FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
- rules:
Fallout Equestria Roleplay Season 3 Rules
Character Creation
**Players may create as many characters as they wish, but it is suggested/asked they keep it to 1 or 2 so
the party size is not unmanageable**
Creation will follow Fallout New Vegas style: 40 SPECIAL points and 2 traits or less at start. Regardless
of previous Wasteland experience, all characters are assumed to be lvl 1 at start. If a new character is
introduced later in the game, they will be introduced at the same level as the current average for the
group.
Perks will be gained as the group completes certain missions, and also on every other level up.
Magically skilled characters (ex: unicorns) may choose to take a spell rather than a perk on each
opportunity.
As of right now, the following character races and special circumstances for them are approved for
Player use:
Unicorn
Powerful magic wielders, unicorns can use their magic to carry more supplies and are more dexterous in
combat; +2 slots to inventory, +2 to combat rolls when using melee weapons. However, their bodies are
weaker compared to others; -10HP and more susceptible to crippling (-1 from saving roll).
Earth Pony
Earth ponies are strong, with sturdy bodies and high resistance to pain; resistance to crippling (+2 to
saving roll), and +10HP. However, they are less nimble in combat and cannot aim as easily when firing
from the mouth; -2 from combat rolls when using melee weapons, -2 from combat rolls when firing a
weapon held in their mouth.
Pegasus
Nimble, quick flyers, Pegasi are extremely valuable in a fight, able to gain the upper hoof in combat; +2
to all dodge rolls. This is good, considering their bones are lighter and weaker for flight, and they aren’t
exactly liked in the Wasteland of Equestria; susceptible to crippling (-2 from saving roll), -1 charisma to
party when trying to talk out of a fight.
*Ghoul (Limit of 1, maybe 2 if party is large enough)
Ponies living on from before the war, Ghouls are wise, experienced, and incredibly frightening to most
of those who call the Wasteland home; +1 charisma to party when talking out of a fight, extensive
knowledge of the area (group won’t get lost as easily during travel). However, ghouls live on a slippery
slope to insanity, and the right push could drop them into going feral; Ghoul’s start with 5 sanity points.
After particularly traumatizing experiences, Ghoul’s must roll for sanity with a d20. A roll of 1 instantly
drops them into being feral, causing them to attack anyone nearby; 2-13 causes the loss of one sanity
point; 14-20 the event has no major impact on the Ghoul. When a ghoul loses all sanity points, they go
feral.
*Cyberpony
Whether they were augmented to stay alive, or if they chose to get augmented, Cyberponies are rare
and powerful individuals in the Wasteland, each with their own advantages and weaknesses. *provide
GM with proposed augmentations, and we will discuss the bonuses/debuffs they give*
Griffin
Honorable and strong, most Griffins in the Wasteland have turned to mercenary groups or being guns
for hire, providing them with incredible combat ability and experience; +2 to all combat rolls. This
prowess has lead them to become overly confident, and normally quite brash when speaking with
ponies, often leading them to be seen as jerks; -1 charisma from party while in towns.
Zebra
Rooted in their traditions and history, the zebras who still roam Equestria’s Wasteland generally come
in two ‘breeds’, those who focus on traditional combat technique (Legionnaires), and those who have
taken to the study of zebra alchemy (Shaman). Legionnaires are considered some of the deadliest
combatants in the Wasteland, and are feared by most for their exceptional hoof-to-hoof skills; +3 to
combat rolls when unarmed. Shaman are less well known than their warrior counterparts, but are none
the less respected for their extensive knowledge of medicine and brews; +10HP per heal, can take a
new potion skill rather than a perk on level up*. Regardless of their specialty, zebras are hated even
more than pegasi across the Wasteland, and are seen by most as the cause for the misery in daily life;
Increased chance for party to be ambushed, -2 from party Charisma when in town.
