Alternate Core Documents
Re: Alternate Core Documents
Kkat is there a reason to have unlimited addiction levels? Im not arguing against it just wondering at the reason behind it.
Re: Alternate Core Documents
New addition to advanced alchemy recipes:
Superior Smoke Bombs (Requirement: Survival 50. Ingredients: 4 Red Herbs, 2 Blue Herbs): Creates 4 large vials filled with liquid which rapidly billows into smoke (20 foot radius) upon being shattered. Grants those obscured by the smoke a +20 on Sneak checks and enemies attempting to fire into or through the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 4 rounds.
Superior Smoke Bombs (Requirement: Survival 50. Ingredients: 4 Red Herbs, 2 Blue Herbs): Creates 4 large vials filled with liquid which rapidly billows into smoke (20 foot radius) upon being shattered. Grants those obscured by the smoke a +20 on Sneak checks and enemies attempting to fire into or through the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 4 rounds.
Re: Alternate Core Documents
A new medium armor type, Dazzle Camo Armour, has been added to the armor list. Along with it, the Dazzle special property has been added to the armor section, along with notes on what additional pre-war armors that quality might be found on. Dazzle Camo Armour and the new spell Ripple (below) offer two countermeasure options for against called shots. Let me know how these fare in playtesting. Have fun!
The following section has been added to Enhancement and Reduction:
Unless otherwise noted, a character cannot stack benefits from the same source of enhancement or closely related sources. If a character gains the same type of enhancement from two closely related sources, the character gains the greater benefit, not both.
(Example: Mudu drinks. Mudu drinks a lot, in fact. But no matter how many bottles of vodka Mudu downs in an hour, he never gains more than +2 to his Charisma and +1 to his Strength. Likewise, Mudu cannot take the chem Painkiller multiple times for stacking effects, and taking both Painkiller and Stampede will not have a beneficial effect that he would not have received for just taking Stampede… although he would have to deal with possible addiction from each.)
The following section has been added to Spells:
With the exception of healing spells, a beneficial spell cannot be cast on the same target multiple times for stacking or cumulative enhancements. (For example: a target cannot benefit from multiple castings of Alter Physiology, or benefit from being part of multiple Bulwark of Friendship circles, or gain stacking bonuses from several castings of Soft Light.)
The following note has been added to General Spells (primarily to prevent casters from circumventing the versatility restrictions on Telekinesis by just having multiple castings run at the same time): A caster cannot have multiple castings of these spells functioning at the same time.
The Cold Strike spell's AP cost increasing effect has been clarified: The severity of this penalty does not stack from multiple attacks.
Ripple (new Illusion spell)
This spell causes a shifting visual distortion that makes it difficult to identify at target, aim at specific body parts on a target or even discern which direction the target is facing. A caster may not have multiple Ripple spells functioning simultaneously.
Basic (cost 8): Duration of (Potency) turns. May target self only. Adds a penalty equal to the caster’s Versatility to any applicable rolls.
Advanced (cost 12): Duration of (Potency) minutes. Range of touch. Adds a penalty equal to double the caster’s Versatility to any applicable rolls.
Expert (cost 12 + 4 per target): Duration of (Potency * 10) minutes. May be cast on up to Versatility willing and/or unconscious targets within Point Blank range. Adds a penalty equal to triple the caster’s Versatility to any applicable rolls.
Note: The benefit of Ripple does not stack with the benefit of the Dazzle armor property.
The following section has been added to Enhancement and Reduction:
Unless otherwise noted, a character cannot stack benefits from the same source of enhancement or closely related sources. If a character gains the same type of enhancement from two closely related sources, the character gains the greater benefit, not both.
(Example: Mudu drinks. Mudu drinks a lot, in fact. But no matter how many bottles of vodka Mudu downs in an hour, he never gains more than +2 to his Charisma and +1 to his Strength. Likewise, Mudu cannot take the chem Painkiller multiple times for stacking effects, and taking both Painkiller and Stampede will not have a beneficial effect that he would not have received for just taking Stampede… although he would have to deal with possible addiction from each.)
The following section has been added to Spells:
With the exception of healing spells, a beneficial spell cannot be cast on the same target multiple times for stacking or cumulative enhancements. (For example: a target cannot benefit from multiple castings of Alter Physiology, or benefit from being part of multiple Bulwark of Friendship circles, or gain stacking bonuses from several castings of Soft Light.)
The following note has been added to General Spells (primarily to prevent casters from circumventing the versatility restrictions on Telekinesis by just having multiple castings run at the same time): A caster cannot have multiple castings of these spells functioning at the same time.
The Cold Strike spell's AP cost increasing effect has been clarified: The severity of this penalty does not stack from multiple attacks.
Ripple (new Illusion spell)
This spell causes a shifting visual distortion that makes it difficult to identify at target, aim at specific body parts on a target or even discern which direction the target is facing. A caster may not have multiple Ripple spells functioning simultaneously.
Basic (cost 8): Duration of (Potency) turns. May target self only. Adds a penalty equal to the caster’s Versatility to any applicable rolls.
Advanced (cost 12): Duration of (Potency) minutes. Range of touch. Adds a penalty equal to double the caster’s Versatility to any applicable rolls.
Expert (cost 12 + 4 per target): Duration of (Potency * 10) minutes. May be cast on up to Versatility willing and/or unconscious targets within Point Blank range. Adds a penalty equal to triple the caster’s Versatility to any applicable rolls.
Note: The benefit of Ripple does not stack with the benefit of the Dazzle armor property.
Re: Alternate Core Documents
Speaking of spells, can we define clearly what TK affects? As an example, can you TK a phased grenade? If so this presents some very broken scenarios. How about liquids? Does TK alow one to manipiulate liquids?
