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FOEWV_TEX.tex
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% !TeX spellcheck = en_US
\documentclass[11pt,a4paper,twocolumn]{book}
\usepackage[latin1]{inputenc}
\usepackage{amsmath}
\usepackage{amsfonts}
\usepackage{amssymb}
\usepackage{graphicx}
\usepackage[table]{xcolor}
\usepackage{wrapfig}
\usepackage{multicol}
\usepackage{multirow}
\usepackage{paralist}
\usepackage{longtable}
\usepackage{tabularray}
\usepackage{soul}
\usepackage{titling}
\usepackage{pdfpages}
\usepackage[hidelinks]{hyperref}
\hypersetup{
colorlinks,
citecolor=black,
filecolor=black,
linkcolor=black,
urlcolor=black
}
\title{Fallout Equestria: Wasteland Ventures}
\date{\today}
\begin{document}
\includepdf[pages={1}]{WORD/COVER-CORE.pdf}
\onecolumn
\setcounter{page}{1}
\begin{center}
Compiled by Waak, Kireanikin, LaPa, Miksu \& SourCherry
10 AP rule basis by Yondalor
Token HP, Quick Slots \& Status rules bases by LZ
\bigskip
\textbf{Playtesting and Advice:} LZ, Moonlight Grimoire, Mittens, Kittyfluff, Ray\_Lionheart, f1r3w4rr10r, Tierney Kelly, Eden, Kendallkun, Pesian, Raven, dumbhat, GODOG, Borealis, Etymologically Correct Filly
\bigskip
\textbf{Cover and Graphics:} SourCherry, Mir (Character Concept)
\bigskip
\textbf{Layout:} Waak
\bigskip
\emph{ Special thanks to:}
\emph{ Kkat - for the fanfiction that sprouted a community}
\emph{ Sunrise - for the original ruleset where all started}
\end{center}
\vfill
\begin{center}
\textbf{Version 2.4.1}
\emph{Last compiled on \thedate}
\emph{\textbf{Contact:} [email protected]}
\end{center}
\begin{figure*}[bp]
\centering
\includegraphics[width=3cm]{Art/ISA_Logo}
\label{fig:isalogo}
\end{figure*}
\twocolumn
\tableofcontents
\chapter{Introduction}
\section*{Beginning}
\begin{quote}
\emph{War. War never changes.}
\end{quote}
\noindent
The chaos of the crumbling world, where no one is or ever will be correct, only but a dream of a once proud, colorful land remains. Here the strong and the determined strife with the law of the Wasteland, and the weak are trampled by those who only see their own twisted needs. All in the world of pastel colored equines and griffons.
\section*{Lore}
The world of \emph{Fallout: Equestria} begins with a long, arduous war between ponies of Equestria and zebras of Roam over resources. What started out as little more than miscommunication had rapidly developed into a lethal stalemate, where even the most well-intended minds erred.
In this war-torn era, Equestria saw its ruler, Princess Celestia, abdicate her rule to her sister: Princess Luna. She was aided by six heroic mares who would go forth and create Ministries to try and control different aspects of the war-riddled Equestria and bring stability to their citizens.
Sadly, these Ministries would prove to be the undoing of even the most well-intended pony. The war twisted good intentions to foalish naivety, loyalty to secrecy, and trust to treachery. In time, war-torn Equestria saw the rise to weaponry unlike ever before; guns, both ballistic and magical, replaced ceremonial spears and swords.
During the war, new industries arose to cater the needs of the state. One such newcomer - Stable-Tec - went on and created Stables, underground shelters to house a portion of the Equestrian population. However, many of these Stables were also built with social experiments in mind; testing to see if ponies would be able to thrive and coexist peacefully, though many of them failed one way or another.
Eventually the war did come to an end, an apocalyptic one. As the balefire bombs ravaged the land, and those few ponies that had been selected to enter the Stables fled underground, many ponies, griffons and zebra alike perished aboveground. The pegasi retreated behind a cloud cover to stay shielded from the magical radiation. The Equestrian Wasteland was born.
During the next 200 years, magical residue reformed the war-torn land. Damaged buildings would eventually crumble, with only the most prestigious monuments standing. Wild-life, both flora and fauna, mutated into beasts from the greatest of nightmares. Parts of the world would forevermore stay lifeless, while others would bloom in wondrous forms.
Small settlements would eventually form from the survivors and redevelop society in ways they knew of; some trying to work together with mutual, equal trust, while others formed strict dictatorships. Few tried creating utopias of various beliefs, and some fell into utter chaos altogether, creating warring parties of raiders with nary a place to call home. Even some of the Stables would open, greeting the land they might have been oblivious to, with both great fear and absolute arrogance alike.
As the lush, colorful land has mostly turned dry and grim, with great beasts roaming around among other numerous threats, the struggle for food, water, shelter, and all the desires of one's heart is ever present. It is this struggle, that brings both life and end to great many stories. And while some stories have already been long forgotten, others are just about to begin...
\section*{Playing the Game}
\addcontentsline{toc}{section}{Playing the Game}
\subsection*{Gameplay}
\noindent
The \emph{Fallout Equestria: Wasteland Ventures} is a tabletop roleplaying game, sometimes referred to as Pen-n-Paper roleplaying game set in the world of \textbf{Fallout: Equestria}, a fusion between \emph{Fallout}\textsuperscript{TM} and \emph{My Little Pony}\textsuperscript{TM} brands. This unpredictable world is contested with just as unpredictable dice and imagination.
Most commonly played as a group, the game can be enjoyed as a short single session experience, or as a long-lasting campaign of multiple sessions, with or without impressive stories to journey through.
Gameplay is divided into three equal parts: roleplaying, exploration, and combat.
\subsection*{Character}
\begin{quote}
\emph{We are not born a monster, but become one through our actions. We do not choose to whom we are born, where we are born, nor when we are born. Only thing that matters, is how we proceed with what we are given...}
\end{quote}
Players control characters with freedom of thought. They can have personalities different to the player: being wondrous saints, naive rebels, striving business tycoons, or sadistic pillagers, committing both heroics and crimes, and affect the world and story around them. They have backgrounds, experiences that mold their personality, with causes and goals they aim for.
Characters interact with the world, the NPCs they encounter during their journey, and other players with the use of both their stats (attributes and skills) and by describing their actions as the player, not completely limited by stats and numbers. However, stats describe the concept of core character being played, making it rather important trying to act how the character would act, not how the player herself would act. It is part of the immersion of the game, that is being sought after.
\subsection*{Gamemaster}
The Gamemaster (GM) is the person leading and providing the game. Where rules give the framework of a building, the GM decorates it inside out, and players then interact with it how they see fit.
GM creates the game world, handling the locations, events, quests, NPC's and creatures. She upholds the rules, while is inclined to focus foremost on the enjoyment and excitement of her players.
\subsection*{World}
Where Fallout and other pop culture references imagine a nuclear holocaust tearing the world apart, in Fallout Equestria, an uncontrolled magical warfare of Megaspells tore the world apart, creating Equestrian Wasteland. A recovering world molded by magical residue, turned into hostile and savage environment, with skirmishes over resources, struggles against monsters and beasts, and ponies hoping to maintain civilizations and order with knowledge from 200 years before.
The world is where exploration takes place. While most of the old world is lost, few monuments and famed locations still stand tall and prospering in hopes of better tomorrow. And the most sought-after places are those few untouched by the war.