*Stable Dweller (max 2, everyone having SATS is cheating)
Born and raised in the massive underground Stables, Stable Dweller’s are blessed with greater personal
health than those who were raised in the irradiated Wasteland above, and are gifted a Pipbuck when
they come of age; SATS ability (+3 to attack roll), +20HP. However, due to being raised away from the
hell above, Stable Dweller’s have no experience that a life in the Wasteland would grant them, as well
as a disturbing susceptibility to disease; no caps at start, must roll to save from Infectious Disease at the
start of every other in-game day (1-10; -20HP each day until next successful roll. 11-20 safe/cured.)
**If you wish to use another species, please provide me with a good backstory for them and appropriate
bonuses/weaknesses for them. I will weigh them and work with you to get the character to work for the
story, or deny them if it is too far out there to possibly work. Mixes are possible, but some exceptions do
exist, and the bonuses/debuffs will be balanced to keep fairness (No, there will not be any ‘strengths of
both, weaknesses of neither).**
*: Require choosing species; bonuses and debuffs will be changed slightly for some cases.
Inventory: Inventory slots will start out at a flat 10 items for every character unless the player is a
unicorn. This can be increased by getting superior bags, but will max out at 15 unless strength is enough
to carry more. 7 STR allows up to 17 slots, 10 STR allows up to 20 slots. Ammunition does not apply
to inventory, money does not apply (but will be tracked), and the currently equipped weapons do not
apply. Equipped launchers (rockets) will lower inventory by 2 due to strength requirement. Some items
will only take up a portion of a slot, depending on size.
Healing Potions: Large take up a whole slot, Regular take up half a slot, Small take up a third of a slot.
Shaman Potions: Sizes of these special brews will be decided based on Shaman level and skill, as well as
what the potion’s effect is.
Roleplay:
Characters may interact at any time so long as they are not directly engaged in combat. In combat,
yelling for help or pointing out enemies is perfectly fine, but no in depth conversations should be had,
that’s just not realistic.
Anything can be RP’ed between characters, but if you don’t want any other characters to hear your
conversation, you will need to state that your characters either walked away or are whispering. If this is
not done, other characters can hear you if they wish to do so, and react appropriately.
Do not post RP sex in the game, fade to black before it gets too scenic. If you wish to go further,
welcome to PM’s. Also, to prevent ridiculousness with it, please don’t have characters make sexy times
in places that aren’t appropriate. For example: if the group are stuck in a small place, probably not
realistic that they do the deed right next to everyone.
Special Roleplay: These are things that a player wishes to do as their character by themselves, which
may or may not come up in the game depending on what happens. This includes: new players joining,
new characters being introduced, and possible ‘companion’ quests. To initiate this kind of Roleplay, the
player will PM the GM about their intent, and they will work together to incorporate the new character
or quest into the story.
Combat
There are 3 kinds of combat: Player Initiated, Enemy Initiated, and Surprise.
In Player Initiated combat, the fight has started on the player’s terms. Players will attack first, unless an
enemy has a perk or ability which places them on top of the attack cue.
Enemy Initiated works the same way, except enemies will go first unless player skills place them on top
of attack cue.
Surprise Combat will take place when either the players are attacked by enemies without detecting
them first, or if the players attack enemies without being detected. In this case, the attacking party will
roll an extra d5 on top of their original damage, for the first round of combat only.
Regardless of type, combat will run the same. Players will roll a d20 to determine if they hit, and
how they hit; Or the player can choose to take a non-combat action (ex: healing, running to a better
position). A roll of 1-2 injures self, 3-5 results in a weapon failure, 6-10 is a narrow miss, 11-15 is a
normal hit, and 16-20 is a critical hit. For a normal hit, the player will then roll a d10 for their damage,
followed by adding any bonus damage they receive (ex: surprise combat bonus, weapon bonus, etc.)
Players with a perk that allows 2 attacks will roll an extra d10 if it is needed to kill the enemy being
targeted. For a critical hit, the player will roll for normal damage (including any bonuses) then roll a d5
to determine critical damage.
