tag:blogger.com,1999:blog-40636016679347209772024-03-13T18:13:19.498-05:00My Little Pwny: FRAGing is MagicMy Little Pwny: FRAGing is Magic is a custom mod for Steve Jackon Game's fast paced board game, FRAG.
Frag is a fast paced, light-on-rules board game based on computer first-person shooters.
My Little Pony: Friendship is Magic is a cartoon targeted towards young girls that teaches valuable lessons about friendship and has picked up a fan base among adult males.
When you combine the two, you get My Little Pwny: FRAGing is Magic.i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.comBlogger31125tag:blogger.com,1999:blog-4063601667934720977.post-31749212141348589892013-10-28T21:45:00.001-05:002013-10-28T21:53:30.245-05:00Aw, ponyfeathers...Holy bucking Tartarus, it's been over a year since any of us updated this blog! It isn't that we've ceased working on this project or that (speaking for myself, at least) interest in continuing has been lost. It's more that the vast majority of our discussions and build modifications occur on our <a href="https://www.facebook.com/groups/MyLittlePwnyFRAGingisMagic/" target="_blank">Facebook group page</a> and never find their way here. Believe me when I say I'm really sorry about that! Hopefully I'll remember to post all the crazy shenanigans over on <i>this</i> outlet, too!<br />
<br />
Anyway, just like the last time an update was posted here, we did run
FRAG at FAN:dom 2013, though the layout of this year's con made finding
space to play far more difficult than last year. Regardless, games were
played, characters were tested, and modifications were made. I won't be
covering the "finished" builds that were played, as they've already gotten a lot of playtesting and I was only really paying attention to the builds that showed necessary modification. More to follow after the break.<br />
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<a name='more'></a>
<h4>Rarity</h4><br />
Yeah, this was the big one to come out of the weekend's games. For the longest time, I've been worried that Rarity was overpowered. I'd chalked up my wins with Rarity--commanding wins, at that--to luck of the draw and the kindness of the dice gods. Still, I couldn't discount that I almost <i>always</i> found myself tanking more damage than should be reasonably expected for a character with 1 Health. The game we ran on Friday was no different: with nothing but an Enhanced Medpack and a Pot of Coffee, Rarity was able to tank consecutive 12d and 5d damage, which eventually led to her fragging her attacker on her next turn. Granted, a 12d attack isn't a guaranteed kill, especially against a target that has decent gadgets in-hand. Still, the only 12d weapon in the game has an absurdly high kill rate against anything with 2 Health or less, so a 1 Health character surviving not only the initial damage but 5d in knockback as well is going too far. Hence, we decided on the following mods:<br />
<ul>
<li>Armored: reduced the Health check bonus from +2d6 to +1d6.</li>
<li>Know the Weak Spot: no longer an automatic success. Must roll 1d6; succeeds on a 5 or 6.</li>
</ul>
Based on the limited data gathered from the Saturday games, this nerf may have done the trick. Rarity wasn't an auto-frag like she was in our earliest builds, but Armored no longer makes her the impossible tank she'd normally been in my runs with the un-nerfed build. I wasn't able to test Know the Weak Spot, as nobody Rarity attacked equipped armor, but my own experience tells me that it should be fair to everyone else. After all, Rarity is perfectly capable of eating through armor with most of the weapons in the game without automatically ignoring all armor. At any rate, I think this build might <i>finally</i> keep Rarity from destroying <b>all</b> the things.<br /><br />
<h4>
<a href="https://www.facebook.com/notes/my-little-pwny-fraging-is-magic/lacunae-beta/554095001295971" target="_blank">Lacunae</a></h4><br />
This is quickly becoming one of my favorite builds of the Fallout: Equestria: Project Horizons characters. Funny coincidence that she's by <i>far</i> my favorite character from the novel itself... Anyway, this might be the first Alicorn build that's completely balanced from creation. She played well in my first run, and her second was no different. I might still worry a bit about her Telekinesis possibly being a bit too powerful thanks to her high health, her lower accuracy makes it less murderous. Anyway, I'm very close to calling this build complete, as I've yet to encounter any major problems.<br /><br />
<h4>
<a href="https://www.facebook.com/notes/my-little-pwny-fraging-is-magic/lucky/601512963220841" target="_blank">Lucky</a></h4><br />
Oh, this build. Before writing this post, I didn't even realize that this build wasn't posted anywhere, despite all the effort Zach and I have been putting into it. At any rate, it's one of the newest builds, based on the background character Lucky Clover and generally built to mimic the Anarchy skill of the Mechromancer from Borderlands 2. It requires a great deal of luck to make use of any of his abilities, as they depend on the character rolling lots of doubles or triples. However, if you <i>are</i> pretty lucky, he can turn out to be a surprisingly solid tank. <i>Too</i> solid, at times. We did end up nerfing his Lucky Dodge ability to only allow it to be activated while no armor is equipped. The build also still requires more extensive playtesting, as Zach's the only one to run it thus far. Anyway, he's built, and he's ready to be played, so feel free to run him and post your results.<br />
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<h4>
<a href="https://www.facebook.com/notes/my-little-pwny-fraging-is-magic/snowdrop-alt-pre-alpha/520049874700484" target="_blank">Snowdrop</a></h4>
<br />
OK, this isn't actually a legal build (every character must have a minimum of 1 in every stat, so a character with 0 Accuracy, while amusing, isn't possible), but it exists and was played. Honestly, I like the build. She's got the health to hold out against snipers like Rarity, the speed to not suffer much from hit-and-run characters like RD and Cheerilee, and while she doesn't have accuracy, she's got a nice selection of close-range debuffs and decent attacks. Jack (her creator) wants to add a fourth ability to her (if we're gonna make an illegal build, why the heck not), but I really don't think she needs it. She can't actually fire a weapon unless she picks up the HUD Helmet or Gaming Fez, but her primary 5d attack combined with her ability to keep her prey from outrunning her is a lethal combination. The only way she doesn't get constant frags is if she gets potshot by a sniper or goes up against a high health melee character like AJ. I'm definitely of the mindset to leave her as-is.<br />
<br />
Anyway...yeah. That's all the untested or still-in-development characters that got a run at FAN:dom. Wish I could've gotten more characters tested (like Trixie) but such is life. Hopefully I can convince some people to run a few games every now and again here in Pensacola. As for updating this blog, I will <i>try</i> to remember to post a weekly (or probably bi-weekly) update of new characters and happenings. No promises, though; my mind tends to wander every time I write up a new blog, and there are so my other things (that mostly consist of Tumblr or Facebook) that become vitally important while I'm trying to write. But I will at least try.<br />
<br />
Da Kaptin<br />
<ul>
</ul>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-58941622313971743252012-10-30T10:22:00.001-05:002012-10-30T10:33:00.866-05:00Fandom Con 2012!Thanks to everyone who played FRAGing is Magic with us at Fandom! It was a lot of fun, and I hope you all had a good enough time that you will go buy the game and play it with your friends!<br />
<br />
Frag is a game by <a href="http://www.sjgames.com/" target="_blank">Steve Jackson Games</a>. You will need to first buy that before you can play FRAGing is Magic. I suggest you go to your local provider of table top games, and if they don't have it in stock, ask them to order it for you. If you live in Pensacola, <a href="https://maps.google.com/maps?hl=en&ie=UTF-8&q=bobe's+hobby+house&fb=1&gl=us&hq=bobe's+hobby+house&hnear=0x8890e578113e97c9:0x7074c77463ac400,Milton,+FL&cid=0,0,17870705956909181162&ei=DPOPUL7cOYbA9gS04IGoDg&ved=0CJwBEPwSMAA" target="_blank">Bobe's Hobby House</a> is my favorite place for this stuff, so SHOW THEM SOME LOVE. If you for some reason can't, or don't want to do that, then you can order it online from a number of sources, including SJ Games themselves.<br />
<br />
Character sheets for ponies can be found in a number of places. The Mane 6, as well as a few others, are on Google Docs, and the link to that can be found in the tab above (or, just click <a href="https://docs.google.com/document/d/1E6iLsKlMPOZCecnyrv-PH6B3qSldQNPTWvZ9xjMlowE/edit" target="_blank">here</a>). We also have a group on Facebook where a number of other characters have been built and are being hosted (you can find that <a href="https://www.facebook.com/groups/MyLittlePwnyFRAGingisMagic/" target="_blank">here</a>!).<br />
<br />
Once you are playing, we would LOVE to hear feed back from you! Tell us your thoughts on the builds, make suggestions for things that can fixed, or submit your own character builds! This is entirely a fan project of the community and we encourage participation from everyone!<br />
<br />
Oh yeah, and show us some love by liking our Facebook page (which is <a href="https://www.facebook.com/MyLittlePwnyFRAGingisMagic" target="_blank">HERE</a>)<br />
<br />
And by the way, this was the first time we ever played an over sized 9 player game before, so thanks! I think it went very well ^_^<br />
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<br />i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com1tag:blogger.com,1999:blog-4063601667934720977.post-63442277725623889412012-06-15T00:29:00.002-05:002012-06-15T00:29:21.568-05:00PeliCon 2012It's official! We're going to be running FRAGing is Magic at PeliCon here in Pensacola this year!<br />
<br />
You can get all the details here:<br />
<a href="http://bobeshobbyhouse.com/pelicon/pelicon.html">http://bobeshobbyhouse.com/pelicon/pelicon.html</a>
<br />
<br />
