Posts
Search Results
General Discussion » Shin Megami Tensei thread » Topic Opener
Fae Ayanami
So what are your expectations for SMT IV? And what do you think of the series in general?
Take this despair!
So what are your expectations for SMT IV? And what do you think of the series in general?
General Discussion » Super Robot Wars » Topic Opener
Granzon
Ever heard of Super Robot Wars. If so, which mecha anime would you like to see/be featured in the next game?
I’d like to see Tekkaman again.
For those that don’t know what “Super Robot Wars” are then it’s basically a video game where Robots from different series band together to fight a common enemy (i.e, Gundams+Big O+EVAs+TTGL, etc…)
The plot works surprisingly well.
I’d like to see Tekkaman again.
For those that don’t know what “Super Robot Wars” are then it’s basically a video game where Robots from different series band together to fight a common enemy (i.e, Gundams+Big O+EVAs+TTGL, etc…)
The plot works surprisingly well.
Site and Policy » Tagging for IDW comics » Topic Opener
Masem
I know we’ve gotten ppl in the habit of using “spoiler:comic” for the IDW comics, and with two new ones on the way later in the month, we should probably find a way to do issue-specific spoilers.
With three preview pages that just hit itunes, I added, besides the above, “spoiler:comicm06” (main #6), and there should likely be a different one for the micro-series (but also numbered). Ideally should work like the episode spoiler tags, where they stay default spoiled for about a week after the specific issue release.
With three preview pages that just hit itunes, I added, besides the above, “spoiler:comicm06” (main #6), and there should likely be a different one for the micro-series (but also numbered). Ideally should work like the episode spoiler tags, where they stay default spoiled for about a week after the specific issue release.
Pony Discussion » Friendship is Magic » Topic Opener
Granzon
One of the few episodes to have dark undertones, What would all of you think if it ended with Nightmare Moon being sent back to the moon or released at a later episode, only to undergo some sort of redemption(akin to Discord’s)? What kind of message would the episode probably convey?
“Bad deeds lead to harsh punishments.”
or
“Forgiveness is an act not easily given.”
“Bad deeds lead to harsh punishments.”
or
“Forgiveness is an act not easily given.”
Roleplaying » IRC Ruleset v1 » Topic Opener
Pinkie Pie/Pinkamena
BASIC IDEA
All attacks, defenses, and actions that require effort (or are opposed by someone else) are made with a 2d6. Each side rolls and adds any necessary modifiers, and the side with the higher score wins. In the case of a tie, the defender wins.
If the check is not being made against an opponent, then a set target number is required based on the difficulty of the action.
EASY (5), NORMAL (7), HARD (9), BRUTAL (11), IMPOSSIBLE (13)
EX1: Seth rolls to hit Sasha. Seth gets a 6, Sasha gets a 7. Seth misses. Seth would also miss if Sasha had rolled a 6.
EX2: Seth goes to force open a door; it’s an EASY check. He rolls and gets a 5, which is just enough to open the door.
MODIFIERS
Various actions or abilities grant a bonus to the final result of one user of the other. For example, if someone has a spell that buffs their character’s speed, they would gain a +1 to any check requiring them to move fast or dodge a physical attack until the spell wore off.
ADVANCENOTE: Powerful enemies or certain major buffs for characters provide all-round bonuses to every action they take, making them deadly opponents. Many “boss fights” feature opponents like this.
“RAISING”
If one side scores significantly higher than the other, their action is even more effective than usual. If the action taker exceeds their opponents score by 1-2, they achieve regular success. By 3-4, the effect increases by 1 stage. 5-6, further, and so on…in the case of combat, apply another point of damage.
EX1: Seth is trying to scale a cliff faster than Sasha. He rolls an 8, she rolls a 6. Since his result is only 2 higher than hers, he just barely makes it up before she does; she’s hot on his heels. If he had rolled a 9, he would have made it up before her without any problem, and if he had rolled an 11 he’d have time to stop for a drink before she got there.
EX2: Seth attacks Sasha and gets a 10; she rolls a 3 for her defense. Since his result is 7 higher than hers, not only does he hit her, but he deals an extra 3 points of damage.
