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If you are new to the Fallout Equestria PnP please read Kkat and Sunrise's book on how to play the game below and then come back to this page to see the changes we have made to that system.

Link to Fallout Equestria PnP: Here


Greetings Dead Tree Fans! And welcome to our Fallout: Equestria Pre-Alpha Release!
Now a few things you guys and gals need to know before you get started.

As those who are aware, our Master List System is based off of the Fallout: Equestria PnP by Kkat and Sunrise. A small portion of mechanics have been updated and improved upon but no major changes have been made and as such, for the Pre-Release, we are linking the original Kkat and Sunrise Core Rule Book in tandem with this erratum for our updated mechanics.

I’ll try and keep it short and sweet, but here are the changes to the mechanics, which you need to know:

Spells now have three different AP costs, instead of the flat out 45AP cost

Basic Spells cost 25AP
Advanced Spells cost 35AP
And
Expert Spells cost 45AP

Alchemy is no Longer a Zebra only Mechanic. All Races except Dipped Alicorns have Access to Basic Alchemy. And may use Perks to boost their max alchemy tier. Zebra’s have access to all tiers of Alchemy from creation. And players who take the “Tribal” Perk may start off with access to one higher tier of alchemy. Final Release of the Game however will have all players starting off at basic and will able to naturally gain access to different tiers of Alchemy through Quest perks, up to their Racial Max. At which point, players will need to spend level perks to boost their Max Alchemy Tier.

The Telekinesis spell has been nerfed in range and ability, and players are now able to upgrade it via Perks.

Any race can now get full cybernetic implants. Only Earth Ponies and Diamond Dogs can become a (complete/pure) Cyberpony with their mind 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 full cybernetics but require an Endurance of 8 for Arcane Magic Races (ie Unicorns), and an Endurance of 7 for non Arcane Magic Races (ie Pegasi). However they immediately gain the quest perk “Of Mare and Machine”.


We have also Updated the Skills List as follows:


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.

Melee

Melee applies to non projectile weapons, such as swords and baseball bats.

MEW (Magical Energy Weapons)

MEW applies to projectile weapons that are powered by arcane technology. Examples are magical energy pistols and flamers.

Firearms

Firearms applies to shooting. With guns. And bullets. Do you really need more explanation?

Explosives

Explosives applies to blowing stuff up. How obvious does this need to be?

Battle Saddles

Battle Saddles is for weapons mounted on a battle saddle. It allows a character to use more effectively 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.

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.

Alchemy/Survivalism & Traps

Alchemy is the skill of potions, where Survivalism and traps is the ability to, survive in the wastes, from identifying plants to navigation, to hunting.

Negotiation & Seduction

Negotiation and Seduction is the skill of encouragement. It is also the skill of the bedroom. Use this skill wisely.

Bluff & Intimidation

Bluff and Intimidation is the player’s ability to lie or intimidate their way out of a tough spot.

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.

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!

Hacking and Matrix Tech

Hacking and Matrix Tech is the skill of the technophile. Use this skill for hacking into pre-war computer systems, and for rebuilding and enhancing the arcano-technology of the world.

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.

Academic & Lore

Academics and Lore is the player’s knowledge of life before and after the Megaspells. It allows the player to understand the world around them with more perspective. However a player must have this skill tagged to put Skill Points into it.

Repair & Mechanics

Repair and Mechanics is the ability to repair mechanical items, as well as craft new ones.

Gambling

Gambling allows the player to use more than dumb luck to win at games of chance.

Athletics

Athletics is the skill of the athlete. From, sports to gymnastics and everything inbetween. Players may use this skill in substitute for their Agility. Just because you’re slow doesn’t me you aren’t Athletic.

Professional

The Professional skill allows the player to have a specialty beyond those skills previously listed. Use Professionalism to build a deeper character.

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.

Flight Magic

Flight Magic is the magic of flight. Applies to Pegasi, Griffons, and other flying races. Determines the character’s flying ability level.

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.



Unicorn Magic is cast with the Arcane Magic Skill
Flight Tricks rely on the Flight Magic Skill

Certain perks like Pip-Buck Training, and Power-Armour Training, are now made available to anyone via Quest Perks.

Characters may now be accurately given a height and weight through the Charts Section of the Master Perk List.

Dual wielding has been modified to have a 20% increase penalty from “-20 and -40” to “-40 and -60” respectively, and requires a perk to negate some of the penalty.

Weapons and armour now have a Percentile based health system and are as follow:

120-Means perfect condition
100-Good
75-Used
50-Very Used
25-Bad
0-Broken

You may find more on this in the Master Tiered Equipment List under “Charts”


With that you now have everything you need to know to play under the Master List System. You may find links to our Pre release Item, Spell and Perk Lists, Below.

Fallout Equestria PnP Master System Perk List: Here


Fallout Equestria PnP Master System Quick Spell List: Here


Fallout Equestria PnP Master System Tiered Equipment List: Here


Fallout Equestria PnP Master System Character Sheet: Here


Warning! The Master List System Character Sheet is programmed to auto update its fields. As such, every field in Green should not be modified unless you are adding a “-(number)” or “+(number)” at the end of the equation (ie +30 because you took a perk that gives you +30 max HP), or else you run the risk of breaking the character sheet (You can change your level by inputting the amount of Experience points required for that level). Fields in Blue are “Current” Fields. They work off of an adjacent “Total” Field and may be modified as you wish but we suggest using “-(number)” or “+(number)” at the end of the equation for best results (ie for the current health field, you’d have “K3-25” for 25 points of damage taken and then when you heal that damage you’d erase the -25. For adding more damage taken you can just add more “-(number)”s to the end.

Also to use the character sheet you must go to: >File >Make a Copy, and make a separate copy of the character sheet.




A big special thanks to our supporters on Patreon: Aaron Ward, ARBrony Radio, Jamal Dumas, Versal
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