Explosives: Explosive rolls will be different. A d20 is still used, but there is no crits. 1-2 will hurt self
and 1 nearby ally. 3-5 hurts self only. 6-10 is a miss. 11-15 hits 1 enemy. 16-19 hits 2 enemies. 20 hits 3
enemies.
Multi-Attacks: Characters may roll for multiple attacks. To do this, they will do an AGL roll with a d10.
1-5 does not grant an extra attack. 6-8 grants 1 extra attack. 9-10 grants 2 extra attacks. These attacks
must focus on separate targets, and more than 1 attack cannot be used against the same target.
Many enemies may die in one or two attacks, which will be killed instantly by a critical hit or killed by 2
normal hits. The GM will introduce enemies with a set amount of HP at points, in which case damage
will be tracked until the enemy is dead. Enemies with HP will follow certain rules that do not apply to
weaker enemies. For example: they will often have skills to make them more deadly. When attacking an
enemy with announced HP, the player will state that they fired at or swung at the enemy, and declare
the damage that will be done if they hit. GM will then roll the enemy’s reaction (mostly an AGL roll) to
see if the enemy dodges or counters. If that roll fails, it will result in the enemy being hit; if it succeeds,
the attack will either deal half damage, miss completely, or even be countered by the enemy.
Boss Combat: When the GM introduces a boss, players will be forced to stop all Roleplay as they are
dragged into combat, unless their characters are separated from the group being attacked. Bosses will
require teamwork, and will have large amounts of HP and deal heavy damage to players. Each boss will
be unique, and require special attention to defeat. Many will have resistances to certain damage types,
can attack multiple players at once, or have other special abilities which will be revealed during the
fight. Players with certain abilities will be notified to roll a PER check (d10); success will reveal to that
player a weakness the boss has, which the player may then choose to share with the group or keep to
themselves.
Combat will proceed as normal for most boss fights, with few exceptions that will be stated at the start
of the fight by the GM if there are any.
**In all combat cases, players will announce which enemy they are attacking specifically, so that GM
can track who dies and who remains alive to counter attack. This can also be extended to body parts if a
player wishes to be specific.**
Player HP and Damage
Like enemies, players will keep track of their HP during combat or when effected by other sources (ex:
radiation, taint, poison, bleeding, etc). The site’s HP tracker can be used, but the GM will be keeping
track as well in case damage is forgotten by one party or the other so records can be compared. Each
character will start with 100HP, unless they take an ability which grants extra HP at the start of the
campaign.
HP will increase with new armor, leveling up, and some perks which can be gained from quests or some
Roleplay situations.
Enemies will deal damage similar to what players are capable of, with the exception of special enemies
and bosses, which will deal more damage.
Crippling: After particularly devastating attacks, the GM will tell a player to roll a Save Roll for their
character; this roll will determine if the character is crippled, and where. A roll of 1-3 cripples the head;
4-7 cripples the body, 8-13 cripples a leg, 14-20 there is no crippling.
Healing
Player characters, and sometimes even enemies, will be able to heal one another or themselves. This
ability will come in many forms including Healing Potions, Healing Magic, Auto-Docs*, and some Drugs.
Healing potions appear in Small, Regular, and Large versions; Small heal 15HP, Regular heal 30HP, and
Large heal 50HP. Using a potion replaces a combat action for the player.
Healing Magic consists of spells that are able to be learned by Unicorns, Alicorns, and other magic
wielding creatures. They are not as fast as Healing Potions, and heal more HP based on how long they
are channeled by the caster. Healing Magic levels up with the user, increasing the amount healed with
each turn. Using a spell, either on self or other character, will replace combat actions for both players
involved (healer and one being healed) until the healer cancels the action, the player being healed
leaves their reach, or the player being healed is at full health. The spell will heal more HP each cycle it is
channeled (ex: 20, 30, 50, etc.), so long as the healer passes a roll and is not attacked. The healer will roll
a d10 each cycle; 0-4 their concentration is broken and the spell loses all stacks, returning to the amount
of their first heal; 5-10 the spell continues and is increased to the next amount of healing.