ATTRIBUTES
Each character has specific attributes which they use to determine how well they handle combat.
STRENGTH: Raw brute strength. This determines how much damage a character can deal with physical attacks, as well as providing a modifier bonus to strength-related checks.
Example uses: Push object, Hold door, Restrain foe. Good for grapplers, strikers, tanks
TOUGHNESS: A character’s durability and capacity to soak up pain comes directly from this attribute; in short, it determines HP and helps to resist poisons and diseases.
Example uses: Resist poison/disease, Ignore pain. Good for all, but mostly for in-close types that draw aggro
AGILITY: Speed and accuracy. A characters ability to get somewhere quickly, land a physical hit, or sidestep an attack all come from this attribute. It won’t help against magic, though.
Example uses: Dash, Avoid/Hit with physical attacks. Good for high-speed fighters and those without Toughness
MIND: This determines the characters ability to think quick and react to situations. How observant and/or sneaky a character is relies on this attribute.
Example uses: Initiative bonus, Spot hidden, Stealth. Mostly non-combat checks, good for wise or sneaky characters
MAGIC: Not everyone can use magic aggressively, but that isn’t all this determines. This attribute determines the overall bonus granted to all magical actions by the user, from healing to fireballs to soul-rending, and also determines how easily the character is struck by enemy spells.
ATTRIBUTE DISTRIBUTION AND MODIFIERS
Each attribute is determined by a bonus, going from -1 to +1. This modifier is applied in any circumstance that makes sense, combat or otherwise. Characters start out with -1 in all attributes, and have an additional 5 “points” with which to build up their attributes during initial creation; long-established characters have 6 such points.
ADVANCENOTE: Characters that feel they truly excel in one area may choose to raise an attribute to +2 with their points; however, a character may only EVER raise one such attribute in this way.
SKILLS AND SPECIALTIES
If a character is noted to be good at something (climbing, engineering, setting/spotting traps, sneaking, even something like cake making), they receive a bonus to such checks. There are two skill categories: HARD skills and SOFT skills.
HARD SKILLS: Combat and/or Arc oriented skills, such as Hit: Target type, Magic Proficiencies, Stealth, Perception, Identify, Parry, etc. A point in these skills grant a +1 bonus in a specific circumstance (a noted specialty MUST be applied). Additional points in the same skill only allow for additional specialties to be added; +1 is the maximum bonus from Hard Skills.
SOFT SKILLS: More character-driven skills, such as Baking, Dancing, Mathematics, Engineering, Painting, Singing, etc. A point in these skills grant a +1 bonus if they find some kind of use whereupon the user feels the need to roll with that skill; they may be raised as high as +3. Successful usage of Soft Skills in a practical manner inside of side arcs, scenes, or full Arcs grant immediate Karma Points.
Ex1: Seth has established that his character is an expert with mechanical repair, and has been so for some time. He uses 3 SP and gets a +3 bonus any time he repairs electronic devices.
Ex2: Sasha has established that her character is a master of headshots with her sniper rifle; she will get a lessened penalty with called shots to the head (usually -2 to hit, reduced to only -1).
HARD SKILL EXAMPLES:
Hit/ Target: By defining enemy feature (Tiny, Massive, Flying, Teleporter…nothing too broad)
Stealth: By area or type of stealth (Forest, Urban or Move silently, Hide from sight, etc.)
Magic Proficiency: By type of magic (Light, Dark, Fire, Illusion, etc.)
Parry: By specific attack type (Avoid firearm rounds, avoid grapple, avoid fire magic, avoid slashing attacks, etc.)
Perception: By sense (Vision, Hearing, Scent, etc.)
Identify: By item type (Potions, Machinery, Weaponry, Creature, etc.)
PHYSICAL COMBAT:
Characters attack with 2d6 as usual, adding their Agility modifiers to their Hit/Dodge check. If either character has a skill or specialty that applies to the circumstance, it is also applied. If a character hits with a physical attack, they deal a base 2 damage. This is modified by their Strength Attribute. Upon landing a blow, add 1 point of damage to the final product for every “raise” achieved by the attacker.
