Lancer RPG Template

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LANCER RPG TEMPLATE

A template for creating Lancer third-party content


By Michael Prijatelj
LANCER RPG TEMPLATE
By
Michael Prijatelj

Edited by
[Editor Name]

Layout by
[Layout Designer Name]

Cover Art
Mount Everest Mountain Landscape, modified and used under Public Domain

Art by
[Artist Name(s)]

Template used
Lancer RPG Template by Michael Prijatelj, used under CC BY 4.0

Playtesting by
[Playtester Name(s)]

Special Thanks to
Massif Press for the use of the Lancer setting and system, the welcoming and creative Lancer community at
PilotNET, and Laura Hirsbrunner for her Simple 5e Microsoft Word Template that served as inspiration and
guidance for the creation of this template.

UPDATING COPYRIGHT
Make sure to update the copyright section below to
reflect your own name and the title of your work!

Lancer RPG Template is not an official Lancer product; it is a third party work, and is not affiliated with Massif
Press. Lancer RPG Template is published via the Lancer Third Party License.

Lancer RPG Template © 2021 by Michael Prijatelj is licensed under CC BY 4.0.

Lancer is copyright Massif Press.

[2]
CONTENTS
TEMPLATE OVERVIEW 4
OVERVIEW 4
STYLE TABLE 5
PC STATBLOCK 5

TABLES & TEMPLATES 6


DEFINITION SIDEBAR 6
SIDEBAR 6
ROLL TABLE 6
DESCRIPTIVE TABLE 6
ORG TABLE 6
CORE BONUS 6

MISSION: TEMPLATE 7
BRIEFING 7
BEAT: EXAMPLE BEAT 8
HEADING 1 8
PERSONS OF INTEREST 8
ACCESSIBILITY 8
CHARACTER STYLES 8
GENERAL STYLE 8
COMBAT: EXAMPLE COMBAT 9
DOWNTIME HEADER 10
APPENDIX: EXAMPLE APPENDIX 11
MECH TEMPLATE 12
PILOT OPTIONS 13
TALENT TEMPLATE 13
NPC CLASS TEMPLATE 14
NPC STATBLOCK 15
SITREP TEMPLATE 16
COLOR PALETTE 17
COMMON ICONS 18

UPDATING THE TOC CREATING YOUR PDF


Once you have added all of your headers to To generate a PDF bookmarked with your
your document, you can update the TOC to selected headings in Microsoft Word, go to File
automatically create entries for your headings. -> Save As, select Save As Type: PDF, followed
If the table does not populate the headings by enabling “Optimize for Standard (publishing
correctly, you can also manually add or remove online and printing).”
references to fit your document.
Next, click on Options and enable all options
under “Include non-printing information”, as
well as “Optimize for image quality” and
“Bitmap text when fonts may not be
embedded.” Do NOT enable “PDF/A”
compliant!

After setting these options, click to save. Your


PDF may take a few minutes to create, but
afterwards your PDF will be ready to review and
publish!

