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Fallout Typos and Fixes
In Fallout Forum
Leovaunt
Apr 08, 2018
It's finished! Enjoy!
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Fallout Typos and Fixes
In Fallout Forum
Leovaunt
Mar 14, 2018
Hey thanks for your interest. It is indeed correct that agility is used for initiative, not perception. Prowess skills include melee, defensive training, durability, mental training, guns, and energy weapons, or any stat that is used to determine statistics. I often use ability scores and SPECIALs interchangeably. I will attempt to make that more clear. There are a lot of problems with the fallout RPG right now relating to typos, contradicting statements, and bad 'copy paste' errors as you mentioned before. Also, a lot of the numbers have needed work. That's the reason I am working on the complete overhaul for the game right now, as you may have seen mentioned in the blog. The overhaul of the Fallout Core Rulebook is done, except for some editing, and overall I am quite pleased with it. I can actually find myself enjoying working on the game again. You will see that the game has been extensively streamlined and cleaned up. However, I am always looking for things to make more clear. Based on your suggestion, I added more information clarifying 'prowess skills' and making them easier to recognize what I am talking about regarding that. I am currently waiting to finish updating all the bestiaries before publishing the overhaul of the Core Rulebook. If you want an early copy, let me know and I will try to get one for you. I don't know how long it will take to finish redoing the bestiaries. But I always work more on projects that spark community interest. Coming along with the Fallout release will be the character sheet and the basic rules reference sheet for Fallout. If you find anything else that needs fixing, let me know so it will be done before I publish.
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Leveling Up and Beyond
In StarCraft Forum
Leovaunt
Jan 31, 2018
All listed benefits.
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Spectres... I almost screwed myself over :P
In StarCraft Forum
Leovaunt
Dec 21, 2017
Nice. Sounds like a good adventure, like something I have coming up in one of my campaigns! Terrazine is listed as a drug in the Core Rulebook. BUT, I may go ahead and leak some rules coming in the next supplement, in case they change their mind on that spectre business. Becoming a Spectre Becoming a spectre involves finding the right groups, and proving worthy of the psi indoctrination process. Only psionic terrans with the Ghost background can become spectres. The indoctrination procedure takes about a day. Once the player emerges, they gain the Spectre Enhancement talent as a bonus talent. This talent gives them a powerful psionic boon, but also gives them a fatal flaw. Spectre Enhancement Talent Requirements: Ghost Background, must have undertaken the Spectre Psi Indoctrination procedure Benefit: The character has undergone the specter enhancement process and has gained both a psionic enhancement and a drawback. They chose what enhancement they gain when they take this talent, but randomly roll on the spectre drawback table to determine which penalty they receive. This talent can be taken multiple times; each time select an enhancement and roll for a random drawback. Reroll if you have get a drawback you already possess. When you take the spectre enhancement talent, select one of the following results. A single result cannot be selected more than once. Ascension The character increases 1 psionic mastery level. Therefore, if they were a Basic Telepath they would become Advanced Telepathy. Likewise, Advanced Telepaths become Telekinetics, and likewise Telekinetics become Psychokinetics Conjure Energy Regardless of what level of psionic mastery the character is, they gain access to either the Pyromancy or Energy psionic disciplines. Infinite Energy The character recovers from energy fatigue very quickly. They gain energy fatigue recovery every round equal to their Psi Level. Peerless Invisibility The character is nearly impossible to detect. When cloaking and wearing their Shadowblade Hostile Environment Suit, the character is immune to psionic detection, and enemies using a detection to location them must still succeed a perception check to detect them. The DC for the perception check is 12+ spectre’s Psi Level + Spectre’s ranks in psionics. Strength and Focus While wearing the Shadowblade Hostile Enviroment Suit, the spectre channels their psionic power into increasing their strength, speed, reflexes, and power. While wearing their armor, they add ½ their Psi Level to defense, toughness, damage resistance, damage threshold, and attack accuracy. Void Connection Through psionic ascension, the spectre has made a connection with the Void. They gain either the Void or Corruption psionic power sources, modifying how their energy psionic powers manifest. In addition, any weapon or ammunition they use that has the Psionic trait gains Psionic Weapon Origin trait that associates with their Psionic Power Source (see Psionic Power Sources later). Roll on the following table to determine which drawback you receive as per of your procedure. Reroll any results you have already received if you take the talent multiple times. Drawbacks: Bloodlust (1-3) The character is ruled by an overwhelming blood lust that blinds them when they are stressed or wounded. When the character loses a morale level, or fulfills any circumstances that would cause them to lose a morale level, they make an immediate opportunity attack to the closest target, regardless of whether they are friend or foe. This can occur on their turn or on another turn, and does not obey the character’s normal restrictions on numbers of opportunity attacks. Broken Mind (4-6): Constant exposure to terrazine has left the spectre’s mind shattered and highly unstable. They are easily rattled and often despair. At the start of every one of their turns in an encounter, the character loses a morale level. Hallucinations (7-10): The character sees hallucinations of other people. Often it is people they know or knew, but it is always a reflection of their subconscious. They are so busy listening to their hallucinations they cannot gain another character’s leadership combat augmentation in an encounter. Furthermore, they occasionally get distracted by the mirages. If they ever roll a 1 on a check in an encounter, their action does not go off and their turn immediately ends. Odd Behavior (11-14): The character adopts many peculiarities in personality and attitude, such as speaking to themselves in third person, using nonsense words, rambling, or referring to a fictitious spirit or deity that follows them around. The spectre suffers disadvantage on all influence and leadership checks. Permanent Fever (15-17): The character physical body has been crippled by the exposure to too much terrazine. They suffer -2 to their fortitude ability score, and suffer disadvantage on all endurance checks. If this effect reduces their fortitude to 0, they are instantly killed by the process and cannot be resurrected. Not everyone survives the Psi Indoctrination procedure. Raging Psychic (18-20): The character cannot control the huge amounts of psionic energy swelling in them. Every psionic power they manifest is boosted and overcharge to the maximum degree, with all the benefits and penalties that come with it.
