PnP Time Thief [S.C. Look at bottom if you play!]

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
Imperist
Posts: 9
Joined: Thu Sep 26, 2013 6:43 pm

PnP Time Thief [S.C. Look at bottom if you play!]

Post by Imperist » Sat Jan 18, 2014 5:19 pm

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Time Thief
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Time Travel , words that been muttered since the beginning. These two words seem to grasp at the what if's. What if you could go back in time would you do something differently , and what kind of repercussions would it have on your time line? Could you make it better ? Or maybe worse?

There's been a rumor floating around bars , That there have been sittings of weirdly dressed ponies popping up all over equestria. You see this seems normal for the wastes , after all you'll wear pretty much anything to protect yourself from the elements.
But these ponies are appearing , In what looks to be fresh/new made pre war cloths , and all seem to dons a odd looking pip buck much like the one Stable tech made but different in shape and in parts.
But that does not matter , because they are never around long enough to question. It seems the Brotherhood and Enclave have some kind of interest in them. So much so that there is wanted/reward posters up for these ' time traveling' Ponies in most bar's and towns.

A 5000 cap base reward for one of these ponies for either side. Dead or Alive
This of course drew the attention of many Raiders and Slavers looking for some caps. This means these lowlifes have become more active then before , large 'safe' towns are now being attacked and infiltrated in hopes to find their targets. Small settlements almost don't exist due to raiders and slavers taking all or killing all.


But what was it about these ponies that they would spend 5k caps on a single pony? Are you willing to find out ? Maybe you will catch one and make some quick caps yourself? but how would you go about finding one? would you do it the slaver way kill all and deliver corpses or act more slaver and bomb collar them? Or maybe you are a hero and wish to save them all and return them to safety?

Either choice , Your quest begins here.
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Our story takes place here:
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[Group]
The scent of stale alcohol mixed with smoke lingered in the air of this small bar. As your eyes adjust to the dimly lit bar you notice rather quickly that even for a small bar it housed quite a few ponies. Your eyes quickly shift mapping out the room to the right of the door is a large L shaped bar with patrons wrapped around it sitting on stools hiding the bartender and his vault of liquors.
To the left there are about five table that house ponies eating and drinking having a merry ol'time , towards the back of the bar there is another table with only a few ponies sitting at it playing cards. Next to them is a lit up juke box that has been playing some music creating the whole bar atmosphere.
But why are you here again ? Oh thats right , it seems you were running low on supplies and had noticed this small settlement in the distance.

The settlement its self was mostly made out of tents but there was a few actual buildings , The bar and a small single floor house that had a sign that read 'open' posted on the door. Surrounding the settlement is a barbed wire fence that has a few guards walking around the perimeter.

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Things you may heard of in your travels
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There is a new small Faction of these strange ponies calling them selfs : The Fourth's .
This group seems to be looking for others like them.
They rarely trade with others , They kill when they want and who ever crosses them.
Recommendation : Avoid them! unless you are one of them.

A new vault has opened 97
Vault 97 : Its primary objective was to train ponies in the military arts, its based of a ranking higher archy. Before the war , they produced , private military to fight for who ever paid the most , as well as made some of the best body guards for stable tech's higher ups. Since the balefire bombs went off this vault has survived doto its 'training' They send scouts out to gather food and what ever supplies they need. Their jump suits are a dark forest green in color , and on their shoulder's their ranks.

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Players In Group All filled up!
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1) Schorcht // Time Thief // https://docs.google.com/spreadsheet/ccc ... jUmc#gid=1
2) NitoKa // Time Thief // https://docs.google.com/spreadsheet/ccc ... YVE#gid=10
3)// Hold for Tennisdude9993 // https://docs.google.com/spreadsheet/ccc ... web#gid=10
4) // Hold for Dt // https://docs.google.com/spreadsheet/ccc ... Zb1E#gid=6
5) // Hold for Mouse // https://docs.google.com/spreadsheet/ccc ... ring#gid=1


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Need to knows
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Rules: https://docs.google.com/document/d/1fsN ... k0xo4/edit
Mad_Modd Items: https://docs.google.com/spreadsheet/ccc ... 3UGc#gid=9
Perk list : https://docs.google.com/spreadsheet/ccc ... Pb0E#gid=0
Character sheet: https://docs.google.com/spreadsheet/ccc ... tbHc#gid=1
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GM's Rules
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This game will be hardcore , Not for faint of heart , there will be blood , guts and Sadamy.

Character Sheet:
Please fill out all information and make a descent attempt on a background as I plan to pull and base things off of it like why they would of been in that random, middle of nowhere bar and why that story would of taken grasp of their thoughts. If it didn't stick in your characters mind let me know so we can work out something that would make sense although I would prefer the earlier. Thanks.

