Additional Rule Sets And GMing Aids
Re: Additional Rule Sets And GMing Aids
In regards to the move to +1 to Dragon Slayer it seems like a fair idea. The only thing I want to point out that may or may not have been already addressed is the minus to hit from enemies. The new size increment now means EVERYTHING larger that you gains that minus to hit. Perhaps that has to change or not. I mean it makes somewhat sense calculatively but if it was meant for +2 surely it has to be changed as well? Just my thoughts. Pay me no mind if already looked into. Regardless, have a great day guys.
Re: Additional Rule Sets And GMing Aids
Still looking for feedback; have put in some clarifications and Zen Harmonic's Drunken StyleGhostpony wrote:Ok updated Martial arts rules, using a 6 perk system base with info on how to treat it as 5.
https://docs.google.com/spreadsheet/ccc ... GSUE#gid=0
- f1r3w4rr10r
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Re: Additional Rule Sets And GMing Aids
Name: Extended Light
Creator name: f1r3w4rr10r
Base ruleset: kkat's PNP (revised)
Content: Advanced and Expert Light Spell
Description: This little extension extends the light spell to an Advanced and Expert version. They mainly work as some kind of flashbang.
Creator name: f1r3w4rr10r
Base ruleset: kkat's PNP (revised)
Content: Advanced and Expert Light Spell
Description: This little extension extends the light spell to an Advanced and Expert version. They mainly work as some kind of flashbang.
Re: Additional Rule Sets And GMing Aids
Name: Expanded Taint Chart http://tinyurl.com/mxn9wqk
Creator name: Ragebrew
Base ruleset: kkat's PNP (revised) (Easily modified to fit Mad_Modd ruleset)
Content: Expanded Taint mutation options
Description: 100 unique mutations involving taint! Delight/horrify your party with mutations ranging from Fwuffy Pony to Laser Eyes, Celestial style manes, or manes that are perpetually smoldering with fire.
Taint: One drop'll do ya.
Creator name: Ragebrew
Base ruleset: kkat's PNP (revised) (Easily modified to fit Mad_Modd ruleset)
Content: Expanded Taint mutation options
Description: 100 unique mutations involving taint! Delight/horrify your party with mutations ranging from Fwuffy Pony to Laser Eyes, Celestial style manes, or manes that are perpetually smoldering with fire.
Taint: One drop'll do ya.
Last edited by Ragebrew on Tue Jan 07, 2014 1:00 pm, edited 2 times in total.
Re: Additional Rule Sets And GMing Aids
This chart is so bad it gave my zebra cancer.Ragebrew wrote:Name: Expanded Taint Chart http://tinyurl.com/mxn9wqk
Creator name: Ragebrew
Base ruleset: kkat's PNP (revised) (Easily modified to fit Mad_Modd ruleset)
Content: Expanded Taint mutation options
Description: 63 unique mutations involving taint, with the rest being good ol' fashioned cancer! Delight/horrify your party with mutations ranging from Fwuffy Pony to Laser Eyes, Celestial style manes, or manes that are perpetually smoldering with fire. Fill in the blank spaces, add in your own!
Taint: One drop'll do ya.
Re: Additional Rule Sets And GMing Aids
Ghostpony wrote:Still looking for feedback; have put in some clarifications and Zen Harmonic's Drunken StyleGhostpony wrote:Ok updated Martial arts rules, using a 6 perk system base with info on how to treat it as 5.
https://docs.google.com/spreadsheet/ccc ... GSUE#gid=0
Thought I might remind ponies that Im looking for feed back on this.
- f1r3w4rr10r
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Re: Additional Rule Sets And GMing Aids
Hi guys! I updated my shield rules, so they should actually be usable now and made the shield list more fitting.
And sorry Ghostpony, but I really don't have the time and no unarmed character at hand right now to give you any valid feedback, sorry.
And sorry Ghostpony, but I really don't have the time and no unarmed character at hand right now to give you any valid feedback, sorry.
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Re: Additional Rule Sets And GMing Aids
A few questions/comments regarding the weapon list.
Why is it a zap sock? What happened to the zaphoof?
Why is there high-tier zebra armor that grants melee bonuses, but not unarmed bonuses? I recall much more information in FoE involving zebras and unarmed combat than I do zebras with melee-type weapons.
The .44 Revolver should be listed as .44 Magnum, and there should be both .44 Magnum and .44 Special ammo that it and the Trail Carbine can fire (Special doing less damage, but being cheaper and causing less wear on the weapon).
And where the heck is the PAR-T Cannon?!
Why is it a zap sock? What happened to the zaphoof?
Why is there high-tier zebra armor that grants melee bonuses, but not unarmed bonuses? I recall much more information in FoE involving zebras and unarmed combat than I do zebras with melee-type weapons.
The .44 Revolver should be listed as .44 Magnum, and there should be both .44 Magnum and .44 Special ammo that it and the Trail Carbine can fire (Special doing less damage, but being cheaper and causing less wear on the weapon).
And where the heck is the PAR-T Cannon?!
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Re: Additional Rule Sets And GMing Aids
I extracted a small movement calculator from our upcoming Character Sheet 2.0. https://docs.google.com/spreadsheets/d/ ... sp=sharing
It should make movement calculation a lot easier and it converts into Feet, Yards and Meters.
It should make movement calculation a lot easier and it converts into Feet, Yards and Meters.
Re: Additional Rule Sets And GMing Aids
I liked to work around a blind character and made additions to the existing ruleset
https://docs.google.com/document/d/1Ajo ... jj1pQ/edit
includes:
1 Trait: Blind (PER adjustments, NPC disposition, underestimation in battle)
2 Abilities in Perk-form: Echolocation, and Tremorsense
2 Cybernetic Perks: Cybernetic Eye and finetuned Cybernetic Eye (with zoom)
and 2 Spells:
3 normal Perks: Sharp Nose, and Sharp Ears (both basically like E.F.S.), Change in Pitch (judge Speech)
2 Spells:
Align (grasping an object with telekinesis and aligning another to it eg. a firearm),
Feel Out/Mapping (feeling out with magical tendrils, getting a 3D map poof surroundings)
all values were pulled out of my ass, so expect balancing
I also might add stuff to it
I'm open to suggestions, actually I encourage you to write me anything that comes to your mind.
https://docs.google.com/document/d/1Ajo ... jj1pQ/edit
includes:
1 Trait: Blind (PER adjustments, NPC disposition, underestimation in battle)
2 Abilities in Perk-form: Echolocation, and Tremorsense
2 Cybernetic Perks: Cybernetic Eye and finetuned Cybernetic Eye (with zoom)
and 2 Spells:
3 normal Perks: Sharp Nose, and Sharp Ears (both basically like E.F.S.), Change in Pitch (judge Speech)
2 Spells:
Align (grasping an object with telekinesis and aligning another to it eg. a firearm),
Feel Out/Mapping (feeling out with magical tendrils, getting a 3D map poof surroundings)
all values were pulled out of my ass, so expect balancing
I also might add stuff to it
I'm open to suggestions, actually I encourage you to write me anything that comes to your mind.