[3]
TEMPLATE OVERVIEW
OVERVIEW “POWERED BY LANCER”
The “Powered by Lancer” graphics are available for
Like Lancer’s GMS Everest, this template is designed free on the Massif Press website. These graphics and
as a simple and versatile tool for those beginning to the “Lancer-Icons” font are usable under the Lancer
create Lancer content under the Lancer Third Party Third Party License. They are included in this template
License. It includes formats and styles intended to echo package for convenience.
the aesthetic seen in the Lancer Core Book, allowing
third party creators to create PDF content with a similar
theme. TITLE HEADING
To create a new title heading like the one on this page,
This template is primarily designed to be used with follow the steps below:
Microsoft Word; while it could be edited with other word
processors, efficient use with those processors is not 1. Enable “Show Formatting”, “Show Section
guaranteed. Use Word 2016 or later for the best results. Breaks”, or some other option that can reveal
section breaks.
If you use this template to create a publication, please 2. Select the entire title heading along with the
provide attribution compliant with its CC BY 4.0 license. section break.
This will make it easier for others to discover my work! 3. Copy and paste the selection into the desired
location in your publication.
4. Extend the banner as needed to fit the title
FONTS USED heading.
This template uses the following fonts (included in the
template package, along with their licenses): If the copy and paste did not include the banner, simply
select it separately, copy and paste it, and position it so
• SANS SERIF: “Arimo” under the Apache License, that it displays behind the title and flush with the edge
Version 2.0 of the page.
• MONOTYPE: “Ubuntu Mono” under the Ubuntu Font
License SPECIAL TEXT
• ICONS: “Lancer-Icons”; see “Powered by Lancer” Example text and read aloud text have their own
formatting and coloration to make them stand out from
Please install the included fonts on your computer the default body text. Feel free to modify their formats
before opening this template on a desktop word if you feel an alternative style will aid a potential GM.
processor. The fonts are also available through Google
Fonts (and Google Docs, by extension). Be aware that Example Text is teal, and usually presents a
“Lancer-Icons” is not compatible with Google Docs. hypothetical situation to illustrate a game process for
the players. Keep examples clear and concise!
You can also use other fonts for which you have
licenses. If using Word, I recommend modifying the Read Aloud Text is dark red, and is used for indicate
included Microsoft Word styles “Lancer - Sans Serif which portions of a text the GM should read aloud to
Font” and “Lancer - Monotype Font” in order to the players. It may include descriptions, lore, or
propagate the font changes across all styles in the quotes from other characters.
document.
Read Aloud Text should come in snippets of one to
PARAGRAPH STYLES three evocative sentences at most to keep the
This template makes heavy usage of Word’s Styles information easy to process and digest. Maintain
gallery. While working with this template, it is player engagement by breaking up longer
recommended to keep the Styles gallery open, and to descriptions into shorter pieces and allowing players
use the included styles (beginning with “Lancer”) to to interact between them. Try to keep the text in third
perform all formatting. This has the added benefit of person (avoid “you”) to maintain player agency.
making the project more easily transferable to Adobe
InDesign or similar software. If a longer description is warranted, it is instead
recommended to present the information in a
If you are using a word processor that lacks access to handout: The players receive a missive from their
these styles, there is an included table that contains the patron, find an unsent email in an enemy database,
style formats for easy copy/pasting. or obtain some other object with which they can
interact.

[4]
STYLE TABLE
On this page is a table with all of the major styles
included in this template. In a worst-case scenario, the
contents can be copy/pasted for easy application of
TITLE
their respective styles.
HEADING 1
PC STATBLOCK HEADING 2
HEADING 3
The table below gives an example of a basic PC
statblock. Item Heading
Item Subheading
TRAIT HEADING
PILOT NAME
LLX
NPC Trait Tag
BACKGROUND: Background SIDEBAR HEADING
TRIGGERS: Trigger 1, 2, 3, 4 Sidebar Text
GEAR: Pilot gear
MECH SKILLS: HULL X, AGILITY X, SYSTEMS X, TALENT HEADING
ENGINEERING X
TALENTS: Talent 1, 2, 3
CORE BONUSES: Core bonus
LICENSES: License 1, 2, 3
MFR TITLE
CALLSIGN (FRAME)
HP: X
MECH TITLE Role Subheading
Repair Cap: X
Evasion: X Speed: X Mech Flavor Text
Heat Cap: X Sensors: X Stat Text
Armor: X E-Defense: X HASE Stat Text
Size: X Tech Attack: +X TABLE DICE (E.G. ROLL 1D20)
Body
TRAITS:
MECH TRAIT Body - Bold
Mech Trait mechanics go here. Body - Bold Red
BODY - BOLD SMALLCAPS
MECH TRAIT BODY - BOLD RED SMALLCAPS
Mech Trait mechanics go here. Body - Italic
Body - Bold Italic
SYSTEM POINTS: X Example Text
MECH SKILLS Read Aloud Text
HULL: X SYSTEMS: X Item Text
AGILITY: X ENGINEERING: X Item Text - Bold
ITEM TEXT - BOLD SMALLCAPS
MOUNTS Item Text - Italic
MOUNT 1: WEAPON 1 Item Text - Bold Italic
Flavor Text
MOUNT 2: WEAPON 2
Flavor Text - Italic
MOUNT 3: WEAPON 3
• List Paragraph Item
CORE SYSTEM ▪ List Paragraph Subitem
CORE SYSTEM NAME
1. Numbered List Paragraph Item 1
2. Numbered List Paragraph Item 2
INSTALLED SYSTEMS
SYSTEM 1
SYSTEM 2
SYSTEM 3

