Fallout Equestria Wasteland Ventures
Fallout Equestria Wasteland Ventures
Playtesting and Advice: LZ, Moonlight Grimoire, Mittens, Kittyfluff, Ray Lionheart,
f1r3w4rr10r, Tierney Kelly, Eden, Kendallkun, Pesian, Raven, dumbhat, GODOG, Borealis,
Etymologically Correct Filly
Layout: Waak
Version 2.4.1
Last compiled on March 25, 2023
Contact: [email protected]
2
Contents
1 Introduction 7
Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2 Characters 13
Creation Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
SPECIAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Secondary Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
P.A.S.T. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3 Equipment 47
Caps & Currency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Quick Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Weapon Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Weapon Characteristics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Apparel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Mundane Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Optional Equipment Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Item Condition, Degradation & Repair . . . . . . . . . . . . . . . . . . . . . . . . 55
Modifying Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
4 Character Advancement 59
Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Improving Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Improving Strain and Aerial Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Gaining Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5 Game Rules 65
SPECIAL Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Skill Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Assisting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
3
4 CONTENTS
Opposed Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Critical Success and Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
SPECIAL & Skill Value Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Character Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Environmental & Other Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Sneaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Long Distance Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
6 Additional Rules 81
Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Invention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
NPC Disposition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
PipBuck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Sleep Deprivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Hunger & Thirst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
7 Combat 91
Combat Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Combat Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Combat Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Combat Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Crippled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Area of Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Status Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Movement Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Attack Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Combat Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Defensive actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Other Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Damage Calculations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Damage & Damage Threshold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Losing HP Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Pain Thresholds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Critical Damage & Critical Damage Threshold . . . . . . . . . . . . . . . . . . . 110
SPECIAL Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Healing HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
CONTENTS 5
Introduction
7
8 CHAPTER 1. INTRODUCTION
ways they knew of; some trying to work to- where we are born, nor when we are
gether with mutual, equal trust, while others born. Only thing that matters, is how
formed strict dictatorships. Few tried creating we proceed with what we are given...
utopias of various beliefs, and some fell into
utter chaos altogether, creating warring parties Players control characters with freedom of
of raiders with nary a place to call home. Even thought. They can have personalities differ-
some of the Stables would open, greeting the ent to the player: being wondrous saints, naive
land they might have been oblivious to, with rebels, striving business tycoons, or sadistic
both great fear and absolute arrogance alike. pillagers, committing both heroics and crimes,
As the lush, colorful land has mostly turned and affect the world and story around them.
dry and grim, with great beasts roaming They have backgrounds, experiences that mold
around among other numerous threats, the their personality, with causes and goals they
struggle for food, water, shelter, and all the aim for.
desires of one’s heart is ever present. It is Characters interact with the world, the
this struggle, that brings both life and end to NPCs they encounter during their journey, and
great many stories. And while some stories other players with the use of both their stats
have already been long forgotten, others are (attributes and skills) and by describing their
just about to begin... actions as the player, not completely limited by
stats and numbers. However, stats describe the
concept of core character being played, mak-
Playing the Game ing it rather important trying to act how the
character would act, not how the player herself
Gameplay
would act. It is part of the immersion of the
The Fallout Equestria: Wasteland Ventures game, that is being sought after.
is a tabletop roleplaying game, sometimes re-
ferred to as Pen-n-Paper roleplaying game set Gamemaster
in the world of Fallout: Equestria, a fu-
sion between Fallout TM and My Little Pony TM The Gamemaster (GM) is the person leading
brands. This unpredictable world is contested and providing the game. Where rules give the
with just as unpredictable dice and imagina- framework of a building, the GM decorates it
tion. inside out, and players then interact with it
Most commonly played as a group, the game how they see fit.
can be enjoyed as a short single session expe- GM creates the game world, handling the
rience, or as a long-lasting campaign of multi- locations, events, quests, NPC’s and creatures.
ple sessions, with or without impressive stories She upholds the rules, while is inclined to focus
to journey through. Gameplay is divided into foremost on the enjoyment and excitement of
three equal parts: roleplaying, exploration, her players.
and combat.
World
Character
Where Fallout and other pop culture refer-
We are not born a monster, but be- ences imagine a nuclear holocaust tearing the
come one through our actions. We world apart, in Fallout Equestria, an un-
do not choose to whom we are born, controlled magical warfare of Megaspells tore
9
Ghoul - A pony, zebra or griffon mutated by Rounding - Unless otherwise specified in the
the magical radiation. Resembles a walk- rules or by the Game Master, all equations
ing corpse. Some stay sane while others are rounded down to the nearest integer
go feral and hostile to others. (full number).
Group - see Party. Routine - A mundane, everyday task a char-
acter performs, i.e. eating or sleeping.
Hex - A single tile on a battle map, if one is
They are often not checked daily for their
used in the game.
tedious nature of checking - instead only
House Rule - A rule made by the Game Mas- asked for in intense moments.
ter outside of this rulebook.
Secondary Statistics - Character’s statis-
Initiative - The roll that determines the order tics that are derived from some other
in which characters act in combat. statistic(s).
Level - Represents the character’s overall ex- Session - A period when the GM hosts the
perience, ability and power. game for the players.
Non-Player Character (NPC) - A charac- SPECIAL - Each creature comes with their
ter controlled by the Game Master. seven SPECIAL attributes: Strength,
Perception, Endurance, Charisma, Intel-
Optional Rule - A rule that is not necessary
ligence, Agility, and Luck. The higher the
for playing, but can be included for extra
value, the better the creature is in that
depth.
SPECIAL attribute.
Party - The players’ characters are collec-
Spell - Magical spells that can be cast by the
tively called a party.
characters. They can harm or help the
Penalty - A negative effect on a roll deter- target depending on the spell casted.
mined by the Game Master.
Stack - Some abilities, perks and other effects
Perk - A set of good qualities your character may stack, meaning a bonus or a penalty
can take upon leveling up. is added on top of another one.
Player - You and your fellow friends who will Terminal - The computers of this world,
be playing. somewhat primitive in technology.
Player Character (PC) - A character con- Trait - An optional character-building quality
trolled by a player. that the player can pick for their character
during character creation. Has both a pro
Race - The species of your character, each of
and con to them, unlike perks.
which have their own pros and cons.
Token - A picture or a figurine representing
Rads - Magical radiation that is harmful to
your character. Optional.
living creatures, causing potentially dan-
gerous mutations.
Rolling - The act of rolling the dice to see the
effects of your actions.
12 CHAPTER 1. INTRODUCTION
Chapter 2
Characters
Every story starts with a character - which of- races” is provided under Chapter 2: Charac-
ten are more than just notes and numbers on ters - Races on page 18.
a paper. This chapter holds the materials you
need to create the baseline of your character,
while you bring life to it with your roleplaying 2. SPECIAL
and imagination. At character creation, all characters have 40
This rulebook comes with a Character Sheet points to distribute between 7 SPECIAL at-
where you can record the details of your cre- tributes - Strength, Perception, Endurance,
ation. Charisma, Intelligence, Agility, Luck. The
minimum and maximum in each attribute is
1 and 10, respectively. The higher your at-
Creation Process tribute is, the better! A complete description
When you begin to create your character, you of the attributes is provided under Chapter 2:
should first decide what kind of a person this Characters - SPECIAL.
character should be; an agile sharpshooter or
the slow but deadly stallion with a Super 3. Secondary Statistics
Sledge? Maybe the character is the face of the
group, talking their way out of trouble. Once A multitude of secondary statistics are derived
the character concept is done, you can start to from the primary SPECIAL attributes - these
determine the details; race, stats, gear and so further establish your character and provide
on. some key stats in and out of combat. Unless
modified with Traits and/or Perks, most of
these statistics do not change during game-
1. Race
play. Most important secondary statistics to
Most common races to wander the Equestrian note are the following:
Wastes are of equine descent - these are earth
ponies, pegasi, unicorns, and (to some extent) Hit Points (HP)
zebras. Griffons are also a playable race in this Action Points (AP)
game. Ghoulified -corpselike mutations- vari- Carry Weight
ants of the aforementioned races exists, as well Healing Rate
as an array of other races that are up to GM’s Resistances
discretion to allow for play. A list of “core Critical Success And Failure Thresholds
13
14 CHAPTER 2. CHARACTERS
A complete list of secondary statistics and how 6. Virtue, Karma & Special Talent
they are calculated is provided under Chapter
2: Characters - Derived Statistics. A character’s virtue is the one good trait
that helps them weather the wasteland’s worst
storms of the character’s life and from where
4. Skills they draw power from when faced with diffi-
cult situations. This is purely for roleplaying
Skills are the learned abilities your character purposes in order to give the character more
has gathered in their life - like knowledge in uti- depth.
lizing guns is shown through Firearms, while
Karma measures how good, neutral or evil
computer knowledge and hacking prowess is
a character is. Characters start with +10, 0
determined through Science.
or -10 karma. Karma is sensed by others; it
Skill values normally range between 1 to 85 - shines through the way the character carries
though there are methods to raise a skill above themselves, the way they speak and the way
85, no skill can be raised above 100. they act. Unless you take a perk to mask
A complete list of skills, their initial calcu- Karma, NPC’s are capable of “having a hunch”
lation and associated descriptions is provided about your character’s true standing, which
under Chapter 2: Characters - Skills. can change how they act and treat your char-
acter.
5. P.A.S.T. Negative karma stands for karma gained out
of acts that are frowned upon; stealing, sense-
P.A.S.T., Previously Attained Skill Training, less killing and backstabbing among others.
is a bonus to a character’s set of skills they’ve Positive karma is gained by doing good deeds;
acquired a expertise on during their life. Char- letting enemies live if given the chance and us-
acter’s age - mainly if they are a ghoul or not ing more peaceful solutions.
- relates to the amount of P.A.S.T.s they can A neutral karma character has their karma
have. In addition, characters get a special abil- stay close to 0. This means most characters
ity, Quirk, fitting for the profession they used with more extreme karma are less affected by
to have, usable once per session. the neutral karma character.
A complete list of different kind of P.A.S.T. Karma influences how NPC’s react to the
choices, their associated skills and Quirks characters. Characters that have high positive
is provided under Chapter 2: Characters - karma rarely see eye to eye with characters of
P.A.S.T. negative karma, and vice versa.
Special talent is reserved for characters
6. Traits whose race is of any equine heritage. The spe-
cial talent is the one thing a character is very
Something else can make your character spe- good at, making them special. If the character
cial than their... well, SPECIAL stats. It’s is a pony, they have a cutie mark symbolizing
their flaws and special powers that make them the special talent. If the character is a zebra,
more interesting. Characters can take up to they have a glyph that represents this talent.
two traits with their associated benefits and This special talent has to be related to one of
hindrances. Note that a few of them requires your P.A.S.T. skills. When using your special
GM’s approval - you’ll find the full list of traits talent related skill, you can get a slight bonus
under Chapter 2: Characters - Traits. of +5 on specific or all actions. This should be
15
7. Gear
You can’t go out into the harsh wasteland and
expect to survive without equipping yourself.
Gear includes armor, weapons and general sur-
vival tools such as food, water, and a saddle-
bag.
Some settings may provide you with the ba-
sic items you need and sometimes you have to
purchase all of your gear by yourself.
When equipping armor and clothing, only
one of each can be worn on the body simul-
taneously. However, some clothes cannot be
worn with armor. Unless otherwise specified
by the GM, the standard starting amount is
500 caps at level 1.
Further information on equipment and their
statistics can be found under Chapter 3 -
Equipment.
8. Background
You can do the finishing touches to your char-
acter by filling in the name, history and back-
ground you deem important for them, making
the character more unique. You can ask why
your character has decided to go on the adven-
ture provided by your GM. Do not shy from
discussing with other players - it is possible
the characters know each other from previous
encounters and share history.
16 CHAPTER 2. CHARACTERS
high amount of Luck just tend to have things imum HP are determined by the following for-
go their way, and characters with a low amount mula:
of Luck always seem to be standing under the
10 + EN D
delivery cart when the piano is dropped. Rolls
against Luck are made at the GM’s discretion; HP is indicated by a column of tokens, called
Luck rolls can determine if, when your charac- Health Tracker. Once character takes dam-
ter is out of ammo and lying half-unconscious age, their health begins to dwindle downwards.
on the ground, he happens to find that loaded All characters have 10 HP as a base. The
shotgun lying concealed and forgotten in the character adds their END to this for their Total
dust. HP. For example, a character with 5 END has
a maximum of 15 HP.
Affected by temporary buffs:
All characters have Pain Thresholds at 5 HP,
Critical success and failure thresholds
3 HP and 1 HP. When a character reaches these
Breaking free of Grapple
Pain Thresholds, further penalties are applied
Looting
through statuses, to indicate that the charac-
Affected by permanent changes only: ter’s bodily limit is being reached. These sta-
All skills slightly tuses are rolled by the GM from a table with
various effects, meaning that not all characters
begin to break down the same way.
Secondary Statistics Pain Thresholds, HP Token loss and healing
These statistics are values that are either de- HP is further explained in Chapter 7: Combat
rived from your SPECIAL values or otherwise - Dealing Damage.
determine your character, the nitty-gritty of
your character sheet. Healing Rate
Your body heals at a natural rate - albeit
Level slowly. Healing Rate stat represents your char-
acter’s natural healing process during at least
Your character has a Level (lvl) measur-
8 hours of rest.
ing their experience and time in the Waste-
The character’s Healing Rate is determined
land. Levels are gained through Experience
by their Endurance; characters with low END
Points (XP) rewarded throughout the char-
heal less Hit points than characters with high
acter’s journey from various actions; usually
END, as shown below:
assigned during or after a game session by the
Game Master. END 1-3 Heals 1 HP / 8 hours
END 4-7 Heals 2 HP / 8 hours
Hit Points END 8-10 Heals 3 HP / 8 hours
Hit points (HP) are one of the most impor-
Action Points
tant statistics in the game - they determine
if your character is alive and walking or dead Your Action Points (AP) determine how
and buried. If a character’s HP at any moment quickly you act in combat - and how many
reaches 0, the character has perished. actions you can perform in one combat turn.