I will be out of town, so Jonathan Harpster and Joseph Bartholomew will be running the games in my absence (I will be in Orlando for the Legend of Zelda: Symphony of the Goddess concert :p). Come show them your support!i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com2tag:blogger.com,1999:blog-4063601667934720977.post-65833315603777862462012-06-09T13:41:00.000-05:002012-06-09T12:41:25.839-05:00Playtest Report 06/08A productive playtest to report!? What is this?<div style="font-weight: normal; "><br /></div><div style="font-weight: normal; ">Yeah, we got two solid games of new character playtesting in. Most of the new additions are just about ready to go, while two or three still need further testing before I consider them ready. Still, it feels good to finally make some real progress! More details after the break.</div><div style="font-weight: normal; "><br /></div><a name='more'></a><div style="font-weight: normal; ">So, like I said, got some good playtesting in. 6 of the 8 characters got good play time, and the results are looking pretty good. That said, let's get into the individual ponies' data.</div><div style="font-weight: normal; "><br /></div><div><b>Autumn Leaf</b></div><div style="font-weight: normal; ">Turns out being unable to equip armor isn'<span style="font-size: 100%; ">t as big a handicap as I thought it would be. There was a single point of confusion about that rule, but for the most part the constant +1 turned out quite nicely. The +1 to energy weapon accuracy turned out nicely, too; not game-breaking, but exceptionally useful. I did re-word the ability to read +1d6 on accuracy rolls with energy weapons, just to be clear. Scorpion Tail wasn't actually used, but I don't think it'll prove to be too big an issue, since Autumn Leaf's speed isn't quite high enough for good hit-and-run tactics, and hit health is low enough that he'd stand a good chance of getting fragged if he closed to melee range and didn't kill his prey. All in all, I think he's pretty much set.</span></div><div style="font-weight: normal; "><span style="font-size: 100%; "><br /></span></div><div><b>Ditzy Doo</b></div><div style="font-weight: normal; ">Ditzy started the day by getting fragged quite a bit, thanks to her meeting enemies while she had no armor. Once she got armored, though, she was able to make quite the run. As I had assumed would be the case, Ditzy couldn't roll high enough to Toxic Rainboom without Speed Boosts. Well, it's technically in the realm of possibility with 4 speed, but the trade-off for doing it is pretty steep, i.e. a nearly guaranteed frag for anybody that can hit her. Of course, no one bothered to attack Ditzy after doing a Toxic Rainboom in this game, thanks to a good deal of smooth-talking. I did modify the range of the attack from 6 to 3, because 6 was far too wide a range for such a potent attack, regardless of the downside. As for her other abilities... Absolutely Everything! works just as well as a pickup bonus should work, and it turns out that Ghoul ended up working against Ditzy, rather than for her (I'll get to that later). Still, I'd like to get some more testing in with her, since Toxic Rainboom could be overpowered; it's not like it's EASY to get 21 on 4d6, but someone with the luck of the dice might just be able to pull off several of them without gadget assistance.</div><div style="font-weight: normal; "><br /></div><div><b>Regina Grimfeathers</b></div><div style="font-weight: normal; ">Sadly, most of Reggie's abilities didn't get much use, as she was occupied by an inexperienced player. The only thing that ever saw use was Prepared, but that one's a gimme. Theoretically, everything should work just fine. I just need her more thoroughly tested.</div><div style="font-weight: normal; "><br /></div><div><b>SteelHooves</b></div><div style="font-weight: normal; ">Ah, SteelHooves. In our first game, he acquired a Special granting him a near-infinite +1 to all stats (from the PvP set). Let's just say that Special won't be in any of my games anymore. He was a mere mortal in the second game, though, almost exclusively thanks to Xenith's armor piercing ability, which negated his Ranger Armor bonuses. Against everyone else, SteelHooves proved himself a worthy opponent. The +2 to health checks helped him immensely, but the inability to equip other armor kept him to a reasonable level of defense. Heavy Weapons Expert was never used, despite multiple opportunities; SteelHooves was making an awful lot of near-point-blank shots with explosive weapons. And Ghoul actually kept him alive against one of Ditzy's Toxic Rainboom. He did end up taking one point of damage from the attack, but healed it immediately, thanks to Ghoul; again, what I expected to happen. Like Autumn Leaf, I'd say SteelHooves is good to go.</div><div style="font-weight: normal; "><br /></div><div><b>Velvet Remedy</b><br />Velvet's Dart Gun turns out to be an awesome weapon. Velvet used it twice, both times on Autumn Leaf. The first time, Autumn's speed was halved. The second time, he was completely frozen and lost his next turn. Now, I'm a little iffy about continuing the 'lose a turn' aspect of this ability. The trade-off for it isn't bad--you're not going to score many kills with a 2d6 damage weapon--but losing a turn seems a bit harsh, even on a 6 only. I'll likely change it to lose movement rather than turn, just to make it a bit more balanced. Anyway, about her other abilities... Pyrelight works swimmingly; 4d6 attack is reasonably powerful, but most often non-lethal. Magic shield is a little worrisome, though. It seems to be a tad bit under-powered. Then again, 1d6 could make the difference between 3 damage and 2, and it is an ability that has no downside to rolling it every attack... I'll just leave it as is for now.<br /><br /><b>Xenith</b></div><div style="font-weight: normal; ">Our first game, Xenith was woefully ill-equipped to fight. Her offensive output, slightly overpowered on paper, turned out to be WAY too little, with her inability to equip weapons or armor. Sure, she had reasonable mobility, but she got killed every turn she decided to attack, because a single attack wasn't enough to bring down any opponents with a reasonable supply of medpacks. So, prior to our second game, I made her Hoof of Fury a double attack. This made her MUCH more potent, but does have the potential of making her TOO powerful. I need more tests before I can try to balance it, though. Invisibility Cloak was of no use whatsoever, so I changed it to Battle Reflexes--essentially a Pinkie Sense ability, succeeding on a 5-6. I didn't make that change until after the second game, so I haven't tested it yet. Lastly, Master of Fallen Caesar Style works well enough. I did add in a clause giving Xenith the ability to jump without penalty, though; it's not a game breaker, but it does help her mobility quite a bit. Anyway, Xenith has a lot of potential, but needs more testing before I'd call her ready.</div><hr /><div style="font-weight: normal; ">Well, that's all for this playtest. Hopefully I can get a decent round of testing in on Thursday, as I'd like to see these characters finished. Anyway, I'll keep working at it. Maybe I'll get more character inspiration and what-not. That's all for now. Have a good weekend, and happy FRAGing!</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-54031220676039724952012-06-01T22:11:00.006-05:002012-06-06T01:27:38.717-05:00Lots of new characters being tested...<span style="font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; font-family: Georgia, serif; font-style: normal; ">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 </span><i style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; font-family: Georgia, serif; ">have</i><span style="font-family: Georgia, serif; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; "> 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.</span><div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; font-family: Georgia, serif; "><br /></div><a name='more'></a><div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; font-family: Georgia, serif; ">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.</div><div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; font-size: 100%; font-family: Georgia, serif; "><br /></div><hr style="font-family: Georgia, serif; font-size: 100%; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; "><div style="font-family: Georgia, serif; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; "><div style="font-size: 100%; "><span><b>Littlepip</b></span></div><div style="font-size: 100%; "><span>Unicorn Pony</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 1</span></div><div style="font-size: 100%; "><span>Speed: 2</span></div><div style="font-size: 100%; "><span>Accuracy: 4</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>Levitation: Littlepip may use levitation to throw an opponent within line of sight. </span><span style="font-family: Georgia, serif; ">Counts as an attack. May only be used once per turn.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>Roll 1d6. Succeeds on a 5-6.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>On successful hit, roll current Health, disregarding armor bonus. Opponent is thrown that number of spaces divided by two, rounded up. Throw is omnidirectional.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>Apply damage according to knock-back rules.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Toughness: Time spent in the wasteland has increased her natural damage resistance. +2d6 on all Health checks, and ignores bonus damage.</span></div><div style="font-size: 100%; "><span> </span></div><div style="font-size: 100%; "><br /></div><hr style="font-size: 100%; "><div style="font-size: 100%; "><span><b>Calamity</b></span></div><div style="font-size: 100%; "><span>Pegasus Pony</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 2</span></div><div style="font-size: 100%; "><span>Speed: 2</span></div><div style="font-size: 100%; "><span>Accuracy: 3</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Battle Saddle: Two rifles attached to a modified saddle, with a fully customized firing and reloading system. Replaces Pistol as standard weapon. 4d6 damage.