Alternate Core Documents
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Re: Alternate Core Documents
Will it be possible to take multiple different sets then? Or can you only take the successors?
If it's possible, I would limit the amount of suite levels, you can pick, in total.
If it's possible, I would limit the amount of suite levels, you can pick, in total.
Re: Alternate Core Documents
No. To clarify this, I'm thinking about renaming the basic Cyberpony Ranks as "Cyberpony (Design Level...)" with Levels 1, 2 and 3. Each would be a single-rank perk, so you could not take any of them more than once. And the Cyberpony (Design Level 1) perk would give you a choice of suite, thus limiting a character to a single suite. (Higher "Design Level" perks would give you a bonus based on your suite and would, of course, have the preceding "Design Level" perk as a prerequisite.)
I'm also thinking of getting rid of the Karma penalty. Possibly replacing it with something more suitable.
In related news, I just added little bit of extra info to the NPC Disposition section.
I'm also thinking of getting rid of the Karma penalty. Possibly replacing it with something more suitable.
In related news, I just added little bit of extra info to the NPC Disposition section.
Re: Alternate Core Documents
Godna wrote:This also brings to mind a question I've previously had. How exactly does the Cyber Surgeon perk work? I mean if it just allows you to perform the surgery then it's kind of a waste since it doesn't actually give you access to what would actually let you perform the surgery (i.e. the implants)
Still would like this answered before I have a character spend a perk on it...
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Re: Alternate Core Documents
i still think that my implants should be added to the item list (even tho they need some major tweaks atm) as it lets the GM have full control over the modifications a chr gets. will try to make my example work https://docs.google.com/drawings/d/1Cpq ... WzuTw/edit
https://docs.google.com/spreadsheet/ccc ... 0N2c#gid=0
https://docs.google.com/spreadsheet/ccc ... 0N2c#gid=0
Re: Alternate Core Documents
That's kinda like the Project Nevada's Cybernetics. I kind of like.
Re: Alternate Core Documents
I have made this post a sticky.
"Sometimes, being honest means knowing when not to be."
"Youth leads to mistakes, mistakes turn to pain, pain gives way to anger, anger drives a wedge into harmony."
"Who is to say we are not insane? We're all a little bit insane. You just have to hide it."
"To be forgotten is worse than death."
"I dreamt of the end of the world and a sea of regrets."
"Youth leads to mistakes, mistakes turn to pain, pain gives way to anger, anger drives a wedge into harmony."
"Who is to say we are not insane? We're all a little bit insane. You just have to hide it."
"To be forgotten is worse than death."
"I dreamt of the end of the world and a sea of regrets."
Re: Alternate Core Documents
So the Bee Gun now official? Great. Now every campaign is going to be filled with at least 7 THE PAIN characters who shoot Bee Tommy guns. FOE artist are going to be flooded with thousands of requests and commisions to draw suggestive pictures of PnP characters with Bee censors or Bee-kinis. It's going to be amazing.
Re: Alternate Core Documents
May I throw in a few more suggestions?
I was looking through the rulebook and perk listing and I think I have a few ideas on what can be done with some perks and other stuff.
First off, I noticed a little thing in the rulebook that is woefully forgotten at times, Dodge. I feel as if there could be a fourteenth or twelfth level perk that could be used to drop the AP cost from 2AP per percentile to 1AP. It would still not get too totally crazy due to the limit the 3xAGI cap puts on it, and it would allow a lot more strategy to be put in somepony's combat action.
Second, I feel as if there are a few perks that need to be reworded, rethought, relocated, or completely removed due to how tabletops generally work as opposed to how NV works.
Celestia Powered: Needs some sort of definition, especially in games that take place post-Pip.
Contract Killer/Lawpony: Because why pick this whenever you can just become one in game?
Meltdown: Either needs to be reworked completely, or needs to have some sort of defined AOE.
But I want it NOW!: Because ponies being notably different levels in the same game makes me cry a little. Plus, be honest, who really takes this when you can have a different perk? Not really a complaint as it is a gripe.
Ammo Crafter: I actually like this perk, but there needs to be some definition on how it works in there. Do you sacrifice two regular rounds to get a "Hoof-load" one? Can I buy powder, save casings from shots, and find different kinds of bullets (the tip parts, not the round of ammunition in it's entirety)?