Scavenging
After combat, or in abandoned buildings, it is possible for characters to scavenge from the dead and
any lockers/safes nearby. This is a [LUCK] roll, which will determine what is found and the condition
it is in. Scavenged items can include potions, weapons (enemies can only drop what they were using),
caps, ammo, and armor. If the player is trying to scavenge from a safe or locker, it could be locked and
require a skill check to open. If it is a regular lock, the player will roll a d20 based on their Lockpick skill.
If it is a safe, the player can try picking the lock, or look for a computer nearby; if there is one, there is
a chance it can be used to open the lock; the player can roll a d20 from Science to hack the computer
and open the lock (could also be used to turn off security systems in some buildings). Roll results will
be determined based off of Lockpick/Science skill to see if the safe/locker was opened. If the player
succeeds, they will then roll for LUCK to see what they find inside.
SPECIAL Rolls
Rolls for SPECIAL stats will be completed with a d10. These situations include dodging (AGL), scavenging
(LUCK), and other events (GM will announce if a special situation for a SPECIAL roll arises). For each
point in the appropriate SPECIAL stat above 5, the player will add 1 to their roll. For each point under 5,
the player will subtract 1 from that roll. (Ex: a character with an AGL of 3 trying to dodge an attack rolls a
6, but subtracts 2, ending with a 4).
Experience and Leveling Up
Experience will be awarded to characters for killing enemies, completing missions, and if the GM decides
you’ve done something so positively amazing that it demands the awarding of XP. The GM will keep
track of this for every player, and provide them their numbers on request, as well as approximate
distance from leveling up. XP gained from combat will be awarded once all fighting has stopped and the
characters are no longer engaging.
Levels will be granted at certain landmark amounts of XP, and will be announced each time a character
levels. Players will then tell the GM where they would like their skill points to go. If the level gained
awards a perk, the player will be notified, and a perk may be chosen (or a spell/potion if specified).
Skill Points
For simplicity, all skills will start out with 15, tagged skills have 30. Each level will grant 10 points to
distribute however the player wishes. Skills are found in the New Vegas list.
Orm- Alicorn
- Posts : 4425
Brohoof! : 51
Join date : 2012-02-22
Age : 31
Location : Canada
Character List:
Name: Searchlight
Sex: Male
Species: Ghoul Unicorn
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I'm with Last, keep the horseshoe!
Moodyman90- Draconequus
- Posts : 8257
Brohoof! : 163
Join date : 2012-05-09
Age : 34
Character List:
Name: Moody Blues/ Moodstone
Sex: Male/ Male
Species: Earth Pony/ Unicorn
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Orm wrote:
- rules:
Fallout Equestria Roleplay Season 3 Rules
Character Creation
**Players may create as many characters as they wish, but it is suggested/asked they keep it to 1 or 2 so
the party size is not unmanageable**
Creation will follow Fallout New Vegas style: 40 SPECIAL points and 2 traits or less at start. Regardless
of previous Wasteland experience, all characters are assumed to be lvl 1 at start. If a new character is
introduced later in the game, they will be introduced at the same level as the current average for the
group.
Perks will be gained as the group completes certain missions, and also on every other level up.
Magically skilled characters (ex: unicorns) may choose to take a spell rather than a perk on each
opportunity.
As of right now, the following character races and special circumstances for them are approved for
Player use:
Unicorn
Powerful magic wielders, unicorns can use their magic to carry more supplies and are more dexterous in
combat; +2 slots to inventory, +2 to combat rolls when using melee weapons. However, their bodies are
weaker compared to others; -10HP and more susceptible to crippling (-1 from saving roll).
Earth Pony
Earth ponies are strong, with sturdy bodies and high resistance to pain; resistance to crippling (+2 to
saving roll), and +10HP. However, they are less nimble in combat and cannot aim as easily when firing
from the mouth; -2 from combat rolls when using melee weapons, -2 from combat rolls when firing a
weapon held in their mouth.