EX: Seth (Strength ~~1, Agility +1) attacks Sasha (Agility -1); he rolls an 11 (10+1), and she rolls a 7 (8-1). His damage is: 2 ~~ 1 (Strength modifier) + 1 (Raise on attack). Sasha takes 2 damage.
Grapples
In order to grab hold of an opponent, make the attack as usual; however, the attack hits on a tie and deals no damage. After grabbing an opponent, the attacker can choose to perform one of several maneuvers.
HOLD: Make a check against a target number of (5/7/9, depending on the size of the enemy), modified by the enemy’s Strength Attribute.
THROW: Make a check against a target number of (5/7/9, depending on the size of the enemy).
SUBMISSION: Make a regular physical attack check with both sides using Strength instead of Agility. If attacker succeeds, deal damage as usual, and opponent is held for this turn. If not, the attacker breaks free.
SPECIAL MANEUVER: Make a regular physical attack check. Regardless of outcome, opponent is freed; but base attack damage is increased by 2.
MAGICAL COMBAT:
Spells are not as easy to avoid as physical blows, and are more flexible. When a character casts a spell, simply make a check against a target number of 7 (modified by the target’s Magic Attribute Modifier and possible weakness/resistance to that Spell type). Magical damage is equal to 1 + the amount scored over the necessary target number
“Winded”
Spellcasters are vulnerable to physical damage, and their capacity to dole out punishment suffers as they do. If a spellcaster is at 50% HP, they get a -1 to hit with their spells. At 25% HP, they get a -2 to hit.
Charging
Characters may choose to forfeit their turn in order to charge their spells for more accuracy/power. The first turn a character waits, they gain +1 to hit with their spell. If they wait a second turn, they gain a +2 bonus to hit. Each turn spent charging afterwards provides the same additional 2 points.
EX: A character that spent three turns charging would have a +5 to hit with the spell on the fourth turn.
Healing Spells
To heal a pony, a spellcaster must achieve at least a 5 on their roll. The spell heals a number of HP equal to 1 + the amount scored over the necessary target number
Buff/Debuff Spells
In order to grant a target a +/-1 modifier to hit, dodge, damage, or defense, the spellcaster must achieve at least a 7 on their roll. If the final result is 4 higher than the necessary target number, the modifier changes to +2. Buffs/Debuffs last for 2 turns.
Group Spells
Spellcasters have the capacity to blanket spells at multiple targets, whether attacking, healing, or buffing/debuffing. In order to do this, the spellcaster increases the necessary target number by 1 for each additional target and casts as usual, applying the final result to all targets if successful. If the spell was an attack, compare the result to each target’s MDef.
Power Points
Spellcasters fight with their emotions and their spirits; they have a back-up reserve of power just waiting to spill out. Spellcasters have a total of 5 “Power Points” which they can spend when casting spells. 1 PP must be used to cast any healing spell. 1 PP used to boost a spell gives it a +2 modifier.
2 PP return when the character rests for a full amount of time (6-8 hours).
EX1: Seth casts a fireball spell at Sasha; he has a specialization in Fire magic + a Magic of +0, and she has a Magic of +1. He rolls 2d6+1 against a target number of 8, and gets a 10 (9+1). He deals a total of 3 damage to Sasha.
EX2: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
EX3: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
ADVANCENOTE: Some characters and enemies have specific weaknesses and/or resistances to certain types of attacks; more often than not, these are elemental, making the need for flexible and creative magic HUGE. These resistances typically grant the target permanent modifiers against any damage made by that attack type…they must be watched for.
Ex1: GRAVITY, a demon of the Earth, would have a +3 Earth resist. Many earth spells would do little to him.
Ex2: ESCAPE, a demon of the Sky, might have a -1 weakness to Earth magic and a +5 Lightning resist. Practically nothing remotely related to Lightning could hurt him at all.
COUNTERS
If an attackers final result is at least 4 digits lower than the defenders, the defender makes a “counterattack”, automatically landing a blow for base damage on the target. For every additional 2 digits above the “counter” target number, increase the damage by 1.
DEFENSE
If a character feels they are in danger or wishes to defend another character from harm, they can take a “Guard” action. There are two ways to do this.
