Idea Notepad! Were all the wild ideas i get will go. If any. ----------------------------------------------------- List #1 crazy char idea list List #2 Possible rules list List #3 Possible locations ----------------------------------------------------- Char list:   char idea   Name: Unknown Age: Unknown Gender: Mare Race: Unicorn, ghost Can read: High Equestrian, Arcane equestrian, diamond dog. Stats: Later   This odd looking ghost usually at first appears as a small football sized sphere capable of traveling at incredibly high speeds, blink and you'll miss it kind of fast, Seemingly unaffected by the laws of physics capable of stopping dead on its tracks even when traveling at mach 2 as well as hovering in place, ascending and descending at will even when stationary, the 'shade' can even go through most solid matter like its not even there but some magic based materials and spells can block its movements like  trying to put two magnets of the same polarity together.   The body of the sphere was to all appearances of a pure dark black color with a gray outline surrounding the sphere at all times no matter from which angle one looked at it from, upon slightly closer inspection a faint white ish mist could be seen floating around inside as if trapped in a glass container... The entity cannot be touched via physical means but it can still be 'felt' warm to the touch but almost ice cold when it passes fully through someone.   The ghost can also assume a different more pony like form at times mostly when it feels comfortable with interacting with someone or something, still retaining the black and gray color scheme making it impossible to distinguish some features of the pony figure... Colors of the mane, tail and coat as well as the eyes were faded to that black color with its irises having that same bright gray outline that it also has around its body. The body structure of the pony resembled a mare for sure with a thin build and smaller muzzle, the protruding horn like appendage on its forehead denotes that it is, or was, a unicorn pony. Her mane was short in a way that didn't reach her cheek and didn't get in the way of her face, having a typical disheveled look of someone who has just woken up... A long thick tail that almost touched the ground behind her when she walked having the same disheveled look as well.   It should quickly become apparent that the mare cannot speak despite visibly moving her lips as if she was, her words seemingly getting 'blocked' in a way and muffled so nobody could hear her from something. She is also completely incapable of interacting with anypony/thing present in our world by any means, but is perfectly capable of casting spells of a certain caliber when inside an 'old timeline' area bubble, capable of not only touching but also lifting objects with telekinesis to even conjuring a static shield over an object/pony or around a specific area to name one.   All of this is very much WIP and I'm not sure if it will fit with the lore (probably not with the current) but this arc/encounter mostly plans on dwelling on the past of the region hopefully planning on adding new locations and ruins of an old pony civilization that lived before the curse was cast on the land, but suddenly disappeared right after, Most of the former buildings having been seemingly 'removed' from existence along with its inhabitants and forgotten through time, hence why there's probably no/little lore about it by the equestrians. The ghost who's name will remain unknown throughout most of the time she will be around will be able to temporarily restore the buildings of said kingdom back into the timeline, upon approaching as long as she's at least a kilometer away from them, possible items included,  for now its just an idea that sounded cool to me but if it possibly gets approved I'll get to work on it... Hoping I'm not going into super dangerous territory  since i've not  GM'd jack in the past, I'm not really going to mess about with big events too much as i should probably think of something actually small first, but, ugh, thinking small is actually hard...   Idea #2   -     ------------------------------------------------------------------------------------------------------------------------------ Rules list:   Idea #1   New possible shield rule!   *Test stats below and the "Shortened version"*    new rules for the armor class are being worked on, and I'm just quickly going to take the freedom of making something up for it myself! Or a few even. I can't come up with Ideas to Gm but instead i get inspired to come up with stuff like this.   Since the new rules were planning on removing the "Dodge" Ac bonus off armor and giving them all a damage reduction (DR) It instantly came to mind, to me, that shield would have to work slightly differently, as rare as they seem to be for now as nobody seem to use them it still needs to be in place for when it will get popular, along with rules for pistols and rifles whenever those will come up.   But anyways, Shields will obviously no longer passively increase your AC and will not exactly give you a damage reduction, instead what you will get is a standard d20+Re SN above opposing Acc, roll to block/parry an attack to either negate all or half of the damage...  Either or in case blocking full damage is too overpowered for this.   Durability: This stat will keep track of the condition of the user's shield, any shield can break without mantinence eventually especially wooden shields which can be especially fragile in some occasions, how this wors is shield types will have a threshold for how much damage they can block from one hit until it affects its integrity, a hit that goes above 6 on a buckler will reduce its hitpoints until it reaches a critical stage in which it is heavily damaged and can only sustain one more hit before irreperably breaking down into splinters or getting too contorted to be of any practical use. This works for every type of shield iron shields included, and some types of damage will deal more damage towards the shield when it is blocked meaning that if you get hit for 6 damage on your buckler with a mace or other sources of bludegeoning damage gets multiplied af if it was a critical hit, bludegeoning damage will deal x2 damage against both types of shields, fire will deal x2 against wooden shields along with a chance of setting them on fire and corrosive damage will deal x3 damage against iron/steel shields.   