Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
ToWhatEnd
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Re: Alternate Core Documents

Post by ToWhatEnd » Wed Nov 28, 2012 5:16 pm

Viewing_Glass wrote:Seriously, the question isn't how much damage a corpse does. That's a GM call. However, the question is why your GM sent you against Hell Hounds at level 1. Seriously.
He was fucking with us. Anyway it didn't really matter, we were just testing Kkat's rule set out so the sniper who died came back when we did the campaign proper. We did some standard test with Raiders and shit at the beginning but then he decided to drop in Hell Hounds just to fuck and laugh at us. Probably to see how well we would work together as a group. He obviously did not expect my character to single-hoofly kill all of them. Next combat test we did didn't go so well, maybe it was because I wasn't there, or because one of the other PCs tried to channel my spirit and charged into a hoard of Raiders, Facehoofed himself so much that he only had 3 HP left, then ran back with his remaining AP and began begging the Medic to heal him. Now the GM is thinking of Fun (As in Dorf Fort 'fun') things to fight us and hopefully kill me. The Dice Gods seem to just love my character for some reason.

So yeah we established 3 house rules:

Tripping is OP. Set the AP requirement high so The Fear won't jump around and trip an entire room full of Enclave ponies.

We decided to start at level 3 so we wouldn't be missing all the damn time like we were playing Morrowind. Plus it made sense because most of the other Players mentioned previous adventuring experience in their background, so it seemed smart to not make them shoot as bad as someone who has just popped straight out of a Stable.

Kill my PC as fast as possible.


For example. I went Zebra mostly because of the Alchemy Potion that allows you to stick to surfaces and climb them like a spider. He warned me that he would put ceiling mines up just to fuck with me. So from now on I made a mutual agreement with our tank Earth Pone that I would fuse our backs together and he would scale and soak up the bulk of the damage while I hanged on and used reaction to cripple enemies with my Dart Gun. Seems pretty solid so far. We're of course going to drug him till he has 10 STR and END so there's no way in hell he's losing a test to hang on, our GM will have to become even more devious.

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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Thu Nov 29, 2012 3:13 am

I can only see this end in a clash between players and the GM. That is almost never fun. <.<
But please stop this discussion here and don't derail the thread. ;)

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Nov 29, 2012 8:40 pm

So, I have finished up a majority of my modifications to a new character sheet. Separated by the races present in the Alternate Core Documents (Ghoul not included, since anything except Alicorn's can be ghouls), this should make things a bit neater for everypony.

Future inclusions will include automating the calculations for Rad Sickness, as well as anything else I might think of. Any suggestions are appreciated. :pinkiehappy:

https://docs.google.com/spreadsheet/ccc ... XN0E#gid=0

Doubleclick
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Re: Alternate Core Documents

Post by Doubleclick » Sat Dec 01, 2012 4:12 pm

ToWhatEnd wrote:How much damage should a corpse do assuming the GM allows the player to use other PC's bodies as weapons?

Okay. Let me explain.

I've been playing an Zebra character that I've been (loosely) basing off of The Fear from MGS3. Because of that my character has 8 STR and 10 AGI ( 9 + Small Frame, so I describe my character as a Bald, 54 year old, midget Zebra). We were doing a practice combat session with Hellhounds at level 1. Needless to say it wasn't going so well. A lot of our guys were getting put into dieing state really fast and our Medic was jumping around the place trying to keep everyone going. Anyway our sniper got killed and everyone started trying to lure the Hellhounds towards an impromptu minefield they were trying to set up. I refused to back down since that would be OOC for The Fear. So I jumped 65 yards from several consecutive rocks the GM placed to test cover then tripped one of the Hellhounds with the grace of the Dice Gods and Chems. Originally I was going to choke the Hellhound unconscious but the Medic refused to 'waste' medical supplies on keeping me alive for 10 turns. So I asked the GM to let me use our Sniper's dead body as a unarmed weapon. He let me, and decided that 2xSTR+2d10 and 20 AP was fair enough. I got 5 consecutive crits in a row and killed the Hellhound in a single round at level 1. Then I preceded to Parry and kill all of the other ones with the corpse as well without taking any damage. :bjpshrug:

So, now to my point. Does 2xSTR+2d10 sound fair for corpse damage? Or should we Nerf it? Maybe apply condition penalties unless the character died from some non-combat related thing.
The damage is fine considering a corpse isn't as solid as a piece of rebar, but as unbalanced as it is, the rebar is still a heck of a lot easier to wield. A rebar club is 40 AP to wield, so that's the minimum I would set as an AP cost for using a corpse as a weapon. Also, a corpse wouldn't last long against Hellhound claws. Just use a good sword and you'll do better.