[5]
TABLES & TEMPLATES
This section provides examples of various tables,
sidebars, and templates to copy and paste in your ROLL TABLE
publications.
TABLE NAME ROLL 1D20
1–4 Result 1
DEFINITION SIDEBAR 5–8
9–12
Result 2
Result 3
DEFINITION HEADER
Definition for a rule, mechanic, or other aspect of 13–16 Result 4
the game goes here. 17–20 Result 5

SIDEBAR DESCRIPTIVE TABLE


SIDEBAR TITLE (OPTIONAL) TABLE NAME ROLL 1D6
1 Result 1 Description 1
Used for information that goes deeper into a 2 Result 2 Description 2
topic mentioned in the text. Sidebars typically 3 Result 3 Description 3
include lore or clarify rules, but also see use in 4 Result 4 Description 4
highlighting important information. 5 Result 5 Description 5
6 Result 6 Description 6

ORG TABLE
TABLE NAME
Item 1 Description 1
Item 2 Description 2
Item 3 Description 3
Item 4 Description 4
Item 5 Description 5
Item 6 Description 6

CORE BONUS
CORE BONUS NAME
Core bonus descriptive text goes here.

Core bonus mechanical effects go here.

[6]
MISSION: BRIEFING
Provide a brief description of the mission’s arc.

TEMPLATE GOAL: Describe the ultimate goal of the


mission.
“Descriptive mission text here.”
STAKES: Describe the consequences of failure
– Example source ahead of time, either at a mission
level or at a sitrep level.

MISSION BEATS REWARD: Describe any rewards to be gained


BEAT 1: THE FIRST BEAT from the mission (success or failure).
COMBAT: THE FIRST COMBAT
RESERVES: Describe whether the PCs will have
BEAT 2: THE SECOND BEAT access to reserves they previously
earned, as well as any reserves they
BEAT 3: THE THIRD BEAT may encounter during the mission.
COMBAT: THE SECOND COMBAT
CLOCKS
If your mission involves clocks, include information
CLOCKS about them here. Example clock below:

FOUR-SEGMENT EXAMPLE CLOCK (FOUR SEGMENTS)


CLOCK This clock is split in four segments. When something
relevant to this clock occurs, fill in one segment. When
this clock is completely filled, resolve this clock.

SIX-SEGMENT
CLOCK

EIGHT-SEGMENT
CLOCK

TWELVE-SEGMENT
CLOCK

[7]
BEAT:
EXAMPLE BEAT
A BEAT usually encompasses a discrete narrative
section of a mission. Sometimes, a BEAT will include a CHARACTER STYLES
COMBAT; though they share the same outline level in Lancer uses a Bold and BOLD SMALL CAPITAL LETTERS
PDF tags, a COMBAT is treated as within a BEAT while to denote important information or game terms:
formatting tables of contents.
Bold: Used for:

