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Post by ScrapyardDragon on Oct 12, 2019 19:38:45 GMT -6
An easier way to deal with max hp changes and damage tracking This is more of a proposed notation change than anything else but I figured it should be worth mentioning so people don't give me weird looks if/when I start doing this in actual games.
It is a core rule that regardless of changes to max hp, the DAMAGE you've taken remains. So if you boost your con for a scene, sure, you'll live longer in that scene but when it goes back down, the damage can catch up to you and ruin your day. Normally you'd have to adjust both current and max hp constantly if someone has any temporary con/will/hp modifiers, so I propose that instead of tracking current HP as it goes down, we instead track damage as it goes up. (Also there's things like fast healing and just tracking I/R damage and E/X damage separately as they go up is easier than going "I can fast heal all but x amount of damage").
Example: you enter the fight with no damage, and a max hp of 15. your sheet would list your health as (damage)/(HP), so it would be 0/15. You get hit for four wounds, so it would become 4/15. and of course once your damage exceedes your hitpoints, you start messing with crit tables. Likewise, healing effects would lower your "damage meter" (for lack of better terms) instead of increasing your current hit points. This doesn't really change anything but I figured I'd toss it out there as an easier way to track things if your game has something like a werewolf where their CON keeps going up and down and people start getting confused regarding how many hit points they have left.
Another example regarding how this actually helps: you have a max hp of 15 and have taken 5 wounds, so your sheet would list 5 damage and 15 hit points (5/15). The party wizard uses his magic to increase your constitution by 1 for the scene. So now your sheet says 5/17. Fights happen and you take 11 more wounds, with your sheet now listed as 16/17. Scene ends and you roll back down to 16/15. Your damage is higher than your hit points so it flows into the crit table (or however your group handles that. afaik what happens in this situation is never actually stated anywhere, I'm just offering a change in how its written down. Correct me if it lists what happens in this situation anywhere and where that crit damage actually goes to if it goes anywhere at all).
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Post by Traskus on Nov 22, 2019 15:01:24 GMT -6
Flamer dodge difficulty Flamers use the firer's dots in ballistics to determine tn to avoid the attack, not dexterity.
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Post by ScrapyardDragon on Nov 23, 2019 21:26:41 GMT -6
Medicae mechadendrite fix The medicae mechadendrite's chainscalpel improvised weapon deals R damage.
because according to the rules, if it doesn't say the damage type, it does I damage, and a chainscalpel doing anything but R damage is silly.
"You can't disarm (mechanical) body parts" The medicae mechadendrite's chainscalpel improvised weapon, the ballistic mechadendrite's laspistol, and a promethean's integrated weapons are unaffected by the disarm action
because RAW, they technically aren't protected from being disarmed by said action even though all common sense would indicate that a weapon built into your (extra) arm/s can't be dropped. well, not without severing said arm/s I guess.
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Post by Amanojyaku on Jan 10, 2020 12:34:16 GMT -6
Where Is My Damn Jetpack? The Jump Pack presented in Book 1 is a gear item (Uncommon), not an artifact.
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Post by Traskus on Feb 7, 2020 19:55:03 GMT -6
Minion stats Minion squads have an initiative modifier equal to their threat rating and speed equal to twice their threat rating.
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Post by masmanus on Jun 6, 2020 23:01:49 GMT -6
Expanded Hearthstone Mechanics:Attaching a hearthstone to a compatible Artifact is a move action – simply hold the stone up to an artifact’s Hearthstone slot to affix it. Any Stone is compatible with any Artifact unless the stone’s effect specifies otherwise (such as the many stones that only function with weapons) The only way to remove a Hearthstone from its parent artifact is to destroy it. This is a fairly simple task which can be accomplished with a combi-tool or appropriate Implement (a Gem Smasher in this case). Outside of this specific application of force, Hearthstones cannot be removed from an artifact they are attached to, and share the nigh-indestructible properties of their host artifact. Remnants of destroyed Hearthstones are one of the primary ingredients in the production of Shimmer artifacts – receive +5 to Wealth tests to acquire Shimmer artifacts if you expend a destroyed Hearthstone in the attempt. (This system was inspired by how socket items are handled in Torchlight) More Expensive VehiclesEven relatively inexpensive vehicles (i.e. those that don’t require Holdings to purchase) are more expensive than personal equipment of the same rarity. All vehicles of Size 5 or higher are considered one rarity higher for the purpose of determining Wealth Strain. Alternatively, you can choose to shop for a used vehicle - in that case, ignore this penalty, but any vehicle you purchase gains the Junker flaw. (Rules as Written, an average car is about as expensive as hand cannon, and an entire tank costs about the same as a Meltagun. This seems a bit odd to me, hence the above)
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Post by Amanojyaku on Oct 7, 2020 16:44:06 GMT -6
Courage from Madness Fearlessness is not a virtue, unless insanity is. And we're pretty sure it isn't. Characters are unaffected by Fear ratings equal to or less than one-tenth of half their Insanity.
