Been running it for a week, just figured I would share a bit of what I made for it so far.
First the races I made. Still playtesting and balancing, but these are the first few.
Earth Pony (Base)
2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower,2 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 105
Sturdy: Earth Ponies gain a
to checks to avoid being knocked prone.
Strong Back: They treat their Brawn as 2 higher when computing encumbrance.
Non-Dexterous: Earth Ponies only grasp (mouth) one item at a time. They take
when trying to use Melee (Heavy), and unmodified Ranged (Heavy) weapons. Earth Ponies also take a
to all checks needing fingers due to their hooves, unless using specialty tools.
Fumbly Muzzle: Earth ponies suffer
when trying to use Skulduggery to pick locks.
Starting Skills: You may select two skills between Computers, Mechanics, Brawl, Ranged (Heavy) and Survival. Your earth pony starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Unicorn (Base)
1 Brawn, 2 Agility, 3 Intellect, 2 Cunning, 2 Willpower,2 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 12+Willpower
Starting Experience: 80
Unicorn Magic: Unicorns start play with one rank in Arcane. You still can't train their skills above rank 2 during character creation. Unicorns can use the Arcane Utility spell to both move small objects, and light up their horn, at will, without strain cost.
Non-Dexterous: Unicorn only grasp (mouth) one item at a time. They take
when trying to use Melee (Heavy), and unmodified Ranged (Heavy) weapons. Unicorns also take a
to all checks needing fingers due to their hooves, unless using specialty tools or their telekinesis.
Starting Skills: You may select two skills between Ranged (Light), Stealth, Skulduggery or Knowledge. Your Unicorn starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Pegasi (Base)
1 Brawn, 3 Agility, 2 Intellect, 2 Cunning, 2 Willpower,2 Presence
Wound Threshold: 12+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 80
Cloudwalk: Pegasi may treat clouds and fog as solid ground or as vapor. They can also interact with cloud based objects.
Flight: While flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Pegasi can move faster than hovering or ground creatures, and they can move from long range to short range using a single maneuver.
Non-Dexterous: Pegasi only grasp (mouth) one item at a time. They take
when trying to use Melee (Heavy), and unmodified Ranged (Heavy) weapons. Pegasi also take a
to all checks needing fingers due to their hooves, unless using specialty tools.
Fumbly Muzzle: Bat Ponies suffer
when trying to use Skulduggery to pick locks.
Ground Born Pegasi
Special Abilities: You may select two skills between Survival, Negotiation, Ranged (Light), and Stealth. Your Ground Born Pegasi starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Bat Ponies (Base)
2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 1 Willpower,3 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 11+Willpower
Starting Experience: 75
Flight: While flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Bat Ponies can move about the same speed as hovering and ground creatures, able to move between range bands like they can.
Mute: Due to the pitch of their voice, most species can't understand them.
Non-Dexterous: Bat Ponies only grasp (mouth) one item at a time. They take
when trying to use Melee (Heavy), and unmodified Ranged (Heavy) weapons. Bat Ponies also take a
to all checks needing fingers due to their hooves, unless using specialty tools.
Moon Shadow: Bat Ponies gain a
to Stealth and Perception checks. They gain
if the moon is present.
Light Sensitive: Bat Ponies gain a
to attack and perception checks when in an area of bright light.
Sonic Screech: Ranged (Light), 8 Damage, 3 Crit, Short Range, Pierce 2
Fumbly Muzzle: Bat Ponies suffer
when trying to use Skulduggery to pick locks.
Starting Skills: You may select two skills between Ranged (Light), Survival, Brawl or Sneak. Your Bat Pony starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Alicorn (Base)
2 Brawn, 2 Agility, 3 Intellect, 2 Cunning, 1 Willpower,2 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 12+Willpower
Starting Experience: 65
Cloudwalk: Alicorns may treat clouds and fog as solid ground or as vapor. They can also interact with cloud based objects.
