Professional Documents
Culture Documents
“DEAD TREE STUDIOS”, “ECCENTRICITY IN GAMING”, and the Dead Tree Studios Logo are trade marks of Dead Tree
Studios LLC. in Wilmington , Delaware, USA. All Rights Reserved
The “Master List System” that this project uses was created by Zen Harmonics, bringing together and using all the fantastic
modifications by:
Shadysteps
uSea
Doubleclick
Ulushia
Madmodd
Complexity
This project features heavily modified (and unmodified), lists, mechanics, items, spells, and more, by those mentioned above.
They are used with their permission and our deepest gratitude.
Thanks, guys!
All the art done in these books was done by:
L9OBL - http://l9obl.deviantart.com/
Ty Trance - https://tytrance.deviantart.com/
Joe “AssassinBunny” Pena, AKA Overclock - http://assassinbunny.deviantart.com/
Glacierfrostclaw - http://ankokufang.deviantart.com/
Zach Coleman - http://jackspade2012.deviantart.com/
Main_Arts - http://fireryd3r.deviantart.com/
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We’d like to give special thanks to:
Aaron Ward
AR Brony Radio
Tyrone Jamal Dumas
Alvcard
Sparkizeil Lefzer
John Venoski
Nathan Skeen
Micheal
Raven Greenburg
Versal
Follow us on:
Twitter: @ProjectDeadTree
Facebook: https://www.facebook.com/DeadTreeStudios/
Patreon: https://www.patreon.com/DeadTreeStudios
The other core rule books for the Fallout: Equestria PnP are:
Diary Of A Mary Sue: A Character Creation Guide, which provides players with all the tools they need for seemless
character creation, including character sheet walkthroughs and extended race lore.
The Overmare: A Game Master’s Guide, which goes into everything a Game Master would need to run a game,
including loot tables and NPC charts.
Hoofticuffs: A Martial Arts Guide, which expands on our Martial Arts lists and systems.
The Locked Safe, which is our system compendium. It contains all the expanded lists for items, spells, perks, and more.
The Gilded Cage: Fallout Equestria PnP Bestiary is our Bestiary with all our Mobs, Monsters, and Bosses, as well as
a section on how to build your own.
After reading through all of our core books, if you have any questions, comments, queries, or insults, we encourage you to send
them to FoEDeadTree@gmail.com. We’d love to hear what you have to say, and our Editor-in-Chief loves editing hate mail.
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Table of Contents
Intro.......................................................................................................................................................................................................................... 7
4
Trick Points & Strain..................................................................................................................................................................207
Miscellaneous Bonuses........................................................................................................................................................................... 208
Virtue/Karma........................................................................................................................................................................................... 209
Disposition................................................................................................................................................................................................. 209
5
Chapter 7: Magic..........................................................................................................................................................................................329
Flying Magic............................................................................................................................................................................................. 330
Pegasus Tricks .............................................................................................................................................................................. 331
Arcane Magic.............................................................................................................................................................................................337
General Magic.............................................................................................................................................................................. 340
Offence Magic................................................................................................................................................................................ 341
Defence Magic............................................................................................................................................................................... 346
Imbuing Magic.............................................................................................................................................................................. 350
Manipulation Magic................................................................................................................................................................... 354
Medical Magic............................................................................................................................................................................... 361
Illusion Magic................................................................................................................................................................................365
Perception Magic...........................................................................................................................................................................370
Battle Magic...................................................................................................................................................................................374
Chapter 8: Bestiary......................................................................................................................................................................................377
Appendices.....................................................................................................................................................................................................410
TL;DR...........................................................................................................................................................................................................411
Formula List............................................................................................................................................................................................... 412
Glossary......................................................................................................................................................................................................414
Index ........................................................................................................................................................................................................... 421
Notes .......................................................................................................................................................................................................... 424
6
Intro
Welcome to the Fallout Equestria: PnP – a fun, post-apocalyptic tabletop role playing game! Created by Sunrise and Kkat, based
off of the Fallout: Equestria fanfiction by Kkat, and consistently updated, modified, and expanded by the Fallout: Equestria
fandom, including us here at Dead Tree Studios. For a complete list of contributors, please see the Copyrights section at the
beginning of the book.
For those not familiar with the Fallout: Equestria universe, here are a few things you’ll need to know so that you may orient
yourself.
Fallout: Equestria is a crossover fanfiction between My Little Pony: Friendship Is Magic and the Fallout universes and is mostly
inspired by Fallout 3 and New Vegas. Fallout: Equestria takes place 200 years after the fall of Equestria, following the raining
of Megaspells (Magic Nukes) down on Equestria. This particular universe branches off from Season Two of My Little Pony:
Friendship Is Magic, where Twilight never became an Alicorn, though the game still pulls much inspiration from later seasons of
the show.
This fic, and others branching out within the universe, are generally used as a cornerstone in event timekeeping. Events may
take place either before the beginning of the book, may be concurrent to the events in the story, or take place after the last
chapter in the book, commonly referred to as being post-/after Sunshine and Rainbows (the title of the last chapter). Games
whose setting takes place after Sunshine and Rainbows need to take in mind that most of the Radiation and Taint (but not the
dangers!) have been removed from Equestria, and GMs should modify their storytelling accordingly.
This game allows players to experience stories and adventures in a magical post-apocalyptic Wasteland, rife with dangers and
surprises! Narrated by a Game Master, or GM, who creates the setting and story, and fueled by your and the other players’
imaginations, the possibilities of storylines are endless!
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Chapter 1: Character Creation
To begin play, you are going to need a few things: a 10-sided die, a percentile die, a blank character sheet (or one of the pre-
generated ones included in the book/box), a pencil, and some friends to play with.
Play styles can vary from group to group and GM to GM. However, gameplay is generally acted out by the players, who
describe what actions they take, and use dice rolls to determine the success or feasibility of the action.
This book is our core rule book and contains all the rules, mechanics, and lists a character or GM would need to play a game up
to level 30, our max level. However, for more in-depth information on GMing, character creation, our extended lists, and other
non core rule related materials, we suggest you check out our other core rule books and expansion packs, a list of which may be
found at the front of the book.
S trength, strongly referred to as STR, determines just how much damage you do in close range combat, how much you can
carry, and how much brute force you can exert on something (or someone). Carry weight starts at 25, with an extra 25 pounds
per point of Strength above the first. Strength also affects weapon handling. If you are below the minimum Strength requirement
for a weapon, you suffer a penalty on attack rolls when using the weapon (refer to The Locked Safe for more information).
Battle Saddles can help compensate for a low Strength score with firearms. Strength governs the Thrown Weapons, Melee and
Battle Saddles skills, as well as Athletics.
P erception, seen as PER, affects how observant of your surroundings you are and how adept you are at maintaining a healthy
long distance relationship. Perception is a representation of the five senses: taste, touch, sight, smell, and hearing. A higher
Perception score allows for a bigger bonus when using the aim action and governs the Magical Energy Weapons, Conventional
Firearms, Explosives, and Battle Saddles skills, as well as Alchemy/Survivalism & Traps and Arcane Magic.
E ndurance, which withstands as END, is how much punishment your body and mind can withstand before shutting down.
Endurance directly impacts Health, Potency, Strain, and all movement speeds. It’s also useful in resistance to poison and magical
radiation, as well as the body’s natural healing rate and Stun Damage Threshold (DT). It governs the Unarmed, Battle Saddles,
Alchemy/Survival & Traps, Flight Magic, and Athletics skills.
C harisma, often expressed as CHA, is how you present yourself, how the world sees you, and, to a degree, a representation
of your external attractiveness. Even the most depraved of ponies can be good lookin’. Charisma governs the social skills
and is essential for bartering. It also directly affects Pegasi Trick Points as well as a large number of socialite, teamwork, and
Pegasus perks. Charisma also factors into how well you can resist attacks on the soul. It is the primary attribute for the Bluff &
Intimidation, Negotiation & Seduction, Sleight of Hoof, Shamanism, and Flight Magic skills.
I ntelligence, abbreviated as INT, is a numerical representation of both a pony’s raw brainpower and general wisdom. While low
Intelligence is often the result of brain trauma or a mutation of sorts, it can just as easily reflect a “dumb muscle” type character.
For certain characters however, Intelligence can be a reflection of tribal wisdom or “street smarts”. Intelligence is the governing
attribute for most of the cerebral and highly technical skills, as well as the core stat for a Unicorn’s Versatility. A higher
Intelligence also means more skill points per level. Intelligence governs the Hacking & Matrix Tech, Alchemy/Survivalism and
Traps, Medicine, Academics & Lore, and Magic skills.
9
A gility, quickly jotted as AGI, is how fast and nimble your character is, as well as their coordination. Agility determines the
starting Action Points a character possesses. This amount can be raised with certain perks and traits, as well as boost Agility.
It also determines a character’s Initiative score bonus, which can also be boosted by perks and traits. Agility is especially useful
for Pegasus characters, as Flight rank perks and higher ranked trick perks are based off Agility. Agility governs the Unarmed,
Thrown, Melee, Firearms, Sneak, Sleight of Hoof, Pilot, and Athletics skills.
L uck, or LCK, by chance, is luck. Whether it’s finding a few caps on the ground, missing a bullet by a hair, or your enemies
gun jamming, there is an unseen force that plays puppet-master with the lives of ponies. Luck is the key skill for gambling, as
well as giving every skill a little boost. Luck also impacts your Crit Success and Fail Chance.
Races
Before you can begin play, you must choose what race to play. The available races are:
Earth Ponies,
Pegasi,
Unicorns,
Zebras,
Griffons,
Dragons,
Alicorns,
Hellhounds,
Diamond Dogs,
Ghouls, and
Youngsters.
Ghouls and Youngsters aren’t technically a race so much as an applied template, but more on that later.
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Earth Pony
Earth Ponies were one of the three main equine races in Equestria before the Megaspells
fell and were responsible for a large amount of the tech that Wastelanders currently use
to kill one another. Earth Ponies are strong and hardy and have an innate knack for
working with their hooves.
Earth Ponies can select either a base perk or an Earth Pony perk for
free at the beginning of character creation. This perk may have a
level requirement no higher than level four and the Earth Pony must
otherwise meet the perk’s requirements.
In addition, an Earth Pony gains an extra perk equal to half
their level (rounded up) when they reach levels 6, 11, 16, 21, and Race S.P.E.C.I.A.L. Limits
26. S 12
P 10
Earth Ponies start play with a Cutie Mark E 12
and a Special Talent. Earth Ponies may C 10
invent schematics based on their Special Talent, substituting the Tagged skill I 10
associated with their Special Talent for the invention rolls. A character could A 10
create recipes using their Special Talent instead of the normal skill required, L 10
provided they are related in some way (e.g. a gun could be made with just
Firearms skill without Mechanics).
Pegasus
Pegasi are the second of the pony races and the most militaristic of the
three. Pegasi are fast and surprisingly sturdy on their light
frames. Pegasi have wings and can fly. They begin with the
perk Flight (rank 1) and can increase their flight capabilities
with perks. Pegasi have Trick Points, may perform basic
Pegasus Tricks, and can take Pegasus Trick perks. Tricks are
essentially Pegasi magic, like cloud sculpting, contrails, and
even the fabled Sonic Rainboom. For more information, see
the Flying Magic section (pg. 330). Pegasi have a Cutie Mark
and a Special Talent.
11
L 10
Unicorn Race S.P.E.C.I.A.L. Limits
S 8
Unicorns are the final of the three Equestrian races. Unicorns are the most P 10
intelligent of the three races and were responsible for some of the most E 10
impressive arcano-tech in the Wastes, as well as the C 10
Megaspells that ended the world in the first place. I 12
Unicorns have a horn and can cast spells. Unicorns A 10
start with the additional statistics of Versatility, L 10
Potency, and Strain. A Unicorn’s Versatility is
equal to their Intelligence divided by 2, rounded
up, and they start play off with the two spells in
the General spell school, as well as Versatility
amount of spells from one spell school of choice,
related to their talents. Players may generally pick a spell
or two that is not a part of their chosen spell school, as long as it is directly related to their
Special Talent. A Unicorn’s Potency is equal to their Endurance divided by 2, rounded
up. Finally, their starting Strain is equal to their [5*(INT + END)], and they
gain Strain equal to their [INT+END] each level. Unicorns have
a Cutie Mark and a Special Talent and the magic they cast
is usually related to their Special Talent.
Zebra
Long before the War, Zebras and ponykind lived in peace. However, due
to propaganda and the results of the War, a rift was driven between the
two. Zebras became feared, untrusted, and even hated in Equestria and
vice-versa for ponykind in the Zebra Empire. After the Megaspells fell, most
of the world put aside their differences in the name of survival. There are still
some who hold onto their pre-war hatred, though they are few and far
between.
12
A 11
L 10
Griffon
Griffons come from the land of Griffonstone, a rocky and barren
land without much vegetation. A good number left their home to live on
the ground and amongst Pegasi, but others remained in their homelands. As
such, many Griffons have taken up a craft to provide for themselves. During and
after the War, Griffons fought for the highest bidder, with companies like the Talon mercenaries providing a
Wasteland-wide service. Griffons adhere to a peculiar code of ethics, in that they will adopt any ethics… for the right price.
The only sin is the disregard for a pre-established contract.
Griffons have wings and can fly, starting from level one with the Flight perk at rank two. Griffons have trick
points and have a limited ability to perform Pegasus Tricks, but may not take expert Tricks. Normal
Griffons are size 0.25, where Large Frame Griffons are size 0.75. They
also possess natural talons, giving them a bonus
to damage when using bare talons in Unarmed
combat (+1d10).
Race S.P.E.C.I.A.L. Limits Griffons have hands
S 10 and may also use items
P 12 from inventory at half the
E 10 normal Action Point cost. Griffons
C 10 do not have a Cutie Mark, and,
I 12 therefore, do not possess a Special Talent.
A 10
L 10
Dragon
Dragons were once one of the most feared races of Equestria before the
Megaspells fell. Possessing natural strength and resistances, Dragons were able
to withstand almost anything the world threw at them, and Megaspells were
no different. While many Dragons perished after the bombs fell, Dragons as a whole were able
to survive and, in some cases, thrive in the Wasteland.
All Dragons are born attuned to a specific element, be it fire, frost, or lightning. A ghouled Dragon
can select from a fourth element, radiation. Their claws are sharp and strong enough to burrow through
soil and firm dirt, but with training can dig through materials like stone. In
combat, these claws can tear through most lightly armored opponents. Born
with scales, their bodies are able to naturally withstand more damage than an
average Wastelander. Young Dragons start with the Small Frame trait for free.
They may breathe fire attuned to their element END/2 times per day with
Race S.P.E.C.I.A.L. Limits
the same stats as a Flamer. Even a young Dragon’s scales are tough
S 11
and thick. They begin with +2 Natural DT and DR 30% against
P 10
elemental damage attuned to their element. Dragons may not
E 11
take the Large Frame trait. Dragons do not have a Cutie Mark,
C 10
and, therefore, do not possess a Special Talent. They do,
I 10
however, start with three Tagged skills and can access
A 11
inventory for -10 AP.
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L 10
Alicorn Race S.P.E.C.I.A.L. Limits
S 13
Before the War, the Alicorn Sisters were responsible for moving the heavens each day.
P 10
During the War, experiments and tests were performed to try and artificially create
E 12
new Alicorns. Unfortunately, the world ended before this could be perfected, but
C 8
there was one subject that survived. Known only as The Goddess, she was
I 11
instrumental in creating the Dipped Alicorns, a hollow mockery of the
A 9
original thing.
L 10
Alicorns have wings and can fly. Alicorns start with
the flight aptitudes of Pegasi and the magical aptitudes of Unicorns. They begin with
Versatility, Potency, Strain, and Trick Points, using the same
formulas as their Pegasus and Unicorn counterparts. They may take Unicorn and
Pegasus racial perks, cast spells, and perform Flight Tricks, but may not take Pegasus-only Pegasus
Trick perks. Alicorns start with no Cutie Mark and only two Tagged skills. In games taking place after
the fall of the Goddess, an Alicorn may discover, or rediscover, their Special Talent, gaining their Cutie
Mark and associated Tagged skill. Players should work with their GM
on when and how this may occur.
Alicorns are required to fill their initial magical skill slots with their breed spell (first), Alicorn Shield,
and Telekinesis. Only after these three spells have been taken may they take spells of their own choice. These three spells are
considered to be Alicorn “Racial Spells”. Alicorns have +1 bonus to Potency when casting their Alicorn Racial Spells. This can
raise their effective Potency for those spells to a maximum of 11. Only after these three spells have been taken may they take
spells, limited by Versatility, of their own choice.
Also, all Alicorns are immune to Taint.
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Natural Born Alicorn
In contrast to their artificial predecessors, after the events of Sunshine and Rainbows, naturally-born
Alicorns slowly rose into existence.
Natural Born Alicorns share many of the same traits as their artificial cousins, save for
a few. In addition to the bonuses Alicorns get at creation, Natural Borns have access to
Earth Pony perks at half level. That is, if a Natural Born is level 6, they have access
to racial Earth Pony perks 3 and below. Natural Borns are not
homogeneous like their parents and are freely able to take
traits. They are also able to take two general spells plus spells
of the school of their choice, limited by Versatility, like
Unicorns, and do not get the Alicorn racial spells for free.
However, unlike their parents, they are not immune to
Taint. They may choose to start play with or without a
Cutie Mark, but Race S.P.E.C.I.A.L. Limits
should be limited S 12
to the events far P 10
after Sunshine and E 12
Rainbows. C 10
I 12
A 10
Diamond Dog L 10
Often referred to as Sand Dogs, Diamond Dogs are a race of highly intelligent dogs, capable of digging
massive tunnels to mine gems. During the War, they were used to aid in the construction of cities and
fortifications. Due to many construction hazards and mishaps, it became the norm to see a Diamond Dog
with Cybernetic Implants to replace a lost limb or three, a sight that is still common after the War.
Dogs have paws and may access their inventory at half AP cost. Sand Dogs gain the
Large Frame trait for free. They may also take Small Frame, gaining the benefits of both.
Sand Dogs also have the option to take the Cyborg trait for free, though this is not
required. They also possess natural claws, giving them a +1d10 to damage, and
have the Armor Piercing (Light) special rule when using bare paws in Unarmed
combat. Sand Dogs start with rank 1 of Digging. All weapons and armor must
be specially modified for Sand Dog use. Characters may do so by adding
the “Customized Grip” or “Custom Fit” mods to their weapons. Diamond
Dogs and Sand Dogs do not have a Cutie Mark, and, therefore
do not possess a Special Talent.
15
L 10
Hellhound
Hellhounds were once Diamond Dogs who were exposed to small quantities of
Taint for generations. This caused them to grow taller, stronger, and meaner.
Hellhounds are known for having surly temperaments and claws that can
tear through reinforced steel like tissue paper. They have the ability to burrow,
but their claws are designed more for destruction than digging. Hellhound claws
allow them to access their inventory at half AP cost. Hellhounds are monsters,
and, as such, may only have 2 TAG skills. They gain the Size Matters trait for
free and also possess natural claws, giving them a +1d10 to damage, and have the
Armor Piercing (Light) special rule when using bare paws in Unarmed combat.
Hellhounds start with rank 1 of Burrow
and all weapons and armors must be
specially modified for Hellhound
use. Characters may do so by
adding the “Customized Grip”
or “Custom Fit” mods to their
weapons. Hellhounds do not have a Cutie Mark, and, therefore, do not
possess a Special Talent.
Race S.P.E.C.I.A.L. Limits
S 12
P 12
E 10
C 8
I 10
Ghoul A
L
10
10
Ghouls are poor, unfortunate souls who didn’t have the good luck to die when the Megaspells fell. Due to either a genetic
mutation, a predisposition to ghoulification, or just plain coincidence, ghouls are the direct result of the necromantic radiation. In
addition to your normal ghoul, there exist beings known colloquially as Canterlot
Ghouls. Instead of passive exposure to radiation, these creatures
were exposed to “Pink Cloud”, a potion created to kill the Alicorn
Sisters. These creatures are less pony and more abomination.
Any race, except Hellhounds, Dipped Alicorns, and Natural Born Alicorns may be a Ghoul.
Playing a Ghoul requires that you take the Ghoul trait.
Ghouls have a 50% resistance to poisons and 90% resistance to addiction, but drugs are only 1/4 as
strong and last half the time.
16
Ghouls can’t get radiation sickness and gain the benefits of Radiation Child.
To be a Canterlot Ghoul, players are required to take the Canterlot Ghoul Background trait alongside the
Ghoul trait.
For every CHA days you remain at 0 RADs, you must make a successful END check or lose a
permanent point of either END or INT. Deterioration starts first with END then attacks INT, reducing
them to a minimum of 1. Any Ghoul who reaches an INT of 1 has turned feral and is no longer a playable
character.Ghoul is technically an applied template and not an actual race. As such, the S.P.E.C.I.A.L.
limits are the same as the base race the player chose before applying the Ghoul Trait(s), the exception
being Charisma, which is capped at 9.
Youngster
Youngsters are the unfortunate children forced to adapt to a horrible world. Youngsters of
races with a Special Talent may start without a Cutie Mark and discover it later, which allows them to
max out their Special Talent at 120, instead of 115. Youngsters are small, weak, and born into a cruel
unforgiving world, but, somehow, they survive. All characters who take the Youngster trait get
the Small Frame Trait for free, no matter their race.
Any race but Dipped Alicorn may take the Youngster trait.
May be combined with Ghoul.
Youngsters have a race STR of 5, unless they are an Earth Pony whose
max is 7 or the foal has taken the Large Frame trait (which removes
that cap).
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Traits
Traits signify your character’s background and upbringing, as well as their physiology and genetics. Traits are selected at the
first level and usually come with drawbacks to balance out their power. All players start off with two positive traits and a
background trait. They may also take a background location trait, though this is optional. Additionally, if a player so decides,
they can take a negative trait. While these are usually almost purely negative, they provide the ability for a player to take a third
positive trait. A player can select from this list of traits below. Several races, like foals, start out with a 3rd trait, for free, at
creation.
Positive Traits
Bar Fly - You’re the town drunk, and you know how to stay standing, even when you can’t tell up from down. -2 INT +1
AGI, +1 STR, +5 Firearms, 2x chance of addiction.
Better Lucky than Good - You’re a high roller who spends a lot of time praying to lady luck for help. As a result,
though, you don’t train quite so hard in your field(s) of expertise. You get +2 LCK, but 1 fewer TAG skill.
Blueblood - You are as beautiful as Prince Blueblood or Fleur de Lis, but you are a lot less resilient than a “normal” pony.
You gain +1 CHA but you are a prime target for pimps and slavers. You often inspire jealousy in ponies of the same sex. You
gain +10% Negotiation & Seduction with attracted individuals as well as role play opportunities. Disposition is treated as one
higher, however those who are not attracted to your gender have a 25% chance to react at a disposition level one level worse
than normal.
Bring It On! - You either kill fast or die early. Both your and your enemy’s Damage Threshold is reduced by 5.
Bruiser - Your STR is increased by 2, but you have 15 fewer Action Points.
Built to Destroy - All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15%
after every Critical Failure and 25% with Crit Fail with a failed LCK check).
Bulk Biceps - You gain +50 carry weight, a +10 bonus to attacks when performing Unarmed Advanced Combat Actions,
and you have 10% more HP. However, you have a -2 to your Initiative and enemies gain a +5% bonus to attacks (size 0.5). You
may not stack with Large Frame and cannot take Small Frame.
Chem Reliant - Your chance of addiction when taking chems is doubled, but you receive 50% extra benefit. This
excludes AP-doubling effects.
Chem Resistant - Your chance of addiction is halved, but so is the duration of chems.
Claustrophobic - You have a fear of enclosed spaces, probably because of the monsters that live there. When
outside, you gain +1 to all S.P.E.C.I.A.L. stats, but, when indoors (or in a particularly imposing ruin/city), you suffer -1 to all
S.P.E.C.I.A.L. stats.
Clumsy Mother - Your mother wasn’t exactly the most graceful woman in the compound. So by the time you were
walking, you were dropped on your head... a LOT. As a result, you may not be the sharpest tool in the shed, but your noggin is
probably the toughest part of your body. Gain -2 INT (max 9 INT). Headshots do no extra damage to you at all.
18
Cold Blooded - Gain +20% to combat skills and -15 Action Points.
Cyborg - Requires GM Approval - You are considered a Cyberpony (Design Level 1) with the benefits and hindrances
thereof. You have all Cyber Modules installed into you. This can be taken by Diamond Dogs at creation for free but cannot be
taken by Robots or Breezies.
Deep Sleeper - You sleep more soundly than most. You regain an additional 5 points of Strain per hour of sleep.
You regain TP while sleeping in poor environments as if you were sleeping safe in your bed. This doubles your healing rate.
Unfortunately, you automatically fail PER checks to wake up unless you take damage or someone spends a full turn waking
you.
Discord’s Luck - You are a bastion of good fortune. You have a +5% Crit Chance. However, if you Crit Fail, it’s
spectacular. As an example: where most ponies might only have their gun jam, you would have the round explode in the
chamber, doing damage to the gun and rendering it useless until repaired. You don’t just get locked out of terminals, you get
them to fry themselves. Crit Fails will always be the single worst outcome a GM can think up.
Early Bird - Hey early risers! Enjoy a +2 to each of your S.P.E.C.I.A.L. attributes from 6 am to 12 pm, but suffer a -1 from
6 pm to 6 am, when you’re not at your best.
Elderly - Age above 50 - Age is starting to catch up to you. Decrease damage required for a crippling injury by 10. Decrease
carrying capacity by 20. Decrease Action Points by 15. Increase Academics & Lore by 5. Increase Skill Points gained per level by
2 OR increase INT by 1. This cannot be taken by Ghouls.
Fast Shot - Your attacks with Firearms and Magical Energy Weapons cost 5 fewer AP. However, your Firearms and
Magical Energy Weapons skills only cap at 90, regardless of Special Talents or other boosts.
Four Eyes - Your effective PER increases by one while wearing glasses. Whenever not wearing glasses, you suffer a -1 to
your PER.
Ghoul - Any race except Alicorn or Hellhound - You are undead, animated by the necromantic energies that were
unleashed on Equestria in the apocalypse. Most NPCs have a lower disposition towards you. You do not need to eat, drink, or
sleep. You heal through exposure to radiation, as per the Radiation Child trait, but you do not heal naturally at all. When not
healing, you slowly consume radiation as per the Radiation Child trait. If you lose all your radiation, you become vulnerable to
physical and mental deterioration. For every CHA days you remain at 0 RADs, you must make a successful END check or lose a
permanent point of either END or INT. Deterioration starts first with END then attacks INT, reducing them to a minimum of 1.
Any Ghoul who reaches an INT of 1 has turned feral and is no longer a playable character.
Gifted - You have more innate abilities than most, so you have not spent much time honing your skills. All S.P.E.C.I.A.L.
stats receive a +1 modifier. All skills suffer a -5 modifier and you receive 3 fewer Skill Points per level. This may not be combined
with Skilled.
Good Natured - Your Bluff & Intimidation, Negotiation & Seduction, Sneak, Hacking & Matrix Tech, Alchemy/
Survivalism & Traps, Medicine, Academics & Lore, and Repair & Mechanics skills are all increased by +5. Your combat skills
are all decreased by -5.
Ham Hoofed - Either through genetics or mutation, you have been endowed with huge hooves. Unarmed is Tagged for
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free, but you suffer a -10 to your Medicine, Repair & Mechanics, Hacking & Matrix Tech, and Lockpick skills, as you’re just
too ham hoofed to do these right.
Heavy Hoofed - Your Melee and Unarmed do +1d10 damage, but deal -3d10 Critical Hit Damage.
Hematophage - Requires GM Approval - Sometimes necessity outweighs all common decency out in the Wasteland.
Consuming blood from blood packs or from a live or freshly killed creature provides the same benefits as drinking pure water (or
dirty water, if the source is an irradiated creature). There is no Karma loss if taken from a willing creature. Sometimes it’s good
to have (tasty) friends.
Hot Blooded - When your health drops below 50%, you deal an extra 20% damage, but you suffer -1 to your PER and
AGI while ability is active. But who needs those anyway? You’re awesome!
Jinx - Both you and your enemies suffer double your normal chance for Critical Failure.
Kamikaze - Cannot take Reckless - You gain +10 Action Points, but suffer -2 to your Damage Threshold.
Kleptomaniac... I Mean Scavenger - You gain +50 to your carry weight, but suffer -1 to all S.P.E.C.I.A.L.
stats if any time the weight you’re carrying drops below 75 wg. They’re your precious... you needs it...
Large Frame - You gain +50 carry weight, a +10 bonus to attacks when performing Unarmed advanced combat actions,
and you take 25% less Limb Damage (this does not decrease the actual damage taken, but helps prevent crippling of limbs).
However, you have a -1 to your Initiative and enemies gain a +5% bonus to attacks (size category 0.5).
Light Sleeper - There is no penalty for PER checks when asleep, but false alarms may occur. Each sleep interruption
requires at least a CHA check at a -1, for each time you are awoken, to go back to sleep. If you fail, ou cannot try again for 8
hours.
Loose Cannon - Throwing Light and Heavy Thrown weapons costs 5 fewer AP. However, the range of your throws is
decreased by 10%.
Lucky Star - You are a bastion of good fortune. Both you and your enemies have a +5% bonus to Crit Successes. This
does not stack with other Lucky Stars.
Luna’s Loophole - No one’s going to put you out to pasture, ‘cause you’re going to stay young (and level 18)
FOREVERRR! You cannot become addicted to chems or alcohol and the effects last twice as long. However, after level 18, you
can kiss perks, experience, and Skill Points goodbye.
Paranoid - While your quick eyes and worrisome tendencies may annoy others, you’ll be the one laughing when you avoid
trouble in the end. You may reroll one PER check per day, but you make all END rolls at a -1. You also gain half healing from
sleep.
Pistoleer - You excel at using mouth-held weapons (pistols and SMGs), but larger weapons (rifles, automatic rifles, and
Heavy weapons) just aren’t your thing and cause you some problems. Attacks made with one-hoofed weapons are made with a
+10 skill modifier, but attacks made with two-hoofed weapons suffer a -20 skill modifier.
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Radiation Child - Radiation is beneficial to you. You regenerate through exposure. Your body consumes RADs during
the regeneration process at the rate of 10 RADs per turn. However, without radiation, your body heals naturally at only a quarter
of the normal rate. When not healing, your body sheds radiation at the rate of 1 point per hour if you have fewer than 200
RADs, 2 per hour at minor radiation poisoning, 4 per hour at advanced, 6 per hour at critical, and 8 per hour at deadly.
Minor Radiation Poisoning (200 - 399 rads) - HP +2 every turn
Advanced Radiation Poisoning (400 - 599 rads) - HP +4 every turn
Critical Radiation Poisoning (600 - 799 rads) - HP +6 every turn, regenerate crippled limbs
Deadly Radiation Poisoning (800 - 1000 rads) - HP +8 every turn, regenerate crippled limbs. At over 1000 RADs,
however, you will still die. Alicorns, Ghouls, and many monsters do not die and will even become abnormally powerful
from excessive radiation.
Reckless - Cannot take Kamikaze - You are reckless, almost to the point of being suicidal. As such, you gain +20 AP and
+3 Initiative. However, you are a much easier to hit target due to your total lack self preservation actions. All attacks against you
have a +15% to hit.
Riflepony - You excel at using larger weapons (Rifles and Automatic Rifles), but using mouth-held weapons (Pistols and
SMGs) just aren’t your thing and cause you some problems. Attacks made with two-hoofed weapons are made with a +10 skill
modifier. But attacks made with one-hoofed weapons suffer a -20 skill modifier.
Sex Appeal - You’ve got the “right” stuff. Individuals who are sexually oriented towards your gender are attracted to you,
but potential sexual rivals tend to become quite jealous. Those who would be attracted to you have their disposition towards you,
and you alone, raised by 1 level, but potential sexual rivals will have their disposition lowered by 1 level.
Size Matters - Non-Pony - You are one big, mean mother-Hubbard, with all the pros and cons that entails. Your limbs
take 25% less damage and you can carry an extra 50 lbs. of gear. You also gain a +10 to Unarmed when performing Advanced
Combat Actions. Your size modifier is 1, instead of 0, and your Initiative is decreased by 1. You have an HP boost of 25%. You
cannot take the trait Large Frame.
Skilled - Since you spend more time improving your skills than a normal pony, you start with better skill levels. The trade-
off is that you will not gain as many extra abilities. You gain +5 Skill Points every level, but you do not gain a perk for reaching
level 6, 11, 16, 21, or 26. This may not be combined with Gifted.
Small Frame - You gain +1 AGI, and enemies have a penalty of 5 to hit you, but your limbs suffer 25% more Limb
Damage. This does not affect actual damage taken (size category -0.5).
Spiritually Awakened - You are gifted with the ability to see and communicate with spirits and ghosts that are
normally imperceptible. Your attunement to the spirit world makes you naturally well-disposed with ghosts and spirits, granting
a +10 to Shamanism and +1 to CHA for purposes of talking to ghosts and spirits. This bonus to CHA factors into a Shaman’s
Spirit Affinity rating.
Tech Wizard - You spent your formative years hunched over a bench, learning how things work. The trouble is that
you’ve ruined your eyes. You gain +10 to the Repair & Mechanics, Hacking & Matrix Tech, Chemistry, and Lockpick skills, but
you have -1 PER.
Thief - You are the number one thief in the Wastes. Your deeds are known to all. Gain +15 Lockpick and +15 Sneak, but
disposition is lowered by 2.
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Touched by the Sun - Your INT and PER are increased by +1 during the daytime (maximum 10), but are reduced by
-1 during the nighttime (minimum 1). This trait affects your internal clock and is not affected by being indoors.
Touched by the Moon - Your INT and PER are increased by +1 during the nighttime (maximum 10), but are reduced
by -1 during the daytime (minimum 1). This trait affects your internal clock and is not affected by being indoors.
Trigger Discipline - Your attacks with Firearms and Magical Energy Weapons skills are made with a +10 skill
modifier, but cost 5 more AP.
Village Idiot - You are a huge, hulking, dim witted simpleton with the strength of a Brahmin and the IQ of their left
heads to match. Gain +4 STR and +10 Bluff & Intimidation, max STR is increased by 1 (max 11), -4 INT, -10 Negotiation &
Seduction, - 1 Skill Point per level.
Wild Wasteland - Requires GM approval - You have the propensity for discovering or encountering extremely unusual
and “wacky” elements of the Equestrian Wasteland. When coupled with Random, you also possess unusual perception (such as
limited precognition or the ability to see ghosts). This trait is subject to GM approval.
Blank Flank - Earth Pony, Pegasus, Unicorn, or Zebra Only - You are a child, still too young to have discovered your
Special Talent. You gain the trait Small Frame without it counting towards your limit of two traits. Additionally, you have no
Cutie Mark and start with only two Tagged skills. However, during the course of the game, you may discover your Special
Talent (either through an arrangement with the GM or spontaneously upon rolling a Critical Success of 1 in a non-Tagged skill).
Upon discovering your Special Talent, you immediately gain your third Tagged skill in the skill you achieved Critical Success in
or otherwise is most appropriate, but with a +20 bonus rather than a +15.
Glowing One - Ghoul Only - Extreme radiation exposure has caused you to begin to glow in the dark. Your glow
eliminates low light penalties for all those around you within END yards. In, addition you gain a +50% healing bonus when
basking in the healing glow of radiation, but anyone around you within [END*2] yards will take 10 RADs per hour.
Magic Knack - Unicorn Only - You have +1 effective POT (maximum 11) in either a single spell set or a collection of up
to VER thematically related spells (GMs must approve such collections). You must spend your first Advanced and Expert spells
improving spells you possess in this set or collection (if possible) before gaining or improving other spells.
One Trick Pony - Unicorn Only - Unlike most Unicorns, you can only cast a single spell. Luckily for you, you cast that
one spell very well! You begin play with only one Basic level spell and you cannot learn more (not even Advanced or Expert
levels of your one spell), but you have access to the later Mighty Spell perks for that one spell, and you gain Mighty Spell (rank
1) at level 6 for free. Choose carefully.
Pipsqueak - Youngster, Age under 7 - You are small and scrawny. The upside is that you have +2 AGI and are
considered Size -1. Your light frame has cost you in personal durability and you lose 25% of your HP. Your carry weight is
reduced by 25. On the bright side, you are 10% harder to hit in combat and, if you have it, Child Negotiation and Seduc-err..
Cuteness is increased by 10. You may not stack with Small Frame and cannot take Large Frame or Bulk Biceps.
Prophet - Zebra or Spiritually Awakened Only - Whether the bombs weakened the veil between past and future, you have
a special gift, or you’ve found the perfect high, you sometimes get visions from before the War, or what the world might become.
You can intentionally do this by focusing for one minute in a place where you are safe and unharmed (see requirements of Zen
Casting perk), and will ‘see’ 1d10 random images of other points in time, with the relevance determined by a secret roll made
by the GM. However, this is incredibly straining, and the resulting migraine will effectively cripple your head for a number of
hours equal to the number of images you saw (-3 PER). The visions can also come randomly in moments of high stress (such as
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taking more than 1/2 your HP in damage in one round, being terrified, etc.), so they are often considered a mixed blessing.
Rabid - Ghouls and Hellhounds Only - As far as anypony is concerned, you’re halfway to being feral as is. You are not
affected by crippled limbs penalties (blindness still affects you normally, any movement penalties still apply, and if all 4 legs are
crippled then you still can’t move). Every time you kill an enemy in Melee, you gain 15 AP for that round, but you are more
likely to become feral. Ghouls become feral twice as fast, losing a point of END /and/ INT for each failed check. Hellhounds
must roll a d100 for each CHA combat they are involved in. On a 90-100, they lose 1 INT. Once they reach INT 1, they have
gone feral and can no longer be a player character.
Random - Earth Pony or Zebra Only - Your innate magic manifests more overtly than is normal for your race. You are
capable of performing cartoonish, impossible feats. The exact nature and limitations of your abilities are determined by the GM.
These abilities are never reliable and the GM may overrule any manifestation of random that she considers overused, abusive,
or excessively advantageous. A Zebra with this trait cannot take Shaman or Tribal Shaman.
Shaman - Zebra Only - You start with a Spirit Affinity score equal to your (CHA / 2, rounded up).
Spread Thin - Unicorn Only - Your breadth of ability is second to none. If your spells weren’t so weak, you could change
the world! Your VER is equal to your INT and you begin play with access to all types of magic. However, your POT is halved
(rounded up), and you cannot take the Powerful Caster or Resilient Horn perks. Hope you’re creative with what you do have!
You may not have both Spread Thin and One Trick Pony.
Tribal Shaman - Zebra Only - You are a practitioner of Zebra Shamanism in the way of your ancestors and benefit
from ancient spirit pacts . You start with a Spirit Affinity score equal to your [CHA/2, rounded up]. You have an effective +2
Spirit Affinity with a particular type of Spirit (of your choice) and an effective -2 Spirit Affinity with another type of spirit (of
the GM’s choice).
Negative Traits
Agoraphobic - You have a deep set fear of wide open spaces. When outside where there is no ceiling, you may have panic
attacks where you freeze / faint if you look up. These last for 1d10 combat rounds. All S.P.E.C.I.A.L.s are -1 when in wide open
spaces.
Blood Rage - When below 50% HP, you do 20% more damage, but Perception is -1 and you fight in a red rage, requiring
a CHA check at a penalty of 1 for each 10% past 50% to calm down after the fighting is done. If failed, you can retry each
following round. Until then, you will try to engage anything you can in battle.
Claustrophobic - There is a -1 to all mental S.P.E.C.I.A.L.s in enclosed spaces, but normal S.P.E.C.I.A.L.s when in large
but enclosed areas, such as indoor stadiums and ballrooms. You may panic if enclosed in a very small area and must move at
max speed to the closest open area without engaging in combat. If blocked, you will fight as a cornered animal, fighting only so
long as it takes to get past the obstacle and may not use complicated combat actions.
Elderly - Age above 50 - Age is starting to catch up to you. Decrease damage required for a crippling injury by 10. Decrease
carrying capacity by 20. Decrease action points by 15. This cannot be taken by Ghouls.
Four Eyes - You need glasses. Whenever not wearing glasses, you suffer a penalty of 2 to your Perception.
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Illiteracy - You missed the boat when it came to handing out the how-to-read books that day in class! But, on the other
hoof, since you never spent all that sissy time learning how to read, you have instead learned more useful abilities for surviving
in the Wastes. You are illiterate and cannot read or write.
Jinxed - Some higher power not only doesn’t like you, but they have poor aim. You are a walking embodiment of ill luck.
Your Crit Failure Chance is doubled.
One Eye - Somewhere, somehow, you’ve lost an eye. Whatever the cause, just getting your hands on Hydra won’t fix it.
Perhaps it grows back as a cancerous mass or is filled with cataracts. Your use of ranged weaponry suffers for this. You suffer
double the normal range penalties and have a -10% to all ranged combat skills.
Permanent Psychosis - You have a crippling mental injury that cannot be healed (e.g. Schizophrenia).
Pinkie Sense - Requires GM approval - Other ponies around you have always considered you slightly off and somewhat
strange due to your strange and random predictions (disposition -1). As a result, you gain Danger Sense, which is a -2 PER
check whenever something is about to harm you. You also gain the ability for random insight once per game session (-2 INT
check). Success is something beneficial, while failure is something random, not useful, or maybe even misleading.
Trauma - You have lived through a horrible experience and will never be the same for it. Cause and reaction to trauma
must be shared with GM.
Unattractive - This reduces disposition by 2 and Negotiation & Seduction by 20 for characters.
Very Young - Age under 7 - You are a budding seed in this Wasteland. Decrease damage required for a crippling injury by
10. Decrease carrying capacity by 50. Decrease action points by 15. Your max health is decreased by 50%. This cannot be taken
by Ghouls.
Goddess Child - Dipped Alicorn Only - You are a part of the Unity and therefore just a puppet of the Goddess’s control.
At anytime, the GM can take control of your character to act on behalf of the Goddess, despite ‘personal’ wants and needs. This
must be taken by Dipped Alicorns before Sunshine and Rainbows. You are still able to take a positive Alicorn trait with this.
Background Traits
Caraveneer - You get a 5% discount from shops and have +5 Barter and -1 LCK.
Courier - Gain +6 Alchemy/Survivalism & Traps, Negotiation & Seduction, RAD and Poison Resist, +1 movement speed,
and +5% chance to be hit.
Drug Maker - Friend, it’s all about supply and demand. If I supply it, you demand it. Start with one rank of Friendship
Is Witchcraft. Gain +5 Negotiation & Seduction, +5 Bluff & Intimidation, +5 Academics & Lore, +5 Alchemy/Survivalism &
Traps, and +10 Chemistry, but -10 to all combat skills.
Doctor - You have taken an oath to heal those in need and to do no harm. Gain +15 Medicine and -5 to all combat skills.
Explorer/Nomad - In your past, you never could stay in one place long, be it from tradition or the desire to see new
lands. Gain +5 Alchemy/Survivalism & Traps and Poison Resist and -10 Hacking & Matrix Tech.
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Ex-Raider/Ganger - You are a raider! You are more animal than pony. You get +5 to all combat skills except
Explosives, +1d10 DAM on all attacks, -10 Negotiation & Seduction, -10 Medicine, and weapons degrade 1 condition level for
each Crit Fail. You can also have a maximum of 25 positive Karma.
Ex-Slave - You are either a freed or runaway slave. Gain +1 Natural DT, +5 Unarmed, -5 Hacking & Matrix Tech, and -15
Negotiation & Seduction if dealing with Slavers, Ex-Slavers, or those who own slaves.
Ex-Slaver/Slaver - You either are or were a slaver and are feared and hated across much of the Wasteland. Gain +5
Bluff & Intimidation, +5 Melee, -5 Repair & Mechanics, -5 Negotiation & Seduction, and you may only have a maximum of
50 positive Karma. There is also a chance that other Ex-Slavers/Slavers or Ex-Slaves/Slaves with recognize you.
Mechanic - You repair and maintain the various machines left from before or you create your own. Gain +5 Repair &
Mechanics, +5 Explosives or +5 Firearms, -5 Negotiation & Seduction, and -5 Medicine.
Mercenary - You are a hired gun fighting for those who have the most caps. You get +5 Firearms or +5 MEWs or
+5 Battle Saddle, +5 Bluff & Intimidation, -5 Negotiation & Seduction, and -5 Repair & Mechanics. You can also have a
maximum of 75 positive Karma.
Outlander - You came to Equestria from a far off land for one reason or another. Hope you came prepared. You get +5
Alchemy/Survivalism & Traps, +5 Firearms, MEW, or Melee, and -10 Academics & Lore.
Performer - You are a performer. Be it stage, street, or back alley, you know a thing or two about putting on a good show
and getting your hands on caps and can put on performances in settlements to earn (CHA)d10 caps, once per day. You get -5 to
all combat skills.
Pickpocket - You make a living by taking from others. You get +5 Sneak, +5 Sleight of Hoof, +5 Lockpick, -5 Bluff &
Intimidation, and -5 Alchemy/Survivalism & Traps. You can also have a maximum of 75 positive Karma.
Pre-war Pony - You somehow lived through the fallout. You start the game with +10 Academics & Lore and no Poison
or Radiation Resistance.
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Refugee - You are a refugee of the Wasteland and have spent your life living from hoof to mouth. The struggle to survive
has toughened you up and left you more cautious, but your education has suffered. Gain +5 to Sneak, +5 Alchemy/Survivalism
& Traps, +20 HP, +5% Radiation and Poison Resistance, but -5 to Hacking & Matrix Tech, Repair & Mechanics, Medicine,
and Academics & Lore.
Regulator/Lawpone - You get the Lawbringer perk, +5 Firearms, + 5 Negotiation & Seduction, -5 Bluff &
Intimidation, and -5 Alchemy/Survivalism & Traps.
Scavenger - You wander the Wasteland, digging through the remains of what is left of Old Equestria. Gain +20 carry
weight, +5 Lockpick, -5 Chemisty, and -5 AP.
Scholar/Student - You studied a lot, be it for your love of learning or idle curiosity. +5 to Academics & Lore, +5
Hacking & Matrix, +5 Arcane Magic, but receive -5 Firearms, -5 Explosives, and -5 Melee OR Unarmed.
Scientist - You are learned in the ways of science! Gain +5 Alchemy/Survivalism & Traps, +5 Chemistry or +5 Hacking
& Matrix Tech, +5 Medicine, -5 Explosives, and -5 Firearms.
Soldier - You are a soldier for a major Wasteland power or simply a guard for a small community or caravan. You get +5
Firearms, +5 Alchemy/Survivalism & Traps, -5 Lockpick, and -5 Bluff & Intimidation. The Military occupation covers service
in a large settlement’s standing army, city militia, or tribal warriors.
Tech Support! - You are learned in the ways of computers! Gain +15 Hacking & Matrix Tech and -5 to all combat
skills.
Trader - You wander the Wasteland, trading your wares. Gain +10 Barter, -5 Explosives, and -5 MEWs.
Tribal - You come from a pony tribe that’s been cut off from the main group of pony kind in Equestria for centuries. Gain
+5 Alchemy/Survivalism & Traps, +5 Thrown or Melee, - 5 Hacking & Matrix Tech, and -5 Academics & Lore. If a non-
Zebra, you gain access to the next tier of Alchemy your race has access to.
Town Resident - You spent your life just living in your town. Gain +5 Repair & Mechanics, +5 Hacking & Matrix
Tech, +5 Academics & Lore, - 5 Alchemy/Survivalism & Traps, and -5 Melee and Unarmed.
Wastelander - You’re just the average Wastelander - nothing spectacular. Gain +5 to any single skill. This would be
your average player character.
Alicorn, Dipped - Alicorn Only - You are a Goddess Alicorn, made in the image of the Royal Pony Sisters. You get
+15 Arcane Magic, +15 Academics & Lore, +15 Unarmed, +5 Negotiation & Seduction, +5 Bluff & Intimidation, and -5 to ALL
other skills.
Alicorn, Natural Born - Alicorn only, Post S&R - You were born, not dipped, and never knew what it was like
to be connected to the Goddess. Also your coat, mane, and eyes can be any color you want. You do not have any Alicorn breed
spells. This is meant for games set well after the happenings of Fallout: Equestria. You also have a +5 to any single skill.
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Canterlot Ghoul - Ghoul only, Requires GM approval - When sustaining damage, you have a percent chance of your
damage taken vs. total HP to bleed Pink Cloud. Pink Cloud has a 25% chance to fuse those affected by it with things they are
in direct contact with. Those affected will also take damage as if poisoned, depending on their range from the Canterlot Ghoul.
At Unarmed range, those affected take damage as if they were given a dose of Alicorn-slaying potion; at Melee range, as if
they had been given Lethal Poison; at 3 ft, Deadly Poison; Dangerous Poison at 5ft; and damage as if a normal poison at a 10ft
radius from the Canterlot Ghoul. Canterlot Ghouls are undead equines whose souls have been fused into their corpses by the
necromantic energy of the Pink Cloud. [Suggested limitation: 1 Canterlot Ghoul per party.]
Racial Benefits:
-Canterlot Ghouls gain the racial benefits and downsides of a non-Hellhound, non-Alicorn race.
-Canterlot Ghouls can’t get radiation sickness and gain the benefits of Radiation Child.
-Canterlot Ghouls can ignore the effects of crippled limbs, except for the head. FUBARed limbs cannot be ignored and give only
the normal crippling penalty, save for head and chest.
-Canterlot Ghouls regenerate their main HP and their limbs at a rate of their level in HP per turn.
-Canterlot Ghouls are immune to poison. Certain effects, such as tear gas, still work on them however.
-Canterlot Ghouls can only be killed via decapitation. If a Canterlot Ghoul is brought to 0 or less HP and not decapitated, they
will not die or bleed out. They will however, fall unconscious until they regenerate enough health to reach 50 HP.
-Canterlot Ghouls which are turned to ash/goop/chunky salsa, as per the Criticals rule, are dead and cannot regenerate.
Enclave/Dashite - Pegasus only - You are a member of the Grand Pegasus Enclave, or have been branded a traitor by
the Grand Pegasus Enclave, resulting in your Cutie Mark being branded off and you being exiled to the surface.
Soldier - You get +5 MEWs, start with Power Armor Training (Basic), and have -10 Negotiation & Seduction.
Pilot - You get +5 Repair & Mechanics, +5 Flying Magic, -5 Medicine, and -5 Alchemy/Survivalism & Traps.
Scientist - You get +10 Hacking & Matrix Tech, +5 Repair, and -5 to all combat skills.
Remnant - You get +10 MEWs, +5 Firearms, +5 Explosives, -5 Alchemy/Survivalism & Traps, and
-10 Negotiation & Seduction
Stable Pony - Requires Stable Dweller Background Location Trait - You were born and raised in one of Stable-Tec’s
many underground Stables.
Security Guard - Start with either a Stable Security Barding and a Helmet OR a 9mm Pistol and a Club as
free items.
PipBuck Programmer - You can install programs (e.g. games, etc.) onto your PipBuck, so you get +5
Hacking & Matrix and your PipBuck starts with 1 game on it.
Tattoo Artist - You can tattoo others with your portable tattoo kit. You start the game with a tattoo kit.
Teacher - You can give clear information, so you get +5 Academics & Lore.
Steel Ranger/Outcast - Earth Pony or Unicorn only - You are a Steel Ranger or have been thrown out of the Steel
Rangers for one reason or another and are now considered an Outcast.
Knight - You get +5 Battle Saddle, start with Power Armor Training (Basic), and have -5 Sneak and -5 Firearms.
Scribe - You get +5 Hacking & Matrix Tech, +5 Repair & Mechanics +5 Unarmed, -5 Firearms,
-5 Alchemy/Survivalism & Traps, and -5 Bluff & Intimidation.
Page (Foal) - You get +5 Hacking & Matrix Tech, +5 Unarmed, +5 MEW, and -15 Negotiation & Seduction.
Talon Mercenary - Griffins only - You are one of the famous Talon Mercenaries. Start with the Contract Killer perk,
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+5 Melee or +5 Unarmed, +5 Firearm or +5 Explosives, -5 Negotiation & Seduction, and -5 Hacking & Matrix Tech. You can
also have a maximum of 75 positive Karma.
Background Location Traits
Arctic Nomad - For you, home is harsh, home is cold, and home is the place you must take shelter from and huddle
together for warmth. You get +2 END to resist cold climates, +10% Cold Resistance, +10 Alchemy/Survivalism & Traps to find
shelter in snowy environments, -2 END to resist hot climates, -10% Fire Resistance (if this puts you at a negative, it becomes a
vulnerability), and -10 Alchemy/Survivalism & Traps to find water (because snow/ice can be melted).
City Slicker - You come from a rather average town, so you can move through crowds of ponies without problem. You
gain +2 effective LCK when searching for items and services in town and +1 disposition with town guards, but you take the
Stable Dweller penalty on Alchemy/Survivalism & Traps, must make Willpower checks to not bathe in water sources if you’ve
not bathed that day, and suffer -1 CHA if you’ve not bathed in the past 24 hours.
Desert Dweller - You come from a harsh desert. You have +2 END for hot climate checks, +20 Alchemy/Survivalism
& Traps for finding water, and one bottle of water is two servings. You have -25% Cold Resistance, -2 END for checks to resist
cold climates, and must make Willpower checks to bathe.
Stable Dweller - You were born and raised in one of Stable-Tec’s many underground Stables. You start the game
with a PipBuck. Your starting Alchemy/Survivalism & Traps Score is only [((LCK/2), rounded down)] (this replaces the
base equation for Alchemy/Survivalism & Traps), and your starting Poison and Radiation resistances are 0. You must take a
“Stable Pony” Background Trait.
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Perks
Characters gain a perk at level 2 and each additional level, up to level 30. As previously stated, Earth Ponies start off with a
perk at level 1 and gain an additional perk at 6, 11, 16, 21 and 26, and other races, like Pegasi, gain a predetermined perk at level
one “for free”. Perks have requirements, which must be met before taking the perk, including level requirements. Temporary
enhancements or alterations (such as from drugs or spells) do not allow a character to take perks they would not normally
qualify for. Temporary reductions (such as from poison or armor penalties) do not prevent a character from taking a perk,
although a character cannot use perks they have but do not currently qualify for. Many perks have ranks. This means that the
perk may be taken multiple times. Usually, these additional ranks may be taken at any level after the perk is gained, although
some perks have separate level restrictions for additional ranks. Any such restrictions are listed in the perk’s description.
Additionally, some perks which have multiple ranks also come with a special benefit for taking all levels of the perk. This is
called a Mastery benefit and is listed in the perk’s description.
Name - Type of Perk - Minimum Level - Number of Ranks - S.P.E.C.I.A.L./Other Requirements - Skill Level Requirements
The rules and mechanics which govern the perk.
NOTE: If the perk in question has no requirement for one of the above mentioned requirement types (e.g. Skill Level), it is simply
omitted and the next requirement type will be placed in its stead, thoughthe layout of all perks will follow this format and order.
General Perks
Level 2
Arcanist - General - Level 2 - 3 Ranks - INT 4
+5 [Hacking & Matrix Tech, Academics & Lore OR Arcane Magic] per rank. Mastery: 5 extra points in each of these skills.
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party member. This is temporary and the order is reset each round.
Dark Mare / Black Stallion - General - Level 2 - 1 Rank
+1d10 damage to opposite sex and extra +5 Negotiation & Seduction for seduction purposes on other-gender individuals (whose
barn door swings that way).
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Organizer - General - Level 2 - 1 Rank - INT 5 - Alchemy/Survivalism & Traps 40
You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you’ve always
needed. Items with a weight of two or less are considered to weigh half as much for you. DO NOT ROUND!
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Pistols can be used for more than shooting things. Rank 1 removes the penalty of using a gun to parry (for only pistol weapons).
Rank 2 - gain 2d10 damage when bashing with pistols.
Rifle Fighting - General - Level 3 - 2 Ranks - Melee 35
You have learned how to fight in hoof to hoof combat using a rifle. Rank 1 removes the penalty of using a gun to parry (for only
rifle weapons). Rank 2 - gain 2d10 damage when bashing with rifles.
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Explodey McGee - General - Level 4 - 2 Ranks - Explosives 45
+2d10 DAM with Explosive weapons per rank. Also increases Breech Lock success by 10% per rank, as well as reduces the
chance of destroying valuables inside a locked container by 10% per rank.
Lone Wanderer - General - Level 4 - 1 Rank - CHA < 5 - Alchemy/Survivalism & Traps 60
You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this
perk gain +10 to all skill rolls when more than 50 ft from the party or not in sight of any of the other party members.
Multi-Weapon Style - General - Level 4 - 1 Rank - At least one relevant weapon skill at 75 (NOT UNARMED!)
Years of training allow the character to use multiple weapons at the same time when needed. The character may now attack
with two weapons at the same time (AP cost of higher AP weapon) with only a -20% to accuracy if both weapons are aimed at
the same target, or a -40% if aiming at different targets. Character must be able to wield both weapons at the same time, such
as possessing a free hand, free mouth, telekinesis, Tail Trick, or a Battle Saddle.
When using four-pronged Battle Saddles, the Multi-Weapon Fighting perk reduces the penalty to fire all four weapons as the
same action to -40%, down from -60%.
Yes I know what you’re thinking. NO! you can not dual wield FIST!
This perk is not required for dual wielding weapons, it only reduces the penalties.
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Level 6
Ammo Crafter - General - Level 6 - 1 Rank - Repair & Mechanics 75
When using Firearms, you are twice as likely to recover cases and hulls. You also have all hand load recipes unlocked at any
reloading bench.
And Your Father Smelt of Elderberries! - General - Level 6 - 1 Rank - Your Mother Was a Hamster!
Through some great insult or rude gesture, you can draw even a monster’s attention to you. Once per turn, you may make
a CHA test to force a single enemy to attack you instead of another party member. May only be done on CHA enemies per
combat. May be used on monsters and animals. Non ‘intelligent’ robots still don’t care. NOTE: This can be used regardless of
Initiative.
Angel of Deception - General - Level 6 - 1 Rank - Sleight of Hoof 50, Karma > 49
Your character’s innocent demeanor makes stealing from people a little easier. This perk grants a +20% bonus to SoH attempts.
Dominatrix - General - Level 6 - 1 Rank - CHA 7 - Cherez La Filly / Barndoor Bandit or Dark Mare / Black Stallion
+10 to intimidate rolls vs. anyone attracted to your character. Gain an additional 1d10 damage.
Eagle Eye - General - Level 6 - 1 Rank - PER 6 - Firearms, Battle Saddles, or MEW 50
All those clifftop shootouts have taught you how to spot. You gain +10 bonus to Firearms, Magic Energy Weapons, and Battle
Saddles when above your opponent.
Friendship Is Witchcraft - General - Level 6 - 3 Ranks - Chemistry 50 (Rank 1), 75 (Rank 2), 100 (Rank 3)
Advances your available Chemistry crafting tier by 1. You may now craft the next tier of chemistry recipes.
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Level 8
Advanced Ministry Training- General - Level 8 - 1 Rank
Another weapon skill is tagged for you.
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Living Anatomy - General - Level 8 - 1 Rank - Medicine 70
Shows health and DT of any living target. 1d10 bonus to damage against living, nonmutated creatures.
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Your Karma ran over someone’s Dogma. Karma is doubled for the purposes of reaction.
Meditation - General - Level 9 - 1 Rank
You have learned the old technique of centering yourself. When meditating, your natural healing rate is tripled.
Blessed by the Moon - General - Level 10 - 1 Rank - CHA 5 - Cannot Take Blessed by the Sun
+2 INT and +2 PER between 6:00 P.M. and 6:00 A.M. (or 4:00 P.M. to 4:00 A.M. using the 8 hour clock). These bonuses can
temporarily raise your INT and PER above your racial maximum. This perk does not stack with the Touched by the Moon trait
and does not affect skill points earned.
Blessed by the Sun - General - Level 10 - 1 Rank - CHA 5 - Cannot Take Blessed by the Moon
+2 INT and +2 PER between 6:00 A.M. and 6:00 P.M. (or 4:00 A.M. to 4:00 P.M. using the 8 hour clock). These bonuses can
temporarily raise your INT and PER above your racial maximum. This perk does not stack with the Touched by the Sun trait
and does not affect skill points earned.
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Computer Whiz - General - Level 10 - 1 Rank - INT 7 - Hacking & Matrix Tech 75
Allows you to re-break into magi-tech terminals after being locked out once. It also allows you to try to break into an already
locked terminal, unless somepony else with Computer Whiz tried it before.
How We Do It down on the Farm - General - Level 10 - 1 Rank - Alchemy/Survivalism & Traps 50
In combat, your Critical Hits are more devastating. Your damage from Critical Hits, including sneak attack criticals, is increased
by 50%. This does not affect the chance to cause a Critical Hit.
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Wasteland Guru - General - Level 10 - 3 Ranks - Alchemy/Survival & Traps 75
You wrote the law of the sands and, as a result, you are regarded as The Master. The first rank of this perk increases your
Radiation Resistance by 10, the second increases your Poison Resistance by 5 and allows you to carry 20 more pounds of
equipment. The third rank increases your Sneak by 10 and your DR by 10.
Level 12
Bringer of Anarchy - General - Level 12 - 1 Rank - CHA 4
+2d10 damage against lawponies, traders, law abiding citizens, and other creatures with Karma above 25.
Cybernetic Engineer - General - Level 12 - 1 Rank - INT 5 - Mechanics 75, Matrix Tech 75
You can build and repair Cybernetics.
Cybernetic Surgeon Mk 1 - General - Level 12 - 1 Rank - INT 5 - Medicine 75, Matrix Tech 30
You have been trained and can implant Cybernetics into ponies.
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Nimble Moves - General - Level 12 - 1 Rank - Unarmed or Melee 75
Your chance to parry is increased by 15.
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Too Drunk to Die - General - Level 12 - 1 Rank
While you are drunk, there is absolutely nothing that can stop you. You gain a +5 to your DT while under the effects of alcohol.
Cybernetic Surgeon, Mk 2 - General - Level 14 - 1 Rank - Medicine 100, Hacking & Matrix Tech 75
You may now upgrade ponies with Cybernetics and reboot them in the field. You may use normal Medicine and healing
(including Doctor’s Bags and Hydra) on Cyberponies with Cyberpony (Design Level 3).
Death Dealer - General - Level 14 - 1 Rank - STR 6 - Battle Saddles / Firearms / MEWs / Arcane Magic 50
When firing full-auto, you take penalties as if your Rate of Fire is two less (minimum 1). This perk benefits you when using a
Rate of Fire weapon with which you have a skill of 50 or higher (or, in the case of spells with a RoF, Arcane Magic of 50 or
higher).
Lead Rain - General - Level 14 - 1 Rank - AGI 6, PER 6 - Battle Saddles / Firearms / Magical Energy Weapons 60
Your character has probably read Big Iron or Shootout at Cherry Hill Ranch and managed to learn a thing or two. Choose a
combat style: Battle Saddles, Firearms, or Magical Energy Weapons. This perk reduces the AP cost of each attack using your
chosen style by 5 AP, up to a maximum savings of 35 AP (total) per turn.
Mimicry - General - Level 14 - 1 Rank - PER 7, CHA 7 - Bluff & Intimidation 100
Can change their voice to resemble just about anypony they heard in the past hour. Checks to impersonate are rolled at a -35.
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Squad Leader - General - Level 14 - 3 Ranks - INT 5, Leader, Focus Fire
Under your excellent leadership, your companions fight more efficiently. Each rank of this perk provides +5 additional damage
and +5 to hit. You do not get these benefits – that’s the price of being a leader.
Level 16
Action Filly/Colt - General - Level 16 - 2 Ranks
Gain an additional 15 Action Points.
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Walker Instinct - General - Level 18 - 1 Rank - Alchemy/Survivalism & Traps 50
You gain +1 PER and AGI when outside. May take a single free standard Move Action per turn if outdoors.
Wall of Steeled Hooves / Whirling Blades - General - Level 18 - 1 Rank - Melee / Unarmed 80
Allows you to reroll a failed parry, but must take the results of the second roll.
Level 20
Celestial Powered - General - Level 20 - 1 Rank
While in direct sunlight, you get +2 STR and you regenerate 1 HP per second. Does not regenerate crippled limbs.
Rampage’s Strike - General - Level 24 - 1 Rank - AGI 8, STR 8 - Melee 90, Unarmed 90
The slayer walks the earth! In HtH or Melee combat, your character will do a massive bleeding effect on a target once per battle.
5d10 bleed damage per turn until healed.
Level 30
Ain’t Like That Now - General - Level 30 - 1 Rank - Karma < -25
All weapons cost 5 fewer AP and gain a +5% Crit Chance. You also get 1 free move action per turn regardless of armor type.
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Brothers in Arms - General - Level 30 - 1 Rank - Squad Leader, Inspiring Leader, Magic of Friendship
Stay together and there is nothing your squad can’t overcome. With this perk, you and your companions gain 5 DR per person
in squad (max of 25). That’s the reward for being a leader.
If You Can’t Beat ‘Em - General - Level 30 - 1 Rank - END 9 - Alchemy/Survival & Traps 100
War. Radiation. Raiders. Mutants. Harsh life in the Equestrian Wasteland has battered and bruised both your body and soul,
but you’re not going to take it anymore! You have adapted. You have survived. Mercy to anyone - or anything - that stands in
your way now. You can remake your character as a monster. but must keep this perk at level 30.
Just Lucky I’m Alive - General - Level 30 - 1 Rank - Karma between -25 and 25
Upon finishing a battle with less than 25% health, gain +4 LCK for 24 hours, +50% Critical Damage., +25 AP, and +3 Initiative.
Racial Perks
These perks require you to be the appropriate race in addition to the standard perk requirements.
Earth Pony
Jus’ Buck It an’ It’ll Be Fine! - Earth Pony - Level 2 - 1 Rank - Any Weapon Skill 40
Unjamming/unglitching a gun only costs 10 AP and jamming/glitching only reduces the weapon’s condition by 5%. You can
modify jambusters to only cost 10 AP.
Earth Pony Magic (Artisan) - Earth Pony - Level 3 - 3 Ranks - CHA 4, Not Random
You really do put a bit of yourself in your work, and with amazing results. For every rank of this perk, items you personally
craft have a 15% chance of ignoring degradation due to Critical Failures or damage, and a 30% chance of ignoring degradation
due to wear and tear or environmental conditions. This can happen when repairing items if one receives a crit during the
process. Additional ranks increases Crit Range Chance by 5 (repairing with an identical item doubles the Crit Range for the roll).
