Alternate Core Documents

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

Post by SilverlightPony » Sat May 04, 2013 8:50 am

TyrannisUmbra wrote:
Night Light wrote:Except drugs can break the 10-cap, thus meaning ponies gain HP from this change regardless of their current Endurance.
Is this another undocumented change or something unofficial? I don't see anything like that in the rules at the moment. From glancing over the doc, it still states the exact opposite, being that nothing can raise a stat over 10.
I was about to say, where did this come from? In all the Fallout games I've played (mods notwithstanding) nothing, but nothing, not even cheating could push SPECIAL stats above 10. Good to know I'm not losing my mind again, Tyrannis.
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Godna
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Re: Alternate Core Documents

Post by Godna » Sat May 04, 2013 4:19 pm

SilverlightPony wrote:
TyrannisUmbra wrote:
Night Light wrote:Except drugs can break the 10-cap, thus meaning ponies gain HP from this change regardless of their current Endurance.
Is this another undocumented change or something unofficial? I don't see anything like that in the rules at the moment. From glancing over the doc, it still states the exact opposite, being that nothing can raise a stat over 10.
I was about to say, where did this come from? In all the Fallout games I've played (mods notwithstanding) nothing, but nothing, not even cheating could push SPECIAL stats above 10. Good to know I'm not losing my mind again, Tyrannis.
Well actually in Fallout Tactics a few things could push Special about 10. Infact Ther reason a few perks mention Racial maximums is because Deathclaws could reach a high Max Strength. :geek:

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Re: Alternate Core Documents

Post by SilverlightPony » Sat May 04, 2013 5:45 pm

Godna wrote:Well actually in Fallout Tactics a few things could push Special about 10. Infact Ther reason a few perks mention Racial maximums is because Deathclaws could reach a high Max Strength. :geek:
Tactics. :|

Tactics is a completely different style of game and is only very loosely canon to the Fallout universe. IMHO, it should not be used as a basis for PNP rules.
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Re: Alternate Core Documents

Post by Godna » Sun May 05, 2013 12:29 am

Actually a number of perks have been drawn from Tactics. Either in inspiration or directly. :pipshrug:

Truthfully it was also a pretty fun game, and I wouldn't mind an update to the game that better fits with the lore.

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Re: Alternate Core Documents

Post by SilverlightPony » Sun May 05, 2013 12:32 am

Godna wrote:Actually a number of perks have been drawn from Tactics. Either in inspiration or directly. :pipshrug:

Truthfully it was also a pretty fun game, and I wouldn't mind an update to the game that better fits with the lore.
Perks I don't mind, for some reason. They seem like they should be inspired by everything under the sun.
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Re: Alternate Core Documents

Post by Godna » Sun May 05, 2013 12:38 am

Well Mecahnically speaking I totally believe Monsters should have stronger upper limits to Strength then even the Strongest Pony.

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Re: Alternate Core Documents

Post by Night Light » Sun May 05, 2013 12:50 am

Kkat wrote:I'm tempted to make Chems one of the rare things that can raise a SPECIAL above 10. This would be to help offset the considerable dangers of drugs in this system, and to help exemplify how concepts like Doombunny Style can be so terrifying.
Didn't realize that never actually got added to the official doc, I suppose Kkat's Stalliongrad game is technically just playtesting this as a rule then.

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Re: Alternate Core Documents

Post by Kkat » Tue May 07, 2013 7:31 pm

The Stalliongrad game has introduced the Railway Rifle as a schematic-invented item. I wanted to toss out the states we are playing with to see what everyone thinks.

Railway Rifle (Tier 3)
DMG:30++, AP: 30, Mag: 8, STR Req: 5, Short Range
Special Qualities: Armor Piercing, Crippling
On a critical hit, will pin the hit limb to an appropriate nearby surface. (Requires a Break Free action to unpin the pinned limb, opposed by STR 5.)
:rwalk:



Also, clarified Master Trader to read: All purchased items have their base price (before Barter) reduced by 25%.

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Re: Alternate Core Documents

Post by Jackelmandingo » Thu May 09, 2013 7:08 pm

My be, i'm thinking character's that die from radiation, pink cloud and necromancy, roll d100, critical success they become a ghoul, critical failure they become a zombie. Food for thought. :pipshrug:

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Re: Alternate Core Documents

Post by Kkat » Thu May 09, 2013 9:07 pm

New project:

Pegasus magic!

I'm going to be drawing on the conceptual work of Illushia and the mechanics work of Viewing Glass to put together a system for pegasus magic. Here's a preview of what we are looking at so far:

:rainbowdetermined2: Pegasi will have access to "Pegasus Tricks" which include everything from building cloud houses to creating hurricanes.
:rainbowdetermined2: Self-confidence and bravado play a part in how skilled a pegasus can be with pegasus tricks. Pegasus trick perks will have a Charisma requirement.
:rainbowdetermined2: Pegasi will gain access to a general range of tricks, not a limited number of them, including the ability to create tricks of their own.
:rainbowdetermined2: Pegasus characters will be able to do a limited number of tricks a day. Charisma and Agility will factor into how often a pegasus can pull off pegasus tricks. Pegasi will be able to push themselves beyond there limit, but for a cost.
:rainbowdetermined2: The power of a pegasus' tricks will be tied to their level of Flight.
:rainbowdetermined2: The perks Sonic Rainboom and Wonderbolt Maneuver will become Pegaus Trick perks.

:twilightoops: Alicorns and Griffins will be able to use basic Pegasus Tricks, but will not be able to take any Pegasus Trick Perks (and thus not be able to use any of the advanced, expert or Wonderbolt-level Pegasus Tricks).

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