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Zerg Unique Skills.
In StarCraft Forum
Leovaunt
Dec 09, 2017
Hey. It was a complicated decision. It originated from two core problems. The first is the weapon type zerg skills (brutality, projectile, and corrosive). They had an odd place with infested terran in particular. They would increase brutality, but then have no skill with terran melee weapons. They would increase corrosive or projectile, but could still not use terran guns because they had no pistol/rifle skill. With the condensing of weapon categories in the base game (pistol, rifle, etc down to just ranged), it seemed prudent to condense all weapon skills for simplicity's sake. At that point, half of the zerg skills had been removed and it seemed odd to just have Rush, Zoom, and Stamina remaining on their own. The second issue was record sheets. Having so many specialty skills relating to the different races made it complicated to have a solid record sheet without having blank spaces for 'fill in' skills, or having a different character sheet for every race (which I did not want). I wanted every race to have the same skill list. Obviously, this is not perfect because the Command skill still exists (but that kind of replaces leadership for Zerg). As you've seen, I've tried to replace the skills with the Zerg Skill Focus talent. But I see what you mean with number of skills that zerg have to use. And you can only take Zerg Skill Focus once. The easiest solution is to add more talents to compensate the weaknesses, possibly having a talent that allows Athletics to function as the Rush skill did before, and so on. This would also make it more attractive to put more skill points in skills you don't put as much ranks into. It would almost function like a secondary Zerg Skill Focus. But adding skills is tricky. Are you more concerned for infested terrans or primal zerg? And what do you think would be a good solution?
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Broken Link
In StarCraft Forum
Leovaunt
Dec 09, 2017
Fixed.
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Protoss Tier 2 and 3 equipment
In StarCraft Forum
Terran starting gear
In StarCraft Forum
Leovaunt
Dec 02, 2017
Hey, welcome to the site! The next resource I am working on is the Advanced Terran Training Manual. It is going to have a lot of options for terran character design, including a requisition system for military focused characters such as ghosts and marines. I believe the level 1 requisition is 8,000 credits for such a character. Make sure to take the powered armor training talent! One of the important design philosophies that the StarCraft RPG has is that it encompasses all possible power levels, although the way to the very bottom. Level 1 characters are essentially civilians with no combat training or expertise, thrust into a life of adventure and danger. These characters are generally very poor, and do not have access to expensive military grade gear as mid-high tier terrans. Thus is the recommendation for people wanting to do the 'StarCraft' experience of regularly fighting enemies in the video games and using advanced weaponry and armor to start around level 5. Powered armor is designed to be earned around the level 5-8 range for normal StarCraft heroes. I can see your argument, however, for reducing the cost of old models of CMC down a little bit. Perhaps 4-5k for the older CMC-200 powered armor. You still wouldn't be able to start with it, but you could get it in a few levels. Protoss are complicated because their wealth system is so different than terrans. Basically, their wealth increases much slower, as they can't just pick up additional honor, so I wanted them to have all their essentials early on. In previous builds, low level protoss struggled in having basic gear at low level. Now they start with a great deal of gear, to make up for that it will not get much higher for a time. Protoss plasma shields are kind of like terran powered armor: its something they earn after they get some experience. As mentioned before, level 1 characters are basically civilians, and do not have access to higher defensive equipment right from the get go. Protoss characters should get plasma shields pretty early, around levels 2-5. Hope this helps!
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