Group 5 Interlude: "Beyond Equestria"
- RainbowYoshi
- Posts: 79
- Joined: Wed Feb 29, 2012 6:06 pm
Re: Group 5 Interlude: "Beyond Equestria"
Session 3: http://pastebin.com/cMjsUNg9
Re: Group 5 Interlude: "Beyond Equestria"
from last night, bones made it pretty clear that he doesn't want to be in our group TT_TT
Re: Group 5 Interlude: "Beyond Equestria"
Bones really isn't a team player, is he?
- SilverlightPony
- Global Moderator
- Posts: 493
- Joined: Sat Mar 17, 2012 4:21 pm
Re: Group 5 Interlude: "Beyond Equestria"
As I said in one of Octagon's games, Bones is an equal-opportunity asshole.
Re: Group 5 Interlude: "Beyond Equestria"
Next session might start a little late. My boss and the regional manager have scheduled a mandatory meeting for Wednesday one hour before the game starts. I have already cleared it with the regional manager that I will have to leave after 45 minutes. With luck, that will get me home approximately on time, but there could be a delay.
Re: Group 5 Interlude: "Beyond Equestria"
alrite, anyhoo don't start a fight with your bossy boss over the game, we can wait and when you'll arrive the fun will be doubled
- RainbowYoshi
- Posts: 79
- Joined: Wed Feb 29, 2012 6:06 pm
Re: Group 5 Interlude: "Beyond Equestria"
Between the extended disappearance of DiceArt and the work we've been doing on the magic system, I've invited my spellcasting co-conspirator Ilushia to join the Wednesday game. Does anyone have any objection to this?
Re: Group 5 Interlude: "Beyond Equestria"
Group 5 "Beyond Equestria" is using a lot of revision and optional rules sets to suppliment the core rules. I decided that it would be a good idea to have a master listing of those here.
Rules documents for Group 5:
Core: Sunrise's Fallout: Equestria PNP RPG system
Races: as well as the standard races, the exotic races from Alicorns & Ghouls document are also available for playtesting.
Skills: we use the Firearms & Battle Saddles skills.
Perks: the now-standard Perk Revisions list.
Combat: Suggested Combat Revisions, largely by Doubleclick.
Magic: Spell Revisions by Ilushia and Kkat.
Alchemy: Alchemy and Chemistry Revisions by Ilushia.
Weapons: TenMihara's Fallout: Equestria Weapons.
Items: uSea's miscellanious Random Items chart may be used for additional purchases. I have also added a magical version of healing bandages to the game.
After our first combat last session, I'm open to the adoption of the advanced Healing Rules as well. I'm going to leave that decision up to Mimezinga, as his character will be the most effected. On one hoof, it adds more complication. On the other, it gives his character a lot more range in what he can do.
Rules documents for Group 5:
Core: Sunrise's Fallout: Equestria PNP RPG system
Races: as well as the standard races, the exotic races from Alicorns & Ghouls document are also available for playtesting.
Skills: we use the Firearms & Battle Saddles skills.
Perks: the now-standard Perk Revisions list.
Combat: Suggested Combat Revisions, largely by Doubleclick.
Magic: Spell Revisions by Ilushia and Kkat.
Alchemy: Alchemy and Chemistry Revisions by Ilushia.
Weapons: TenMihara's Fallout: Equestria Weapons.
Items: uSea's miscellanious Random Items chart may be used for additional purchases. I have also added a magical version of healing bandages to the game.
After our first combat last session, I'm open to the adoption of the advanced Healing Rules as well. I'm going to leave that decision up to Mimezinga, as his character will be the most effected. On one hoof, it adds more complication. On the other, it gives his character a lot more range in what he can do.
Re: Group 5 Interlude: "Beyond Equestria"
yes, i'm okay with the healing rules, they at least clarify what can and can't be done with the medicine skill; as far as i can see, the relevant SPECIALs for medicine are PER and LCK, i'll try to fix that as soon as possible and jinxed is not exactly the trait to take if you are going medic, but actually... Get Lost was suppoesd to be a scientist more than a real doctor, so it's okay... I give tthe OK to adopt the healing rules
the only thing i don't understand is the formula for the healig potions it says 20+(medicine/10)d10 does it means that with a healing potion i can heal something like 20+6d10 wounds or 20+6+d10 wounds?
the only thing i don't understand is the formula for the healig potions it says 20+(medicine/10)d10 does it means that with a healing potion i can heal something like 20+6d10 wounds or 20+6+d10 wounds?