Aeon Trespass: Odyssey - par Into The Unknown - Livraison Q1 2022

Figurine en grappe = no go direct pour moi. J’ai passé l’âge :stuck_out_tongue:

Mise à jour de la page draft pour l’explication de l’Inverted Combat Paradigm en attendant la video interview de Marcin Welicki sur le Twitch de Monkeys With Fire

In Aeon Trespass: Odyssey, Battles don’t wind down, they heat up. Bruises and wounds don’t make the Titans weaker, they make them soar! Primordials don’t just get beaten, they power up!

Unlike most games, the Battles in Aeon Trespass: Odyssey have a distinct heroic flow that’s always on the uptake. You are playing heroes facing unimaginable evil. You will not back down and you will not be stopped. Each time you fall, you will stand up stronger. Each time you’re knocked back, you’ll punch harder. Death may be inevitable, but against all odds, you will take the punishing blows of the Primordial and roll with them! Remember how true heroes never stay down? How a beaten Goku finds some inner strength to unleash a locked away power and defeat his opponent? This is it.

THE TRISKELION STATS

The Triskelionis the heart of the Inverted Combat Paradigm™. As you can see, it’s a triple dial, tracking Rage, Danger and Fate. Storywise, it represents the union of Mortal (Danger), Divine (Fate) and Titan (Rage) elements that make the link with Titans possible.

Rage, Danger and Fate are basic statistics shared by the Argonaut and the Titan they are controlling. Unlike typical stats, these three are in flux. They will go up as a result of getting hit, attacking and using abilities and also during the Voyage Phase, as a consequence of adventures. They reset after each Battle.

Each time you are hit, you don’t gain wounds or lose hit points, you increase Danger. This may lead to injuries just as likely as heroic deeds. The higher your danger, the closer you are to death, but the more abilities and options you unlock. Look at the sample Life Table: it shows the Trauma Deck you draw from depending on your Danger level.
Each time you want to hit the Primordial, you gain Rage. The higher the rage, the more powerful your attacks and the more you can do. This is handled by the kratos mechanics.
Each time you want to mitigate luck or use a special ability, you gain Fate. This is a double-edged sword though, as the Primordial will use your high Fate level against you!

The Triskelion stats go from 0 to 9. You want them as high as possible, because that means you’re using your potential to the fullest. What you don’t want to do is go above 9. Death, darkness and despair await there! Going above 9 Danger forces you to draw an Obol card, which have a grim chance of survival. Going above 9 Rage means permanently losing control of the Titan. Going above 9 Fate forces you to draw a Moiros card and these may spell doom for you, your companions or even the Argo!

TRISKELION IN ACTION

RAGE: MAKING AN ATTACK

Each time you declare an attack on a Primordial, you gain 1 Rage. The higher your Rage, the more powerful your attacks and the more you can do.
This is represented by the kratos table. A kratos table is like a flowchart of abilities, effects and modifiers that you can apply during each attack. These are tied to your current Rage level (for example, at level 1 you can leave either an opening or break token, while level 2 gives you a power die re-roll). Importantly, these kratos effects stack. For example, during an attack at Rage [rage] 6 you can apply every single kratos effect!

Each Titan class has a different table (you can find it in the lower right of its Sheet) and there are Trainings and Augmentations that can change a Titan’s default table. There are a lot of types of kratos effects. Some are straightforward (like the re-roll mentioned above). Others give mobility abilities (Backaway lets you sidestep after an attack, Pushback lets you push a Primordial a space or two, Vaultlets you move to the other side of the Primordial etc.), others still add raw bonuses (Power Dice to your Power Pool, more breaks or enable potentials).

Most kratos effects however leave kratos tokens (like opening or break), which enable our ‘hard co-op’ abilities (we’ll talk about these next time!).

Raising Rage is a key to victory, but it has two potentially disastrous drawbacks. Firstly, the Primordials can tell which of the Titans poses the biggest threat. This is represented by the Priority Target mechanic. Basically, the Titan with the highest Rage becomes a priority target and gets attacked a lot more often.

Secondly, you can only push your Titan so far before they break. If you ever go over 9 Rage, the Titan berserks and you lose control over it (effectively removing it from the board). Do not go over 9 Rage…

DANGER: GETTING HIT

The combat in AT:O is designed to be brutal and epic. That’s one of the reasons we’re not using a static health stat. Instead, each hit you take raises your Danger level. Then you consult your danger table (upper right) to see what type of Trauma deck to draw from (Minor, Major, Grave or Obol). Trauma cards can be detrimental or beneficial.
Each Trauma card carries a possibility of death (you may draw a Disemboweled card, for example) or some nasty effect. But for every Disemboweled or Fate Worse Than Death you may draw an Inner Strength or a Never Say Never card and just return all that hurt back with a thank you note!