Thief: I really think this should be just something that you can do on a successful sneak check with proper penalties made considering where the mark in question is keeping it, how heavy it is, and how on-alert they are, and that this could mitigate some of said penalties. If you think otherwise, then I would at least like to know what roll it is and how difficult I can expect it to be.
Paralyzing Hoof: Entirely too powerful for it's rank, since it pretty much can kill someone in one hit if the 30% chance hits, and there's no AP cost or anything to differentiate it from a regular attack.
Amanuensis: This really does deserve to be a lower level perk.
Sun's Wrath: Does "Flame Throwers" include magic fire elemental attacks from Buffalo and Unicorns? Or stunts from the wonderbolts like the "Buccaneer Blaze"?
I was looking through the rulebook and perk listing and I think I have a few ideas on what can be done with some perks and other stuff.
First off, I noticed a little thing in the rulebook that is woefully forgotten at times, Dodge. I feel as if there could be a fourteenth or twelfth level perk that could be used to drop the AP cost from 2AP per percentile to 1AP. It would still not get too totally crazy due to the limit the 3xAGI cap puts on it, and it would allow a lot more strategy to be put in somepony's combat action.
Second, I feel as if there are a few perks that need to be reworded, rethought, relocated, or completely removed due to how tabletops generally work as opposed to how NV works.
Celestia Powered: Needs some sort of definition, especially in games that take place post-Pip.
Contract Killer/Lawpony: Because why pick this whenever you can just become one in game?
Meltdown: Either needs to be reworked completely, or needs to have some sort of defined AOE.
But I want it NOW!: Because ponies being notably different levels in the same game makes me cry a little. Plus, be honest, who really takes this when you can have a different perk? Not really a complaint as it is a gripe.
Ammo Crafter: I actually like this perk, but there needs to be some definition on how it works in there. Do you sacrifice two regular rounds to get a "Hoof-load" one? Can I buy powder, save casings from shots, and find different kinds of bullets (the tip parts, not the round of ammunition in it's entirety)?
Thief: I really think this should be just something that you can do on a successful sneak check with proper penalties made considering where the mark in question is keeping it, how heavy it is, and how on-alert they are, and that this could mitigate some of said penalties. If you think otherwise, then I would at least like to know what roll it is and how difficult I can expect it to be.
Paralyzing Hoof: Entirely too powerful for it's rank, since it pretty much can kill someone in one hit if the 30% chance hits, and there's no AP cost or anything to differentiate it from a regular attack.
Amanuensis: This really does deserve to be a lower level perk.
Sun's Wrath: Does "Flame Throwers" include magic fire elemental attacks from Buffalo and Unicorns? Or stunts from the wonderbolts like the "Buccaneer Blaze"?
Re: Alternate Core Documents
It doesn't give you the equipment, just the skill to implant (and reboot) it. The usefulness of this will vary a lot between campaigns, so I would suggest discussing it with your GM before taking it.Godna wrote:Godna wrote:This also brings to mind a question I've previously had. How exactly does the Cyber Surgeon perk work? I mean if it just allows you to perform the surgery then it's kind of a waste since it doesn't actually give you access to what would actually let you perform the surgery (i.e. the implants)
Still would like this answered before I have a character spend a perk on it...
Certainly. That's one of the things the forum is for.Fridge wrote:May I throw in a few more suggestions?
Just addressing a few...
Contract Killer/Lawbringer: Yes, a GM could make this a quest reward. However, the way this is set up allows a griffin character to spend her first perk to begin play under this sort of employ.
Meltdown: This does need to be rewritten with more detail. That will happen after we have AoE's hammered down.
But I want it NOW!: I have a player in the Stalliongrad game who took this perk in order to gain a perk with a higher level prerequisite earlier.
Paralyzing Hoof: At 18th level, this perk is "end game" content for all but epic campaigns. Still, I have reworded it, and made the chance of paralysis SPECIAL-based rather than a straight 30% (as it is in New Vegas).
Amanuensis: I honestly think this should be removed entirely. Maybe replaced with the Dodge perk Fridge suggested.
Sun's Wrath: "Flamethrowers" includes flamethrowers. Also, flamethrowers.
Re: Alternate Core Documents
Previously, on Fallout: Equestria...
