PNP FO:E Storytime group [Saturday 01:00 at UTC +2]
Posted: Fri Feb 13, 2015 11:43 pm
Greetings. Damhoof here. I have returned and want get back into PNP and it seems I'll likely have to DM my own game. That is fine.
Oslo (Norway) saturday 01:00 CEST UTC+2 hours
New York (U.S.A. - New York) kl. 19:00:00 EDT UTC-4 hours
San Francisco (U.S.A. - California) kl. 16:00:00 PDT UTC-7 hours
The story pitches are here in this document: Likely to be sand or Vanilla plot. Still needs an official vote. Currently looks like Sand will be picked.
Some minor edits to the usual documents. Drugs will be more potent. Alchemy and the usual zebra suspects will be more readily available to other races crudely dubbed "Witchcraft", I will link to an edited version of KKats full PNP compendium but with these edits in full once I am back in the beginning of march.
Use regular character sheet to present character concept:
Some minor rules for character edits. Anything statted above a 6 will be considered something your character performs well in. Above 9 is exceptional, and anything under 4 means your character performs badly in that area (you basically need some in character roleplay excuse for why your character is as weak, frail dumb, or blind as a foal). Remember to check out the edited perk list as some requirements have been edited.
There is only one rule. You cannot betray the party. We'll have to coordinate a reason for the group to exists as a more cohesive united group of ponies, but the bottom line is when the gamble goes tits up you're with the group until you've collected your chips.
Characters get by default two traits. The one you were born with (four eyes, stable dweller, Heavy Frame, Unicorn traits etc), and the one you were raised with (Cutiemark). Gifted, and good natured trait characters are not allowed. Particularly adult or mature characters will get a third trait -The job they've had until the story starts. This does not mean you can't roleplay an especially gifted or good natured character, but that I consider those traits too good for the meta. Feel free to invent your own traits and we can discuss more once we approach the beginning of March.
This is the revised Kkat core doc: https://docs.google.com/document/d/1KQt ... 5iBGU/edit#
These are vetted perks that I think are fairly balanced myself, but we can always find perks from another more extensive list and talk things over:
Don't worry too much about gear. I found this list, but it's probably old. If you find or need some gear or another that isn't in this list then I'd probably work out a way to incorporate the item.
if you use the Mad Max Modd list grab a tier 1 weapon or aprox 250 caps in weaponry, and 600 in gear.
IRC Channels are #FoEsand and #SandOOC
Oslo (Norway) saturday 01:00 CEST UTC+2 hours
New York (U.S.A. - New York) kl. 19:00:00 EDT UTC-4 hours
San Francisco (U.S.A. - California) kl. 16:00:00 PDT UTC-7 hours
The story pitches are here in this document: Likely to be sand or Vanilla plot. Still needs an official vote. Currently looks like Sand will be picked.
Spoiler: show
Some minor edits to the usual documents. Drugs will be more potent. Alchemy and the usual zebra suspects will be more readily available to other races crudely dubbed "Witchcraft", I will link to an edited version of KKats full PNP compendium but with these edits in full once I am back in the beginning of march.
Use regular character sheet to present character concept:
Spoiler: show
Some minor rules for character edits. Anything statted above a 6 will be considered something your character performs well in. Above 9 is exceptional, and anything under 4 means your character performs badly in that area (you basically need some in character roleplay excuse for why your character is as weak, frail dumb, or blind as a foal). Remember to check out the edited perk list as some requirements have been edited.
There is only one rule. You cannot betray the party. We'll have to coordinate a reason for the group to exists as a more cohesive united group of ponies, but the bottom line is when the gamble goes tits up you're with the group until you've collected your chips.
Characters get by default two traits. The one you were born with (four eyes, stable dweller, Heavy Frame, Unicorn traits etc), and the one you were raised with (Cutiemark). Gifted, and good natured trait characters are not allowed. Particularly adult or mature characters will get a third trait -The job they've had until the story starts. This does not mean you can't roleplay an especially gifted or good natured character, but that I consider those traits too good for the meta. Feel free to invent your own traits and we can discuss more once we approach the beginning of March.
This is the revised Kkat core doc: https://docs.google.com/document/d/1KQt ... 5iBGU/edit#
These are vetted perks that I think are fairly balanced myself, but we can always find perks from another more extensive list and talk things over:
Spoiler: show
if you use the Mad Max Modd list grab a tier 1 weapon or aprox 250 caps in weaponry, and 600 in gear.
Spoiler: show
IRC Channels are #FoEsand and #SandOOC