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Enormity | Overview

slickerdrips Dec 12, 2024
Transcript 30:15

hi everyone I'm Tom and today I'm going to be showing you enormity we are spacers trapped aboard an enormous ship the shepherd there has been an incident and there are Intruders aboard we are going to be taking on missions through missions and boss fights we are going to be exploring our ship trying to find out more about what happened fighting off these Invaders as we go having great big boss fights in incursions the boss I have in my prototype is the moth man this is kind of a special figure of him making friends with one of the spacers this is on Kickstarter right now from into the unknown who are the studio behind I on trespass Odyssey you can see on my channel already a few videos for that game if you are a fan of that game or were curious about it some of the elements of it carry over into this game part of having a token pool and giving tokens to the next player to be able to use on their turn the incursions the big boss fights function very much like the boss fights in Aon trespass Odyssey but whereas that was a game of two halves of you know storybook reading and then going to a boss fight this is more spaceship crawling as there are things out here there will be discoveries to be made you will either go on specific missions that are set up through a story book you can just play one-offs if you would like to but you can also play one-offs in a persistent world because this is a great big spaceship all sorts of stuff is happening all over it there is a lot of potential for a lot of stuff to be happening here I've got a limited prototype of it so it has only got a couple of scenarios so far some

paragraphs some enemy types but it should give you an idea of what the final thing would be like what the idea is behind it anyway and you can go to the campaign page watch will be linked in the description or the corner of the screen to check out what they have in store for this so here are our four spaces in the starting room of this test scenario I have got the mini setup here the game is also going to be available in a standy version there are our heroes same for the enemies and The Moth Man Boss what are we doing here well my little intro bit tell us this is the mission log from the nasf centry time undetermined Commander Fuentes recording we're forked where let me start over situation is Fubar science assured me the shepherd could not make another Singularity Point jump it just did so much for the fancy Tech how much did it cost by the way how many corners cut to finance it now we have no idea where we are how far from origin we are don't know where we're headed but we're headed somewhere the shepherd continues on some predetermined flight path the status of the centry remains unknown as of the time of this recording we're stranded on the shepherd's decaying bow solar ring the jump broke something inside the ship and the outer manifold fields are failing when it jumps again and it will it will tear itself apart tear us apart we're proceeding towards the elevator but listen there's there's something here with us a a presence I I know how it sounds all right but it's here it burns at the corners of our eyes makes us see things black things moving in the ducts in the wall spaces what even tore those

isop panels and the thing is the solar ring is a light and the power is Flowing do you understand we're stuck in the void between origin and whatever terrible place the shepherd is carrying us to there is no star here where does all the damn light come from we need to get the hell out of here now and then Lashes in the dark tells me the last jump broke something inside the shepherd the solar ring your on is falling apart you need to get to the radial elevator before it collapses completely you hear things moving in the ducts wet smacks Knuckles cracking you need to hurry our main objective the elevator should be somewhere ahead there where the the light flickers but we also have a secondary objective light is Playing Tricks on you there are things in the walls or possibly in your heads you need to make sure it's one or the other or it will slowly drive you mad there's a faint locator fob signal on the tracker should you check it out so we are in this starting room and we have a lot of predetermined things on this map in some scenarios they will be fixed discoveries sometimes there will be Mysteries that you won't know about yet when we go over there we will discover them from a deck specific to this demo scenario we have these anomalous readings that are to do with our secondary objective there are caches to investigate where we can draw from a special loot deck that's specific to the bit we're on the solar ring in setup I actually had to get this from a sealed envelope and there are several just in this little prototype I say a little it's a lot of hours of content already there are secret stickers I'm definitely not covering a t- stain with my thumb and

