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Agrave;Earth Ponies

Height: 3’10” + 2d6” – From 4’0” to 4’10”

Weight:250 + (2d6*10) – From 270 to 370 macs

Diet: Herbivorous

Unique Ability: Earth Pony Dedication:Earth ponies are frequently regarded as the least threatening of the three pony karyotypes. This is not the case – while lacking the wings of the Pegasi or the inherent magic of the Unicorns, Earth ponies frequently more than compensate for this with their sheer tenacity, intelligence, and hard work. As such, they receive Strong Back or High Ho Silver, Away! for free at character creation, and every time they increase in level they get one more skill point than they would otherwise. It was almost exclusively Earth Ponies who designed such things as the Stables, the tunnel network around Hoofington, the guns still in use in the wasteland today, the armor used by the Steel Rangers, Shadowbolt Tower, and every one of the Ministry of Awesome Towers of the SPP network. Many ponies would do well to note that these wonders of the old world are still standing.As a result of their strengths, Earth ponies get one free extra point to two of the following attributes: END, INT, or STR at character creation, and a free 1-point trait of their choice. They may elect to lower the cost of a multi-point-cost trait by one instead of receiving another trait for no cost.

Skill Bonus Ranks:

+5 Science, +5 Repair, +5 Unarmed, +5 Big Guns, +5 Survival (pick any two), -10 Lockpicking (Minimum 5)

Racial Skill: N/A

Special Trait Eligibility:

- Free instance of either the Strong Back or High Ho Silver, Away! perk at character creation. Whichever perk is chosen can still be taken a second time as a level-up perk; the effects stack.

- Free trait worth one point, or trait-cost reduction of one point

- Eligible to take Ricochet, a Level 26 Perk, as a 1-pt cost Trait at character creation.

- Stable Dweller (Cannot pick Survival, must take Strong Back)

- Cyberpony (GM approval is not necessary for earth ponies)


Agrave;Unicorns

Height:3’11” + 2d6” (Includes Horn) – From 4’1” to 4’11”

Weight:230 + (2d6*10) – From 250 to 350 macs

Diet: Herbivorous

Unique Ability: Magic: Even the lowliest of the unicorns are gifted with some form of magic. All unicorns are graced with the ability to telekinetically manipulate objects. This gives them the finest motor control of all of the pony types, and, depending on the strength of their telekinetic abilities, can also give them the greatest effective strength of all three as well. The fine manipulation granted by magic negates the lockpicking penalty normally incurred by all hooved races, and grants unicorns minor bonuses to tasks requiring a delicate touch. The downside of this is that due to their focus on magic, unicorns tend to rely on it to accomplish tasks, leaving them slightly less skilled on average than pegasi or earth ponies. Unicorns may start with a free cutie-mark spell related to their tag skills, though not all cutie marks grant spells, and may choose to receive one other free level 1 spell (see the “One Trick Pony or Stubby Little Horn” hindrances below for alternative options). At character creation, Unicorns can ignore any listed character level requirements for spells; this does not change the fact that they may still only learn level 1 or 0 spells. Unicorns automatically get +1 PER, INT or Luck at character creation.



Skill Bonus Ranks:

+3 Small Guns, Sneak, Lockpicking, Energy Weapons or Science (pick 3)

Racial Skill: Magic +10, Intelligence Based

Special Trait Eligibility:

- One Trick Pony -- Spell limitations in exchange for attribute points of your choice

- Arcane Devotion -- Extreme focus on magical studies makes your character better at learning different types of magic

- Magical Savant -- Variable benefits, excellent for those specialized in casting spells)

- Stubby Little Horn -- Minor spell limitations

- Channeler -- Faster magical strain recovery


Agrave;Pegasi

Height:3’10” + 2d6” – From 4’0” to 4’10”

Weight:130 + 2d10*10 – From 150 to 310 macs

Diet: Herbivorous

Unique Ability: Flight:A pegasus without their wings is less than an earth pony; the only known cases of pegasi losing their wings in accidents invariably end with death of the affected by suicide. In addition to their wings, the Pegasi have a limited form of their own magic that allows them to build out of and otherwise interact with clouds as if they were solid matter. This magic is retained even if the wings of a pegasi are removed, but can be “turned off” when desired by the Pegasus.

Most pegasi out in the wastelands have a distinctly different upbringing than that of the surface races, due to the fact that the majority of pegasi society completely isolated itself from the surface after the destruction of Cloudsdayle in the ending days of the war.Because of the Grand Pegasus Enclave, pegasi as a whole have a greater chance of coming from a scientific background or having formal energy weapons and power armor training than any surface pony or zebra. It must be remembered that aside from the rare few pegasi born to earth ponies and unicorns as a result of genetic throwbacks, the only pegasi on the surface are either Dashites, are with the Enclave Volunteer Corps out of Thunderhead, or are operating clandestinely to represent the Enclave’s interests; the background bonuses to skills available to characters from these varied points of origin differ significantly, with most surviving Dashites coming out of the military ranks and a majority of the volunteer corps being younger and from a more scientific or medical background. At character creation, ground-born pegasi get +1 to AGI, END or PER, Dashite pegasi get +1 AGI or PER, and EVC or other Enclave pegasi get +1 AGI or INT.

Skill Bonus Ranks:

+5 Survival, Mercantile, Small Guns or Sneak (pick two) (Ground-Born);

+5 Survival, EnergyWeapons, Big Guns or Repair (pick two) (Dashite);

+5 Medical, Science, Survival, Small Guns or Energy Weapons (pick two) (Enclave or EVC);


Date: 2015-12-11; view: 857


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