Alternate Core Documents
Re: Alternate Core Documents
Additional rules notes:
Equipment and armor lists now include notes on peripheral ports and potentially available peripherals, such as StealthBucks. Please note that peripherals are generally very rare and thus Not Suited For Sale (NSFS).
The Area of Effect rules have been approved. AoE increments are being added to explosives and other AoE attacks and effects. In relation, the values for Missile ammos has been adjusted to be more applicable to current rules.
Equipment and armor lists now include notes on peripheral ports and potentially available peripherals, such as StealthBucks. Please note that peripherals are generally very rare and thus Not Suited For Sale (NSFS).
The Area of Effect rules have been approved. AoE increments are being added to explosives and other AoE attacks and effects. In relation, the values for Missile ammos has been adjusted to be more applicable to current rules.
- AffeTrollkarl
- Posts: 79
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Re: Alternate Core Documents
I must say that the new cyberpony layout sounds really nice! Just a few things that crossed my mind while reading it.
Also, I'm guessing that the spiritual CHA penalties doesn't stack, since that would give a -7 CHA on spiritual stuff. This should probably be clarified~
First off, is 1 Wound = 1 HP? If so, this seems like quite the hefty limitation, since healing potions can heal around 50 HP in one round with a decent Medicine skill.Kkat wrote: 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.
Since the first Cyberpony perk is only available to Earth Ponies, isn't this one too?Kkat wrote: 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.
Also, I'm guessing that the spiritual CHA penalties doesn't stack, since that would give a -7 CHA on spiritual stuff. This should probably be clarified~
Player and editor of the D.A.S.H. RP group.
Re: Alternate Core Documents
Thanks. I'll reword that to 1 HP. And yes, this pretty much means that a cyberpony will not be healing in-combat. The trade-off is that this rate of healing amounts to 5 HP a minute, so cyberponies will be fully healthy in under an hour. And they heal without costing vital party supplies.AffeTrollkarl wrote:First off, is 1 Wound = 1 HP? If so, this seems like quite the hefty limitation, since healing potions can heal around 50 HP in one round with a decent Medicine skill.
Yes.Since the first Cyberpony perk is only available to Earth Ponies, isn't this one too?
The do not stack. That is why it is worded as "treated as X lower" rather than "gives an X penalty".Also, I'm guessing that the spiritual CHA penalties doesn't stack, since that would give a -7 CHA on spiritual stuff. This should probably be clarified.
Re: Alternate Core Documents
For clarity, I've added the following section to the Cybernetic Implants portion of the "Special Bonuses" section:
Note: any race can get cybernetic implants. But amongst the playable races, only Earth Ponies have a hardy and subtle enough magical nature to survive the extremely invasive level of alteration involved in becoming a Cyberpony with their abilities intact. Cybernetic implants may be used to justify relatively minor amounts of other cybernetics (such as a replaced hoof or single cybernetic eye) in characters from other races.
Note: any race can get cybernetic implants. But amongst the playable races, only Earth Ponies have a hardy and subtle enough magical nature to survive the extremely invasive level of alteration involved in becoming a Cyberpony with their abilities intact. Cybernetic implants may be used to justify relatively minor amounts of other cybernetics (such as a replaced hoof or single cybernetic eye) in characters from other races.
Re: Alternate Core Documents
I still think It'd be better if other races could take the first level (only) of cyberpony, albeit at a higher level than EPs can take it. I suppose I could just allow it as a houserule in games I run, though.
Bloody mess: The gift that keeps on gibbing.
- f1r3w4rr10r
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Re: Alternate Core Documents
I like the changes so far.
The only thing I would maybe suggest is another suite, called "Manipulator", which would be centered around Speech, Barter and maybe something else.
The only thing I would maybe suggest is another suite, called "Manipulator", which would be centered around Speech, Barter and maybe something else.
Re: Alternate Core Documents
Howdy howdy howdy.
I am a bit concerned about a couple of perks since in their current form they are too good.
Namely Gladiator Pony (lv12) and Lead Rain (lv14).
These perks reduce the AP cost of attacks by 5 (one for melee attacks and the other for ranged).
The trouble is that for an AP15 weapon this would mean going from, say, 5 attacks (for 75AP) to 7/8 attacks (for 70/80AP).
A 40/60% increase in possible damage per turn from one perk seems too much especially since a slower weapon would see far less benefit.