Pegasus
Nimble, quick flyers, Pegasi are extremely valuable in a fight, able to gain the upper hoof in combat; +2
to all dodge rolls. This is good, considering their bones are lighter and weaker for flight, and they aren’t
exactly liked in the Wasteland of Equestria; susceptible to crippling (-2 from saving roll), -1 charisma to
party when trying to talk out of a fight.
*Ghoul (Limit of 1, maybe 2 if party is large enough)
Ponies living on from before the war, Ghouls are wise, experienced, and incredibly frightening to most
of those who call the Wasteland home; +1 charisma to party when talking out of a fight, extensive
knowledge of the area (group won’t get lost as easily during travel). However, ghouls live on a slippery
slope to insanity, and the right push could drop them into going feral; Ghoul’s start with 5 sanity points.
After particularly traumatizing experiences, Ghoul’s must roll for sanity with a d20. A roll of 1 instantly
drops them into being feral, causing them to attack anyone nearby; 2-13 causes the loss of one sanity
point; 14-20 the event has no major impact on the Ghoul. When a ghoul loses all sanity points, they go
feral.
*Cyberpony
Whether they were augmented to stay alive, or if they chose to get augmented, Cyberponies are rare
and powerful individuals in the Wasteland, each with their own advantages and weaknesses. *provide
GM with proposed augmentations, and we will discuss the bonuses/debuffs they give*
Griffin
Honorable and strong, most Griffins in the Wasteland have turned to mercenary groups or being guns
for hire, providing them with incredible combat ability and experience; +2 to all combat rolls. This
prowess has lead them to become overly confident, and normally quite brash when speaking with
ponies, often leading them to be seen as jerks; -1 charisma from party while in towns.
Zebra
Rooted in their traditions and history, the zebras who still roam Equestria’s Wasteland generally come
in two ‘breeds’, those who focus on traditional combat technique (Legionnaires), and those who have
taken to the study of zebra alchemy (Shaman). Legionnaires are considered some of the deadliest
combatants in the Wasteland, and are feared by most for their exceptional hoof-to-hoof skills; +3 to
combat rolls when unarmed. Shaman are less well known than their warrior counterparts, but are none
the less respected for their extensive knowledge of medicine and brews; +10HP per heal, can take a
new potion skill rather than a perk on level up*. Regardless of their specialty, zebras are hated even
more than pegasi across the Wasteland, and are seen by most as the cause for the misery in daily life;
Increased chance for party to be ambushed, -2 from party Charisma when in town.
*Stable Dweller (max 2, everyone having SATS is cheating)
Born and raised in the massive underground Stables, Stable Dweller’s are blessed with greater personal
health than those who were raised in the irradiated Wasteland above, and are gifted a Pipbuck when
they come of age; SATS ability (+3 to attack roll), +20HP. However, due to being raised away from the
hell above, Stable Dweller’s have no experience that a life in the Wasteland would grant them, as well
as a disturbing susceptibility to disease; no caps at start, must roll to save from Infectious Disease at the
start of every other in-game day (1-10; -20HP each day until next successful roll. 11-20 safe/cured.)
**If you wish to use another species, please provide me with a good backstory for them and appropriate
bonuses/weaknesses for them. I will weigh them and work with you to get the character to work for the
story, or deny them if it is too far out there to possibly work. Mixes are possible, but some exceptions do
exist, and the bonuses/debuffs will be balanced to keep fairness (No, there will not be any ‘strengths of
both, weaknesses of neither).**
*: Require choosing species; bonuses and debuffs will be changed slightly for some cases.
Inventory: Inventory slots will start out at a flat 10 items for every character unless the player is a
unicorn. This can be increased by getting superior bags, but will max out at 15 unless strength is enough
to carry more. 7 STR allows up to 17 slots, 10 STR allows up to 20 slots. Ammunition does not apply
to inventory, money does not apply (but will be tracked), and the currently equipped weapons do not
apply. Equipped launchers (rockets) will lower inventory by 2 due to strength requirement. Some items
will only take up a portion of a slot, depending on size.
