Cyreni
Smol Pone GM
- Location
- The Æther
A plague of nightmares has broken out across Equestria. Feverish visions of megaliths drowned by black, icy waters, of tempests and earthquakes ripping apart the land, of eclipses and nights devoid of stars, of all the grand splendor across the world becoming so much rubble. Princess Luna has run herself ragged trying to calm the realm of dreams, but for each nightmare she quells, two more take its place come next nightfall.
A solution must be found. Princess Celestia has sent for the Elements of Harmony and the best investigators around the world to find the cause of this, before the portents come to pass and Equestria is destroyed.
You are not one of the Elements. Unknown to anypony, the Elements are looking in the wrong place. You, however, are, whether you were sent by royal decree or swept along as an informant, witness or victim.
Baltimare. A thriving city located on Equestria's eastern coast and bordering the Horseshoe Bay, it is a trade hub for nations on the eastern continent and the third largest weather exporter, behind Cloudsdale and Las Pegasus. Its history is rich and deep, its culture and populace a melting pot from across the world, and like any big city, it has its own problems. Violence and foalnappings are on a rise, the city is thick with anxious tension, and the wild, oceanic rains have foiled the weather team for the past three days.
It is a hotspot of nightmares and rumors, and you're about to discover why...
- - -
Welcome to Baltimare Rains, a noir-themed game of investigation set in the magical land of Equestria, prior to Queen Chrysalis's wedding crash. This means Discord has been petrified, the Crystal Empire is still banished, and Twilight hasn't ascended yet. I will be using FATE Core RPG as my game system of choice, with a few modifications to accommodate for Equestria's varied species and magic. You do not need to be familiar with the system to play, I am more than willing to guide and teach newcomers. To get started, here is the FATE SRD website.
For those of you who are more familiarized with FATE and its variants, I am open to suggestions and talk about things you would like to see improved on or added to the system.
When you choose a species, take their Species stunt below. Species stunts are extra-potent stunts that represent what your species is known for, such as pegasi flight and unicorn magic.
If you wish to do so, you may make a custom skill to reflect a profession, position, or specific ability your PC holds. Make sure that at least one of your aspects is related to that skill and that you list everything the skill can do. Be judicious, don't make a super skill that can do everything and more than multiple other skills combined. Just for you, Runeblue. :V
When making your aspects, fill in one to start and leave at least the third one blank. Blank aspects will be filled in using The Phase Trio to tie your character to the other players' characters, or during play as your character is tested by the environment.
If you have any other questions, don't be afraid to ask. Post away!
IC thread.
Player list
Waitlist
A solution must be found. Princess Celestia has sent for the Elements of Harmony and the best investigators around the world to find the cause of this, before the portents come to pass and Equestria is destroyed.
You are not one of the Elements. Unknown to anypony, the Elements are looking in the wrong place. You, however, are, whether you were sent by royal decree or swept along as an informant, witness or victim.
Baltimare. A thriving city located on Equestria's eastern coast and bordering the Horseshoe Bay, it is a trade hub for nations on the eastern continent and the third largest weather exporter, behind Cloudsdale and Las Pegasus. Its history is rich and deep, its culture and populace a melting pot from across the world, and like any big city, it has its own problems. Violence and foalnappings are on a rise, the city is thick with anxious tension, and the wild, oceanic rains have foiled the weather team for the past three days.
It is a hotspot of nightmares and rumors, and you're about to discover why...
- - -
Welcome to Baltimare Rains, a noir-themed game of investigation set in the magical land of Equestria, prior to Queen Chrysalis's wedding crash. This means Discord has been petrified, the Crystal Empire is still banished, and Twilight hasn't ascended yet. I will be using FATE Core RPG as my game system of choice, with a few modifications to accommodate for Equestria's varied species and magic. You do not need to be familiar with the system to play, I am more than willing to guide and teach newcomers. To get started, here is the FATE SRD website.
