Alternate Core Documents
Re: Alternate Core Documents
Oh! Thank you TyrannisUmbra.
In that case: the size of the bore (the guage) doesn't really effect the pellets per shot. Pellets can be made larger for the larger guage, and I think it's safe to assume that the majority of the Wasteland's munition is hoof-crafted. To make the math easier, I would standardize either the shot or the shotguns; my choice would be the former. One could make a limited (like three) kinds of shot. Slugs, buckshot, and coin I guess (No birdshot, we'd be dealing with hundreds of pellets). We can represent the relative power of the pellets themselves with a negative DT penetration; the more pellets, the less penetration.
Example: For 12-gauge buckshot 8(4+2d6) +/-0%DT, slugs 1(32+1d6) -50%DT(to the target), and coin 16(2+3d6) +50%DT
When you go up to 8-gauge add -50%DT to each of these, and +50%DT for 20-gauge. Or, if you prefer, you can add or subract 50% of the pellets when changing guages. Overall, I think this will represent shotguns as the anti-personnel weapons they are. What do y'all think?
[Edit: for the 8-gauge slug better add -25%DT, for a total of -75%]
[Edit: It's been a while since I looked at this. Maybe the slugs should have the 0% change to DT. Buckshot + 50%. Coin + 100%.]
In that case: the size of the bore (the guage) doesn't really effect the pellets per shot. Pellets can be made larger for the larger guage, and I think it's safe to assume that the majority of the Wasteland's munition is hoof-crafted. To make the math easier, I would standardize either the shot or the shotguns; my choice would be the former. One could make a limited (like three) kinds of shot. Slugs, buckshot, and coin I guess (No birdshot, we'd be dealing with hundreds of pellets). We can represent the relative power of the pellets themselves with a negative DT penetration; the more pellets, the less penetration.
Example: For 12-gauge buckshot 8(4+2d6) +/-0%DT, slugs 1(32+1d6) -50%DT(to the target), and coin 16(2+3d6) +50%DT
When you go up to 8-gauge add -50%DT to each of these, and +50%DT for 20-gauge. Or, if you prefer, you can add or subract 50% of the pellets when changing guages. Overall, I think this will represent shotguns as the anti-personnel weapons they are. What do y'all think?
[Edit: for the 8-gauge slug better add -25%DT, for a total of -75%]
[Edit: It's been a while since I looked at this. Maybe the slugs should have the 0% change to DT. Buckshot + 50%. Coin + 100%.]
Last edited by sophos on Tue May 12, 2015 12:04 pm, edited 1 time in total.
Re: Alternate Core Documents
Rules Adjustment
We are altering the strain cost of magical spells with rapid-fire capabilities. Arcane Blast now has a cost of 10 per shot, regardless of level, allowing the number of shots fired to create the cost scaling. Please let us know how this works for everyone.
Edit!
Actually, let's try the suggestion below by Viewing Glass instead.
We are altering the strain cost of magical spells with rapid-fire capabilities. Arcane Blast now has a cost of 10 per shot, regardless of level, allowing the number of shots fired to create the cost scaling. Please let us know how this works for everyone.
Edit!
Actually, let's try the suggestion below by Viewing Glass instead.
Last edited by Kkat on Wed Sep 03, 2014 6:55 pm, edited 1 time in total.
- Viewing_Glass
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Re: Alternate Core Documents
Hrm... you do realize that with a Versatility 5 unicorn using the Full-Auto version of Expert Arcane Blast, they spend 100 strain? Why not just lower the damage of Full-Auto option?
[EDIT] So the spell description would look something like:
Basic (Cost 10): Short range. Spell fires a single blast that does 10 + (Potency * 3) + 1d10 damage.
Advanced (Cost 25): Medium range. Spell gains a Rate of Fire of (Versatility / 2, rounded up), using normal RoF rules. When casting this spell and using the Full-Auto option, you deal (Potency * 3) + 2d10 damage. Otherwise, you instead deal 20 + (Potency * 3) + 2d10 Damage.
Expert (Cost 50): Medium range. Spell gains a Rate of Fire of (Versatility) and a Burst attack of (Versatility / 2), using normal RoF rules. When casting this spell and using the Burst Attack or Full-Auto option, you deal (Potency * 3) + 3d10 damage. Otherwise, you deal 30 + (Potency * 3) + 2d10 Damage.
[EDIT] So the spell description would look something like:
Basic (Cost 10): Short range. Spell fires a single blast that does 10 + (Potency * 3) + 1d10 damage.
Advanced (Cost 25): Medium range. Spell gains a Rate of Fire of (Versatility / 2, rounded up), using normal RoF rules. When casting this spell and using the Full-Auto option, you deal (Potency * 3) + 2d10 damage. Otherwise, you instead deal 20 + (Potency * 3) + 2d10 Damage.
Expert (Cost 50): Medium range. Spell gains a Rate of Fire of (Versatility) and a Burst attack of (Versatility / 2), using normal RoF rules. When casting this spell and using the Burst Attack or Full-Auto option, you deal (Potency * 3) + 3d10 damage. Otherwise, you deal 30 + (Potency * 3) + 2d10 Damage.
Re: Alternate Core Documents
I've implimented this idea. We look forward to feedback on how well this works.Viewing_Glass wrote:Hrm... you do realize that with a Versatility 5 unicorn using the Full-Auto version of Expert Arcane Blast, they spend 100 strain? Why not just lower the damage of Full-Auto option?