All attacks, defenses, and actions that require effort (or are opposed by someone else) are made with a 2d6. Each side rolls and adds any necessary modifiers, and the side with the higher score wins. In the case of a tie, the defender wins.
If the check is not being made against an opponent, then a set target number is required based on the difficulty of the action.
EASY (5), NORMAL (7), HARD (9), BRUTAL (11), IMPOSSIBLE (13)
EX1: Seth rolls to hit Sasha. Seth gets a 6, Sasha gets a 7. Seth misses. Seth would also miss if Sasha had rolled a 6.
EX2: Seth goes to force open a door; it’s an EASY check. He rolls and gets a 5, which is just enough to open the door.
MODIFIERS
Various actions or abilities grant a bonus to the final result of one user of the other. For example, if someone has a spell that buffs their character’s speed, they would gain a +1 to any check requiring them to move fast or dodge a physical attack until the spell wore off.
ADVANCENOTE: Powerful enemies or certain major buffs for characters provide all-round bonuses to every action they take, making them deadly opponents. Many “boss fights” feature opponents like this.
“RAISING”
If one side scores significantly higher than the other, their action is even more effective than usual. If the action taker exceeds their opponents score by 1-2, they achieve regular success. By 3-4, the effect increases by 1 stage. 5-6, further, and so on…in the case of combat, apply another point of damage.
EX1: Seth is trying to scale a cliff faster than Sasha. He rolls an 8, she rolls a 6. Since his result is only 2 higher than hers, he just barely makes it up before she does; she’s hot on his heels. If he had rolled a 9, he would have made it up before her without any problem, and if he had rolled an 11 he’d have time to stop for a drink before she got there.
EX2: Seth attacks Sasha and gets a 10; she rolls a 3 for her defense. Since his result is 7 higher than hers, not only does he hit her, but he deals an extra 3 points of damage.
ATTRIBUTES
Each character has specific attributes which they use to determine how well they handle combat.
STRENGTH: Raw brute strength. This determines how much damage a character can deal with physical attacks, as well as providing a modifier bonus to strength-related checks.
Example uses: Push object, Hold door, Restrain foe. Good for grapplers, strikers, tanks
TOUGHNESS: A character’s durability and capacity to soak up pain comes directly from this attribute; in short, it determines HP and helps to resist poisons and diseases.
Example uses: Resist poison/disease, Ignore pain. Good for all, but mostly for in-close types that draw aggro
AGILITY: Speed and accuracy. A characters ability to get somewhere quickly, land a physical hit, or sidestep an attack all come from this attribute. It won’t help against magic, though.
Example uses: Dash, Avoid/Hit with physical attacks. Good for high-speed fighters and those without Toughness
MIND: This determines the characters ability to think quick and react to situations. How observant and/or sneaky a character is relies on this attribute.
Example uses: Initiative bonus, Spot hidden, Stealth. Mostly non-combat checks, good for wise or sneaky characters
MAGIC: Not everyone can use magic aggressively, but that isn’t all this determines. This attribute determines the overall bonus granted to all magical actions by the user, from healing to fireballs to soul-rending, and also determines how easily the character is struck by enemy spells.
ATTRIBUTE DISTRIBUTION AND MODIFIERS
Each attribute is determined by a bonus, going from -1 to +1. This modifier is applied in any circumstance that makes sense, combat or otherwise. Characters start out with -1 in all attributes, and have an additional 5 “points” with which to build up their attributes during initial creation; long-established characters have 6 such points.
ADVANCENOTE: Characters that feel they truly excel in one area may choose to raise an attribute to +2 with their points; however, a character may only EVER raise one such attribute in this way.
SKILLS AND SPECIALTIES
If a character is noted to be good at something (climbing, engineering, setting/spotting traps, sneaking, even something like cake making), they receive a bonus to such checks. There are two skill categories: HARD skills and SOFT skills.
HARD SKILLS: Combat and/or Arc oriented skills, such as Hit: Target type, Magic Proficiencies, Stealth, Perception, Identify, Parry, etc. A point in these skills grant a +1 bonus in a specific circumstance (a noted specialty MUST be applied). Additional points in the same skill only allow for additional specialties to be added; +1 is the maximum bonus from Hard Skills.
