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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4562760" data-attributes="member: 58907"><p>Will Amethyst feature cybernetics?  No, and for good reason.  Amethyst is neither Rifts nor Shadowrun.  It is not cyberpunk.  Since you don’t have severed limbs in 4th ED, there is no need to include them unless using them for augmentation.  That being said, it is not like we’re scared of that.  When I did Ghost in the Shell D20, I went ballistic on cybernetics, so I know how to write them.  I just chose to keep them out of Amethyst because I wanted to ensure a separation between Amethyst and other fantasy titles on the market.  Higher TL bastions have nano-recovery units that repair damaged tissue and we do have micro-machine injections that actually offer permanent boosts and basically replace the bonuses offered by magical headgear in 4th ED.  Let’s be serious, though…if I wanted cybernetics, it wouldn’t be hard.  </p><p></p><p>    I got power armour…is that good enough?</p><p><strong></strong></p><p><strong>    Second: </strong> Non-Combat rules.  Do we have any?  Well, there are no mirrors for rituals with technology.  That being said, we do have stunt rules for vehicles, the disruption of technology, and… well… explosives…</p><p></p><p><strong>DEMOLITIONS (Intelligence) </strong></p><p><strong>    Trained skill only.</strong></p><p>    You can set and disarm explosives.  This includes all manners of mechanical and electronic detonators.  </p><p>    Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does.  Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.</p><p><strong>    Attacking with Explosives: </strong> Using Demolitions involves setting an explosive prematurely to an engagement or during one.  </p><p>    <strong>Setting Explosives:</strong>  Setting explosives takes a standard action in combat or can be used as part of a skill challenge.  </p><p>    <strong>Wiring Explosives Together: </strong> DC15 for every additional block wired up.  Additional blocks increase damage and burst (See Grenades and Explosives).</p><p>    <strong>Timed Detonator:</strong>  DC10+2 / Tech Level of detonator to set timed explosives.  Timed explosives detonate at a set time and cannot be prematurely detonated.  </p><p>    <strong>Remote Detonator:</strong>  DC15+2 / Tech Level of detonator to set up a wired or wireless detonator.  You may detonate an explosive by using a minor action.  You may also detonate it as a readied action.</p><p><strong>    Triggered Explosives:</strong>  DC15+2 / Tech Level of detonator to set up a triggered detonator which explodes when certain conditions arise.  These detonate on their own and do not require a minor or a readied action.  They go off when a target either crosses over it, or before it moves out of its burst area.</p><p>    <strong>Failure: </strong> Failure means that the explosive fails to go off as planned.  Failure by 10 or more means the explosive goes off as the detonator is being installed.  You can make an explosive difficult to disarm.  To do so, make a skill check and your roll is equal to the disarm DC.</p><p>    You cannot detonate explosives when wiring them together.  A failure with wiring explosives together means the extra explosives will not go off and additional time may be required to retry.</p><p>    <strong>Proper Placement: </strong> You can carefully set the explosive in such a way to do maximum damage.  If you beat the DC roll by 5 or more, you gain +2 damage from the explosive.  If you beat the DC roll by 10 or more, you gain an additional +4 damage from the explosive.    </p><p><strong>     Disarm Explosive Device:</strong>  Disarming an explosive that has been set to go off requires a demolitions check.  The DM can decide a DC or make a skill check of who planted the explosive.  The DC to disarm is the Demolition roll made when it was set.  If you fail the check, you do not disarm the explosive.  If you fail by 10 or more, the explosive goes off.</p><p>    <strong>Special:</strong>  You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter.  The DM may allow you to take 10 in disarming if there is enough time to do so.</p><p>    <strong>Bide Time: </strong> If you miss the DC on a timed explosive by 4 or less, you push the detonator trigger point back one round.  </p><p></p><p>    <strong><u>General Detonator            Demolitions DC</u></strong></p><p>    Heroic Tier                    20</p><p>    Paragon Tier                    30</p><p>    Epic Tier                    35</p><p></p><p></p><p><strong>    Third: </strong> I will divulge that the work on Amethyst, and the success that hopefully follows it, will be used as a road map for a ruleset which will deliver everything you have all been asking for in a hard science fiction, GSL-compliant, 4th Edition game.   