\subsection*{Combat}
Third section of the gameplay is to overcome character' adversaries when words are not enough. Combat is fought with variety of styles, be they guns from afar, kicks at close and personal, baseball bats and grenades, even magic of varying sort.
Combat is turn-based, every player having their own turn to act accordingly. Combat has variables that change its flow from easy to difficult, like how far opponents are. Part of the combat is to think how to overcome these difficulties.
\subsection*{Meta-Gaming}
The term used to describe use of knowledge that the players have but characters do not. Such knowledge includes character statistics, other character backgrounds, and information on monster statistics and behaviour learned outside the game. Meta-gaming is considered immersion breaking, and should be left out of roleplaying games.
\vfill
\section*{Utilizing This Book}
This core rulebook is divided into 8 chapters, and comes with a few appendices at the end as well as complimentary books. All chapters are useful for all players, though Chapter 6 has a few optional rules to bring more survival aspects to the game if so desired. The following descriptions are provided to give a broad overview of this book's contents.
\begin{description}
\item[Chapter 1: Introduction] - This chapter provides the general synopsis of the setting and the book's contents.
\item[Chapter 2: Characters] - Second chapter covers everything related to the denizens of the Equestrian Wasteland, including SPECIAL attributes and skills. SPECIAL scores are the most basic attributes a character has, and provides a framework for her abilities and personality. Skills represent the wide variety of tasks the character has learned to utilize, some better than the others.
\item[Chapter 3: Equipment] - This chapter provides the basic rules for all the things your character can come across while wandering, from variants of apparel to weapons of great magnitude. A full list of different equipment can be found within its own document, \textbf{\emph{Wasteland Wares}}. At the end of the chapter optional equipment rules are listed, detailing condition and modification of items.
\item[Chapter 4: Character Advancement] - Eventually comes the time when your character learns something new, or requires a little edge in a pinch. This chapter covers that section of your character's journey.
\item[Chapter 5: Game Rules] - The meat and bones of this book, where all the potential checks your character comes across are listed. The chapter also includes common hazards, how character death works, and how to solve flight and sneaking.
\item[Chapter 6: Additional Rules] - This chapter lists the more specialized tasks that one can do in the Wastes, including inventing new tools and scavenging new parts for them. Also the rules of operating Stable-Tec's revolutionary PipBuck are detailed in this chapter. At the end of this section are two optional rules one can use to bring more survival aspects to the game - sleep and hunger.
\item[Chapter 7: Combat] - Wasteland is a merciless place, and it is almost inevitable for characters to end up in a life-or-death situation. When all is said and done and the lead is dished out, this chapter covers everything one can do in the tense moment of combat with their Action Points, including special actions alongside movement and attack. This chapter also lists how damage to both HP and SPECIAL is calculated and dealt, and how to recover from them.
\item[Chapter 8: Magic \& Spells] - The wanderers in the Equestrian Wasteland do not have to rely on strength of arms or superior firearms to beat their opponents or help their close ones. This chapter lists the rules how each race handles their respective magic, with a list of spells they can have at their disposal. More detailed descriptions of said spells can be found within an appendix book \textbf{\emph{Magic Codex}}.
\end{description}
\vfill
\section*{Glossary}
\addcontentsline{toc}{section}{Glossary}
This rulebook comes with a myriad of terms and abbreviations, some specific for these rules and some more common roleplaying game terms. The following are widely used terms in this document.
\begin{description}
\item[Action] - A thing Character does, usually for a price of Action Points (AP)
\item[Bonus] - A positive effect on a roll determined by Game Master.
\item[Caps] - The cold hard cash and currency of the Wastes; bottlecaps, Caps for short.
\item[Character] - Any thinking creature in the game, including Player-controlled.
\item[Character Sheet] - A sheet with information about your character and their stats.
\item[Check] - Player rolling a dice and comparing the result to a value on their character sheet as requested by the Game Master.
\item[Combat] - An event during which characters have to battle against opponents. Either by violence or by a combat of words.
\item[Conflict] - see Combat.
\item[Creature] - Anything that might be hostile to the player characters.
\item[Dice] - Shortened (x)D(y), dice are rolled to determine success or failing during play. For example, 2d6 means that 2 six-sided dice are rolled.
\item[Experience Points (XP)] - Points given by the Game Master to the players to advance their characters.
\item[Game Master (GM)] - The host of the game, enforcer of the rules and supplier of the story.
\item[Ghoul] - A pony, zebra or griffon mutated by the magical radiation. Resembles a walking corpse. Some stay sane while others go feral and hostile to others.
\item[Group] - see Party.
\item[Hex] - A single tile on a battle map, if one is used in the game.
\item[House Rule] - A rule made by the Game Master outside of this rulebook.
\item[Initiative] - The roll that determines the order in which characters act in combat.
\item[Level] - Represents the character's overall experience, ability and power.
\item[Non-Player Character (NPC)] - A character controlled by the Game Master.
\item[Optional Rule] - A rule that is not necessary for playing, but can be included for extra depth.
\item[Party] - The players' characters are collectively called a party.
\item[Penalty] - A negative effect on a roll determined by the Game Master.
\item[Perk] - A set of good qualities your character can take upon leveling up.
\item[Player] - You and your fellow friends who will be playing.
\item[Player Character (PC)] - A character controlled by a player.
\item[Race] - The species of your character, each of which have their own pros and cons.
\item[Rads] - Magical radiation that is harmful to living creatures, causing potentially dangerous mutations.
\item[Rolling] - The act of rolling the dice to see the effects of your actions.
\item[Rounding] - Unless otherwise specified in the rules or by the Game Master, all equations are rounded down to the nearest integer (full number).
\item[Routine] - A mundane, everyday task a character performs, i.e. eating or sleeping. They are often not checked daily for their tedious nature of checking - instead only asked for in intense moments.
\item[Secondary Statistics] - Character's statistics that are derived from some other statistic(s).
\item[Session] - A period when the GM hosts the game for the players.
\item[SPECIAL] - Each creature comes with their seven SPECIAL attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. The higher the value, the better the creature is in that SPECIAL attribute.
\item[Spell] - Magical spells that can be cast by the characters. They can harm or help the target depending on the spell casted.
\item[Stack] - Some abilities, perks and other effects may stack, meaning a bonus or a penalty is added on top of another one.
\item[Terminal] - The computers of this world, somewhat primitive in technology.
\item[Trait] - An optional character-building quality that the player can pick for their character during character creation. Has both a pro and con to them, unlike perks.
\item[Token] - A picture or a figurine representing your character. Optional.
\end{description}
\begin{figure*}[t]
\centering
\includegraphics[width=140mm]{Art/AJ_barn}
\end{figure*}
\chapter{Characters}
\noindent
Every story starts with a character - which often are more than just notes and numbers on 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 and imagination.
This rulebook comes with a Character Sheet where you can record the details of your creation.
\section*{Creation Process}
\addcontentsline{toc}{section}{Creation Process}
When you begin to create your character, you should first decide what kind of a person this character should be; an agile sharpshooter or the slow but deadly stallion with a Super Sledge? Maybe the character is the face of the group, talking their way out of trouble. Once the character concept is done, you can start to determine the details; race, stats, gear and so on.
