That is awesome! Doombunny is trying his best to bring doom to all the good little colts and fillies.
FO:E PnP Roleplay Group (Blue Team) Concluded
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
That is awesome! Doombunny is trying his best to bring doom to all the good little colts and fillies.
That is awesome! Doombunny is trying his best to bring doom to all the good little colts and fillies.
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Shady_steps
- Posts: 281
- Joined: Mon Aug 06, 2012 11:36 am
Re: FO:E PnP Roleplay Group (Blue Team)
i might not make it tonight sorry in advance.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Thanks for letting me know in advance by the way. I do appreciate it.
Now, hopefully everyone can make it tonight. (January 11th)
Thanks for letting me know in advance by the way. I do appreciate it.
Now, hopefully everyone can make it tonight. (January 11th)
Re: FO:E PnP Roleplay Group (Blue Team)
I'm liking the way the plot is developing. Really liking it!
Xavi, target 45: 97 [5d100=16,2,32,26,21]
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
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Shady_steps
- Posts: 281
- Joined: Mon Aug 06, 2012 11:36 am
Re: FO:E PnP Roleplay Group (Blue Team)
me too the story seems awesome even at the slow parts, sorry if i fell asleep at the wrong time.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Thanks, thats mighty kind of y'all to say. I hope I can keep it up.
I am sorry that everyone has to stay up (or wake up) at odd hours to play this game too, I wish there were a better time slot, but there really doesn't seem to be any. I can't blame anyone for being tired though, being tired is a state of mind I know all too well. I'm just glad for what time we have, even if it might be fleeting.
Thanks, thats mighty kind of y'all to say. I hope I can keep it up.
I am sorry that everyone has to stay up (or wake up) at odd hours to play this game too, I wish there were a better time slot, but there really doesn't seem to be any. I can't blame anyone for being tired though, being tired is a state of mind I know all too well. I'm just glad for what time we have, even if it might be fleeting.
Re: FO:E PnP Roleplay Group (Blue Team)
well for me it's the optimal time, so in that regard sorry that I have to keep the rest of you up!
Xavi, target 45: 97 [5d100=16,2,32,26,21]
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Just so everyone has it handy (or hoofsy if you will) and doesn't lose it, here is a map of Better Springs.
Just so everyone has it handy (or hoofsy if you will) and doesn't lose it, here is a map of Better Springs.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
So, it turns out that I goofed up a little bit. I had some rules for alertness and observing that I thought I had written down in the rules document, but in actuality they were only in my head. (There's a few more of those kinds of rules, I'm sure of it, but I'll have to get to them when I get to them.) Since it may be relevant soon, I would like to quickly go over how alertness and observing works. Imagine that your character is a guard, just like in Fallout 3 or NV. If you're facing away from someone, its harder to spot them sneaking up on you.
Normally, when you are sneaking, hiding yourself, hiding an object, or just being a hard-to-see-inanimate-object; you roll your relevant skill + SPECIAL. Usually (Stealth + Agility) for sneaking, (Stealth + Perception) for finding a good hiding spot, or (Object Rating) for a small object. ((There are also some generic modifiers for distance and visibility, etc.))
The target number for that roll is anyone else's Alertness score.
When you are actively looking for something, you can increase your Alertness score by designating something or some direction that you are looking. Your Alertness is increased for that specific thing or direction, and decreased for all others. How big of a bonus/penalty you get depends on how specific you are. (So observe carefully)
For example:
• If you are walking down the street and you are looking for traps. You would get a +5 bonus to your Alertness to spot a trap, while you would get a -5 penalty to your alertness to spot a pony trailing you.
• If you are looking specifically for tripwires, you would get a +10 bonus to finding a tripwire. However, you would get a -10 penalty to spot a proximity detonator buried under a pile of rubble.
• If you are searching in front of you, it is +5 to things in front of you, -5 to things to each side and behind you.
I hope this helps.
So, it turns out that I goofed up a little bit. I had some rules for alertness and observing that I thought I had written down in the rules document, but in actuality they were only in my head. (There's a few more of those kinds of rules, I'm sure of it, but I'll have to get to them when I get to them.) Since it may be relevant soon, I would like to quickly go over how alertness and observing works. Imagine that your character is a guard, just like in Fallout 3 or NV. If you're facing away from someone, its harder to spot them sneaking up on you.
Normally, when you are sneaking, hiding yourself, hiding an object, or just being a hard-to-see-inanimate-object; you roll your relevant skill + SPECIAL. Usually (Stealth + Agility) for sneaking, (Stealth + Perception) for finding a good hiding spot, or (Object Rating) for a small object. ((There are also some generic modifiers for distance and visibility, etc.))
The target number for that roll is anyone else's Alertness score.
When you are actively looking for something, you can increase your Alertness score by designating something or some direction that you are looking. Your Alertness is increased for that specific thing or direction, and decreased for all others. How big of a bonus/penalty you get depends on how specific you are. (So observe carefully)
For example:
• If you are walking down the street and you are looking for traps. You would get a +5 bonus to your Alertness to spot a trap, while you would get a -5 penalty to your alertness to spot a pony trailing you.
• If you are looking specifically for tripwires, you would get a +10 bonus to finding a tripwire. However, you would get a -10 penalty to spot a proximity detonator buried under a pile of rubble.
• If you are searching in front of you, it is +5 to things in front of you, -5 to things to each side and behind you.
I hope this helps.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
It seems that game time is rapidly approaching and the servers are down. I'm not entirely sure what to do about this... I'm hoping that they will come back up before game time, but if not, I am open to suggestions for what to do.
It seems that game time is rapidly approaching and the servers are down. I'm not entirely sure what to do about this... I'm hoping that they will come back up before game time, but if not, I am open to suggestions for what to do.