Mh/version2.3/to play#854
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Flavor reasons, replaced zero upkeep for still cloak with reduced upkeep.
Also reflavored the shield names, and removed the "nanite shield" as a thing that exists. Applied corresponding buffs to the level 10 shield's stats. Changes to the level 10 shield are functional.
Additionally laid the groundwork for Medical Nanites. Introduced new issues: -need item entries for medical nanites (and rules for unit quantity restriction by level, probably as a column in the leveling table), -need to expand rules on feats to include active feats and medical nanites. -need to fill out effects of short and long rests.
New Issue: need limits on the number of batteries a character can carry. Or are they armor hard point items? Prices extremely preliminary
High powered Shotgun only Ammo has been added!
Balance concerns.
Also removed Stealth skill requirement from cloak modules. Outdated after removal of skills@10@lv1.
Nanites -> Energy Cloak Turns stat removed Added Overheat stat: a cloak turns stat based on the equipment instead of the player level. Removed 1 cloak per turn restriciton to lv 1-4, that can be on modules with Overheat stat.
…urtlelord26-Nanite_Removal-Cloak_Rules_Update
…_Rules_Update Turtlelord26 Nanite Removal: Cloak Rules Update
…urtlelord26-#612-Nanites_to_Energy
These items moved directly out of Armors.txt without change. Restyled for better parsing.
Turtlelord26 Hard Point Equipment to Own File
Turtlelord26 #612 nanites to energy
A number of changes have been made. -Word use and language has been changed to reflect ease of reading. -Weapon pronunciation has been altered. -Range brackets have been given a debuff to encourage close range fighting -The additional armor hit penalty has been removed for ease of number crunching and to help balance the weapon.
There are now charts! And Terminology! And best of all! No Math!
Now does not conflict with Energy resource for shields/cloaks. Scope crept to add a bit more flavor to the munitions not lasting between combats, some sp/grammar fixes.
Scope crept to try and fix Overbuilt, please review this.
Wasn't caught by my find&replace.
Fixed the things!
…ial"_Resource Turtlelord26 Reflavored Engineer Energy into Potential
Also updated blacking out to result in Unconsciousness rather than Stun
ooooops, how'd I leave that in there??
Added unaware
Edited Nonlethal to account for official Unconscious condition. Capitalized a few instances of Unconscious throughout the doc And fixed an instance of "do damage" Scope creep- fixed skills typography in Maneuvers More Scope creep- fixed some typography for skills and stats
Unconscious condition
-Deleted extraneous note about gaining skills via class -Changed structure of skill point grants via class -Deleted a bunch of unnecessary periods
…ct-Superbranch Nanite removal superbranch -> dev
…pdates-SubSuperbranch
Missed one doubled space from the merge conflict resolution commit.
With new mechanics. One formatting change I missed in merge resolution commits.
Removed: -Copy-pasta artifacts -one extraneous article
Class Skill Point Clarity
…idual_Feat_Updates-SubSuperbranch Nanite Rework Feat Updates
…_Feat Reintroduce Duck, Bob, and Weave
Ship medical nanites to R_C
overode play with new RC status of version 0.2.3 Conflicts: 01_01_Basic_Rules.txt 01_02_Combat_Rules.txt 01_04_Damage_Types_and_Armor_Types.txt 01_06_Leveling_Up.txt 03_Glossary_of_Terms.txt CharacterCreation/02_Classes.txt CharacterCreation/03_Feats.txt CharacterCreation/Class-Specific Documentation/Engineer Processes.txt CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt Items/04_01_Melee_&_Thrown_Weapons.txt Items/05_Armors.txt README.md
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Yes, please. It will be easier on both of us. |
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This has been rather long-awaited.
@Turtlelord26 , would you like me to break it up more?