\subsection*{1. Race}
Most common races to wander the Equestrian Wastes are of equine descent - these are earth ponies, pegasi, unicorns, and (to some extent) zebras. Griffons are also a playable race in this game. Ghoulified -corpselike mutations- variants of the aforementioned races exists, as well as an array of other races that are up to GM's discretion to allow for play. A list of ``core races'' is provided under Chapter 2: Characters - Races on page 18.
\subsection*{2. SPECIAL}
At character creation, all characters have 40 points to distribute between 7 SPECIAL attributes - Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck. The minimum and maximum in each attribute is 1 and 10, respectively. The higher your attribute is, the better! A complete description of the attributes is provided under Chapter 2: Characters - SPECIAL.
\subsection*{3. Secondary Statistics}
A multitude of secondary statistics are derived from the primary SPECIAL attributes - these further establish your character and provide some key stats in and out of combat. Unless modified with Traits and/or Perks, most of these statistics do not change during gameplay. Most important secondary statistics to note are the following:
\\
\begin{compactitem}
\item Hit Points (HP)
\item Action Points (AP)
\item Carry Weight
\item Healing Rate
\item Resistances
\item Critical Success And Failure Thresholds
\end{compactitem}
\medskip
A complete list of secondary statistics and how they are calculated is provided under Chapter 2: Characters - Derived Statistics.
\subsection*{4. Skills}
Skills are the learned abilities your character has gathered in their life - like knowledge in utilizing guns is shown through Firearms, while computer knowledge and hacking prowess is determined through Science.
Skill values normally range between 1 to 85 - though there are methods to raise a skill above 85, no skill can be raised above 100.
A complete list of skills, their initial calculation and associated descriptions is provided under Chapter 2: Characters - Skills.
\subsection*{5. P.A.S.T.}
\textbf{P.A.S.T.}, \emph{Previously Attained Skill Training}, is a bonus to a character's set of skills they've acquired a expertise on during their life. Character's age - mainly if they are a ghoul or not - relates to the amount of P.A.S.T.s they can have. In addition, characters get a special ability, \textbf{Quirk}, fitting for the profession they used to have, usable once per session.
A complete list of different kind of P.A.S.T. choices, their associated skills and Quirks is provided under Chapter 2: Characters - P.A.S.T.
\subsection*{6. Traits}
Something else can make your character special than their... well, SPECIAL stats. It's their flaws and special powers that make them more interesting. Characters can take up to two traits with their associated benefits and hindrances. Note that a few of them requires GM's approval - you'll find the full list of traits under Chapter 2: Characters - Traits.
\subsection*{6. Virtue, Karma \& Special Talent}
A character's \textbf{virtue} is the one good trait that helps them weather the wasteland's worst storms of the character's life and from where they draw power from when faced with difficult situations. This is purely for roleplaying purposes in order to give the character more depth.
\textbf{Karma} measures how good, neutral or evil a character is. Characters start with +10, 0 or -10 karma. Karma is sensed by others; it shines through the way the character carries themselves, the way they speak and the way they act. Unless you take a perk to mask Karma, NPC's are capable of ``having a hunch'' about your character's true standing, which can change how they act and treat your character.
Negative karma stands for karma gained out of acts that are frowned upon; stealing, senseless killing and backstabbing among others.
Positive karma is gained by doing good deeds; letting enemies live if given the chance and using more peaceful solutions.
A neutral karma character has their karma stay close to 0. This means most characters with more extreme karma are less affected by the neutral karma character.
Karma influences how NPC's react to the characters. Characters that have high positive karma rarely see eye to eye with characters of negative karma, and vice versa.
\textbf{Special talent} is reserved for characters whose race is of any equine heritage. The special talent is the one thing a character is very good at, making them special. If the character is a pony, they have a cutie mark symbolizing the special talent. If the character is a zebra, they have a glyph that represents this talent.
This special talent has to be related to one of your P.A.S.T. skills. When using your special talent related skill, you can get a slight bonus of +5 on specific or all actions. This should be discussed with the GM.
\begin{verse}
\emph{ \textbf{Example:} Emerald Glint has a Cutie Mark of a dismantled mine. The player and GM have decided that this Cutie Mark means that Emerald Glint's special talent is disabling explosive traps and perhaps an occasional time bomb. This means that each time Emerald Glint tries to disable a trap, her Explosives skill gets a +5 bonus.}
\end{verse}
\subsection*{7. Gear}
You can't go out into the harsh wasteland and expect to survive without equipping yourself. Gear includes armor, weapons and general survival tools such as food, water, and a saddlebag.
Some settings may provide you with the basic 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 simultaneously. 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.
\subsection*{8. Background}
You can do the finishing touches to your character by filling in the name, history and background you deem important for them, making the character more unique. You can ask why your character has decided to go on the adventure 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.
It is also encouraged, but not necessary, to try and think what kind of fears or dreams your character has, to give them a longer lasting goal and depth. All these details can be written down on the Character Sheet.
\clearpage
\section*{Races}
\addcontentsline{toc}{section}{Races}
The following races are the most common to roam Equestrian wastes, surviving the day-to-day life or going on life-threatening adventures. Most - though not necessarily all - playable races are various kinds of equines, or quadrupeds in all the colors of the rainbow. Ghoul variants of these are made with picking an appropriate Trait Ghoul listed under Traits section in this chapter.
\subsection*{Earth Pony}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/EP_F}
\end{figure}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/EP_M}
\end{figure}
Your basic pony. Four legs, two eyes, mane and tail. Earth ponies have neither wings nor horns. Instead, they are generally stronger, larger, and have more stamina than the other two pony races - having to do everything by hoof or by mouth.
By far the most common race alongside unicorns in the Equestrian Wasteland, as long as only Equestria is accounted for. A common sight in both big and small settlements, earth ponies tend to make their home nearly anywhere, excluding crater sides and the Canterlot Ruins.
Many of the earth ponies survived either due to their own home-built bomb-shelters, or in the many Stables from which they made their way to the post-apocalyptic Wasteland. Not being ones to lay on their laurels, many earth ponies took to rebuilding settlements or making new ones. One such testament is New Appleloosa, built a stone's throw away from the old one, now overtaken by raiders.
Earth ponies have the following racial abilities:
\begin{description}
\item[Cutie Mark:] Earth Ponies have a \textbf{Special Talent}, giving them a +5 to a skill when using their special talent.
\item[The Hard Way:] At 1st level Earth Ponies may choose a free perk that they qualify for; the perk level requirement can be up to level 4. In addition they ignore 1 STR requirement on Firearms (to a minimum of 1).
\item[Close to Earth:] Earth ponies may perform Earth pony magic. They can choose 2 spells at 1st level, and gain a new one every 5 levels after (6th, 11th...).
\item[Earth Pony Ingenuity:] Earth ponies may invent schematics based on their Special Talent, using the associated P.A.S.T. Skill for Invention rolls instead of Science.
\end{description}
\clearpage
\subsection*{Pegasus}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/PEG_F}
\end{figure}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/PEG_M}
\end{figure}
Pegasi are characterized by the feathered wings that grow above and slightly behind the front legs. Though small in appearance, they allow these ponies to fly. Pegasi are normally associated with control of the weather - they are the only pony able to interact with clouds as if they were tangible, allowing them to disperse clouds for extra sunlight or gather clouds for various forms of precipitation.