Healing Potions: Large take up a whole slot, Regular take up half a slot, Small take up a third of a slot.
Shaman Potions: Sizes of these special brews will be decided based on Shaman level and skill, as well as
what the potion’s effect is.
Roleplay:
Characters may interact at any time so long as they are not directly engaged in combat. In combat,
yelling for help or pointing out enemies is perfectly fine, but no in depth conversations should be had,
that’s just not realistic.
Anything can be RP’ed between characters, but if you don’t want any other characters to hear your
conversation, you will need to state that your characters either walked away or are whispering. If this is
not done, other characters can hear you if they wish to do so, and react appropriately.
Do not post RP sex in the game, fade to black before it gets too scenic. If you wish to go further,
welcome to PM’s. Also, to prevent ridiculousness with it, please don’t have characters make sexy times
in places that aren’t appropriate. For example: if the group are stuck in a small place, probably not
realistic that they do the deed right next to everyone.
Special Roleplay: These are things that a player wishes to do as their character by themselves, which
may or may not come up in the game depending on what happens. This includes: new players joining,
new characters being introduced, and possible ‘companion’ quests. To initiate this kind of Roleplay, the
player will PM the GM about their intent, and they will work together to incorporate the new character
or quest into the story.
Combat
There are 3 kinds of combat: Player Initiated, Enemy Initiated, and Surprise.
In Player Initiated combat, the fight has started on the player’s terms. Players will attack first, unless an
enemy has a perk or ability which places them on top of the attack cue.
Enemy Initiated works the same way, except enemies will go first unless player skills place them on top
of attack cue.
Surprise Combat will take place when either the players are attacked by enemies without detecting
them first, or if the players attack enemies without being detected. In this case, the attacking party will
roll an extra d5 on top of their original damage, for the first round of combat only.
Regardless of type, combat will run the same. Players will roll a d20 to determine if they hit, and
how they hit; Or the player can choose to take a non-combat action (ex: healing, running to a better
position). A roll of 1-2 injures self, 3-5 results in a weapon failure, 6-10 is a narrow miss, 11-15 is a
normal hit, and 16-20 is a critical hit. For a normal hit, the player will then roll a d10 for their damage,
followed by adding any bonus damage they receive (ex: surprise combat bonus, weapon bonus, etc.)
Players with a perk that allows 2 attacks will roll an extra d10 if it is needed to kill the enemy being
targeted. For a critical hit, the player will roll for normal damage (including any bonuses) then roll a d5
to determine critical damage.
Explosives: Explosive rolls will be different. A d20 is still used, but there is no crits. 1-2 will hurt self
and 1 nearby ally. 3-5 hurts self only. 6-10 is a miss. 11-15 hits 1 enemy. 16-19 hits 2 enemies. 20 hits 3
enemies.
Multi-Attacks: Characters may roll for multiple attacks. To do this, they will do an AGL roll with a d10.
1-5 does not grant an extra attack. 6-8 grants 1 extra attack. 9-10 grants 2 extra attacks. These attacks
must focus on separate targets, and more than 1 attack cannot be used against the same target.
Many enemies may die in one or two attacks, which will be killed instantly by a critical hit or killed by 2
normal hits. The GM will introduce enemies with a set amount of HP at points, in which case damage
will be tracked until the enemy is dead. Enemies with HP will follow certain rules that do not apply to
weaker enemies. For example: they will often have skills to make them more deadly. When attacking an
enemy with announced HP, the player will state that they fired at or swung at the enemy, and declare
the damage that will be done if they hit. GM will then roll the enemy’s reaction (mostly an AGL roll) to
see if the enemy dodges or counters. If that roll fails, it will result in the enemy being hit; if it succeeds,
the attack will either deal half damage, miss completely, or even be countered by the enemy.
