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Posted: Wed Jun 22, 2005 11:10 pm
by Sentinel
On page 102 of Phase World, it says under their bonuses, they do not require air to breathe.
Superluminal Flight is a Major Super Power, and does not really require a drive-type equivalent. Because of this, the usual restrictions do not apply to them.
In an atmosphere, they are restricted to Mach 1, which is Sonic Flight, a Major Power.

Posted: Wed Jun 22, 2005 11:18 pm
by Jefffar
The FTL flight of the CosmoKnight, and all the CK's other powers are gifts from the cosmic forge. Trying to asign them technological equivalents is pretty hopeless.

Posted: Thu Jun 23, 2005 12:17 am
by cornholioprime
Jefffar wrote:The FTL flight of the CosmoKnight, and all the CK's other powers are gifts from the cosmic forge. Trying to asign them technological equivalents is pretty hopeless.
Yup.

The Cosmic Forge is the Technological near-equivalent to the Old Ones.

Using Logic would be essentially futile.

Just assume for the sake of Argument/Game Mechanincs that the Forge Manipulates both Physical Matter and SpaceTime to do what it does AND to give the C-Knights their Awesome Powers.

Re: cosmo knight inconsistencies

Posted: Sat Jul 02, 2005 3:06 am
by Nekira Sudacne
daishi wrote:I'm wondering how other players / GMs deal with the problems with the wording of some of the cosmo-knight abilities

1. Supposedly cosmo knights can exist in the vacuum of space yet they have no special invulnrabilities to cold (SDC cold, yes but not MDC) or vacuum (I was thinking of ruling the armor acts like a space suit protecting the cosmo knight)


space is only SDC cold.
2. FTL travel. The book doesn't describe what kind of FTL "drive" the cosmo knight uses, if we assume it is like other FTL systems in phase world that means the knight can't engage his ability until he is approx. 20k miles from the planet. The other possibility is a fold drive of some kind


they don't use a drive. they turn into cosmic energy and move. that's all.
2b. No sub-light propulsion system. So the knight gets to a planet, but has to stop 20k miles from the planet, how does he get to the surface? (might rule that player can use sub FTL speeds at this point but the rates given in the PW book are incredibly slow) The knight can't even fight in space because of this, yet it is heavily implied in the PW book that this is not only possible but a common occurrence


they already have their normal flight ability

2c. The knight does not have the ability to slow down or prevent his death when he impacts the ground at high speed


they can start and stop at will. no need to slow down.

Posted: Sat Jul 02, 2005 2:13 pm
by Nekira Sudacne
daishi wrote:
Nekira Sudacne wrote:
daishi wrote:I'm wondering how other players / GMs deal with the problems with the wording of some of the cosmo-knight abilities

1. Supposedly cosmo knights can exist in the vacuum of space yet they have no special invulnrabilities to cold (SDC cold, yes but not MDC) or vacuum (I was thinking of ruling the armor acts like a space suit protecting the cosmo knight)


space is only SDC cold.


you'll have to explain to me how something can be colder then absolute zero (space isn't absolute zero but it's very close)


pretty simple, no natural cold ever does MD, only magical cold is ever that way. there are virtually no Ice or cold-based MD attacks and they're all magical. and sinse they do SDC in SDC enviroments, they do MD from magic, never cold.

also, space is only cold based on how close the nearest star is. and sinse it's never absolute zero sinse SOME heat from stellar masses is always presnet, it's never MD level cold.


2c. The knight does not have the ability to slow down or prevent his death when he impacts the ground at high speed


they can start and stop at will. no need to slow down.


which is not mentioned in the PW book. What is mentioned is that cosmo knights can still take falling damage, which they wouldn't if they could just instantly stop themselves

anywho, I've already had a talk with my cosmo knight player and we've come to an agreement on how her abilities work while still maintaining some semblance of game balance


just because they can fly at will dosn't mean they can't fall and take damage, something could be stoppign them from flying, like, say, being Knocked out.

