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57038 - Fallout OC Character fallout equestria
Despite there being hundreds of other things you could be doing, this is likely the one most people are looking forward to. Like stated before, combat in this system does not use "minor, mayor or move actions", only action points are used. (along with skills/talents ofc) The amount of AP you have to spend varies due to your agility and traits/perks. Your AP also refreshes fully each round. Well, normally at least. Some conditions or attacks may drain your character of AP, or make it so she doesn't regain as much of them as they normally would. Being dazed, winded or sick are examples that can reduce AP.

Most ponies have around 6-7 AP (same goes for enemies). Movement takes around 1-x AP, attacks vary from 2-6, and tasks takes anything from 3-20 AP (depending on the task, there are 1-2 tasks as well). If you wonder how the hay you can do something that costs 20 AP, read up the segment about "overlapping AP" in the beginning of the book. There are several talents and perks that changes your total AP, or the cost of certain actions. Fast shot being one of them. While it does reduce the cost by 1 AP per shot, you are unable to perform called shots. Which can be very vital at times. The standard combat round lasts 6 seconds, 1 for each AP. (This can be changed by the GM's whim. You could even double the AP for "longer fights" each round.) Initiative is however rolled at the start of each combat. One important detail however is the "They came from... behind" rule. Since during a fight, the tide might be turned, and is likely to at least lean towards the opposite direction at times. (In short: This rule allows for Init re-roll if you manage to scatter/demoralize your enemies with a clever plan, or just way to many explosives...)

Some special "combat actions" may also be performed if certain prerequisites are met. Some of which are: Bullet time (aka: S.A.T.S), second wind, friendship point actions (such as "so much to live for), double time and delaying/preparing an action. (Such as "I want to shoot that pony in the face if they step around the corner" or "I want to hurl myself to the ground if that raider tosses a grenade in my general direction". You are not allowed to just delay your entire round and "intercept" however you see fit during somepony elses turn. You CAN however delay your entire round and place yourself after somepony that just acted, and be placed after that pony if your initiative was higher then theirs. Do remember this costs the same amount of AP to set up as if you'd be doing it "right now". You can also proclaim to aim on something you do not see, as part of a delayed action with a -10 penalty. Ex: "I'll aim for the head once she rounds the corner")

Regarding S.A.T.SEdit

Most players are assumed to be Stable ponies, so we just assume they have a PipBuck. Each turn your players have time to plot and the like, S.A.T.S is the explenation of how they do that. With the time slowed down to a minimum, they have time to make their PC plans. Which will likely end in a catastrophe, which is to be expected. (their stats, skills and the like are also based on the same. Raider ponies are generally weaker, dumber and slower due to the wastelands harsh exposure to their bodies. This is just overall however, most raiders tend to have more muscles then the "average" stable dweller. They just have a higher average attribute count overall)

When making an attack in FoE, you can choose to just roll a D100 and see if you hit. Or use S.A.T.S to make a called shot to a certain body part. Or roll a D100, a D20, D6 and a D4. Making you able to swiftly pinpoint where exactly your attack hit (or would have hit if it missed) your target. It all depends how accurate you want to be with combat. One way is as said just to roll for it and let the GM decide where the blow was delivered. Scaling by the amount of damage it did ofc. Like, a one hit kill would likely be to the head, etc. A detail worth mentioning is whether your character THINKS they are dead or not. For example, if anything sustains more damage then 50 % of their HP in one blow, they make a simple for save to stay concious. This fort (sometimes a will save can be utilized instead) save can however be triggered in other means. (such as hitting something living that would care to get hit in the back of the head with a sap or the like) This will change to easy>moderate>hard>neigh impossible for every 10 % above 50 %. Effects and abilities that are triggered on death can be utilized here. But they can have no effect if your guess was wrong whether said character was alive or not.

