FO:E PnP Roleplay Group (Group 2)
Re: FO:E PnP Roleplay Group (Group 2)
Look, here is Othelo our resident Filly. As per kash's request his character and mine are connected.
https://docs.google.com/spreadsheet/ccc ... GbVE#gid=0
Tell me what I did wrong.
https://docs.google.com/spreadsheet/ccc ... GbVE#gid=0
Tell me what I did wrong.
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
I am interested in joining the your group but i have some questions:
the character i want to use (Ember) uses firebased spells instead of guns, is it possible to add those spells to the unicorn magic list, and if it is, how can they be balanced properly?
here are the spells i was thinking about:
Starting magic
Natural flamethrower: Ember can breath fire using magic.
Higher levels
Fireball (multiple levels): shoots a flaming projectile that sets stuff (preferably enemies) on fire.
Firebender: Ember can make existing fires bigger and smaller,
doing more damage to enemies or extinguishing allies and environment.
Ghost galloper: When galloping into her enemies, Ember can cast an aura of flames around her,
increasing her speed and doing damage on impact.
any thoughts?
the character i want to use (Ember) uses firebased spells instead of guns, is it possible to add those spells to the unicorn magic list, and if it is, how can they be balanced properly?
here are the spells i was thinking about:
Starting magic
Natural flamethrower: Ember can breath fire using magic.
Higher levels
Fireball (multiple levels): shoots a flaming projectile that sets stuff (preferably enemies) on fire.
Firebender: Ember can make existing fires bigger and smaller,
doing more damage to enemies or extinguishing allies and environment.
Ghost galloper: When galloping into her enemies, Ember can cast an aura of flames around her,
increasing her speed and doing damage on impact.
any thoughts?
Everything will end in sunshine and rainbows!
Re: FO:E PnP Roleplay Group (Group 2)
so far it looks like all you need to do here is to changes the area of the Arcane blast spells from a burst to a cone.
And I agree that there needs to be a far larger variety of spells available (such as transformation magic and the want it need it spell), but this is a work in progress so this would be the place to test it.
And I agree that there needs to be a far larger variety of spells available (such as transformation magic and the want it need it spell), but this is a work in progress so this would be the place to test it.
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
adaption from the arcane blast is a good idea.
my other ideas are (after looking at the rule book some more)
for the natural flamethrower 20+d10 damage (close range only) (target burns for 10 damage every round after) (halves worn armour based DT), potency 6 (copied from the flamethrower weapon)
firebender perhaps double the burn damage, potency 6, level 4
firebender (rank 2) allows you to choose 2 targets instead of one, potency 8, level 6
firebender (rank 3) allows to manipulate fire on a larger scale, making it possible to set fire to enemies if they stand close to an existing flame, also able to set fire on buildings or extinguish them (takes 12 - potency (endurance) turns) potency 10 level 10
Ghost galloper: firebender required (since Ember has to control the fire around her) costs 40 AP since it is moving and magic together, speed doubles, does 70+d10 damage to small area (like a mine) upon impact, potency 8, level 8
and for the fireball
Fireball (rank 1) potency 8, shoots a fireball towards an enemy, does 40+d10 damage (+d10 since it is concentrated) and sets target on fire for 10 damage every round afterwards
Fireball (rank 2) potency 10, level 6, shoots balefireball at target, 40+2d10 damage, sets target on fire (10 damage/turn) and radiates area around target, karma loss on living creatures (but slightly less than arcane explosion 2)
other extra ideas for magic:
lightning (chance of stunning target)
lockpicking without bobby pins (requires the ability to lockpick normally)
magic bullet (blackjack style)
feel free to give your thought on wether these are balanced/realistic
and while im at it, lets fill in my character sheet
btw i have never done online rping before
my other ideas are (after looking at the rule book some more)
for the natural flamethrower 20+d10 damage (close range only) (target burns for 10 damage every round after) (halves worn armour based DT), potency 6 (copied from the flamethrower weapon)
firebender perhaps double the burn damage, potency 6, level 4
firebender (rank 2) allows you to choose 2 targets instead of one, potency 8, level 6
firebender (rank 3) allows to manipulate fire on a larger scale, making it possible to set fire to enemies if they stand close to an existing flame, also able to set fire on buildings or extinguish them (takes 12 - potency (endurance) turns) potency 10 level 10
Ghost galloper: firebender required (since Ember has to control the fire around her) costs 40 AP since it is moving and magic together, speed doubles, does 70+d10 damage to small area (like a mine) upon impact, potency 8, level 8
and for the fireball
Fireball (rank 1) potency 8, shoots a fireball towards an enemy, does 40+d10 damage (+d10 since it is concentrated) and sets target on fire for 10 damage every round afterwards
Fireball (rank 2) potency 10, level 6, shoots balefireball at target, 40+2d10 damage, sets target on fire (10 damage/turn) and radiates area around target, karma loss on living creatures (but slightly less than arcane explosion 2)
other extra ideas for magic:
lightning (chance of stunning target)
lockpicking without bobby pins (requires the ability to lockpick normally)
magic bullet (blackjack style)
feel free to give your thought on wether these are balanced/realistic
and while im at it, lets fill in my character sheet
btw i have never done online rping before
Everything will end in sunshine and rainbows!