Posted: Sat Jul 02, 2005 2:14 pm
by Sentinel
The books also fail to tell you how a Cosmo-Knight regains all that PPE after using it up. Like a mage ? Like a non-mage ? Do ley lines/nexi help ?


I wouldn't think Ley Lines would help as Cosmo Knights aren't magical in any way. I guess they get it back through rest like anyone else.

Re: cosmo knight inconsistencies

Posted: Sun Jul 03, 2005 4:52 am
by Malakai
daishi wrote:I'm wondering how other players / GMs deal with the problems with the wording of some of the cosmo-knight abilities

1. Supposedly cosmo knights can exist in the vacuum of space yet they have no special invulnrabilities to cold (SDC cold, yes but not MDC) or vacuum (I was thinking of ruling the armor acts like a space suit protecting the cosmo knight)

No, it does not say that outright, but all the powers make it implicit in the function of being a Cosmo-Knight

2. FTL travel. The book doesn't describe what kind of FTL "drive" the cosmo knight uses, if we assume it is like other FTL systems in phase world that means the knight can't engage his ability until he is approx. 20k miles from the planet. The other possibility is a fold drive of some kind

They doe not use a "drive", they become cosmic energy and fly through space, using their galactic awareness for navigation (given the fact that they turn into pure energy, I would say that if they ran into anything, the other object would just register a aberrant energy signature for a brief moment "probably some scanner quirk")

2b. No sub-light propulsion system. So the knight gets to a planet, but has to stop 20k miles from the planet, how does he get to the surface? (might rule that player can use sub FTL speeds at this point but the rates given in the PW book are incredibly slow) The knight can't even fight in space because of this, yet it is heavily implied in the PW book that this is not only possible but a common occurrence

They actually move at Mach 1 per level, so while they are indeed slower than almost all fighters, they can still account for themselves somewhat. As for acceleration, you could do it at Mach 1 per melee, or even Mach 1 per action, as per the Major Super Power, just remember to take into account the distance need to accelerate that much (1 foot per mph, again using HU2) I have found that a CK in my player group loves to ram stuff at full speed, so I figure he can do 4D6 MDC per Mach (Extrapolated from the Arcane Mark II's Death Cloud cannon), but will also take the same amount of damage, as per the laws of physics.

2c. The knight does not have the ability to slow down or prevent his death when he impacts the ground at high speed

See above



I was also wondering if you could break a Cosmo-Knight's Weapon? What would be the MDC of the item? How would you repair it?

Re: cosmo knight inconsistencies

Posted: Tue Jul 05, 2005 12:28 pm
by Vrykolas2k
gadrin wrote:
Malakai wrote:I was also wondering if you could break a Cosmo-Knight's Weapon? What would be the MDC of the item? How would you repair it?


their cosmic armor adds 500 MDC, so that'd be where I start.



It's indestructable.

Re: cosmo knight inconsistencies

Posted: Tue Jul 05, 2005 6:45 pm
by Nekira Sudacne
gadrin wrote:
Vrykolas2k wrote:
gadrin wrote:
Malakai wrote:I was also wondering if you could break a Cosmo-Knight's Weapon? What would be the MDC of the item? How would you repair it?


their cosmic armor adds 500 MDC, so that'd be where I start.



It's indestructable.

The only trouble is that it says the weapon is a "living part of the cosmo-knight" , etc, etc, so I'm not sure it'd be around when he's gone.


it wouldn't be.

Posted: Tue Jul 05, 2005 8:23 pm
by Malakai
I just re-read that, oops.

Also, is there any limit as to how many weapons cna be created. I have a PC who did two Swords with damage add on each! with a 50+ PS, he dishes out 4D4x10+2D6x10 MDC per attack!(paired weapons)

Posted: Wed Jul 06, 2005 3:03 am
by Nekira Sudacne
Malakai wrote:I just re-read that, oops.