I cannot say more than that other than fan support will be key in this regard.  Though I won’t reveal the name of the product, I can divulge our internal designation for the ruleset: <em> The Ladder.</em></p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4562760, member: 58907"] Will Amethyst feature cybernetics? No, and for good reason. Amethyst is neither Rifts nor Shadowrun. It is not cyberpunk. Since you don’t have severed limbs in 4th ED, there is no need to include them unless using them for augmentation. That being said, it is not like we’re scared of that. When I did Ghost in the Shell D20, I went ballistic on cybernetics, so I know how to write them. I just chose to keep them out of Amethyst because I wanted to ensure a separation between Amethyst and other fantasy titles on the market. Higher TL bastions have nano-recovery units that repair damaged tissue and we do have micro-machine injections that actually offer permanent boosts and basically replace the bonuses offered by magical headgear in 4th ED. Let’s be serious, though…if I wanted cybernetics, it wouldn’t be hard. I got power armour…is that good enough? [B] Second: [/B] Non-Combat rules. Do we have any? Well, there are no mirrors for rituals with technology. That being said, we do have stunt rules for vehicles, the disruption of technology, and… well… explosives… [B]DEMOLITIONS (Intelligence) Trained skill only.[/B] You can set and disarm explosives. This includes all manners of mechanical and electronic detonators. Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. [B] Attacking with Explosives: [/B] Using Demolitions involves setting an explosive prematurely to an engagement or during one. [B]Setting Explosives:[/B] Setting explosives takes a standard action in combat or can be used as part of a skill challenge. [B]Wiring Explosives Together: [/B] DC15 for every additional block wired up. Additional blocks increase damage and burst (See Grenades and Explosives). [B]Timed Detonator:[/B] DC10+2 / Tech Level of detonator to set timed explosives. Timed explosives detonate at a set time and cannot be prematurely detonated. [B]Remote Detonator:[/B] DC15+2 / Tech Level of detonator to set up a wired or wireless detonator. You may detonate an explosive by using a minor action. You may also detonate it as a readied action. [B] Triggered Explosives:[/B] DC15+2 / Tech Level of detonator to set up a triggered detonator which explodes when certain conditions arise. These detonate on their own and do not require a minor or a readied action. They go off when a target either crosses over it, or before it moves out of its burst area. [B]Failure: [/B] Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, make a skill check and your roll is equal to the disarm DC. You cannot detonate explosives when wiring them together. A failure with wiring explosives together means the extra explosives will not go off and additional time may be required to retry. [B]Proper Placement: [/B] You can carefully set the explosive in such a way to do maximum damage. If you beat the DC roll by 5 or more, you gain +2 damage from the explosive. If you beat the DC roll by 10 or more, you gain an additional +4 damage from the explosive. [B] Disarm Explosive Device:[/B] Disarming an explosive that has been set to go off requires a demolitions check. The DM can decide a DC or make a skill check of who planted the explosive. The DC to disarm is the Demolition roll made when it was set. If you fail the check, you do not disarm the explosive. If you fail by 10 or more, the explosive goes off. [B]Special:[/B] You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter. The DM may allow you to take 10 in disarming if there is enough time to do so. [B]Bide Time: [/B] If you miss the DC on a timed explosive by 4 or less, you push the detonator trigger point back one round. [B][U]General Detonator Demolitions DC[/U][/B] Heroic Tier 20 Paragon Tier 30 Epic Tier 35 [B] Third: [/B] I will divulge that the work on Amethyst, and the success that hopefully follows it, will be used as a road map for a ruleset which will deliver everything you have all been asking for in a hard science fiction, GSL-compliant, 4th Edition game. I cannot say more than that other than fan support will be key in this regard. Though I won’t reveal the name of the product, I can divulge our internal designation for the ruleset: [I] The Ladder.[/I] [/QUOTE]
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