Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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radmelon
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Joined: Sat Aug 04, 2012 12:52 pm
Location: Vanhoover

Re: Alternate Core Documents

Post by radmelon » Wed Sep 12, 2012 6:29 pm

Well, the entire document with our homebrew stuff is here, but none of it has been playtested and a lot of it, especially concerning the humans and the protectron perks, is suspect. The specif section for dragons is as follows:
Spoiler: show
Dragon Hatchling:
-Hands (-50% item use AP cost)
-Scales (+2 DT, 20% Fire resistance)
-Flame breath (END times per day, make a ranged attack as per flamer)
-No cutie mark (2 tag skills only)

Dragon perks
-Burrow (ranks1/2) (lvl 4/8, STR 4/6): You may dig at half walking speed through loose sand (1) or hard-packed dirt (2).
-Gem hunter (lvl 6): You gain +1 LCK and can find gem caches underground.
-Flameproof (ranks 1/2) (lvl 6/10, END 5/7): You gain 25% fire resistance.
-Tough scales (ranks 1/2/3)(lvl 4, END 5): Replaces tough hide. Each rank gives you +2 DT and +10% fire resistance.
-Flight (ranks 1/2/3) (lvl 8/14/20 AGI 5/6/8): As pegasus.
-Steel Claw (ranks 1/2) (lvl 2): Replaces Iron Hoof: +d10 damage when using unarmed. At rank two will cause huge rends in flesh that bleed for an additional d10 damage until victim is healed or bandaged.
Size increase -not done
Enhanced flame -not done
Rending claws -not done
Hoard -not done
Bloody mess: The gift that keeps on gibbing.

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Retainer
Posts: 23
Joined: Wed Aug 01, 2012 5:36 pm

Re: Alternate Core Documents

Post by Retainer » Thu Sep 13, 2012 7:57 pm

Just my two cents, but I think you should totally add an alcohol resisteance racial perk for humans, such as "Iron liver" or something like that, which cuts off some of the SPECIAL penalties from being drung, as well as allowing the consumption of certain drinks (namely, vodka) to remove a certain quantity of rads at the expense of debuffing PER/AGI/STR.

Whirlybird
Posts: 22
Joined: Wed Sep 12, 2012 11:58 pm

Re: Alternate Core Documents

Post by Whirlybird » Thu Sep 13, 2012 8:14 pm

radmelon wrote:Well, the entire document with our homebrew stuff is here, but none of it has been playtested and a lot of it, especially concerning the humans and the protectron perks, is suspect. The specif section for dragons is as follows:
Spoiler: show
Dragon Hatchling:
-Hands (-50% item use AP cost)
-Scales (+2 DT, 20% Fire resistance)
-Flame breath (END times per day, make a ranged attack as per flamer)
-No cutie mark (2 tag skills only)

Dragon perks
-Burrow (ranks1/2) (lvl 4/8, STR 4/6): You may dig at half walking speed through loose sand (1) or hard-packed dirt (2).
-Gem hunter (lvl 6): You gain +1 LCK and can find gem caches underground.
-Flameproof (ranks 1/2) (lvl 6/10, END 5/7): You gain 25% fire resistance.
-Tough scales (ranks 1/2/3)(lvl 4, END 5): Replaces tough hide. Each rank gives you +2 DT and +10% fire resistance.
-Flight (ranks 1/2/3) (lvl 8/14/20 AGI 5/6/8): As pegasus.
-Steel Claw (ranks 1/2) (lvl 2): Replaces Iron Hoof: +d10 damage when using unarmed. At rank two will cause huge rends in flesh that bleed for an additional d10 damage until victim is healed or bandaged.
Size increase -not done
Enhanced flame -not done
Rending claws -not done
Hoard -not done
Wow, playing a drago hatchling is something I haven't really considered, but it sounds like a great idea. 'Size increase' makes me think of the teenage-ish dragons and that'd be real fun to play as. Diamond Dogs, Dragons, even a robot. I love this :D Let me know if you ever want a playtester for these things!

Shady_steps
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Joined: Mon Aug 06, 2012 11:36 am

Re: Alternate Core Documents

Post by Shady_steps » Thu Sep 13, 2012 9:00 pm

love it! well done radmelon. but they need way more perks for humans i might see to doing a FOE human rule play.

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radmelon
Posts: 47
Joined: Sat Aug 04, 2012 12:52 pm
Location: Vanhoover

Re: Alternate Core Documents

Post by radmelon » Fri Sep 14, 2012 9:07 pm

Yeah, me and jojolagger didn't do much for the humans perk-wise other than messing around with their magic resistance. I want to redo the resistance perks, but I have other things to work on at the moment.
Bloody mess: The gift that keeps on gibbing.

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Kkat
Posts: 375
Joined: Thu Nov 10, 2011 5:54 am

Re: Alternate Core Documents

Post by Kkat » Tue Sep 18, 2012 9:03 pm

First big news: we actually have some bare-bones rules for Shamanism now. This is still very heavily a work-in-progress, with a lot of things up to the GM. But this will give you an idea where we are going with Shamanism, and allow characters to start playing around with it if you GM allows.


Second: a number of pending rules changes.

Here is the big one: Telekinesis now uses (Potency + 1) rather than (Endurance) for effective Strength. A high-Endurance spellcaster should not, by default, be a better melee fighter option than a character with high Strength. In addition, we have clarified that taking something away from a unicorn holding it with telekinesis is an opposed roll.

Next, there will be some new perks and traits, including perks for unicorns who want to horn-joust and a trait that gives a unicorn +1 effective potency in one spell set. In addition, there will be the following perk:

PipBuck Training (req: not a Stable Pony): You are experienced in using a Pipbuck and may use a PipBuck's advanced functions: S.A.T.S. and E.F.S. (Note: characters with the Stable Pony trait start out able to use all functions of their PipBuck. Any pony without that trait who gains a PipBuck needs to take this perk in order to use all the PipBuck's features.)

The "weapon size" element of Iron Hoof has been removed. It was an artifact from a former AP mechanic.

Finally, several perks have been removed:

The perks Mutate!, Bend the Rules and Break the Rules have been removed, although GMs may give these perks as Quest Perk special rewards. Perks which allow players to bypass of rules designed for balance shouldn't be reliably available. Ready to Gallop was removed because it was redundant and cost ineffective compared to other initiative perks. Field Medic was removed because it gave no actual bonus.

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Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Wed Sep 19, 2012 3:05 pm

New Unicorn Perk: Spell Blending

Requirements: Versatility 4

Whenever you cast two, non-attack, spells that accomplish a similar task on the same target, the spells can 'blend' what they do to accomplish a new task. For example, if a unicorn cast the spell 'Share Senses' and 'Telepathy' on his Ghoul friend, the Unicorn could make it so the ghoul would be able to view a Memory Orb through the Unicorn. Such spell blendings are subject to GM approval.

~~~~~~~~~~

I would also like to start a discussion on 'holding' a spell after the Unicorn has cast it, allowing the Unicorn to wait before applying it to a target (I would say have it cost 15 AP a round to hold a spell they have cast after the round of casting).

Finally, I would like to suggest an alteration to the Heal spell for those Unicorns who have a decent Medicine Skill. I believe there should be some benefit for a Unicorn with a higher Medicine skill who casts Heal vs. a Unicorn who has no Medicine Skill.

a friendly hobo
Posts: 12
Joined: Sat Nov 12, 2011 6:23 am
Location: Sydney, Aus

Re: Alternate Core Documents

Post by a friendly hobo » Sat Sep 22, 2012 5:19 am

Hey guys! Hoboest of Hobos here!

Here's a trait I'm working on that lets the user ignore the requirements for Cyberpony.

https://docs.google.com/document/d/1aJd ... 28geM/edit

It lets you get Cyberpony, but with less positives, and more negatives.

I'm working on this with input from kashin and No One and SilentBrony.

I have presented it to SilentBrony, my gm, and he is thinking about it. I would like to know what you all think.

Peace!
-Hobolicious.

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Kkat
Posts: 375
Joined: Thu Nov 10, 2011 5:54 am

Re: Alternate Core Documents

Post by Kkat » Wed Sep 26, 2012 6:41 pm

Minor changes to the spells Sculpt and Heal. The DT-based penalties for Sculpt have changed from (Object's DT * 4) to 10 + (Object's DT *2). Heal now as an additional effect that can take advantage of a caster's Medicine skill.

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Viewing_Glass
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Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Thu Sep 27, 2012 1:56 am

Ah, many thanks Kkat! So, what happens if you fail the Medicine Check on Heal? Is it just not getting the extra 2d10, or does it result in subtracting 2d10 from the amount healed (You botched the surgery)?

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