HP can recover with time, drugs, correct Action Points are determined by the following
skills or a visit to your local doctor. Your max- formula:
24 CHAPTER 2. CHARACTERS
GM’s discretion if a character that has left play Combat trick modifier affects how easy com-
in this manner can be brought back. bat tricks can be performed by the character.
Diplomacy Intimidation
Lockpick
Explosives Starting value: (2 × P ER) + (LCK/2)
If the character needs to open locks with-
Starting value: (2 × P ER) + (LCK/2)
out the proper key, this is the skill for her. A
The Explosives skill is used when the char- character may use it to get what she want, but
acter tries to manipulate anything that can others don’t want her to have.
go boom in an instant - be it deliberately The Lockpick skill governs the character’s
or not. Explosives determines the character’s ability to pick conventional locks with the help
knowledge and accuracy with all grenades and of a screwdriver and a bobby pin or similar
weapons that launch explosive or burning or- tools of trade.
dinance other than bullets - these weapons in-
clude missile launchers, grenade launchers and
Magical Energy Weapons
Balefire Egg Launcher (BEL).
It also governs the character’s prowess in theStarting value: (2 × P ER) + (LCK/2) The
art of defusing and disarming explosives. With Magical Energy Weapons skill (MEW) is used
enough skill and right components, the charac- when the character uses weapons that fire
ter can also craft some form of explosives. magic-based projectiles, such as laser beams
or goop of plasma.
This skill determines the character’s accu-
Firearms racy with all ranged magical weapons - for
instance the Q-Same AEW-21 Arcane Rifle,
Starting value: (2 × AGI) + (LCK/2) Silaha Plasma ”Corona” and Enclave Gale
The Firearms skill is used whenever the Blaster.
character deals with weapons that fire
gunpowder-based ammunition. Firearms are
known to kick back after firing a shot.
This skill determines the character’s accu-
racy and prowess with all conventional firearms
- like IF-64 ”Bloomberg”, Gretta M9 and Mini-
gun.
29
Mechanics Science
Starting value: (2 × IN T ) + (LCK/2) Starting value: (2 × IN T ) + (LCK/2)
As things are constantly breaking in the Sometimes there’s an electronic lock in place
wastes, and there aren’t customer service hot- of a mundane one or an automated defense sys-
lines anymore. A person with a high Mechanics tem protecting a building. In these situations,
skill is always good to have around. it is time to bring out the computer nerd to
The Mechanics skill determines the char- clear one’s path.
acter’s ability to build, repair and modify The Science skill determines the character’s
items, as well as to disable machines and non- grasp of mundane and arcane sciences. Science
explosive traps. It is also used in the scav- governs a character’s ability to invent, hack
enging of useful parts from machinery and terminals, as well as the character’s ability to
robotics. operate and understand of pre-war technology.
Medicine
Sleight
Starting value: (2 × IN T ) + (LCK/2)
The ability to protect life can be just as Starting value: (2 × AGI) + (LCK/2)
important as the ability to take life. The The Sleight skill shows how good the charac-
Medicine skill represents a character’s medi- ter is with her hooves or claws and how nimble
cal training as well as basic biological intuition her fine motor skills are. With high Sleight
and the ability to properly diagnose causes of skill she could build a tiny house from matches
illness and wounds that are not immediately without a problem, slide out of ropes keeping
apparent. her down, or slip caps out of an unsuspecting
Outside of healing potions, which are the passerby’s pocket.
quick but costly fix to the injured, a medical Sleight skill also determines how well you
practitioner can heal others with a successful slip concealed weapons into establishments un-
Medicine check. In addition, a well-versed doc- noticed.
tor can double the effects of medicinal items
upon a successful check. Details on how to heal
others with Medicine is found under Chapter Sneak
7: Combat - Damage Calculations.
Starting value: (2 × AGI) + (LCK/2)
The skill of being able to move quietly or
Melee
out of sight. When a character is sneaking,
Starting value: (2 × ST R) + (LCK/2) other characters will be less likely to notice
The Melee skill determines your character’s her at a distance. Masters of this skill can
prowess with weapons designed to keep ene- deal deadly blows from the shadows or daring
mies from a leg’s length away from you - while thievery without the foes being any wiser of an
still swatting at them with abandon. intruder.
This skill is used whenever the character at- The Sneak skill determines the character’s
tacks with a close-quarter combat weapon such proficiency at remaining undetected. This skill
as a baseball bat, spear, and Auto-Axe. This is also used to liberate a person out of their
skill is also used with old ranged weapons like prized possessions while they’re standing in the
bows. same room.
30 CHAPTER 2. CHARACTERS
Survival Unarmed
Starting value: (2 × EN D) + (LCK/2) Starting value: (2 × EN D) + (LCK/2)
The Survival skill is the skill of outdoor liv- Firearms can jam, and melee weapons can
ing and survival in hostile environments. Ba- be broken. At this point, it helps to utilize the
sically what they teach in Filly Guide, modi- natural weapons - hooves and claws.
fied for the post-War world. Survival has many The Unarmed skill determines the charac-
uses: from finding food and water in the mid- ter’s accuracy in unarmed or martial combat,
dle of a vast wasteland, to avoiding hostile as well as weapons worn directly on one’s legs
creatures’ domains, to knowledge about what - for example horseshoes and Power Glove.
plants and animals will be helpful or harmful. Further details on Unarmed Weapons can be
The Survival skill determines the character’s found under Chapter 3: Equipment - Weapon
overall wasteland savvy and her proficiency Characteristics.
at cooking, scavenging, tracking, and crafting
“natural” equipment and consumables. Sur-
vival informs a character about weather, geog-
raphy and orientation. Survival is also used to
know information on the many mutant crea-
tures that call the Wasteland their home.
Survival is also a skill that Alchemists can
use instead of Thaumaturgy for their magic.
Thaumaturgy
Starting value: (2 × [SP ECIA]) + (LCK/2)
Each pony has inherent magic in them, and
the Thaumaturgy skill shows how well they
have mastered that. For unicorns, it’s their re-
liability of spells; for pegasi and griffons, their
maneuvers; for earth ponies, their touch with
the earth and for zebras, their skill with po-
tions and spirits.
Thaumaturgy determines how well the char-
acter can do her race’s inherent magical ca-
pabilities and their general knowledge of the
subject. As each pony’s magic and how they
handle it is unique, there’s no specific SPE-
CIAL value linked to Thaumaturgy. During
character creation, one SPECIAL value, Luck
excluded, is attached to Thaumaturgy to cal-
culate the starting value.
31
P.A.S.T. Breacher
Associated skills: Explosives, Lockpick, Me-
Your past forms more of you than most would
chanics, Science
want to admit, and within these rules, it de-
fines what skills your characters have become Jammed doors, locked doors, terminals,
more comfortable with using. Previously At- walls... NONE are to stop you from reach-
tained Skill Training, abbreviated as P.A.S.T. ing where you desire. This is something that
give a bonus to a set of skills determined by the many folks have, occasionally, wanted you to
character?s life up until the present. do. Legally or not.
Each P.A.S.T has a set of skills fitting to the Quirk - Down with the Wall: Once per
type of past they are, most commonly a job session, you can pick an Obstacle and half its
or profession. In the Equestrian Wasteland, DT with a successful Explosives check.
as soon as a foal begins to walk, they begin
to learn to survive in the aggressive, merciless Caravaneer
world. Associated skills: Barter, Firearms, Me-
When creating a character, a player has a chanics, Survival
limited amount of P.A.S.T. choices to make; a
foal or a cub has set of skills from one P.A.S.T., You are a tough cookie, and your training as
an adult has 2 sets from P.A.S.T. options as a caravan guard, wagon puller and trader all in
they have had more time to work and experi- one left you capable of being a one-pony army
ence life. Ghouls, due to their long lifespan, of trading ventures.
have 3 sets of skills from P.A.S.T. options. Quirk - Deep Pockets: Once per session,
you can utilize Use Item -action without AP
Each P.A.S.T. has 4 skills in it that corre-
cost.
spond to the type of experience the character
has had previously. For example, a character
with a P.A.S.T. as Thief has Melee, Lockpick, Dashite
Sleight and Sneak as her skills. Associated skills: MEWs, Thaumaturgy, In-
Each skill within P.A.S.T. has a bonus of 10. timidation, Sneak
If the character has multiple P.A.S.T. options
You have descended from the clouds, driven
with same same skills, the effect is cumulative.
into exile by the mysterious Grand Pegasus En-
The player can choose from archetypes be- clave. Thankfully they were nice enough to al-
low, or make their own archetype fitting their low you to keep your gun.
character and approved by the GM, though it This P.A.S.T. is subject to GM ap-
is wise to have at least one combat skill as part proval.
of the P.A.S.T. Quirk - Enclave Weaponry: You start
P.A.S.T also have a quirk related to the the game with an Enclave cloud weapon of
past in question, available only to characters your choice.
that have chosen that P.A.S.T. One character
may have multiple quirks in their arsenal, com-
monly 2 Quirks for adult characters. Players
choose when they want to activate one of their
quirks, but only one Quirk can be activated
per session.
32 CHAPTER 2. CHARACTERS
Some might even call you a traveling doc- Guns are like a second skin to you; you are
tor, a vagabond healer traveling from town to a gunslinger and a master of the Earth Pony
town, settlement to settlement to fix various tech. This has made you capable at defending
ills for a time before moving on. You never re- yourself. And maybe others on the side as well.
ally stuck to one place, but perhaps you gained Quirk - Lucky Bullet: Once per session
recognition still. when successfully shooting a target, add +1
Quirk - Gentle Pull: Once per session, DMG. DT applies as normal.
heal a Crippled limb without a check or items.
Hunter
Associated skills: Firearms, Sleight, Sneak,
Survival
You made the wilds into your home, hunting
down small, big, and really big game to provide
for sustenance. Likewise, you know what to
eat, and what not to. You may even know a
few campfire songs.
Quirk - Harvester: Once per session, you
gain optimal yield of any non-sentient creature
parts off corpses.
33
Mage
Associated skills: MEWs, Melee, Science,
Thaumaturgy
While most scholars are happy to sit behind
their desks pouring through dusty tomes, you
spent your years putting theory into practice.
It has let you survive through thick and thin,
making you into a versatile, prepared traveler.
Quirk - Magical Outburst: Once per
session, cast a spell with halved Strain cost
(rounded down, min. 1)
Mechanic
Associated skills: Lockpick, Mechanics,
Melee, Science
Nurse
You’ve made your earnings in the field of ma-
chinery, and gun oil might have replaced your Associated skills: Diplomacy, Medicine,
blood at this point. You may have even fixed a Melee, Sneak
few motor-wagons and sky-wagons a way back.
Quirk - Toaster Repair Pony: Once per You provided medical help to those in need,
even if it was for uncooperative patients. Of
session when searching for loot, find 1 Compo-
course, an unruly patient quickly became obe-
nent in addition to the loot you found (type of
Component determined by the GM). dient with the proper anesthetic application to
the head.
Nerd Quirk - Love and Bed-rest: Once per
session, heal 1d4 HP for one character without
Associated skills: Medicine, Science, Sneak,
a check.
Thaumaturgy
You love to sneak away with some book or
comics. The nerdier the better, and so you Picture Perfect Pony
did read books about unusual medical cases,
convoluted magic theory and what else? SCI- Associated skills: Barter, Diplomacy,
ENCE! MEWs, Sleight
Quirk - Tidbit Knowledge: Once per ses-
sion, add +10 to your ally’s INT roll. A perfect face to a perfect style. Glitz and
glam is like air to you, rads-free. You enthrall
people around you with confidence, looks, and
words. And you learned these skills through
rigorous self-discipline. You earned your spot-
light.
Quirk - Poker Face: Once per session,
spend 5 Strain to reroll a recently failed roll.
34 CHAPTER 2. CHARACTERS
Scavenger
Associated skills: Intimidation, Lockpick,
Melee, Sneak
You have a learned eye for spotting treasure
amongst trash, and have honed your skills ac-
cordingly. It isn’t a glamorous job scouring
through desolate ruins, but it can occasionally
be a lucrative one.
Quirk - Double Check: Once per session,
search an already looted area again with -1
LCK.
Scholar
Associated skills: MEWs, Science, Survival,
Thaumaturgy
Pioneer
Magic in all its forms is like second nature
Associated skills: Explosives, Lockpick, Me-
to you. Having learned the ins and outs of the
chanics, Survival
arcane and how it operates, you know how to
Your job is risky but oh so needed in post- manifest your own magic well, as well as any
apocalyptic world. You are the one that deems bits of magic left behind.
buildings and other structures safe with your Quirk - Teacher: Once per session, you
expertise on mines, environmental dangers and can read a Pre-War magazine and give its
knowledge of mechanics. And to check each bonus to yourself and up to four allies.
place clear, you learned how to open locks.
Quirk - Bomb Squad: Once per session, Seer
disable a trap, explosive, or robot without a
check. Associated skills: Barter, Medicine, Sur-
vival, Thaumaturgy
The ways of the Seer was a trial and error,
and the spirits fickle. Yet, you chose this path
for yourself, the power of the otherworldly be-
Priest ings something you yearned for, and worked to
Associated skills: Diplomacy, MEWs, achieve.
Medicine, Thaumaturgy Quirk - Indomitable: Once per session,
negate an inflicted status-effect (except Crip-
A spiritual leader of old or new religions, you pled) from yourself or your ally.
keep or kept watch of the herd’s spiritual well-
being with verses and comforting words and a
few salves for the physical pains.
Quirk - Spiritual Healing: Once per ses-
sion, you can remove an Insanity point from
yourself or an ally.
