Except its the introduction to the paragraph, explaining that weight dont limit if you can lift the object, it is its volume, we are still talking about the same object. And it is beside the point, I just explained why the "each may not be more than" intepretation is easy to take from the text rather than combined. That would make it three persons so far who got it wrong, it needs to be clarified, and prefferably in a way that doesnt make it more wordy (TK is far to wordy as it is already.)TyrannisUmbra wrote:Weight isn't the same thing as volume, so that's not an inconsistancy. It makes absolutely perfect sense, if you think of it like you personally trying to carry a bunch of things at once -- You can definitely carry a large number of objects, but at the same time you can only really carry a combined volume of objects as well before you just can't pick up anything else. You can carry 15 pencils in each hand -- or you can carry a single large shipping crate using both hands. It doesn't matter how much they weigh, but the size of them is the limiting factor.
Alternate Core Documents
Re: Alternate Core Documents
I made some tokens to be used for virtual tabletops such as roll20, might be of interest if you like a playing field for your games.
Re: Alternate Core Documents
Were not saying your incorrect just that if thats whats intended its not how it reads.TyrannisUmbra wrote:Weight isn't the same thing as volume, so that's not an inconsistancy. It makes absolutely perfect sense, if you think of it like you personally trying to carry a bunch of things at once -- You can definitely carry a large number of objects, but at the same time you can only really carry a combined volume of objects as well before you just can't pick up anything else. You can carry 15 pencils in each hand -- or you can carry a single large shipping crate using both hands. It doesn't matter how much they weigh, but the size of them is the limiting factor.
Re: Alternate Core Documents
Throwing Spears and Throwing Knife Spears have the Unwieldy descriptor now.
Heightened Senses has had its strain costs doubled.
Fixer has been added as an Advanced Alchemy recipe.
Alicorn Shield has had the following note added: An alicorn may protect others within her alicorn shield if they are kept extremely close. It is possible to protect up to one additional size 0 creature, two adult size 0 creatures with small frame, or up to three foals or size -1 creatures in the shield. However, the alicorn can not fly. An alicorn may carry a single foal or size -1 creature on her back within the shield and still fly.
Shamanism has had the following section added: Gaining favors from a spirit requires a successful Barter check and the offering of a gift to the spirit. Because shamanism is a negotiation, and spirit favors are willfully given, a spirit may simply refuse. However, the only time a spirit will do so is if the shaman or the user of an item enchanted by the shaman is acting contrary to the spirit’s nature or is otherwise offensive to the spirit. (For example: a weapon enchanted with a Spirit of Kindness is likely to refuse to grant its benefits to a weapon in the hooves of a raider.) Spirits may even turn on a shaman if the shaman or the individual that a shaman gives an enchanted item to is significantly objectionable. A spirit will even chose to break an enchantment if the shaman intentionally gives the enchanted item to such a person. (For example: Spirits generally find marketing of their talismans or favors offensive. But a Spirit of Generosity finds such actions so objectionable it will turn on any shaman attempting to auction off its favors.)
Spirit has had the following section added: Spirits are classified primarily into broad groups based on their natures. Examples include Spirits of Rage, Spirits of Loyalty and Spirits of Machines. The spirits that fall into these classifications are not homogenous. (For example: a Spirit of Rage might be a spirit of savage fury or a spirit of righteous rage; a Spirit of Machines might be a spirit of clockwork precision or a gremlin of malfunction.)
Heightened Senses has had its strain costs doubled.
Fixer has been added as an Advanced Alchemy recipe.
Alicorn Shield has had the following note added: An alicorn may protect others within her alicorn shield if they are kept extremely close. It is possible to protect up to one additional size 0 creature, two adult size 0 creatures with small frame, or up to three foals or size -1 creatures in the shield. However, the alicorn can not fly. An alicorn may carry a single foal or size -1 creature on her back within the shield and still fly.
Shamanism has had the following section added: Gaining favors from a spirit requires a successful Barter check and the offering of a gift to the spirit. Because shamanism is a negotiation, and spirit favors are willfully given, a spirit may simply refuse. However, the only time a spirit will do so is if the shaman or the user of an item enchanted by the shaman is acting contrary to the spirit’s nature or is otherwise offensive to the spirit. (For example: a weapon enchanted with a Spirit of Kindness is likely to refuse to grant its benefits to a weapon in the hooves of a raider.) Spirits may even turn on a shaman if the shaman or the individual that a shaman gives an enchanted item to is significantly objectionable. A spirit will even chose to break an enchantment if the shaman intentionally gives the enchanted item to such a person. (For example: Spirits generally find marketing of their talismans or favors offensive. But a Spirit of Generosity finds such actions so objectionable it will turn on any shaman attempting to auction off its favors.)
