PnP group 10, Causality

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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DontAskForCookies
Posts: 185
Joined: Fri Apr 27, 2012 11:52 pm

PnP group 10, Causality

Post by DontAskForCookies » Wed May 16, 2012 2:35 pm

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Que Games Theme music...


Players
A list of players and their characters as well as the group character sheet doc.
Spoiler: show
Pantzar
playing the role of >> Puzzler, (maintenance Pegasus)
MisterSpecter
playing the role of >> Violet (Earth pony, Stable 22 guard)
Nitoka
playing the role of >> Gizmo (Earth pony, repair pony)
LuckyLeaf
playing the role of >> Steel Innocence (Stable 22 guard Earth pony)
Geenbank
playing the role of >> Trefoil (Unicorn, stable 22 guard)
Shikeh
playing the roll of >> Hospice (Unicorn Medic)

Group Character Sheet: https://docs.google.com/spreadsheet/ccc ... Q3c#gid=11
XP and Karma
A compilation of players xp and karma total for quick reference for players. Rules
A compilation of the rule-books and rules changes
Spoiler: show
Core rule book, Tango group rule-set
https://docs.google.com/document/d/1b0D ... tXyhQ/edit

Rules changes
At the moment this is going to remain sort of empty, I am dead beat at the time of this update and the only major rules change that I can see needs to be addressed is the one LuckyLeaf pointed out about AP. Henceforth AP will only grow at ever 3rd level. Im sure more will come up later but this is it for now.
Pilot Rules
https://docs.google.com/document/d/1lih ... XWysk/edit

Vehicle stats
https://docs.google.com/document/d/11K- ... Wjnak/edit

Your Pip-Boy and you!
https://docs.google.com/document/d/1OOO ... aYhrA/edit
Map
...its the map Session Logs
A compiled list of Group 10's play sessions.
Spoiler: show
Act One: Antecedent
Chapter one: Ponsona-non-Grata

Session #1 Session #2 Session #2.5 (Special Friday night game) Session #3 Session #3.5 (Special player driven mini-session) Session #4 Chapter 2: Roots

Session #5
Archives
A compilation of lists, character creation rules, and setting info. Mostly things that were cluttering up this front page but were important enough not to just throw out.
Spoiler: show
- Setting -

Stable 22, a short guide

The game will be kicking off inside the sealed Stable 22, a very special and unique Stable indeed as it has its own sister stable, Stable 23. In an effort to cultivate a strong sense of healthy foreign relations the two stables were designed to be completely separate but totally reliant on each other. Stable 22 produces clean water, and 23 provides power, and both stables have complete control over who gets how much. Luckily the relationship between stable 22 and 23 has been a wonderful one that has always been beneficial to both parties despite some cultural differences (mainly the fact that stable 22 worships Luna while 23 worships Celestia). Ponies growing up in Stable 22 have only ever known a peaceful (if slightly boring life), their only contact with any-pony outside the Stable being their pen-pal assigned to them while attending school.

The only other major difference between stable 22 and any other stable is that is contains two fields instead of one, almost twice as much storage, and two fully stocked garages. The extra storage is used to hold back up and replacement parts not for Stable 22, but for 23. Should anything every happen to stable 23 the vehicles in the garage are specially designed to transport the spare parts, repair ponies, and any other sort of assistance the other stable may need. The pare field is used as a training course of sorts to teach ponies how to drive the vehicles, but is more often than not used just as much for leisure and enjoyment as the other field.

Stable 22, A technical guide
https://docs.google.com/document/d/16iw ... -t8vQ/edit

Timeline of Current events

162 years ago: Armageddon, mega spells begin to drop. The Stable doors seal
Four years and three months ago: communications between Stable 22 and Stable 23 drop, Stable dwellers begin to panic. A team of 37 repair, medical, and guard ponies are deployed to investigate what happened. Vault 22's lights dim, The Over-Mare takes full control over the communications offices.
Four years and two months ago: Over-Mare Civil Order announces first contact with the away team, reports that Stable 23 had been damaged by an rock slide caused by tremors. With Stable 23's communications down the team had to rely on the underpowered radio broadcasters they had taken with them to get in touch, requiring them to make the trip almost half way back to stable 22 to be within range. For this reason communications during the repairs of Stable 23 would be few and far between as the surface was reported to be dangerous and devoid of pony life. Power remains minimal.
Three years and three months ago: the first annul feast celebrating the bravery of the away team is held. messages from friends and family are broadcast by the Over-Mare for a solid month.
One year ago: A new group demanding the return of the original away team begins to grow in popularity. The Over-Mare refuses despite their arguments that the team has been away from friends and family for to long and needs a chance to rest while a replacement team is sent out.
Seven moths ago: Open protests to the Over-Mare's continued refusal to call back the away team begin. The Over-Mare responds by increasing guard activity, revoking all access to the garages, and instituting a strict curfew. In a public statement the Over-Mare insists that the team is doing its best to finish its job and had insisted to her that it was safer to let them continue rather than send out another group who was not ready for the dangers of the outside world.
Four months ago: Classes on wildlife and nature are removed by order of the Over-Mare, a new class is formed preaching the dangers of the outside world and the safety of the Stable.
Two months ago: Power fails on level 6, living quarters B remain dark for three days before power is restored. Protests begin to raise in frequency. Over-Mare gives security the clear to open the armory and equip the guards with cattle prods and pistols, saying in a public announcement that this is for the protection of the protesters against any actions that may be made against them from loyal Stable dwellers wishing to silence them.
Three days ago: First case of violence at a protest in the cafeteria when a pony hurled a trey of food at the Over-Mare, instantly turning a peaceful sit in protest into a panicked stampede after a few hot headed guards brought their cattle prods to bare on the crowd. It takes hours for order to be returned to the cafeteria as protesters and innocent by-standards alike are carried off for questioning, in the end five ponies end up in the medical wing while nearly two dozen are sentenced to 48 public service hours for involvement in the event (despite the claim from several of them that they were not actually part of the protest). The two guards are suspended for their actions.