Skill Points:
You may only spend Int*1.5 rounded down amount of skill points in a single skill per Level Up!

Character Creation:
Level: Start out level 1
Money: Have 300 caps to spend on anything Teir 0-1 or 2 if you can convince me.
Also wacky wild waste land for all free of charge!
SPECIAL Caps Changes:
Earth Pony: Strength and Endurance 12
Pegasus: Agility 12
Unicorn: Strength 8 and Intelligence 12
Griffin: Perception 12
Zebra: Strength, Perception, Endurance, and Agility 11
Alicorn: Strength 13, Endurance 12, Intelligence 11, Agility 9, and Charisma 8
You may drop a skill down to 2 minimum and a 1 for Luck

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Extra knowledge
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This game will be taking place :
7pm Fridays MST [Group one]
This is my First Pnp Gm , bare with me.
We will be using the IRC

Irc: Fallouttimetheif [when game]
Occ: Fallouttimetheifooc [occ]
Last edited by Imperist on Fri Feb 14, 2014 6:53 pm, edited 26 times in total.

Imperist
Posts: 9
Joined: Thu Sep 26, 2013 6:43 pm

Re: PnP Time Theif [U/c Dnp]

Post by Imperist » Sat Jan 18, 2014 5:34 pm

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Gm's Extras
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Traits and Perks
[Trait] Time Thief : You are from the past , But how did you end up here? You remember a bright light , and a loud ringing and then you appeared in a wasteland? Wtf? You have what you had on at the time , as well ass all your money is prewar. On your hoove [left or right] you have the T-tech style pip-buck. This unit is similar to the Stable-tech's pip buck but something is strange. Your time is off and your maps are old ? also you can not access SAT's and no rad resistance.
Prequest: Can not be a ghoul , You dont have vast knowledge of the wastes. [Learn as you go]
Level requirement : One
If taking this trait , talk to gm to see how long you been in the wastes [ depending on back story you may gain some knowledge.]

[Perk] Glitchy : You seem to move faster then before , or is it because your lagging? , what ever it is I cant seem to hit you!. You gain : enemies have 10% to not hit you.
Prequest: Time thief // level 2 //

[Perk] TimeShock : You are distorted by time , you gain a +3 to initiative.
Prequest : time thief //level 3//

[Perk] Time Looper : Your T-tech pip buck seems to glitch out causing the clock to move back a few seconds? what is wrong with this piece of junk?
Effect : Re-do your turn avoid critical fails Or hold off and use during an opponents turn avoid full crit damage. [Once per game]
Prequest: Time thief , // Level 5 //

[Perk]Force Time: Switch Int with anyone enemy or friendly.
Prequest: Time Thief , // level 5 //

[Perk] Taps ? : Seems your T-Tech pip buck figured out how to use vats ? Interesting .... hope Stable tech dont sue...
Gain sats. Screw that : Taps
Prequest: Time thief , // level 7 //

[Perk]Record : Seems your T-buck was on record. DO the same damage as your previous round. Same rolls and everything [Once game]
Prequest: Time Thief , // level 7 //

[Perk] Pause : Your enemy skips his/her next turn. But so do you.
Prequest: Time Thief , // level 8 //

[Perk] Off : You cut off all the brains nods that control 'feeling pain' Your only hindered if your limbs are broken , but you dont seem to care.
Prequest: // level 8 // Medical 75

[Perk]On: You get plus 15 bonus to Ap
Prequest: // Level 8 // 6 Agl

[Perk]Rewind/Other: Oh no your friend has lost their life , rewind their time line , bring them back to life. They suffer memory loss , But you suffer end loss , -1 per turn rewound.
Prequest: Time Thief , // level 15 // Medical: 100

[Perk]Rewind/Self: Oh no your injured , Rewind your time line. Does not work if 0 hp or lower. Regain health / Regrow limbs / Fix wounds. Suffer -1 Per round rewound.
Prequest: Time Thief , // level 15 // Medical 100

[Perk]Slow time: Time seemed to have slowed ,seconds seem to drag out alot longer. You gain 25% to hit enemies , 10% to dodge on coming attacks..
Prequest: Time Thief // level 15 //

[Perk]Time Rip : You have gained the ability to rip open the fabric of time and space. Creates a tear in the air or on object End / 2 per foot in size.
If you enter the rift yourself it goes back to what ever time you came from.
Prequest: Time Thief , // level 20 //


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Aliments & Other Bad things
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Sleep Deprivation, Dehydration and Starvation:
They are exactly the same as in game. Loss of SPECIAL points when any of the essential needs are neglected long enough to cause harm. EN checks are made to avoid said effects for one day, after that you befall the effects no matter what. Eating and drinking twice a day will stave off the effects so that you can operate at full capacity. Restoring damage caused by starvation or dehydration can be cured by eating a full days meal/ level of damage. 8 hours of uninterrupted sleep per 24 hours is needed to not suffer SPECIAL damage. Collective sleep can be used to heal previous damage or allow a player to not sleep for another day.