35
Sheriff Soldier
Associated skills: Diplomacy, Firearms, In- Associated skills: Explosives, Firearms, In-
timidation, Unarmed timidation, Survival
You have fought for the law - or at least for
order - of a settlement. You learned the valu- You have old school training... or at least
able lesson of backing your words with a barrel enough read old primers to learn how to shoot,
of a gun. deal with explosives, and survive frontline con-
Quirk - Law And Order: Once per ses- ditions. Oh, and you trained your warface.
sion, you can roll Diplomacy in place of Intim- Quirk - War Face: Once per session, in-
idation, and vice versa. timidate a target without a roll when you have
your weapon visible.
Stable Dweller
Slave
Associated skills: Science, Melee, Medicine,
Associated skills: Diplomacy, Lockpick, Lockpick
Sleight, Unarmed
Maybe you were captured, maybe you were You have left the safety of your underground
born under unlucky stars... but you suffered shelter - either voluntarily or not - and now
under the hoof of other ponies, and this hard- must brave the Wasteland and its horrors with
ened you. You did learn valuable skills during the help of some durable Stable-Tec equip-
your time as a slave though. ment.
Quirk - Survival Instinct: Once per ses- This P.A.S.T. is subject to GM ap-
sion, you can attempt to reroll a failed Sneak, proval.
Survival or AGI check your ally has made in Quirk - Stable Tech: You start the game
their stead. with Pip-Buck training -perk for free.
Socialite
Associated skills: Diplomacy, Firearms, Sci-
ence, Thaumaturgy
The ways of the Upper Class of bygone era
makes your path, and the Proper Pony Speech
is your holy text. Prim and proper, a pony of
good breeding. Or at least a cunning enough
of a liar to pull it off.
Quirk - Read The Room: Once per ses-
sion, you can attempt to reroll a Diplomacy,
Barter or CHA check your ally has made in
their stead.
36 CHAPTER 2. CHARACTERS
Tribal Traits
Associated skills: Explosives, Medicine, Sur- Traits are the character’s good and bad habits
vival, Unarmed or quirks, making the life for the character a
You were born or accepted into a tribal, bit tougher or easier depending on the situa-
close-knit community; a somewhat primitive tion and the traits chosen. The Traits’ pur-
herd of your own with beliefs and customs ages pose is to bring out a character’s personality
old, some more mundane than others. Defi- or background in a way that is not purely just
nitely a group to fall back on in hard times. for roleplay.
Quirk - Strength of the Herd: Once per A character may have up to two Traits.
session, add +10 to your ally’s STR roll.
A Mazing Traveller
Warrior
Travelling across the Wasteland is a wondrous
Associated skills: Explosives, Firearms, thing although a bit disorienting at times. All
MEWs, Melee character’s movement actions cost 1 AP less,
The heat of battle is where you belong, and to a minimum of 1 AP, and ignores movement
all devices of destruction are your tools of penalties of one Crippled limb. However, her
trade. If it can kill ponies, you know how to mind suffers a disorienting penalty of -1 to her
handle it. INT and PER.
Quirk - Guts: Once per session when
making an attack, gain +1 DMG for every Aerial Ace
Status Effect you’re experiencing (excluding
Mind-Controlled, Stunned, Petrified, and Un- Pegasus-only trait.
conscious). The character is at home while in the air.
On the other hand, while on the ground, she
feels wobbly and often fumbles with physical
tasks.
She gains an additional Aerial Maneuver,
maneuvers cost 1 less Strain (minimum 1
Strain), and she can move an additional 2 me-
ters (1 hex) for 1 AP while flying in combat.
However, she suffers a penalty of -10 to all
STR, END and AGI based skills while on the
ground or hovering slightly above it. These
penalties do not apply while she’s on clouds.
skills are all increased by 5. The charac- character regains double their Natural Heal-
ter’s Barter, Mechanics, Medicine, Sci- ing Rate when resting for 8 hours. In addition,
ence, Diplomacy and Survival skills are all their Strain pool is increased by 5 permanently.
decreased by 5. Unfortunately, the character automatically
fails PER checks to wake up unless she takes
Blueblood damage, or someone spends a full turn waking
her up. Likewise, it can be surmised that a
The character is as beautiful as prince Blue- character with this trait likely isn’t going to
blood or Fleur de Lis, but she is a lot less re- be a morning person...
silient than a ”normal” pony. The character
gains 1 CHA and +5 Diplomacy but suffers Fast Shot
END -2 against Status Effects and poisons.
Why spend precious time aiming when you
can pepper the field with fire? The charac-
Chem Reliant ter’s attacks with firearms and magical energy
For as long as the character remembers, she’s weapons cost 1 less AP, though no less than
been surrounded by a chem of his choice for 1 AP. However, as the character doesn’t care-
all occasions. Choose one Drug or Alcohol - fully aim, her shots do not gain any bonus DT
when under influence of said drug, you gain +1 reduction from Called Shots.
END and +1 CHA in addition to the drug’s or
alcohol’s normal effects. Four Eyes
Likewise, the character is not known for their The character’s effective PER for sight-related
capability to hold back their usage. When the checks increases by 1 while wearing glasses or
character is in a place with ample access to sunglasses. Whenever not wearing glasses, she
drugs and alcohol such as bars or drug dens, suffers a penalty of -1 to her effective PER
or is in the presence of a seller, she will have to for sight-related checks in addition to bonus
take 1 Insanity point or fall prey to her addic- lost by not wearing glasses. The character has
tion. This choice also fires when other charac- glasses in her inventory for free.
ters enable the drug-use.
Example: Emerald Glint appears to
Chem Resistant have a poor eyesight, and wears
glasses. With a base PER of 5,
The character’s body has developed methods she has effective PER of 6 with
against the harmful drugs Wasteland has to glasses. However, if she drops her
offer, effectively purging the system of them. glasses her effective PER drops to
You ignore negative penalties from any item 4.
labeled Drug, but their duration is halved and
Drug-labeled items with a duration Instant are
Gambling Caster
ineffective.
Unicorn-only trait
Deep Sleeper Some unicorns never truly grow out of their
experimenting phase, leading to their magic
The character sleeps more soundly than most, manifesting in random, strange ways. Often
making the most of her beauty sleep. The with spectacular results.
39
Her Potency is calculated by using LCK. Enraged-status; if in combat, this lasts as long
Instead of selecting individual spells, the char- as the status usually lasts, and outside of com-
acter chooses Magic Schools she can cast bat for a moment seen appropriate. Should
from, up to 3. One of the schools has to be a Ghoul’s Insanity be maxed, they turn feral,
General Magic School. Spells cost 2 less AP and are removed from the player’s control.
and Strain to cast to a minimum of 1 each. Ghouls, due to their severely slowed
On 10th level, the character may choose a new metabolism do not need to eat or drink as of-
Magic School to his collection. ten as regular ponies do; if Hunger and Thirst
However, each time the character wants to rules are in effect, they require one meal per 2
cast a spell, she chooses one of the schools to days and a drink per day to satisfy their needs.
cast from. The GM then randomly determines Most NPCs have a lower Disposition to-
what spell the character has conjured. The wards her, and they are ignored by ferals as
GM will also tell the associated AP and Strain long as they remain unprovocative.
costs.
This trait is subject to GM approval. Good Natured
This trait is not recommended for new players.
You have the manners and the face of a
cherub! The character’s Barter, Mechanics,
Ghoul Medicine, Science, Diplomacy and Sur-
The character was mutated by the necromantic vival skills are all increased by 5. The charac-
energies that were unleashed on Equestria in ter’s Explosives, Firearms, Intimidation,
the apocalypse. This mutation has caused her Magical Energy Weapons, Melee and Un-
to have an unnaturally long life, often having armed skills are all decreased by 5.
been alive during the war.
The character starts the game with 4 Rad Grounded Bird
Tokens, and she ignores any negative effects
Pegasus/Griffon-only trait.
from radiation. She heals through radiation by
The character is not considered a smooth
converting Rad tokens to HP tokens, but has
flier. Instead her movements in the air are stiff
a natural Healing Rate of 0. Accumulated
and rough, and she has spent her life working
Rads dwindle from a ghoul’s body at the rate
against said deficiency.
of 2 per day due to Ghoul’s body using Rads
The character’s Flying movements and Ma-
to function.
neuvers cost 2 AP more. Her END is increased
After at least 8 hours of rest, the ghoul by 1.
may choose to discard 2-5 Rad Tokens, and re-
plenish an equal amount of HP Tokens and/or
Hard Drinker
Crippled Conditions, if any are present.
If the character loses all of her Rads, she be- Earth Pony -only trait.
comes vulnerable to physical deterioration; she The character is the life of the party - when
must remove 1 HP token per day each day she drunk, that is -, and has a permanent addiction
doesn’t have enough Rads. This token cannot to alcohol. In addition to the effects of the
be replenished with Medicine checks. alcohol itself, she gains a bonus of 2 to resist
When a ghoul reaches maximum amount of Dazed, Enraged, and Mind-Controlled for 24
Rads, they will gain one point of Insanity per hours. However, if not taking at least one dose
day. Upon gaining Insanity, the ghoul gains of alcohol a day, she will suffer an increased
40 CHAPTER 2. CHARACTERS
but potential sexual rivals will have their dis- as the form begins to shake your mental forti-
position lowered by one level. tude.
Trigger Discipline
Why waste ammo, when you can deal more
carnage with less? The character can reroll
Called Shots once when using firearms and
magical energy weapons, but said action costs
1 more AP to perform with these ranged
weapons.
46 CHAPTER 2. CHARACTERS
Chapter 3
Equipment
Sometimes the difference between life and their overall integrity and ability to func-
death comes down to the gear the wastelander tion. Equipment lose condition through
is using. And as the Wastes care very little for wear and direct damage dealt to them,
your survival, and the beasts that roam it even and can be Repaired.
less, one would find it wise to gear up when the
possibility comes their way. Say, that caravan Damage: Damage is listed as a combination
looks like it was recently stocked... of a base damage and a number of d6
In the following section are listed the gear dice to be thrown, shown in parenthesis.
that is provided within the Wasteland, but Ranged weapons have static damage, i.e.
nothing stops you from creating your own. 2+(3), while Melee and Unarmed weapons
account the character’s STR value to de-
Full list of weapons, apparel and items can
termine additional damage dice.
be found in Wasteland Wares.
Below are notes that rise up often in the fol- Damage Over Time (DOT): Certain
lowing section. weapons and spells cause DOT, such
as burning, bleeding, poison and arcane
Ammo & Capacity: Most ranged weapons
damage. DOT is applied every round
require a specific ammunition type to deal
after initial damage, on the turn of the
damage, and hold only so much of it. Re-
character that suffers from such effect.
fer to this when shopping for bullets for
DOT ends after certain number of turns,
your gun or checking if ammo from one
indicated within action, weapon or spell
gun fits another.
description, or ended with a counter
AP Cost: How much AP it takes to fire or action by the victim or aiding character.
swing with the weapon once. The character takes DOT if the initial
damage was above their corresponding DT
Blast Radius: With explosives and other or Resistances. DOT ignores DT and Re-
similar weapons, Blast Radius determines sistances from armors, and clothing, as at-
the area of effect where the damage or tack is considered to have breached armor
other effect is applied, utilizing Splash or clothing. For instance, a blade that
Templates. deals damage has punctured the hide and
causes bleeding despite armor.
Condition: [Optional Rule] All pieces of
equipment have a condition, describing
47
48 CHAPTER 3. EQUIPMENT
Damage Threshold (DT): The value against enemies from further away than
which tells how well the piece of gear adjacent hexes. This is noted with “Melee
protects you from attacks, reducing / X m” as Short range, where the latter
incoming Damage equal to the DT. value is the reach.
DT Reduction: Weapons that have this Reload Type: This determines the magazine
value ignore the specified amount of op- used by weapons that consume ammuni-
ponent’s DT. tion. There are two types of reloads with
different characteristics. More informa-
Effect: A passive, either constant or situa- tion on reloads is listed in this chapter
tional, effect granted by the equipment. under Weapon Characteristics - Reload
These include but are not limited to: SPE- Types.
CIAL and Skill bonuses and penalties, AP
cost modifiers, additional damage types STR Requirement: When the character has
and health restoration. less STR than the minimum require-
ment for the weapon as specified in the
Firing Mode: Ranged weapons vary how weapon’s statistics, she gains a cumula-
they operate. Most ranged weapons fire a tive penalty of -5 to accuracy and an ad-
single bullet per action, though some fire ditional cost of 1 AP to attacks for each
more than one in a burst. More informa- lacking point of STR. The lacking STR on
tion on different firing modes can be found weapons can be compensated by Bracing
in this chapter under Weapon Character- the weapon.
istics - Firing Modes.
Type: Lists in which weapon category said
Quick Slot: A pocket, strap or holder in weapon belongs to. This is used to de-
a piece of clothing and armor to hold termine effects from perks and traits, like
quick accessible items, such as medicines, Jury Rigging.
grenades and tools. More information on
Quick slots can be found in this chapter Value: The weapon’s usual rate in caps.
under Quick Slots.
Weapon Slot: A holster or strap where one
Rarity: How common - or rare - the partic- can store her weapon, easily accessible for
ular item is to find or purchase through- quick switch in a combat. More informa-
out the Wasteland. Ranges from Common tion on Weapon Slots is found in this chap-
(most prominent) to Exotic (uniques and ter under Weapon Slots.
limited-run items).
Weight: How much the weapon weighs in
Range: This lists the weapon’s Short, one’s inventory.