Flight: While flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Alicorns can move faster than hovering or ground creatures, and they can move from long range to short range using a single maneuver.
Non-Dexterous: Alicorns only grasp (mouth) one item at a time. They take
when trying to use Melee (Heavy), and unmodified Ranged (Heavy) weapons. Alicorns also take a
to all checks needing fingers due to their hooves, unless using specialty tools.
Strong Back: They treat their Brawn as 2 higher when computing encumbrance.
Rad Regeneration: By using 1 radiation level as an out of turn incidental Alicorns can heal themselves 1 wound. Outside of combat, Alicorns can spend 10 Radiation levels to regrow a lost limb. Even without radiation, a limb can be grown back to useful status over the course of a month.
Unicorn Magic: Alicorns can use the Utility spell to both move small objects, and light up their horn, at will, without strain cost. They can also cast barrier once per session as an out of turn incidental.
Sturdy: Alicorns gain a
to checks to avoid being knocked prone.
Shadow of the Goddess: Due to fear of Nightmare Moon, and of Alicorns generally, the whole Unity thing, etc. You suffer
on social checks against others you don't know well. Of course after they get to know you, this penalty goes away with interactions with them.
Taint Immunity: Immune to effects of taint.
Special Abilities: You may select two skills between Ranged (Heavy), Stealth, Piloting or Arcane. Your Alicorn starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Dragon (Base)
2 Brawn, 2 Agility, 3 Intellect, 2 Cunning, 2 Willpower,2 Presence
Wound Threshold: 12+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 60
Terrifying: Terrifying (at the start of the encounter, if they so choose, all of their opponents must make a Hard [
] fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy).
Fiery Breath: Ranged (Heavy), 8 Damage, 3 Crit, Short Range, Blast 8, Burn 2, Prepare 1
Claws: Brawl, +4 Damage, 3 Crit, Engaged Range, Vicious 2
Starting Skills: You may select two skills between Ranged (Heavy), Survival, Brawl. Your Dragon starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Winged
-10 EXP
Flight: While flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Dragons can move faster than hovering or ground creatures, and they can move from long range to short range using a single maneuver.
Goo Pony (Base)
2 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 2 Willpower,2 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 80
Blind sight: They are blind, but can still perceive up to medium range, giving them immunity to spells and attacks that rely on sight. Blind sight Never allows a Goo Pony to distinguish color or visual contrast, they cannot read. Effects that make you blind, do not give you
. However attacks that cause sonic damage give you
for skill checks for a turn after suffering the damage. This sight works underwater but not in a vacuum.
Ooze: Cannot be poisoned. Cannot be forced to sleep. Cannot be staggered.
Chemical Alteration: Goo Ponies are able to alter their chemical properties using the Primal magic skill in order to heal, hurt, or other effects, but are limited to engaged range with their magic.
Acid: Brawl, +4 Damage, 3 Crit, Engaged Range
Engulf: Brawl, +4 Damage, 5 Crit, Engaged Range, Ensnare 3
Starting Skills: You start with one rank in the Primal magic Skill. You still can't train their skills above rank 2 during character creation.
Naga (Base)
2 Brawn, 2 Agility, 2 Intellect, 3 Cunning, 2 Willpower,1 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 90
Serpentine body: Due to having a long body, they are Silhouette 2.
Grapple: Once per round a Naga can perform a Grapple Maneuver. Until the beginning of the Naga's next turn, enemies must spend two maneuvers to move from engaged range to short range of them.
Bite: Brawl, +4 Damage, 3 Crit, Engaged Range, Poisonous (If the attack deals damage, the target must immediately make a Hard (
) Resilience check or suffer wounds equal to the character's ranks in Deception, and strain equal to the character's ranks in Deception. This counts as a poison.)
Starting Skills: You start with one rank in the Deception Skill. You still can't train their skills above rank 2 during character creation.
