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Books and Magazines

Reading books and magazines is an important way for characters to gain the knowledge and skills necessary to help better prepare themselves for the challenges they face out in the wasteland. In game terms (and rather unlike Fallout: New Vegas), both books and magazines will permanently grant a character skill points, with each type of book or magazine being tied to a specific skill.

A book is capable of granting multiple skill points over a long period of time as a character gradually reads through and annotates the pages, in effect making the book their own and serving to make that book less useful to any other character that might come along later and try to glean information from it. In other words, books are capable of granting a skill point multiple times – up to 1+1d4 times if the book is relatively unused or new, representing the variable length of different editions or copies of a text, each time granting a single skill point in addition to any bonus skill points granted by perks, traits or hindrances. They can be traded amongst characters after one or another has finished learning what they can from a book, but the new possessor will find that they cannot use the book to the same extent as their predecessor. Each time a book is used and traded, the number of times it can provide skill points to its new owner decreases by one (1d4, 1d4-1, etc.). Used books are only worth half as much as “new” or un-annotated books.

A character who has read through a particular edition of a book cannot gain any further information from a different copy of the same edition. Only more robust copies – perhaps bootleg editions that escaped censorship by the ministry of image, for example – would be able to provide additional skill points on the same subject matter.

Magazines, on the other hoof, are shorter, substantially more casual affairs. When a character reads through a magazine, it is not necessarily destroyed or defaced in any way, but only grants them skill points once (with the number of skill points still being equal to 1 + any additions from perks, traits or hindrances).

Gaining the benefit of skill points from a book generally requires that the character have at least 25 ranks in the skill to begin with, representing knowledge of at least some of the nuances of the subject matter. Magazines, however, have no requirements for a character to receive their benefit. A list of books and magazines with associated values, weights, and the skills they apply to or otherwise contain information about is provided below. There is at least one book and one magazine associated with each skill, but there is no upper limit to how many books or magazines exist that may relate to an individual skill; GMs should feel free to create their own titles. Non-skill benefits like those provided by the Egghead’s Guide to Running or Daring Do and the Quest for the Sapphire Stone only are obtained by the character after the book is completely finished. Spell- or recipe-learning benefits may occur after the book is finished or with each reading, GM’s discretion.



Books and magazines marked as “(Adult)”come with added bonus content that may have absolutely nothing to do with skills. Just tell your party members that you kept it for the articles!


 