Mastery: +10% to each. You cannot take this perk if you have the trait Random.
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Advanced combat actions which cause you to move. You cannot take this perk if you have the trait Random.
Ah’ Fixed It! - Earth Pony - Level 4 - 2 Ranks - Repair 30
Can improve the general condition of weapons and armor/clothing, giving them +2 Base Damage or +2 DT and +5 single skill
enhancement, by combining with another of the same item. Rank 2 can be taken at level 8. The item can now be fixed above
120% condition by the Earth Pony, but it can only be done once.
Years of Applebucking (rank 3) - Earth Pony - Level 4 - 1 Rank - STR 4 , Years of Applebucking (rank 2)
Gain an extra 1d10 more damage with all Unarmed-type attacks.
Cybernetic Surgeon - Earth Pony - Level 8 - 1 Rank - Medicine 60, Hacking & Matrix Tech 60
You may now upgrade ponies with Cybernetics and reboot them in the field! Have you thought about joining up with Red-
Eye? You may perform Cybernetic surgeries of any kind and difficulty, manufacture your own Cybernetic parts with the right
equipment and materials, upgrade Cyberponies, and even invent schematics for your own Cybernetics.
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Bombermare/buck - Earth Pony - Level 9 - 1 Rank - INT 5, LCK 5 - Explosives 60
Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately
and that explosive will not go off or detonate. It will be reset so the bomber can try once more. If they fail again, they will not
notice, nor be able to try again.
Bringing out the Big Guns - Earth Pony - Level 12 - 1 Rank - STR 6
Gain +5 to hit for every point of effective STR you are above a heavy weapon’s STR requirement. Max. +20.
Immovable Object - Earth Pony - Level 24 - 1 Rank - STR 6, END 6, Brick Wall
You cannot be knocked down or pushed back, unless you let yourself be. Period.
Pegasus
Flight (rank 1) - Pegasus - Level 1 - 1 Rank - (free at first level)
You can lift yourself off the ground and drift by at a slow pace. You’re an embarrassment to the Enclave, soldier!
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Extra Tricks - Pegasus - Level 2 - Special - AGI 5
You gain +3 Trick Points. This perk may be taken up to five times with the following restrictions: the second rank of the perk
becomes available at level 6, the third at level 10, the fourth at level 14, and the fifth at level 18.
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Ten Seconds Flat - Pegasus - Level 8 - 1 Rank - AGI 8
When performing weather control, you can make minor adjustments (such as clearing the sky of small, normal clouds) in turns,
rather than hours. When acting as a Weather Team Captain, your team performs large-scale weather manipulation in half the
normal time, or a quarter of it with a successful Flight Magic skill roll. You reduce the AP cost of weather-controlling tricks,
such as Whirlwind and Fog Bank, by 10.
Expert Pegasus Tricks - Pegasus - Level 10 - 1 Rank - CHA 7, Advanced Pegasus Tricks
You may perform all the listed Expert Pegasus Tricks, and may learn unique Expert Pegasus Tricks.
Wonderbolt Maneuver - Pegasus - Level 20 - Special - Expert Pegasus Tricks, Flight (rank 4)
You may perform a single Wonderbolt Maneuver. NOTE: Enclave Pegasi always learn Sonic Rainboom as their first
Wonderbolt Maneuver. This perk may be taken up to five times with the following restrictions: the second rank of the perk
becomes available at level 24, the third at level 26, the fourth at level 28, and the fifth at level 30.
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Unicorn
Magic Theory - Unicorn - Level 2 - Special - INT 6
Gain Basic Training in a single spell school of your choice. This does not grant spells, but allows you to learn from that spell
school with normal penalties. Can be taken until you have Basic Training in all the spell schools.
You gain the ability to identify, charge, and use matrixes. Casters may also Matrix Cast a spell co-operatively with other Matrix
Casters.
To identify a spell matrix, a successful Arcane Magic check must be made. This check has a difficulty of -10 for a Basic Spell,
-20 for an Advanced Spell, and -30 for an Expert Spell. Any pony can install a spell matrix into a Robot, should they have the
perk Robotics Expert. This will allow the Robot to energize the spell matrix, firing the spell (or the spell of its choice) once per
round.
Should it be installed with a spell matrix with multiple spells, each spell may be fired for the AP cost of that level of spell (Basic/
Advanced/Expert). A Robot fires the spells with a POT and VER of 1.
A Unicorn can energize a spell matrix (assuming they are holding it by hoof, mouth, or with TK) for twice the Strain of the spell
inscribed inside the matrix. For the same AP as any other spell of its level (Basic/Advanced/Expert), the Matrix Caster can cast
it (even a One-Trick Unicorn may cast this spell for the appropriate AP), and such spells can be stored inside a Spell Closet. The
spell is cast with a POT and VER of 1. Charging and activating a matrix are two separate actions, both requiring the normal AP
cost of the spell level (Basic/Advanced/Expert) inside the matrix.
Spell weaving: You may weave up to [VER/2] spells, of the same level (Basic/Advanced/Expert) and that you know, together
for combined effects. For example, you could integrate Flame Strike and Lightning Strike into a single spell with the cumulative
damage and effects of both, or cast a spell with an integrated Bypass spell. Weaving these spells requires an Arcane Magic check
for each spell being weaved and a set up time equal to 12 turns. These weaved matrixes may be used for a number of minutes
equal to your POT. Spells used together are subject of GM approval, and should be restricted to spells which would logically
work together in some way. Spell combinations cast this way cost AP equal to the casting of a single spell and Strain equal to
the sum of the Strain cost for each spell, minus five Strain for each integrated spell.
Co-operative casting requires all casters involved to have the Matrix casting perk and for all casters to know the spell. Co-
operative casting uses the highest POT and VER among the group of casters, while splitting the Strain cost evenly among all
the casters. Co-operative casting costs the AP of the spell being cast +5 AP divided among each caster. The casters must work in
unison, so perks such as Zen Casting or Spell Alacrity may only be applied if all casters have these perks.
All matrix casting, solo or co-operative, requires an initial Arcane Magic roll to set up and sync to the other Matrix Casters (if
there are any). Once the matrix is established, all Matrix Casters must remain within Short range from one another. If they ever
move past Short range, the matrix breaks. If one or more Casters is slain or knocked unconscious, the matrix will break.
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Telekinetic Precision - Unicorn - Level 2 - 1 Rank - PER 5 - Magic 40
You’ve got a steady horn on your head for when you need to count sand, thread a needle, or keep a pin in a grenade. Allows up
to 1/2 (rounded up) VER objects to be finely manipulated. You need this perk to use more than one weapon or to effectively use
a number of skills with TK. Attempting fine manipulation of objects outside of your line of sight requires a skill rank of at least
70 in the associated skill.
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Resilient Horn - Unicorn - Level 6 - Special
Your magic regenerates faster and you are more resistant to burnout. You gain +3 Strain whenever you regenerate Strain and
a +1 to END checks to resist burnout. Rank 2 may be taken at level 10 and rank 3 at level 14. Mastery: An additional point of
Strain whenever you regenerate Strain and an additional +2 to END checks to resist burnout.
Mighty Spell (rank 2) - Unicorn - Level 12 - One Trick Pony, POT 4, Mighty Spell (rank 1)
You have further improved your capacity with your one trick. You may now spend 2x normal Strain to increase POT to
[POT*4] for a single casting.
Mighty Spell (rank 3) - Unicorn - Level 18 - 1 Rank - One Trick Pony, POT 5, Mighty Spell (rank 2)
You have further improved your capacity with your one trick. You may now spend 3x normal Strain to increase POT to
(POT*8) for a single casting.
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Advanced Matrix Casting - Unicorn - Level 22 - 1 Rank - Matrix Caster - Hacking & Matrix Tech 90
You have mastered the art of Matrix Casting.
Charging matrixes now only costs the amount of Strain of the spell inside. Additionally, you may simultaneously charge and
activate the spell in a single action (as if you were casting it yourself). This costs the amount of AP of the spell’s level, +5 AP to
perform. These spells now use your POT and VER.
When co-operatively casting a spell, the casters involved may now, instead, all pay the Strain and AP cost of the spell to
multiply its effects and range by the number of casters involved in the casting. This requires total concentration and, if one of the
casters is slain or loses concentration, the spell will fail.
Spell weaving now only requires 6 turns to set up and you may mix up to VER amount of any level of spell (Basic/Advanced/
Expert) together. However, the spell will have the AP cost of the highest level spell woven into the matrix.
Co-operative Spell Weaving: Advanced matrix casters may now co-operatively weave as many different spells into the matrix as
there are casters. So long as one caster knows the spell being woven in, they may lead the other casters through the spell. This
requires the caster who knows and is adding the spell to roll two Arcane Magic checks. The first to cast the spell, and the second
to lead the other casters in the spell. The casters being led must then roll an Arcane Magic check to follow along and successfully
weave the spell into the matrix. This must be done as many times as there are spells being woven. If all casters involved know
the spell at the level it is being woven in, no leading is required. All casters simply roll an Arcane Magic check to weave in the
spell.
Mighty Spell (rank 4) - Unicorn - Level 24 - One Trick Pony, POT 6, Mighty Spell (rank 3)
You have further improved your capacity with your one trick. You may now spend 4x normal Strain to increase POT to
[POT*16] for a single casting.
Zebra
Blending with the Herd - Zebra - Level 1 - 1 Rank
You blend in unusually well. In a group of 2 or more Zebra, for every Zebra in the group, you receive a +1% Sneak (max 30%) to
remain hidden in the group.
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Which Way Round Are They - Zebra - Level 4 - 1 Rank
You’ve discovered the best way to utilize your stripes, and that’s to be around more stripes! For every Zebra you are with, you
gain a -5 to be hit, up to a maximum of -15.
Years of Applebucking (rank 3) - Zebra - Level 4 - 1 Rank - STR 4, Years of Applebucking (rank 2)
Do +1d10 more damage with all Unarmed attacks which inflict lethal damage.
Elemental Alchemist - Zebra - Level 10 - 2 Ranks - Advanced Alchemy - Alchemy/Survivalism & Traps 60
Potions you brew which grant elemental resistance grant an additional 5% elemental resistance.
Potent Brew - Zebra - Level 10 - 1 Rank - Advanced Alchemy - Alchemy/Survivalism & Traps 60
Poisons you brew which deal HP Damage (rather than S.P.E.C.I.A.L. Damage) deal an additional +5 damage per turn. Sleeping
Powders you concoct inflict an additional +5% penalty to actions after premature awakening.
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Second Helping - Zebra - Level 10 - 1 Rank - Alchemy/Survivalism & Traps 60
Every time you brew a potion, you have [((Alchemy/Survivalism & Traps/10) rounded down) + LCK]% chance you gain
another batch of the brew, simply because you’re that good of an Alchemist.
Hoof of the Ancestors - Zebra - Level 16 - 1 Rank - Pressure Points, Strong Buck - Unarmed 80
Your Unarmed strikes have an AGI% chance to paralyze (not with weapons, only hooves) a target for 1 round. This does not
affect creatures size 2 and above.
Astral Projection - Zebra - Level 18 - 1 Rank - Shaman or Tribal Shaman - Shamanism 100
This is the ability to eject the soul from the body and have it wander as a spirit. In this form, one is invisible, inaudible, and able
to fly, pass through walls, and enter a person’s dreams (where one can be seen and heard).
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Bounty Hunter - Griffon - Level 2 - 1 Rank
You gain +2d10 Normal or Stun Damage against targets you are contracted against or have taken a bounty on.
NOTE: this ability does not allow you to qualify for the Expert Pegasus Tricks perk. In addition, you may now take the Extra
Tricks perks.
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Trophy Hunter - Griffon - Level 8 - 1 Rank
You can claim rather impressive looking trophies from slain mutants to sell. Claiming trophies from intelligent races will incur
Karma loss.
Feeling All the Gashes - Griffon - Level 10 - 2 Ranks - Any combat skill 70
Going the up close and dirty way leaves scars, but, since it didn’t kill you, it made you stronger instead! +5 to any combat skill
and +20 HP.
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Your natural Unarmed attacks deal an extra +1d10 DAM. With rank 2, your attacks gain the Armor Piercing (Light) special
rule.
Burrow (rank 1) - Dragon - Level 4 - 1 Rank - STR 4
You may dig at half walking speed through soft sand or dirt.
Draconic Hoarding - Dragon - Level 10 - 3 Ranks - LCK 6, Scrounger & Greedy Guts (rank 1)
Gain 30% more caps (rounded up) from all sources and always get a roll for caps when looting.
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opponent may only be attacked once.
Iron Hide - Dragon - Level 12 - 1 Rank - Tough Scales (rank 3)
Gain +4 Natural DT and +25% Fire Resistance.
Size Value of Y
-2 .5
-1 1
0 2
1 4
2 8
3 16
4-5 32
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Greedy Guts (rank 4)
Dragon - Level 22 - 1 Rank - Greedy Guts (rank 3), Total gear value of personal belongings equal to 10000+ caps (100,000 caps
Quest)
The size of your hord has helped you grow to even larger proportions. You’re still young and have more growing to do. You’re
now a full head taller than a large pony! Not big enough to have trouble moving about inside, but still pretty big. You are now
size 1. Any gear you use, including weapons and armor, must be specially modified for your use. Any armor you wear will have
its DT halved from being spread around your quite large frame. You now have the Bruiser trait and gain [+1 END, STR, or
AGI], [+5 Nat DR], [+50 carry weight], and [+50 HP]. Your maximum STR and END are also increased by 1 (i.e. to max of 12
instead of 11). Your Unarmed Basic Melee attacks deal double damage (before temporary modifiers).
Young Adult
Dragon - Level 30 - 1 Rank - Greedy Guts (rank 4), Total gear value of personal belongings equal to 15000+ caps (150.000c
Quest)
Your hoard has reached almost legendary status, allowing you to have reached adulthood. Not full grown, but still considered
an adult by other Dragons. You are now size 2 and are unable to fit into small places (small buildings, caves, etc.), as you are
bigger than a sky wagon. You gain +1 STR, +1 END, double your natural DT and triple your natural DR, and have +100 carry
weight. You get +100 HP and your claws now deal a Base Damage of [(2xSTR)+2d10]. You are now so big that no conventional
weapon or armor can be used by you. Your maximum STR and END are also increased by 1 (i.e. to max of 13 instead of 12) and
your Unarmed Attacks gain Reach. Your Unarmed Basic Melee attacks deal triple damage (before temporary modifiers), but cost
5 additional AP.
Dipped Alicorn
Student of the Followers - Dipped Alicorn - Level 2 - 3 Ranks
+5 [Medicine, Academics & Lore] per rank. Mastery: 5 extra points in each of these skills.
Good with the Thundery Ones - Dipped Alicorn - Level 10 - 1 Rank - Spells: Energy Strike (Lightning), Storm
Cloud
You can choose to have your spells that deal Lightning Damage deal Lightning Stun Damage instead. Lightning Stun Damage is
resisted by Stun DT and reduced by Lightning Resistance. You gain +10 Lightning Resistance.
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Nightkin - Dipped Alicorn - Level 10 - 1 Rank - PER 6, Blue Alicorn - Sneak 30
Your senses are very well developed. You gain a +2 bonus to PER in the dark and penalties for light levels are reduced by 50%.
You also gain a 25% bonus to detecting enemies who are sneaking around.
Ghost of One - Dipped Alicorn - Level 20 - 1 Rank - INT 8, CHA 6, Post S&R
You remember some of your time in Unity. Gain the Quest Perk Great and Powerful.
Natural Born Alicorn
Child of Two - Natural Born Alicorn - Level 2 - 1 Rank
You may gain access to a second spell school and [(VER/2), rounded down] Basic spells from that spell school.
Tough Hide (rank 4) - Natural Born Alicorn - Level 10 - 1 Rank - Tough Hide (Rk 3)
Alicorns can go beyond their peers with their strength, allowing them to take rank 4 in the Tough Hide perk line. Gain +4 DT
and +6 Stun DT.
Tale of Two Sisters - Natural Born Alicorn - Level 20 - 1 Rank - Karma < -50 or > 50
You seem to follow one of the paths of the Princesses. You have +1 disposition with your Karma side, and +2d10 damage vs. the
other.
Diamond Dog
Digging (rank 1) - Diamond Dog - Level 1 - 1 Rank - STR 3
Digging is in your DNA. You can dig your way through terrains at [(END*2)+(STR*2)+1d10] yds. However, you can only dig
through dirt and less tough material. It costs 20 AP to enter and exit a dug tunnel. Tunnels will collapse once you leave the hole.
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Diamond Paw - Diamond Dog - Level 2 - 3 Ranks - STR 4
Additional +5 damage with all Unarmed attacks.
Cybernetic Engineering Is for the Dogs! - Diamond Dog - Level 8 - 1 Rank - INT 5 - Repair &
Mechanics 50
You can build and repair Cybernetics.
Cybernetic Surgery Is for the Dogs! - Diamond Dog - Level 8 - 1 Rank - INT 5 - Medicine 50
You have been trained to implant Cybernetics into ponies.
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Burrow (rank 2) - Hellhound - Level 4 - 1 Rank - STR 6
You may now dig through hard packed sand and dirt, as well as gravel, at half walking speed.
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and it now lasts for 6 rounds rather than 5.
Trained Perks
Advanced Power Armor Training - Trained - Level 8 - 1 Rank - Basic Power Armor Training
Gain +1 PER. AGl penalty is reduced by 1 (when wearing PA). Armor accounts 100% for its wg.
Expert Power Armor Training - Trained - Level 12 - 1 Rank - Advanced Power Armor Training
Gain +1 PER when wearing PA. Armor accounts 100% for its wg.
Power Armor Mastery - Trained - Level 16 - 1 Rank - Advanced Power Armor Training
+1 PER and AGl penalty reduced by 1 when wearing Power Armor, +5% DR; you have learned how to get the utmost out of
your armor’s systems.
Quest Perks
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Cyberpony (Design Level 3) - Quest - 1 Rank - Cyberpony (Design Level 2)
Your body is now an almost entirely synthetic housing for your mind and soul. Your body repairs itself over time at 1 HP every
2 turns. However not even normal medicine or healing magic can aid you now. You gain the benefit of your Cyberpony Suite
for Design Level 3. Finally, your spiritual resilience is weakened; your CHA is now treated as four lower (minimum 0) for the
purpose of resisting attacks on the soul.
Specific Perks
Cyborg
Adamantium Bone Lacing - Cyborg - Level 8 - 1 Rank - Cyperpony (Design Level 1)
Halves Limb Damage.
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Flight (rank 2) - Cyborg - Level 15 - 1 Rank - Cyberwings
You gain Flight (rank 2).
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Youngster
Filly Crusader - Youngster - Level 2 - 1 Rank - Youngster, Blank Flank
Foals only. Player can be taught skills from other party members (not NPCs). Player can gain +5 Skill Points to any skill that is
Tagged by another party member through tutelage. Duplicate tags do not stack.
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Skills and Special Talents
Skills are the second type of scores that make up the bulk of a character’s abilities, and are far more specialized than
S.P.E.C.I.A.L.s. There are 24 different skills, sorted into 3 types: Combat, General, and Magic. Combat skills govern your
proficiency with a given set of weapons, ranging from your bare hooves (or claws) to the fearsome Balefire Egg Launcher, and
everything in-between. General skills are the most varied of the skills, but tend to make up 90% of non-combat rolls. General
skills range from knowledge of survival, to mechanical systems, to general knowledge of the world. Magic skills are, by and
large, locked to their specific race, although non-members can still take these skills. At that point, they simply become a second
knowledge skill. There are stories of ponies able to use other races’ magic, but that’s just an old mare’s tale. Right?
A Special Talent is a physical manifestation of a pony’s core ability. Special Talents give characters who have them an additional
Tagged Skill. In addition, this skill can be raised to a maximum level of 115, instead of the normal 100. A pony’s Special Talent
is tied to their Cutie Mark, a symbolic image of their ability that appears on their flank, whereas Zebras receive a Glyph Mark,
which functions like a Cutie Mark but usually appears much more abstract.
Foals do not usually start the game with a Special Talent. However, when a foal discovers their Talent for the first time, the
skill cap is instead raised to 120. Dipped Alicorns may rediscover their Talent after the events of Sunshine and Rainbows, but
otherwise do not have a Special Talent.
Combat:
There are seven combat skills.
Unarmed
Unarmed is combat using the character’s innate or minimal weapons. Weapons that can be used with this are things like brass
horseshoes.
Thrown
Thrown applies to thrown weapons, such a throwing knives, tomahawks, and spears. It can also be used for throwing grenades,
natural ranged weapons, and bows.
Melee
Melee applies to non projectile weapons, such as swords and baseball bats.
Firearms
Firearms applies to shooting. With guns. And bullets. Do you really need more explanation?
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Players start off with a Firearms skill equal to: [PER+AGI+(LCK/2)]
Explosives
Explosives applies to blowing stuff up. How much more obvious does this need to be?
Battle Saddles
Battle Saddles is for weapons mounted on a battle saddle. It allows a character to more effectively use large, otherwise unwieldy
weapons. Battle Saddles also give a bonus (or rather, less of a detriment) to using other classes of weapons, when those
weapons are put on the saddle.
Players start off with a Battle Saddles skill equal to: [PER+(2*END)+STR+(LCK/2)-10]
General:
General skills are all skills that are not directly combat related.
Barter
Barter is the ability to trade. A high Barter skill allows the player to earn more caps for scavenged items, as well as to get good
deals on purchases along with appraising items. This is the first of the Speech Based Skills.
Players start off with an Alchemy/Survivalism & Traps skill equal to: [END+PER+(LCK/2)]
Players start off with a Negotiation & Seduction skill equal to: [(CHA*2)+(LCK/2)]
Players start off with a Bluff & Intimidation skill equal to: [(CHA*2)+(LCK/2)]
Sneak
Sneak is the ability to move without being seen. Use this skill to infiltrate an enemy encampment or get up close and personal to
people who would rather you not.
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Lockpick
Lockpick is the ability to pick locks. Use of this skill can unlock (pun intended) a whole world of lore and loot for those willing to
spend time with the screwdriver and bobby pins.
Sleight of Hoof
Sleight of Hoof is the ability to remove things without being noticed. Use this in combination with Sneak for Super-Sleuthing!
Players start off with a Sleight of Hoof skill equal to: [CHA+AGI+(LCK/2)]
Players start off with a Hacking and Matrix Tech skill equal to: [(INT*2)+(LCK/2)]
Chemistry
Chemistry is the ability to work with chemicals. Use this skill for creating chems and other useful items.
Medicine
Medicine is the ability to heal. All healing items rely on this skill for effectiveness, so it is certainly not one to neglect.
Players start off with an Academic & Lore skill equal to: [(INT*2)+(LCK/2)]
Players start off with a Repair & Mechanics skill equal to: [(INT*2)+(LCK/2)]
Gambling
Gambling allows the player to use more than dumb luck to win at games of chance.
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Athletics
Athletics is the skill of the athlete. From sports to gymnastics and everything inbetween. Players may substitute this skill for
their Agility. Just because you’re slow doesn’t mean you aren’t Athletic.
Profession
The Profession skill allows the player to have a specialty beyond those skills previously listed. Use Professionalism to build a
deeper character.
The Profession skill does not have a set formula for starting skill level. It is up to the player and the GM to determine the
formula using the appropriate S.P.E.C.I.A.L.s. The formula is generally expressed as [S1+S2+(LCK/2)]. Where S1 is the
value of the first related S.P.E.C.I.A.L. and S2 is the value of the second related S.P.E.C.I.A.L.. S1 and S2 may be the same
S.P.E.C.I.A.L.. If players are not interested in using the Profession skill for a specific specialty, then they may use the formula
[(CHA*2)+(LCK/2)]
Magic:
It’s magic, we don’t have to explain squat!
Arcane Magic
Arcane Magic is the magic of the Unicorns. Can also apply to other magically-tuned races. Determines the character’s magical
ability level.
Players start off with an Arcane Magic skill equal to: [PER+INT+(LCK/2)]
Flight Magic
Flight Magic is the magic of flight. Applies to Pegasi, Griffons, and other flying races. Determines the character’s flying ability
level.
Players start off with a Flight Magic skill equal to: [END+AGI+CHA+(LCK/2)]
Shamanism
Shamanism is magic beyond the horn. Applies mostly to Zebras, but also other non-arcane magic users. Determines the
Shaman’s ability to use spirit magic.
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Starting Caps
Depending on the campaign, setting, and GM, it is possible for characters to start off at levels other than 1. Here is a list of the
suggested amount of caps characters should start with, based on their level.
Starting Equipment
A character’s starting gear is often a reflection of themselves or their past. More often than not, it was something that was given
to them as a going-away gift or was something they saved their caps up to buy. Was the gear scavenged from the fallen or from
pre-war buildings? Why go with just a mercs outfit instead of reinforced leather armor? Guns or swords?
Characters start with 300 caps to spend on starting gear. All gear is bought at listed price from the Equipment List (barter/
disposition has no effect one way or another). Any caps not spent are saved and brought into gameplay. Equipment is limited to
tier 0 and 1 at character creation. At higher levels, characters start with more caps as well as higher tier items. This represents
the time spent in the Wastes and a character’s grit, not to mention luck of having survived so long.
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Ranged Weapons List
Ranged Weapons fall into two categories, Ballistic Firearms and Magical Energy Weapons. These each break down into five
general groups: Pistols, SMGs, Rifles, Shotguns, and Heavy weapons, which are ranked in tiers 0-4.
Ballistic Weapons
Pistols
-Tier 0-
.22 REVOLVER - Weight: 1 lbs. - Value: 10 caps - STR Requirement: 1 - Range: Short - Type: Pistol
Damage: 8+ AP Cost: 20 Rate of Fire: Semi-Auto Magazine Size: 8 Ammo Type: .22LR
IF8/22: Small personal firearm produced by Ironshod Firearms from throughout the War till the day the bombs fell. Popular
amongst city mares on the go.
Special Rules: Revolver; Concealable; +2% Crit Chance; Common
9MM PISTOL - Weight: 1.5 lbs. - Value: 10 caps - STR Requirement: 2 - Range: Short - Type: Pistol
Damage: 10+ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 13 Ammo Type: 9mm
BrownMare Protector: A standard for ponies in the war. Sturdy and reliable, these were mass produced for both
military and civilian use.
Special Rules: Common
ZEBRA PISTOL - Weight: 3 lbs. - Value: 20 caps - STR Requirement: 4 - Range: Short - Type: Pistol
Damage: 12+ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 8 Ammo Type: 10mm
Z-08: The Z-08 was the first basic issue automatic pistol for the Zebra Empire. They were a very popular battlefield trophy
for Equestrian troops, making them a common sight in Equestria.
Special Rules: Common
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-Tier 1-
.357 REVOLVER - Weight: 1.5 lbs. - Value: 10 caps - STR Requirement: 2 - Range: Short - Type: Pistol
Damage: 25+ AP Cost: 25 Rate of Fire: Semi-Auto Magazine Size: 6 Ammo: .357 cal
Model 17: A fairly common Shimmer & Glimmer revolver, used extensively during the early stages of the War.
Special Rules: Revolver; Common
10MM PISTOL - Weight: 3 lbs. - Value: 50 caps - STR Requirement: 4 - Range: Short - Type: Pistol
Damage: 15+ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 12 Ammo Type: 10mm
M10: The most manufactured pistol during the war. It has become a Wasteland standard.
Special Rules: Common
ZEBRA INFILTRATOR PISTOL - Weight: 2 lbs. - Value: 500 caps - STR Req: 2 - Range: Short - Type: Pistol
Damage: 12++ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 10 Ammo Type: 9mm
ZI-08S: A silenced version of the Z-08. Built with an integrated silencer and rechambered in 9mm, it was favoured by Zebra
spies for its larger magazine and portability.
Special Rules: Enchanted; Silent; Uncommon
-Tier 2-
.44 REVOLVER - Weight: 3.5 lbs. - Value: 300 caps - STR Requirement: 5 - Range: Short - Type: Pistol
Damage: 35+ AP Cost: 25 Rate of Fire: Semi-Auto Magazine Size: 6 Ammo Type: .44 cal
Colt Boa: When it was created midway through the War, it was boasted as being “the most powerfull mouth held pistol in
the world”.
Special Rules: Revolver; Common
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5.56MM PISTOL - weiGhT: 5 lbs. - value: 350 caps - STR requireMenT: 6 - ranGe: Medium - TyPe: Pistol
DaMaGe: 22++ aP coST: 20 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo TyPe: 5.56mm
R-56: An odd attempt by Colt to make a military sidearm that used the standard 5.56mm round. It was rejected by the
military but was moderately popular as a civilian weapon, due to the variety of different ammo types available, or, in more
modern times, built from a converted 5.56mm rifle.
Special Rules: Revolver; Common
-Tier 3-
COLT .45 AUTO PISTOL - weiGhT: 3.5 lbs. - value: 850 caps - STR requireMenT: 3 - ranGe: Short - TyPe: Pistol
DaMaGe: 25+ aP coST: 25 raTe oF Fire: Semi-Auto MaGazine Size: 7 aMMo: .45 auto
Colt E1911: The standard issue sidearm of the Equestrian military for most of the War. Sturdy, reliable, and having good
stopping power, it was just the thing for stopping a charging Zebra dead in its tracks.
Special Rules: Common
-Tier 4-
.45-70 MIN. REVOLVER - weiGhT: 4 lbs. - value: 2000 caps - STR requireMenT: 6 - ranGe: Medium - TyPe: Pistol
DaMaGe: 55+ aP coST: 30 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo: .45-70 Min.
IF9/4570: A large caliber, long barreled revolver developed by Ironshod Firearms for Equestrian troops. Due to its low
ammo capacity and slower trajectory it did not see much use, despite its high stopping power and accuracy. It became popular
among Equestria officers as a symbol of distinction.
Special Rules: Revolver; Uncommon
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DESERT GRIFFON - weiGhT: 4 lbs. - value: 2400 caps - STR requireMenT: 6 - ranGe: Short - TyPe: Pistol
DaMaGe: 36+ aP coST: 20 raTe oF Fire: Semi-Auto MaGazine Size: 8 aMMo TyPe: .44 cal
GG Desert Griffon: A favorite among Griffon soldiers, due to its ergonomic grip and its disregard for most forms
of armor. While its high recoil and large size made it impractical for longer range aerial combat, it made a name for itself in
the more “up close and dirty” combat that Griffons were known for. It even made an appearance in the popular movie “The
Maretrix,” which inspired a popular Equestrian friendly version by Shimmer & Glimmer Firearms.
Special Rules: Rare
SMGs
-Tier 0-
.32 SMG - weiGhT: 4 lbs. - value: 35 caps - STR requireMenT: 4 - ranGe: Short - TyPe: SMG
DaMaGe: 6+ aP coST: 30 raTe oF Fire: 3 MaGazine Size: 20 aMMo TyPe: .32 cal
ZZ-32: One of the earlier Zebra-made automatic weapons. Intended for use by Zebra assault troops. They saw constant use
until war’s end.
Special Rules: +3% Crit-Fail Chance; Common
-Tier 1-
9MM SMG - weiGhT: 4 lbs. - value: 100 caps - STR requireMenT: 3 - ranGe: Short - TyPe: SMG
DaMaGe: 10+ aP coST: 30 raTe oF Fire: 4 MaGazine Size: 30 aMMo TyPe: 9mm
M3: Cheap, reliable, and deadly, this SMG saw extensive use throughout all theatres of the War.
Special Rules: Common
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-Tier 2-
10MM SMG - Weight: 5 lbs. - Value: 350 caps - STR Requirement: 4 - Range: Short - Type: SMG
Damage: 12+ AP Cost: 30 Rate of Fire: 4 Magazine Size: 30 Ammo: 10mm
MP10: Designed by Ironshod Firearms for security and police response teams, the MP10 was renown for its robustness and
reliability, making it a common sight in the Wasteland.
Special Rules: Common
-Tier 3-
.45 AUTO SMG - Weight: 11 lbs. - Value: 1200 caps - STR Requirement: 6 - Range: Short - Type: SMG
Damage: 20+ AP Cost: 30 Rate of Fire: 4 Magazine Size: 30 Ammo: .45 Auto
M111A2 ‘Tommy Gun’: Originally designed by Lyra Machine and Tool as a heavier SMG for front line troops, it
quickly gained a reputation with the Chicacolt and Manehatten mafia, most notably in the hooves of ‘Machinegun Knitter,’ who
is said to have killed nearly 100 ponies/Zebra/Griffons with hers.
Special Rules: +2% Crit-Fail Chance; Common
ZEBRA INFILTRATOR SMG - Weight: 3 lbs. - Value: 1000 caps - STR Req: 3 - Range: Short - Type: SMG
Damage: 12+ AP Cost: 25 Rate of Fire: Burst Magazine Size: 20 Ammo: 10mm
ZI-10: With the success of the ZS-09 and ZI-08S, the ZI-10 sought to kick off the Zebra’s “Infiltrator” series of weaponry
for use by Zebra Special Forces. While the ZI-10 succeeded in that goal, it was quite unpopular compared to the rest of the
“Infiltrator” firearms, due to many design flaws.
Special Rules: Silenced; Enchanted; 1.5 Scope; Extremely Rare
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Rifles
-Tier 0-
BB GUN - weiGhT: 2 lbs. - value: 10 caps - STR requireMenT: 1 - ranGe: Short - TyPe: Rifle
DaMaGe: + aP coST: 15/10+5 raTe oF Fire: Lever-Action MaGazine Size: 100 aMMo TyPe: .32 cal
Red Trotter: Little more than a child’s toy. You could possibly kill something with it if you’re lucky!
Special Rules: 3 x Crit DAM; Silent; Lever-Action; Common
LIGHT GRENADE RIFLE - weiGhT: 5 lbs. - value: 40 caps - STR requireMenT: 4 - ranGe: Short - TyPe: Rifle
DaMaGe: 25++ aP coST: 35 raTe oF Fire: Single-Shot MaGazine Size: 1 aMMo TyPe: 25mm Grenade
M321: A light, stand-alone grenade launcher than could be mounted under the barrel on some Equestrian military rifles.
Special Rules: Uncommon
SERVICE CARBINE - weiGhT: 3 lbs. - value: 25 caps - STR requireMenT: 2 - ranGe: Short - TyPe: Rifle
DaMaGe: 12+ aP coST: 30 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo TyPe: .45-70 Min.
M12 Carbine: A lightened version of the standard M12 rifle issued to non-coms and reserve units. It was manufactured
by many different companies.
Special Rules: Common
-Tier 1-
ANTI-PONY GRENADE RIFLE - weiGhT: 8 lbs. - value: 100 caps - STR req: 5 - ranGe: Medium - TyPe: Rifle
DaMaGe: 30++ aP coST: 30 raTe oF Fire: Semi-Auto MaGazine Size: 4 aMMo TyPe: 25mm Grenade
APGR: Light semi-auto pony portable grenade laucher designed for a support role.
Special Rules: Uncommon
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CROSSBOW - weiGhT: 6 lbs. - value: 100 caps - STR requireMenT: 3 - ranGe: Medium - TyPe: Rifle
DaMaGe: 20++ aP coST: 20 raTe oF Fire: Stirrup MaGazine Size: 1 aMMo TyPe: Bolt
Crossbow: A bit different than what most are used to, it fires bolts instead of bullets. It is near silent and the ammo is
retrievable.
Special Rules: Silent; Common
SERVICE RIFLE - weiGhT: 8.5 lbs. - value: 75 caps - STR requireMenT: 2 - ranGe: Medium - TyPe: Rifle
DaMaGe: 12+ aP coST: 15 raTe oF Fire: Semi-Auto MaGazine Size: 20 aMMo: 5.56mm
M12: The standard issue rifle for the Equestrian military. Cheap and simple to produce, it has even been manufactured in
small numbers in the Wasteland. The Zebra Empire also had a version of this weapon that was nearly identical, with the main
difference being that it was in a bullpup configuration.
Special Rules: Bayonet Lug; Common
VARMINT RIFLE - weiGhT: 5.5 lbs. - value: 50 caps - STR requireMenT: 3 - ranGe: Long - TyPe: Rifle
DaMaGe: 22+ aP coST: 25/10+15 raTe oF Fire: Bolt-Action MaGazine Size: 5 aMMo: 5.56mm
Varmint Rifle: Not much use for anything bigger than a radhog. But it gets the job done.
Special Rules: Bolt-Action; Common
-Tier 2-
10MM REPEATER - weiGhT: 8 lbs. - value: 375 caps - STR requireMenT: 6 - ranGe: Long - TyPe: Rifle
DaMaGe: 35++ aP coST: 30/20+10 raTe oF Fire: Lever-Action MaGazine Size: 10 aMMo TyPe: 10mm
10mm Repeater: Waste-made rifle made to use the most common ammo in the Wasteland, 10mm rounds. Good for
everything from radhogs to raiders and for keeping that pesky colt away from your daughter.
Special Rules: Tube loaded; Lever-Action; Common
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COWPONY REPEATER - weiGhT: 5 lbs. - value: 300 caps - STR requireMenT: 4 - ranGe: Medium - TyPe: Rifle
DaMaGe: 32+ aP coST: 25/15+10 raTe oF Fire: Lever-Action MaGazine Size: 7 aMMo TyPe: .357 cal
Model 86: A sturdy, lever-action rifle made by Wintrotter Arms for the Equestrian military in the earlier days of the War,
it saw extensive use as a civilian hunting rifle once automatic weapons became more common.
Special Rules: Tube loaded; Lever-Action; Common
HUNTING RIFLE - weiGhT: 6 lbs. - value: 350 caps - STR requireMenT: 6 - ranGe: Long - TyPe: Rifle
DaMaGe: 40++ aP coST: 45/30+15 raTe oF Fire: Bolt-Action MaGazine Size: 5 aMMo: .308 cal
IF700/308: Good hunting or sniping gun. Kill a Hellhound if you’re lucky. If not... it won’t hurt for long.
Special Rules: Bayonet Lug; Common
INFILTRATOR - weiGhT: 7 lbs. - value: 450 caps - STR requireMenT: 4 - ranGe: Medium - TyPe: Rifle
DaMaGe: 10+ aP coST: 35 raTe oF Fire: 3 MaGazine Size: 24 aMMo TyPe: 5.56mm
SIR15: A silenced and scoped version of the M15, this was intended for use by Spec-Ops groups.
Special Rules: Silent; +2% Crit-Fail Chance; 5x Scope; Folding Stock; Rare
-Tier 3-
ASSAULT GREN. LAUNCHER - weiGhT: 15 lbs. - value: 1200 caps - STR req: 7 - ranGe: Medium - TyPe: Rifle
DaMaGe: 35++ aP coST: 40 raTe oF Fire: 2 MaGazine Size: 8 aMMo TyPe: 37mm Grenade
APGL-A3: An updated version of the APGL, with the intent to make it fully automatic. The idea spawned as a joke
between a group of designers at Ironshod Firearms. Coincidently, most considered the APGL-A3 as a joke due to it’s finicky
nature. The designers incharge of the APGL-A3 left Ironshod soon after.
Special Rules: +3% Crif-Fail Chance; Rare
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ENCHANTED CROSSBOW - weiGhT: 6 lbs. - value: 1000 caps - STR req: 3 - ranGe: Medium - TyPe: Rifle
DaMaGe: 30++ aP coST: 20 raTe oF Fire: Stirrup MaGazine Size: 1 aMMo: Bolt
Enchanted Crossbow: First used during the Princess of Nightmares’ brief rise to power. These have been in
constant use for over a millennium.
Special Rules: Enchanted; Silent; Rare
GRENADE LAUNCHER - weiGhT: 12 lbs. - value: 850 caps - STR requireMenT: 5 - ranGe: Medium - TyPe: Rifle
DaMaGe: 50++ aP coST: 35/25+10 raTe oF Fire: Pump-Action MaGazine Size: 4 aMMo TyPe: 40mm Grenade
M-81 “Chi-Lake”: A pump-action, multi-shot 40mm grenade launcher designed to replace the M-79. It was not given
the chance, as the bombs fell before it went into full production, but enough were produced to make them a un-common sight in
the Wastes.
Special Rules: Tube loaded; Pump-Action; Uncommon
SNIPER RIFLE - weiGhT: 8 lbs. - value: 1200 caps - STR requireMenT: 6 - ranGe: Sniper - TyPe: Rifle
DaMaGe: 38++ aP coST: 25 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo TyPe: .308 cal
G-113 ‘Syth’: Standard Equestrian sniper rifle, originally based off of a Zebra design and adapted to Equestrian
specifications by Ironshod. Accurate and simple to produce, it was in near constant production till the bombs fell.
Special Rules: Sniper; 10x Scope; Uncommon
ZEBRA RIFLE - weiGhT: 7 lbs. - value: 1200 caps - STR requireMenT: 5 - ranGe: Medium - TyPe: Rifle
DaMaGe: 18+ aP coST: 30 raTe oF Fire: Burst MaGazine Size: 24 aMMo: 5.56mm
ZAR-1: Capitalizing on the Zebra’s talents for stealth, the ZAR-1 was a deadly automatic rifle, issued to many of the Legion’s
troops towards the latter half of the War. Several different version were used, but most had scopes, silencers, and a special
enchantment that would enchant each round fired so that it would set the target on fire. Several different enchantments were
encountered, but the fire enchantment was by far the most common.
Special Rules: Enchanted; Silent; 5x Scope; Rare
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-Tier 4-
BOZAR - weiGhT: 10 lbs. - value: 4500 caps - STR requireMenT: 6 - ranGe: Medium - TyPe: Rifle
DaMaGe: 35++ aP coST: 30 raTe oF Fire: Burst* MaGazine Size: 30 aMMo: 5.56mm
B0-Z4R: Flim Flam Arms’ first and only attempt into the realm of Ballistic Firearms. Following their trend of weird, yet
some how functionally sound weaponry, they introduced a burst fire sniper rifle. Bearing the slogan “For when they are far
away and you need to be triple certain!” Due to a lack of interest, it never got past a limited prototyping run.
Special Rules: 10x Scope; Can fire Single Shot or Burst; Bipod; Exotic
MARKSPONY CARBINE - weiGhT: 6 lbs. - value: 3500 caps - STR requireMenT: 4 - ranGe: Sniper - TyPe: Rifle
DaMaGe: 25++ aP coST: 15 raTe oF Fire: Semi-Auto MaGazine Size: 20 aMMo: 5.56mm
SSS-MC2 “Triple S”: Equestria’s response to the ZI-1P. With longer range, and a higher magazine capacity, this
weapon was designed with the purpose of making the Zebra’s ZI-1P obsolete in comparison. Introduced by Shimmer &
Glimmer mere weeks after the discovery of the ZI-1P, this firearm was one of many controversies which accused Shimmer &
Glimmer Firearms of stealing designs from both Zebra and Equestrian Manufacturers.
Special Rules: Sniper; Carbine; 10x Scope; Rare
RIOT GRENADE LAUNCHER - weiGhT: 15 lbs. - value: 3000 caps - STR req: 3 - ranGe: Medium - TyPe: Rifle
DaMaGe: 50++ aP coST: 30 raTe oF Fire: Semi-Auto MaGazine Size: 6 aMMo TyPe: 40mm Grenade
M40: Designed by Lyra Machine & Tool, this weapon excelled as a SWAT and Riot control ordenance weapon, seeing
extensive use by police forces all across Equestria.
Special Rules: Revolver; Extremely Rare
ZEBRA INF. PRECISION RIFLE - weiGhT: 5 lbs. - value: 3000 caps - STR req: 6 - ranGe: Long - TyPe: Rifle
DaMaGe: 30+++ aP coST: 25 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo: .308 cal
ZI-1P: The height of the Zebra’s Infiltrator series. Taking the ZAR-1 and increasing both its range and damage, this rifle gave
the Zebras every advantage when it came to long distance targetting and marksmanship.
Special Rules: +2% Crit-Fail Chance; Extremely Rare
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Shotguns
-Tier 0-
SINGLE SHOTGUN - weiGhT: 6 lbs. - value: 25 caps - STR requireMenT: 4 - ranGe: Short - TyPe: Shotgun
DaMaGe: 35+4d10 aP coST: 35 raTe oF Fire: Single Shot MaGazine Size: 1 aMMo TyPe: 20 Gauge
IF3/20: It’s a shotgun. Aim and shoot. Don’t point it at yourself.
Special Rules: Common
-Tier 1-
CARAVAN SHOTGUN - weiGhT: 3 lbs. - value: 50 caps - STR requireMenT: 3 - ranGe: Short - TyPe: Shotgun
DaMaGe: 30+4d10 aP coST: 30 raTe oF Fire: Double Barrel MaGazine Size: 2 aMMo: 20 Gauge
Caravan Shotgun: A favorite of caravan guards. This is the gun that “won” the Wasteland.
Special Rules: Double Barrel; Common
PUMP-ACTION SHOTGUN - weiGhT: 4 lbs. - value: 50 caps - STR req: 4 - ranGe: Short - TyPe: Shotgun
DaMaGe: 25+4d10 aP coST: 30/20+10 raTe oF Fire: Pump-Action MaGazine Size: 4 aMMo: 20 Gauge
Model 20: A Buckington-made pump-action shotgun. They were reasonably popular with target shooters, despite the stiff
action.
Special Rules: Pump-Action; Common
83
-Tier 2-
COMBAT SHOTGUN - weiGhT: 10 lbs. - value: 350 caps - STR requireMenT: 5 - ranGe: Short - TyPe: Shotgun
DaMaGe: 20+4d10 aP coST: 35 raTe oF Fire: Burst* MaGazine Size: 12 aMMo: 20 Gauge
City-Killer: A Wintrotter made, burst capable, military shotgun, designed for urban and trench warfare. It uses a bullpup
configuration, which places the magazine behind the trigger, shortening the weapon and making it more easily controlled when
firing in burst mode.
Special Rules: Can fire Single Shot or Burst; +3% Crit-Fail Chance; Uncommon
SAWED-OFF SHOTGUN - weiGhT: 6 lbs. - value: 250 caps - STR requireMenT: 4 - ranGe: Short* - TyPe: Shotgun
DaMaGe: 45+5d10 aP coST: 35 raTe oF Fire: Double Barrel MaGazine Size: 2 aMMo TyPe: 12 Gauge
IF4/12: Listen here, you primitive screw heads. This is my BOOMSTICK!
Special Rules: Damage halved after Point Blank range; Double Barrel; Common
-Tier 3-
DOUBLE-BARREL SHOTGUN - weiGhT: 8 lbs. - value: 1000 caps - STR req: 6 - ranGe: Short - TyPe: Shotgun
DaMaGe: 50+5d10 aP coST: 45 raTe oF Fire: Double Barrel MaGazine Size: 2 aMMo: 12 Gauge
Double Barrel Shotgun: Waster-made shotgun, good for shooting pesky trespassers from the front porch. “Be vewy,
vewy quiet, I’m hunting waiders.”
Special Rules: Double Barrel; Common
84
Heavy Weapons
-Tier 2-
LIGHT MACHINE GUN - weiGhT: 15 lbs. - value: 400 caps - STR requireMenT: 8 - ranGe: Medium - TyPe: Heavy
DaMaGe: 15+ aP coST: 35 raTe oF Fire: 4 MaGazine Size: 90 aMMo TyPe: 5.56mm
MG120: Designed by Ironshod Firearms as the Equestrian military’s standard-issue light support weapon. Sturdy and
reliable, it saw extensive use throughout the War. Many examples still survive in the Wasteland today.
Special Rules: Common
-Tier 3-
.308 MACHINE GUN - weiGhT: 20 lbs. - value: 2000 caps - STR req: 8 - ranGe: Medium - TyPe: Heavy
DaMaGe: 25+ aP coST: 35 raTe oF Fire: 3 MaGazine Size: 100 aMMo: .308 cal
MK24 MMG: Chambered in .308 and produced in large numbers by Horn & Hoof Industries, it saw heavy use midway
through the War as a heavy squad support weapon. Several were captured by Zebra forces and they began to produce their own
indigenous model.
Special Rules: Unwieldy; Common
GRIFFON MACHINE GUN - weiGhT: 12 lbs. - value: 2000 caps - STR req: 7 - ranGe: Medium - TyPe: Heavy
DaMaGe: 15+ aP coST: 35 raTe oF Fire: 5 MaGazine Size: 120 aMMo: 5mm
GMG43: The GMG43 was an excellent, high rate of fire machine gun. Equestrian troops described the noise it made as
sounding like ripping canvas.
Special Rules: +3% Crit-Fail Chance; Rare
85
RPG - weiGhT: 15 lbs. - value: 1500 caps - STR requireMenT: 6 - ranGe: Medium - TyPe: Heavy
DaMaGe: 100+++ aP coST: 45 raTe oF Fire: Single-Shot MaGazine Size: 1 aMMo TyPe: Rocket
ZRPG-3: The Zebra’s answer to armor. RPGs were cheap and simple to produce. Equestria had its own version of the
weapon, the PRPG-4, with a lone rocket having the potential to destroy a tank or heavy war robot with a single, well placed
shot.
Special Rules: Common
-Tier 4-
ANTI-MACHINE RIFLE - weiGhT: 20 lbs. - value: 4000 caps - STR requireMenT: 10 - ranGe: Long - TyPe: Heavy
DaMaGe: 90+++ aP coST: 50/30+20 raTe oF Fire: Bolt-Action MaGazine Size: 8 aMMo: .50MG
IF99/50 AMR: Developped by Ironshod Firearms late in the War, this rifle was designed to destroy everything in its path.
It made major headlines twice. The first was because the Ministry of Wartime Technology’s Ministry Mare opposed its creation
and mass production. The second when the design was stolen by the Zebras, days later. Some speculated that Shimmer &
Glimmer Firearms were behind the theft due to previous controversies, others blamed the Ministry Mare herself. Whoever was
responsible, we’ll never know.
Special Rules: 10x Scope; Bolt-Action; Bipod; Extremely Rare
BALEFIRE EGG LAUNCHER - weiGhT: 20 lbs. - value: 5000 caps - STR req: 9 - ranGe: Medium - TyPe: Heavy
DaMaGe: 500 +15d10 aP coST: 60 raTe oF Fire: Single-Shot MaGazine Size: 1 aMMo: Balefire Egg
ZBEL-01: “The gun that killed the world.” A launcher designed by the Zebras with the purpose of laying Balefire ruin to
Equestrian targets, a “safe” distance away from the user. They were used exstensively on the day the world ended, though few
survived.
Special Rules: 10 RADs for 12s; Exotic
86
Magical Energy Weapons
Pistols
-Tier 0-
FLARE GUN - Weight: 3 lbs. - Value: 15 caps - STR Requirement: 1 - Range: Medium - Type: Pistol
Damage: 5+ AP Cost: 25 Rate of Fire: Single-Shot Magazine Size: 1 Ammo Type: Flare
F2 Flare Gun: Not really a weapon, flare guns are more used for signalling or lighting up the darkness. But that does not
mean that you can’t shoot someone with it.
Special Rules: Magic; Common
-Tier 1-
MAGICAL ENERGY PISTOL - Weight: 3 lbs. - Value: 50 caps - STR Req: 1 - Range: Medium - Type: Pistol
Damage: 10+ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 30 Ammo Type: Gem Pack
MML19: Made to harness the magical energies that Unicorns have access to naturally, this weapon uses special gem packs
to fire a blast of magical energy. It has the potential to turn its target to dust.
Special Rules: Magic; Common
-Tier 2-
PLASMA PISTOL - Weight: 3 lbs. - Value: 250 caps - STR Requirement: 2 - Range: Short - Type: Pistol
Damage: 25++ AP Cost: 25 Rate of Fire: Semi-Auto Magazine Size: 32* Ammo: Gem Pack (2)
PPK 7P: Magical plasma weapons were a natural step forward for energy weapons. More powerful, but shorter ranged,
plasma weapons saw extensive use later in the War. The plasma pistol was the first to be put into mass production.
Special Rules: Magic; +2% Crit Chance; Rare
87
RECHARGER PISTOL - weiGhT: 7 lbs. - value: 250 caps - STR requireMenT: 2 - ranGe: Medium- TyPe: Pistol
DaMaGe: 10++ aP coST: 15 raTe oF Fire: Semi-Auto MaGazine Size: 20 aMMo TyPe: Sparkle Breeder
XWP MkIII: An improvement of the recharger rifle, the pistol can hold a much larger charge without much loss in power.
Despite its improvements, it was not very popular and was an uncommon sight.
Special Rules: Magic; Recharging Ammo; -2 DT, Rare
Rifles
-Tier 0-
PUMP CHARGE RIFLE - weiGhT: 8 lbs. - value: 20 caps - STR requireMenT: 4 - ranGe: Medium - TyPe: Rifle
DaMaGe: 5++ aP coST: 20 raTe oF Fire: Semi-Auto MaGazine Size: 4* aMMo TyPe: N/A
Super Pumper Blaster 2000: Developed by Flim Flam Arms as basically a MEW BB gun. They sold it with the
slogan “It will last foreverrr!” Despite the Flim Flam brothers’ reputation, many actually work long after the War.
Special Rules: Magic; -2 DT; Must spend 5 AP to recharge each shot (e.g. to recharge 2 shots, it would cost 10 AP);
Common
NOTE: Those with the “Rapid Reload” perk will charge 2 shots per ‘pump’.
-Tier 1-
LIGHT FLAMER - weiGhT: 8 lbs. - value: 100 caps - STR requireMenT: 5 - ranGe: Short* - TyPe: Rifle
DaMaGe: 5++ aP coST: 35 raTe oF Fire: Burst MaGazine Size: 12 aMMo TyPe: Flamer Fuel
MKI-90B: An attempt to bring the bulky MKI-90 into a more compact, confined space friendly, package. It saw the most
use as a “Master Dragon” rifle undermount.
Special Rules: For Point Blank only, a ‘miss’ causes half damage; Burning; Uncommon
88
-Tier 2-
MAGICAL ENERGY RIFLE - weiGhT: 8 lbs. - value: 300 caps - STR requireMenT: 3 - ranGe: Long - TyPe: Rifle
DaMaGe: 20+ aP coST: 20 raTe oF Fire: Semi-Auto MaGazine Size: 24 aMMo: MFC
MER42: The larger counterpart to the MEP. Skyhoof Labs built many of these for use by Pegasus troops. Due to their good
accuracy and reliability, they were very popular with troops in the field.
Special Rules: Magic; Common
PULSE RIFLE - weiGhT: 10 lbs. - value: 300 caps - STR requireMenT: 3 - ranGe: Medium - TyPe: Rifle
DaMaGe: 1+ aP coST: 30 raTe oF Fire: Semi-Auto MaGazine Size: 20* aMMo TyPe: MFC (2)
PD-3: Originally made by Skyhoof Labs as a response to the increasing amount of Zebra robots being seen on the front, it
was eventually produced by both sides after a ‘Dr. Energy Spark’ defected to the Zebra. Despite its effectiveness against both
robots and power armor, the weapon saw little use, due to logistical issues plaguing both side’s manufacturing.
Special Rules: Magic; Sonic; Anti-Matrix (Light); Target’s AP is halved unless END check is passed; Target disabled for
1d3 turns on a Crit-Success; Rare
-Tier 3-
GAUSS CARBINE - weiGhT: 6 lbs. - value: 1500 caps - STR requireMrnT: 5 - ranGe: Long - TyPe: Rifle
DaMaGe: 50++ aP coST: 35 raTe oF Fire: Semi-Auto MaGazine Size: 20 aMMo: 2mm EC
Model 12: Developed with the Model 6 by Skyhoof Labs, it was intended to be the do all, end all of infantry weapons.
And, once again, they were not put into mass production, due to fears of the Zebra copying it. But, nonetheless, a few were still
produced and even found their way to the front.
Special Rules: Carbine; Gauss; Exotic
89
PLASMA RIFLE - weiGhT: 8 lbs. - value: 1000 caps - STR requireMenT: 3 - ranGe: Medium - TyPe: Rifle
DaMaGe: 35++ aP coST: 25 raTe oF Fire: Semi-Auto MaGazine Size: 24* aMMo: MFC (2)
PPG-21: The magical plasma rifle is the next step up in MEWs. While still shorter range than its basic MEW counterpart, it
is, nonetheless, far more deadly.
Special Rules: Magic; +2% Crit Chance; Rare
TRI PRISM RIFLE - weiGhT: 9 lbs. - value: 1200 caps - STR requireMenT: 4 - ranGe: Short - TyPe: Rifle
DaMaGe: 3x(12++) aP coST: 25 raTe oF Fire: Semi-Auto MaGazine Size: 24* aMMo: MFC (3)
M.E.S. 1255: For some reason, Flim Flam Arms felt the need to design what was basically an MEW shotgun. Despite the
strange idea, it was rather well recieved and many were produced for the Equestrian military.
Special Rules: Magic; Uncommon
-Tier 4-
GAUSS RIFLE - weiGhT: 7 lbs. - value: 3000 caps - STR requireMenT: 4 - ranGe: Sniper - TyPe: Rifle
DaMaGe: 100++ aP coST: 45 raTe oF Fire: Semi-Auto MaGazine Size: 5 aMMo TyPe: 2mm EC
Model 16: Skyhoof Lab’s response to the ZI-1P. Used by Ministry of Awesome Spec-Ops Agents, this rifle was effectionately
called the “Celestial Kiss” due to its insane stopping power, and the propensity of users to take out targets from cloud cover,
sometimes from as far away as two kilometers.
Special Rules: Gauss; 10x Scope; Exotic
MULTIPLAS RIFLE - weiGhT: 7 lbs. - value: 2000 caps - STR requireMenT: 4 - ranGe: Short - TyPe: Rifle
DaMaGe: 3x(20++) aP coST: 35 raTe oF Fire: Semi-Auto MaGazine Size: 60* aMMo: MFC*
M.P.S. 1255: Because Flim Flam Arms didn’t think a standard MEW “Shotgun” was enough, they came up with a
plasma variant.
Special Rules: Magic; +2% Crit Chance; Extremely Rare
90
Heavy Weapons
-Tier 2-
INCINERATOR - Weight: 10 lbs. - Value: 500 caps - STR Requirement: 8 - Range: Medium - Type: Heavy
Damage: 10++ AP Cost: 15 Rate of Fire: Semi-Auto Magazine Size: 40* Ammo Type: Flamer Fuel
The Incinerator: An inequine weapon used late in the War, based off of a farming tool. It was created by a deranged
medic who made a fortune on the patent that was later sold to Flim Flam Industries. He received a personal invitation to Stable
1 from the Stable-Tec CEO herself.
Special Rules: AoE (2); Burning; Rare
-Tier 3-
ARC WIELDER - Weight: 6 lbs. - Value: 1200 caps - STR Requirement: 6 - Range: Short* - Type: Heavy
Damage: 18++ AP Cost: 30 Rate of Fire: Burst Magazine Size: 60 Ammo Type: ECP
MkZ-90B: With the success of the MkI-90 Flamer, Flim Flam Arms looked at the arc welder in their shop and thought
“Why can’t a Zebra be on the receiving end of that?” and made it so.
Special Rules: Anti-Matrix; Lightning AoE (1) cone; Uncommon
FLAMER - Weight: 15 lbs. - Value: 1000 caps - STR Requirement: 8 - Range: Short* - Type: Heavy
Damage: 18++ AP Cost: 30 Rate of Fire: Burst Magazine Size: 60 Ammo: Flamer Fuel
MkI-90: The mere existence of this weapon means that, at some point, somepony said to themselves, “You know, I really
want to set that Zebra on fire, but I just can’t do it from here.” Thus, the flame thrower was born. Because, as everypony knows,
a Zebra’s natural state is on fire.
Special Rules: For Point Blank only, a ‘miss’ causes half damage; Burning AoE (1) cone; Uncommon
91
-Tier 4-
PLASMA CASTER - Weight: 20 lbs. - Value: 4000 caps - STR Requirement: 9 - Range: Short - Type: Heavy
Damage: 65++ AP Cost: 25 Rate of Fire: Semi-Auto Magazine Size: 10 Ammo: MFC
PPC 7K: With the introduction of Power Armor and their built-in Battle Saddles, many companies rushed to create heavier
more deadly versions of pre-existing rifles. The PPC 7K was one such weapon built to capatilize on Power Armor’s ability to use
weapons too large or unwieldly to be used by most troops.
Special Rules: Magic; +2% Crit Chance; Rare
THUNDER CANNON - Weight: 25 lbs. - Value: 4500 caps - STR Requirement: 9 - Range: Medium- Type: Heavy
Damage: 80++ AP Cost: 40 Rate of Fire: Semi-Auto Magazine Size: 20* Ammo Type: ECP (5)
MkZ-91B: Flim Flam Arms’ dedication to odd weapons came to a peak with the MkZ-91B, throwing out the “Electric Flame
Thrower” design of the MkZ-90B, and instead opting for a portable lightning bolt machine.
Special Rules: Magic; Target’s AP is halved unless END check is passed for 1 turn; Extra 2d10 DAM for 2 turns; Exotic
92
Ammo List
.22LR
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.25 - Common
Hollow Point 0.5 - +1d10 DAM; Target DT x3; Common
Plinking 0.25 (per 2) - -2 DAM; Uncommon
.32 cal
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.5 - Common
Hollow Point 1 - +2d10 DAM; Target DT x3; Common
Plinking 0.25 - -2 DAM; Uncommon
.308 cal
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 2 - Common
Hollow Point 5 - +3d10 DAM; Target DT x3; Common
JFP Hoof-load *Crafted* - +1d10 DAM; +2% Crit-Fail Chance; Unique
.357 cal
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1 - Common
Hollow Point 1.5 - +2d10 DAM; Target DT x3; Common
JHP Hoof-load *Crafted* - +1d10 DAM; -3 Target DT; +5 to hit; Unique
.44 cal
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1.5 - Common
Hollow Point 3 - +3d10 DAM; Target DT x3; Common
SWC Hoof-load *Crafted* - +1d10 DAM; -6 Target DT; Unique
.45-70 Min.
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 2 - Uncommon
Hollow Point 4 - +4d10 DAM; Target DT x3; Uncommon
SWC Hoof-load *Crafted* - +1d10 DAM; -6 Target DT; +4% Crit-Fail Chance; Unique
.45 Auto
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1.5 - Uncommon
Hollow Point 3 - +2d10 DAM; Target DT x3; Uncommon
Super
Hoof-load *Crafted* - +1d10 DAM; -4 Target DT; +4% Crit-Fail Chance; Unique
93
.50 MG
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 3 0.1 Rare
Armor Piercing 7 0.1 -4 DAM; Ignores half of target’s DT; Rare
Match
Hoof-load *Crafted* 0.1 +2d10 DAM; +10 to hit; Unique
2mm EC
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 5 - -10 Target DT; Uncommon
Hyper Velocity 10 - Ignores half of target’s DT (Minimum of 10); +10 to hit; Rare
5mm
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.5 - -10 Target DT; Uncommon
Hollow Point 1.5 - +2d10 DAM; Target DT x2; Uncommon
JSP Hoof-load *Crafted* - +3 DAM; -10 Target DT; +1% Crit-Fail Chance; Unique
5.56mm
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1 - Common
Hollow Point 2 - +2d10 DAM; Target DT x3; Uncommon
Match
Hoof-load *Crafted* - +2 DAM; +10 to hit; Unique
9mm
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.5 - Common
Hollow Point 1.5 - +1d10 DAM; Target DT x3; Common
JHP Hoof-load *Crafted* - +2d10 DAM; Target DT x2; Unique
10mm
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1 - Common
Hollow Point 2.5 - +2d10 DAM; Target DT x3; Common
JHP Hoof-load *Crafted* - +2d10 DAM; Target DT x2; Unique
12.7mm
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1.5 - Rare
Hollow Point 3.5 - +3d10 DAM; Target DT x3; Extremely Rare
JHP Hoof-load *Crafted* - +3d10 DAM; Target DT x2; Unique
94
12 Gauge
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Buckshot 1.5 - Target DT x3; Common
Magnum 2.5 - +5 DAM; -2 Target DT; Target DT x3; +1% Crit-Fail Chance; Common
Slug 1.5 - -4d10 DAM; Full damage past Short Range; Common
Deals stun damage; Target gets half DT from armor and normal stun DT; If
Bean Bag 2 - Point Blank then END check to knock target down/out (check modified by GM
according to target/repeated hits); Common
Coin *Crafted* - +5 DAM; -5 Target DT; Target DT x3; +2% Crit-Fail Chance; Unique
20 Gauge
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Buckshot 1 - Target DT x3; Common
Magnum 2 - +5 DAM; -2 Target DT; Target DT x3; +1% Crit-Fail Chance; Common
Slug 1 - -3d10 DAM; Full damage past Short Range; Common
25mm Grenade
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 4 0.25 AoE (5);Common
High Explosive 10 0.25 +3d10 DAM; AoE (10); Uncommon
Anti-Matrix 6 0.25 AoE (5); Anti-Matrix (light); Rare
37mm Grenade
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 5 0.5 AoE (10); Uncommon
High Explosive 12 0.5 +3d10 DAM; AoE (15); Rare
-25 DAM; Damage AoE (5); Effect AoE (10); The target’s Weapon Skills are
Flash Bang 8 0.5 reduced by (50 | 33 | 25 | 15 %) of their value for 3 Rounds; Rare
40mm Grenade
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 6 0.5 AoE (10); Uncommon
High Explosive 15 0.5 +3d10 DAM; AoE (15); Rare
Reduces range to Short; Damage halved after Short Range as with ‘Shotgun’;
Canister 15 0.5 +6d10 DAM; Target DT x3; Does not scatter; Rare
Balefire Egg
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 175 6 +120 RADs; AoE (60); Gives off 10 RADs every 12s; Exotic
BB
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.5 (per 5) - Common
95
Bolt/Arrow
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
At GM’s discretion, a character may attempt to recover used Bolts/Arrows; Roll
Standard 1 - -1 LCK for each bolt fired; On a pass, the bolt is recovered; On a fail, the Bolt/
Arrow is considered lost or broken; Uncommon
Dart
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1 - Common
Flamer Fuel
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 0.5 - Common
Homemade .25 - +4% Crit-Fail Chance; Uncommon
Optimized *Crafted* - +1d10 DAM; -5 Target DT; +1% Crit-Fail Chance; Unique
Flare
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
2d10 Fire/Turn (3 Turns); Bright: illuminates an area roughly 20ft; -20 to
Low Burn 2 - Sneak in illuminated area; +10 to hit targets in illuminated area; last for 3 turns;
Burning; Uncommon
Gem Pack
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 1 - -2 Target DT; Common
Overcharge 2 - +1d10 DAM; -5 Target DT; +1% Crit-Fail Chance; Uncommon
Optimized *Crafted* - +1d10 DAM; -5 Target DT; Unique
Missile
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 50 3 AoE (15); Rare
High Explosive 100 3 AoE (20); +6d10 DAM; Rare
Hive 75 3 Half damage; AoE (30); Exotic
96
Rocket
TYPE VALUE WEIGHT SPECIAL RULES/EFFECTS
Standard 30 2 AoE (10); Common
High Explosive *Crafted* 2 AoE (15); +5d10 DAM, as with Standard; Unique
Incendiary *Crafted* 2 AoE (5); -35 DAM; Burning, as with Standard; Unique
97
Melee Weapons List
Melee Weapons are the simplest type of weapon in the Wasteland, breaking down into three types: Unarmed, Melee, and
Thrown weaponry. They also have a special attack that deals heightened damage or additional effects with a skill requirement of
60 to use. These weapons utilize the player’s STR or AGI to calculate damage.