Cyperponies looked like this:
So here is the revision. A lot of special thanks to Mimezinga and Hidden Fortune for helping me with these. This new design setup still has to be run by a few people before it is finalized.
Cyberpony (Design Level 1)
Earth Pony, Level 6
You have made permanent cybernetic enhancements to your body. You have made permanent cybernetic enhancements to your body. Your resistance to Poison and Radiation each increased by ten. You also gain the benefits of your cyberpony suite for Design Level 1. You must chose a cyberpony suite -- either Soldier, Infiltrator or Engineer -- when you take this perk. This will be your suite for any additional Cyberpony perks. You may not take or benefit from zebra alchemy perks or permanent effects. Finally, your spiritual resilience is weakened; your Charisma is treated as one lower (minimum 1) for the purpose of resisting attacks on the soul.
Cyberpony (Design Level 2)
Earth Pony, Level 12, Cyberpony (Design Level 1)
Much of your body has been replaced with synthetics. You are beginning to no longer feel like a Pony anymore. You gain the benefit of your cyberpony suite for Design Level 2. You are immune to poison. You now have an integrated peripherial port usable for items such as broadcasters or StealthBucks. Finally, your spiritual resilience is weakened; your Charisma is now treated as two lower (minimum 1) for the purpose of resisting attacks on the soul.
Cyberpony (Design Level 3)
Earth Pony, Level 18, Cyberpony (Design Level 2)
Your body is now an almost entirely synthetic housing for your mind and soul. Your body repairs itself over time at 1 wound every 2 turns. However not even normal medicine or healing magic can aid you now. You gain the benefit of your cyberpony suite for Design Level 3. Finally, your spiritual resilience is weakened; your Charisma is now treated as four lower (minimum 0) for the purpose of resisting attacks on the soul.
And some additional Cyberpony perks and perk revisions:
Advanced Cyberpony reduces your enemies' base critical hit chance against you by 3, to a minimum of 1. This perk requires that you have a cyberpony suite. It has three ranks, but the third rank is only available to Earth Ponies with the Soldier Suite.
Cyberpony Hide gives +5 DT, but nullifies any previous Tough Hide perks and requires either the Infiltrator Suite or the Engineer Suite.
Cyperponies looked like this:
Powerful, but bland. The higher-level perks were increasingly less useful with stiffer penalties. And overall, the cyberpony design left Earth Ponies with a special nitch of being a brick. As Pinkie Pie would say, "Boooooring."Cyberpony (Rank 1)
Earth Pony, Level 6
You have made permanent cybernetic enhancements to your body. You gain +2 DT, your resistance to Poison and Radiation each increase by 10%, and you gain a +10 bonus to using Magical Energy Weapons. You may now take Cyberpony perks. You may not take or benefit from zebra alchemy perks.
Cyberpony (Rank 2)
Earth Pony, Level 14
Most of your body has been replaced with synthetics. You are beginning to no longer feel like a Pony anymore, let alone a living thing. Reduces your max positive karma to 80. Adds an additional +2 DT. You are immune to poison. (This perk nullifies any previous Tough Hide perks.)
Cyberpony (Rank 3)
Earth Pony, Level 18
Your body is now an almost entirely synthetic housing for your mind and (hopefully) soul. Your karma max positive karma is now 50. Adds an additional +4 damage reduction, your body also repairs itself over time at 1 wound every 2 turns. However not even normal medicine or healing magic can aid you now. You also gain permanent nightvision.
So here is the revision. A lot of special thanks to Mimezinga and Hidden Fortune for helping me with these. This new design setup still has to be run by a few people before it is finalized.
Cyberpony (Design Level 1)
Earth Pony, Level 6
You have made permanent cybernetic enhancements to your body. You have made permanent cybernetic enhancements to your body. Your resistance to Poison and Radiation each increased by ten. You also gain the benefits of your cyberpony suite for Design Level 1. You must chose a cyberpony suite -- either Soldier, Infiltrator or Engineer -- when you take this perk. This will be your suite for any additional Cyberpony perks. You may not take or benefit from zebra alchemy perks or permanent effects. Finally, your spiritual resilience is weakened; your Charisma is treated as one lower (minimum 1) for the purpose of resisting attacks on the soul.
- Soldier Suite (Design Level 1): Choose one of the following three skills: Battle Saddles, Energy Weapons or Unarmed. This is your cyberpony suite skill. You gain +10 in your cyberpony suite skill. You also gain +2 DT.
