Alternate Core Documents
Re: Alternate Core Documents
I'm confused as to how Spirit Prisons work for Buffalo Shamanism. What is the benefits of trapping a spirit? Is the GM just supposed to come up with something the Spirit Prisons does? Or is it the ability to use a favor multiple times or something?
Re: Alternate Core Documents
I'm kind of a fan of leaving the cybernetics boni as they are, but if these options are added, it should be noted that this level of customization kind of edges the game towards a more cybernetic-heavy setting; it would allow many more characters willing and able to take advantage of it. Really, I suppose it's based on how closely we want to follow the original fallout games.
Also, if I/someone were to create a thread for the additional races side-project that AMARDA mentioned, would anyone else come and help?
Also, if I/someone were to create a thread for the additional races side-project that AMARDA mentioned, would anyone else come and help?
Bloody mess: The gift that keeps on gibbing.
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Re: Alternate Core Documents
you have a good point radmelon... but then its good to have a well done rule set that covers lots of things then a simple general one that only covers a few.
also i would be interested in helping you but there are old threads that i have made for that purpose that were ignored.
also i would be interested in helping you but there are old threads that i have made for that purpose that were ignored.
Re: Alternate Core Documents
i'd agree with you if we were playing falout, but in fallout equestria we have a completely cyber themed stable, not to mention the side stories. i think that the larger frequency of cybernetics could be legit to some degree and dependant on what the GMs want to put in their games. Still, yes, i think that this is not cyberpunk 2020 and cybernetics should stay what they are: a nice option, but stil an option; so, all they need to give a little flavor is just a little more variety, since the aforementioned variety is even mentioned in the book.radmelon wrote:I'm kind of a fan of leaving the cybernetics boni as they are, but if these options are added, it should be noted that this level of customization kind of edges the game towards a more cybernetic-heavy setting; it would allow many more characters willing and able to take advantage of it. Really, I suppose it's based on how closely we want to follow the original fallout games.
Also, if I/someone were to create a thread for the additional races side-project that AMARDA mentioned, would anyone else come and help?
Re: Alternate Core Documents
Don't get me wrong, I really do like the idea of more detailed cybernetics; among other things, it gives more legitimacy to Blackjack. I just thought it should be noted that adding too much detail kind of derails the game.
Yeah, I've found this board isn't the best for the development of game systems, it's more for those who are playing them. IMHO, a good environment/community for game design would be Giant in the Playground, because homebrew is one of the biggest things they do there. Perhaps if someone made a thread there with links, more help could be gotten.Shady_steps wrote:also i would be interested in helping you but there are old threads that i have made for that purpose that were ignored.
Bloody mess: The gift that keeps on gibbing.
Re: Alternate Core Documents
Okay, I'm just beginning to read through the cyberpony discussion, and will be reading more tomorrow (since I run a game shortly). However, a few initial impressions:
That still makes me laugh. And want a B-Bee gun. (Oh, how wonderful BioShock was for that.)SilverlightPony wrote:There is some argument for this. However, I really think that the extent of cybernetics available to non Earth Ponies (or certain generally NPC races such as hellhounds) is covered in the basic cybernetic implants (per the Special bonuses section) which are available to all races. Mechanically, these cybernetic implants cover things like Calamity's cybernetic wing repair (which would probably have been a +1 Agility cybernetic implant, repairing SPECIAL loss and limb functionality due to a crippling injury). They would also fill in the need for this:radmelon wrote:You know, before I checked, I could have sworn that anypony could take the first rank, and that the rest of them were EP only. I think I used to be like that, and to be honest I think I preferred it that way.
Since the acquisition of these cybernetic implants are not perk-based but rather something made available in-story by the GM, they cover the role that the "Cyberpony Survivor" pseudo-perk is looking to fill. (As a GM, I would be likely to have the character lose permanent Endurance (and possibly also Strength) but then have the loss compensated for by gaining the related SPECIAL boosting cyberwear.)Hidden_Fortune wrote:Cyberpony Survivor.
In addition, I will admit that these types of minor cybernetic implants are the only ones that my headcanon is okay with non-EP using without completely wrecking their innate magic. (In the Stalliongrad game, one of the PCs is a unicorn who became a One Trick Pony because a cyber-surgeon tried to implant far more invasive cybernetics in order to save his life, and it permanently screwed up his magical abilities.) Allowing non EPs to take more advanced cyberpony perks would also infringe on one of the things in this system that make Earth Ponies unique. And Earth Ponies don't deserve that.
Now this is an idea that I really, really like. And I am looking forward to reading more about it. If we can come up with some good, balanced 'sets', then I'll be happy to implement them. (I see that one of the next posts have ideas from Mimezinga. I'll be reading those next.)There was also discussion in the IRC channel put forth by Puppeh/mimezinga about the addition of various 'sets' of Cyberpony upgrades. Suggestions were archetypes similar to a versatile soldier, a defensive/tech specialized hacker, and a purely offensive bruiser. I feel like these can work, as long as proper balance was given to make each feel unique and give proper thematic bonuses without becoming too overpowered.
Glancing ahead, I do notice some worry that too many cybernetics options could shift the game's feel towards a cyberpunkish setting. We don't want to do that, but I think having less than half a dozen suit options should create a desirable diversity without causing trouble. Especially considering all the love that spells have gotten and that Shamanism is likely soon to be receiving.
Fridge wrote:Voluntary cyberponies have a rather scary stigma to them, because no sane pony looks at their foreleg and thinks "You know? This thing needs a little compartment that I can shoot bees out of."
Re: Alternate Core Documents
This also brings to mind a question I've previously had. How exactly does the Cyber Surgeon perk work? I mean if it just allows you to perform the surgery then it's kind of a waste since it doesn't actually give you access to what would actually let you perform the surgery (i.e. the implants)
Re: Alternate Core Documents
Regarding the proposed Cyberpony model perks: I think that +10 and a bonus ability is fairly balanced. Consider that you get +10 worth of skill points from level 2 perks like Little Leaguer, and this is both a higher and rarer sort of perk. A mid-level perk like Ministry Training gives a +10 bonus across a range of closely-associated skill uses. Add in that this perk can be shut down, even if only on rare occasions, and I think what it gives is more than fair.
I'm not certain I like all the secondary effect bonuses yet, however. Might be better to give a choice of +10 to one of two skills, and a single set secondary bonus.
I'm not certain I like all the secondary effect bonuses yet, however. Might be better to give a choice of +10 to one of two skills, and a single set secondary bonus.
Re: Alternate Core Documents
I am of the opinion that even as few as 6 paths for cybernetics is too many, I'd trim it down to 3 or so. That way people can choose between toughness, stealth, and utility, or something.
Bloody mess: The gift that keeps on gibbing.
Re: Alternate Core Documents
With more of a look, my current intention is to rewrite the cyberpony perks so that with the first rank you get a "suite" with three suites to choose from: soldier, infiltrator and engineer. The first level of each suite will follow the +10 bonus to (choice of one of two skills) plus (specific added bonus). Additional ranks of cyberpony will give the benefits of higher ranks in the chosen suite. I am thinking that the existing cyberpony rank benefits will be re-tailored as part of the "soldier suite", making it primarily an advanced-defense cybernetic design.
At this point, I only have vague ideas, but with others' help, I hope to draft up some rules within a week.
At this point, I only have vague ideas, but with others' help, I hope to draft up some rules within a week.