Alternate Core Documents

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

Post by Chayn » Sun Nov 04, 2012 10:58 am

I clearly don't understand this math. What do you mean when saying "Her S.A.T.S. now gives her benefits covering a maximum of 75 AP in attacks."?
The only thing mentioned in benefits of SATS is:
Stable-Tec Arcane Targeting Spell: While S.A.T.S. is active, your PipBuck negates up to 30% worth of penalizing attack modifiers. S.A.T.S. can only negate penalities; it cannot give a bonus.
It doesn't say anything about some kind of special AP maximum while in SATS or something like that. As I understood that part, it means removing up to 30% penalties from each attack in each turn when SATS active. Um... maybe you should tell us a little bit more about how exactle SATS work in-game?

Ah, uSea, my greetings!
The stats given for unarmed melee weapons already assume you are using them in (at least) a pair. Taking Fallout New Vegas as an example, Spiked Knuckles are always used in a pair and attack quickly (which gives them their low AP cost) whereas a Power Fist is used by itself (presumably it's too big and bulky to be used in a pair) and ends up being slower with a higher AP cost.
Problem is, I took stats from Tier arranged Fo3/NV Weapon List and it clearly said "Spiked Shoe", not "Shoes", thus allowing to use them for double-wielding.
Claws are claws, and I don't think that it is sane option to count each claw as separate weapon(D&D experience). Spiked shoes is another matter, I think.

Oh, Wild swing...yes, I missed that part, thanks.
I'd be glad to see some kind of special tag to double or quad melee weapons in that case.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Nov 04, 2012 11:00 am

Thanks, uSea. I'll make a note of that first bit in the rules for clarification. :pinkiebounce:

Edit: Note made. Melee weapons now include the special qualities of "Set" and "Unwieldy". Weapons with the "Set" quality are part of a set (like spiked shoes). They do not have to be purchased individually, and they cannot be used for multiple wielding. Weapons with the "Unwieldy" quality impose heavy additional penalties if someone attempts to multiple-wield with them.
Last edited by Kkat on Sun Nov 04, 2012 11:49 am, edited 1 time in total.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Nov 04, 2012 11:10 am

Chayn wrote:I clearly don't understand this math.
Here is the section on S.A.T.S.:
A PipBuck effectively grants the wearer the following spells at no strain: Light, Locate Object (tagged objects whose tagged codes I know), Organize and Target (aka S.A.T.S.). These spells are considered to be cast at Expert level, but with a Potency and Versatility of only 1 each. Activating any of these abilities is a 10 AP action. Additionally, the PipBuck effectively grants the wearer the Detect Others (aka E.F.S.) spell at Advanced level with a Potency of 1. Activating this ability is a 25 AP action. All PipBucks and suits of magically powered barding have tags. PipBucks also include a radio and automapping features. PipBucks are subject to disabling through damage or anti-matrix weaponry.
So in order to know how S.A.T.S. works, you need to know how those spells work. Here is the spell in question:
Target
This spell creates an illusion only the caster can see which illuminates targets and assists in attacks. The duration of this spell is (Versatility) minutes or until the AP duration is depleted, whichever is sooner. Movement actions that consume AP are not counted against this depletion.
Basic (cost 8): Duration of (Potency * 15) AP. Negates 10 points of penalties to attack rolls.
Advanced (cost 12): Duration of (Potency * 30) AP. Negates 20 points of penalties to attack rolls.
Expert (cost 16): Duration of (Potency * 45) AP. Negates 30 points of penalties to attack rolls.
Now, the PipBuck grants Target at Expert level with a Potency of 1. That means that, once activated, S.A.T.S. only lasts for 45 AP worth of non-movement actions. In other words, once you start using the benefits, S.A.T.S. lasts less than a turn.

Action Filly (S.A.T.S.) does not give you AP. What it does is extend the duration of the targeting spell so that it's benefits can be applied to more of your turn.

--Kkat

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uSea
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Re: Alternate Core Documents

Post by uSea » Sun Nov 04, 2012 1:05 pm

Problem is, I took stats from Tier arranged Fo3/NV Weapon List and it clearly said "Spiked Shoe", not "Shoes", thus allowing to use them for double-wielding.
Claws are claws, and I don't think that it is sane option to count each claw as separate weapon(D&D experience). Spiked shoes is another matter, I think.

Oh, Wild swing...yes, I missed that part, thanks.
I'd be glad to see some kind of special tag to double or quad melee weapons in that case.
That oversight was entirely my fault. Thankfully Kkat has fixed it, yay!

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Nov 07, 2012 4:36 pm

A section on Scavenging has been added to the gameplay section, including a link to uSea's old sample loot tables.

Armor repair kits have been added to the miscellaneous items list, and the section on degradation of equipment through neglect has been appropriately modified.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Nov 09, 2012 4:19 am

A little addition has been made under the entry for Charisma.

Breath of the Phoenix (as from Chapter 31 of FOE) and its lesser cousin Kiss of the Phoenix have been added to advanced alchemy recipes.

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radmelon
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Re: Alternate Core Documents

Post by radmelon » Fri Nov 09, 2012 10:06 pm

I'm currently working on the extra races thing jojolagger and I have been doing, specifically the Changelings. I'm a bit stuck on how to adjucate changeling magic, however, and was wondering if anyone had any suggestions or ideas?
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 » Fri Nov 09, 2012 11:41 pm

The Perk Revision's document needs to be updated with the changes to the unicorn perks in the Alternate Core Documents. Thanks!

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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Sat Nov 10, 2012 4:17 am

radmelon wrote:I'm currently working on the extra races thing jojolagger and I have been doing, specifically the Changelings. I'm a bit stuck on how to adjucate changeling magic, however, and was wondering if anyone had any suggestions or ideas?
You might want to have a look in here: http://forum.fallout-equestria.com/view ... f=24&t=471
The link to the doc is in the bottom most post.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sat Nov 10, 2012 9:51 am

Viewing_Glass wrote:The Perk Revision's document needs to be updated with the changes to the unicorn perks in the Alternate Core Documents. Thanks!
I think I got it all squared away now. Please let us know if I missed anything.

:lwalk:

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