there are blips now these are potentially enemies you know we've got our Radars we can see these blips moving around could they be you know electrical malfunctions background noise whatever or could they be the grin we know they are some of the grizzly monsters that are going to be hunting us this scenario the way the game flows in an extraction here we move the countdown marker once based down the countdown track but don't do it in the first round here's the countdown track in setup we put various things on here that are going to trigger once the countdown marker reaches their track you would also sometimes have an extraction marker on the track saying when we can get extracted from the mission in the moment we need to find that point that's our main objective right now our main objective is to go to these arrows now the countdown tracker is in three sections this kind of represents how aware the Invaders are of us in the white they don't even know we're here yet in the red they've start to got some awareness in the black they are actively hunting us down with everything they've got the stats of the enemies will change as they start to get more aware ofers they might start to move more they might be able to withstand a bit more damage before they can be defeated how they behave in patrols will change the dice that you roll when you roll for noise all sorts of things will change as things kind of get down to the wire so then we go to the main action phase which is the spacer phase we will all take actions in the order we like you need to have have at least four spaces in a scenario so if there are fewer than four players you

need to be doubling up a bit or maybe quadrupling up in the final game there will be opportunity to create your own characters from scratch for this prototype I have got some pre-made characters we've got Isaac bom who is an engineer the characters are all made up of a class card so he's an engineer up here and a suit card everyone has got a standard Eva suit now on the front it tells the special skills that the character has different stat values they have when they're to roll for a particular stat that's how many dice they'll get they have these adrenaline tracks we'll be gaining adrenaline throughout the game and it tells us what tokens we will add to the pool because like a and trespass Odyssey this includes the inverted combat system where everybody starts out Heroes and monsters kind of standard not able to do too much but as adrenaline starts pumping as we start to fear for our lives as we start to take damage as things kind of reach a climax we will unlock more and more of these tokens be allowed to do more our weapons can get more powerful but so too can the enemy attacks their ability to withstand damage and their eagerness to hunt us now as well as all of that stuff your character and suit cards will Define the action cards that you have and in the full game there is going to be a an upgrade tree where you can start to unlock more stuff the cards are sleeved and they have to be because the cards are paired up in this game you can pair them up however you like so the class told me three cards to have the suit told me three cards to have and it

recommended that I pair them in this way so I did on your turn you'll get to play all three cards but the side is up to you we've been given some equipment by the scenario so isa's got a survival knife a polymer pistol and an overcharged headlamp has some extra light for when we're trying to find stuff we have Marcus or Papa as he prefers who is from our security division who has a communicator and a polymer rifle Aubry from the the science division who has the knife pistol combo again and a rudimentary scanner this is the ammo by the way of everyone's weapons and we have Juliet who is from the Ops Division and they've got a suppressor grenade as well as the rifle so we can choose anyone we like to go first so let's say Isaac went first so you need to play your card so let's start out with a steady walk he can move two spaces but it makes noise or he can spend a token to fast reload the tokens we're talking about are discipline confidence and expertise various game effects will add these to the pool on a spacers turn when they're added they go into the incoming section can't be spent from here but at the end of that space's turn they will slide into the active section and can be spent by the next player remember it's always up to us who goes next so it's important to get that right turn order so that the best player for the job can spend all of the tokens that are available as it is we've got no tokens so Isaac would just be moving a couple of spaces so I can move one two and try and get a hold of this anomalous reading oh no enormous Invasion hi Marty so we've moved the two spaces now

he needs to make noise so how do we do that well the grin tells us that it's white dice when we're in the white section of the countdown here are some white dice we need to roll one for each blip that is on the screen oh Marty's just destroyed the blips a bit H he so you roll a die for each of the blips and you are hoping not to get the things I haven't rolled there you're hoping not to get these now the lines are used when we're trying to do things the lines are successes or half successes the red curves here are crits they're important for attacking but let's say I had rolled some bad things here for every one of these symbols that I'd rolled I would need to move a blip closer to the person who just made noise so I can choose any of them but if the blips come into contact with the character's space so the blips are all on intersections in between spaces so I'd have to move one closer to if it got into the space we would reveal it and see what we've come across so let's say that did happen we would flip it over and the symbols tell us if you are in that section of the countdown an enemy will spawn so we would be in the white section so one grin would spawn next to us if we'd been in the red section of the countdown two would spawn adjacent to the character instead and it can be nothing it can be spawning the enemies it can also spawn unique forms of the enemy where for example wide grin uh they would get

