Alternate Core Documents

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

Post by Ghostpony » Mon Jan 20, 2014 7:45 pm

Kkat is there a reason to have unlimited addiction levels? Im not arguing against it just wondering at the reason behind it.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Jan 22, 2014 1:27 am

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.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Jan 23, 2014 7:35 pm

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!

:pinkiebounce:


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.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Thu Jan 23, 2014 10:40 pm

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.

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Thanqol
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Re: Alternate Core Documents

Post by Thanqol » Thu Jan 23, 2014 11:47 pm

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.
Came up in Tea Party for the Post Apocalypse. I just treated it as an auto-crit.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Thu Jan 23, 2014 11:53 pm

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!

:pinkiebounce:


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.
Might want to put limits on the new Ripple spell or a one trick pony could be ah intresting to hit.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Jan 24, 2014 12:02 am

To improve consistency, I also tried to fix all the times we used "round" instead of "turn" in the rules.
Ghostpony wrote:Might want to put limits on the new Ripple spell or a one trick pony could be ah intresting to hit.
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: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?
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. :lwalk:

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Fri Jan 24, 2014 12:33 am

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?
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.

[EDIT]
Ah, ninjaposted.
I would say that you can't TK something that is intangible, such as a phased object.
Perhaps Expert-level TK, with a difficulty check?
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Jan 24, 2014 1:22 am

:raritydespair:

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?

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Thanqol
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Re: Alternate Core Documents

Post by Thanqol » Fri Jan 24, 2014 2:23 am

Kkat wrote::raritydespair:

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?
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'.

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