I've been progressing the profiles over the last couple of weeks and they are close to being ready to go online. Layout has taken a long time - I'm unfortunately having to do it all myself (getting an external to do it would just be too expensive for where Infamy's at right now) and I am not trained in this, so I've been making a whole lot of tweaks to get it as right as it can be.
I'm sorry for the wait - things are moving faster right now than they have been prevously though and I think what's coming will do the job quite well. It'll be easier to modify now the main layout work is done too. So, as the game is played and balance issues come to light they can be reflected in the cards.
Above is the full layout for The Baker Street Irregulars, showing all of the gang's members, their trackers, their abilities and other special rules.
Due to the way the game works, many of the cards can be flipped during the turn, to modify the options available to the character. It gives the game a lot of extra flavour - adding more narrative and 'cinematic' elements to gameplay as well as broadening the tactical options.
Here's a look at how it works in game, to give a basic idea of the flow, focusing on an action card for The Professor.
1). The Baker Street Irregulars player has chosen to activate The Professor and use his Bomblet Launcher action. This action costs 2AP (Action Points) to perform. The Professor starts each turn with 4AP total, so will use half of them to make this action.
2). The player checks the available SV (Strategy Value - a total made from 2 or more playing cards) for his gang members this turn and sees that it is 18 (Royalty cards = 10). This means the Inflection Point of 18 shown in the centre of the card has been equalled, so the right hand attack will be performed.
3). The attack's profile is then used to make the attack. It shows that the attack is Ranged (AR - The number of attacks that can be made (melee attacks are AM instead)).
It has no modfiers for Skill (S - the ability to hit), Damage (D - how many wounds it can cause) or Range (R - The distance the attack can travel). However, there are possible modifiers for the number of attacks (AR) and for the Power (P - how difficult it is to block).
The symbols shown relate to the suits in a pack of cards. A look at the SV shows that one of the cards is showing a club - an Intelligence card. This means that the Power has a positive modifier. If the SV also contained a diamond - the Skill symbol, the AR total would change to 2.
4). Noting the attack can also now ignore Line of Sight (LoS) the players resolve the attack by checking range, rolling dice, distributing any relevant wounds, and marking the AP used on The Professor's Core Card.
5). With the action over the bottom right of the card has a flip Inflection Point. If the SV was 22 or more it would already have been turned. But, we can see that it must also be flipped over because the action was performed.
1). Suddenly the options are different. Because the Bomblet Launcher is a complex ranged weapon it has a specific Reload action that can be performed after it fires...
2). ...Before the card can be flipped back over!
3). Should the previous action have been successful The Professor gets the bonus that it costs 0AP to perform the Reload instead of the usual 1AP.
The card is flipped back to its front after the Reload and The Professor's AP will either slip down to 1 remaining or stay at 2 if the previous attack hit. Eagle eyed viewers will work out The Professor with 2HP could now take another shot, should he wish.
4). However, instead of fully reloading, perhaps The Professor may want to take a different course of action and perform a Boom! This action is shown in red because it can be performed at any time, even in an opponent's activation or the activation of another of your gang members. However, the option to perform it is only there when the Bomblet Launcher has been fired (the thematic idea is that the reload chamber is open but instead of sending a bomb into the weapon it ditches a pile of them at the feet of the clanking Professor).
You'll notice that the AP cost here is different. Instead of taking away AP from the current activation it instead comes from the AP that will be available to The Professor next turn.
This whole range of factors opens up a ton of tactical questions the controlling player must ask themselves and more that the opposing player must also consider.
5). There are various outcomes that can come from performing Boom! In this case it could cause 2DMG (damage) to all models in the Professor's Zone and because the SV shows an Intelligence card it would potentially stun them too. This could be extremely useful, perhaps later in the turn if The Professor is charged. However, it will not be able to make use of this ability if it reloads to fire again. The card is not flipped another time if a Reload has already been performed this turn.
Hopefully that all makes sense. It's worth noting that The Professor also has a Melee Attack it can consider using its AP on too - Buzz! Buzz! Kill! Kill! - so there's even more for you to think about.
Most characters do have an ideal flow to their actions, where they can do the most damage to a single target by acting in one way, or to multiple targets by doing something else. However, due to the varying Inflection Points on each gang member's action cards, you won't be able to perform that ideal flow for every character every turn!
You'll get to try it yourself soon - I'm adding final polish right now. I can't lie - this phase of finishing things up has been a really difficult one. I understand it's been frustrating to you awesome backers too. That's actually made it even more difficult, the pressure of your expectation.
However, I've made more progress the last few months than I have the year or so before that. And, things are coming soon, no matter how happy or unhappy I may be about them - it's time to let go.
I'll be back with another update and links to profiles soon.