For example. A Martyr might think their ally was just knocked out and attempts to heal them (one round after, since a martyr's healing usually happens before the damage) and spends lets say, 6 HP to heal their friend. But it then turns out said friend died from the impact of that hit, thus the action was done in vain. A character, nor ally is not allowed to know whether or not they survived a hit. Normally they are told how much damage they took. If such attack that would slice off 50 % or more of a characters HP, you make a hidden Fort save for them, and if they manage to stay awake, you tell how much damage they took. Otherwise you just tell them the world went dark, and possibly cold for them. And any ally watching could possibly see/hear them go down. Now, some exceptions are as said if a ex: Medic would monitor them with a PipBuck at the moment and notice their life did not snuff out at that moment (but very likely flash as critical), these characters would get an exception to know if said character is alive or not. Assuming they also had a PipBuck which were linked with said other PipBuck. Otherwise a First Aid or Doctor check is required to figure out said thing. Or a somewhat harder perception check to see if they are still breathing. Which can be hard if they are clad in armour.

The other example would include a Ironmare's 5'th talent point. Which would automatically stabilize them from dying to unconscious. In both case of them passing out, or dying. They are not to know the damage they took, just that they prevented dying for either now, or a few more rounds (if the HP they take as damage by the end of their ability just leaves them on negative HP, they are automatically just considered to be a 0 hp and stable as mentioned before. If it goes above their negative HP limit, they must make a roll with equal negative modifier of the HP that went above their limit. (which would mean if they went over with 2, they'd have to roll a D20+2 to get under their End requirement. Anyhow, moving on: If a character with this trait would use this ability, just to find out that they only were knocked unconscious with 80 % of their HP left. This would still be considered as it was used for the day. Part of realism is taking a gamble, you can only guess if you'll be able to survive this, or can endure that. Most of the times however, it should be able to roll against ex: Wisdom to figure out if said wound or attack should be able to down your ally, or enemy for that matter. Not only PC can be knocked out cold.

Firing/swinging/throwing/generally using weaponsEdit

Like said before, firing tends to cost around 4-6 AP depending on the weapon. Some ponies might have gotten the idea that using two firearms might be a good idea, just keep in mind that such action increases the cost for an attack by the AP cost to fire each weapon. Then reduced by 20% of their total cost. So if your attack is shooting with two 5 AP per shot guns, that would be 2x5=10-20%=8. So you would effectively need 8 AP to fire. Keep in mind that you accuracy drops by 30 per attack if using multiple weapons.

As 8 AP might be a bit much for a standard/low Agi pony to have, but if you still insist on using two weapons. You can "overlap" your AP. If say, you have 6 AP, shoot for 8. You will suffer a penalty to your AP equal to the AP spent above your remaining AP, +50 % (rounded up). So the next turn you would start with 6-(2+50%=3)=3 AP. This can be repeated. You can drop as low as -1 AP. Having 0 or -1 AP will cause you to loose your next turn, as well as a -5 penalty to your AC due to fatigue.

Also, please do note that successive attack do NOT count as "multiple attacks". So spending 3 AP to head butt an enemy, to then follow up with a 4 AP buck will not increase the cost by any means as it is a follow up attack and not a combined one. Depending how the first blow goes, you might even get a bonus for the following attacks. (such as knocking prone) The downside however, would be if you plan to buck them in the face to then slit their throat. But due to low Th, they'd be sent spinning, your second attack could cut through air. Depending on the situation, you could suffer up to -50 on your follow up blow if it's really bad. The GM will decide if a +x or -y bonus is required, (unless stated) and if so: How much depending on terrain and the like. However, if you you'd instead had reared up and flailed for a few hits, your next two attacks only takes a 90, then 70 % (70 % is the lowest) of the actual penalty for being so progressive after the other. (rearing counts as a multiple attack, thus followed by the multiple attack rule as mentioned before)

And if you do think that being able to dish out five melee attacks (2x5=10-20%=8 with the right talents and traits) is overpowered. I just have to remind you that a shotgun can easily do more damage. And have explosive rounds... melee hurts like hell since if they got that close to you in the first place, they deserve to try and pummel whatever they're against. Even if it was with sneaking. Running in with guns blazing it not always a viable tactic you know?