HEADING 1 • Emphasizing important information (e.g. under


Use Heading 1 for major subsections under a BEAT. the rug)
• Highlighting effects, especially those with
HEADING 2 numbers (e.g. 1d6 damage, 2 spaces)
Less impactful sections use Heading 2. It also has an • Denoting generic game terms (e.g. protocol,
extra right-aligned tab stop for use with Persons of quick action, condition, soft cover)
Interest.
SMALLCAPS: Can be used as an “inline header” in lists
HEADING 3 (like this entry) or referencing sections of a book, like
Use Heading 3 when providing a job title to an NPC, COMBAT: EXAMPLE COMBAT. Primarily used when
detailing distinct options (e.g. Downtime Actions or referencing specific game terms, including:
Victory vs. Defeat outcomes), or simply as a
subheading to Heading 2. • Named actions (BOOST)
• Conditions/statuses (JAMMED)
See an example of these headings together for • Character stats (GRIT, AGILITY)
Persons of Interest: • Weapons, Systems, or Gear (CHAIN AXE)
• Weapon traits (LINE, THREAT, RANGE)
• Tags (DRONE)
PERSONS OF INTEREST In general, if a game term sounds like it could come
PERSON NAME PRO/NOUNS from a different RPG system (e.g. difficult terrain,
PROFESSION OR TITLE critical hit), use bold. If the term sounds like it would
Use this template for NPC persons of interest. I prefer exist primarily within the Lancer system or setting (FULL
to give an NPC a short description before detailing REPAIR, DANGER ZONE), use SMALLCAPS.
information helpful for roleplaying them.

MOTIVATION: What drives this NPC to act? GENERAL STYLE


Some notes on minor style details:
MANNERISMS: What characteristic is most memorable
about this NPC? • Most Lancer publications use an endash (–)
where other publications would use an emdash
QUOTE: “I, Person Name, could probably say this quote (—). When using an endash in lieu of an emdash,
during gameplay.” include a space on both sides: “Hello – have we
met?”
Use an endash for ranges of numbers, with no
ACCESSIBILITY

spaces on either side: “1–2”
All tables and images in this document are assigned alt • When referencing content from another book,
text that can be read by a screen reader. When you format it like so: (Lancer, p. 53) or (Lancer, pp.
update a table’s contents, make sure to update its 50–52).
Table Properties -> Alt Text with an appropriate title
and description friendly to a screen reader.

[8]
COMBAT:
EXAMPLE COMBAT
SITREP: Sitrep (Source, p. ##)

OBJECTIVE(S): Objective details, Escort/Objective stats, e.g. (Size X, Y HP)

ENEMY FORCES
FOR 3 PCS: 1x NPC CLASS 1 (NPC Optional Systems)
1x NPC CLASS 2 (NPC Optional Systems)

FOR 4–5 PCS: Add TEMPLATE to NPC CLASS 1 (Template Optional Systems)

REINFORCEMENTS
FOR 3–5 PCS: 1x NPC CLASS 3 (NPC Optional Systems)

Optionally provide a brief description or summary of the OUTCOME


circumstances of this fight. For detailing the combat’s Detail the potential results of this combat, which may or
sitrep, objective(s), and enemy force, use either the may not vary depending on PC victory or defeat.
wide-format table or the single-column table as
appropriate for your layout needs.
PC VICTORY
Describe how the PCs’ victory shapes the narrative.
SITREP: Sitrep (Source, p. ##) Mention any relevant clocks affected by this result.

OBJECTIVE(S): Objective details, Escort stats e.g. PC DEFEAT


(Size X, Y HP) Describe how the PCs’ defeat shapes the narrative,
ideally with paths to recover from the defeat. Mention
ENEMY FORCES any relevant clocks affected by this result.
FOR 3 PCS: 1x NPC CLASS 1 (Optl. System 1,
Optl. System 2)
1x NPC CLASS 2 (Optl. Systems) REWARDS
1x NPC CLASS 3 (Optl. Systems) Detail PC rewards, like RESERVES or EXOTIC GEAR.

FOR 4 PCS: +1x NPC CLASS 4 (Optl. Systems)


MOVING ON
FOR 5 PCS: Add TEMPLATE to NPC CLASS 1 Cover the aftermath of the combat and how the PCs
can move forward from the result, regardless of
REINFORCEMENTS success or failure.
FOR 3 PCS: 1x NPC CLASS 5 (Optl. Systems)

FOR 4 PCS: +1x NPC CLASS 6 (Optl. Systems)

FOR 5 PCS: Add TEMPLATE to NPC CLASS 6

DETAILS
Include details about the map, enemy force, objectives,
and any other information pertinent to the combat.