Gryphon (Base)
3 Brawn, 3 Agility, 1 Intellect, 3 Cunning, 1 Willpower,1 Presence
Wound Threshold: 10+Brawn
Strain Threshold: 11+Willpower
Starting Experience: 70
Cloudwalk: Gryphons may treat clouds and fog as solid ground or as vapor. They can also interact with cloud based objects.
Flight: While flying must spend one maneuver every turn to move (they can actually change position, or just circle or wheel in place and effectively remain where they are). Gryphons can move faster than hovering or ground creatures, and they can move from long range to short range using a single maneuver.
Talons: Brawl, +2 Damage, 3 Crit, Engaged Range
Starting Skills: You may select two skills between Ranged (Light), Ranged (Heavy), Gunnery, Brawn, Melee (Heavy) and Melee (Light). Your Gryphon starts play with one rank in each of these skills. You still can't train their skills above rank 2 during character creation.
Statuettes in system
(Once per session, spend a story point to activate before rolling a check.)
Twilight Sparkle
``"Be Smart."`` (+
to Intellect based roll)
Pinkie Pie
``"Awareness! It was under "E"!"`` (+
to Willpower based roll)
Applejack
``"Be Strong."`` (+
to Brawn based roll)
Fluttershy
``"Be Pleasant."`` (+
to Presence based roll)
Rainbow Dash
``"Be Awesome!"`` (+
to Dexterity based roll)
Rarity
``"Be Unwavering."`` (+
to Cunning based roll)
Custom Item Qualities
Mouthwield
(Passive) Firearm due to design allows for mouthwield for special designed firearms, removing
when using them.
Concealable
(Passive) Weapon is easier to conceal. Gives
for each level of Concealable to Skullduggery checks with the weapon.
Pipbucks in system
Each model comes equipped with a spell matrix capable of interfacing with other pipbucks and most computer terminals, a built-in light, a remote location tracking and reporting system, an EFS (“Eyes Forward Sparkle” – a motion tracker spell that tracks local moving targets and evaluates them as either neutral or hostile) for locating targets without line of sight, a map-storage and auto-mapping tool, an inventory sorting algorithm, and SATS, the Stable-Tec Assisted Targeting System. All pipbucks have a unique interface tag and are usually worn around one of the forelegs, providing armor to that location. If a suitable interface exists, such as a cybernetic implant or a powered armor suit or helmet, a pipbuck does not need to be worn to provide its EFS, inventory management, and SATS benefits. To top it all off, all pipbuck models after the 2000-line come with a build in radio receiver! Ain’t that a buck in the head?
Pipbuck 2000
(3 Encum, 2 HP, 1500 Caps, 8 Rarity)
One of the first successfully marketed personal spell-matrices, the Pipbuck 2000 is a large and ungainly module that almost doubles the diameter of the wearer’s foreleg. It is both less durable and slightly less powerful than its 3000 predecessor, but still has a functional inventory sorter, auto-mapper, SATS, and even an EFS as a part of its basic functions. It lacks a radio receiver and the majority of the medical analysis systems integrated into all subsequent models, and is not capable of accepting upgrades or attachments meant for later-model pipbucks. A turned-up Pipboy provides light, and removes
added to checks due to darkness. (If it becomes important to determine how far the light reaches, a Pipboy provides light out to short range.) When a character using a Pipboy takes the Aim maneuver to target a specific location, they remove
from the subsequent combat check.
EFS tracks local moving targets and evaluates them, without line of sight, giving you
to Intiative rolls, and
to Perception checks to know of targets without line of sight.
Auto-Mapping tool removes
from Adventuring and Geography.
Inventory Sorter treat all items as stored in effective manner 20 Encumbrance 0 items have Encumbrance value of 1.