One thing that is partly rare in RPG's combat system is fear. And no, not the "fear" fear. But general fear for your life, self preservation. Is included in this system. If your character is pinned down behind cover, you must make a will save to dare peek up and shoot back. This is greatly affected by the combat circumstances. If you for example, are behind a rock, and one raider is firing badly towards you. It would be a simple (x7) check to peek out and retaliate. If you wouldn't have any cover, no save would be needed since then all you can do is shoot back. If you are melee based, no save is needed either to start rushing towards them. If said raider however would have a shotgun, or back up. The save for ranged would be simple, but for melee it would be an easy check (x5). If you got hit the same round (or the one before), and the hit took more then 10 % of your HP, your check becomes one step harder (x7 would be x6, x5 would be x4 etc) if an attack took more then 50 % of your HP, it drops by 3. And if you saw an ally get severly hurt, it drops by 2. This can only drop bellow neigh impossible if you have no morale bonus or allies in sight. (Note: Some talent tree's give you a jaded or fearless ability taking away this so you are always entitled to a roll against your will save. The avenger for example gets a bonus to their will for every ally down for count)

One example of the above example is if you are the last standing (or breathing to be more exact) in your party, you are pinned behind cover in a puddle of your own mixed bodily fluids. You know there is a sniper somewhere around, and gunfire is hailing around you. Then a will save would not be allowed as your character is terrified and is not allowed to take any action involving attacking or moving from there (unless your cover is breached or a grenade is tossed within your line of sight). Characters that could ignore this rule would be either the mentioned Avenger or a 5 point Field Physician that failed their save to keep sane. The later mentioned wouldn't be allowed to NOT charge in screaming wildly, promising a free treatment of turning them inside out, using only a rusty spoon, So, unlike many RPG's your character is not immune to pain or fear. Attacks that pass over your Th even has a chance of making your character faint, scream or loose control of certain bodily functions. Most common being stability as a sudden burst of pain through your leg would cause it to not bear your weight any more. Reflex saves can be used to re-gain balance from above mentioned. While Fortitude saves are for having you standing after a hard (often blunt) blow or pain that does not directly affect your limbs (being shot overall in the body) and Willpower is to refrain from screaming, snapping out of fear and the like. Difficulty depends on the amount of damage or situation.

Combat AilmentsEdit

Bellow is a list if combat ailments your character can suffer:
Fear effects:
Startled: -10 to your next action. (caused by sudden shocks that are most surprising then scary)
Scared: +1 mod (from x5 to x6 etc) to perception checks due to

Damage TypesEdit

During combat, there is more then one way your character can be harmed, bellow we'll explain about the different types of damage you can sustain. And the penalties it can bring with them. Hit Points: These are your bulk in your "staying alive" defence. Almost all attacks deal damage to this part of your character, but some however only damages other parts, or indirectly on your HP. Your condition is often not to affected by how much HP you got as it mainly affects how battered you are.

Blood: Your character is very likely to have blood in them. Some weapons causes big gashes, and sometimes does significantly less direct damage, but can cause your character to bleed out fairly quickly if not treated within a few minutes, or sometimes within moments. While ~14 damage from a well placed round might seem far more dangerous then ~5 damage from a knife. Said

Mental:

Trauma:

Condition trackEdit

Depending on how beat up you are, you can gain reductions to your performance, limits to what you can do, and mainly: A modification to all your actions and saves. The condition track is universal however. So somepony that has been beat up enough to be 3 steps down on it due to pain from ex: Burns suffers the same penalties as somepony that would have lost enough blood to be put down 3 steps. The main difference is how these interact between each other and your overall condition. While they both put you 3 steps down, you are not as likely to bleed out from the burn wounds etc. While your characters almost always passes out when it hits the bottom, this can be a mix of any kind of conditions. (Ex: 2 steps from blood loss, 3 from pain and 1 from toxins) One thing in common however is that, if you get put down all the way from a single source, you die. (with some exceptions. Non-lethal pain and sedatives are some of those exceptions. Your GM should be able to conclude what counts as "lethal" or not)

