FO:E PnP Roleplay Group (Blue Team) Concluded
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Thanks for the heads up. You take care, and we'll catch you the next time around.
Thanks for the heads up. You take care, and we'll catch you the next time around.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Just a heads up for anyone who left early last session, but the group just sold 4642 caps worth of accumulated loot. The entire point of selling said loot was to buy armor and things for people who are currently undergeared.
If anyone ends up reading this, please think about what you want to buy that will help keep you alive. That's about 773 caps per group member, but you should also think about whether or not you want to buy armor for any of the NPC characters that are currently following the party around. Lucky Clover, Helka, Hope Springs, and Sonnette don't have anything in the way of armor. Dreamcatcher has some tribal armor, and Wind Chaser still has a partial suit of enclave power armor from forever ago.
Just a heads up for anyone who left early last session, but the group just sold 4642 caps worth of accumulated loot. The entire point of selling said loot was to buy armor and things for people who are currently undergeared.
If anyone ends up reading this, please think about what you want to buy that will help keep you alive. That's about 773 caps per group member, but you should also think about whether or not you want to buy armor for any of the NPC characters that are currently following the party around. Lucky Clover, Helka, Hope Springs, and Sonnette don't have anything in the way of armor. Dreamcatcher has some tribal armor, and Wind Chaser still has a partial suit of enclave power armor from forever ago.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Alright, the barter event is now finished. I went ahead and added the loot to people's character sheets for those of you who gave me edit permissions to your sheets. If you didn't, you'll have to get the list of gear that you acquired from me sometime.
All of the NPCs have now been outfitted with combat armor jackets and helmets.
Alright, the barter event is now finished. I went ahead and added the loot to people's character sheets for those of you who gave me edit permissions to your sheets. If you didn't, you'll have to get the list of gear that you acquired from me sometime.
All of the NPCs have now been outfitted with combat armor jackets and helmets.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Just a reminder, or a heads up if you missed it earlier, but I will be out of town this week, and so we won't have game on (Friday, April 8th)
I hope you all have an excellent night regardless.
Just a reminder, or a heads up if you missed it earlier, but I will be out of town this week, and so we won't have game on (Friday, April 8th)
I hope you all have an excellent night regardless.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Another reminder, there won't be a game tonight (Friday, August 5th, 2016) on account of a wedding. I'll look forward to seeing you next time. ^_^
Another reminder, there won't be a game tonight (Friday, August 5th, 2016) on account of a wedding. I'll look forward to seeing you next time. ^_^
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Another time off reminder, or maybe first time notice for those who missed the last two. I'm going to be out of town this Friday. (January 6th, 2017) And so there won't be a game on that night. Until next time!
Another time off reminder, or maybe first time notice for those who missed the last two. I'm going to be out of town this Friday. (January 6th, 2017) And so there won't be a game on that night. Until next time!
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Just an (admittedly late) reminder. Daylight savings has begun in the USA, so everyone please plan accordingly. Thanks!
Just an (admittedly late) reminder. Daylight savings has begun in the USA, so everyone please plan accordingly. Thanks!
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
A reminder to all: I will be out of town on Friday, April 14, 2017, and thus we will not be having a game that night. I'll look forward to seeing you again the week afterwards.
A reminder to all: I will be out of town on Friday, April 14, 2017, and thus we will not be having a game that night. I'll look forward to seeing you again the week afterwards.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
Today was another episode of 1000 years after. You can find the logs HERE if you are interested.
We'll have to find out if we want to finish this next week or go back to the original story.
Today was another episode of 1000 years after. You can find the logs HERE if you are interested.
We'll have to find out if we want to finish this next week or go back to the original story.
Re: FO:E PnP Roleplay Group (Blue Team)
hi hi
I've got a few different things to cover here, but first off: In case you missed it, the logs to the second part of the second episode of 1000 Years is HERE.
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Second, there was a little bit of disagreement over how magic might work the other night so I'd like to take a moment to clarify my stance. Basic combat magic usually deals damage at a rate of 1 damage for every 2 potency. If you cast a 40 potency combat spell, you can usually expect it to deal 20 damage, before damage threshold.