Re: Alternate Core Documents
Hey,
are there any specific rules when it comes to using the come to life spell on weapons?
If they are considered their own entity with their own AP to partake in a battle you'd have to physically destroy it to ged rid of it, even if they can only fire once per turn, with the spell on Advanced and Versatility 5 you still practically have 5 extra shots per turn
I know unicorns are OP, but...
the only other thing i can come up with is that it's simply a buff for 20 points, otherwise the same as using a weapon with Telekinesis
are there any specific rules when it comes to using the come to life spell on weapons?
If they are considered their own entity with their own AP to partake in a battle you'd have to physically destroy it to ged rid of it, even if they can only fire once per turn, with the spell on Advanced and Versatility 5 you still practically have 5 extra shots per turn
I know unicorns are OP, but...
the only other thing i can come up with is that it's simply a buff for 20 points, otherwise the same as using a weapon with Telekinesis
Re: Alternate Core Documents
Weapon Adjustment
The Zebra Rifle's enchantment damage is being lowered to 1d10 Fire damage (still stacking per bullet hit) per turn for 3 turns.
The Zebra Rifle's power against foes who could survive more than 1 round was recently demonstrated to me in a blazing fiery fashion. The Zebra Rifle is rare, and a good weapon, but it should not be outshining far more expensive and hard to get options.
ALSO:
I've tried to make the Weapon Mod sections a little clearer about the requirements for making them yourself.
E.g. [Mechanics: 25 / Firearms: 50] became [Mechanics: 25 OR Firearms: 50]
The Zebra Rifle's enchantment damage is being lowered to 1d10 Fire damage (still stacking per bullet hit) per turn for 3 turns.
The Zebra Rifle's power against foes who could survive more than 1 round was recently demonstrated to me in a blazing fiery fashion. The Zebra Rifle is rare, and a good weapon, but it should not be outshining far more expensive and hard to get options.
ALSO:
I've tried to make the Weapon Mod sections a little clearer about the requirements for making them yourself.
E.g. [Mechanics: 25 / Firearms: 50] became [Mechanics: 25 OR Firearms: 50]
Re: Alternate Core Documents
hahaha. Yeah yeah it did. That was terrifying.
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Re: Alternate Core Documents
So, I found this thread a few months ago, and after looking at multiple different character sheets, I decided to mash a bunch of them together so I'd end up with one that has most everything you could want (just watch, it'll be missing something), so I thought I'd post it here where people could take a look at it and see if it works. I don't think it follows Kkat's rules exactly, but all that needs to be done is a bit of tweaking in the numbers. And now I'm rambling, so before I get too far, here's the sheet: https://docs.google.com/spreadsheet/ccc ... sp=sharing
(I'm sorry if I used your sheet and didn't credit you, I made this a while ago and I forgot where I got all the mechanics, inform me and I'll fix it)
*EDIT* Actually, I'm pretty sure this uses all the same numbers, I simply didn't clear everything off that I was supposed to, which messed up some things, it's fixed now.
(I'm sorry if I used your sheet and didn't credit you, I made this a while ago and I forgot where I got all the mechanics, inform me and I'll fix it)
*EDIT* Actually, I'm pretty sure this uses all the same numbers, I simply didn't clear everything off that I was supposed to, which messed up some things, it's fixed now.
- TyrannisUmbra
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Re: Alternate Core Documents
I've just thought of a decent idea for a new spell. It could probably use some refinement, but I think it has some serious potential.
Encrypt (Illusion School)
This spell can be cast on any object that has writing on it. When anyone attempts to read the affected object, the writing becomes illegible. When casting this spell, the caster must think of a keyword, and roll Science. Any pony succeeding at a Science check while casting Detect Magic on any object affected by this spell may attempt to learn the keyword the spell was cast with. To do so, they must win an opposed Science check against the roll made when the spell was first cast. Any pony knowing the keyword to the spell can decrypt it by casting this spell on the object again, while thinking of the correct keyword.
Basic (Cost 20): Science is rolled at no bonus or penalty.
Advanced (Cost 15 + 1 per min): The caster may also cast this spell while speaking. Any pony listening to the caster speak during the effects of the spell will hear the voice clearly as somepony speaking, but be unable to make out any of the words. By using a pony's name as the keyword when casting the spell, the named pony will be able to understand the affected writing/voice. When casting this spell, Science is rolled at a +15 bonus.
Expert (Cost 10 + 1 per min): The caster may cast this spell multiple times on the same object to modify the spell, adding an extra keyword each time. If the caster has Bonds of Friendship, then they may use the keyword "My Friends" instead of a name. Doing so will treat the spell as having multiple keywords, each being one of the names of the ponies affected by the caster's Bonds of Friendship spell. Ponies succeeding at a science check while casting Detect Magic will know the number of keywords an object has, but can only learn one keyword per cast of Detect Magic. When casting this spell, Science is rolled at a +30 bonus. However, each additional keyword adds a -10 penalty to your Science check. Only the most recent Science check is used when attempting to learn a keyword. While decrypting a multi-keyworded object, this spell must be cast multiple times, one for each keyword.
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>
Current PNP characters: <Non-FoE Only>
Re: Alternate Core Documents
I'm just putting this out there.
I think players should be able to spend AP "shaking off" stun damage. Also, maybe stun damage should be a bit harsher; perhaps it could temporarily cripple limbs or something.
I think players should be able to spend AP "shaking off" stun damage. Also, maybe stun damage should be a bit harsher; perhaps it could temporarily cripple limbs or something.