Stamina and fatigueEdit

In combat, you have stamina alongside your HP. It can be used to avoid damage, perform stuns, or push yourself to do better. Unlike HP however, you do not drop dead when this reaches 0. You just become exhausted and start to gain penalties to your actions. And when it drops to equal - to your total Stamina, you might collapse in a heap with little to say about it. (Often a fort or will save will be allowed. Fort to move, and will to use mental tasks.) The amount of stamina you loose each round depends how much armour you have, your current state and your encumbrance. Wearing heavy armour and equipment makes your character tire faster then lighter or no armour at all. That said, less or no armour offers less protection however, like usually., it's a give or take situation like the rest. (You can also trade 3 Stamina to take 1 less damage, you can never go bellow taking 1 damage by doing this however)

The "cost" for actions are the between 10-100 % AP they cost, depending on how straining it is. (Lazily using a terminal is not very hard, whilst trying to hold up a falling object would be) the result is then transferred into stamina loss. (you can have ½ a stamina) The GM decides how much is appropriate to loose on tasks not mentioned bellow. Attacking: For light weapons: 50 % AP (firearms and melee) Heavy weaponry: 100 %. Taking damage: 50 % from "regular" damage. 100 % from damage that hit a weak spot or passed threshold. And 150 % from weapons that are made to stun, incapacitate or otherwise take down (such as poison, stun and the like) Moving: 25 % from 1 AP walks, 50 % from trotting and 75 % from running. 125 % if you dash top speed for more then one round.

Also worth mentioning: For every "10" you pass in fatigue (negative stamina) you suffer -5 to all your tasks. 9 fatigue would be a -0, 17 fatigue would give -5, 22 would be -10 aso. And not to be forgotten: You regain your End mod +2 for each full turn you catch your breath. Otherwise it regenerates with ½ your End mod per turn. "Catching a breather" takes 5 full turns with no interruptions. And will require a Will save to stay focused if you are ex: Being pinned from being fired at. Or a Fort save if you are bleeding or bruised (<35 % HP, <50 % for a simple save). Difficulty will change depending on the conditions. Simply being covered in cuts and bruises would be easy, having shrapnel in you would be a moderate, being impaled a hard, and having a limb torn off, blood spraying out of the wound be a neigh impossible check. Another reason I'm mentioning this is due to the same rules apply for staying conscious as to receiving said wounds. With one exception: If the first one fails, you are allowed a second one, one difficulty above the first one (easy>simple, hard>moderate etc). If that one is successful, you are just nauseated. Otherwise you pass out from shock. Both effects lasts for 1d6-1 rounds (the later taking effect after said time. Lasting for either 6d6 minutes, till you die or until you get medical attention+some "encouragement". (ex: med-x)

Adrenaline rushEdit

~Once per encounter, (depending how long it lasts and your current condition) you can gain a surge of adrenaline. Temporarily boosting your Stamina, damage and the like. But will leave you more exhausted then you'd normally be (25 % extra stamina drained after the combat is over) The effect of using a "second wind" is the following: Gain 30 % of your maximum stamina, it also regenerates twice as fast 10 % temporary HP of your max pool. Your Th increases by 5, and you ignore the effects of fatigue and other minor ailments for as long as you are in your rush. This effect lasts for End mod times 3, + 1d4+2 rounds. During this time, actions also cost 20 % less AP to perform. And you get +2 to damage done.

