I understand. Believe me, I did not plan to have the porcs kill anyone, but Higgs wanted to go out with a bang. death will and should be a rarity in the game. Unless you all want a much darker game.
I think being stunned actually fits well. Pony's are not used to murder.
I favour it being a rarity. I say that after this fight, the ponies have a bit of a talk. Might make things easier to evaluate if done alongside roleplaying.
Male Earth Pony Ws 0 | Ds 0 | Fa 0 | Cha +0 | Spd 6 (+d6) | Pry 7 | Tgh 8 | Bs 0
shep is honest, heroic to a fault, and built like a tank, there is only one logical response to seeing a fellow pony fall, and its not very good for the other guys :/
F Unicorn ( Ws 3 | Ds 2 | Fa 0 | Cha +2(+2) | Spd 6 (+d6) | Pry 4(4) | Tgh 3(3) | Bs 3) redraw cards of 5 or less
I knew there was something I forgot to mention,
Unless the GM houserules, when you gain bennies for a new session (or when advancing for the PbP) you actually reset your bennies, getting only three unless you have an edge or something that gives you extra.
OK, That hurt, alot. Shep needs to get up front and protect the skinny unicorns! Even if Night Falls, Element Al has Restoration which should be able to get her back into the fight, hopefully behind a meat-shield!
Daunts
Extras that suffer a daunt are removed from play; they have fled, given up, or otherwise out of the fight. Wild Cards can take any combination of three daunts and wounds and still function: suffering a fourth daunt or wound causes them to become incapacitated.
Daunt Penalties
Daunts have their own penalties like wounds: each daunt a Wild Card suffers causes a -1 cumulative penalty to their Pace (minimum of 1) and to all further Trait tests. However, penalties from wounds and daunts are not added together, and Wild Cards instead suffer the highest penalty between them. For example, a character with one wound and two daunts (a -1 penalty and -2 penalty respectively) would suffer from a -2 penalty to their Pace and Trait rolls, as it is the greater of the two. If the character also had Edges that allowed them to ignore up to -2 in daunt penalties, they would still suffer a -1 penalty from their single wound.
Bennies
You can use as many bennies as you want in a round, and you take the better result of the rolls. If you want to reroll a roll twice, you can, and choose the best of the three rolls.
You also have to spend a bennie if you make a soak roll.
Situational Combat Stuff
I Should Have posted this before. If you want to do one of these things let me know and I will go into more detail.
Aim Spend full round aiming, +2 to (ranged) fighting attack.
Area effect attacks
Automatic Fire Probably will not ever come up in this game. Probably.
Breaking THings
Called Shots Ignore armor, deal more damage, hit a small object ext. You must choose to use this before you roll. I let Element do this after the fact because He didn't know about it and with it he might be able to get through some of the tough armor this way.
Defend Cannot so any other actions but move, +2 to parry.
Disarm
Double Taps and Three Round Burst Probably will not ever come up in this game. Probably.
Get The Drop on someone
Finishing Move Probably will not ever come up in this game. Probably.
Full Defense No Movement or other actions. Roll Fighting +2 and use as parry for the round.
Gaining Up+1/ each adjacent ally or foe attacking the target, Max +4
Grappling This is what Lark is doing. Apposed fighting roll to entangle and possibly stun target. Target can fight off on their turn or act at a -4 Penalty. Grappler can start dealing damage in following rounds.
Improvised Weapons
Innocent Bystanders Don't roll a 1 when firing into melee!
Mounted Combat Would be really Funny Considering...
Non Leathal Damage
Obstacles
Off Hand Attacks -2 penalty with off hand attacks
Prone Grants cover versus ranged attacks, -2 penalty to parry vs melee attacks. No change for point blank shots.
Push Opposed str checks to Bash, Sheild Bash, or Knock Prone. 3" running Start grants a +3 bonus to roll. (I applied this as a penalty for Lark's push)
Ranged Weapons in Close Combat
Rapid Attack 3 attacks, -4 each. Wild die only rolled once.
Touch Attacks +2 to fighting Roll
TricksDistract a character for a -2 to their parry, possible shaken.
Two Weapons Can attack twice using the multiple actions in combat action. (so -2 to all action that round including these two attacks) The off hand penalty stacks with this for a -4 to the off hand. Edges can lower these penalties.