Medium, and Long range. All ranges are
in meters. Weapon ranges are “effective”
ranges for the purposes of the game. Caps & Currency
More on range can be found in Chapter
7: Combat - Combat statistics. The character just cannot take all the stuff she
wants from a store. Unless she wants her be-
Reach: Melee and Unarmed weapons can hind get peppered by a shotgun she must pay
have reach, allowing them to deal damage her purchases somehow, either bartering in her
49
own “junk”, or putting some currency as a bal- would like to fetch a health po-
ance. Because often bartering one item for an- tion from her inventory to heal her
other isn’t a fair deal, a currency slowly devel- wounds while conserving AP for
oped to fill that gap. a counter-attack. She uses one
In the early days of war-afflicted Wastes, this Quick Slot to grab and use the
currency was the most vital resource for sur- healing potion for only 3 AP in-
vival - water. In time, pre-War bottlecaps, stead of 8 AP. Until she can get
commonly known as caps, took this role. They out of combat, she now has one
are hard to counterfeit and there’s a stable pool less Quick Slot to use.
of them in circulation, only occasional new one
being added with each pop of a Sparkle-Cola
being opened. However, one should never rely Weapon Slots
solely on caps as only currency, for various peo-
ple can still demand something of tangible use Each character has two Weapon Slots which
as their currency of trade. can hold one weapon each. If a throwable
Sometimes one can come across little round weapon such as grenades or throwing knives
pieces of bright metal coins, Bits. This was are slotted in a Weapon Slot, every one of said
the currency used during the war, but it fell weapon are equipped there. For example if the
out in favor of bottlecaps, and is now mostly character has 15 frag grenades and puts said
only good for melting down to something more grenades in the weapon slot, he has access to
useful. all of them without having to access Inventory.
The starting Caps for players is 500 Unlike Quick Slots, Weapon Slots do not have
caps. a limit on size and they are not dependent on
equipment.
Retrieving a weapon from a Weapon Slot is
Quick Slots much easier and quicker than from inventory
and only costs 3 AP. For each use of throwable
Some kinds of armor and clothing (especially
weapons a Ready Weapon action must be
belts) have easily accessible pockets, straps, or
taken.
holders called Quick Slots (QS). The number
of Quick Slots is determined in the statistics of
the armor or clothing. Quick Slots can be ex- Example: Emerald Glint has
hausted in combat for quicker access to items. equipped a Gretta M9 pistol
Each use of a Quick Slot drops the value by 1, in her first Weapon Slot and
and Quick Slots are refreshed back to normal four frag grenades in her other
after combat. Weapon Slot. She takes out
The item being fetched must be a small item one of the frags and throws it.
like a knife, a grenade, or a healing potion. This means Emerald Glint first
Retrieving an item by using a Quick Slot is uses 3 AP from her total AP
much easier and quicker than from inventory, for Ready Weapon. Then, she
thus costing only 3 AP. uses another 3 AP due to frag
grenade’s Weapon AP cost. In
Example: Maabara has gotten into total, Emerald Glint uses 6 AP
trouble with vicious plants, and to throw a frag grenade. After
has taken damage already. She throwing the first grenade, she
50 CHAPTER 3. EQUIPMENT
grabs another one. Again, Emer- is inserted into the magazine. The AP cost for
ald Glint will use 3 AP to Ready this is determined by the weapon’s statistics,
Weapon and 3 AP to throw the under Reload AP. If one wishes to fully reload a
grenade. weapon, one has to take several reload actions.
Magazine refers to weapons where all of the Some weapons have the option to fire in multi-
ammunition can be changed or reloaded with projectile bursts, shooting lead or magic down
a single, quick action. Be it revolving cylin- range in massive quantity to improve on dam-
der, strip clip, gem pack, or the common age output. These are always listed as Burst
ammo magazine, all methods allow for a rapid [x r] notation, where X stands for the number
extraction of exhausted ammo and insertion of ammunition used on the burst.
of new ammo. Capacity indicates the maxi- While utilizing Burst weaponry, the charac-
mum amount of ammunition the gun may hold. ter suffers from a -10 penalty to his attack
Weapons marked with this reload type come roll from the recoil and cannot perform the
with an adequate number of suitable contain- Called Shot action. By bracing the weapon
ers. The AP cost for the entire reloading oper- the penalty on the roll is cut to 5. In addition,
ation is determined by the weapon’s statistics, everyone within Tiny Splash template from the
under Reload AP. target will suffer from a Minor Distraction.
hits, he has spent 3 rounds of am- chance of causing one random limb to become
munition for additional damage. Crippled on a successful hit.
In addition, Explosives deal their full
Holdout Weapons damage on the central hex of the Splash
Template only - other targets within the af-
Not all establishments, especially ones that fected area take half of the damage.
make an attempt on civilization, allow visitors However, Explosive weapons do not deal
to carry a weapon. If you however must get critical damage, nor can they be used to do
a weapon into such an establishment, holdout Called Shots. In case of a critical success,
weapons are your greatest friend. Weapons other effects may apply. In case of a failure,
with a marker “Holdout Weapon” in the the explosive can deviate at least 1 hex up to
Wasteland Wares mean that they can be half the launched/thrown distance from the in-
concealed and possibly smuggled through se- tended target, or be a dud round. In air-to-air
curity. combat, a missed attack automatically deals
Holdout Weapons have a +10 bonus on no damage.
Sleight Skill when they’re being smuggled.
This effect is not cumulative, even if the person Firearms
is holding multiple concealed weapons.
Weapons without the Holdout weapon The conventional and trustworthy Earth Pony
marker cannot be smuggled into an establish- (or griffon) engineering and gunpowder. Fires
ment on-person and require a more creative so- physical bullets and pellets of various shapes
lution to get them past security. and size.
Searching for a hidden holdout weapon is Shotguns, a subcategory of firearms and
an opposed Sleight check against the searcher’s Magical Energy Weapons, fire a hail of small
PER. pellets (often called “buckshot”) that can be
crippling at close ranges. Though the further
they travel, the more the pellets spread. This is
Weapon Categories
why all shotguns lose 2 damage dice at Medium
Bow string weapons ranges, and a total of 4 damage dice at Long
ranges.
When either sound or caps are running low
a classic hunting bow, a flexible sling, or the
Melee weapons
more powerful longbow are perfect for shooting
various arrows and bolts at unsuspecting prey. When one wants to keep the enemy a little dis-
These weapons utilize Melee skill in their accu- tance away, but still close enough to see the
racy, and follow the same rules when it comes fear form in their expression. Melee weapons
to damage. have Special attacks one can execute, men-
tioned in their specific weapons. A charac-
Explosives ter’s STR value affects the damage output of
all Melee weapons, as shown in Table 3.1.
Explosives have the widest array of different Some weapons have a listed Cripple chance -
types of weapons. Explosives can be thrown this means with every successful hit, there’s a
like grenades or launched like missiles, deal- chance to cripple a random limb on the target,
ing areal destruction with varying size in Blast even without using Called Shot -action.
Radius. In addition, all explosives have a 20%
52 CHAPTER 3. EQUIPMENT
Premium Armor
Table 3.2: Armor Donning Time
Armors specifically made for combat, most of- Apparel Minutes
ten developed during the war. These armors Clothing 5
strike that delicate balance between the three Light Armor 5
other types, giving the best of all of them. Premium Armor 10
However, they’re costly and difficult to find. Heavy Armor 20
Power Armor 15
Power Armor
is often outfitted with servos meant to hasten
The most ultimate armor there is, the Power donning it on.
Armor resembles more of a pony-shaped metal
shell, much like knights of old fables. Built
with various talismans to balance the weight Mundane Items
and to add various extra features not found in
other armors. The adventurer now has weapons and armor
Unlike other armors that can be equipped to face the odds of the Wasteland. However,
without worry, Power Armor requires special she also might wish to have utilities to help
training to function -without heavy penalties, her through the journey. Such utilities are
that is. An uneducated pony can still put the backpacks to hold her gear in, such as food,
Power Armor on, but they’re incapable of mov- medicine and anything she comes upon travel-
ing faster than 5 AP per 2 meters/1 Hex. In ing. PCs start with a Saddle-bag.
addition, they do not have the additional ef-
fects Power armor has, such as increased Rad Food & Water
Resistance.
Food and water are both essential to charac-
Characters that want to use Power Ar-
ter’s survival, especially if the campaign tracks
mor without these cruel penalties must gain
Hunger and Thirst. But both food and drink
the training, and Power Armor Training
have usage outside of this rule as well; they
-reward perk or get chummy with a suitable
heal small amount of HP at risk of Rads.
faction in-story.
It should be noted that while ponies are
usually herbivores, most Wastelanders have
Donning Armor adapted to eating meat. However, one should
not go on gnawing a raw chunk of Radigator
Having armor on is fun and all, but there is al- meat off the bat, as the raw ingredients do not
ways that little problem come nightfall. Sleep give HP back. Only cooking meat into bet-
is difficult to get in a cumbersome armor or in ter ingested meals gives these bonuses. Some
the fancy clothes that already squeeze uncom- cooked meals also give additional effects once
fortably. Hence, most ponies remove their ar- eaten. These fresh meals also have recipes for
mor and clothes to slip in for something more them in Wasteland Wares.
comfortable for the night and the other way
around in the morning. However, donning ap-
Alcohol & Chems
parel is somewhat time-taxing matter.
On Table 3.2 are Apparel types listed and Alcohol and chems, or drugs, are recreational
how long it will take to wear it. Power Armor items most Wastelanders use to wind down
54 CHAPTER 3. EQUIPMENT
Example 1: Emerald Glint was snow, dust and other grinding and clogging
caught in the blast radius of an impurities. Proper maintenance to keep them
enemy frag grenade, and due to clean is a must. Neglecting your weapons, ar-
the explosion, her armor’s con- mor or machines for a week may drop their
dition drops from Good to Used. condition level. Common use of items and
Her current armor is Leather gear will usually not cause their condition to
Armor, a piece of Light armor drop more than one level during the course of
which provides her with 2 DT and a game.
2 Quick Slots. As a result of the Maintenance is considered a routine and is
Condition drop to Used, her ap- usually considered to happen regularly as part
parel has lost one Quick Slot, but of characters daily and weekly habits. Neglect
maintains its DT as it is Light ar- is considered to be taken into effect when char-
mor. The armor also loses some acters are for some reason unable to keep up
of its value if sold in this condi- the maintenance.
tion.
condition.
Modifying Equipment
Improvement is what drives the civilization for-
ward. It just often tends to begin from sim-
ple things, such as improving capabilities of a
weapon, protective qualities of an armor, and
adding a spark battery to that one turret to
function outside of power grid.
Modifying equipment is not same as Invent-
ing. Initially, all modifications are considered
available to craft, found from the Wasteland or
purchasable from supplying vendors instead of
being discovered via inventing. Instead, mod-
ifying inventions is considered alterations and
improvements, and are handled as reinventing.
Each weapon and armor type has a collec-
tion of modifications one can craft or buy,
listed under the weapon or armors in Waste-
land Wares. Crafting a modification requires
at least 50 in an appropriate skill, usually Me-
chanics or Science, but applying the modifica-
tion has no skill requirements.
Character Advancement
Improving Skills
Design Note: Increasing HP
Each time your character gains a new level,
In these rules, characters do not
she gains a number of skill points which may
gain new Health Points on level up.
be freely distributed amongst her skills. The
This reflects the reality that even
number of skill points the character receives is
after roaming the post-apocalyptic
equal to 10 + (IN T /2). This value is rounded
wastes for a long time, she is still
down.
as mortal as ever. However, there
A character can assign a maximum of
are ways to gain more HP. In-
5 skill points per skill per level.
creasing one’s END permanently
Enhancements or reductions to INT do not
with Perks, Cybernetic implants,
change her number of skill points she has al-
Alchemy and such, and direct in-
ready obtained, nor does it grant more or less
creases to HP via Perks, Alchemy
skill points on level up. Permanent changes
and such. Temporary increases to
to INT do not affect skill points gained from
END such as from Equipment do
previous levels.
not increase HP.
59
60 CHAPTER 4. CHARACTER ADVANCEMENT
these additional ranks may be taken at any gain the Reward Perk My Little Ponies, which
level after the perk is gained. grants a permanent +1 bonus to LCK.
For a list of available perks, see the Perk
List. Cybernetic Limbs & Implants
Cybernetic limbs and implant can grant a per-
Additional Bonuses manent bonus to a character, but clinics capa-
ble of performing cybersurgery are extremely
While leveling up and getting perks are the rare and expensive. One cannot have two of
most common, most available way for charac- same implants, as this will cause conflicts be-
ter growth, there are other ways PCs can im- tween them. Attachement of cybernetic limbs
prove their SPECIALs, skills and attributes. that the character does not biologically have
Some items, such as alcohol, food or cloth- do not provide new abilities, and is often con-
ing give temporary bonuses, and have been ex- sidered wasteful or weird.
plained in the previous chapter. A character may not benefit from both
Permanent bonuses come from much rarer cybernetic implants and permanent al-
sources; Ministry Mare statuettes, Cyber- chemical enhancements.
netic implanting, Alchemical Enhancements Much like armors, Cybernetic bodyparts
and Pre-War books. consist of their default form and modifications
-or as they’re known, implants- to those cyber-
netic bodyparts. Modifying your parts is not
Ministry Mare Statuettes required, but many wastelanders find they give
These are magical items that grant a perma- a bit more of an edge, if they can fork over the
nent boost to one of a character’s SPECIALs: caps, that is. Implants can be added during or
Strength, Perception, Endurance, Charisma, after installation of the main cyberware.
