Post by The Wastelander on Jun 11, 2015 4:06:58 GMT
Character Detail
Accepted Species
Ponies
Bat-winged ponies
Changed
Zebras
Cows
Griffins
Common Colorations
The ponies are no longer as vibrant and colorful as they once were, considering love and harmony are lost. Ponies are more likely to appear monochromatic, displaying white, black, shades of gray and earthier colors, although other colors are still likely. Ponies displaying bright or vibrant colors may be regarded as oddities in the wastelands, and may even be considered bigger targets considering how badly they stick out. When considering character coat colors, please remember this fact- if you still want color you might want to consider toning it down to a more faded hue. Mane/tail colors may be slightly more forgivable but they also will not be blindingly bright or cheery. Non-pony species will follow the common colorations of their species.
Types of Characters
Take a look at this link, courtesy of alliaofrph, on information on how to roleplay different types of characters for those who may need a little help on how to write theirs!
Types of Characters
Take a look at this link, courtesy of alliaofrph, on information on how to roleplay different types of characters for those who may need a little help on how to write theirs!
Descendants
The canon, being that it is 200 years after the events of the My Little Pony show, does allow for people to roleplay descendants of the canon characters, or even the background characters! Please keep Wasteland canon in mind when creating and designing descendants- they will not have the exact coloration of their ancestors, however it will be allowed for them to have one similar color- not the exact shade but some variation thereof. Their cutie marks and special talents are also up to you, but will not be the same thing as their canon predecessor, considering how many generations have passed since Mlp canon and the fact that they are meant to be unique. Another thing to note will be to keep in mind that there will not be more than four existing descendants, whether directly or distantly. If we must we will impose a limit or make such things application-only if it gets out of hand or becomes unreasonable. Descendants are a first-come, first-serve basis- if someone has already chosen a canon or two as their characters' predecessor, you cannot use them unless you make your characters related (ie: siblings or cousins).
There will be a list of canons below that are to be off-limit- that is, it is impossible for them to have descendants due to the events of the backstory or the fact that they would have never had offspring.
List of Off-Limit Canons
1.) Twilight
2.) Celestia
3.) Luna
4.) Shining Armor x Princess Cadance
5. Discord
6.) Spike
7.) King Sombra
8.) Queen Chrysalis
Prosthetic limbs
Prosthetic limbs are allowed, of course, but keep in mind more simpler things like peg-legs or wheelchair-like contraptions will be much more common than the enchanted-crystal powered mechanical limbs. These mechanical limbs are state-of-the-art and rare. You can still create a character with them, of course, just don't go beyond more than two mechanical prosthetics as they would not only be very expensive to maintain, but difficult as well with materials so few and hard to find. Mechanical wings on a unicorn would also be too reminiscent of alicorns for wastelanders to be comfortable with it (but we won't stop you, just as long as you know the danger).
Ascension
(For Alicorn related characters)
Ascension into alicornhood requires a specific set of requirements before a pony can reach it, and in the place like the wastelands it would be very rare indeed. It is not the creation of new magic or the mastery of one's talent, but much more than how belief would have it. A pony must have shown utter selflessness in their actions, experience an important life-changing event or near death experience, and furthermore see beyond themselves, become enlightened. These qualities are important, because alicornhood is a special state for a pony to reach- and for the wastelands would be far more difficult where ponies know nothing but murder, war, and survival.
Beyond these details, your imagination is the only limit!
6.) Spike
7.) King Sombra
8.) Queen Chrysalis
Prosthetic limbs
Prosthetic limbs are allowed, of course, but keep in mind more simpler things like peg-legs or wheelchair-like contraptions will be much more common than the enchanted-crystal powered mechanical limbs. These mechanical limbs are state-of-the-art and rare. You can still create a character with them, of course, just don't go beyond more than two mechanical prosthetics as they would not only be very expensive to maintain, but difficult as well with materials so few and hard to find. Mechanical wings on a unicorn would also be too reminiscent of alicorns for wastelanders to be comfortable with it (but we won't stop you, just as long as you know the danger).
Ascension
(For Alicorn related characters)
Ascension into alicornhood requires a specific set of requirements before a pony can reach it, and in the place like the wastelands it would be very rare indeed. It is not the creation of new magic or the mastery of one's talent, but much more than how belief would have it. A pony must have shown utter selflessness in their actions, experience an important life-changing event or near death experience, and furthermore see beyond themselves, become enlightened. These qualities are important, because alicornhood is a special state for a pony to reach- and for the wastelands would be far more difficult where ponies know nothing but murder, war, and survival.
Beyond these details, your imagination is the only limit!
_____
Stats
If you have not already looked through the information threads about species and colors, you should do so now! This post will center around more detailed character creation, such as applying stats for the usage of dice in roleplay. Mind you, this will not be straight up D&D-style dice (not unless you want to play it like a dice game between you and your friend/the rp group), but it will allow you to do checks just like in the game.
