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Skill Based and General Character Knowledge 8 page

Zebra characters who have escaped from the legion, or whose tribe has splintered away from them and no longer upholds their views and attitudes, are considered Il Proditore. The Proditore receive the Enemy hindrance (their enemy being the legion) in exchange for starting with neutral karma. Nearly all proditor zebras suffer from a curse that changes their stripes from black to red. The original Proditore were zebras who served in the equestrian army during the last war. As a result of their origins and their willingness to act against those loyal to the Caesar, Zebra who are a part of this ‘organization’ do not suffer the -25 speech penalty towards Zebra garnered by Caesar’s legion, and their racial penalty to speechcraft towards ponies is reduced to a -5.

Because their stripes have been turned red by the magic of the remaining zebra shamans, it is considerably more difficult for a proditor to sneak around, effectively negating the +5 bonus ranks to sneak granted by their training. In spite of this, proditor zebra tribes still have considerably more knowledge of their ancestral lore, alchemical practices, and survival techniques than those zebra tribes that were never a part of the legion, and still retain their +5 bonus ranks to zebra magic and survival.

Note that most, but not all proditore have red stripes. Depending on the circumstances of their departure and their own skill with zebra magic, they may not warrant the use of the curse or may be able to undo its effects.

 

- Crusaders (Requires Young or Foal at Heart) – The Crusaders are an organization comprised almost entirely of colts and fillies. This does not mean they should be underestimated, however. Crusader characters are extremely capable, and have learned how to take advantage of their smaller size to help them survive in the wasteland. Young characters belonging to this organization get 3 extra ranks in Survival, Sneak and Speechcraft, and get a +5 bonus (not a rank bonus) on mercantile rolls in nearly all major settlements. Crusaders start with a crusader cape, bearing the rearing filly logo of the organization, as well as a single pistol or mouth wielded melee weapon of value 250 caps or less.

 

- Enclave Volunteer Corp (EVC) (Pegasi Only) – Your character is one of the pegasi of Thunderhead who believes that the Enclave should be actively working to restore communications and trade with the surface, likely after having tasted a strawberry for the first time. Those with this opinion are closely monitored and driven to be members of the EVC, where they can be allowed to see the surface as the Enclave wants them to. After a short crash course in basic survival, they were sent down to the surface. Your pegasi wasn’t in-the-know about any of the secret projects that the EVC may or may not be a front for, and was regularly dispatched with a few sub-par energy weapons and some questionably healthy food to spread the Enclave’s message of renewed prosperityfor the wasteland to those who probably greeted the message with bullets. As a result, you have some serious trust issues with the Enclave, but you still believe that they’re at least trying to do the right thing, writing off your bad experiences to bureaucracy and bad luck - at least until convinced thoroughly otherwise. Enclave Volunteers start with EVC or Enclave Officer Uniforms and a single magical beam pistol. Their extremely brief training also grants them a +3 rank bonus to Survival, Energy weapons, Science or Medicine (pick one), and they may or may not start with up to a week’s worth of Enclave rations (usually fresh apples and sky wheat), depending on the situation. EVC Membership grants the Formal Education trait for free, though it only does so if this organization trait isn’t awarded to a character at no cost.



 

-Ganger – You belong to one of the many gangs that have sprung up around the wasteland. Players, you have a choice to make here: You can look through the fiction and find a gang and then choose that as your gang-of-origin, or you can create a gang of your own and claim loyalty to them. If you do decide to create a gang of your own, keep in mind that most gangs in the Fallout Equestria universe (and in the Fallout universe as well) have a theme that ties them together, and generally have a very distinct style, frequently including a noticeable “uniform” or colorful article of apparel that distinguishes members as part of that gang and a unique style of combat. You should also talk with your GM about including your gang in the world – there’s no point in taking this trait if the organization you’re a part of doesn’t exist!