So, getting hit is not always bad. On the contrary, even if you get negative Trauma cards, you want your Danger level to go up, as a lot of your abilities and actions are tied to a higher Danger level. Basically, the closer you are to death, the more you can do!

However! You do not want to go over 9. Going over 9 means drawing an Obol and an Obol has, at best, a 50% survival rate.

FATE: MITIGATING LUCK AND USING ABILITIES

Fate is different from Rage and Danger in that you mostly raise it voluntarily. Fate allows you to re-roll a failed attack or evasion die , use a Weapon or Mnemos ability and more. However, the higher your Fate, the deadlier the Primordials attacks become!
And if you ever go over 9, you invite disaster, not only for yourself, but for your comrades and the Argo itself!
In Aeon Trespass: Odyssey, there’s no defeat snowball effect, no negative modifiers that keep stacking up, hindering your options and making you a glorified spectator. There is always a chance at a comeback. The closer you are to death, the more powerful you become. This is the heart of the Triskelion system.

Ce projet me fait de l’oeil ! L’éditeur est contacter pour un prototype, j’attend sa réponse je vous tiendrais au courant :slight_smile:

Actualisation de la page draft

HARD CO-OP

Aeon Trespass: Odyssey is a cooperative game about a band of heroes facing a world full of monsters. We knew co-op was a big focus, but we wanted to take it to the next level. We achieved this through co-op actions. Basically, when you attack, it’s sometimes more about creating an opening for another player or creating a ‘chink in the armor’ of the Primordial, than it is about dealing a wound.
In mechanical terms, it means that when you attack the Primordial you place some tokens in the active kratos pool. The next attacking player can use those tokens to their advantage.
The principal is simple. When you attack, your kratos table may (and probably will!) allow you to leave some kratos tokens AT THE END of the attack. The basic tokens are the opening and break tokens. Opening tokens give a cumulative +1 to Precision, making the next attack easier to land. Break tokens are used during the wound attempt, making it easier to break through the Primordial’s AT (AT, known also as the 'Aeon Trespass field', is the value you need to match or beat to deal a wound) by unlocking special symbols on your power dice, called ‘potentials’.

For example, you’ve got a hard-hitting weapon. It has a lot of punch, but it’s slow and inaccurate. It’s also the best option against the current Primordial, as it’s got high AT across the board. So, what do you do? You let someone else lead the attack. Your friend may have a fast, precise weapon that’s not going to put a dent in the Primordial’s AT, but it will create an opportunity for you.

That player attacks and hits. The wound attempt fails, but at the end of the attack they may use their hard co-op effects. They’ve got a high Rage level, so they may leave 3 kratos tokens.

The next person to attack will gain +2 to Precision, making it a lot easier to land a hit (great for that cumbersome heavy-hitting weapon!) and as a bonus they will unlock one potential during the wound attempt (the weapon is probably using black power dice, which have more potentials than the standard red). All in all, you made sure your best attack connected!
Prototype dice. The final dice will be engraved.
Opening and break are two basic kratos tokens, but the full game has plenty of ‘hard co-op’ actions: from providing a lightsource, so others can see the target, through holding down the monster, so others may find its weak spot, to serving as springboards for companions wanting to get to higher elevation or possibly making a jumping attack on a Primordial that can only be attacked from above!
The teamwork kratos token allows you to stack kratos tokens from 2 attacks (normally kratos tokens are discarded during the next attack), while the diversion token will help you evade deadly Primordial reactions.

‹ Hard co-op › actions are another tool in your arsenal, one that you must master to win higher level Battles!

Ça s’accélère du côté d’Into The Unknown, encore une nouvelle update cette fois-ci pour les mécaniques de Primordial Escalation and Evolution et Endless Voyage

Primordials also get progressively harder as the fight goes on, though in a completely different way to Titans. They use a mechanic we call ‘Escalation’. There are many forms of Escalation in the game, and the most common is tied to Wounds.
Each Primordial has two decks: the AI deck and the Body Part deck (BP for short). The AI deck governs the creature's behavior, while the BP deck determines what exact part of the creature you manage to hit. Both decks are relatively small, consisting of around 6 cards each.
However, each Primordial has several AI and BP decks, numbered in ascending order. Higher level AI cards represent deadlier attacks and nasty tricks the Primordial has up its sleeve, while the tiers of the BP deck represent layers of the creature’s body or armor, going from the outer shell to vital organs.