During the Balefire attack that destroyed Equestria, the pegasi closed off the sky with a cloud barrier. Due to this, pegasi are a relatively rare sight in the Wasteland. The few that dot the Equestrian Wasteland are either Dashites - traitors to the Grand Pegasus Enclave, a militaristic faction above the cloudbarrier - or born from the surviving Stable-dwellers. Some may be a kink in the genetic code, where a pegasus gene suddenly surfaced after generations of laying dormant... Much to the surprise of the parents.
Pegasi have the following racial abilities:
\begin{description}
\item[Cutie Mark:] Pegasi have a \textbf{Special Talent}, giving them +5 to a skill when using their special talent.
\item[Wings of Glory:] Pegasi have wings and can fly. They can increase their flight capabilities by investing in Aerial Maneuvers.
\item[Wonder Maneuvers:] Pegasi may perform Aerial Maneuvers. They can choose 3 at 1st level they have the requirements for, and gain a new one every 5 levels after (6th, 11th...).
\item[Quick Recovery:] Pegasi, due to being airborne often, have developed a slight tolerance to shocks and blunt force traumas. They have +1 END when resisting Stun- status effect.
\end{description}
\clearpage
\subsection*{Unicorn}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/UNI_F}
\end{figure}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/UNI_M}
\end{figure}
Unicorns stand out among ponies with their ability to wield and manipulate magic. They are identified by a single horn growing from the forehead. The use of magic allows unicorns to perform delicate tasks easily, such as lock picking.
Second most common sight in the Equestrian Wasteland, unicorns tend to take the kind of jobs that magical finesse is better suited for than hooves. Though they might rely a bit on their magic even in most basic of tasks, they have a wide array of spells at their disposal, which makes them handy for many situations and jobs.
Due to the balefire missiles that decimated Canterlot, the Equestrian capital, unicorns no longer have a place purely of their own. Many of the unicorns alive today are the descendants of Stable dwellers, Stable dwellers themselves or the few lucky ones who found themselves a bomb shelter of their own.
Unicorns have the following racial abilities:
\begin{description}
\item[Cutie Mark:] Unicorns have a \textbf{Special Talent}, giving them +5 to a skill when using their special talent.
\item[Death's Offspring:] As the original creators of the weapons that brought the world to ruin, Unicorns are naturally more resistant to the arcane fallout; Their starting Rad Resistance is 10 instead of 5.
\item[Master of Arcane:] Unicorns may cast spells through their horn. They can choose 3 spells alongside Light and Telekinesis at 1st level, and gain 2 new ones every 5 levels after (6th, 11th...).
\end{description}
\clearpage
\subsection*{Griffon}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/GRI_F}
\end{figure}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/GRI_M}
\end{figure}
Griffins, griffons or gryphons - they all mean the same, the amalgamation that is the front of a bird and the behind of a feline creature. Griffons were often employed by the warring sides as mercenaries, a line of profession many still continue to the present day. The collective Talon Company has in it many different groups of griffons, often varied in morality. Much like ponies, they can be of many various colors and various feline species.
Griffons are a fairly common sight in the Equestrian wasteland, though their home is in Griffonstone, a former city-state of Equestria. Unlike other Equestrian cities, Griffonstone was spared from bombing and is notable in that it has seemed to find prosperity during and after the war, likely due to griffons' entrepreneustic attitude to life.
Griffons have the following racial abilities:
\begin{description}
\item[Stable Wings:] Griffons have wings and can fly. They can increase their flight capabilities by investing in Aerial Maneuvers.
\item[Talon Maneuvers:] Griffons have a limited ability to perform Aerial Maneuvers. They can choose 2 at 1st level they have the requirements for, and gain a new one every 6 levels after (7th, 13th...).
\item[Predator:] Griffons possess natural talons, giving them an extra dice to damage when using bare talons as Unarmed weapons.
\item[Great Beast:] Griffons are visibly larger than ponies, and have heavier builds. All Griffins are considered to be Size Category 1 at start, and they also gain an extra SPECIAL point to invest during character creation.
\end{description}
\clearpage
\subsection*{Zebra}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/ZEB_F}
\end{figure}
\begin{figure}[b]
\centering
\includegraphics[width=0.8\linewidth]{ART/Races/ZEB_M}
\end{figure}
Zebras are distinguishable by their unique black-and-white striped coats and the glyph-like Cutie Mark that adorns their haunch. Their manes are also black and white in color. Close to their pony cousins, zebras have their own customs and methods of magic. Many zebras still cling to their beliefs, which seem preposterous and bizarre to many Equestrians, such as their fear of the stars.
Zebras are capable of their own kind of magic; alchemy, the art of creating concoctions to alter one's self - or another, for that matter. In addition to this, some have acquired skills in dealing with the often-invisible spirits that inhabit the post-apocalyptic Equestria.
It is entirely possible for a zebra to be both an alchemist and a shaman, though they must go through rigorous amount of training and personal sacrifices to do so.
Zebras have the following racial abilities:
\begin{description}
\item[Glyph:] Zebras have a \textbf{Special Talent}, giving them +5 to a skill when using their special talent.
\item[Tribal Concoctions:] Zebras can use alchemy to create Brews, Talismans, and Enchantments. They can choose 3 alchemical recipes alongside Brew Base at 1st level, and gain 2 new recipes every 5 levels after (6th, 11th...).
\item[Witchy Wards:] Zebras are naturally resilient against arcane magic, giving them a +10 in opposed rolls made to resist a unicorn's spells. In addition to this, their long history with alchemy has given them a natural-built tolerance to poisons; their starting Poison Resistance is 20 instead of 10.
\end{description}
\clearpage
\section*{SPECIAL}
\addcontentsline{toc}{section}{SPECIAL}
The acronym ``SPECIAL'' is made from the primary statistics of the system - \textbf{Strength}, \textbf{Perception}, \textbf{Endurance}, \textbf{Charisma}, \textbf{Intelligence}, \textbf{Agility} and \textbf{Luck}. These attributes are the core of all characters that roam the Wastes; the natural strengths and weaknesses of the characters. What makes your character SPECIAL?
SPECIAL values are expressed by a number between 1 to 10, with 5 being the average; the higher, the better. In some cases one's SPECIAL can raise above 10 thanks to various temporary effects, up to a maximum of 15. These at character creation add up to 40 points by default.
Permanent increases and decreases to SPECIALs are gained by Perks, Cybernetic Implants and Alchemy. Permanent changes to SPECIALs are not always retroactive, increasing or decreasing SPECIALs do not affect Skill Points and Spells from previous character levels.
Temporary increase and decrease to SPECIALs exist, such as certain clothes or chems. Temporary buffs and debuffs always affect SPECIAL checks and opposed rolls using SPECIALs as well as \textbf{Potency} of spells. They do not affect \textbf{Skills}, but they can affect other stats, such as temporary increase in STR will increase one's \textbf{Carry Weight} and \textbf{Melee/Unarmed damage} momentarily.
\subsection*{Strength (STR)}
A measure of your character's physical strength and muscle power. Characters with a high Strength probably spent a lot of time in the gym in high school. Characters with low Strength probably got beat up by the characters with high Strength. Rolls against Strength are used when characters try to break doors down, bend the bars on their prison cell, and do other feats that require sheer muscle power.