As a side note on explosives, can we get damage modifiers efined for atempting to smother them with ones body? In RL doing so inflicts much greaterharm but keeps the blast from going very far.
As a side note on explosives, can we get damage modifiers efined for atempting to smother them with ones body? In RL doing so inflicts much greaterharm but keeps the blast from going very far.
Re: Alternate Core Documents
Came up in Tea Party for the Post Apocalypse. I just treated it as an auto-crit.Ghostpony wrote:As a side note on explosives, can we get damage modifiers efined for atempting to smother them with ones body? In RL doing so inflicts much greaterharm but keeps the blast from going very far.
Re: Alternate Core Documents
Might want to put limits on the new Ripple spell or a one trick pony could be ah intresting to hit.Kkat wrote:A new medium armor type, Dazzle Camo Armour, has been added to the armor list. Along with it, the Dazzle special property has been added to the armor section, along with notes on what additional pre-war armors that quality might be found on. Dazzle Camo Armour and the new spell Ripple (below) offer two countermeasure options for against called shots. Let me know how these fare in playtesting. Have fun!
The following section has been added to Enhancement and Reduction:
Unless otherwise noted, a character cannot stack benefits from the same source of enhancement or closely related sources. If a character gains the same type of enhancement from two closely related sources, the character gains the greater benefit, not both.
(Example: Mudu drinks. Mudu drinks a lot, in fact. But no matter how many bottles of vodka Mudu downs in an hour, he never gains more than +2 to his Charisma and +1 to his Strength. Likewise, Mudu cannot take the chem Painkiller multiple times for stacking effects, and taking both Painkiller and Stampede will not have a beneficial effect that he would not have received for just taking Stampede… although he would have to deal with possible addiction from each.)
The following section has been added to Spells:
With the exception of healing spells, a beneficial spell cannot be cast on the same target multiple times for stacking or cumulative enhancements. (For example: a target cannot benefit from multiple castings of Alter Physiology, or benefit from being part of multiple Bulwark of Friendship circles, or gain stacking bonuses from several castings of Soft Light.)
The following note has been added to General Spells (primarily to prevent casters from circumventing the versatility restrictions on Telekinesis by just having multiple castings run at the same time): A caster cannot have multiple castings of these spells functioning at the same time.
The Cold Strike spell's AP cost increasing effect has been clarified: The severity of this penalty does not stack from multiple attacks.
Ripple (new Illusion spell)
This spell causes a shifting visual distortion that makes it difficult to identify at target, aim at specific body parts on a target or even discern which direction the target is facing. A caster may not have multiple Ripple spells functioning simultaneously.
Basic (cost 8): Duration of (Potency) turns. May target self only. Adds a penalty equal to the caster’s Versatility to any applicable rolls.
Advanced (cost 12): Duration of (Potency) minutes. Range of touch. Adds a penalty equal to double the caster’s Versatility to any applicable rolls.
Expert (cost 12 + 4 per target): Duration of (Potency * 10) minutes. May be cast on up to Versatility willing and/or unconscious targets within Point Blank range. Adds a penalty equal to triple the caster’s Versatility to any applicable rolls.
Note: The benefit of Ripple does not stack with the benefit of the Dazzle armor property.
Re: Alternate Core Documents
To improve consistency, I also tried to fix all the times we used "round" instead of "turn" in the rules.
The spell doesn't make the character any more difficult to hit with a normal attack, just more difficult to hit when targeting a specific body part.Ghostpony wrote:Might want to put limits on the new Ripple spell or a one trick pony could be ah intresting to hit.
I would say that you can't TK something that is intangible, such as a phased object. However, there is no reason why you shouldn't be able to telekinetically manipulate liquids. Littlepip does it several times.Ghostpony wrote:Speaking of spells, can we define clearly what TK affects? As an example, can you TK a phased grenade? If so this presents some very broken scenarios. How about liquids? Does TK alow one to manipiulate liquids?
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Re: Alternate Core Documents
Yes, TK can be used on liquids, as there are examples of such both in the show (reference episode "Magic Duel") and in FoE itself (the Pink-Cloud-infused reflecting pool in Canterlot). Just remember, TK is limited by size, not by weight of the affected object.Ghostpony wrote:Speaking of spells, can we define clearly what TK affects? As an example, can you TK a phased grenade? If so this presents some very broken scenarios. How about liquids? Does TK alow one to manipiulate liquids?
[EDIT]
Ah, ninjaposted.
Perhaps Expert-level TK, with a difficulty check?I would say that you can't TK something that is intangible, such as a phased object.
Re: Alternate Core Documents
The existence of rules for shattering a horn have caused several people to suggest to me that there must also be rules for severing a limb. The argument has generally been that without rules for severing a limb, people will assume the rules for shattering a horn automatically apply, or will otherwise come up with rules that will make this too easy. I have privately discussed few ideas for suitably rules, but I am hesitant to implement any rule that gives a mechanic to sever a limb since the head is considered a limb, making any such rule an instant-death rule.
Opinions?
Re: Alternate Core Documents
I am leery of limb severing altogether as a thing because it comes really really close to 'and now you can't play your character any more'.Kkat wrote:
The existence of rules for shattering a horn have caused several people to suggest to me that there must also be rules for severing a limb. The argument has generally been that without rules for severing a limb, people will assume the rules for shattering a horn automatically apply, or will otherwise come up with rules that will make this too easy. I have privately discussed few ideas for suitably rules, but I am hesitant to implement any rule that gives a mechanic to sever a limb since the head is considered a limb, making any such rule an instant-death rule.
Opinions?