say652 wrote:The charging to fly was a great equalizer, now in my Games I am allowing space powers in Atmosphere for the ppe&mdc OR double mdc cost increase. I figured why not. The already are one of the strongest out of book occs, lets just kick them up to full power in Atmosphere and make it hurt. Gotta restudy the Code of Honor so I cam just catch people falling and take those Spectacular Cosmic Powers away.
That's not actually an equalizer, there are plenty of others who can fly in an atmosphere to make the idea that somehow it should cost a Cosmo-Knight to fly pretty unrealistic. It would also be on the unfair side to let someone play a Cosmo-Knight while looking for excuses to depower them.
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.
'Reality is very disappointing.' - Jonathan Switcher from Mannequin
It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
Mach flight, normal blasts, weapon and armor are normal. I am allowing space abilities in Atmosphere at the increased cost. And in the Cosmoknights occ it says for the gm to use the code as leash, more or less.
I think allowing them at full power in an atmosphere is making them even more powerful And making them follow their particular code of conduct is not unfair.
Besides while energy is useless, magic, PSIONICS, super abilities, and kinetic damage all work just fine.
Also the minus 10 to dodge bullets and projectiles applies to them as well, To parry bullets and energy with the Cosmic Weapon I only asign a -6 penalty unless the Cosmic Weapon is a Shield then its considered a normal parry. This is the occ that began my Super Munchkin play style. I really don't have any problem With them being stronger. I don't play them I use one as an NPC. To me the biggest drawback is the chance to lose your powers for improper conduct.
Bring about the Fallen Knights. While a pale imitation the ability to become a LLW or MM is very cool and useful. I of course Expanded that to mean any psychic or magic occ, rcc, pcc, or Mutant with psionic abilities and Mystically bestowed Abilities. I still will tack on a Gods chosen bonus as well. A fallen knight Phase Mystic Warrior of Valhalla is 100% allowed in my game. For even more eye popping fun. A Fallen Knight Sea Inquisitor Flying Tiger.
This works in my games because I limit equipment and am extremely cheap with giving the pcs credits.
Wow.... time to inject some fantasy logic into this mess.
First: Comos Knights fly in space and in atmospheres at mach speeds with a limit of 1 mach per level. No charging up and turning into energy nonsense. No PPE/MDC cost either. If you don't like CKs then don't allow them. But don't beat them with the gimp bat either.
Why do they not need to turn into energy? Because they can't hit things with their cosmic weapons if they are a bolt of cosmic energy. The only reason they HAVE to convert from matter to energy is to travel at their FTL speeds only. They have to be physical to inflict physical damage to space fighters and the like. Otherwise it wouldnbe energy damage and not get PS bonuses to damage added to their weapons.
And using space powers in an atmosphere isn't proper or they would not be called space powers and have limits stated such as only while in space.
Sorry to burst bubbles but the CK is basically a living space fighter ship. They can fly for free at moach speeds in space and in an atmosphere. And they MUST be outside and atmosphere to use FTL and space powers. If you go FTL in an atmosphere you bug splat on a gaseous wind.
They are creatures of the universe and space is their native enviroment after the forge empowers them.
If nothing else it is on a cover of a book along with twin cosmic weapons. It is also in a story that Kev might not have published for so long if it was so against the concept.
Plus there is hero logic your ignoring. How can you fly and save the person in neef of help if you have to meditate for 10 min the zip off as a bolt of energy. The space bus full of nuns, widows and orphans better be able to wait for our hero!
Last edited by VR Dragon on Tue Jun 09, 2015 8:27 am, edited 1 time in total.
I feel why not? They are already top tier characters, and the limiting this and that is just nitpicking at this point. Pay the higher cost and space powers function in Atmosphere in my game. Not game unbalancing because I use swarm and traps a lot lot. Also it would be grwat to see a CK obliterate a Kiaju (one of my frequent menaces) with a massively powerful charged Cosmic Blast.
say652 wrote:I feel why not? They are already top tier characters, and the limiting this and that is just nitpicking at this point. Pay the higher cost and space powers function in Atmosphere in my game. Not game unbalancing because I use swarm and traps a lot lot. Also it would be grwat to see a CK obliterate a Kiaju (one of my frequent menaces) with a massively powerful charged Cosmic Blast.
Might be issued with the forge maybe. Knights be falling everywhere.
Thats why I personally can't play cosmos or cybers or any type of knight. Other than Powersurge, my characters backstab, poison, garotte, and generally use cheap tactics to KILL the other guy. Only reasin PowerSurge is different is arrogance. Neither is very honorable or knightlike.
Considering how hard it is to define what an atmosphere is and where one begins/ends, I am entirely in agreement with that being a useful house-rule.
Range reduction of weapons should also be a gradual decrease as atmospheres thicken the closer to a planet you go, and compromise you less in thinner atmospheres.
Does create a lot of math problems though, you'd probably need some kind of app/algorithm to deal with it easily mid-game.
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My fix was Space Abilities work in atmosphere for ppe&mdc cost or double mdc cost.
Reasoning, You are controlling Cosmic Energy, that much focus and concentration would be taxing, instead of Attack and skill penalties (my first idea) I went with, Its physically painful to force the energy to obey your will.
say652 wrote:Thats why I personally can't play cosmos or cybers or any type of knight. Other than Powersurge, my characters backstab, poison, garotte, and generally use cheap tactics to KILL the other guy. Only reasin PowerSurge is different is arrogance. Neither is very honorable or knightlike.
I'm a fairly scientifically minded person and love astronomy and space stuff. If I was GM i would define an atmosphere as any gas cloud thick enough to cause a flaming reentry if someone goes zipping through it at a high rate of speed. Or if its thick enough that a person can breath it/choke to death on it.
But basically since palladium is not about science and stuff being a massive issue. I would say story wise a player would need to be 700 miles clear of the surface (this is in the area of earth's exosphere). Also in other games a ship would need to be several thousand miles away from a planet to make a FTL jump or whatever so as not to have flight path problems caused by gravity effects of nearby planets or moons.