\medskip
Affected by temporary changes:
\begin{compactitem}
\item Carry Weight
\item Melee \& Unarmed damage
\item Penalties from Min STR requirement
\item Breaking free of Grapple
\item Weight lifting
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Melee \& Intimidation skill values
\end{compactitem}
\subsection*{Perception (PER)}
A measure of your character's awareness and ``street-smarts'', sometimes called instinct or a ``gut feeling''. Perceptive characters notice details instantly, like smells, sounds, and sights that don't fit a ``normal'' picture. Highly perceptive characters are private investigators or snipers. Characters with low Perception walk about in their own little world. Rolls against Perception are used when there is a little detail the character has a chance of noticing, such as the glisten off the scope of the sniper taking an aim at their head.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Initiative
\item All five senses
\item Detecting details
\item General awareness of surroundings
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Explosives, Lockpick \& Magical Weapons skills
\end{compactitem}
\subsection*{Endurance (END)}
A measure of your character's constitution and overall health. Characters with a high Endurance have great immune systems, good cardiovascular fitness, and can outrun and outswim others. Characters with high Endurance can swim across the Bay of Manehattan. Characters with low Endurance can drown in the kiddie pool. Rolls against Endurance determine things like whether your character can hang on to that rope over a canyon, or can resist the deadly cloud of bacteria some renegade scientist just sprayed in their face.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Healing Rate
\item Resistances
\item Aerial Maneuvers of flying characters (alongside AGI \& CHA)
\item Holding one's breath
\item General stamina
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Hit Points
\item Survival \& Unarmed skills
\end{compactitem}
\subsection*{Charisma (CHA)}
A measure of your character's manners, appearance and general likability. Charisma may also limit your ability to gain followers and also determines how well you resist magical attacks directed at your soul. Rolls against Charisma are made when a character is attempting to communicate without words, for example to frighten away animals, to see through bluff and to directly influence NPC's with appearance and mannerism.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Aerial Maneuvers of flying characters (alongside AGI \& END)
\item Spirit Affinity
\item Social situations in general
\item NPC Disposition
\item Convincing others with manners or body language (acting, intimidation, etc.)
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Barter \& Diplomacy skills
\end{compactitem}
\subsection*{Intelligence (INT)}
A measure of your character's higher reasoning power. Characters with high intelligence have better memories and are better at solving problems than characters with low intelligence. Rolls against Intelligence are made when characters are attempting to guess a password or determine the pattern sequence of electric charges running through the pattern on the floor.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Determines the player's Maximum Insanity.
\item Affects reading speed and use of Pre-War Books and Magazines
\item Memory
\item Intuition
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Skill points on levelling up
\item Mechanics, Medicine, Science and Thaumaturgy skills
\end{compactitem}
\subsection*{Agility (AGI)}
A measure of your character's speed and quick actions. Rolls against Agility are made when your character dodges a falling tree or attempts to jerk their hoof out of the sewer before a mutated rat bites it off.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Action Points
\item Aerial Maneuvers of flying characters (alongside END \& CHA)
\item Breaking free of Grapple
\item General dexterity and balance
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item Firearms, Sleight \& Sneak skills
\end{compactitem}
\subsection*{Luck (LCK)}
Perhaps the most ambiguous statistic, Luck is everything and nothing. Characters with a high amount of Luck just tend to have things go their way, and characters with a low amount of Luck always seem to be standing under the delivery cart when the piano is dropped. Rolls against Luck are made at the GM's discretion; Luck rolls can determine if, when your character is out of ammo and lying half-unconscious on the ground, he happens to find that loaded shotgun lying concealed and forgotten in the dust.
\medskip
Affected by temporary buffs:
\begin{compactitem}
\item Critical success and failure thresholds
\item Breaking free of Grapple
\item Looting
\end{compactitem}
\medskip
Affected by permanent changes only:
\begin{compactitem}
\item All skills slightly
\end{compactitem}
\section*{Secondary Statistics}
\addcontentsline{toc}{section}{Secondary Statistics}
These statistics are values that are either derived from your SPECIAL values or otherwise determine your character, the nitty-gritty of your character sheet.
\subsection*{Level}
Your character has a \textbf{Level} (lvl) measuring their experience and time in the Wasteland. Levels are gained through \textbf{Experience Points} (XP) rewarded throughout the character's journey from various actions; usually assigned during or after a game session by the Game Master.
\subsection*{Hit Points}
\textbf{Hit points }(HP) are one of the most important statistics in the game - they determine if your character is alive and walking or dead and buried. If a character's HP at any moment reaches 0, the character has perished.
HP can recover with time, drugs, correct skills or a visit to your local doctor. Your maximum HP are determined by the following formula:
\begin{center}
$10+END$
\end{center}
HP is indicated by a column of tokens, called \textbf{Health Tracker}. Once character takes damage, their health begins to dwindle downwards.
All characters have 10 HP as a base. The character adds their END to this for their Total HP. For example, a character with 5 END has a maximum of 15 HP.
All characters have Pain Thresholds at 5 HP, 3 HP and 1 HP. When a character reaches these Pain Thresholds, further penalties are applied through statuses, to indicate that the character's bodily limit is being reached. These statuses are rolled by the GM from a table with various effects, meaning that not all characters begin to break down the same way.
Pain Thresholds, HP Token loss and healing HP is further explained in Chapter 7: Combat - Dealing Damage.
\subsection*{Healing Rate}
Your body heals at a natural rate - albeit slowly. Healing Rate stat represents your character's natural healing process during at least 8 hours of rest.
The character's Healing Rate is determined by their Endurance; characters with low END heal less Hit points than characters with high END, as shown below:
\bigskip
\begin{tabular}[h]{ll}
END 1-3 & Heals 1 HP / 8 hours \\
END 4-7 & Heals 2 HP / 8 hours \\
END 8-10 & Heals 3 HP / 8 hours
\end{tabular}
\subsection*{Action Points}
Your\textbf{ Action Points} (AP) determine how quickly you act in combat - and how many actions you can perform in one combat turn. Action Points are determined by the following formula:
\begin{center}
$10+(AGI/2)$
\end{center}
Various perks and traits modify how many APs a character has and/or spends with specific actions. Be sure to keep note on the modifiers if you choose one.
If you have AP remaining after having used all actions you wanted to use, the remaining AP doesn't carry over to the next turn. In other words, AP refreshes each turn.
\bigskip
\begin{tblr}[
caption={AP Design Note},
entry=none,
label=none
]
{
colspec = {|X|},
width = 0.8\linewidth,
row{odd} = {gray!30}, row{even} = {gray!10},
rowhead = 1
}
\hline
\emph{\textbf{Design Note: AP explained}}\\
\hline
\emph{Action points limit the number of actions characters can do within a turn and normally every action costs AP to prevent characters from acting indefinitely. As different actions are faster and simpler to do, AP prevents need of limiting characters to set amount of actions per turn.}\\
\hline
\end{tblr}
\subsection*{Strain}
\textbf{Strain} tells how long one can keep dishing out those special tricks, maneuvers, or spells a character possesses until burnout strikes. Essentially, this is your fatigue. All characters have a default Strain pool of 20, which increases by 5 every 5 levels. Characters regain all their Strain after 8 hours of rest.
Unicorn and Earth pony magic, pegasi and griffons' Aerial Maneuvers, and zebra Alchemy and Shamanism all use up Strain due to them using the innate magic in them.