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><br /></div><div style="font-size: 100%; "><span> </span></div><hr style="font-size: 100%; "><div style="font-size: 100%; "><span><b>Velvet Remedy</b></span></div><div style="font-size: 100%; "><span>Unicorn Pony<span class="Apple-tab-span" style="white-space:pre"> </span></span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 3</span></div><div style="font-size: 100%; "><span>Speed: 2</span></div><div style="font-size: 100%; "><span>Accuracy: 2</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Pyrelight: Velvet summons her pet radioactive phoenix. Roll 1d6. On a 5-6, nearest visible opponent within 6 spaces takes a 4d6 fire attack.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Magic Shield: When being attacked, roll 1d6. On a 5-6, you create a magic shield; add 1d6 to your defense roll.</span></div><div style="font-size: 100%; "><span> </span></div><div style="font-size: 100%; "><br /></div><hr style="font-size: 100%; "><div style="font-size: 100%; "><span><b>SteelHooves</b></span></div><div style="font-size: 100%; "><span>Earth Pony</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 2</span></div><div style="font-size: 100%; "><span>Speed: 3</span></div><div style="font-size: 100%; "><span>Accuracy: 2</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span> </span></div><div style="font-size: 100%; "><br /></div><hr style="font-size: 100%; "><div style="font-size: 100%; "><span><b>Xenith</b></span></div><div style="font-size: 100%; "><span>Zebra (considered an earth pony)</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 3</span></div><div style="font-size: 100%; "><span>Speed: 3</span></div><div style="font-size: 100%; "><span>Accuracy: 1</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>Hoof of Fury: Melee attack. Damage is current Health + 1, disregarding armor bonuses.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Invisibility Cloak: At the end of her turn, roll 1d6. On a 6, no one may target Xenith this round.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span> </span></div><div style="font-size: 100%; "><br /></div><hr style="font-size: 100%; "><div><span><b>Autumn Leaf</b></span></div><div style="font-size: 100%; "><span>Pegasus Pony</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 2</span></div><div style="font-size: 100%; "><span>Speed: 3</span></div><div style="font-size: 100%; "><span>Accuracy: 2</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>Enclave Armor: Equipped with a customized suit of Enclave armor.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>+1d6 on all Health checks.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>Standard pistol is replaced by magic rifles equipped to the armor’s battle saddle. Does 3d6 energy damage.</span></div><div style="font-size: 100%; "><span><span class="Apple-tab-span" style="white-space:pre"> </span>Cannot equip any other armor, including the Exoskeleton.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Energy Weapons Expert: Enclave armor has an internal targeting system specially calibrated towards energy weapons. All energy weapons gain +1 Accuracy.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Scorpion Tail: Melee attack. Damage is current health + 2d6, disregarding armor bonuses.</span></div><div style="font-size: 100%; "><br /></div><div style="font-size: 100%; "><span> </span></div><hr style="font-size: 100%; "><div style="font-size: 100%; "><span><b>Ditzy Doo (ghoul)</b></span></div><div style="font-size: 100%; "><span>Pegasus Pony</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Health: 2</span></div><div style="font-size: 100%; "><span>Speed: 4</span></div><div style="font-size: 100%; "><span>Accuracy: 1</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>Special Abilities- </span></div><div style="font-size: 100%; "><span>Absolutely Everything!: Ditzy has a knack for finding even the most hard-to-find items in the Wasteland. +1 to weapon and gadget pickups.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span>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.</span></div></div><div><span><br class="Apple-interchange-newline"><hr style="font-family: Georgia, serif; font-size: 100%; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; "><div style="font-style: normal; font-variant: normal; line-height: normal; font-family: Georgia, serif; "><b>Regina Grimfeathers</b></div><div><div><span >Griffin</span></div><div><span ><br /></span></div><div><span >Health: 3</span></div><div><span >Speed: 2</span></div><div><span >Accuracy: 2</span></div><div><span ><br /></span></div><div><span >Special Abilities- </span></div><div><span >That Gun: A modified .223 rifle, cut down to a pistol. Replaces Pistol as standard weapon. 3d6 damage.</span></div><div><span ><br /></span></div><div><span >Prepared: Always be ready for what may come. +1 to weapon and gadget pick-ups.</span></div><div><span ><br /></span></div><div><span >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.</span></div></div></span></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-87495868122575776922012-05-21T12:42:00.000-05:002012-05-21T12:42:13.083-05:00Newcomer: Queen ChrysalisShe still needs some balancing, I think. protip: don't fly over lava when a player has a portable nuke or Grenade. This for Boss battles mode, so she can't pick up equipment or weapons.<br /><br />We are still working on the basic rules for boss battles, things got wacky last time when we pulled some cheat cards that make no sense for boss's. (no carrier on the boss anyone?)<br />
<a name='more'></a><br />Queen Chrysalis:<br />HP:20<br />
Frag Limit:5(?)<br />
Alicorn (Pegasus flight)<br />Health: 4<br />Speed: 2<br />Accuracy: 3<br />
<br />Shapeshift: Keeps her stats but becomes any pony within 10 squares, gains all of their abilities.<br />
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Reinforce: Can sacrifice movement for turn (must be done before rolling) Calls upon changelings for aid (no more than 4 changelings may be in play at once). (Keep this ability while shifted) Killing a changeling does not count as a Frag, changelings share a turn with Chrysalis<br /><br />Feed the hoard: changelings within 1 space gain +1 to health and accuracy for this turn, however they must end their turn within 1 space of Chrysalis or die instantly upon their next turn (lose this ability when shifted)<br /><br />Chrysalis standard weapon:<br />5D6 Laser<br /><br />Changeling<br />Health: 1<br />speed: 0 (uses chrysalis movement, so roll well!)<br />Accuracy: 1<br /><br />Minion:<br />operates off of Chrysalis's movement, no bonuses to movement are taken into account<br /><br />Pseudo-armor: Gets +2 to health rolls, considered unarmored for all other purposes besides defense<br /><br />Changeling Standard weapon:<br />2d6 melee attack (no health bonus)Body Baggerhttp://www.blogger.com/profile/17273151001204870328noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-42598937268855123652012-05-20T05:56:00.006-05:002012-05-20T07:09:53.651-05:00Princess Luna enters the fray!<span style="font-size: 100%; ">I figured it was time somebody posted a boss character, and since I've got one handy that survived a playtest, here we have it: Princess Luna.<br /><br /></span><div><div><div style="font-size: 100%; "><span></span></div><a name='more'></a><blockquote><div><b><span style="font-size: 150%; ">Princess Luna</span></b></div><div style="font-size: 100%; "><span><b>Alicorn Pony</b></span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><b>HP:</b> 20</span></div><div style="font-size: 100%; "><span><b>Defense:</b> 5</span></div><div style="font-size: 100%; "><span><b>Speed:</b> 1</span></div><div style="font-size: 100%; "><span><b>Accuracy:</b> 4</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><b>Special Abilities-</b></span></div><div style="font-size: 100%; "><span><b>Princess of the Night:</b> Strike fear in the hearts of your enemies. Roll 1d6. On a 5 or 6, all opponents’ accuracy is halved, rounded up. Effect lasts one round.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><span><b>The Royal Canterlot Voice:</b> </span><span style="font-family: Georgia, serif; ">Range 5, omnidirectional. </span><span style="font-family: Georgia, serif; ">All opponents are knocked back 5 spaces. Follows normal knockback rules.</span></span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><b>The Fun has been Doubled:</b> Roll 1d6. On a 6, your attacks rolls that turn are doubled.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><b>Teleportation:</b> May teleport anywhere on the map. Turn ends after teleporting.</span></div><div style="font-size: 100%; "><span><br /></span></div><div style="font-size: 100%; "><span><b>Luna Beam:</b> 5d6 attack. Normal attack rules apply.</span></div></blockquote><div style="font-size: 100%; "><span></span></div></div></div><div style="font-size: 100%; "><span>Note that her health and defense are NOT the same thing. Luna rolls 5d6 for all defense checks, and it takes 20 damage to frag her.</span></div>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4063601667934720977.post-18637775152091770622012-05-17T22:36:00.001-05:002012-05-17T22:36:42.131-05:00Carnage report on Pensacola GamenightCarnage report for pensacola game night:<br />
Chrysalis:0<br />
Ponies:4 changelings and 1 boss<br />
Details after the break:<br />
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The special card draw rules are working nicely.<br />
This time chrysalis died due to an error on my part in reading the knockback rules, after a brief skim of the rule I misinterpreted it that the knockback was the sum of all dice cut in half, this knocked chrysalis into the Lava, and throw her back 12 (from a roll of 24) spaces. In reality it should have only have been 4 spaces. The Lava map works BEAUTIFULLY for boss battles with chrysalis, it gives the ponies the chance to exploit EVERY possible game mechanic and quite a few hazards. More discussion will need to be had concerning cards like no carrier and theft for boss modes. <br />
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Due to teamwork and discussion chrysalis got no kills whatsoever, each player covered for the others weaknesses and helped each other survive. It turned into a black ops mission more than a First person shooter. After the little incident with the Lava Chrysalis went from 15 HP to 3, only to get a nuke dropped on her by a Pinkie Pie using cheater cheater, after that I let all hell break loose and the group start turning on each other. <br />