For those of you who are more familiarized with FATE and its variants, I am open to suggestions and talk about things you would like to see improved on or added to the system.
NAME
Description or picture.
Description or picture.
High Concept: Who and what you are.
Trouble: A recurring complication in your life.
Aspect 1: An important, defining detail of you.
Aspect 2: Another important detail about you.
Aspect 3: Your relationship with another PC- leave blank for now.
Skills: 20 points.Trouble: A recurring complication in your life.
Aspect 1: An important, defining detail of you.
Aspect 2: Another important detail about you.
Aspect 3: Your relationship with another PC- leave blank for now.
+4: O
+3: O O
+2: O O O
+1: O O O O
Stunts:+3: O O
+2: O O O
+1: O O O O
Species stunt - Make sure your pegasi have wings, unicorns have magic and earth ponies have strength!
Free stunt #1
Free stunt #2
Stress and Consequences:Free stunt #1
Free stunt #2
Phys: OO
Ment: OO
Cons: [2] [4] [6]
Refresh: 3Ment: OO
Cons: [2] [4] [6]
Athletics - The skill used for movement, and the general catch-all defensive skill.
Burglary - Used for picking locks, casing a location, getting in and out, and all thievery-related things.
Contacts - The "I know a pony" skill. It's also useful for finding people, and perhaps staying hidden.
Crafts - Used for fixing, making, and disassembling things without resorting to brute force.
Decieve - Used to lie and misdirect others in all sorts of ways. The enemy of Investigate and Empathy.
Empathy - The emotional equivalent of Notice, used to spot a person's mood and motives.
Fight - The general combat skill, used to inflict direct harm and make ways to cause more harm.
Investigate - The skill for finding things. Used to interpret clues and discover information.
Magic - Used by unicorns, changelings and zebras for their magical effects.
Notice - Used to spot things and as a general level of situational awareness.
Physique - The strong and tough skill. +1 Physique gives you an extra physical stress box, +3, two.
Provoke - The jerk skill. Used to elicit negative emotions like anger and fear, and cause mental harm.
Rapport - The nice guy skill. Used to elicit positive emotions and generally be friendly.
Resources - The wealth skill. Used to make expensive purchases and to have things.
Scholarship - The knowledge and education skill. Goes hand-in-hand with Investigate.
Shoot - Used for causing physical harm at a distance, from throwing rocks to shooting a bow.
Stealth - Used to hide and remain unseen, even when moving. The enemy of Notice and Investigate.
Will - The determination skill. +1 Will gives you an extra mental stress box, +3, two.
Burglary - Used for picking locks, casing a location, getting in and out, and all thievery-related things.
Contacts - The "I know a pony" skill. It's also useful for finding people, and perhaps staying hidden.
Crafts - Used for fixing, making, and disassembling things without resorting to brute force.
Decieve - Used to lie and misdirect others in all sorts of ways. The enemy of Investigate and Empathy.
Empathy - The emotional equivalent of Notice, used to spot a person's mood and motives.
Fight - The general combat skill, used to inflict direct harm and make ways to cause more harm.
Investigate - The skill for finding things. Used to interpret clues and discover information.
Magic - Used by unicorns, changelings and zebras for their magical effects.
Notice - Used to spot things and as a general level of situational awareness.
Physique - The strong and tough skill. +1 Physique gives you an extra physical stress box, +3, two.
Provoke - The jerk skill. Used to elicit negative emotions like anger and fear, and cause mental harm.
Rapport - The nice guy skill. Used to elicit positive emotions and generally be friendly.
Resources - The wealth skill. Used to make expensive purchases and to have things.
Scholarship - The knowledge and education skill. Goes hand-in-hand with Investigate.
Shoot - Used for causing physical harm at a distance, from throwing rocks to shooting a bow.
Stealth - Used to hide and remain unseen, even when moving. The enemy of Notice and Investigate.
Will - The determination skill. +1 Will gives you an extra mental stress box, +3, two.