Unarmed Weapons
-Tier 0-
BARE HOOF (BODY) - Damage: (1xSTR)+ - AP Cost: 15 - Weight: 0 lbs. - Value: N/A
Punch Out: +20 AP, deals stun damage instead of regular damage
Hooves: A pony’s most basic weapon, we’d lose them if they weren’t attached.
Special Rules: Set; Unarmed
CLAW (INCL BONUS) - Damage: (1xSTR)++ - AP Cost: 15 - Weight: 0 lbs. - Value: N/A
Punch Out: +20 AP, deals stun damage instead of regular damage
Claws: The natural weapon of most predatory races, designed to rend flesh, or dig through dirt. Often times both.
Special Rules: Set; Unarmed
HORN (LARGE FRAME) - Damage: (1xSTR)+10+ - AP Cost: 15 - Weight: 0 lbs. - Value: N/A
Majestic Strike: +10 AP, +[5+POT] DAM, costs POT Strain
Alicorn: Used by Unicorns and other horned creatures as a more lethal form of self defence.
Special Rules: Armor-Piercing (Light); Unarmed
98
HORN (UNICORN) - Damage: (1xSTR)+5+ - AP Cost: 15 - Weight: 0 lbs. - Value: N/A
Potent Strike: +10 AP, +POT DAM, costs POT Strain
Alicorn: Used by Unicorns and other horned creatures as a more lethal form of self defence.
Special Rules: Armor-Piercing (Light); Unarmed
GRIFFON CLAW (INCL BONUS) - Damage: (1xSTR)++ - AP Cost: 15 - Weight: 0 lbs. - Value: N/A
Screaming Dive: +10 AP, +2d10 DAM on the first attack made after a flight move
Claws: The natural weapon of Griffons, designed to rend flesh. They give credit to their fearsome reputation.
Special Rules: Set; Unarmed
-Tier 1-
99
KICK DAGGER - Damage: (1xSTR)+5++ - AP Cost: 20 - Weight: 3 lbs. - Value: 75
Slash: +5 AP, attack gains +15 DAM but loses the ‘Armor Piercing’ rule
Kick Dagger: Commonly used by crooks and robbers for their nefarious deeds.
Special Rules: Armor Piercing (Light); Unarmed; Common
-Tier 2-
BEAR TRAP HOOF - Damage: (3xSTR)+25+ - AP Cost: 30 - Weight: 6 lbs. - Value: 300 caps
Rip and Tear: +10 AP, attack will cause a bleeding effect, 2d10 damage per turn until healed
Bear Trap Hoof: No, not that kind of trap!
Special Rules: Crippling; Unarmed; Uncommon
BODY SPIKES - Damage: (2xSTR)+10+ - AP Cost: 15 - Weight: 1 lbs. - Value: 150 caps
Shoulder Check: deals an extra 1d10 DAM on a Slam
Body Spikes: Usually scrapped together with materials found around the Wastes.
Special Rules: Unarmed; Common
100
SPIKED SHOE - Damage: (1xSTR)+10++ - AP Cost: 15 - Weight: 1 lbs. - Value: 250 caps
Maim: +25 AP, causes target to bleed for 1d10 damage per turn until healed
Spiked Shoes: Made at the height of the War to protect your common citizen from the Zebra threat. Few were ever used
for that purpose.
Special Rules: Set; Unarmed; Common
-Tier 3-
-Tier 4-
101
Melee Weapons
-Tier 0-
102
ROCK - Damage: (1xLCK)+2+ - AP Cost: 15 - Weight: 1 lbs. - Value: 0 caps
Puppy Please?: +10 AP, doubles Crit Chance, doubles Crit-Fail Chance
Rock: A rock?! That’s my destiny?! What is your problem, horn?! I followed you all the way out here for a rock?! Dumb rock!
Special Rules: It’s a rock, they’re everywhere; Can be thrown; Common
-Tier 1-
103
CROWBAR - Damage: (2xSTR)+20+ - AP Cost: 25 - Weight: 5 lbs. - Value: 75
Mr. Freepony, I presume?: May substitute [Melee/2] for Hacking & Matrix on a SINGLE hacking attempt, a
failure will destroy the terminal
Crowbar: Good for opening crates and opening skulls.
Special Rules: Can be used to pry open locks; Common
104
NAIL BOARD - Damage: (3xSTR)+10+ - AP Cost: 30 - Weight: 4 lbs. - Value: 50
Bash!: +20 AP, knocks the target back as per Slam
Nail Board: Nailed it!
Special Rules: Common
105
-Tier 2-
BASEBALL BAT - Damage: (2xSTR)+20+ - AP Cost: 25 - Weight: 3 lbs. - Value: 100 caps
Homerun!: +20 AP, +15+1d10 DAM (can be used to parry grenades) distance hit depends on Degrees of Success (yds) on
a STR check
Baseball Bat: Originally used in the pre-war sport of Baseball, where two teams armed with deadly modified baseball
bats would battle to the death... Wait, I don’t think that’s right.
Special Rules: Common
106
PICKAXE - Damage: (2xSTR)+5+++ - AP Cost: 35 - Weight: 6 lbs. - Value: 350
Minecraft: +10 AP, +5 DAM, attack has Armor Piercing (Heavy)
Pickaxe: Used to mine gems and coal by both sides before the War.
Special Rules: Armor Piercing; Common
107
STEEL SAW - Damage: (3xSTR)+5+5d10 - AP Cost: 35 - Weight: 20 lbs. - Value: 700
Scrap Heap: +60 AP, deals half damage, -20 to hit, target’s armor degrades one condition level
Skill Saw: This construction tool has found a new use in the Equestrian Wasteland.
Special Rules: Unwieldy; Armor Piercing; Powered (GP 10); Common
-Tier 3-
BOWIE KNIFE - Damage: (1xSTR)+18++ - AP Cost: 15 - Weight: 1 lbs. - Value: 1000 caps
STAB!: +10 AP, attack will cause a bleeding effect, 1d10 damage per turn until healed
Bowie Knife: That’s not a knife. THIS is a knife!
Special Rules: Blade; Common
108
COSMIC KNIFE - Damage: (2xAGI)+12+ - AP Cost: 20 - Weight: 1 lbs. - Value: 1000
Star Destroyer: +40 AP, Armor Piercing (Heavy)
Cosmic Knife: A pre-war kitchen knife with a reputation for claiming the fingers and hooves of chefs everywhere.
Special Rules: Agile; Armor Piercing (Light); Stabbing; Blade; Uncommon
FIRE AXE - Damage: (5xSTR)+30+ - AP Cost: 30 - Weight: 8 lbs. - Value: 1200 caps
Cleave: +15 AP, -20 to hit, make a wide swing that will hit [AGI/2] targets within Melee range
Fire Axe: Unfortunately, it is NOT made out of fire.
Special Rules: Unwieldy; Common
WAR AXE - Damage: (4xSTR)+30++ - AP Cost: 35 - Weight: 10 lbs. - Value: 2000 caps
Cleave: +15 AP, -20 to hit, make a wide swing that will hit [AGI/2] targets within Melee range
War Axe: The weapon of choice of tribal Wastelanders.
Special Rules: Unwieldy; Armor Piercing: Uncommon
109
ZEBRA CHAIN WHIP - Damage: (2xSTR)+10+++ - AP Cost: 30 - Weight: 8 lbs. - Value: 1500
Chain Slam!: +40 AP, snag a character in Short Range and slam them into whatever you please, 2d10 bonus damage
Zebra Chain Whip: Another tool of martial self mastery, turned weapon of war by the Zebra’s bloody history.
Special Rules: Does 3x Crit Damage; Bonus +1 to Trip attempts; Reach; Agile; Kinky; Rare
-Tier 4-
110
SUPER SLEDGE - Damage: (5xSTR)+40++ - AP Cost: 35 - Weight: 20 lbs. - Value: 2500 caps
(Insert Name) SMASH!: +10 AP, unwieldy swing dealing an additional 3d10 damage and knocking target prone,
-25 to hit.
Super Sonic Sledge-O-Tronic 2000: Someone at Flim Flam Arms looked at a sledge hammer and thought
“You know what this is missing? A rocket engine!”
Special Rules: Unwieldy; Crippling (Heavy); Rare
ZEBRA THUNDER AXE - Damage: (4xSTR)+25+ - AP Cost: 25 - Weight: 8 lbs. - Value: 2500
Thunder Strike: +20 AP, wielder strikes the ground sending out a wave of electricity, gains AoE (5), does not harm
user.
Zebra Thunder Axe: The issued weapon to Zebra Tribunal Guards, and on occasions, Zebra Legates of distinction.
Special Rules: Anti-Matrix; Magic; Unwieldy; Exotic
Thrown Weapons
NOTE: Throwing a Melee weapon will be base weapon damage with range of STR range
BOLAS - Damage: N/A - AP Cost: 30 - Weight: 3 lbs. - Value: 20 caps - Range: 10+STR Yards
Bolas: A tribal hunting weapon romantacized in pre-war film and television.
Special Rules: Thrown; Target must pass a AGI check or be knocked and held prone; May spend 35 AP and roll against
STR or AGI at -2 to break free; May not be used in Melee; Uncommon
BOOMERANG - Damage: (2xSTR)+8+ - AP Cost: 25 - Weight: 2 lbs. - Value: 20 caps - Range: 20+(3xSTR) Yards
Boomerang: I keep throwing it away and it keeps coming back! It’s haunted, I tell you!
Special Rules: Thrown; Uncommon
111
CHAKRAM - Damage: (2xAGI)+15+ - AP Cost: 15 - Weight: 3 lbs. - Value: 50 caps - Range: 10+(3xSTR) Yards
Chakram: Originally used by Zebra street performers, the Chakram found favor with female assassins, due to its
versatility.
Special Rules: Agile; Thrown; Weapon immediately returns to user on a crit; User must roll AGI to catch the weapon or
be hit by it and be damaged as normal; May not be used in Melee; Exotic
KPINGA - Damage: (4xSTR)+15+ - AP Cost: 25 - Weight: 4 lbs. - Value: 150 caps - Range: 20+(2xSTR) Yards
Kpinga: An early Zebra throwing knife designed to maximize damage inflicted to the enemy.
Special Rules: Agile; Thrown; Crippling; May not be used in Melee; Exotic
ROCK - Damage: (1xLCK)+2+ - AP Cost: 15 - Weight: 1 lbs. - Value: 0 caps - Range: 5+STR Yards
Rock: A rock?! That’s my destiny?! What is your problem, horn?! I followed you all the way out here for a rock?! Dumb rock!
Special Rules: Thrown (it’s a rock; they’re everywhere); Common
SLING - Damage: (1xLCK)+5+ - AP Cost: 15 - Weight: 1 lbs. - Value: 5 caps - Range: 10+(2xSTR) Yards
Sling: A simple yet effective tribal weapon popularized by the Legend of Xavid and the Star Beast.
Special Rules: Thrown; Uses Rocks as ammo; May not be used in Melee; Common
THROWING HATCHET
Damage: (1xSTR)+10+ - AP Cost: 20 - Weight: 1 lbs. - Value: 10 caps - Range: 10+(2xSTR) Yards
Throwing Hatchet: Great for scalping that tresspasser who’s way out of reach of your normal hatchet.
Special Rules: Thrown; Uncommon
112
THROWING KNIFE - Damage: (1xSTR)+8+ - AP Cost: 15 - Weight: 1 lbs. - Value: 5 caps - Range: 10+STR Yards
Throwing Knife: Used by assassins and those that want to stab someone from across the street.
Special Rules: Thrown; Common
THROWING SPEAR
Damage: (3xSTR)+20+ - AP Cost: 25 - Weight: 3 lbs. - Value: 40 caps - Range: 20+(3xSTR) Yards
Throwing Spear: A primitive but effective weapon used by the Zebras with a long standing history of use.
Special Rules: Thrown; Uncommon
113
Bows
HUNTING BOW - Damage: (1xSTR)+10+ - AP Cost: 25 - Weight: 2 lbs. - Value: 75 caps - Range: Short
Hunting Bow: One of the world’s oldest hunting tools and weapons of war. It rarely lets its user down and its ammo is
re-usable.
Special Rules: DTx2; Thrown; Uncommon
114
Explosive Weapons List
Explosive weapons refer to single-use thrown and placed explosives, like grenades and mines. They primarily use the Explosives
skill, but players may use their Thrown skill for thrown explosives. Placed explosives, as well as the “LAW Rocket” and
“Fireworks,” still require the use of the Explosives skill. Under GM discretion, players may also operate ranged Explosive
weapons, which normally require the Firearms skill to operate with their Explosives skill. However, operating these “dual
skill” weapons requires players to chose one skill or the other to operate these weapons. They may not switch skills at their
convenience. For example, just because your Explosives skill now surpasses your Firearms skill does not mean that you can start
firing the Anti-Pony Grenade Launcher using the Explosives skill when before you were useing your Firearms skill. You MUST
keep using your Firearms skill. This goes for any task or item which could be considered “dual skill”.
Explosives are not categorized into tiers but are instead organized into “Thrown”, “Placed”, and “Other”.
Thrown Explosives
DYNAMITE - Damage: 30++ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 10 caps - Range: 10+STR Yards
Dynamite: Cause I’m T.N.T., I’m dynamite. (T.N.T.) and I’ll win the fight. (T.N.T.) I’m a power load. (T.N.T.) Watch me
explode.
Special Rules: AoE (10); Common
SMOKE GRENADE - Damage: 0 - AP Cost: 25 - Weight: 0.5 lbs. - Value: 15 caps - Range: 10+STR Yards
M18: Used by the Equestrian military to obscure enemy vision and to signal allied Pegasi from the ground. Comes in a variety
of colors.
Special Rules: Produces a smoke cloud 20’ across and all attacks going into or out of suffer a penalty of 20% to hit and
-2 to all PER checks; Lasts for 3 turns; Common
LOT - 111 LOT - 214 LOT - 420 LOT - 69D LOT - TD9
FLASH BANG - Damage: 0 - AP Cost: 25 - Weight: 0.5 lbs. - Value: 20 caps - Range: 10+STR Yards
M84: Designed by Ironshod Firearms as a non-lethal option for military and SWAT units.
Special Rules: AoE (10); The target’s Weapon skills are -20 for 2 rounds; Uncommon
NOTE: In the second AoE interval, the penalty is reduced to -10, and Flash Bangs have no effect beyond the second AoE interval.
Characters with Hit The Deck or cover may make an AGI roll (penalty of 1 per degree of success on the attacker’s Explosives
roll, maximum -3) to avoid the effect.
115
FRAG GRENADE - Damage: 50++ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 30 caps - Range: 10+STR Yards
M67: The standard issued grenade for the Equestrian military. Designed to explode and send metal fragments tearing through
nearby enemies.
Special Rules: AoE (15); Common
STICK GRENADE - Damage: 50++ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 35 caps - Range: 15+(2*STR) Yards
SHG917: Designed by the Zebras with the intent to be throwable from outside of the Equestrian military’s hand grenade
range. Near the end of the War, Shimmer& Glimmer Firearms started mass producing them for the Equestrian military making
them less rare today.
Special Rules: AoE (15); Uncommon
ANTI-MATRIX GRENADE - Damage: 10+ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 30 caps - Range: 10+STR Yards
Model 23: Developed by Skyhoof Labs as a security measure against some of their experimental tech going haywire, the
Ministry of Awesome took notice and purchased them for their sabotage missions.
Special Rules: AoE (15); Anti-Matrix; Extremely Rare
ENCHANTED GRENADE - Damage: 60++ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 65 caps - Range: 10+STR Yards
Z67: Displeased with the effective throwing range of Equestrian grenades, the Zebra Legion took to enchanting the ones they
captured to make up for what they considered a fatal flaw.
Special Rules: AoE (10); Enchanted; Rare
116
Placed Explosives
FRAG MINE - Damage: 50++ - AP Cost: 35 - Weight: 0.5 lbs. - Value: 30 caps - Range: N/A
MM67: Developed alongside the M67 hand grenade, it saw extensive use in fortifying Equestrian Military positions.
Special Rules: AoE (10); Common
CLAYMORE MINE - Damage: 60+5d10 - AP Cost: 35 - Weight: 1 lbs. - Value: 75 caps - Range: N/A
M18: Designed for use as a booby trap and manned defense encampments by Ironshod Firearms.
Special Rules: Directional AoE (20); Only affects those in front of the mine; Target DT x3; Uncommon
C-4 - Damage: 120+8d10 - AP Cost: 35 - Weight: 5 lbs. - Value: 200 caps - Range: N/A
Composition C-4: A malleable plastic explosive, designed for breaching and demolition. It has been used exstensively
by both sides during the War.
Special Rules: AoE (50); Remote detonated - must be set off remotely; Detonator has a range of .5 Miles (.80 km);
Detonator is included (weight 1) Rare
Other Explosives
FIREWORKS - Damage: 10++ - AP Cost: 30 - Weight: 0.25 lbs. - Value: 15 caps - Range: 20+(3*LCK) Yards
BANG! ZOOM! Bottle Rocket: Before the War Flim Flam Arms was a fireworks company called Flim Flam
SHAZAM! Fireworks, Inc. Their fireworks had a reputation for causing harm and mayhem, leading many Equestrian cities
to develop harsh restrictive regulations on them. While most Flim Flam SHAZAM! products have fallen apart after 200 years,
many of their infamous bottle rockets have survived with the tag line “BANG! ZOOM! Straight to the moon!”
Special Rules: AoE (2); Burning; Uncommon
117
Armor List
Armor falls into three categories, Light, Medium, and Heavy. Light Armor gives the user minimal protection, but generally does
not hinder movement. Heavy Armor protects users greatly at the cost of mobility and Medium Armor is a balance of defence
and mobility. Armor is not classified into tiers but is instead, organized by cost.
-Light Armor-
ARMORED SOCKS
DT WEIGHT VALUE FACTION
2 2 40 N/A
EFFECT
A nice pair of striped socks
N/A that someone reinforced with
metal plating. Great for in the
SPECIAL RULES bedroom and on the battle
field.
Only covers the limbs; May be combined with any ‘Clothing’ item; Kinky;
Common
FLAKK VEST
DT WEIGHT VALUE FACTION
8 8 50 N/A
EFFECT
Made from layered Kevlar,
N/A this vest kept Equestrian
troops safe from stray
SPECIAL RULES shrapnel.
ONLY covers the torso; May be combined with any ‘Clothing’ item;
Uncommon
118
RAIDER ARMOR
DT WEIGHT VALUE FACTION
5 15 50 Raider
EFFECT
A typical raider get up. Who
knows what is actually under N/A
all that blood and filth?
SPECIAL RULES
LEATHER ARMOR
DT WEIGHT VALUE FACTION
6 15 80 N/A
EFFECT
Light weight and durable, this
popular armor is used and N/A
fabricated in all corners of the
Wasteland. SPECIAL RULES
Common
TRIBAL ARMOR
DT WEIGHT VALUE FACTION
5 15 80 Tribal
EFFECT
Common among tribal
communities scattered around +5 Melee; +5 Unarmed
the Wastes.
SPECIAL RULES
Kinky; Uncommon
119
ARMORED UTILITY BARDING
DT WEIGHT VALUE FACTION
6 15 100 N/A
EFFECT Comes with a hoof full of
tools for the Wastelander
+5 Repair & Mechanics; +5 Lockpick that’s interested in tinkering,
but not dumb enough to go
SPECIAL RULES
unprotected.
Uncommon
120
SECURITY ARMOR
DT WEIGHT VALUE FACTION
After being used by a rather 8 15 200 N/A
precarious mare with a EFFECT
stubby (although she would
say it’s ‘“compact”) horn, this +2 Stun DT
armor has become a symbol
SPECIAL RULES S E C UR
121
ASSASSIN SUIT
DT WEIGHT VALUE FACTION
10 15 1000 N/A
EFFECT
Used by spies and assassins
+5 Sneak on both sides of the War, this
suit was used for anything
SPECIAL RULES from sabotage to wetwork.
Rare
SWAT ARMOR
DT WEIGHT VALUE FACTION
12 15 1000 N/A
EFFECT Commonly issued to the
Equestrian Special Weapons
+5 Melee; +5 Firearms and Anti-Terrorism units
founded by the Ministry of
SPECIAL RULES
Morale.
HAZMAT SUIT
DT WEIGHT VALUE FACTION
10 18 1200 N/A
EFFECT Worn by the Ministry of
Arcane Science’s Black
-2 CHA; -2 PER; +50% RAD Resistance; +50% Poison Resistance against Moonsa scientists while
airborne threats researching the darker and
SPECIAL RULES more dangerous sides of
Arcane Science.
Integrated Gas Mask, Visor, Flashlight; Comes with Helmet; Fully
Enclosed; Air Tank; Rare
122
These beautiful outfits can CENTURION BATTLEDRESS
look jaw-dropping on the DT WEIGHT VALUE FACTION
right mare. The dress is 16 5 1800 *Zebra*
light and flexible enough EFFECT
to allow Centurions to
pull off flawless Fallen +10 Negotiation & Seduction; +10 Unarmed
Caesar Style moves. In
the Wasteland now, any SPECIAL RULES
clever martial arts-using
mare could put a dress like
this to good use, be they You will be mistaken for a mare if you wear this; Kinky; Exotic
Pony or Zebra.
NOTE: Has a built-in E.F.S. MK IV ENVIRONMENT SUIT
and Artificial Telekinesis DT WEIGHT VALUE FACTION
(for inventory AP costs). It 10 25 2000 N/A
automatically administers EFFECT
one potion per round when
below 50% HP (no AP cost) *+1 STR*; +40% ALL Resistances
and +1d10 to healing potions
on self. The suit has minor SPECIAL RULES
regeneration(doubles natural
healing rate) and is self Boosts STR up to a max of 5 (GM Discretion); Environmentally Sealed;
repairing. Cannot be Reinforced; Cannot be combined with Helmets; Foal-sized only;
All features at GM Discretion. Exotic
NOTE: Comes with an APS SUIT
onboard computer system DT WEIGHT VALUE FACTION
to assist with complex 12 15 2500 N/A
calculations or to help the EFFECT
user hack into terminals.
The suit comes with its own + 10 Hacking & Matrix Tech; +10 Repair & Mechanics
interface, however it was
designed to be compatible SPECIAL RULES
with PipBucks, allowing one
to use them in tandem. For
those that know the sciences, All-Purpose Science Suit; Extremely Rare
this is a valuable tool indeed.
The Shade Suit lacks the SHADE SUIT
total invisibility granted by DT WEIGHT VALUE FACTION
StealthBucks. In fact, the 14 20 2600 N/A
user is still quite visible while EFFECT
wearing this. What the suit
actually does, when activated, +10 Sneak; +1 Crit Chance
is turns the user translucent,
making them partially see- SPECIAL RULES
through. Users appear to
be nothing more than an
apparition or a shade, hence Environmentally Sealed; Cannot be Reinforced; Comes with Helmet; Exotic
the name.
123
ZEBRICAN SHADOWSILK BARDING Besides its resistance charms,
DT WEIGHT VALUE FACTION the barding also features
18 15 4000 N/A one that allows users to defy
EFFECT gravity, allowing users to
walk on walls and ceilings,
+15 Sneak; +3 Crit Chance traversing areas that a land-
bound creature otherwise
SPECIAL RULES couldn’t even think of.
However, in the Wasteland,
Wall Walking (lasts 3 turns); +35 Resistance to Radiation, Poison, and the charms aren’t as effective
Magic; Exotic as they used to be and will
not last for long.
-Medium Armor-
ARMORED DUSTER
DT WEIGHT VALUE FACTION
8 15 150 N/A
EFFECT
Made of durable leather, this
+1 CHA; +5 Firearms duster is said to increase the
appearance of radroaches.
SPECIAL RULES
124
WASTELAND SURVIVOR ARMOR
DT WEIGHT VALUE FACTION
10 15 350 N/A
Those seen wearing this EFFECT
armor should not be messed
with, as they have experienced You are 20% harder to track
the worst the Wasteland could
throw at them, and survived SPECIAL RULES
it all.
You smell like assorted animals; Uncommon
COMBAT ARMOR
DT WEIGHT VALUE FACTION
15 25 500 N/A
EFFECT
The Equestrian military’s
common issued armor for use +5 Battle Saddles
in all fields of combat.
SPECIAL RULES
Common
125
NCR RANGER PATROL ARMOR
DT WEIGHT VALUE FACTION
15 25 600 NCR
EFFECT
Standard armor given to the
+5 Firearms; +5 Explosives NCR’s top opperatives while
patrolling the Wastes in hopes
SPECIAL RULES of making it a better place.
Uncommon
Rare
126
RIOT GEAR
DT WEIGHT VALUE FACTION
20 30 1800 N/A
EFFECT
Standard riot gear used by
pre-war Equestrian Police +5 Firearms
Forces all accross the nation.
SPECIAL RULES
127
MEV SUIT NOTE: Controlling and
DT WEIGHT VALUE FACTION maintaining all of this is a
20 15 3000 N/A ‘Dumb AI’. The AI is capable
EFFECT of performing complex
calculations, keeping track
+20 Hacking & Matrix Tech of the user’s vitals, applying
medicine, providing basic
SPECIAL RULES tactical information, and even
assisting the user in hacking
+35 Resistance to Poison, Radiation, and Magic; Auto dispenses Med-X terminals. However, it has
and Health Potions when needed (assuming player has some); E.F.S.; no self awareness nor “real”
Extremely Rare intelligence.
-Heavy Armor-
METAL ARMOR
DT WEIGHT VALUE FACTION
12 30 150 N/A
EFFECT
Heavy metal armor crafted
-1 AGI expertly from things found in
the Wasteland.
SPECIAL RULES
Extra spiky; 1d10 extra damage with tier 0 and 1 Melee weapons; Exotic
128
METAL ARMOR, REINFORCED
DT WEIGHT VALUE FACTION
14 35 250 N/A
When the standard metal EFFECT
armor just isn’t enough,
or is a little too worn out, -1 AGI
some Wastelanders take to
SPECIAL RULES
improving and reinforcing it.
Armor made for those larger than life, without the DT penalty; Extremely
Rare
SAMURAI ARMOR
DT WEIGHT VALUE FACTION
16 30 700 N/A
EFFECT
An old set of traditional
Japoneighse armor, used by +5 Melee
the fabled warriors of old.
SPECIAL RULES
CLIPBOARD ARMOR
DT WEIGHT VALUE FACTION
14 30 800 N/A
EFFECT
Made from clipping
clipboards together. Why -1 AGI
would you do that!!??
SPECIAL RULES
129
CANTERLOT GUARD ARMOR
DT WEIGHT VALUE FACTION
18 35 1000 N/A
EFFECT The traditional armor worn
by the Canterlot Guards who
+1 CHA; +5 Negotiation & Seduction; +5 Bluff & Intimidation; -5 Sneak were tasked with guarding the
Princess of the Sun and the
SPECIAL RULES
city of Canterlot.
Rare
Enchanted; Exotic
130
FORGED RAIDER BATTLE ARMOR
DT WEIGHT VALUE FACTION
20 25 2000 Raiders
The raider group you were in EFFECT
actually had some skill. This
is the finest and most durable +15 Bluff & Intimidation
non-powered armor they can
spit out, and it’s custom fitted SPECIAL RULES
for your use!
Body Spikes included; Custom Fit (modded); Extra spiky; Exotic
Most ponies would not recognise faction; Degrades at half rates; Exotic
131
EXPERIMENTAL GRIFFON POWER ARMOR Power Armor
DT WEIGHT VALUE FACTION designed to
25 30 2800 Talons be used by
EFFECT Griffons on the
battlefield. It
+10% DR; +1 STR; -1 AGI; +10% ALL Resistances never got past
the prototype
SPECIAL RULES
stage.
Power Armor; Powered Tail Stinger; Wingblades; Griffons only; Comes NOTE: Can
with Helmet; Exotic only be used by
Griffons.
Helmet List
Helmets are a type of armor. As such, they also are classified into Light, Medium, and Heavy. Helmets provide DT to the head
and must be purchased seperately to their armor counterparts UNLESS the armor has the special rule “Comes With Helmet” or
“Environmentally Sealed”. The GM may decide to include the helmet with the armor if they so choose.
-Light Helmets-
133
STEEL POT HELMET
DT WEIGHT VALUE FACTION
3 6 25 N/A
EFFECT
Official helmet
N/A of undersized
fillies
SPECIAL RULES everywhere.
THIEF MASK
DT WEIGHT VALUE FACTION
- 1 25 N/A
EFFECT Commonly
used by robbers
+5 Sneak; +5 Sleight of Hoof and thieves
all across the
SPECIAL RULES
Wasteland.
Thief!!! There’s no talking your way out of this; Can only be combined with
Hats; Common
TRASHCAN HELMET
DT WEIGHT VALUE FACTION
2 10 25 N/A
EFFECT
Oscar called,
-3 PER he wants his
hat back.
SPECIAL RULES
Common
GAS MASK
DT WEIGHT VALUE FACTION
Used by 2 4 50 N/A
Equestrian EFFECT
troops to
protect +25% Poison Resistance against airborne threats; +10% RAD Resistance;
themselves -1 CHA; -1 PER
from chemical SPECIAL RULES
warfare
attacks. May not be combined with Glasses; May be combined with Hats or Light
and Medium Helmets; Uncommon
SWAT HELMET
DT WEIGHT VALUE FACTION
6 7 500 N/A Worn by
EFFECT Equestrian
Special
N/A Weapons and
Anti-Terrorism
SPECIAL RULES units founded
by the Ministry
of Morale.
Uncommon
136
MK IV ENVIRONMENT SUIT HELMET
DT WEIGHT VALUE FACTION
1 12 1000 Foal-Sized Only
EFFECT
The helmet
for the Mk IV +10 All Res
Environment
Suit. SPECIAL RULES
APS HELMET
DT WEIGHT VALUE FACTION
6 7 1200 N/A
EFFECT
The helmet for +5 Hacking & Matrix Tech; +5 Repair & Mechanics
the APS Suit.
SPECIAL RULES
Extremely Rare
Exotic
137
-Medium Helmets-
WELDER’S MASK
DT WEIGHT VALUE FACTION
6 5 100 N/A Common
EFFECT safety
equipment
-1 PER; -1 CHA; +5 Mechanics found scattered
accross
SPECIAL RULES
May not be combined with Glasses; May be combined with Hats or Light worksites
and Medium Helmets; Visor; 15 AP Toggle reduces the effect of Flashbang everywhere.
grenades and Point Blank Light spells by 1 tier; -1 PER if worn at night or
in the dark; Incompatible with Visor mod; Common
COMBAT HELMET
DT WEIGHT VALUE FACTION
8 6 150 N/A
EFFECT Standard
+5 Sneak; +5 Sleight of Hoof; +5 Bluff & Intimidation; +5 Negotiation & issued head
Seduction gear for all
Equestrian
SPECIAL RULES
troops.
Common
138
ZEBRA FIELD HELMET
DT WEIGHT VALUE FACTION
8 6 150 *Zebra*
EFFECT
Standard
issued head N/A
gear for all
Zebra troops. SPECIAL RULES
Rare
139
PATHFINDER HELMET The helmet
DT WEIGHT VALUE FACTION designed
7 5 1300 N/A for use with
EFFECT Pathfinder
barding,
+5 Alchemy/Survivalism & Traps; +1 PER it features
upgraded
SPECIAL RULES
optics
and a less
Extremely Rare cumbersome
design.
140
-Heavy Helmets-
METAL HELMET
DT WEIGHT VALUE FACTION
10 8 75 N/A
EFFECT
A common
Wastelander- -1 PER
made helmet.
SPECIAL RULES
141
CANTERLOT GUARD HELMET
DT WEIGHT VALUE FACTION
16 8 350 N/A
EFFECT The issued
helmet of those
N/A elite few tasked
with Guarding
SPECIAL RULES the Princess of
the Sun.
Gives 1 rank of the ‘Royal Canterlock Voice’ perk while worn (+5
Negotiation & Seduction, +5 Bluff & Intimidation); Rare
SAMURAI HELMET
DT WEIGHT VALUE FACTION
8 15 350 N/A An old
EFFECT helmet from
a trditional
N/A Japoneighse
armor set, used
SPECIAL RULES
by the fabled
warriors of old.
Exotic
144
A variant of HELLFIRE POWER ARMOR HELMET
the T-55A DT WEIGHT VALUE FACTION
Power Armor 17 12 2800 Enclave
designed with EFFECT
the intent of
fighting Zebra +10 DR; +15 Fire Res; +7 All other Res
allied Dragons
NOTE: Can SPECIAL RULES
only be used by
Earth Ponies,
Pegasi, or Power Armor; Exotic
Zebras.
Accessories List
Accessories are extra apparel and items like glasses, scarves, and amulets which can usually be worn with most forms of clothes
and armor. Accessories do not have tiers and are organized by cost.
BADGE
DT WEIGHT VALUE FACTION
N/A 0.5 5 N/A
EFFECT
I AM THE +1 Negotiation & Seduction; +1 Bluff & Intimidation
LAW!
SPECIAL RULES
Uncommon
145
EYE GLASSES
DT WEIGHT VALUE FACTION
N/A 1 5 N/A Be prepared to
EFFECT get told how
blind you are
N/A by ponies who
decide to take
SPECIAL RULES your glasses off
and try them
on themselves.
Common
GOGGLES
DT WEIGHT VALUE FACTION
N/A 1 20 N/A
EFFECT The only
known
N/A weakness to
Pocket-sand
SPECIAL RULES
Man.
SCARF
DT WEIGHT VALUE FACTION
N/A 0.5 5 N/A Good for
EFFECT keeping you
warm on a
+2% Cold Resistance cold winter
day. That, or
SPECIAL RULES denoting your
status as a
main character.
Common
RUBBER BOOTS
DT WEIGHT VALUE FACTION
N/A 1 25 N/A Great
EFFECT protection
against water
+5% Electric and Cold Resistance or mud, and
insulated
SPECIAL RULES
against
Can be worn with all armors other than powered bardings; Incompatible electricity.
with most Unarmed weapons; Common
146
SUN GLASSES
DT WEIGHT VALUE FACTION
N/A 1 25 N/A
Used by EFFECT
Nightman,
fighter of +1 CHA
Dayman.
Champion of SPECIAL RULES
the moon-butt.
Yeaahhh!; Common
AUTHORITY GLASSES
DT WEIGHT VALUE FACTION
N/A 1 100 N/A
EFFECT
Respect. My. +1 CHA; +5 Bluff & Intimidation
Authoritah!
SPECIAL RULES
DORKY GLASSES
DT WEIGHT VALUE FACTION
N/A 1 100 N/A
EFFECT
Worn by nerds
everywhere. +1 INT; -1 CHA
Come pre-
taped. SPECIAL RULES
Uncommon
too late!
SPECIAL RULES iX iii
Viii iV
147
Cloaks List
Cloaks are pieces of hooded fabric meant to protect the wearer from the elements. Cloaks can be worn over clothes, as well
as most forms of Light Armor and some forms of Medium Armor (at GM discretion). Cloaks which provide DT, including
reinforced cloaks, are considered “Cloth-Tier” armor for the purpose of perks. Cloaks are not categorized into tiers, and are,
instead, organized by price.
RAGGED CLOAK
DT WEIGHT VALUE FACTION
1 1 25 N/A
EFFECT
This cloak has been accross
N/A the Wasteland and back,
and then some. At least,
SPECIAL RULES what’s left of it...
Common
LEATHER CLOAK
DT WEIGHT VALUE FACTION
2 3 50 N/A
EFFECT
Common
If made from an equine with natural DT, the hide uses that value instead;
Exotic
148
COLD WEATHER CLOAK
DT WEIGHT VALUE FACTION
N/A 5 100 N/A
EFFECT
Normally seen in the frozen
tundras to the north of the +20% Cold Resistance
Wasteland.
SPECIAL RULES
Common
Uncommon
CMC CLOAK
DT WEIGHT VALUE FACTION
1 2 250 CMC
EFFECT
Ready to get your Cutie +2 Crit Chance for any 1 skill
Mark?
SPECIAL RULES
Uncommon
149
MOP ENVIRONMENT CLOAK
DT WEIGHT VALUE FACTION
N/A 5 250 N/A
EFFECT
Rare
ENCHANTED CLOAK
DT WEIGHT VALUE FACTION
N/A 2 500 N/A
EFFECT
You can already feel the
N/A magic coursing through your
veins, and you love it.
SPECIAL RULES
Degrades twice as fast; Powered (MFC 2 / h); Grants the user Cloudwalk,
as long as powered; For 25 AP, grants the user the spell “Wings”, cast at
+1 POT; Item is destroyed when the spell ends; Cannot be modded; Power
Overwhelming; Rare
ZEBRA STEALTH CLOAK The cloak is designed to
DT WEIGHT VALUE FACTION cover only the user and
N/A 5 1500 Zebra a minimal amount of
EFFECT belongings. GM determines
if the wearer is carrying too
+5 Lockpick much and may be visible.
The cloak will not mask the
SPECIAL RULES
Grants the wearer the following spell at no Strain: Invisibility (aka Sensory sound of weapon fire, the
Foil: Visual, Auditory, Olfactory) cast at Expert level, with a POT of light of a muzzle flash or
1; Lasts for [10+1d10] minutes (the GM rolls secretly to determine the laser beam, or any effects
duration); Costs 25 AP to activate; 1 use only; Extremely Rare caused by an item or a spell.
150
Clothing List
Clothes are outfits used to aid in day-to-day life or with specific tasks in the Wasteland. They can also denote trade,
employment, current task, and even social status. Clothes may be worn under, and sometimes over, most forms of armor (at
GM discretion), but do not provide any skill or S.P.E.C.I.A.L. bonuses unless easily accessible (e.g. under a cloak), as per the
Clothing and Armor special rule. Clothes which provide DT, including reinforced clothes are considered “Cloth Tier” armor for
the purpose of perks. Clothes are not categorized into tiers and are, instead, organized by price.
SLAVE OUTFIT
DT WEIGHT VALUE FACTION
N/A 1 1 Slaves
EFFECT
WORK HARDER!
NOTE: Can be made with -1 CHA; -1 LCK
only 1 Bandage.
SPECIAL RULES
Ponies will act towards you completly different, treating you as they would
treat a slave, rather than as a pony; Carrying a visible weapon may negate
this effect; Common
PRE-WAR OUTFIT
DT WEIGHT VALUE FACTION
N/A 2 10 N/A
EFFECT
A common outfit for the N/A
common Equestrian.
SPECIAL RULES
ROBES
DT WEIGHT VALUE FACTION
N/A 2 15 N/A
EFFECT
Comfortable and breathes
well, these are an Arcane +5 Arcane Magic
Magic user’s best friend.
SPECIAL RULES
151
BATHING SUIT
DT WEIGHT VALUE FACTION
N/A N/A 25 N/A
EFFECT Perfect for that obligitory
+10% Swim Speed when wearing just Bathing Cap and/or Bathing Suit fanservice filled day at
only. the beach. Just remember
that no one actually likes
SPECIAL RULES
speedos.
FARMWORKER OUTFIT
DT WEIGHT VALUE FACTION
1 3 25 N/A
EFFECT
Worn by farmers and
Ignore 10% penalties related to agriculture hipsters wayyyy too into
country music.
SPECIAL RULES
SEXY SLEEPWEAR
DT WEIGHT VALUE FACTION
N/A 2 25 N/A
EFFECT Somepony is planning on
a fun evening. Too bad you
+1 CHA; +5 Seduction; +5 Bluff aren’t invited.
NOTE: Makes you more
SPECIAL RULES of a target to certain
individuals.
Will certainly turn heads in the day time; Does not provide a Negotiation
or Intimidation benefit; NOTICEABLE; Uncommon
152
STABLE JUMPSUIT
DT WEIGHT VALUE FACTION
N/A 1 25 N/A
“What are you? Fresh out EFFECT
the Stable?”
“...Ummm yes..? +1 Melee; +1 Unarmed; +2 Negotiation & Seduction; +2 Bluff &
NOTE: Makes you more Intimidation
of a target to certain SPECIAL RULES
individuals.
It can be assumed that characters start off with one of these if they have
the Stable Dweller Trait; NOTICEABLE; Exotic
CARAVAN OUTFIT
DT WEIGHT VALUE FACTION
1 3 50 N/A
EFFECT
SPECIAL RULES
Common
FLIGHT SUIT
DT WEIGHT VALUE FACTION
N/A 2 50 N/A
EFFECT
Good work out there! Now
go grab some water and be N/A
shure to stretch those glutes!
SPECIAL RULES
GANGER OUTFIT
DT WEIGHT VALUE FACTION
2 2 50 Gang
EFFECT
SPECIAL RULES
Common
153
LEATHER JACKET
DT WEIGHT VALUE FACTION
2 5 50 N/A
EFFECT
RELIGIOUS ATTIRE
DT WEIGHT VALUE FACTION
N/A 2 50 N/A
EFFECT
Exotic
Uncommon
154
CAPTAIN UNIFORM
DT WEIGHT VALUE FACTION
Greetings everypony, this 1 2 100 N/A
is your Captain speaking. EFFECT
Unfortunately we are
expecting some delays for N/A
take off because this plane
SPECIAL RULES
hasn’t been serviced in 200
years.
Rare
DUSTER
DT WEIGHT VALUE FACTION
3 5 100 N/A
EFFECT
I can’t dust my house with +1 CHA; +5 Firearms
this!
SPECIAL RULES
PIRATE/CORSAIR OUTFIT
DT WEIGHT VALUE FACTION
2 2 100 N/A
EFFECT
“The cannons be ready,
Captain!” +5 Firearms; +5 Melee; Comes with Bandolier
Kinky; Rare
TRIBAL GARB
DT WEIGHT VALUE FACTION
Just don’t go shouting N/A 2 100 Tribal
“Heyhowareyou” over and EFFECT
over. It means “Your lover
is garbage and belongs in +1 CHA; +3 Alchemy/Survivalism & Traps; +3 Shamanism
a refuse pile. But even that
is offense to the refuse they SPECIAL RULES
would be dumped in. Also I
sold your cat to a raider.” +5 Seduction on non tribals; Does not cover a thing; Cannot be modded;
Rare
155
WANDERER CLOTHES
DT WEIGHT VALUE FACTION
3 2 100 N/A
EFFECT
Common
TUXEDO
DT WEIGHT VALUE FACTION
N/A 1 120 N/A This pre-war formal garb is
EFFECT now a symbol representing
one of the worst raiders the
+1 CHA; +10 Bluff & Intimidation Wasteland has ever known.
That, or the wearer might be
SPECIAL RULES getting married. Why don’t
you shoot at them and find
out?
Uncommon
COWPONY OUTFIT
DT WEIGHT VALUE FACTION
N/A 2 150 Possibly NCR
EFFECT One more “Yee-haw”
partner, and I reckon you
+5 Firearms; +5 Negotiation & Seduction that we’ll have our very
own Brokemare mountain
SPECIAL RULES
moment.
Common
LIBRARIAN OUTFIT
DT WEIGHT VALUE FACTION
N/A 2 150 N/A
EFFECT
156
STEEL RANGER SCRIBE ROBES
DT WEIGHT VALUE FACTION
1 5 150 Rangers
EFFECT
I don’t know what’s worse,
the Scribe’s attitude, or +1 INT; +5 Academics & Lore; +5 Hacking & Matrix Tech; +5 Repair &
the fact that the Paladin Mechanics; +5 Unarmed
murdered my family. SPECIAL RULES
CONSTRUCTION HARNESS
DT WEIGHT VALUE FACTION
2 15 200 N/A
EFFECT
Workin’ 9 to 5
What a way to make livin’ +1 STR; +10 Repair & Mechanics
Barely gettin’ by
It’s all takin’ and no givin’ SPECIAL RULES
+1 END to avoid fatigue, per each other pony with “Raise this Barn”
working on a project; 9 to 5; Common
PIMP OUTFIT
Let us pray the Pimp’s DT WEIGHT VALUE FACTION
Prayer. Lord, please pray 2 10 250 N/A
for the soul of this bitch EFFECT
and guide my pimp hand
and make it strong Lord, so +1 CHA; +1 PER; +5 Unarmed; +10 Bluff & Intimidation
that she might learn a hoe’s
SPECIAL RULES
place.
Bare Hoof and Brass Hoof get new Special Attack “BONK!”, renamed
Amen “Pimp Hoof”; Pimpology 101; Rare
SHADOWBOLT COSTUME
DT WEIGHT VALUE FACTION
N/A 1 500 Enclave
EFFECT
A fun Nightmare Night +5 Flight Magic; +5 Bluff & Intimidation
costume.
SPECIAL RULES
Holy shit, does this make you a target; Kinky; NOTICEABLE; Exotic
157
TWIN ARCHMAGE ROBES
DT WEIGHT VALUE FACTION
1 10 500 N/A Created long ago with the
EFFECT intent of making lethal
magic casting tag teams. But
(+1 POT and VER); +10 Magic; +10 Lore; -50 Max Strain old magic has a mind of its
own.
SPECIAL RULES NOTE: You can already feel
the magic coursing through
Allows the user to Matrix Cast with the wearer of the linked Twin your veins and you love it.
Archmage Robe, even if he/she does not meet the requirements; Power
Overwhelming; Extremely Rare
WONDERBOLT COSTUME
DT WEIGHT VALUE FACTION
N/A 1 500 Enclave
EFFECT
Holy shit, does this make you a target; Kinky; NOTICEABLE; Exotic
Holy shit, does this make you a target; Kinky; NOTICEABLE; Exotic
158
Hats List
Hats and other non-helmet headwear are used to aid in day to day life or with specific tasks in the Wasteland. They can also
denote trade, employment, current task, and even social status. Hats may not be worn over or under helmets. Hats which
provide DT, including reinforced Hats, are considered “Cloth Tier” armor for the pupose of perks. Hats are not categorized into
tiers and are, instead, organized by price.
HEADBAND
DT WEIGHT VALUE FACTION
N/A 1 5 N/A
EFFECT
A common
workout +1 any one skill
accessory
before the War. SPECIAL RULES
GIANT HAT
DT WEIGHT VALUE FACTION
N/A 2 10 N/A
EFFECT
“This isn’t
about you - +1 PER; +1 CHA; -5 Sneak
this is about
my giant hats!” SPECIAL RULES
Uncommon
159
TRAVEL HOOD Greetings,
DT WEIGHT VALUE FACTION traveller!
N/A 1 10 N/A How about
EFFECT doing random
favors for a
+1 PER few inbred
psycopaths? It’s
SPECIAL RULES
the standard
tourist
Common activity in the
Wasteland!
Common
160
SACK HOOD WITH HOSES
DT WEIGHT VALUE FACTION
0 2 25 N/A
Gross, it reeks EFFECT
of vomit and -1 PER; -1 CHA; 10% Poison Resistance against airborne threats; 5% RAD
bad decisions. Resistance
Mother, is that
SPECIAL RULES
you? Can be repaired with any Hat, Mask, or Light Armor of tier 0 or tier
1; The item can be repaired up to 25% condition, as long as you have a
Sewing Kit and a Alchemy/Survivalism & Traps or Repair & Mechanics
skill of 25; Common
BERET
DT WEIGHT VALUE FACTION
N/A 1 50 N/A
Worn by EFFECT
Equestrian
troops while +1% Crit Chance
in their dress
SPECIAL RULES
uniform.
CAPTAINS HAT
DT WEIGHT VALUE FACTION
N/A 1 50 N/A
EFFECT
Ready for a +1 CHA
sexy party?
SPECIAL RULES
Giggity; Uncommon
SURGICAL MASK
Like a surgeon, DT WEIGHT VALUE FACTION
hey! N/A 1 50 N/A
Cuttin’ for the EFFECT
very first time.
+5 Medicine
Like a
SPECIAL RULES
su~rgeon.
Here’s a waiver
for you to sign. Common
161
WIZARD CAP
DT WEIGHT VALUE FACTION
N/A 1 50 N/A
EFFECT A wizard is
never late, nor
+5 Arcane Magic is he early.
He arrives
SPECIAL RULES precisely when
he means to.
Rare
USHANKA HAT
DT WEIGHT VALUE FACTION
1 2 75 N/A * in most parts
EFFECT of Equestria
+5% Cold Resistance; +5 Stun DT Does not come
with its own
SPECIAL RULES
bottle of vodka.
Stop asking!
Rare*
162
Shields
Shields are physical slabs of various material, held either by hands, claws and paws, or fitted to a battle saddle. They might also
be carried in a pony’s mouth, but, when held this way, might not be as efficient.
Shields are able to passively block blows and shots (depending on what they are made of), as well as actively help block attacks.
Additionally, Melee fighters might use shields to bash enemies in order to either stagger or stun them.
Shields count as one-handed Melee weapons. To effectively carry a shield and be able to attack with another weapon, a
character has to be able to carry two one-handed weapons. Shields can also be carried on a Battle Saddle, occupying a whole
side of it.
163
WOOD KITE
BASH DAMAGE STR REQUIREMENT
9 3
BLOCK CHANCE MELEE DT
60% 15
PROJECTILE DT MAGIC DT
3 2
AP COST WEIGHT VALUE
20 3 100
SPECIAL RULES
164
WOOD FULL SHIELD
BASH DAMAGE STR REQUIREMENT
Cannot Bash 5
BLOCK CHANCE MELEE DT
95% 15
PROJECTILE DT MAGIC DT
3 2
AP COST WEIGHT VALUE
N/A 5 150
SPECIAL RULES
165
SCRAP METAL TARGE SHIELD
BASH DAMAGE STR REQUIREMENT AP COST
12 4 25
BLOCK CHANCE MELEE DT WEIGHT
40% 20 4
PROJECTILE DT MAGIC DT VALUE
10 1 150
SPECIAL RULES
166
SCRAP METAL TOWER SHIELD
BASH DAMAGE STR REQUIREMENT
15 5
BLOCK CHANCE MELEE DT
80% 20
PROJECTILE DT MAGIC DT
10 1
AP COST WEIGHT VALUE
35 5 250
SPECIAL RULES
167
STEEL BUCKLER SHIELD
BASH DAMAGE STR REQUIREMENT AP COST
12 4 25
BLOCK CHANCE MELEE DT WEIGHT
20% 30 4
PROJECTILE DT MAGIC DT VALUE
15 5 200
SPECIAL RULES
STEEL KITE
BASH DAMAGE STR REQUIREMENT
15 5
BLOCK CHANCE MELEE DT
60% 30
PROJECTILE DT MAGIC DT
15 5
AP COST WEIGHT VALUE
35 5 400
SPECIAL RULES
168
STEEL TOWER SHIELD
BASH DAMAGE STR REQUIREMENT
18 6
BLOCK CHANCE MELEE DT
80% 300
PROJECTILE DT MAGIC DT
15 5
AP COST WEIGHT VALUE
40 6 500
SPECIAL RULES
169
Miscellaneous Items List
Miscellaneous items are the various things found in the Wasteland which don’t fall into any other major group, from survival
gear, to tools, to carrying equipment, and more. This list is where you will find the items that AREN’T designed to help you kill
other Wastelanders, but instead help you through every other situation which the Wasteland might throw at you.
BUNDLE OF KITCHEN SUPPLIES (SPOONS, DISHES, ETC.) - Weight: 5 lbs. - Value: 8 caps
Special Rules: Nice for cooking; Common
170
GENERAL TRASH (TIN CANS, EMPTY BOTTLES, ETC.) - Weight: 2 lbs. - Value: 1 caps
Special Rules: Why are you even carrying this?; DM can randomise how much of this is found (2d6, 3d6, etc.);
Common
171
CANTEEN - Weight: 1 lbs. - Value: 5 caps
Special Rules: Holds up to 5 bottles worth of water (or other liquid); When full, the weight is 5 lbs.; Common
172
TWO-WAY RADIO - Weight: 4 lbs. - Value: 75 caps
Special Rules: A simple radio that lets you talk with somepony else on the same frequency; Has a range of 1 mile (1.6
km); Uncommon
COLT
EMPTY BOTTLE - Weight: 0.5 lbs - Value: 1 cap
Special Rules: Could be filled with water if you’re too cheap to get a canteen; Add a bottlecap to keep from leaking
(found in General Trash); Common
CO
LT
173
SCALPEL - Weight: 1 lbs. - Value: 5 caps
Special Rules: Because performing surgery with your teeth gives onlookers the wrong impression (Found in Bundle of
Medical Supplies); Common
174
DISGUISE KIT - Weight: 5 lbs. - Value: 50 caps
Special Rules: More than a mask and some perfume; +5 Sneak, Bluff & Intimidation when attempting to pass as
something / someone else; With a Sneak / Bluff of 50+, you can apply it to an ally as well; Must be applied in order to gain the
effect; Rare
ittle
My L try Set
is
Chem
175
REINFORCEMENT MOD KIT - Weight: 10 lbs. - Value: 100 caps
Special Rules: Used to turn Stable jumpsuits, clothing, and armors into reinforced versions of those bardings; For Light
Armor and clothing, add +4 DT and 5 lbs; Med Armor adds +3 DT and 5 lbs; Heavy Armor adds +2 DT and 5 lbs; Power
Armor cannot be reinforced; Increases value of armor by 25% of base cost, to a minimum of 100 caps; Common
176
WEAPON MAINTENANCE KIT - Weight: 0.5 lbs. - Value: 10 caps
Special Rules: Prevents wear and tear degradation for weapons; Common
177
BATTLE SADDLE - Weight: 5 lbs. - Value: 150 caps
Special Rules: Reduces STR requirement of weapon(s) by 2; Costs 75 caps at character creation; Common
178
SADDLEBAGS - Weight: 5 lbs. - Value: 10 caps
Special Rules: Holds your stuff (it can be assumed that characters start off with one of these); Common
179
STEALTHBUCK - Weight: 0.5 lbs. - Value: 100 caps
Special Rules: Peripheral: requires a port; Grants the wearer the following spell at no Strain: Invisibility (aka Sensory
Foil: Visual, Auditory, Olfactory) cast at Expert level, with a POT of 1; Lasts for [10+1d10] minutes (the GM rolls secretly to
determine the duration); Costs 25 AP to activate; 1 use only; Rare
180
Miscellaneous List
ASHTRAY - Weight: 1 lbs. - Value: 1 cap
Special Rules: Can be used as a Rock for throwing, or holding the ashes of your enemies; Common
181
BRAHMIN SKULL - Weight: 2 lbs. - Value: 1 cap
Special Rules: Looks cool above a fireplace or at the front of big, long, southern carriages; Common
182
FLOUR - Weight: 1 lbs. - Value: 2 caps
Special Rules: Used to make bread; Uncommon
183
MAGIC INHIBITOR RING - Weight: 1 lbs. - Value: 2500 caps
Special Rules: Worn on the horn, this prevents a Unicorn (or Alicorn) from casting spells; Every time magic is
channeled to the horn, it sends it back as a shock that disrupts the cast and harms the would-be caster for 1d20 damage per
Strain expended; Often used by slavers; Rare
184
PRE-WAR BITS - Weight: N/A - Value: 0.25 caps
Special Rules: Cash, moola, dinero, anything you want to call them - they are useless now. Well, unless you have a
shotgun...; Common
185
TOASTER - Weight: 3 lbs. - Value: 5 caps
Special Rules: I only have one question for you: “Would you like some toast?” Used as bait to catch the fabled “Toaster
Repair Pony”; Uncommon
Flim Flam
Quick Rise Yeast
186
Materials List
Materials are items whose main purpose is to be used in crafting other items. From Chems, to Alchemical Brews, to Wasteland-
made weapons and armor, your most common crafting materials are found here. This doesn’t mean that they don’t have other
uses, nor does it mean that items found on other lists can’t or won’t be used in crafting. It is not uncommon to find items from
other lists duplicated in this list.
187
MEDIUM TANNED HIDE - Weight: 5 lbs. - Value: [2d6+2] caps
Special Rules: Crafting material; Common
188
BLUE HERBS - Weight: 1 lbs. - Value: 10 caps
Special Rules: Used in Alchemy; Chance/amount depends on Alchemy/Survivalism & Traps; Rare
189
MUSHROOMS - Weight: 1 lbs. - Value: 1 cap
Special Rules: +5 HP (depending on local plants, [Alchemy/Survivalism & Traps/10] hoof-fulls found); Common
190
Scavenged Materials List
ABRAXO CLEANER - Weight: 1 lbs. - Value: 5 caps
Special Rules: Common
G
M
0
.5
istol
ge P
Lar
191
BOX OF PRIMERS, LARGE RIFLE (25) - Weight: 1 lbs. - Value: 10 caps
Special Rules: Common
e
e Rifl
Larg
tol
Pis
all
Sm
ell
Sh
un
otg
Sh
192
CRUTCH - Weight: 2 lbs. - Value: 10 caps
Special Rules: Common
193
GARDEN HOSE - Weight: 5 lbs. - Value: 10 caps
Special Rules: Common
Pis
tol
Pow
der
der
Pow
Rifle
194
LEATHER BELT - Weight: 1 lbs. - Value: 5 caps
Special Rules: Common
195
PRESSURE COOKER - Weight: 5 lbs. - Value: 15 caps
Special Rules: Common
196
TIN CAN - Weight: 1 lbs. - Value: 1 cap
Special Rules: Common
197
Special Rules
Every item has some form of special rules, outside their mechanics, that adds other dimensions of gameplay to the items, from
item rarity, to weapon type, to enchantments, to crippling damage, and more! Because these rules can appear on multiple items
and have lengthy explanations, the special rules have been compiled into a list here.
NOTE: Some special rules for items are NOT found on item descriptions. Some special rules, like race notes for armor, are more
of a side note to be taken into account for gameplay, or additional rules for players and GMs to add extra dimensions to their
game with.
198
This weapon has a manual pump which must be actioned between each shot, but has a
magazine capacity greater than 1. Pump-Action weapons have a dual AP cost expressed as “Z/
X+Y”. Where “Z” is the total cost to fire and action the weapon, preparing it for a new shot.
Pump-Action “X” is the cost to fire the weapon without actioning it and “Y” is the cost to action the pump of
the weapon preparing the weapon to be shot, and nothing more. Players may choose to fire the
weapon, and action the Pump as a single action, paying the AP cost of “Z”, or to fire the weapon
and action the Pump as two seperate actions, paying the cost of “X” and “Y” respectively.
Semi-Auto This weapon will fire one round for the AP cost and has a magazine greater than 1.
Single-Shot This weapon is designed to have a magazine capacity of 1 and must be reloaded after each shot.
199
Magic Weapons skill (unless in a Battle Saddle). Does NOT benefit from Armed and Dangerous
or Buck Rodgers. Sets target alight, causing stacking Fire Damage (listed in brackets) per *hit*
for the listed number of turns. MAXIMUM range of Short. At Point Blank, rolling a *miss* still
hits but causes half damage. With a cone AoE of (1), weapons that utilize flame based damage
function in a somewhat different method.
Firstly, rather than a straight line, flamers have a cone of damage. The diameter of the cone is
a 1/3 of the distance fired. For example: the Flamer fired at its maximum range will have a cone
Flamer with a width of 5m (1/3 the distance travelled [15/3=5]) with the target being at the centerpoint
of the cone.
Secondly, the jet of flammable liquid is focused on a single target while the flames fan out
uncontrollably. For every yard a potentially flammable target is from the center stream, they will
take 1d10 less damage and the burning effect will not be applied to them. Additionally, once the
center stream hits a target, it will not penetrate. Any targets behind it will take damage as per
not being in the center stream..
Gauss weapons are both a firearm and MEW. As such, they can use either the Firearms or
Gauss Magic Energy Weapon skills. Critical hits do 2 times normal damage.
Uses the Magical Energy Weapons skill. Critical Hits do 3 times normal damage instead of 2
Magic times.
Recharging Ammo Recharges 2 shots per round.
Revolver 20 AP to reload without Speed Loader. Cannot jam.
After EACH attack, the wielder can make a Stealth check to remain hidden. Target can make a
Silent PER check if it survives the round.
Does not suffer hit penalties due to range (except at Point Blank and Extreme range). Counts as
both Long ranged and Unwieldy for Point Blank penalties (a total of -25 at P.B.). If the weapon’s
Sniper condition drops to Heavily Used or below, then the weapon loses the benefits of the Sniper rule
and counts as being Long ranged instead.
Sonic Ignores Natural DT but not Armor or DR.
20 AP to reload. Can choose to reload only half the ammo capacity (rounded down) for half its
Tube Loaded normal reload cost.
Suffers -10 to hit at Point Blank range. All Battle Saddle weapons count as Unwieldy (if they
Unwieldy didn’t already).
201
Armor Rules
202
- Since the vast majority of barding available in the Wasteland was made for Earth Ponies/
Unicorns, a Pegasus will usually need most barding modified to allow him or her to fly.
Mechanics of 25 should be enough.
- Griffons would require heavier alterations, needing a Mechanics skill of 40. Starting equipment
is (of course) already modified. A skilled party member can also make the alterations.
Race Notes
- Alicorns and Hellhounds (especially Hellhounds) are significantly different in stature to regular
ponies (and have many special rules of their own.)
- Alicorns and Hellhounds need pony barding to be heavily modified so they can wear it
(Mechanics 50). In addition, they only get HALF the normal DT from worn armor and ignore
any effects (except movement penalties for Medium/Heavy).
Ammo Rules
Addiction Rules
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Shield Rules
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Miscellaneous Rules
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Character Advancement
As characters make their way through the Wasteland, surviving fights and horrors alike, they will find themselves gaining
strength and new skills. When a character levels up, they gain a single perk, as well as Skill Points. Their Hit Points will
increase and, if they use magic, their Strain will increase. Below is a chart of the Experience Points (XP) needed to advance to
the next level.
Characters gain experience by defeating mobs, completing missions, and otherwise surviving everything the Wasteland (and the
GM) has to throw at them.
Improving S.P.E.C.I.A.L.s
It is also possible to improve S.P.E.C.I.A.L.s, either permanently through perks like Intense Training, or the more common
temporary bonuses, such as items, chems, or perks and traits, like Touched by the Moon, which are active during specific
conditions. Bonuses gained through these means will affect all skills and stats that rely on the S.P.E.C.I.A.L. until the effect
wears off or the item being actively used is no longer in use. Negative hits to the S.P.E.C.I.A.L. will also affect the dependent stats
negatively.
Improving Skills
Skill points increase as a character levels up. The number of Skill Points the character receives is equal to [10+INT]. These can
be increased or decreased by various perks and/or traits, like Skilled, for example. This is not rounded, so characters with odd
scores in Intelligence will gain an extra Skill Point on even levels. Temporary enhancements or reductions to Intelligence do not
change their number of Skill Points. Permanent changes to Intelligence, however, affect Skill Points gained from previous levels.
Some items can give a bonus or reduction to certain skills or Skill Points. Skill Points are distributed to the various skills the
player wishes to increase or improve. Skill Points are placed in the ranks column and raise the respective skill by 1.
As stated before, characters get two or three Tagged Skills, depending on their race. When a player chooses their Tagged Skills
(including Cutie Mark Skills), they immediately put 15 Tag points into the Tag Column giving them a free, permanent 15 point
boost to that skill. Players may then choose to spend up to 15 Skill Points per Tagged Skill in the “Tag Ranks” column. Each
Skill point spent in the “Tag Ranks” Column is worth two when calculating the skill’s level (15 Tagged Ranks = 30 Points
added to the Tagged Skill). On non Tagged Skills, and after the 15 Point Max is reached in the “Tag Ranks” column for Tagged
Skills, players may put skill points into the “Ranks” column for a one to one boost in any skill they want, the exception being
the Academics & Lore Skill, as that skill must be tagged for you to invest skill points in it. Regular and Tagged Skills both max
out at 100, with the exception of Cutie Mark Skills that max out at 115 or 120, depending on whether or not you have the Blank
Flank trait. Items and temporary bonuses may bring skills beyond their max.
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For a more indepth explanation on how Skill Points and Tagged Points work, please refer to Diary of a Mary Sue: A Character
Creation Guide, which addresses character creation in more detail.
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Miscellaneous Bonuses
Ministry Mare Statuettes
Ministry Mare Statuettes are indestructible magic figurines which grant the holder a permanent +1 boost to their Strength,
Perception, Endurance, Charisma, Intelligence, or Agility, based on which of the 6 Ministry Mares the statuette is of. Given that
there is no Ministry Mare Statuette for Luck, a character who possesses one of each of the 6 Ministry Mare Statuettes, will gain
the Quest Perk My Little Ponies, which grants a permanent +1 bonus to Luck.
There are only 7 of each Ministry Mare Statuette, totaling 42 Statuettes. A character possessing 2 or more of the same
Statuette only gains the benefit of one Statuette at a time. Likewise, only one character may benefit from a Statuette at a time.
Characters in possession of 2 or more different Statuettes will often find themselves being influenced as if by the Ministry Mares
themselves. Characters will retain the benefit from a Ministry Mare Statuette until either they die, or they willingly give the
Statuette away. The Statuettes may be stolen from a character’s possession, but the bonuses cannot.
Books
Specific pre-war books can grant a +3 permanent bonus to the book’s associated skill if read. It takes 1 week to read a book and,
after the book has been read, the character cannot benefit from reading that copy again, or another copy of the same book. The
only exception is if the character obtains both a Ministry of Image approved copy along with a pre-Ministry copy, in which case,
the character will gain a +3 from both books. There are two books which do not have pre and post Ministry of Image versions.