Unarmed DefenderAll animals are considered armed... attacking an unarmed target grants a +2 to the roll.
Unstable Platform -2 to Ranged Fighting Rolls while unstable
Wild Attack +2 to fighting roll and damage, -2 to parry untill next action.
Withdrawing from close combat All adjacent non shaken foes can make an attack against you for free. I advise defending if doing this.
School: Abjuration
Casting Modifier: -1
Range: Touch
Duration: Instant
Trappings: White glow suffusing the entire body
Restoration heals wounds and injuries, as long as it is used within an hour of them being sustained. On a success the target heals one wound, or two on a raise. Apply the target’s wound penalties to the Spellcraft roll (in addition to any you have sustained yourself). Restoration can also cure poison or disease if used within 10 minutes of the event.
Element, with the restoration spell you heal 1 wound with a DC4 or Two wounds with a DC8. You take a -1 casting modifier penalty plus a penalty equal to the wounds. So If you are healing Element, your looking at a -4 penalty. You can spend a round concentrating on the spell to negate 2 points of the penalty.
No Power Points
Instead of using Power Points, unicorns simply choose the spell they want to cast and make a Spellcraft roll. The penalty to the roll is specific to the spell itself.
Once cast, check the results below:
• Success: The spell activates as usual.
• Raise: A raise on the roll grants additional bonuses to the spell stated in its description.
• Failure: The spell does not activate.
Backlash- There is no backlash effect if a unicorn rolls a ‘1’ on their Spellcraft die.
Maintaining Powers- Unicorns can maintain spells as long as desired up to the limit of their duration, but each spell maintained inflicts a –1 penalty to cast any new spells. You may choose to cancel any number of maintained spells as a free action.
Interrupting Powers- If a unicorn with an activated spell is Shaken or suffers a wound, daunt, or fatigue level, they must make a Smarts roll to maintain all their spells. If the roll is failed, all spells are instantly dropped. Maintained spells shut down automatically if the caster sleeps or is rendered unconscious.
Spell Preparation- A unicorn may prepare a spell by concentrating for a round (no movement or other actions besides free actions and avoid interruption, as described above). If successful, they ignore 2 points of penalties on all spells cast with their next action. If they do not enact any spells on their next action, the preparation is lost.
Cantrips- Cantrips do not normally require a Spellcraft roll to cast successfully (some can have Cast Options if you choose to roll as part of using the cantrip). However, any cantrips that you maintain inflict penalties as if they were maintained spells.
Calling shot (to the head) is a -4 penalty that adds +4 damage to the roll. As an added bonus, norgrug doesn't wear a helm ,so you get to ignore his armor if you make a headshot. Norgrug's toughness is very high, and the extra damage and lowered toughness is probably worth it. Since Element rolls a D12 for spell craft, I figured that it was worth the penalty.
Norgrug's toughness is 11 with his armor, and it is 8 without it.
So Without called shots Element is rolling this:
Spellcraft: 1d12-1 & 1d6-1(DC4) Damage: 2d6 (DC11)
With called shot to the head.
Spellcraft: 1d12-5 & 1d6-5 (DC4) Damage: 2d6+4 (DC8)
Calling shot (to a limb) is a -2 penalty. This can effect the armor too (norgrug has chain for arms and legs, lowering his toughness to 10 if aiming there.) As an added bonus, if aiming at an arm, you can disarm them by doing this. The target has to make a strength check versus the damage.
If the target drops the weapon, he is considered an "unarmed defender" and everyone that attacks him gains a +2 Bonus. Nothing stops him from picking it up next round, but that does give him a -2 multi action penalty if he attacks that round. In addition, if one of you can disarm him and get the weapon away from him, that is a huge decrease to his potential damage.
I thought about directing my Taunt against Norgrug, but I wasn't sure I really had a shot at it. Besides which, I wanted the Taunt to be more than a bunch of unwritten threats and general ranting. Hence the kind of disturbing semi-cannibalism bluff. >_>
I'll consider going after Norgrug next turn, if I don't get taken down first. :P
I'm going to be out of town monday though sunday this week. I'm not going to have acess to my notes or the game book, and I don't know what internet access I will have. Feel free to continue with your characters next actions with the defeated Norgrug and I will pick it back up next week.
ALSO, everyone gain an advance! Your Bennies refresh and I'm granting you all an additional one on top of that, due to beating the boss Encounter. So everyone should have 4 bennies.