Earth Pony: You are an earth pony, strong and tough. You get +1 to all applications of raw strength- this means you get +1 to Physique when rolling to move something, +1 to stress inflicted on a successful blow that uses strength, +1 to defending when using your toughness, and so forth. Additionally, you get one extra Mild consequence that can only be used to soak physical stress.
Pegasus: You are a pegasus, fleet and nimble. You have a set of wings, allowing you to use Athletics to climb vertical distances with ease and make aerial maneuvers. Additionally, you can shape and move the weather -clouds, wind, temperature, etc.- according to your desires via Crafts, Athletics, Physique, Shoot, or whatever other skill you might wish to use.
Unicorn: You are a unicorn, clever and magical. You have a horn, granting you access to the Magic skill. This allows you to use telekinesis to manipulate items up to one zone away and cast a limited repertoire of spells related to your special talent. Additionally, you can shoot magic lasers up to one zone away using Shoot, and detect magical anomalies using Notice.
Zebra: You are a zebra, mystic and strange. You have alchemy and rituals, granting you access to the Magic skill. This allows you to concoct brews for a variety of purposes and perform rites with reagents, circles and sacrifices that can result in extremely powerful effects... as long as you have the necessary time, resources and preparation. Resources, Contacts and Crafts advantages cah help. Additionally, you can detect magical anomalies using Notice.
Gryphon: You are a gryphon, fierce and quick. You have a set of wings, allowing you to use Athletics to climb vertical distances with ease and make aerial maneuvers. Additionally, you may sit on and shape clouds according to your desires via Crafts, Athletics, Physique or whatever other fitting skill. Finally, you have sharp talons, claws and a beak that add 1 stress to all of your successful unarmed Fight attacks.
Minotaur: You are a minotaur, mighty and large. You get +1 to all applications of raw strength- this means you get +1 to Physique when rolling to move something, +1 to stress inflicted on a successful blow that uses strength, +1 to defending when using your bulk, and so forth. Additionally, your massive size gives you an extra physical stress box, and a +1 to Provoke when size is a factor.
Changeling: You are a changeling, deceptive and sneaky. You have access to the Magic skill, allowing you to shapeshift into a myriad of forms (ponies, minotaurs, rocks, water beds, etc), creating a Shapeshifted aspect with one free invocation. However, you don't gain any of the abilities of those you shapeshift into, and your illusions will break upon taking stress. Additionally, you eat love, and you can sense it using Notice. Finally, you have a set of insect wings, letting you use Athletics to fly, and a horn, letting you handle light objects in the same zone as you with telekinesis.
Diamond Dog: You are a diamond dog, keen and stubborn. You have a sensitive nose, ears and eyes, giving you +1 to Notice for virually all applications. Additionally, you may use Physique to dig and tunnel through the ground very quickly: you may open a tunnel, extend it into an adjacent zone and drag unsuspecting victims below as full actions.
Pegasus: You are a pegasus, fleet and nimble. You have a set of wings, allowing you to use Athletics to climb vertical distances with ease and make aerial maneuvers. Additionally, you can shape and move the weather -clouds, wind, temperature, etc.- according to your desires via Crafts, Athletics, Physique, Shoot, or whatever other skill you might wish to use.
Unicorn: You are a unicorn, clever and magical. You have a horn, granting you access to the Magic skill. This allows you to use telekinesis to manipulate items up to one zone away and cast a limited repertoire of spells related to your special talent. Additionally, you can shoot magic lasers up to one zone away using Shoot, and detect magical anomalies using Notice.
Zebra: You are a zebra, mystic and strange. You have alchemy and rituals, granting you access to the Magic skill. This allows you to concoct brews for a variety of purposes and perform rites with reagents, circles and sacrifices that can result in extremely powerful effects... as long as you have the necessary time, resources and preparation. Resources, Contacts and Crafts advantages cah help. Additionally, you can detect magical anomalies using Notice.
