Alternate Core Documents
Re: Alternate Core Documents
well...where can I find the rules for normal throwing I guess...although a telekinetic throw is apparently really simple.
Re: Alternate Core Documents
I'm also reasonably sure we don't have solid rules for AoE effects, such as grenades. It's come up a couple of times in my group and we haven't found anything. i.e. What happens we you miss with a grenade, does it bounce? If so, where to and how far? Some 'degrees of failure' thing perhaps? What is everypony else's ideas/house rules?
If we have these somewhere, slap me over the head and tell me where it is, I've been known to pass over obvious things.
If we have these somewhere, slap me over the head and tell me where it is, I've been known to pass over obvious things.
Re: Alternate Core Documents
Tango's group has House rules for them, but a big issue for the AoE effects is since a lot of Combat tends to be abstract figuring it all out gets to be annoying.
Re: Alternate Core Documents
I have no idea. Does anybody know who made this change? Any objection to me changing it back to being a S.A.T.S. perk?SilverlightPony wrote:Wait, when did Reaper Pony's Gallop become something other than a S.A.T.S. perk?
Re: Alternate Core Documents
I just noticed this now, but would a chem addiction be able to reduce your SPECIALs to zero? It would make chemical addiction even more brutally punishing, especially if they're taking the chem to augment a low stat. Some really interesting roleplay potential there, with a character essentially entering a death spiral as a result of addiction stacks.Kkat wrote: Unless otherwise stated, any perk, spell or other effect that directly increases or decreases a SPECIAL cannot increase that SPECIAL higher than 10 or lower than 1. Poisons, some attacks, and environmental hazards can reduce a SPECIAL to 0.
But, if this was how it worked, a character with 3 END would instantaneously be killed if they became addicted to Hydra.
On that note, I think that Endurance hitting zero resulting in death makes Endurance even more necessary than it already is. I'd say it should just be paralysis/comatose, as with Strength.
Preview edit: No objection here to changing R.P.G
Re: Alternate Core Documents
Earth Ponies need some love. So here is a little addition to their abilities, and a whole slew of new perks, including exciting new cyberpony possibilities. Feedback is welcome.
New Rules Additions/Modifications
Earth Ponies: Earth ponies may invent schematics based on their Special Talent, substituting the Tagged skill associated with their Special Talent for the Invention rolls.
In addition, there are some new EP perks.
Raise This Barn: When Earth Ponies work together, they accomplish amazing work in record time. When working cooperatively with at least one other Earth Pony, the amount of time required for the completion of a project is reduced as if there was an additional Earth Pony assisting for every rank of this perk possessed by the cooperating ponies. (For example: if two Earth Ponies, each with two ranks of Raise This Barn, work together on a six-hour project, that project will be completed in one hour.)
Flight (Rank 2): Just for cyberponies with cyberwings.
Integrated Targeting System: A cyberpony with this perk gains the benefits of E.F.S. and S.A.T.S., as per a PipBuck or Magically Powered Armor. (This perk is added to make Wired Reflexes useful to qualifying ponies who don't have the Stable Pony trait.) If the cyberpony is a Stable Dweller or has PipBuck Training, the cost to activate E.F.S. is reduced to 15 AP and S.A.T.S. is reduced to 0 AP.
In other notes:
Sleep Deprivation rules have been added. The All Night Long perk has been reworded accordingly.
Degradation rate for Built to Destroy has been increased to every critical failure. Also, Chem Reliant no longer increases your chance of addition.
The SATS version of "Action Filly" has been renamed SATS Action Filly just to avoid confusion with the other Action Filly perk.
New Rules Additions/Modifications
Earth Ponies: Earth ponies may invent schematics based on their Special Talent, substituting the Tagged skill associated with their Special Talent for the Invention rolls.
In addition, there are some new EP perks.
Raise This Barn: When Earth Ponies work together, they accomplish amazing work in record time. When working cooperatively with at least one other Earth Pony, the amount of time required for the completion of a project is reduced as if there was an additional Earth Pony assisting for every rank of this perk possessed by the cooperating ponies. (For example: if two Earth Ponies, each with two ranks of Raise This Barn, work together on a six-hour project, that project will be completed in one hour.)