The biggest benefit of being in a gang is that your character’s gang will usually back them up, as long as you provide support and do errands for the group as needed. To get help from fellow gang members, depending on the circumstances, characters need only convince NPCs that their assistance is required. If the gang is large enough, they may even get discounts with specific merchants friendly to the group.

Gang-member characters, similarly to mercenaries, may also have responsibilities within their organization; these vary depending on the strength of the gang and the position of your character in it. At character creation, characters shouldn’t be in a position of much importance or responsibility within a gang unless it’s very small. Gangers start with their gang uniform (which should be roughly equivalent in stats to Raider or Leather Barding) and a single gun or melee weapon of their choice below 300 caps in value. Most gangs also control a territory, which may include one or more settlements, farms, and other areas that may look kindly upon helping out a fellow gang member.

 

- Mercenary/Bounty Hunter– You might be a Talon mercenary, or you might belong to one of the numerous other mercenary groups that operate around the Equestrian wasteland. You may even be a simple bounty hunter, or a member of a group of bounty hunters. You aren’t necessarily on good or bad terms with your group, and you may even be currently working on a contract with them. On the other hoof, you may have gone freelance for a bit, in which case their reaction depends on the group you work with. Either way, you have extensive knowledge of mercenary and bounty hunter work, and begin play with a set of mercenary or bounty hunter combat barding (as Equestrian Combat barding), in addition to a combat knife and 1-2 guns or other melee weapons, any or all of which may be named weapons if the trait has been purchased for each weapon in question (see the Named Weapons section in Equipment of the Wastelands for more details on creating a named weapon). Griffin mercenaries, due to their race’s long tradition of mercenary work, get one named weapon (or set of named weapons) for free at character creation, without having to spend the additional point.

The catch is that as a mercenary or bounty hunter you are a part of a business, and that comes with responsibilities (though not as much as the Obligation hindrance does). You may have to take breaks occasionally from adventuring with your friends to do work for your organization, or take on contracts. If your friends contract you to do work for them though, and your boss gives you a green light, you’re home free! Mercenaries are encouraged to take the Code of Honor hindrance.

- Raider (Requires the Sadist Hindrance) – No, you’re not one of the crazed, psychopathic cannibals that are the end result of the raider disease. You’re just an asshole who doesn’t mind taking what he needs from others, by force if necessary. You hang out (or used to hang out) with a bunch of likeminded assholes who got the brilliant idea in their heads to cause as much pain and suffering to the rest of the world as they possibly could, starting with whoever had the nicest things to take. If you encounter your old gang again, they’re not likely to shoot you if they recognize you – at least until they’ve had a chance to talk to you first. However, if you encounter anyone who might recognize you from your raiding days, expect a fight unless you last parted under amiable terms. Characters that start as raiders get a set of raider barding and a single gun (no energy weapons) or melee weapon of their choice below 250 caps in value at character creation.

 

- Reaper (Requires 2-3 Character Creation Points) – There are only ever as many as one hundred Reapers, operating out of the Hoofington Sports Arena (making this organization only practical to take if your campaign is set in or around the Hoofington area; savvy GMs may want to create a similar organization in their chosen setting if they like the idea). If they belong to this organization, your pony killed a previous Reaper and took their place in the arena as a result. The Reapers are a very exclusive group, and every single one of them is a trained (or at least ruthless) killing machine, usually with their own gang behind them. This isn’t necessarily the case, however; occasionally the reapers attract some ponies with simply outlandish abilities, or just an incredible ability to kill without dying. It should be noted that the ONLY way to become a Reaper is to kill a Reaper. In short, if your wastelander belongs to this group, they are a certifiable badass.

Characters belonging to the Reapers have quite a few options open to them at character creation. For only two points, they’re a higher-ranking member of one of the more powerful gangs that have close ties with the Reapers, but may or may not actually be one of the hundred themselves. They gain the benefits of the Organization: Ganger trait, listed above (except for the weapon and armor options, of course, which are replaced by the reaper weapons and armor options listed below), in addition to the five extra ranks in any combat skill, mentioned below.