The time grows near, adventure awaits!

Our game will begins with the characters in Garage B, with some of them working off their public service hours cleaning the disused and mostly empty space while others play the part of the guards watching to make sure none of the 'trouble makers' get out of line again. It docent really matter if your innocent or not, if your not playing a guard then your their working off your punishment from the Over-Mare whether you like it or not.

Character building

Restrictions

Only Earth ponies, Unicorns, and one single Pegasus are allowed for the start of this game. Other races will be made availible later in the game should you need to replace your character or new players join in. Until thin stick to the main three races. Furthermore as a special rule that one available starting Pegasus from Stable 22 will only have a starting fly speed of one.

New Skills

Their will be two new skills added for this game, Computer and Pilot. Computer will now be separated from the science skill but is till based on the same formula of ((Int X 2)+(1/2 Luck)). Pilot will be used when attempting to handle the various machines that will appear in my game and will use the formula ((Agi + Per) + (1/2 Luck)). In addition you must have special training in the use of a machine to attempt to use it without Major penalties.

New perks will most likely be added to reflect these new skills and their uses.

Starting Traits

The following new starting traits will be made available to all players starting out in Stable 22.

License to drive:
"I feel the need, the need for speed!"
That standard training course you took means that you begins play with the special training necessary to pilot the Endurance Class transport carts in the Stables garages without penalty! Unfortunately for you the Over-Mare has not allowed anyone by the maintenance guys near them for the past seven months. Talk about unfair!

Radio Head:
"Goooood morning wasteland!"
Maybe you used to work as a technician in the communications offices before the Over-Mare took it all over, maybe you took a few courses on the subject in school, or maybe you are just an radio enthusiast, whatever the case you know the ins and outs of radio technology and broadcasting. You make all attempts to repair or use Radio equipment at a +10!

Friends in odd places
"Everypony everywhere has a special magical connection with her friends, maybe even before she's met them"
Destine had certainly delt you a odd hand, even if you dont know it yet. By taking this Trait you can now expect your character to receive the help of a good friend during his adventures...eventually. The who and why of this is up to the GM but trust us, its going to be awesome!

Civil miscreant and general rabble-rouser
"Beneath this mask there is more than a pony. Beneath this mask there is an idea!"
Well look at you, looks like some-pony has been standing up to the Stallion! Your months of attending meetings, staging protests, convincing ponies to join the cause, and generally being a thorn in the Over-Mares hoof have turned you into every Civil leaders nightmare! Due to your prejudiced against authority figures you receive a -5 when dealing with them socially but a +5 when dealing with them in combat, as well as a +5 to speech attempts to turn the masses.
Last edited by DontAskForCookies on Tue Jun 26, 2012 9:03 am, edited 24 times in total.

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MisterSpecter
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Re: PnP group 10, Causality

Post by MisterSpecter » Wed May 16, 2012 3:21 pm

You already know you have my interest, Cookie.
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DontAskForCookies
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Re: PnP group 10, Causality

Post by DontAskForCookies » Wed May 16, 2012 3:23 pm

naturally!
But for those who were not present for our group discussion why don't you share you character ideas so no one doubles up?

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GreenBank
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Re: PnP group 10, Causality

Post by GreenBank » Wed May 16, 2012 3:27 pm

Me! Very, very interested.

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NitoKa
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Re: PnP group 10, Causality

Post by NitoKa » Wed May 16, 2012 3:52 pm

I'm in, but im new to PnP So somepony will have to show me the ropes

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DontAskForCookies
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Re: PnP group 10, Causality

Post by DontAskForCookies » Wed May 16, 2012 4:01 pm

Hummm, time for some math...
I think i originally had three ponies interested, Luckyleaf, Pantzar, and Mister Specter. I would like to keep this at a maximum of 6 starting if I can help it, four or five would be preferable. For the time being I am going to hold luckyleaf and pantzar's slots until I hear from them, so at this point I have five ponies interested.

Untill I have conformation from Luckleaf and Pantzar on if they are playing or not I will only allow for one more pony to reserve a spot.

For those of you who have already shown interest please get your character ideas to me as soon as you can so i can start making plans. I would like to start some point next week, probably on a Monday or a Tuesday.

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MisterSpecter
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Re: PnP group 10, Causality

Post by MisterSpecter » Wed May 16, 2012 5:51 pm

want us to just post the characters we plan to make in the thread?
Earth pony security mare who I'm too lazy to name right now, Lockpick, Firearms, and Melee tags, I'll work out special later. :3
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TenMihara
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Re: PnP group 10, Causality

Post by TenMihara » Wed May 16, 2012 6:25 pm

I feel the need to ask what time this group will be playing, and would tentatively reserve a position if it is a timeslot I can play in freely.

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Pantzar
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Re: PnP group 10, Causality

Post by Pantzar » Wed May 16, 2012 6:30 pm

I'm still intrested in playing in this group! Will give you all the character details once Im awake enough.

zaczac111
Posts: 4
Joined: Thu Apr 05, 2012 1:36 pm

Re: PnP group 10, Causality

Post by zaczac111 » Wed May 16, 2012 6:46 pm

Argh, missed another chance I think..
Hates posting on forums as I never want to misstep somepony.

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