boost to all of their stats they would disable one of their abilities so we've had the noise roll then I want to get the token that we've St on the anomalous Discovery so for that I need a scavenge action the scavenge action is inside this red box which means it is an adrenaline action when you do an adrenaline action you move this adrenaline bar one space up other things on here are our health we've got nine our stress we've got two if they ever meet or cross we have a stress breakdown and these will end up being terrible ongoing things we don't want to happen as the adrenaline moves up though every symbol that it meets or has passed we get as tokens so I'm going to get a discipline token now into the incoming pool if we have any abilities or I should say specifically the next player because this is in the incoming place where it can't be spent at the end of the space's turn it will go into the active section the next space will get to spend it if they have abilities that want to spend discipline they can spend them from there these can be spent to turn potentials what we were trying to avoid in the noise rolls they can turn potentials into successes or if it was available for a noise roll and you'd rolled a load of potentials which would move blips you can spend discipline to ignore it and pretend you didn't roll that one instead so they're can to be very useful for a lot of things so in the future when he goes to to Adrenaline he'll get a confidence and a discipline into the incoming phase you can spend uh confidence to reroll a d you can spend multiple to roll multiple dice but you have to decide how many you spend in and

rerolling before you roll any of them and expertise is the thing that's usually a cost for some kind of ability you can also put them onto these tactics we've got here to unlock powerful abilities they want six or eight of those tokens to be on there so early game seems like a lot but they can ramp up as the adrenaline goes up on the characters so we grab the scavenge token and it's tells us for this scenario we need to roll the black d adding one for each previously picked up anomalous reading so the most this can go to is three basically so there's two if I had a load of these I could spend them to turn these potentials into successes if I had had a load of previously discovered anomalies I need to get five and then we can go to the entry in the Mythos book and we can move again this one anxious sneaking moves you two spaces but you gain a stress rather than rolling for noise and move on to the Discovery token these are predetermined we know the numbers for this but the the deck is for our demo scenario and Isaac's found a jammed airlock door at first you think it's a system lock then you notice the Ching the airlock door has buckled from heat you may Force the door open or try running diagnostics test strength of which Isaac has one or intelligence of which Isaac has one so here we rolling one die no matter what for this doesn't have any tokens to spend so we're just at the mercy of this that's half a result so that's going to be a failure I think for a while nothing you do works if something so trivial proves a challenge what hope have you of survival gain a stress regardless of the result you open the door and remove it and we could have just got it open with

no negative effect or got it open and put a token in the spacer pool so the door's now open and everyone can go out then Isaac would end his turn incoming tokens would come into active and are available for the next player and the characters can go and do things like go and interact with these cashes these would you loot from the loot deck he gets to draw from the loot deck specific to us and could be unlocking things like the Contraband rifle see compared to a normal rifle it's got the same range and damage and stuff and dice that it's rolling but you get an extra free token for the roll if you're at five or more adrenaline you get two built-in successes rather than an extra D to roll and it's devastating if you roll a crit with it you get to roll another D of that color could be knives more grenades alien weaponry and in the full game all of this will be available to be upgraded you can interact with consoles the console here has got a passage number so you would go and find that in the Mythos book there's still scavenge actions that let you search this search that pick up these tokens and we go and find one 10 in the Mythos book you find a working console it's keyboard covered in a thin film of the oily substance you may open doors B1 B2 or both if you used a search action make a noise so we could open all of the doors we might reveal things in there but but as it is there's nothing in these rooms that we know of in setup the blips can move through doors and walls and things so we might as well have access let's say our security division moved around a bit and wanted to do a scout action so scouting would

