Fallout Equetria PNP

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Rippedshadow
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Re: Fallout Equetria PNP

Post by Rippedshadow » Fri Dec 02, 2011 1:52 pm

I'm curious, been poking my head in here quite often, saw the IRC comment. How would that work exactly? Are there diceroll functions? Would we need to keep track of character sheets outside of it?
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Sunrise
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Re: Fallout Equetria PNP

Post by Sunrise » Fri Dec 02, 2011 2:00 pm

From my experience you would get IRC tools to implement dicerolls. For my personal system I would either amend player character sheets to the rulebook itself or have them as separate google docs so that only I and the player could see the, were privacy an issue for any reason. As for the basics we'd just simply get organised, send some emails to each other, get a group together, get a game time and date set up and just show up on the irc channel for then.

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Rippedshadow
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Re: Fallout Equetria PNP

Post by Rippedshadow » Fri Dec 02, 2011 2:12 pm

Sounds about right. I'd be inclined to join, but my schedule (or lack thereof) is, in the words of a bioshock character on his muse: "a fickle bitch, with a very short attention span", so I would be unsure of how often I would be able to join in.

Also, I'm unsure, but considering how earth ponies get two perks worth of stat boosts, would unicorns get to pick a "starter spell" to go with their weak telekinesis? IE: Start out with the next best telekinesis rank, or with a rank 1 fire spell.
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Sunrise
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Re: Fallout Equetria PNP

Post by Sunrise » Fri Dec 02, 2011 2:36 pm

That's cool, that would not be unlike any other game I've DM'd for! Haha, I'd be more than happy to have you on board. If you want just play around with the system a bit, write up a character with a short bio, you don't need to have a complex one but I won't stop you if you do, and just send me an email.

When I was making the Pony stats I was leaning more towards what they'd be like nearer the end game when Unicorns can have up to 10 spells, Zebras would be junked out on brews, Pegusi would be soaring over the battlefield. They needed a good strong initial boost that would stay meaningful throughout the game. For example a Unicorn starting off with high enough Potency can just augment him/herself to gain those +1 stats anyway, for a short period of time.

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Rippedshadow
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Re: Fallout Equetria PNP

Post by Rippedshadow » Fri Dec 02, 2011 2:55 pm

While that makes perfect sense, earth ponies still have (in checking again) three perks worth of boosts, a unicorn starting out with advanced telekinesis (IE: going by this rulebook, my story's character would have R2 telekinesis before the story started, as virtued by his prior experiences), and would only be able to learn 3 more due to his 5 INT. (starting spells would not include the strong stuff, you wouldn't have a augmented unicorn blowing stuff up, you'd have a couple of basic spells to choose from. It'd take away from the total the pony could learn too.)

Pretty much: Balance seems whack early on, earth ponies get a huge boost over everyone else, who needs to use perks to get anything beyond "meh" stats.

Then again, I'm probably reading it wrong. *shrug*
Still good, initial balance is just really weird in my personal opinion.
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Sunrise
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Re: Fallout Equetria PNP

Post by Sunrise » Fri Dec 02, 2011 3:24 pm

Rippedshadow wrote: (IE: going by this rulebook, my story's character would have R2 telekinesis before the story started as virtued by his prior experiences),


There might have been some misunderstanding, spells are bought from perk points, it would be impossible to start the game off with any spells other than minor telekinesis.
Rippedshadow wrote: and would only be able to learn 3 more due to his 5 INT.


Presumably you'd have higher Potency though, right? You could focus on one line and power it up. You do raise a good point though, for unicorns with low INT or END will be weaker spellcasters but all that means is that you'll be spending the perk points elsewhere, you could simply use the spells to amplify conventional combat, say for example taking the Shield or Teleport spell.
Rippedshadow wrote: (starting spells would not include the strong stuff, you wouldn't have a augmented unicorn blowing stuff up, you'd have a couple of basic spells to choose from.


If somepony wanted to, they could take END 10, (Potency 10) and by 4th level they'd have Augment (rank 2) OR be dishing out Balefire explosions. That's obviously the extreme end of it but you get the point, somepony can really dish out some mean spells even at low level, with high enough Potency.
Rippedshadow wrote: It'd take away from the total the pony could learn too.)


You select the spells you want, Unicorns only get the one automatic spell and in hindsight I'll say it doesn't even count towards your maximum number of spells. No spells are forced upon the character!

Having said all that! I may be slightly inclined to drop the additional TAG that Ponies get, if you still think it's quite unbalanced. Really, I'm not massively fussed, I just wanted to make everything nice and clear. :3

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Rippedshadow
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Re: Fallout Equetria PNP

Post by Rippedshadow » Fri Dec 02, 2011 3:55 pm

Your balances make sense, and trading perks for spells/race-specific abilities is solid, but unicorns every other "race" starts with jack squat comparatively, and has to trade useful perks for even their minor race-specific abilities, while earth ponies get them as a passive buff.

And I understand trading perks for spells, but... "really weak telekinesis" starting spell that can barely lift a toothpick? C'mon, if these are at least youn-adult age, and have their cutie marks, they will have at least moderate telekinesis (for unicorns) or flight (pegasus and gryphons).

And on starting spells: yea, starting with augment makes no sense, that needs to have a level requirement AND potency requirement. I mean a unicorn can start with REALLY basic spells, not start with the power branches. At the same time, the spell system would need to be tweaked for that. (IE: adding level requirements, branching varients of spells, etc.)

Really, this is just from my thoughts on it as I look at it, if everybody else thinks it's fine, whatever.
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Strobe
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Re: Fallout Equetria PNP

Post by Strobe » Fri Dec 02, 2011 4:35 pm

LittlePip describes being able to levitate things as a "cantrip" in the story at least once. The kind of things that unicorn foals can already do by the time they're fillies. This is referring to the guns she finds around the wastes. You really want to make it take three levels for a unicorn to be able to wield a gun like they can all do in the stories?

Magic perks need some rethinking.

FitzOmega
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Re: Fallout Equetria PNP

Post by FitzOmega » Fri Dec 02, 2011 4:41 pm

Mother of Goddesses

So, a 7 level unicorn with 10 Int and End could just shield herself and use 5 (rounds) 1d10+10 damage.. Is there a disadvantage ? Oh yes, Pegasi level 5 will just be too fast to be Arcane exploded. Oh and start with a power armor a 10mm and 25 10mms, Goddesses I love it.

I know a RPG isn't about making awfully powerful character but I can't resist when I first play a game, so .. :p Sorry about that. The system seems fine but with high problems in magical things. And I don't think we could remake Littlepip with this rules, she has a very poor versatility but she's intelligent. :pipshrug: (But she has a lot of Endurance and Potency '^^)

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Fallen_Kaisar
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Re: Fallout Equetria PNP

Post by Fallen_Kaisar » Fri Dec 02, 2011 5:57 pm

Hrrm. I need to read this, it seems rather more in line with what I'm doing. It's been rather difficult transcribing my notebook with the end of term, moving and a dead computer. I'll try and get mine up by monday and we can compare notes. I'm liking what I'm skimming so far though.

Also, awesome perk list is awesome. I am unfortunately not particularly witty in that department. Been having the devils own time with equine perk puns.

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