FO:E PnP Roleplay Group (Group 2)

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sun Apr 29, 2012 7:25 pm

In order to keep myself honest, posting updates and stuff in here.

Today, the "Picking Up and Using Items" section got its first entry, and subsequent conclusion. Next on the list is Inventory Management (which should be a pain, I think). Leaving Character Interactions for now, because it's hard to write rules for that and it was slowing me down.

EDIT: HOW DID I WRITE TWO AND A HALF PAGES OF HOW TO PICK UP ITEMS?!

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Tue May 01, 2012 5:46 pm

Next thing getting done: How to use/manage your Inventory and items and stuff. About half way done with that now, expect to finish at least how to use Chems and stuff by the end of the night.

IMPORTANT: Item weight and size will be part of this set, so make sure you know what's up!

smelterguy1
Posts: 1
Joined: Fri May 04, 2012 5:48 pm
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby smelterguy1 » Fri May 04, 2012 5:58 pm

But Jokeblue could fit more stuff in his saddle bags and in his toolbox than your rules would allow. I think you should allow for more saddlebag space.
“Jokeblue says, 'pfft, big deal. You've got one box that's bigger inside than outside. Well, Mister Whooves, I've got four little saddle bags, and I can carry about thirty rifles in them and more ammo than you can shake a hoof at. Hell, you should see how many rakes I can cram into my toolbox back home.’"

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sun May 06, 2012 1:07 am

Solution: carry more saddlebags.

For all of those that don't know, that's Banjo that just posted.

Switching Google accounts, so the new link to the (exactly the same) rules is here.

Additionally, the new link to the (same) weapon sheet is here.

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sat Jun 02, 2012 3:53 pm

Hey guys, I've gotten the character sheets for the new set developed. They do everything related to character generation automatically.

I'll reconstruct your characters in the new set with the new bonuses (and sometimes penalties, though not often). I do, however, need you guys to remind me of the Traits you took (in effect you can pick entirely new ones, as long as they fit the character), and I'm going to allow you to switch a single TAG skill to cover your species specific skill (Flight for Pegasi and Griffons, Magic for Unicorns). Big Guns as a skill no longer exists; if you spent points on it, you are free to redistribute them. If you tagged it, that counts as your redistributed Tag. Any of you may choose to put points into your new species specific skills, but they points must come from the points you've already spent, and cannot be higher than your highest skill before the change. If you didn't have a skill past 75 before the switch, your species specific skill cannot go above 75, and so on.

I'm getting closer to getting this into a playable form. With luck, we could even play a game as early as next week! :D

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sun Jun 03, 2012 1:28 am

I've gotten a bunch of questions about this, so I'll say it here.

The perks that existed on your sheets at the time we stopped playing all still exist unless they conflict directly with the new rules. The only perks that I can think of that currently do that are spell/magic related perks, and flight perks.

If a Pegasus had previously taken Flight rank 2, they can freely trade it in for "Skilled Flier", which imparts a 10 skill point bonus to their Flight skill.

If a Unicorn had previously taken Magic boosting and/or spell related perks, please refer yourself to the Magic section under Species Specific Skills in the new rules, and see how magic now works with regards to perks.

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sat Jun 09, 2012 3:47 pm

First page updated with correct links and stuff. Please don't forget the game in a little over an hour!

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Sun Jun 10, 2012 12:26 am

You guys can watch the Perks list evolve here while I fill it out. This link has also been added to the first post.

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Fri Jun 22, 2012 12:41 pm

There will be no game tomorrow, Saturday June 23 (or Sunday June 24, depending on your timezone).

Strobe
Posts: 65
Joined: Fri Nov 25, 2011 2:52 am
Status: Offline

Re: FO:E PnP Roleplay Group (Group 2)

Postby Strobe » Fri Jul 13, 2012 9:12 pm

Combat is almost completed. Added different kinds of ammunition a few hours ago, as well as a new trait I think you guys might like (even if not use) called "Naturalist".

Currently looking for somepony to take over for me as GM when I have to leave in a few weeks.


Return to “PnP RPG”

Who is online

Users browsing this forum: No registered users and 3 guests