If you find a way to deal damage with a different kind of spell, like telepathy, telekinesis, etc. I'm going to count it as a sub-optimal combat spell unless there is another system I can easily use. If you teleport someone off of a cliff, I'm going to use falling damage. If you try to teleport someone's internal organs out of themselves, I'm going to cause them damage at 1 damage for every 4 potency. So if you cast a 40 potency teleport, you'll end up dealing 10 damage, before DT. If you want to try to rip integral parts out of a structure with teleport or telekinesis, you can try, but a dedicated combat spell is going to produce better results.
---
Which brings me to my last point. It's been several years since the rules on magic were updated. At the time, people weren't all that interested in learning the new rules, and so I've just been doing all the math myself. But since there was some confusion last night, I'll try once again to clarify.
When using a magic trick, there are two parts, the potency and the difficulty. Potency is how powerful a magic trick will be. Your potency is based on your racial SPECIAL +5, (Intelligence for unicorns). You can a point of energy on potency to gain another SPECIAL+5. Unicorns are able to spend up to 2 energy this way by default, but everyone can buy the Magic Affinity perk to increase the limit up to 3 total. Mighty Magic adds a flat bonus to your potency for free.
(So, if you have a SPECIAL of 5, you get 10 potency for free. If you choose to spend 2 energy on potency, you will have 30 potency.)
Difficulty is how tricky the magic trick is to use correctly. An opponent's evasion or resistance, your distance from the target, bad visibility, wound modifiers, etc. These all change the difficulty of casting a magic trick. You roll your racial SPECIAL + skill when casting a magic trick. You can spend energy on this, just like any other roll. You can buy the Arcane Agility perk to increase the dice you roll on the test, but Mighty Magic does not make hitting a target any easier.
I've got a few different things to cover here, but first off: In case you missed it, the logs to the second part of the second episode of 1000 Years is HERE.
---
Second, there was a little bit of disagreement over how magic might work the other night so I'd like to take a moment to clarify my stance. Basic combat magic usually deals damage at a rate of 1 damage for every 2 potency. If you cast a 40 potency combat spell, you can usually expect it to deal 20 damage, before damage threshold.
If you find a way to deal damage with a different kind of spell, like telepathy, telekinesis, etc. I'm going to count it as a sub-optimal combat spell unless there is another system I can easily use. If you teleport someone off of a cliff, I'm going to use falling damage. If you try to teleport someone's internal organs out of themselves, I'm going to cause them damage at 1 damage for every 4 potency. So if you cast a 40 potency teleport, you'll end up dealing 10 damage, before DT. If you want to try to rip integral parts out of a structure with teleport or telekinesis, you can try, but a dedicated combat spell is going to produce better results.
---
Which brings me to my last point. It's been several years since the rules on magic were updated. At the time, people weren't all that interested in learning the new rules, and so I've just been doing all the math myself. But since there was some confusion last night, I'll try once again to clarify.
When using a magic trick, there are two parts, the potency and the difficulty. Potency is how powerful a magic trick will be. Your potency is based on your racial SPECIAL +5, (Intelligence for unicorns). You can a point of energy on potency to gain another SPECIAL+5. Unicorns are able to spend up to 2 energy this way by default, but everyone can buy the Magic Affinity perk to increase the limit up to 3 total. Mighty Magic adds a flat bonus to your potency for free.
(So, if you have a SPECIAL of 5, you get 10 potency for free. If you choose to spend 2 energy on potency, you will have 30 potency.)
Difficulty is how tricky the magic trick is to use correctly. An opponent's evasion or resistance, your distance from the target, bad visibility, wound modifiers, etc. These all change the difficulty of casting a magic trick. You roll your racial SPECIAL + skill when casting a magic trick. You can spend energy on this, just like any other roll. You can buy the Arcane Agility perk to increase the dice you roll on the test, but Mighty Magic does not make hitting a target any easier.