Pipbuck 3000
(2 Encum, 2 HP, 3000 Caps, 7 Rarity)
By far the most widespread model of pipbuck still in use (or, indeed, existence) today, the Pipbuck 3000 was present in more than 60% of equestrian households by the end of the war. Nearly all stables came equipped with a thousand of these devices and large quantities of replacement parts. These devices are powerful and durable, and their utility in combat is unquestionable. They are even capable of delivering injected drugs into their wearer during combat. The Pipbuck 3000 is the first model of pipbuck released that was designed to interface with attachment modules, and its revolutionary and durable spell-tube driven spell matrix is easy to repair given the proper tools.
A turned-up Pipboy provides light, and removes
added to checks due to darkness. (If it becomes important to determine how far the light reaches, a Pipboy provides light out to short range.) When a character using a Pipboy takes the Aim maneuver to target a specific location, they remove
from the subsequent combat check.
Once per turn deliver 1 Dose to self(auto) as an out-of-turn Incidental.
Mechanics checks to repair the Pipbuck with proper tools, difficulty is reduced by
.
EFS tracks local moving targets and evaluates them, without line of sight, giving you
to Intiative rolls, and
to Perception checks to know of targets without line of sight.
Auto-Mapping tool removes
from Adventuring and Geography.
Inventory Sorter treat all items as stored in effective manner 20 Encumbrance 0 items have Encumbrance value of 1.
Weapons
AER-20 Magical Gatling Laser (Gunnery, 12 DMG, 3 Crit, Medium, 6 ENC, 3 HP, 5350 Caps, 6 Rarity, Autofire, Cumbersome 5, Pierce 2, Prepare 1)
.32 Hunting Rifle (mw) (R:Heavy, 8 DMG, 3 Crit, Medium, 2 ENC, 2 HP, 925 Caps, 5 Rarity, Mouthwield, Limited Ammo 5)
9mm SMG (mw) (R:Light, 4 DMG, 3 Crit, Short, 1 ENC, 2 HP, 650 Caps, 6 Rarity, Autofire, Cumbersome 2)
Sawed Off Shotgun (mw) (R:Heavy, 11 DMG, 3 Crit, Short, 3 ENC, 2 HP, 1600 Caps, 5 Rarity, Blast 3, Limited Ammo 2)
Switchblade (M:Light, 1 DMG, 2 Crit, Engaged, 1 ENC, 2 HP, 175 Caps, 2 Rarity, Concealable 1)
Baseball Bat (M:Light, 2 DMG, 3 Crit, Engaged, 2 ENC, 2 HP, 100 Caps, 3 Rarity)
Frag Grenade (R:Light, 7 DMG, 4 Crit, Short, 1 ENC, 2 HP, 150 Caps, 5 Rarity, Limited Ammo 1, Blast 4)
Named Weapons
Apocalyptic Fusil (Ashtown Special Rifle) (Ranged Heavy, 9 DMG, 3 Crit, Medium, 4 ENC, 2 HP, 1950 Caps, 7 Rarity, Rads 3, Blast 2)
BloodWeep (Ashtown Special Pistol) (mw) (Ranged Light, 5 DMG, 3 Crit, Short, 2 ENC, 2 HP, 1250 Caps, 6 Rarity, Limited Ammo 5, Viscious 1, Accurate 2, Pierce 4)
Terrinoth Signature Weapons Priced
Brawl Weapon (SW) (Brawl, 2 DMG, 4 Crit, Engaged, 1 ENC, 2 HP, 250 Caps, 5 Rarity, Disorient 3, Superior)
Melee Weapon (One-Handed) (SW) (M:Light, 3 DMG, 3 Crit, Engaged, 1 ENC, 2 HP, 250 Caps, 5 Rarity, Superior)
Melee Weapon (Two-Handed) (SW) (M:Heavy, 5 DMG, 3 Crit, Engaged, 3 ENC, 2 HP, 400 Caps, 5 Rarity, Knockdown, Superior)
Ranged Weapon (SW) (Ranged, 8 DMG, 3 Crit, Long, 2 ENC, 2 HP, 1200 Caps, 5 Rarity, Superior)
Updated