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- Name - Requirements
- Green Hoof - 12; Zebra magic and survival both over 25
Materials for zebra magic are 1 MDF step easier to find in Forest, Everfree Forest, Mountian, Ravine/Valley, Tunnels/Sewers, Wasteland - Scrub, Wasteland - Badlands, Wasteland - Off the Beaten Path and Wasteland - Tundra.
- Upcycle - 12; Zebra Magic and Survival both over 25
Materials for zebra magic are 1 MDF step easier to find in Factory, Dockyard/Warehouse, Isolated Building/Compound, Military Facility, Office Complex, Research Lab, Stable, Strip Mall, Suburban Ruins, Urban Ruins and Wasteland - Near Roads/Rails
- Grisly Salvage - 4; Zebra Magic
You may make ingredient find checks on corpses at 1 MDF. You may only make 1 check per corpse and doing loses you 1 point of Karma. NPCs that see you doing this or hear about it from others may attack you on sight.
- Fuel Injected - 30; AGI 8
. . . And somehow she out ran her shadow! I'm not joking her shadow was wheezing when it finally caught back up with her. Your base movement speed is permanently doubled, you have an additional action per combat round.
- One Shot Wonder - 18
I swear I just reloaded! Once per combat, you may fire every bullet left in the gun for 1 MDF harder, by doing so you only have to make one roll and then apply damage for each bullet. For each bullet fired, the weapon degrades as usual.
- Bonsai - 2; 20 Science, Ghoul or >2 mutations
Twice per day you may make a Luck roll at 1/2 MDF, if you succeeded, put a fruit into your inventory.
- Grand Slammer - 6; AGI 6, STR 6, PER 6 or 80 < melee
While using a blunt melee weapon, you may, for two actions, toss a baseball from your inventory and hit it, treat is a ranged weapon with range increments of 75 feet. it still uses the melee skill and degrades as a melee hit. If you are a unicorn you may do it in one action.
- Feral-heart (+) - 14; Very good karma or ghoul
Even mindless ghouls respect your golden heart. Feral ghouls will not attack unless you attack them first. (While in combat nearby feral ghouls may come to aid you)
- Radiation Therapy - 18; END 8 or Ghoul
You have overcome an incurable disease. For every 75 rads, deal +1d10 damage
- Bloody Vengeance - 18; END 8 or Ghoul
You have overcome an incurable disease. For every 2 wounds you have to the same location, deal +1d10 damage
- Chaos Touch - 18; END 8 or Ghoul
You have overcome an incurable disease. For every 1 level of taint, deal +1d10 damage
- Gold Rush - 24; Luck < 3
Your life has been unfair and miserable until now. Upon taking this perk, you gain 3 cashe locations, each with "Piles of Gold Inside". Could this be true? Or just another series of unfortunate events?
* * *
- Tin Plates - Hindrance
Armor ain't never did you any no good, for that matter, it didn't do a lick of good for those you shot at either. All attacks that you land and land on you ignore 5 points of armor.
- Compensation - 10; Maimed
It wasn't just me who saw that, right? Ignore penalties from missing half of anything you have more then one of.
- Barista - 2; Medicine < 25
I know Celestia still looks after use, coffee is my proof. You have found a way to use those crazy coffee makers from the pre-war days, you have also found that a sock works as a coffee filter. Using any heat source and some fabric, you can make a brew of coffee with water and coffee beans. In addition to the normal effects of coffee, you gain +3 agility.
- Lock Popper - 14; 75 < explosive
Bobby pins are fer girls! you can now open any lock with the use of one cherry bomb.
- Bipolar - 4
Ya either love me or hate me. People's reaction to you are more intense then before, this goes either way.
- Call of the Sea Ponies - 4; 1 < Taint or 300 < rads
I guess good can come from the wasteland, you have developed micro gills that filter out some radiation from water you drink. Beverages only give you half as much radiation.
- Controlled Breathing - 12; 60< to two of these three skills, firearms, battlesaddle, energy weapons
Lucky you, you found out how to get the most out of guns, standing still grants you +20 to gun skills and going prone grants you +40 to those skills, this can make them go over 100.
- Nietzschean Fate - Hinderence
Nietzsche said "That which does not kill me, only makes me stronger", and he may have been referring to you. Enemies critically hit more than normal (enemy crit range to hit you is now+5), however you gain skills more quickly (+3 Skill per LvL) and are resistant to addiction (addiction penelties are halved.)
- True Grit - Hinderence
You can shrug off minor wounds with nothing but a grimace and a snarled curse word. You gain +3 to wound but your action points are reduced by 25.
- Stripe Scare - Hinderence
You are paranoid in the extreme and think that everyone around you may be trying to do you in. PER is +2, but your shaky nerves in combat give you a +15 penalty to hit chance.
I think Green Hoof and Upcycle are a tad...insane. Especially at that low of a level. Fuel Injected is hilarious though I like it.
You know, I think you might be right, the more I think about it the more minor changes I need to make, a good example I never specified what the MDF of searching a corpse for ingredients is. And thank you, I'm planning on making a bunch more. If you have any ideas, please share.