Knockback bashing: Hit someone with a natural 20 with a shield and you might send him sitting or prone from the impact, note that this does not work with a buckler as you might as well be punching your attacker at that point, but it does work with large shields and small iron/steel shields, one can potentially stun lock a lone opponent and beat the shit out of him with a shield, its a valuable tactic if a very annoying and painful one, but this doesn't mean that the enemy doesn't get his turn.   Unblockables: Technically you can block an attack from a weapon that is bigger than a great sword but the sheer force would either throw you back several steps and damage your shield for x2 damage or squash you outright, especially enemies that are bigger than ponies like club wielding ogres you can't block that. For the rare occasion you meet some super strong pony wielding some giant sharp chunk of metal like in final fantasy you cannot block his attack effectively like you would normally, you can still block them but you'd be sent a meter backwards, if the pony is any good, and take 50% less damage from the hit along with your shield taking a right beating, although you cannot block a "mighty blow" from this guy no matter if you block it, it will do full damage. A natural 20 from a normal enemy is also considered unblockable UNLESS you get a nat 20 on your block, you better be praising Kek then and the sun.   Bucklers: These shields are small wooden/steel parrying shields that are usually strapped to the off hand and seem to be most common between ponies as they are less awkward to use and because it allows the user to use a shield and a one handed weapon at the same time making it handy in many combat scenarios except for blocking ranged attacks, they don't even take half of one's hoof when strapped at most a whole meter in size and they don't take much to build either,  most versions aren't even that heavy but of course still require quite a bit of dexterity to use along with quick reflexes, otherwise you might end up blocking an attack with your arm instead of with your shield, these shields are tough for their sizes but are still the most fragile on the line, they can break if they take one too many hard hits perhaps a bit quicker than its bigger brothers.   list of shields classified as "bucklers" and stats:   WIP     small wooden and steel shields: These shields a more heater shield sized, bigger than a buckler as they take most of one's hoof and are slightly more awkward to wield but most designs can still be wielded on one hoof effectively like a buckler with a bit of thinkering, most wooden shields are still relatively cheap to make and are light enough to not take very long to get used to the weight, but most human designs need to be modified to be a bit smaller as the full sized version is already big enough to count as a large shield, 'course there's always making your own design to fit the new bodies. They are a bit more encoumbering but are still most effective in combat with their decently large sizes it is also easier to block ranged attacks unlike with the buckler but may not be as good with blocking melee attacks,  and it is worth noting that you have to be facing the attacker before you can call a block, if you're being surprised and attacked from the sides or rear you cannot block until you expend a swift action to turn around, yes it is also implied that you can use move actions to go around and prevent a block, but it will also trigger an AoO if you try to do that on the defender's behalf...     List of shields classified as small shields and stats:   WIP   Large wooden and steel/iron shield: the slightly bulkier and taller shields such as a pony sized kite shield for example are considered large shields, these shields are more useful in a static defense than melee as they cannot be used with one hoof especially the steel versions therefore are preferrably used as some sort of wall for a ranged fighter, they can be impaled on soft ground to provide partial cover for yourself or someone else (-4 to hit) and are great at blocking ranged attacks.   List of shields classified as Large shields and stats:   WIP   Tower shields: This is were all the greatshields and taller will end up, these shields are huge almost the height of a stallion if not bigger and pretty much the size of a mare! Due to their ridiculus weight and size they cannot be used to properly bash an opponent unless your strenght exceeds 12, in that case the damage is d8 with a crit chance of 19 or 20,  also to move properly you will have to either set it on the ground and use it as full cover (-6 to hit) or strap it on your back again, otherwise you will have to drag the thing across the battlefield and move at half your Mo.  they can defenitly block an attack from the front with a whole SN reduction of 5 and an auto block on ranged attacks.   List of shields classified as tower shields   WIP   Of course on the strangely frequent occasion that the defenders gets a nat 1 praise Kek, something very silly will happen as it is custom here which might either be the defender completely missing the attacker's sword when trying to block and not only falling right into the opponent's weapon but also getting tossed down into a prone position right infront of the attacker which means world of hurt for the pony who got that nat 1 mainly for its penalties...   A nat 20 on the other hand will obviously do the extreme opposite of that! Your timing would be dead on accurate parrying the attacker's hit away sending his foreleg waaay back, also causing him or her to momentarily loose balance and giving you and even the pony standing directly next to the staggered individual a riposte like AoO, alternatively it could be made to disarm the opponent knocking whatever weapon he was wielding on his 'main hand' straight off his hoof, and about 4-5 meters away on the ground. On the occasion both parties roll a tie the two get stuck in a standoff crossing blade and shield face to face, in that case it becomes a contest on who can push the other back and get the defender in a position to get hit or the defender pushing the attacker back again, to do this all one will have to do is roll a quick Strength contest who ever rolls higher wins, on a tie no progress is made and its a reroll, on a second tie the two become stuck there in that contest as the turn moves on to the next pony on the list.   