Author Topic: [A New Pie] Version 1.2.1  (Read 12790 times)

spinningdice

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Re: [A New Pie] Version 1.2.1
« Reply #120 on: November 14, 2012, 11:23:55 PM »
The name communications makes me think of radios, star-Trek communicators and telephony equipment though.
And while valid as a favour based field, and would not be stepping on the toes of other skills?

Mister Andersen

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Re: [A New Pie] Version 1.2.1
« Reply #121 on: November 15, 2012, 02:58:02 AM »
The name communications makes me think of radios, star-Trek communicators and telephony equipment though.

That's Signals/SigInt

Quote
And while valid as a favour based field, and would not be stepping on the toes of other skills?

Not really -- Guile skills don't really create anything

Medwyn

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Re: [A New Pie] Version 1.2.1
« Reply #122 on: January 17, 2013, 05:19:29 PM »
Has there been any more thought on the Basic Skill pairing?

Medwyn

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Re: [A New Pie] Version 1.2.1
« Reply #123 on: January 18, 2013, 12:15:04 AM »
How are these for New Pie Basic Skill Pairings?


Bystander: Acting & Vigilance
Daredevil: Competition & Expertise
Gremlin: Deception & Mischief
Journalist: Focus & Investigate
Manipulator: Impress & Intimidate
Negotiator: Parley & Sense Motive
Outdoorsman: Athletics & Survival
Phantom: Acrobatics & Stealth
Planner: Profession & Tactics

*EDIT: Spelling

Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #124 on: March 30, 2013, 04:07:27 PM »
Coded Transmission Incoming...

Class : Party Role
XXX : Specialist/Combatant
XxXXXXXX : Solver
XXXX XXllXX : Talker/Specialist
XXXXuXXX : Specialist/Backer
IXXXXXiXXXXX : Solver/Combatant
XXnXX : Combatant/Specialist
XXXXlX : Solver/Specialist
XoXXXXXo : Backer/Talker
XXXXk : Talker
XXXrXXrXXXXr : Combatant
XXXXXXgXXX : Backer/Specialist
XXoXXXXXXooXXX : Backer

I'll keep the results here and start another thread for decryption :).
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Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #125 on: March 31, 2013, 04:47:16 PM »
...and sometimes naming issues slap you in the face - like when you realize a class named "Investigator" would NOT have Investigate as a flawless skill.

Renamed to "research" (which reads much better in several class skill lists and improves alphabetical scatter).
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Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #126 on: April 05, 2013, 03:37:02 PM »
Has there been any more thought on the Basic Skill pairing?

I'm giving real thought to dropping it - just set up the feat as choose 2.
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Big_Jim

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Re: [A New Pie] Version 1.2.1
« Reply #127 on: April 05, 2013, 04:12:00 PM »
Ok... what just happened? Link is trashed (like goes to your Google trash)... and is now gone. And your post is gone. And sigh. Should I delete this too?

https://docs.google.com/file/d/0B8FCrAZcFJJDOTJWbEhBdFhzdE0/edit?usp=sharing

Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #128 on: April 05, 2013, 04:43:09 PM »
Sorry, still learning how to use the tool - it was not updating when I uploaded a new version :(. The second version was a page longer, and the new 5th page was fine, but the first four page stayed the same even after I completely removed the earlier version.

Cleanly updating being the thing I'd be looking for most in a single reusable link. Gonna have to keep experimenting :).

...And no, no need to delete that :). Being able to pretty suff up with formating is one of those skills I remain fiercely jealous of :D.
« Last Edit: April 05, 2013, 04:45:18 PM by Morgenstern »
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Mister Andersen

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Re: [A New Pie] Version 1.2.1
« Reply #129 on: April 05, 2013, 04:50:26 PM »
Has there been any more thought on the Basic Skill pairing?

I'm giving real thought to dropping it - just set up the feat as choose 2.

++good. Though I suspect you could get away with stipulating it has to be a maximum of one signature skill to a pair.

Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #130 on: April 05, 2013, 05:03:42 PM »
++good. Though I suspect you could get away with stipulating it has to be a maximum of one signature skill to a pair.

Ooo. That might be the restriction I was looking for. Tried "cannot have the same attribute" but that broke down pretty quickly.
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Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #131 on: April 05, 2013, 05:16:40 PM »
Ok... what just happened? Link is trashed (like goes to your Google trash)... and is now gone.