Also, is there any limit as to how many weapons cna be created. I have a PC who did two Swords with damage add on each! with a 50+ PS, he dishes out 4D4x10+2D6x10 MDC per attack!(paired weapons)


yea, you get A cosmic weapon. not multiple cosmic weapons.

one only.

Posted: Wed Jul 06, 2005 7:38 pm
by Vrykolas2k
Nekira Sudacne wrote:
Malakai wrote:I just re-read that, oops.

Also, is there any limit as to how many weapons cna be created. I have a PC who did two Swords with damage add on each! with a 50+ PS, he dishes out 4D4x10+2D6x10 MDC per attack!(paired weapons)


yea, you get A cosmic weapon. not multiple cosmic weapons.

one only.



Unless, of course, you read the new FAQ, which is considered canon.
What's really fun is this: Objects gain mass through inertia. So, a cosmo-knight is flying at his faster than light speed...
He gets kinda close to an evil planet...
He hurls his cosmic weapon at it...
The planet is destroyed...
He retrieves his weapon.

Posted: Thu Jul 07, 2005 10:27 am
by Nekira Sudacne
Vrykolas2k wrote:
Nekira Sudacne wrote:
Malakai wrote:I just re-read that, oops.

Also, is there any limit as to how many weapons cna be created. I have a PC who did two Swords with damage add on each! with a 50+ PS, he dishes out 4D4x10+2D6x10 MDC per attack!(paired weapons)


yea, you get A cosmic weapon. not multiple cosmic weapons.

one only.



Unless, of course, you read the new FAQ, which is considered canon.
What's really fun is this: Objects gain mass through inertia. So, a cosmo-knight is flying at his faster than light speed...
He gets kinda close to an evil planet...
He hurls his cosmic weapon at it...
The planet is destroyed...
He retrieves his weapon.


the new faq is written by your fellow posters on this board. hell, i've got some of my own stuff in the new faq.



BELIVE me, it's NOT cannon.

Posted: Thu Jul 07, 2005 12:26 pm
by demos606
New FAQ is (arguably) a consensus of the posts on a topic, its not Canon by a long shot though it is a bit more reliable than the old FAQ.

Posted: Fri Jul 08, 2005 9:14 pm
by Nekira Sudacne
demos606 wrote:New FAQ is (arguably) a consensus of the posts on a topic, its not Canon by a long shot though it is a bit more reliable than the old FAQ.


the new faq is whatever answer the person asking the thread says they accept - weather the answer's right or wrong.

Posted: Wed Jul 20, 2005 4:59 am
by TechnoGothic
Nekira Sudacne wrote:
Malakai wrote:I just re-read that, oops.

Also, is there any limit as to how many weapons cna be created. I have a PC who did two Swords with damage add on each! with a 50+ PS, he dishes out 4D4x10+2D6x10 MDC per attack!(paired weapons)


yea, you get A cosmic weapon. not multiple cosmic weapons.

one only.


You can have multiple if you want to invest the Permant MDC/PPE into making a second weapon.

Its not cheap.

Maybe...

Posted: Sun Jul 24, 2005 9:36 am
by SirTenzan
... their Galactic Awareness allows them to maneuver through space at FTL speeds without risk of a collision? It's a strech according to what was described, but maybe?

As for sublight speeds, I thought they could move at Mach 1 per level of experience? I could be wrong. It's been a LONG time since we've had a CK in our campaign.

As an aside, and a bit of fun, what sort of damage do you think a CK Kamikazi attack at FTL speeds would do against something like a Kreeghor Dreadnaught? Anyone care to work up the damages? :lol:

Re: Maybe...

Posted: Tue Jul 26, 2005 3:31 pm
by Vrykolas2k
SirTenzan wrote:... their Galactic Awareness allows them to maneuver through space at FTL speeds without risk of a collision? It's a strech according to what was described, but maybe?

As for sublight speeds, I thought they could move at Mach 1 per level of experience? I could be wrong. It's been a LONG time since we've had a CK in our campaign.