They are The Principles of Proper Pony Speech and The Wasteland Survival Guide.
Magazines
Specific pre-war magazines grant a one-time +10 bonus to their associated skill. It takes 12 hours to read a magazine and a
character may reserve one magazine bonus per 2 points of Intelligence. The character may choose to apply their bonus after the
skill roll has been made.
Cybernetic Implants
Cybernetics were a pre-war technology that was designed to both restore a pony’s quality of life, as well as improve it beyond
their wildest dreams. Cybernetic Implants can grant a permanent +1 bonus to a S.P.E.C.I.A.L. Clinics capable of performing
Cybersurgery are extremely rare and expensive. A character can only raise each S.P.E.C.I.A.L. once through these purchased
implants and may only possess one such implant per two points of Endurance, unless the character has unlocked the Cyberpony
(Design Level) perk. Every rank of the Cyberpony (Design Level) perk the character unlocks allows the character to possess one
additional purchased implant in addition to other benefits. Bonuses gained from Cybernetic Implants can raise a S.P.E.C.I.A.L.
above their racial max. A character may not benefit from both Cybernetic Implants and permanent Alchemical Enhancements.
Cybernetic Implants can be disabled by anti-matrix grenades or similar weapons. Disabled implants can be reactivated at a
Cybersurgery-capable clinic, or by a toaster repair pony with the appropriate tools and skill in Hacking & Matrix Tech.
NOTE: Any race can get Cybernetic Implants. But the mix of science and passive and active magic present in Cybernetics, more
often than not, wreaks havoc on the innate magic present in most races. Amongst the playable races, only Earth Ponies and
Diamond Dogs have a hardy and subtle enough magical nature to survive the extremely invasive level of alteration involved in
becoming a complete/pure Cyberpony (Design Level 3) with their abilities intact. Cybernetic Implants may be used to justify
relatively minor amounts of other Cybernetics (such as a replaced hoof or single Cybernetic eye) in characters from other races.
Other races may still gain “Cyberpony (Design Level 3)” full cybernetics but require an Endurance of 8 for Arcane Magic races
(e.g. Unicorns) and an Endurance of 7 for non Arcane Magic races (e.g. Pegasi). However, they immediately gain the Quest Perk
Of Mare and Machine.
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Alchemical Enhancements
Alternatively, characters may seek out Alchemical Enhancements instead of Cybernetics. Alchemical Enhancements do not
enhance S.P.E.C.I.A.L.s or skills like their technological counterparts. Rather, Alchemical recipes are designed to enhance
a character’s statistics, such as AP, environmental resistances, healing rate, limb health, and Strain recovery. Similar to
Cybernetics, a character may only take one Alchemical Enhancement per 2 points of Endurance. And, due to the mysterious
magical forces at work in Alchemical Enhancements, it is impossible for a character to take Alchemical Enhancements AND
Cybernetic Implants. If a character tried to take both, at best, the second enhancement wouldn’t function. At worst, the two
magical energies would tear the character apart.
Virtue is, in a sense, the core essence of a character’s being, whereas Karma is a character’s good/evil alignment from 100 (true
paragon) to -100 (completely evil). Knowing a character’s Virtue will help players make actions and tough decisions without
breaking character, where knowing a character’s Karmic alignment may help with moral dilemmas (e.g., I could either pay
for the thing or I could steal it). A more in-depth explanation of Virtue and Karma are available in Diary of a Mary Sue: A
Character Creation Guide.
Disposition
Disposition is how the world sees you. It is a reflection of your deeds in the Wasteland, how you’ve interacted with locals and
factions, and even, to an extent, the Virtue of one’s soul. When you have a Karma score in line with a shopkeeper, or are part of
a specific faction/group, or are even a Unicorn instead of an Earth Pony, shopkeepers may feel inclined to give you a deal. This
feeling of camaraderie (or racial bias, as can be the case) increases their disposition to you, which helps when you buy or sell.
Towards a non-shopkeep type, it can determine if they give your more or less information, or if they even talk to you at all. They
might even be inclined to give you purposefully wrong information, if it could be the death of you, though that is an extreme
case.
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Chapter 2: Gameplay
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Dice Rolls
Dice rolls are used in the system to give an element of chance to the game. They are primarily used in circumstances where a
character can apply a skill, a S.P.E.C.I.A.L, or if multiple outcomes based on success or failure are possible. For example, trying
to shoot a target (Firearms check) or reacting to an object about to hit you (AGI check). Increasing your skills and S.P.E.C.I.A.L.s
reduces your chance of failure, reflecting your character’s growth and experience.
Fallout: Equestria uses a roll-under system, meaning, to pass a roll, you must either roll equal to or less than your target skill /
S.P.E.C.I.A.L. The only rolls which don’t use this rule are Additive rolls, like Damage and Healing.
There are three main rolls you’ll make in Fallout: Equestria - a S.P.E.C.I.A.L. roll, a skill roll, or an Additive roll (Damage,
Healing, etc.). These break down into separate subsets of rolls, but, if you can master these, you’ll be set.
S.P.E.C.I.A.L. and most Additive rolls use a 10 sided die/d10 roll, whereas skill rolls and most Addiction/Elemental rolls use a
percentile/d100 roll.
S.P.E.C.I.A.L. Rolls
A S.P.E.C.I.A.L. roll references one of the S.P.E.C.I.A.L. statistics, whether it’s a Strength check to push an object or a Charisma
check to talk your way out of a restaurant bill. They can also be used when a skill roll would be too specific. A S.P.E.C.I.A.L.
roll is a d10 roll, with the aim to roll on or under your S.P.E.C.I.A.L. stat. The one caveat to this is natural 1’s and 10’s. Barring
very few rolls, a 1 is always a Critical, or Crit Success, and a 10 is always a Crit Failure. However, no character may pass a
S.P.E.C.I.A.L. roll for a S.P.E.C.I.A.L. that has been reduced to 0.
S.P.E.C.I.A.L. rolls may have a roll modifier attached to it, based on the ease or difficulty of the task at hand. A particularly large
boulder might require a Strength check at -2, whereas pinpointing the mysterious noise might require a Perception check at a +1.
Modifiers go from Very Easy (+3) to Very Hard (-3). Keep in mind, however, no character may pass a S.P.E.C.I.A.L. roll for a
S.P.E.C.I.A.L. that has been reduced to 0, either through a roll modifier or other S.P.E.C.I.A.L. modifiers like items and poisons.
Skill Rolls
Skill rolls are similar to S.P.E.C.I.A.L. rolls, except that they use a d100 roll instead of a d10. 1 and 100 are still auto-hits and
auto-misses, but they use crit hit and fail ranges as well. See Crits, Both Good and Bad (pg. 213) for more information. Skill rolls
may also have modifiers, depending on the situation at hand.
Very Easy +30%: These are trivial tasks either far beneath the character’s ability or a task that has been made much
easier by some other means. Examples would be locating an unfamiliar building with directions, repairing pre-war tech inside a
Stable, or selling something to a merchant you already know for a higher price.
Easy +20%: An otherwise ordinary task made much easier. Examples include foraging for food in an old farm and tending
to a wounded person in a hospital theatre.
Ordinary +10%: This is a task that is commonplace for the character, something they do every day. Examples can be
foraging or scavenging for food or operating self explanatory pre-war tech.
Difficult -10%: This task is being hampered by some mitigating factor. Examples are: using poor tools to repair or
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construct something and trying to find your way through a forest with a poor trail.
Hard -20%: Attempting a feat beyond the character’s capacity, examples include operating pre-war tech with little to no
knowledge of it, calming a feral creature, or performing feats of great acrobatics.
Very Hard -30%: Not only are these tests far beyond the character’s capacity they are usually made worse by
external circumstances. Examples can be operating complex pre-war tech in the dark, performing surgery in a sandstorm, or
disassembling a prototype or otherwise unheard of firearm.
As the GM, you can adjust these as you see fit to suit the situation to be higher or lower than you need.
Additionally, many challenges require a certain level of skill to even attempt. For example, a Mechanics of 25 is necessary in
order to properly modify a weapon with a weapon mod. Likewise, terminals and locks are rated according to the base skill
required to attempt to hack or pick them. Many tests which require specific skill levels can be repeatedly tried, although there
is usually a cost or limitation on doing so. Most terminals will lock down and become un-hackable after three failed attempts.
Picking a lock also requires a screwdriver and a bobby pin, and each failure costs the character a bobby pin. Critical Failure ends
a character’s ability to continue with repeatable tests -- the lock jams, the terminal goes into permanent lockdown, a part breaks,
etc.
Degrees of Success/Failure
Degrees of Success/Failure are how well a character passes, or how badly they fail, a skill or S.P.E.C.I.A.L. check. To calculate
Degrees of Success, you subtract your roll from your S.P.E.C.I.A.L. or skill stat (rolling a 3 with a Strength of 5 yields 2 Degrees
of Success, where rolling a 36 with a Sneak of 60 yields 24 Degrees of Success). Degrees of Failure are calculated the same way,
but by subtracting your skill or S.P.E.C.I.A.L. from your roll. These are primarily used in Opposed rolls, but a GM may or may
not have some extra surprises in store, depending on how many Degrees of Success or Failure a character has.
Assisting
Outside of combat, a character may attempt to assist another character in making a skill check. However, characters may not
assist other characters in targeting or attacking, even if combat has not begun. The assisting character must have a skill level of
at least 25 in the skill and grants a +5 bonus to the primary character’s roll for every full 25 levels the assisting character has in
the skill. Normally, only one character may assist another. Too many voices tend to have lessened, or even detrimental, effects.
It is up to the assisting character if they are going to give assistance and up to the character receiving assistance whether or not
they want to accept assistance.
In some circumstances, a character may attempt to assist another character in a skill roll for casting a spell, but only if the
character possesses both the skill at 25 or higher and the spell at the level it is being cast at. Even then, the bonus from this
assistance does not count towards Degrees of Success but can only help to avoid failure.
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Skill Rolls Not Covered by a Specific Skill
In a situation where a proficiency roll is called for that is not clearly covered by one of the skills, the most appropriate skill
is used. For example, any character can know how to sing without spending points in any particular skill. But if a character
is using a singing performance to attempt to influence NPCs, then a Negotiation & Seduction check would be appropriate.
Sometimes, more than one skill might seem appropriate. For example, throwing a grenade can be either Explosives or Throwing.
In such cases, the GM should allow either to be used, but decide which is most applicable for the specific circumstance and give
a penalty for using the less applicable skill.
In a situation where no skills are appropriate, then S.P.E.C.I.A.L. rolls are called on instead.
Opposed Rolls
Opposed rolls are contested S.P.E.C.I.A.L. or skill rolls between two characters, NPCs, etc. Two rolls are made and the character
with the greater Degrees of Success wins the roll. In cases of pitting S.P.E.C.I.A.L. rolls against skill rolls, the skill roll’s Degrees
of Success are then divided by ten and rounded down (3.2 becomes 3, 5.8 becomes 5), as rounding up gives skill rolls an unfair
advantage. Opposed rolls are usually part of advanced combat actions, as well as competitions and other tests of skill where
multiple players are pitted against each other. Examples of Opposed rolls are sneaking past a guard, where the player rolls a
Sneak roll and the guard rolls a Perception roll. The player in this example would need to roll a lower Sneak roll, divided by ten,
than the guard’s Perception. In the case of a tie between two characters in Opposed rolls, the defender always wins.
Additive Rolls
Additive rolls are rolls that add the sum of a series of dice or a die and a formula. The most common Additive rolls you’ll see are
Damage and Healing. These rolls are always rolled on a d10 or series of different d10s. Occasionally, you may see effect duration
rolls. These are also Additive rolls but aren’t necessarily on a d10 (i.e. “X” spell duration is 2d4 hours).
Modifiers
Aside from increasing a character’s Luck, there are several factors which can increase or decrease a character’s critical windows.
Generally speaking, weapon modifications will usually impart +1 or +2 to the Critical Fail window. Several perks, such as
Finesse, can increase a character’s Critical Hit Chance.
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Item Condition, Degradation, and
Repair
Item condition is the status of an item, be it a weapon, piece of armor, or other. Items fall into one of the following six states:
Perfect, Good, Used, Heavily Used, Poor, and Broken. A Perfect item is one that is straight out of the box. A Good item is one
that has been used and well loved but has been properly maintained. A Used item has been maintained, but not quite properly.
A Heavily Used item may have been maintained, once, twenty years ago. A Poor item has not seen the loving hooves of a
mechanic since it was created. A Broken item is, well, broken. At this condition, it’s better used to repair another item or salvage
for scrap. An item’s condition changes the statistics it provides, with all the listed values in the items list at Good condition. See
the chart below for more information.
A weapon above 75% degrades at 1% per Crit Fail and at 5% on a Crit Fail with a missed Luck check, when below 75% a
weapon degrades at 5% per Crit Fail and at 10% on a Crit Fail with a missed Luck check. Armor degrades 1% each time damage
gets through its DT and by 5% when a Critical Hit gets through the DT. This stacks each time DT is overcome by the damage
dealt. That is, if your DT is 10, and an attack does 101 Damage, the armor goes down 10%.
You may break down an object with the following formula: condition at a number (i.e. 75% becomes 75), multiplied by skill. For
example, you have a Varmint Rifle at 50% and a skill of 50%, you could break down the Varmint Rifle for 25% condition worth
of parts (50 x 0.50 = 25%). You could then use the parts to improve a 60% Varmint Rifle to 85% (60% + 25% = 85%).
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Scavenging and Looting
Scavenging is usually started by a player asking a GM if they can scavenge a site. It’s usually something like an abandoned
house or the wreck of a carriage/merchant stall. The player then rolls whatever Skill would be pertinent to what they are
scavenging, or Perception and Luck for general smash and grab. For example, if looking for wild edibles and/or medicinal herbs,
then a player would roll Alchemy/Survivalism & Traps. Or, if a player was rooting through a repair shop, they would roll
Repair & Mechanics or Hacking & Matrix Tech, whichever the GM felt more appropriate. We have provided you a basic d100
loot table for use in your game. A more comprehensive loot table is available in The Overmare: A Game Master’s Guide.
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Combat
Initiative and Combat Sequence
Combat is divided into turns (generally considered around six seconds long). During each turn, a character can take multiple
actions by spending Action Points (AP). Each character has a number of Action Points equal to [55+(AGI*3)]. This bank of
Action Points refreshes at the beginning of each turn. A round is when every member involved in the combat sequence has had
their turn. Turns are considered to happen simultaneously, and thus are also considered to be around six seconds long.
Often, one or more combatants will initiate combat without the other side being fully prepared, such as in an ambush. In these
cases, the combatant(s) initiating combat get a full turn of actions before their opponents can respond. After those actions are
over, or when combat is initiated in a situation where all opponents are combat-ready, then Initiative is rolled.
All combatants make an Initiative roll, which is [1d10+((AGI+PER)/2)]. The combatant with the highest roll acts first, the
combatant with the second highest roll acts second, and so forth, continuing until the combatant with the lowest Initiative roll
has acted. At that point, the round is over, every combatant’s AP bank refreshes, and a new round begins.
If combatants roll the same total Initiative, the one with the highest Perception acts first. If the combatants’ Perceptions are
identical, the one with the highest Luck acts first. If both are identical, they act simultaneously. The Game Master should keep
track of the sequence of simultaneous actions. For example, if a character using an AP 20 weapon is going simultaneously with
an enemy casting a 45 AP spell, and the character deals enough damage to kill the enemy in the first two attacks, then the
enemy will die before she has had time to cast her spell. For ease of gameplay, a Game Master may opt to roll a single Initiative
for all enemy combatants by using the average of their Agility scores.
Characters in combat will want to perform more complex and tactical actions than just attacking and spellcasting. These are
divided into Movement Actions, Advanced Combat Actions, and S.P.E.C.I.A.L. actions. Following this is a list of other combat
actions that a character may choose to take and their associated AP costs. With the exception of the Speed Burst and Nerves of
Steel perks, no effect or combination of effects can reduce any action’s AP cost below 10 AP.
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Movement Actions
Charging: It’s possible to cover even more distance if you don’t care about turning or dodging. When you charge, you cover
[END+(AGI*2)], in yards, in a straight line per 10 AP spent, but you take 15 AP to safely slow down, as per Sprinting, and,
until your next turn, anyone attacking you gets a +10% accuracy bonus per 10 AP you spent Charging. Instead of slowing down
safely however, you can chose to barrel into an opponent for greater damage. For any Slam, Tackle, or Flying Tackle immediately
preceded by one or more consecutive Charge movements, you may add your [END+(AGI*2)] as damage, provided that you
moved at least one full Charge. However, you take half that amount of damage yourself. Barding protects against this damage.
Charging is exhausting; the maximum number of successive Charges actions you can take is equal to your [(END/2), rounded
up]. Charge cannot be used for calculating overland travel times.
Climbing: You can climb up to [(STR+END+AGI)/2], in feet, for 30 AP, assuming you can find places to grip. The GM
may require an Agility or Alchemy/Survivalism & Traps roll to find purchase on trees, rocks, statues, and other objects not
explicitly made for climbing.
Dropping (Taking Cover): You can drop to the ground (for instance, to take cover) for 10 AP, while crouching is
free. Any cover bonus gained will be as specified by the GM.
Flying: If you are capable of flight, then you may perform aerial regular, charging, and sprinting actions. The AP cost for
these maneuvers is identical to those for other characters, but your movement distance is multiplied by double your Flight rank.
Starting at Flight(rank 2), flying characters must spent 15 AP to slow down at the end of all flight movement actions if they
intend to stop in one place.
Jumping: Small jumps can be made freely as part of movement, but a pony attempting to jump very high or very far
spends 15 AP or adds 10 AP a movement action. The maximum height a pony can easily jump is [(STR+AGI)/2] in feet. For
distance, a pony can leap [STR+AGI] in feet with charging, adding a bonus equal to one quarter of the distance charged. Both
of these can be bolstered by taking a temporary one point penalty to Endurance in order to add the END to the distance. The
penalty goes away when you have time to rest, ike ten minutes of sitting still.
Sprinting: Flat-out movement costs 15 AP per [END+(AGI*2)] yards, plus 15 AP to slow down enough to take other
actions. If you do not slow down by the end of your turn, you are still considered to be sprinting at the start of your next turn.
Stand Up: Standing up from a crouch costs only 10 AP. If you were laying down, standing up costs 20 AP.
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Advanced Combat Actions:
Melee/Unarmed
Break Free: To break free of someone choking or pinning you, you must win an opposed STR test at a cost of 35 AP for
you.
Buck: You turn and give your target a powerful kick with both rear hooves. This basic Unarmed attack costs triple your
Unarmed weapon AP to perform and cannot be parried. This attack can benefit from any hoof-worn Unarmed weapon, so
long as you are wearing the same weapon on both rear hooves. Roll at +15% accuracy, and, if successful, inflict double your
normal Unarmed damage to the target. So long as the target is not more than one size larger than you, the target must make
a successful END roll to avoid being knocked down, with a penalty of 1 for every 10 damage dealt. Whether successful or not,
opponents gain a +10% accuracy bonus to strike you until your next turn for each time you buck.
Catch: A character may attempt to catch a flying or falling creature or object, so long as the character can move into the
path of that creature or object. Catching is an action that combines a movement action with an Unarmed skill check for the cost
of that movement action +5 AP. A character who does not wish to be caught may attempt to avoid the catch with an Agility
check with a penalty equal to -1 for every Degree of Success by which the Unarmed skill check succeeded, to a maximum of -3.
The effect of catching an object or creature depends on the circumstance and may require further rolls. Catching a grenade will
stop the grenade’s travel; catching a flying Dragon isn’t going to stop the dragon’s flight.
Charging: It’s possible to cover even more distance if you don’t care about turning or dodging. When you charge, you cover
[END+(AGI*2)], in yards, in a straight line per 10 AP spent, but you take 15 AP to safely slow down as per Sprinting, and until
your next turn, anyone attacking you gets a +10% accuracy bonus per 10 AP you spent charging. Instead of slowing down safely
however, you can chose to barrel into an opponent for greater damage. For any Slam, Tackle, or Flying Tackle immediately
preceded by one or more consecutive charge movements, you may add your [END+(AGI*2)] as damage, provided that you
moved at least one full charge. However, you take half that amount of damage yourself. Barding protects against this damage.
Charging is exhausting; the maximum number of successive charges actions you can take is equal to your [(END/2), rounded
up]. Charge cannot be used for calculating overland travel times.
Choke: You may attempt to choke an opponent into unconsciousness. This maneuver is most easily performed on an
opponent you are pinning. Otherwise, the initial attack requires an attack roll at a -30 and the opponent may attack or attempt
to move while being choked. Opponents being choked suffer a penalty of 20 to all attack rolls. While choking an opponent,
you may take no other actions except attempting basic Move Actions, requiring you to maneuver your opponent with you.
Movement distances for both you and your opponent are reduced by half and move actions are contested with opposed Agility
rolls. Successfully choking an opponent takes a number of turns equal to the opponent’s Endurance. A Unicorn with a skill of
at least 25 in Medicine or Unarmed may attempt to perform a choke telekinetically on an opponent within line of sight and
Short range. The opponent gets the normal opposed roll for avoiding Telekinesis. Telekinetic choking follows all the normal
rules for choking except that Movement Actions are not reduced or opposed. The opponent may not use Break Free to break
out of a telekinetic choke, but may break it by moving out of the Unicorn’s line of sight for a turn. A choked-out victim remains
unconscious for ten minutes, after which they may make an Endurance roll to recover. If they fail, they may repeat this roll once
per minute until they awaken.
Disarm: This is a difficult close combat maneuver meant to relieve an opponent of their weapon. Roll a contest of your
Melee or Unarmed skill at a -40% to accuracy against the opponent’s Melee skill. This can be improved by making it a precise
strike. The AP cost is based on the weapon used.
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Escape: A character who is being held, but not bound, choked, or pinned, can attempt to dislodge themself from the hold.
This attempt costs 20 AP and is a Strength or Agility check, opposed by their opponent’s Strength check. If the opponent is
attempting any other action (including being engaged in flight or other movement), the character gains a +2 bonus to the check.
A character may attempt escape actions before their turn in the combat sequence by borrowing AP from their upcoming turn.
However, doing so increases the cost to 25 AP.
Flying Tackle: You leap at your opponent, attempting to knock them back, then pin them to the ground. This
risky maneuver costs triple your Unarmed weapon AP to perform and cannot be parried. If successful, this attack deals
normal damage, plus it knocks them back as with a Slam and allows you to pin them. You must succeed at an opposed
[1d10+STR+AGI] test with a bonus of +1 for every 10 damage before armor (max +5) that you inflicted with the attack. So
long as the target is not more than one size larger than you, if you beat your opponent’s result, you knock your opponent to
the ground and pin them. In addition, for every Degree of Success you achieve on the opposed roll, you deal 2 extra points of
damage. If you fail any part of this attack, you take half normal Unarmed damage and are automatically knocked down.
Parry: A parry is an attempt to deflect a close combat attack using a Melee weapon or Unarmed attack. Using the Melee
skill, ranged weapons can be used to parry at a -20% to accuracy. Roll Melee or Unarmed skill and compare your margin of
success to your opponent’s margin of success; defender wins on a tie unless the attacker got a Critical Success and the defender
did not. You must have 15 AP remaining per opponent whose attacks you wish to parry.
Pin: If your opponent is laying on the ground, you may attempt to pin them. You must succeed at a [1d10+STR+AGI] test at
a +2 bonus, versus the target’s opposed [1d10+STR+AGI] test. A pinned opponent cannot move and is at a 30% penalty to any
action, other than breaking free. This maneuver costs 20 AP each turn you maintain it. Neither you nor your opponent can take
a movement action during a pin.
Precise Strike / Precise Shot: You may spend up to your [PER*3] AP making a carefully aimed strike, shot, or
burst, gaining a +1% bonus to Accuracy per AP point spent. You may spend this AP at the end of one turn to apply to an attack
at the beginning of your next turn, provided that attack is your first action on that turn. This action cannot be used for a “Wild”
attack.
Slam: You slam your body into your target, sending the target flying. This basic Unarmed attack costs double your Unarmed
weapon AP to perform and cannot be parried. The only Unarmed weapons that can be used for this attack are helmets and
body spikes. Otherwise, the AP and damage are based on a bare-bodied attack. If successful, this attack deals normal damage.
Then, make an opposed STR check with a bonus of +1 for every 10 damage before armor (max +5) that you inflicted with the
attack. For every Degree of Success you achieve on the opposed roll, you hurl the target 1 yard in any direction, so long as the
target is not more than one size larger than you. Should your target contact a solid object before the end of her movement, they
and the object take +1d10 damage per yard of remaining movement. Should the damage from knockback exceed the object’s HP,
the object breaks and the target continues moving whatever distance remains. If you fail any part of this attack, roll an Agility
check to stay upright.
Tackle: You grapple a target to the ground. This basic Unarmed maneuver costs double your Unarmed weapon AP to
perform and cannot be parried. If successful, this attack deals half normal damage. Then make a STR check opposed by your
target’s STR or AGI (defender’s choice). So long as the target is not more than one size larger than you, if you beat your
opponent’s result, you knock your opponent to the ground and pin them. If you fail any part of this attack, roll an Agility check
to stay upright.
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Trip: Using either a Melee weapon or an Unarmed attack, you attempt to knock your opponent’s legs out from under them.
This counts as a Normal Action (15 AP) but does no damage. Roll [STR(or END for telekinetically wielded weapons)+1d10],
versus your opponent’s [AGI+1d10]. If your result is higher, your opponent is knocked down. If your target is flying, you may use
a trip action to attempt to hit an opponent’s wing to destabilize their flight, causing free-fall.
Wild Swing: If a character must use one or more move actions in order to be able to attack an opponent and is left
without enough AP to attack, but they still have some AP left unspent, they may expend all remaining AP to make one Wild
Swing attack with any readied Melee weapon or an Unarmed attack. This poorly aimed attack has a penalty of 1% accuracy to
hit for every point of AP that the character is short.
Ranged
Attacking from the Ground: For most beings, it is awkward to fight up close while lying down. While laying
down and using ranged weapons at Point Blank range, the accuracy bonus is negated and there is a 10% penalty to accuracy.
Using Melee weapons from the ground is a bit trickier and inflicts a 20% penalty to accuracy, due to the awkward movements
necessary (though perks can reduce this).
Bipods/Tripods/Pintle Mounts: Long barreled weapons can be mounted on a bipod or tripod (with the Use
Item action), which reduces Strength requirements by 4, as well as reducs accuracy penalties by 5% at Medium range and
10% at Long or Extreme range. Pintle mounts negate Strength requirements for a weapon while it is attached, but attaching
and detaching weapons from such a mount is generally not a combat action unless the weapon or the mount was specifically
designed for it. As they are generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing
at Point Blank range and, instead, impose a 20% penalty to accuracy. At GM discretion, tripods and weapons on pintle mounts
may have a 10% penalty to accuracy applied if attacking from an awkward angle.
Bracing: Resting a long barreled weapon on a suitable piece of terrain (a large rock, short wall or fence, etc.) reduces
Strength requirements by 2. It also reduces accuracy penalties by 5% at Medium range and 10% at Long or Extreme range.
Weapons mounted on a Battle Saddle cannot normally be braced.
Breach Lock: A character may expend an explosive and attempt to substitute Explosives for Lockpick in order to get
past a lock. However, this has a good chance of damaging contents inside a locked container. The GM rolls for each item inside
(excluding bottle caps or pre-war bits). On a roll less than or equal to the base damage of the explosive used (minus 5% for each
Degree of Success the character had on her Explosives roll, and minus 5% for each rank the character has in Explodee McGee),
the item takes damage. Hardy items, such as weapons and armor, suffer one degree of degradation. Others, such as ammunition
or medical supplies, will be destroyed.
Burst Fire: Using a burst fire weapon, you roll 3 attacks at -10% accuracy to hit if you are under Strength for the weapon.
This counts as a Normal Action.
Full Auto: Using an automatic weapon, you roll a number of times equal to the weapon’s Rate of Fire (RoF) and expend
twice that many bullets. Each shot is at a [5*RoF] penalty to accuracy, and, if you are under Strength for the weapon, there is
an additional -10% accuracy to hit for every roll. For every success, if the result is odd, one bullet hits, whereas, if the result is
even, two bullets hit. This is the basic action attack for weapons with a Rate of Fire.
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Precise Shot: You may spend up to your [PER*3] AP making a carefully aimed strike, shot, or burst, gaining a +1%
bonus to accuracy per AP point spent. You may spend this AP at the end of one turn to apply to an attack at the beginning of
your next turn, provided that attack is your first action on that turn. This action cannot be used for a “Wild” attack.
Suppression Fire: Instead of attacking a specific target, a weapon capable of performing a Full Auto attack can be used
to attempt to pin opponents behind cover. Ammo is expended as normal for a Full Auto attack. In general, only one corner of a
building or both sides of a small obstruction, like a cart, can be covered. Any opponent in the suppressed area who expends AP
while at least partially exposed (e.g. returning fire or moving out of cover), is automatically attacked once (at normal Full Auto
penalties) for every 15 AP they spend while not in full cover. These attacks are resolved exactly as if coming from an automatic
weapon with RoF: 1. Obviously, once all bullets have either hit or missed, no further suppression can occur. Actions performed
while exposed to suppression fire (including shooting back) are at a 10% penalty to skill, since random fire is rather distracting.
Wild Shot: If a character using a ranged weapon takes one or more Move Actions in order to move into a position that
provides a better percentage chance to hit and is left without enough AP to make the attack, but the character still has some AP
left unspent, she may expend all remaining AP to make one Wild Shot attack. This poorly aimed attack has a penalty of 1%
accuracy to hit for every point of AP that the character is short.
Special Actions
Activate PipBuck Function: Characters who possess a PipBuck may activate special features of their PipBuck.
Activating or deactivating the PipBuck’s light, or accessing its functions like Automapping, costs 10 AP. Activating the PipBuck’s
Stable-Tec Arcane Targeting System (S.A.T.S.) also costs 10 AP and gives you access to penalty-reductions for part of the rest of
your turn. Finally, accessing the PipBuck’s Eye-Forward Sparkle (E.F.S.) grants the character an illusionary “heads up display”
that allows a character to locate and assess targets. Activating E.F.S. costs 25 AP, but will last until turned off. Turning off E.F.S.
is a 0 AP action.
Dodge: After other actions, you may dedicate any amount of your remaining AP to dodging. For every two AP spent, your
opponents suffer a penalty of 1 to Melee and Unarmed attacks against you, as well as attacks made against you from Long or
Extreme range, to a maximum penalty equal to your [AGI*3]. This effect lasts until your AP refreshes.
General: A general action is any relatively simple action that doesn’t fit into any of the other action types, such as opening
a door or tying a rope, as well as skill-based action attempts, such as hacking a terminal or picking a lock. A general action costs
25 AP in combat and requires that the necessary equipment be already held by the pony attempting it. Inventions or equipment
modifications may decrease the AP cost of specific general actions. For example: a quick-release harness may reduce the cost of
detaching oneself from a wagon from 25 AP to 10 AP.
React: Once a turn, you can choose to hold a single action in order to react to others. For instance, a guard might be staring
out into the night, watching a lonely stretch of roadway. If the guard became aware of multiple enemies but didn’t have a line of
sight to them, they could chose to hold their action and attempt to react as enemies became visible while dashing from cover to
cover. Changing what you are reacting to, or changing the react action, adds an extra 10 AP to the action and a 10% penalty to
accuracy. Changing multiple times accrues cumulative penalties.
Reload: This takes 10 AP for single shot guns or guns with clips/drums/speed loaders or for Battle Saddles with a reloader
lever. Revolvers, Bolt-Action, Lever-Action, and Pump-Action guns without speed loaders, and Battle Saddles without a reloader
lever, take 20 AP to reload.
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Use Items: Using an item from your inventory, such as a healing potion or chem, costs 20 AP if you have hands, the
Tail Trick perk, or Telekinesis. Otherwise, it costs 30 AP. Because they are hung to be readily available, using holstered items
(usually weapons) costs 10 AP less than the above cost. Masks, when worn, can be adjusted for use or disuse with a 10 AP
action. You must have a hand, mouth, or equivalent manipulator free to use this action.
Unjam or De-glitch a Weapon: It costs 30 AP to clear the jam or fix a glitched plasma or magical weapon.
Until then, the weapon will not fire.
In most cases, a failed attack roll simply means the character missed. However, Degrees of Failure become important if the
character fails an Explosives check when lobbing an explosive or firing ordinance with an Area of Effect (AoE) value. Every
Degree of Failure places the explosive one AoE value increment away from the intended target in a direction determined by the
GM. Failed attacks with explosives may still wound or kill the target and/or may hurt unintended targets.
Damage and other effects are usually resolved immediately after an attack is successful. However, the damage and effects of
placed and thrown explosives are determined at the end of the turn in which they are used or triggered. Characters with react
actions may attempt to disarm the explosive (in the case of a mine or other explosive trap), find cover, or escape the AoE.
If an attack is successful, the character must then determine the damage dealt. Weapons deal a base amount of damage
plus a random additional amount. The Base Damage may be a static number, a number calculated by one of the character’s
S.P.E.C.I.A.L.S or other statistics, or both. For example: a pool cue has a Base Damage equal the character’s Strength.
The random amount is generated by rolling a number of dice and adding the numbers rolled together. The number of dice
rolled for each weapon is listed in the weapon’s statistics on the equipment pages. Most ranged weapons use d10s, which are
represented in the weapon’s listing as “+” marks. For example, a plasma pistol has a damage rating of 25++. This means that
the weapon deals a base damage of 25 plus a randomized additional damage of 2d10.
Types of Damage
Damage falls into three types: Lethal Damage, Nonlethal/Stun Damage, and, finally, Skill or S.P.E.C.I.A.L. Damage. Lethal
Damage is the most straightforward and common. It is any kind of damage that does grievous bodily harm with an object. This
could be anything from the humble rock to a .50 caliber round. Damage is the one time where higher numbers are better, as,
the higher the points, the better a chance of punching through an opponent’s Damage Threshold. Healing spells and items also
function off this mechanic (higher numbers = better).
Both base and random damage values, as well as the enemy’s effective DT value, may be modified by ammunition,
S.P.E.C.I.A.L. properties, or other modifications.
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The second type of damage is Nonlethal or Stun Damage. Nonlethal Damage is designed to batter the body without doing too
much harm. This is more suited to padded or incapacitating weapons, like the taser or stun mode on the arcane blast. A large
number of spells and chems also fall into this category. Nonlethal follows the same rule as above for rolls. If a character has their
Nonllethal HP reduced to 0, they are unconscious, but not dying. They can wake up after a certain amount of time has passed
and after a successful Endurance roll. However, a character who has had their Nonlethal HP reduced to -30 will also have their
Lethal HP reduced to 0. For every 2 points past -30, Nonlethal HP shall be counted as 1 Lethal Damage and normal dying rules
apply. Nonlethal HP is reset to full after a full night’s sleep.
Illusionary Damage is another form of Nonlethal Damage and works the same way as Stun Damage. However, it can only
render someone unconscious; it cannot affect their Lethal Damage in any way.
Skill/S.P.E.C.I.A.L. Damage is the third, and last, type of Damage and is, by far, the most aggravating for a player to deal
with. HP can be readily healed, but a drained or damaged S.P.E.C.I.A.L.? That takes time, or at least a powerful Zebra potion.
S.P.E.C.I.A.L. Damage lasts until cured or 1 day per point of damage, depending on what caused the damage. Skill Damage is
similar to S.P.E.C.I.A.L. Damage in that restoring the damage takes time. However, most Skill Damage goes away much faster
than S.P.E.C.I.A.L. Damage, at a rate of 1 point per hour of light activity or 5 per hour of rest.
Damage Threshold is a subtractive stat, meaning that the total amount of Damage Threshold you have is subtracted from your
incoming damage. That is, if you’re taking 32 damage and have 15 Damage Threshold, you now only take 17 damage.
Damage Resistance is a percentile stat, meaning that whatever your total Damage Resistance is, it removes that percent of
damage. For Damage Resistance, reduction is always calculated AFTER Damage Threshold (i.e., if you have 5 DR and the
amount of damage you are taking after subtracting DT is 20, you now only take 19 damage, as 1 is 5% of 20).
Damage Threshold and Damage Resistance reductions are applied to every hit, not every attack. So if you are hit 4 times, despite
being attacked once, you apply your reductions 4 times (once to every hit). Examples of weapons with multiple hits per attack
are burst weapons and Battle Saddles with weapons links.
Weapons which deal damage, reduced by DT, but that also deal elemental damage that is reduced by elemental resistances, or
poison that is negated by a successful Poison Resistance roll, apply their normal damage first. The elemental or poison damage
is only applied if at least one point of normal damage is done first. Examples include enchanted weapons such as the Zebra rifle,
or weapons enhanced by certain spirits or Imbuing spells.
Death
Characters with their health at 0 or lower are considered unconscious and dying. A dying character will die in a number of
turns equal to the character’s Endurance, unless they receive medical aid that brings their Hit Points back above 0. Characters
revived after having their health dropped past 0 will have their effective Endurance reduced by the number of turns they were
unconscious, should their Hit Points fall below 0 again. This effect can be reversed with more intensive medical treatment
and/or rest. Characters who have their health reduced past -20 or are reduced to ash or goo by a fatal Critical Success from a
Magical Energy Weapon, or “chunky salsa” from a killing critical by an explosive weapon, are simply dead and cannot be saved.
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Crippling Limbs and Hit Locations
(Optional)
One of the primary values of making called shots is to attempt to cripple a limb. A character’s horn or torso becomes crippled
when they have taken damage equal to half of the character’s full Hit Points, rounded down. Limbs become crippled when taking
damage equal to one third of the characters full Hit Points, rounded down, and become severed when they receive damage equal
to two thirds of the character’s full Hit Points, rounded down. A horn becomes severed or shattered when it receives damage
equal to three quarters of the character’s full Hit Points, rounded down. The amount of damage applied to limbs (including the
head but never the torso) for purposes of determining if a limb is crippled may be modified by traits such as Large Frame or
Small Frame.
Additionally, some groups may decide that they want to track where on the body each attack hits, using hit locations for all
attacks instead of just called shots. In that case, the following optional rule applies: when you have hit a target, reverse the
numbers of your roll and consult the chart below to find where you have struck. Explosives deal half their damage (rounded up)
to all limbs, making crippling very likely. Spells divide their damage evenly across all limbs.
Crippled limbs give a -3 penalty on all Strength and Endurance checks, and a -30 to all attack rolls with weapons using those
limbs, as well as a corresponding drop in damage for Melee and Unarmed attacks. A crippled head gives a concussive -3 to all
Perception rolls. A crippled torso increases all AP costs by 10. A crippled leg will severely impede movement, doubling move AP
for each crippled leg. With three crippled legs, the victim will be stricken immobile. A crippled wing renders a character unable to
fly. If crippled during flight, they enter free-fall.
Crippled limbs may be cured with the right medical spells or with a successful Medicine check and the use of a Doctor’s Bag. If
a crippled limb is not treated, any further damage to that limb runs the risk of severing or destroying the limb entirely. Severed
limbs can be re-attached with the right medical spells shortly after dismemberment. Disintegrated or completely destroyed limbs
cannot be replaced so easily. Needless to say, while most re-attached limbs regain full functionality, re-attaching a severed head
will not bring a character back to life.
A tail may be targeted for circumstantial effects (such as disarming a character using Tail Trick), but attacks to the tail do not
cause any loss of health and the tail is not a normal hit location.
NOTE: When not using this optional rule, only called shots do Limb Damage. When using this optional rule, Limb Damage is
half normal damage (unless you are making a called shot). Finally, whether or not you are using this optional rule, when a limb
reaches -50 HP, it has been severed.
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Attack Modifiers
Attack chance can be modified by numerous factors, including range, attempts to attack a specific part of the body (known as
“called shots”), and size difference between attacker and target. While a form of skill roll modifier, they are different in that they
are generally optional, specific, or combat orientated actions a character may take, where general skill roll modifiers are imposed
by the GM to any skill roll based on the difficulty of the task presented. Below is a list of common attack modifiers.
Attacking From the Ground: For most beings, it is awkward to fight up close while lying down. At Point Blank
range, the accuracy bonus is negated and there is a 10% penalty to accuracy if the attacker is lying down. Using Melee weapons
from the ground is a bit trickier and inflicts a 20% penalty to accuracy, due to the awkward movements necessary (though perks
can reduce this).
Bipods/Tripods/Pintle Mounts: Long barreled weapons can be mounted on a bipod or tripod (with the Use
Item action), which reduces Strength requirements by 4, as well as reduces Accuracy penalties by 5% at Medium range and
10% at Long or Extreme range. Pintle mounts negate Strength requirements for a weapon while it is attached, but attaching
and detaching weapons from such a mount is generally not a combat action unless the weapon or the mount was specifically
designed for it. As they are generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing
at Point Blank range and, instead, impose a 20% penalty to accuracy. At GM discretion, tripods and weapons on pintle mounts
may have a 10% penalty to accuracy applied if attacking from an awkward angle.
Bracing: Resting a long barreled weapon on a suitable piece of terrain (a large rock, short wall or fence, etc.) reduces
Strength requirements by 2. It also reduces accuracy penalties by 5% at Medium range and 10% at Long or Extreme range.
Weapons mounted on a Battle Saddle cannot normally be braced.
Called Shots: Targeting specific locations on the body is named “called shots”. Whether your character calls out their
desired target or keeps it to themselves is irrelevant. Targeting these locations specifically is optional and comes with a penalty
to hit based on the target location. Successful called shots will do crippling damage to the targeted limb equal to half the total
damage, unless the weapon has Crippling Rules (Light, Medium, Heavy) attached to it. In this case, crippling damage follows
the Crippling rule attached to the weapon. Called shots to the head do 1.5x normal damage. This stacks with Critical Success
multipliers.
NOTE: If the character you call a shot on is wearing a helmet, the multiplier for called shots to the head is only 1.2x normal
damage. And here you thought it only complimented your crayons.
Cover: Shooting a target under cover applies a penalty specified by the GM. This will generally be between -10% for sparse
soft cover, like a dead bush, and -75% for near total cover, like firing through an arrow slit in a stone wall. Likewise, cover may
protect against explosions, as if the character was +1 to +3 AoE values farther away from the center of the detonation.
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Multiple Weapons: Attacking with two weapons at the same time (AP cost is that of the higher AP weapon) gives a
40% penalty to accuracy if both are aimed at the same target, or 60% penalty if aiming at different targets. These penalties may
be reduced by some perks. This penalty does not apply to weapons mounted in Battle Saddles. Some weapons carry additional
penalties or simply cannot be multiple-wielded outside of a Battle Saddle. See the Heavy, Set, and Unwieldy special rules in the
Tiered Weapons list (pg. 198) for details.
Range Modifiers:
Range Distance Accuracy Modifier
Point Blank 15ft +15% for Short range weapons; -15% for Long range and Battle Saddles
Short 50ft +0%
Medium 150ft -10% (-15% for Short range weapons*)
Long 450ft -30% (-20% for Long Range weapons; no Short range weapons**)
Extreme +450ft -40% (only weapons designated as Sniper**)
*Thrown explosives and thrown weapons count as Short range weapons
**At GM discretion, a sufficiently large penalty may be applied to hit something beyond effective range.
Size: If the attacker and defender are in different size categories, subtract the attacker’s size category from the defender’s and
multiply the difference by 15% to get the bonus or penalty.
Size Category
5 Enclave Thunderhead
4 Enclave Raptor or Ursa Major
Hydra; Ursa Minor; or huge, gigantic, terrifying, enormous,
3 teeth-gnashing, sharp-scale-having, horn-wearing, smoke-snoring,
could-eat-a-pony-in-one-bite, totally all grown-up Dragon
2 Tank, Passenger Skywagon, or young adult Dragon
1 Adult Buffalo, Hellhound, Manticore, Wagon, or young Dragon
0 Pony, Zebra, Griffon, or very young Dragon
-1 Spritebot, Bloatsprite, or baby Dragon
-2 Bunny or other small creature
Shipboard beam cannons on Raptors and Thunderheads are generally size 1 or 2
for their own targeting.
Sneak Attack: A successfully sneaking character who attacks an unaware target gains a +30 bonus to the attack as well
as a +20% chance of Critical Hit.
STR Requirements: Using weapons when you have less Strength than their minimum requirement inflicts a
cumulative -5% to hit and +5 AP for each missing point of STR. Battle Saddles reduce these Strength requirements by 2.
Stable-Tec Arcane Targeting Spell: While S.A.T.S. is active, your PipBuck negates up to 30% worth of
penalizing attack modifiers. S.A.T.S. can only negate penalties; it cannot give a bonus.
Target Is on the Ground: Similarly, it is harder to defend when not on one’s feet/hooves, which gives the attacker
a +20% bonus to accuracy.
Visibility: The exact penalties vary substantially from one situation to another. Such penalties should be assigned by the
GM on a case-by-case basis. Common penalties range from -10% for minor difficulties to -50% accuracy for a target that is
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completely invisible for any reason.
Unbalanced Battle Saddle: If two weapons of dissimilar design (such as a minigun and a rocket launcher) are
mounted in the same Battle Saddle, the wearer suffers a -10 penalty to Battle Saddles rolls.
A sneaking character gains a +20% chance to critically hit an unaware target with her first attack. After the first attack, the
target is considered aware. Sneaking characters are no longer considered sneaking after an attack unless their attacks are silent.
Any miss that rolls higher than [94+(Luck/2), rounded down] is a Critical Failure. This means something bad happens.
Typically this means either the gun jammed, glitched (for plasma and magical weapons), or the attacker injured themselves or
an ally (GM’s decision) at normal damage, but ultimately it is the GM’s decision as to what happens.
Regardless of modifiers, a roll of 1 is always a Critical Success and a roll of 100 (for skills) or 10 (for S.P.E.C.I.A.L. rolls) are
always Critical Failures.
Martial Arts
Dating back to before the War, traditional combat practices were made by the races of the world. These Martial Arts turned
one’s body into a deadly weapon. Being passed down and refined by practice made them widespread enough to survive the end
of the world, but legendary enough that those who are lucky to be able to receive training make their body into a well tuned (and
deadly) machine.
Practitioners are usually focused on a particular set of skills or technique (Unarmed/weapon fighting, frontal conflict/attacking
from shadows), giving them an edge over normal bare hoof brawling. Some of the more famous martial arts were Fallen Caesar
and Doom Bunny, though they weren’t the only ones to survive the apocalypse. The Martial Arts system in this game uses the
traits and perks system to enhance Melee or Unarmed combat skills in very unique and different ways. Learning and improving
your Martial Arts requires you to spend trait and perk slots during character creation and leveling up. Characters do not need
to use a trait slot to learn a martial art. They may instead take “Trained by a Master of _____” (the first level of any particular
martial art) as a perk instead. However they do not receive the bonuses you get if taken as a trait.
NOTE: If 6 perks are too many in your opinion, you may change the Master’s level perk to a quest perk, earned after an
appropriate battle or quest that uses the fighting style in a particularly difficult situation.
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Fallen Caesar Style - A hard Martial Art that has a focus on stealth and armor piercing strikes.
NOTE: Fallen Caesar applies to all natural weapons a character may have, e.g., a Griffon’s claws, a Diamond Dog’s tail, and
so on, not just pony hooves. Hoof to Hoof damage listed assumes you have taken no other perks pertaining to your Unarmed
attack. To clarify, this style is meant to be used only with weapons such as brass shoes or spiked shoes. If a perk, mod,
imbuement, trait, or other AP reducing actions reduces the AP of an Unarmed weapon to 15 or less, it does not make the
weapon usable with this style.
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Doom Bunny Style - A hard Martial Art that focuses on the use of drugs in combat.
NOTE: The -#% chance to addiction stacks. With all perks gained, you should have a -27% adiction chance. The bonus to
damage is always there, even when not on drugs. NOTE that while below 0 HP, a pony takes a -1 to all S.P.E.C.I.A.L. checks
and a -10 to skill checks.
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Titan Slayer Style - A hard Martial Art focused on inflicting damage on larger beings.
NOTE: Titan Slayer Style damage mods work with all weapons, so long as conditions are met. Remember that, for each size
category below your opponent you are, he suffers a -15% to hit you, in addition to the perks of this Martial Art.
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Reed in the Wind Style - A soft Martial Art that teaches advoidance and redirection.
Reed in the Wind Style II - General - Level 6 - Reed in the Wind Style I
Gain +9 to Unarmed or Melee; -5% to be hit.
Reed in the Wind Style III - General - Level 10 - Reed in the Wind Style II
Gain +6 to parry; -5% to be hit.
Reed in the Wind Style IV - General - Level 14 - Reed in the Wind Style III
Gain +9 to parry; -5% to be hit.
Reed in the Wind Style V - General - Level 18 - Reed in the Wind Style IV
Gain +10 to parry. On a successful parry, you may attempt an AGI check at a penalty of 2 to redirect a parried attack
into an opponent next to the attacker. You may, once per combat round, use unspent AP to make a move action to get
out range of an AoE based attack. If you do not have enough AP to move clear, you may not get clear of the attack.
Master of Reed in the Wind Style - General - Level 22 - Reed in the Wind Style V
Gain +10 to parry. On a successful parry, you may attempt an AGI check at no penalty to redirect a parried attack
into an opponent next to the attacker. You gain +10 DR. You gain an additional -5% to be hit. You may now use this
style, even when pinned or grappled.
NOTE: Remember - parry is a contest of skills. All reductions to be hit over the levels stack.
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Iron Hoof Style - A combination of hard and soft Martial Art that focuses on powerful strikes and building
amazing durability.
NOTE: This style is an example of an Earth Pony turning his innate magic in on himself to enhance his body. This style was
developed (mostly by farm ponies), before the 3 pony tribes united to found Equestria, to fight off the aggression of Unicorn and
Pegasi tribes. After the founding of Equestria, however, the style was all but lost, as it is a difficult and grueling style to master.
Masters of the Iron Hoof are *very rare*. There were likely no more than 2 in the world after the bombs fell. It is rumored
amongst the practitioners of the style that the Hero of Shattered Hoof Ridge was a student of the style. Unarmed, Unarmed
Damage, DT, and DR affects all stack. Basic hoof damage does not.
232
Way of the Blade Style - A combination of hard and soft Martial Art that focuses on the use of bladed
weapons.
Way of the Blade Style II - General - Level 6 - Way of the Blade Style I
Gain +9 Melee, +6 damage with bladed weapons. +5 to disarm.
Way of the Blade Style III - General - Level 10 - Way of the Blade Style II
Gain +10 to parry with Bladed weapons. May riposte with bladed weapons (as per the perk). +5 to disarm.
Way of the Blade Style IV - General - Level 14 - Way of the Blade Style III
Gain +2d10 damage with Bladed weapons. +10 parry with bladed weapons. +10 to riposte with bladed weapons. +5 to
disarm.
Way of the Blade Style V - General - Level 18 - Way of the Blade Style IV
Where a bladed weapon reads STR or AGI, you may use your choice of STR or AGI to determine damage. +5 to
disarm. May make an AGI check on a disarm to catch the weapon and make use of it.
Master of Way of the Blade Style Style - General - Level 22 - Way of the Blade Style V
Gain +2d10 damage with bladed weapons. +10 to disarm. +10 to riposte and parry with bladed weapons. Bladed
weapons now cost 5 fewer AP to use (minimum 15 AP). Gain the special attack Sundering Blow with bladed weapons.
Sundering Blow: +20 AP. When using Sundering Blow with a bladed weapon, your damage is doubled against
inanimate objects. Armor/items in use do not count.
233
Healing
Wounds recover at a natural rate of [1+(END/3), rounded up] Hit Points per hour of sleep. This recovery speed can be doubled
with successful medical aid. This healing will not restore a crippled limb.
Hit Points can be recovered much more quickly through the use of the right medical spells or through alchemical or magical
healing items, such as healing potions, healing salve, and magical bandages. The base healing that these items provide is
augmented by the Medicine skill of the character administering the healing item. For every 10 full points of Medicine the
character has, these items heal an additional +1d10 Hit Points. For items which heal over time, this additional healing occurs
1d10 per turn, with any remaining healing occurring on the final turn. If using hit locations, unless otherwise noted, any item or
effect which heals Hit Points also heals each damaged limb by that amount, divided by the character’s total number of limbs. A
successful Medicine check may be used to focus healing onto restoring a specific, single limb.
Magical energy damage, such as from Magical Energy Weapons or some offensive spells, are extremely gruesome, warping
the flesh so that it doesn’t heal properly. Such wounds are harder to heal with magic spells and leave permanent scars. Limbs
crippled with magical energy damage, which are healed through natural healing, healing potions, or regeneration, will be
permanently debilitated, causing the character to suffer a penalty of 10 on skill rolls for actions with that limb. Super Restoration
Potions, the Bone Mending spell, and items imbued with Spirit of Life are capable of healing wounds from agical energy damage
without scarring or lasting limb impairment.
A character may heal all Stun Damage with an hour of rest. Illusionary Damage heals the moment the illusion spell ends.
Normal healing methods do not heal illusionary damage and only healing which can heal magical energy damage can heal Stun
Damage.
EXAMPLE: Get Lost has a Medicine of 73. He succeeds on a Medicine skill check to apply a healing salve to an injured friend.
Healing Salve normally heals a base of 4 points of damage per turn for five turns, and gives a penalty of 1 to Perception for 10
turns. On the first four turns, the salve will heal 4 + 1d10 damage, and, on the final turn, it will heal 4 + 3d10 damage.
Ghouls regenerate at a rate based on their radiation level. Every Hit Point regenerated reduces the ghoul’s radiation level. If a
Ghoul is at full Hit Points, it continues to internally consume radiation at a rate equal to its regeneration rate per hour.
EXAMPLE: After spending hours in the immediate vicinity of a venting Stable reactor, the Ghoul Sweet Tooth has become a
Glowing One, maxing out her radiation level at 1000. She regenerates 8 Hit Points a turn until she is fully healed, losing an
equal number of RADs. After that, she will continue to lose Rads at the rate of 8 RADs an hour until she reaches 799 RADs, at
which point her radiation loss will drop to 6 RADs an hour, and so on. Sweet Tooth is going to be a Glowing One for several
days.
234
Environmental and Other Hazards
There are many, many hazards in the Equestrian Wasteland. Your most common hazards include the following: Radiation,
poison, Taint, fire, electricity, cold, rubble/unstable buildings, and flora/fauna. Hazards can be completely dependent on the local
environment, character action, and even GM mood.
Radiation is an intensity per exposure hazard, in which you take on the hazard in a series of exposures (e.g., 50 RADs/turn).
Radiation Resistance is a percent and is deducted from all incoming RADs and is generally rounded down (this means that a
Radiation Resistance of 5 would turn your 50 RADs/turn into 48 RADs/turn, 10 would make it 45 RADs/turn, etc.). Effects
from Radiation remain until the RADs level is reduced.
Elemental and Poison Resistances are a percentile roll, similar to addictions. So if you have a Poison Resistance of 10, you must
roll a d100 and roll a 10 or lower to escape being poisoned, getting burned, etc.
Flora and fauna hazards are usually some form of enemy but can also extend to dangerous plants like Killing Joke, toxic berries,
or even a pollen allergy.
Taint, or, as it was known before the war, Impelled Metamorphosis Potion (I.M.P.), is a mutagenic agent that causes horrific
mutations to anyone exposed to it. When used under controlled circumstances, it can create monsters like the Dipped Alicorns,
but, for most of its victims, it simply horrifically disfigured them until they died of exposure. Taint requires an Endurance check
to initially survive exposure and a Hard Luck check to determine whether or not it will have disastrous side effects. More in-
depth rules on Hazards including ones not addressed in this book are covered in The Overmare: Game Master’s Guide.
235
Chapter 3:
Modifications, Invention, and
Crafting
236
Weapon Mods
Weapon mods are modifications that enhance weapons. They are usually locked to a weapon, but there are general mods that
“all” weapons can take, like a folding stock on a firearm. Mods either come in a fixed price or a variable rate, reflecting the rarity
of the weapon or the complexity of the mod. However, unless otherwise noted, this only goes off the weapon’s base price. So, say
you want to give a .357 Magnum, which has a base rate of 250 caps, a short barrel. You would pay 83 caps, since that is 1/3 of
the base price of the gun. Modifications are categorized in to Ranged, Melee/Unarmed, General Weapon & Armor, and Power
Armor mods. Ranged and Melee/Unarmed mods are further classified into the same tier of their respective weapons, but not
seperated into specific types (eg. pistols, rifles, balistic, MEW etc.). The other categories are not organized into tiers but instead
organized alphabetically by mod type (eg. Battle Saddles, scopes, etc.).
Ranged Weapons
Tier 0
9mm Pistol
9MM EXTENDED MAGS
Effect: +7 Mag size
Value: 5 caps
Service Carbine
SERVICE CARBINE EXTENDED MAGS
Effect: +5 Mag size
Value: 5 caps
Tier 1
.357 Revolver
.357 HD CYLINDER
Effect: Gives 50% chance to ignore an increment of weapon degradation when suffering a Crit Fail
Value: 20 caps
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9mm SMG
9MM SMG DRUMS
Effect: +30 Mag size
Value: 35 caps
10mm Pistol
10MM SILENCER
Effect: Makes the weapon silent
Value: 50 caps
Crossbow
CROSSBOW CARBON FIBER PARTS
Effect: Reduces weight by 3 lbs.
Value: 50 caps
Light Flamer
LIGHT FLAMER UNDER BARREL MOUNT KIT
Effect: Mounts the weapon onto any Automatic Rifle, Combat Shotgun, Service Rifle, or Service
Carbine; Allows the character to fire the Light Flamer without needing to switch weapons; Weight of
the L. Flamer is added to that of the weapon it is being mounted to; Uses the Firearms skill
Value: 50 caps
Service Rifle
SERVICE RIFLE UPGRADED SPRINGS
Effect: Weapon can now use the Burst Fire rule (Burst 3) for 30 AP
Value: 75 caps
Varmint Rifle
VARMINT RIFLE EXTENDED MAGS
Effect: +3 Mag size
Value: 20 caps
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Tier 2
.44 Revolver
.44 REVOLVER HEAVY FRAME
Effect: Gives 50% chance to ignore an increment of weapon degradation when suffering a Crit Fail
Value: 50 caps
5.56mm Pistol
5.56MM PISTOL LONG BARREL
Effect: +3 damage
Value: 100 caps
10mm Repeater
10MM REPEATER LONG BARREL
Effect: +8 damage
Value: 200 caps
10mm SMG
10MM SMG EXTENDED MAGS
Effect: +10 Mag size
Value: 75 caps
Combat Shotgun
COMBAT SHOTGUN EXPANDED DRUM
Effect: +4 Mag size
Value: 75 caps
Cowpony Repeater
COWPONY REPEATER LONG TUBE
Effect: +3 Mag size
Value: 75 caps
Hunting Rifle
HUNTING RIFLE EXTENDED MAGS
Effect: +5 Mag size
Value: 100 caps
Incinerator
INCINERATOR STRIPPED DOWN
Effect: Reduces weight by 4 lbs.
Value: 150 caps
239
Light Machine Gun
LMG EXPANDED DRUMS
Effect: +110 Mag size
Value: 100 caps
Plasma Pistol
PLASMA PISTOL HI-ENERGY IONIZER
Effect: +5 damage
Value: 150 caps
Recharger Pistol
RECHARGER PISTOL HYPERBREEDER
Effect: Now recharges 4 shots a turn
Value: 100 caps
Tier 3
Enchanted Crossbow
ENCHANTED CROSSBOW CARBON FIBER PARTS
Effect: Reduces weight by 3 lbs.
Value: 300 caps
Flamer
FLAMER EXPANDED TANKS
Effect: +60 Mag size
Value: 200 caps
240
Grenade Launcher
GRENADE LAUNCHER CHROME LINED BARREL
Effect: Gives 50% chance to ignore an increment of weapon degradation when suffering a Crit Fail
Value: 300 caps
Plasma Rifle
PLASMA RIFLE DUAL-CELL HARNESS
Effect: +24 Mag size
Value: 500 caps
Sniper Rifle
SNIPER RIFLE EXTENDED MAGS
Effect: +3 Mag size
Value: 100 caps
Zebra Rifle
ZEBRA RIFLE EXTENDED MAGAZINES
Effect: +6 Mag size
Value: 300 caps
Tier 4
Anti-Machine Rifle
ANTI-MACHINE RIFLE CARBON FIBER PARTS
Effect: Reduces weight by 7 lbs.
Value: 1000 caps
Gauss Rifle
GAUSS RIFLE HIGH CAPACITY TERMINAL
Effect: +5 Mag size
Value: 2000 caps
Markspony Carbine
MARKSPONY CARBINE SILENCER
Effect: Makes the weapon silent
Value: 500 caps
241
Multiplas Rifle
MULTIPLAS RIFLE HIGH CAPACITY TERMINAL
Effect: +30 Mag size
Value: 750 caps
Plasma Caster
PLASMA CASTER BOLT STABILIZER
Effect: Weapon becomes Medium ranged with +15 to hit at Point Blank range
Value: 2500 caps
Thunder Cannon
THUNDER CANNON SUPER SHOCKER COIL
Effect: The DoT effect now does 4d10 Lightning Damage per turn (instead of 2d10) and drains the
same amount of AP if target fails its END check
Value: 1500 caps
Melee/Unarmed Weapons
Tier 0
Club
CLUB HARDWOOD HAFT
Effect: Gives 50% chance to ignore an increment of weapon degradation when suffering a Crit Fail
Value: 5 caps
Rock
INCREASED DESTINY
Effect: +1% Crit Chance; Stackable!; You may purchase this mod as many times as you wish
Value: Nx15 caps
NOTE: N=the number of times you have taken the mod.
Tier 1
Bladed Helmet
BLADED HELMET REINFORCEMENT
Effect: Becomes a Helmet with 3 DT
Value: 25 caps
242
Brass Shoe
BRASS SHOE HARDENED SHOE
Effect: +1d10 damage
Value: 20 caps
Knife
KNIFE MAGI-STEEL EDGED BLADE
Effect: Weapon becomes Armor Piercing (Light)
Value: 50 caps
Nail Board
NAIL BOARD MORE NAILS
Effect: Attacks will cause a bleeding effect; 1d10 DAM per turn until healed
Value: 30 caps
Switch Blade
SWITCH BLADE HONED EDGE
Effect: +2 damage
Value: 10 caps
Sword
SWORD ENCHANTED BLADE
Effect: Gives the Enchanted special rule
Value: 225 caps
Wingblades
WINGBLADE FINE BLADES
Effect: +5 to hit; +1d10 damage
Value: 50 caps
Tier 2
Baseball Bat
BASEBALL BAT BARBED WIRE WRAPPING
Effect: +5 damage
Value: 50 caps
Chain
CHAIN SPIKY BITS
Effect: +5 damage
Value: 50 caps
243
Combat Knife
COMBAT KNIFE SERRATED BLADE
Effect: +1 Crit Chance; +1 Crit Fail Chance
Value: 75 caps
Sledgehammer
SLEDGEHAMMER SPIKED HEAD
Effect: +2d10 damage
Value: 150 caps
Steel Saw
STEEL SAW IMPROVED MOTOR
Effect: +5 damage
Value: 250 caps
Tier 3
Auto Axe
AUTO AXE LIGHT FRAME
Effect: Reduces weight by 3 lbs.
Value: 300 caps
Bowie Knife
BOWIE KNIFE SERRATED BLADE
Effect: +2 Crit Chance; +1 Crit Fail Chance
Value: 350 caps
Bumper Sword
BUMPER SWORD LIGHT WEIGHT BUMPER
Effect: Reduces weight by 3 lbs.
Value: 300 caps
244
Tier 4
Chainsaw
CHAINSAW CARBIDE TEETH
Effect: +3% Crit Chance
Value: 500 caps
Super Sledge
SUPER SLEDGE HEAVY PISTON
Effect: +20 damage
Value: 1500 caps
Battle Saddles
BATTLE SADDLE AMMO CHANGER
Effect: Allows swift (AP 5) swapping of ammo feeds (clips, drums, belts, etc.) for one of the Battle
Saddle’s weapons; Can be installed to handle anywhere from two to five feeds
Value: 5 caps per feed
245
General Melee/Unarmed/Thrown Weapon Mods
BARBED/NAIL/SERRATED
Effect: Adds 1d10 Bleed Damage
Value: cost of modded weapon
CUSTOM GRIP
Effect: The weapon had had its grip customised to perfectly fit your claw/talon/mouth/hand/
tentacle/etc.; As such, the player this mod was made for recieves a +5 modifier to hit; Anyone else will
have a penalty of 5, due to how uncomfortable the weapon is for them; Not for Unarmed weapons
Value: 1/2 cost of modded weapon
SHARPENED/WEIGHTED
Effect: +1d10 DAM; Effect is lost after the first Crit Fail
Value: 1/4 cost of modded weapon
BASIC SILENCER
Effect: Silences weapon; +3% Crit Fail Chance; Not for revolvers, shotguns, explosives, or heavy
weapons
Value: 75 caps
246
BIPOD (GENERAL)
Effect: A character using a weapon equipped with a bipod reduces STR requirements by 4, as well
as reduces accuracy penalties by 5% at Medium range and 10% at Long and Extreme range; Being
generally low to the ground and not designed to rapidly shift aim, bipods negate the bonus for firing
at Point blank range and, instead, impose a 20% penalty to accuracy; Must spend 30 AP to set up
the bipod; May be mounted on rifles, automatic rifles, and heavy weapons; Not for Short ranged or
Explosive weapons; Miniguns, Shoulder Mounted Machine Guns, and Gatling Casters may not have a
bipod
Value: 100 caps
COMPACT (GENERAL)
Effect: The stock of the weapon has been cut off; The weapon’s STR requirement is increased by 1,
but its weight is reduced by 1/4 (rounded to nearest .5) and the weapon is now considered a pistol or
SMG, in the case of automatic weapons; Bolt-Action, Lever-Action, and Pump-Action weapons still
need “2 Hands” to use; Long range weapons will gain the Carbine special rule; Only rifles may have
this mod
Value: 1/3 cost of modded weapon
FLASHLIGHT (GENERAL)
Effect: Directional Light; -25 to Sneak for player and those in illuminated area
Value: 20 caps
LIGHTENED BOLT
Effect: +1 RoF; +2% Crit Fail Chance; Rate of Fire weapons only; Not for Minigun, MEWs, or burst
fire weapons
Value: 1/2 cost of modded weapon
SAWED OFF
Effect: Barrel has been cut down to be as short as possible, making it more concealable; Weight
reduced by 1/4 (rounded to nearest .5) and receives a +10 to Sneak attempts to conceal it, but the range
is reduced by 1 bracket (e.g. a Long range weapon is now Medium range); Weapon that has had its
range reduced to Point Blank has the following range modifiers: -10 at Short, -20 at Medium, and no
Long or Extreme range shots may be made; Shotgun type weapons will have their damage halved after
Point Blank range; Tube Loaded weapons will have their ammo capacity halved to a minimum of 5
and may no longer have mods that increase their ammo capacity; Not for explosive weapons, heavy
weapons, or silenced weapons; If weapon is both sawed off and compact, it will gain an additional +5
to the Sneak attempt to conceal it, for a total of +15
Value: 1/3 cost of modded weapon
247
SPELL DAMPENER (MEW)
Effect: On a Crit Success against targets with magic (Unicorns, Alicorn, etc.) or enchanted
weapons, magic will be unavailable or the weapon’s enchantment disabled for d6 rounds; Any effects
being maintained or shields up will immediately end
Value: 1/2 cost of modded weapon
TARGETER (MEW)
Effect: +5 to hit; Multi-Las, Multi-Plas, and MEWs with a Beam Splitter may fire on up to 3
separate targets (2 if splitter) with a penalty to hit of 5 per target (when splitting fire, the +5 bonus
does not apply)
Value: 1/2 cost of modded weapon
5X SCOPE
Effect: Ignores 15% of range penalties past Short range; May be mounted on Rifles; Not for Short
range weapons
Value: 150 caps
10X SCOPE
Effect: Ignores 15% of range penalties past Short Range; +10 to hit past Short range; May be
mounted on Rifles; Long range and Sniper weapons only
Value: 300 caps
Speed Loader
SPEED LOADER (REVOLVER)
Effect: Lowers the AP to reload the weapon to 10 AP
Value: 1/4 cost of modded weapon
248
Armor Mods
Armor mods are very similar to weapon mods with only a few differences. Barring a select few mods, all armor mods are
universal. This gives a lot of customization in what you want to equip your character in. A select few Armor mods can also
be added to clothing and the reinforcement kit can turn clothing into Light Armor. From there, the sky (and your wallet) is the
limit! There is a subset of mods in this category that apply specifically to headwear.