TACTICS (OPTIONAL)
Include the typical tactics of the enemy force here. This
section can ease the GM’s cognitive burden while
running combat.

[9]
DOWNTIME HEADER
Downtime sections often discuss special downtime
actions and clocks specific to an adventure. They will
often include tables for randomized reserves, random
events, and relevant faction NPCs.

EXAMPLE DOWNTIME ACTION 1


This is a sample downtime action, with a quick
description.

Use bold to indicate what a player should do (e.g.


state an intention) and roll:

• On 9 or less, a failure or partial success occurs.


• On 10–19, a success occurs, sometimes with a
mild drawback.
• On 20+, a critical success occurs, usually with no
drawbacks whatsoever.

RESERVES TABLE NAME ROLL 1D20


1–2 RESERVE 1 Description 1
3–4 RESERVE 2 Description 2
5–6 RESERVE 3 Description 3
7–8 RESERVE 4 Description 4
9–10 RESERVE 5 Description 5
11–12 RESERVE 6 Description 6
13–14 RESERVE 7 Description 7
15–16 RESERVE 8 Description 8
17–18 RESERVE 9 Description 9
19–20 RESERVE 10 Description 10

[10]
APPENDIX:
EXAMPLE APPENDIX
Use an appendix to include helpful information for later
reference that would otherwise break the flow of
information in a document (e.g., a map, handout, stat
block, or special rules).

Some publications will separate the appendices into an


entirely different section from the rest of the document;
this is appropriate for especially large publications with
long appendices. If a smaller appendix is desired, this
header can be used instead to denote it.

Create the appendices in the order in which they are


referenced in the document. For example, if the first
appendix referenced is a map, put APPENDIX: MAPS
first. It is best practice to start a new appendix on a new
page. It is good practice to group similar information
into a single appendix (e.g., all statblocks in APPENDIX:
STATBLOCKS, maps in APPENDIX: MAPS, etc.).

[11]
MANUFACTURER
MECH TEMPLATE Mech Role
Mech descriptive text blurb goes here.
Use this template to create new mech licenses. Copy, paste, modify, and
delete the Trait, Mount, and Core System tables to meet the needs of the
frame. License headers and sample system tables are included on the next
page. The tables can be copied, pasted, and modified, or their table
templates can be applied to a new table. When not using descriptive
text, delete the descriptive text cell and remove its dotted border.
To extend the License Headers across the entire page, select the license
header, then set its columns to 1. This creates a 1-column section for
the header.

CORE STATS CORE SYSTEM


Size: X Save Target: X CORE SYSTEM NAME
Armor: X Sensors: X Core system descriptive text.
HULL SYSTEMS
HP: X E-Defense: X Integrated Mount: Integrated weapon (if present)
Repair Cap: X Tech Attack: +X
AGILITY SP: X
Evasion: X ENGINEERING Integrated Weapon Name
Speed: X Heat Cap: X Weapon Type, Tags
[ X][ X][ X][X ]
Remove unused icons. Weapon mechanical effects
TRAITS go here, if present. Otherwise, delete this cell.
MECH TRAIT
Mech Trait mechanics go here.
Protocol Core System Name
Active (1CP), Protocol
MECH TRAIT
Core Systems activated on a protocol go here.
Mech Trait mechanics go here.
Action Core System Name
MOUNTS Active (1CP), Action
MAIN AUX/AUX FLEX Core Systems activated using a quick or full action
MOUNT MOUNT MOUNT go here.

MAIN/AUX HEAVY MAIN


MOUNT MOUNT MOUNT

[12]
LICENSE I:
ITEM 1, ITEM 2 PILOT OPTIONS
The following tables provide a framework for pilot gear,
LICENSE II: backgrounds, and talents.
FRAME, ITEM 3, ITEM 4
Pilot Gear Name
LICENSE III: Gear, Tags
ITEM 5, ITEM 6 Pilot Gear descriptive text goes here.

Pilot Gear mechanical effects go here.