Intelligence or Agility. The statuettes are Artificial bodyparts have mod slots much
small, indestructible figurines in the form of like armors do; different parts have varied
the Ministry Mares. There are only 42 of these amount of mods they can allow simultaneously.
statuettes in existence, seven of each differ- It should be noted that not all implants are
ent statuette. Character in possession of more compatible with each other and thus they can-
than one of these statuettes often find them- not be installed on the same cyberware. Like-
selves being influenced as if by the Ministry wise, multiples of the same implant do not
Mares themselves. stack. Often, both the cybernatic bodypart
A character who possesses two statuettes of and modifications have bonuses to their user’s
the same Ministry Mare only gains a benefit functions, and these do not cancel each other
from the first one obtained. Likewise, only one out.
character may benefit from a Ministry Mare
statuette at a time. However, the character When installing a cybernetic part, the pro-
will retain the benefit of a statuette until ei- cess will take 24 hours and during this time
ther she dies or she willingly gives the statuette the character getting the cybernetic is out of
away - it cannot be stolen. There is no Ministry commission. The character or characters per-
Mare statuette which corresponds to LCK. In- forming the operation roll their Medicine or
stead a character who possesses a statuette of Science skill to see how well the installation
one of each Ministry Mares - six of them - will goes. Characters without Field Doctor,
62 CHAPTER 4. CHARACTER ADVANCEMENT
Game Rules
This chapter focuses on the frame of the is lower than 60, thus succeeding
game, the “how-to-play”, if you will. Though in lifting the stone.
they are rules, one should always keep in mind
No character may succeed on a SPECIAL
that a rule can always be benched if it would
check for a SPECIAL that has been reduced
interfere with fun, though that is left for the
to 0. SPECIALS may be reduced to 0 through
GM to ultimately decide.
damage (such as poisons) or through penalties
May the dice treat you well, Wastelander.
from sources that specify that they can reduce
the SPECIAL to an effective rating of 0 for
SPECIAL Rolls purposes of a specific roll.
65
66 CHAPTER 5. GAME RULES
general difficulty, up to a maximum of the char- are usually made worse by external cir-
acter’s Critical Failure rate or a minimum of cumstances. Examples: Operating com-
the character’s Critical Success rate. These ad- plex pre-war tech in the dark, perform-
justments are added after any other bonuses or ing surgery in a sandstorm, disassem-
penalties from items and other similar sources. bling a prototype or otherwise unheard-of
firearm.
Extremely Easy (+50): These tasks the
Extremely Hard (-50): These tasks are
character knows from the heart - like
equal to how one instructs a blind pony
eating and breathing. Exceptions exist,
to defuse a bomb by cutting the red wire
though.
- through a radio.
Very Easy (+30): These are trivial tasks ei-
Many tests which require specific skill lev-
ther far beneath the character’s ability or
els can be repeatedly tried, although there is
a task that has been made much easier by
usually a cost or limitation on doing so. Most
some other means. Examples would be:
terminals will lock down and become unbreach-
Locating an unfamiliar building with di-
able after three failed attempts. Picking a lock
rections, repairing pre-war tech inside a
also requires a screwdriver and a bobby pin,
Stable or selling something to a merchant
and each failure costs the character a bobby
you already know for a higher price.
pin. Critical failure ends a character’s abil-
Easy (+20): An otherwise ordinary task ity to continue with repeatable tests – the lock
made much easier. Examples: Foraging jams, the terminal goes into permanent lock-
for food in an old farm, tending to a down, a part breaks, etc.
wounded person in a hospital theatre. In a situation where a proficiency roll is
called for that is not clearly covered by one
Ordinary (+10): This is a task that is com- of the skills, the most appropriate skill is used.
monplace for the character, something For example, any character can know how to
they do every day. Examples: Forag- sing without spending points in any particu-
ing or scavenging for food, operating self- lar skill. But if a character is using a singing
explanatory pre-war tech. performance to attempt to overcome an obsta-
cle or influence NPCs, then a Diplomacy check
Difficult (-10): This task is being hampered would be appropriate. Sometimes, more than
by some mitigating factor. Examples: Us- one skill might seem appropriate, i.e. a roll
ing poor tools to repair or construct some- for botany could be arguably either Science of
thing, trying to find your way through a Survival. In such cases, the GM should allow
forest with a poor trail. either to be used, but decide which is most ap-
plicable for the specific circumstance and give
Hard (-20): Attempting a feat beyond the a penalty for using the less applicable skill.
character’s capacity. Examples: Operat- In a situation where no skills are appropri-
ing pre-war tech with little to no knowl- ate, then SPECIAL rolls are called on instead.
edge of it, calming a feral mutant, per-
forming feats of great acrobatics. Pushing The Limits
Very Hard (-30): Not only are these tests There are times when a character must put
far beyond the character’s capacity they everything on the line, and then some. Be
67
if her CHA or INT is reduced to 0, the wounds, another casualty in the cruel Waste-
character ceases to be a playable character land.
if her END is reduced to 0, the character If successfully healed before the dying char-
dies. acter’s next turn, the character heals accord-
ing to the the source, starting from 0 HP. If the
In some cases, having a SPECIAL reduced character remains within 5 HP or less, they get
to 0 has a unique effect. Various dangers in a Pain Threshold.
the Wasteland may produce these effects, and Healing with a Medicine check at a penalty
some are detailed in Mutant Manual. of 30 will, if successful, give HP back to the
Unless otherwise noted, enhancements or dying target according to the Skill user’s total
damage from spells end when the spell’s du- Skill level; Each full 10 of the skill is 1 HP
ration ends. The recovery time for SPECIAL healed.
damage depends on the source of the dam-
Example 1: Maabara uses a Heal-
age. Some sources of SPECIAL damage, such
ing Potion on the dying Feather-
as Pink Cloud, may only be healed through
fall; Healing Potion heals 3 HP.
magic. And a few rare sources, such as Taint,
Featherfall gets back up with 3 HP
are permanently debilitating.
remaining on her Health Tracker.
Any perks, spells or other effects that di-
Because this would put her on a
rectly affect the skill value cannot increase or
Pain Threshold, GM rolls a new
decrease that skill beyond the character’s criti-
Pain Threshold status for her.
cal thresholds. However, increases or decreases
beyond these limits still counteract penalties or Example 2: Doc Red uses his
bonuses. Medicine-Skill to resuscitate dy-
Unless otherwise noted, a character cannot ing Featherfall; Doc Red’s cur-
stack benefits from the same source of enhance- rent Medicine skill is 72. Doc
ment or closely related sources. If a character Red succeeds in his Medicine -
gains the same type of enhancement from two 30 check and as per the rules
closely related sources, the character gains the on healing dying characters, he
greater benefit, not both. heals her by 7 HP (10 goes into
72 7 times), bringing Featherfall’s
Health Tracker to 7 HP as a re-
Character Death sult. As such, Featherfall does not
get a Pain Threshold, as she has
Though often unfavorable and unwanted, it is more than the maximum of 5 HP
possible that a player’s character might cross required.
the rainbow bridge at some point in the game.
When a character’s HP drops to 0, they are If the character is dying of Radiation Poi-
unconscious and close to death. soning (see Environmental & Other Hazards
The character’s allies have one full combat for more detail), meaning they’ve went beyond
round of bringing the downed character back Critical, there is a chance for a character to
to life, either through medical spells, healing become a ghoul instead. The requirements are
potions and items, or a Medicine -30 check. only known to GM, but in the event that a
If her allies’ attempts aren’t successful within character is ghoulified, they gain Ghoul-trait
this time period, the character perishes due her for free.
70 CHAPTER 5. GAME RULES
Environmental & Other Haz- even more lethal density. Due to the nature
ards of the Pink Cloud, no protective gear exists,
as hazmat suits and other such gear are de-
In the Equestrian Wasteland, characters will fenseless against it.
often find themselves at risk from dangers be- Much like with Taint, gas mask and re-
yond those of other characters or monsters. breathers are useless against Pink Cloud. How-
Below are some of the most common hazards. ever, water absorbs the gas well, leaving the air
purified for short periods of time after rainfall.
However, this rain causes poisonous puddles to
Taint
form. Minor damages caused by Pink Cloud
A rainbow colored reminder of good intents can be repaired with Healing Potions, though
taking a sinister turn. Impelled Metamorpho- scarring or other effects may remain.
sis Potion, now better known as Taint, is a This necromantic gas is nearly always lethal,
mutagenic compound that was used to improve but in some rare instances the gas turns the
Unicorns to more capable Alicorns, designed victim into a Canterlot Ghoul; a Pink Cloud
by MAS. However, its use without precise con- -immune ghoul that is far more difficult to kill
trol on administration and dosage is highly compared to a regular ghoul. Much like with
catastrophic to any species, and most often regular ghouls, most of the Canterlot Ghouls
lethal. First rule with Taint is to avoid it at all lose their sanity after the transformation.
costs, for its effects are irreversible and often Pink Cloud saps the character of their life
horrid. force faster the longer they’re exposed to it, 1
Taint affects a character that has digested HP lost in the first hour, then 2 HP lost in the
it by drinking or eating it, has had a skin next hour, then 3 the one after that and so on.
contact due to splashes, droplets, and alike, In addition, there is a chance that some of the
or has inhaled Taint fumes in a hot environ- character’s gear fuses with their skin, resisted
ment. Upon contact, the character must make with LCK rolls. Upon a failed LCK roll, a piece
an END check or die from the forced mutation. of gear determined by the GM, that is in direct
A successful roll keeps the character alive, contact with the skin permanently fuses on the
but they will be affected by Taint in accor- character, becoming a part of the character’s
dance to the spell Transformation (Major) as body.
dictated by the GM. The items still function as intended, but they
can make putting on other equipment more dif-
ficult; in case of fused armor, this can hamper
Pink Cloud
equipping other armors, but the character will
Pink Cloud is an entropic and necroman- always have the DT of the armor that fused
tic pink hued gas released from the bombs onto her.
deployed by the zebra, that struck Canterlot
when the world ended.
Pink Cloud has a devastating effect on liv-
ing creatures, seeping into flesh and lungs and
rotting and melting it. It can cause a liv-
ing creature to be fused into inanimate ob-
jects, such as chairs, armor or clothing. Closed
spaces concentrates the Pink Cloud into an
71
the character is considered both the falling ob- for AGI and fails, leaving Shining
ject and the target and the damage is dealt under the falling rock. The rock’s
only to the falling character. size is 1, while Shining Example
The minimum falling distance is 4 meters. is a regular Earth Pony, with a
Only DT from Power Armor, Medical spells size of 0. Checking the table, the
or perks - such as Tough Hide - reduce the player finds that the base falling
amount of damage taken from falling objects damage is 6 dice, (6), by compar-
and falling. ing the size of the falling object
Base falling damage applies to fallen dis- and size of the target. Because
tances between 4 and 8 meters. If the distance the rock falls from 4 meters, Shin-
is greater than that, the damage increases by ing Example will take (6) dam-
2 for every 4 meters fallen beyond 8 meters. age. The falling rock will also take
If a group of objects is falling, such as rubble falling damage.
or a collapsing building, the group of objects is
considered a single entity, with size matching
the group’s total size/volume. Example 2: Featherfall has man-
If the falling object is larger than the target, aged to cripple an enemy pegasus’
and the target fails to avoid the hit, the target wings so that the pegasus is now
becomes Pinned beneath it. falling to the ground. The pegasus
Examples of falling damage can be seen on is size 0. Checking the table, they
Table 5.3. compare the size 0 with 0, finding
that the base damage is 4 dice -
Example 1: Shining Example is (4). The distance the pegasus falls
standing under a falling rock is 20 meters. This means that
falling from 4 meters. His player the pegasus takes the base falling
rolls PER successfully, allowing damage with additional damage; 6
Shining to know he is under a damage from extra 12 meters be-
threat and he tries evading the yond the initial 8 meters. The fi-
danger. His player chooses to roll nal result is 6+(4) falling damage.
74 CHAPTER 5. GAME RULES
Electricity
Table 5.4: Long Term Cold Exposure
Temperature Damage Electricity comes in only short-term exposure
-10°C 1 HP / hour - including some weapons, spells, and hazards
-20°C 2 HP / hour such as lightning strike, and either faulty or
-30°C 3 HP / hour; -1 AGI deliberate electronics. Electric damage is re-
4 HP / hour; duced by character’s DT, but certain equip-
-40°C
-1 AGI, -1 END ment may increase taken electric damage, or
5 HP / hour; lower it.
< -40°C
-2 AGI, -2 END However, the mere damage of electricity is
not it’s only hazard as electricity has a high
chance of Stunning it’s victim. As stunned
Table 5.5: Long Term Heat Exposure character is unable to act normally, every other
Temperature Damage hazard and damage source at present becomes
30°C 1 HP / hour unavoidable.
50°C 2 HP / hour; -1 STR Some weapons, magic and environmental
70°C 3 HP / hour; -1 STR sources can deal EMP damage. This kind of
4 HP / hour; damage is especially disruptive against robots
90°C and may also disrupt power armors and other
-1 STR, -1 END
5 HP / hour; electrical equipment, as if Stunned. EMP is
> 90°C countered with its own resistance, indicted
-2 STR, -2 END
within information.
Additional Rules
Scavenging
The greatest pleasure of Wasteland is all
the useful and less useful treasures stumbled
upon exploration through the ruins. Whether
turned straight into caps at the nearest trader,
or combined into most wondrous of contrap-
tions, finding these treasures is the true joy of
the hunt.
When a character decides to search through a successful roll to open them. Some contain-
a specific area, the character rolls for PER in ers may be connected to a terminal requiring a
order to find hidden containers or items. Some sufficient level in Science and a successful roll
items do not require a PER roll to be discov- to bypass the login. Characters can open locks
ered, provided they are in plain sight of the with a successful Explosives roll, but this car-
character. ries a high risk of destroying the contents in-
Once the character has found his treasure, side. A character needs an explosive weapon to
her LCK rolls determines the number of items attempt this, and appropriate weapon is sub-
they can discover, such as the number of caps, ject to GM approval.
bullets, and tin cans. Critical rolls with LCK Salvaging materials from robots, terminals
may encourage the GM to reward the charac- and other arcane technology requires a suc-
ter with items of higher rarity or even unique cessful Science check. Salvaging materials from
nature. general machinery such as a bottling machine
Among discoveries can be several locked con- or a toaster requires a successful Mechanics
tainers. Opening these requires a sufficient check.
level in Lockpicking as stated by the GM and Searching entire buildings, junkyards, ship-
81
82 CHAPTER 6. ADDITIONAL RULES
ping containers and such are determined with the weight is below 1 kilo, 1 Component is re-
one roll of both PER and LCK and a con- quired. Much like how high-tier or rare items
siderable amount of time is spent scavenging. can take longer to build, they can also require
Searching a broad area for specific item(s) or more components.
foraging for alchemical herbs and other ingre- These details should be discussed between
dients in the wild requires a successful Survival the inventing player and GM beforehand.
check and spending of time as well.