% Shamanism uses Strain far less than the above-mentioned magics, as it is only spent when crafting Runes. The act of calling and using Spiritual magic is Strain-free due to the Spirit's power being on loan to the Shaman rather than harnessed from the zebra's innate magic themselves.
\subsection*{Skill Points}
\textbf{Skill Points} are accumulated with each level up your character receives while wandering. The gaining of Skill Points follows the formula:
\begin{center}
$10+(INT/2)$
\end{center}
A complete list of skills, their initial calculation and associated descriptions is provided under Chapter 2: Characters - Skills.
\subsection*{Karma}
Unlike most Secondary Statistics, \textbf{Karma} is not derived from SPECIAL stats. It determines your character's moral alignment - it can and will change during play as determined by the GM from your character's actions, and the value will affect various characters' disposition on your character. One's karma value can range from -100 to 100 - between an immoral wasteland monster and a paragon of virtue, respectively. Karma value of 0 is the neutral middle-ground.
\begin{table*}[t]
\centering
\caption{Size Category Modifiers}
\label{Table:2.1}
\rowcolors{1}{gray!30}{gray!10}
\begin{tabular}{|c|c|c|c|c|c|}
\hline
\textbf{
\textbf{
Size }}&\textbf{ HP }&\textbf{ Hit Chance }&\textbf{ Carry Weight }&\textbf{ Reach }&\textbf{ \begin{tabular}{@{}c@{}}
Combat Trick \\
Modifiers
\end{tabular} }\\ \hline
4 & +4 & +40 & +60 kg & 10 m / 5 hex & +40 \\
3 & +2 & +20 & +40 kg & 4 m / 2 hex & +20 \\
2 & +1 & +10 & +10 kg & 2 m / 1 hex & +10 \\
1 & - & +5 & +5 kg & - & +5 \\
0 & - & - & - & - & - \\
-1 & - & -5 & -5 kg & - & -5 \\
-2 & -1 & -10 & -10 kg & - & -10 \\
-3 & -2 & -20 & -40 kg & - & -20 \\
-4 & -4 & -40 & -60 kg & - & -40 \\
\hline
\end{tabular}
\end{table*}
Besides NPC disposition, some spirits a zebra shaman can summon react differently to the summoner's karma.
\subsection*{Insanity}
The Wasteland is not a nice place. It will beat you down mercilessly and it will take a toll on your sanity. Certain spells, traumatic experiences, and damage to your mental capabilities can steer you towards insanity. \textbf{Insanity meter} is meant to gauge how well your character is taking in the brutality of Wasteland.
When a character is about to get an Insanity point, they roll a 1d100. If the result is 20 or under, their sanity has worsened. There are certain perks that affect this roll, as well as methods to lower one's Insanity - such as certain Chems, spells, and alchemy recipes. If the character already has 5 points in Insanity, they gain a new Insanity point at 50 or under on the 1d100 roll.
Your Insanity meter's maximum is determined by the following formula:
\begin{center}
$5+(INT/2)$
\end{center}
Should a character's Insanity meter reach maximum, the character will go insane and be removed from the player's control. It is at the GM's discretion if a character that has left play in this manner can be brought back.
\subsection*{Size}
Size category determines how large the character is. It ranges from -4 to +4, with most equines representing the middle size category of 0. Size category can be changed with Traits, Spells and Zebra Alchemy.
Size category affects various statistics, as displayed on Table 2.1.
Hit Points modifier represents the resiliency, that size brings to a character, while hit chance modifier represents the difficulty to hit the said character of either large or small size. Characters do not apply their own Size category's Hit Chance to the rolls when targeting others - only the opponent's Size will provide additional bonus or penalty.
That is, a character with Size -2 does not gain a malus (or bonus) to their roll from Size when targeting a character with Size 0, while the opposite is true.
Carry weight represents the total muscle mass that body has different body sizes affects the base values.
Reach represents the length of one's body parts and affect the distance a character can hit with a swing from a club.
Combat trick modifier affects how easy combat tricks can be performed by the character.
\subsection*{Carry Weight}
How much stuff your character can haul in his saddlebags without having to start picking what to drop. Every item weighs something. Carry weight is determined by the following formula:
\begin{center}
$10kg+(STR \times 5kg)$
\end{center}
The Carry Weight can be further modified by traits. Apply changes from them after calculating the base Carry Weight.
If a character is carrying more than their Carry Weight allows, they are considered Encumbered. If they are carrying over double their Carry Weight, the character is unable to move. When she removes the excess weight, the conditions immediately end.
\subsection*{Resistances}
\subsubsection*{Fire, Cold \& Electricity}
When out in the Wasteland, your character will face various environmental hazards. These hazards can be resisted in two ways: Elemental hazards, such as heat and cold, need a SPECIAL roll to resist harmful status effects from such attacks. Physical damage from these hazards are resolved like normal damage, with certain clothing and perks give extra DT to resist these types of damage.
\subsubsection*{Poison \& Radiation}
Poison and Radiation are somewhat rarer and have much more harmful effects. Radiation causes penalties to a character's ability to function the more the Rads they have, while poisons are more varied in their effects but do not accumulate.
Defending from Poison or Radiation requires \textbf{Radiation Resistance} and \textbf{Poison Resistance} respectively. All characters start with a static value on both and they can further be modified with perks, Chems and apparel. Resistance lowers the likelihood of Rads or poison coming through by lowering the success chance; for example, a character with 5\% Rad Resistance can lower the incoming percentage by 5, thus 50\% becomes 45\% instead. The minimum chance to gain Rads is 5\%. These Resistance values do not alter how many times the chance is rolled at a given time.
If a poison or radiation is delivered with a weapon, it requires the target to lose HP for the poison or Rads to get through. If the character's DT overcomes the weapon's damage, the poison or Rads haven't been inflicted. More information on losing HP tokens and DT can be found under Chapter 7: Combat - Dealing Damage.
To check how Poison and Radiation damage is applied, check under Chapter 5: Game Rules - Environmental \& Other Hazards.
The base values of the resistances are detailed on Table 2.2.
\begin{table}[t]
\centering
\caption{Resistances and Their Base Values}
\label{Table:2.2}
\rowcolors{1}{gray!30}{gray!10}
\begin{tabular}{|l|c|}
\hline
\textbf{Resistance} & \textbf{Value} \\ \hline
Poison & 10\% \\
Radiaton & 5\% \\
Cold & END / AGI check \\
Heat & END check \\
Electricicty & END / STR check \\ \hline
\end{tabular}
\end{table}
\begin{verse}
\textbf{Example 1:} \emph{Doc Red has Radiation Resistance of 10 and is being attacked by a Glowing One's Irradiated Burst. The attack says that the burst is rolled 5 times, at 50\% probability. GM asks for Doc Red's Radiation resistance, meaning that the probability of the attack coming through is 50\% - 10\% = 40\% instead. GM rolls d100 5 times, of which two go under 40, meaning they have successfully been inflicted on Doc Red. Thus Doc Red takes 2 Rad tokens and adds them to the lowest available space on his Rad Tracker.}
\end{verse}
\begin{verse}
\textbf{Example 2:} \emph{Emerald Glint tosses a Sparkle-Nade at their enemy, dealing radiation damage as: 2 x 60\% with 2 Rad Token inflicted. The enemy has a Radiation Resistance of 10\%, so the Sparkle-Nade's Rad damage changes into 2 x 60\%. Emerald Glint's player rolls 1d100 twice, and gets results 70 and 25. Of these, only one is under 60, so only one of the radiation attacks inflict damage on the target, giving the enemy 2 Rad token increases to their Rads meter.}
\end{verse}
\subsection*{Potency}
Potency determines the strength of a spell, and it grows as characters level up. Each Magic school has their own SPECIAL that determines where the strength of the spell derives from. For example, unicorn magic's Illusion school uses CHA as its base.