These are pretty neat! I'm always interested to see where players want to put new perks. If you want, I can add some of these into the splatbook stuff. Below are my thoughts...
Perks/Ideas I really like :
>>Making it easier to gain recipe ingredients in general with a perk. It's a great idea, and I'm surprised I've never had a zebra player in my test groups approach me about it. Grisly Salvage in particular is a great spin on a well tested mechanic.
>>Fuel Injected. It's well balanced for its level. 'nuff said.
>>One Shot Wonder. A neat little way to drink ammunition. Needs a little bit of re-balancing and some clearer wording, but the concept is good.
>>Grand Slammer would be a nice outgrowth of those hoofball perks. Even if it isn't, it's a nice little piece of flare for MW users.
>>Gold Rush is a great way to turn a perk into a plot hook. Definitely a good one.
>> Bonsai makes me think of Harold. Are people actually growing this fruit on their person?
>>Here and Now I'm a little miffed about. That was a perk I intentionally cut from the system due to its impracticality in a party roleplaying environment. Even in normal gameplay in the fallout games it's already a waste of a perk. You just accelerate your progression, but are essentially sacrificing that perk slot to do so. In a group setting, you're leveled up again, but that will put you ahead of the party. As a GM it's generally considered good form to keep your players closely blocked together in level for balance reasons, especially regarding relative player contributions.
>>Power Armored Training is restricted to roleplaying required for a reason - it's insanely powerful, and is thus prone to abuse by players who min-max. If you really want to get it as a player, just convince your GM to drop a training manual for you. Tying it to INT in particular is absolutely a poor choice, even if it makes sense thematically, because players who min-max for skill points are more likely to pick INT than any other attribute. On the flip side of that coin, it's a nice alternative for high intelligence characters that don't have a horn on their face.
>>Feral Heart - You're giving your player(s) the ability to remove the threat of one of the most common creature types in the wasteland. I'm not certain the requirements are balanced from a roleplaying perspective. Also, while I confess I haven't written it anywhere in the book, Ghoul characters are supposed to already have this advantage in the canon.
>>Art of Pain is a neat concept that needs to be broken up into different perks. For its level it's too powerful. It's also a run-on sentence, but that's forgivable.
... Also, it's MFD... MDF reminds me a little bit of Macross.
Darn it! Every time, my players never let me forget it, stupid MFD!
Please do, add anything you would like.
I would like to mention however:
-Bonsai, the original said that you actually grew the tree on your head, just like Harold, however, there wouldn't be enough place to grip for a random tree to sprout on your head. And so I propose just a small hydroponic garden that your character salvaged or created through magic, because of earth magic and the like, we could restrict it to earth ponies. Ghouls however have necrotizing skin so it would have ok growing conditions and plenty of places to grip onto.
-Here and Now, I can see where the problem with the multiplayer roleplaying environment, but I think you might be missing the entire idea behind the perk in the video games, you effectively gained more skills and a higher damage to wound ratio, so I don't get a perk. I'm now a level higher and gain all of the benefits of that. XP accel is fine, easier to level up, but this, I leveled up. in the long run, all XP accel perks are useless, but which would you rather have?
-Autodidact, increase the restrictions then, up the level, the INT required or maybe just restrict it to characters that are not min-maxed.
-Feral-Heart, Ok, so ferals are not an issue to ghouls, then split it into two levels, first one that negates ferals as a threat for non-ghouls which is automatically granted to ghouls and then another one that requires the previous perk that gives a ghoul version of animal friend.
-Art of Pain, then split it into three. The wounds version could be called Combat Masochist or Bloody Vengeance. Taint could then be something like Chaos Touch or Adaptable. Then the Rad version could then be something like Radiation Therapy, Ghastly Bullets or Dead Eyes.
Here and Now: I agree with Archer on this one, here is now is just so blah of a perk. I get that it was in the fallout games themselves but it really starts to separate players and such and is really just a waste of a perk slot. Really there's enough lower level perks to boost skill points and others to boost maimed status and such. This just seems like a waste
Also ya the power armor training thing is waaaaaaaaaay too easy to get if it was a lvl 12 perk. That should be a challenge in general to acquire, not just "I'm lvl 12 and have 6 INT". Should be a story/progression to get the training and/or part of their original traits/backstory
Feral Heart: Personally I think this could be a perk for Ghoul players with some modification. Like keep it mid lvl, like level 14 or whatever, but just have it so ferals won't attack ghouls unless attacked first. Because it makes sense canon wise as Archer said, but leave it at that. Like as far as I know canon wise Ferals never fought for other Non-Ferals, at least in most of the fics I've ever read. So non-aggression wouldn't be too bad of an option
On Here and Now: >_>' Personally, I don't like XP acceleration at all as a mechanic. I'd have cut Horse Sense from the system entirely except for the fact that Little Pip took it (which Kkat used as an excuse to shorten her chapter lengths, and herself complained of people telling her it was a waste of a perk, but how she just couldn't think of another one that was as appropriate AND provided a horse pun opportunity).