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Derpy had amassed an arsenal of weapons including the Missile launcher, the shotgun, 2 grenades from the FRAG:PvP expansion (8d), an experimental heavy assault cannon from that same expansion (12D) the backpack, 2 adrenaline surges, and some other stuff that nobody could remember by the end of the game. So, who ended up winning? it was a tie between Applejack and Derpy, 1-1 in 3 turns of mayhem after the boss fell.<br />
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Highlights include Derpy doing 12 damage in one attack due to a rule error, Pinkie dropping on a nuke on AJ and chrysalis to atomize chrysalis, and rarity sitting on one side of the board spouting one liners from team fortress 2 with an electromagnetic cannon.Body Baggerhttp://www.blogger.com/profile/17273151001204870328noreply@blogger.com2tag:blogger.com,1999:blog-4063601667934720977.post-25598703800733517902012-05-13T16:26:00.003-05:002012-05-13T16:26:51.057-05:00BOSS BATTLES!Big stuff is in the works! A Boss battles mode where you can team up with other ponies and take on the leaders and villains of Equestria is in the works. So far Queen Chrysalis has been tested using experimental rules and she is shaping up nicely! Once we have the final rules ironed out she will probably need a final testing session before we throw her out into the wild though.<br />
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~JonBody Baggerhttp://www.blogger.com/profile/17273151001204870328noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-40657079922132520592012-05-01T18:59:00.006-05:002012-05-01T20:57:43.553-05:00My Rule VariationFrom the time I started my weekly FRAG matches until the week before Freecon, I unknowingly was not playing by "strict" FRAG rules. Upon realizing this, I changed the rules for my games to follow standard FRAG. Much to my surprise, neither I nor my fellow players enjoyed playing by standard FRAG rules nearly as much. So, I figured I should probably post the rule variation that I tend to enjoy.<br /><br /><a name='more'></a>During setup, players are <span style="font-weight: bold;">not</span> given any weapons, gadgets or specials to start the match. Everything is procure-on-site.<br />Reasoning: many of the FPS games I've played start every player with the same weapons. (Note: I haven't dedicated much time to a multiplayer FPS since Halo 2.) Thus everybody starts with the same standard pistol.<br /><br />Special cards do <span style="font-weight: bold;">not</span> count against cards in a player's hand.<br />Reasoning: Cheats are equipped on your gaming rig, not your character. Your character can hold a maximum of 5 weapons or gadgets in reserve, but your gaming rig can hold as many cheats as you can plug in.<br /><br />When fragged, players lose <span style="font-weight: bold;">all</span> cards, both in play and in their hand, save Specials.<br />Reasoning: In every FPS I've ever played, dying means you respawn with just your standard weapons and no more. Specials (cheats) are on your gaming rig, so they're unaffected by the status of your character; weapons and gadgets are directly tied to your character, and don't respawn with your character.<br /><br />Please note: these are just the rules I and my other players have had the most fun playing with. These rules aren't required to play FRAGing is Magic. I just figured it might be best for me to disclose what rules I play under. Anyway, hopefully I can get a game together within the next two weeks, so I can start posting more playtest results. Also, I hope to have a Luna build up in the next few days, since I don't have much else to do. Anyway, that's all from me. Good day, and happy FRAGing.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-86128944271538395152012-04-24T20:51:00.001-05:002012-04-24T20:51:10.984-05:00My friend Patricia sent a picture of FRAGing is Magic to Steve Jackson. This is what he had to say:<div>
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"This is so wrong. You win the internet. -SJ"</div>
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<br /></div>i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-15899402077085236342012-04-08T21:17:00.004-05:002012-04-10T00:39:14.306-05:00New character! Derpy now available!After a little contemplation (and a good playtest at Freecon) I think I've finally got a working Derpy! Let me know if any of her abilities need modification (especially if there's any confusion on the language of any of them). Have fun!<br /><br /><a name='more'></a><span style="font-size:130%;"><span style="font-weight: bold;">Derpy Hooves</span></span><br /><span style="font-size:100%;"><span style="font-weight: bold;">Pegasus Pony</span><br /><br /><span style="font-weight: bold;">Health:</span> 3<br /><span style="font-weight: bold;">Speed:</span> 2<br /><span style="font-weight: bold;">Accuracy:</span> 2<br /><br /><span style="font-weight: bold;">Special Abilities- </span><br /><span style="font-weight: bold;">I Just Don’t Know What Went Wrong:</span> At a cost of 5 movement points, Derpy jumps on the nearest cloud. Roll 1d6. On a 1-2, the cloud dissipates (nothing happens). On a 3-5, enemies within two squares take a 4d6 energy attack. On a 6, Derpy takes 3d6 damage. May only be used once per turn.<br /><br /><span style="font-weight: bold;">You Okay!?:</span> While in melee range, roll 1d6. Enemy takes an attack equal to the number rolled, to a maximum of 5d6. This counts as an attack.<br /><br /><span style="font-weight: bold;">Paper Bag Wizard:</span> Derpy may attempt to pass through a single wall. Roll 1d6. On a 1-3, Derpy slams into the wall, taking 3d6 damage. On a 4-6, Derpy passes through the wall. May only be used once per turn.</span>Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-4063601667934720977.post-53332424194938726562012-04-02T03:05:00.000-05:002012-04-02T02:05:56.185-05:00FRAGing @ Freecon 8If anypony will be in the Tallahassee area this coming weekend, <a href="http://www.tallahasseeanime.com/freecon/">Freecon 8</a> will be taking place. It's free, it's fun, and it's gonna be FRAGy. Yep, I will be running FRAGing is Magic on Saturday from 6-8pm, and on Sunday from 1-4pm. Both sessions will be in SSB 221. If you're gonna be here, feel free to join in the massacre!<br /><br />Hope to see you there!Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4063601667934720977.post-80864849556405486022012-03-25T23:51:00.001-05:002012-03-25T23:51:54.821-05:00Fluttertree is now canon!<span style="font-family: inherit;"><span style="background-color: rgba(255, 255, 255, 0.898438); line-height: 14px; text-align: left;">Well, I wasn't a big fan of naming Fluttershy's ability "Um, I'm a tree... *squeek*" because I wasn't interested in using fandom gags for the game, but I guess Fluttertree is now canon, so it's all good!</span> </span><br />
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<span style="font-family: inherit;"><br /></span>i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com1tag:blogger.com,1999:blog-4063601667934720977.post-45052458400854013722012-03-18T01:23:00.002-05:002012-03-18T00:37:30.623-05:00Playtest After-Action Report: 3/16Holy s*yay*t, it's been a <span style="font-weight: bold;">long</span> time since I've done an update... I blame my hellacious school schedule, as well as my uber hatred of discrete math. :/ ...<span style="font-weight: bold;">Anyway</span>, I'll try to keep this relatively short, since I still have a ton of proofs to get through. So... Let's do this thing.<br /><a name='more'></a><br />We got through two games. The first had Rarity and Twilight teaming up against Rainbow and Applejack. It...it was a massacre. The first three rounds saw everypony collecting resources. After that, there wasn't a single round that passed without either RD or AJ dead. Rarity had the most success, though. She managed to one-shot AJ, then killed RD from outside the room she was hiding in. Twi didn't see as much action, but she got her own kills in. AJ and RD, on the other hand... They didn't make a single attack, until the last round of the game (a portable nuke on Rarity, who only took 2 damage...) Yeah. It wasn't pretty. Or all that informative, for that matter. But, <span style="font-weight: bold;">GOD</span>, was it hilarious.<br /><br />The second game had Applejack, Fluttershy, Rarity and Pinkie Pie in a free-for-all, with Rainbow Dash joining the fray later on. Rarity didn't fare quite so well this game. She was fragged early and often. Though she did end up scoring a frag on Pinkie early on, everypony else kinda beat up on her. Eventually, she decided to quit the battle altogether, and let Rainbow take her place. Rainbow saw much more success. She used her speed (and a flamethrower) to devastating effect. Fluttershy saw about as much success as Rarity. She scored a few more kills than Rarity, but she spent the majority of the match trying to avoid everypony else, especially Pinkie and Rainbow. Applejack started off strong, but then found herself the target of an allied Pinkie and Rainbow. Her massive health (and a large supply of gadgets) couldn't save her from the two of them. Pinkie had the most success in the game. She started off a little slow, but used overcharged pistols, missile launchers, and flamethrowers to work over the entire board.<br /><br /><span style="font-style: italic;">Awesome Moments:</span><br /><ul><li>Rarity used a missile launcher (dealing double damage) to one-shot Applejack, then got in LOS to Rainbow, whereupon she scored a head shot with the electromagnetic cannon.</li></ul><ul><li>Rarity took two damage from Rainbow Dash's portable nuke. The attack didn't even make a dent in her med pack stash.</li></ul><ul><li>Applejack Bull Rushed Fluttershy into a wall, then filled her dazed head with buckshot. Instakill.</li></ul><ul><li>Pinkie used magic bullet to hit Fluttershy and Rainbow...with a flamethrower.</li></ul><ul><li>Applejack, armed with heavy armor and a small stash of med packs, was killed in a single round by Pinkie, armed with a flamethrower, missile launcher, targeting helmet, and bonus damage.</li></ul><span style="font-style: italic;font-size:100%;" >Individual Pony Breakdowns</span><br /><br />Applejack:<br />The tweaked language of her Unencumbered ability balanced that ability quite well. Her Bull Rush is much more useful now, while not being overpowered. And Applebucking is still Applebucking. I'd say AJ's perfectly balanced now.<br /><br />Rarity:<br />She's still a glass cannon. When she hits, she hits <span style="font-weight: bold;">hard</span>, but she's VERY susceptible to attackers. I've had a few people call her OP, but she tends to fare quite poorly when she faces frequent attacks before she has the change to gather resources. In other words, her abilities don't make her powerful; the skill with which she's played does. I think she's fine. ...Then again, Rarity's my main... :3<br /><br />Fluttershy:<br />She saw an ~80% success rate with I'm a Tree's tweak (success on 5 or 6). She might have benefited from several lucky rolls (many of those successes were 6's) but it's something to watch. If she continues having that much success with that ability, though, it needs to be pushed back up to success on a 6 only.<br /><br />Twilight Sparkle:<br />She saw a lot more FRAG success, but she didn't make much use of her abilities. Since she wasn't attacked in the game she played, she didn't get to try out the new Teleport tweak. Also, she hasn't used EXTREME Focus in a single game I've run. I still think that ability needs to be reworked somewhat, since I can't think of a time when she'd actually be able to make use of it.<br /><br />Rainbow Dash:<br />No problems here. She didn't Sonic Rainboom, but I like it being its own separate attack. Her Quick Trigger tweak didn't really come into play, and Super Speed saw a few uses. However, the tweaked language for these abilities wasn't of much effect, since her attacks were at point-blank range. I think both need a little more extensive testing, though.<br /><br />Pinkie Pie:<br />Didn't use Pinkie Sense once, despite being attacked several times. Hop, Skip, and Jump was used, but I think it should go back to its original wording. Most of the obstacles on the board can be jumped in three spaces, and given Pinkie's new potential speed loss, having jump automatically set to 5 makes that loss less potent. Anyway, Pinkie, You're So Random is an <span style="font-weight: bold;">awesome </span>ability. I set her roll results to the following: on a 1, she loses one speed for that round; on a 2, she loses one accuracy for that round; on a 3 she gets CUPCAKES, or absolutely nothing; on a 4, she teleports to any spawn point; on a 5, she gets a gadget; on a 6, she gets a weapon. The teleportation addition was quite nice, making Pinkie much more versatile; the possible negatives keeps it from being broken. Several teleportations were made, but just as many speed and accuracy losses were taken. An epic *brohoof* to Kelly for coming up with it.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-75587090398175752912012-03-14T15:58:00.002-05:002012-03-14T23:06:13.830-05:00Big character update!We recently had another playtest, and a lot of good data was collected. Just made a bunch of little tweaks and changes, as well as a couple big changes! Rainbow Dash, Twilight Sparkle, Apple Jack, and Pinkie Pie have all had an update! Check out a couple highlights from the game and the updates after the break.<br />
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<a name='more'></a>We had a really good game. Lot of good Frag's were scored and the ponies seemed to be pretty well balanced. Twilight Sparkle struggled a bit, but thanks to the update we made maybe it will help her out. There were some exciting clashes, but I think most of the highlights go to Apple Jack in this game.<br />
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First of all, Apple Jack survived a portable nuke and a Sonic Rainboom on two separate occasions. It was pretty close, but she managed to survive both with only 1 HP. This was the result of not just a high health stat, but some pretty good dice rolls. In either case, we were all surprised to see Apple Jack walk away from them.<br />
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Secondly, Apple Jack completely obliterated Pinkie Pie. She slammed Pinkie Pie into a wall using Bull Rush, then she used an Assault Shotgun to splatter Pinkie Pie all over the same wall. We determined that Pinkie Pie explodes into delicious cotton candy.<br />
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So, about those character updates. Let's start with a the big change.<br />
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A friend was playing <b>Twilight Sparkle</b> and said that <b>Teleport</b> should work differently, and I agreed but wasn't sure how. She pointed out that under great stress, Twilight Sparkle has been known to teleport all over the place. So, this is what we came up with.<br />
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Much like Pinkie Pie's Pinkie Sense, Twilight Sparkle gets a shot at avoiding an attack by rolling a d6 and on 6 (with a +1 per action not taken), gets to teleport up to 6 spaces away. This can be used to teleport safely behind a wall if possible.<br />
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<b>Rainbow Dash</b> got tweaked a little bit. She retains her two attacks with <b>Quick Trigger</b>, but the second attack's Accuracy is cut in half. Also, if <b>Super Speed</b> is used, the first attack's Accuracy is cut in half, and the second attack is cut out altogether.<br />
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<b>Apple Jack</b> had a slight change made to her <b>Bull Rush</b>. Instead of ending movement, the Bull Rush will cost 3 movement points. Apple Jack may continue with her movement if she has any movement points left, but cannot Bull Rush again. This also means that if she doesn't have 3 movement points when she strikes an opponent, it has no affect.<br />
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This essentially gives Apple Jack the ability to make two attacks without being over powered.<br />
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<b>Pinkie Pie</b> is where things get exciting, but unfortunately we haven't finished it yet. I decided that since Pinkie Pie is a random character, she should have a totally random ability. I figured the chance to draw a card from the equipment or weapon decks with <b>Pinkie Where Did You Get That?</b> would suffice, but I got thinking she needed something more.<br />
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We've decided to make it a different ability called <b>Pinkie, You're So Random</b>. The player has the choice to roll a d6 at the beginning of his turn. However, he will rolling on a chart with a different outcome for each number on the die. So far, it looks like this:<br />
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<b id="internal-source-marker_0.7099341661669314"><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">1: ???</span><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">.</span><br /><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">2: ???</span></b><br />
<span style="font-family: Arial;"><span style="font-size: 15px; white-space: pre-wrap;">3: ???</span></span><br />
<span style="font-family: Arial;"><span style="font-size: 15px; white-space: pre-wrap;">4: ???</span></span><br />
<b><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">5: </span>
<b id="internal-source-marker_0.7099341661669314"><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">Move to any spawn point</span></b><br /><span style="background-color: white; font-family: Arial; font-size: 15px; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;">6: Roll again. On a 1-3, collect a gadget. On a 4-6, collect a weapon.</span></b><br />
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Yeah, not very well developed. but I would like for there to be 2 good outcomes, 2 bad outcomes, with the last two being "nothing happens" outcomes.<br />
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If anyone has any thoughts on what we could do, I'd love to hear em.<br />
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Oh yeah, and I tweaked the <b>Hop, Skip, and a Jump</b> ability so that the range of Pinkie's jump is 5 spaces, as opposed to the 3 she gets for having a speed of 3.i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-78618877861825704762012-03-07T11:01:00.001-06:002012-03-07T11:01:12.057-06:00Concerning the spelling of "FRAGing"...I understand that the proper spelling would be "fragging," but I chose to emphasize the game "Frag" in the title. So, instead of "FRAGging is Magic," or "Fragging is Magic," I chose to stick with "FRAGing is Magic" because I thought it looked best.<br />
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However, I have been concerned that this may be causing some confusion, as well as making me look kind of stupid. People who hear about the mod may be searching for "fragging is magic," which brings up a number of other results (including a Steam group by the same name. Of course, if I am lucky, simply mentioning it in this post will fix that problem ^_^). There is also the issue of pronunciation, where in "fraging" would be read something like "fray-jing," in which case I look like an idiot.<br />
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Despite my concerns about the spelling, it's already out there, so it's kind of hard to take back, considering the fact that the URL represents this spelling. But, I figured I'd throw it out there to see what you guys think. That is, if you guys have an opinion that you don't mind sharing.i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-44060204310563538182012-02-27T19:56:00.000-06:002012-02-28T14:59:26.048-06:00Philip Reed is aware of this!The other day I was checking the search engine to see if "Steve Jackson Games Frag Mods" would bring up My Little Pwny: FRAGing is Magic. It did, but I also noticed a thread for "Frag Mods" on the SJ Games forum. So I decided to go ahead and post in there and let them know about this mod. I am assuming that thanks to that post, I got an anonymous tip earlier today that Philip Reed is in fact aware of the mod and mentioned it on his blog.<br />
