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Just got the physical book, loving it but how do I get the character sheets? Are there any PDFs for download?

Dear Mr. Drake, or Mr. Drake,

I am having a bad day of archery, in Sherwood Forest. I have already lost two arrows, and that is my pensioner disposable income blown. I am sure that Dead Belt would help me feel much better. PLEASE help me breathe!

Take from the Bank and give to the Belters now, y'hear? Twenty copies on the pile for your good works out there. Cold in space, not our hearts.

Just bought a physical copy & it is awesome! I was trying to get my hands on the character sheet & some of the extra pdfs with no luck.

Found your message there, hoss. Sending along a key with my heartfelt thanks for giving our weird little game a try. Let's get you rolling, what say?

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Thank you! 

I’d love to play this. Any chance there’s any buddy breathe copies available? If I enjoy it I’ll get the physical copy! 

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I ain't the kind to begrudge a buddy breathe to a buddy gasping. Plus it's old Chariot's birthday today. 

Seems the time for presents, don't it?

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I appreciate it!  And Happy Birthday!!

It’s free, enjoy 👍

It’s free, enjoy 👍

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Just found the game but it looks like I'm late to the party. Any chance for some more Buddy-Breathe copies so my friend and I can try it out?

Sure thing, hoss. I'll toss a couple of buddy-breathes on the pile!

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Thank you so much! That was very generous of you. I can't wait to try it!

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Hello, loving the game so far I have a question about the rival scavengers. I rolled a one and it says that they frog march me back to my ship and confiscate all my salvage.

I currently have no salvage.

Then it goes on to say when the rivals scavenger reaches your airlock they’ll plan to trace. Since they walked me back to my ship, is it assumed that they also reached my airlock?

Should I be checking gas for each module we go through?

Do they disappear after leaving the tracer?

Well that ain't good news, Belter. Sorry y'all ran afoul of some mean spirited Vultures out there. Good news is they didn't get nothing off of you. If your carry all and your cargo bay is empty, they won't take anything. Can't squeeze blood out of a turnip after all. It does indeed behoove you to make gas checks on thenway back to your airlock. You're still transiting modules. Good news is they won't let you die on the way to your airlock either, so you ain't gotta worry about the Gas checks killing you. Might still end your salvaging day, though. But further good news, they ain't going to waste a tracer on your boat if you're not an earner. And if you had salvage, they'd be too busy bustling it off to worry about sticking you with a tracer. Getting the frog march treatment doesn't trigger their Airlock move, thankfully. Though I know some folk think it's more thematic to be that kind of mean spirited, it ain't the intention to pile on both kinds of bad one right after the other.

After they make your life a little harder, yeah, they do in fact move on. Their damage is done and it's up to you to find some fresh and interesting trouble. Hopefully the odds break a little kinder in the future, Belter.

Thanks for the question! Yall let me know if that ain't coming through loud and clear, and we'll clean it up. 

Chariot, out.

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Hello Drakes. 

I have a movement resolvement order question. The ghost came after me. I moved to the airlock with partial payday, I drew a card for the ghost, who came to spaces after me also into the airlock now sharing a space.

What resolves first? Airlock rolls and actions OR ghost rolls forcing me to flee if it is not a six. Do I even roll on the ghost again once it reaches me in the airlock or does it just get cozy and moves in till the next threat? And if I am forever running away from the ghost lugging part of the payday do I ever get to stash it in the airlock when the ghost is in there? 

The question is what resolves first when you have two simultaneous prompts? 

Grateful for any pointers in that regard.

Many thanks.

Howdy Belter,

Your moves, your turn, always resolves before you make the Threat Move. Check Gas, Character Action, Threat. So when you decide to move into the airlock, check your gas, then move your pawn and resolve your action as normal. When that action's done, then you draw for your boogin. Means you can decide to be done and hit the breakaway switch before that haint has a moment to move in, if you want. But if it does reach your airlock, it makes itself cozy. No more AI movement for the Ghostie-goo, at least until the next time a threat is spawned. Then it'll come after you as normal. Leaving the airlock to do so.

As far as the infinite recursion loop of see the ghost in the airlock and bug out, yeah that is indeed a dilly of a pickle. If it's in there and you move into its space, you gotta steel yourself and try and deal with it as best you can. I'd suggest generous application of Grit and Gear. Also, if your ship's hainted and constantly dropping Ghosts on you, I'd recommend selling it and getting yourself a new bird. New cargo compartment without all the ghosts and such. Powerful expensive fix, but sometimes it's worth it.