- Infiltrator Suite (Design Level 1): Choose one of the following three skills: Explosives, Lockpicking or Sneak. This is your cyberpony suite skill. You gain +10 in your cyberpony suite skill. You also gain nightvision at will.
- Engineer Suite (Design Level 1): Choose one of the following three skills: Mechanics, Medicine or Science. This is your cyberpony suite skill. You gain +10 in your cyberpony suite skill. You also gain a robotic fine manipulator arm. This arm is too delicate and weak to use in combat, but may otherwise be used as a prehensile limb with fine motor skills (much like a hand).
Cyberpony (Design Level 2)
Earth Pony, Level 12, Cyberpony (Design Level 1)
Much of your body has been replaced with synthetics. You are beginning to no longer feel like a Pony anymore. You gain the benefit of your cyberpony suite for Design Level 2. You are immune to poison. You now have an integrated peripherial port usable for items such as broadcasters or StealthBucks. Finally, your spiritual resilience is weakened; your Charisma is now treated as two lower (minimum 1) for the purpose of resisting attacks on the soul.
- Soldier Suite (Design Level 2): The maximum rank you can achieve in your cyberpony suite skill is increased by ten (to 110 or 125 if it is also your Special Talent tagged skill). Your Strength is considered one higher for purposes of meeting weapon strength requirements. You also gain +3 DT, which stacks with previous DT bonuses. (This perk nullifies any previous Tough Hide perks.)
- Infiltrator Suite (Design Level 2): The maximum rank you can achieve in your cyberpony suite skill is increased by ten (to 110 or 125 if it is also your Special Talent tagged skill). You also gain suction hooves which may be used to climb and move along solid surfaces including walls and ceilings. (Sneak checks may be required to move on particularly tricky surfaces such as ice or wet rock.)
- Engineer Suite (Design Level 2): The maximum rank you can achieve in your cyberpony suite skill is increased by ten (to 110 or 125 if it is also your Special Talent tagged skill). You also gain a robotic multitool arm. This arm is too delicate and weak to use in combat, but is treated as both a second fine manipulator arm and as either a Hacker's Tools, Maintenance Kit or Doctor's Kit (in accordance to your cyberpony suite skill).
Cyberpony (Design Level 3)
Earth Pony, Level 18, Cyberpony (Design Level 2)
Your body is now an almost entirely synthetic housing for your mind and soul. Your body repairs itself over time at 1 wound every 2 turns. However not even normal medicine or healing magic can aid you now. You gain the benefit of your cyberpony suite for Design Level 3. Finally, your spiritual resilience is weakened; your Charisma is now treated as four lower (minimum 0) for the purpose of resisting attacks on the soul.
- Soldier Suite (Design Level 3): Once per combat or situation, you may chose a single source of penalties to rolls with your cyberpony suite skill. You automatically ignore up to 10 points worth of penalties from that source. Your Strength is considered an additional one higher for purposes of meeting weapon strength requirements (for a total of two). You also gain +4 DT, which stacks with previous DT bonuses.
- Infiltrator Suite (Design Level 3): Once per combat or situation, you may chose a single source of penalties to rolls with your cyberpony suite skill. You automatically ignore up to 10 points worth of penalties from that source. In addition, you get more performance from StealthBucks. Not only is the maximum duration of a StealthBuck doubled (20 minutes instead of 10), but you are able to activate the StealthBuck for twenty separate one-minute uses rather than a single continuous use.
- Engineer Suite (Design Level 3): Once per combat or situation, you may chose a single source of penalties to rolls with your cyberpony suite skill. You automatically ignore up to 10 points worth of penalties from that source. Your robotic arms have been upgraded so that you now count as having a workbench with you at all times.
And some additional Cyberpony perks and perk revisions:
Advanced Cyberpony reduces your enemies' base critical hit chance against you by 3, to a minimum of 1. This perk requires that you have a cyberpony suite. It has three ranks, but the third rank is only available to Earth Ponies with the Soldier Suite.
Cyberpony Hide gives +5 DT, but nullifies any previous Tough Hide perks and requires either the Infiltrator Suite or the Engineer Suite.
Last edited by Kkat on Mon Feb 04, 2013 5:41 pm, edited 2 times in total.