CAMOUFLAGE
Effect: +10 Sneak in chosen environment (e.g. desert, wooded, urban, etc.); -10 to Sneak in any
other environment; Not for MoM Assassin Suit or Recon Armor
Value: 1/4 cost of modded armor
CUSTOM FIT
Effect: Removes any AGI penalty from armor for you and doubles for anyone else; Additionally,
increases the DT of armors for Alicorns, Hellhounds, etc. to 3/4 (rounded down); This still does not
allow them to wear Power Armor
Value: 1/2 cost of modded weapon
FULLY ENCLOSED
Effect: +50% Poison Resistance against airborne threats, such as poison gasses, noxious fumes,
spores, Morning Glory’s cooking, etc.; Must be modded with a Helmet. Not for Light Armor
Value: 3/4 cost of modded armor
KINKY
Effect: This outfit had been modded to be more sexual and revealing; It grants +10 to Negotiation
& Seduction for sexual purposes and +1 to CHA; Armor can be modded with this mod but has its DT
halved; Cannot be used on Power Armor; Gives the Kinky quality; Reduces weight of Heavy Armor by NSFW
6, Medium Armor by 4, and Light Armor by 2; Clothes can be modded for 50 caps
Value: 150 caps
PLATING KIT
Effect: +5 DT, but armor type is increased by 1 (Light becomes Medium, Medium becomes Heavy);
+8 weight; May be combined with Reinforcement Mod Kit, applying the reinforcement as the new
armor type; Not for Heavy Armor
Value: 1/2 cost of modded weapon
249
QUICK RELEASE
Effect: May remove armor for 50 AP
Value: 1/4 cost of modded armor
SPIKED PAULDRONS
Effect: 1d10 extra Slam Damage
Value: cost of modded armor
VISOR KIT
Effect: Adds a visor to Helmet; +1 PER; Not for Lantern Helmet
Value: 1/2 cost of modded helmet
250
REDUNDANT POWER SOURCE
Effect: +5 lbs.; If you have a Spark Battery, you can restart your Power Armor after you have been
disabled by anti-matrix weaponry; 50 AP to restart
Value: 1200 caps
JET TURBINE
Effect: +15 lbs.; Increase Flight by 1 rank; Uses one Spark Battery per hour; 20 AP to start; 100 AP
to replace (50 AP with Telekinesis or 75 AP with Hands); Cannot be turned off once started; User has
to have Flight rank 1
Value: 1/2 cost of modded armor
SMOKE SCREEN
Effect: +5 lbs.; Uses smoke grenades as ammo; Allows the user to use the Basic Pegasi Trick
Contrail; Costs 25 AP
Value: 500 caps
REMOVABLE FACEPLATE
Effect: +3 lbs.; Can open faceplate to eat, drink, or talk, without having to remove the helmet
Value: 500 caps
SEARCH LIGHT
Effect: Integrated flashlight; 15 AP to turn on/off
Value: 150 caps
251
ZOOMING MODULE
Effect: Integrated binoculars
Value: 250 caps
PNEUMATIC HOOVES
Effect: 1d10 extra Unarmed Damage; Hits with Unarmed cause double Limb Damage; Usable only
with Steel Ranger Powered Barding; May only be applied once
Value: 1200 caps
INTEGRATED WINGSHIELDS
Effect: +5 lbs; adds a pair of Wing Shields to the PA wings; Cannot have Wing Shield mod and
Wingblade mod at the same time
Value: 1/2 cost of modded armor
252
Inventions and Crafting
Crafting
Crafting is the ability to make relatively common items, like ammo, mods, and basic armor. Players can roll the most appropriate
skill to try and make these items when they have gathered the appropriate materials.
NOTE: It is up to the GM to decide if a schematic is required beforehoof. All crafted items are considered “Unique” in rarity
and all rank 1 and 2 schematics are considered “Rare” in rarity. These rarities are for finding these items in the Wasteland with
merchants. Rarity does not dictate a player’s ability to create schematics and craft these items.
AMMO GRENADE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
0.5 N/A 10+STR Yards Thrown Explosive Workbench Explosives
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
25++ 25 N/A N/A N/A Easy
CRAFTING COMPONENTS
Duct Tape, 10 rounds of Ammo (any type)
SPECIAL RULES
AoE (5)
BASTARD GUN
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
8 5 Short Rifle Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
10+ 30 3 25 5.56mm Moderate
CRAFTING COMPONENTS
Any 2 different rifles, Any SMG, Scrap Metal, Duct Tape
SPECIAL RULES
+4% Crit Fail Chance; May be repaired with any Rifle, SMG, or Pistol; May also
rechamber the weapon to use a different ammo by repairing it with a weapon of the
desired ammo type, changing its stats as follows: .22LR: -2 DAM, +2 RoF; 9mm: +1 RoF;
10mm: +2 DAM; .45 Auto: +8 DAM; 5mm: - ; .308: -1 RoF, +10 DAM, +1 STR req.
253
BOTTLECAP MINE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
0.5 N/A N/A Placed Explosive Workbench Explosives
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
100++ 35 N/A N/A N/A Moderate
CRAFTING COMPONENTS
10 Bottlecaps, Cherry Bomb, Lunch Box, Sensor Module
SPECIAL RULES
AoE (15)
DART GUN
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
3 1 Short Pistol Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
5+ 25 Single Shot 1 Dart Easy
CRAFTING COMPONENTS
Paint Gun, Poison Gland, Surgical Tubing, Toy Car
SPECIAL RULES
Silent; END check (at -2) or limbs count as crippled
FULL-AUTO CARBINE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
7 4 Short Rifle Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
10+ 25 4 20 5.56mm Moderate
CRAFTING COMPONENTS
.22 Revolver, Pipe, Scrap Metal, 3 Tin Cans
SPECIAL RULES
+3% Crit Fail Chance
HELLHOUND KNIFE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
10 N/A N/A Melee Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
(2xSTR)+15+ 20 N/A N/A N/A Hard
CRAFTING COMPONENTS
Hellhound Hand, Leather Belt, Pipe, Wonderglue
SPECIAL RULES
Blade; Armor Piercing (Medium); Special Attack STAB!: +10 AP, attack will cause a
bleeding effect, 1d10 damage per turn until healed
254
LASER CARBINE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
8 3 Long Rifle Workbench Matrix Tech
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
15++ 20 Semi-Auto 20 Gem Pack Easy
CRAFTING COMPONENTS
Magic Energy Pistol, Scrap Electronics, Scrap Metal, .32 Rifle
SPECIAL RULES
Magic; +1% Crit Fail Chance; Carbine
MOLOTROT COCKTAIL
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
0.5 N/A 10+STR Yards Thrown Workbench Explosives
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
25++ 25 N/A N/A N/A Easy
CRAFTING COMPONENTS
Abraxo Cleaner, Flamer Fuel, Any Empty Bottle, Rag
SPECIAL RULES
Burning; AoE (5)
NAIL GUN
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
4 2 Short Pistol Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
6+ 15 6 80 Nails Moderate
CRAFTING COMPONENTS
Nail Gun, Scrap Metal, Duct Tape
SPECIAL RULES
Double Limb Damage; Silent
PAR-T-CANNON
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
8 5 Medium Rifle Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
45++ 40 Single Shot 1 Anything* Moderate
CRAFTING COMPONENTS
Vacuum Cleaner, Leaf Blower, Firehose Nozzle, Conductor
SPECIAL RULES
Misc. effects added, depending on what is fired at GM discretion; Ammo useable at GM
discretion
255
PIPE RIFLE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
4 2 Long Rifle Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
20+ 20 Single Shot 1 10mm Easy
CRAFTING COMPONENTS
Pipe, Crutch, Scrap Metal, Scrap Electronics, Duct Tape
SPECIAL RULES
N/A
SHISHKEBAB
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
3 N/A N/A Melee Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
(2xSTR)+20+ 20 N/A N/A N/A Very Hard
CRAFTING COMPONENTS
Lawn Mower Blade, Fuel Tank, Pilot Light, Garden Hose
SPECIAL RULES
Burning; Special Atack Cauterize: 35 AP, +3d10 Fire Damage; This attack counts as
crippling, but loses the burning effect
SHIV
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
0.5 N/A N/A Melee Workbench Survivalism
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
(1xSTR)+5+ 15 N/A N/A N/A Very Easy
CRAFTING COMPONENTS
Duct Tape, Scrap Metal
SPECIAL RULES
Blade; Concealable
SPARKLE GRENADE
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
0.5 N/A 10+STR Yards Thrown Explosive Workbench Explosives
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
200+10d10 25 N/A N/A N/A Hard
CRAFTING COMPONENTS
Abraxo Cleaner, Sparkle-Cola RAD, Tin Can, Turpentine
SPECIAL RULES
Burning; AoE (20)
256
TIME BOMB
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
4 N/A N/A Placed Explosive Workbench Explosives
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
100+5d10 35 N/A N/A N/A Moderate
CRAFTING COMPONENTS
Egg Timer, Duct Tape, Scrap Electronics, 5 Dynamite
SPECIAL RULES
AoE (25); May be set to detonate between 10 seconds and 15 minutes
ZIP GUN
WEIGHT STR REQ RANGE TYPE MADE AT SKILL
1 1 Point Blank Pistol Workbench Mechanics
DAMAGE AP COST RoF MAGAZINE AMMO DIFFICULTY
15+ 15 Single Shot 1 10mm Very Easy
CRAFTING COMPONENTS
Paint Gun, Scrap Metal, Scrap Electronics, Duct Tape
SPECIAL RULES
Concealable; +6% Crit Success Chance
DUSTER
DT WEIGHT TYPE SPECIAL RULES
3 5 Clothing
MADE AT SKILL DIFFICULTY +1 CHA; +5 Firearms
Workbench Survivalism Moderate
CRAFTING COMPONENTS
257
HAT (COWBOY, DESPERADO, ETC.)
DT WEIGHT TYPE SPECIAL RULES
N/A 1 Hat
MADE AT SKILL DIFFICULTY +1 PER
Workbench Survival Moderate
CRAFTING COMPONENTS
LEATHER ARMOR
DT WEIGHT TYPE SPECIAL RULES
6 15 Light Armor
MADE AT SKILL DIFFICULTY N/A
Workbench Survival Hard
CRAFTING COMPONENTS
Large Tanned Hide, 3 Medium Tanned Hide, 4 Leather Belts, Scrap Metal
SLAVE OUTFIT
DT WEIGHT TYPE SPECIAL RULES
N/A 1 Clothing
MADE AT SKILL DIFFICULTY -1 CHA; LCK-1
N/A Survival/Mechanics Very Easy
CRAFTING COMPONENTS
WASTELANDER CLOTHING
DT WEIGHT TYPE SPECIAL RULES
N/A 3 Clothing
MADE AT SKILL DIFFICULTY +1 AGI
Workbench Survival/Mechanics Easy
CRAFTING COMPONENTS
4 Pre-war Clothes
258
Kits And Crafting Components Crafting List
HACKERS TOOLS
WEIGHT TYPE MADE AT SKILL DIFFICULTY
1 Item Workbench Matrix Tech Moderate
CRAFTING COMPONENTS
3 Scrap Electronics, Spark Battery
SPECIAL RULES
Expert tools for hacking into terminals and maneframes; Gives +5 to all Hacking & Matrix
Tech rolls
A crafting component
LEATHER BELT
WEIGHT TYPE MADE AT SKILL DIFFICULTY
2 Item Fire or Hot Plate Survivalism Very Easy
CRAFTING COMPONENTS
Tanned Hide; Small=1 Belt; Medium= 1d3 Belts; Large= 2+1d3 Belts
SPECIAL RULES
A crafting component
259
SMALL TANNED HIDE
WEIGHT TYPE MADE AT SKILL DIFFICULTY
2 Item Fire or Hot Plate Survivalism Easy
CRAFTING COMPONENTS
3 Small Critter Skins, Turpentine
SPECIAL RULES
A crafting component
AUTO-INJECT POTION
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Medical Item Workbench Medicine Very Hard
CRAFTING COMPONENTS
Healing OR Super Restoration Potion, Empty Syringe, Sensor Module, Scrap Electronics
SPECIAL RULES
BANDAGES
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Medical Item N/A Medicine Very Easy
CRAFTING COMPONENTS
Any clothing or suitably clean piece of cloth (Makes 3+1d3)
SPECIAL RULES
260
BREAD
WEIGHT TYPE MADE AT SKILL DIFFICULTY
1 Food, Vegiterian Fire or Hot Plate Survivalism Normal
CRAFTING COMPONENTS
2 Pure Water, 6 Flour, Yeast, 8 Eggs (Makes 10)
SPECIAL RULES
+10 HP; -3 RADs; +1 LCK (1 h) (already cooked); No LCK bonus if not eaten within 1 day of
making.
CARAVAN LUNCH
WEIGHT TYPE MADE AT SKILL DIFFICULTY
3 Food N/A Survivalism Easy
CRAFTING COMPONENTS
Cram, Pork n’ Beans, Lunchbox, Sunrise Sarsaparilla OR Sparkle-Cola H
F F’S C
SPECIAL RULES
JE T OU
T
O THAT
+40 HP; counts as 2 Meals/Drinks N MEANS
DO YOU!
MAGICAL BANDAGES
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Medical Item N/A Medicine Easy
CRAFTING COMPONENTS
3 Bandages, Healing Potion (Makes 3)
SPECIAL RULES
Healing divided over 5 turns; Heals 25 + (Medicine / 10, rounded down) d10 (duration 5
turns)
ROOT WATER
WEIGHT TYPE MADE AT SKILL DIFFICULTY
1 Food Fire or Hot Plate Survivalism Moderate
CRAFTING COMPONENTS
3 Foraged Roots, Empty Bottle
ah
SPECIAL RULES at
W
+15 HP
261
SNAKEBITE TOURNIQUET
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Medical Item Fire or Hot Plate Survivalism Hard
CRAFTING COMPONENTS
Buffalo Gourd Seed, Surgical Tubing
SPECIAL RULES
A way of treating all kinds of venoms to inoculate against further poisoning; If the player
possesses a tourniquet when he/she becomes poisoned by an animal, the tourniquet will be
automatically applied to counter the poison
TRAIL MIX
WEIGHT TYPE MADE AT SKILL DIFFICULTY
1 Food N/A Survivalism Easy
CRAFTING COMPONENTS
Fresh Apple, Fresh Pear, Foraged Nuts, Sugar Apple Bombs
SPECIAL RULES ’S
BOB
+15 HP; +3 RADs; +10 max AP (1 hour)
WASTELAND TEQUILA
WEIGHT TYPE MADE AT SKILL DIFFICULTY
1 Alcohol Fire or Hot Plate Survivalism Moderate
CRAFTING COMPONENTS
Empty Whiskey Bottle, Neighvada Agave Fruit, Purified Water
SPECIAL RULES
uila
Teq
+2 STR for 4 minutes; +1 CHA for 4 minutes; -2 INT for 4 minutes; +5 Poison Resistance for
1 minute; Addiction chance: 15%; Addiction effects: -1 AGI; -1 CHA
262
Miscellaneous Crafting List
BATTLE SADDLE
WEIGHT TYPE MADE AT SKILL DIFFICULTY
5 Misc Workbench Mechanics Easy
CRAFTING COMPONENTS
2 Leather Belts, Trigger Reign
SPECIAL RULES
BEDROLL
WEIGHT TYPE MADE AT SKILL DIFFICULTY
5 Misc Workbench Survivalism Normal
CRAFTING COMPONENTS
Old Blanket (or other such item), Large Tanned Hide, Leather Belt
SPECIAL RULES
CLOTH TENT
WEIGHT TYPE MADE AT SKILL DIFFICULTY
7 Misc Workbench Mechanics Hard
CRAFTING COMPONENTS
10 Scrap Metal, Engineer OR Stable Jumpsuit, 3 Pre-war Clothing, 2 Leather Belts
SPECIAL RULES
It’s a tent; You need this when sleeping in rough or in “hazardous” environments; Can be
modded with Camo Pattern; Can be Winterised
HOMEMADE GUNPOWDER
WEIGHT TYPE MADE AT SKILL DIFFICULTY
3 Misc Workbench Survivalism Moderate
CRAFTING COMPONENTS
Guano, Moonshine, Turpentine, Charcoal (Makes 4000 Rifle OR 8000 Pistol Powder)
SPECIAL RULES GUN ER
D
POW
+1% Crit Fail Chance for bullets made with it; Guano can be replaced with 25x Horse
XXXX
Manure; 1 unit of food produces 1 Horse Manure
263
JUNK SILENCER
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Mod Workbench Mechanics Moderate
CRAFTING COMPONENTS
2 Scrap Metal, Tin Can
SPECIAL RULES
Makes weapon silent; +8% Crit Fail Chance; May not be mounted on heavy, shotgun, or
sniper weapons
SCRAP SCOPE
WEIGHT TYPE MADE AT SKILL DIFFICULTY
N/A Mod Workbench Mechanics Very Easy
CRAFTING COMPONENTS
2 Drinking Glass, Scrap Metal
SPECIAL RULES
+5 to hit past Short range (ignores 5% of range penalties past Short range if using Alt. Mods
list)
SLAVE COLLAR
WEIGHT TYPE MADE AT SKILL DIFFICULTY
4 Explosive Workbench Explosives Very Hard
CRAFTING COMPONENTS
2 Frag Grenade, 4 Scrap Electronics, 2 Sensor Modules
SPECIAL RULES
Clamped around a pony’s neck this device will explode, killing the wearer if it goes off; May
be programed to detonate if wearer leaves a designated area or to detonate remotely.
Can listen to radio stations and maybe the occasional static; Not used for communication
264
WASTELAND LANTERN
WEIGHT TYPE MADE AT SKILL DIFFICULTY
11 Misc N/A Mechanics Very Easy
CRAFTING COMPONENTS
Spark Battery, Scrap Electronics
SPECIAL RULES
WATER FILTER
WEIGHT TYPE MADE AT SKILL DIFFICULTY
10 Misc Workbench Mechanics Easy
CRAFTING COMPONENTS
Rocks, Bottle, Rag, Grasses
SPECIAL RULES
Reduces the RADs of water by half (does not stack with Food Sanitizer)
WATER FLASK
WEIGHT TYPE MADE AT SKILL DIFFICULTY
0.5 Misc Workbench Survivalism Easy
CRAFTING COMPONENTS
Small Tanned Hide, Leather Belt
SPECIAL RULES
Holds up to 2 bottles worth of water (or other liquid); When full, the weight is 2 lbs.
265
Ammo Breakdown List
Breaking down ammo is the act of disassembling ammo into its raw materials. The following list denotes what materials you get
from breaking down ammo and what skills and skill check modifiers are required to break down the ammo.
(3) .22 LR
TYPE CASE MADE AT SKILL
Standard N/A Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
2 3 Pistol N/A Very Easy
.308 CAL
TYPE CASE MADE AT SKILL
Standard Case; .308 Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
15 4 Rifle Large Rifle Easy
.32 CAL
TYPE CASE MADE AT SKILL
Standard Case; .32 Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
10 3 Pistol Small Pistol Very Easy
.357 CAL
TYPE CASE MADE AT SKILL
Standard Case; .357 Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
14 6 Pistol Small Pistol Easy
.44 MAGNUM
TYPE CASE MADE AT SKILL
Standard Case; .44 Magnum Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
27 8 Pistol Large Pistol Moderate
.45 AUTO
TYPE CASE MADE AT SKILL
Standard Case; .45 Auto Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
16 8 Pistol Large Pistol Easy
.45-70 MIN.
TYPE CASE MADE AT SKILL
Standard Case; .45-70 Min Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
27 3 Rifle Large Rifle Moderate
266
.50 MG
TYPE CASE MADE AT SKILL
Standard Case; .50 MG Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
64 20 Rifle .50 MG Hard
5MM
TYPE CASE MADE AT SKILL
Standard Case; 5mm Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
11 4 Rifle Small Rifle Easy
5.56MM
TYPE CASE MADE AT SKILL
Standard Case; 5.56mm Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
10 3 Rifle Small Rifle Easy
12 GAUGE
TYPE CASE MADE AT SKILL
Buckshot Hull; 12 Gauge Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
37 26 Pistol Shot Shell Very Easy
20 GAUGE
TYPE CASE MADE AT SKILL
Buckshot Hull; 20 Gauge Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
26 18 Pistol Shot Shell Very Easy
ROCKET
TYPE CASE MADE AT SKILL
Standard Conductor Workbench Explosives
LEAD POWDER PRIMER DIFFICULTY
N/A Cherry Bomb .50 MG Moderate
SCRAP METAL
TYPE CASE MADE AT SKILL
N/A N/A Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
200 N/A N/A Very Easy
267
9MM
TYPE CASE MADE AT SKILL
Standard Case; 9mm Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
11 5 Pistol Small Pistol Easy
10MM
TYPE CASE MADE AT SKILL
Standard Case; 10mm Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
15 7 Pistol Large Pistol Easy
12.7MM
TYPE CASE MADE AT SKILL
Standard Case; 12.7mm Reloading Bench Mechanics
LEAD POWDER PRIMER DIFFICULTY
28 10 Pistol Large Pistol Moderate
.308 CAL
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .308 17 5 Rifle Large Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
JFP Hoof-load Case; .308 19 6 Rifle Large Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
+1d10 damage; +2% Crit Fail Chance DIFFICULTY
Moderate
.32 CAL
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .32 11 4 Pistol Small Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Very Easy
268
.357 CAL
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .357 16 8 Pistol Small Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
JFP Hoof-load Case; .357 20 10 Pistol Small Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+1d10 damage; -3 Target DT; +5 to hit DIFFICULTY
Moderate
.44 MAGNUM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .44 Magnum 30 10 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Moderate
TYPE CASE LEAD POWDER PRIMER MADE AT
SWC Hoof-load Case; .44 Magnum 32 12 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+1d10 damage; -6 Target DT DIFFICULTY
Hard
.45 AUTO
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .45 Auto 16 8 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
Super Hoof-load Case; .45 Auto 19 12 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+1d10 damage; -4 Target DT; +4% Crit Fail Chance DIFFICULTY
Hard
269
.45-70 MIN.
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .45-70 Min 30 4 Rifle Large Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Hard
TYPE CASE LEAD POWDER PRIMER MADE AT
SWC Hoof-load Case; .45-70 Min 40 5 Rifle Large Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
+2d10 damage; -6 Target DT; +4% Crit Fail Chance DIFFICULTY
Very Hard
.50 MG
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; .50 MG 70 22 Rifle .50 MG Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Hard
TYPE CASE LEAD POWDER PRIMER MADE AT
Match Hoof-load Case; .50 MG 75 25 Rifle .50 MG Reloading Bench
SPECIAL RULES SKILL
Mechanics
+2d10 damage; +10 to hit DIFFICULTY
Very Hard
5MM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; 5mm 13 5 Rifle Small Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
-10 Target DT DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
JSP Hoof-load Case; 5mm 15 6 Rifle Small Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
+3 damage; -10 Target DT; +1% Crit Fail Chance DIFFICULTY
Moderate
270
5.56MM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; 5.56mm 12 4 Rifle Small Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
Match Hoof-load Case; 5.56mm 12 5 Rifle Small Rifle Reloading Bench
SPECIAL RULES SKILL
Mechanics
+2 damage; +10 to hit DIFFICULTY
Moderate
9MM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; 9mm 13 6 Pistol Small Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
JHP Hoof-load Case; 9mm 15 7 Pistol Small Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+2d10 damage; Target DT x2 DIFFICULTY
Moderate
10MM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; 10mm 17 9 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
-10 Target DT DIFFICULTY
Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
JHP Hoof-load Case; 10mm 21 12 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+2d10 damage; Target DT x2 DIFFICULTY
Moderate
271
12.7MM
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Case; 12.7mm 31 12 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
N/A DIFFICULTY
Moderate
TYPE CASE LEAD POWDER PRIMER MADE AT
JHP Hoof-load Case; 12.7mm 34 15 Pistol Large Pistol Reloading Bench
SPECIAL RULES SKILL
Mechanics
+3d10 damage; Target DT x2 DIFFICULTY
Hard
12 GAUGE
TYPE CASE LEAD POWDER PRIMER MADE AT
Buckshot Hull; 12 Gauge 40 30 Pistol Shot Shell Reloading Bench
SPECIAL RULES SKILL
Mechanics
Target DT x3 DIFFICULTY
Very Easy
TYPE CASE LEAD POWDER PRIMER MADE AT
Coin Hull; 12 Gauge 8 Pre-war Bits 30 Pistol Shot Shell Reloading Bench
SPECIAL RULES SKILL
Mechanics
+5 damage; -5 Target DT; Target DT x3; +2% Crit Fail Chance DIFFICULTY
Easy
20 GAUGE
TYPE CASE LEAD POWDER PRIMER MADE AT
Buckshot Hull; 20 Gauge 30 20 Pistol Shot Shell Reloading Bench
SPECIAL RULES SKILL
Mechanics
Target DT x3 DIFFICULTY
Very Easy
ARROW/BOLTS
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Scrap Metal, Wood N/A N/A N/A Hot Plate
SPECIAL RULES SKILL
Survivalism
N/A DIFFICULTY
Moderate
272
DART
TYPE CASE LEAD POWDER PRIMER MADE AT
Standard Scrap Metal N/A N/A N/A Workbench
SPECIAL RULES SKILL
Mechanics
Makes 5 DIFFICULTY
Easy
FLAMER FUEL
TYPE CRAFTING COMPONENTS MADE AT
Homemade Sugar Apple Bombs, Abraxo Cleaner, 2 Roots Reloading Bench
SPECIAL RULES SKILL
Chemistry
+4% Crit Fail Chance DIFFICULTY
Easy
ROCKET
TYPE CASE LEAD POWDER PRIMER MADE AT
Incindiary Conductor N/A 5 Flamer Fuel .50 MG Reloading Bench
SPECIAL RULES SKILL
Explosives
AoE (5); -35 Damage; Burning DIFFICULTY
Moderate
273
FLAMER FUEL
TYPE RECYCLED FROM MADE AT
Standard 4 Drained flamer fuel tank (3 with Vigilant Recycler perk) Workbench
SPECIAL RULES SKILL
Matrix Tech
Players with the Combustion perk may use their Explosives skill in place of their Hacking & Matrix skill
when recycling Flamer Fuel DIFFICULTY
Very Easy
TYPE RECYCLED FROM MADE AT
Optimized 2 Flamer Fuel Workbench
SPECIAL RULES SKILL
Matrix Tech
+1d10 damage; -5 Target DT; +1% Crit Fail Chance; Players with the Combustion perk may use their
Explosives skill in place of their Hacking & Matrix skill when recycling Flamer Fuel DIFFICULTY
Easy
GEM PACK
TYPE RECYCLED FROM MADE AT
Standard 4 Drained Gem Packs (3 with Vigilant Recycler perk) Workbench
SPECIAL RULES SKILL
Matrix Tech
-2 Target DT DIFFICULTY
Very Easy
TYPE RECYCLED FROM MADE AT
Optimized 2 Gem Packs Workbench
SPECIAL RULES SKILL
Matrix Tech
+1d10 damage; -5 Target DT DIFFICULTY
Moderate
274
Inventions
Inventions are a sub-section of crafting that allow the player to create non listed or unique items. Inventions require a schematic,
but Earth ponies may roll their Cutie Mark skill to craft items related to their Special Talent, instead of using their Repair &
Mechanics skill. They come in 3 tiers - level 1, level 2, and level 3. Something simple would fall under a level 1 schematic, like
a variant type of ammo for a weapon or a hoof-friendly multi-tool. Level 2 items are reserved for bigger projects, like a water
purifier or a basic helmet package. Level 3 is the least limited type of schematic. With a level 3, your imagination is your
only limit. At this rank, you can build entirely new weapons or armor or even customize a vehicle... or build one of your very
own. For more information on vehicles, see the vehicles guidebook. It requires skills, tools, materials, and time to create your
schematic, but, once you’ve built your first one, you can create them from there on without re-buying or creating a schematic.
Schematics may be created by anyone with a Hard Repair & Mechanics skill check, and requires a Repair & Mechanics skill
of 75 or higher to make. Earth Ponies may substitute their Cutie Mark skill when creating a schematic for an invention related
to their Special Talent. Earth Ponies also do not have a minimum skill level requirement for creating a schematic, but still receive
the Hard skill check penalties. While non-Earth Pony races have the capability to create schematics or invent new things, they
are generally limited to common items and areas in which they have significant expertise. However due to an Earth Pony’s
innate magic, an Earth Pony’s ability to invent new things is only limited by their imagination.
The following list is a guideline. It is up to GM discretion to decide what tools and components are required for an invention as
well as the final rules, mechanics, and functions of the invention. Players may also “invent” items from the crafting list, creating
a schematic instead of finding one.
CART CREATION
MATERIALS REQUIRED DURATION
Pipes, container, rope, duck tape. 1 hour per 30 minutes spent working on it.
SPECIAL RULES
You cobble together a cart out of spare parts and duct tape, creating basic locomotion for large quantities of goods. A cart
allows a pony to double her carrying weight, but it halves her movement speed. At Advanced level, it lasts one day and, at
Expert level, it lasts a week.
275
REPAIR GENERATOR
MATERIALS REQUIRED DURATION
2 Bobby Pins, Rubberband, two inches of String, and a gob of Spit 5 minutes
SPECIAL RULES
Busted beyond repair you say? Give me 5 minutes, for 5 minutes; You may now quickly repair a broken item and make it work
for a maximum of 5 minutes, after which the item is broken and can never be repaired again, but may be used for spare parts
Muffles the sound when you are walking; gain +5 to sneak (+5 to cuteness if fluffy)
SLAVER’S HILT
MATERIALS REQUIRED DURATION
Cushion or Taser Till first crit fail
SPECIAL RULES
An Earth Pony is able to reconfigure a non powered or magical Melee or Unarmed weapon to deal Stun Damage; Cancels bleed
and Armor Penetraiting effects untill removed
276
PRISMATIC LENSES
MATERIALS REQUIRED DURATION
12 Boxes of Materials, 20 Bundles of Components, 1 Pilot light or Spark Battery [(CHA+INT)*20] shots; all shots effect this
SPECIAL RULES
An Earth Pony is able to reconfigure an Energy Weapon to deal additonal Fire, Cold or Electrical Damage (Enchanted special
rule); This triggers when the character rolls 15 or less on a successful hit; An attack must be able to cause damage past the
target’s DT for this mod to take effect; Only one Elemental mod can be applied to a weapon; Spirits consider Elemental modded
weapons an insult and refuse to inhabit or imbue them; Elemental mod damage ignores DT but is effected by elemental
resistances.
GYROCOPTER
MATERIALS REQUIRED DURATION
2 Bicycles, 2 Ceiling Fans, Duct Tape, and wishing REALLY HARD [(CHA+INT)*2] hours
SPECIAL RULES
You hack together a temporary Gyrocopter, allowing limited personal flight; You gain Flight rank 1 while in the device
JETPACK
MATERIALS REQUIRED DURATION
Pressure Cooker, Steam gauge assembly, Firehose nozzle, Leaf blower 2+1d20 turns; Timer starts when activated
SPECIAL RULES
You can hack together a temporary jetpack, giving you Flight rank 3 while in the air; While using the Jetpack, you have to take
at least two charge actions every round; Uses 5 Sparkle-Cola for fuel
277
PRISMATIC REPLACEMENT
MATERIALS REQUIRED DURATION
Gem of apporiate color, Pilot light or Spark Battery [(CHA+INT)*20] shots
SPECIAL RULES
An Earth Pony is able to reconfigure an Energy Weapon to deal Fire, Cold or Electrical Damage instead of its normal Damage
type; This lowers the base damage of the weapon by 10; Damage ignores DT but is effected by resistances; Only one Elemental
mod can be applied to a weapon, Spirits consider elemental modded weapons an insult and refuse to inhabit or imbue them
STEAM BIKE
MATERIALS REQUIRED DURATION
2 Tires, Spark Battery, Steam gauge assembly, Fuel Tank, Pilot light, Toy car [(CHA+INT)*2] hours
SPECIAL RULES
You can create a Steam Bike that enhances the rider’s ground speed by a factor of four; A pony riding a Steam Bike may not
take Move Actions, except charge or sprint; A pony can jump off a Steam Bike at any time, but it takes 80 AP to saddle back
up
278
Chapter 4:
Alchemy and Chemistry
279
So You Wanna Be an Alchemist?
Alchemy is a more natural style of magic application, usually passed down in a tribe from one alchemist to another. Alchemy
uses the innate power contained in herbs, roots, and other things to create everything from basic potions, to healing wounds, to
a mystical brew that can bring someone back from the dead. While non-Tribals having access to this art isn’t unheard of, it is
fairly uncommon.
Common recipes, the simplest uses of Alchemy, may be crafted by any character who possesses the prerequisite skills. These
recipes are open to all but Dipped Alicorns, as they have no connection to the land, and range from simple healing potions to
things such as homebrewed anti-venom. All Zebras start out with the ability to make common and uncommon brews. Tribals
(with the Tribal background) also start with the same ability. Non-Tribals (or Tribals lacking the Tribal background) only have
the ability to make common recipes, but can learn the art of Alchemy as they go. However, Tribals are the only known people
who are able to craft the highest tier of alchemical recipes, as the magic needed to create them is intrinsic to their race.
Alchemy requires that the character possess the appropriate skill prerequisites and ingredients. The character must then make a
successful Alchemy/Survivalism & Traps roll. Most of the higher tier alchemical recipes are rare and require the character to
obtain the recipe.
All uses of Alchemy require an appropriate cooking area, such as a camp fire, hot plate, or similar source of heat, in addition to
any other materials. Most Alchemy requires special herbs, referred to in game mechanics as green, red, and blue herbs. More
advanced brews require varied components, but will always require at least one of the 3 herbs. These herbs may be found in the
Equestrian Wasteland with a successful Alchemy/Survivalism & Traps roll. The GM may apply a difficulty modifier to this
roll, based on the how rare the herbs are in the area. Most outdoor or natural underground areas have at least a minor chance
of finding herbs. Most indoor areas do not.
280
Basic Alchemy Recipes
Antivenom
Skill Requirement Ingredients
Alchemy 40 4 Venom Sacs
Description
Creates two doses of ant-ivenom, allowing anyone to immediately remove all natural
poisons from their system on use. Has no effect on alchemical poisons. Sells for 25 caps.
Healing Potion
Skill Requirement Ingredients
Alchemy 50 3 Green Herbs, 1 Bottle
Description
Creates a basic healing potion. Sells for 35 caps.
Normal Poison
Skill Requirement Ingredients
Alchemy 30 2 Venom Sacs and 1 Red herb
Description
More lethal than weak poison. Also creates 2 doses. This poison deals 10 damage per
turn for 5 turns. Multiple doses of poison stack. Sells for 60 caps.
Weak Poison
Skill Requirement Ingredients
Alchemy 15 2 Venom Sacs
Description
Basic poisons for use on weaker weapons. Creates 2 doses. If the weapon this poison is
applied to deals damage to an organic target successfully, the target suffers an additional
5 damage per turn for 5 turns. Multiple doses of poison stack. Sells for 30 caps.
Hydra
Skill Requirement Ingredients
Alchemy 60, Hydra Recipe 2 Green Herbs, 2 bottles Hydra Blood
Description
An advanced regenerative liquid made through purifying Hydra blood along with
healing herbs. Restores 10 health to each limb every turn for 5 turns. Heals no actual
health. User must roll END and LCK as per Taint rules. Sells for 60 caps.
281
Luminous Dust
Skill Requirement Ingredients
Alchemy 25 1 Green Herb, 1 Red Herb
Description
Simple dust which naturally glows. Mix with water for glowing paint, or blow it to
create glowing clouds. Can be manipulated to create specific shapes with practice. Sells
for 45 caps.
Radiation Purge
Skill Requirement Ingredients
Alchemy 40 1 Fungus, 2 Green herbs
Description
Zebras have discovered the radiation reducing properties of certain types of fungi
growing in the Wasteland and how to use it to brew potions to purge the body of
magical radiation. This potion reduces your radiation by [20+1d10]. Can purify 5 bottles
of water. Sells for 40 caps.
Sleeping Powder
Skill Requirement Ingredients
Alchemy 35 2 Green Herbs, 2 Red Herbs
Description
The upgraded form of weak sleeping powder. Targets of this variety test END without
bonuses or penalties. Damage which exceeds 20% of the target’s maximum health will
awaken them. Individuals awoken prematurely suffer a -15 to all actions until the usual
sleep duration elapses (duration of 5 minutes). Sells for 50 caps.
Smoke Bombs
Skill Requirement Ingredients
Alchemy 30 1 Red Herb
Description
Creates 4 small vials filled with a liquid which rapidly billows into smoke (10
foot radius) upon being shattered. Grants those obscured by the smoke a +20 on
Sneak checks and enemies attempting to fire into or through the smoke suffer a -20
environmental penalty to their hit chance. Smoke remains for 2 turns. Sells for 25 caps.
282
Witchbane
Skill Requirement Ingredients
Alchemy 45 1 Blue Herb, 2 Red Herbs
Description
Poison specifically tailored to counter Unicorn magic. Creates 2 doses. Drains 8 Strain
per turn for 5 turns. Outside of combat, target loses 40 Strain every hour. Has no effect
on targets without Strain. Sells for 40 caps.
Cloudwalk Talisman
Skill Requirement Ingredients
Alchemy 60 3 Green Herbs, 3 Blue Herbs, 1 Griffon/Pegasus feather
Description
Generally less useful than flight, the ability to walk on clouds is useful none the less.
Grants the Cloudborn perk for the duration of its use. Lasts 4 hours. Sells for 150 caps.
Deadly Poison
Skill Requirement Ingredients
Alchemy 60 4 Venom Sacs and 4 Red Herbs
Description
One of the most lethal poisons. Creates 2 doses. Deals 25 damage per turn for 5 turns.
Multiple uses of poison stack. Sells for 250 caps.
Flight Talisman
Skill Requirement Ingredients
Alchemy 60. 3 Green Herbs, 3 Blue Herbs, 1 Bloodwing wing
Description
Take to the sky! Anyone wearing this talisman will grow bat-like wings, allowing them
to fly. This grants flight equivalent to Flight Rank 1, endures 4 hours of use. Sells for
180 caps.
283
Lethal Poison
Skill Requirement Ingredients
Alchemy 100 8 venom sacks 4 Red Herbs
Description
Makes 2 doses. Lethal poisons will inflict 30 points of damage per turn for 5 turns on a
failed resist poison check. Sells for 400 caps.
Witchslayer
Skill Requirement Ingredients
Alchemy 60 2 Blue Herbs, 3 Red Herbs
Description
Poison specifically tailored to counter veteran Unicorn mages. Creates 2 doses. Drains 15
Strain per turn for 5 turns. Outside of combat, target loses 75 Strain every hour. Has no
effect on targets without Strain. Sells for 150 caps.
Alicorn-Slaying Poison
Skill Requirement Ingredients
Alchemy 100 5 Red Herbs and 1 bottle of Pink Cloud Residue
Description
One of the most lethal poisons in history. Created from the remains of the Pink Cloud,
sufficiently lethal to kill even the royal pony sisters! Creates 2 doses. Deals 40 damage
per turn for 5 turns. Multiple uses of poison stack. Amongst the most horrific deaths a
pony can have. Created by Zebras in the Wasteland to combat Dipped Alicorns.
285
Gift of the Phoenix
Skill Requirement Ingredients
Alchemy 100 Tears of a Phoenix, a diamond worth 10000 caps
Description
Permanent. Has a 50% chance upon the wearer’s death to restore them to full life and
health. This is a dramatic and impossible to miss event, as the body will burst into
flame and reduce itself to ashes over the course of one combat turn. The character will
be at -20 to all actions for the following turn.
Hydra’s Gift
Skill Requirement Ingredients
Alchemy 100 The Heart of a Hydra
Description
Allows the user to regenerate 1 HP per turn and, over time, heal crippled limbs (limb
needs to regain at least half its HP and HP is healed evenly through all hit locations
damaged.) Permanent effect! *This is the Quest Perk Hydra’s Gift*
286
But I’m Not a Fan of All That Mystic
Mumbo-Jumbo, I Wanna Use SCIENCE!!
Score well on your C.A.T. (Cutie Mark Aptitude Test)? Have a very demanding Unicorn or Neighponese parents? Wanna learn
to blow stuff up?! Welcome to Chemistry 101.
Chemistry is the scientific study of the way elements and compounds interact with one another and other elements and/
or compounds. Although Alchemy is a powerful skill and can create some interesting and wondrous effects, Chemistry is a
much easier skill to learn and can produce similar, if not more powerful, products. Throughout the Wastes, and in old hubs of
pre-war learning, there are memory orbs and manuals detailing the whats and hows of chemicals and their interactions with
one another. Though all chemistry sets come with common chemical recipes, and the more advanced ones coming with all the
uncommon, more recipes exist in the Wastes. Keep your eyes open!
Chemistry works similarly to Alchemy, in that the character needs to possess the appropriate skill prerequisites and ingredients.
The character must then make a successful skill roll. Depending on the item being manufactured, this is either a Chemistry roll,
for things like Buck or Hydra, or a Medicine roll, for things like healing potions and magical bandages. Chemicals are created
by characters using a chemistry set. Doing so requires that the character possess the chem’s recipe, ingredients, and makes a
successful skill check.
287
Basic Chemistry Recipes
Acid Minor
Skill Requirement Ingredients
Chemisty 30 Turpentine
Description
Acid causes a mild rash, resulting in 1d10 points of damage per round for 3 rounds. It
can be washed off with water. Makes 2 jars. Sells for 25 caps.
Balefire Bender
Skill Requirement Ingredients
Chemisty 40 Mint-als, Sparkle~Cola RAD, Vodka
Description
Potent mixed drink filled with stimulants. What’s not to love? Grants +4 DT against
Magical Energy Weapons and 25% resistance to radiation for 30 minutes. Sells for 125
caps.
Acid B
Skill Requirement Ingredients
Chemisty 40 Sensor Module, Turpentine
Description
Extremely painful, resulting in 2d10 points of damage per round for 3 rounds. Makes 2
jars. Sells for 40 caps.
Cat-Eye
Skill Requirement Ingredients
Chemisty 75 Sparkle-Cola Rad, 2 Cave Fungus,
Description
Takes no Perception penalties for poor lighting conditions, but -1 PER in daylight or
well-lit interiors. Sells for 50 caps.
Dash
Skill Requirement Ingredients
Chemisty 40 Fertilizer, Wonderglue
Description
Value: 20 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 20%
Effects: +15 AP; Common
Addiction Effects: -1 AGI; -1 CHA; C; Ps
288
Dynamite
Skill Requirement Ingredients
Chemisty 40 Pipe, Fertilizer, Gunpowder (25)
Description
Damage: 30++ - AP Cost: 25 - Weight: 0.5 lbs. - Value: 10 caps - Range: 10+STR Yards
Special Rules: AoE (10); Common
Mint-als
Skill Requirement Ingredients
Chemisty 40 Abraxo Cleaner, Fungus, Lead
Description
Value: 60 caps - Weight: N/A - Duration: 1 Hour - Addiction Chance: 20%
Effects: +2 INT; +2 PER; +1 CHA; Uncommon
Addiction Effects: -1 PER; -1 INT; C; Ps
Acid C
Skill Requirement Ingredients
Chemisty 75 Sensor Module, Turpentine, Red, Blue or Green Herb
Description
Attacks the target for 2d10 points of Fire (red), Cold (blue) or Lightning (green) Damage
per round for 3 rounds. Makes 2 jars. Sells for 60 caps.
Fixer
Skill Requirement Ingredients
Chemisty 75 4 Green Herbs, 3 Red Herbs, 2 Blue Herbs
Description
Value: 20 caps - Weight: N/A - Duration: END hours - Addiction Chance: N/A
Effects: Temporarily removes withdrawal symptoms; Makes three doses; Rare
Addiction Effects: N/A
Jet Fuel
Skill Requirement Ingredients
Chemisty 75 Dash, flamer fuel (5)
Description
Value: 80 caps - Weight: N/A - Duration: 2 Minutes - Addiction Chance: 35%
Effects: +35 AP; Punches so fast they can’t melt steel beams; Rare
Addiction Effects: -2 AGI; -1 CHA; C; Ps
289
Long-fuse Dynamite
Skill Requirement Ingredients
Chemisty 50 Dynamite, String, Gunpowper (5)
Description
Doubles the fuse time on dynamite, allowing them to go off at the beginning of your
next turn. Sells for 12 caps.
Stampede
Skill Requirement Ingredients
Chemisty 75 Rage, Med-X
Description
Value: 80 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 20%
Effects: +20% DR; +2d10 damage (3d10 for Unarmed/Melee); Common
Addiction Effects: -1 END; -1 PER, C, Ps
Synthetic Hydra
Skill Requirement Ingredients
Chemisty 60, Hydra Recipe 1 Cave fungus, 2 Anti vemon, 1 Poison gland
Description
Value: 60 caps - Weight: N/A - Duration: 1 Minute - Addiction Chance: 10%
Effects: +10 limb HP over a minute; It’s Hydra, minus the nasty Taint effect.
Addiction Effects: -3 END
Acid D
Skill Requirement Ingredients
Chemisty 100 Turpentine, Sensor Module, Spark Battery
Description
The most potent and vile acidic chemical compound, Type D acid is designed to maim
and cause a great deal of pain. This is the most common type of acid
found in chemical warfare, as it was deemed “humane” by the royal pony sisters before
the War. It causes 3d10 points of damage per round, and deals 2d10 damage straight to
armor condition. The effects last 1d10 rounds. Makes 2 jars. Sells for 150 caps.
Black Mage
Skill Requirement Ingredients
Chemisty 100 Buck, Mentals, Mushrooms
Description
Value: 120 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 30%
Effects: +25% Damage; +3 VER; +2 POT; Extremely Rare
Addiction Effects:-2 PER; -1 STR; C; PS
290
Combat Juice
Skill Requirement Ingredients
Chemisty 100, Combat Juice 6 Green Herbs, 6 Red Herbs, 4 Blue Herbs, Grog,
Recipe Med-x
Description
Value: 200 caps - Weight: N/A - Duration: 1 Day - Addiction Chance: 40%
Effects: +5 STR; +150 HP; +20 DR; +3d10 Melee Damage; -2 INT; -1 PER; Exotic
Addiction Effects: -2 INT; -1 Per; C; Ps
Nova
Skill Requirement Ingredients
Buck, Flesh (of a player character race, i.e., not an
Chemisty 100, Nova Recipe
animal), Ultradash, Wonderglue
Description
Value: 270 caps - Weight: N/A - Duration: 2 Turns - Addiction Chance: 70%
Effects: Doubles AP; +2 STR; +2 PER; +2 AGI; +40 HP; +35% damage; -2 INT
Addiction Effects: -2 PER, -2 AGI C,Ps
Party-Time Mint-als
Skill Requirement Ingredients
Chemisty 75,
Mint-als, Whiskey, Honey Drops
Party-Time Mint-Als recipe.
Description
Value: 80 caps - Weight: N/A - Duration: 30 Minutes - Addiction Chance: 35%
Effects: +2 INT; +2 PER; +5 CHA; Rare
Addiction Effects: -1 PER; -1 INT; C; Ps
Sleeping Gas
Skill Requirement Ingredients
Chemisty 100 10 Green Herbs, 10 Red Herb, 10 Blue Herb; Venom Sac
Description
A powerful sleeping agent. Inhaled. Targets test END at a -3. Damage which exceeds
50% of the target’s maximum health will awaken them. Individuals awoken prematurely
suffer a -20 to all actions until the usual sleep duration elapses (duration of 5 minutes).
Sells for 150 caps.
Antivenom
Skill Requirement Ingredients
Medicine 40 1 Venom sac, Healing Potion
Description
Creates two doses of anti-venom, allowing anyone to immediately remove all natural
poisons from their system on use. Has no effect on alchemical poisons. Sells for 25 caps.
291
Healing Potion
Skill Requirement Ingredients
Medicine 35 3 Green Herbs, 1 Bottle
Description
Value: 35 caps - Weight: N/A - Duration: Instant - Addiction Chance: N/A
Effects: Heals 20+[(Medicine/10), rounded down]d10; Common
Addiction Effects: N/A
Burn Poultice
Skill Requirement Ingredients
Medicine 35 2 Green Herbs, 1 Red Herb, 1 Pure Water
Description
Grants +20 Fire Resistance for 5 turns. Heals 50 points of Burn Damage. Sells for 40
caps.
292
Expert Medicine Recipes
Fixer
Skill Requirement Ingredients
Chemisty 75 4 Green Herbs, 3 Red Herbs, 2 Blue Herbs
Description
Value: 20 caps - Weight: N/A - Duration: END Hours - Addiction Chance: N/A
Effects: Temporarily removes withdrawal symptoms; Rare
Addiction Effects: N/A
RadAway
Skill Requirement Ingredients
2 Anesthetic (Strong alcohol, turpentine .etc),
Medicine 75
3 Glowing fungi, Plastic, Purified water
Description
Value: 60 caps - Weight: N/A - Duration: Instant - Addiction Chance: N/A
Effects: Removes 200 RADs; Common
Addiction Effects: N/A
293
Pure Adrenaline
Skill Requirement Ingredients
2 Adrenal glands, 3 Blue Herbs, 2 Green Herbs,
Medicine 100, Chemistry 25 Syringe, Chemical formula. Requires My Little
Chemistry Set
Description
If dead: Bring injected target back to life at 10% HP. Can only be used within target’s
[END/2] turns after the target has died
If alive: Target gains the temporary perk Adrenline Rush as per the Earth Pony perk,
but without the HP requirement. This perk lasts for [END*2] turns before wearing off,
and user is at -1 STR and AGL while the chems leave their system. This detox lasts for
1 day. Sells for 120 caps.
NOTE: The required adrenal glands are implied to be adrenal glands from a medium
sized creature. For smaller smaller creatures, the amount of glands required is doubled.
For larger, glands required are halved. This means its possible to get more than one dose
from a massive creature.
294
Chems and Addiction
Chem (a truncation of “chemical”) is post-apocalyptic slang for “drug”. A chem is any chemical, medicinal or otherwise, used
to cause changes in a person’s behavior or biological systems. The chems of the Equestrian Wasteland alter a character’s
S.P.E.C.I.A.L.s and/or other statistics for a limited time. Chems are divided into two subtypes: addictive and non-addictive.
Each addictive chem has a chance of causing the character to become addicted with every use. Repeat uses back-to-back will
add an additional 10% chance to a maximum of an additional 30%. A character with chem addiction will suffer withdrawal
symptoms when the chem wears off, resulting in lowered stats, unless the character continues to take the drug.
Drugs in the Equestrian Wasteland are partially magical and addiction is particularly insidious. While on the drug, the
character’s stats are returned to normal and then beneficial effects of the drug are applied. Each time an addicted character uses
the drug, they must make the addiction roll again. Each successful addiction roll adds another stackable level of the addiction’s
penalties. This is referred to as a Cumulative Effect, and written as “C” next to chems with this addiction effect. Addiction also
installs in the character a psychological drive to continue using the drug. GMs may call for an addicted character to make an
Endurance roll to fight off these urges. This roll is at a penalty of 1 if the character is presented with either a good excuse or an
open opportunity to take the chem and a penalty of 3 if both apply. Addiction penalties cannot reduce a S.P.E.C.I.A.L. below 1.
This is known as as Psychological Effect and is written as “Ps”.
Addiction may be cured. However, those doctors in the Wasteland who have the capacity to cure chem addiction are extremely
rare. The treatment takes the better part of a day, if not longer, and is usually extremely expensive.
Chems and healing items generally do not have a weight, or at least one worth noting (it’s magical, okay?). As such, characters
are able to carry any amount of healing items and chems they so desire. If a character or GM wishes to add more of a challenge
to the game, they may place a 1lb weight on healing items and chems.
Food and drinks are listed alongside chems and healing items as they are considered to be a sub-division of healing items. Food
and drinks have a weight and some even have chem like effects and addictions. Those with access to a campfire, hot plate, or
similar cooking apparatus may roll an Alchemy/Survivalism & Traps check to cook/prepare the food (not drinks), halving the
RADs (rounded down).
295
Chems and Medicine List
Bandages - Value: 5 caps - Weight: N/A - Duration: Varies
Effects: Heals [(Medicine/10, rounded down)/2]d10 (minimum 1d10); 60 AP to apply in combat; Common
Buck - Value: 80 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 10%
Effects: +3 END; +2 STR; +60 HP; Common
Addiction Effects: -1 STR; -1 END; C; Ps
Dash - Value: 20 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 20%
Effects: +15 AP; Common
Addiction Effects: -1 AGI; -1 CHA; C; Ps
Fixer - Value: 20 caps - Weight: N/A - Duration: END Hours - Addiction Chance: N/A
Effects: Temporarily removes withdrawal symptoms; Rare
Addiction Effects: N/A
Phar-Mercy
FIXER
296
Healing Potion - Value: 35 caps - Weight: N/A - Duration: Instant
Effects: Heals 20+[(Medicine/10), rounded down]d10; Common
Hydra - Value: 60 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 10%
Effects: Cures all crippled limbs; Does NOT regrow lost limbs; Uncommon
Addiction Effects: -3 END
dra
Hy
Med-X - Value: 20 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 10%
Effects: +20% DR; Common
Addiction Effects: -1 AGI; -1 INT; C; Ps
Mint-Als - Value: 60 caps - Weight: N/A - Duration: 1 Hour - Addiction Chance: 20%
Effects: +2 INT; +2 PER; +1 CHA; Uncommon
Addiction Effects: -1 PER; -1 INT; C; Ps
Phar-Mercy
Mint-Als
297
Party-Time Mint-Als - Value: 80 caps - Weight: N/A - Duration: 30 Minutes - Addiction Chance: 35%
Effects: +2 INT; +2 PER; +5 CHA; Rare
Addiction Effects: -1 PER; -1 INT; C; Ps
Phar-Mercy
Mint-Als
Rage - Value: 20 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 20%
Effects: +2d10 damage (3d10 for Unarmed/Melee); Uncommon
Addiction Effects: -1 END; -1 PER; C; Ps
RAD Away - Value: 60 caps - Weight: N/A - Duration: Instant - Addiction Chance: N/A
Effects: Removes 200 RADs; Common
Addiction Effects: N/A
D-
RA
Away
RAD-X - Value: 20 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: N/A
Effects: Increases RAD Resistance by [25+((Medicine/10, round down)x 5)]; Uncommon
Addiction Effects: N/A
Rad
x
Stampede - Value: 80 caps - Weight: N/A - Duration: 4 Minutes - Addiction Chance: 20%
Effects: +20% DR; +2d10 damage (3d10 for Unarmed/Melee); Common
Addiction Effects: -1 END; -1 PER, C, Ps
298
Super Restoration Potion - Value: 100 caps - Weight: N/A - Duration: Instant
Effects: Heals 60+[(Medicine/5), rounded down]d10; Rare
NOTE: If administered with a Medicine skill of at least 75, it can also heal crippled limbs and will heal magical energy damage
without scars or debilitation. Using more than 1 Super Restoration Potion within 5 turns is poisonous, causing -1 to STR, END
and INT for 5 turns.
Drinks List
Brawndo, The Thirst Mutilator! - Value: 50 caps - Weight: 1 lbs. - Duration: Instant
Effects: +1 STR (1 hour); +1 END (1 hour); +5 RADs; +10 HP; Rare
Brawndo
The Thirst Mutilator!
Dead Tree
Coffee
299
Sparkle-Cola - Value: 10 caps - Weight: 1 1bs. - Duration: Instant
Effects: +15 HP; +3 RADs; Common
Sparkle-Cola RAD - Value: 40 caps - Weight: 1 lbs. - Duration: Instant - Addiction Chance: 5%
Effects: +15 HP; +20 RADs; +25 AP (1 hour); Extremely Rare
Addiction Effects: -1 CHA; -15 RAD Resistance; Ps
RAD
SUNRISE
SARSAPARILLA
Big Mac & Cheese - Value: 5 caps - Weight: 1 lbs. - Duration: Instant
Effects: +10 HP; +3 RADs; Common
FR
300
Bubblegum - Value: 10 caps - Weight: 0.25 lbs. - Duration: Instant
Effects: +1 HP; Common (but you’re always out)
Dandy Buck
Fancy Buck Snack Cakes - Value: 5 caps - Weight: 1 lbs. - Duration: Instant
Effects: +10 HP; +3 RADs; Common
Flim Flam
301
MRE - Value: 50 caps - Weight: 1.5 lbs. - Duration: Instant
Effects: +[10+(Alchemy/Survivalism & Traps/2)] HP; half cost for Steel Rangers or Enclave; Uncommon
Supper
Menu No3
Squash Chow
Mein
Sugar Apple
Bombs
Yum
Yum
302
Carnivore Food List
Bacon!!! - Value: 20 caps - Weight: 1 lbs. - Duration: Instant
Effects: +25 HP; +3 RADs; Common
Pork n’ Beans
Flim Flam
Now with MORE beans!
A Flim Flam Food Industries Product
303
Radhog Meat - Value: 10 caps - Weight: 2 lbs. - Duration: Instant
Effects: +15 HP; +3 RADs; Common
304
Alcohol List
Beer - Value: 5 caps - Weight: 1 lbs. - Duration: 1 Hour - Addiction Chance: 2%
Effects: +1 STR; -1 INT; Common
Addiction Effects: -1 CHA; -1 AGI; Ps
AL DNALE
EG
TS
REEB R
AW
ERP
YT
AU I
IL
M
Q MU
Buckweiser
The Best Beer
FOREVERpure - Value: 40 caps - Weight: 2 lbs. - Duration: 1 Hour - Addiction Chance: 20%
Effects: +2 STR; -2 AGI; +2 CHA; -2 INT; -2 PER; Rare
Addiction Effects: -1 CHA; -1 AGI; Ps
NOTE: Double doses per bottle. Roll END to not pass out. Do not drink if END is 5 or lower.
GRAIN ALCOHOL
95% Alc. By Vol.(190Proof)
Moonshine - Value: 30 caps - Weight: 2 lbs. - Duration: 1 Hour - Addiction Chance: 20%
Effects: +2 STR; +2 CHA; -2 INT; Common
Addiction Effects: -1 CHA; -1 AGI; Ps
305
Scotch - Value: 20 caps - Weight: 1 lbs. - Duration: 1 Hour - Addiction Chance: 5%
Effects: +1 STR; +1 CHA; -1 INT; Uncommon
Addiction Effects: -1 CHA; -1 AGI; Ps
YAKKLANDIA
VODKA
Wild Pegasus - Value: 30 caps - Weight: 1 lbs. - Duration: 1 Hour - Addiction Chance: 5%
Effects: +1 AGI; +1 STR; +1 CHA; -1 INT; -1 PER; Uncommon
Addiction Effects: -1 CHA; -1 AGI; Ps
306
Chapter 5:
Cybernetic Implants
307
Cybernetics were a pre-war technology that was designed to both restore a pony’s quality of life, as well as improve it beyond
their wildest dreams. Cybernetic Implants can grant a permanent +1 bonus to a S.P.E.C.I.A.L.. Clinics capable of performing
cybersurgery are extremely rare and expensive. A character can only raise each S.P.E.C.I.A.L. once through these purchased
implants and may only possess one such implant per two points of Endurance, unless the character has unlocked the Cyberpony
(Design Level) perk. Every rank of the Cyberpony (Design Level) perk the character unlocks allows the character to possess one
additional purchased implant, in addition to other benefits. Bonuses gained from Cybernetic Implants can raise a S.P.E.C.I.A.L.
above their racial max. A character may not benefit from both Cybernetic Implants and permanent Alchemical Enhancements.
Cybernetic Implants can be disabled by anti-matrix grenades or similar weapons. Disabled implants can be reactivated at a
cybersurgery-capable clinic, or by a toaster repair pony with the appropriate tools and skill in Hacking & Matrix technology.
NOTE: Any race can get Cybernetic Implants. But the mix of Science and passive and active magic present in Cybernetics, more
often than not, wreaks havoc on the innate magic present in most races. Amongst the playable races, only Earth Ponies and
Diamond Dogs have a hardy and subtle enough magical nature to survive the extremely invasive level of alteration involved in
becoming a complete/pure Cyberpony (Design Level 3 or higher) with their abilities intact. Cybernetic Implants may be used to
justify relatively minor amounts of other Cybernetics (such as a replaced hoof or single Cybernetic eye) in characters from other
races. Other races may still gain Cyberpony (Design Level 3) full Cybernetics but require an Endurance of 8 for Arcane Magic
races (e.g. Unicorns) and an Endurance of 7 for non Arcane Magic races (e.g. Pegasi). However, they immediately gain the quest
perk Of Mare and Machine.
Suites are measured by a point system. You gain points by taking cybernetic enhancements (not perks). Reaching the
appropriate amount of points unlocks the associated Design Level, rewarding you with the appropriate Quest Perk, and the
perks for that Design Level.
Cybernetic enhancements must reach 1 full point to unlock Design Level 1.
Most ponies are incapable of reaching Design Level 4. Design Level 4 requires a Perk to unlock and only releases the normal 30
point cap.
Design Lv 1 - 1-10 points
Design Lv 2 - 11-20 points
Design Lv 3 - 21-30 points
Monster Suite (Design Lv 4) - 31+ points
308
CYBERNETIC SLOT ALLOCATION
RACE HEAD TORSO (PER) LEG HORN WINGS ARMS
Earth Pony 2 4 2 X X X
Pegasus 2 3 2 X 1 X
Unicorn 2 3 2 1 X X
Zebra 2 3 2 X X X
Griffon 2 4 2 X 1 X
Dragon 2 Varies Varies X Varies Varies
Dipped
2 4 2 2 2 X
Alicorns
Natural Born
2 4 2 1 1 X
Alicorns
Diamond Dog 2 4 2 X X 2
Hellhound 3 5 3 X X 2
Youngsters 1 Varies 1 0 0 X
Dragon - Baby Dragons start with 1 available slot in their torso and arms and 0 in their wings. They gain an additional slot
for size modifiers provided by perks and traits including ranks in Greedy Guts.
Youngsters - Youngsters have the same torso slots as their base race, modified by their size (e.g. Small Frame).
A note on prosthetics - A prosthetic limb will increase the potential slots in that limb by 1.
309
Cyberpony Suites
ENGINEER SUITE
Design Level 1
Choose one of the following three skills: Repair & Mechanics, Medicine, or Hacking & Matrix Tech. This is your Cyberpony
Suite skill. You gain +10 in your Cyberpony Suite skill. You also gain a robotic fine manipulator arm. This arm is too delicate
and weak to use in combat, but may otherwise be used as a prehensile limb with fine motor skills (much like a hand).
Design Level 2
The maximum rank you can achieve in your Cyberpony Suite skill is increased by 10 (to 110 or to 125 if it is also your Special
Talent skill). You also gain a second robotic multitool arm. This arm is too delicate and weak to use in combat, but is treated
as both a second fine manipulator arm and as either a Hacker’s Tools, Maintenance Kit, or Doctor’s Kit (in accordance to your
Cyberpony Suite skill).
Design Level 3
Once per combat or situation, you may chose a single source of penalties to your Cyberpony Suite skill. You automatically ignore
up to 10 points worth of penalties from that source. Your robotic arms have been upgraded so that you now count as having a
workbench with you at all times.
INFILTRATOR SUITE
Design Level 1
Choose one of the following four skills: Explosives, Lockpick, Sleight of Hoof or Sneak. This is your Cyberpony Suite skill. You
gain +10 in your Cyberpony Suite skill. You also gain Nightvision, which you can activate at will.
Design Level 2
The maximum rank you can achieve in your Cyberpony Suite skill is increased by 10 (to 110 or to 125 if it is also your Special
Talent skill). You also gain suction hooves which may be used to climb and move along solid surfaces, including walls and
ceilings. Sneak checks may be required to move on particularly tricky surfaces, such as ice or wet rock.
Design Level 3
Once per combat or situation, you may chose a single source of penalties to your Cyberpony Suite skill. You automatically ignore
up to 10 points worth of penalties from that source. In addition, you get more performance from StealthBucks. Not only is the
maximum duration of a StealthBuck doubled (20 minutes instead of 10), but you are able to activate the StealthBuck for twenty
separate one-minute uses rather than a single continuous use.