Spirit has had the following section added: Spirits are classified primarily into broad groups based on their natures. Examples include Spirits of Rage, Spirits of Loyalty and Spirits of Machines. The spirits that fall into these classifications are not homogenous. (For example: a Spirit of Rage might be a spirit of savage fury or a spirit of righteous rage; a Spirit of Machines might be a spirit of clockwork precision or a gremlin of malfunction.)
Re: Alternate Core Documents
Kkat wrote: Shamanism has had the following section added: Gaining favors from a spirit requires a successful Barter check and the offering of a gift to the spirit. Because shamanism is a negotiation, and spirit favors are willfully given, a spirit may simply refuse. However, the only time a spirit will do so is if the shaman or the user of an item enchanted by the shaman is acting contrary to the spirit’s nature or is otherwise offensive to the spirit. (For example: a weapon enchanted with a Spirit of Kindness is likely to refuse to grant its benefits to a weapon in the hooves of a raider.) Spirits may even turn on a shaman if the shaman or the individual that a shaman gives an enchanted item to is significantly objectionable. A spirit will even chose to break an enchantment if the shaman intentionally gives the enchanted item to such a person. (For example: Spirits generally find marketing of their talismans or favors offensive. But a Spirit of Generosity finds such actions so objectionable it will turn on any shaman attempting to auction off its favors.)
This sounds like shamans can't sell items they make much. Am I interpreting that correctly?
- Zen Harmonics
- Posts: 29
- Joined: Thu May 30, 2013 5:56 pm
Re: Alternate Core Documents
Does this apply to Npc shamans? I would assume no since but just making sure.Spirits may even turn on a shaman if the shaman or the individual that a shaman gives an enchanted item to is significantly objectionable. A spirit will even chose to break an enchantment if the shaman intentionally gives the enchanted item to such a person. (For example: Spirits generally find marketing of their talismans or favors offensive. But a Spirit of Generosity finds such actions so objectionable it will turn on any shaman attempting to auction off its favors.)
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
Kind of? It really depends on the spirit (and the lore you want to use in the setting).Ghostpony wrote: This sounds like shamans can't sell items they make much. Am I interpreting that correctly?
Re: Alternate Core Documents
Im really wondering basically just how rare shaman items are. If the only way to get them is to lynch a shaman....or find a dead shamans stash....Viewing_Glass wrote:Kind of? It really depends on the spirit (and the lore you want to use in the setting).Ghostpony wrote: This sounds like shamans can't sell items they make much. Am I interpreting that correctly?
Re: Alternate Core Documents
Correct. There is a reason that there isn't a functional market for enchanted items and they are not priced on equipment lists. The only ones common enough to have generated a market value are the few weapons (such as the zebra rifle) which, while rare, were both made in sufficient number to be a wasteland commodity and are enchanted with spirits amenable to most users who would try to use the items.Ghostpony wrote:This sounds like shamans can't sell items they make much. Am I interpreting that correctly?
These rules give shamanism more flavor, and help accentuate the negotiating with the spirit world that is the core of shamanism. The rule help further distinguish shamanism from its unicorn-magic counterpart, Imbuing. (Imbuing is meant to be the Ministry of Magic's attempt at mimicing the effects of zebra shamanism -- the results are less powerful and shorter lived, but much easier to generate and universally useable.) Furthermore, the rules help prevent the "magical Wal-Mart" effect that games like Dungeons & Dragons suffer from. Finally, the rules bring shamanism more in sync with both the story and the show insomuch as zebra shamanism is meant to share an underlying mechanic with the Elements of Harmony. Powerful enchanted items would require, and have been created for, appropriate bearers, and would not function properly (if at all) in the hooves of anyone else.
It absolutely would.Zen Harmonics wrote:Does this apply to Npc shamans? I would assume no since but just making sure.
Notably, this is why the shaman has to sell or otherwise intentionally give the item to someone the spirit finds contrary to its own nature. This prevents characters from breaking enchantments and setting spirits against a shaman by stealing an item and trying to use it with the intention of enraging the spirit. It also protects the shaman from becoming the target of a spirit whose spirit power was invested in an item that ends up changing hooves multiple times. If the current user is seven-degrees-of-Kevin-Bacon away from the shaman, the spirit will still refuse to grant its power to someone objectionable, but won't break the enchantment or seek vengeance on the shaman for it.
- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Alternate Core Documents
Well ill take this opportunity to slip in a perk iv been thinking about. There really is only two perks for level 20, Reaper Pony and Ninja, celestia powered is a little to campaign specific, as well as the fact it lacks any actual set mechanics, but that's fine its a GM perk with some swing to it. so how about a bit more of a defensive perk for level 20?
Built to Resist: level 20
Prerequisites, any two of the following perks: tough hide, hit the deck, flesh wound, combat veteran, knight in shining armor.
benefits: no single attack can deal more then 50% of your max hit points in damage.
At level 20 with the damage potential of weapons like the anti-machine rifle, Gauss rifle, missle launcher, bale fire eggs, snipers in general, Eldrich knives, dragon fire, and many many other weapons, spells and monster abilities it is worth it for there to be some sort of perk to let a player avoid the old "bam, aaand im dead" after playing through a campaign for over a year and then being suddenly struck dead. the perk is the only level 20 perk that needs other perks, and its still possible to just hit the player again, possibly in the same round, if you need to kill them [for what ever reason?], it could mean that instead of a one shot turning the pony inside out, that two shots will leave them bleeding to death.
Now its important to note that i said attack, so a player falling off a building, standing next to a burning car, accidentally electrocuting them self, or setting off some booby trap all avoid the bonuses of the perk. Its best to say that the perk exists to avoid getting your head blown off by the sniper you don't see or by that steel ranger with twin missile launchers on his battle saddle. it also helps fill out the level 20 with more perks that are of the flavor: Awesome i made it to 20!
Built to Resist: level 20
Prerequisites, any two of the following perks: tough hide, hit the deck, flesh wound, combat veteran, knight in shining armor.
benefits: no single attack can deal more then 50% of your max hit points in damage.
At level 20 with the damage potential of weapons like the anti-machine rifle, Gauss rifle, missle launcher, bale fire eggs, snipers in general, Eldrich knives, dragon fire, and many many other weapons, spells and monster abilities it is worth it for there to be some sort of perk to let a player avoid the old "bam, aaand im dead" after playing through a campaign for over a year and then being suddenly struck dead. the perk is the only level 20 perk that needs other perks, and its still possible to just hit the player again, possibly in the same round, if you need to kill them [for what ever reason?], it could mean that instead of a one shot turning the pony inside out, that two shots will leave them bleeding to death.
Now its important to note that i said attack, so a player falling off a building, standing next to a burning car, accidentally electrocuting them self, or setting off some booby trap all avoid the bonuses of the perk. Its best to say that the perk exists to avoid getting your head blown off by the sniper you don't see or by that steel ranger with twin missile launchers on his battle saddle. it also helps fill out the level 20 with more perks that are of the flavor: Awesome i made it to 20!
Ask me about shamanism, i can FAQ it for you.
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- Posts: 65
- Joined: Wed Oct 17, 2012 1:15 pm
Re: Alternate Core Documents
A couple questions to toss up regarding dual wielding.
Now the rule says you apply a -20 to hit penalty (40 at different targets) but heres my question
There are ways to negate that penalty, but say you dual wield a set of swords. And both are modded with the general 'balanced' mod (+5 to hit, +5 to parry). Do they both stack? (for a net -10 to hit), does only one stack? Do you need both to be balanced to get any bonus? This same thing makes me wonder about weapons imbued with Spirit of Light and dual wielded.
This also applies to ranged weapons with mods or scopes and whatnot,
Essentially im asking: When dual wielding weapons, can modifiers that apply to one weapon extend to both to negate that dual wielding penalty.
Now the rule says you apply a -20 to hit penalty (40 at different targets) but heres my question
There are ways to negate that penalty, but say you dual wield a set of swords. And both are modded with the general 'balanced' mod (+5 to hit, +5 to parry). Do they both stack? (for a net -10 to hit), does only one stack? Do you need both to be balanced to get any bonus? This same thing makes me wonder about weapons imbued with Spirit of Light and dual wielded.
This also applies to ranged weapons with mods or scopes and whatnot,
Essentially im asking: When dual wielding weapons, can modifiers that apply to one weapon extend to both to negate that dual wielding penalty.