT DRAFT 7:
Introduced multiple clarifications, adjustments, and overall improvements
Clarified Portly Pilot statuses can also only apply to biological targets
Decided to make the Mobility Hardsuit allowing mobility at Size 4+ an officially stated mechanic
Renamed âSuspicious Clientâ to âSuspicious Dealerâ to prevent confusion with the Eccentric Client downtime action
Stated that Hermetic Compartment letâs you clear up self-inflicted statuses
Rudimentary Gunnery Assistant does not work with Weapons that have Loading tag.
NPCs with the Ship tag also have crewmates gain Nutrition like NPCs with the Vehicle tag
Clarified that the bonus damage and knockback from Crushing Mass is always active and that it applies to each unique instance or source of involuntary movement.
Stated that the outgrowing effect from Sweet Revenge still does destroy the mech that is âdetonatingâ
Tidied and formalized multiple descriptions
Goo Injector
Caloric Roulette
Blubber Wall Shield
Biotic Supercharge
Rebalanced several items
Made the Blubber Beam deal 10 Nutrition
Cushioning Blubber no longer applies difficulty to additional attacks
Refined Gel now is Limited 2
Made the Nexus (Sumo) have Reliable 1
Made the Adiposium Overpressure Shell less punishing for the user (1-3 nothing, 4 system destroyed, 5 weapon destroyed, 6 both destroyed; used to be 1, 2-3, 4-5, 6)
Changed Cleansing Band to deal 4 damage rather than 5
Made Idol of Fruit a free action
Fixed grammatical and formatting issues
RAVAGER ADDON DRAFT 2:
Release version for public usage
And, of course, here are the LCP files for the Ravager Addon as well as the updated files for the base and additional content for anyone usinc COMP/CON.
Another thing, we now have an official Discord server established for anyone who wants to join in on the fat pilot fun! Even if you do not want to do any one shots or campaigns, you can give suggestions for and sneak peeks for upcoming content.
I do apologize for the lack of updates on here, as there has been 3 (technically 4) updates since portly pilot base draft 7. As such, here are the patch notes for the multi-version update
Base Draft 7 â Base Draft 9a Patch Notes
Base Draft 8 Patch Notes
Gave some improvements to the Slime Mass
Clarified that the IMMOBILIZED from Prepared Feast is tied to that Slime Massâs Grapple
Added the Varied Menu base trait
Renamed the Slime Massâs optional systems to Optional Mutations
Added some extra player mech goodies
Class OB Leg Actuator Reinforcements - Base Market System
Nutritional Reallocator - Base Market System
Medusa Nanite Tendrils - Base Exotic System
Fixed grammatical and formatting issues
DRAFT 9:
Reworked various things
Blubbery Weaponry 2 âChemical Energy Extractor to make it less confusing and more consistent
Pressurized Meal Tank is now a Grenade/Mine system (Iskander and Demolitionist mains rejoice)
Slag Spray has been reworked to provide cover of larger sizes and bigger HP depending on the Koboldâs current Frame Size
Caloric Field Resonator now works as a Protocol rather than a Quick Action
Nutrition Storage Canister only costs 1 SP
Medusa Nanite Tendrils work with any externally storable Nutrition
Mourning Cloak âSlipspace Jumpâ give you the option to reappear during combat but at a cost
Goblin âSymbiosisâ lets the goblin decide if any incoming Nutrition is divided between the two or who gets it
Added some player-sided goodies
Machine Assistance - Trait for Balor, Lancaster, Kidd, and Hydra
Mobilias Prototype Mobility Drone - Exotic System
Feeding Tube - Main Melee weapon
New âNotable Featuresâ for Pilot Melee Weapons, Ranged Weapons, Hardsuits, and even mechs
Under the âNarrative Flavoringâ section
Did some additional tidying
Oversized Sonic Generators System is less of a mess
Shortened the Medusa Nanite Tendrilâs lore
Fixed grammatical and formatting issues
Updated the Google Sheets Template
Patch 9a Patch Notes
Emergency patched a description issue with Self-Adjusting Exoskeleton
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Now for the Ravager Addon Patch notes
DRAFT 3:
Made some changes to the Slime Mass
Irresistible Treat is now an Optional Mutator and has been nerfed
Another double update this time for the main mod. I do plan on making some more progress with the Ravager addon but wanted to provide a more solid foundation for the addon to have. Hoping you enjoy these new features regardless of which version you decide to use.