Weapon Name
Weapon Type, Tags
[ X][ X][ X][X ] Background Name
Example triggers: Trigger 1, 2, 3, 4
Remove unused icons. Weapon mechanical effects
Background Descriptive text goes here. Leading
go here, if present. Otherwise, delete this cell.
questions related to that background go in italics.
Weapon descriptive text goes here.
This table format can also be used for Mission
Passive System Name Hooks.
X SP, Tags
Mechanical effects for systems that have the AI or
Mod Tag or aren’t activated with an action go here. TALENT TEMPLATE
System descriptive text goes here. Talent descriptive text goes here.

Protocol Name TALENT RANK 1


X SP, Protocol, Tags Talent Rank 1 mechanical effects go here. Sometimes,
Protocol mechanical effects go here. a talent provides options in a list, like this:
Protocol descriptive text goes here.
• OPTION 1: New Option 1 goes here.
Action System Name • OPTION 2: New Option 2 goes here.
X SP, Action, Tags • OPTION 3: New Option 3 goes here.
Mechanical effects for systems activated with
actions go here. They can be described like above, with or without an
System descriptive text goes here. OPTION NAME.

Reaction Name TALENT RANK 2


Reaction, X/round, Tags Talent Rank 2 mechanical effects go here. Sometimes,
Trigger: Reaction trigger goes here. a talent grants an additional item, like an action,
Effect: Reaction effect goes here. reaction, tech action, system, or weapon, like below:

Single Tech Action Name Reaction Name


X SP, Quick/Full Tech, Tags Reaction, X/round, Tags
Tech Action mechanical effects go here. Trigger: Reaction trigger goes here.
Tech Action descriptive text goes here. Effect: Reaction effect goes here.

Multi Tech Action Name Simply copy and paste the appropriate table from the
X SP, Quick/Full Tech, Tags mech systems list into the corresponding cell that
The type of tech option (e.g. INVADE or BOLSTER) provides the item.
goes here. For each new option, add two rows,
then set the font size for the purple-shaded row to
1. TALENT RANK 3
Talent Rank 3 mechanical effects go here.
OPTION 1: Option 1 mechanics go here.
OPTION 2: Option 2 mechanics go here.
Tech Action descriptive text goes here.

[13]
NPC CLASS TEMPLATE NPC Class Role
NPC Class descriptive text blurb goes here.
Use this template to create NPC classifications (e.g. Bombard, Ronin).
Copy, paste, modify, and delete the sample Trait, Weapon, and System
tables included below to meet the needs of the NPC Class. If using Word,
you can instead apply the tables’ templates to a new table.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +X Systems: +X Hull: +X Systems: +X Hull: +X Systems: +X
Agility: +X Engineering: +X Agility: +X Engineering: +X Agility: +X Engineering: +X

CORE STATS CORE STATS CORE STATS


HP: X Armor: X HP: X Armor: X HP: X Armor: X
Evasion: X E-Defense: X Evasion: X E-Defense: X Evasion: X E-Defense: X
Speed: X Size: X Speed: X Size: X Speed: X Size: X
Heat Cap: X Save Target: X Heat Cap: X Save Target: X Heat Cap: X Save Target: X
Sensors: X Sensors: X Sensors: X

TACTICS OPTIONAL SYSTEMS


Tactics for the NPC Class go here. Typically includes Optional Systems for the NPC Class go here. Copy,
the NPC’s playstyle, including how to play to its paste, and modify any of the trait, weapon, or system
strengths and how PCs can exploit its weaknesses. tables from this page to create the NPC’s list of options.

BASE SYSTEMS NPC System Name


Base Systems for the NPC Class go here. Copy, paste, System, Action, Tags
and modify any of the trait, weapon, or system tables System mechanical effects go here.
from this page to create the NPC’s basic loadout.
NPC Reaction Name
NPC TRAIT Trait, Tags Reaction, X/round, Tags
NPC Class Trait mechanics go here. Trigger: Reaction trigger goes here.
Effect: Reaction effect goes here.
NPC TRAIT – OVERFLOW
Trait, Tags NPC Single Tech Action Name
NPC Class Trait mechanics go here. Use this box System/Trait, Quick/Full Tech, Tags,
when Trait Name and Trait Tags don’t fit on a single +X/+Y/+Z, +X /
line. Tech Action mechanical effects go here.

