Alternate Core Documents

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

Post by TheWanderingZebra » Fri Nov 01, 2013 1:50 am

For Mad Modd's perks, I wanted to ask this. For the Ghoul perk Reaver, which the description says "You have gained the ability to form a blob of radioactive bile that you may launch at your opponents. This acts as the spell Arcain Blast, except it is cast from your rad pool instead of strain and inflicts double its damage in RADs. Basic at rank one of this perk, Advanced at two and Expert at third.", What skill do I use to see if my attack hit or not?
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris

The Custodian
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Re: Alternate Core Documents

Post by The Custodian » Fri Nov 01, 2013 4:40 am

Considering Mad Modds perk list uses his rule set and character sheet its you may want to ask in his thread

http://forum.fallout-equestria.com/view ... f=24&t=606

That said. I suspect it may be the Thrown skill...

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Sun Nov 03, 2013 11:37 pm

Here is a question; what skill would the Garrote fall under? Survival for traps? Stealth because its a weapon of nothing but stealth? Melee? Even though its not really a combat weapon?



For those looking for more information on the weapon:
http://en.wikipedia.org/wiki/Garrote

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Mathwyn
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Re: Alternate Core Documents

Post by Mathwyn » Sat Nov 09, 2013 5:30 pm

I would say it would fall under unarmed. Since it is basically the brass hooves of strangling people. Using it is also fundamentally the same as either strangling someone or trying to put them in a headlock from behind, at least from a game perspective.

Though if you are worried about players trying to use it in combat just make it take [END] turns to actually kill someone.

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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Sat Nov 09, 2013 6:41 pm

Mathwyn wrote:Though if you are worried about players trying to use it in combat just make it take [END] turns to actually kill someone.
There's already a blurb in the rules under something to do with telekinesis about how choking someone works. Garrote would me much more damaging than telekinesis, but the same general rules should be applying.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Nov 12, 2013 10:27 pm

A few minor adjustments and clarifications:

Monsters of unusual size can make attacks unarmed/melee attacks within logical reach for a creature of its size. It has been noted that if a creature somehow changes size, they get the benefits of the Monster of Unusual Size trait at the appropriate size level. Finally, the bonus/penalty for size difference has been reduced from 15% to 10%.

Should monsters of unusual size have a bonus/penalty to base hit points? If so, what should that be? Should it be a multiplier or a straight numerical bonus?

The spell Transformation has been significantly overhauled due to balance issues. The spell now requires a Science skill check. At advanced, living targets get a roll to resist. The following notes have also been added:
  • Classifications of non-living objects must be objects (not types of material). Magical objects (such as power armor) cannot be chosen as classifications of objects.
  • This spell has been known to have unpredictable additional effects -- ponies turned into plants will inexplicably be potted, pigs turned into fish will appear in a bowl of water, clothing and similar adornments will vanish only to reappear when the transformation ends, etc. This spell may have extreme and wildly unpredictable effects if cast upon a pony or zebra with the Random trait.
Last edited by Kkat on Wed Nov 27, 2013 7:58 pm, edited 1 time in total.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Nov 12, 2013 10:39 pm

My suggestion for Monsters of Unusual Size: For every size category above 0, have the monster have 50% more base HP. Size 1 would have 150% HP, Size 2, 200% HP, Size 3, 250% HP, Size 4, 300% HP, Size 5, 350% HP. This helps mitigates PCs with the bonuses they gain to hit a target murderizing the massive monster. As for decreasing the amount of HP for monsters below size 0, I would say no. They already give PCs a penalty to hit them, and have a bonus to hit PCs.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Mon Nov 18, 2013 7:59 pm

Viewing_Glass wrote:My suggestion for Monsters of Unusual Size: For every size category above 0, have the monster have 50% more base HP. Size 1 would have 150% HP, Size 2, 200% HP, Size 3, 250% HP, Size 4, 300% HP, Size 5, 350% HP. This helps mitigates PCs with the bonuses they gain to hit a target murderizing the massive monster. As for decreasing the amount of HP for monsters below size 0, I would say no. They already give PCs a penalty to hit them, and have a bonus to hit PCs.
Given that twice the size is eight times the volume, shouldn't HP at least increase by a factor of x2 per level? Ie 200% hp at size level 1, 400% at size level 2 and 800% at size level 3?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Nov 18, 2013 10:32 pm

Eh... I don't want to jump the HP amount by too much. 50% feels better for the size increment. I mean, a size 1, level 1 Red Threat with 10 END would have 315 HP with my adjustment. With your adjustment, it would be 420 HP.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Mon Nov 18, 2013 11:31 pm

Viewing_Glass wrote:Eh... I don't want to jump the HP amount by too much. 50% feels better for the size increment. I mean, a size 1, level 1 Red Threat with 10 END would have 315 HP with my adjustment. With your adjustment, it would be 420 HP.
A red threat with 10 END should be meaty! Very meaty! A pony with 10 end is very meaty!

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