Alternate Core Documents

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Jan 08, 2014 1:47 pm

TyrannisUmbra wrote:I agree with Viewing Glass that crippled limbs and called shots should probably stay where they are for the most part. However, I'd probably say that you should need both wings to be crippled to be rendered completely unable to fly (or at the least, flying with crippled wings should require an END check with a serious penalty). With one crippled wing, your Flight Rank should probably be reduced to 1, and attempting to remain flying should require some dice rolls or something. This would at least give flyers an opportunity to try to make it safely to the ground before they just splat.

I'd also like to suggest maybe a perk called something like "Pain Tolerance", which lessens the penalties from crippled limbs a bit.
From what I'm getting, yeah. Crippling limbs, with the exception of wings and horns, is probably going to stay exactly the same. Crippling wings, as you and others suggest, will function such that a single crippled wing reduces effective flight rank to 1, and two crippled wings render the character unable to fly. I really like your idea or an END check... how about: if both wings are crippled, the character is rendered unable to fly and must make an END check or enter freefall. If the character succeeds on the END check, they can make a controlled fall, landing safely. Failure to make the END check results in splatting (with the degree of splatting affected by whether the character has Falling with Style).

Also, I think this is the time to put in clear specifics on crippling a horn, and I really do like the idea of Potency-based extra resilience of some sort.

NitoKa wrote:Ahem, I'd like to point something out with the Unicorn things.

What about the Jousting Unicorns.

While yes, some unicorns don't focus on any magic except TK to hold their stuff up, what about the ones who barely use magic and fight with their horn literally? Goring enemies on it and raising the ability through the Jousting perks. If they don't focus on their magic by that idea, their horn is much weaker than their magic using brethren, even though it's going through more physical strain.
A unicorn will still have a Potency rating, even if they use hardly any magic. And since Potency is Endurance based, I would expect a jouster to have a fair one, which makes Potency a good choice for basing a bonus on.
Ragebrew wrote:Giving the jousting perks a bonus to DT for the horn wouldn't be too much, would it? Only applies to the horn, after all, and it would make sense if they are using their horns to punch through kevlar or metal plates.
I'm very much inclined to agree. Considering the average unicorn will have a Potency of 4 to 5, I'm inclined to say a horn gains a bonus to DT and DR equal to Potency. Does this seem reasonable?

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Ragebrew
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Re: Alternate Core Documents

Post by Ragebrew » Wed Jan 08, 2014 1:55 pm

An average of 4 DT and DR is going to little to deter a high caliber round though. I figure Pot*2 for natural DT, maybe DR as well (It is solid bone after all). the Jousting perks would give an extra +5 or so?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Jan 08, 2014 2:19 pm

Ah, reducing flight rank to 1 (NOT effective flight rank 1, but Flight Rank 1, negating the bonuses from Flight 3 and 4) works. In addition to the points here, I withdraw my concerns regarding flight and move us forward on this change.

As for unicorn's horns, I would like to point out that it isn't hard to negate DT. Armor Piercing Ammo, Spirit of Diamond, Piercing Hoof, etc, come to mind as ways to do it, and I don't even have access to the rules doc or perk list where I'm at! Instead, I would like to suggest the following:

A.) A unicorn's horn is hard to break. It has an amount of DR equal to 5 times POT. The unicorn's horn has an amount of HP equal to 1/2 the head's HP pool. Should the horn be crippled, the unicorn takes a minus 20 to all actions until the horn is uncrippled (such as from using a Super Restoration Potion or a character with Wasteland Surgeon).

B.) Interrupting a unicorn's spellcasting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell. A unicorn's horn may never be broken except through sawing it off, and such a thing may only be 'cured' through the Bone Mending spell.

A gives us an option to break a unicorn's horn and cause them problems, while B offers an interesting way, in combat, of negating a spell being cast (making combat more strategic!).

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Re: Alternate Core Documents

Post by TyrannisUmbra » Wed Jan 08, 2014 2:24 pm

I'd probably say breaking horns should still be a thing possible to do, but much harder than simple crippling. Something along the lines of dealing the full amount of a horn's HP in damage, after reduction, in a single hit from an attack. Generally speaking, with heavy DR, you'd probably need a crit from a strong weapon to be able to do it.
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Ragebrew
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Re: Alternate Core Documents

Post by Ragebrew » Wed Jan 08, 2014 2:31 pm

I feel the "Never blown off" is a bit much. Any limb can be severed after being crippled, a horn should be no different.

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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Jan 08, 2014 2:37 pm

TyrannisUmbra wrote:I'd probably say breaking horns should still be a thing possible to do, but much harder than simple crippling. Something along the lines of dealing the full amount of a horn's HP in damage, after reduction, in a single hit from an attack. Generally speaking, with heavy DR, you'd probably need a crit from a strong weapon to be able to do it.
You know, I really like that. Maybe a combination of the two I suggested, basically running as follows:

Interrupting a unicorn's spell casting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell.