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
here is my character sheet.
https://docs.google.com/spreadsheet/ccc ... k82LUc0bFE
also, does magic weapons determine the accuracy with magic?
https://docs.google.com/spreadsheet/ccc ... k82LUc0bFE
also, does magic weapons determine the accuracy with magic?
Everything will end in sunshine and rainbows!
Re: FO:E PnP Roleplay Group (Group 2)
I'm not sure that the system is quite ready to deal with a character entirely geared around fighting with spells. That kind of character would be much more appropriate when we (GMs) are equipped to deal with it, and know exactly how it works, how many spells you can cast at a time/per day/etc. As of right now, they're just not balanced at all (not in small part due to how they cost exactly nothing right now), and I'm afraid of what it would do to the campaign.
So, if it wouldn't be too much trouble, could you rework the character a little bit? I'd be perfectly fine with taking a flamethrower and switching the skill tag from Magic Weapons to Big Guns. I'll even let you take a couple dozen rounds worth of fuel free of chrage. (Final inventory would be something like Leather/Scrap armor, Flamethrower w/25-30 fuel, total of 2 med-X/healing potions)
Now, keep in mind that as the rules evolve, you'll eventually be able to do stuff like that. Just not now.
Sorry for any inconvenience.
So, if it wouldn't be too much trouble, could you rework the character a little bit? I'd be perfectly fine with taking a flamethrower and switching the skill tag from Magic Weapons to Big Guns. I'll even let you take a couple dozen rounds worth of fuel free of chrage. (Final inventory would be something like Leather/Scrap armor, Flamethrower w/25-30 fuel, total of 2 med-X/healing potions)
Now, keep in mind that as the rules evolve, you'll eventually be able to do stuff like that. Just not now.
Sorry for any inconvenience.
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
i completely understand, and i dont think Ember minds, as long as she can burn stuff.
i updated the character sheet https://docs.google.com/spreadsheet/ccc ... k82LUc0bFE
and i hope i will eventually be able to use more fire magic
oh and thanks for the fuel
i updated the character sheet https://docs.google.com/spreadsheet/ccc ... k82LUc0bFE
and i hope i will eventually be able to use more fire magic
oh and thanks for the fuel
Everything will end in sunshine and rainbows!
Re: FO:E PnP Roleplay Group (Group 2)
Heh, I meant two *total* Med-X/Healing potions, not two of each.
EDIT: Also, what timezone are you in at the moment? Still looking to set up a time for the first session.
EDIT: Also, what timezone are you in at the moment? Still looking to set up a time for the first session.
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
fixed it again, https://docs.google.com/spreadsheet/ccc ... k82LUc0bFE
my timezone is gmt + 1 and im mostly available at night (from 8pm to 2 am if needed) i also have no school from dec 26 untill jan 8 and from jan 16 to 22.
my timezone is gmt + 1 and im mostly available at night (from 8pm to 2 am if needed) i also have no school from dec 26 untill jan 8 and from jan 16 to 22.
Everything will end in sunshine and rainbows!
- Pinkie Pie!
- Posts: 149
- Joined: Wed Oct 12, 2011 12:12 pm
- Location: The Netherlands
Re: FO:E PnP Roleplay Group (Group 2)
i have been thinking about a way to make magic more balanced, what if we would introduce mana. Mana would slowly regenerate outside of combat. that way you can only cast so many spells before you burn out. If you reach higher levels, your mana will increase so you will be able to cast more complicated spells or multiple small spells. it would probably take some testing to balance it out but i think this might work, what do you think?
Everything will end in sunshine and rainbows!