DRAFT 10:
Massively overhauled the lore for Adiposa Industries
Subsequently redid the lore for various things tied to Adiposa Industries
Fuji Mech
âLove Handleâ Battle Rifle
âSuit Tearerâ Gelatinous Blast Emitter
Feeding Hose
Added 2 new Mission Hooks
Added the âKHAOS-Class NHPâ - Exotic AI System
Rebalanced several Gourmand optional systems
Made Rebound Calories and Adiposium Ammunition into Recharge 5+ instead of 1/Scene
Snack Blast now deals 4 Kinetic damage base and an additional 1 damage per tier above T1
Explosive Growth now works on â total fat rather than Âź, but is now Recharge 6+
Switched ranges on the Blubber Butt Howitzer and Snack Blast Needle Rifle
Fixed grammatical and formatting issues
DRAFT 11:
Balanced several player equipment
Nutrition Storage Canisterâs capacity has been reduced from 30 to 20
Expanded Compartment now has the mech lose Cockpit Size ½ if the system is Destroyed, but retains the ability to hold another person or object inside and them being able to pilot your mech as well
Removed the damage from Jam Cockpit
Made âWidened Waistband 3â give a limited use to Pilot Weapons as well
Shedding Hardsuit now has Speed 4
Added more player-sided goodies
Bulky Rucksack - Pilot Gear
Reserve Air Supply - Pilot Gear
Gluttonâs Orb - Exotic Pilot Gear
Cal-Vamp Munition Converter - Exotic Pilot Gear
EGM Bodysuit - Exotic Pilot Gear
Slime Assistant Dispenser - Market Mech Drone System
Hefty Impact - Market Limited Tech Action
Experimental Metafold Internals - Exotic Mech System
Another month, another update has arrived. This one does contain a lot of changes for the core rulebook and also a much-needed one for the Ravager addon. I have debated on adding more market and exotic items for both the core book optional and the Ravager addon. In the meantime, I hope that you enjoy these new additions and changes!
Core Draft 12 Notes:
Overhauled and adjustment more official content
Reformatted the Expanded Compartment segment to look nicer and to provide more lore
Stable Structure now has the developer-intended âErrataâ set and give it a bit of lore surrounding that
Manipulators can let you use Pilot Gear (not weapons) without dismountingâŚor even as a free action if you have an assistant onboard [Also gave the Multi-Pair Limb Neural Network this bonus]
Added even more player goodies
Adi-Ind Chassis Upscale - Market System
Disposable Adiposium Rockets - Limited Market System
Caloric Deadeye - Limited Market Weapon Mod
ID Scrambler Module - Market Narrative System
Clarified various things
Machine Assisted Trait was supposed to be not as convoluted
The Nutrition amount from the Love Handle Battle Rifle and Nutritional Reallocator are impacted by any damage dealt with the weapons, which includes bonus damage
The âProtocolâ Tag on the Cornucopia-Class NHP was supposed to be removed
Exotic Items are not limited to just items with the Exotic tag (stated in the official supplements but forgot to mention it here) along with a general advice for usage and you can only have 2 equipped at a time.
