Author Topic: [PoC] Power of Cybernetics General Discussion Thread  (Read 66557 times)

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #180 on: November 15, 2014, 02:17:16 AM »
November 14, 2014
(click to show/hide)

Updated with the latest batch of changes. Not so important but still noteworthy, but the Dark and Light Beam modules got their damage types changed. That whole half pos/neg energy, half untyped thing always felt kludgy. Since I already have the amalgam damage rules in PoC, it seemed like a great alternative.

Edit: So, Nanshork, how's the character coming? Anything I can help with?

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #181 on: November 15, 2014, 11:38:00 AM »
All of the changes look good to me, thank you for adding the clarifications.


The character is in Limbo.  At this point in time i'm unsure if PoC can match up with Oslecamo's classes for sheer survivability.  It's still in the running though, and I'd probably end up making an Energy Warrior.  I'll keep you updated.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #182 on: November 16, 2014, 03:47:07 AM »
Energy Warrior should be able to do a good job of survivability. There are plenty of miss chances available (Shadow Beam and the support attachment of Chrono Beam), you can pick up resistances without too much trouble, several immunities are available (Power Suit core = I'm a Construct), plus a few AC (Power Suit, Impulse Soles feet, Power Beam) and save bonuses (especially for Energy Warriors who have access to modules with all 3; by pure coincidence, Cyberneticists and Dreadnoughts only have the Ref save boosting modules). The Energy Tank module is good for a boatload of pure hp. I think Energy Warriors actually have the best access for pure numerical bonuses.

On another topic, I'm considering changing the Dreadnought's capstone. Doubling up on the intuition aura is fun, but it's not really 20th-level-worthy. I'm moving it down to 15h level and adding something else in its place (Equipment Bond +2 stays where it is). Here's what I have so far (after like 15 minutes of kinda sleepy braintstorming so good night).

(click to show/hide)
« Last Edit: November 16, 2014, 03:55:58 AM by Garryl »

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #183 on: November 16, 2014, 10:48:18 AM »
It's more that Oslecamo's games end up being extremely brutal than anything else.  I missed the miss chances though (haha).


That sees like a really complicated capstone.  I'm not vetoing it outright but I'd like to see what you come up with when you aren't sleep brainstorming. :p

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #184 on: November 16, 2014, 01:18:34 PM »
Shadow Beam (4 energy) plus Chrono Beam (support) is already a functional 44% miss chance (20% vs. non-attack targeted effects) and you take half damage from area attacks.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #185 on: November 16, 2014, 09:09:21 PM »
Ohh, nice.  Okay, you're definitely tempting me to play a high level Energy Warrior.

Edit: I'll just do what I always do and see what the group needs.  If they need a big melee bruiser I won't go Energy Warrior, otherwise I will.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #186 on: November 17, 2014, 01:11:38 AM »
Ohh, nice.  Okay, you're definitely tempting me to play a high level Energy Warrior.

Edit: I'll just do what I always do and see what the group needs.  If they need a big melee bruiser I won't go Energy Warrior, otherwise I will.

You can do melee bruiser, too. Snag a Monk's Belt (or a level in Monk) and you can do some major SAD for Wisdom. Monk says unarmed strikes are both manufactured (usable as an energy beam form) and natural (usable alongside the natural attack energy beam feats). Unarmed Strike energy beam + the Energy Claws and Energy Fangs feats means 6 attacks, all of which get Wis to attack and damage rolls, a +6 enhancement bonus, and your full 6d6 or 6d4 bonus energy beam damage from the emitter socket (assuming 6 energy allocated). You can double up on the bonus damage dice with Expanded Socket for 2 modules attached to your energy emitter at once (so up to 12d6 in bonus damage per attack, although it would eat up 12 points of energy allocations). Warp Beam is a good choice as it gives an attack bonus for your energy alongside the d4s of damage that are irresistible unless your target is Dimensional Anchored, something that high level foes usually try to avoid. With the Power Suit module's non-armor option you can get Wis to AC alongside full normal armor abilities with Cyberforge Arm Guards (and the various attachments provide great defenses, too).
« Last Edit: November 17, 2014, 01:16:52 AM by Garryl »

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #187 on: November 17, 2014, 10:25:44 AM »
Ohh, nice.  Okay, you're definitely tempting me to play a high level Energy Warrior.

Edit: I'll just do what I always do and see what the group needs.  If they need a big melee bruiser I won't go Energy Warrior, otherwise I will.