SOFT SKILLS: More character-driven skills, such as Baking, Dancing, Mathematics, Engineering, Painting, Singing, etc. A point in these skills grant a +1 bonus if they find some kind of use whereupon the user feels the need to roll with that skill; they may be raised as high as +3. Successful usage of Soft Skills in a practical manner inside of side arcs, scenes, or full Arcs grant immediate Karma Points.
Ex1: Seth has established that his character is an expert with mechanical repair, and has been so for some time. He uses 3 SP and gets a +3 bonus any time he repairs electronic devices.
Ex2: Sasha has established that her character is a master of headshots with her sniper rifle; she will get a lessened penalty with called shots to the head (usually -2 to hit, reduced to only -1).
HARD SKILL EXAMPLES:
Hit/ Target: By defining enemy feature (Tiny, Massive, Flying, Teleporter…nothing too broad)
Stealth: By area or type of stealth (Forest, Urban or Move silently, Hide from sight, etc.)
Magic Proficiency: By type of magic (Light, Dark, Fire, Illusion, etc.)
Parry: By specific attack type (Avoid firearm rounds, avoid grapple, avoid fire magic, avoid slashing attacks, etc.)
Perception: By sense (Vision, Hearing, Scent, etc.)
Identify: By item type (Potions, Machinery, Weaponry, Creature, etc.)
PHYSICAL COMBAT:
Characters attack with 2d6 as usual, adding their Agility modifiers to their Hit/Dodge check. If either character has a skill or specialty that applies to the circumstance, it is also applied. If a character hits with a physical attack, they deal a base 2 damage. This is modified by their Strength Attribute. Upon landing a blow, add 1 point of damage to the final product for every “raise” achieved by the attacker.
EX: Seth (Strength ~~1, Agility +1) attacks Sasha (Agility -1); he rolls an 11 (10+1), and she rolls a 7 (8-1). His damage is: 2 ~~ 1 (Strength modifier) + 1 (Raise on attack). Sasha takes 2 damage.
Grapples
In order to grab hold of an opponent, make the attack as usual; however, the attack hits on a tie and deals no damage. After grabbing an opponent, the attacker can choose to perform one of several maneuvers.
HOLD: Make a check against a target number of (5/7/9, depending on the size of the enemy), modified by the enemy’s Strength Attribute.
THROW: Make a check against a target number of (5/7/9, depending on the size of the enemy).
SUBMISSION: Make a regular physical attack check with both sides using Strength instead of Agility. If attacker succeeds, deal damage as usual, and opponent is held for this turn. If not, the attacker breaks free.
SPECIAL MANEUVER: Make a regular physical attack check. Regardless of outcome, opponent is freed; but base attack damage is increased by 2.
MAGICAL COMBAT:
Spells are not as easy to avoid as physical blows, and are more flexible. When a character casts a spell, simply make a check against a target number of 7 (modified by the target’s Magic Attribute Modifier and possible weakness/resistance to that Spell type). Magical damage is equal to 1 + the amount scored over the necessary target number
“Winded”
Spellcasters are vulnerable to physical damage, and their capacity to dole out punishment suffers as they do. If a spellcaster is at 50% HP, they get a -1 to hit with their spells. At 25% HP, they get a -2 to hit.
Charging
Characters may choose to forfeit their turn in order to charge their spells for more accuracy/power. The first turn a character waits, they gain +1 to hit with their spell. If they wait a second turn, they gain a +2 bonus to hit. Each turn spent charging afterwards provides the same additional 2 points.
EX: A character that spent three turns charging would have a +5 to hit with the spell on the fourth turn.
Healing Spells
To heal a pony, a spellcaster must achieve at least a 5 on their roll. The spell heals a number of HP equal to 1 + the amount scored over the necessary target number
Buff/Debuff Spells
In order to grant a target a +/-1 modifier to hit, dodge, damage, or defense, the spellcaster must achieve at least a 7 on their roll. If the final result is 4 higher than the necessary target number, the modifier changes to +2. Buffs/Debuffs last for 2 turns.