Excessive Production only makes you generate 2 Nutrition every 2-4 hours in narrative play
Adiposium liquid featureâs Nutrition gain calculation is now more easily legible
Rebalances
Immobilizer Tank Blubbery Shockwave is now Inaccurate instead of Accurate and no longer has the Seeking tag
Rephrased the âHover Tankâ trait on the Immobilizer Tank to have it make more sense, in addition to it only being IMMOBILIZED if JAMMED rather than STUNNED if IMMOBILIZED or JAMMED
Gourmand Butter Butt Howitzer now deals 2/3/4 Explosive Damage
Fuji evasion has been decreased from 8 to 6
Airburst Adiposium Howitzer is now Limited 3 to prevent excessive multi-map terraforming
Adiposium Blast Charge no long halves your melee damage
Introduced a new page of Portly Pilot Quirks in the optional content section and adjusted some phrasing on existing ones
Altered the Unusual Spa downtime action to also let you get some of the new optional quirks along with adjusting its slightly
After a bit of play testing with the new draft and noticing some potential issues, a quick mini-update has been relased for the main book. Hope you all like the new changes!
DRAFT 12a Patch Notes:
Stable Structure Changes
Back to being 2 SP
Specified it is any forced/involuntary movement rather than just forced
The erroneous âfree actionâ tag has been removed)
Segment on the exotic gear distribution for game masters has been adjusted
ID Scrambler Module Changes
Mentioned you can switch modes in combat as a Protocol
Shortened the lore a little
Tidied up multiple descriptions
Class OB Leg Actuator Reinforcements
Blob Bomber âRemote Ball Turretâ
Adiposium Blast Charges is now Limited 3 like it was supposed to be
âThickeningâ Modified Coreworm Missiles have been renamed to âMeal Injectionâ Missiles
Balancing Changes
âSuit Tearerâ Gelatinous Blast Emitter now forces Hull Saves rather than Hull Checks
Gourmand Greased Ailments is now a Quick Tech rather than a Full Tech
Deathâs Head now has the Comfortable Cockpit Trait
After nearly a month of silence and science, a new update has been released for the core book! This one may be the last major corebook update as I find myself struggling to think of ideas and am getting tired of constantly having to manually update the virtual tabletop to accommodate the new changes (as I imagine a lot of other GMs using this are as well). That said, I made sure to introduce and change a lot with this update to try making this as close to a final draft as I can for the time being. Updates will likely not be anywhere near as big but will contain stuff like grammar and formatting adjustments, balancing changes, the occassional new goodie, and other small adjustments. I do wish you all have a wonderful time with the new changes made
Draft 13 Patch Notes:
Rebalances and Reworks
Experimental Metafold Internals is now 2 SP instead of 1
Mobilas Prototype Mobility Drone will have its effect stopped if either the character or deployed is STUNNED or JAMMED
âJesterâs Pieâ Remote EW Harpoon is now 2 SP instead of 3
Adiposium Blast Charge now has its Nutrition based on total attack damage rather than the end damage
Pressurized Meal Tank now forces Systems Saves instead of Systems Checks
Motherly Handoff Drone now forces Agility Saves instead of Agility Checks
Oni Warclub loses Reliable 3, but gains AP
âMilk-o-namiâ Pressurized Fluid Cutter - Spray Modes loses Reliable 1, but now is Cone 7 instead of Cone 6
Berry Laced Code only works 1/Round
Momma Bear no longer grants Armor or Accuracy on Hull Checks and Saves. Instead, you can take 1 heat to keep your maternal instinct accuracy locked onto a character
Excessive Production being backed up now stores nutrition rather than immediately causing any weight gain, with the character gaining an instance of STUFFED/INFLATED for every 10 Nutrition stored this way
âBouncing Beautyâ has been revised to work with the Excessive Production change; with it letting the wearer need 25 Nutrition worth of stored liquids to gain an instance of STUFFED/INFLATED rather than 10
Maternal Bodysuit no longer gives a flat +1 on all dice rolls, but can decide how any gained nutrition is distributed between fat and preg overnutrition points
Golden Egg only applies accuracy to all attacks, checks, and saves. In addition, you now roll a d6 for the PRECIOUS CARGO roulette rather than a d20 and it lasts for 2 scenes rather than 1.