On Bonsai: I like your justification, but it now sounds like a benefit that would be better captured in individual roleplaying rather than summed up as a perk. I actually did have characters in a game attempt a hydroponics project using Survival rolls, and I rewarded them at the end of each IG week with some food and zebra magic ingredients as a result, but it cost them water and a number of other resources create and to maintain. Earth Pony Magic is what allowed them to keep it from freezing and made it possible to harvest regularly instead of along normal planting seasonal lines. If you'd like, I can put those rulings into a public area, such as this forum or on the main blog. Farming is a neat idea that I hadn't considered codifying as part of the system, but it's certainly doable.
Regarding Harold specifically though: Harold's tree didn't just grow on top of his head, it grew out of the top of his skull. The roots found purchase in the soft, highly vascular tissue there and supposedly permeated the flat bone without altering his neurophysiology. The top of the human skull is substantially smaller in surface area than that of a horse, so I don't think it would be too much of a stretch; I would just have it require Taint exposure like it did for Harold.
On Autodidact: Putting it in as a perk prevents the GM from making powered armor a reward for roleplaying experiences. Additionally, having it as a perk at all, even at higher levels like 20 or 30, takes away the ability of the GM to set the relative durability of the players, forcing them to send out stronger hostiles as a result. Powered armor use, like all quest perks, should be a privilege earned, not a right. If you absolutely must wear powered armor, give your character a background that allows them to start with the requisite training.
On Feral Heart - Sounds good! I'll start implementing it immediately. How would you like to be named in the credits?
On Art of Pain - Gorgeous, Darling, Simply Gorgeous! (As Feral Heart)
This post was updated on .
I loath XP accel in a way that cannot be matched by any fire in Tartarus. However, XP accel does have a use. And that's why it exists. But that is besides the point.
Farming, seems legit, just make sure that you don't care about the players luck, they cannot farm grenades, ammo or other non-farmable things. Bonsai could work with taint then, some sort of taint mutation.
Touche, didn't think of that.
Sweet, changes will be made to my list here.
And as for credit. My name is Cameron Bennett, you can reference me by either this or loopsorspool.
This post was updated on .
- Accomplished - 12
Go ahead, ya earned it. Upon taking this perk 300 caps worth of alcohol appears in your inventory.
- Angel in the Night - 10
Sleep deprivation penalties are halved and take 1.5 times longer to take effect. You do 1d10 more damage to sleeping targets. This perk only works while you have good karma or very good karma.
- No Rest for the Wicked - 10
Sleep deprivation penalties are halved and take 1.5 times longer to take effect. You do 1d10 more damage to sleeping targets. This perk only works while you have bad karma or very bad karma.
- Tough it out - 10
After twenty-four hours of using no healing items, you gain +1 to STR and END.
- Unfriendly Fire - 10
Killing is so much fun you really don't care who gets killed. Whenever you fail a combat check by 15 or less, you hit the next closest pony, creature or robot to the target. This means you might shoot your friends more often!
- Swiss Army Duct Tape (+) - 20, repair 80
The perfect tool. You have unlocked the secrets of duct tape, you may now substitute one (two) ingredient(s) in any non-food, drink or drug time with duct tape. Additionally, you may repair an item one (two) step(s) by using one roll of duct tape for each 3 M.A.C.s that item is. Minimum of one roll.
- Silence is Silver - 12, Unarmed 50
Duct tape may not be a weapon, but you have found a way to use it in combat. Whenever you are in unarmed combat range of a foe, you may subdue them with duct tape. As a combat action, make an opposed unarmed, if you succeed cripple one leg, wing or tail.
- Vivid Dreams - 4, 3<INT
I can do that in my sleep! After sleeping an hour or longer, you receive +5 ranks to a random skill for the next three hours.
- Higher Horse - 8, has been addicted to at least one substance.
Drunk, high, mellow or wired, you don't care, you need it. Bonuses from drugs are doubled, on addiction rolls, roll twice and take the worst of the two rolls.
- Extra Iron - 30, survival > 100
There are a surprisingly large number of metals that the body needs. You may now eat scrap metal. 1 MAC is one meal.
I would like to mention Loops that Lead Belly already exists as a lvl 6 perk xD You might wanna change the name to something like "Iron in my Diet" or something. Also really not sure how that perk could ever come about but I would like to see the pony who tried to do that!
This post was updated on .
It is still nice work.
These look good. A few notes (after a huge delay):
Unfriendly Fire might be a better name for "surprise"
I would have Silence is Silver as an opposed Unarmed roll. Don't like giving players a raw skill check for something that disables another character.
Vivid Dreams should probably be a +5 Roll Bonus to a random skill. Maybe include a blurb on how the skill should be selected (like roll 1d30 and re-roll on the extra numbers, or something.)
My Own Addition:
Draconic Digestion - You may now eat gems in place of food. 1 mac wt. worth of gems counts as one meal.
Sounds good, but I don't know how to decide it. I'll think on it.
I like that, I forgot to add how much metal equals a meal.
I was wondering, when will these perks, traits, and hindrances might show up. Will they be added to the core book or in a splat book?
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