Alternate Core Documents

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

Post by Rabbs » Tue Feb 19, 2013 9:41 pm

I got board and whipped up an expanded traits list. Most are taken from Fo: Tactics and the various New Vegas DLCs. Enjoy :pinkiehappy: .
Mad Modds Expanded Traits List
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Feb 19, 2013 9:47 pm

A few minor common-sense rules changes:

The perk Cyberpony now has "availability of cybernetics" as a pre-requisite.

The Enclave Battle Tail now requires Enclave Power Armor. (The cost for Enclave Battle Tail has been removed since you cannot buy it separately.)

Corrected an oops on Design Level 1 of the Cyberpony Infiltrator Suite in the Perk document so it now matches what it says here on the thread.

Shotgun bean bag rounds now to Stun damage (rather than no damage) but the target gets to apply half armor DT as well as full Stun DT.

The +1d10 bonus griffins get to unarmed combat for their claws is now specifically only when they are fighting with their bare claws.
Last edited by Kkat on Thu Feb 21, 2013 10:39 pm, edited 1 time in total.

Fridge
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Re: Alternate Core Documents

Post by Fridge » Wed Feb 20, 2013 9:31 pm

Question about the shotgun bean bags: Does the perk "Shotgun Surgeon" mitigate Stun DT or just Armor DT?

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Feb 22, 2013 4:45 am

Personally, I'd say just Armor DT.

I've added a perk called Earth Pony Magic (Artisan) to the EP perks section. This is primarily a flavor perk, representing the most widely known manifestation of subtle Earth Pony magic. Other forms of Earth Pony magic, with applications in fields such as farming, certainly exist.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Tue Feb 26, 2013 9:02 pm

SilverlightPony wrote:Wait, when did Reaper Pony's Gallop become something other than a S.A.T.S. perk?
Mattiator wrote:Ack. Looks like I mixed up Rampage's Wrath with Reaper Pony's Gallop. Lemme fix that.
SilverlightPony wrote:My question is still valid. In the Perk Revisions doc, Reaper Pony's Gallop is no longer S.A.T.S.-related at all, and I am confused.
<snip>
I figure it'd need to be adjusted somehow for gameplay purposes, but shouldn't it still be S.A.T.S.-related in some form or fashion?
Either this never got changed back, or it got fixed then un-fixed.
Silverlight the Unicorn
Host, Voice of Equestria Podcast
http://www.voiceofequestria.com/

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Dance_Explosion
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Re: Alternate Core Documents

Post by Dance_Explosion » Wed Feb 27, 2013 4:43 am

New shamanism rules for Zebra's

Needs play testing and to have a few spirits filled out, buffalo shamanism is next after flavor's and functions of all spirits are fully built.

https://docs.google.com/document/d/1JF_ ... ctlfc/edit

All readers are invited to comment!
Ask me about shamanism, i can FAQ it for you.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Feb 27, 2013 5:01 am

Shamanism

A significant change has been made to crafting talismans and spirit prisons. These changes to the rules help standardize systems between Shamanism and Modifying Equipment as well as set a time period needed for such crafting. Likewise, the gem cost for bartering with spirits has been made linear.

I'm already doing some playtesting with the zebra shamanism document above and will likely be integrating more elements of that system into the core ruleset. (However, I will be putting off full adoption of that rules set until after both playtesting and the development of corresponding buffalo shamanism options.)

Modifying Equipment has had a few slight corrections, particularly regarding bonuses/penalties to the Mechanics skill checks.

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LuckyLeaf
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Re: Alternate Core Documents

Post by LuckyLeaf » Wed Feb 27, 2013 6:53 pm

Isn't the necessity of two different skills for Zebra Shamanism a bit demanding? In my game I have required just Barter, explaining it as if it is more about convincing the spirit and attending demands than the actual craftszebraship. Even if it is permanent, finding the spirits and the necessary items already requires quite a bit of effort, and it's something that depend a lot on opportunity, so the player may not have two skills prepared for it. Also, Survival already has its usefulness in Alchemy, and by requiring two skills, it creates a bit of pidgeonholing.

Looking into the spirits in particular, I have a suggestion for Emptiness, since it's one of the main spirits that appeared on my campaign so far. An advanced effect for armors could diminish the enemies' chance to hit the wearer, as if his presence was "emptified", so to speak.
I found my shades!

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Feb 28, 2013 12:32 pm

Considering how vastly powerful Shamanism can be, it needs to be demanding.

Spirits of Emptiness are based on the idea of discorded Twilight Sparkle. They are the opposite of Spirits of Magic (and thus Friendship). What they are able to do should follow the general themes of loneliness, emotional hollowness and magical hindrance.

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Rabbs
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Re: Alternate Core Documents

Post by Rabbs » Thu Feb 28, 2013 2:40 pm

I went and added even more traits :pinkiecrazy: . This time going more for things that represent a characters background. Tell me what you think because these are still very WIP.
Mad_Modds Expanded Traits List
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

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