I think it is. TK can lift anything that will fit within a certain volume of space, whether that something is alive, dead, or nonliving.Viewing_Glass wrote:Unless my understanding is incorrect...
Alternate Core Documents
- SilverlightPony
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Re: Alternate Core Documents
Re: Alternate Core Documents
Viewing_Glass wrote:Because of Math, the formula for flight speed is (Rank of Flight Perk)*(1.8)*(Land Speed). Treat the Sonic Rainboom Perk as Flight 5 for the purposes of this formula.
Wow: Really excellent work on that, Viewing_Glass! I'm adding it to the rules immediately. Well, with a minor change. I'm changing 1.8 to an even 2 in order to keep the math simple for players like me who don't do recreational math.
--Kkat
Re: Alternate Core Documents
Correct.SilverlightPony wrote:I think it is. TK can lift anything that will fit within a certain volume of space, whether that something is alive, dead, or nonliving.Viewing_Glass wrote:Unless my understanding is incorrect...
Re: Alternate Core Documents
New Rules and rules adjustments:
Magical energy damage is now extremely nasty, as per Fallout: Equestria. There is a new paragraph within the Healing section that covers magical energy damage. Additionally, several spells in the Medical and Offense sets have had minor adjustments to indicate whether they affect or inflict magical energy damage. An additional note has been added to the alchemy recipe for the Super Restoration Potion. (Also fixed the strain costs for Alter Physiology.)
New Movement Action: Flying. Thanks to Viewing_Glass, we now have solid rules for movement distances while flying.
New Advanced Combat Action: Choke.
New Traits and Perks! The three traits and three perks from the Shamanism document have been added, as has the new Blank Flank trait and Cybernetic Surgeon perk.
Alchemy: Fixed the recipe for Stampede. Thank you, TenMihara, for the catch!
Also, corrected the name of RadSafe.
Let us know how these work in playtesting!
Magical energy damage is now extremely nasty, as per Fallout: Equestria. There is a new paragraph within the Healing section that covers magical energy damage. Additionally, several spells in the Medical and Offense sets have had minor adjustments to indicate whether they affect or inflict magical energy damage. An additional note has been added to the alchemy recipe for the Super Restoration Potion. (Also fixed the strain costs for Alter Physiology.)
New Movement Action: Flying. Thanks to Viewing_Glass, we now have solid rules for movement distances while flying.
New Advanced Combat Action: Choke.
New Traits and Perks! The three traits and three perks from the Shamanism document have been added, as has the new Blank Flank trait and Cybernetic Surgeon perk.
Alchemy: Fixed the recipe for Stampede. Thank you, TenMihara, for the catch!
Also, corrected the name of RadSafe.
Let us know how these work in playtesting!
Last edited by Kkat on Sat Nov 03, 2012 10:28 am, edited 7 times in total.
Re: Alternate Core Documents
Creating cybernetics is a bit beyond a PC skill set and should remain in the hooves of NPc specialists. However, I really like the Cybernetic Surgeon perk and will be looking to add it into the perks list.Viewing_Glass wrote:So, a couple ideas to add to the document, in terms of perks, as well as a new unicorn spell.
Re: Alternate Core Documents
Once again I want to repeat my questions to the creator of the RP system...-_- I hope you all don't mind.
1)What exactly Karma do and what role in game mechanics it fills? When I should check Karma of characters(except for perks)?
4)If Medic use Sound Slumber does he recover Strain while spell last?
5)Hea&Restoration spells. What exactly they heal? Wounds? Limb health? Both? Wording is kinda unclear on this...
Also, I noticed that with current version of rules most fights last only a couple or so rounds. Not a problem, sure, but it negates the possibility of long battles if characters more or less capable in fight. My fellow player created a griffin fighter which does something like 1000+ damage to one target in a round and is is only 5th level.
It almost doesn't matter which level monster is right now, at least in my opinion. Wounds goes down really quickly and it's very hard to do tough enemy(tank-like) without some heave custome perks or power armor.
1)What exactly Karma do and what role in game mechanics it fills? When I should check Karma of characters(except for perks)?
4)If Medic use Sound Slumber does he recover Strain while spell last?
5)Hea&Restoration spells. What exactly they heal? Wounds? Limb health? Both? Wording is kinda unclear on this...
Also, I noticed that with current version of rules most fights last only a couple or so rounds. Not a problem, sure, but it negates the possibility of long battles if characters more or less capable in fight. My fellow player created a griffin fighter which does something like 1000+ damage to one target in a round and is is only 5th level.
It almost doesn't matter which level monster is right now, at least in my opinion. Wounds goes down really quickly and it's very hard to do tough enemy(tank-like) without some heave custome perks or power armor.
- SilverlightPony
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Re: Alternate Core Documents
How the...!? That seems like an exploit or intentional misinterpretation of some rules or something. I kinda wanna see that character sheet now. :/Chayn wrote:My fellow player created a griffin fighter which does something like 1000+ damage to one target in a round and is is only 5th level.
Re: Alternate Core Documents
*flipped through files* All right, not so much, if we don't count one homerule, but still even after excluding this we only lose 3d10 damage from strike.
5th level griffin with STR 10 AGI 10 wielding two Spiked gloves(Spiked shoe, 2*STR+10+d10 DAM, 15AP) using his full AP(85(withoud Dash, add +15)) make 6 to 7 double attacks(last ones with Wild swing option). If all strikes hit, it means 12(14) hits resulting in 360+12d10 or 420+14d10 DAM. With that homerule when griffin racial perk Steel Claw add his damage bonus on slashing Unarmed weapons we got another 24d10 to 28d10 bonus DAM.