As an aside, and a bit of fun, what sort of damage do you think a CK Kamikazi attack at FTL speeds would do against something like a Kreeghor Dreadnaught? Anyone care to work up the damages? :lol:



I'd give it 2d6x 10,000, for game balance {whatever that is}.

Ooooh boy...

Posted: Tue Jul 26, 2005 11:59 pm
by SirTenzan
:eek: Munchkins everywhere are shivering with delight at THAT damaging prospect.

Re: Maybe...

Posted: Wed Jul 27, 2005 1:33 am
by cornholioprime
SirTenzan wrote:... their Galactic Awareness allows them to maneuver through space at FTL speeds without risk of a collision? It's a strech according to what was described, but maybe?

As for sublight speeds, I thought they could move at Mach 1 per level of experience? I could be wrong. It's been a LONG time since we've had a CK in our campaign.

As an aside, and a bit of fun, what sort of damage do you think a CK Kamikazi attack at FTL speeds would do against something like a Kreeghor Dreadnaught? Anyone care to work up the damages? :lol:
Whatever the Damage, ANYTHING going at light speed should cause the same damage, since the Theory of Relativity tells us that ALL objects at Light Speed gain the same Mass (infinite).

ANd with that much Mass, whether its a whole Cosmo-Knight, just his Weapon, or something else propelled to light speed, should be something like Robotech SDF-1 damage or something.....

Re: Maybe...

Posted: Wed Jul 27, 2005 1:53 am
by SirTenzan
cornholioprime wrote:
SirTenzan wrote:... their Galactic Awareness allows them to maneuver through space at FTL speeds without risk of a collision? It's a strech according to what was described, but maybe?

As for sublight speeds, I thought they could move at Mach 1 per level of experience? I could be wrong. It's been a LONG time since we've had a CK in our campaign.

As an aside, and a bit of fun, what sort of damage do you think a CK Kamikazi attack at FTL speeds would do against something like a Kreeghor Dreadnaught? Anyone care to work up the damages? :lol:
Whatever the Damage, ANYTHING going at light speed should cause the same damage, since the Theory of Relativity tells us that ALL objects at Light Speed gain the same Mass (infinite).

ANd with that much Mass, whether its a whole Cosmo-Knight, just his Weapon, or something else propelled to light speed, should be something like Robotech SDF-1 damage or something.....


AS if the last suggestion wasn't bad enough - now all those munchkins are going to have to change their underoos! I suppose you could look on the bright side though - you just saved them $$ in Jergens and Kleenex. :lol:

Re: Maybe...

Posted: Wed Jul 27, 2005 2:05 am
by cornholioprime
SirTenzan wrote:
cornholioprime wrote:
SirTenzan wrote:... their Galactic Awareness allows them to maneuver through space at FTL speeds without risk of a collision? It's a strech according to what was described, but maybe?

As for sublight speeds, I thought they could move at Mach 1 per level of experience? I could be wrong. It's been a LONG time since we've had a CK in our campaign.

As an aside, and a bit of fun, what sort of damage do you think a CK Kamikazi attack at FTL speeds would do against something like a Kreeghor Dreadnaught? Anyone care to work up the damages? :lol:
Whatever the Damage, ANYTHING going at light speed should cause the same damage, since the Theory of Relativity tells us that ALL objects at Light Speed gain the same Mass (infinite).

ANd with that much Mass, whether its a whole Cosmo-Knight, just his Weapon, or something else propelled to light speed, should be something like Robotech SDF-1 damage or something.....


AS if the last suggestion wasn't bad enough - now all those munchkins are going to have to change their underoos! I suppose you could look on the bright side though - you just saved them $$ in Jergens and Kleenex. :lol:
:ugh: :quiet: :oops:

Posted: Fri Jul 29, 2005 1:44 pm
by Malakai
to Prempt the Munchkins out there (or to pop thier ballons):

IMO the Cosmo knight woould turn into energy when he goes FTL. Thus, in order to do anything, he would have to go out of FTL speed and thus there you have a normal CK, not some projectile of doom.