NPC Weapon Name NPC Multi Tech Action Name


Weapon Type, Tags, +X/+Y/+Z, +X / System/Trait, Quick/Full Tech, Tags,
[ X][ X][ X][X ] +X/+Y/+Z, +X /
Wrap tags and stats as needed in the header. The type of tech option (e.g. INVADE or BOLSTER)
Remove unused icons. Weapon mechanical effects goes here. For each new option, add two rows,
go here, if present. Otherwise, delete this cell. then set the font size for the purple-shaded row to
1.
NPC Protocol Name OPTION 1: Option 1 mechanics go here.
System/Trait, Protocol, Tags OPTION 2: Option 2 mechanics go here.
Protocol mechanical effects go here.

[14]
ENEMY MECH
NPC STATBLOCK NPC Class & Template(s)
NPC Class Role

NPC descriptive text blurb goes here.


Use this template to create readable statblocks for pre-built NPCs.
Copy, paste, modify, and delete the sample Trait, Weapon, and System
tables included below to create an NPC. Usually, these NPCs are created
for a specific tier of play, so by default the statblock omits details
on how to scale the NPC to different tiers.

HUL: -X HP: X Armor: X TEMPLATE REMINDER


AGI: -X Evasion: X Speed: X Put NPC Template reminder text here.
SYS: +X E-Defense: X Save Target: X
ENG: +X Heat Cap: X Sensors: X

SYSTEMS
PREBUILT NPC TRAIT Trait, Tags Prebuilt NPC System Name
NPC Class Trait mechanics go here. System, Action, Tags
System mechanical effects go here.
PREBUILT NPC TRAIT – OVERFLOW
Trait, Tags Prebuilt NPC Reaction Name
NPC Class Trait mechanics go here. Use this box Reaction, X/round, Tags
when Trait Name and Trait Tags don’t fit on a single Trigger: Reaction trigger goes here.
line. Effect: Reaction effect goes here.

Prebuilt NPC Weapon Name Prebuilt NPC Single Tech Action Name
Weapon Type, Tags, +X, +X / System/Trait, Quick/Full Tech, Tags, +X,
[ X][ X][ X][X ] +X /
Wrap tags and stats as needed in the header. Tech Action mechanical effects go here.
Remove unused icons. Weapon mechanical effects
go here, if present. Otherwise, delete this cell. Prebuilt NPC Multi Tech Action Name
System/Trait, Quick/Full Tech, Tags, +X,
Prebuilt NPC Protocol Name +X /
System/Trait, Protocol, Tags The type of tech option (e.g. INVADE or BOLSTER)
Protocol mechanical effects go here. goes here. For each new option, add two rows,
then set the font size for the purple-shaded row to
1.
OPTION 1: Option 1 mechanics go here.
OPTION 2: Option 2 mechanics go here.

[15]
SITREP TEMPLATE

Sitrep descriptive text goes here. CONTROL ZONE/OBJECTIVE


Describe the layout of the control zones or objective, as
Sitrep overview goes here. Feel free to create your own well as how the PCs can interact with them within the
sitrep diagrams using drawings, images, textboxes, sitrep.
etc. Make sure to include any appropriate Zones or
Objectives as described under Sitreps in the Lancer
Core Book. ENEMY FORCES
Describe how many enemy NPCs the GM should
prepare for the sitrep, including how many should be
VICTORY CONDITIONS initially deployed and how many should be held as
• PC Victory: Describe what the PCs must do in Reinforcements.
order to win.
• Enemy Victory: Describe the conditions that lead
to PC defeat. DEPLOYMENT
Describe the order of deployment (e.g. GM first or PCs
first), as well as the valid locations for each side’s
deployment.

REINFORCEMENTS
Describe where, when, and in what quantity the GM
can deploy reinforcements.

VICTORY TRACKING
If applicable, describe rules relevant for PC victory (e.g.
scoring points or extracting an objective).