Well, it's already not a thousand, but still more than enough to kill rather tough guys.
And you didn't heard about TK trick!
Telekinesis is a simple spell. So... let's say we got POT 5 VER 5 Unicorn who could use only that spell. Ok, fine. We could fine manipulate up to 5 objects... how about 5 floating battle saddles each armed with 4 Magical pistols? Problem is...
"Multiple Weapons: Attacking with two weapons at the same time (no additional AP cost) gives a -20% penalty to accuracy if both are aimed at the same target, or -40% penalty to accuracy if aiming at different targets. (These penalties may be reduced by some perks.) This penalty does not apply to weapons mounted in Battle Saddles."
There is no rules against using more than two weapons if you could use them. What do we got? Let's say our unicorn use some AP drug and got 75 AP. That means he/she could fire 5(5times for each 15AP)*4(number of magpistols per battle saddle)*5(number of saddles)=100 number of shots per turn at one taget. Damage... it depends heavily on type of Spark cell used.
*sigh* I guess it something like that.
5th level griffin with STR 10 AGI 10 wielding two Spiked gloves(Spiked shoe, 2*STR+10+d10 DAM, 15AP) using his full AP(85(withoud Dash, add +15)) make 6 to 7 double attacks(last ones with Wild swing option). If all strikes hit, it means 12(14) hits resulting in 360+12d10 or 420+14d10 DAM. With that homerule when griffin racial perk Steel Claw add his damage bonus on slashing Unarmed weapons we got another 24d10 to 28d10 bonus DAM.
Well, it's already not a thousand, but still more than enough to kill rather tough guys.
And you didn't heard about TK trick!
Telekinesis is a simple spell. So... let's say we got POT 5 VER 5 Unicorn who could use only that spell. Ok, fine. We could fine manipulate up to 5 objects... how about 5 floating battle saddles each armed with 4 Magical pistols? Problem is...
"Multiple Weapons: Attacking with two weapons at the same time (no additional AP cost) gives a -20% penalty to accuracy if both are aimed at the same target, or -40% penalty to accuracy if aiming at different targets. (These penalties may be reduced by some perks.) This penalty does not apply to weapons mounted in Battle Saddles."
There is no rules against using more than two weapons if you could use them. What do we got? Let's say our unicorn use some AP drug and got 75 AP. That means he/she could fire 5(5times for each 15AP)*4(number of magpistols per battle saddle)*5(number of saddles)=100 number of shots per turn at one taget. Damage... it depends heavily on type of Spark cell used.
*sigh* I guess it something like that.
- Viewing_Glass
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Re: Alternate Core Documents
Wait...by double attacks do you mean dual-wielding, or bucking?
And dual-wielding does specifically say two weapons. Now, assuming your unicorn has the ability to lift the area taken up by two battle saddles (Which, I doubt he/she does), yes, she could fire two of them. However, your unicorn has the following problems:
DT applies separately to each gun in the battle saddle.
The guns in each saddle won't fire unless those guns are all linked in each battle saddle...which requires a mechanics 100. And you can't just buy quad-linked battle saddles.
Finally, that unicorn is using 8 times the ammunition. Which means that unicorn is using up 8 times as many caps as any other pony.
And dual-wielding does specifically say two weapons. Now, assuming your unicorn has the ability to lift the area taken up by two battle saddles (Which, I doubt he/she does), yes, she could fire two of them. However, your unicorn has the following problems:
DT applies separately to each gun in the battle saddle.
The guns in each saddle won't fire unless those guns are all linked in each battle saddle...which requires a mechanics 100. And you can't just buy quad-linked battle saddles.
Finally, that unicorn is using 8 times the ammunition. Which means that unicorn is using up 8 times as many caps as any other pony.
Re: Alternate Core Documents
I wonder... so if I crippled my leg or torso to which skills I got -10? Something rare like buck of some more advanced combat actions?Limbs crippled with magical energy damage which are healed through natural healing, healing potions or Regeneration will be permanently debilitated, causing the character to suffer a -10 penalty on skill rolls for actions with that limb.
Dual-wielding.Wait...by double attacks do you mean dual-wielding, or bucking?
*sigh*And dual-wielding does specifically say two weapons. Now, assuming your unicorn has the ability to lift the area taken up by two battle saddles (Which, I doubt he/she does), yes, she could fire two of them. However, your unicorn has the following problems:
So with POT 5 we are able to lift a hellgound or a bison. I highly doubt that mere battle saddle or more of them use more cubic foots(or was it feets?) than a couple of adult ponies, really.The caster may attempt to move or manipulate any object which fits into a cube of space equal to (Potency) feet on each side. A potency of 4 is required to lift an adult pony, 3 for an adult pony with the Small Frame trait, and 2 for a foal.
I know those prohibitions, really, but 100 Mechanics is something like a... 5th level mechanic, if not dip into other skills so much. And, yeah, all right... how about the same number of Recharger Pistols? I'm not talking about all the difficulties right now, which are not so difficult, but about pulverizing enemy in seconds, even a toughest one. It's not so hard. And you don't got to use it all the time! Only if you see a REALLY strange big creature, which don't happen ofter. I just... don't know, it doesn't simply feel right to me, that's all. I feel like combat lack balance or something, or at least I think it is. Dunno, it's a good system, but I'm at loss.DT applies separately to each gun in the battle saddle.
The guns in each saddle won't fire unless those guns are all linked in each battle saddle...which requires a mechanics 100. And you can't just buy quad-linked battle saddles.
Finally, that unicorn is using 8 times the ammunition. Which means that unicorn is using up 8 times as many caps as any other pony.