Friday, June 1, 2012
Lots of new characters being tested...
So, I haven't checked in here in a LONG time. Sorry about that. I'm apparently busier than I believe sometimes. Anyway, while I haven't had the chance to make a post here, I have been busy working on a bunch of new stuff for Fraging is Magic. One of those things is new characters. I finished Fallout: Equestria a little while back, and I decided to add some of those awesome characters in here, since they seem to fit pretty well. Check them out after the break.
One quick note before the chars: these are still in development (hence why they're on the blog, and not on the Google doc). Also, there may be some mild spoilers here if you haven't read FO:E yet. Nothing too serious, but still... Oh, and I'm still working on Gawd (or her kids; I haven't decided yet). Anyway, here's the chars.
Levitation: Littlepip may use levitation to throw an opponent within line of sight. Counts as an attack. May only be used once per turn.
Roll 1d6. Succeeds on a 5-6.
On successful hit, roll current Health, disregarding armor bonus. Opponent is thrown that number of spaces divided by two, rounded up. Throw is omnidirectional.
Apply damage according to knock-back rules.
Flight: Littlepip nay levitate her entire body once per turn. May move through obstacles without penalty. Must land at the end of her turn. May not pick up items while in flight. May choose to land at any time.
Toughness: Time spent in the wasteland has increased her natural damage resistance. +2d6 on all Health checks, and ignores bonus damage.
Deadshot: When attacking with any rifle (includes Battle Saddle, Machine Gun, Pulse Rifle, Lightning Blaster, and Electromagnetic Cannon), roll 1d6 for accuracy. On a 3-6, the attack hits. Target must be within maximum weapon range.
Battle Saddle: Two rifles attached to a modified saddle, with a fully customized firing and reloading system. Replaces Pistol as standard weapon. 4d6 damage.
Expert Scavenger: Search high and low for anything that might’ve been left behind. At the expense of all attacks and half speed, rounded up, roll 1d6. On a 1, receive one bloodspot. On a 2-3, receive one gadget. On a 4-5, receive one weapon. On a 6, find an ammo cache; reload all weapons.
Dart Gun: Replaces Pistol as standard weapon. 2d6 damage. On a successful hit, roll 1d6. On a 4-5, target base speed is halved, rounded up, for their next turn. On a 6, target loses next turn.
Pyrelight: Velvet summons her pet radioactive phoenix. Roll 1d6. On a 5-6, nearest visible opponent within 6 spaces takes a 4d6 fire attack.
Magic Shield: When being attacked, roll 1d6. On a 5-6, you create a magic shield; add 1d6 to your defense roll.
Ranger Armor: Signature armor worn by the followers of the Ministry of Technology. Gains +2d6 to all health checks, but cannot equip any other armor, including the Exoskeleton.
Heavy Weapons Expert: Ranger armor has an internal targeting system specially calibrated towards high explosive ordinance. Heavy explosive weapons (Assault Cannon, Heavy Assault Cannon, Missile Launcher, Portable Nuke) gain +1 Accuracy.
Ghoul: As a survivor of nuclear fallout, SteelHooves’ body is healed by radiation. When attacked by radioactive weapons (Portable Nuke, Radioactive Barrel), attack rolls are halved, rounded up, and minimum damage does not apply. If he is not fragged by the attack, SteelHooves gains 1 health from the resultant radiation cloud.
Zebra (considered an earth pony)
Hoof of Fury: Melee attack. Damage is current Health + 1, disregarding armor bonuses.
Invisibility Cloak: At the end of her turn, roll 1d6. On a 6, no one may target Xenith this round.
Master of Fallen Caeser Style: As a master martial artist, Xenith must remain unencumbered while in battle to fully utilize her abilities. Xenith may not equip any weapons or armor (including the Exoskeleton), but all of her melee attacks disregard the target’s armor.
Enclave Armor: Equipped with a customized suit of Enclave armor.
+1d6 on all Health checks.
Standard pistol is replaced by magic rifles equipped to the armor’s battle saddle. Does 3d6 energy damage.
Cannot equip any other armor, including the Exoskeleton.
Energy Weapons Expert: Enclave armor has an internal targeting system specially calibrated towards energy weapons. All energy weapons gain +1 Accuracy.
Scorpion Tail: Melee attack. Damage is current health + 2d6, disregarding armor bonuses.
Ditzy Doo (ghoul)
Absolutely Everything!: Ditzy has a knack for finding even the most hard-to-find items in the Wasteland. +1 to weapon and gadget pickups.
Toxic Rainboom: If Ditzy Doo’s movement roll is 21 or greater, she may perform a Toxic Rainboom. On the 12th space of her movement, she unleashes a nuclear explosion (9d6 in 6x6 area, minimum 2 damage). This is considered an attack. After this attack, Ditzy’s Health is 1, regardless of gadgets in play, until the start of her next turn.
Ghoul: As a survivor of nuclear fallout, Ditzy Doo’s body is healed by radiation. When attacked by radioactive weapons (Portable Nuke, Radioactive Barrel), attack rolls are halved, rounded up, and minimum damage does not apply. If she is not fragged by the attack, Ditzy Doo gains 1 health from the resultant radiation cloud.
That Gun: A modified .223 rifle, cut down to a pistol. Replaces Pistol as standard weapon. 3d6 damage.
Prepared: Always be ready for what may come. +1 to weapon and gadget pick-ups.
Gunslinger: Reggie prefers a gun in both claws. When equipped with any two pistols, may sacrifice 1 Accuracy to fire both weapons once in the same round. May select separate targets. Must roll each attack separately.