If ever there's a question of simultaneous moves, rule of thumb is Player agency resolves before fallout. Then fallout, then threats. If it's two players that are tied in knots, initiator has right of way.

Clear as mud? Hope something in there's helpful to you, and if it isn't, ping me back and I'll see if I can't fix that.

Chariot, out.

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Hi. I Bought physical copy and forwarded my receipt and game book image. When do you estimate I should receive PDF materials.

Thanks

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Hi! If I buy a physical copy from Amazon, will I receive pdf files, or would I need to shell out an additional $20 to get pdfs (including character sheets, etc)?

Howdy, Belter. 

If you get an Amazon copy, we'd be more than happy to supply a digital copy to match it, and include all the various digital goodies and appurtenances at no additional charge. Capitalism is a real sumbitch, and we try and hide the sting however best we can. Send us a picture of your book or a copy of your receipt to our business email ACoupleofDrakes at Outlook dot com and we'll get you sorted soonest.

Chariot, out.

Howdy, Belter. 

If you get an Amazon copy, we'd be more than happy to supply a digital copy to match it, and include all the various digital goodies and appurtenances at no additional charge. Capitalism is a real sumbitch, and we try and hide the sting however best we can. Send us a picture of your book or a copy of your receipt to our business email ACoupleofDrakes at Outlook dot com and we'll get you sorted soonest.

Chariot, out.

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Hi all! This game's great, and I really can't wait to finish the reading and start off my first trip to the Belt. 

I only have one thing that’s not clear so far to me, regarding The Void Rat, when it says "When you scurry through the vents and access corridors on these old Birds, roll a d6. You appear in the corresponding Threat start area." --> it may depend by the fact I still haven't finished the manual, but where's the advantage of this feature? Why should I roll the die if in any case I end up in a specific area?

Thanks for the clarification!

Howdy Belter,

Now at first blush, an uncontrollable bit of movement based on chance and without much in the way of predictability may not seem like much of a super power. However, there are times when you got a MIGHTY need to not be where you are right now: locked behind a bunch of stuck barriers, left with only the worst of bad news blocking your way out, staring into the hungry maw of an alien or over the barrels of a couple of pirates' boarding irons? Well then you want to duck into a vent and scurry like hell. Because wherever you end up, it's better than where you are.

It's a panic button. A hail-mary. A last-ditch effort that has saved more than one Void Rat from ruin on more than one occasion. When in doubt, get the hell out. Bamf.

Hope that helps. 

Chariot, out.

(I love your answers)

Thanks! I got the intention is the one you’ve described - but reading the paragraph it just say “roll a d6, and appeal where the threat started”. Why rolling at all? If dice says 3, I appear in the corresponding Threat start area; if 1, I appear in the corresponding Threat start area; if 5…and so on…

I must be missing something 😩

On the ship diagram, each of those numbers is a different threat start area. If you roll a 1, you appear in the 1 on the ship diagram. If you roll a 5, you appear on the 5 in the ship diagram. Means there's 6 places you might end up.

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ohhh damn, sorry about this: it was like I thought… I would have better finish the whole manual before!

Thanks a lot for the explanation, for the patience + the great game!

Happy to be of service, Belter. Figured we'd find our way around the trickier corners together, and it's no trouble at all. Hope you find your fortune out here on the Gasping Frontier!

Chariot, out.

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And here i thought that because i get the free copy of this amazing ttrpg, the pdf is colored yellow. Turn out its just the setting of my pdf reader... my bad `~`


Anyway, thx for the free copy. I wish you the very best of health and success in all that you do. ^~^_)




*english is not my first language,  sorry.

Happy to have you aboard, Belter. Free copies are free; unchanged and no-strings-attached. They come from the generosity of your fellow Belters, the same folks who decided to give a weird game about Checking Gas and scrap and salvage and compound interest a chance. Be mighty mean-spirited of me to disrespect their generosity by making the Buddy Breathe copies a mark of shame. I ain't callin' ya yellow, Belter. 

Hope you're enjoying your time out here on the Gasping Frontier. And I hope your well wishes for me and mine bounce back your way and three times the greater besides.

English may not be your first language, but it's more than enough to make me smile, and that is mighty indeed, friend. 

Chariot, out.

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