I would suggest that these perks instead give the character 15 extra AP that can only be used to make an attack (melee or ranged, depending on the perk). This could go towards a special attack such as a Precise Shot/Strike or a Slam, or saved so the character can try to Parry.
The perks would still be useful and desirable without eclipsing everything else. Essentially they'd be like the Action Filly perk but with restrictions on the extra AP's use in exchange for being available at a lower level.
Along those lines I also think that the AP cost for Tackle, Slam, and Flying Tackle should be a set amount extra (like how Precise Strike is) instead of a multiplier on weapon AP cost. This is because those maneuvers do not benefit a slower weapon in proportion to the (multiplied) difference in AP cost. Note that Buck should remain a multiple of weapon AP cost because it multiplies the damage dealt.
I suggest that Tackle and Slam should instead cost [Attack+15AP] and Flying Tackle should cost [Attack+30AP], which is the same as they cost currently for a 15AP weapon.
These are some thoughts that fell out of my head. Anyway, happy RPing!
I am a bit concerned about a couple of perks since in their current form they are too good.
Namely Gladiator Pony (lv12) and Lead Rain (lv14).
These perks reduce the AP cost of attacks by 5 (one for melee attacks and the other for ranged).
The trouble is that for an AP15 weapon this would mean going from, say, 5 attacks (for 75AP) to 7/8 attacks (for 70/80AP).
A 40/60% increase in possible damage per turn from one perk seems too much especially since a slower weapon would see far less benefit.
I would suggest that these perks instead give the character 15 extra AP that can only be used to make an attack (melee or ranged, depending on the perk). This could go towards a special attack such as a Precise Shot/Strike or a Slam, or saved so the character can try to Parry.
The perks would still be useful and desirable without eclipsing everything else. Essentially they'd be like the Action Filly perk but with restrictions on the extra AP's use in exchange for being available at a lower level.
Along those lines I also think that the AP cost for Tackle, Slam, and Flying Tackle should be a set amount extra (like how Precise Strike is) instead of a multiplier on weapon AP cost. This is because those maneuvers do not benefit a slower weapon in proportion to the (multiplied) difference in AP cost. Note that Buck should remain a multiple of weapon AP cost because it multiplies the damage dealt.
I suggest that Tackle and Slam should instead cost [Attack+15AP] and Flying Tackle should cost [Attack+30AP], which is the same as they cost currently for a 15AP weapon.
These are some thoughts that fell out of my head. Anyway, happy RPing!
Re: Alternate Core Documents
So, there was some chat on the IRC and I realized there's no cyberpony options for social characters. Which would seem like something they could definitely do (Cybernetics designed to make you physically appealing? Hello plastic surgery!).
So anyone got any ideas what secondary effects something for social characters would have? Skills I imagine would be Speech or Barter (maybe half the normal bonuses to each instead of being forced to choose? Would make an interesting alternative.) Other than that I have no idea what secondary bonuses it should give.
So anyone got any ideas what secondary effects something for social characters would have? Skills I imagine would be Speech or Barter (maybe half the normal bonuses to each instead of being forced to choose? Would make an interesting alternative.) Other than that I have no idea what secondary bonuses it should give.
- Viewing_Glass
- Posts: 454
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Re: Alternate Core Documents
Maybe have it start boosting an NPCs reaction to you by one step? Or would that be too powerful?
[Edit] Kind of like having Soft Light on that Earthpony. In fact, social cybernetics might be just that: I type of persistent Soft Light.
[Edit] Kind of like having Soft Light on that Earthpony. In fact, social cybernetics might be just that: I type of persistent Soft Light.
Last edited by Viewing_Glass on Fri Feb 08, 2013 12:12 am, edited 1 time in total.
- SilverlightPony
- Global Moderator
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Re: Alternate Core Documents
Waitaminute...I just noticed...when did Critical Failure change from "89+LCK or higher" to "94+(1/2 LCK) or higher"?
Also, who else thinks it makes no sense whatsoever for any adult winged character to start with Flight Rank 1? IMHO (and I know at least a couple of other people agree), Flight 1 really only fits for children, or as the downside to a Trait that also has some sort of bonus (start with Flight 1 instead of Flight 2, add +5 to a skill, or something like that)
Also, who else thinks it makes no sense whatsoever for any adult winged character to start with Flight Rank 1? IMHO (and I know at least a couple of other people agree), Flight 1 really only fits for children, or as the downside to a Trait that also has some sort of bonus (start with Flight 1 instead of Flight 2, add +5 to a skill, or something like that)