Group Spells
Spellcasters have the capacity to blanket spells at multiple targets, whether attacking, healing, or buffing/debuffing. In order to do this, the spellcaster increases the necessary target number by 1 for each additional target and casts as usual, applying the final result to all targets if successful. If the spell was an attack, compare the result to each target’s MDef.
Power Points
Spellcasters fight with their emotions and their spirits; they have a back-up reserve of power just waiting to spill out. Spellcasters have a total of 5 “Power Points” which they can spend when casting spells. 1 PP must be used to cast any healing spell. 1 PP used to boost a spell gives it a +2 modifier.
2 PP return when the character rests for a full amount of time (6-8 hours).
EX1: Seth casts a fireball spell at Sasha; he has a specialization in Fire magic + a Magic of +0, and she has a Magic of +1. He rolls 2d6+1 against a target number of 8, and gets a 10 (9+1). He deals a total of 3 damage to Sasha.
EX2: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
EX3: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
ADVANCENOTE: Some characters and enemies have specific weaknesses and/or resistances to certain types of attacks; more often than not, these are elemental, making the need for flexible and creative magic HUGE. These resistances typically grant the target permanent modifiers against any damage made by that attack type…they must be watched for.
Ex1: GRAVITY, a demon of the Earth, would have a +3 Earth resist. Many earth spells would do little to him.
Ex2: ESCAPE, a demon of the Sky, might have a -1 weakness to Earth magic and a +5 Lightning resist. Practically nothing remotely related to Lightning could hurt him at all.
COUNTERS
If an attackers final result is at least 4 digits lower than the defenders, the defender makes a “counterattack”, automatically landing a blow for base damage on the target. For every additional 2 digits above the “counter” target number, increase the damage by 1.
DEFENSE
If a character feels they are in danger or wishes to defend another character from harm, they can take a “Guard” action. There are two ways to do this.
- The character may give up their action to get a +2 bonus to all defense checks until their next action. They may choose to move during this time, but as soon as they do the bonus is reduced to +1.
- The character may choose, after taking an action, to guard another character from attack. If their charge is attacked, they immediately get to make a defense check to intercept; if they fail, the attack is made against its intended target. If they succeed, the attack hits them; damage is reduced by 1 for every 2 points the user scores over the attacker, and counterattacking is only possible at 6+ over.
(Note: These two options can be combined to greater effect)
EX1: Seth is low on HP, and he sees the enemy charging an attack. He takes no action and goes on defense, gaining a +2 to any defense checks he has to make before his next turn.
EX2: Seth wishes to defend Sasha from incoming attacks. After attacking, he declares that he is guarding her from attacks. An enemy attacks him and rolls an 8; he rolls and gets a 7, and the attack goes through against Sasha. Another enemy attacks and rolls a 4; Seth rolls a 10 and takes the hit for Sasha, reducing the damage to himself by 3 and just barely counterattacking.
SPECIES MODIFIERS
Earth Pony: (Base 10 HP + Toughness, 7 SP, 3 Feats)
Pegasus: (Base 6 HP + Toughness, 5 SP, Flight, +1 to avoid physical ranged attacks, 1 Feat)
Unicorn: (Base 8 HP + Toughness, 4 SP, Magic, starts with feat “Sense Magic” + one other Feat)
ADVANCENOTE: The following species are also playable, but have more to consider when doing so.