Whenever you successfully break the AT (think: armor) of the BP card, you cause a Wound. The current BP card becomes that Wound and is put aside, creating a Wound stack.

Now you escalate: to replace the BP card leaving the deck, you add 1 new card from a BP deck of a higher order (so, if a 'I' card left the deck, you add a ’II’ card in its place). This not only introduces more challenging BP cards gradually, but also serves to tell a story.
For example, the Hekaton ‘I’ card might’ve been a “Shield Fist” and the ‘II’ card that replaces it turns out to be “Exposed Back Arms”. Deal a Wound to that BP card and you might add a Drum-heart ‘III’ card representing a vital organ. Breaking AT on a ‘III’ BP card actually does a Double Wound, so it’s your primary target – however, the higher the card number, the higher its AT and the deadlier its other effects.

Each time you escalate the BP deck, you also escalate the AI deck – the wounded Primordial becomes more dangerous and determined. To escalate AI, you remove a card from the AI deck with the same number as the BP card you removed and add a card from an AI deck of a higher order. ‘II’ attacks are a lot more devastating and unforgiving, while ‘III’ cards… you don’t want to go against those.

It’s important to understand how escalation works, because the Primordial will give you no quarter. The AI and BP decks are kept facedown, but the level of the card is always visible. This way you will have some idea of what to expect: is the next attack something you should be worried about or can you possibly take it? Is the next BP card relatively easy to Wound or will it require considerable effort? Keeping an eye on those decks will inform your actions, especially what kratos tokens you leave for others (see: Hard co-op).

During Battles, Primordials escalate. Outside of Battles, they evolve. Each time you fight a given Primordial, you mark a space on the Primordial’s Evolution Track. The number in that marked space indicates the current Primordial level. Levels can influence the Primordial’s stats (like speed, AT or their To Hit value), add Traits, change Battle Locations and more.

Sometimes you’ll find additional instructions in the evolution space: maybe something else happens on the Map, maybe your Adversary moves or maybe you go on an adventured tied to that Primordial… either way, you need to be wary of the Primordial evolution levels, as they rise faster than you can cope with them. One way of avoiding a high level Primordial early on is diversifying the creatures you go up against. On the other hand, high level monsters offer high level rewards…

Moving the Argo during the Voyage Phase is easy. You just pick one of the arrows on your current Map tile and move to the next tile in that direction. If that tile hasn’t been revealed yet, you check the number accompanying the arrow, find the corresponding tile and place it adjacent to your current tile. And then you move! Note: sometimes you’ll have more than one tile with the same number to choose from; in that case, draw one of these at random.

Moving the Argo is tied to your Timeline. One move equals one game round equals one day on the Timeline. This is important! The world of Aeon Trespass is not static. There are events unfolding and nefarious plots in motion. You only got so much time before your enemies achieve their goals. This translates into a finite Timeline - you only got so many days to win.

Whenever you enter a new tile, you check it for icons. Each one corresponds to some effect or action. Some are triggered only once, during exploration (i.e. placing a new tile), while others activate each time you enter a tile.