SOLDIER SUITE
Design Level 1
Choose one of the following three skills: Battle Saddles, Magical Energy Weapons, or Unarmed. This is your Cyberpony Suite
skill. You gain +10 in your Cyberpony Suite skill. You also gain +2 DT.
Design Level 2
The maximum rank you can achieve in your Cyberpony Suite skill is increased by 10 (to 110 or to 125 if it is also your Special
Talent skill). Your STR is considered one higher for purposes of meeting weapon strength requirements. You also gain +3 DT,
which stacks with previous DT bonuses. This perk nullifies any previous Tough Hide perks.
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Design Level 3
Once per combat or situation, you may chose a single source of penalties to your Cyberpony Suite skill. You automatically ignore
up to 10 points worth of penalties from that source. Your STR is considered an additional one higher for purposes of meeting
weapon strength requirements (for a total of two). You also gain +4 DT, which stacks with previous DT bonuses.
Cybernetics List
CYBERNETIC GENITALS
POINTS EFFECT
VALUE Description
How much is it
worth to you?
SLOT Why would you want this?
Extra
0.5 Takes up no slots and covers a single eye. Lets you add eye modifications.
VALUE Description
4000
Simplistic for Cybernetics, this replacement eye provides standard sight and allows for further optical
SLOT
augmentation.
Eye
Adrenal Glands - can produce one of two effects. 1/day, can imitate the effects of turbo and AP is
4 reduced by 20 for the next 3 turns OR, 3/day, can imitat the effects of the Adrenaline Rush perk for END
turns. -1 STR, AGI, and END for 3turns, as the adrenalin is cleaned from the system.
VALUE Description
1000
Created by the MWT, Earth Pony scientists attempted to recreate their body’s natural fight or flight
SLOT
response. However, even their best attempts came with some nasty drawbacks.
General
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PROSTHETIC LUNGS
POINTS EFFECT
VALUE Description
1000
Copying and improving on the vitality of an Earth Pony’s biology, these lungs could filter out airborne
SLOT
toxins.
General
PROSTHETIC KIDNEYS
POINTS EFFECT
3 Kidneys - +1 END, +20% Poison Resistance to ingested or inflicted toxins. 1/day can create a dose of
weak poison.
VALUE Description
1200
Copying and improving on the vitality of an Earth Pony’s biology, these kidneys could filter the harshest
SLOT
of bathtub moonshine.
General
PROSTHETIC HEART
POINTS EFFECT
VALUE Description
2700
Copying and improving on the vitality of an Earth Pony’s biology, this heart could work over the longest
SLOT
treks.
General
VALUE Description
2000 Implemented on the throat edge of the vocal cords, this cybernetic addition manipulates the external
vibrations of the cords, enabling the user to do several things: control his intonation and volume to more
SLOT audibly pleasant tones, mimic a number of previously heard and recorded voices, as well as imitate
growls, grunts, and other noises made by wildlife. There are rumors about a particular add-on for this
cybernetic that allows the user to modulate his voice to make it seem it is coming from another source
Head
(ventriloquism).
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MEMORY IMPLANT
POINTS EFFECT
You gain +1 Intelligence. You also gain Eidictic Memory, allowing you to add a 1d10 bonus to skills for
tests, so long as you have succeeded at that type of skill test at an equal or greater difficulty before. For
2
example: a Hacking test for a Moderate terminal if you have successfully hacked a Hard terminal before.
This roll is made before your skill roll and may raise your effective skill above 100%.
VALUE Description
5000
SLOT You have a built-in recollector that records all your experiences and allows you to access them.
Head
BASE HEAD CYBERNETIC MODULE
POINTS EFFECT
Takes up no slots and gives a 5% DAM Resistance to all hits to the head. Lets you add head
0.5 modifications.
VALUE Description
8000
A magical energy processor that provides power for the augmentations in the head, it works as the basic
SLOT
setup for head-based augmentation. This module is necessary for any other head-mounted modules.
Head
SMARTSHADES (TM)
POINTS EFFECT
VALUE Description
500 SmartShades look like normal shades and have no obvious interface ports or cables to give them away.
Instead, SmartShades II require a special magnetic induction interface be installed just above the wearer’s
SLOT muzzle, along with a custom linkup installed in the neural processor wetware. When the shades are
put on, they automatically link to this interface and work almost as well as true cyberoptics. Made by
Head or Eye Cybernetic Applications (TM).
TARGETING MODULE
POINTS EFFECT
VALUE Description
5000 A targeting aid built into the user’s head, this enhancement is specifically built to measure and calculate
SLOT optimal distance and throwing arcs, as differentiated from S.A.T.S., which merely gives a visual aid that
Head or Eye improves aiming.
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IMPLANTED HORN
POINTS EFFECT
3 (Cyberhorn) Adds magic and lets the player learn spells and take Unicorn perks.
4 (Natural Horn)
VALUE Description
14000 Implanted Metal Cyberhorn or Silicone Natural Looking horn.
While some were ok with the look of metal and magic, some looked at their new attachments and felt a
SLOT
disconnect along with their peer’s questions and glances, and some wanted a more natural looking and
Horn feeling horn.
VALUE Description
700
SLOT Created by Stable-Tec for an all-Cyberpony stable experiment.
Leg
BEE GUN
POINTS EFFECT
A small compartment that is home to a bee hive.... why would you want this besides free honey? 1d10
2.5 DAM and stuns a single opponent for 3 rounds (so long as they have Light Armor or less). Only works
on forehooves.
VALUE Description
1750
Made by the Ministry of Morale to be used by their private investigators, it found its way onto the black
SLOT
market and was mass produced.
Leg
TASER-LEG (TM)
POINTS EFFECT
Can be used once in combat on an enemy with under 80 HP on a Hoof to Hoof attack. They can roll -3
2
END or be stunned for 1d10x30 seconds.
VALUE Description
3650 This mod installs several insulated conductive plates into the cyberlimb in question. These plates are
linked up to a battery bank in the arm. Anytime the Taser-Leg makes contact with someone and is
SLOT
triggered, the target must make a stun save at -3 END or have his punk-ass knocked down for 1d10x30
Leg seconds. Made by Cybernetic Applications (TM).
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HEALING TALISMAN MARK I
POINTS EFFECT
VALUE Description
5000
An implanted amulet which speeds up the organism’s natural healing rate, allowing the user to slowly
SLOT
regenerate wounds, as long as he is not in a body-straining activity (such as combat).
Torso
STEALTHBUCK MODULE
POINTS EFFECT
Gives two rounds of stealth (12 seconds) and takes one round (six seconds) to recharge. Will always
2
break when hit by pulse.
VALUE Description
11000 In order to combat the Zebra stealth operatives, “Ghost” units were created. These were units which
could blend into the background or even turn invisible. The hidden war become drastically different after
SLOT
this module was created.
Torso
PROSTHETIC LIMBS
POINTS EFFECT
Replaces a limb and gives it a +3% resistance to damage. Does not count as a module and does not take
0.2
up a slot.
VALUE Description
400
Given to those who do not have the funds required to buy full fledged cyber replacements, this allows
SLOT
them to, at the very least, return to their original life without much difficulty.
Various
ARTIFICIAL JOINTS
POINTS EFFECT
Replaces broken bones and adds +10% HP to the limb. Does not count as a module and does not take up
0.2
a slot. Can only be used once for each limb.
VALUE Description
800 Long available, but not offered as elective surgery, Artificial Joints are normally only used to repair severe
bone damage. During the pony/Zebra War, they were also available as elective surgery from several
wartime trauma centers. The implants themselves are plastic or titanium joints medled and pinned to the
SLOT
natural bones around them, completely replacing the old joint. They are quite cheap in and of themselves,
but the surgery is a pain. These stats are for elbows, shoulders, knees, and hips. Smaller joints like hooks
Various can also be replaced.
315
INBUILT WINGBLADES
POINTS EFFECT
1 (Cyberwings) Adds permanent wingblades that can be hidden.
2 (Natural Wings)
VALUE Description
4000
Sharpened, retractable blades, design to be fully concealable for the most intrepid Pegasus or Griffon
SLOT
assassin.
Wings
IMPLANTED WINGS
POINTS EFFECT
3 Adds wings with Flight (rank 1) and lets the player take Pegasi perks.
VALUE Description
14000 Implanted Metal Cyberwings or Silicone Natural Looking wings. While some were ok with the look of
metal and magic, some looked at their new attachments and felt a disconnect along with their peer’s
SLOT
questions and glances, and some wanted a more natural looking and feeling wing that even had growing
Wings feathers.
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Chapter 6: Shamanism
Shamanism is the Tribal Magic of summoning spirits to perform a wide variety of magical tasks, from imbuing weapons and
equipment with their power, to giving you or your allies a temporary enhancement or boon, to even encouraging the land and
its residents to help you. Shamanism is a very powerful and versatile magic, able to be used for almost any task imaginable.
However, it is very niche, in that it can only be used by tribal races with a deep connection to their particular breed of Spirits.
Shamans have the additional statistic of Spirit Affinity, or SA for short [(CHA/2), rounded up], for use in bartering with or
binding Spirits. This stat is much like a S.P.E.C.I.A.L. and is used in Shamanism rolls against Spirits.
Only Shamans may summon Spirits. To become a Shaman, a character must be a tribal race (e.g. Zebra) and have the Shaman
or Tribal Shaman trait.
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Spirits
Spirits are enigmatic beings which only Tribals have come close to understanding. Even these races have very different views
on the nature and ways of spirits, as do many individual Shamans. No one knows exactly what spirits are or where they come
from. The spirits themselves aren’t giving out their secrets (and the few who do probably shouldn’t be trusted).
All spirits have a Spirit Power rating which determines not only how difficult the spirit is to barter with or bind, but also how
powerful its spirit powers are and how impressive the spirit’s favors can be. Spirits have powers related to their nature. This can
include both the specific nature of the spirit and the spirit’s general subtype, if any. The most feared Spirit Powers are attacks on
the soul, Spirit Powers which can alter or damage the very nature of a creature. [Example: a Spirit of Chaos has the ability to
turn a victim’s Virtue into an opposing vice, also known as “discording” the victim.] Attacks on the soul are resisted by the target
making a successful opposed Charisma or Willpower check [(((INT+CHA+END)/2)/2.5) rounded down].
Spirits are often classified by subtypes, usually of a type of element or energy. Multiple examples of each subtype exist. For
example, Spirits of Rage and Spirits of Passion are both types of fire spirits. A spirit’s subtype is usually listed in parenthesis
after the name of the spirit. The list of spirits below gives examples of the most common and familiar spirit types. GMs are
encouraged to expand this list for their own games as seen fit.
EXAMPLE: Thunderbird Screams-Through-Modems wants to summon an electrical spirit to aid her, but the only lightning
subtype spirit on the list is the Spirit of Storms, whose nature isn’t appropriate to the favor she desires. Since this is a spirit she
wants to summon often, Thunderbird’s player and his GM work up a new electrical spirit using spirits like the Spirit of Storms
as a general guideline.
Spirits often augment things of their nature, feed off them, or both. For example: a Wendigo, a very powerful Spirit of Hatred
(cold), feeds off of the hatred of nearby creatures while using its powers to cause a blizzard. A spirit’s feeding can be countered,
and the spirit driven away, by poisoning its meal with something of an opposing nature. While it might not be helpful against
actual ghosts, many a Spirit of Fear has found its meal ruined by laughter.
Spirits interact with the world either by manifesting, inhabiting, or infusing. A manifested spirit has created a physical form of
their own. While this form cannot be killed, the spirit is limited to the form’s abilities without the aid of Spirit Powers. Example:
Discord’s form as a draconequus. Spirits always manifest when summoned, and Shamans cannot summon inhabiting or
infused spirits, although they may attempt to bind them.
An inhabiting spirit is a spirit which has attached itself to a host. A spirit may only inhabit a creature through invitation
-- either a literal invitation, or because the creature is in a state befitting the spirit’s nature. While inhabiting a creature, the
spirit has no overt control over its host, but it can augment any aspects of its host’s psychology or nature that are in tune with
the spirit, as well as affect physical changes. For example: Cherry Pie becomes so angry at Biscuit that he is fleetingly open to
inhabitation by a Spirit of Rage, a sort of fire spirit. Cherry Pie briefly changes color, his mane and tail igniting, before his rage
burns out and the spirit is ejected. Only the most powerful spirits are capable of true possession and control of a host, and only
after draining the host’s Charisma or Will to 0, through attacks to the soul.
Spirits who have infused themselves into a type of object gain limited control over those objects. They can form bodies out of
that type of object and can repair or reconfigure the objects within their bodies, to the natural limit of those objects. This spirit
body can be destroyed, but this does not truly harm the spirit, and the spirit can reform the body from its nearby remains or
similar objects. For example, Zara fights off a number of Timberwolves, a type of infused nature spirit. She is soon alarmed to
witness the individual bits of wood reform into a much bigger Timberwolf, pulling branches and trees from the nearby forest to
build the new body.
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Spirits are effectively immortal. They cannot be killed, only driven away or imprisoned. A Shaman’s binding ability is the single
most effective tool against a dangerous spirit.
Summoning Spirits
To summon a spirit, Shamans must roll a Shamanism skill check, and have a SA equal to or greater than the SP of the
summoned Spirit. Spirits with a higher SP than the summoning Shaman’s SA will break free of the Shaman’s control and
do as they please. The various shamanistic races have their own sets of spirits which have their own special abilities and are
summoned for different reasons. For example Zebras summon spirits to enchant items to give them varying effects based on the
spirit summoned.
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SPIRIt OF CRUeLtY
Basic
Weapons with the Crippling quality gain [SAd10] bonus damage to limbs for purposes of crippling.
Cloaks grant a [SA*3] bonus to Speech checks made to incite violence.
Advanced
Weapon deals SA additional base damage, and causes bleeding damage as per the Steel Claws perk. Bleed Damage from
multiple Spirits of Cruelty stack.
Expert
Weapon deals [SA*3] additional Base Damage, add [SAd10] to damage limbs when targeted and deals Bleed Damage as the
Steel Claws perk.
Advanced
Weapon damage causes [SA/3] Charisma Damage. If Charisma is reduced to 0 or less, target is Discorded. Charisma Damage
from this effect recovers at the rate of 1 per hour. This effect can only stack once per attack action. Full auto and burst fire count
as a single attack action. A discorded character loses Tagged bonuses to skills, Special Talent, and no longer counts others as
friends or allies for the purpose of spells and effects. This is an attack to the soul and may be resisted with a CHA check.
Expert
As Basic, but also causes a random and often bizarre effect upon a Critical Hit. On a Critical Failure, the wielder of the weapon
is affected as if he or she was the target.
NOTE: Below are ten example random effects. GMs may come up with their own random effects or may chose to roll one from
the list below.
1. Gender swapped for one hour.
2. Gain the Small Frame trait for 30 minutes.
3. Catch fire, as a Spirit of Rage with same SA.
4. A glowing arcane sign appears on their back, reading “Kick Me.” -10 to Sneak.
5. Suffers a reduction [SA*2] to AP.
6. Target gains Large Frame trait for one hour.
7. Randomly shuffles the target’s mane and coat colors to other combinations, but always to something tasteful.
8. Target’s Critical Failure chance doubles for 30 minutes. This stacks with the Jinxed trait.
9. Target gains the body odor of an unwashed Buffalo’s rear end. -20 to all Speech and Barter checks for one hour. This effect
can be ended early by taking a bath.
10. Derp eyes. Target gains +1 PER and takes a -1 AGI, and a penalty of 20 to all attack rolls.
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SPIRIt OF eMPtINeSS [ANtIMAGIC]
Basic
Armor provides [SA*2] bonus DT against spells and other magical effects [but not against Magical
Energy Weapons].
Cloak grants [SA*3] bonus to Speech checks made to destroy morale or to drive ponies into despair.
Advanced
Weapon destroys Shield spells if [damage dealt /10] is greater than the caster’s POT. You must target the shield itself to use this
effect.
Expert
Weapon destroys Shields as Advanced. In addition, the weapon deals [SA*2] bonus damage and drains [(SA/2)d10] of the
target’s Strain, if any. In addition, target must make a [CHA-(SA/3)] check, or they no longer count as allies or friends to
anyone for the purpose of spells, spirits, perks, or any other effects. This effect lasts for (SA) hours.
SPIRIt OF FeAR
Basic
Cloak grants [SA*3] bonus to Speech checks made to inspire fear.
Advanced
Totem, icon, or standard gives off an aura of fear measured in SA radius yards. Enemies within this radius
take a [SA/3] penalty to CHA checks against fear-type effects.
Cloak: as Basic, and grants the wearer a terrifying aura that forces hostile targets within SA yards to make a
CHA check, or flee combat for 1 minute. This is an attack on the soul.
Expert
Cloak: As Advanced, but enemy CHA checks are made at [SA/2] penalty.
Advanced
Weapon gains the Magic special quality (i.e. deals Magical Energy Damage and increases critical
multiplier to x3).
Expert
As Basic and ends Burnout condition when the Unicorn has recovered 75% of their maximum Strain (rounded up).
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SPIRIt OF GeNeROSItY
Basic
Cloak grants [SA*2] bonus to Barter checks.
Advanced
Armor allows you to take on all penalties suffered by of one of your allies in their stead. This can include
penalties from poison, spells, crippled limbs, etc.
Expert
Armor: as Advanced and wearer gains the ability to share bestowed external beneficial effects with a number
of allies up to the wearer’s Charisma.
Advanced
Weapon: as Basic but deals an additional [SA*2] cold damage, and target’s actions in the next round to cost (SA) additional AP.
Expert
Weapon: as Advanced and deals SAd10 bonus cold damage on critical hits (this damage does not multiply). In addition, the
additional AP cost for all actions lasts 3 rounds. This effect overlaps, but does not stack, with itself. [i.e. shooting the target again
the next round does not increase the duration to five rounds, but rather resets it to three.]
SPIRIt OF HONeStY
Basic
Cloak grants [SA*3] bonus to Speech checks made to convince a target to be truthful.
Advanced
When bound to a room, occupants take a [SA*3] penalty to Speech checks made to lie.
Armor or clothing allows the wearer to reduce crafting time by one hour when working solo, but may
not reduce it to less than half an hour. When working in a group, the wearer counts as having Raise
This Barn perk, so long as an Earth Pony with the Raise This Barn perk is leading the project.
Expert
Armor provides a [SA/2] bonus to Endurance checks to resist exhaustion and cuts time needed to sleep in half.
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SPIRIt OF HOPe [LIGHt]
Basic
Object radiates [SA*2] feet of bright light.
Advanced
Weapons gain (10+SA) as a bonus to hit and a [20+SA] penalty to the wielder’s Stealth checks, as the weapon glows brightly.
Cloaks or blankets enchanted can protect sleeping individuals from nightmares and other similar effects.
Expert
Cloaks or amulets imbued provide protection from attacks against the soul, such as Necromantic attacks or ‘Discord’ effects,
granting a bonus of [SA/3] on all CHA checks to oppose such effects. In addition, it halves the time required to recover from
such attacks.
Advanced
Cloak dims artificial light sources such as candles, torches, flashlights, lamps, and the like, that the wearer enters. This lowers
light-based penalties, and increases bonuses, to Stealth checks, by [SA*2] maximum 30 in pitch-black darkness.
Helmets, goggles, etc: as Basic, but +2 PER in the dark, and removes 100% of penalties for low light.
Weapon: Weapon’s visible effects, such as muzzle flash, rocket flare, or laser glare, are dampened. In addition, target must make
a CHA check when struck, or be blinded for SA rounds, or SA minutes on a Critical Hit.
Expert
Weapon: as Advanced but; on Critical Hit, the target makes a CHA check as a minus [SA/2] or has boosting effects on
themselves [beneficial spells, drugs, etc.] stolen and applied to the weapon’s wielder.
SPIRIt OF KINDNeSS
Basic
Cloak grants [SA*2] bonus to Speech checks made to calm others or prevent violence.
Advanced
Cloak or Armor provides [SA*2] bonus to Medicine checks. In addition, all healing spells and potions
heal [SA/3] additional d10, rounded up.
Weapon gains Stun quality.
Expert
When bound to a room, occupants must pass a CHA test in order to take any violent actions.
Weapon: as Advanced and in, addition, target must make a CHA check. Failure forces the target to leave combat to the best of
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their ability. This effect lasts SA minutes, and any damage to the target afterward breaks this effect prematurely.
SPIRIt OF LAUGHteR
Basic
Cloak grants [SA*2] bonus to Speech checks made to amuse or to be funny.
Advanced
Armor provides immunity to fear-based effects, such as roars and howls.
Cloak reduces the AP cost of the React action by SA (e.g., SA of 5 reduces the AP cost of the React
action by 5).
Expert
Armor: as Advanced and the wearer may make a CHA check to dispel illusions, opposed by the caster’s Shamanism roll.
SPIRIt OF LIFe
Basic
Cloak grants SA bonus to healing/hour gained from resting.
Advanced
Canteen: all healing potions drunk from the canteen/bottle/container gain additional healing equal to
[SA/2] per d10 of healing.
Placing a talisman over a door increases healing for all individuals resting inside the room by SA per
hour.
Armor provides [SA/2] bonus to checks made to resist necromancy spells and effects.
Expert
Cloak grants SA in natural healing every hour.
SPIRIt OF LOYALtY
Basic
Armor provides allies participating in combat [SA] bonus DT.
Cloak grants [SA*3] bonus to Speech checks made to keep ponies from desertion or to give speeches to
boost morale.
Advanced
Armor: as Basic and allies gain [SA*3] resistance (all).
Weapon deals [SA*2] bonus damage against any and all targets that have wounded an ally during that
combat.
Expert
Armor: as Advanced and allies gain effective +1 to END and CHA checks made to resist magic.
NOTE: Allies should be defined as other player’s characters (so long as the relationship between the characters is not
antagonistic) and NPCs important to the character. The maximum number of allies affected is equal to the wearer’s Charisma.
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SPIRIt OF MACHINeS
Basic
Cloak grants [SA*2] bonus to Mechanics checks made to reduce crafting time.
Item imbued never drops below Used quality unless it is destroyed.
Advanced
Item imbued never drops below Good quality unless it is destroyed.
Cloak: as Basic and increases the healing rate of Cyberpony wearers by [SA/3], rounded down.
Expert
Item imbued never drops below Perfect quality unless it is destroyed.
Weapon: Ranged weapons gain Light Anti-Matrix quality, and Melee weapons gain Anti-Matrix.
Cloak: as Advanced but increases the healing rate by [SA/2], rounded up.
SPIRIt OF MeMORIeS
Basic
A Shaman can fill an existing empty memory orb with memories from a willing subject.
Advanced
Creates a memory orb by using a gem approved by the GM who allows use of it.
Shaman can fashion a Zebra Recollector.
Expert
Shaman can fashion memory orbs that do not require Recollectors to access.
Melee weapon can steal thoughts from target struck, dealing SA bonus damage. In addition, target must make a CHA check or
suffer -1 to INT, CHA, and PER. Memories stolen in this fashion can be viewed like a memory orb, without need of a Recollector.
Wielder must test LCK to determine if the stolen memories stolen are of any value to the wielder.
SPIRIt OF NAtURe
Basic
Cloak grants [SA*2] bonus to Speech checks made to calm others or prevent violence.
Headgear provides [SA*3] on Speech checks against animals and allows the shaman to communicate
with them empathically.
Advanced
Armor provides [SA/2] bonus to all opposed STR or AGI S.P.E.C.I.A.L. checks.
Expert
Headgear grants [SA*4] bonus to Speech checks against wildlife and Shaman gains the ability to speak
to and understand animals.
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SPIRIt OF POISON
Basic
Weapon allows applied poison to be used for SA hits instead of once.
Advanced
Weapon: as Basic and gains the Poison quality on Critical Hits, dealing [SA/3] Poison Damage to STR,
AGI, END, or PER score (rounded down). The type of S.P.E.C.I.A.L. damage done must be chosen on
enchanting and reduces Poison Resistance by [SA*3]%.
Expert
Weapon: as Advanced but damage to S.P.E.C.I.A.L. stat is equal to [SA/2].
Advanced
Weapon: as Basic but add [2+(SA*2)] Fire Damage to each attack made with the weapon.
Expert
Weapon: as Advanced but adds SA d10 additional Fire Damage on a Critical Hit.
SPIRIt OF RIDDLeS
Basic
Imbued into something that presents a riddle or puzzle, such as a lock or a locked terminal, this spirit
lowers or raises difficulty of the test by SA, Shaman’s choice.
Advanced
Imbued tool grants a bonus of [SA*2] on Lockpick, Explosives, or Hacking & Matrix Tech tests made
using that too. Shaman must choose the type of bonus upon imbuing.
Expert
Jams locks or locks terminals unless the password is known or unjams or unlocks locks or terminals for
SA attempts to pick or hack.
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SPIRIt OF StORMS [LIGHtNING]
Basic
Armor provides [SA*2] bonus to Lightning Resistance against Electrical Damage, such as from the
Elemental Strike: Lightning spell, bucked thunderbolts, or exposed wires.
Cloak protects wearer from most penalties inflicted by naturally-occurring storms.
Weapon, on Critical Hits, deals an additional +1d10 damage per [(SA/3), rounded up], and lowers
target’s maximum AP by the Electrical Damage dealt, for the next [SA/2] rounds. This effect only
affects biological targets with a nervous system.
Advanced
Weapon: as Basic and all attacks do (SA*2) bonus Electrical Damage. In addition, the AP drain now affects non-living non-
biological targets as well.
Expert
Weapon deals [SA*2] Electrical Damage, Critical Hits deal [(SA/2)+1]d10 additional damage on a Critical Hit and lowers the
target’s maximum AP by the total Electrical Damage for SA rounds. The AP reductions by multiple hits do not stack; instead,
target takes the penalty equal to the largest single amount of Electrical Damage dealt that round.
Advanced
Chosen container fills itself with SA gallons of water every 4 hours
Expert
Chosen container fills itself with [SA*2] gallons of clean water every hour.
SPIRIt OF WHISPeRS
Basic
One-handed weapons gain the Silent quality. Weapons fired in Burst or Full Auto mode do not gain this bonus.
Cloak allows hushed whispers from the wearer to be heard by his or her allies as if they were normal speech.
[Example: whispering across the table in a bar would be difficult to eavesdrop on, but easily heard between allies.]
Armor provides [SA+10] bonus to Stealth checks.
Advanced
Automatics, Rifles, and powered Melee/Unarmed weapons gain the Silent quality.
Expert
Mines, Grenades, and Heavy Weapons gain the Silent quality. Exploding ammunition, however, still makes
plenty of noise (unless the ammunition is enchanted separately with another Spirit of Whispers).
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SPIRIt OF WIND [AIR]
Basic
Cloak protects against all Wind-related penalties.
Masks provide [SA/2] hours worth of fresh air per day when in an airless environment. This
does not protect wearer from toxic gases or other airborne effects.
Melee weapon gains the Agile quality.
Advanced
Ranged weapons with a Rate of Fire increase RoF by [SA/2] for purposes of the Full Auto attack or Suppression action,
granting additional attacks.
Cloak grants the wearer [SA*3] bonus AP per turn, to be spent only on movement or dodging. In addition, AP spent to dodge
becomes an effective one-to-one ratio.
Expert
Cloak: as Advanced and wearer may dodge at any range.
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Chapter 7:
Flight and Arcane Magic
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Flying Magic
In addition to the ability to fly in defiance of the laws of physics, the innate magic of the flying races shows itself in their ability
to perform special flight and weather-related tricks. These are called Pegasus Tricks, as Pegasi are the most innately skilled and
versatile performers of this kind of magic. Pegasus Tricks rely on physical grace and deftness as well as self-confidence and
bravado, making Charisma and Agility the most vital S.P.E.C.I.A.L.s to an aerial performer. More powerful fliers are capable of
greater feats; many Pegasus Tricks have effects based on Flight rank.
Most Pegasus Tricks are divided into three broad categories: Basic, Advanced and Expert. Pegasi, Griffons, and Alicorns all
begin the game with the ability to perform Basic Pegasus Tricks, but only Pegasi are capable of taking the perks that open up the
wide range of Advanced and Expert Pegasus Tricks.
When a character has the ability to perform a given level of Pegasus Tricks, that character may perform all of the tricks listed for
that category and may learn new unique tricks from characters willing to teach them. In addition, Expert performers of Pegasus
Tricks may also use Perks to learn individual Wonderbolt Maneuvers, the most powerful and formidable Pegasus Tricks.
A Pegasus with an appropriate Special Talent may invent new Pegasus Tricks related to that talent. Perfecting a new Pegasus
Maneuver works much like inventing, with the Pegasus using their Special Talent skill. The Pegasus must have the required
level of skill in their Special Talent skill (50 for Basic, 75 for Advanced, 100 for Expert) and must succeed on a Hard skill check.
New Pegasus Tricks take a long time to perfect. Each attempt requires one week of practice per level of the trick, with at least
an hour per level of the trick spent each day practicing. If the Pegasus fails, the practice time is wasted, but the Pegasus may try
again. Critical Success allows the character to succeed with only two days practice per level, while Critical Failure results in a
crippling accident while practicing (often with associated falling damage).
EXAMPLE: Thundering Dash has Pegasus-fighting (aerial dogfighting) as his Special Talent, with Battle Saddles as the
associated Tag skill. Thundering Dash wants to perfect a new Pegasus Trick which uses the backlash of an intentionally-failed
Sonic Rainboom to stun flying pursuers while hurling him behind them for attacks, which would gain the Sneak attack bonus.
After several days of working with Thundering Dash’s player, the GM settles on acceptable mechanics and decides that this is
an Expert-level Pegasus Trick. Thundering Dash has a Battle Saddles of 88, so he is skilled enough to try to perfect this new
trick. Thundering Dash spends the next three weeks in-game practicing his new trick in his off-time. At the end of this time, he
makes a Battle Saddles roll. The roll’s difficulty is Hard, so he has a -20, meaning he needs to roll a 68 or lower. Unfortunately,
Thundering Dash rolls a 72, so he doesn’t quite have all the kinks worked out of his “Thundering Reversal” yet.
Pegasus, Griffon, and Alicorn characters have a statistic that other characters do not: Trick Points (TP). Characters of these
races begin the game with a number of Trick Points equal to their [((AGI+CHA)/2), rounded up] and gain an additional Trick
Point every level. A character’s number of TP can be increased through increasing one of the associated S.P.E.C.I.A.L.s or
through the Extra Tricks perk.
Performing a Pegasus Trick normally requires spending the appropriate number of Trick Points, as well as any time, AP, or skill
rolls, called for by the trick. Some Pegasus Tricks have large AP costs, far in excess of what a character will have per turn. In
such cases, the character must dedicate herself to the trick, spending AP towards it across multiple turns. If the character spends
AP on any other action before the trick is complete, or the character’s efforts are interrupted by other events (including taking
damage from a Critical Hit or crippling attack), the trick fails and the AP spent is lost. Most Pegasus Tricks which call for large
expenditures of AP or long amounts of time can have their efforts split between multiple characters who can perform the trick.
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Pegasus Tricks cost between 0 and 5 Trick Points, except for Wonderbolt Maneuvers which cost 10. Some Pegasus Tricks
have additional TP costs to maintain or based on size of effect. However, Pegasus, Griffon and Alicorn characters may push
themselves beyond their normal limits, performing Pegasus Tricks that they do not have the Trick Points for. Doing so causes
the character [10+1d10] Stun Damage per TP of the Pegasus Trick. This damage is mitigated by the character’s DT against Stun,
but is not reduced by normal DT or DR. Pegasus Tricks with a TP cost of 0 can be used as often as the character wishes and
never cause Stun Damage.
Pegasus, Griffon, and Alicorn characters regain 3 TP after each hour of good sleep, or 1 TP each hour of sleep if they are
sleeping in an environment not conducive to rest (such as in a small, moving vehicle or in open ruins, punctuated by the sounds
of not-so-distant gunfire).
Under normal conditions, an individual Pegasi can utilize Pegasus Tricks to maintain control over the natural weather in a
small area (such as a town or continuously over a group of travelers), by spending four hours manipulating the local weather.
This time is reduced by one hour for every Flight rank above the first, to a minimum of one hour.
Teams of Pegasi can manipulate or alter the weather over a large region. This is normally a four-hour task, but the Weather
Team Captain can reduce this time in half with a successful Flight Magic skill roll. The difficulty of this skill roll is based on the
severity of the weather being altered. In extreme weather conditions, all members of the weather team will be called on to make
a Hard Flight Magic skill roll (such as in a severe thunderstorm) or Very Hard Flight Magic skill roll (such as in a hurricane)
every hour to continue. Each Pegasus gains a +10 bonus to that role for every Flight rank after the first. Critical Failure often
results in severe injury.
Pegasus Tricks
Basic Pegasus Tricks
Buffet
TP Cost Effect Additional TP Cost
You may hover and flap your wings to create wind strong enough to disperse fog and blow
objects away from you. This is a 15 AP action and may be maintained for 15 AP per turn.
The wind has a Short range and an effective STR equal to your Flight rank. A buffet with
0 N/A
an effective STR of 1 can move a pony-sized normal cloud, STR of 2 may move a pony-sized
storm cloud, and a buffet of STR 3 can move cloud sculptures. Breaking up a cloud requires a
STR equal to one higher than that to move the cloud.
Cloud Break
TP Cost Effect Additional TP Cost
You may break apart clouds with a punch or kick, or even thin out fog with a few well-placed
whacks. With Flight (rank 1), you can easily break apart small, normal clouds. You may also
0 attempt to break storm clouds, but must succeed at an Unarmed Skill check to avoid 30+3d10 N/A
Stun Damage from electrical discharge. With each additional Flight rank, you gain a bonus of
10 to this Unarmed skill check.
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Cloud Spin
TP Cost Effect Additional TP Cost
By flying around a cloud for at least three sprinting actions, and making a successful easy
Flight Magic skill check, you may cause the cloud to spin. A spinning cloud may not be used
1 to produce lightning bolts (neither by Pegasus Tricks nor by the Storm Cloud spell). Failure N/A
on the Flight Magic check means the cloud fails to spin, while a Critical Failure will send the
cloud flying off in an unfortunate direction.
Cloud Touch
TP Cost Effect Additional TP Cost
You may stand on or otherwise interact with clouds as if they were solid. This power may
0 be turned on and off at will with no AP cost and will even remain active while asleep or N/A
unconscious. You may move small clouds around and position them as you desire.
Contrail
TP Cost Effect Additional TP Cost
When you fly, you may leave a thin, harmless contrail of normal clouds or smoke in your
wake. This contrail will remain behind a number of turns equal to your Flight rank. With a
successful Easy Flight Magic check and 1 TP per movement action, this contrail may be used
to create limited visual cover -- attacks against creatures successfully obscured with a contrail
0 N/A
are at a penalty of 10 and Sneak skill checks through a contrail are at a bonus of 10. With a
successful AGI check, you can use your contrail to write messages or create symbols in the
sky. Clouds produced by this contrail are not substantial enough for use with Cloud Touch or
other tricks.
Haul
TP Cost Effect Additional TP Cost
When flying, you may pull a wagon, sled, or similar vehicle up to one size category larger
than yourself, as if you were pulling it along the ground. Weight and balance for the vehicle is
0 treated as if you were drawing it across ground which conformed to your flight pattern. N/A
NOTE: larger Pegasus-drawn vehicles need magical assistance, such as Unicorn telekinesis or
a spark engine, to be pulled by Pegasi.
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Lightning Kick
TP Cost Effect Additional TP Cost
You may kick a cloud to cause it to fire off a lightning bolt at a desired target. Hitting the
target requires a successful attack roll using the Flight Magic skill. The lightning bolt deals
Stun Damage equal to [(10+1d10)*(Flight rank)], resisted by Stun DT and reduced by,
2 per
Electrical Resistance. The maximum range of the initial attack is Point Blank at Flight (Rank N/A
attack
1), and increases a range category for each additional Flight rank. Lighting Kick is a 25 AP
action. You may continue to kick lightning out of a cloud for a maximum number of bolts
equal to your Flight rank before the cloud is expended.
Shower
TP Cost Effect Additional TP Cost
You may jump on a cloud to cause it to spill rain. You may continue to do so each turn for an
1 N/A
additional 1 TP, for a maximum number of turns equal to double your Flight rank.
Super-Speed Strut
TP Cost Effect Additional TP Cost
This crowd-pleaser allows you to charge or sprint just above the ground at full flight speed
while appearing to casually trot. This trick requires a Easy Flight Magic check. If successful,
1 N/A
you increase the disposition of a receptive audience towards you by one level for a number of
hours equal to your CHA.
Twister
TP Cost Effect Additional TP Cost
You may create a minor whirlwind that can draw up water, tiny animals, or other tiny, light
and unsecured objects. This requires a successful Easy Flight Magic check, along with an
additional easy Flight Magic check each turn to maintain it. You can avoid harmful contact
when drawing up poisonous gas or other dangerous substances with a Luck check at a -3. +1 TP per turn
1
This penalty is reduced by one for every Flight rank above first. Creatures may make a check maintained
to escape as per Telekinesis, opposed by your Flight rank. Objects thrown by the twister cause
(and suffer) 1d10 damage per Flight rank. Creating a Twister is a 75 AP action.
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Advanced Pegasus Tricks
Cloud Contrail
TP Cost Effect Additional TP Cost
When you fly, you may leave a harmless but more substantial contrail of normal clouds
in your wake. The Cloud Contrail may be used to enlarge or patch together normal clouds.
Otherwise, this contrail will remain behind a number of turns equal to your Flight rank. With
a successful Easy Flight Magic check and 2 TP per Movement Action, this contrail may be
0 used to create visual cover. Attacks against creatures successfully obscured with a contrail are N/A
at a -20 and Sneak checks through a contrail are at a +20 bonus. Clouds produced by this
contrail are substantial enough for use with Cloud Touch or Cloud Sculpture, but not other
Tricks. Cloud Sculptures crafted out of Cloud Contrails only last a number of turns equal to
your Flight rank.
Cloud Sculpture
TP Cost Effect Additional TP Cost
3 TP
You can craft temporary items or structures from clouds. These cloud items may be used
+ 1 TP
by characters capable of Cloud Touch as if they were solid to them. Cloud sculptures are
per size
easily destroyed by weather or attacks. Otherwise, they will last indefinitely. Cloud Sculpting N/A
category
takes one minute to perform, plus an additional two minutes per size category above small.
above
Multiple characters with Cloud Sculpture may work together to reduce this time.
small
Signature Contrail
TP Cost Effect Additional TP Cost
When you fly, you may leave a harmless but personalized and stylish contrail in your wake
(for example, a streak of light the color of your mane and tail). This contrail cannot do actual
harm or damage, regardless of appearance, but may be used for secondary effects appropriate
0 N/A
to the contrail, such as illumination, obscurement, or minor changes in temperature. This
signature contrail is uniquely yours -- no other Pegasus can intentionally mimic it -- and will
remain behind a number of turns equal to your Flight rank.
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Whirlwind
TP Cost Effect Additional TP Cost
You may create a whirlwind that can draw up water, small animals, small children, and
light and unsecured objects. This requires a successful Moderate Flight Magic check, along
with an additional Moderate Flight Magic check each turn to maintain it. The whirlwind
can be moved from its point of origin with a Move Action. You can avoid harmful contact
when drawing up poisonous gas or other dangerous substances with a LCK check at a -3. +1 TP per turn
3
This penalty is reduced by one for every Flight rank above first. Individuals and creatures maintained
may make a check to escape as per Telekinesis, opposed by double your Flight rank. Objects
thrown by the twister cause (and suffer) [10+1d10] damage per Flight rank. Creating a
Whirlwind is a 150 AP action. Multiple characters with Whirlwind may work together,
evenly splitting this cost.
Cloud Architecture
TP Cost Effect Additional TP Cost
You can craft permanent items or structures from clouds. These cloud items can withstand
5 TP
attacks from any Pegasus Trick, short of a Wonderbolt Maneuver, and will weather even the
+ 1 TP
most violent natural storms (although supernatural storms and powerful explosions will still
per size
cause them to disperse). Cloud Architecture may be crafted to provide buoyancy for non- N/A
category
cloud items with a successful Hard Flight Magic check. Cloud Architecture takes one hour to
above
perform, plus an additional four hours per size category above small. Multiple characters with
small
Cloud Architecture may work together to reduce this time.
Storm Master
TP Cost Effect Additional TP Cost
You may stomp on a storm cloud to cause it to fire off a massive lightning bolt at a desired
target. Hitting the target requires a successful attack roll using the Flight Magic skill. The
lightning bolt deals electrical Stun Damage equal to [(15 + 2d10)*Flight rank], resisted by Stun
3 TP per
DT and reduced by Lightning Resistance. The maximum range of the initial attack is Short at N/A
attack
Flight (Rank 1) and increases a range category for each additional Flight rank. Storm Master
is a 35 AP action. You may continue to kick lightning out of a cloud for a maximum number
of bolts equal to triple your Flight rank before the cloud is expended.
Tornado
TP Cost Effect Additional TP Cost
You may create a Tornado that can suck up, water, animals, and other pony-sized, unsecured,
objects. This requires a successful Moderate Flight Magic check, along with an additional
Moderate Flight Magic check each turn to maintain it. You can avoid harmful contact when
drawing up poisonous gas or other dangerous substances with a LCK check at a -3. This
+1 TP per turn
5 penalty is reduced by one for every Flight rank above first. Individuals and creatures may
maintained
make a check to escape as per Telekinesis, opposed by triple your Flight rank. Objects thrown
by the twister cause (and suffer) [20+2d10] damage per Flight rank. Creating a Tornado is
a 300 AP action. Multiple characters with Tornado may work together, evenly splitting this
cost.
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Weaponized Contrail
TP Cost Effect Additional TP Cost
When you fly, you may leave an impressive (and potentially hazardous) contrail in your
wake. This contrail may be either be electrified storm clouds -- a weaponized version of Cloud
Contrail -- or may instead be an augmented version of your signature contrail. If using a
weaponized version of Cloud Contrail, this contrail may be used to enlarge or patch together
normal clouds. Otherwise, this contrail will remain behind a number of turns equal to your
Flight rank. With a successful easy Flight Magic check and 3 TP per Movement Action, this
contrail may be used to create significant visual cover -- attacks against creatures successfully
obscured with a contrail are at a -30 and Sneak checks through a contrail are at a +30 bonus.
0 N/A
This contrail usually deals 1d10 damage per Flight rank to anyone who comes into contact
with it. The exact nature of this damage depends on the nature of the contrail. Consult your
GM when fashioning your weaponized contrail.
Examples: An electrified storm cloud would cause electrical Stun Damage and be reduced by
Lightning Resistance.
A fire contrail would cause an extra 1d10 Fire Damage per turn, ignoring armor, for five turns
(or until put out), and should be reduced by Fire Resistance.
The preceding examples are based on adding a Melee special quality and associated resistance
to the contrail.
Wonderbolt Maneuvers
Sonic Rainboom
TP Cost Effect Additional TP Cost
This requires at least ten full sprinting actions in a straight line, at the end of which the
character temporarily gains Flight (rank 5), breaking the sound barrier and leaving behind an
expanding rainbow explosion. This explosion will expand over a vast area (at least as large as
10 a moderate-sized town or battlefield), destroying any clouds and cloud-structures in its path, N/A
including those of Cloud Sculpting, Cloud Architecture, and Storm Cloud Architecture.
Tactical Rainboom
TP Cost Effect Additional TP Cost
The Pegasus makes a perilous dive, requiring at least three full charging actions straight
down. At the end of the dive, the character must make a Very Hard Flight Magic check to
pull out. If the character fails, she hits the ground, taking double falling damage (up to a
10 N/A
maximum of [150+15d10]). If she succeeds, she creates an explosion that deals that amount of
damage to everyone other than herself in an explosion with an AoE interval of 50. Explosives-
related perks such as Hit the Deck! apply to Tactical Rainboom.
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Arcane Magic
What is Unicorn magic? Why does it differ from Shamanism or any other magic? Well, there are two reasons. The first is that,
while the three tribes (Unicorn, Pegasi, Earth Pony) all have magic that is internal and intrinsic to themselves, Unicorns are able
to more readily and more diversely conjure and express this magic. Yes, Pegasi and Earth Ponies have visible, and often tangible,
effects from their internal magic, but few things are more visible and visceral than a blast of elemental energy from a horn.
Secondly, Unicorn magic differs from Shamanism because Shamanism borrows its power mostly from spirits, while Unicorn
magic is drawn from the individual. The closest Unicorns have gotten to shamanistic spells were cheap imitations. Lastly, while
all Pegasi can fly and all Earth Ponies have some connection to the land, Unicorn spells are divided into spell schools. There
are nine spell schools: General, Offense, Defense, Imbuing, Manipulation, Medical, Illusion, Perception, and Battle Magic. All
Unicorns gain the two spells in the General school for free (unless they have the trait One Trick Pony). There is also a tenth
spell school, but its use is heavily frowned upon by mere mortals and information about it is only available in the fabled Black
Book.
Arcane Magic requires an Arcane Magic skill check to cast, with the exception of simple applications of the Light or Telekinesis
spells. Arcane Magic has a scaling AP cost, due to the difficulty and time required to cast more powerful versions of spells. Basic
spells cost 25 AP, Advanced cost 35 AP, and Expert cost 45 AP.
NOTE: some spells have effects that specify willing or unwilling targets. Things which do not possess consciousness, such as
normal plants and inanimate objects, are neither willing nor unwilling. Robots and objects affected by Come to Life, which have
slipped free of the spellcaster’s control, are considered conscious.
All spells have set Strain costs, based on the type and difficulty of the spell being cast. These costs draw from the caster’s Strain
pool. Short of a Critical Failure, failing to cast a Basic spell will not draw from the caster’s Strain pool, however failing an
Advanced or Expert spell will still cost the spell’s Strain.
With the exception of healing spells, a beneficial spell cannot be cast on the same target multiple times for stacking or cumulative
enhancements. For example, a target cannot benefit from multiple castings of Alter Physiology, or benefit from being part of
multiple Bulwark of Friendship circles, or gain stacking bonuses from several castings of Soft Light.
Magical Burnout
Should a Unicorn choose to cast a spell which has a Strain value greater than their remaining Strain, they must make an END
check with a penalty equal to [((the total amount they have exceeded their Strain limit)/ 10) rounded down]. Failure causes the
spell to fail and the caster immediately enters Magical Burnout. While suffering Magical Burnout the Unicorn cannot cast any
spells, and suffers a penalty of 15 to all skill checks and a penalty of 2 to all S.P.E.C.I.A.L. checks from the distracting pain. While
in burnout, all Strain recovery rates are reduced by 10 (to a minimum of 0). The effects of Burnout remains until the Unicorn
has either recovered to full Strain or has gained a permanent increase in Endurance (such as from the Extra S.P.E.C.I.A.L. perk).
Spell Thematics
A Spell Thematic, or theme, is much like a hoofprint for Unicorn magic. It is how different Unicorns can cast the same spell
and have it appear slightly different to an observer. These themes are a result of the Unicorn’s experience and personality. For
example: BonFire is a Unicorn chef and pyromaniac. She has a cooking theme for her magic. Her Light spell looks like she has a
stove top flame suspended on the tip of her horn, while her Telekinesis looks like any object she picks up is sizzling.
A theme can NOT change the base functionality of a spell, nor can it change the amount of damage, or whether or not the spell
can even do damage. It may only change how a spell appears, with one exclusion: if you are under the effects of the Hidden
Aura spell, or the spell says otherwise, casting a spell always emits a small amount of light.
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Theme Related Spell Sets
A Unicorn’s Special Talent may influence their theme and can lead to interesting roleplay. Spell thematics also allow a Unicorn
to start with spells outside of their specific school of study, so long as they fit within the theme.
For instance, BonFire, our Unicorn chef, cooks fantastic meals with magic, therefore she would have the spells Energy Strike or
Imbuing Fire, Summon Object, and Locate Item (assuming a VER of 3).
A Dipped Alicorn, due to being artificially created by The Goddess, does not learn spells in this fashion. Every spell set and spell
absorbed in the Goddess’ time, even the Great and Powerful spells, is encoded into Her children. This means that every Alicorn
must spend perks to gain more spells or have been bestowed that spell by the Goddess. However, Natural Born Alicorns can only
acquire Great and Powerful spells the same way as normal Unicorns - by gaining the Quest Perk Great and Powerful.
Learning Spells
Unicorns start with a Magic Affinity towards a certain spell school. Even if a Unicorn has theme-related spells from other
schools, one school will have a stronger connection to the Unicorn than the others. This school is the Unicorn’s main school, and
will incur normal penalties when trying to learn new spells without aids, such as teachers or books.
At character creation, all Unicorns roll a d100 per non-General spell school, for a total of eight, to determine the affinity the
Unicorn has towards said spell school. It is up to the GM and the player to decide if affinity is determined by a high roll or a
low roll. The spell schools will then be put into order going from greatest affinity to least, and, in the event of a tie, the player
must choose one spell school to take priority over the other. The farther down your affinity list, the greater the penalty added to
the base normal penalties for the Unicorn to learn spell is (penalty of 10 per school, minimum of 1). Players may alternatively
select their primary school then use the above method to determine their affinity toward the others.
For Example: Midnight Glory is trying to learn the Defense spell Cloak of the Elements. The Defense spell school is third in
relation to her affinity (her main school is Manipulation, and her second is Illusion), so she takes a penalty of 20, on top the
normal learning penalties.
To learn more spells from other spell schools, without ghastly penalties, the Unicorn must take the perk Magic Theory to learn
spells from other spell schools as if it was their main. Theme-related spell sets still need Magic Theory to learn different spells
without penalty.
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A new spell is learned at the lowest possible tier you can learn the spell. This means a Unicorn with the Expert Spells perk who
has just unlocked the Imbuing spell set can not try to immediately learn Expert level. They must learn the novice version of the
spell first. For perks like Advanced and Expert Spells that grant spells without study, they would still need go up the tier ladder
for spells using the perks free spells given from Basic < Advanced < Expert, each costing 1 spell.
Once a Unicorn has chosen a spell to learn, they must spend one hour in a generally peaceful environment working out how to
cast the spell. A peaceful environment is classified as one where the Unicorn is not likely to get shot and where they feel safe.
Examples of NOT peaceful environments include (but are not limited to):
Condition Result
You had the spell tutored by a master spellcaster +10 Bonus to learn the spell
The spell is directly related to your Special Talent +10 Bonus to learn the spell
The spell is not directly related to your Affinity -30 Penalty to learn the spell
If they succeed, they may now cast the more powerful version of the spell. If they fail, they have wasted the Strain and nothing
happens. Any attempt to cast a more powerful version of a spell always costs the full amount of Strain and AP+10, ignoring
any perks that reduce this. For instance, a spontaneous cast of Advance Arcane Blast will always cost 45 AP and 25 Strain, as
opposed to 35 AP and 15 Strain, before perks, for the more powerful version.
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General Magic
Telekinesis
rank STrain coST DeScriPTion
The easiest and most basic spell, Telekinesis (TK) is usually the first spell learned by a Unicorn.
This spell allows a Unicorn to move [POT*VER] objects. Base TK cannot finely manipulate an
object. Fine manipulation is required to use a skill with the affected objects (such as picking a lock
or firing a weapon). Telekinesis has a range of [5* (POT/2), rounded up] yards, however, an
Arcane Magic skill roll is necessary to use Telekinesis to move objects outside of your line of sight
or to telekinetically grasp a target in combat.
The maximum weight a caster may lift in TK is equal to their [POT*20]. However, while the object
is under the effects of Telekinesis, the object is considered weightless. In reality, any heavier object
is reduced to about the weight of a baseball. The caster may attempt to move or manipulate any
object which fits into a cube of space equal to POT feet on each side. As a general rule a POT of
4 is required to lift an adult pony, 3 for an adult pony with the Small Frame trait, and 2 for a foal.
Self-levitation, the act of affecting oneself with Telekinesis, is exceptionally hard, costing 15 Strain
a turn to merely lighten oneself, and requiring an Arcane Magic check at a penalty of 30 each turn
to maintain. If the caster has at least two ranks in Mighty Spell for Telekinesis, she may achieve
telekinetic flight through self-levitation for the cost of 30 Strain a turn, equivalent to Flight (rank 1).
1 per attack Self-levitation can not be Zen Cast.
N/A or per 10
minutes The caster’s effective STR for attacks using Telekinesis (such as making a Melee attack with a
telekinetically wielded weapon) is equal to her [POT+3]. Her Potency for calculating effective
Strength is not modified by any ranks of Mighty Spell, however, she gains a +1 bonus on Opposed
rolls for each rank. Opponents in possession of an item may make an opposed test against the
caster’s effective Strength using their [STR+2] to contest the caster’s attempt to manipulate the
item. Targets may make an opposed test against the spell’s effective Strength using their STR or
AGI at a penalty equal to the Degrees of Success on the caster’s Magic roll (up to a maximum of
-3; this cannot reduce the target’s effective STR or AGI below 1) to break out of a telekinetic grip.
Targets who have a means of propulsion, such as wings or a nearby surface to kick off from,
can use [STR+2] with no penalty. A target may fire a projectile weapon as part of this opposed
Strength check. This shot is unaimed, and they lose AP in an amount equal to [Weapon AP -5
(minimum 10)] on their next turn. If firing a projectile weapon to get out of a telekinetic sheath, use
the weapon’s Strength requirement (with no bonus) for the check. Heavy weapons and projectile-
weapon Battle Saddles always kick a character out of a telekinetic field -- no roll required. Heavy
weapons and Battle Saddles (not including those which fire magical energy) will kick themselves
out of the caster’s telekinetic control with the first shot. This can be extremely hazardous to the
caster if the weapon has a Rate of Fire beyond one.
Light
rank STrain coST DeScriPTion
The caster’s horn becomes a dazzling beacon of light, brightly illuminating an area of POT yards
radius (with lesser effects beyond that). Creatures within [POT/2 (rounded up)] yards who look
Basic 2 per hour directly at the light source are dazzled and take a -10 to all skills checks involving sight for 2 rounds.
Creatures within one yard looking directly at the light source are blinded and take a -30 to all
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checks involving sight for [POT/2 (rounded up)] minutes.
Offense Magic
Arcane Blast
Arcane Blast is the most basic of offensive spells. The caster fires one or more bolts of magical energy, making an Arcane
Magic skill check to successfully hit. The bolts from an arcane blast may be used to target multiple opponents and the caster
may choose whether to do Lethal Damage or stunning damage. Stunning Damage reduces HP as normal, but the target merely
passes out when they reach 0 HP, and Stunning Damage recovers fully after an hour of rest.
Arcane blasts will not pierce or deplete shield spells, but will instead ricochet at full power in a random direction. A successful
Luck check will allow any potential victims to avoid being struck by a deflected arcane blast. Arcane blasts will likewise bounce
off of polished or reflective surfaces. Arcane blast manifests less than an inch from the caster’s horn and may be manifested
on the other side of a shield if the caster is touching her horn to that shield. Damage from an Arcane Blast does not count as
magical energy damage for purposes of healing.
rank STrain coST DeScriPTion
Basic 10 Short range. Spell fires a single blast that does [(10+(POT*3))+1d10] damage.
Medium range. Spell gains a Rate of Fire of [VER/2, rounded up], using normal RoF rules. Each
Advanced 15 bolt deals [(20+(POT*3))+2d10] damage.
Medium range. Spell gains a Rate of Fire of VER and a burst attack of [(VER/2), rounded up],
Expert 25 using normal RoF rules. Each bolt deals [(30+(POT*3))+3d10] damage.
Eldritch Knives
Conjures a swarm of magical energy knives around the caster which are then mystically directed to attack a single target. The
knives strike with a single attack roll, dealing [(POT/2), rounded down] +13 Magical Energy Damage per knife. The target
applies only half of his armor’s DT (rounded down) against the total damage. Eldritch knives ignore shields. This spell takes
two casting actions to cast. If the caster takes damage while casting, the spell is disrupted and the Strain is lost. Any d10’s
added to this spell through perk or others means get added on after the damage of all the knives.
rank STrain coST DeScriPTion
Basic 10 Short range. Creates [VER+3] knives.
Advanced 15 Medium range. Creates [VER+5] knives.
Expert 20 Long range. Creates [VER+7] knives.
341
Energy Strike - Cold
A bolt of freezing energy that manifests itself several inches infront of the caster’s horn before being fired at the target.
rank STrain coST DeScriPTion
Short range, damage equal to [(10+(POT*4))+1d10] Cold Damage, ignoring DT and reduced by
Basic 10 Cold Resistance. A Critical Hit causes a biological target (living or undead) to slow down, making
all the target’s actions cost an additional 10 AP to perform for 2 turns.
Medium range, damage equal to [(25+(POT*4))+2d10] Cold Damage, ignoring DT and reduced by
Cold Resistance. Can attack an individual target or cast as an Area of Effect with a radius of POT
Advanced 15 feet. Biological targets hit by the spell are slowed down by the extreme cold -- all actions cost an
additional +10 AP to perform for [POT/2] turns.
Long range, damage equal to [(40+(POT*4))+4d10] Cold Damage, ignoring DT and reduced by
Expert 25 Cold Resistance. Area of Effect increased to [POT*2] feet. Affected biological targets are slowed
down by the extreme cold -- all actions cost an additional +10 AP to perform for POT turns.
342
Energy Strike - Lightning
A bolt of electrical energy that manifests itself several inches infront of the caster’s horn before being fired at the target.
rank STrain coST DeScriPTion
Damage equal to [(10+(POT*4))+1d10] Electrical Damage, ignoring DT and reduced by Lightning
Basic 10 Resistance. Range is Medium. A Critical Hit will disrupt a machine for [(POT/2), round up] turns
or drain 2d10 AP from a living opponent.
Damage equal to [(25+(POT*4))+2d10] Electrical Damage, ignoring DT and reduced by Lightning
Advanced 15 Resistance. Range is Long. A Critical Hit will shut down a machine or arcanotech device completely
or paralyze a living opponent for one turn unless the target makes a successful Luck roll.
Damage equal to [(40+(POT*4))+4d10] Electrical Damage, ignoring DT and reduced by Lightning
Expert 25 Resistance. Range is Extreme. Will shut down a machine or arcanotech device completely or
paralyze a living target for one turn unless the target makes a successful Luck roll at a -1.
Heart Attack
This spell induces a heart attack in a living, biological target with recognizable, life-supporting organs. This spell has no effect
on plants, robots or the undead. Heart Attack is almost always fatal if the target cannot find a way to disrupt the spell. Casting
the spell requires a successful Medicine skill check to cast and an additional successful Medicine skill check each round to
maintain.
NOTE: Endurance lost through Heart Attack is recovered at the rate of 1 Endurance each minute once the spell has ended.
rank STrain coST DeScriPTion
Short range and the target must remain within line of sight. Heart Attack drains one point of the
Expert 45 + 10 per target’s Endurance each turn. If the target reaches 0 Endurance, the target dies. While under the
turn effects of Heart Attack, the target’s maximum AP is reduced by 50.
343
Petrify
Petrify will turn the caster’s target (including all equipment) to stone. Petrify is an unusually difficult spell to cast effectively.
The spell requires two turns of casting (costing spellcasting AP each turn). On the first turn, the caster must successfully
cast the spell with an Arcane Magic skill check. On the second, the caster must then beat the target in a contest of wills -- an
opposed Endurance test -- in order for the spell to take hold. Once the spell has taken hold, it takes a third full turn for the
target to become petrified. During that turn, the doomed target’s maximum AP is reduced by -50. A stoned target has a DT of
40 and ignores all environmental hazards. The stone statue will not erode or otherwise deteriorate over time.
NOTE: The Expert version of this spell requires the caster also have the Quest Perk Great and Powerful.
rank STrain coST DeScriPTion
Advanced 40 Duration of POT hours. Range of Touch.
Duration is effectively permanent. However, there is always a flaw to this permanency -- a
Expert 50 circumstance or set of conditions which will allow the petrified character to break free -- that is
unknown to the caster. Short range.
Rainbow Tornado
Caster can seize control of a rainbow and turn it into an ensnaring weapon. The caster makes an opposed VER roll against the
target’s AGI roll, with the caster gaining a +2 bonus. If the caster succeeds, the target is ensnared in the rainbow for the spell’s
duration. With a successful Arcane Magic check, the caster may move the rainbow along with its trapped target anywhere
within range. An ensnared target can take no actions except attempting to break free of the snare. Doing so requires a successful
AGI roll at a penalty equal to the caster’s [(VER/2), rounded up], to a minimum of 1.
rank STrain coST DeScriPTion
Basic 15 Duration of [(POT/2), rounded up] turns. Range is Short.
Duration of POT turns. As Basic version, but the spell creates the rainbow, and the caster’s bonus
Advanced 25 on her VER roll increases to +3.
Duration of [POT*2] turns. As Advanced version, but the caster’s bonus on her VER roll increases
to +4, and the rainbow may be imbued with spells from the Imbuing school or utilized as a magical
Expert 35 conduit for the delivery of a spell at range that would otherwise have a range of Touch. Range is
Medium.
Storm Cloud
This spell conjures a small storm cloud overhead capable of unleashing directed lightning attacks. Starting the round after
casting the spell, the caster may direct a single lightning strike against a target each turn for 15 AP with a successful Arcane
Magic skill check. This spell may only be cast outdoors. Damage from this spell is Electrical Damage which ignores DT and is
reduced by Lightning Resistance. This damage does not count as Magical Energy Damage for purposes of healing.
rank STrain coST DeScriPTion
Duration of [VER/2] lightning strikes. Medium range. Each strike deals [((POT*4)+15)+4d10]
Basic 20 damage. Cloud size is POT feet in radius.
Duration of VER lightning strikes. Long range. Each strike deals [((POT*4)+3)+6d10] damage.
Advanced 25 Cloud size is [POT*2] feet in radius.
Duration of [VER*2] lightning strikes. Extreme range. Each strike deals [(POT*4)+45)+8d10]
Expert 35 damage. Cloud size is [POT*10] feet in radius.
344
Telekinetic Bullet
This spell creates a single, focused telekinetic strike. This attack requires a successful Arcane Magic check, and manifests a few
inches in front of the caster and moves towards the target.
rank STrain coST DeScriPTion
Expert 50 Extreme range. Damage of [100+(POT*10), ignoring half DT (rounded down)].
Telekinetic Grasp
This spell creates a telekinetic field with real force behind it. It can be used to cause damage directly, grapple, or apply force
against a resisting target. Targets held by the spell may attempt to break free as per Telekinesis. Attacks with Telekinetic Grasp
require a successful Arcane Magic skill check and cost 15 AP each, doing damage as per bare hooves. The spell’s range is Short.
Telekinetic Grasp is extremely clumsy and unsubtle; it cannot be used for wielding weapons or any sort of fine manipulation.
rank STrain coST DeScriPTion
15 + 5 per
Advanced turn after the Effective strength of [POT*2].
first
30 + 5 per
Expert turn after the Effective strength of [POT*4]
first
In addition, each item has the following special ability, should you have at least a 50 in Unarmed:
Armor Spikes:
Shatter Armor (20 AP): Gain Armor Piercing (Light). At Advanced, gain Armor Piercing. At Expert, gain Armor Piercing
(Heavy).
Helmet:
Helm of Kings: Any charge attack you make applies the benefits of any jousting perks you have taken. In addition, it increases
the benefits provided by your Endurance and you may also use Potent/Majestic Strike while making an attack with this option.
Shoes:
Royal Guard Strike (35 AP): Deal 15 extra damage. This attack has a 25% chance to cause all your opponents attacks to take a
-10 penalty to hit for 2 turns.
This spell has a duration of POT Minutes or until it is cancelled by the caster.
rank STrain coST DeScriPTion
Basic 15 Damage: [((2xSTR)+POT)+1d10]
Advanced 25 Damage: [((3xSTR)+(2xPOT))+1d10]
Expert 35 Damage: [((4xSTR)+(3xPOT))+1d10]
345
Defense Magic
Alicorn Shield
The transparent fortress of the Alicorns, bringing much truth to their legendary resilience. This shield is the colour of the
caster’s Aura, and can not be resized nor reshaped once cast.
rank STrain coST DeScriPTion
Duration for concentration or until depletion. Creates a thin, transparent, spherical shield [POT/2]
yards in size around the caster. The shield has a DT of [10 + (POT*2)] and [50+(POT *10)]
HP. Attacks which strike the shield and deal more than the shield’s DT in damage deals half that
damage to the shield’s HP before applying the remaining damage to any target behind the shield
Basic 15 + 1 per (e.g. if a shield with a DT of 15 receives 21 damage, the remaining damage is 6, so the shield will
round take 3 damage, and the target will receive 3 damage). When the shield is reduced to 0 HP, the spell
ends. Attacks originating from within the shield also suffer this reduction, however magical spells
which can be manifest at range may be manifest on the other side of the shield. Shields get double
their DT rating against Stun Damage. An Alicorn may only have one Alicorn shield manifested.
As per the Basic version of the spell, but with no maintenance cost and [75+(POT*10)] HP. PER
Advanced 20 checks through the shield are at -1.
As per the Advanced version of the spell, but with [100+(POT*10)] HP, and all damage dealt over
Expert 30 the shield’s DT is applied to the shield’s HP, meaing the target receives 0 Damage until the shield is
depleted. PER checks through the shield are at -2.
Bonds of Friendship
This spell can only be cast on the caster and individuals towards whom the caster feels a strong friendship. This friendship
must be reciprocated and the effects end if the friendships are broken. You are always considered to be adjacent to this group of
close friends (to be touching for the purposes of casting spells), so long as they are conscious and willing. In addition, the caster
may cast spells from the Defense, Medical and Perception spell sets on friends within this circle that normally can only be cast
on herself. Duration is permanent or until the friendship is broken.
NOTE: If Bonds of Friendship should cease to affect a target (such as if the spell is dispelled by Failsafe or if the friendship
should cease to be reciprocated), then all active spells cast on that target through Bonds of Friendship abruptly end.
rank STrain coST DeScriPTion
The maximum number of friends that can benefit from the Bonds of Friendship is equal to the
Basic 10 caster plus their [CHA/2].
Advanced 20 As Basic, but the maximum number of friends affected increases by 2.
Expert 30 As Advanced, but the maximum number of friends affected increases by 2.
346
Disintigration Ward
This spell negates the critical effects of all forms of Magical Energy Weapons.
rank STrain coST DeScriPTion
Duration of one hour. Protects a group of up to VER allies from energy weapons’ disintegration
Advanced 5 effects (negates crit extra damage). One charge, shared among the group.