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Post by masmanus on Nov 11, 2020 8:52:32 GMT -6
Treasure Dice Treasure dice represent short-term assets which don’t have a long-term effect on your finances (such as armfuls of dungeon plunder). You can spend one Treasure Die to receive +1k0 on a Wealth test, and can spend up to your Wealth in treasure die on a single test (i.e. you can't more than double your roll with treasure die). Treasure dice are forever gone once spent.
The SM should award treasure dice whenever the PCs stumble upon an unexpected windfall, such as a bonus payment on a contract, boxes of holovid equipment that “fell of the back of a truck” or, naturally, armfuls of dungeon loot.
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Post by Lestat on Nov 19, 2020 15:32:27 GMT -6
[Clarification Rewrite] Spell Bullet You may prepare a bullet, energy pack, plasma canister, etc to hold a single spell which is cast when you choose to fire it, requiring a Focus Power test. The spell originates where the shot impacts, and targets the creature or point impacted. Touch and Ranged Touch spells hit with as many raises as the ranged attack, self-only spells affect the target and are controlled by them. Area spells affect anything in the area. If a point of impact is too vague the SM chooses randomly. You may only have one Spell Bullet prepared in this way at a time, and if you incur Psychic Phenomena it originates from you.
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Post by Amanojyaku on Apr 10, 2021 15:03:24 GMT -6
Mathematics is a Strange and Disturbing Beast If you've heard the tale "One Grain of Rice," you probably know that following the literal definition of "doubling" can get out of hand rather quickly, if you can somehow stack it multiple times. To avoid that, treat "double" as shorthand for "increase multiplier by 1." So if you double something once, the result is twice the original; if you double it twice, the result is three times the original, and so on.
I don't know that there are terribly many doubling effects that can stack onto the same roll, but this is intended as a sanity check option just in case.
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Post by Traskus on Apr 24, 2021 21:48:01 GMT -6
Minion Morale Minions are immune to fear ratings lower than their threat rating. When presented with a fear rating they are not immune to, they are treated as automatically failing their willpower with zero checks, rolls on the shock table, treats any result higher than 9 as 9, and doesn't gain insanity points. Do not roll to snap out of it, they snap out of it automatically at the end of combat. Characters attached can make a command roll equal to the fear tn to snap them out of it early.
Convoluted but keeps rolling to a minimum while addressing something that has absolutely come up.
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Post by GuardianTempest on Jun 19, 2021 1:55:26 GMT -6
Proven to be balanced and simpler Proven does not reroll damage dice, it instead treats any die that rolls lower than its Proven value as having rolled that instead. For example, a damage roll of 1,4,5,2 becomes 3,4,5,3 with Proven (3). This is how it originally worked back in Adeptus Evangelion, where the property came from.
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Post by masmanus on Sept 10, 2021 23:32:31 GMT -6
Consolidated Rolls When making an attack that requires multiple rolls to take effect (i.e. attacking with a trigger weapon's extra mods, or a sword school maneuver with a skill test requirement), make only one roll using the lowest rolled and kept dice vales from all of the skills invoked. (For example, if you want to make a melee attack with a dice pool of 2k3, and use a martial maneuver that requires a skill test that you have at 4k2, just make one roll at 2k2 to resolve the hit.)
In the event that the two rolls have different TNs, either roll against the higher TN (for less math but a stricter threshold), or roll against the average TN (for a fairer test with slightly more math). Which rule to use is the GMs call, naturally.
Note: I'm pretty sure the probabilities work out to be about the same using this house rule vs RAW, but I can "show my work" if anyone wants more info on how that shakes out.
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Post by Amanojyaku on Sept 18, 2021 14:33:49 GMT -6
Mifune the Mad's Martial Mandate Unless specifically stated otherwise, advantages and restrictions that apply to an attack, when applied to a non-attacking action, only ever apply to the next Standard Attack that the gunslinger or martial adept uses. Poor wording does not allow you to stack multiple special attacks on the same action!
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Post by masmanus on Sept 27, 2021 12:31:02 GMT -6
Combat Ups Jumping is a half-action in combat. Treat the jump test as if you were standing unless you've moved at least half your speed already (i.e. with another half action). Jumping in this way provokes attacks of opportunity as normal movement does.
(Related to my recent experimentation with a jump-centric sword school)
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