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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Dec 01, 2012 9:08 pm

radmelon wrote:Well, her is the first of the races that jojolagger and I homebrewed, up for review. I feel the perks are somewhat lacking, but I wanted to make sure what I had was balanced before doing more.

Diamond dogs:
Spoiler: show
-Hands (-10 item use AP cost)
-Claws (+d10 to unarmed damage)
-Burrowing level 1
-Can take earth pony cybernetic perks
-No cutie mark (2 tag skills only)
Diamond Dog perks:
Spoiler: show
-Burrow (ranks 1/2/3)(lvl 0/4/12, STR -/6/8): You may dig at half walking speed through loose sand (1), hard-packed dirt (2), or stone (3)
-Rapid burrower (burrow rank 2, lvl 6): You may dig through sand (Burrow rank 2), or through dirt (Burrow rank 3) at your full walking speed.
-Gem hunter (lvl 6): You gain +1 LCK and can find gem caches underground.
-Steel Claw (ranks 1/2) (lvl 2/2): Replaces Iron Hoof: +d10 damage when using unarmed. At rank two will cause huge rends in flesh that bleed for an additional d10 damage until victim is healed or bandaged.
-Death from below (lvl 8): If you attack from hiding underground, you get +10 to hit and deal +2d10 damage.
-Pack hunter (ranks 1/2)(lvl 6/14, CHA 4/6): Allies get +5(rank 1) or +10(rank 2) to hit a target you attacked on your last turn.
-Howl of the hunt (pack hunter rank 2, lvl 18): CHA times per day, you may give all allies that can hear you +10 AP and DT 5 for 5 rounds for 20AP. This does not stack.
-Intimidating presence (lvl 10): You are naturally bigger than all non-mutants and as a race are re-known for violence. Intimidating, coercing or otherwise bullying others around using Speech is noticeably more effective, even when failing the roll itself.
Any comments/questions/suggestions/chastisements?
I hate to sound pissy, but am I just wasting my time posting this stuff? I don't think I've gotten a response to anything I've posted since my original shotgun DT comment, and if my critiques are going to be ignored I'm just going to stop posting for a while. :pinkiesad2:
Bloody mess: The gift that keeps on gibbing.

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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Tue Dec 04, 2012 3:46 am

I was just checking on my sheets for movement speed and saw this:
Rulebook wrote:Movement: Basic movement of up to half your (END + [AGI x 2]) in yards costs 15 AP
So is it now (END+AGI*2)/2 or END+AGI*2 for 15 AP? Could someone please clarify this here and in the rulebook? Thanks!

Ah nevermind. I understood it now. But it should still be clarified. It is a bit confusing at start.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sat Dec 08, 2012 3:46 am

Side note: How do Pulse Slugs, Anti-Matrix Grenades, and Pulse Mines interact with armor? Right now they grant additional damage vs robots and Power Armor. My question is: Since damaging armor now requires a crit, does this mean they do additional damage to opponents wearing Power Armor? Or is this an artifact of an older system?

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Mon Dec 10, 2012 12:28 am

On request, I have reworked the rules for anti-matrix weapons on the tiered weapons list. (These changes are both open for discussion and subject to uSea's veto.) Please let us know what you think.
:lwalk:

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Mon Dec 10, 2012 1:10 am

Kkat wrote:On request, I have reworked the rules for anti-matrix weapons on the tiered weapons list. (These changes are both open for discussion and subject to uSea's veto.) Please let us know what you think.
:lwalk:
Both the groups I'm in are using TenMihara's equipment doc, so... :pipshrug:
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Dec 10, 2012 2:07 pm

Looks good! I assume the DR on Power Armor applies to the bonus damage gained from the Anti-Matrix property?

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