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He called it, and I quote, "disgustingly cute."<br />
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Unfortunately, he didn't have the URL for the blog, so I didn't get a proper plug. But, just having the designer of Frag be aware of this game mod...<br />
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Read the whole thing here:<br />
<a href="http://www.battlegrip.com/?p=36926" target="_blank">Battlegrip: Frag Meets My Little Ponies</a><br />
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UPDATE 2/28:<br />
Last night I tweeted to Philip the blog url and he just tweeted it today.<br />
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All I can say is, thanks Philip! You're awesome.<br />
<br />i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-83266005339338481492012-02-21T00:38:00.000-06:002012-03-14T15:33:10.838-05:00Ushicon (2/3 - 2/5) and other updates!Oh, hey, Ushicon has pretty much come and gone, hasn't it? It was a lot of fun, but not much to report. Played several rounds of FRAGing is Magic, but I spent a lot of time just teaching people how to play. While feedback was good, it wasn't exactly the best place to get real constructive criticism.<br />
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The best thing to happen there was one of the event coordinators used to work for Steve Jackson Games and personally knows Philip Reed, the game designer for Frag! He didn't get a chance to play himself, but he took some pictures and e-mailed them to Philip. Unfortunately, I never heard back from him if Philip has ever responded...<br />
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Anyways, it was a fun weekend! Joseph and I have kicked some ideas around this month and here are some changes we've made:<br />
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<a name='more'></a><b>Twilight Sparkle</b>'s <b>Telekinesis</b> now only has an Accuracy of 1, so Twilight can't be throwing ponies around who are far away. Also, the attack can only be used one per turn, so Twilight can't slam a pony into a wall, then slam her into the same wall AGAIN. Being as this attack does not require a weapon, that sort of power can get broken fast.<br />
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I always figured that <b>Apple Jack</b>'s <b>Bull Rush </b>was not going to stay the way it was when we originally created it, but we weren't really sure what to do at the time so we just threw something together. Now, Bull Rush simply knocks a pony back as many spaces as AJ has health, in the direction that AJ was moving.i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com2tag:blogger.com,1999:blog-4063601667934720977.post-4245292961017302172012-02-18T23:24:00.003-06:002012-02-18T23:24:54.910-06:00ENTER PRINCESS TROLLESTIA!!!<div class="separator" style="clear: both; text-align: left;">
<span style="background-color: white; font-family: Arial, sans-serif; font-size: 13px; line-height: 18px; text-align: -webkit-auto;">Oh yeah, I got one. My little sister had one, so I bought it off of her (promised to buy her the mane 6 ponies from the blind bags). </span></div>
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<span style="background-color: white; font-family: Arial, sans-serif; font-size: 13px; line-height: 18px; text-align: -webkit-auto;">I'll be making rules for her soon. </span><span style="background-color: white; font-family: Arial, sans-serif; font-size: 13px; line-height: 18px; text-align: -webkit-auto;">I intend to make her into a sort of BOSS battle that all the ponies would have to team up to defeat. </span><span style="background-color: white; font-family: Arial, sans-serif; font-size: 13px; line-height: 18px; text-align: -webkit-auto;">It's going to be AWESOME</span></div>
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<br /></div>i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com1tag:blogger.com,1999:blog-4063601667934720977.post-63562490363220786042012-02-04T01:39:00.008-06:002012-02-21T00:51:27.750-06:00After-Action Report 02/03I figured that I should do this eventually...<br />
<blockquote>
Dear Princess Celestia,<br />
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Today I learned that Rarity and the Needler can score obscene amounts frags together, and anything that increases her accuracy, let alone <span style="font-weight: bold;">doubles</span> it, turns her into a beast capable of unspeakable destruction. Also, attempting to flee Rarity's wrath is nigh impossible; better to sacrifice yourself to out-roll her defense than attempt to outrun her accuracy. Finally, I learned that Applejack's best bet is <span style="font-weight: bold;">not </span>hunting down weapon spawns trying to get a chainsaw, but hunting down <span style="font-weight: bold;">item </span>spawns to stock up on medpacks and Speed Boosts...<span style="font-weight: bold;">especially</span> Speed Boosts. I feel that this knowledge will lead to a more evenly balanced kill spread among the other ponies; hopefully everypony uses it well.<br />
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Your Faithful Slaughterer,<br />
<span style="font-style: italic;">Twilight Sparkle</span></blockquote>
...Yeah, it's cheesy, I know. But it <span style="font-weight: bold;">had </span>to be done! :P Anyway, on to the details:<br />
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<a name='more'></a><br />
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<b>The Ponies </b>(listed in turn order)<br />
<span style="font-weight: bold;">Joseph</span> (<span style="font-weight: bold;">dakaptin</span>) as Rarity<br />
<span style="font-weight: bold;">Chris </span>as Rainbow Dash/Fluttershy<br />
<span style="font-weight: bold;">Joe </span>as Pinkie Pie/Applejack<br />
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Played on the Gold Edition "corridor" board.<br />
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Rarity - 8 frags (5 RD, 2 PP, 1 FS)<br />
The game started well for Rarity, and got better as time passed. After picking up a Needler, Rarity scored the first frag on poor RD. When PP and RD failed to kill her, Rarity played Cheater Cheater and proceeded to frag PP and RD in consecutive turns. After RD failed to get 8 spaces out of the #6 spawn point, Rarity moved JUST far enough to fire on RD from the corner of a wall, scoring Frag #4. Seeing a trend? For the entire game, Rarity was moving from corner to corner, room to room, staying <span style="font-style: italic;">just</span> outside of everypony's optimal range, while keeping herself in position for optimal kill shots. Certainly, there was quite a bit of luck involved (I swear Rarity cursed her enemies' rolls...) but her sniping ability had everyone else running scared. At one point, Rarity (wearing naught but an exoskeleton) ended up within 4 spaces of PP and FS after failing to frag either of them. On their next turns, they didn't even attempt to attack Rarity. They tried to frag each other, and fled Rarity's wrath (read, whining). Not that it saved them, since Rarity fragged them both on the next turn. I doubt Rarity will have <span style="font-weight: bold;">this</span> kind of luck again (she was rolling 5's and 6's against a lot of 2's and 3's) but it was fun to have her pwn the entire board! Best Rarity moment was the end of the game. She had an Over/Under Electromagnetic Cannon and Needler (max 8d6 damage, and rolling against a 10 for accuracy with 4d6), an Over/Under Shotgun and Flamethrower (max 10d6 damage), and a Chainsaw (just for kicks) equipped. Never got to use them, but just having them in play was <span style="font-weight: bold;">hilarious</span>.<br />
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Abilities: Her Armored status was used to hilarious effect when RD scored a hit with <span style="font-weight: bold;">her</span> equipped needler, only to discover that she was rolling 2d6 rather than 4. Other than that, everypony spent more time escaping her rather than attacking her. Know the Weak Spot was used to significant success...though it should probably be worded so that card rules take precedence over this ability. Rarity never fired her Needler at an armored foe, but depending on which rule has precedent, she could fire it at an armored RD and be rolling 4d6 against RD's 2, pretty much guaranteeing a frag if Rarity uses both attacks. Sure, FS and AJ will still have a decent chance of coming out ahead in that exchange, but RD, PP, and TS won't.<br />
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Pinkie Pie - 3 frags (2 RD, 1 FS)<br />
PP did relatively well, considering she never actually attempted to frag Rarity. She spent half the game hunting down RD, the other half hunting FS. The two of them had some pretty epic encounters... Once, RD failed to do damage on four consecutive attacks on PP (thanks to those ever-present Adrenaline Surges) and couldn't run far enough away to escape PP's vengeance. Oddly enough, she had an easier time escaping death by Rarity than RD did (more on that in a bit). Plus she even managed to get heavy armor...only to discover Rarity was a honey badger with an Electromagnetic Cannon. Anyway, given the way this game went, she did well coming in second place.<br />
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Abilities: PP remembered to test for Where'd You Get That on all of her turns, and it was reasonably successful. She didn't land a single successful Pinkie Sense, though that was more because of a misunderstanding of when the +1 to Pinkie Sense could be applied.<br />
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Rainbow Dash - 0 frags<br />
Poor, poor RD. This game had to have the record for all-time worst rolls by RD. She got 10 movement out of Super Speed. She missed every non-melee-range attack. She failed to penetrate her opponent's defenses on almost every attack. She, of all ponies, couldn't escape PP to save her life. After failing to score a single frag, and being fragged four times for her troubles, RD was (quite literally) thrown from the game in favor of FS.<br />
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Abilities: <span style="font-weight: bold;">Did not matter.</span> Seriously, she rolled a 10 using Super Speed. If you can't do better than a 10 with 5d6, there's not much any other ability will do for you. Poor, poor RD.<br />