If they instead choose to spend three character creation points, they’re a Reaper who works alone – the most dangerous kind.

Lone Reapers tend to have a distinctive flourish – something that makes them stand out as a particularly challenging, unique opponent, be it a matter of style or some kind of special ability. Deus “Ex Machina,” for example, has 120mm autocannons literally built into his torso, and is more than half machine (he’s a Cyberpony, Rank 3). Gorgon, another Reaper, is completely impermeable to bullets and can turn ponies to stone with his gaze. Rampage, one of the example characters, adopted her predecessor’s style of combat as a melee-meat grinder, a fact emphasized by her bladed metal armor. She also has the advantage of being virtually impossible to kill, an ability which would fall under the Wasteland Weirdo trait below. Consider combining traits and hindrances to emphasize some effect, style or ability that sets your Reaper apart from all those other bozos out there with a gun and an itchy trigger finger. Characters with the 3-point version of this organization trait may reduce the cost of Cyberpony and/or Wasteland Weirdo by two points, minimum cost 1.

Reaper characters are extremely good at killing without being killed, and can count on the backing of their fellows in situations that benefit the organization as a whole, or at least come into line with the ideology of Big Daddy (the leader of the organization). Note that this means that your Reaper may also be called on to help other Reapers in the same way when Big Daddy requires it. Most Reapers also have fairly intimate, though not necessarily up to date, knowledge of the local gangs and their territorial boundaries, and of the rules and regulations that govern Hoofington Arena. Finally, and most importantly, they are highly skilled at the art of ass kicking. Depending on their focus, Reapers get 5 additional ranks in a weapons skill of their choice.

Both 2-point and 3-point Reapers begin play with any set of non-powered armor of their choosing, and any number of weapons totaling less than 1500 caps in value. It is recommended that Reaper characters start at level 5 or above, reflecting their experiences in the wasteland. Create a character as normal, and then level them up four times (this is, of course, totally optional and dependent on your GM’s plans for your character).

 

- Settlement (Minor) – Your character hails from one of the many small semi-tribal settlements in the wasteland. The settlement has a total population of somewhere between 10 and 50 people, and as such every person is valuable and must contribute to the settlement in some way. Your character probably knew every single person living in the village, and held some job there keeping the place running. They are obligated to keep the village safe and try to direct trade towards it, or to bring back something of value, such as technology, or a supply of food or water, to help keep the village alive. Characters that belong to a settlement tend to focus on a single trade-skill that benefits them, and so start with 7 extra ranks in any single skill of their choice.

 

- Settlement (Major) – Any settlement with more than 75 people in the Equestrian Wasteland is a large one, and your wastelander hails from one such settlement. Such settlements are large enough that they are thriving centers of trade, and won’t cease to exist if a few of their citizens decide to go off scavving in the wastes and don’t come back. Your character still has ties to their settlement of origin, and receives a +5 bonus on mercantile with any other traders hailing from that location. They also start with considerably more background knowledge of about the equestrian wasteland, and a more well-rounded education than can be provided in the smaller settlements. Characters from major settlements start with 100 extra caps at character creation, and receive a permanent +5 roll bonus to any INT or CHA based skill.

 

- Slaver– You don’t necessarily work for Red Eye or hail from Paradise Falls, but you are, or used to be, a member of one of the many slave-collection groups that scour the Equestrian wasteland. Slavers don’t necessarily care much if one of their own ends up going into the pot, so don’t expect too much in the way of loyalty, but all slavers know their way around a couple of the major slaver camps and installations, and maybe a couple minors ones as well. Slaver characters start with a full set of leather barding and a single small gun (no energy weapons) or melee weapon under 500 caps in value.