Shattering the horn can be attempted at any time. A unicorn's horn has an amount of DR (not counting any racial increases to Potency, like an Alicorn has with their spells) equal to POT * 5 and an amount of HP equal to half the HP pool of the head. Should a single blow, after DT (such as from armor, a hat with Spirit of Diamond cast upon it or from a friend wearing armor shamaned with Spirit of Loyalty) and DR, deal enough damage in a single blow to deplete the horn's HP, then the horn is shattered. A unicorn who has a shattered horn takes a -20 to all actions and all spells cost double the amount of strain until the shattered horn is repaired. Repairing a shattered horn is done in much the same way as repairing a crippled limb; Wasteland Surgeon, the Bone Mending Spell, a Doctor's Bag, or a Super Restoration spell may cure a shattered horn.

[EDIT] Also should note that a horn that is 'melted' with a Magical Energy Weapon has the same issues of being healed as a limb that is crippled with magical energy weapons. :twilightoops: :raritydespair:

[EDIT 2.0] Also, the term 'melted horn' makes me cringe.
Last edited by Viewing_Glass on Wed Jan 08, 2014 2:39 pm, edited 1 time in total.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Jan 08, 2014 2:39 pm

Ragebrew wrote:An average of 4 DT and DR is going to little to deter a high caliber round though. I figure Pot*2 for natural DT, maybe DR as well (It is solid bone after all). the Jousting perks would give an extra +5 or so?
I'm inclined to reverse that and make it a straight POT for DT and (POT x something) for DR. Also, I like the idea of the Jousting perks giving bonus DT to the horn!

Viewing_Glass wrote:Ah, reducing flight rank to 1 (NOT effective flight rank 1, but Flight Rank 1, negating the bonuses from Flight 3 and 4) works. In addition to the points here, I withdraw my concerns regarding flight and move us forward on this change.
Writing it up. Also adding in caveats regarding crippled limbs and vehicles. With just a single crippled wing, Calamity crashed the wagon and likewise wasn't able to fly the Sky Bandit. So to keep in sync with the story as much as possible, I'm making crippled limbs and vehicles not mix.

Viewing_Glass wrote:As for unicorn's horns, I would like to point out that it isn't hard to negate DT. Armor Piercing Ammo, Spirit of Diamond, Piercing Hoof, etc, come to mind as ways to do it, and I don't even have access to the rules doc or perk list where I'm at! Instead, I would like to suggest the following:

A.) A unicorn's horn is hard to break. It has an amount of DR equal to 5 times POT. The unicorn's horn has an amount of HP equal to 1/2 the head's HP pool. Should the horn be crippled, the unicorn takes a minus 20 to all actions until the horn is uncrippled (such as from using a Super Restoration Potion or a character with Wasteland Surgeon).
This is part of why I favor putting the multiplier on DR rather than DT. However, 5 x POT may be too high a DR. I'm leaning towards the 2 x POT that Ragebrew suggests.

Viewing_Glass wrote:B.) Interrupting a unicorn's spellcasting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell. A unicorn's horn may never be broken except through sawing it off, and such a thing may only be 'cured' through the Bone Mending spell.
I'm agreeing that there needs to be different effects/penalties for striking a horn, crippling a horn, and shattering a horn. I'll be looking at all of these suggestions and working up a temporary write-up in the rules. I expect that write-up to be revised as needed.

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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Jan 08, 2014 2:41 pm

Kkat wrote:
Viewing_Glass wrote:As for unicorn's horns, I would like to point out that it isn't hard to negate DT. Armor Piercing Ammo, Spirit of Diamond, Piercing Hoof, etc, come to mind as ways to do it, and I don't even have access to the rules doc or perk list where I'm at! Instead, I would like to suggest the following:

A.) A unicorn's horn is hard to break. It has an amount of DR equal to 5 times POT. The unicorn's horn has an amount of HP equal to 1/2 the head's HP pool. Should the horn be crippled, the unicorn takes a minus 20 to all actions until the horn is uncrippled (such as from using a Super Restoration Potion or a character with Wasteland Surgeon).
This is part of why I favor putting the multiplier on DR rather than DT. However, 5 x POT may be too high a DR. I'm leaning towards the 2 x POT that Ragebrew suggests.
Viewing_Glass wrote:B.) Interrupting a unicorn's spellcasting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell. A unicorn's horn may never be broken except through sawing it off, and such a thing may only be 'cured' through the Bone Mending spell.
I'm agreeing that there needs to be different effects/penalties for striking a horn, crippling a horn, and shattering a horn. I'll be looking at all of these suggestions and working up a temporary write-up in the rules. I expect that write-up to be revised as needed.
Hrm... if a unicorn's horn had an equivalent amount of HP as their head (IE: Half the Unicorn's total HP) I can totally get behind 2 x POT DR. Throw in a little DT and the unicorn's horn should be good.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Jan 08, 2014 2:48 pm

Viewing_Glass wrote:Interrupting a unicorn's spell casting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell.
Should this be Endurance or Intelligence for the check?

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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Jan 08, 2014 2:51 pm

Kkat wrote:
Viewing_Glass wrote:Interrupting a unicorn's spell casting can only be done while the unicorn is casting a spell. An opponent makes a called shot to the horn when a unicorn casts a spell. Should they hit the horn, the unicorn loses the spell, but may make an END check at a penalty equal to [Damage Dealt / 10, round down, minimum 1] to not lose the strain from casting the spell.
Should this be Endurance or Intelligence for the check?
Endurance. Casting a spell is a mental effort (regulated by Intelligence) that is interrupted by hitting the horn. Resisting burn out, on the other hoof, is an END check.

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