Boss Combat: When the GM introduces a boss, players will be forced to stop all Roleplay as they are
dragged into combat, unless their characters are separated from the group being attacked. Bosses will
require teamwork, and will have large amounts of HP and deal heavy damage to players. Each boss will
be unique, and require special attention to defeat. Many will have resistances to certain damage types,
can attack multiple players at once, or have other special abilities which will be revealed during the
fight. Players with certain abilities will be notified to roll a PER check (d10); success will reveal to that
player a weakness the boss has, which the player may then choose to share with the group or keep to
themselves.
Combat will proceed as normal for most boss fights, with few exceptions that will be stated at the start
of the fight by the GM if there are any.
**In all combat cases, players will announce which enemy they are attacking specifically, so that GM
can track who dies and who remains alive to counter attack. This can also be extended to body parts if a
player wishes to be specific.**
Player HP and Damage
Like enemies, players will keep track of their HP during combat or when effected by other sources (ex:
radiation, taint, poison, bleeding, etc). The site’s HP tracker can be used, but the GM will be keeping
track as well in case damage is forgotten by one party or the other so records can be compared. Each
character will start with 100HP, unless they take an ability which grants extra HP at the start of the
campaign.
HP will increase with new armor, leveling up, and some perks which can be gained from quests or some
Roleplay situations.
Enemies will deal damage similar to what players are capable of, with the exception of special enemies
and bosses, which will deal more damage.
Crippling: After particularly devastating attacks, the GM will tell a player to roll a Save Roll for their
character; this roll will determine if the character is crippled, and where. A roll of 1-3 cripples the head;
4-7 cripples the body, 8-13 cripples a leg, 14-20 there is no crippling.
Healing
Player characters, and sometimes even enemies, will be able to heal one another or themselves. This
ability will come in many forms including Healing Potions, Healing Magic, Auto-Docs*, and some Drugs.
Healing potions appear in Small, Regular, and Large versions; Small heal 15HP, Regular heal 30HP, and
Large heal 50HP. Using a potion replaces a combat action for the player.
Healing Magic consists of spells that are able to be learned by Unicorns, Alicorns, and other magic
wielding creatures. They are not as fast as Healing Potions, and heal more HP based on how long they
are channeled by the caster. Healing Magic levels up with the user, increasing the amount healed with
each turn. Using a spell, either on self or other character, will replace combat actions for both players
involved (healer and one being healed) until the healer cancels the action, the player being healed
leaves their reach, or the player being healed is at full health. The spell will heal more HP each cycle it is
channeled (ex: 20, 30, 50, etc.), so long as the healer passes a roll and is not attacked. The healer will roll
a d10 each cycle; 0-4 their concentration is broken and the spell loses all stacks, returning to the amount
of their first heal; 5-10 the spell continues and is increased to the next amount of healing.
Scavenging
After combat, or in abandoned buildings, it is possible for characters to scavenge from the dead and
any lockers/safes nearby. This is a [LUCK] roll, which will determine what is found and the condition
it is in. Scavenged items can include potions, weapons (enemies can only drop what they were using),
caps, ammo, and armor. If the player is trying to scavenge from a safe or locker, it could be locked and
require a skill check to open. If it is a regular lock, the player will roll a d20 based on their Lockpick skill.
If it is a safe, the player can try picking the lock, or look for a computer nearby; if there is one, there is
a chance it can be used to open the lock; the player can roll a d20 from Science to hack the computer
and open the lock (could also be used to turn off security systems in some buildings). Roll results will
be determined based off of Lockpick/Science skill to see if the safe/locker was opened. If the player
succeeds, they will then roll for LUCK to see what they find inside.
SPECIAL Rolls
Rolls for SPECIAL stats will be completed with a d10. These situations include dodging (AGL), scavenging
(LUCK), and other events (GM will announce if a special situation for a SPECIAL roll arises). For each
point in the appropriate SPECIAL stat above 5, the player will add 1 to their roll. For each point under 5,
the player will subtract 1 from that roll. (Ex: a character with an AGL of 3 trying to dodge an attack rolls a
6, but subtracts 2, ending with a 4).