increase the adrenaline and add more tokens to the pool tokens are discarded at the end of a turn if you don't use them every suit has a built-in light source so a range of two and one white Dy if the engineer had scouted for example they would have gotten to use a red Dy a better DY for a light cuz they've got the overcharged headlamp so we would roll the die hoping for a success so there we go we've got a success you get to have a Peak at what the blip token is so it's within range two he counts orthogonally for any range in the game and so this would be we're in the white section that's going to be two enemies we could choose to just leave that as it is we know what the blip is and if it comes into contact with you then it's going to be trouble but you could still go about your way continuing your turn if you had any actions left or you can choose to reveal it this will be two grins coming right out and then that's gone then if you want and only because it was an enemy you can do a free attack action you can flip the card and do a free attack action you don't get to move your adrenaline B but you do still add tokens again for the next player's turn so we would deplete the weapon One ammo you could burst two here so you could attack two people but this is a linear rifle it can only shoot in a straight line so we're only going to be able to hit one one of them then we resolve the attack roll so it is two red attacks and we have a free virtual confidence there isn't a token in the pool for this but for this specific roll we have a confidence so we could roll one of the dice so we are looking for successes on

this roll and so we get one and a half so we could use the confidence to reroll one so that's a success we might as well leave that one oh another half so that would get us nowhere let's imagine we live in a world where we did much better than that because the grin in the white stage of the countdown have got a 38 value you need to do three successes in order to defeat them and also oh there's a first Contact ability so the first time you come into contact with the grin you need to clear the spacer pool if it was already empty everyone gains a stress so we would clear everything out of the active pool with this virtual one with that role we would be able to defeat one of them and they have a response when they are wounded the corridor fills with cracking if there are less than two grin or blips on the board immediately spawn a blip there are two blips you can also roll for critical attacks so it wouldn't be great with this gun you can see there's a little critical symbol here that's just got one uh quadrant colored in said you rolled these you can get crits you're basically trying to get a full circle so with this particular gun you would need to have gotten an extra die possibly from having your adrenaline at five or more and roll three of these crit symbols then that would be a critical hit and for the grin doing a critical hit on them says you may perform a bonus attack a whole another one so one has been defeated but unfortunately the gun makes noise so we have got to roll for blips plus one per ammo spent so back to the three do and the potentials who move the blips luckily no potentials but there is still a grin there to be dealt with if they

hadn't been dealt with after all of the spacers had gone we would move on to the Intruder phase where they activate according to their AI bosses have their own decks of AI cards and a more complex we'll get onto those but for the enemies they have their behavior their target is the close assist spacer and they try and work through these protocols until they have done one successfully so black snap if Target is adjacent no we would move on to the next one if Target is in movement range their movement in the white section of the countdown is three so it is in target range the grinning thing leaps to you frantically and bites you in the shoulder so you'd need to roll two red dice for the attack so it jumps over zigzagging it's going to roll two red Dice and successes are its damage to you it manages to do three damage if you had expertise tokens in the pool you could spend these to reduce the damage taken by one to a minimum of one there can be additional effects so if they dealt six or more damage with this you gain the gift condition card which I will show you because it's a bit of a mystery uh in the demo the gift only in the full game you have been gifted a great thing it grows within you now do not discard this card at the end of a run or incursion so that gift will stay with you so try not to let it deal six or more damage or maybe you just want to see done that card I'm kind of curious I don't imagine it's going to be good though so we' resolve all of the enemy things then a really cool thing after all of The Intruders have activated we need to scan for blips so there are three decks according to the

number that we're at on the countdown track so you grab the top they're all shuffled up you grab the top white card and put it into your scanner and it is going to tell you how these blips are moving so we would go to the person which I think is Papa who last made noise so the scanner would go over him and the blips are split into quadrants based on his position so in the Northwest Quadrant these blips are going to move one space down in the southwest here two spaces and they've moving a zigzag and that's it for our blips at the moment uh the numbers in the middle going to mean something in the final game or the scenario that you're playing and then we'd have a new turn where we tick down the countdown track resolve any discoveries that are on there let's have a look at another one solar flare an eerie sense of anxious Elation settles over you then the corridor fills with brilliant light as if you were touching God himself it takes all your willpower to not walk out into the blinding searing flame a solar flare lights the corridor up each spacer tests willpower or dexterity needing two successes so Isaac's dexterity is the best so hope for two successes on that succeeds so you may gain an adrenaline why not at this early stage because that would add another two tokens to the pool and we could potentially be adding tons for the first player's turn in the next round so everyone would test gaining tokens and stuff if you fail you would gain the dazed condition card which reduces your range by one for a round if you gain it again while you've still got it then you get blinded instead then

remove any blip on scorched spaces they've got a little symbol in the corner to remind you they're scorched and the Searing heat is a clue so we could maybe have left that there and hope for that to happen we know what it is in the setup of this just demo so I don't know if there's a circumstance where you'd know that was coming but maybe it would be good to lead them into that you'd remove any bliff in there and then spawn new ones on closest spawn points if there are any Intruders on scorched spaces move them so they are no longer on these spaces until the end of the round they cannot enter such spaces so we would keep going trying to avoid the BPS trying not to make as much noise trying to take care of the grin that will be constantly spawning then once we got to our objective here we would open location book two find the other half of this section of the ship now these bits in the location books can be reused in the future because they can be a completely different section of the ship you can see some symbols that weren't covered with tokens in this particular setup they might be things later on they might be random discoveries you can find things can be very different maybe the other half of it wouldn't be the same one so we' set this up with tokens somebody can try and go down this like little air duct here if they wanted but there are more potential spawn points for blips that will spawn in the you know closest place to us in the future fut and we will be going on trying to discover our extraction point and get out of here before the time ticks right down with more and more things spawning these will make blips spawn on the last active spacer or the last one to make noise there'll be more events occurring more things to discover there's a new console here that will probably open these doors so now you know in like

future turns these grin are terrifying so you'll take extra stress from attacking from adjacent locations but you can take a scout action on revealed grin to make them try run away because by default they're light sensitive and don't want to be near you there is a discovery that's hanging around here reveal this card when someone causes three or more noise in a single rle and I will Discover it for you and that person would be told to be very quiet you have drawn the ey of the thing that perches on the veiled Sun at your own Peril it emerges from the light radiant dripping liquid metal to the hidden song notes of your built-in Gea counters the Intruder known as The Moth Man performs a flash attack against the spacer who made the noise Place The Moth Man miniature not so miniature here's the normal Moth Man the one that is not tearing a spacer apart adjacent to that spacer draw a single Moth Man ai2 cord and resolve it against that Target and then Place The Moth Man on Space exclamation mark of the countdown track this would actually mean if we let the countdown get to the exclamation m point we would have to fight against The Moth Man The Moth man's got 780 can't actually be wounded or can it uh and you'll get radiation from it it'll ignore obstacles but you can lose some stress and leave suppress tokens some of your guns can do that as well leave like suppressing fire that slows enemies down from getting to you and makes it easier for other spacers to attack them you can also end up fighting The Moth Man in an incursion here like a full on Boss scenario which would be more familiar to you if you have played trespass Odyssey in this particular one there' be batteries strewn about and we start in