There is a nice Fallout character creator floating around that we will use as reference for our own system, however energy weapons, guns and explosives are not included in the canon and should therefor not be considered.
newvegas.vault106.com/ !
This link will be highly helpful for figuring out your characters' stats, the alterations of will be below should you wish to copy/paste it into your character profile with what you have chosen. Mind you, this isn't mandatory! It's a completely optional addition if you want the aid of dice to help you in roleplay situations- like persuading someone else's character to hand over that nice shiny sword of theirs....
Stats AC
Strength - 0 Health - 100
Endurance - 0 (#) Carry Weight - 100
Agility - 0 Defense - Endurance AC total*
Perception - 0 (#) Melee - # total of weaponry + whatever weapon your character is using
Intelligence - 0
Charisma - 0
Luck - 0
Points to spend - 25
Tagged skills - 0/3 - [relevant active skills]
Traits - 0/2
One extra point can be placed in the passive skill of your choosing based upon the species you are playing. Griffins are naturally granted a +2 to Strength.
Health is determined thusly: You start out with 100, but say you make your STR 2. From there you add 20 onto that 100 so it becomes 120. STR 3 makes it 130 and so on. Carry weight is settled in the same manner with Endurance; carry weight serves little purpose other than for show and perhaps a realistic reference for the maximum that a pony can carry which means your pony can't and shouldn't be carrying an impossible amount or weight of items especially over a long distance. How tiring!
Your health, defense and melee are determined by the stats' base numbers, that is before they were tagged. For example, a character's endurance is 3 (but was tagged which doubled it to 6). The AC determines it as 13, which makes Defense the same number. Tagging a skill does not make your AC/Defense 16.
Passive/base skills will determine whether or not a roll against your character works. For example, a character has lied to yours (and thus the player rolls for it), how high your perception/passive skill AC is will decide whether or not your character sees the lie for what it is, or believes what they've been told.
Once you have put your points to spend into your chosen passive skills, you may add on 10 to that number in the () above to determine AC.
example: prntscr.com/7oz2fz
Passive Skills and their Connected Active Skills
Strength - Weaponry, Unarmed, Health
Endurance - Survival, Carry Weight
Agility - Stealth
Perception - Lockpick
Intelligence - Medicine, Repair, Tinker, Magic
Charisma - Speech, Barter
Luck is a wildcard that is used to aid you in hostile or dangerous situations; use it wisely. It also affects the trait 'Mysterious Stranger.'
Tagging any of these skills will double their amounts in order to show where your character's strength lies. Although it might be wise to display which of the active skills (list below) your character specifically has strengths in. Things like AC, Health and Carry Weight are to be figured out after you have distributed your 25 points, and tagging the skills connected to them will not raise their amount, however melee will still be affected by the tagging.
These skills may or may not remain the same, but you may be granted a certain amount of points to spread through your active skills depending on how often you roleplay and the nature of these roleplays/through what your character learns. In other news, a different way of 'leveling up'!
Active Skills Info:
Barter - Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy.
Speech - The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.
Medicine - The use of first aid, healing of major wounds, tending to crippled limbs, and taking care of poisons, toxins, and Windblight.
Lockpick - The skill of opening locks without the proper key. The use of lockpicks will greatly enhance this skill.
Weaponry - Your skill with various weapons in battle.
Unarmed - Combat using naught but your hooves to aid you.
Repair - The practical application of your intelligence, for fixing weapons, upgrading armor, and fixing equipment among other things.
Stealth - Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate.
Survival - How well you cope with living in the harsh Wasteland. You are better able to scrounge for food, build campfires, and make shelter.
Tinker - You know how to deal with new technology. With your know-how, you can figure it out, build it better, and create new from old, paving the way forward with your ingenuity.
Magic - Your capability of better tapping into your innate magic, and therefore cast stronger spells, having a better grasp on controlling weather, or becoming in tune with your environment.
Passive Skills Info
Strength - Raw physical strength.
Endurance - Stamina and physical toughness. Being able to survive where others may not.
Agility - Coordination, the ability to move well and move fast.
Perception - The ability to see, hear, taste and notice unusual things.
Intelligence - Knowledge, wisdom and the ability to think quickly, to know what to do.
Charisma - A combination of appearance and charm. Knowing how to influence people with words.
Luck - Fate. Karma. An extremely high or low luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) one is.
Traits
See Here!
Defense
This is determined by Endurance.
Armor Class
Your character's armor is important for their survival in the Wasteland. Still, not all Wastelanders will wear it. Some may feel their home is secure enough that it is not necessary to wear outside of special occasions (raider attacks, et al), and others may just be bold/foolish enough to believe that they do not need armor. Others still will take no chances and remain geared up regardless of how serene their present surroundings are.
Armor Class is not a fixed category, and may change as your character gains, bolsters, breaks, and loses their equipment over time. Remember to keep your profiles appropriately updated on what your character is wearing~ It makes things a lot easier for everypony else.
Here is an image for basic armor designs for a good visual reference - you would, of course, still be able to make up your own armor designs that fit the category that you've chosen for your character(s).