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Fluttershy - 1 frag (1 PP)<br />
FS' luck was considerably better than RD's, but alas, she still suffered from poor roll syndrome. She did manage to frag PP once, but she still found herself unable to escape death for very long. Toward the end of the game, FS spawned a mere 4 squares away from Rarity. Rarity, feeling unusually generous, simply warned FS to run from her; she had no plans on killing her again, and she really wanted to try her luck against the newly-spawned AJ. After failing to pick up a weapon, FS resolved to attack Rarity with the starter pistol. Before even getting the chance to roll for damage, Rarity played Insubstantial, much to FS' horror. She tried to hide inside a room, but it did no good. Rarity just turned around, scoffing at FS' pitiful attempt at murder, and pinkmisted her through the walls. It was just that kind of game.<br />
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Abilities: The STARE was never once successful, despite several attempts. Neither was I'm A Tree. Fight or Flight WAS used successfully, however, and it managed to keep FS alive for one more turn. That life didn't last very long, thanks to PP, but she <span style="font-weight: bold;">was</span> still alive for a while.<br />
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Applejack - 0 frags<br />
AJ was swapped in for PP, but never actually took a turn. [Note: the observations on AJ's mobile abilities actually came from a pick-up game later that night. I was too tired to pay full attention to what was going on in that game, but I do remember AJ doing quite well hunting for items.]Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-52051905710345961312012-01-28T12:39:00.006-06:002012-01-29T10:23:50.482-06:00Playtest Damage Report: 1/27<span style="font-size: 100%;">(EDIT BY KELLY: By the way, I made Joseph, aka Dakaptin, an author for the blog so that he can post results for games he will be running at FSU, since he's 3 hours away from me. Huzzah!)</span><br />
<span style="font-size: 100%;"><br /></span><br />
<span style="font-size: 100%;">I finally got my copy of FRAG and FRAG: FTW today, so I decided that I'd waited long enough to start running the FSU playtests! We had bronies, non-bronies, and parasprites all getting in on the action, and everybody had a lot of fun. Anyway, on to the actual report...<br /><br />EDIT: My apologies for the length of this post. I tend to want to record EVERYTHING that happened, and can become a bit long-winded in the process.</span><br />
<a name='more'></a><span style="font-size: 100%;"><br /><span style="font-weight: bold;">The Ponies</span> (listed in turn order)<br /><span style="font-weight: bold;">Joseph</span> as Applejack/Twilight<br /><span style="font-weight: bold;">E-way</span>/<span style="font-weight: bold;">Kevin</span> as Pinkie Pie<br /><span style="font-weight: bold;">Jordan</span> as Rarity<br /><span style="font-weight: bold;">Chris</span> as Fluttershy<br /><span style="font-weight: bold;">Devin</span> as Rainbow Dash<br /><br />The session started with me (playing Applejack), E-way, Chris and Devin. Kevin and Jordan joined us about mid-way through. Nobody but me had ever played FRAG, but everybody was able to pick up on both the general rules and the pony abilities relatively quickly. We used the open board from FRAG: Gold edition (the one with one-way doors).<br /><br /><span style="font-weight: bold;">Applejack</span> - 2 Frags<br />Poor, poor Applejack. Once again, my pony was the first frag of the game. (I may be cursed!) Anyway, AJ started the session relatively well. She was doing reasonable damage, and she spent a good deal of time unencumbered, so she was able to get into Apple Bucking range pretty well. Apple Bucking didn't pinkmist anybody this time around, but it did reasonable damage. At one point, AJ acquired a chainsaw, with every pony in striking distance. However, once everybody spread out, AJ couldn't get into striking range of ANYPONY. Certainly, I was being stubborn about hauling that chainsaw with me, since I wanted to do some eviscerating. But, about mid-way through the session, AJ was on one side of the map, and everypony else was on the other. Nopony was brave enough to venture within range of an Applebuck, and the two successful attacks that AJ DID make were thwarted by Pinkie Sense and by a Teleport card played by Fluttershy. (Actually, funny story about that Teleport... I was frustrated by not being able to reach anypony, so I equipped a machine gun and moved within 6 squares of Fluttershy, who was camping in a spawn room. I played the What Wall card, rolled a 6 for accuracy, and was about to roll for damage...only to have FS teleport out. I was NOT a happy panda.) There were several ponies that took potshots at AJ (RD used her speed to make quick strikes, all of which failed to do damage, and Pinkie Pie missed four consecutive shots with the electromagnetic cannon), but everypony deemed AJ too big a threat to tussle with. After four straight turns of being unable to get within range of anypony, I decided to swap for Twilight Sparkle.<br /><br />I didn't have a good opportunity to use Bull Rush (despite being on the most open board, everypony ended up congregating in a cramped area where the maximum Bull Rush damage was less than a full-health Apple Bucking). Apple Bucking is much more fair from when I last saw AJ (as stated above, she did solid damage without pinkmisting every opponent she faced) but the reduction in speed was grievous. Toward the end of the game, AJ couldn't get within range of anypony to save her life! Not that it was unfair; equipped with a chainsaw, if she'd been able to close with anypony easily the game would've been a route in her favor. It just appears that AJ isn't well suited to such an open map.<br /><br /><span style="font-weight: bold;">Twilight Sparkle</span> - 0 Frags<br />Twi didn't get too much playtime (only two turns, in fact) but she managed to do pretty well, despite failing to frag anypony. Her first spawning landed her in the same room as Rarity. After picking up some weapons and items, Twilight used her Telekinesis to throw Rarity four squares. As Rarity was flush against a wall, she took 4d6 damage. It was looking good, until Rarity played Adrelaline Surge. It went from Twi rolling on a +1d6 advantage to rolling on a -2d6 disadvantage. Needless to say, Twi's awesome slam failed to do any damage to Rarity, and Rarity made sure to leave Twi's corpse behind her as she exited the room on her next turn.<br /><br />Anyway, I STILL haven't had the chance to try out Twi's EXTREME Focus, but it looks like Telekinesis works swimmingly. Save that damnable Adrenaline Surge, Twi would've wreaked havoc on Rarity's pitiful 1 health. But, alas, such is the way of the cards.<br /><br /><span style="font-weight: bold;">Pinkie Pie</span> - 2 Frags<br />PP's day didn't start too well... On her second turn, she picked up a portable nuke, but due to a misunderstanding of the rules, she didn't put it into play immediately. She failed to frag RD with her equipped needler, and was promptly pink-misted by RD (10 points of damage!), who picked up the nuke on her next turn. (More on that later.) Anyway, for the first half of the session, PP was the favored frag dummy of everyone on the board. For the second half, PP fared quite a bit better. She scored both frags early in the second half, and spent the remainder of the session being a poor sniper. At one point, she tried to fire a Missile Launcher at AJ, who was 3 squares away, and rolled a 2 for accuracy.<br /><br />Pinkie Sense did see some success, though there was some confusion as to when and how the +1 to Pinkie Sense was applied. Hop Skip Jump makes a ton more sense now, and Pinkie picked up quite a few good weapons with Where'd You Get That.<br /><br /><span style="font-weight: bold;">Rarity</span> - 1 Frag<br />If Pinkie's day started poorly, Rarity's day was far worse. On her first turn, Rarity rolled an 8 for movement, which she spent trying to pick up all items and weapons in the room. With her Resourceful ability, she was still only able to pick up two items and one weapon. After Rarity's turn, Fluttershy spawned in the same room, picked up a needler, and painted the room rosy red. Rarity's next turn, she spawned in an empty room, rolled a 9 for movement, and tried to pick up more items and weapons. Despite having 6 rolls for items and 2 for weapons, Rarity picked up NO items and ONE weapon. I've never seen so many ones rolled consecutively. Anyway, on Pinkie Pie's next turn, she spawned in the same room with Rarity, picked up an Assault Cannon, and left a massive hole in Rarity's chest. Her third turn, she respawned, managed to pick up some items and a Machine Gun, and (after making it outside the spawn point for the first time) tried to do some damage to FS. Four attacks landed, all of which did 0 damage. FS killed her with kindness on her turn. Her fourth turn, she failed to leave the spawn room AGAIN and had Twi spawn almost right on top of her. Sadly (for Twilight), Rarity said, "It. Is. ON!" and took no damage from Twi's Telekinesis.<br /><br />Resourceful didn't help Rarity one bit, but only because Jordan had some of the worst consecutive rolls I've ever seen. Armored didn't keep Rarity from eating it quite a few times, but it did keep her from being an easy kill. Rarity never attacked an armored enemy, so Know the Weak Spot didn't see any use.<br /><br /><span style="font-weight: bold;">Fluttershy</span> - 4 Frags<br />FS' started off VERY strong. She was the first to three kills, and she looked unstoppable...until RD played No Carrier on her. After losing all the weapons, armor and items she'd acquired, FS came back down to Earth, scoring only one kill (where she did a ridiculous 25 damage to PP, thanks to the STARE and a defense roll of 1) for the rest of the session. Still, she ended the game in 2nd place. She succeeded in I'm a Tree once, avoiding all damage from a Heavy Assault Cannon, and she survived not one, but TWO Sonic Rainbooms AND the two following attacks. The first one, she played two Adrenaline Surges, and barely survived the damage from the three attacks. The second time, she took NO DAMAGE from the Sonic Rainboom (despite rolling 6d6 against RD's 9) and escaped the remainder of RD's attacks unscathed. Not only that, but early in the game, she survived a Portable Nuke and Flamethrower (took 1 damage from the nuke, healed by medpack, and 0 damage from the flamethrower, using a blood splot to heal the bonus damage)... Somehow, FS has become best tank!