 

- Steel Rangers/Applejack’s Rangers (Earth Ponies, Unicorns, and Half-Breeds only) – Your pony belongs to the Steel Rangers, the descendants of the last remnants of the Equestrian military. The Steel Rangers have two main subdivisions: the Knights, including the paladins, the squires, and all the other combat units affiliated with the order, and the Scribes, including the researchers and all other non-combatant members. If your character belongs to this organization, they must pick between the two divisions. Earth ponies can join either division; unicorns cannot usually advance beyond the rank of squire in the knights unless their horn is removed due to armor restrictions. Intelligence greater than 5 is required to join the Scribes, and both Strength and Agility must be greater than 4 to join the Knights. Membership to the Steel Rangers comes with responsibilities, which may vary based on what division a character is in and what their role is within that division. Characters belonging to the Rangers may have to take breaks occasionally from adventuring with their friends to do work for the organization, or run the risk of being considered in dereliction of duty.

Scribe characters are party to some of the technological knowledge of the Steel Rangers, and are likely to be involved in either the recovery of new technologies or researching how to apply technologies already recovered to helping the organization. Discuss with your GM what your character may have been specifically involved with to determine what they might or might not know about the organization, or just general knowledge they might have about magic and technology. Depending on the projects they were involved with within the order, scribes get a +3 rank bonus on to 2 skills related to their research, or a +5 rank bonus on a single skill related to their studies. At character creation, scribes start with a set of blue and grey cloth robes with the Rangers’ insignia and a single ranged weapon under 300 caps in value.

Knight characters are the defensive force of the Rangers, and have access to the high-technology, extremely powerful weapons that the organization is known for. Regardless of deployment in the wasteland, all knights are trained in the use of magically powered armor (ala Power Armor Training) and the weapons systems typically included in them, granting them an additional 5 ranks in the Big Guns skill. Depending on the mission they are assigned, they either start with a set of P-45d magically powered armor and two heavy weapons mounted on it of their choosing, or with a set of lighter scouting armor such as equestrian recon barding, usually one with a visor and an integrated battle saddle. The battle saddle on the scouting armor may come equipped with any pair or combination of rifles or energy rifles that the GM deems appropriate for the mission your character is on.

Applejack’s Rangers are a faction of the steel rangers who have committed themselves to fulfilling Applejack’s true goal and objectives, turning away from the Steel Rangers’ primary objectives of securing any remaining technology and hoarding it for their own use. Characters belonging to Applejack’s Rangers function as Steel Rangers, but have a red and grey color scheme rather than a blue and grey one. Otherwise, the two organizations are technically identical. Their difference lies in their goals and philosophy, which leads to a great deal of enmity between the two splinter factions.

The Applejack’s Rangers are not as strong as the Steel Rangers in terms of numbers, but due to their altruistic philosophy and the help they provide to neighboring communities, they begin play with +10 karma.

 

- Tribal– You belong to a tribe. It may be small, it may be large, or it may even be completely gone except for you, but you once pledged allegiance to it and it still holds your loyalty. Tribes are not the same as settlements; though they may be based out of a single settlement, tribes tend to be nomadic groups, usually all of the same race or species, who are bound together by tradition and culture. Your tribe has its own distinct traditions and culture. Similar to gangs, most tribes also have a distinct ‘uniform’ or type of weapon that they use. This uniform or weapon should be decided between the player of the tribal character and the GM, as well as the strength of the tribe, their origin, etc. Remember players, the GM always has the final say, and they can always say no if your ideas don’t work with the story that’s planned.

Tribal characters get 5 free ranks in Melee Weapons or Unarmed (or Small Guns if their tribe predominantly uses guns), as well as their tribal uniform (equivalent to raider barding in stats) and weapon. If their tribe does not have a distinctive weapon (or if you’re making up the tribe), then they may select a single weapon of value less than or equal to 250 caps.