Inventing and creating Chems gredients required, but the general rule is that
common chems use less, and have more com-
While some Chems have remained a well-kept mon ingredients than complex, rarer, and par-
secret of the Zebras, some of the many combat ticularly potent Chems.
drugs were reverse-engineered by ponies to by-
pass the magic required in the crafting of them. Example: Doc Red wants to cre-
While zebra alchemy remains the faster source ate a Chem that provides both HP
of Chems, a good pony chemist can churn out and Strain when used. GM and
as potent stuff with a bit of extra time and him decide that Red will require
effort. a Regen-Vial, 2 Blue herbs, and
Much like inventing weapons, most chems a freshly ground Jackalope Horn.
require 8 hours of work before attempting a They decide that the effect of the
check. To complete the chem-creation process, chem is +4 HP healed and +5
either a successful Medicine or Science check is Strain recovered instantly, while
called for, whichever skill is more appropriate giving a hindrance of -1 END and
for the chem. Having a recipe or teacher ap- -1 AP for 5 rounds. They agree
plies a bonus of +10 to the roll. Likewise, diffi- that the potent nature of the Chem
cult, complex chems might require more rolls, means Doc Red will require 2 suc-
and may require both Medicine and Science cessful Medicine rolls instead of 1.
skills to be rolled, following the same rule of After 24 hours, Doc Red has suc-
thumb as weapons and armor do. cessfully rolled Medicine 2 times
Creating Chems both new and old requires and the Chem is complete.
the chemist to possess the required ingredients
for the Chem. When inventing a new Chem, Crafting Components
the GM and player create the ingredient list
for that Chem. A list of ingredients can be Part of survival in the Equestrian Wasteland
found in Creature drops and Junk -section of is the refining of scrap into something useful.
the Wasteland Wares. While not mechanically Scrap items such as Scrap ArcanoTech or Scrap
required, it is expected that the chemist creates Metal can be used to put together a Compo-
their chems with some kind of a work-station, nent. A single Component uses 5 Scrap items;
alchemy set or an I-made-this-myself lab made any Scrap item can be used to make any com-
of junk and a folding table. ponent as long as there’s 5 in total.
Unlike weapons and armor, chems do not Components can be crafted in an hour of
have components, having a bit more creative downtime or while resting, and require no roll
freedom in what is put into the chem to make to succeed, only time and materials.
it function; existing potions, creature parts and
even some junk items are all fair game, as long
as they fit the Chem’s theme. It is unlikely
that a baseball glove would be of use in a Chem
recipe, but Abraxo cleaner might.
Likewise, existing potions like a Healing po-
tion or Healing powder can be used when cre-
ating chems to add a similar effect to the new
Chem. Chems do not have a set number of in-
84 CHAPTER 6. ADDITIONAL RULES
NPC Disposition ble that the PC’s are actively doing good, and
still have an NPC treat them with distrust
NPC Disposition signifies the attitude of the and only through actual interaction and effort
Non-Player Character has towards the player become more positively dispositioned towards
characters’ group, or even just towards a par- said group.
ticular Player Character, as is the case with Karma can also sway the NPC Disposition;
the trait Sex Appeal. NPC Disposition can be Positive karma NPC’s usually react better and
thought as a gauge of the group’s reputation with more trust towards positive karma PC’s,
with a particular faction or a community. while they actively shun, fear or even turn hos-
As news and gossip travels in the Wasteland, tile to characters with negative karma and vice
so does the party’s NPC disposition fluctu- versa. For every 25 karma, the disposition is
ate. Disposition can be swayed through various shifted by one level.
means, the most notable and memorable ones NPC Disposition usually starts from a neu-
being the deeds committed by the characters. tral stance; unbiased and willing to give you
Roleplay and sometimes Diplomacy, Intimida- a fair hearing, but also usually only willing to
tion or CHA rolls are a more direct way for help for pay. They are largely uninterested in
players to influence NPC disposition; actively the group or treat them as strangers.
sweet-talking the NPC’s to like them, for ex- If the faction, community or single NPC
ample. Roleplay is encouraged over a roll, but has never heard of the PC group, this is their
not mandatory. stance. NPC’s with a prejudiced attitude start
Character actions in particular change the with NPC Disposition already one level lower
NPC disposition often even before the NPC’s than the standard Neutral towards characters
and PC’s have met in person. If the group, of their prejudice.
or even just a character in it has performed
a significant act, news of this act can travel to
another settlement before the characters them-
selves have reached it.
Should a character attempt to use Diplo-
macy to sway disposition, critical failure will
lower the disposition by two levels, and criti-
cal success in turn elevates the disposition by
two. After a while, the NPC disposition settles
to one level increase or decrease, depending on
crit. This can be likened to the PC’s words
exciting the NPC to a fervor, from which they
eventually calm down from.
Sometimes however, an NPC or even a fac-
tion can be prejudiced towards a certain kind
of character; many Wastelanders show dis-
trust and fear towards ghouls for example or
consider pegasi to be a cowardly lot. Some
hold onto old grudges from the Great War,
while some feel uneasy with ponies enhanced
with cybernetics. Thus, it is entirely possi-
85
Condition Tracker
Audio Recorder & Playback
PipBuck analyzes and tracks the wearer’s cur-
rent health and bodily functions, including This rather integral karaoke system allows the
Crippled limbs, Hit Points, accumulated Rads, wearer to record sounds, messages or music and
poisons, diseases, hunger and thirst, chem’s play them later. These recordings are stored
effects and duration and other similar condi- in the PipBuck’s internal memory or external
tion effects. Condition tracker will display the holotape. This function can be toggled on or
wearer’s current condition to others as well - off.
89
Combat
When words fail, lead will fill the gap. This 2. Determine which characters are aware of
chapter’s goes into detail how combat situa- their opponents. These characters can act
tions are dealt and what one can do in such during a surprise round. If all the charac-
situations. ters are aware of their opponents, proceed
We suggest maps to be used for the added with normal rounds. See the surprise sec-
benefit of everyone knowing their surround- tion for more information.
ings, with tokens or miniatures to mark char-
acter placement. No expensive miniatures 3. After the surprise round (if any), all com-
are necessary, though they do have their own batants are ready to being the first normal
shine. Maybe some genuine apocalyptic feeling round of combat.
can be found by using the little knick-knacks
4. Combatants resolve their turn in initiative
from your home? Perhaps some soda bottle-
order (highest to lowest).
caps?
This chapter focuses on all things combat; 5. When everyone has had a turn, the next
movement, actions aside from and including round begins with the combatant with the
“shoot it dead”, how damage is applied and highest initiative, and steps 4 and 5 repeat
how to maybe turn the tide of the battle. until combat ends.
Combat Sequence
Combat is divided into turns - generally con-
sidered six seconds long. During each turn a
character can take multiple actions by spend-
ing Action Points (AP). This bank of AP
refreshes at the beginning of the character’s
turn.
91
92 CHAPTER 7. COMBAT
Each character performs a turn according to Example: Emerald Glint has rolled
their Initiative roll results. The turn generally the highest initiative. Emerald
follows the pattern: Glint postpones her turn until her
friend Featherfall - who has a
1. The player may take her turn or choose
turn later - has managed to move
to react later during the current combat
next to her for Emerald Glint
round.
to teleport them both to a van-
2. The player checks her character’s current tage point. When Featherfall has
conditions and ongoing effects. finished her movement, Emerald
93
Combat Variables
Table 7.2: Visibility Penalties
When initiating an action, all the following Condition Penalty
modifiers are cumulative, compared to an un- Normal day; well-lit building 0
hindered situation where none apply. The Twilight; Rain or Dust -5
GM may add further adjustments. For each Flashbang; Heavy Rain,
-10
penalty type (range, visibility etc.), only the Snowfall, Fog or Dust
strongest is in the effect. Night; Heavy Snowfall,
-15
Once all the modifiers are determined, follow Heavy Fog or Dust
the formula: Bad-lit Indoors; Dust storm -20
SkillBase−Range−V isibility−Distraction− Darkness -40
Cover ± OtherBonuses/P enalties
Unless otherwise noted, the modifiers affect Visibility
ranged, thrown, melee, and unarmed attacks.
Wasteland hardly provides the best conditions
Range to conduct fighting - sometimes fights occur in
unlit ruins of old, and sometimes it rains heav-
When a character is using a ranged weapon, ily on the battlefield. This is where Visibility
they have to take the distance between them penalties come in, detailed on Table 7.2.
and their target into account. In a case where two or more Visibility related
These modifiers affect only ranged and penalties apply, the strongest penalty is only
thrown attacks. The Range is specified under considered. For example, in the case of light
weapon’s statistics in the form X/Y/Z - X for rain during the night, the night time penalty
Short, Y for Medium and Z for Long range in (-15) is greater than the light rain penalty (-10)
meters. Should the distance to target be less and thus the only one applied.
or equal to the value of the Range, the target
is considered to be in that range. Distraction
Weapon’s maximum range is Long range,
unless otherwise specified in weapon’s stats. Distraction includes environmental effects not
A special, non-specific range is Point-Blank. affecting Visibility that might change the dif-
This is when the character is very close to the ficulty of a roll; for example, unstable platform
opponent, having an edge to score a hit with or vigorous movements will make attacks more
pistols, SMGs and Shotguns. difficult. By default, the Distraction lasts for
The modifiers that result from range can be 2 turns.
seen in Table 7.1. In addition to these effects, characters can
94 CHAPTER 7. COMBAT
Gang Up
Table 7.4: Crippled Limb Effects
If a character has at least one ally adjacent to Limb Effects
the same target in melee, she gains a bonus of Torso Bleeding Status effect; Major
10 to her Melee or Unarmed skill rolls. This Distraction
effect applies to the allies as well.
Leg/Arm +1 Movement AP cost
(for each)
Grappled
Head Dazed Status effect; +1 AP
A character is engaged in a wrestle or other- and Strain cost for Spells
wise occupied with her hooves or claws, and
thus cannot use ready items or weapons from Wing Can glide but not fly (one);
inventory. Cannot fly or glide (both)
Moving requires Move Grapple action.
any clear ways to heal the condition, GM can you. Or you just took one too many pints at
give conditions for removal on a case-by-case the local Wasteland bar. World is shaky, and
basis, such as “use 4 AP to remove the sand in your vision is doubled.
your eyes”. The effect lasts for 3 turns. Characters suffering from the Dazed Status
Effect make each roll twice and pick the worse
Crippled result.
line towards their target, they can choose to she can jump 2 meters (1 hex). If her STR is
apply one of the following boosts to their next at or greater than 5 but less than 10, she can
attack: jump 4 meters (2 hexes). If her STR is at 10
Precision: +15 to their next Melee or or greater, she can jump 6 meters (3 hexes).
Unarmed attack This jump costs 3 AP.
Force: Damage dice on next Melee or Un- Running Start - With a running start of at
armed attack are improved to deal damage least 4 meters (2 hexes) of movement, a charac-
on values 3 and up. ter can jump up to her STR in meters (STR/2
Bash: Knock back your target 2 meters hexes). AP cost is 1+ distance covered as per
(1 hex); target may resist with STR check Ground Movement.
Pummel: The target is Dazed for 1
round; target may resist with END check Example: Emerald Glint first takes
Charging cannot be done through Difficult 6 meters of running start move-
Terrain, or while Crawling. ment (3 AP) and then jumps an-
other 4 meters (2 AP). This would
Crouched cost her a total of 5 AP.
Moving while crouched costs 2 AP per 2 me- Jumping directly Upwards - If the char-
ters (1 hex) the character moves. Standing up acter’s STR is less than 5, she can jump 0,5
from crouch or vice versa does not cost AP. meters. If her STR is at or greater than 5 but
The character cannot crouch while Flying. less than 10, she can jump 1 meter. If her STR
is at 10 or greater, she can jump 1,5 meters.
Drop Prone This jump costs 3 AP.
Stand Up
Standing up from Prone costs 4 AP. If all of
the character’s limbs are Crippled, she cannot
Stand Up without assistance.
Jumping
Longjump from Standing - A character can
only cover a short distance if they jump from
standing. If the character’s STR is less than 5,
102 CHAPTER 7. COMBAT
Ranged Attack
Ranged attacks can be initiated from any dis-
tance up to the weapon’s maximum range, usu-
ally long range (L).
Attack Actions
AP costs for ranged attacks are determined
To attack an opponent, the character must by the used weapon’s statistics.
make a Skill Roll using the appropriate skill
for the weapon that the character is wielding. Throwing Weapons and Explosives
Attacks made without weapons and attacks
made with non-explosive thrown weapons use Attacks made with thrown weapons and
the Unarmed Skill. This roll is usually heav- throwable explosives can be initiated from any
ily modified by Combat Variables. Modifiers distance up to weapon’s maximum range, usu-
can adjust the difficulty of a task beyond the ally short range (S). Thrown weapons use
normal limit of plus or minus 50, up to a maxi- Melee Skill.
mum of the character’s Critical Failure rate or AP costs for thrown attacks are determined
a minimum of the character’s Critical Success by the used weapon’s statistics.
rate.
Attacks are subject to modifiers called Placed Explosives
Combat Variables, found in this chapter un-
der Combat Statistics. Placed explosives are placed on the ground or
other suitable surface and therefore have melee
Melee / Unarmed Attack range. AP costs for placed explosives are de-
termined by the used weapon’s statistics.
To initiate a Melee or Unarmed attack, the
character must be standing next to the foe she
Called Shot
wants to strike (or within reach of long melee
weapons, such as spear). When a character wishes to make a precise shot
Unarmed attacks with bare hooves, horns, at her target, she performs a Called Shot,
claws or similar natural weapons usually cost with additional 2 AP increase to her attack’s
3 AP. When wielding other weapons, the AP AP cost. These attacks can be aimed at visible
cost is determined by the weapon’s statistics. body parts, weak spots, and even weapons in
For each AP spent on movement before the order to disarm her targets. However, a Called
attack, the character can subtract that value Shot cannot be performed with weapons that
103
Reload
Table 7.6: Called Shot Penalties by Limb
Target Ranged Melee When a weapon runs out of ammunition, it
Torso -10 -5 must be reloaded according to the weapon’s
Limb (in. tails) -20 -10 clip type. The types are listed under Chapter
Head -30 -15 3: Equipment - Weapon Characteristics.
Weapon -20 -20
Specific part (i.e. eye) Additional -20 Casting a Spell
When a character wants to cast a spell in com-
have area or line of effect damage such as ex- bat, she must make a Thaumaturgy roll. If the
plosives and flame throwers. roll succeeds, she acts according to common
Called Shots ignore 1 DT the target has, and spellcasting rules, found in Chapter 8: Magic
are used to deal Crippled conditions to a tar- & Spells.
get; it doesn’t outright increase the damage AP and Strain costs for spells are deter-
dealt, but rather focuses the shot to break a mined by the used spell, and the values can
particular limb exclusively. It should be noted be found in Magic Codex.
that some enemies, such as most insects and Combat Variables may sometimes affect the
robots have additional areas that are treated casting of a spell. Check the skill modifiers pro-
as limbs and can be Crippled. vided in this chapter, under Combat Statistics
Should the target take damage from a Called - Combat Variables.
Shot, the targeted limb is considered Crippled.
Disarming weapons are considered Called Sneak Attack
Shots, and have their penalty listed below.
After a successful Sneaking attempt, or when
A successful disarm drops the weapon’s con-
the target is otherwise unaware, one can per-
dition by one level (if Item Condition Rules
form a Sneak Attack. She gains a bonus of
are in effect) and forces the defender to roll
15 to her chance to deal Critical Damage
STR. A success on the defender’s part keeps
(doesn’t affect actual skill hit chance). Char-
the weapon in their control, but they must
acter can make a Sneak Attack with any attack
use Ready Weapon action prior using the
except explosives. The AP cost for Sneak At-
weapon again. A failure forces the defender
tack is increased by 2 compared to the normal
to drop the weapon on an adjacent hex (up to
attack.
GM which).
After her Sneak Attack, the character may
try a new Use Skill (Sneak) action with
Aim a penalty of -30. If the action is successful,
she gets away unnoticed and may make an-
Character can increase her chance of success other Sneak Attack. However, the attack it-
with an attack by performing an aim action. self is always noticed - with Melee or unarmed
The action costs 2 extra AP to perform. This sneak attacks, only the victim notices the at-
action increases the next attack’s chance to tack made against him, while ranged attacks
succeed by 10. One can make only one aim are noticed by everyone who could either hear
action per attack action. or see the attack.
The bonus to skill roll may be modified by
weapon accessories and modifications. Example 1: Featherfall wants to
104 CHAPTER 7. COMBAT
The GM may also declare AoO on other sit- Allies can assist the grappling characters as
uations when the character’s defense is hin- per Assist Ally action.
dered.
Starting Grapple
Example: Maabara is currently ad- This action costs 5 AP.
jacent to a hostile raider, and she To initiate the grapple the character rolls an
wishes to drink a health potion opposed roll against an adjacent target. If the
and run away from the enemy. attempt is successful, both characters gain the
She has none in her quick slots, Grappled condition and can do the following
so she has to access her inventory Grapple actions on their turn. For the grapple
for one. By doing so, the raider to remain in effect, one character must Main-
- wielding a knife - gains an At- tain it each round.
tack of Opportunity on Maabara,
though he misses. After down- Maintain Grapple
ing the potion she runs away from This action costs 2 AP.
the raider with her remaining AP To maintain the Grapple, the attacker must
without using Withdraw action. wish to continue the grapple and rolls an op-
This would provoke an Attack of posed roll against the defender. If the attacker
Opporunity for the raider, but as wishes not to maintain the grapple, the grapple
he already performed his one AoO ends at the end of the current combat round.
already, Maabara can run away
without fear of reprisal. Overpower Grapple
This action costs 4 AP.
The defending character can try to turn the
Combat Tricks
tide of the grapple by trying to overpower the
Brace Weapon attacker. The defending character rolls an op-
posed roll against the attacker.
Bracing a ranged weapon on a suitable surface
If successful, the defender becomes the at-
costs 1 AP.
tacker and vice versa.
Grapple Attack
A character can deal damage with Unarmed
Grapple is the art of wrestling an opponent in
weapons, One-Hoofed Melee Weapons or Pis-
a chaotic ball of flailing limbs. Size modifiers
tols of any kind. This actions costs AP as listed
apply to all rolls in Grapple. It’s not the best
in the used weapon’s statistics and uses the
to wrestle with a full-grown dragon as a small
weapon’s skill to determine a success. How-
filly.
ever, the weapon used can cause a penalty to
Grapple is between two characters, an at-
the roll as detailed below:
tacker who initiated the grapple and defender
who is grappled. Both STR and Unarmed can Unarmed no penalty
be used in Grapple-rolls unless otherwise spec- Melee, One-Hoofed Minor Distraction
ified. Pistols Major Distraction
If at any point the defender rolls Critical
Success for her opposed Unarmed or STR roll,
she may leave the grapple.
106 CHAPTER 7. COMBAT
Pin Escape
This action costs 8 AP for the first time, 4 This action costs 4 AP.
AP for maintaining. The defender can try to escape a grapple
The attacker rolls an opposed roll with a with an opposed roll against the attacker. Es-
penalty of 30 against the defender to Pin caping the grapple can also be done with Break
Down. The defender rolls without penalty. Free action.
If the attacker wants to hold his foe Pinned This action is an automatic success if the
after the first round, she rolls an opposed roll attacker doesn’t wish to continue the grapple.
against his target (without the penalty of 30)
with an AP cost of 4 to maintain the pinning
down. Toss
The Pinned character can try to use Break This action costs 8 AP.
Free action on her turn, with her roll being an A character, either the attacker or the de-
opposed roll against the attacker. If the pinned fender, can Toss their opponent with an op-
down character is successful in his or her roll posed roll with a penalty of 30. The opponent
or their Break Free action, they may stand up rolls without penalty.
but is still considered to be Grappled. On a success, the character can toss her op-
ponent 2 meters (1 hex). She can with a suc-
Tie Up cessful STR check to toss her opponent an ad-
This action costs 8 AP. ditional 2 meters (1 hex) to a total of 4 meters
When the defender has been Pinned Down (2 hexes). The tossed opponent immediately
successfully, the attacker pinning her down can gains Prone condition once landing on the new
try to tie her up in place of maintaining the spot.
pinning. Tying up requires one to have mate- If the opponent is successfully tossed, grap-
rials to bound one up such as chains, rope or ple immediately ends. On a fail, nothing hap-
wires. pens and the grapple continues.
The attacker rolls an opposed roll with a
penalty of 30 against his target to Tie Up. The
defender rolls without penalty. After success- Suppressive Fire
ful Tie Up no following Grapple actions are
needed, and the grapple immediately ends. With weapons capable of Burst fire, a charac-
Tied up character can try to use Break ter can provide Suppressive Fire to an area and
Free action on her turn to break free of her thus pin enemies down.
bonds. This action costs 8 AP and uses 10 units
of appropriate ammo. The weapon must have
Move Grapple enough ammunition loaded to utilize this fea-
This action costs 4 AP. ture.
The attacker rolls an opposed roll against The area affected by Suppressive Fire is a
the defender, followed by a Move action to shift Large Splash Template centered within the
the grapple location with a cost of 3 AP / 2 weapon’s effective range (up to Long). The
meters (1 hex). area lasts until the character’s next turn.
Move Grapple action is only required once All characters under Suppressive Fire’s area
per combat turn to allow movement. suffer Medium Distraction penalty for being
under heavy fire.
107
Practicing Medicine
Table 7.10: Doctor’s Fees
A learned wastelander can perform rudimen- Case Cost/Piece
tary medicine on the field, provided they have Lost HP 20 Caps
the tools. With First-aid kits and Doctor’s Rads 40 Caps
Bags, the character can heal lost HP quickly Crippled 50 Caps
and reliably.
A practiced doctor can also administer heal- money - 50 caps per limb that needs to be
ing items for their patients and thus have more sewn together.
pronounced effects. When using any item la-
beled Medical on another character, the heal- Using Potions
ing character can use Medicine skill in order to
double the effects. On a critical failure, they Potions are perhaps the least hassle one can
have botched the application of medicine and have when healing their wounded. Usually
instead will incur a Bleeding status on their costly but near-instant, they provide an easy
target. way for even the dumbest of wastelander to
Without such tools, a medical practitioner remain healthy, provided they have Caps to
can attempt to boost the wounded character’s spend.
natural healing rate to further assist the heal- Though not necessarily rare by any means,
ing process, but cannot replenish HP outright. acquiring potions can be limited by traders’
Successful Medicine-check gives the wounded current stock or by sheer bad luck of not com-
character +1 to their Healing Rate. Critical ing across any. A variety of potions can be
success gives +2 instead. found in the Wasteland Wares.
Removing physical status effects such as
bleeding can also be done without tools, but
requires a successful Medicine-check. Fixing a
Major Cripple requires a Doctor’s Bag.
Doctor Visit
Magic and spells are both the mundane and Potency - determines the power of spells,
the fantastical part of a pony’s life, coming to taking into account the character’s level
some of them as easy as breathing, while oth- and the school’s associated SPECIAL at-
ers are clearly asthmatic. Nonetheless, magic tribute.
is inherent in all of the races in their own
ways. Some use magic for even the smallest Strain - determines the amount of fatigue
of actions, while others carefully calculate the gained by casting the spell. The amount
weight and effect of their spells. of Strain the character can withstand is
This chapter is meant to give rules and static. Strain cost is determined by the
boundaries to all things magic. Spells for the spell. Strain recovers fully with rest.
various racial magic can be found in the Magic
The exact descriptions of these statistics and
Codex, an addition document for this rule-
how they are determined can be found in Chap-
book.
ter 2: Characters - Secondary Statistics.
The exact descriptions of all spells, alchem-
Spell Rules ical recipes and spirits can be found in Magic
Codex.
All races are magical in their own way, ca-
pable of interacting with their surroundings
and others with spells. Unicorns focus the
magic on their horn, giving them a capabil-
ity of manipulating the magic to make specific
spells, while zebras can infuse natural brews
with their magic, or call Spirits to aid them.
Pegasi use their wings to pull off maneuvers,
while Earth ponies’ close ties to the earth give
them strength and protection. In addition,
there are special items that possess magical
qualities. Even some monsters are capable of
wielding magic.
Below is a short reminder of the governing
spell statistics (some perks and traits may alter
how these statistics are determined):
113
114 CHAPTER 8. MAGIC & SPELLS
Spell Characteristics
Magic School
Spells and maneuvers are divided into several
different schools, representing alternate types
of magic. Each school has a governing SPE-
CIAL, matching the attribute that is the most
important for that school, effectively determin-
ing Potency for all the spells or maneuvers in
that school. Some characters are better at one
line of magic than others, and vice versa.
Learning Spells
At the beginning of play, the Earth pony char-
acter may pick 2 spells. Earth ponies have no
restrictions on what spells they can begin with.
Unlike other ponies’ arcane powers, the
magic of Earth ponies is more of an intuitive
116 CHAPTER 8. MAGIC & SPELLS
process. This distinct difference means that Pegasus & Griffin Aerial Ma-
Earth ponies may not learn new magical spells neuvers
outside of leveling up.
As mentioned, every 5 levels the character Aerial Maneuvers are battle-tactics that utilize
can learn a new spell of their choosing, which airborne stances and weather. Most commonly
is immediately added to their arsenal. It is these are known to be used by pegasi and grif-
wise to consult the GM on spell choices. fons, as they are notorious for this kind of com-
bat.
Aerial Maneuvers are categorized with dif-
Earth Pony Spell List
ferent SPECIAL stats; AGI, END and CHA.
Detailed spell list and description can be found This means that there is more than one way
in the appendix book Magic Codex under of one being a skilled aerial fighter. To pull
Earth Pony Magic. off each maneuver, the flier must succeed in a
Thaumaturgy check.
Branch of Might (STR) The Maneuvers based in AGI and END were
Adrenaline Rush largely used as combat tactics in the Great War
Crash This Barn by pegasi and griffons alike, while CHA based
Enchanted Hooves Maneuvers are show-tricks turned to a more
Fortify lethal purpose.
Mend Besides these three categories, a flier can in-
Overgrow vest in their flying speed instead of taking a
Protection of the Earth maneuver upon level-up. Each time they im-
Rooted prove their flight speed, they gain 2 meters/1
Stone Shield hex to their flight distance.
magazine, and the specific Maneuver learned is neuvers require at least level 10 to be learned.
decided by the player. After this, they can be learned as any other
To learn a new Maneuver by self-teaching, maneuvers, with Wonderbolt Maneuvers exclu-
the character must spend 8 hours of their time sive to pegasi and Talon Maneuvers exclusive
trying out the maneuver, and then roll an AGI, to griffons. Difference to normal maneuvers
END, or CHA check, the stat depending on the is that the character twists these to fit their
Maneuver the character wants to learn. On a style, thus allowing them to use either AGI,
success the Maneuver is added to the charac- END or CHA to determine their strength. This
ter’s repertoire, and on a Critical Failure the same flexibility calls for more experimentation,
character overextends themselves and spends requesting more time invested on perfecting
the Strain cost of the maneuver without adding them. When learning Wonderbolt or Talon
it to their list of maneuvers. Maneuvers through experimentation, the char-
acter requires at least two successful checks,
Having a teacher to coach the character ap- once per 8 hours of self-teaching.
plies a bonus of +10 to the check.
Wonderbolt Maneuvers and Talon Ma-
118 CHAPTER 8. MAGIC & SPELLS
Maabara has to spend 20 minutes man, while critical failure ends up tripling the
brewing her poison instead of the crafting time that is listed in the recipe.
normal 10.
Enchanting
Talisman Crafting Enchanting is closest to shamanism or unicorn
Where most equines used either Spells or tools magic of all the categories of alchemy, while
to achieve goals and perform jobs, talismans not quite invoking Spirits; it deals less with
are the zebra equivalent to that end. Talis- materials and ingredients, and more with raw
mans are made from materials, infused with magic itself. The alchemist channels the very
their maker’s magic and are usable by anyone. will and essence of their brethren into an in-
However, characters other than zebras require strument used to create the carvings onto ei-
a Thaumaturgy check to activate Talismans; if ther objects or flesh, often through a needle or
the roll fails, their activation attempt yields no knife laced with special ink mixed from herbs
results, and the talisman remains unused. and creature parts. Both the needle and the
Talismans are functionally similar to other knife along with ink pot are included in an
consumables, such as Chems, but their du- Alchemist Kit, though in the wasteland other
ration are often longer. They can provide suitable items can be used.
bonuses against Magic, give DT, open locks, Enchanting becomes available on 10th
heal wounds, enhance Skills and Specials, etc. level, upon which the alchemist’s skills with
Talismans are divided between charms and their craft are considered high enough to begin
tools, where charms have limited amount of gathering and utilizing these more advanced
uses until they break, and tools are single-use arts. Enchantments come in two forms, Icons
items with often powerful effects. and Tattoos. Learning either category of
To learn, Charms require successful CHA recipes calls for successful INT or CHA rolls,
rolls, while Tools call for successful INT rolls. chosen by the alchemist.
Talisman crafting uses creature parts and Icons are inscriptions carved into an item to
components in order to reach the desired ef- channel the magic of zebras and spirits into
fects. Many would think that putting in parts said item. The Icon’s effect is active as long as
like abomination flesh would make the talis- the item is being used, and can be utilized by
man gory and stinky. However, the alchemist anyone using the item. The Icon is destroyed if
uses their magic to draw out the essence of the the item itself is broken or destroyed, thus re-
creature from the part itself and transfers that moving any effect the Icon brought to the item.
to the talisman. In the case of components, Currently, Icons can only be carved onto
those are used to build the talisman itself, tin- weapons and armor. In case of firearms
kered to the alchemist’s liking. and MEWs, special bullets’ effects stack
As with brews, the alchemist requires neces- with the weapon’s enchantment.
sary ingredients and some time to make their Tattoos are pieces of art carved onto the
talisman according to the recipe: a Thau- body, faintly glowing whenever their innate
maturgy or Survival roll is required when craft- magic is used. Once completed, the tattoo’s
ing these items. If the roll is successful, the effect is permanent. As they are painted on an
talisman is created on schedule, while critical individual’s body, the effect of the tattoo can-
success cuts the time spent in half. Failure not be transferred to another. Each individual
doubles the time spent on tinkering the talis- can possess only one tattoo at any given time,
124 CHAPTER 8. MAGIC & SPELLS
as these paintings tend to not be miniscule in or ”Twittermite wing”, require sourcing from
size. that specific creature. This includes the rarer
When tattooing or carving the enchant- White and Black herbs, while the other herbs
ments, the alchemist rolls Thaumaturgy - a can be found with a quick search of surround-
failure means they have to spend more time ings.
with creating the magical seal. On a critical
failure the process suffers a slight mishap dur- Shamanism
ing its completion; the individual being tat-
tooed may face a small injury to their mental Shamanism is the age-old art of the Zebra, a
or physical health in the form of 1d4 lost HP skill that not all of them have; an art of con-
or strain, and an item may be tampered with tacting spirits of the world around you, and
and thus dropping one level in condition if Item utilizing their force to further your goals. So
Condition rules are in effect. long as you stay on the good side of the ethe-
As only one tattoo can be possessed by an real patron.
individual, there may become a time when a Spirit contact comes in two forms, Pact and
removal is called for. Removing tattoos from a Possession. Pact spirits forge a long-lasting
character can be done with a successful Thau- contract with the shaman, while Possession is
maturgy or Medicine roll, but due to scarred a more temporary invitation for a spirit to in-
tissue and left-over magic the new tattooing habit the shaman’s body. Both forms grant
process suffers a penalty of 30 to the carving the shaman powers they do not usually have.
alchemist’s Thaumaturgy roll. Pact spirits tend to be undying concepts
than tangible creatures: spirits of nature, light,
Finding materials friendship and so on, concepts that exist with
or without equine existence. Possession spir-
Alchemy can be tricky due to it requiring spe- its are more often than not either less power-
cific ingredients. Besides hunting down vari- ful, lesser spirits similar to Pact Spirits, or the
ous critters and scouring the wastes for herbs, spirits of the dead that linger in places.
they’re also often sold by vendors, especially Besides Spirits, which are the brunt of
other alchemists. Among the alchemy circles, shaman’s powers, they have a small selection
it has became a common habit that alchemists of spells, built from the spiritual aether that is
help each other when in search of materials, around all living and dead things.
and sharing is encouraged. Because of this,
some alchemists often give tips on rarer ingre-
Pact Spirits
dients’ locations, unlike foragers, who can often
be seen selling materials as well. Pact spirits are forces of the world made mani-
In addition to vendors, parts that do not fest and their visage, when they will themselves
mention a specific creature, such as ”wing” or visible to naked eye or when in the presence of
”pollen” can be found with a quick search of a Shaman, is grand and often awe-inspiring,
one’s surroundings where-ever she may be. If compared to the lesser spirits under their spe-
the character isn’t looking for a specific ingre- cific domains. Pact spirits lend their power
dient, they will get a random amount of ingre- to a shaman, often with the intention to fur-
dients from the Creature Parts list. ther their own causes and agendas. They of-
Items that have a specific creature name at- ten have ideals that they prefer to maintain,
tached to it, such as ”Vial of Yao Guai blood” and expect the same from the shaman they’re
125
lending their power to. Going crossly against means that the crafting process just takes a
these ideals can lead to a violent removal of bit more time than usual, but does not stop
the Spirit’s power from the shaman. Shaman the Shaman from trying again. Push the Limit
can also end the contract willingly, in which is also applicable to these rolls.
the powers that they got from the spirit, fade After the rune has been created, the shaman
away. can summon the spirit they wish to contact
with either a Thaumaturgy or Barter roll. On
Forging a Contract a failed roll, there is a 25% chance that a rogue
In order to forge a contract, a shaman has to Spirit of Chaos appears instead. On a criti-
craft a rune as a seal to the contract. Thau- cal failure, the chance of this is doubled. If
maturgy or Barter is required for the crafting a Spirit of Chaos does not appear, the origi-
of the rune, and the requirement of the rune nally intended spirit will, but with a bad tem-
should be an item that can be inscribed upon. per. This requires the Shaman to take action
The shaman can only have one contract and to calm the spirit down through bribery or lav-
thus only one rune active at any given time, ish gifts, such as a bit of their strain or a tem-
though possession spirits -even those of oppo- porary debuff.
site concepts- rarely offend Pact Spirits. On Spirits of Chaos do not necessarily spell
a successful roll, a rune is created to suit the doom to the Shaman that accidentally or pur-
spirit they are trying to summon. A failed roll posefully summoned them, but they tend to be
126 CHAPTER 8. MAGIC & SPELLS
a random element to a carefully planned sum- Wasteland. They lack some of the power Pact
moning and their boons reflect that. Their lent Spirits do, and cannot forge contracts. How-
power is more often than not random and with- ever, they can step into the mind of a Shaman
out much rhyme or reason, and their ethos is to grant their own set of boons often tied to
fickle and undefined. The largest threat to a the spirit as individuals; Aspects of themselves
Shaman is that the Spirits of Chaos grow bored manifest from the Shaman through magic, and
quickly, and leave pacts when it suits them, of- they can often impart the shaman with knowl-
ten without the Shaman’s input. Chaos is a edge that the Shaman does not normally have.
difficult creature for any Shaman to bridle for The spirits around the Shaman can and of-
a long time. ten do vary depending on the location they are
in. An urban area is more likely to house in
Spirit Powers it spirits of machinery, diamond and ghosts,
Spirits grant the Shaman a set of powers fit- while spirits of nature are often absent.
ting their domain; a myriad of spells and other Possession spirits do not linger around long,
boons to aid the Shaman for the duration of as they do not have the power to do so, and
the pact. Spirits of Chaos tend to pick and they will quickly leave their host; regularly,
choose, often ill-fit together, abilities for their Possession spirits latch onto the Shaman for
Shaman from other Spirits’ domain, or even 5 turns in combat, and outside of combat
from creatures that inhabit the world. for a maximum of 10 minutes.
Pact Spirits’ powers cost both AP and Strain The spirit can give bonuses to skills, give
to use, much like spells do, and utilize the magical abilities that they have or had as in-
Shaman’s Thaumaturgy-skill for casting. The dividuals; a spirit of a dead Talon merc could
spirit’s power grows alongside the Shaman, and give a bonus to Firearms or MEWs, and give
this is one incentive that the Spirits have to the Shaman a magical claw attack for the du-
forge contracts with Shamans. Spirits that ration of their possession. On average, Posses-
have had their journey with the shaman bolster sion Spirits give a bonus to 2 skills and to 1
them, are often a bit more willing to re-enter SPECIAL or a Racial Ability if it is at all fea-
a pact, even ones that ended on a sour note. sible. Flight cannot be simulated by Shamans
Much like how other races have Potency, so even if the spirit possessing them could fly,
do shamans. Shaman Potency works like those though the Shaman’s jump movement actions
of ponies: the shaman’s level is added to an would gain a bonus that resembles a low-
associated value of their SPECIAL that links altitude flight. Due to Possession spirits be-
with the Spirit’s. For example, a Spirit of Ma- ing more individualistic than Pact Spirits, pos-
chines has Intelligence (INT) as their Potency’s sessions are often outside of Shaman’s direct
SPECIAL, and thus the shaman will use their control. Whichever spirit around gets to them
INT to determine any Machine spell Potency. first, gets in.
When a spirit and shaman’s contract ends, When a Shaman wants to invite a possession
the shaman’s powers given by the spirit fade to happen, they need to make a Thaumaturgy-
away after their next rest, or after 24 hours. roll. The result of the roll affects how easy it is
for the Shaman to keep control of their body.
Success means that while they are possessed,
Possession Spirits
they are actively making choices and the spirit
Possession Spirits are lesser spirits or spirits of is only giving them backseat advice. A failed
the dead that linger unseen in the Equestrian roll means that the spirit and the shaman do
127
not see eye to eye in their goals, and attempt work and practice.
to mentally wrestle for direction, giving the
shaman a Dazed Status Effect. A critical fail- Incantation & Spirit List
ure means that the mental tug of war between
shaman and spirit is more severe, giving the Full details of these spells can be found in
shaman an Enraged Status Effect. However, Magic Codex , under Spirit Magic
failing this roll does not negate any boons given
Incantations (pick one SPECIAL)
by the spirit, and no matter the state of the
spirit, the Shaman’s body will eject them after Cleanse
the above mentioned time limit. Phantom Lantern
The shaman can converse with the spirit Soothing Spectre
during the possession, especially in times Spirit Spear
where the threat of combat does not loom over Telepathy
them. Sometimes possession spirits can give Wall of Mist
valuable info, but much like mortal creatures, Windigo’s Favor
their information can be biased, partial, or out-
Spirit of Embers (AGI)
right be missing. Spirits can also be hesitant to
part with their knowledge. Spirits of the dead Burning Passion
in particular are fond of the shaman helping Burning Blood
them move on, or deliver a word to creatures Fire Wheel
they held dear in life in exchange for what they Fireball
know. Lesser Spirits that serve the Pact Spir- Golden Glow
its but lack the power to forge contracts them- Ignite
selves often wish for items of power to elevate Inner Fire
themselves closer to that coveted Pact Spirit Phoenix Touch
status. Items of power are most often items of
Spirit of Machines (INT)
sentimental value, or other spiritually charged
object. However, sometimes the spirit is just Dispel Magic
content to have some creature to talk to, even Engineer’s Inspiration
for a fleeting moment. Metal Barrier
Organize
Sabotage
Shaman Incantations
Shrapnel Shot
Besides the spells offered by the Pact Spirit, Target
the shaman has a small collection of spells as Trap Defense
result of their training with the spiritual en-
ergies around them. The shaman can pick 4 Spirit of Nature (END)
spells for them to use out of a selection of Friendly Critter’s Help
spells, and can choose which SPECIAL stat to Healing Surge
determine Potency. However, unlike most crea- Lightning Strike
tures who learn spells of some sort, they can- Natural Protection
not learn spells by level-up; shamans who wish Petrify
to increase their collection of spells outside of Pocket Sand
what the Spirits offer, must do it through hard Purification
128 CHAPTER 8. MAGIC & SPELLS
Venom Discord
Hypnosis
Spirit of Serenity (PER) Invisibility
Astral Copy Phase
Devotion Silver Shroud
Guiding Light Terror
Magical Fireworks Toxic Friend
Night Vision
Prismatic Coat
Prismatic Strike
Razzle Dazzle
129
130 CHAPTER 8. MAGIC & SPELLS