Expert 15 Duration equal to POT hours. As Advanced, but with POT charges, shared among the group.
Equestria’s Love
This spell grants the caster protection from elemental conditions.
rank STrain coST DeScriPTion
Duration equal to [POT*10] minutes. Protects the caster from normal weather and environmental
conditions. The caster will not get wet in the rain, will not suffer frostbite or heatstroke in severely
Basic 20 cold or hot environments, etc. The character will be comfortable in such environments and take no
penalties from them
Duration equal to POT hours. Protects the caster from normally fatal mundane environmental
elements. The character will not suffer the effects of natural poisons or drowning and may even
Advanced 50 or 10 swim in magma like Dragons. Such environments will not be comfortable -- the character’s
maximum AP will be reduced by half and all the character’s actions be at a -20. The caster may
also now cast the Basic version of this spell on others for a cost of 10 Strain.
Expert 40 The caster may cast the Advanced version of this spell on others for a cost of 40 Strain.
Mental Bulwark
This spell fortifies targets against attacks on the mind, including Illusionary Damage.
rank STrain coST DeScriPTion
Duration equal to POT minutes. Adds a +1 bonus to all END checks against spells from the
Basic 10 Perception and Illusion spell sets, as well as an effective +6 DT against attacks that deal Illusionary
Damage.
Advanced 15 Duration equal to [POT*10] minutes. Effects increase to a +2 END bonus and effective +12 DT.
Expert 20 Duration equal to POT hours. Effects increase to a +3 END bonus and effective +18 DT.
Power of Friendship
This spell affects a close circle of friends, allowing a beneficial spell cast upon one of the affected friends to be cast upon all the
friends with Power of Friendship.
rank STrain coST DeScriPTion
The number of friends that can be affected by the spell is equal to the caster’s [CHA/2]. If the caster
also has Bonds of Friendship, then Power of Friendship will affect that number of friends instead.
Expert 30 This spell can only be cast on the caster and individuals towards whom the caster feels a strong
friendship. A targeted friend may refuse the spell.
347
Rad-Guard
This spell grants the caster’s target a degree of protection against the necromancy-laced magical radiation that pervades
Equestria in the aftermath of the apocalypse. The spell has a range of Touch.
NOTE: The Expert version of this spell requires the caster also have the Quest Perk Great and Powerful.
rank STrain coST DeScriPTion
Duration equal to POT minutes. Adds [POT*5]% resistance against radiation. May only be cast on
Basic 10 a single target.
Duration equal to [POT*10] minutes. Adds [POT*10]% resistance against radiation. May be cast
Advanced 30 on up to[VER/2] targets by touching each over the course of a single turn.
As per the Advanced version, but may be cast on up to VER targets. In addition, the Expert version
Expert 50 of this spell grants [POT*5]% resistance against the effects of Pink Cloud for a duration of POT
minutes.
Resilience
This spell fortifies target objects from the harsh conditions of the Wasteland.
rank STrain coST DeScriPTion
Duration equal to POT months. Protects an item from normal wear and tear, weathering, soiling
Basic 5 and similar natural decay. Effects only a simple item (such as a dress, a wall, or a coffee cup).
Duration equal to POT years. As Basic, but can effect a complex item (such as a firearms, a small
Advanced 15 building, or a computer).
Expert 30 As Advanced, but the duration is permanent.
Shield
This spell creates a magical barrier with which may be used as cover.
rank STrain coST DeScriPTion
Duration for concentration or until depletion. Creates a basic moldable energy shield colored
appropriately to the user’s magic. The shield is thin, transparent, and can be wrapped around any
target area, covering a maximum of [VER*5] feet in its largest dimension. The caster chooses if
position of the shield is fixed or consistent in relation to the caster. For example: the caster may
choose for the shield to be consistently in front of her and it will turn and travel as she does. The
shield has a DT of [POT* 2] and [30+(POT*10)] HP. Attacks which strike the shield and deal
10 + 2 per more than the shield’s DT in damage deals half that damage to the shield’s HP before applying
Basic round the remaining damage to any target behind the shield (e.g. if a shield with a DT of 15 receives 21
Damage, the remaining damage is 6, so the shield will take 3 damage, and the target will receive 3
damage). When the shield is reduced to 0 HP, the spell ends. Attacks originating from within the
shield also suffer this reduction, however, magical spells which can be manifest at range may be
manifest on the other side of the shield. Requires an Arcane Magic check at a -[VER*5] to change
shield shape without recasting. Shields get double their DT rating against Stun Damage. A caster
can only manifest one shield at a time.
As per the Basic version of the spell, but with no maintenance cost, a maximum largest dimension
Advanced 15 of [VER*10] feet, and [50+(POT*10)] HP.
348
Toughen Hide
This spell grants the target toughened skin, resulting in a bonus to DT at the cost of a penalty to AGI and to PER checks based
on touch. This bonus stacks with worn armor.
rank STrain coST DeScriPTion
Duration of POT rounds. The target gains POT DT at a -2 to their AGI and touch-based PER
Basic 10
checks.
Advanced 15 Duration of POT minutes. Target gains [POT+5] DT. The touch penalty is reduced to -1
Duration of [POT*10] minutes. Target gains [(POT*2)+5] DT. The touch penalty is removed
Expert 20
altogether.
349
Imbuing Magic
Spirit of Diamond
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with an impenetrable toughness.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Weapons imbued with Spirit of Diamond gain [(2+(POT/ 2)),
Basic 15 rounded up] Armor Penetration. Armor, clothing, and other objects imbued with Spirit of Diamond
gain [(2+(POT/ 2)), rounded up] DT, to a maximum total DT of 25
Duration lasts [POT*10] minutes. Weapons imbued with Spirit of Diamond gain [4+POT]
Advanced 30 AP. Armor, clothing, and other objects imbued with Spirit of Diamond gain [4+POT] DT, to a
maximum total DT of 30.
Duration lasts POT hours. Weapons imbued with Spirit of Diamond halve the value of opponent’s
Expert 50 armor (rounded up), or reduce it by [POT*2], whichever is greater. Armor, clothing, and other
objects imbued with Spirit of Diamond gain [6+(POT*2)] DT, to a maximum total DT of 35.
Spirit of Flame
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a fiery heat.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Melee weapons or projectiles imbued with Spirit of Flame deal an
extra [POT*2] Fire Damage to biological opponents and will ignite the target on a Critical Hit,
Basic 10 burning for an additional 2d10 damage each turn until they pass a LCK test or spend a turn putting
themselves out. This spell can also be used on Unarmed weapons, but will damage the wearer as
well as the target, so it is generally not advised.
Duration lasts [POT*10] in minutes. Damage increases to [POT* 3]. Critical Hit effect increases to
Advanced 25 3d10 damage.
Duration lasts POT hours. Damage increases to [POT*4]. Critical Hit effect increases to 4d10
Expert 45 damage.
Spirit of Friendship
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with friendly aura.
NOTE: This spell affects all intelligent characters or creatures who perceive the character possessing an item imbued with this
spell. Spirit of Friendship ceases to affect any character or creature towards whom the individual with the imbued item becomes
hostile.
rank STrain coST DeScriPTion
Duration lasts [POT*10] minutes. Weapons imbued with this spell will not cause alarm when
Advanced 15 worn. Characters wearing clothing imbued with Spirit of Friendship gain a bonus equal to
[15+(POT*2)] for Speech tests.
Duration lasts POT hours. Weapons imbued with Spirit of Friendship will not cause alarm when
Expert 30 drawn or carried. Characters wearing clothing imbued with Spirit of Friendship gain a bonus equal
to [25+(POT*4)] for Speech tests.
350
Spirit of Life
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a lively vigor.
rank STrain coST DeScriPTion
Duration lasts POT hours. Characters wearing clothing imbued with the Spirit of Life regenerate
Expert 35 one HP each minute for the duration of the spell.
Spirit of Light
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a blinding light.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Objects imbued with Spirit of Light glow brightly, casting illumination
equal to [POT*3] candles. Weapons or projectiles gain a bonus to hit equal to [10+POT]. Anyone
Basic 10 carrying or wearing an item affected by Spirit of Light suffers a of -[10+(POT*2)] to Sneak checks.
Range is Medium.
Duration lasts [POT*10] minutes. Bonus increases to [20+POT] and the penalty for sneaking
Advanced 25 increases to -[15+(POT*3)]. Range is Long.
Duration lasts POT hours. Bonus increases to [30+POT] and the penalty for sneaking increases to
Expert 45 -[20+(POT*4)]. Range is Extreme.
Spirit of Lightning
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with shocking electricity.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Melee weapons or projectiles imbued with Spirit of Lightning deal an
extra [POT*2] Electrical Damage to living, biological opponents and machines. Spirit of Lightning
will disrupt the machine for [POT/2] turns on a Critical Hit. Against living biological opponents,
Basic 15 weapons imbued with Spirit of Lightning drain [2d10] AP on a Critical Hit. This spell has no effect
against unliving, biological opponents. This spell can also be used on Unarmed weapons, but will
damage the wearer as well as the target, so it is generally not advised.
Duration lasts [POT*10] minutes. Damage increases to [POT*3]. Critical Hit effect increases to
Advanced 30 [10+2d10] AP.
Duration lasts POT hours. Damage increases to [POT*4]. Critical Hit effect increases to [20+2d10]
Expert 50 AP.
Spirit of Machines
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a machine’s heart.
NOTE: While this spell affects an entire object, the core of the magic resides in a single component (considered the “heart of the
machine”) chosen by the caster. If that component is removed, the spell automatically ends, even if cast at Expert level.
rank STrain coST DeScriPTion
Duration lasts POT hours. Items imbued with Spirit of Machines require half the normal time to
Advanced 25 repair or modify. Tools imbued with this spell grant this bonus for all items they are used to repair
or modify. All applicable Mechanics skill tests gain a [10+(POT*2)] bonus.
Duration lasts POT months. As above, except that when cast on an item, tools are no longer
required, as the item will assemble itself according to the caster’s intent, so long as the caster
Expert 50 remains focused completely on the spell. Appropriate parts and materials are skill needed, however.
All applicable Mechanics skill tests gain a [15+(POT*4)] bonus.
351
Spirit of Memories
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with impecable memory.
rank STrain coST DeScriPTion
Duration lasts POT years. An item imbued with Spirit of Memories becomes a receptacle for
Expert 50 Memory Implant. The memory can be triggered through any directed magical connection.
Spirit of Nature
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with the guidance of nature.
NOTE: This spell is most useful when cast on cauldrons, stoves, chemistry sets, and similar equipment.
rank STrain coST DeScriPTion
Duration lasts POT hours. All equipment imbued with this spell greatly increase the natural
potency of ingredients used in cooking, brewing, or chem-making with them. Any recipe which
Advanced 30 requires multiple of a single component (for example: three green herbs) now requires only half that
many (rounded up). All Alchemy/Survivalism & Traps skill tests gain a [10+(POT*2)] bonus.
Duration lasts POT months. As above, except that any recipe which requires multiple of a single
Expert 50 component now requires only one. Appropriate parts and materials are still needed, however. All
Alchemy/Survivalism & Traps skill tests gain a [15+(POT*4)] bonus.
Spirit of Poisons
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with deadly poison.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Melee weapons or projectiles imbued with Spirit of Poisons deal an
extra [POT*2] Poison Damage to living, biological opponents. On a Critical Hit, a living, biological
target will lose [(POT/2), rounded up] points of END or AGI (caster’s choice), to a minimum of
Basic 15 one. S.P.E.C.I.A.L.s reduced this way recover at the rate of one point per hour of rest. This spell
can also be used on Unarmed weapons, but will damage the wearer as well as the target, so it is
generally not advised.
Advanced 30 Duration lasts [POT*10] minutes. Damage increases to [POT*3].
Duration lasts POT hours. Duration equal to the Unicorn’s Potency in hours. Damage increases to
Expert 50 [POT*4]. Critical Hit effect is equal to POT.
Spirit of Waves
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with refreshing water.
rank STrain coST DeScriPTion
Duration lasts POT hours. Items imbued with Spirit of Waves will produce one gallon of purest
Expert 35 water every turn until the duration runs out or a condition set by the caster is met (such as filling a
container), whichever is sooner.
352
Spirit of Whispers
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a hushing whisper.
rank STrain coST DeScriPTion
Duration lasts [POT*10] minutes. Weapons imbued with Spirit of Whispers become silenced,
Advanced 15 making only the faintest of sounds. Characters wearing clothing imbued with Spirit of Whispers
gain a bonus equal to [5+(POT*2)] for Sneak tests.
Duration lasts POT hours. Weapons imbued with Spirit of Whispers become completely silent.
Expert 30 Characters wearing clothing imbued with Spirit of Whispers gain a bonus equal to [25+(POT*4)]
for Sneak tests.
Spirit of Wind
The Equestrian solution to Zebra Shamanism. This spell imbues targeted items with a windy flow.
NOTE: The reduction to AP from Spirit of Wind stacks with the reductions from the perks Gladiator Pony and Lead Rain, but
no combination of AP cost reducers can reduce a weapon’s AP cost below 10. In addition, the maximum AP savings do not
stack -- only the higher value applies.
rank STrain coST DeScriPTion
Duration lasts POT minutes. Weapons imbued with Spirit of Wind reduce their AP cost to use by
POT to a minimum AP cost of 10 and a maximum AP savings per turn of [POT+15]. Characters
Basic 15 wearing clothing imbued with Spirit of Wind may make an extra Move Action during their turn for
free, as can vehicles and robots imbued with this spell.
When cast on weapons, the maximum AP savings becomes [POT+20]. In addition to the benefits of
theBasic version of this spell, characters wearing clothing or operating vehicles imbued with Spirit
Advanced 30 of Wind gain one-for-one benefits for spending remaining AP on dodging at the end of their turn,
as can robots imbued with this spell. Duration lasts [POT*10] minutes.
Weapons imbued with Spirit of Wind reduce their AP cost to use by [POT+5] to a minimum AP
cost of 10 and a maximum AP savings per turn of [POT+25]. In addition to the benefits of the
Expert 50 Advanced version of this spell, characters wearing clothing imbued with Spirit of Wind may make
an additional extra Move Action (for a total of two) during their turn for free, as can vehicles and
robots imbued with this spell. Duration lasts POT hours.
353
Manipulation Magic
Arcane Mark
This spell can be used to either leave a magical mark on a selected surface or activate an existing one. Magical marks can be of
any design, can be either visible or invisible to the naked eye, be permanent or temporary. The casting of the Arcane Mark spell
upon the surface where the mark is hidden will also reveal hidden marks.
NOTE: The lines of arcane energy created by an arcane mark can be woven into a matrix, making Arcane Mark a valuable
spell for Matrix Casters or friends of Zebra Shamans. Weaving an Arcane Mark into a spell matrix requires an additional
six casting actions, but grants all involved casters the benefits of Zen Casting while casting through the matrix (if they do not
already possess the perk). A talisman with an integrated Arcane Mark will grant a Zebra Shaman a +5 bonus to their Barter
check for enchanting that talisman or +15 if dealing with a Spirit of Magic.
rank STrain coST DeScriPTion
Leaves a mark on selected place. The mark may be either up to VER feet with small details or up to
Basic 5 VER inches with complex details.
The arcane mark may be up to VER yards with complex details. The arcane mark may be designed
Advanced 15 to remain invisible until a triggering phrase is spoken or a triggering action is taken.
As Advanced, except the arcane mark may be designed to be visible or invisible to a general class of
Expert 35 creatures (e.g. “all Unicorns” or “not Zebras”).
Bypass
This spell causes the target item or spell to completely ignore a particular class of objects or spells. A bypass spell must be cast
onto an object when that object is forged, crafted, or assembled. A bypass must be integrated into a spell, as the spell is cast via
a spell matrix (see the Advanced Matrix Caster perk). When cast upon an object, the spell affects all the object’s component
parts and immediate effects, even if those component parts should change. For example, a bypass spell cast on a firearm would
affect the bullets in that firearm, even if the clip was changed. Likewise, bypass on a shield spell which causes the spell to
ignore an individual would continue to do so even if the individual gained up to three levels of Taint. When casting Bypass,
the caster must designate what class of object is being ignored. The classification may be broad (example: all ponies), narrow
(example: Unicorns), or tight (example: one particular Unicorn). The tighter the classification, however, the more imprecise the
Bypass becomes. For example: a Bypass spell designated to cause a shield spell to ignore a specific individual will also allow
members of that individual’s bloodline through.
NOTE: A caster with the Bonds of Friendship spell may designate “my friends” as a tight classification. This spell requires the
caster also have the Quest Perk Great and Powerful.
rank STrain coST DeScriPTion
Range is Short. Duration is permanent (or at least as long as the item or spell that the Bypass is
Expert 50 being cast upon lasts).
Cloudwalk
This spell allows those born without wings to walk on, and interact with, clouds.
rank STrain coST DeScriPTion
Basic 15 Duration of POT hours. Allows the target to interact with clouds.
354
Come to Life
This spell animates an inanimate object. Animated objects will move under the guidance of the caster with a successful Arcane
Magic skill check. However, if the caster fails this check, the animated object will take on a life of its own until the spell
duration ends. The caster may need to make skill rolls to make proper use of items which she has brought to life (for example,
she would need to make a Firearms skill check to properly guide an animated rifle). Such rolls are made with a +20 bonus.
Duration of [POT+VER] minutes.
rank STrain coST DeScriPTion
May animate a single small object up to [POT*10] inches in its largest dimension. Animated objects
Basic 15 will be only capable of basic movement. Caster gains a +10 bonus to the Arcane Magic skill check
for the purpose of putting animated objects under their guidance.
May animate a single large object up to [POT*10] feet in its largest dimension or VER small
Advanced 30 objects. Animated objects will be capable of fluid and complex movement. Caster’s Arcane Magic
skill check gains no bonus.
May animate a single huge object up to [POT*10] yards in its largest dimension, VER large
objects, or [VER*3] small objects. The objects affected by Expert-level Come to Life will change in
Expert 40 appearance, seeming to become actual living creatures. Caster’s Arcane Magic skill check is made at
a -10.
Failsafe
Failsafe dispels all magic and magical effects up to a given intensity and within a given area. Failsafe always targets all magic
within its area of effect, affecting any magic whose intensity is not beyond the spell’s scope. Affected spells or magical effects
with a finite duration are instantly eliminated. Affected permanent spell effects, as well as magical items and places, have their
magical abilities suppressed for a short duration. Affected naturally magical creatures do not lose innate, ongoing magical
abilities (such as a Pegasus’ ability to stand on clouds) but are rendered unable to actively invoke spells or similar effects (such
as a young Dragon’s breath at Advanced or a young adult Dragon’s breath at Expert).
NOTE: There is rumored to be an even greater version of this spell capable of dispelling powerful magic, including spells cast
at Expert-level. If true, this might be an entirely new class of spell. Such a spell would require, at the very least, the Quest Perk
Great and Powerful.
rank STrain coST DeScriPTion
Dispels all weak magic and magical effects, including those created by Basic-level spells. Area of
effect is a [POT*10] yard radius around the caster. Magic not dispelled remains suppressed for
Advanced 30 POT turns. Affected targets may attempt to shake off the effects with an END roll at a penalty equal
to the caster’s POT (minimum 1).
Dispels all moderate magic and magical effects, including those created by Advanced-level
spells. Area of effect is a [POT*100] yard radius around the caster. Magic not dispelled remains
Expert 50 suppressed for POT minutes. Affected targets may attempt to shake off the effects with an END roll
at a penalty equal to the caster’s POT (minimum 0).
355
Growth
Causes seeds to sprout and eggs to hatch, speeds pregnancy, or causes a living plant or creature to physically mature rapidly
over a period of POT turns. Requires a successful Medical skill check. Unwilling targets may resist with a successful END or
LCK check at a +3 bonus. This spell cannot induce growth beyond the natural “adult” stage of a plant or creature’s physical
development.
rank STrain coST DeScriPTion
Will cause POT days worth of growth. Short range. Can affect [VER*10] seeds, VER plants, one
Basic 25 unborn/unhatched living creature, or one non-intelligent living creature.
Will cause POT weeks worth of growth. Medium range. Can affect [VER*100] seeds, [VER*10]
Advanced 35 plants, VER unborn/unhatched non-intelligent living creatures, VER non-intelligent living creatures,
one unborn/unhatched intelligent living creature, or one intelligent living creature.
Expert 50 As Advanced, but will cause POT months worth of growth.
Memory Implant
This spell causes a target to experience a memory. The memory may be either one of the caster’s, one of the target’s, or a
memory obtained through the Memory Extraction spell. The target must be either unresisting or restrained and the caster must
hold her horn to the target’s horn or forehead for the duration. The memory is perfectly real, affecting all senses. Implanted
memories do not carry any of the thoughts or emotions from the individual that the memory is from. However, causing a
target to relive their own memories will cause the target to also relive the emotions and thoughts she had during the original
experience. Reliving a memory takes the same amount of time as the events originally took, and the target is rendered helpless
and unable to act while the memory is being experienced. Once the target has relived the memory it becomes a permanent part
of her own memories. The spell may be used to give the target a temporary bonus to a skill related to the memory. This bonus
lasts for [caster’s POT] hours.
rank STrain coST DeScriPTion
The target remembers the memories clearly, but is able to easily distinguish them from her own if
Advanced 30 they are not. Can give a +10 temporary bonus to a skill.
The caster can cause the target to relive the memory over the course of [11-POT] minutes, minimum
one minute, regardless of length of the memory. The target remembers the memories as if they were
Expert 50 her own (although the target will realize something is wrong with the memories if they are from
someone with different physiology or abilities than herself). Can give a +20 temporary bonus to a
skill.
Organize
This spell automatically sorts your inventory, maximizing space in your saddlebags or other containers, and putting the object
you desire on the top for easy access. The spell will continue to reorganize your inventory, putting the desired objects in easy
access, for the duration of the spell. Accessing items in an organized pack costs 10 less AP than normal.
rank STrain coST DeScriPTion
Basic 5 Duration VER hours.
Advanced 10 Duration VER days.
Expert 20 Duration VER weeks.
356
Phase
This spell is cast upon a solid, mundane object to make the object or a section of the object intangible for POT turns. Phase
cannot be cast on magically-enhanced objects or magical shields. The affected area glows dimly with the color of the caster’s
magical aura. Casting Phase on an item worn or carried by another character requires an additional successful Arcane Magic
skill check (with any appropriate called shot or target size penalties). Worn items which are phased will remain on the wearer,
but will provide no DT (although other bonuses remain intact). Items that have been phased cannot be used or equipped. If two
items occupy the same space when Phase ends, the foreign item is ejected. Ejected beings suffer [POT*5] damage on a failed
LCK check. Items ejected suffer one level of condition degradation. The duration of Phase may be ended early with a successful
Arcane Magic skill check at a penalty equal to [-5*(remaining turns)].
NOTE: An object affected by Phase does not become intangible to itself, in whole or in part. As such, an object will not lose
structural integrity if part of that object is phased, nor will components of complex objects that are phased cease to function
in regards to the object they are part of. For example: phasing the lock on a safe will not allow you to open it -- the lock is
considered an integral component and remains solid in regards to the rest of the safe. However, the caster can tip the safe and
dump out what is inside through the phased section.)
rank STrain coST DeScriPTion
The object or area of an object affected may not exceed the caster’s [VER*3] inches in its largest
Basic 20 dimension or have a DT greater than 10.
The object or area of an object affected may not exceed the caster’s VER feet in its largest dimension
Advanced 35 or have a DT greater than 20.
The object or area of an object affected may not exceed the caster’s VER yards in its largest
Expert 50 dimension or have a DT greater than 30.
Remake
Remake uses temporal magic to revert an item to its original condition. Casting Remake requires at least 75% of the target
object and requires a successful Repair & Mechanics skill check. This roll has a bonus equal to the caster’s [POT*5] and a
penalty based on the target item’s level of disrepair or damage. Success immediately removes all damage done to the object --
missing pieces re-appear, broken parts mend back together, worn and stressed materials become whole. Objects healed in this
way aren’t so much repaired as they are unbroken, returned to their state before they were damaged.
357
Sculpt
This spell allows you to reshape matter. It may be used on any non-magical, non-aware, simple substance. Sculpting an object
with a DT rating (such as barding or a safe) requires an additional successful Arcane Magic skill check with a penalty equal
to [10+((object’s DT)*2)]. Sculpting a substance that is in motion requires a successful Arcane Magic skill check at a 30 point
penalty. Sculptures created through this spell are usually simple, but the caster may make the sculpture refined and detailed
with a successful PER check and an additional 10 Strain.
rank STrain coST DeScriPTion
Basic 20 Range of Touch. Effects last POT hours. Area of effect is up to VER feet in its largest dimension.
Advanced 35 Short range. Effects last POT days. Area of effect is up to [VER*2] feet in its largest dimension.
Expert 50 Medium range. Effects are permanent. Area of effect is up to [VER*4] feet in its largest dimension.
Spell Closet
This spell allows you to pre-cast one or more other spells and “hang” their effects, triggering them at a later time. As well as
paying the cost for Spell Closet, you pay half of the cost (rounded up) of any spells you are hanging now and the other half
when the spell is triggered. Triggering a hung spell is a 15 AP action. The caster may trigger one hung spell a turn.
NOTE: A caster may not use Zen Casting when casting a spell into Spell Closet (although Spell Closet itself may be cast with
Zen Casting). Additionally, a caster may not use Wild Spell on the same turn in which she trigger’s a hung spell.
A Great and Powerful version of Spell Closet exists that allows a caster to hang a spell on an non-magical object until a specific
condition is met. A condition must be spoken by the caster during casting or the spell will be lost. This condition is written into
the spell in such a way that the spoken words are revealed when Arcane Mark is cast upon the object. The spell may then be
triggered under specified conditions. This spell is called Spell in a Box.
rank STrain coST DeScriPTion
The caster may hang one spell. The spell must be triggered within [POT*10] minutes or it will be
Basic 20 lost.
The caster may hang [VER/2] spells. The spells must be triggered within POT hours or they will be
Advanced 30 lost.
The caster may hang VER spells. The spells must be triggered within POT days or they will be lost.
Expert 40 The caster may trigger up to two hung spells a turn.
Summon Object
This spell allows the caster to summon one or more pre-defined objects. To define an object as summonable by this spell, the
caster must touch her horn to the object and spend 5 Strain. Summoning takes a full turn. An object about to be summoned
will glow in a magic aura throughout the turn, teleporting to the caster at the start of her next action. A summoning can be
interrupted by someone moving the object before it departs. This spell cannot be used on items that are integral parts of other
items (such as the clip out of a gun or the hinges off of a door), nor on living or undead creatures.
rank STrain coST DeScriPTion
Summons a chosen, pre-defined object to the caster. The object cannot be something larger than the
Basic 15 caster. The caster may have VER pre-defined objects. Range is [POT*100] yards.
Summons up to [(VER/2), rounded up] pre-defined objects to the caster. The objects cannot be
Advanced 25 something larger than yourself. The caster may have [VER*2] pre-defined objects. Range is POT
miles.
Summons up to VER pre-defined objects to the caster. At the cost of +20 Strain, this may be used
Expert 40 on items which are integral parts of other items. Range is [POT*100] miles.
358
Teleport
Teleportation only allows the caster to teleport creatures and the possessions they are immediately wearing and/or carrying.
The teleportation spell of Purple Alicorns is unique in that it will allow the teleportation of objects as well. At basic, a Purple
Alicorn may teleport a single, unattended object of a size up to [VER*3] inches in its greatest dimension. An unattended
object is one not held or carried by another creature or a component of a larger structure (such as a magazine from a gun).
At Advanced, the Purple Alicorn may teleport up to [(VER/2), rounded up] unattended objects of a size up to VER feet in its
greatest dimension. And at Expert, she may teleport up to VER attended objects of the same size or she may teleport a single
object of up to VER yards in its greatest dimension (such as a passenger wagon) and any objects held within it. The Purple
Alicorn’s version of Teleport cannot be used to remove structural elements, fused objects, or objects which are integral to living
creatures (such as Cybernetics).
NOTE: Travel occurs during the casting of the spell. For example: Magic Trace will tell the caster’s new location at the end of
casting Teleport. Additionally there is a version of Expert Teleport with the additional option that you may attempt to teleport
a single target up to a very long distance without teleporting yourself. Doing so requires a successful Arcane Magic check at
-30 and +30 Strain. This version of the spell may only be gained after acquiring the Quest Perk Great and Powerful. Teleport
cannot deliberately target an already occupied space. Any attempt to do so will result in the spell failing with the caster losing
the Strain. Mishaps from failed Arcane Magic checks for a Teleport are unpredictable and potentially grisly.
rank STrain coST DeScriPTion
Teleport yourself instantly a short distance within line of sight (far enough to cross most buildings).
Basic 20 You can teleport a single willing target along with you at a cost of an additional +20 Strain.
Teleport yourself instantly a moderately long distance (far enough to easily cross a large town).
You no longer need to have line of sight to the destination, as long as it’s a familiar place. You can
Advanced 30 teleport up to [(VER/2), rounded up] willing targets along with you at a cost of an additional +15
Strain each.
Teleport yourself instantly a very long distance, reaching substantially across the Wasteland.
Teleporting into an area that is not familiar adds +20 Strain and requires a successful Arcane
Magic skill check at -20 to avoid mishap. You can teleport up to VER willing targets along with
Expert 40 you at a cost of an additional +10 Strain each. You may also teleport up to [(VER/2), rounded up]
targets a short distance within line of sight without teleporting yourself at the cost of [30+(15 per
target after the first)]. Targets may resist with an Endurance roll at +2.
Time Jaunt
This spell allows you to teleport back in time for a very short duration. The caster is able to interact with the past, but nothing
the caster does will alter the future -- the actions the caster takes are the actions the caster has always taken at that point in
time, forming a stable time loop. The caster may choose to travel to any point in time she can clearly envision (whether it be
from her own lifetime or thanks to photographs or accurate text).
NOTE: This spell may only be used by a caster once. This spell requires the caster also have the Quest Perk Great and
Powerful.
rank STrain coST DeScriPTion
Expert 50 Duration POT turns.
359
Transformation
This spell allows the caster to change one object into another object. When the caster learns this spell, she must choose a
narrow classification of “target” objects she can transform and a narrow classification of “result” objects she can transform
them into. The caster may choose [(VER/2), rounded up] classifications for each. These classifications are up to GM approval.
For example, a caster may choose “Unicorns” and “small animals” as target objects, and “horses” and “potted plants” as result
objects. The caster could then turn a couple of mice into horses or potted cacti. The caster may affect up to [(POT/2), rounded
up] targets within the same target classification at once. Living creatures may only be transformed into living creatures;
non-living objects may only be transformed into non-living objects. This spell may be learned multiple times, taking different
classifications each time. Casting this spell requires a successful Arcane Magic skill check.
rank STrain coST DeScriPTion
Range is Short. Duration is a set time of day within the next 24 hours, designated by the caster.
For example, the caster may transform a pumpkin into a carriage with the spell set to expire “at
midnight”. If the caster does not set a time of day for the spell to end, the spell ends in POT hours.
Transformed targets bear obvious characteristics of their original form and can be identified with
Advanced 30 a successful roll, usually PER. For example, a pumpkin transformed into a carriage resembling a
giant pumpkin. Living targets may avoid transformation with a successful END check at a penalty
of 1 per Degree of Success on the caster’s Arcane Magic check (minimum -3). For non-living objects,
each affected object cannot be more than [POT*10] inches in its largest dimension.
Range is Short. Duration is a set until a specific condition is met and that condition must be spoken
by the caster during casting. If the caster does not set a condition for the spell to end, the spell ends
in POT days. This condition is written into the spell in such a way that the spoken words are
Expert 50 revealed when Arcane Mark is cast upon the target. Targets transformed by the Expert level of this
spell cannot be identified as transformed objects. Living targets do not get a roll to resist. For non-
living objects, each affected object cannot be more than [POT*10] feet in its largest dimension.
Wings
The subject gains fragile wings and Flight (rank 2). Treat the subject as a Pegasus for hit locations. Wings made from this spell
have half the normal health of a limb, rounded down, and are destroyed if crippled.
rank STrain coST DeScriPTion
Expert 50 Duration of POT hours.
360
Medical Magic
Alter Chemistry
This spell allows the caster to alter the mood of the patient.
rank STrain coST DeScriPTion
Duration of [POT*5] minutes. Creates a hormone surge which causes the patient to become one
of the following: fearful, enraged, calm, panicked, happy, drowsy, horny, or suggestible. Once every
five minutes, intelligent living creatures can ignore the effects for five minutes with a successful INT
Advanced 20 check. Non-intelligent living creatures cannot negate the effect. This spell has no effect on non-living
creatures (such as Ghouls or robots). This spell may be used to grant a bonus on Speech-based skill
checks made against the target by [POT*5], so long as the patient is not able to ignore the effect.
Range is Short.
Duration lasts [POT*30] minutes. As Advanced, but can affect VER patients. Every fifteen minutes,
Expert 40 intelligent living creatures can ignore the effects for fifteen minutes with a successful Intelligence
check at a penalty equal to [(POT/2), rounded up] (minimum 1).
Alter Physiology
This spell allows the caster to alter a patient on a physical level. Only one application of this spell may affect a single patient at
a time. Patients may resist with an END check. Range of Touch.
NOTE: The core nature of the patient does not change. The patient cannot breed in the new form and does not get any of the
innate magical abilities of the race they are mimicking. The patient also does not lose her own innate magical abilities. This
spell cannot create or alter a Cutie Mark.
rank STrain coST DeScriPTion
Duration lasts [POT*5] minutes. Causes an instantaneous, minor physical alteration (such as
Basic 15 changing palette or growing a mustache).
Duration lasts [POT*30] minutes. Alterations become more substantial, allowing the caster to add
+2 or -2 to any one of the target’s S.P.E.C.I.A.L. attributes, except for Luck, for the duration. This
may not drop a target’s S.P.E.C.I.A.L. below 1 or raise it above the target’s racial maximum (usually
Advanced 30 10). The caster may attempt to alter the patient to look like a specific other target of the same size,
race, and gender with a successful PER check, so long as the caster is very well acquainted with the
individual being imitated.
Duration lasts [POT*3] hours. As Advanced, but the caster may now add +2 or -2 to any
two S.P.E.C.I.A.L. attributes, except for Luck, for the duration. This may not drop a target’s
S.P.E.C.I.A.L.s below 1, but may raise the target’s S.P.E.C.I.A.L.s above the target’s natural
Expert 45 maximum (usually 10). The patient’s apparent gender may be changed, as may the patient’s
apparent race, so long as the new race is relatively similar. A Unicorn could be turned into a
Pegasus, or even a Zebra, but not a Griffon.
361
Anesthetic
Conjures a ball of anesthetic magical energy a few inches in front of the caster’s horn. The caster must roll a Magic skill check
to hit the patient. If successful, the patient loses their sense of touch and pain. This also results in a loss of associated motor
capabilities, effectively paralyzing the patient.
rank STrain coST DeScriPTion
Duration is one hour on a willing or unconscious subject. On an unwilling patient, target must
roll an AGI check at a -2 for every action they perform during the first POT amount of turns. The
Expert 45 target then suffers a -10 to all skill checks for the rest of the hour. Does not work on Cyberponies
rank 2 and above.
Bone Mending
This spell allows the the caster to regrow bones and otherwise restore crippled limbs. Unlike most healing spells, the magic of
Bone Mending must be carefully guided by the caster. This is a delicate and precise process, calling for a successful Medicine
skill roll to properly repair the limb. Range of Touch.
rank STrain coST DeScriPTion
Heals [2d10+(4*POT)] over 3 turns to any single body part of the caster’s choice. The spell
also heals one-fifth as much (rounded up) as the patient’s actual health pool in addition to this
Advanced 15 restoration to limbs. At this level, repairing severed limbs or limbs crippled by Magical Energy
Damage is impossible.
Heal amount is increased to [3d10+(6*POT)] over 4 turns to each of [VER/2] limbs
simultaneously. Also heals one-fifth as much (rounded up) to the patient’s actual health pool as it
does to any individual limb. Reattaching severed limbs is possible, but requires restoring at least half
Expert 20 or 40 of the limb’s missing health within 5 rounds of being severed without outside aid. External magic
may further increase the duration which can pass before treatment begins. Restoring limbs crippled
by Magical Energy Damage is especially difficult, requiring double the Strain and imposing a -30 to
the Medicine skill roll.
Clean
This spell cleans patients and objects, rendering them spotless.
rank STrain coST DeScriPTion
Basic 5 Cleans one patient or matter fitting within a cube of up to POT feet.
Cleans one patient, disinfecting all wounds, or cleans and sanitizes up to POT square yards of
Advanced 10 matter.
Heal
The signature spell of medical ponies, Heal enhances natural regeneration of the patient’s tissues. Range of Touch.
NOTE: Heal can be shaped by more expert ponies with surgical precision, given the necessary time and concentration. With a
successful Medicine skill check at moderate difficulty, the caster may target only a specific injury or ailment, adding +2d10 to
the amount healed.
rank STrain coST DeScriPTion
Heals [2d10+(4*POT)] Hit Points and immediately closes wounds. Heal amount is spread among
Basic 10 or 20 all limbs evenly. Cannot restore crippled limbs. Healing Magical Energy Damage is especially
difficult, requiring double the Strain and requiring a Medicine skill roll at a -10.
Advanced 15 or 30 Healing amount increased to [5d10+(5*POT)] over 3 turns. Cannot restore crippled limbs.
Expert 20 or 40 Healing amount increased to [8d10+(6*POT)] over 4 turns. Cannot restore crippled limbs.
362
Life Surge
This spell floods the target’s deceased body with healing magic, repairing mortal wounds and kick starting the body’s functions
in an attempt to bring them back from the dead.
rank STrain coST DeScriPTion
Brings a deceased target back to life with [POT*10] HP, so long as the patient died within the past
Expert 45 POT turns. Targets who were turned to ash, goo, or “chunky salsa” may not be revived with this
spell.
Pain Relief
While under the effect of Pain Relief, the target can ignore crippled limbs (albeit at the risk of hurting herself further) and gains
a bonus to DT. Range of Touch.
rank STrain coST DeScriPTion
Basic 8 Duration of POT minutes. Patient gains +2 DT
Advanced 16 Duration of POT hours. Patient gains +4 DT.
Purge System
This spell allows for poison/drug purging and quickens drug recovery, but is also draining for the patient.
NOTE: The Great and Powerful variation of this spell can purge Taint.
rank STrain coST DeScriPTion
The patient’s body goes through up to POT days worth of metabolism, without suffering the ill
consequences. This cleanses the body of all toxins with durations which would expire in that time
and quickens recovery of the rest by the same amount. This also burns through the patient’s inner
Advanced 20 resources by half that amount, causing the patient’s hunger and thirst to increase accordingly and,
for patients who heal through radiation, to shed their radiation as if that amount of time had
passed, healing the appropriate amount. No matter the POT of the caster, this spell is unable to kill
a target by burning their internal resources.
Regeneration
This spell imbues a patient with hightened recovery and self regeneration capabilities.
NOTE: Magical Energy Damage is particularly egregious. Regeneration of such damage will leave permanent scars and
regeneration of a limb crippled by Magical Energy Damage will result in debilitation, imposing a -10 on actions involving the
use of that limb.
rank STrain coST DeScriPTion
Advanced 30 Patient regenerates POT HP at the end of every round for a duration of POT minutes.
Duration is [POT*10] minutes. Patient regenerates [5+POT] HP at the end of every round. Can
Expert 50 regenerate entirely missing limbs, but requires healing the limb to 5 times its normal maximum
health to do so. Recovery from missing limbs may take weeks beyond simply growing it back.
363
Restoration
Works like Heal, but Strain cost is halved and the healing occurs slowly.
rank STrain coST DeScriPTion
Heals [2d10+(4*POT)] Hit Points; closes wounds over two minutes. Heal amount is spread among
Basic 5 or 10 all limbs evenly. Cannot restore crippled limbs. Healing Magical Energy Damage is especially
difficult, requiring double the Strain and requiring a Medicine skill roll at a -10.
Advanced 8 or 16 Healing amount increased to [5d10+(5*POT)] over 4 minutes. Cannot restore crippled limbs.
Expert 10 or 20 Healing amount increased to [8d10+(6*POT)] over 6 minutes. Cannot restore crippled limbs.
Sound Slumber
Sound Slumber does not put targets to sleep or increase the time a target is asleep, but improves the quality of sleep of the
target. Targets will sleep their normal duration, but the spell will cease to work if the target happens to sleep for more than 16
hours.
rank STrain coST DeScriPTion
Basic 10 Maximum duration of sixteen hours. Patient recovers POT in extra HP with each hour of sleep.
Advanced 20 As Basic, but the caster may affect VER patients.
As Advanced, but may put willing targets immediately to sleep. Will not affect unwilling targets in
Expert 35 any manner.
Speed Recovery
This spell allows a patient to regain points of S.P.E.C.I.A.L.s lost from a single source, so long as the source of the damage is
no longer present. This does not aid in cases where the points of S.P.E.C.I.A.L. are lost because the source of the damage is still
present, such as RADs or poison.
rank STrain coST DeScriPTion
Duration is POT hours. Patient recovers damage to S.P.E.C.I.A.L.s at double the normal rate for the
Advanced 25 duration of the spell.
Patient recovers damage to S.P.E.C.I.A.L.s at double the normal rate. The spell lasts until the patient
Expert 50 has recovered.
364
Illusion Magic
Amplify
This spell exaggerates a source of sensory stimuli of a pony. A light can become blindingly bright, a sound can become
deafeningly loud, a smell can become nauseatingly overpowering, etc. Using this spell to augment a speaker’s voice adds a
bonus of [POT*5] to the speaker’s Bluff & Intimidation skill check for the purpose of intimidating.
rank STrain coST DeScriPTion
Duration of one turn. Debilitating effects only last for the duration of the spell. Targets may make
Basic 8 an END check at a +1 bonus to avoid any debilitating effects.
Duration of POT turns. Debilitating effects last for the duration of the spell plus [POT/2] turns.
Advanced 12 Targets may make an END check at a -1 to avoid any debilitating effects.
Duration of POT minutes. Debilitating effects last for the duration of the spell plus POT turns.
Expert 16 Targets may make an END check at a -3 to avoid any debilitating effects.
Compulsion
Compulsion allows you to magically command a behavior within a creature. While the caster is not required to speak, the
player must iterate the command in [5+VER] words or less. This is a very tricky spell, as unnatural compulsions often result
in unexpected behavior. Additionally, each turn that the compulsion would affect an intelligent target’s actions, that target may
make an INT roll to fight off the effect of the spell. This roll normally has a penalty equal to the caster’s [POT/2] to shake
off the effect; however, if the action would bring direct harm to the target or one of the target’s loved ones, this check is made
without that penalty. If the induced behavior would result in obviously lethal harm, this check gains an additional +3 bonus.
This spell has no effect on robots or other machines.
rank STrain coST DeScriPTion
Duration of POT turns. Targets a single creature within [POT*10] feet. Affects only unintelligent
Basic 20 biological creatures.
Duration of POT minutes. Targets unintelligent, biological creatures within a [POT*10] yard cone
Advanced 35 extending out from the caster’s line of sight or targets a single intelligent, biological creature within
[POT*10] feet.
Duration of [POT*10] minutes. Targets unintelligent, biological creatures within a [POT*100] yard
Expert 50 radius centered on the caster or targets intelligent, biological creatures within a [POT*10] yard cone
extending out from the caster’s line of sight.
365
Discord
Targets up to [VER/2] biological creatures, shifting each target’s mood and attitude towards the other targets in a negative
direction. Targets that were loving become indifferent. Targets that were indifferent become quarrelsome. Targets that were
quarrelsome become outright hostile. Currently friendly or indifferent targets whose underlying relationship is quarrelsome or
hostile will automatically shift to match that underlying state. This spell may only be cast on a particular target once per day.
When the duration ends, the targets do not revert to their previous dispositions automatically, but may do so naturally over a
short time. The caster may include herself as one of the targets.
NOTE: This spell can only be learned from dark sources, such as certain spirits and star-touched creatures. When spirits use
this power, it is a spiritual attack that functions off of Spirit Power and is resisted by Charisma. Thus, it requires that the caster
also have the quest perk Great and Powerful. The effects of this spell are immediately dispelled by the spell Harmony.
rank STrain coST DeScriPTion
Duration of POT turns. Affected targets may attempt to shake off the effects with an END roll at a
Advanced 30 penalty equal to the caster’s [POT/2] (minimum 1).
Duration of POT minutes. Affected targets may attempt to shake off the effects with an END roll at
Expert 45 a penalty equal to the caster’s POT (minimum 1).
Grand Illusion
Can create an illusion spanning [(VER/2), rounded up] sense categories -- sight, hearing, smell & taste (combined), and touch
-- over an area of [POT*VER] yard radius. The illusion may be static or the caster may manipulate the illusion as a 25 AP
action with a successful Arcane Magic skill check. Each turn the caster succeeds in manipulating the illusion, she may choose
to use the illusion to cause impairment or illusionary damage to up to VER targets within the area of the spell’s effect.
NOTE: This spell may be used to cause Illusionary Damage equal to [30+(3*(POT+VER))] to affected targets each turn (so
long as touch is one of the senses affected). This damage is not real -- it ignores DT, can only knock a target unconscious, and
will heal immediately once the spell ends. Alternately, this spell may also be used to disorient or similarly impair targets, giving
the targets a penalty [(POT/2), rounded up] to the S.P.E.C.I.A.L. of the caster’s choice (to a minimum of 1).
rank STrain coST DeScriPTion
Advanced 35 Duration of POT minutes.
Duration of [POT*10] minutes. Adds +1 to the caster’s POT and VER for determining the effects of
Expert 45 this spell.
366
Harmony
Targets up to [VER/2] biological creatures, shifting each target’s mood and attitude towards the other targets in a positive
direction. Targets that were hostile become indifferent. Targets that were indifferent become friendly. Targets that were friendly
become loving. Currently hostile or indifferent targets whose underlying relationship is friendly or loving will automatically shift
to match that underlying state. This spell may only be cast on a particular target once per day. When the duration ends, the
targets do not revert to their previous dispositions automatically, but may do so naturally over a short time. The caster may
include herself as one of the targets. Speech checks made between the targets gain a [POT*3] bonus.
NOTE: If a target who has shaken off the effect of the spell becomes hostile or dangerous, the effects of the spell are negated, but
only towards that target. If the caster included herself as a target, she may not attempt to throw off the effects. Many spirits can
use a spirit power similar to Harmony. However, that power attacks the spirit rather than the mind; it is a spiritual attack that
functions off of Spirit Power and is resisted by Charisma.
rank STrain coST DeScriPTion
Duration of POT turns. Affected targets may attempt to shake off the effects with an END roll at a
Advanced 25 penalty equal to the caster’s [POT/2] (minimum 1).
Duration of POT minutes. Affected targets may attempt to shake off the effects with an END roll at
Expert 40 a penalty equal to the caster’s POT (minimum 1).
Hidden Aura
This spell allows the caster to hide their magical aura for all spells cast during the duration of Hidden Aura.
rank STrain coST DeScriPTion
Duration of concentration. You hide the glow from your horn and the aura of magic that surrounds
Expert 30 + special objects you manipulate with your magic. This spell adds 5 Strain to the cost of every spell cast
during its duration.
Illusion
This spell must be taken separately for sight, hearing, smell & taste (combined), or touch. The spell creates an illusion
affecting the relevant sense (or senses). The illusion may be static or the caster may manipulate the illusion (such as having an
illusionary pony walk around or an illusionary voice speak) as a 30 AP action with a successful Arcane Magic skill check. This
spell cannot cause direct harm or impairment. Must be cast on intelligent, biological creatures.
rank STrain coST DeScriPTion
Basic 15 Duration of POT turns. May affect up to [VER/2] targets at range of Touch.
Advanced 25 Duration of POT minutes. At Point Blank range.
Expert 35 Duration of [POT*10] minutes. May affect VER targets.
Ripple
This spell causes a shifting visual distortion that makes it difficult to identify at target, aim at specific body parts on a target, or
even discern which direction the target is facing. A caster may not have multiple Ripple spells functioning simultaneously.
NOTE: The benefit of Ripple does not stack with the benefit of the Dazzle Armor properties.
rank STrain coST DeScriPTion
Duration of POT turns. May target self only. Adds a penalty equal to the caster’s VER to any
Basic 8 applicable rolls.
Duration of POT minutes. Has range of Touch. Adds a penalty equal to double the caster’s VER to
Advanced 12 any applicable rolls.
12 + 4 Per Duration of [POT *10] minutes. May be cast on up to VER willing and/or unconscious targets
Expert Target within Point Blank range. Adds a penalty equal to triple the caster’s VER to any applicable rolls.
367
Sensory Foil
This spell must be taken separately for sight, hearing, smell & taste (combined), or touch. The spell’s exact effects may vary
according to the caster’s personal taste -- one caster with visual Sensory Foil may cause the target to become blurred, while
another might create a camouflage effect. Alternate names for the different versions of this spell are common.
NOTE: The Expert version of this spell requires the caster also have the Quest Perk Great and Powerful. Blue Alicorns
have Invisibility as a racial spell, which is a visual Sensory Foil spell with Expert-level effectiveness, but with a duration in
accordance to the level that the Alicorn has taken the spell (starting at Basic). Visual Sensory Foil (including Invisibility) will
not mask the light emanating from light source otherwise obscured by the effect (for example, if a Stable-Dweller using a
StealthBuck leaves her PipBuck light on or a Blue Alicorn casts a spell, causing her horn to glow).
rank STrain coST DeScriPTion
Duration of POT turns. This spell is cast on a single target and impedes all attempts to perceive
Basic 15 that target with the appropriate sense or senses. The target gains a bonus of [POT*5] to Sneak rolls
against the impeded sense(s).
Duration of POT minutes. Can be cast as an Area of Effect spell with a fixed center and a
maximum radius of [POT*5] yards. The affected area can be shaped with a successful Arcane
Advanced 25 Magic roll at a + [VER*5] into any shape that fits within the maximum radius. This spell affects
all who are within the area or who attempt to perceive into that area with the impeded sense(s)
(including the caster).
Duration of [POT*10] minutes. Attempts to perceive the target or within the targeted area with the
Expert 40 impeded sense(s) automatically fail.
Simulacrum
This spell creates an illusion that is not only perfect to all senses, but that can be functionally interacted with. For example: a
caster could conjure a simulacrum of a door in the middle of a field just so she could shut it in somepony’s face. That somepony
could then open the door. The simulacrum naturally interacts as if it is real within the limitations of the spell. The simulacrum
is not actually real, however, and thus cannot hold weight or stop a moving object. Using a simulacrum requires skill checks
as if it was the actual item. If the simulacrum is used to cause harm (such as striking an opponent with a simulacrum of a
sword), then it deals damage as if it was the actual item up to a maximum amount of cumulative damage dealt equal to the
caster’s [POT*20]. If the simulacrum deals more damage than this, any additional damage is negated and the simulacrum
vanishes on the next turn. This damage is illusionary -- it ignores DT, can only knock a target unconscious, and will heal
immediately once the spell ends.
rank STrain coST DeScriPTion
30 + 5 per
Expert turn Maximum area of the spell is equal to POT feet on its largest dimension at a Short range.
Soft Light
This spell subtly blends the illusionary and behavior-affecting aspects of Illusion magic, causing the caster to appear in the best
possible light. The caster’s appealing and positive traits seem more pronounced, while the character’s less pleasant qualities
seem to be more trivial.
rank STrain coST DeScriPTion
Duration of POT minutes. Adds a bonus equal to [5+(POT*2)] to all Speech skills and improves
Basic 15 NPC disposition by one step. At the Basic level, the caster may only cast this spell on herself.
Duration of [POT*10] minutes. Bonus increases to [10+(POT*3)] and the spell gains a range of
Advanced 30 Touch.
Duration of POT hours. Adds a bonus equal to [20+(POT*4)] to all Speech skills and improves
Expert 45 NPC disposition by two steps.
368
Target
This spell creates an illusion only the caster can see that illuminates targets and assists in attacks. The duration of this spell is
VER minutes or until the AP duration is depleted, whichever is sooner. Movement Actions that consume AP are not counted
against this depletion.
rank STrain coST DeScriPTion
Basic 10 Duration of [POT*15] AP. Negates 10 points of penalties to attack rolls.
Advanced 20 Duration of [POT*30] AP. Negates 20 points of penalties to attack rolls.
Expert 30 Duration of [POT*45] AP. Negates 30 points of penalties to attack rolls.
369
Perception Magic
Combat Precognition
The spell alerts the caster to the hostile intent of those around them, giving them additonal time to prepare for a sudden fight.
rank STrain coST DeScriPTion
May be cast up to POT minutes before combat. Adds a bonus to the caster’s Initiative, equal to
Basic 8 [(POT/2), rounded up]. This spell ends at the end of combat.
May be cast up to POT minutes before combat. Adds a bonus to the caster’s Initiative, equal to
Advanced 16 POT.
May be cast up to [POT*10] minutes before combat. As Advanced, but the caster goes first,
Expert 24 regardless of Initiative roll.
Detect Magic
This spell creates an aura only the caster can see, outlining sources of magical energy, including spells and enchanted objects. A
successful Arcane Magic skill check may allow the caster to read the aura, determining the general strength and nature of the
magic. This will, for example, tell the caster which spell school a spell effect is from and the level (Basic, Advanced or Expert) at
which the spell was cast.
rank STrain coST DeScriPTion
10 + 1 per
Basic turn Range is [POT*PER] in feet. Can only detect auras of objects in plain sight.
15 + 1 per
Advanced turn Range is [POT*PER] in yards. Can detect any auras within the Area of Effect.
Detect Others
This spell creates an aura only the caster can see, outlining potential targets. This aura becomes red if the target is hostile.
NOTE: SteathBucks and Zebra Stealth Cloaks are considered to have an Arcane Magic skill of 100 and no Potency bonus for
the purpose of this roll.
rank STrain coST DeScriPTion
10 + 2 per Range is [POT*PER] in yards. Can only detect auras of targets who are not actively hiding and
Basic turn would be partially in an unblocked line of sight.
Range is [(POT*PER)*10] in yards. Can detect any auras within the Area of Effect, even if fully
Advanced 15 + 2 per behind walls or other obstructions. Can detect targets attempting to hide using an opposed Arcane
turn Magic check, with a bonus equal to double the caster’s PER, against the target’s Sneak skill check.
Range is [(POT*PER)*100] yards. Can detect any auras within the Area of Effect, even if actively
concealed by illusionary magics. If a target is actively concealed by illusionary magics, the caster
Expert 25 + 2 per must make an opposed Arcane Magic skill check, with a bonus equal to double the caster’s PER,
turn against the opposing caster’s Arcane Magic skill check with a bonus equal to double that caster’s
POT.
370
Heightened Senses
This spell heightens a target’s senses allowing them a greater perception of their surroundings.
NOTE: The Perception bonus from Heightened Senses does not stack with the Perception bonus from Night Vision.
rank STrain coST DeScriPTion
Duration of [POT*10] minutes. You gain a bonus equal to [(POT/2), rounded up] to your PER
Basic 10 with a single basic sense (sight, hearing, smell, taste, or touch) for the duration. This bonus also
affects skill rolls for Perception-based skills, if an appropriate sense is chosen.
Duration of POT hours. As the Basic version, but you gain the bonus with [(VER/2), rounded up]
Advanced 20 basic senses (sight, hearing, smell, taste, or touch) for the duration.
Duration of POT hours. You gain a bonus equal to POT for your PER, with VER senses for the
Expert 40 duration. Senses enhanced may include extraordinary senses. This bonus also affects skill rolls for
Perception-based skills, if an appropriate sense is chosen.
Locate Item
When taking this spell, the caster chooses a type of object (for example: gemstones, bullets, clean water). This spell allows the
caster to locate the target object(s) within the spell’s range with a successful Arcane Magic skill check. If the location of the
target object(s) are within the caster’s line of sight, the location will be illuminated by a glow only the caster can see and no
check is required. Creatures attempting to remain hidden from this spell may do so with a successful Sneak check at a penalty
equal to the caster’s [POT*3].
rank STrain coST DeScriPTion
5 + 1 per
Basic minute Detection range is [VER*10] yards.
10 + 2 per 10 Detection range is [VER*100] yards. The caster can sense the specific type and amount of the target
Advanced minutes object(s) located. Caster may now have an additional object type to locate.
20 + 5 per As per the Advanced version of the spell, but the detection range is [VER*1000] yards. Caster may
Expert hour now have an additional object type to locate for a total of three types.
Magic Trace
Magic Trace allows the caster to track another caster’s spell back to that caster, providing the caster with the location that the
traced spell’s caster occupied at the end of casting the spell. The caster may treat the location as “familiar” for the duration of
Magic Trace.
NOTE: Magic Trace will only tell the location of a caster at the end of casting a spell, not at the end of a spell’s duration.
rank STrain coST DeScriPTion
The caster may trace a spell that was cast within [POT*10] minutes. Range is Point Blank.
Expert 30 Duration of POT minutes.
371
Mind Probe
Mind Probe allows the caster to delve into the memories of a target. If the caster is attempting to find a specific memory, the
caster must succeed on a PER check. The caster may attempt one such check every minute until successful or the target breaks
the spell. The caster must touch her horn to the forehead of the target to initiate the spell.
rank STrain coST DeScriPTion
20 + 5 per A resisting target may attempt to mentally break the spell each minute after the first with a
Basic minute after successful END check at a -1. Duration is for the length of time the caster’s horn continues to touch
the first the target’s forehead.
40 + 5 per
Advanced minute after A resisting target may attempt to mentally break the spell with a successful END check at a -3.
the first Duration as above, plus POT minutes afterwards.
Night Vision
This spell increases a the caster’s visual sensitivity to light, allowing them to see in the dark.
NOTE: The Perception bonus from Night Vision does not stack with the Perception bonus from Heightened Senses.
rank STrain coST DeScriPTion
Duration of POT minutes. You can see in the dark (penalties halved) and your PER is temporarily
Basic 10 improved by 1 point in dim or dark conditions. You receive a -1 to PER in well-lit conditions.
Duration of POT hours. You can see in the dark clear as day (no penalties for darkness) and PER
Advanced 15 is temporarily improved by 2 points in dim or dark conditions. You receive a -1 to PER in well-lit
conditions.
As per Advanced, but you may cast this spell on others with a range of Touch and there is no
Expert 20 longer a penalty in well-lit conditions.
Shared Sense
Shared Sense allows the caster to perceive the senses of another biological creature. The caster chooses whether the sense
effected will be sight, hearing, smell and taste (combined), touch, or a specific special sense. The caster must make a successful
Arcane Magic skill check and any unaware or unwilling target creature may make an END check to negate the spell. If the
caster also possesses the shared sense, the sensory input will be overlayed. In the case of sight, hearing, or touch, this effect
causes extreme disorientation and a -20 to all skill checks unless the caster should takes measures to dampen her own sensory
input first, such as with a blindfold or earplugs.
rank STrain coST DeScriPTion
Duration is for POT turns or until the target moves more than [VER*10] yards from the caster. The
Basic 10 casting range of the spell is Touch.
Duration is for POT minutes or until the target moves more than [VER*100] yards from the caster.
Advanced 20 The casting range of the spell is Short.
Duration is for [POT*10] minutes or until the target moves more than [VER*1000] yards from the
Expert 30 caster. The casting range of the spell is Medium.
372
Telepathy
Telepathy allows the caster to read the surface thoughts of a target and communicate with them through thought. The caster
must touch her horn to the forehead of the target (or the horn, if the target is also a Unicorn) to initiate the spell. In addition to
other benefits, telepathically connected targets may use combat synchronization, which allows the caster and target to act on the
highest Initiative between them.
NOTE: The Green Alicorn version of this spell may be cast at range, with a maximum range of [POT*100] yards. Casting
it against a target that is not within line of sight requires a successful Arcane Magic skill check. This check can be heavily
modified by the GM based on conditions, familiarity with the target, and the number of minds in the area. Green Alicorns
within [POT*100] yards of each other are automatically in telepathic communication. Green Alicorn telepathy does not work
on non-pony races.
rank STrain coST DeScriPTion
Telepathy allows the caster to read the surface thoughts of a target and communicate with them
through thought. The caster must touch her horn to the forehead of the target (or the horn, if the
target is also a Unicorn) to initiate the spell. In addition to other benefits, telepathically connected
Basic 10 targets may use combat synchronization, which allows the caster and target to act on the highest
Initiative between them. Duration is for the length of time the caster’s horn continues to touch the
target’s forehead.
Advanced 20 As per Basic, but duration lasts POT minutes after the caster’s horn leaves the target’s forehead.
As per Advanced, but can be cast on up to VER targets by touching their foreheads, one after the
Expert 30 other, over the course of a single turn. Duration lasts [POT*10] minutes after the caster’s horn
leaves the target’s forehead.
373
Battle Magic
Broken Mirror
This spell bends fate to increase a target’s chance of a critical failure. The target must be within Short range.
rank STrain coST DeScriPTion
Advanced 40 Increase the Crit Fail Chance of all of a target’s rolls by 5. This lasts for LCK amount of turns.
Challenging Call
This spell imbues the caster with a challenging light, forcing enemies to focus their attacks on them.
NOTE: This can be cast on willing targets for an additional cost of 10 Strain. Basic is range of Touch only, Advanced is POT
feet, Expert is Short range.
rank STrain coST DeScriPTion
Basic 25 This may force a single target to attack you for VER turns.
Advanced 35 This may force POT targets to attack you for VER turns.
Doppleganger
This spell creates solid, hard light constructs of the caster. These constructs are indistinguishable from the caster, looking and
sounding exactly like the caster when they casted the spell. They have an effective Strength of 1, an AP pool equal to 1/3 of the
caster’s AP, and Hit Points relative to the spell’s rank. They have 0 DT and 0 DR and will be dispelled when they reach 0 HP.
They can not benefit from food, chems, healing potions, spells, or items in any manner. Their skills are the same as the caster’s
at the time of casting. Doppelgangers may manipulate, lift, and otherwise interact with solid items, with which they have the
appropriate Strength to do. Doppelgangers are autonomous, but always act in accordance to the caster’s wishes and follow
their commands. Doppelgangers do not benefit from the perks the caster has, though may perform skills the caster has learned
through perks.
NOTE: Weapons and items that the Doppelganger appears with will not do damage or benefit characters or other
Doppelgangers, but will otherwise act and look like their real counterpart (e.g. the firearm they appear with will fire, action,
and load like the original, making the appropriate sounds and muzzle flashes, but firing it at a target will not cause the
target harm). This goes for spells as well. Spells cast by the Doppelganger look like the real spell being cast, but are otherwise
harmless. Doppelgangers may physically assault targets dealing lethal barehoof Unarmed Damage as per their Strength of 1.
This includes Melee and Unarmed weapons that the Dopplegangers appear with, though at the AP cost of the weapon wielded
(e.g. a Doppleganger swinging around the baseball bat they appeared with will still only do barehoof Unarmed Damage, but
cost the same AP as a baseball bat). These weapons do not benefit from any mods that the caster has on their weapons.
While any Doppelganger may pick up or move weapons, only expert level Doppelgangers may pick up and wield real weapons
inflicting real damage to targets, so long as they meet the Strength requirements for that weapon, as Basic and Advanced
Doppelgangers are too fragile and will shatter due to the force of impact.
rank STrain coST DeScriPTion
15 + 3 Strain
Create up to [(POT/2), rounded down] images of yourself, which you can order around. They have
Basic per clone, per
to stay within a [VER/2] yard radius and have 1 Hit Point each.
turn
30 + 2 Strain
Create up to POT images of yourself. They have to be within a VER yard radius or else they will
Advanced per clone, per
vanish and they have [POT+VER] Hit Points each.
turn
45 + 1 Strain
Create up to [POT*2] images of yourself which have to stay within a [VER*2] yard radius. Each
Expert per clone, per
image has [POT*VER] Hit Points.
374
turn
Dull
This spell weakens the target’s weapons, decreasing their damage. The target must be within Short range.
rank STrain coST DeScriPTion
Basic 20 Remove 1d10 DAM from target’s attacks. This lasts for 1 turn.
Advanced 30 Remove [VER+1d10]. DAM lasts for [POT/2] turns.
Expert 40 Remove [VER+2d10]. DAM lasts for POT turns.
Endure
Endure allows the caster to withstand an attack that would otherwise kill them.
NOTE: This cannot be cast on back to back turns (you must wait at least one turn inbetween this spell ending and you casting
this spell again). However if players take this spell for the trait One Trick Pony and have the Quest Perk Great and Powerful,
they may cast this spell back to back, at double the Strain cost. This spell may only be cast on the caster and can NOT be cast
on targets.
rank STrain coST DeScriPTion
Lasts one turn. Any damage that would bring you to less than 0 health, up to a maximum of
Basic 25 -[LCK*100] health, will instead leave you at 1 HP. Critical attacks which bring you into the
negatives will still kill you, however.
As Basic, but no limit to how much damage past 0 you may take and caster may roll a LCK check
Advanced 35 to see if they can survive a Critical attack that would normally drop them past 0 HP.
Expert 45 As Advanced, but Critical attacks will not kill the caster.
Fighting Spirit
This spell imbues the target with boundless courage, forcing targets to stay and fight. The target must be within Short range.
rank STrain coST DeScriPTion
Basic 25 Prevents 1 target from fleeing combat for POT turns.
Advanced 35 Prevents VER targets from fleeing combat for POT turns.
Flat Foot
This spell shortens the target’s steps, decreasing their movement speed. The target must be within Short range.
rank STrain coST DeScriPTion
Basic 25 Decrease target’s overall movement speed by POT yards for VER turns.
Lucky Strike
This spell bends fate to increase the caster’s chance of a Critical Success.
NOTE: This spell may be cast on a target within POT feet for an additional cost of 10 Strain.
rank STrain coST DeScriPTion
Advanced 40 This adds +5 to the Crit Success Chance for all rolls and lasts LCK amount of turns.
375
Masterwork
This spell fortefies the caster’s weapons, increasing their damage.
NOTE: This can be cast on targets for an additional cost of 10 Strain. Basic is range of Touch only, Advanced is POT feet,
Expert is Short range.
rank STrain coST DeScriPTion
Basic 20 Adds 1d10 DAM to all attacks. Lasts 1 turn.
Advanced 30 Adds [POT+1d10] DAM to attacks. Lasts [VER/2] turns.