You can do melee bruiser, too. Snag a Monk's Belt (or a level in Monk) and you can do some major SAD for Wisdom. Monk says unarmed strikes are both manufactured (usable as an energy beam form) and natural (usable alongside the natural attack energy beam feats). Unarmed Strike energy beam + the Energy Claws and Energy Fangs feats means 6 attacks, all of which get Wis to attack and damage rolls, a +6 enhancement bonus, and your full 6d6 or 6d4 bonus energy beam damage from the emitter socket (assuming 6 energy allocated). You can double up on the bonus damage dice with Expanded Socket for 2 modules attached to your energy emitter at once (so up to 12d6 in bonus damage per attack, although it would eat up 12 points of energy allocations). Warp Beam is a good choice as it gives an attack bonus for your energy alongside the d4s of damage that are irresistible unless your target is Dimensional Anchored, something that high level foes usually try to avoid. With the Power Suit module's non-armor option you can get Wis to AC alongside full normal armor abilities with Cyberforge Arm Guards (and the various attachments provide great defenses, too).

That's actually pretty impressive.  I just have another build I want to use if I go melee bruiser.  It has Divine Rank 0.   :cool

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #188 on: November 18, 2014, 10:05:46 AM »
You win, I've decided to play an Energy Warrior.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #189 on: November 18, 2014, 10:36:39 PM »
What happens if an Energy Beam is a weapon with a reload speed such as a crossbow?

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #190 on: November 19, 2014, 12:06:40 AM »
The energy beam doesn't use ammunition, so the parts of reloading that involve putting in the ammunition are skipped. Unfortunately, that's a bit ambiguous when it comes to crossbows, as their reloading incorporates both replacing the ammunition and cranking back the bowstring.

Unless you can think of any weapon with which it would be imbalanced, I'd be inclined to explicitly make it such that you don't need to reload, period.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #191 on: November 19, 2014, 12:26:19 AM »
I don't see it as particularly imbalanced, the worst that'll happen is dual wielding crossbows without worrying about how to reload.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #192 on: November 19, 2014, 01:39:12 AM »
Just remember that light and heavy crossbows impose extra attack roll penalties for using them one-handed, in addition to TWF penalties. Consider some of the light and one-handed PoC firearms if you want to TWF with ranged weapons. They're shorter range and a little lower damage, though.

If you're thinking about TWF, don't forget about the Dual Weapon module.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #193 on: November 19, 2014, 10:12:39 AM »
I'm back and forth on TWF, and I'd have to take the Dual Weapon module because I can't come up with the Dex requirements for the TWF tree. 

I was more pointing things out than telling you what I wanted to do with my character.  :p

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #194 on: November 21, 2014, 05:25:53 PM »
I just realized a nerf that I didn't notice before.

Cyberforge gauntlets only affect a single energy weapon.  Therefore, if an Energy Warrior wants to dual wield they need a double weapon (and as far as I can tell you'd have to enchant the gauntlets as a double weapon so track the two ends separately).  No dual wielding energy crossbows for me, you can't wear two pairs of gauntlets.

I don't see an issue with this though, just felt like pointing it out.

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #195 on: November 21, 2014, 08:30:33 PM »
That's what enhancing the gauntlets with multiple property sets is for, you can transfer each set into a different weapon.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #196 on: November 21, 2014, 08:42:41 PM »
That's what enhancing the gauntlets with multiple property sets is for, you can transfer each set into a different weapon.

Somehow that time I missed "A given pair of Cyberforge Gauntlets can be enhanced with any number of dormant sets of properties."  I know I'd noticed that before...

Offline Garryl

  • Honorary Mod
  • *****
  • Posts: 4515
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #197 on: November 23, 2014, 07:09:35 PM »
I'm working on a few racial feats for the PoC races. Here's what I have so far. Any comments or ideas? I'm searching for more feat ideas for Engi and Space Pirates, and I'm not too familiar with what cold spells and effects exist to offer Phrygisians.

(click to show/hide)

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #198 on: November 23, 2014, 07:39:02 PM »
I don't see any issues with those feats.  I especially like Augmentation Mastery.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13401
    • View Profile
Re: [PoC] Power of Cybernetics General Discussion Thread
« Reply #199 on: November 25, 2014, 12:54:30 PM »
The Power Suit core attachment doesn't negate precision damage, is this intentional?