The Northern Empire: An Alternate Setting

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Godna
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Re: The Northern Empire: An Alternate Setting

Post by Godna » Sun May 05, 2013 1:53 pm

Viewing_Glass wrote:You can do it with Brass Shoes if you are really good...or bare hoof on a buck. However, that takes three perks to pull off, or a trait and two perks.

As a side note, I am starting a game using this setting once the Stalliongrad game is finished. I made it public so you guys can see what I am doing (and different ideas I am testing). It is located here.

I might be interested in that. :pinkiehappy:

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TyrannisUmbra
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Re: The Northern Empire: An Alternate Setting

Post by TyrannisUmbra » Sun May 05, 2013 1:56 pm

Godna wrote:Well if you saw the stink up in the revisions thread. She had complaints about adding 10% to things, but lets not drag this in here. If nothing else we can add a rule allowing their DT to be perfect DT. Monsters get nice toys like that.
That is true, monsters get nice toys like that :P

And don't get me started about Kkat's math aversion. We've had plenty of tussles over it on the IRC.
Viewing_Glass wrote:You can do it with Brass Shoes if you are really good...or bare hoof on a buck. However, that takes three perks to pull off, or a trait and two perks.

As a side note, I am starting a game using this setting once the Stalliongrad game is finished. I made it public so you guys can see what I am doing (and different ideas I am testing). It is located here.
You're tempting me. I dunno if the character I'm itching to play next fits the setting though...
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The Custodian
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Re: The Northern Empire: An Alternate Setting

Post by The Custodian » Sun May 05, 2013 2:30 pm

Viewing_Glass wrote:You can do it with Brass Shoes if you are really good...or bare hoof on a buck. However, that takes three perks to pull off, or a trait and two perks.

As a side note, I am starting a game using this setting once the Stalliongrad game is finished. I made it public so you guys can see what I am doing (and different ideas I am testing). It is located here.
Dibs! <.< >.>

Well, it depends on the date. But if its not wednesday, friday, or saturday i should be ok ^^

As for the 'true' crystal ponies/creatures give them that Perfect DT then *Shrugs* The main dea is that most low tier weapons should be unable to damage them unless theres a crit or its CC. In which case you may have other problems since the things are twice the size of a pony and would hit much harder I imagine.

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Viewing_Glass
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Re: The Northern Empire: An Alternate Setting

Post by Viewing_Glass » Sun May 05, 2013 3:53 pm

This will be a RL game, not an IRC game. Sorry guys. I was just leaving it up there so you guys could see what rules changes I was making for testing purposes. Sorry if there was any confusion.

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TyrannisUmbra
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Re: The Northern Empire: An Alternate Setting

Post by TyrannisUmbra » Sun May 05, 2013 5:10 pm

Viewing_Glass wrote:This will be a RL game, not an IRC game. Sorry guys. I was just leaving it up there so you guys could see what rules changes I was making for testing purposes. Sorry if there was any confusion.
You're breakin' my heart!

...I need a new game to play so bad xD
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Thanqol
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Re: The Northern Empire: An Alternate Setting

Post by Thanqol » Sun May 05, 2013 6:12 pm

TyrannisUmbra wrote:Well, part of the results of the math ended up being that because of the immense distance across, even tiny amounts of radiation tend to be lethal if you're trying to get across. When it takes 6 minutes to run across at full-speed and 12 minutes if you walk, any kind of serious distraction is likely to be fatal, no matter where you fight it. The thing about the numbers I mathed out is that they're absolutely tiny -- ideally a hotspot would have high levels of radiation... but when you consider that what tends to pass as "lethal" levels of radiation tends to be around 500 rads/second (clearly meant to kill without protection), with 'high' levels being around 30/second... To have numbers like that, the relative distance you'd have to cross under those conditions would have to be tiny in comparison to the rest of the belt.
I also didn't mention that radiation poisoning gives endurance and agility penalties - which lower your speed, which can straight-up kill you in this situation. On the other hand, shortening the distance so it takes any less than 5-6 minutes to run across feels like it does the place a disservice.

But then, I suppose very low numbers are what you get when you measure radiation only by 'per second'. Those numbers are much more scary when they're 'per minute', or even 'per round' (Both of those would be much more helpful at the table too).

In the video game you could just drop an area like this from the sky and cost the PC three, maybe four RadAways but when that number is multiplied across a party of six it's suddenly a much bigger deal.
Viewing_Glass wrote:You can do it with Brass Shoes if you are really good...or bare hoof on a buck. However, that takes three perks to pull off, or a trait and two perks.

