Alternate Core Documents
Re: Alternate Core Documents
Update!
The section on Shamanism has been expanded to include additional information and clarifications. A section devoted to Spirits has been added. A full rules-set for Zebra enchantments has been added. I've also made a placeholder for Buffalo Shamanism.
Karma now has a stated affect on NPC disposition, and a scaling affect on Spirit disposition.
In addition, I've performed a little formatting clean-up.
The section on Shamanism has been expanded to include additional information and clarifications. A section devoted to Spirits has been added. A full rules-set for Zebra enchantments has been added. I've also made a placeholder for Buffalo Shamanism.
Karma now has a stated affect on NPC disposition, and a scaling affect on Spirit disposition.
In addition, I've performed a little formatting clean-up.
Re: Alternate Core Documents
Due to popular demand, Combat Coordinator has been nerfed. The effects now apply to (Charisma / 3, rounded up) other characters. In addition, Combat Coordinator has been reworded to clarify so that it doesn't get insane with expert Combat Precognition.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
I've made a few edits on my auto-calculator version of the character sheet. Fixed a few bugs and added in support for pegasus tricks and a few other things.
https://docs.google.com/spreadsheet/ccc ... XN0E#gid=0
https://docs.google.com/spreadsheet/ccc ... XN0E#gid=0
Re: Alternate Core Documents
Question. Do griffons and other nonpony races start with 3 TAG skills or 2?
Re: Alternate Core Documents
Everyone race starts with three Tagged skills unless stated otherwise.
Re: Alternate Core Documents
So the only ones that don't are Blank Flanks and Alicorns. A'ight.Kkat wrote:Everyone race starts with three Tagged skills unless stated otherwise.
Re: Alternate Core Documents
Update:
Major rewrite of React due to lack of clarity and issues that arose from it:
React: Once a turn, you can choose to hold a single action in order to react to others. For instance, a guard might be staring out into the night, watching a lonely stretch of roadway. If the guard became aware of multiple enemies but didn’t have a line of sight to them, they could chose to hold their action and attempt to react as enemies became visible while dashing from cover to cover. Changing what you are reacting to, or changing the react action, adds an extra 10 AP to the action and a -10% penalty to accuracy. Changing multiple times accrues cumulative penalties.
Major rewrite of React due to lack of clarity and issues that arose from it:
React: Once a turn, you can choose to hold a single action in order to react to others. For instance, a guard might be staring out into the night, watching a lonely stretch of roadway. If the guard became aware of multiple enemies but didn’t have a line of sight to them, they could chose to hold their action and attempt to react as enemies became visible while dashing from cover to cover. Changing what you are reacting to, or changing the react action, adds an extra 10 AP to the action and a -10% penalty to accuracy. Changing multiple times accrues cumulative penalties.
Re: Alternate Core Documents
When something halves, thirds, or negates DT such as falling damage, armor condition, or fire, is DR reduced or ignored as well or does a character with DR always retain their DR in every circumstance?
Steam Account. Player in the New Bridle Project (formerly), G-Platypus, G13, and G-Data Redacted.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
Unless there is a way to remove DR from a character (Such as putting a character's (salvaged) Power Armor in destroyed condition), then DR is maintained at all times.
HOWEVER,
I could see a particularly nasty monster perk (level 20+) that allowed a monster to ignore some DR...
HOWEVER,
I could see a particularly nasty monster perk (level 20+) that allowed a monster to ignore some DR...
Re: Alternate Core Documents
I'll be adding in a few 20+ monster superperks.
In the wake of an argument, the following clarification has been shoehorned into the Spells section:
Note: some spells have effects that specify willing or unwilling targets. Things which do not possess consciousness, such as normal plants and inanimate objects, are neither willing nor unwilling. Robots and objects affected by Come to Life which have slipped free of the spellcaster’s control are considered conscious.
Please let me know if this provides valuable information and should remain in the rules. I don't want to clutter the document with unnecessary (and potentially intelligence-insulting) text, so if defining "willing" reads as such, I will remove it.
Edit: Monster Perks
Several new monster perks have been added, including over a dozen epic 20+ superperks for the biggest nasties in the wasteland. Now GMs can build monsters which erupt with poisonous gas or even explode upon death. And watch out for hivemind monsters and the dreaded Silent Death.
In the wake of an argument, the following clarification has been shoehorned into the Spells section:
Note: some spells have effects that specify willing or unwilling targets. Things which do not possess consciousness, such as normal plants and inanimate objects, are neither willing nor unwilling. Robots and objects affected by Come to Life which have slipped free of the spellcaster’s control are considered conscious.
Please let me know if this provides valuable information and should remain in the rules. I don't want to clutter the document with unnecessary (and potentially intelligence-insulting) text, so if defining "willing" reads as such, I will remove it.
Edit: Monster Perks
Several new monster perks have been added, including over a dozen epic 20+ superperks for the biggest nasties in the wasteland. Now GMs can build monsters which erupt with poisonous gas or even explode upon death. And watch out for hivemind monsters and the dreaded Silent Death.
Last edited by Kkat on Thu Jul 18, 2013 11:40 pm, edited 1 time in total.