Rolling a normal failure will simply get you hit, meaning you weren't fast enough to react and the opponent was too quick, or you couldn't quite catch that bolt in time before it got to you.   On a success, your shield connects with the opponents weapon and successfully parries the attack causing it to deal no damage to you at all.   When using a buckler shield this is quite good since you can use that AND a weapon at the same time due to its small size, it can be strapped to your off hoof while the other one wields a weapon, although its not  as good at blocking ranged attacks, you're better off trying to dodge those but you can still block them if you have nowhere to run, all you have to do is roll d20+RE at SN 15 + the closer the attacker is, starting from 10 meters, now obviously a bigger shield would not have that big of a penalty to block that, blocking a ranged attack with a small shield would be SN 10 no matter the distance, and a large shield would be SN 5 along with the tower shield being an auto block. You, of course, have to be facing the opponent before announcing that you're blocking meaning you have to expend a swift action to turn AND THEN block, Only Con here is that you'd have to actually equip it which is a full round action if you also drop your weapon, also meaning you can't wield another weapon as it is too Awkward/heavy to wield along with another weapon.   Tower shields along with some large shields can be placed on the ground to be used as cover like in the normal SLSS rules, that remains mostly unchanged and still gives a good cover bonus against all ranged attacks, kite shields which in theory counts as a large shield can be placed as well to proved some cover with a smaller benefit.     --------------------------------------------------------------------------------------------------------------------------------------------     Shorter version and test stats.   Buckler: D20 + Re to parry SN whatever the attacker's Accuracy roll is decreased by 2 Vs ranged attacks such as from a bow or a crossbow with this shield will require an SN 15 + the attacker's distance starting from 10 meters Re roll meaning the closer the pony is the harder it is to block. (It also means that if the attacker is further back the SN decreases.) A blocked damage roll that exceeds "6" will count towards damaging the shield's durability which is equal to 15 hit points if its mostly made of wood and 25 if its mostly made out of iron/steel. Shield bash damage is D4 bludegoning damage.     Small wooden shield: D20 + Re at -2 to block SN whatever the attacker's accuracy roll is. Vs ranged attacks the SN defaults to 10 + attacker's distance from the defender starting from 10 meters. A blocked damage roll that exceeds "8" will affect the shield's integrity until it is broken: Average durability 20/20 Shield bash damage is D6.   Note: A weapon that is bigger than a greatsword cannot be blocked by bucklers and small shields additional damage from a natural 20 also counts, bludgeoning damage, fire damage and a weapon bigger than a greatsword in size will cause x2 durability damage to the shield, fire also deals damage over time depending on the attack that may affect the user as well. Depending on the type of shield and upgrades to said shield the durability may vary, Building a shield out of "sturdier" materials and reinforcing it with some iron may increase the durability up to an additional 10. (this might need to discussing)   Large wooden shield: D20 + Re to block SN whatever the attacker's accuracy roll is decreased by 4 Vs ranged attacks the SN defaults to 5 no matter the distance and its an auto block if its point black. Shield bash damage is D6, and critical hits at 19 and 20 which will also send the opponent prone or sitting. A damage roll that exceeds "8" will damage the shield's integrity until it is broken: Average durability of a large wooden shield 35/35,     Small steel/iron shield: Same as the small wooden shield. Vs ranged attacks same as the small wooden shield. A blocked damage that exceeds "10" will damage the shield's integrity, even an iron shield can be beaten up until it breaks: Average durability of a small steel/iron shield 45/45 Shield bash damage is D6, a critical hit will send the opponent prone.   Note: bludgeoning damage deals x2 damage against iron/steel shields and corrosion damage deals x3.   Large steel/iron shield: Same as the large wooden shield. Vs ranged attacks same as the large wooden shield. This type of shields can be placed on the ground to provide partial cover only for yourself or someone else if you move (-4 to hit) against all kinds of ranged and shockwave attacks, it only takes a move action to do so. Again if the blocked damage exceeds "10" the shield will take damage to its integrity: Average integrity for a large Steel/iron shield 60/60 Shield bash damage is D6 bludgeoning, same effect as the other shields.   Tower shield: Same as the above but with a -2 strenght penalty and with a decrease of the SN by 5 The shield can be placed on any terrain provided there's at least 1 meter of room around were one wants it to be placed, it provides full cover for you and another team mate (-6 to hit) when standing and firing from behind it, also denies line of sight when sitting or laying prone meaning you can't be directly targeted when sitting behind it reloading. Placing it takes a move action. Vs ranged attacks its a staight up auto block, provided you are facing the attacker. This shield will take integrity damage if the damage exceeds "10" and has 80 hit points.   Nat 1 on a block = You get hit for full damage and are knocked prone infront of your opponent.   Nat 20 = Stagger riposte AoO OR straight up disarm the opponent and send the weapon 6-7 meters away, on a tie in the rolls they enter a Strength contest to judge if the defender wins or the attacker wins,  a Nat 20 tie is possible if very unlikely, if that happens the same aforementioned rule applies... Perhaps in a slightly more epic manner.     Roll fail = fail to block, too slow. Roll success = Parry/block successful! No damage taken.   -------------------------------------------------------------------------------------------------------------------------- Location List:   -