Gryphon: You are a gryphon, fierce and quick. You have a set of wings, allowing you to use Athletics to climb vertical distances with ease and make aerial maneuvers. Additionally, you may sit on and shape clouds according to your desires via Crafts, Athletics, Physique or whatever other fitting skill. Finally, you have sharp talons, claws and a beak that add 1 stress to all of your successful unarmed Fight attacks.
Minotaur: You are a minotaur, mighty and large. You get +1 to all applications of raw strength- this means you get +1 to Physique when rolling to move something, +1 to stress inflicted on a successful blow that uses strength, +1 to defending when using your bulk, and so forth. Additionally, your massive size gives you an extra physical stress box, and a +1 to Provoke when size is a factor.
Changeling: You are a changeling, deceptive and sneaky. You have access to the Magic skill, allowing you to shapeshift into a myriad of forms (ponies, minotaurs, rocks, water beds, etc), creating a Shapeshifted aspect with one free invocation. However, you don't gain any of the abilities of those you shapeshift into, and your illusions will break upon taking stress. Additionally, you eat love, and you can sense it using Notice. Finally, you have a set of insect wings, letting you use Athletics to fly, and a horn, letting you handle light objects in the same zone as you with telekinesis.
Diamond Dog: You are a diamond dog, keen and stubborn. You have a sensitive nose, ears and eyes, giving you +1 to Notice for virually all applications. Additionally, you may use Physique to dig and tunnel through the ground very quickly: you may open a tunnel, extend it into an adjacent zone and drag unsuspecting victims below as full actions.
If you wish to do so, you may make a custom skill to reflect a profession, position, or specific ability your PC holds. Make sure that at least one of your aspects is related to that skill and that you list everything the skill can do. Be judicious, don't make a super skill that can do everything and more than multiple other skills combined. Just for you, Runeblue. :V
Drive has been removed.
Lore is now Scholarship.
Investigate now functions differently: instead of using it to find clues, it's used to interpret them. This being a detective game, it's assumed that the PCs are at least capable of being detectives.
Magic added. Magic is a skill that changelings, unicorns and zebras roll to perform arcane abilities. The exact trappings of this skill will vary depending on the species of the user, but all of them are able to...
Lore is now Scholarship.
Investigate now functions differently: instead of using it to find clues, it's used to interpret them. This being a detective game, it's assumed that the PCs are at least capable of being detectives.
Magic added. Magic is a skill that changelings, unicorns and zebras roll to perform arcane abilities. The exact trappings of this skill will vary depending on the species of the user, but all of them are able to...
Overcome obstacles and problems, whether it's by a unicorn teleporting across a gap, a zebra using a ritual and a personal effect to track down a target, or a changeling donning a rock illusion to sneak past sentries.
Create advantages, whether it's by a unicorn conjuring a light to blind a foe, a zebra's alchemical elixir to grant a burst of speed, or a changeling donning a seductive disguise to entice an informant.
Attack, whether it's by a unicorn telekinetically smashing someone with a rock, a zebra casting an entropy curse on an unsuspecting victim three miles away, or a changeling forcibly draining a victim of their love.
Defending is only available to unicorn and changeling magic; zebra rituals are too slow to meaningfully defend in a traditional, "there's a fireball coming at my face must do something now" sense. However, zebras can still set up defensive wards and other protections ahead of time- it's just creating an advantage instead.Create advantages, whether it's by a unicorn conjuring a light to blind a foe, a zebra's alchemical elixir to grant a burst of speed, or a changeling donning a seductive disguise to entice an informant.
Attack, whether it's by a unicorn telekinetically smashing someone with a rock, a zebra casting an entropy curse on an unsuspecting victim three miles away, or a changeling forcibly draining a victim of their love.
When making your aspects, fill in one to start and leave at least the third one blank. Blank aspects will be filled in using The Phase Trio to tie your character to the other players' characters, or during play as your character is tested by the environment.
If you have any other questions, don't be afraid to ask. Post away!
IC thread.
Player list
Waitlist
Last edited: