So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull.

So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull.

So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull. I have a few questions/comments.

I don’t like that you basically can’t get down to 0 drain unless you start with 2 and use two actions to clear it (or skip a score). If the first action clears half your drain, I wish the second action would then clear the other half at least.

Related question, is wear permanent? If it isn’t, maybe it’s okay that drain is harder to clear, although it still seems like you’ll be knocking yourself out of missions more often than normal. Seems like given the time and expertise these sorts of things could be repaired.

If you pick up a secondary frame, does it have all the same features as your first frame, or do you start from scratch?

Is the intent that you can’t get features not listed under your frame? Could a small catlike frame not be lifelike? Can a medium frame not have an interior chamber like Iron Man? Can a large frame not climb walls (assuming they can bear the weight)?

Is swapping out features free like changing your equipment, or is that a downtime action? If you can swap them however you’d like, why bother picking a starting feature? Just know the number of features you can have.

11 thoughts on “So I love the hull player sheet, and I look forward to murdering one of my players so that they can become a hull.”

  1. 1. Yeah, it’s annoying by design. All of the spirit playbooks have annoying problems. (It’s meant to be troublesome to be a left-over echo in the ghost field.)

    Also, people who own a hull should have free coins lying around to pay for a couple extra downtime actions for extra drain management. If you can’t afford that, it’s hard to maintain your cutting edge tech at full capacity.

    2. Wear can be repaired with a long term project.

    3. It has the same number of features as your current frame.

    4. Yes, that’s the intent. Heavy frames can’t levitate, for instance. Then again, long-term projects can overcome problems like that.

    5. It costs a downtime action while you’re in the shop swapping features.

  2. John Harper Hi John, another hull fan here with some follow-up questions. Figured I’d ask here to keep things in one place. My questions mainly center around additional frames and having features between them.

    1. Are features independent to their respective hulls, or are they shared between hulls (as if they were detachable parts)? For example, if I have two frames and three possible features, does each hull have three features, or do I need to split them up between them (hull #1 has 2 of the 3, hull #2 has 1 of the 3).

    For example, I have a small frame and large frame. I have three features available.

    In scenario 1, I outfit my small frame with three features (smoke, phonograph, reflexes) and my large with three (chamber, plating, pistons). Each frame has three “feature slots,” and I am able to fill each frame’s slots.

    In scenario 2, I outfit my small with one feature (phonograph) and my large with two features (chamber, plating) thus hitting my current limitations. Each frame ahs three “feature slots,” within my current limitations I am able to fill one slot of three on my small frame, and two slots of three on my large.

    Which scenario is correct? Ultimately I want to design a smaller frame good for getting around and a larger frame for getting physical. Thanks for your input, and great game design!

  3. Excellent question, Raymond. I appreciate how you’ve formatted it, too. Scenario 2 is correct.

    However, I just noticed an error on the Hull sheet. Secondary Hull should read:

    Secondary Hull: Choose an additional frame and its starting feature. You may transfer your consciousness between your frames at will.

    So your second frame starts with one feature, instead of zero. With 4 available feature upgrades, you can eventually have six features unlocked, and can outfit two hulls with 3 features each once you’ve maxed out your advancement. That was the intent.

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