Poison Resistant –Over the last few years you’ve apparently developed immunity to iocaine powder. You may also have inadvertently developed an immunity or resistance to arsenic, cyanide, anthrax, and almost any other deadly poison under the clouds (except alcohol and beneficial drugs and medications, thankfully). The real kicker is that your character likely has no idea how this came to be.

Characters with this hindrance are (usually inexplicably, but you can change that if your backstory would allow) extremely resistant to poisons, and receive a +10 bonus to endurance rolls made to resist their effects. Additionally, poisons that are deadly to others will be less likely to kill poison resistant ponies – the first time any sort of deadly poison is encountered, roll d%. If the result is an odd number, then that poison is not lethal to the resistant pony. It may still be effective – it just won’t kill them. An even result means that the poison is just as lethal as it is to everypony else.

Pony Romance – Ponies with one of these traits get +1d10 damage on all attacks versus the specified group. This trait can be taken twice. It also cues your GM in to what tails your character might be chasing and specifically whose flank it is they’ll most likely be staring at (it’s the same group you get a damage bonus against).

- Filly Fatale (Female only) - +1d10 Damage versus the opposite sex. You go for the guys.

- Coltsanova (Male only) - +1d10 Damage versus the opposite sex. You go for the girls.

- Cherchez La Filly (Female only) - +1d10 Damage versus the same sex. You go for the girls.

- Colt Cuddler (Male Only) - +1d10 Damage versus the same sex. You go for the guys.

If your character’s gender swaps at any point, these are subject to change appropriately. How they change depends on the circumstances of the gender change, and should be decided between the affected player and the GM.

 

Power Armor Training (Available only with Dashite, Organization: Applejack’s Rangers, Steel Rangers, Mercenary (Griffins only) or EVC, or with GM permission. Cannot be Illiterate) –Your character once belonged to an organization that trained its members in the use of powered armor suits (i.e. the Enclave or the Steel Rangers).As a result, they now know how to use power armor to its full potential. They no longer take penalties to agility, and now benefit from the ability enhancements provided when using powered armor. Enclave Dashite Pegasi, Applejack’s Rangers Scribes, Steel Ranger’s Scribes, and Griffin Mercenaries must purchase this trait, but Applejack’s Rangers and Steel Rangers in the Knights division of their organization receive this trait for free. Note that this trait doesn’t give you a set of powered armor at character creation – you still have to scrounge or purchase that yourself if your organization doesn’t provide you with one.

Quick Witted (Cannot be taken with Thorough) – A character with this trait is capable of thinking more quickly than most, and this is reflected in their reaction time in certain situations. For starters, this causes them to react much faster in combat. When rolling initiative (a process that is described in more detail in the Combat chapter), they receive a +10 bonus. In addition, characters with this trait receive a +5 bonus to any INT or PER check they must make under time sensitive conditions, such as those that must be made while trying to diffuse a timed bomb, fixing or hacking their way through a broken or locked door when enemies are about to round the corner, or simply making an intelligent quip during a conversation in progress. Quick Witted characters may also act during a surprise round, even if they were among those being surprised.

Reversal of Fortune – Sometimes you just can’t believe that plan worked; by all rights it sure as hell shouldn’t have. Once per session, after you’ve made a roll, you may choose to reverse the digits on that roll. For example, this allows you to turn a roll of 91 into a roll of 19, or a roll of 10 into a roll of 1. You may even use this trait to prevent yourself from critically failing. Sadly, it won’t help you much if you roll doubles. Remember, on a roll system of 1-100 with 2d10, double tens makes 100!

Optionally, if playing with the Live by Luck rules, you may use this trait as many times per session as you’d like. Each time you use it after the first you must spend a luck card.


Robot Companion (Variable Point Cost, cannot be taken with Animal Companion)– Similar to Animal Companion, this trait grants characters a robotic accomplice who will loyally follow them around the wasteland and attempt to protect them should the need arise. Taking this at character creation means that at some point in your character’s past they either bought, repaired, created or befriended a robot. The robot may or may not be sentient, but it’s not just a machine to your character – it’s practically family. A list of possible robot types is below, but similarly to the animal companion list it is not necessarily exhaustive; different types of robots are available in differ locales, after all. This perk can only be taken once, and if your companion ‘dies’ you may obtain another during gameplay.

