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Fallout: Equestria RPG System – Core Rulebook

Friendship changes – but war, war never changes.

Since the dawn of pony kind, when our ancestors first discovered the healing power of kindness and friendship, there have been forces at work within pony society and within the world as a whole to disrupt it. To this end, across the ages blood has been spilled in the name of everything from Gods, to Justice, to simple psychotic rage. For over a thousand years, the strength of friendship maintained peace between Equestria and its neighbors, but it was not to last.

Over two hundred years ago, blood was spilled over the resources that fueled this world. Unlike the wars of a thousand years past, this time the spoils of war were its weapons: Gems and Coal. For these resources the ponies would seize zebra shipments, the zebras would raid shattered hoof mining facility, and the other races of this world would dissolve into quarrelling, bickering factions bent on controlling the last remaining resources on the face of the planet.

After nearly a decade of armed conflict, the destructive nature of these elements could sustain itself no longer. The world was plunged into an abyss of balefire and dark magic.  The details are trivial and pointless; the reasons, as always, purely our own.  The world was nearly wiped clean of life.  A great cleansing; a magical spark struck by pony and zebra hooves quickly raged out of control.  Megaspells rained from the skies.  Entire lands were swallowed in flames and fell beneath the boiling oceans.  Pony kind was almost extinguished, their spirits becoming part of the ambient radiation that blanketed the world.  A quiet darkness fell across the world, lasting centuries...

…But it was not, as some had predicted, the end of the world.  Instead, the apocalypse was simply the prologue for another bloody chapter in pony history. Pony and Zebra kind had succeeded in destroying the world; but War… War never changes.

In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters known as Stables.  But when they emerged, they had only the hell of the wastes to greet them.  

All except for those in your stable -- for on that fateful day, when spell-fire rained from the sky, the giant steel door of your stable swung closed, and never re-opened. It was here you were born. It is here you will die.

Because in this stable

no pony ever enters,

and no pony ever leaves.

  • Credits 4

  • 1. Roleplaying in the Wasteland 5

    • What is a Roleplaying Game? 5

    • Playing the Game 5

      • Rolling Successes 6

      • Critical Failures & Successes 8

      • Contested and Opposed Rolls 8

    • Referencing the Fiction 9

    • Awkward Situations & Maturity 10

  • 2. Making a Character 11

    • Filling Out Your Character Sheet 12

    • Races and Racial Abilities 21

      • Summaries 22

      • Ponies 24

      • Griffins 27

      • Zebras 28

      • Alternative Races 29

        • Alicorns 29

        • Hellhounds 33

        • Bat ponies 35

        • Buffalo 36

        • Donkeys 37

        • Minotaur 38

        • Half-Breeds 40

    • Attributes 49

      • Living By Luck 53

    • Skills 58

      • Tag Skills & Cutie Marks 62

      • Starting Rank Bonuses 63

      • Rolling Unskilled 63

      • Assisted Skill Rolls 64

      • Skill Based and General Character Knowledge 65

    • Hindrances 67

      • Summaries 69

      • Full Descriptions 73

      • Virtues 97

    • Traits 99

      • Summaries 100

      • Full Descriptions 102

      • Ghouls and Canterlot Ghouls 122

  • 3. Leveling Up Your Character 125

    • Skill Points 126

    • Perks 127

      • Removing Hindrances 146

    • Acquiring Hindrances (and Perks) via Quests and Role Playing 147

      • Example Quest Perks 148

  • 4. Equipment of the Wastelands 150

    • Weight Limit By Strength 150

    • Pipbucks and Attachments 151

    • Armor 156

      • Modifying Armor 160

      • Battle Saddles 168

    • Food and Drink 171

      • Gems For Cyborgs 178

    • Medicine and Drugs 179

      • Recovering From Injury 181

      • Addiction and Side Effects 182

      • Drugs and Chems 183

      • Treating Poisons & Addictions 186

    • Wasteland Weaponry 187

      • Ammunition and Reloading 198

        • Making Ammunition 199

      • Special Weapon Effects 200

      • Special Ammunitions 203

    • Named Weapons and Armors 205

    • Books and Magazines 208

    • `Odds and Ends 211

  • 5. Magic and Flight 241

    • Unicorn and Alicorn Magic 242

      • Magic Kindergarten –

Strain, Casting and Overglow 243

        • Starting Spells 245

        • Gaining New Spells 246

        • Burning Out 249

      • Unicorn and Alicorn Spells 250

        • Level 1 255

        • Level 2 267

        • Level 3 285

        • Level 4 308

    • Zebra Magic 327

      • Alchemy, Rituals, and

Talismans 101 326

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