Changeling: (Base 6 HP + Toughness, 4 SP, Flight, Magic, Ignore 1 point of Slashing damage, -1 weakness to extreme temperatures, 1 Feat)
Alicorn: (Base 6 HP + Toughness, 4 SP, Flight, Magic. The user’s Magic attribute is always altered by the number of associates, close friends, followers and the like they have…anything from a -3 penalty [unknown recluse] to a bonus of +6 [glorified Deity])
LIST OF POSSIBLE FEATS/FLAWS (Feel free to pose other options). Take a FLAW to gain either a Feat or 2 SP
FEATS
Tough: +2 HP
Damn Tough: +2 HP
Ironhide: Ignore 1 point of slashing damage
Iron Muscle: Ignore 1 point of bashing damage
Iron Shell: Ignore 1 point of piercing damage
Elemental Resistance: Ignore 1 point of damage from a chosen element
Elemental Barrier: Ignore another 1 point of damage from the same element
Catch Projectile: +1 to avoid Physical Ranged attacks
Tech Block: Counterattack 1 digit lower against standard Physical attacks
Tech Cancel: Counterattack 1 digit lower against Grapple attacks
Return Blow: Counterattacks deal +1 damage
Quick Thinker: +3 to all initiative checks
Magical Prodigy: +2 PP
Magically Resistant: All magical effects on target are at -1 effectiveness (including healing and buffs)
Masochist: +1 to hit with the next attack every time user is damaged before their turn (stacks)
Executioner: +1 to hit enemies below 25% HP
Eagle Eye: +2 to all visual perception checks
Ninja: +2 to all stealth checks made in darkness
Sadist: Make a free attack at +1 to hit after killing an enemy (once per round)
Bear Wrestler: +1 to all Grapple checks, and all checks made from grapples
Will to live: Character is not unconscious when reduced to 0 or less HP. They remain aware and functioning until after their next action is made, then fall unless they were healed. Once per combat.
Juggernaut: Character has +2 to resist being Grapple/Thrown and cannot be moved by any attack dealing less than 5 damage.
First Attack: +3 to hit, +1 damage on user’s first attack in a combat.
Sense Magic: Character may make perception checks with (Magic modifier) to sense magic in an area
FLAWS
Lightweight: -2 HP
Elemental Weakness: Take +1 damage from a chosen element
Crippling Elemental Weakness: Take another +1 damage from the same element
Fragile: +1 damage from all physical attacks
Slow to React: -3 to all initiative checks
Magic Frailty: All magical effects on the target are at +1 effectiveness. This does not apply to buffs or healing.
Pacifist: Cannot willingly kill enemies except in extreme cases of self-defense…simply being in great danger is not enough
SPECIAL TOUCHES
Not everything about a character can be defined with set stats and standardized attributes. Some characters have specific resistances, strengths, weaknesses, or other things that simply need to be brought up. In addition, certain abilities may need to be balanced before use. In such cases, please bring such things to the attention of one of the primary GMs in PlotRP; Sasha, Confetti, or Trixie to name a few.
EXAMPLE CHARACTER:
Name: Giggles
Species: Earth Pony
STRENGTH: -1
TOUGHNESS: -1
AGILITY: +1
MIND: +0
MAGIC: +1
HP: 7 (9 – 2 for flaw)
Hit/Dodge bonus: +1
Skills
Fourth Wall Mastery +3, Baking +3, Pouncing +1
Feats/Flaws
Lightweight (-2 HP)
Still Learning (Poor with mathematics, science, and some social standards)
Gotta make you Smile! (Gains a +2 bonus when her action goes directly towards the cheer and happiness of someone around her)
Rule of Funny (Has access to anything she wishes from the fourth wall, providing it does not immediately provide a solution to a problem)
Fourth Wall -> GM couldn’t think of one she’s such a silly billy (Has the power of cute stop taking over my page Giggles Nope! Heya everyp -DONE NOW.)
Generals » Jojo's Thread » Topic Opener
RIG
because, besides ponies, is the cool thing of the moment.
For a starting subject, do you really believe part 3 anime will happen?
The Anti-Normies
because, besides ponies, is the cool thing of the moment.
For a starting subject, do you really believe part 3 anime will happen?
Art Chat » Art Chat Rules » Topic Opener
The Smiling Pony
( ͠° ͟ʖ ͡° )
This forum is to discuss fandom artwork and artists, as well as the making and consumption of this site’s main product. Need to find an artist or want help setting up your art program to make the ponies? This is your place. Keep in mind that the actual posting of art is for the booru itself.
Remember that as well as textile’s normal image hotlinking, you can include thumbnails from the booru with >>#t and previews with >>#p, where # is the ID number of the image to include. Links can be made with >>#. Topics about questionable/explicit artwork must use an [NSFW] marker in the title.
And remember, the site’s main rules still apply. Be excellent to each other!