Is everyone enjoying the games tone, or is it to fighty?
Also, when the characters do return to Trottingham, do we want to recruit a new 6th member since Higgs left us? I might reopen recruitment when I get back.
Huzzah, another Advance!
Can't load the PDF right now (or the Quick Start thing, or any PDF, it's really annoying), but I'll go over it later.
I'm enjoying the tone, but I'd like a mix. Some roleplaying adventures, some more combat-ish ones. Maybe some adventures set around various characters--especially since Higgs just died. Maybe we could do something about that, if you don't already have a plan for how to proceed.
I'm pretty neutral about a sixth character. Could make things fun, could also slow things down. There's a lot to be said for a smallish group, after all.
Oh, by the way, guys, I managed to get a story featured on EQD a little while back. :D
F Unicorn ( Ws 3 | Ds 2 | Fa 0 | Cha +2(+2) | Spd 6 (+d6) | Pry 4(4) | Tgh 3(3) | Bs 3) redraw cards of 5 or less
@Kobald grats on the story!
I am also neutral on sixth character.
I also have no more computer and can't open PDFs on my phone.
I kind of like the feel so far, but yes, roleplaying encounters are definetly desired along with the combat ones.
Stallion Unicorn ( Ws 0 | Ds 0 | Fa 0 | Cha 0 | Spd 6 (+d6) | Pry 2 | Tgh 4 | Bs 3)
Hey guys. I'm stepping out. This campaign isn't exactly what I signed up for. I made Element to be a cartoony character in a light hearted story. This is darker than I had anticipated. Typically I don't have an issue with dark plots but this is suppose to be based off a kids cartoon and I kinda wanted to play that way. Cartoon violence at worst. Instead we have a character die in battle and a child who cruelly had an appendage torn from her head. I just don't know how to play my character anymore.
Element will return to his sheltered life under Clover and live out his remaining days studying the mysteries of the cosmos. Have fun all. Stay strong and Canter on.
I never intended to have Lark die, it was the player's wish and I allowed it. I regret that now.
With 2 players having left, and 1 player gone MIA, how do we want to proceed? Should we recruit some more players? Continue with a smaller group? Call it quits?
Honestly, I'm not really feeling my character. She doesn't feel very original, and I don't think I enjoy chatterboxes.
I don't know if we should call it quits. I enjoy the adventure. But roleplaying Lark just isn't fun for me. And I do think the tone has suffered of late.
I'm going to call this GAME OVER. Thanks for participating guys. It was fun while it lasted. If I ever try to start a mlp based game again i will send you guys a PM.
Cheers, Jlord. I had fun, so I'll totally be game if there's a second attempt. Something modern-day might actually be fun. Perhaps set nearby the Changeling lands (though I haven't seen the comic yet, so no spoilers! :P).
Sure! I'll check it out when it goes up. I'm kind of half-planning an ask blog, actually, about a Pathfinder-style Equestrian goblin. Just gotta be less busy elsewhere first. :P
Stallion Unicorn ( Ws 0 | Ds 0 | Fa 0 | Cha 0 | Spd 6 (+d6) | Pry 2 | Tgh 4 | Bs 3)
I hope you guys are ready for tomorrow's episode of Ponies! The Great and Powerful Trixie make her grad return to challenge Twilight to a duel! It is going to be so awesome!
I have a lot of Tumblr ask blogs I'm following, too, and we don't share any. ;D
Well, I follow Pinkie Pie Solutions, and that's associated with Hot-Blooded Pinkie, sooo...close?
And I agree, the new episode is definitely a competitor in my mind.
You'll have to tell me about this Ponyfinder and of course if you are making it then you should know I am making a game, Roads and Ruins, that is a cross between savage worlds and d20. And I am including certain races very pony like and want to play it with ponies (can't do so officially though because I do plan on publishing at some point, but having the rules will be needed for Kindaur, like ponies except cats. Made them long before I ever heard of ponies though which is funny.)
I would be interested in seeing what you think of it.
Ponyfinder is still under construction, but it's basically what you'd assume it to be. Spells are based more on a feat system right now, but I plan on making them a bit harder to max out (there'll be a Magician class, and non-Magicians can only take cantrips or a select few 1st-level spells). A lot of the monsters are statted up, but I ain't worked on it in a good few months.