The linked SPECIAL attribute applies as a bonus in a form of a threshold, detailed in Table 2.3. The bonus gained from the SPECIAL is added to the character's level, and this becomes the spell's Potency. The Spell's potency changes each time the character gains a level or her SPECIAL value changes.
\begin{table}[t]
\centering
\caption{SPECIAL Potency Modifier}
\label{Table:2.3}
\rowcolors{1}{gray!30}{gray!10}
\begin{tabular}{|c|c|}
\hline
\textbf{SPECIAL} & \begin{tabular}{@{}c@{}}\textbf{Potency} \\ \textbf{Modifier}\end{tabular} \\ \hline
1-3 & +1 \\
4-7 & +2 \\
8+ & +3 \\ \hline
\end{tabular}
\end{table}
\begin{verse}
\emph{\textbf{Example:} Emerald Glint has learned the spell Silver Shroud, an Illusion spell that uses CHA as its SPECIAL. Emerald Glint's level is 5 and her CHA is 6. This means that Emerald Glint's Potency Modifier is +2. Added to her level this makes the Potency of the spell into 7.}
\end{verse}
% Some zebras are capable of Spirit Magic, also known as shamanism. They possess a unique statistic called \textbf{Spirit Affinity}, which determines the power of summoned spirits. This work similarly to aforementioned \textbf{Potency}, though the shaman in question can choose one of the following SPECIALs to use as the linked stat: \textbf{Charisma}, \textbf{Intelligence}, or \textbf{Luck}.
% \textbf{Potency} tells how powerful spells the spell-caster in question can throw at enemies or objects. Potency is only taken into account by unicorns. The following formula determines one's Potency:
% \begin{center}
% $lvl+(SPECIAL)$
% \end{center}
% The SPECIAL used in calculating Potency is determined by the Magic School of the spell.
% Some zebras are capable of Spirit Magic, also known as shamanism. They possess a unique statistic called \textbf{Spirit Affinity}, which determines the power of summoned spirits. The following formula is used to calculate a Shaman's Spirit Affinity:
% \begin{center}
% $lvl+CHA$
% \end{center}
\section*{Skills}
\addcontentsline{toc}{section}{Skills}
Your character's \textbf{Skills} reflect their various abilities and knowledge. The skill value indicates how good your character is at that skill, and at character creation you select two \textbf{P.A.S.T.} options to mark specialization of the character. Skill values can be increased further by allocating \textbf{Skill Points} at character creation and \textbf{Level Ups}. Skill values are normally expressed by a number between 1 to 85; the higher the Skill value, the better your chance of success.
Once a skill has reached a total of 85 from a combination of skill points, Perks, Traits and P.A.S.T, no further skill points may be invested on it. Any bonuses above the skill cap, such as temporary ones from magazines, Chems and gear, can be used to compensate penalties character may have or gain during play.
The only method of increasing the skill cap of 85, is studying a skill related \textbf{Book}. The book-bonus raises the cap for that particular skill to 90. Knowledge is power, after all, and Books are based on effort and studies considerably longer than one's lifetime. In addition, if the character has a Special Talent, the +5 from it can also go over the hard cap.
The starting value of each skill is equal to double the skill's associated SPECIAL plus half your LCK. The number of skill points the character receives at both character creation and level-ups is equal to $10 + (INT / 2)$. This value is rounded down.
\textbf{A character can assign a maximum of 5 skill points per skill per level.}
\subsection*{Barter}
\textbf{Starting value:} $(2 \times CHA)+(LCK/2)$
The Barter skill covers understanding of economics and trade, as well as dealings with spirits from the beyond. A good Barter skill isn't important if you're killing everyone, but it certainly is a valuable skill for the non-berserkers out there.
Barter is primarily used in the buying and selling of items, such as trading with a merchant or scavenger, or exchanging mutual goods or favors. This skill alters prices for purchasing and selling of items. Modifiers include factors such as condition of the item a character is trying to sell and NPC disposition towards said character.
Barter is also a alternative skill involved in shamanism alongside Thaumaturgy.
\subsection*{Diplomacy}
\textbf{Starting value:} $(2 \times CHA)+(LCK/2)$
The Diplomacy skill determines the character's verbal proficiency at persuading, talking her way out of combat, or convincing people to give up vital information. Diplomacy is also used for insight into the communication of others and catch hidden context.
Diplomacy rolls are usually used to augment roleplaying when dealing with NPCs. However, Diplomacy is not used to influence other players!
\subsection*{Explosives}
\textbf{Starting value:} $(2 \times PER)+(LCK/2)$
The Explosives skill is used when the character tries to manipulate anything that can go boom in an instant - be it deliberately or not.
Explosives determines the character's knowledge and accuracy with all grenades and weapons that launch explosive or burning ordinance other than bullets - these weapons include missile launchers, grenade launchers and Balefire Egg Launcher (BEL).
It also governs the character's prowess in the art of defusing and disarming explosives. With enough skill and right components, the character can also craft some form of explosives.
\subsection*{Firearms}
\textbf{Starting value}: $(2 \times AGI)+(LCK/2)$
The Firearms skill is used whenever the 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 accuracy and prowess with all conventional firearms - like IF-64 "Bloomberg", Gretta M9 and Minigun.
\subsection*{Intimidation}
\textbf{Starting value:} $(2 \times STR)+(LCK/2)$
The Intimidation skill shows how frightening the character can act, utilizing not only her verbal prowess but her acting as well to make the opposition tremble. Sometimes when soft words fail, one must bring in the big stick to get to where she wants - and Intimidation fills that role.
The skill determines how well the character can retrieve information from unwilling or afraid subjects, and make others fear her.
\subsection*{Lockpick}
\textbf{Starting value:} $(2 \times PER)+(LCK/2)$
If the character needs to open locks without the proper key, this is the skill for her. A character may use it to get what she want, but others don't want her to have.
The Lockpick skill governs the character's ability to pick conventional locks with the help of a screwdriver and a bobby pin or similar tools of trade.
\subsection*{Magical Energy Weapons}
\textbf{Starting value:} $(2 \times PER)+(LCK/2)$
The Magical Energy Weapons skill (MEW) is used when the character uses weapons that fire magic-based projectiles, such as laser beams or goop of plasma.
This skill determines the character's accuracy with all ranged magical weapons - for instance the Q-Same AEW-21 Arcane Rifle, Silaha Plasma "Corona" and Enclave Gale Blaster.
\vfill
\subsection*{Mechanics}
\textbf{Starting value:} $(2 \times INT)+(LCK/2)$
As things are constantly breaking in the wastes, and there aren't customer service hot-lines anymore. A person with a high Mechanics skill is always good to have around.
The Mechanics skill determines the character's ability to build, repair and modify items, as well as to disable machines and non-explosive traps. It is also used in the scavenging of useful parts from machinery and robotics.