New player equipment
Retrofitted Fertilizer Mortar - [kink optional] Main Cannon
Biochemical Surge - [kink optional] Limited Market System
Defensive Mist Shielding - [kink optional] Market Shield System
Wide Area Sowers - [kink optional] Market Grenade/Mine System
Soooo⌠remember how I said that âUpdates will likely not be anywhere near as big but will contain stuff like grammar and formatting adjustments, balancing changes, the occassional new goodie, and other small adjustmentsâ? Well getting a sudden burst of inspiration for new changes immediately broke the idea of making a âsmall updateâ for the main mod. As for the Ravager addon, Iâm not super big into vore so I could not think of nearly as many changes to do there but I tried to include some fun stuff out there. Once again, hoping you all enjoy these new changes and few additions.
Base Portly Pilot Draft 14 Patch Notes:
Renamed Leach Teather to Leech Tether along with adding some clarification
Introduced the Stout Technocrat Talent, a talent focused around causing and using Nutrition for tech actions
Tidied and clarified several other descriptions
âSuit Tearerâ Gelatinous Blast Emitter
Biochemical Surge
Comfy Cockpit
âMilk-o-namiâ Pressurised Fluid Cutter
Juicing Full Action
Lingering Fruitiness
Balancing and Reworks
Runaway Production is no longer a Full Tech. Instead, it is an Invade System with 2 options
Leaky Life Support: Same as the original but no longer forces a Systems Save
Milky Transference: Lets you transfer any instances of EXCESSIVE PRODUCTION from a character within Sensors and line of sight (or from yourself) to the Invaded target
Amber Phantom gets the Comfy Cockpit Trait
Experimental Weapon BFG-0X is now Limited 3 instead of Limited 2 and now does 1d6+3 Energy Damage instead of 1d6
âJesterâs Pieâ Remote EW Harpoon is now Limited 3 instead of Limited 2
Leech Tetherâs fourth option now gives you either a limited charge or a reload on the mounted weapon, not both
Blubbery Weaponry Talent tree has been reworked
BTC-3 Module and Chemical Energy Extractor have been switched, with the Extractor becoming Tier 1 and BTC-3 becoming Tier 2
BTC-3 now requires 3 Nutrition to move 3 spaces, instead of the previous 2 for 4
Rank 3 has been completely overhauled, letting you use a boosted version of either the CEE or BTC-3 up to 2/Scene
Chubster Love 3âs Caloric Roulette now is 1/Round, and a lower roll will cause an instance of STUFFED/INFLATED which is converted into 10 Nutrition at the end of the scene
Fattening Presence now inflicts 4 Nutrition gain rather than 1
Caloric Field Resonator now amplifies the Nutrition gain from Fattening Presence to 8 rather than 4
Enblobing Drone getting a much needed general buff (Special thanks to Actual_Milk? for the buff idea)
Radiative Missiles deal 3/4/5 Heat, but lose inherent +1 Accuracy
Bottomless Pot has been split into two separate systems for simplicity and to reduce changes of total system loss in case of structure damage, along with both options being considered Tech Attacks
Thermal Conversion no longer resets the targetâs heat
Blubbery Backblast now applies 5 Nutrition whenever the target does a Skirmish or 10 whenever they Barrage.
Caloric Cannon deals 5/8/12 Energy Damage
Direct Combat Chassis now boosts the damage of all ranged weapons by an addition 4/6/8 - Energy Damage, but they cannot use any Tech Attacks
Changed the NPCâs tactics to reflect accordingly
Got rid of the âInaccurateâ tag on all NPC and replaced it with a simpler +1 Difficulty
Fixed grammatical and formatting issues
Ravager Patch Notes Draft 5:
Added the âJominiâ Sunzi Alt Frame
Clarified the Rescue Corps Blinkspace Rifle
If you roll a 4 or higher, a character devoured by the target can be teleported to a free adjacent space
Lore tweaks
Expanded on the Sphinxâs lore
Completely revamped the Consumptive Countermeasures lore
Added a section in the optional content detailing vore interactions with the base Portly Pilot optional statuses