<br /><br />The STARE saw a few successes, which led to one pony disintegration. Might have been more, but Chris forgot to use it for almost the entire first half of the session. I'm a Tree was successful once, but there was some confusion as to whether or not it could be used to avoid damage from a Sonic Rainboom. Fight or Flight was used once, allowing FS to escape the onslaught that was RD towards the end of the session.<br /><br /><span style="font-weight: bold;">Rainbow Dash</span> - 5 Frags<br />RD was utterly ruthless with her attacks. Early on, she failed to score many frags, despite using her Quick Trigger with reckless abandon. However, once she got two frags, a good set of weapons, and two frags (and after disconnecting the might FS) she took over the game. Thanks to Devin being such a devious person, he'd keep his distance while everypony else did damage to each other, then swooped in and picked up the clean-up kills. By the end of the session, RD had a Heavy Assault Cannon, a Beam Pistol, Heavy Armor, two blood splots, two Medpacks, and one Advanced Medpack; nopony was gonna kill her any time soon.<br /><br />RD used her abilities a LOT. Quick Trigger was used in every attack that didn't involve Super Speed. Super Speed was only used a few times, and she failed to Sonic Rainboom each time, only getting ~18 movement. However, she DID pull off two Sonic Rainbooms, both using items or game hacks, which allowed her to use her Quick Trigger on top of the Sonic Rainboom. Still, doing that didn't result in a single frag...<br /><br /><span style="font-weight: bold;">Recommended Adjustments</span> - Determine whether or not <span style="font-style: italic;">Pinkie Sense</span> or <span style="font-style: italic;">I'm a Tree *squee*</span> can avoid damage from explosive attacks like Sonic Rainboom or explosive barrels, and modify those abilities to reflect that determination. Also, there was some confusion about how Rarity's Armored status works. I interpreted the rule to say that she just had a bonus 2d6 for defense rolls, but it was argued that it meant 3 damage had to be done to frag Rarity (in other words, she had permanent Heavy Armor). The wording for that ability needs to be clarified.</span>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4063601667934720977.post-63926812404547297282012-01-27T16:02:00.000-06:002012-01-27T21:58:20.325-06:00Playtest Damage Report: 1/26Met up with a couple other bronies for a round last night. A lot of good data was collected, and we've responded accordingly by making some changes. Here's how it all went down!<br />
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<a name='more'></a><b>The Ponies</b> (listed in turn order) - <br />
<b>Aaron</b> as <b>Rainbow Dash</b><br />
<b>Kelly</b> as <b>Twilight Sparkle</b><br />
<b>Johnathan</b> as <b>Rarity</b><br />
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(Yes, I realize that I had just posted rules for 2-3 player team games, but I didn't feel like playing with them last night.)<br />
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<strong>Rainbow Dash - 3 Frags</strong><br />
Rainbow Dash had a really good run. She used her speed to catch up to enemies so she was constantly on the offensive, and managed to pick up a nice cache of med packs (and blood splats) to keep herself alive when under attack. Unfortunately, a <em>Sonic Rainboom</em> never occured. <br />
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During play, there was some confusion about the defense bonus she was getting from <em>Quick Reflexes</em> (+2d6 to Health checks, nullifies bonus damage caused by certain weapons) and we realized that it actually didn't make much sense. So, some changes were made there, which I will note later when I talk about other adjustments that have been made.<br />
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<strong>Twilight Sparkle - 1 Frag</strong><br />
Well, things are shaping up for Twilight Sparkle. On the second turn she used an Adrenaline Surge card to boost her Health, which we agreed applied to her <em>Telekinesis </em>ability. That gave her 5 dice to roll instead of only 2, and she ended up throwing Rainbow Dash 7 spaces, straight into a wall, scoring the first frag in the game. <br />
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After that, Twilight became the frag dummy for Rainbow Dash and Rarity and she didn't accomplish much else. I, however, am pretty proud of that first play.<br />
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<strong>Rarity - 3 Frags</strong><br />
Rarity didn't get around very quickly, but she stayed alive and got some kills. Her +1 to item picks up made sure she stayed well stocked on items and her armor bonus ensured she survived a number of attacks. <br />
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<strong>Adjustments - </strong>Here are the adjustments that were made to various characters over the past couple of days. A lot of it was just changes to language, while characters like Rainbow Dash saw a lot of adjustments.<br />
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<strong>Rainbow Dash:</strong><br />
<em>Health</em> was changed from 1 to 2.<br />
<em>Accuracy</em> was changed from 2 to 1. <br />
<em>Quick Reflexes</em> was changed to <em>Quick Trigger</em>, so that Rainbow Dash can keep her bonus attack.<br />
<em>Super Speed</em> was changed to accomodate the stat change, meaning that Rainbow Dash can still get her +1 to Speed, but her Accuracy rolls will be reduced by half (rounded up) and she won't get her bonus attack.<br />
<em>Sonic Rainboom's</em> range was increased from 10 to 12 spaces.<br />
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<strong>Fluttershy:</strong><br />
The ability with the really long name was change to the much shorter <em>Um, I'm a tree... *squeek*</em><br />
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<strong>Rarity:</strong><br />
Removed Rarity's <em>Who's Whining?!</em> ability (chance to decrease attack rolls by half), and made <em>Armored</em> its own ability. Rarity keeps her +2 to <em>Health </em>checks, but is also considered "armored" at all times, and bonus damage cause by certain weapons is nullified. <br />
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<strong>Pinkie Pie:</strong><br />
Changed the wording of <em>Just a Hop Skip and a Jump</em> to something that is simpler and makes more sense...<br />
Pinkie may jump without taking movement pensalties<br />
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<strong>Pegasus Ponies:</strong><br />
With the new maps, I decided that some changes needed to be made to how the pegasi worked...<br />
Pegasi are considered grounded when picking up weapons or being knocked back.<br />
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<strong>Earth Ponies:</strong><br />
Finally decided on a unique ability!<br />
Player may have an extra card in his hand.<br />
It aint much, but it does help a lot!i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-86014959553710472352012-01-25T17:48:00.004-06:002012-01-27T16:04:17.859-06:00New Ability: Twilight Sparkle gets telekinesis!I had been wanting to give Twilight Sparkle a telekinesis attack for a long time now, and thanks to the knock-back rules in the FTW expansion, I know how to do it!<br />
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- Works like an attack in that it needs an accuracy roll. Target must be in line-of-sight.<br />
- Roll a number of dice equal to Twilight Sparkle's current health, disregarding armor.<br />
- Number of spaces opponent is thrown is that number divided by 2.<br />
- Apply damage according to knock-back rules.<br />
- Counts as an attack.<br />
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With that, the ponies are complete! Now we just need to do a bunch of playtesting to make sure everything is properly balanced! ...And I need to come up with unique abilities for Earth ponies still.... O.oi am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0tag:blogger.com,1999:blog-4063601667934720977.post-37277942894351973672012-01-23T13:59:00.001-06:002012-01-27T16:06:11.034-06:00Custom Team Rules for 2 - 3 PlayersThere have been several times that I have played the game with only a few players. Since playing with all six ponies is better than two or three, I came up with these rules to make the game more interesting. Ideal for games with only 2 - 3 players.<br />
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- Players roll a die. Highest roll gets to pick a pony first. Players will take turns picking a pony one at a time until all ponies have been picked. (So for a two player game, each player should have three ponies, while a three player game each player will have two ponies)<br />
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- Players will arrange their character sheets in the order they wish their ponies to take their turns, from left to right.<br />
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- Each pony will have their own hand of 5 cards. Keep these hands seperate from eachother, as if they had their own individual players. Cards from one ponys's hand cannot be played on another pony unless the card says otherwise. <br />
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- Begin play with the player who picked their pony last. He begins with the pony he placed at the start of his turn order. After he has moved this pony, play moves to the next player. Once everyone has had a turn, play then goes to the next pony in the player's turn order. <br />
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- Items may be exchanged between ponies, but only items that are currently on the table. Pony must move to an adjacent space in order to trade. When trading weapons, the ammo carries over.i am Kellyhttp://www.blogger.com/profile/00033317966832670386noreply@blogger.com0