[16]
COLOR PALETTE DOWNTIME TAN
Colors used by official Lancer publications, including Hex RGB
their Hex code, RGB code, and typical usage. Header #8f5036 143, 80, 54
Uses: Downtime headers
LANCER LIGHTEST RED
Hex RGB COMBAT CHARCOAL
Header #e1484b 225, 72, 75 Hex RGB
Uses: License I Header, some Footers Header #221e1f 34, 30, 31
Uses: Combat headers
LANCER CHERRY RED
Hex RGB WEAPON BLACK
Header #d11b20 209, 27, 32 Hex RGB
Uses: Some Sidebars, some Footers, some Table Header #000000 0, 0, 0
Borders (Sitrep diagrams) Background #f2f2f2 242, 242, 242
Uses: Weapons
LANCER RED
Hex RGB PROTOCOL ORANGE
Header #c21f25 194, 31, 37 Hex RGB
Background #f8e8e9 248, 232, 233 Header #c75900 199, 89, 0
Uses: Title headers, Systems, Traits, Mounts, Background #f9eee5 249, 238, 229
Footers, most Sidebars, most Table Borders, Uses: Protocols
General Use (Default Color)
ACTION GREEN
LANCER DEEP RED Hex RGB
Hex RGB
Header #67bc45 103, 188, 69
Header #8f0001 143, 0, 1
Background #e0f1d9 224, 241, 217
Uses: License II Header, some Footers
Uses: Quick Actions, Full Actions
LANCER DARK RED TEXT REACTION TEAL
Hex RGB
Hex RGB
Header #640a0d 100, 10, 13
Header #0a7675 10, 118, 117
Uses: Read Aloud Text
Background #e6f1f1 230, 241, 241
Uses: Reactions, Example text, Mission blocks
LANCER DARKER RED
Hex RGB
TALENT BLUE
Header #450304 69, 3, 4
Hex RGB
Uses: License III Header, some Footers
Header #3a81c3 58, 129, 195
Uses: Talents
LANCER DARKEST RED
Hex RGB
TECH ACTION PLUM
Header #340000 52, 0, 0
Hex RGB
Uses: some Footers
Header #7d2477 125, 36, 119
Background #f2e9f1 242, 233, 241
TABLE GREYS Uses: Tech Actions, Beat headers
Hex RGB
Header #929497 146, 148, 151
NARRATIVE PURPLE
Background #e0e2e5 224, 226, 229
Hex RGB
Uses: Subtle table text, banded table backgrounds
Header #87007F 135, 0, 127
Background #f2e9f1 242, 233, 241
GEAR BROWN Uses: Backgrounds, Mission Hooks
Hex RGB
Header #4b000d 75, 0, 13
Background #ece7e7 236, 231, 231
Uses: Pilot Gear

[17]
COMMON ICONS RANK ICONS
The “Lancer-Icons” font file included in this package NAME DARK LIGHT
contains most icons that can typically be found in an Talent Rank 1
official Lancer publication. The icons are included in the Talent Rank 2
table below for easy copy-and-paste. Alternatively, use
Talent Rank 3
either Character Map (Windows) or Character Viewer
(Mac), find the Lancer-Icons font, and retrieve the icons NPC Tier 1
from there. NPC Tier 2
NPC Tier 3
When designing for accessibility, it is recommended to NPC Custom
forgo these icons and instead type what they represent
(e.g. replace with kinetic damage). OTHER ICONS
NAME DARK LIGHT
DAMAGE ICONS Pilot
NAME DARK LIGHT Mech
Kinetic Activate
Energy Deactivate
Explosive Core Bonus
Heat Weapon
Burning System
Variable Trait
Weapon Mod
RANGE ICONS System Point
NAME DARK LIGHT Repair
Range Reactor
Threat Overcharge
Blast Melee
Burst
Cone
Line
Accuracy
Difficulty

ROLE ICONS
NAME DARK LIGHT
Artillery
Controller
Defender
Striker
Support

SIZE ICONS
NAME DARK LIGHT
Size 1
Size 2
Size 3
Size 4
Size 1/2

[18]

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