Earth Pony Magic: Innovation
Posted: Tue Aug 06, 2013 10:51 pm
Brainwave. Revelation. New system mechanic. Make earth ponies cool.
Earth Pony Magic: Innovation Points
Same basic mechanic as Pegasus Magic. Earth Ponies have Innovation Points, a total of Level+(Strength+Intelligence)/2. Earth ponies can spend these innovation points on a list of possible Inventions. All Earth Ponies have access to Basic Inventions, but by taking the perks Improved Innovation at Level 6 and Expert Innovation at level 10 they gain access to advanced schematics. Innovation points recover at the same rate as Pegasus Trick Points.
An Invention is an improvised work of construction made out of surrounding materials. Most Inventions are keyed off Mechanics, in the same way that most Pegasus tricks are keyed off Survival, but some devices require different skillsets.
Innovations tend to be temporary, disposable acts of workmanship. All inventions last one day unless indicated otherwise, though this duration can be extended by spending IP and spending a few minutes fiddling with the item to keep the modifications in place. More permanent constructions are obtained by way of the Grandmaster perk.
Inventions need a source of materials on hand, but can be improvised out of clipboards and pencils if need be. All Inventions require five minutes to construct (unless indicated otherwise), though the Time and IP costs are doubled if materials are scarce (such as an empty wasteland). Ignore these times for inventions without mechanical components, such as Siege Works.
NOTE: If a pony has the Random trait, this is reversed - complex device in the middle of nowhere takes the normal 5m while creating something in a lab or material-rich environment takes twice as long.
INNOVATION TRAITS
Bottomless Pit (Earth Pony)
You can eat all of the cakes.
No matter how much you eat, you can always eat more. For every unit of food you eat you regain 1IP - however, every time you miss one of the day's three meals you lose 1IP.
INNOVATION PERKS
Technical Troglodyte (Level 2)
You can use Spanner In The Works instantly just by touching the doomed piece of machinery.
Advanced Inventions (Level 6)
Access to all Advanced Inventions and the ability to create your own.
Expert Inventions (Level 10)
Access to all Expert Inventions and the ability to create your own.
Earth Mover (Level 8, END 7)
You can move earth as per Siege Works in a matter of Rounds rather than Minutes. One full round allows 10FT of earth to be moved.
Atlas Back (Level 16, END 8)
You can move earth as per Siege Works without spending IP.
Grandmaster (Level 20, INT 7. May be taken again at 22, 24, 26, 28 and 30)
You can create a new Masterpiece, or rediscover the techniques for building an old one. Example Masterpieces might include Power Armour, Enclave Power Armour, Anti-Machine Rifles, Trains, etc.
Raise This Barn now has the following line:
When multiple ponies with this perk work together they may pool their IP together. The time reductions apply to the invention process.
Unicorn or Pegasus Perks:
Muddy Horn/Feathers (Level 6)
You may learn one Advanced Invention and learn any Basic Invention if specifically trained in it for one week by an Earth Pony.
BASIC INVENTIONS
GUIDELINES: Basic adjustments to existing things, limited mobility enhancement, minor reinforcement, tweaks and mods.
Sighting In: 2IP
By spending 2IP you can change the range category of a weapon by one point, making a Short Range weapon Medium, a Medium weapon Long range etc. A weapon can't be adjusted more than one category away from it's starting point. You can also do this to an opponent's weapon if you are in melee range.
Cart Creation: 2IP+2IP per hour
You and cobble together a cart out of spare parts and duct tape, creating basic locomotion for large quantities of goods. A cart allows a pony to double her carrying weight but it halves her movement speed. A cart created in this way lasts one hour per 2IP spent; at advanced level it lasts one day, and at expert level it lasts a week.
Spanner In The Works: 3IP +1IP per size
Nothing's safe when an Earth Pony is around. An Earth Pony can shut down or jam basic electronic systems or automated process, such as an automatic door or a jukebox, by messing around with it's inner workings. This takes the normal five minutes.