Posted: Tue Aug 02, 2005 4:04 pm
by Guest
Indeed, a Cosmo Knight in FTL mode is not infinitely heavy, he is massless energy.

Lets not get into the fact that FTL travel basically involves time travel as well....things are already complicated...oh...as for a CK weapon staying after death...if it can be stolen, and the knight can't just make it disappear, then I would say if he dies and doesn't have it, it remains.

I would DEFINITELY let someone spend the P.P.E. for an extra weapon...just as I allow them to spend more P.P.E. than it lists for the Energy Blasts to multiply the damage further, because it's Epic.

Posted: Wed Aug 03, 2005 12:36 am
by cornholioprime
Malakai wrote:to Prempt the Munchkins out there (or to pop thier ballons):

IMO the Cosmo knight woould turn into energy when he goes FTL. Thus, in order to do anything, he would have to go out of FTL speed and thus there you have a normal CK, not some projectile of doom.
You forgot the Laws of Inertia, conveniently avoided for purposes of Gameplay and Game Balance.

You know, "a Body in Motion tends to remain in Motion and yadda yadda yadda?"

Therefore, you still should have a VERY fast-moving ball o'Cosmo once he shifts from Energy to Matter....even with some slowdown, he should still have the mass of, oh, Jupiter or something.....

Posted: Wed Aug 03, 2005 12:01 pm
by Guest
cornholioprime wrote:
Malakai wrote:to Prempt the Munchkins out there (or to pop thier ballons):

IMO the Cosmo knight woould turn into energy when he goes FTL. Thus, in order to do anything, he would have to go out of FTL speed and thus there you have a normal CK, not some projectile of doom.
You forgot the Laws of Inertia, conveniently avoided for purposes of Gameplay and Game Balance.

You know, "a Body in Motion tends to remain in Motion and yadda yadda yadda?"

Therefore, you still should have a VERY fast-moving ball o'Cosmo once he shifts from Energy to Matter....even with some slowdown, he should still have the mass of, oh, Jupiter or something.....


Check this out.

The character delves into an Extra-Dimensional font of energy when he switches to FTL mode, gaining a huge extra amount of energy in the process.

When he shifts back, he dumps all that energy back into the higher dimensions, and the inertia goes with it, so he just stops.

Posted: Wed Aug 03, 2005 2:28 pm
by Guest
gadrin wrote:RL physics and Palladium simply don't mix.


As written, no.

Thats why you just take the effects they want, and work out the physics to reproduce it.

Posted: Thu Aug 04, 2005 1:36 am
by cornholioprime
gadrin wrote:RL physics and Palladium simply don't mix.
I dub thy Commentary....siggable!!!!!

Posted: Tue Sep 06, 2005 1:17 pm
by Dr. Doom III
AndromBarzin wrote:
gadrin wrote:RL physics and Palladium simply don't mix.


Well not quite true...
RL physics ( or just about anything) and CJ Carella :fool: don´t mix... :D
How do Prometheans create offspring?!?!?!?!?!?!?!?!?!?!?!?!?

Tell me...
Please...


Finds arguing with 4th dimensional beings to be very annoying


A mommy and a daddy Promethean who love each other very much... :)

Posted: Wed Sep 07, 2005 12:25 am
by cornholioprime
Dr. Doom v.3.2.5 wrote:
AndromBarzin wrote:
gadrin wrote:RL physics and Palladium simply don't mix.


Well not quite true...
RL physics ( or just about anything) and CJ Carella :fool: don´t mix... :D
How do Prometheans create offspring?!?!?!?!?!?!?!?!?!?!?!?!?

Tell me...
Please...


Finds arguing with 4th dimensional beings to be very annoying


A mommy and a daddy Promethean who love each other very much... :)
Yes, but since they are always partially out of Phase......

Daddy should only be able to "hit it" only about 1/4 of the Time..........

VERY frustrating.

Daddy Promethian, self-proclaimed Stud-Muffin ---- :ugh:

Mommy Promethian who was promised a "good time" ---- :rolleyes: