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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Re: Alternate Core Documents

Post by radmelon » Tue Oct 23, 2012 7:32 pm

The cybernetics work well, though you might want to give specifics on which bobbleheads give which bonuses for those who haven't read the story in a while. Also, I was looking at the change in the armour degredation rules, and how you can give up crit damage to damage armour. However, I don't see anyone doing that much, as the decrease in DT won't be all that much, and for PCs, it reduces the loot you can get. How about if it worked similar to weapons, and every 3 critical hits you take reduces your armour by one rank?
Bloody mess: The gift that keeps on gibbing.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Oct 25, 2012 9:06 pm

So, a couple ideas to add to the document, in terms of perks, as well as a new unicorn spell.

Medical Mastery
Requirements: Medicine 75, Science 50, level 12

You may now use the medicine skill to create the schematics for cybernetics, as well creating the cybernetic parts themselves! Installing them, however, is another feat entirely.

Cybernetic Surgeon
Requirements: Medicine 100, Science 75, level 14

You may now upgrade ponies with cybernetics, and reboot them in the field! Have you thought about joining up with Red-Eye?

Spirit of Kindness
Expert Imbuing Spell
Cost: 50 strain
For (Potency) Hours, your weapons or armor come under the effects of the Spirit of Kindness. If cast on a weapon, all damage that weapon does is considered to be stun damage. If cast on armor, the pony wearing the armor is considered to be (Potency/3, rounded down) steps higher in terms of NPC disposition.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Oct 29, 2012 2:20 pm

So, did a little recreational math, as my friends call it, and I was able to figure out the actual movement speed of all flying creatures depending on what rank of the flight perk they have.

So, using the rules for sprinting:
Spoiler: show
Sprinting: Flat-out movement costs 15 AP per (END + [AGI x 2]) yards + 15 AP to slow down enough to take other actions. If you do not slow down by the end of your turn, you are still considered to be sprinting at the start of your next turn.
Running the numbers as if we had a pegasus with a 9 agility and 7 endurance, and they weren't spending the AP to slow down in an attempt to perform a Sonic Rad/Rainboom:

They have a total movement per 8 AP equal to 25 yards (AP cost is halved due to the Speed Boost Perk, a requirement of the Sonic Rainboom). With 82 AP per round, they can sprint 10 times, equal to 250 yards per round. A round takes six seconds, this results in a speed of 41.6666666667 yards per second. The speed of sound is 340.29 meters per second. Converting our yards to meters (thank you Google!), this results in 38.10000000003048 meters per second.
Rounding down in this case for ease of math, a pegasus with Speed Boost on a sprint moves at 38 meters per second. In order to break the speed of sound, a pegasus will need to move 8.955 times as fast. Rounding gives us the amount 9 times as fast. Therefore, in order to provide a nice, even movement speed increase on each rank of flight, we can treat the Sonic Rainboom as the equivalent of flight 5 for a handy speed boost, resulting in each rank of flight being a multiplier of 1.8 of your land speed.

TL:DR

Because of Math, the formula for flight speed is (Rank of Flight Perk)*(1.8)*(Land Speed). Treat the Sonic Rainboom Perk as Flight 5 for the purposes of this formula.

Chayn
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Re: Alternate Core Documents

Post by Chayn » Mon Oct 29, 2012 3:25 pm

I wish you good day and want to ask some questiona from our RP group.
1)What exactly Karma do and what role in game mechanics it fills? When I should check Karma of characters(except for perks)?
2)Unicorn healers are...overwhelming. After a fight, assuming that all party characters are at least at 1 Wound, 1(one) unicorn medic could heal whole party and still have Strain. Thus, party have two modes - Dead or Alive, no Wounded, 'cause unicorn Strain(in case of medical spells) are almost infinite with such recovery speed. Question is - are we doing something wrong or not?
3)So our healer got a Telekinesis spell capable of lifting an adult buffalo. Could he self-levitate? Could he use some kind of plank and levitate on it applying TK on it?
4)If Medic use Sound Slumber does he recover Strain while spell last?
5)Hea&Restoration spells. What exactly they heal? Wounds? Limb health? Both? Wording is kinda unclear on this...

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Oct 29, 2012 5:10 pm

Chayn wrote:I wish you good day and want to ask some questiona from our RP group.
1)What exactly Karma do and what role in game mechanics it fills? When I should check Karma of characters(except for perks)?
2)Unicorn healers are...overwhelming. After a fight, assuming that all party characters are at least at 1 Wound, 1(one) unicorn medic could heal whole party and still have Strain. Thus, party have two modes - Dead or Alive, no Wounded, 'cause unicorn Strain(in case of medical spells) are almost infinite with such recovery speed. Question is - are we doing something wrong or not?
3)So our healer got a Telekinesis spell capable of lifting an adult buffalo. Could he self-levitate? Could he use some kind of plank and levitate on it applying TK on it?
4)If Medic use Sound Slumber does he recover Strain while spell last?
5)Hea&Restoration spells. What exactly they heal? Wounds? Limb health? Both? Wording is kinda unclear on this...
I have some answers, but these might be subject to being over-ruled by Kkat or others who have a better idea.

1.) Karma has only a few in-game mechanics currently. Outside of Shamanism and some perk requirements, Karma is kind of nebulous right now.

2.) Unicorn healers do bring the advantage of the healing they offer is effectively 'free'. However, remember that a unicorn healing is not instantaneous. The Heal Spell takes, at novice, 2 rounds, while Restoration takes, at novice, two minutes to work, and the wounds are not closed till the end of the spell. Also, keep in mind a unicorn healer at novice has no way to heal crippled limbs. Yes, it is possible to keep a party going all day and night, but your unicorn should keep track of his/her strain. Too much healing can easily result in burnout...

3.) Adult Buffalo, unless they have the small frame trait, are considered to be ponies with Large Frame. This means that, no matter what your unicorn's effective potency with telekinesis, they can't lift an adult buffalo. Your medic can not self-levitate (You would need one-trick pony at Might Spell rank 3 or 4 I think). As for using a board to fly around on, I would say no.

4.) Yes. The rate is a question up to your GM, however. Since it does not have a set duration, this means to me that the spell has either a duration chosen by the unicorn, or, the unicorn has to be awake and monitoring the spell. In the first case, that means they could go to sleep and regain 20 strain an hour. In the second case, the unicorn would have to be awake. Depending on what are they doing, this could result in 5 or 10 strain recovered per hour.

5.) Heal and Restoration close all wounds at the end of the duration of the spell, healing the appropriate number of HP. They could also be applied to a limb (to heal the appropriate damage to a limb), but these spells can not be use to heal crippled limbs.

Chayn
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Re: Alternate Core Documents

Post by Chayn » Mon Oct 29, 2012 7:13 pm

Many thanks, though I want to specify some details.
1)Basically useless... *sigh* Fine, thanks.
2)Our Medic, Lucky Pass, got 190 Strain on 6th level, and I didn't see him run out of "mana". Basically our module is not a combat-heavy one, so battles occure only when adventure requires so. Restoration cost five(5) Strain, basically it means 190/5=38 Restoration. Each Restoration heals 2d10+20 wounds 'cause of Potency 5, and character wounds on 6th level are 180 or so max... -_-
3)*sigh once again* Lucky got Potency 5, thus, according to this patch of text...
"The caster may attempt to move or manipulate any object which fits into a cube of space equal to (Potency) feet on each side. A potency of 4 is required to lift an adult pony, 3 for an adult pony with the Small Frame trait, and 2 for a foal."
...Potency 5 is enough to lift a buffalo, right?
4)Second option(remain awake) sound good to me and I will think of it, thanks. Oh, and uh... I'm GM of that group.
5)Uh-huh...so, two version use, but without healing crippled limbs, unless Wasteland Surgeon perk taken..?

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Tue Oct 30, 2012 1:36 am

If you take Wasteland Surgeon, mending ("un-crippling") a limb is a non-magic medicine roll.

Un-crippling a limb with magic requires the Bone Mending spell.

As for Strain, at Basic level it costs 10 strain per use and the effects last 2 turns, and with 5 POT you're healing 11-20 HP per turn for two turns. With, for example, 5 characters needing healing, you'll either be casting that spell over half a dozen times to get them back to good health (and thus burning the better part of 100 Strain), or you'll be using up a lot of potions.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Oct 30, 2012 2:32 am

Keep in mind living creatures are not objects, so unless the adult buffalo is dead, the unicorn won't be able to lift it.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Tue Oct 30, 2012 4:16 pm

Viewing_Glass wrote:Keep in mind living creatures are not objects, so unless the adult buffalo is dead, the unicorn won't be able to lift it.
Wat.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Oct 30, 2012 5:26 pm

SilverlightPony wrote:
Viewing_Glass wrote:Keep in mind living creatures are not objects, so unless the adult buffalo is dead, the unicorn won't be able to lift it.
Wat.
Unless my understanding is incorrect...

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