This damage can be undone by any Earth Pony spending the same amount of time and IP to fix it up.
ADVANCED INVENTIONS
Guidelines: Complex temporary devices, significant movements of material, substantial modification, independent action.
Siege Works: 1IP per 10ft square
For 1IP and one minute's work an Earth Pony can dig a ten foot trench or create a ten foot mound of dirt. Working with stone doubles the time and cost, working with metal increases it by a factor of 5. Sufficient quantities of the appropriate resource are necessary. Multiple ponies working together can quickly erect castles or other fortifications.
Earth ponies can use Siege Works to tunnel through the earth.
Slaver's Hilt: 4IP
By spending 4IP an Earth Pony is able to reconfigure a melee or unarmed weapon to deal Stun damage.
Prismatic Lenses: 3IP
By spending 3IP an Earth Pony is able to reconfigure an Energy Weapon to deal Fire, Cold or Electrical damage instead of it's normal damage type.
EXPERT INVENTIONS
Guidelines: Complex mechanical workings, limited autonomy, flight, extreme durability, ability to work with advanced materials.
Gyrocopter: 3IP +1IP per minute
You can hack together a temporary Gyrocopter, allowing limited personal flight. You gain Flight Rank 1 while in the device.
Jetpack: 3IP +1IP per round
You can hack together a temporary jetpack, giving you Flight Rank 3 while in the air. While using the Jetpack you have to take at least two Charge actions every round.
Junk ("Party") Cannon: 4IP per shot
35AP: Fires a shot made of the concentrated inventory junk in your saddlebags. Deals 10+1d10 damage for every pound of junk you fire (max 100+10d10). Any junk fired in this way is destroyed forever. Short range.
Steam Bike: 3IP +3IP per hour
You can create a Steam Bike that enhances the rider's ground speed by a factor of four. A pony riding a Steam Bike may not take Move actions, only Charge or Sprint. A pony can jump off a Steambike at any time, but it takes 80AP to saddle back up.
Suggestions and custom inventions are welcome and requested!
Earth Pony Magic: Innovation Points
Same basic mechanic as Pegasus Magic. Earth Ponies have Innovation Points, a total of Level+(Strength+Intelligence)/2. Earth ponies can spend these innovation points on a list of possible Inventions. All Earth Ponies have access to Basic Inventions, but by taking the perks Improved Innovation at Level 6 and Expert Innovation at level 10 they gain access to advanced schematics. Innovation points recover at the same rate as Pegasus Trick Points.
An Invention is an improvised work of construction made out of surrounding materials. Most Inventions are keyed off Mechanics, in the same way that most Pegasus tricks are keyed off Survival, but some devices require different skillsets.
Innovations tend to be temporary, disposable acts of workmanship. All inventions last one day unless indicated otherwise, though this duration can be extended by spending IP and spending a few minutes fiddling with the item to keep the modifications in place. More permanent constructions are obtained by way of the Grandmaster perk.
Inventions need a source of materials on hand, but can be improvised out of clipboards and pencils if need be. All Inventions require five minutes to construct (unless indicated otherwise), though the Time and IP costs are doubled if materials are scarce (such as an empty wasteland). Ignore these times for inventions without mechanical components, such as Siege Works.
NOTE: If a pony has the Random trait, this is reversed - complex device in the middle of nowhere takes the normal 5m while creating something in a lab or material-rich environment takes twice as long.
INNOVATION TRAITS
Bottomless Pit (Earth Pony)
You can eat all of the cakes.
No matter how much you eat, you can always eat more. For every unit of food you eat you regain 1IP - however, every time you miss one of the day's three meals you lose 1IP.
INNOVATION PERKS
Technical Troglodyte (Level 2)
You can use Spanner In The Works instantly just by touching the doomed piece of machinery.
Advanced Inventions (Level 6)
Access to all Advanced Inventions and the ability to create your own.