Robot companions do not increase in level or gain experience as player characters, though their stats may be increased or altered by roleplaying events, such as overhauls or reprogramming. Playing with the “Live by Luck” rules, companions receive a single luck card each every session. This trait can only be taken once, and if your companion dies you may befriend another during gameplay. For stats on these sophisticated machines, look to your GM; the stat blocks are listed in the back of the book.

Protectapony (mk. I /mk. II) (1 Creation Point) – The protectapony MK I was the first ever commercially available security robot, and is by-far the most common robot still functioning today. Slow and bulky, their matte-steel pony-shaped finish frequently bears the insignia of whatever company purchased them however-long ago to enforce security with an iron hoof. Their programming isn’t terribly advanced, with limited IFF subroutines and an easily reprogrammable spell matrix that can be accessed via the panel behind the withers. The standard model has a magical beam projector mounted in its glowing faceplate. The Mk II is substantially faster and better armored, but had limited commercial success due to the rise of commercially available spark-disruption grenades, making both parts and working models considerably harder to find. It came in a construction-site yellow finish.

 

Spritebot (1 Creation Point) – Without a doubt the longest lasting of any of the Ministry or Morale’s public works projects, these gun-metal gray floating antennae-spheres were originally pink, with a fluffy cloth ‘mane’ that hid their antenna array. Created in their ministry mare’s image, they flooded Equestria with propaganda and ‘uplifting’ music before the war’s end, capable of operating autonomously for extended periods of time in virtually any environment. While they possess a view-screen on their ‘front,’ protected by a metal grill, they’ve never been seen to actually display anything on it, opting instead to broadcast audio loudly over their external speaker mounts. While most of the Spritebot network has stayed intact on its own, many Spritebots are actively maintained by various organizations (such as the enigmatic Watcher). Notoriously tamperproof and hardened against spark-disruption weapons, the spell matrices that operate a pinkie-bot have long been rumored to be capable of housing a sophisticated AI or hiding a secret ministry agenda. Spritebots are equipped with a powerful levitation talisman, a magical beam emitter, a powerful compact observation and transmission suite, and their speaker array. They are easily maintained.

Mister Handy (2 Creation Points) – Equipped with a powerful levitation talisman and three robotic armatures, these devices were common during the war in ministry facilities or upper-middle class homes as cleaning staff. Their fairly advanced AI makes them extremely dependable and they come standardly equipped with a flamethrower and a buzz saw mounted on separate armatures. Perhaps most useful, they have a built in moisture collection system that is capable of producing 1 unit of purified water every day. The mister gutsy model was a militarized variant.

Mister Gutsy (2 Creation Points) – A militarized equivalent of the mister handy model, the mister gutsy model is extremely effective in combat. Before the implementation of powered armor, these devices had a longer average survival time in the field than most trained soldiers. This is in spite of the fact that they were programmed to loudly spew propaganda and hateful racial slurs against zebra whenever deployed. The buzz-saw of the civilian model has been swapped out for a magical pulse projector, and the armor is significantly increased.


Ponitron (2 Creation Points) – The ponitron security robot was mass produced by Cerberus Cybernetics as a competing model to the already widely successful RoBronCo Protectapony approximately two years before the war’s end. They were highly successful; the design incorporates heavier armor, increased ground speed, and vastly improved durability and versatility, at the cost of not looking like a pony. Their AI was also one of the most sophisticated ever developed before the war’s end, with multiple personality options and increased resistance to tampering and spark disruption. While they are easily maintained, these devices were produced in neighboring Caledonia rather than in Equestria itself, making parts difficult to find.


Date: 2015-12-11; view: 796


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