the middle ready to fight Moth Man over there I've got no space to show you things the bosses have an AI deck and a BP deck they've got numbers on the back so they've got levels one two and three at the start it will just be the level ones and the AI cards will give you behaviors that The Moth Man will do on their turn so they target the last to make noise or try and go and attack that person so when you attack a boss you reveal the top BP cord and this is the at Value you are trying to beat it's not just printed on the card you'll find out for the attack and the backs of the cards uh they're all ones at the start but they will level up and so you can see like how deadly the attack is going to be next how hard to wound the the next attack needs to be so if you did enough to wound it would perform the signature attack against the attacker which would be ink Kindle takes a pot shot at the furthest spacer in its front sping is important for a lot of things in this roll two red dice at you if it did three plus damage it would do radiation to you if you failed to wound it it would do nuclear l instead put a radiation token on this card if you end your turn in zone three which is like a zone three spaces orthogonally or diagonally from the boss you would suffer radiation X where X is the number of tokens on the card which means you gain that many radiation tokens if you have five you die uh when there are five or more on this card it gets flipped and it's Supernova instead where you can get

permanently blinded and stuff horrible things can happen so that's if you failed to wound it on this BP cord if you managed to be crit in it instead of any of the other bits you blow off part of the hard suit covered in circular writing The Moth Man Shivers discard two radiation tokens from nuclear Lany either way as long as you wounded or cred you take this BP cord as a wound in our particular case it tells us that we need to do seven wounds to beat The Moth Man or 10 if you're experienced with the battle system it's all prototype stuff don't worry about that so we put one in the wound stack and this does a couple of things we just wounded a level one BP you grab a level two BP and Shuffle that into the deck so now there is a more difficult card shuffled in here see the the at Value is higher it might do more vicious things if you fail to wound it or even if you succeed actually you can understand him being annoyed with your hitting him but also then you need to find a level one card from the deck or the discard later on there might not be very many ones left remove that from the game and a more lethal AI level two card is getting shuffled into here instead this is where the backs of the Cards start to come into play where you can see where the harder or more deadly things are going to be coming out if you wound a bp2 card it goes into the stack you can guess what happens you put a bp3 in here find a two from the AI and Shuffle in a three instead and if you manage to wound one of those bp3 cards it goes into the wound stack and counts as two wounds instead we need to do seven in total to defeat The Moth Man

there is so much more stuff than this and I feel like I've been going on for ages in this short over but there is so much to talk about and so much that isn't in here yet there are secret codes things you need to decrypt there is just a standard difficulty for everything I've been talking to you about but there will be ways to modify that in the final game some effects May transport you to a different place alien eldrich hostile but things in the full game and you've seen bits of this already there will be character progression you will get different suits and you will be able to upgrade your character giving you access to different action cards and therefore different pairings of action cards loads of different options your characters can die there is a whole kind of campaign wide um persistent world you might be able to steer into these unknowable unfathomable things and there's like a great big like as I said like we might come back to that bit of the ship it's a great big Metroid Vania style map the final books I if you've seen like the the scale of the books so far there's not that many pages in them the final ones are going to be huge and will make up one enormous map they want to make this a game where you can just have one offs if you want to and they will you know contribute to a persistent world or you can play through great big campaigns there are going to be three in the Box including the docs added to an introdu Campaign which you've seen like a tiny taste off and even through those campaigns you won't have seen all of the stuff in the shepherd and then I think this I've seen on The Campaign Pages going to be expansions already with like extra campaigns basically more more more more and it will all be made possible if you would like it I've made such a mess of all this now even just in this little

bre there is so much to talk about and so much to show off I know the intention is to make the overview brief but yeah sometimes the scope of things is just huge and if you would like to see like if the incursion stuff the the boss fights have intrigued you I've said it a few times but check out my uh fight video for Aon trespass Odyssey which I think you can get from the same publisher and that is a more you know like Greek mythology kind of game and is like exploring on a map in a different way to this and then going into boss fights there's no crawling around a map and fighting little creatures in that but yeah there is an in-depth fight video where you can see all of this in action if that system has intrigued you again the campaign page is linked in the description you can get a copy for yourself make this happen and yeah from the promises and their hopes and stuff this is a game that you could spend an enormous amount of time on and hopefully I've given you some of an idea of whether you would like to thank you very much for watching this there are hundreds of more videos on the channel if you'd like to see more from me but uh for now thanks for watching and goodbye that's

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