As a side note, I am starting a game using this setting once the Stalliongrad game is finished. I made it public so you guys can see what I am doing (and different ideas I am testing). It is located here.
Wicked radsick nasty, good luck with it!
Unicorns can cast with the power of the shadows, creating devastating effects upon there opponents. Other races find the Shadow Magic bolsters there strength and heals them quickly, but at what cost?
Their.

Need any help with design or schemes, be sure to ask! =D I'd love to hear after-action reports on how it went down!


Unrelated Note:

I am getting relatively close to the part where I have to do perks and items and all the other mechanics-y things. As I am relatively new to the system and have only about 5 sessions under my belt, I am hesitant about my ability to theorycraft up a whole bunch of balanced perks (though I can probable handle items due to the low number of variables).

My current notes say to open all Earth Pony perks to the Bears but little else. I am open to suggestions!

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Viewing_Glass
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Re: The Northern Empire: An Alternate Setting

Post by Viewing_Glass » Sun May 05, 2013 6:17 pm

One of the things I did when working on perks for the different races was choose a theme and stick with it. Earth Ponies are actually remarkably balanced, especially now that the Cyberpony perks are fully realized.

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TyrannisUmbra
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Re: The Northern Empire: An Alternate Setting

Post by TyrannisUmbra » Sun May 05, 2013 6:51 pm

Thanqol wrote:I also didn't mention that radiation poisoning gives endurance and agility penalties - which lower your speed, which can straight-up kill you in this situation. On the other hand, shortening the distance so it takes any less than 5-6 minutes to run across feels like it does the place a disservice.

But then, I suppose very low numbers are what you get when you measure radiation only by 'per second'. Those numbers are much more scary when they're 'per minute', or even 'per round' (Both of those would be much more helpful at the table too).

In the video game you could just drop an area like this from the sky and cost the PC three, maybe four RadAways but when that number is multiplied across a party of six it's suddenly a much bigger deal.
Don't mind me, I was mostly rambling over it. The main thing comes from hotspots being survivable without radiation protection in its current incarnation -- if they weren't meant to be survivable at all, larger numbers could go in and make the whole thing look much more menacing. That plus, the larger numbers could mostly be within the last half-minute or so of the run or something. The current numbers I came up with are an average. It's a little complicated... Like I said, 2 miles is a damn long distance to be constantly gaining rads. Numbers I suppose would depend on just how lethal a hot zone should be without protection -- at the current estimated numbers of about 850 rads from crossing it unprotected, it's not very irradiated, all things considered.

I have a thought for math... let me see what I can come up with.
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Thanqol
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Re: The Northern Empire: An Alternate Setting

Post by Thanqol » Sun May 05, 2013 7:11 pm

TyrannisUmbra wrote:Don't mind me, I was mostly rambling over it. The main thing comes from hotspots being survivable without radiation protection in its current incarnation -- if they weren't meant to be survivable at all, larger numbers could go in and make the whole thing look much more menacing. That plus, the larger numbers could mostly be within the last half-minute or so of the run or something. The current numbers I came up with are an average. It's a little complicated... Like I said, 2 miles is a damn long distance to be constantly gaining rads. Numbers I suppose would depend on just how lethal a hot zone should be without protection -- at the current estimated numbers of about 850 rads from crossing it unprotected, it's not very irradiated, all things considered.

I have a thought for math... let me see what I can come up with.
I am fine conceptually with making Hot Spots lethal without radiation protection; I am just worried about 'Well, you failed a Luck-5 roll and now you are all dead. GG" which was why I phrased it a little under lethal dosage.

On the other hoof, if the characters in a Fallout setting walk across a signposted radiation crater without radiation supplies they deserve to die. So go ahead, pump those numbers up - they need to be survivable but stage 4 poisoning nasty.

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Re: The Northern Empire: An Alternate Setting

Post by TyrannisUmbra » Sun May 05, 2013 7:47 pm

Thanqol wrote:I am fine conceptually with making Hot Spots lethal without radiation protection; I am just worried about 'Well, you failed a Luck-5 roll and now you are all dead. GG" which was why I phrased it a little under lethal dosage.

On the other hoof, if the characters in a Fallout setting walk across a signposted radiation crater without radiation supplies they deserve to die. So go ahead, pump those numbers up - they need to be survivable but stage 4 poisoning nasty.
What kind of lethality do you think is the right amount? Requires Rad-X, requires radiation suit, or requires both? For hotspots, I mean.
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