[+0 DEF] N/A
Headbands, hairbows, scarves, bandanas, and other accessories or flair that cover little to none of a character's body.
[+1 DEF] Basic Light
Animal pelts, thin fabrics (cotton, polyester, silk, etc).
[+2 DEF] Advanced Light
Base leather armor, thick fabrics (denim, hessian, etc).
[+3 DEF] Basic Medium
Reinforced (layered) leather with few or insignificant metal components (e.g. a single pauldron, or a buckler worn on one leg).
[-1 AGI, if base STR is less than 4]
[+4 DEF] Advanced Medium
Reinforced (layered) leather with many or significant metal components (e.g. pauldrons, a chest plate, or a metal helmet).
[-2 AGI, if base STR is less than 6]
[+5 DEF] Basic Heavy
Full metal armor with no crystal-tech components. Exceedingly difficult to move in unless you're Marecules' cousin.
[-4 AGI, if base STR is less than 9]
[+6 DEF] Advanced Heavy
Crystal tech-powered armor suits, worn by specially-trained Archivers and utilised with deadly force as necessary. Common Wastelanders will find this armor impossible to use, even if they somehow manage to get their hooves on a set.
[-3 AGI, if base INT is less than 7]
At this time you may create one character in Advanced Medium armor without asking (the associated penalty still applies, of course). If you wish for more of your characters to be as well geared up as your first, you must have them earn it through RP- posting your RP logs on the forum is a good way to show the veracity of your character's claim to their equipment!
Either Basic or Advanced Heavy armor must be earned by your character entirely IC (most often by way of dream events, or joining the appropriate faction), and cleared with the dream owners OOC before it will be considered 'canon' to the dream.
Weapons
Keep in mind the type of pony you're playing when choosing a weapon. It's all well and good to give your Earth Pony that mace, but how are they meant to carry it? How are they meant to wield it in battle?
[+0 ATK] Unarmed
Just your bare hooves & teeth
[+1 ATK] Holdout Weapons
Hoof-mounted spikes/'brass knuckles', daggers, and other small blades
[+2 ATK] Weak Weapons
'One handed' swords, hatchets, batons, polearms/spears
[-1 AGI, if a polearm]
Crossbows (usually hoof-mounted)
[-3 PER, if base PER is less than 5]
[+3 ATK] Moderate Weapons
'Two handed' swords, war axes, glaives
[-2 AGI, if base STR is less than 5]
Longbows
[-5 PER, if base PER is less than 7]
[+4 ATK] Strong Weapons
Maces, flails, clubs, 'greatswords'
[-3 AGI, if base STR is less than 7]
Rolls
If playing Furcadia, you can write 'roll 1d20' in the window to roll the dice.
Active skills will be rolled as 1d20+# with # being the number of the skill you're using. For example: roll 1d20+5 (yep, exactly how it is written here!)
If the number rolled is higher than the requirement to do something, or an opponent's AC/defense, it is a success and therefore goes through no matter what. If it is lower, then it is a failure.
Attack
When you roll for unarmed attacks, you must first roll a hit check. Hit checks use *Perception for accuracy, and will be rolled as 1d20+# with # being the number of your character's perception (base number, not AC). If the number rolled is over the opponent's defense, it is a successful attack. You then roll for damage, which is the number of your Melee- 1d20+# with # being the total melee.
*For characters (being playe on Furcadia) with perception lower than 5 you will be allowed a +3 bonus.
When rolling for damage with spells or blasts of magic (for unicorns) or weaponized weather (like lightning, for Pegasi), you roll 1d20+# with # being the number of your Intelligence rather than Melee.
Total health increases by 10 with each point added to Endurance. When hit, you must remove the amount the attacker has rolled from your Health. If your character hits below 10, they are unconscious. If it is 0 or below, they are dead.
Basic Enemy Stats
Feral Changed
Strength - 6 Health - 130
Endurance - 2 (12) Defense - 12
Agility - 6 Melee - 6
Perception - 6 (16)
Intelligence - 1
Charisma - 1
Luck - 1
Raider NPCs
Strength - 5 Health - 150
Endurance - 4 (14) Defense - 14
Agility - 5 Melee - 5 + weapons they're using (6 if daggers, 7 if swords, etc)
Perception - 5 (15)
Intelligence - 2
Charisma - 1
Luck - 1
Whytael
Strength - 9 Health - 190
Endurance - 7 (17) Defense - 17
Agility - 3 Melee - 9
Perception - 4 (14)
Intelligence - 1
Charisma - 1
Luck - 1
Mutts
Strength - 7 Health - 170
Endurance - 5 (15) Defense - 15
Agility - 4 Melee - 7
Perception - 4 (14)
Intelligence - 1
Charisma - 1
Luck - 1
Arimaspi
Strength - 4 Health - 110
Endurance - 5 (15) Defense - 15
Agility - 4 Melee - 4
Perception - 4 (14)
Intelligence - 1
Charisma - 1
Luck - 1