Expert Inventions (Level 10)
Access to all Expert Inventions and the ability to create your own.
Earth Mover (Level 8, END 7)
You can move earth as per Siege Works in a matter of Rounds rather than Minutes. One full round allows 10FT of earth to be moved.
Atlas Back (Level 16, END 8)
You can move earth as per Siege Works without spending IP.
Grandmaster (Level 20, INT 7. May be taken again at 22, 24, 26, 28 and 30)
You can create a new Masterpiece, or rediscover the techniques for building an old one. Example Masterpieces might include Power Armour, Enclave Power Armour, Anti-Machine Rifles, Trains, etc.
Raise This Barn now has the following line:
When multiple ponies with this perk work together they may pool their IP together. The time reductions apply to the invention process.
Unicorn or Pegasus Perks:
Muddy Horn/Feathers (Level 6)
You may learn one Advanced Invention and learn any Basic Invention if specifically trained in it for one week by an Earth Pony.
BASIC INVENTIONS
GUIDELINES: Basic adjustments to existing things, limited mobility enhancement, minor reinforcement, tweaks and mods.
Sighting In: 2IP
By spending 2IP you can change the range category of a weapon by one point, making a Short Range weapon Medium, a Medium weapon Long range etc. A weapon can't be adjusted more than one category away from it's starting point. You can also do this to an opponent's weapon if you are in melee range.
Cart Creation: 2IP+2IP per hour
You and cobble together a cart out of spare parts and duct tape, creating basic locomotion for large quantities of goods. A cart allows a pony to double her carrying weight but it halves her movement speed. A cart created in this way lasts one hour per 2IP spent; at advanced level it lasts one day, and at expert level it lasts a week.
Spanner In The Works: 3IP +1IP per size
Nothing's safe when an Earth Pony is around. An Earth Pony can shut down or jam basic electronic systems or automated process, such as an automatic door or a jukebox, by messing around with it's inner workings. This takes the normal five minutes.
This damage can be undone by any Earth Pony spending the same amount of time and IP to fix it up.
ADVANCED INVENTIONS
Guidelines: Complex temporary devices, significant movements of material, substantial modification, independent action.
Siege Works: 1IP per 10ft square
For 1IP and one minute's work an Earth Pony can dig a ten foot trench or create a ten foot mound of dirt. Working with stone doubles the time and cost, working with metal increases it by a factor of 5. Sufficient quantities of the appropriate resource are necessary. Multiple ponies working together can quickly erect castles or other fortifications.
Earth ponies can use Siege Works to tunnel through the earth.
Slaver's Hilt: 4IP
By spending 4IP an Earth Pony is able to reconfigure a melee or unarmed weapon to deal Stun damage.
Prismatic Lenses: 3IP
By spending 3IP an Earth Pony is able to reconfigure an Energy Weapon to deal Fire, Cold or Electrical damage instead of it's normal damage type.
EXPERT INVENTIONS
Guidelines: Complex mechanical workings, limited autonomy, flight, extreme durability, ability to work with advanced materials.
Gyrocopter: 3IP +1IP per minute
You can hack together a temporary Gyrocopter, allowing limited personal flight. You gain Flight Rank 1 while in the device.
Jetpack: 3IP +1IP per round
You can hack together a temporary jetpack, giving you Flight Rank 3 while in the air. While using the Jetpack you have to take at least two Charge actions every round.
Junk ("Party") Cannon: 4IP per shot
35AP: Fires a shot made of the concentrated inventory junk in your saddlebags. Deals 10+1d10 damage for every pound of junk you fire (max 100+10d10). Any junk fired in this way is destroyed forever. Short range.
Steam Bike: 3IP +3IP per hour
You can create a Steam Bike that enhances the rider's ground speed by a factor of four. A pony riding a Steam Bike may not take Move actions, only Charge or Sprint. A pony can jump off a Steambike at any time, but it takes 80AP to saddle back up.
Suggestions and custom inventions are welcome and requested!