Infinity: Defiance Week – Upgrading Your Characters
October 30, 2019 by crew
In this video we're going to be looking at the Experience Trees available to the heroes in Infinity: Defiance as Corvus Belli talk us through the different choices you can make when upgrading your characters between games plus how this affects the spaceship too!
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I like the idea of cards for progression. Been enjoying Core Space but it’s a lot of paper shuffling (especially with beer) checking what a symbol allows you to do.
oh yeah that is one thing that keeps me wanting to play Core Space, im glad they have the upgrade system here as well
I’m gonna make index cards that each have a different thing on them, that was we don’t have to keep checking the book.
The addition of a legacy’ish system does add a bit off replayability to the game that I like.
Considering vast catalogue of minis (including named heroes) and deep fluff CB developed up to date, I’d say that replayability is at any RPG level, some fans already work on new scenarios and settings.
Good points, and I like hearing that the community is working on additional content.
I read “upgrades” and see no cybermen… *sad*
This is a great and simple way to get involved in the game
This looks very like the progression mechanism in Brimstone. Not a complaint, it works well in that game.
they talk about cover a few times, i would love to be able to play this on my own terrain peaces. i wonder if they will have a way to go that?
Nice system to give flavor to the game
I do enjoy games with a progression system, it really adds an extra layer that scenarios just can’t provide. Using cards to enable the progression is an interesting idea.
Doesn’t look overly complicated or like it will bog down the game — especially since Defiance is co-op and as long as every player is competent, you should only have to focus on your cards and can learn the other characters’ capabilities as you play.
Progression tree is cool.
This game looks better and better the more I see of it.
Sounds good.
My interest couldn’t be any more piqued.
I like the co-op element of the game
What would be even more simple than learning what each symbol means, would be simply to say: If you roll a 1-3 on the black six sided dice, you block an additional hit. 1-3 is no hit, 4-5 is one hit and 6 is a critical hit. That is much easier than special dice symbols, because you already know a six sided die from all the other systems using a 6 sided die. You don’t have to sit there and mull over what the spiky symbol means, compared to the star. I’ve lately started to play Genesys Roleplaying system with… Read more »
Assuming the dice mechanic is the same as Aristeia then it’s not as straightforward as your example suggests. You’re rolling for attack, defence and switches. You can fail in your attack but still activate another ability with switches. Sometimes you may launch an attack in the hope of getting a switch.
You can see an image of all the faces of all the dice in Aristeia here:
http://www.lead-rising.com/2017/08/aristeia-rules-summary.html
The system is pretty simple when you play and would be more difficult without symbols in my opinion.
I looked up a pic of those Genesys dice and they have a lot more going on!
If we assume they are the same dice… then you could say with exception of the black die, every 6 is a crit. Crit does X (whatever its color does). Then you have say the yellow dice with a 2 up is a Pow (!), a roll of 4 is a Strike (Star) in addition, 5 is a double Pow (!!) and a strike (Star) and 6 is a Crit giving you one of each. Red Dice you can do the same.. 2 up is a strike, 3-4 is a Pow in addition, 5 is a double strike and a… Read more »
Orange, blue and yellow dice have faces containing both attack and defence. This allows both characters to do damage to each other on the same roll. You may find that one character does 3 damage to their opponent, while the other does 1 damage back. It’s not a case of whoever rolls highest wins. In your system you’d need to do two separate rolls for this. The blue dice has one face with a hit, a block and a switch. It has another face with two blocks and a switch. Two blocks aren’t a crit, they’re just two blocks. Which… Read more »
Imperial Assault has similar systems. You roll six sided dice to attack but each face will have up to 2 of 3 symbols displayed on it – a number – hit icons – “surge” icons (similar to switches) Using a combination of the 3 you work out your range, number of hits and how many specials you can trigger. It’s a great mechanic with higher numbers increasing the distance you can shoot having lower numbers of hits. There’s no way to replicate that with a standard 6 sided dice without some kind of lookup table. Custom dice can definitely bring… Read more »
I really like this upgrade system. Especially since it’s not a fixed advancement
This looks like a really straight forward mechanic.
Hope they offer a play mat that shows the inside of the ship and the various locations versus just the picture of the ship and spots to be on. Would be more immersive if you had a ship interior.
I want a miniature of the ship lol
Like the upgrades system, allows you to put your own stamp on the character
Looks like you could almost turn this into an RPG work a little creative effort (and yes, I do realize that there is one by Modiphius).
Adds to the replay ability plain and simple. Great stuff!
so you can ultra specialise your specialist’s.
I love the branching upgrades, gives it a lot of replayability getting to try out different play styles with each of different characters.
Warzan is 100% correct when he says that levelling up your character is the key to Dungeon Diving, it allows you to be what ever you choose ( Good, Eval, Strong or Cunning ) its why we as gamers play. It allows us to be that person we all have inside but some of us never show.
Easy way to upgrade and store characters between sessions.
looks great. Hope they build in a way for DMs to build their own stories and add features