This is a Progress symbol. Progress represents information, gossip, lore. Progress is a ‘story resource’. A lot of Story cards (the cards that drive the game forward and allow you to win) will require you to accumulate a certain number of Progress tokens. The first time you enter a tile with a Progress symbol, you gain a Progress token!
This is a Doom symbol. Doom represents the machinations of darkness. Doom is also a ‘story resource’, but of a malevolent kind. A lot of Doom cards (the cards that drive the plots of your enemies and can lead to your defeat) will force you to accumulate a certain number of Doom tokens. Doom symbols are persistent. This means they activate each time you enter a tile, not just the first time.
Peril represents the dangers of the sea. Each time you enter a tile with a Peril symbol, you draw a card from the Peril deck. Sometimes nothing will happen, other times you’ll get a random effect, adventure or even Battle! The important thing to note is that you build your Peril deck during your voyages. For example, if you’ve scorned the Horned Guard in a particularly adversarial way, you may be instructed to put a Horned Guard Raiding Party card into the Peril deck.
The first time you enter a tile, you gather resources offered by that tile. Finding particular resources may be tricky, so you should pay attention to the arrows on the tiles - they share the same color as certain resources... of course the color of the arrow may indicate something else entirely, so be on your guard!
The Voyage Map isn’t static. During the game, based on your decisions and the unfolding stories, tokens, markers and minis may be placed, spawned or moved! Note the Labyrinthian Temple above; it was placed there by a nefarious effect of a Doom card. Early in the game, Labyrinthian Temples are a nuisance as they count as both Doom and Peril symbols. Later on, they become much worse though. Maybe there’s a way to get rid of them...?
The Olympians are dead, killed during the first minutes of Eschaton. Their worshippers scattered, their temples abandoned. Their power waned and left the world. But not completely. When the darkest hour comes and all hope seems lost, you may find it inside yourself: a glimmering ember of the Old Gods. If you have the will to reach for it, if you have the tenacity to contain it, if you have the strength to wield it, that ember becomes a spark and that spark becomes a pyre in which you will burn away that darkness!
Such is the power of the Godform transformations. Just like heroes old and new across history, when pushed to the wall, you too can transcend your limits and go beyond: for a brief moment achieve a godform of one of the fallen Olympians.
Transforming into a godform is rare and reserved for the most dire of situations. In most cases you need a high level of Danger [Danger] and a special Transformation Trauma card (like ‘Awakening’ or ‘Go Beyond’) inserted into the Trauma Deck. Going Godform (or Super Greek God if you’re being cheeky!) is only temporary and can place you at risk, both from the Primordial at hand and other forces in the world who may finally notice you. But sometimes the only way to win is to transcend your limits.
Godforms may break any of the cardinal rules of the game: number and type of actions per turn, going higher than 9 (thousand?) on the Triskelion or even the Battle Round structure itself! Oh, you will also hit harder and gain unique abilities. Godform Zeus can create a lighting beam, Godform Demeter is completely immune to involuntary move effects, Godform Hermes has Unlimited Speed and so on!
More to come!

Unboxing de la demo par The King of Average en attendant les reviews

[embed]https://youtu.be/fVN9W0SVvSE?fbclid=IwAR2onK9ojCuoY_DN3zMTCKbFou5yaBM5rxPkAOaNhI7aAdVfp8Hu8EBX7y0[/embed]

 

Pour AT:O, là aussi va falloir prévoir une grosse table ^^

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Le genre d’image qui calme les ardeurs je trouve ahah

J e trouve ce plateau magnifique, même si je n’arrive pas à me projeter dans une partie ni à avoir une idée claire de comment s’articule le tout.

L’url du draft KS a changé : https://www.kickstarter.com/projects/1492106834/407946890?ref=9ov821&token=37592c16

Et le core pledge sera a 129 US$

Nouvelle video par The King of Average, cette fois axée gameplay et review…

La vidéo m’a convaincu de pledger.

Comme quoi, s’ils étaient un peu moins dans le discours bullshit, ils serviraient mieux leur jeu

Fen qui maintient le discord sur KD:M a l’air assez convaincu sur le jeu et sur ce qu’ils proposent.

Pfff la page draft est un vrai roman… il a bien du me falloir 30mins pour tout lire :slight_smile:

Ça a l’air quand même assez sympa, même si pas mal de mécanique semble des redites d’autres jeux (KDM pour les deck, arena rex pour le système de type de dégât en fonction du danger, …).

On verra le 09 si je me laisse ferré…

Ayant deja KDM, j’ai pas forcément envie de m’embarquer dans un autre truc aussi, si ce n’est plus, lourd en terme d’installation et de choses a faire ^^

Mais c’est joli et intriguant. Je trouve juste ca dommage que le vaisseau soit pas sur une base transparente (facon effemeris) pour pas cacher la map en dessous et mieux l’intégrer visuellement =)

Merci pour le lien en effet c’est plus parlant que tout le reste du pipo qu’ils publient sur leur page.
J’en serais bien sur (à moins d’une cata) mais j’avoue que je n’en doutais déjà pas beaucoup avant.

Avec cette « mode » d’envoyer des protos de très grande qualité à des reviewers, je me demande quand même si on verra jamais certains d’entre eux dire qu’ils n’aiment pas le jeu ou si le biais est automatiquement là de recevoir un truc vraiment impressionnant physiquement. C’est la même chose pour AR dont c’est devenu la spécialité.

J’ai regardé également. Ca m’intéresse.

Le jeu donne vraiment l’impression d’avoir était hyper travaillé. C’est esthétique, la thématique semble bien rendu. Les tuiles pour la map rendent vraiment bien.

Les tuiles pour la map rendent vraiment bien.

Ce seront finalement des cartes ! Beaucoup de gens se sont plein de la pénibilité à ranger et sortir de la boîte autant de tuiles.

Let’s go ! La capagne à débuté par ici

Et déjà financé :smiley:

Et c’est déjà financé.

 

J’ai pledge, les vidéos de The King of Average et One Stop Coop Shop m’ont convaincu.