Expert 40 Adds [POT+2d10] DAM to attack. Lasts VER turns.
Over Burn
You may now convert your remaining Strain into explosive power.
rank STrain coST DeScriPTion
For every 5 Strain consumed, everyone in a POT yard radius takes 1 damage. This may be cast on
All remaining
Advanced Strain replenishment drinks for the same effect. Casting this spell uses up all the caster’s remaining
strain
Strain and puts the caster into Burn Out.
Quick Step
This spell lenthens the caster’s steps, increasing their movement speed.
NOTE: This spell may be cast on a target within range of touch for an additional cost of 10 Strain.
rank STrain coST DeScriPTion
Basic 25 Increase overall movement speed by VER yards for POT turns.
Smooth Flow
This spell quickens the caster’s reactions, increasing their AP.
NOTE: This can be cast on targets for an additional cost of 10 Strain. Basic is range of Touch only, Advanced is POT feet,
Expert is Short range.
rank STrain coST DeScriPTion
Basic 30 Increase AP by POT amount for next turn.
Advanced 50 Increase AP by [POT*2] amount for [VER/2] turns.
Expert 70 Double AP for next turn. This may stack, but for doubled the Strain cost per stack.
Wasted Movement
This spell slows the target’s reactions, decreasing their AP. The target must be within Short range.
rank STrain coST DeScriPTion
Basic 30 Decrease target AP by VER amount for next turn.
Advanced 50 Decrease target AP by [VER*2] amount for [POT/2] turns.
Expert 70 Halve target AP for next turn. This may stack, but for doubled the Strain cost per stack.
376
Chapter 8:
Bestiary
377
Monsters, Mobs, & More!
The Wasteland is filled with danger: a fact most apparent when talking about the flora and fauna present in the Wasteland.
From radroaches, to raiders, to Alicorns, the Wasteland is teeming with life and all of it is trying to kill you. As such, you have
been privided with a reference guide of the most common creatures that you will encounter. For a more extensive bestiary, please
see The Gilded Cage: Fallout Equestria PnP Bestiary, as well, for a section on creating your own monsters.
Mobs, short for mobiles, is a catch-all term used primarily in video games for enemy Non-Player Characters (NPCs). In Fallout
Equestria: PnP, we use the term in a simmilar manner. Mobs are any and every NPC that tries to kill you. NPCs are generally
just that: those who are either friendly or currently NOT trying to actively kill you. Monsters are a sub category of Mob that
is reserved for the less intelligent, more mutated, or primal creatures that want to wear your insides as a meat crown. Monster
in this sense generally does not refer to those ponies with a... more heinous moral disposition. There are many different types
of Mobs and NPCs in the Wasteland. It’s up to you to catch them all find out which ones just need killing and which ones will
wear your insides like a meat crown you should run from.
Threat Level Yellow is your more common threats in the Wasteland. Your average raiders fall under this category.
Experienced Wastelanders see them as canon fodder in small numbers, but a serious threat in larger numbers. Less experienced
Wastelanders will find these quite a challenge to face in any number, but not an insumountable obstacle.
Threat Level Orange is used to classify your more leathal Mobs. Player Characters and Ponitrons fall into this
category. They’re a tough fight for any Wastelander and should never be fought alone.
Threat Level Red is the final and deadliest threat level. Alicorns, Hellhounds, and Sentinels fall into this category. Only
the fiercest of Wastelanders have faced these creatures and lived to tell about it.
As a rule of thumb, we suggest having players Levels 1-10 fight Threat Levels Green and Yellow, Levels 5-15 fight Threat Levels
Yellow and Orange, Levels 15-20 fight Threat Level Orange and Red, and Levels 20-30 fight solely Threat Level Red or worse.
Keep in mind that threat levels stack. That single sentinel might have been a tough fight, but an entire SWARM of radroaches
can be an even bigger nightmare. If your players are chewing through your Mobs too quickly, you are encouraged to not just
increase the threat level or number of Mobs, but to increase the DT, DR, HP, and damage of your Mobs as well. This bestiary is
designed to serve as a quick start guide. Adjusting things to suit your party’s abilities isn’t just acceptable, it’s encouraged!
378
Threat Level Green
379
MOLERAT - Threat Level: Green - Level: 3 - Size: -1 - XP Gain: 25
S. 4 P. 7 E. 8 C. 1 I. 4 A. 8 L. 5
Traits: THREAT LEVEL: GREEN: This threat has Hit Points equal to
[25+(END*level)]. The monster has a total of 38 points to distribute amongst
S.P.E.C.I.A.L.s and no Tag skills.
MONSTER OF UNUSUAL SIZE:: This monster or spirit has a size other than zero. In addition
to the normal attack modifier this generates, the creature has a bonus to their STR and
DT equal to double the monster’s size and an END bonus equal to the monster’s size. With
a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR
higher than 10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: DIGGING (RANK 1): Digging is in your DNA. You can dig your way through terrains at [(END*2)+(STR*2)+1d10]
yds. However, you can only dig through dirt and less tough material. It costs 20 AP to enter and exit a dug tunnel. Tunnels will
collapse once you leave the hole.
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT. Mastery
adds +2 DT.
SWIFT ATTACKER: This monster has 15 bonus AP which can only be spent on Movement Actions.
HP: 49 AP: 85 DT: 4 DR: 0 Movement Speed 12 Yards
Attacks: BITE: Unarmed attack; costs 15 AP; deals [(2*STR)+2d10] damage; inflicts mild poison (1 S.P.E.C.I.A.L. damage
per turn for 3 turns)
Skills: UNARMED: 57, SNEAK: 58
Loot: 1x medium hide; 1x molerat meat; 2d10 caps; 1d10 random ammo
380
SPRITEBOT - Threat Level: Green - Level: 2 - Size: -2 - XP Gain: 50
S. 1 P. 12 E. 6 C. 3 I. 3 A. 10 L. 6
Traits: THREAT LEVEL: GREEN: This threat has Hit Points equal to [25+(END*level)]. The monster has a total of 38
points to distribute amongst S.P.E.C.I.A.L.s and no Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to
the monster’s size. With a smaller size, these bonuses are penalties. Minimum
0 each. This can give the monster a STR higher than 10.
At GM discretion, monsters of unusual size may have one or more natural
attacks with the Reach quality.
Perks: FLYER:: This monster can fly. Each rank of this perk gives the monster
a level of Flight. Bloodwings and Phoenix gain this perk at first level for free.
HP: 24 AP: 95 DT: 0 DR: 0 Movement Speed 13 Yards
Attacks: RECHARGER PISTOL: MEW attack; costs 15 AP; deals 10++
damage; Semi Automatic; Magazine of 20; uses Sparkle Breeder ammo; Medium range; Special Rules: Magic, Recharging
Ammo, -2 target DT
Skills: MEW: 67; FLIGHT MAGIC: 49
Loot: 1d10 scrap metal; 1d10 scrap electronics; 1d10 caps
381
FERAL GHOUL - Threat Level: Yellow - Level: 4 - Size: 0 - XP Gain: 75
S. 5 P. 4 E. 10 C. 2 I. 1 A. 12 L. 4
Traits: THREAT LEVEL: YELLOW: This threat has Hit Points equal to [50+(END*level)]. The monster has a total of 40 to
distribute amongst S.P.E.C.I.A.L.s and one Tag skill.
GHOUL: All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15% after every Critical
Failure and 25% with Crit Fail with a failed LCK check).
Perks: SWIFT ATTACKER: This monster has 15 bonus AP which can only be spent on Movement Actions.
RENDING CLAWS: This monster’s natural attacks (claws, bite, etc.) can pierce armor, reducing opponent’s DT by 1 per level.
Hellhounds gain this perk for free at first level.
SAVAGE ATTACKER:: This monster’s Unarmed attacks deal +1d10 damage. Mastery: +5 base damage.
HP: 110 AP: 105 DT: 0 DR: 0 Movement Speed 15 Yards
Attacks: BITE: Unarmed attack; costs 15 AP; deals [(2*STR)+3d10] damage
CLAW: Unarmed attack; costs 15 AP; deals [1*STR)+3d10] damage; Punch Out: 20 AP,
deals Stun Damage instead of Lethal Damage.
Skills: UNARMED: 76; ATHLETICS: 76
Loot: 1x tattered rags; 1x unit of trash; 2d10 caps; 1d10 random ammo
382
RAIDER - Threat Level: Yellow - Level: 2 - Size: 0 - XP Gain: 75
S. 7 P. 5 E. 7 C. 4 I. 5 A. 6 L. 5
Traits: THREAT LEVEL: YELLOW: This threat has Hit Points equal to
[50+(END*level)]. The monster has a total of 40 to distribute amongst S.P.E.C.I.A.L.s and one
Tag skill.
BUILT TO DESTROY: All weapons have +3% chance to Critical Hit, but equipment condition
decays faster (dropping 15% after every Critical Failure and 25% with Crit Fail with a failed LCK
check).
Perks: RAPID RELOAD:: All of your weapon reloads cost half AP (5 AP less than normal, 10 for
bigger weapons).
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3
to the monster’s DT. Mastery adds +2 DT.
HP: 85 AP: 75 DT: 0 DR: 0 Movement Speed 9 Yards
Attacks: TIRE IRON/HAMMER: Melee attack; costs 20 AP; deals [(2*STR)+10+] damage; CLONK!:
+5AP, additional 2d10 damage, 40% chance to degrade 1 conditon level
10MM PISTOL: Firearms attack; costs 15 AP; deals 15+ damage; Semi Automatic; Magazine of 12; uses 10mm ammo; Short
range
Skills: MELEE: 51; FIREARMS: 49; ALCHEMY/SURVIVALISM & TRAPS: 50
Loot: 1x Raider Armor; 1x Raider Helmet; 1x random drug; 1x 10mm Pistol; 1x Tire Iron OR 1x Hammer; 5+2d10 caps
383
SLAVER - Threat Level: Yellow - Level: 5 - Size: 0 - XP Gain: 150
S. 8 P. 6 E. 7 C. 3 I. 6 A. 5 L. 5
Traits: THREAT LEVEL: YELLOW:: This threat has Hit Points equal to [50+(END*level)]. The monster
has a total of 40 to distribute amongst S.P.E.C.I.A.L.s and one Tag skill.
BUILT TO DESTROY:: All weapons have +3% chance to Critical Hit, but equipment condition decays faster
(dropping 15% after every Critical Failure and 25% with Crit Fail with a failed LCK check).
Perks: RAPID RELOAD: All of your weapon reloads cost half AP (5 AP less than normal, 10 for
bigger weapons).
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the
monster’s DT. Mastery adds +2 DT.
COMBAT VETERAN: All attacks which directly target you and that deal damage have their damage
dice reduced by -1d10 per rank (minimum 1d10).
HP: 110 AP: 75 DT: 4 DR: 0 Movement Speed 10 Yards
Attacks: CATTLE PROD: Melee attack; costs 30 AP; deals [(1*STR)+10+2d10] damage; BZZZAP!: +15 AP, deals
[(2*STR)+10+3d10] Stun Damage, uses 2 charges; Special Rules: Powered (GP 15), Stunning, Kinky
PUMP ACTION SHOTGUN: Firearms attack; costs 30/20+10 AP; deals 30+4d10 damage; Pump-Action; Magazine of 4; uses
20 gauge ammo; Short range
Skills: MELEE: 72; FIREARMS: 55; BLUFF & INTIMIDATION: 72
Loot: 1x Cattle Prod; 1x Pump Action Shotgun; 1x bomb collar; 4d10 caps; 2d10 20 guage ammo
TALON MERCENARY - Threat Level: Yellow - Level: 6 - Size: 0.5 - XP Gain: 175
S. 7 P. 9 E. 8 C. 7 I. 8 A. 9 L. 5
Traits: THREAT LEVEL: YELLOW: This threat has Hit Points equal to [50+(END*level)]. The monster has a total of 40 to
distribute amongst S.P.E.C.I.A.L.s and one Tag skill.
BUILT TO DESTROY: All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15% after
every Critical Failure and 25% with Crit Fail with a failed LCK check).
Perks: STEEL CLAWS RK2: Gain +1d10 damage when using natural, Unarmed weapons (e.g. claws). At rank 2, any claw
or bladed Unarmed weapon, natural or not, will cause huge rends in flesh that bleed for an additional 1d10 Bleed Damage each
turn until victim is healed. Bleeding effects from the same attacker do not stack, but bleeding effects from multiple attackers will
stack.
ARMED AND DANGEROUS: Thanks to plenty of practice, you know just where to hit to make it hurt more with your weapon
of choice. The first [AGI/2] attacks per round with weapons which use the Firearms skill do an extra 1d10 damage. Mastery:
first AGI attacks.
HP: 114 AP: 90 DT: 4 DR: 0 Movement Speed 13 Yards
Attacks: CLAW: Unarmed attack; costs 15 AP; deals [1*STR)+3d10] damage; Punch Out: 20 AP, deals Stun Damage
instead of Lethal Damage.
ASSAULT RIFLE:: Firearms attack; costs 35 AP; deals 12+ damage; Rate of Fire of 3; Magazine of 24; uses
5.56mm ammo; Medium range
Skills: UNARMED: 75; FIREARMS: 76; BLUFF & INTIMIDATION: 72; FLIGHT
MAGIC: 45
Loot: 1x Talon Scout Armor; 1x Talon Scout Helmet; 1x Assault Rifle; 20+2d10 caps
384
TIMBERWOLF - Threat Level: Yellow - Level: 7 - Size: 0 - XP Gain: 250
S. 6 P. 8 E. 7 C. 4 I. 2 A. 9 L. 5
Traits: THREAT LEVEL: YELLOW: This threat has Hit Points equal to [50+(END*level)]. The monster has a total of 40 to
distribute amongst S.P.E.C.I.A.L.s and one Tag skill.
BUILT TO DESTROY: All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15% after
every Critical Failure and 25% with Crit Fail with a failed LCK check).
Perks: INNATE MAGIC (POISONOUS BREATH): This monster has one or more innate magical abilities which they can
manifest for 25 AP. These innate abilities are never more powerful than Basic spells.
NATURAL CAMOUFLAGE (FOREST): This monster has a coloration that makes it very difficult to spot in its native
environment or under certain conditions. It gains a +10 to Sneak checks and a +30 to Sneak checks when remaining stationary,
so long as the monster is in applicable surroundings.
POWERFUL ATTACKER RK1: This monster’s Unarmed attacks have double their [STR*2] as Base Damage.
RESILIENT: This monster gains +25 HP. Mastery: +25 additional HP.
SPELLCASTER (RESTORATION SPELL ONLY): This monster can cast spells. The monster starts with POT and VER
attributes and a spell set. They may take spellcasting perks.
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT. Mastery
adds +2 DT.
TAGGED: This monster gains another Tag skill. Threat leveled NPCs cannot also take the PC TAG! perk.
HP: 99 AP: 90 DT: 4 DR: 0 Movement Speed 12 Yards POT: 4 VER 2
Attacks: BITE: Unarmed attack; costs 15 AP; deals [(4*STR)+2d10] damage
CLAW: Unarmed attack; costs 15 AP; deals [(2*STR)+2d10] damage; Punch Out: 20AP, deals Stun Damage instead of Lethal
Damage.
POISON BREATH: Thrown attack; costs 25 AP; deals 10+2d10 damage; deals Dangerous Poison (20 Damage a turn for 5
turns); Point Blank range
Skills: UNARMED: 75; THROWN.: 30; SNEAK: 80; ARCANE MAGIC: 58
Loot: 1x venom sac; 1d10 green herbs; 4d10 caps; 1d10 random ammo
385
Threat Level Orange
ENCLAVE TROOPER - Threat Level: Orange - Level: 15 - Size: 0.5 - XP Gain: 700
S. 3 P. 8 E. 6 C. 5 I. 5 A. 9 L. 4
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
BUILT TO DESTROY: All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping 15% after
every Critical Failure and 25% with Crit Fail with a failed LCK check).
Perks: FLYER RK3 RK3: This monster can fly. Each rank of this perk gives the monster a level of Flight.
Bloodwings and Phoenix gain this perk at first level for free.
TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the
monster’s DT. Mastery adds +2 DT.
EVASION RK3: Through advanced training, you gain a +2 on opposed rolls against Telekinesis and Advanced
combat actions which cause you to move.
EXTREME TOLLERANCE:
TOLLERANCE +20% to Poison and RAD Resistance, +5% DR
HP: 155 AP: 100 DT: 15 DR: 5 Movement Speed 12 Yards
Attacks: BATTLE SADDLES: Battle Saddles attack; costs 20 AP; deals [(20+)*2] damage;
Semi-Automatic; Magazine of 24; uses MFC ammo; Long range
Skills: MEW: 73; BATTLE SADDLES: 100
Loot: 20+3d10 MFC Ammo; 20+3d10 caps; 1x Magical Energy Rifle
386
HYDRA - Threat Level: Orange - Level: 10 - Size: 1.5 - XP Gain: 750
S. 10 P. 6 E. 7 C. 5 I. 2 A. 6 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to the
monster’s size. With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR higher than
10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: INVULNERABLE HIDE: This monster has a base DT of 25. This replaces Armored Hide. Dragons and Hydra gain
this perk for free at first level.
SWIFT ATTACKER: This monster has 15 bonus AP which can only be spent on Movement Actions.
MAGIC RESISTANT: This monster has a 15% chance to resist the effects of magic per rank. Mastery grants 100% resistance.
ROAR: This monster can make an Intimidation test for 45 AP. If successful, opponents cannot act in regards to it, except to
dodge, run, hide, or take cover. Opponents may attack or take actions against other monsters in the combat. This effect lasts
until after its actions on the next turn. Roar only affects opponents within Short range of the monster. If the monster does this
more than once in a battle, the monster’s opponents may make an END or CHA test (whichever is higher) to resist.
MODERATE MONSTROUS POISON: This monster has an attack that, if successful, inflicts a moderate poison. Poison may
deal 1 S.P.E.C.I.A.L. damage per turn for 5 turns. The victim may make a Poison Resistance test to avoid the effect. Alternatively,
the monster may have an attack that produces a dangerous substance. Manticores and Radscorpians gain this perk at first level
for free.
REGENERATION: This monster regenerates Hit Points every turn. At rank 1, the monster regenerates END HP a turn. At rank
2, the monster regenerates [END*2] HP a turn. At rank 3, the monster regenerates regenerates [END*4] HP per turn. Monsters
with the Glowing One perk start out with the first rank of this perk for free.
HP: 312 AP: 75 DT: 26 DR: 0 Movement Speed 11 Yards
Attacks: BITE: Unarmed attack; costs 20 AP; deals [((2*STR)+8+3d10)*2] damage
CAUSTIC BREATH: Thrown attack; costs 30 AP; deals [20+3d10] damage; Moderate Poison (1 S.P.E.C.I.A.L. damage per turn
for 5 turns); does 1/4 of total damage to armor health
Skills: UNARMED: 49; THROWN: 88; ALCHEMY/SURVIVALISM & TRAPS: 94; SNEAK: 52
Loot: 3x venom sacs; 60+4d10 caps
387
MANTICORE - Threat Level: Orange - Level: 11 - Size: 1 - XP Gain: 600
S. 9 P. 6 E. 10 C. 5 I. 3 A. 7 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to the
monster’s size. With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR higher than
10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: MODERATE MONSTROUS POISON: This monster has an attack that, if successful, inflicts a moderate poison.
Poison may deal 1 S.P.E.C.I.A.L. damage per turn for 5 turns. The victim may make a Poison Resistance test to avoid the effect.
Alternatively, the monster may have an attack that produces a dangerous substance. Manticores and Radscorpians gain this
perk at first level for free.
ARMORED HIDE: This monster has a base DT of 10. This replaces the first rank of Tough Hide. Many creatures of the
Wasteland start with this or a similar perk by virtue of survival.
RENDING CLAWS: This monster’s natural attacks (claws, bite, etc.) can pierce armor, reducing opponent’s DT by 1 per level.
Hellhounds gain this perk for free at first level.
UNUSUAL SENSE (SOUND): This monster has a unique sense, such as tremorsense or echolocation, which can be used to
hunt and/or target prey.
SWIFT ATTACKER: This monster has 15 bonus AP which can only be spent on Movement Actions.
SAVAGE ATTACKER RK2: This monster’s Unarmed attacks deal +1d10 damage. Mastery: +5 Base Damage.
DANGEROUS: This monster has a higher chance to score a Critical Hit on an opponent in combat. Gain +4 Crit Chance.
ROAR: This monster can make an Intimidation test for 45 AP. If successful, opponents cannot act in regards to it, except to
dodge, run, hide, or take cover. Opponents may attack or take actions against other monsters in the combat. This effect lasts
until after its actions on the next turn. Roar only affects opponents within Short range of the monster. If the monster does this
more than once in a battle, the monster’s opponents may make an END or CHA test (whichever is higher) to resist.
POWERFUL ATTACKER RK2: This monster’s Unarmed attacks have their [STR*4] as Base Damage.
SHRUG IT OFF RK2: This monster gains 10 DR per rank.
HP: 262 AP: 80 DT: 11 DR: 20 Movement Speed 11 Yards
Attacks: CLAWS: Unarmed attack; costs 15 AP; deals [(4*STR)+2d10] damage
BITE:: Unarmed attack; costs 15 AP; deals [(4*STR)+2d10] damage
POISON BARB: Unarmed attack; costs 20 AP; deals
[(2*STR)+5+4d10] damage, Moderate Poison (1 S.P.E.C.I.A.L.
damage per turn for 5 turns)
Skills: UNARMED: 100; BLUFF & INTIMIDATE:
60 ATHLETICS: 100
Loot: 2x venom sacs; 3x manticore meat; 80+4d10
caps
388
RADHOG - Threat Level: Orange - Level: 8 - Size: 1 - XP Gain: 250
S. 7 P. 6 E. 12 C. 6 I. 4 A. 7 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to the
monster’s size. With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR higher than
10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: ARMORED HIDE: This monster has a base DT of 10. This replaces the first rank of Tough Hide. Many creatures of
the Wasteland start with this or a similar perk by virtue of survival.
SAVAGE ATTACKER:: This monster’s Unarmed attacks deal +1d10 damage. Mastery:
+5 Base Damage.
POWERFUL ATTACKER: This monster’s Unarmed attacks have their [STR*4]
as Base Damage.
DANGEROUS: This monster has a higher chance to score a Critical Hit on an
opponent in combat. Gain +4 Crit Chance.
ROAR:: This monster can make an Intimidation test for 45 AP. If successful, opponents cannot
act in regards to it, except to dodge, run, hide, or take cover. Opponents may attack or take
actions against other monsters in the combat. This effect lasts until after its actions on
the next turn. Roar only affects opponents within Short range of the monster. If
the monster does this more than once in a battle, the monster’s opponents may make an END
or CHA test (whichever is higher) to resist.
EXTRA SPIKY: This monster’s attacks deals 3x Crit Damage on a Critical Success.
HP: 280 AP: 80 DT: 11 DR: 0 Movement Speed 13 Yards
Attacks: GORE: Unarmed attack; costs 25 AP; deals [(6*STR)+15+2d10] damage
Skills: UNARMED: 92; ALCHEMY/SURVIVALISM & TRAPS: 52; BLUFF & INTIMIDATION: 52
Loot: 2x radhog meat; 20+3d10 caps
389
RADSCORPION - Threat Level: Orange - Level: 10 - Size: 1 - XP Gain: 500
S. 12 P. 7 E. 9 C. 3 I. 2 A. 7 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to the
monster’s size. With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR higher than
10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: EXTREME REACH (STINGER):One or more of the monster’s attacks that possess the reach quality now has a reach
of Point Blank. Radscorpians gain this perk at first level for free.
MODERATE MONSTROUS POISON: This monster has an attack that, if successful, inflicts a moderate poison. Poison may
deal 1 S.P.E.C.I.A.L. damage per turn for 5 turns. The victim may make a Poison Resistance test to avoid the effect. Alternatively,
the monster may have an attack that produces a dangerous substance. Manticores and Radscorpians gain this perk at first level
for free.
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT. Mastery
adds +2 DT.
NATURAL CAMOUFLAGE (WASTES): This monster has a coloration that makes it very difficult to spot in its native
environment or under certain conditions. It gains a +10 to Sneak checks and a +30 to Sneak checks when remaining stationary,
so long as the monster is in applicable surroundings.
SAVAGE ATTACKER RK3: This monster’s Unarmed attacks deal +1d10 damage. Mastery: +5 Base Damage.
POWERFUL ATTACKER: This monster’s Unarmed attacks have their [STR*2] as Base Damage.
ARMORED HIDE: This monster has a base DT of 10. This replaces the first rank of Tough Hide. Many creatures of the
Wasteland start with this or a similar perk by virtue of survival.
EXTRA SPIKY: This monster’s attacks deals 3x Crit Damage on a Critical Success.
INVULNERABLE HIDE: This monster has a base DT of 25. This replaces Armored Hide. Dragons and Hydra gain this perk for
free at first level.
HP: 260 AP: 80 DT: 26 DR: 0 Movement Speed 11 Yards
Attacks: STINGER: Unarmed attack; costs 20 AP; deals [(2*STR)+5+4d10] damage, Moderate Poison (1 S.P.E.C.I.A.L.
damage per turn for 5 turns)
CLAWS:: Unarmed attack; costs 15 AP; deals [(2*STR)+5+4d10] damage
Skills: UNARMED: 59; ALCHEMY/SURVIVALISM & TRAPS: 81; SNEAK: 92
Loot: 2x venom sacs; 3x radscorpion meat; 80+4d10 caps
390
SECURITY PONITRON - Threat Level: Orange - Level: 12 - Size: 0.5 - XP Gain: 300
S. 10 P. 6 E. 7 C. 5 I. 2 A. 6 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to [100+(END*level)]. The monster has a total of 42
points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT: This monster can take perks from the normal perk list. All Hellhounds and Dragons have this trait for free, as do
members of PC/NPC races.
Perks: TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s
DT. Mastery adds +2 DT.
MAGIC RESISTANT: This monster has a 15% chance to resist the effects of magic per rank. Mastery grants 100% resistance.
DODGE THIS!: Getting in close and personal makes it easier to hit the sweet spots. When using a pistol or SMG in Point Blank
range, you gain +3% to your Critical Hit Chance.
FLESH WOUND (MEDIUM ARMOR): When an opponent attacks you and scores a Critical Success, you gain a bonus to your
DT against that attack. If you are wearing Light Armor, the bonus is +10 DT. If you are wearing Medium Armor, the bonus is
+15 DT. If wearing Heavy Armor, the bonus is +20 DT. If wearing Power Armor, the bonus is +25.
EXOTIC BODY (BALLISTIC, STUN): This monster has an abnormal physiology that makes them resistant to certain kinds of
damage. Choose one type of weapon (Explosive, Magical Energy, Ballistic, Melee, etc.) and one type of energy type or special
effect (fire, light, crippling, stun, etc.). The monster takes half damage (rounded down) after DT from that type of attack, and
ignores that kind of energy or special effect. Timberwolves start with this perk (ballistics, stun) for free.
SHRUG IT OFF RK3: This monster gains 10 DR per rank.
UNSTABLE: This monster bursts open when slain, erupting with an AoE 5. This explosion is usually a weak poison (or
appropriate to the monster if the monster has poison perks), but may instead be spores or another effect (per GM discretion).
HP: 212 AP: 70 DT: 12 DR: 30 Movement Speed 9 Yards
Attacks: MECHANICAL CLAWS: Unarmed attack; costs 20 AP; deals [(2*STR)+10+2d10] damage
RECHARGER PISTOL: MEW attack; costs 15 AP; deals 10++ damage; Semi Automatic; Magazine of 20; uses Sparkle Breeder
ammo; Medium range; Special Rules: Magic, Recharging Ammo, -2 target DT
Skills: UNARMED: 76; MELEE: 64; MEW: 92; BLUFF & INTIMIDATE: 90
Loot: 3x scrap metal; 3x scrap electronics; 1d10 MFC ammo; 50+4d10 caps
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TURRET - Threat Level: Orange - Level: 10 - Size: 0 - XP Gain: 400
S. 6 P. 9 E. 5 C. 3 I. 6 A. 8 L. 5
Traits: THREAT LEVEL: ORANGE: This threat has Hit Points equal to
[100+(END*level)]. The monster has a total of 42 points to distribute amongst
S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT:: This monster can take perks from the normal perk list. All Hellhounds and Dragons have this
trait for free, as do members of PC/NPC races.
Perks: RAPID RELOAD:: All of your weapon reloads cost half AP (5 AP less than normal, 10 for
bigger weapons).
TOUGH HIDE:: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the
monster’s DT. Mastery adds +2 DT.
ARMED & DANGEROUS MASTERY:: Thanks to plenty of practice, you know just where to hit to make it hurt more
with your weapon of choice. The first [AGI/2] attacks per round with weapons which use the Firearms skill do an extra
1d10 damage. Mastery: first AGI attacks.
ARMORED HIDE: This monster has a base DT of 10. This replaces the first rank of Tough Hide. Many creatures of the
Wasteland start with this or a similar perk by virtue of survival.
DANGEROUS: This monster has a higher chance to score a Critical Hit on an opponent in combat. Gain +4 Crit Chance.
UNSTABLE: This monster bursts open when slain, erupting with an AoE 5. This explosion is usually a weak poison (or
appropriate to the monster if the monster has poison perks), but may instead be spores or another effect (per GM discretion).
HP: 150 AP: 85 DT: 10 DR: 0 Movement Speed 16 Yards
Attacks: .308 MACHINEGUN: Firearms attack; costs 35 AP; deals 15+ damage; Rate of Fire of 3; Magazine of 100; uses
.308 cal ammo; Medium range;
Skills: FIREARMS: 102; BLUFF & INTIMIDATION: 100
Loot: 2x scrap electronics; 1x scrap metal; 20+2d10 .308 ammo; 40+3d10 caps
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Threat Level Red
ALICORN: BLUE - Threat Level: Red - Level: 20 - Size: 0.5 - XP Gain: 1000
S. 4 P. 6 E. 8 C. 6 I. 8 A. 5 L. 3
Traits: THREAT LEVEL: RED: This threat has Hit Points equal to [200+(END*level)]. The monster has a total of 44 points
to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT: This monster can take perks from the normal perk list. All Hellhounds and Dragons have this trait for free, as do
members of PC/NPC races.
Perks: FLYER RK2: This monster can fly. Each rank of this perk gives the monster a level of Flight. Bloodwings and
Phoenix gain this perk at first level for free.
TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT.
Mastery adds +2 DT.
NIGHTKIN: Your senses are very well developed. You gain a +2 bonus to PER in the dark and penalties for light levels are
reduced by 50%. You also gain a 25% bonus to detecting enemies who are sneaking around.
EVOLVED HIDE: Exposure to radiation has hardened you against the elements. This perk grants +10 to DR, Elemental, and
Poison Resistances.
POWERFUL CASTER RK4: Your talent for magic is greater than most. You gain +1 to your POT. This perk may be taken up to
five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth
at level 16, and the fifth at level 20. .
HP: 351 AP: 70 DT: 10 DR: 10 Movement Speed 9 Yards POT: 9 VER 4
Attacks: MINIGUN: Firearms attack; costs 40 AP; deals 18+ damage; Rate of Fire of 8; Magazine of 240; uses 5mm
ammo; Short range
Skills: UNARMED: 100; FIREARMS: 100; BLUFF & INTIMIDATION: 100; HACKING & MATRIX TECH: 73; ARCANE
MAGIC: 100;
Loot: 30+3d10 5mm ammo; 50+6d10 caps
ALICORN: GREEN - Threat Level: Red - Level: 20 - Size: 0.5 - XP Gain: 1000
S. 4 P. 6 E. 8 C. 6 I. 8 A. 5 L. 3
Traits: THREAT LEVEL: RED: This threat has Hit Points equal to [200+(END*level)]. The monster has a total of 44 points
to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT: This monster can take perks from the normal perk list. All Hellhounds and Dragons have this trait for free, as do
members of PC/NPC races.
Perks: FLYER RK2: This monster can fly. Each rank of this perk gives the monster a level of Flight. Bloodwings and
Phoenix gain this perk at first level for free.
TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT.
Mastery adds +2 DT.
LIFE LINK: You are connected with your twin in a special way. Any beneficial effects cast on one of the twins now affects the
other. Also, if the twin is willing, it can take status effects for you.
EVOLVED HIDE: Exposure to radiation has hardened you against the elements. This perk grants +10 to DR, Elemental, and
Poison Resistances.
POWERFUL CASTER RK4: Your talent for magic is greater than most. You gain +1 to your POT. This perk may be taken up to
five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth
at level 16, and the fifth at level 20. .
HP: 351 AP: 70 DT: 10 DR: 10 Movement Speed 9 Yards POT: 9 VER 4
Attacks: MAGICAL ENERGY SWORD: Melee attack; costs 25 AP; deals [(4*STR)+20+] damage; En Garde!: As with
Parry, +5 AP, on a successful parry you may make a free attack with a penalty of 30; Special Rules: Armor Piercing, Magic
393
Skills: UNARMED: 100; MELEE: 100; FIREARMS: 73; BLUFF & INTIMIDATION: 100; ARCANE MAGIC: 100;
Loot: 1x Magical Energy Sword; 20+6d10 caps
ALICORN: PURPLE - Threat Level: Red - Level: 20 - Size: 0.5 - XP Gain: 1000
S. 4 P. 6 E. 8 C. 6 I. 8 A. 5 L. 3
Traits: THREAT LEVEL: RED: This threat has Hit Points equal to [200+(END*level)]. The monster has a total of 44 points
to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT: This monster can take perks from the normal perk list. All Hellhounds and Dragons have this trait for free, as do
members of PC/NPC races.
Perks: FLYER RK2: This monster can fly. Each rank of this perk gives the monster a level of Flight. Bloodwings and
Phoenix gain this perk at first level for free.
TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT.
Mastery adds +2 DT.
BLINKY: Not to be confused with Inky, Pinky, or Clyde. You can use Teleportation instead of normal movement, for the same
AP cost as the movement itself.
EVOLVED HIDE: Exposure to radiation has hardened you against the elements. This perk grants +10 to DR, Elemental, and
Poison Resistances.
POWERFUL CASTER RK4: Your talent for magic is greater than most. You gain +1 to your POT. This perk may be taken up to
five times with the following restrictions: the second rank of the perk becomes available at level 8, the third at level 12, the fourth
at level 16, and the fifth at level 20. .
HP: 351 AP: 70 DT: 10 DR: 10 Movement Speed 9 Yards POT: 9 VER 4
Attacks: BASIC ENERGY STRIKE LIGHTNING: Magic Spell; costs 25 AP and 10 Strain; Medium range, damage equal
to [(10+(POT*4))+1d10] Lightning Damage, ignoring DT and reduced by Lightning Resistance. A Critical Hit will disrupt a
machine for [(POT/2), round up] turns or drain 2d10 AP from a living opponent.
ADVANCED ENERGY STRIKE LIGHTNING: Magic Spell; costs 35 AP and 15 Strain; Long range, damage equal to
[(25+(POT*4))+2d10] lightning damage, ignoring DT and reduced by Lightning Resistance. A Critical Hit will shut down a
machine or arcanotech device completely or paralyze a living opponent for one turn unless the target makes a successful Luck
roll.
EXPERT ENERGY STRIKE LIGHTNING: Magic Spell; costs 45 AP and 25 Strain; Extreme range, damage equal to
[(40+(POT*4))+4d10] ignoring DT and reduced by Lightning Resistance. Will shut down a machine or arcanotech device
completely or paralyze a living target for one turn unless the target makes a successful Luck roll at a -1.
Skills: UNARMED:: 100; FIREARMS: 100; BLUFF & INTIMIDATION: 100; ACADEMIC & LORE LORE: 73;
ARCANE MAGIC: 100
Loot: 2x healing potions; 80+6d10 caps
394
BALEFIRE PHEONIX - Threat Level: Red - Level: 13 - Size: -1 - XP Gain: 800
S. 3 P. 6 E. 10 C. 10 I. 5 A. 12 L. 6
Traits: THREAT LEVEL: RED: This threat has Hit Points equal to
[200+(END*level)]. The monster has a total of 44 points to distribute
amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE:: This monster or spirit has a size other than
zero. In addition to the normal attack modifier this generates, the creature has a
bonus to their STR and DT equal to double the monster’s size, and an END bonus
equal to the monster’s size. With a smaller size these bonuses are penalties. Minimum 0 each. This can
give the monster a STR higher than 10. At GM discretion, monsters of unusual size may have one or more natural attacks with
the reach Quality.
Perks: FLYER: This monster can fly. Each rank of this perk gives the monster a level of Flight. Bloodwings and Phoenix
gain this perk at first level for free.
SWIFT ATTACKER: This monster has 15 bonus AP which can only be spent on Movement Actions.
TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT. Mastery
adds +2 DT.
INNATE ADVANCED MAGIC: This monster can manifest an innate power that is equivalent to an Advanced spell for 35 AP.
SPELLCASTER: This monster can cast spells. The monster starts with POT and VER attributes and a spell set. They may take
spellcasting perks.
MAGIC RESISTANT: This monster has a 15% chance to resist the effects of magic per rank. Mastery grants 100% resistance.
EXCEPTIONAL ATTACK: This monster has one or more attacks which benefit from one of the weapon special rules (Magic,
Crippling, AoE, etc.). This perk can be taken multiple times, each time applying a different special rule to a separate attack or
set of attacks. NOTE: If used to add the Magic quality to a ranged attack, that attack would use the monster’s Magical Energy
Weapons skill instead of Thrown.
EXOTIC BODY: This monster has an abnormal physiology that makes them resistant to certain kinds of damage. Choose
one type of weapon (Explosive, Magical Energy, Ballistic, Melee, etc.) and one type of energy type or special effect (fire, light,
crippling, stun, etc.). The monster takes half damage (rounded down) after DT from that type of attack, and ignores that kind of
energy or special effect. Timberwolves start with this perk (ballistics, stun) for free.
SHRUG IT OFF RK2: This monster gains 10 DR per rank.
ENDLESS: This monster continues to regenerate HP after death. When the monster’s HP is fully restored, the monster returns
to life. This ability does not function if the monster is turned to ash or goo or is otherwise completely destroyed. Greater
Timberwolves gain this perk at first level for free, but must take Regeneration at level 10.
HP: 262 AP: 105 DT: 0 DR: 20 Movement Speed 17 Yards POT: 3 VER 4
Attacks: BASIC ENERGY STRIKE FIRE: Magic Spell; costs 25 AP and 10 Strain; Short range, damage equal to
[(10+(POT*4))+1d10] Fire Damage, ignoring DT and reduced by Fire Resistance. A Critical Hit causes the target to catch fire.
Target burns for an additional 1d10 Fire Damage per turn until they pass a LCK check or put themselves out.
ADVANCED ENERGY STRIKE FIRE: Medium range, damage equal to [(20+(POT*4))+2d10] deals Fire Damage, ignoring DT
and reduced by Fire Resistance. Can attack an individual target or cast as an Area of Effect with a radius of POT feet. Creatures
hit by the spell catch on fire, burning for an additional 1d10 Fire Damage per turn until they pass a Luck check or put themselves
out.
Skills: NEGOTIATION & SEDUCTION: 63; MEDICINE: 100 ; ARCANE MAGIC: 100; FLIGHT MAGIC: 100
Loot: 1x Balefire Pheonix Feather; 60+6d10 caps
Special: For 25 AP, a Phoenix can cry upon a target that can have one of two effects. If the target is wounded, each tear
(‘crying’ creates 5 tears) heals as per a bandage using the Phoenix’s Medicine skill. If the target has recently died, a Phoenix cries
out to a Spirit of Life, which allows the target an END check at a -3 for each tear cried on the target. Unless trained or especially
friendly towards an individual or group, a phoenix will only ever cry over someone once per encounter. While sentimental, a
phoenix isn’t dumb and knows that it can only do so much.
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CHIMERA - Threat Level: Red - Level: 17 - Size: -1 - XP Gain: 950
S. 8 P. 3 E. 10 C. 6 I. 6 A. 8 L. 3
Traits: THREAT LEVEL: RED: This threat has Hit Points equal to [200+(END*level)]. The monster has a total of 44 points
to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
MONSTER OF UNUSUAL SIZE: This monster or spirit has a size other than zero. In addition to the normal attack modifier
this generates, the creature has a bonus to their STR and DT equal to double the monster’s size and an END bonus equal to the
monster’s size. With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a STR higher than
10. At GM discretion, monsters of unusual size may have one or more natural attacks with the Reach quality.
Perks: TOUGH HIDE: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT.
Mastery adds +2 DT.
RENDING CLAWS: This monster’s natural attacks (claws, bite, etc.) can pierce armor, reducing opponent’s DT by 1 per level.
Hellhounds gain this perk for free at first level.
POWERFUL ATTACKER: This monster’s Unarmed attacks have double their [STR*2] as Base Damage.
SAVAGE ATTACKER: This monster’s Unarmed attacks deal +1d10 damage. Mastery: +5 Base Damage.
MODERATE MONSTROUS POSION: This monster has an attack that, if successful, inflicts a moderate poison. Poison may
deal 1 S.P.E.C.I.A.L. damage per turn for 5 turns. The victim may make a Poison Resistance test to avoid the effect. Alternatively
, the monster may have an attack that produces a dangerous substance. Manticores and radscorpians gain this perk at first level
for free.
ARMORED HIDE: This monster has a base DT of 10. This replaces the first rank of Tough Hide. Many creatures of
the Wasteland start with this or a similar perk by virtue of survival.
ROAR: This monster can make an Intimidation test for 45 AP. If successful, opponents cannot act in regards to
it, except to dodge, run, hide, or take cover. Opponents may attack or take actions against
other monsters in the combat. This effect lasts until after its actions on the next turn. Roar
only affects opponents within Short range of the monster. If the monster does this more than
once in a battle, the monster’s opponents may make an END or CHA test (whichever is higher) to
resist.
SHRUG IT OFF RK2: This monster gains 10 DR per rank.
INNATE ADVANCED MAGIC SENSORY FOIL VISUAL):: This monster can manifest an innate power that is
equivalent to an Advanced spell for 35 AP.
HP: 370 AP: 145 DT: 25 DR: 20 Movement Speed 12 Yard
Attacks: CLAWS: Unarmed attack; costs 15 AP; damage equal to [(2*STR)+5+5d10] damage, Moderate Poison (1
S.P.E.C.I.A.L. damage per turn for 5 turns)
Skills: UNARMED: 100; BLUFF & INTIMIDATION: 100 ; SNEAK: 100; ATHLETICS: 86
Loot: 1x venom sac; 80+6d10 caps
396
HOSPITAL HORROR - Threat Level: Red - Level: 20 - Size: 0 - XP Gain: 1500
S. 9 P. 7 E. 10 C. 9 I. 6 A. 5 L. 3
Traits: THREAT LEVEL: RED:: This threat has Hit Points equal to [200+(END*level)]. The
monster has a total of 44 points to distribute amongst S.P.E.C.I.A.L.s and two Tag skills.
SAPIENT: This monster can take perks from the normal perk list. All Hellhounds and
Dragons have this trait for free, as do members of PC/NPC races.
Perks: THE STARE: This monster can make an Intimidation check for 45 AP. If
successful, opponents cannot act. This effect lasts until the monster breaks eye contact.
If the monster’s opponents have a higher CHA than the monster, they may make an END or
CHA test (whichever is higher) to resist for a turn. Hospital horrors get this perk at first level for
free.
TOUGH HIDE RK3: This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster’s DT.
Mastery adds +2 DT.
POWERFUL ATTACKER RK2: This monster’s Unarmed attacks have double their [STR*2] as Base Damage.
SAVAGE ATTACKER: This monster’s Unarmed attacks deal +1d10 damage. Mastery: +5 Base Damage.
CONSTRICTION: During grapple checks, deal [STR+8+(size)d10] Non-lethal Damage on a successful roll. Additionally, if a
natural weapon was used to grapple, apply the damage from the weapon as well. If this weapon is lethal, the damage from
constriction is treated as lethal. If the target is trying to escape while constricted, they receive a penalty of 1 on their grapple
checks.
SHRUG IT OFF RK3: This monster gains 10 DR per rank.
HP: 390 AP: 85 DT: 25 DR: 30 Movement Speed 9 Yards
Attacks: TENTACLES: Unarmed attack; costs 15 AP; damage equal to [(4*STR)+10+5d10] damage
Skills: UNARMED: 100; BLUFF & INTIMIDATION: 100
Loot: 1x healing potion; 3x bandages; 50+6d10 caps
398
Chapter 9:
Character Sheets
399
1. Vital Statistics
For basic information about your character.
2. Hit Points
Track total Hit Points here, as well as total damage.
3. Action Points
Place total Action Points here, as well as how many have been used in a turn.
4. S.P.E.C.I.A.L.s
Track S.P.E.C.I.A.L.s here, including base, permanent and temporary changes.
5. Limb Condition
Table of indiviual limb Hit Points, and a cell for tracking damage for each.
9. Armor
Track stats and condition of armor equipped.
400
12. Movement Speed
Track amount of distance covered per Movement Action here.
14. Skills
Shows your skill level for each skill.
15. Traits
Shows your traits.
17. Perks
Place for your perks as you aquire them.
18. Bottlecaps
Total caps go here. You can write a number, or you can just stack bottlecaps on the
cell. Your call, but we might suggest a number. Reading the rest of the sheet around a
bunch of bottlecaps is kinda hard...
29. Background/Description
Your highly detailed and super crazy backstory here. The cell probably isn’t big enough
for your angsty history, but give it a shot anyway!
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2
1
3
4 5
7
6 9
8
11
10
12
13
403
15
14
16
17
404
19
18
20
405
21 22 23 24
25
26
406
27
407
28
29
408
Character Sheet Links
There are two official character sheets. The first is a printed character sheet, which spans six single sided pages and covers all
aspects needed to for gameplay. It has been formatted with enough space to hand write all needed information.
You may find blank copies of these printed character sheets for download at:
http://projectdeadtree.com/foe_paper_character_sheet
File types include: .JPG, .PNG, and .PDF
The second character sheet is a Google Sheets character sheet. It is filled out and viewed electronically. It provides a few added
benefits to the printed character sheet. The first is that is has more room than the printed character sheet. With a total of
nine tabs, it allows a more detailed view of specific stats. Instead of Magic and Pegasi Tricks sharing a page, they each now
have separate tabs, for example. The second benefit is that it “auto completes” itself. For instance, when you gather enough
Experience points to level up, the sheet will automatically add to your Skill Points, Strain, Hit Points, and anything else which
is modified upon leveling up. This is merely one example of the numerous ways it “auto completes” itself. It is suggested you
only modify the fields in green with a “+[number]” or “-[number]” after what is already in the field, and to not touch the
fields in blue at all, to reduce any risk of accidentally messing something up.
You may find a blank copy of the Google Sheet Character Sheet at:
http://projectdeadtree.com/foe_character_sheet
though you must first click on >File >Make a Copy, and make a separate copy of the character sheet before you may fill out
and use this character sheet.
409
Appendices
410
TL;DR
This section exists as a recap. Made it through the book but have no clue what you just read? Then welcome to the Too Long;
Didn’t Read. This section is a quick breakdown and recap of the entire book, with a lot of the jargon stripped out.
Firstly, you will need to come up with a character, race, S.P.E.C.I.A.L.s, and concept. Concept, in this case, is your two Tagged
skills and Cutie Mark Skill. The Cutie Mark Skill, or CMS, is special, like a Cutie Mark, because it represents something the
character is intrinsically good at. Therefore, the CMS maxes out at 115, instead of 100. S.P.E.C.I.A.L.s stands for Strength,
Perception, Endurance, Charisma, Intelligence, Agility, and Luck. All attributes start at 5, and you have 5 points to spend. You
can also lower a S.P.E.C.I.A.L. to 3 (or to 1, with a few select traits). If starting at level 1, the character starts off with 300 caps.
Everything in the items list is bought at cost.
Have all that? Jolly good. Next, you will need to pick your starting traits and any racial perks or abilities. For example, Earth
Ponies get a free perk at level 1, up to level 4. Ok, now with a character, race, traits, skills, and equipment all sorted out onto
your sheet, you need a long and elaborate backstory.
Now for a quick break down of the game mechanics. Basically, everything breaks down into either a S.P.E.C.I.A.L. check or a
skill check. S.P.E.C.I.A.L. checks are made with a d10 and skill checks are made with a d100. To pass a check, you must roll
either the equivalent to that S.P.E.C.I.A.L. or skill’s level or lower. That is, to pass a Perception check with a PER of 7, one must
roll a 7 or lower. To pass a Firearms check with a Firearms skill of 45, one must roll a 45 or lower.
Now, for opposing rolls, the character with the highest Degree of Success wins. Degrees of Success are defined as how many
points you rolled under your check (e.g., rolling a 23 with a Firearms of 45 is equivalent to 22 Degrees of Success). So let’s say
two characters had a shooting match. Player 1 rolled a 23 out of 45 while Player 2 rolled a 60 out of 70. Player 1 would win the
match because he has more Degrees of Success than Player 2.
But what about skills versus S.P.E.C.I.A.L. rolls, you say? Well, in that case, the skill roll’s Degree of Success is divided by 10
and rounded down to the whole number (22 Degrees becomes 2.2 Degrees, which becomes 2 Degrees against a S.P.E.C.I.A.L.
roll). These numbers are never rolled up to the next highest integer. They are always rolled down (e.g., 38 Degrees becomes 3.8
Degrees, which is rounded down to 3 Degrees versus a S.P.E.C.I.A.L.), as rounding up gives the skill roll an unfair advantage
against the S.P.E.C.I.A.L. roll.
I and the character I’m up against just tied our opposing rolls… What do? Well that’s easy. The rule of thumb is that the
defender always wins. So, if you are trying to sneak past someone, you would get spotted; if they are actively seeking you, you
remain hidden; you challenge a friend to a competition, you lose; etc.
Now, with those things all set, you are ready to go. Grab your dice, and good luck. It’s a Wasteland out there.
411
Formula List
Welcome to our formula list. As with most table top RPG games, Fallout: Equestria PnP has a quite a bit of math and formulas.
This section intends to serve as a quick reference for all of the important formulas one needs to play without having to scour the
book for an imposibly hard to find, yet horrendously important bit of mathematics. In this list, you will find all the important
formulas for stats used in character creation organized into one neat list. This list does NOT include perk and trait modifications
to formulas (e.g. Gifted), nor does it include the damage formulas for weapons.
Hit Points are equal to [(100+(END*3))+(END*(Level-1)), similar to Skill Points, you start with
[100+(END*3)] Hit Points and gain additional Hit Points equal to your END every time you level up.
Limb Condition: your horn and torso have Hit Points equal to [(Hit Points/2), rounded down],
and all other limbs have Hit Points equal to your [(Hit Points/3), rounded down]. These draw from your
maximum amount of Hit Points and is not affected by damage taken to your main Hit Points.
Poison Resistance is equal to [END*2], except for Ghouls who have a starting Poison Resistance of 50.
Potency (POT) is an arcane race’s magical strength and equal to a character’s [END/2].
Skill Points are equal to [(10+INT)*Level]. Simply, you start with [10+INT] Skill Points and gain
[10+INT] Skill Points everytime you level up. Skill Points are NOT affected by temporary boosts to your INT.
Arcane races have Strain which is equal to [(5*(INT+END))+((INT+END)*Level-1)], meaning you start
with [5*(INT+END)] Strain and gain Strain equal to your [INT+END] every time you level up.
Trick Points (TP) are equal to [(((AGI+CHA)/2), rounded up)+(Level-1)]. Flying races start
with [((AGI+CHA)/2), rounded up] and gain 1 Trick Point every time they level up.
Versatility (VER) governs a spellcaster’s magical dexterity and is equal to a character’s [INT/2].
413
Glossary
Academics & Lore The general skill that governs a player’s knowledge of life and understanding the
(general skill) world around them
Action Points (AP) Method of measuring someone’s action speed, based on six-second rounds/turns
Additive Roll Rolls that add the sum of a series of dice or a die and a formula
Alchemy The practice of using innate powers of object to create potions and brews
Alchemy/Survivalism The general skill that governs potions and the ability to survive in the wastes
& Traps (general skill)
Anti-Matrix (AX) Anti-Matrix is special damage designed to shut down devices which rely on a
spell matrix (such as robots, turrets, PipBucks, cybernetics, and magically-powered
armor).
Arcane Magic The magic of Unicorns and other magically-attuned races. Determines the character’s
(magic skill) magical ability level
Area of Effect (AoE) The radius from the event in which things are affected
Athletics (general skill) The general skill that governs the skill of the athlete. May be used as a substitute for
Agility
Background Trait Gives a set of bonuses and negative as well as briefly describes background/history
Barter (general skill) The general skill that governs the ability to trade
Battle Saddle The combat skill that governs use of battle saddles.
(combat skill)
Bluff & Intimidation The general skill that governs a player’s ability to lie or tell if someone is lying
(general skill)
Canterlot Capital city of Equestria and home to the royal pony sisters
Canterlot Ghoul A pony of Canterlot who has been exposed to (and died from) Pink Cloud
414
Cap, Bottle A literal bottle cap, used for currency
Chemistry (general skill) The general skill that governs the ability to work with chemicals
Contract (Griffon) An arrangement, usually with a Griffon, that becomes their moral code
d/Die/Dice Polyhedra with varying numbers of sides, printed with Arabic numbers, and rolled to
indicate success or feasibility of an action
Damage Resistance (DR) Allows you to shrug off percentage of damage after DT, because you’re that tough
Damage Threshold (DT) Blocks damage directly and subtracts from incoming damage
Degrees of The number of intervals away from the target goal a roll results in
Success/Failure
Dragons A creature of a selection of elements -- Do I really have to explain what a Dragon is?
Earth Ponies Ponies known for their strength and connection to the land
Enclave, Grand Pegasus The military entity that rules the Pegasi in the clouds over the Equestrian Wasteland
Equestria The kingdom of the royal pony sisters, founded by the three pony tribes
Explosives (combat skill) The combat skill that governs blowing stuff up
415
Feral Ghouls A Ghoul that no longer retains its mental sanity. If your Ghoul character becomes
feral, it is no longer playable
Firearms (combat skill) The combat skill that governs shooting things with guns and bullets
Flight Magic (magic skill) The magic of flight. Determines the character’s flying ability level
Gambling (general skill) The general skill that allows the player to use more than dumb luck
to win at games of chance
Glyph Mark A visual mark on the flank of a Zebra, similar to a Cutie Mark, though not a clear
image
Goddess, the The first living product of I.M.P., The Goddess is the ruler of and controlls the hive-
mind that connects all Dipped Alicorns
Griffons A half avian, half feline race, known for their moral code
Hacking and Matrix Tech The general skill that governs the ability to hack into pre-war computer systems and
(general skill) modifying arcano-technology
Health Points (HP) The measure of how much damage is deducted, due to injury. The total amount of
health a character has. See HIT POINTS
Hit Points (HP) The measure of how much damage is delt. The total amount of damage a chacter can
take. See HEALTH POINTS
Initiative Roll Using a formula, this determines who acts first in a round of combat
Lockpick (general skill) The general skill that governs the ability to pick locks (you really had to look this up?)
416
Luck (LCK) A S.P.E.C.I.A.L. - refers to, oddly enough, luck
Magical Energy Weapons The combat skill that governs projectile weapons powered by arcane
(MEW) (combat skill) technology
Medicine (general skill) The general skill that governs the ability to provide healing
Melee (combat skill) The combat skill that governs non-projectile weapons
Ministry of Arcane One of the six Ministries - known for the creation of I.M.P.
Science (MAS)
Ministry of Awesome One of the six Ministries - known for the SPP (and being awesome)
(MoA)
Ministry of Image (MoI) One of the six Ministries - known for its propaganda
Ministry of Morale (MoM) One of the six Ministries - known for using parties as a front for monitoring
potentially-illicit activities related to the war effort
Ministry of Peace (MoP) One of the six Ministries - known for its development of new medical procedures
Ministry of Wartime One of the six Ministries - known for power armor
Technology (MWT)
Modifier Often gained by a perk, this will increase or decrease the Crit Fail window when
(attack/weapons) using the attack or weapon
Modifier (rolls) Difficulty of a roll, often a skill roll, that is modified by the GM to fit the situation
Natural Born Alicorns Alicorns born from Alicorn parents after the events of Sunshine and Rainbows
Negotiation & Seduction The general skill that governs encouragement and skill of the bedroom
(general skill)
Percentile Roll Roll in relation to the percentage on the d100 for the effect to happen
Pink Cloud A potion created to kill the Royal Pony Sisters (in Canterlot) that fuses together
anything it comes in contact with, also know as Alicorn Slaying Potion
Pony/Zebra War The war that started between the three pony tribes and the Zebras
Profession (general skill) The general skill that allows the player to have a skill beyond the listed general skills
Quest Perk A perk given, provided the task requirements are met
Rate of Fire (RoF) The frequency at which a specific weapon can launch its projectiles
Repair & Mechanics The general skill that governs the ability to repair mechanical items and to craft
(general skill) new ones
Roll-under When given a target number, your goal is to roll a number lower than the target
418
Sand Dogs Another name for the Diamond Dog
Shamanism The practice of summoning spirits, often for imbuing weapons with power.
Shamanism (magic skill) Magic beyond the horn. Determines the Shaman’s ability to use spirit magic
Sleight of Hoof (SoH) The general skill that governs the ability to remove things without being noticed
(general skill)
Sneak (general skill) The general skill that governs the ability to move without being seen
Special Talent Ponies and Zebras are individually good at a specific thing. This is their special talent
Spirit Affinity (SA) A Zebra Shaman’s aptitude for summoning and controlling Spirits
Stable A bunker, usually underground, used to house inhabitants when the Megaspells fell
Stacking (Perks) Stacking is the act of adding together the benefits of multiple perks or multiple tiers of
perks (e.g. a “+3” and a “+5” stack togeter to make a “+8”)
Statuette A magical figurine that grants one permanent bonus to a particular S.P.E.C.I.A.L.
Sunshine and Rainbows The name of the last chapter of the original Fallout: Equestria and a significant event
in the story
419
Telekinesis (TK) The magic of levitation
Thrown (combat skill) The combat skill that governs thrown weapons
Trick Points (TP) Similar to strain, but used for determining flight maneuvers
Unarmed (combat skill) The combat skill that governs a character’s innate or minimal weapons
Versatility (VER) The measure of how many different applications a single source of magic can be
applied to
Virtue A one-word summation of a base moral force or the core essence of a character’s
being
420
Index
Crafting..........................................................................................253
A Ammo..........................................................................268-273
Accessories List.....................................................................145-147
Ammo, Recycled/Crafting....................................... 273-275
Addiction.......................................................................................295
Armor..........................................................................257-258
Advancing Spells.........................................................................339
Clothing.......................................................................257-258
Agility (AGI)....................................................................................10
Crafting Components.............................................. 259-260
Alchemical Enhancements.........................................................209
Drugs.......................................................................... 260-262
Alchemical Recipes.............................................................. 281-286
Food............................................................................. 260-262
Alchemy.........................................................................................280
Kits.............................................................................. 259-260
Alcohol List..........................................................................305-306
Medicine..................................................................... 260-262
Alicorn...............................................................................................14
Miscellaneous.............................................................263-265
Arcane Magic...............................................................................337
Weapon.......................................................................253-257
Ammo Breakdown List..................................................... 266-268
Crippling Limbs...........................................................................224
Ammo List................................................................................93-97
Criticals...........................................................................................213
Armor.............................................................................................223
Base Rates............................................................................213
Armor List...............................................................................118-133
Modifiers..............................................................................213
Heavy ........................................................................... 128-133
Success/Failure in Combat............................................. 227
Light...............................................................................118-124
Cutie Mark Skill............................................................................206
Medium........................................................................124-128
Cybernetic Implants............................................................208, 308
Armor Mods........................................................................ 249-252
Cyberpony Suites........................................................310-311
General....................................................................... 249-250
Slot Allocations..................................................................309
Power Armor..............................................................250-252
Trait Effects........................................................................309
Attack Modifiers.................................................................. 225-227
B D
Damage Resistance......................................................................223
Battle Magic..........................................................................374-376
Damage Threshold......................................................................223
Books..............................................................................................208
Damage Types.......................................................................221-223
Death..............................................................................................223
C Defense Magic.....................................................................346-349
Carnivore Food List............................................................303-304 Diamond Dog..................................................................................15
Character Sheet.................................................................. 400-409 Dice Rolls................................................................................. 211-213
Charisma (CHA)............................................................................. 9 Additive................................................................................213
Chem List............................................................................. 296-299 Assisting...............................................................................212
Chemistry......................................................................................287 Degrees of Success/Failure...............................................212
Chemistry Recipes............................................................... 288-291 Opposed................................................................................213
Chems............................................................................................295 Skill................................................................................. 211-212
Cloaks List.............................................................................148-150 S.P.E.C.I.A.L.........................................................................211
Clothing List...........................................................................151-158 Disposition..........................................................................209
Combat............................................................................................216 Disposition....................................................................................209
Actions..................................................................................216 Dragon...............................................................................................13
Advanced Actions...................................................... 218-221 Drinks List............................................................................299-300
Initiative................................................................................216
Movement Actions.....................................................217, 413
Sequence...............................................................................216
E
Earth Pony........................................................................................11
Special Actions............................................................221-222
Endurance (END)............................................................................ 9
421
Explosive Weapons List........................................................115-117 Looting............................................................................................215
Other Explosives..................................................................117 Luck (LCK)......................................................................................10
Placed Explosives................................................................117
Thrown Explosives.......................................................115-116
M
Magazines.....................................................................................208
F Manipulation Magic..........................................................354-360
Flying Magic......................................................................... 330-331 Martial Arts.......................................................................... 227-232
Formula List...........................................................................412-413 Materials List........................................................................ 187-197
Foraged Materials..................................................... 188-190
G Hunted Materials.......................................................187-188
General Magic............................................................................. 340 Scavenged Materials..................................................191-197
Ghoul............................................................................................16-17 Medical Magic..................................................................... 361-365
Glossary.................................................................................414-420 Medicine List....................................................................... 296-299
Great & Powerful Spells, Learning........................................339 Medicine Recipes................................................................. 291-294
Griffon...............................................................................................13 Melee Weapons List...............................................................98-114
Bows...................................................................................... 114
Melee Weapons............................................................102-111
H Throwing Weapons......................................................111-113
Hats List.................................................................................159-162 Unarmed Weapons......................................................98-101
Hazards..........................................................................................235 Ministry Mare Statuettes..........................................................208
Healing...........................................................................................234 Miscellaneous Items List.....................................................170-186
Hellhound.........................................................................................16 Carrying Equipment...................................................177-179
Helmet List.............................................................................133-145 Gathered Materials..................................................... 170-171
Heavy.............................................................................141-145 General Goods Example............................................173-175
Light.............................................................................. 133-137 Miscellaneous...............................................................181-186
Medium........................................................................138-140 Skill Book.................................................................... 180-180
Hit Locations................................................................................224 Stable-Tec Items..........................................................179-180
Hit Points .....................................................................................207 Survival Gear............................................................... 171-173
Tool Kit..........................................................................174-177
I
Illusion Magic...................................................................... 365-369 N
Imbuing Magic.................................................................... 350-353 Natural Born Alicorn.....................................................................15
Intelligence (INT)............................................................................. 9 New Spells.....................................................................................339
Invention List........................................................................275-278 Notes...............................................................................................422
Inventions...................................................................................... 275
Item Status.....................................................................................214
Condition..............................................................................214 O
Degradation.........................................................................214 Offense Magic......................................................................341-345
Repair....................................................................................214
P
K Pegasus...............................................................................................11
Karma.............................................................................................209 Pegasus Tricks...................................................................... 331-336
Perception (PER).............................................................................. 9
Perception Magic.................................................................370-373
L
Languages........................................................................................10
Learning Spells.............................................................................337
Light Harness List........................................................................145
422
Perks................................................................................................. 29
General............................................................................29-45
T
Tag /Tagged Skill..........................................................................206
Quest................................................................................64-65
Threat Level....................................................................................378
Racial...............................................................................45-63
Green............................................................................ 379-381
Specific.............................................................................65-67
Yellow...........................................................................381-385
Trained..................................................................................64
Orange....................................................................... 386-392
Potency...........................................................................................207 Red............................................................................... 393-398
TL;DR............................................................................................... 411
Traits.................................................................................................18
R Background Location..........................................................28
Ranged Weapons List.............................................................73-86
Background..................................................................... 24-27
Ballistic............................................................................73-86
Negative........................................................................... 23-24
Heavy ............................................................... 85-86, 91-92
Positive..............................................................................18-23
Magical Energy Weapons........................................... 87-92
Trick Points...................................................................................207
Pistols.............................................................. 73-76, 87-88
Rifles................................................................ 78-82, 88-90
Shotguns..........................................................................83-84 U
SMGs............................................................................... 76-77 Unicorn.............................................................................................12
S V
Scavenging Table..........................................................................215 Vegetarian Food List..........................................................300-302
Shamanism....................................................................................317 Versatility......................................................................................207
Shields.....................................................................................163-169 Virtue..............................................................................................209
Skill Levels..................................................................................... 411
Skill Roll Modifiers................................................................ 211-212 W
Skills....................................................................................... 68, 206 Weapon Crafting List.........................................................252-257
Combat........................................................................... 68-69 Weapon Mods......................................................................237-248
General.............................................................................68-71 General....................................................................... 245-248
Magic...................................................................................... 71 Melee/Unarmed....................................................... 242-245
S.P.E.C.I.A.L.s..........................................................................9, 206 Ranged.........................................................................237-242
Special Rules (items)........................................................... 197-205
Addiction.............................................................................203
Ammo......................................................................... 203-203
Y
Youngster.......................................................................................... 17
Armor......................................................................... 202-203
Item Rarity..........................................................................204
Melee Weapons.........................................................200-201 Z
Miscellaneous.....................................................................205 Zebra..................................................................................................12
Ranged Weapon........................................................199-200 Zebra Spirit Favors......................................................................319
Rate of Fire..................................................................198-199
Shield...................................................................................204
Weapon Type..................................................................... 198
Spell Sets, Acquiring...................................................................338
Spell Theme/Thematic...............................................................338
Spirits.................................................................... 318-319, 320-328
Summoning.........................................................................319
Starting Caps.................................................................................. 72
Starting Equipment....................................................................... 72
Strength (STR)................................................................................. 9
Strain..............................................................................................207
423
Notes