Book (b) or Magazine(m) Title Associated Skill Wt Value
Equestria Daily (m) Any Skill (varies by issue)
Griffin’s Paw (Adult) (m) Energy Weapons, Big Guns or Flight (varies by issue)
The Egghead’s Guide to Running (b) Increases movement speed by 5’ (only once)
Padlock’s Tricks and Traps (b) Lockpicking or Explosives (pick one)
50 Mares of Grey (Adult) (b) Lockpicking or Speechcraft (pick one)
Legends and Lore: A Complete Collection (b) Magic or Flight (pick one)
Hot Shot Plots (Adult) (m) Mercantile or Speechcraft (pick one)
Gems and Spells Suspensions (m) Science or Energy Weapons (pick one)
Colteo and Filliet (b) Speechcraft, Melee or Medicine (pick one)
True Stories of a Royal Guard (b) Small Guns, Big Guns, or Melee (pick one)
Daring Do and the Quest for the Sapphire Stone (b) Sneak, +5 roll bonus to AGI (only once)
The Amazing Mare-Do-Well (m) Sneak or Unarmed (varies by issue)
Big Bad Battle Saddles (m) Big Guns
Guts and Glory: Big Macintosh and his Marauders (b) Big Guns
Equestrian Army Today (b) Big Guns
Tunneler’s Technical Annual (m) Dig
Modern Mining Techniques (b) Dig
Zen and the Art of Digging (b) Dig
Focusing Matrices and Natural Crystal Geometries (b) Energy Weapons
Applied Gemstones (b) Energy Weapons
Gemstones Today (m) Energy Weapons
C4 – Completely Crippling Combustible Compounds (Where to Place them for Maximum Damage!) (m) Explosives
Duck and Cover: And Equestrian Patriot’s Guide to Survival (b) Explosives
Fantastic Plastics: Maximizing your Explosive Potential (b) Explosives
The Big Book of Boom: A Dynamite Guide to Handling Explosives (b) Explosives
Equestrian Air Guard Recruiting Pamphlet (m) Flight
Wingboners (Adult) Magazine (m) Flight
Flying for Eggheads (b) Flight
Zen and the Art of Flight (b) Flight
Daring Do and the Shoes of Midnight (b) Flight
Today’s Locksmith (b) Lockpicking
Today’s Locksmith Quarterly (m) Lockpicking
Daring Do and the Temple of the Moon (b) Lockpicking
Beyond Imagination (m) Magic
Twilight Sparkle’s Notebook (b) Magic (unicorn/alicorn only); permanently halves burnout recovery time. May teach one or more spells.
So You’ve Burned Out: Now What? (b) Magic (unicorn/alicorn only)
Zen and the Art of Magic (b) Magic (unicorn/alicorn only)
Spellbook or Grimoire (b) Magic; may teach one or more spells or recipes, possibly both.
Black Book (b) Magic; Psychological effect on reader --
The Motivations of the Stars (b) Magic (zebra only) and Speechcraft
Brews and Stews (b) Magic (zebra only) and Survival
Recipe Scroll Magic (zebra only); may teach one or more zebra recipes.
Canterlot Journal of Internal Medicine (b) Medicine
First Aid Manual (b) Medicine
Look Yourself in the Mouth: How to Maintain a Healthy Body and Mind (m) Medicine
Supernaturals: Natural Remedies and Cure-Alls that are Simply Super (b) Medicine
Tiny, Tiny Fillies – All You Need to Know About Pediatric Medicine (m) Medicine
Stable Security: Non-lethal Suppression Procedures (b) Melee
Sword Mares: The Moon Monster from Beyond the Moon (b) Melee
Tails of Calvalrie (m) Melee
Celestia’s Profit Margins (b) Mercantile
Filly Fatale (adult) (m) Mercantile
SalesStallions Weekly (m) Mercantile
Tales of A Misplaced Merchant (b) Mercantile
Hoofin’ It: DIY Repairs for the Everypony (m) Repair
P-51b Technical Manual (b) Repair
RoBronCo Product Catalogue (m) Repair
Spark Plug’s Electronics (b) Repair
TLC2 – Tender Loving Care for Totally Lost Causes (b) Repair
The Big Book of Arcane Science (b) Science
Spell Matrices Digest (m) Science
Spell Matrices for Complete Idiots (b) Science
All Quiet on the Equestrian Front (b) Small Guns
Bullets and You: The Art of Giving (b) Small Guns
For Whom the Sun Rises, the Moon Sets (b) Small Guns
Ironshod Firearms Weapons Catalogue (m) Small Guns
101 Disguises (m) Sneak
Hidden Secrets (b) Sneak
How Not to be Seen (b) Sneak
Zebra Infiltration Tactics (b) Sneak
Meeting Ponies (m) Speechcraft
Paradise Lost (b) Speechcraft
Principals of Proper Pony Speech (b) Speechcraft
The Lavender Flower (b) Speechcraft
Colt’s Life (m) Survival
Foal Scouts Handbook (b) Survival
Give Peas a Chance: A Vegetarian Cooking Guide (b) Survival
Rail Scout’s Guidebook (b) Survival
Stress and the Zebra Refugee: A Primer (m) Survival
The Wasteland Survival Guide (b) Survival
We all Eat Hay and Oats: The Equestrian Patriot’s Cookbook (m) Survival
Hooves of Steel (m) Unarmed
Horseshoe Times (m) Unarmed
The Martial Arts of the Zebra (b) Unarmed

Date: 2015-12-11; view: 823


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