Flight (Rank 2): Just for cyberponies with cyberwings.
Integrated Targeting System: A cyberpony with this perk gains the benefits of E.F.S. and S.A.T.S., as per a PipBuck or Magically Powered Armor. (This perk is added to make Wired Reflexes useful to qualifying ponies who don't have the Stable Pony trait.) If the cyberpony is a Stable Dweller or has PipBuck Training, the cost to activate E.F.S. is reduced to 15 AP and S.A.T.S. is reduced to 0 AP.
In other notes:
Sleep Deprivation rules have been added. The All Night Long perk has been reworded accordingly.
Degradation rate for Built to Destroy has been increased to every critical failure. Also, Chem Reliant no longer increases your chance of addition.
The SATS version of "Action Filly" has been renamed SATS Action Filly just to avoid confusion with the other Action Filly perk.
Last edited by Kkat on Sun Jan 13, 2013 8:24 am, edited 2 times in total.
Re: Alternate Core Documents
Hot damn, you basically caught everything I was going to post about next! The general uselessness of Wired Reflexes, Action Filly having the same name for both SATS and non SATS, the lack of Flight Rank 2 for Cyberponies... I was literally just discussing this with another player in the game I'm in just a few hours ago!
Re: Alternate Core Documents
So can I get a few answers to the previous questions?
Re: Alternate Core Documents
Nice to see the EP's get a bit of a bonus, though now that I look at it it looks like the zebras could use a buff as well. As it is, all they have is shamanism (which requires a trait), item crafting (which is somewhat minor, except at later levels), and access to four perks, three of which are related to alchemy.
Bloody mess: The gift that keeps on gibbing.
Re: Alternate Core Documents
Next batch, focusing on explosives:
We have work-in-progress new rules for the effect of AoE: A weapon listed as "AoE" has an Area of Effect value. Targets within a number of feet equal to that value take full damage. For every full (AoE value) feet a target is away from the explosion, damage is reduced by 25%. Thus, any target more than four times the AoE value in feet from the explosion takes no damage.
Note: actual AoE values are not yet listed. Working idea is 10' for a frag mine/grenade, 15' for plasma, etc. However, these won't be implemented until we have a chance to discuss AoE values with uSea.
And a related note on limb damage: Explosives deal half their damage (rounded up) to all limbs, making crippling very likely. Spells divide their damage evenly across all limbs.
Additionally, the rules for Cover have been modified to include the following line: Likewise, cover may protect against explosions as if the character was +1 to +3 AoE values farther away from the center of the detonation.
The following has been added to the general combat rules: In most cases, a failed attack roll simply means the character missed. However, degrees of failure become important if the character fails an Explosives check when lobbing an explosive or firing ordinance with an AoE value. Every degree of failure places the explosive one AoE value increment away from the intended target in a direction determined by the GM. Failed attacks with explosives may still wound or kill the target, and/or may hurt unintended targets.
In an unrelated note: the griffin perk Countless Prey now has a maximum AP bonus of +30.
We have work-in-progress new rules for the effect of AoE: A weapon listed as "AoE" has an Area of Effect value. Targets within a number of feet equal to that value take full damage. For every full (AoE value) feet a target is away from the explosion, damage is reduced by 25%. Thus, any target more than four times the AoE value in feet from the explosion takes no damage.
Note: actual AoE values are not yet listed. Working idea is 10' for a frag mine/grenade, 15' for plasma, etc. However, these won't be implemented until we have a chance to discuss AoE values with uSea.
And a related note on limb damage: Explosives deal half their damage (rounded up) to all limbs, making crippling very likely. Spells divide their damage evenly across all limbs.
Additionally, the rules for Cover have been modified to include the following line: Likewise, cover may protect against explosions as if the character was +1 to +3 AoE values farther away from the center of the detonation.
The following has been added to the general combat rules: In most cases, a failed attack roll simply means the character missed. However, degrees of failure become important if the character fails an Explosives check when lobbing an explosive or firing ordinance with an AoE value. Every degree of failure places the explosive one AoE value increment away from the intended target in a direction determined by the GM. Failed attacks with explosives may still wound or kill the target, and/or may hurt unintended targets.
In an unrelated note: the griffin perk Countless Prey now has a maximum AP bonus of +30.