Remember that as well as textile’s normal image hotlinking, you can include thumbnails from the booru with >>#t and previews with >>#p, where # is the ID number of the image to include. Links can be made with >>#. Topics about questionable/explicit artwork must use an [NSFW] marker in the title.
And remember, the site’s main rules still apply. Be excellent to each other!
Site and Policy » Site and Policy Rules » Topic Opener
Carcer
Inexplicably in power
This forum is for discussing the site, policies (rules and moderation), the community and developer features such as the API. Please don’t discuss individual moderator actions regarding account bans or image removals; these should be directed to the individual moderator in question or a site administrator via private message or IRC query.
Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
And remember, the site’s main rules still apply. Be excellent to each other!
Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
And remember, the site’s main rules still apply. Be excellent to each other!
Pony Discussion » Pony Discussion Rules » Topic Opener
Clover the Clever
Lord and Saviour
Wherein we theorycraft and come up with insane headcacanons. And also discuss episodes and official comics. Keep spoilers in mind, please! You can use
Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
\[spoiler\]these tags\[/spoiler\]
to obscure text that may be a spoiler for people.Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
Roleplaying » Roleplaying Rules (Updated 2018-04-11) » Topic Opener
Carcer
Inexplicably in power
This forum is for roleplaying as ponies, or as things generally in Equestria, or in some sort of bizarre metastory that’s related to ponies somehow but takes place in prohibition-era Chicago, or whatever crazy things it is you guys get up to, as long as there are ponies involved.
1 Explicit roleplaying is allowed, but only in topics with “[NSFW]” in the title. Keep explicit and questionable images out of non-NSFW topics.
You must be at least 18 years old to participate in roleplay threads marked NSFW.
2 The site’s main rules still apply, especially #4 and #5 as they cover legal issues with underage ERP or users.
3 Please mark OOC text in some manner, as text is assumed to be in-character: Italics or (parentheses) are recommended.
And remember, be excellent to each other! (Unless it’s consensual).
1 Explicit roleplaying is allowed, but only in topics with “[NSFW]” in the title. Keep explicit and questionable images out of non-NSFW topics.
You must be at least 18 years old to participate in roleplay threads marked NSFW.
2 The site’s main rules still apply, especially #4 and #5 as they cover legal issues with underage ERP or users.
3 Please mark OOC text in some manner, as text is assumed to be in-character: Italics or (parentheses) are recommended.
And remember, be excellent to each other! (Unless it’s consensual).
General Discussion » General Discussion Rules » Topic Opener
Clover the Clever
Lord and Saviour
This forum is for discussing practically anything on the site or off it, so long as it doesn’t belong in one of the other forums. Please keep discussions civil and polite. The Smiling Pony is slow to anger but his wrath is furious.
Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
Images in this forum must be kept safe for work (that is, they would only be tagged ‘safe’ on the booru).
Showing results 21776 - 21798 of 21798 total
Default search
If you do not specify a field to search over, the search engine will search for posts with a body that is similar to the query's word stems. For example, posts containing the words winged humanization
, wings
, and spread wings
would all be found by a search for wing
, but sewing
would not be.
Allowed fields
Field Selector | Type | Description | Example |
---|---|---|---|
author | Literal | Matches the author of this post. Anonymous authors will never match this term. | author:Joey |
body | Full Text | Matches the body of this post. This is the default field. | body:test |
created_at | Date/Time Range | Matches the creation time of this post. | created_at:2015 |
id | Numeric Range | Matches the numeric surrogate key for this post. | id:1000000 |
my | Meta | my:posts matches posts you have posted if you are signed in. | my:posts |
subject | Full Text | Matches the title of the topic. | subject:time wasting thread |
topic_id | Literal | Matches the numeric surrogate key for the topic this post belongs to. | topic_id:7000 |
topic_position | Numeric Range | Matches the offset from the beginning of the topic of this post. Positions begin at 0. | topic_position:0 |
updated_at | Date/Time Range | Matches the creation or last edit time of this post. | updated_at.gte:2 weeks ago |
user_id | Literal | Matches posts with the specified user_id. Anonymous users will never match this term. | user_id:211190 |
forum | Literal | Matches the short name for the forum this post belongs to. | forum:meta |