Experience and Leveling Up
Experience will be awarded to characters for killing enemies, completing missions, and if the GM decides
you’ve done something so positively amazing that it demands the awarding of XP. The GM will keep
track of this for every player, and provide them their numbers on request, as well as approximate
distance from leveling up. XP gained from combat will be awarded once all fighting has stopped and the
characters are no longer engaging.
Levels will be granted at certain landmark amounts of XP, and will be announced each time a character
levels. Players will then tell the GM where they would like their skill points to go. If the level gained
awards a perk, the player will be notified, and a perk may be chosen (or a spell/potion if specified).
Skill Points
For simplicity, all skills will start out with 15, tagged skills have 30. Each level will grant 10 points to
distribute however the player wishes. Skills are found in the New Vegas list.
Thank you Orm. Have a brohoof.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I just downloaded the doc to my computer. I was aiming for a googledocs copy, but this works too.
Ironmonger- Daemon Prince of Bad Puns
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
New plan has been decided.
Oh god this will be fun
Oh god this will be fun
CamoBadger- Royal Alicorn
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
It's because Cast picked up that horseshoe isn't it?
Moodyman90- Draconequus
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I've got to go in about an hour at most. School and such.
Ketchup- The Condiment
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
CamoBadger wrote:New plan has been decided.
Oh god this will be fun
This worries me...
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Guarddogjr wrote:CamoBadger wrote:New plan has been decided.
Oh god this will be fun
This worries me...
Well look on the bright side Guard, it's going to be entertaining.
At least to me and Camo hahahahah.
Moodyman90- Draconequus
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Rusty Horseshoe, emphasis on WHORE.
Ironmonger- Daemon Prince of Bad Puns
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Ironmonger wrote:Rusty Horseshoe.
Is that a sex thing?
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I'm conflicted on whether or not to have Crusher notice Clock... On one hand all you two want is interaction between her and Charcoal, but on the other hand it has 10 Charisma...
Aonee- Draconequus
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
@Last
It's the secret to unlocking the universe.
It's the secret to unlocking the universe.
Ironmonger- Daemon Prince of Bad Puns
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
LOOK! Now everyone will think of Clockwork's past while you listen to this super happy song!
CamoBadger- Royal Alicorn
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Ironmonger wrote:@Last
It's the secret to unlocking the universe.
Oh, I thought it was like a rusty hook or something.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
CamoBadger wrote:LOOK! Now everyone will think of Clockwork's past while you listen to this super happy song!
Damn, another good song, Camo.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Thanks, I love that one.Guarddogjr wrote:CamoBadger wrote:LOOK! Now everyone will think of Clockwork's past while you listen to this super happy song!
Damn, another good song, Camo.
CamoBadger- Royal Alicorn
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
- Charcoal to Clock:
CamoBadger- Royal Alicorn
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I never said that was what I wanted.Aonee wrote:I'm conflicted on whether or not to have Crusher notice Clock... On one hand all you two want is interaction between her and Charcoal, but on the other hand it has 10 Charisma...
XT Vengeance- High Inquisitor of Jackassery
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
It seems to be what happens, either way.
Aonee- Draconequus
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
That's because they've both grown dependent on one another.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
anyway, I have to go to bed.
Aonee- Draconequus
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Gawd dammit camo, that check made me laugh.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
More lies.Last wrote:He lands and trots over to Shadow and Cherry " Well, I didn't see anything."
Tytan- The Great Bait Hunter
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Tytan wrote:More lies.Last wrote:He lands and trots over to Shadow and Cherry " Well, I didn't see anything."
They can't handle the truth Tytan.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
I'm off to bed now. Later fellas.
Ketchup- The Condiment
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Guarddogjr wrote:Later, ketchup
- Lastbait?:
Yes sir.
Guest- Guest
Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Cast may or may not have some issues with cities due to some urban warfare during his service.
Ironmonger- Daemon Prince of Bad Puns
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Re: FALLOUT EQUESTRIA ROLEPLAY SEASON 3 ((OOC/Character Sheets))
Right, well I am off. I have to work early tomorrow.
XT Vengeance- High Inquisitor of Jackassery
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