Ok, the one in my signature seems to work. The others... don't. *throws up hands*
« Last Edit: April 09, 2013, 05:22:12 PM by Morgenstern »
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Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #132 on: April 06, 2013, 04:55:52 PM »
Finally wrote up stabilize as a combat action... and it rocks on toast ;D. Plus I've done a little general housecleaning on the combat actions. It turns out moving a couple of Medicine's checks into the combat actions cleans up the Expertise skill entry considerably.

GEAR FEATS

  Bandage
  You know a lot more than just to ‘keep pressure on that’.
  Prerequisite: 1+ ranks of Expertise.
  Benefit: You gain the medical field and your Expertise (medical) checks are trained even when you lack a doctor’s bag. When you have a doctor’s bag you may Mend each character one additional time per session.

NEW COMBAT ACTIONS
  If an action’s description includes a kit, the character must have that kit or the check is considered unskilled.

  Grab
  1 half action ● unarmed attack
  Make an unarmed attack check against a character within your reach and no more than 1 size category larger than you. You must have at least 1 free hand to make this attack and gain a teamwork bonus to the check equal to one-half the number of free hands you have (rounded down).
  If you hit you inflict 1d4 + your Fitness modifier subdual damage and may move the target into any empty square(s) adjacent to you. If you succeed by 4 or more you may begin grappling the target, holding them until the end of your next initiative count. If you succeed by 10 or more instead of holding the target, you may pin them until the end of your next initiative count.
  If you miss you become flat-footed at the end of your initiative count.

  Behind the Curtain: On the Ropes
  Grab replaces the Grapple action. Rather than a skill check, it uses an unarmed attack check to simplify offensive and defense modifiers. The base result is straight forward: you damage your enemy and put them where you want them. Controlling a target with grappling requires you to get the upper hand by a wide margin and keep doing so every round. Wrestling stunts like flamboyant throws and the infamous screaming club become Grab tricks - moving the expanded complexity out of the basic rule and into options interested players must specifically seek out.
  Held foes lose their dodge bonus which may make it easier to grab them again the following round, but players may find even seemingly helpless targets quite a handful. Miss once and your target may flee before you can lay hands on them again. Held characters will often focus their attacks on the character holding them, but beware: they still have the option to harm others. A pin will control their weapons entirely, but a mere hold could leave you with a very unwelcome gunshot going off in a direction not of your choosing...

  Mend
  1 minute (10 rounds) ● initiative action ● Doctor’s Bag
  You give medical attention a character within your reach. Make an Expertise (medical) check with a DC of 15. A character may only be Mended once per scene.
  If you succeed, the target heals 2d6 damage. On a critical success, add your Expertise ranks to the healing provided. Up to 3 points of this healing may be applied to the character’s Health.
  On a critical failure, the target suffers 1d6 lethal damage that cannot be resisted or reduced.

  Refresh
  1 full action ● initiative action
  You recover Morale equal to your base Fortitude Save bonus + half your Determination score (round up). You may spend a single action die to add your Career Level to the number of Morale points recovered.

  Stabilize
  1 full action ● initiative action ● Doctor’s Bag
  You apply first aid to a character within your reach. Make an Expertise (medical) check with a DC and results depending on the condition you are treating. You may only attempt to stabilize each condition on the target once per scene (including by cooperating on a Stabilize check).

•   Bleeding (DC 15): The condition ends.
•   Exhausted (DC 5 + 10 per grade): The effects of one grade are suspended for 1 hour.
•   Poisoned (DC equal to the poison Save DC): The effects of the poison are suspended for 1 hour.
•   Shaken (DC 5 + 10 per grade): The effects of one grade are suspended for 1 hour.
•   Wounded (DC 5 + 10 per grade): The effects of one grade are suspended for 1 hour.
•   Defeated (DC 15): On a critical success the character rallies with 1 Health and Morale equal to your Expertise Ranks. The character’s maximum morale is reduced by their Career Level until the end of the scene.

« Last Edit: April 06, 2013, 06:45:01 PM by Morgenstern »
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Gentry

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Re: [A New Pie] Version 1.2.1
« Reply #133 on: April 09, 2013, 02:58:18 PM »
For a brief horrifying moment, I thought you had actually posted a Bondage skill.

Okay, it was a brief titillating moment. I'm man enough to admit it.
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Morgenstern

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Re: [A New Pie] Version 1.2.1
« Reply #134 on: April 09, 2013, 05:01:36 PM »
Eh, the Bondage skill doesn't do a lot by itself (maybe a knowlege check or two that are amusing), but it lays the groundwork for an awesome dramatic con- nope. Can't keep a straight face :D.
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