Taint:
Yes it will be in my game , when coming into contact with taint make a 1d100 roll , luck many of times. From that I will alow you to pick off the chart [depending on your rolls] what you get. If you crit fail even once that is your roll.
[Chart to be linked]

STD's!
Yes having sex or being raped it is possible to catch something!
during this action you will be asked to make a end roll to see what happens.
these are curable , but until then you will take minus's towards SPECIALS or other aspects.

Wounds
Bullets, shrapnel and anything else that doesn’t belong in your body will stay in your body unless a conscious effort is made to remove them. Bigger shrapnel and different types of ammo will be harder to remove. Magical Energy weapons will leave burns that do not dissipate upon consumption of healing potions. Loss of blood will result in decreased EN at different increments.

Improper care of a wound can cause serious illness and eventually death. This is why you need to care for those wounds and watch what you eat. Illnesses grow worse when a failed EN check is made, and you get better when you make an EN check of over 3, otherwise it stays the same. Depending on the sickness it will affect your SPECIAL and skills directly while ill.
Introducing 4 new medical items!
Anti-biotics: 50 Caps
Epinephrine: 75 Caps
Penicillin: 150 Caps
Non-Steroidal Anti-inflammatory Medicine (NSAID): 50 Caps

Anti-biotics: Cures basic infections in ((150-Medicine)*4) minutes. Half on a successful application.
Epinephrine: +3 EN for attempts to stave off sleep. Instantly wakes up non-comatose sleeping targets. 30 minute effect.
Penicillin: Cures Advanced infections in ((150-Medicine)*6) minutes. Half on successful application.
NSAID: Decreases swelling and pain or fever within ((150-Medicine)*2) minutes. Half on successful application.
Bandages must be changed daily in order to avoid infection.



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Last edited by Imperist on Fri Feb 14, 2014 6:51 pm, edited 14 times in total.

Imperist
Posts: 9
Joined: Thu Sep 26, 2013 6:43 pm

Re: PnP Time Theif [U/c Dnp]

Post by Imperist » Sat Jan 18, 2014 10:03 pm


For characters that are in this game , if you dont have your stuff to me by Thursday we will be starting with out you !!
You have been WARNED
Last edited by Imperist on Mon Jan 20, 2014 10:29 pm, edited 2 times in total.

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NitoKa
Posts: 201
Joined: Fri Mar 30, 2012 3:56 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by NitoKa » Sat Jan 18, 2014 10:15 pm

Reserve me a spot baby~!

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TheWanderingZebra
Posts: 146
Joined: Sat May 25, 2013 8:26 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by TheWanderingZebra » Sat Jan 18, 2014 11:12 pm

You told me about this before. I'd like to have a spot as well.
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris

Sawyer13
Posts: 3
Joined: Sun Dec 29, 2013 4:09 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by Sawyer13 » Sat Jan 18, 2014 11:47 pm

Sign me up! =3

Tennisdude9993
Posts: 72
Joined: Mon Sep 23, 2013 11:26 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by Tennisdude9993 » Sun Jan 19, 2014 1:27 am

I'd like a spot as well. If it pleases the GM :)

Imperist
Posts: 9
Joined: Thu Sep 26, 2013 6:43 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by Imperist » Sun Jan 19, 2014 3:57 am

Tennisdude9993 wrote:I'd like a spot as well. If it pleases the GM :)
I am looking for a medical pony on the team now :derpytongue2:

Tennisdude9993
Posts: 72
Joined: Mon Sep 23, 2013 11:26 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by Tennisdude9993 » Sun Jan 19, 2014 12:13 pm

Imperist wrote:
Tennisdude9993 wrote:I'd like a spot as well. If it pleases the GM :)
I am looking for a medical pony on the team now :derpytongue2:
Sounds perfect :) Never played a medic before, but it sounds fun!

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G-man64
Posts: 151
Joined: Fri Feb 17, 2012 10:18 pm

Re: PnP Time Thief [U/c Open for reserves]

Post by G-man64 » Sun Jan 19, 2014 12:47 pm

I'll take a spot if there still is one.

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