% \vfill
\subsection*{Medicine}
\textbf{Starting value:} $(2 \times INT)+(LCK/2)$
The ability to protect life can be just as important as the ability to take life. The Medicine skill represents a character's medical training as well as basic biological intuition and the ability to properly diagnose causes of illness and wounds that are not immediately apparent.
Outside of healing potions, which are the quick but costly fix to the injured, a medical practitioner can heal others with a successful Medicine check. In addition, a well-versed doctor can double the effects of medicinal items upon a successful check. Details on how to heal others with Medicine is found under Chapter 7: Combat - Damage Calculations.
\subsection*{Melee}
\textbf{Starting value:} $(2 \times STR)+(LCK/2)$
The Melee skill determines your character's prowess with weapons designed to keep enemies from a leg's length away from you - while still swatting at them with abandon.
This skill is used whenever the character attacks with a close-quarter combat weapon such as a baseball bat, spear, and Auto-Axe. This skill is also used with old ranged weapons like bows.
\subsection*{Science}
\textbf{Starting value:} $(2 \times INT)+(LCK/2)$
Sometimes there's an electronic lock in place of a mundane one or an automated defense system protecting a building. In these situations, it is time to bring out the computer nerd to clear one's path.
The Science skill determines the character's grasp of mundane and arcane sciences. Science governs a character's ability to invent, hack terminals, as well as the character's ability to operate and understand of pre-war technology.
\subsection*{Sleight}
\textbf{Starting value:} $(2 \times AGI)+(LCK/2)$
The Sleight skill shows how good the character is with her hooves or claws and how nimble her fine motor skills are. With high Sleight skill she could build a tiny house from matches without a problem, slide out of ropes keeping her down, or slip caps out of an unsuspecting passerby's pocket.
Sleight skill also determines how well you slip concealed weapons into establishments unnoticed.
\subsection*{Sneak}
\textbf{Starting value:} $(2 \times AGI)+(LCK/2)$
The skill of being able to move quietly or out of sight. When a character is sneaking, other characters will be less likely to notice her at a distance. Masters of this skill can deal deadly blows from the shadows or daring thievery without the foes being any wiser of an intruder.
The Sneak skill determines the character's proficiency at remaining undetected. This skill is also used to liberate a person out of their prized possessions while they're standing in the same room.
\subsection*{Survival}
\textbf{Starting value:} $(2 \times END)+(LCK / 2)$
The Survival skill is the skill of outdoor living and survival in hostile environments. Basically what they teach in Filly Guide, modified for the post-War world. Survival has many uses: from finding food and water in the middle of a vast wasteland, to avoiding hostile creatures' domains, to knowledge about what plants and animals will be helpful or harmful.
The Survival skill determines the character's overall wasteland savvy and her proficiency at cooking, scavenging, tracking, and crafting ``natural'' equipment and consumables. Survival informs a character about weather, geography and orientation. Survival is also used to know information on the many mutant creatures that call the Wasteland their home.
Survival is also a skill that Alchemists can use instead of Thaumaturgy for their magic.
\subsection*{Thaumaturgy}
\textbf{Starting value:} $(2 \times [SPECIA])+(LCK/2)$
Each pony has inherent magic in them, and the Thaumaturgy skill shows how well they have mastered that. For unicorns, it's their reliability of spells; for pegasi and griffons, their maneuvers; for earth ponies, their touch with the earth and for zebras, their skill with potions and spirits.
Thaumaturgy determines how well the character can do her race's inherent magical capabilities and their general knowledge of the subject. As each pony's magic and how they handle it is unique, there's no specific SPECIAL value linked to Thaumaturgy. During character creation, one SPECIAL value, Luck excluded, is attached to Thaumaturgy to calculate the starting value.
\vfill
\subsection*{Unarmed}
\textbf{Starting value:} $(2 \times END)+(LCK/2)$
Firearms can jam, and melee weapons can be broken. At this point, it helps to utilize the natural weapons - hooves and claws.
The Unarmed skill determines the character's accuracy in unarmed or martial combat, as well as weapons worn directly on one's legs - for example horseshoes and Power Glove. Further details on Unarmed Weapons can be found under Chapter 3: Equipment - Weapon Characteristics.
\vfill
\pagebreak
\section*{P.A.S.T.}
\addcontentsline{toc}{section}{P.A.S.T.}
Your past forms more of you than most would want to admit, and within these rules, it defines what skills your characters have become more comfortable with using. \emph{Previously Attained Skill Training}, abbreviated as \textbf{P.A.S.T.} give a bonus to a set of skills determined by the character?s life up until the present.
Each P.A.S.T has a set of skills fitting to the type of past they are, most commonly a job or profession. In the Equestrian Wasteland, as soon as a foal begins to walk, they begin to learn to survive in the aggressive, merciless world.
When creating a character, a player has a 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., an adult has 2 sets from P.A.S.T. options as they have had more time to work and experience life. Ghouls, due to their long lifespan, have 3 sets of skills from P.A.S.T. options.
Each P.A.S.T. has 4 skills in it that correspond 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, Sleight and Sneak as her skills.
Each skill within P.A.S.T. has a bonus of 10. If the character has multiple P.A.S.T. options with same same skills, the effect is cumulative.
The player can choose from archetypes below, or make their own archetype fitting their character and approved by the GM, though it is wise to have at least one combat skill as part of the P.A.S.T.
P.A.S.T also have a quirk related to the past in question, available only to characters that have chosen that P.A.S.T. One character may have multiple quirks in their arsenal, commonly 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.
\subsection*{Breacher}
\textbf{Associated skills:} Explosives, Lockpick, Mechanics, Science
\medskip
Jammed doors, locked doors, terminals, walls... NONE are to stop you from reaching where you desire. This is something that many folks have, occasionally, wanted you to do. Legally or not.
\textbf{Quirk - Down with the Wall:} Once per session, you can pick an Obstacle and half its DT with a successful Explosives check.
\subsection*{Caravaneer}
\textbf{Associated skills:} Barter, Firearms, Mechanics, Survival
\medskip
You are a tough cookie, and your training as a caravan guard, wagon puller and trader all in one left you capable of being a one-pony army of trading ventures.
\textbf{Quirk - Deep Pockets:} Once per session, you can utilize Use Item -action without AP cost.
\subsection*{Dashite}
\textbf{Associated skills:} MEWs, Thaumaturgy, Intimidation, Sneak
\medskip
You have descended from the clouds, driven into exile by the mysterious Grand Pegasus Enclave. Thankfully they were nice enough to allow you to keep your gun.
\textbf{This P.A.S.T. is subject to GM approval.}
\textbf{Quirk - Enclave Weaponry:} You start the game with an Enclave cloud weapon of your choice.
\vfill
\subsection*{Deal Breaker}
\textbf{Associated skills:} Barter, Intimidation, Lockpick, Unarmed
\medskip
There are times when folks get to disagreements, and you're the one to stop it from going to a point of no return. A skilled negotiator, you have ceased many fights before they escalated.
\textbf{Quirk - Best Offer:} Once per session, reroll a failed Barter roll with an additional +10 bonus.
\vfill
\begin{figure}[!b]
\centering
\includegraphics[width=0.7\linewidth]{"ART/PAST/guard"}
\end{figure}
\subsection*{Field Doctor}
\textbf{Associated skills:} Intimidation, Mechanics, Medicine, Unarmed
\medskip