Condition trackEdit

Your condition track is your overall current status. It can drop through several means, but all of them stack towards the common goal of making you in worse shape. However, one thing worth mentioning is that if you drop all the way down from some certain conditions, you are not just made unconscious, you are killed from it. One of these being blood loss. Even if you are at the bottom, you can still keep dropping (takes longer to come back, or could get you killed as mentioned above.) further down. It doesn't go lower then the bottom, but like said, it keeps stacking. But like I should have mentioned at first: As you start going down the track, you get penalties to almost all actions, depending on how far down you are. Talking is something that is not impaired the first few steps, and the capability to plot and think are about the last to go. Once at the bottom. You roll a Fort save to stay awake. It's a simple save, but with a -1 to the attribute multiplier for each stack above the bottom you have. You can re-gain up to the top of each track within the track each time you take a few rounds to take a breather. To take a step up to the next track, you need some kind of medical attention.

Sequence/InitiativeEdit

This is how the turn order is decided. You roll against Per x3 and then add half of either your Int or Dex. The one with the closest marginal to their Initiative (or the only one/s that managed to roll under, or closest under) gets to go first in the sequence. Then the 2'nd closest and so on. (the ones that managed to roll under their Init goes first then the ones that were closest to it) The sequence order can be changed in various ways. You can steal someponys sequence by ambushing them on their turn (ex: Hiding behind a wall and choosing to make a delayed action of "jump them once they round the corner".) If successful, you swap places with them in the sequence. If you fail however, you drop 1d4 steps down the in the sequence. Another way to cause a re-roll of initiative, is if you manage to startle the majority of the combatants. Such of blowing up a... large explosive thing that catches everypony's attention. Character not startled by this can choose to keep their spot in the sequence. And the most simple way is of course to kill or incapacitate something, thus removing them from the sequence. Some few talents allows you to re-roll or make a new roll for init while in combat as well.

RangeEdit

You can shoot the following range in meters/hexes without penalties depending on your Per: (Str if using thrown)
Per: 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10
Rng: 1 - 3- 5 - 7 - 9 - 11 - 13 - 15 - 17 - 19 (aso)
For each meter you are beyond your range, reduce your roll with 3 % from your hit chance. (ex: 3 meters away would be -9)
Point blank is within half your range and grants a +2 instead for each meter you are within. Note that not all weapons can get this bonus as some use other range.

Fighting back/Giving inEdit

Sometimes, your character might find themselves in a pickle they just can't pick themselves out from. Whether it is being beaten, tortured, tickled, raped or groomed. You have 3 options (unless stated otherwise) to choose from: ("stance" can be changed, but takes one full round to go from one step to another. So going from struggling to submission would take you 2 rounds.)

1, "Struggle: You fight back whatever is trying to oppose you. Be it by force, persuasions or cunning." In this mode you are allowed to: Attack your offender or enemies, make opposed checks, negotiate and the like. And generally not take it. While in this mode, you take 100 % damage and exhaustion, but 50 % trauma and mental scarring. 2, Standby: "You stay put, not yet sure how you will react to the situation. Your senses are at their peak as you wait form any idea on how you will take it from here." You are in that "in between" situations, not entirely sure if now would be a good time to act, or if you simply should wait and see what happens. In this mode you are allowed to: Make most opposed checks, certain skill checks (such as perception to look around) and ask questions/plead. Both physical and mental damage taken are 75 % while in this mode. 3, Submit: "You try to relax and give in to their demands, it's not like you can do anything about it anyhow..." You just let yourself to limp, try to relax and just endure it. They ought to stop sooner or later right? Preferable sooner... Wile in this mode you are allowed to: Ask questions/plead, negotiate and utilize certain abilities, talents and skills. (such as perform or craft). While in this mode, you take 50 % damage and exhaustion, but 100 % mental scarring

Also, depending on over how long time any of above would take. An additional - 30 % (units) can be swapped from the lowest to the highest with an additional +20 to the highest (50 and 100 % > 20 % and 120 %) as your characters becomes semi-adjusted to whatever they might be put through. If in standby however, this is changed to a -15, +5 % difference in either direction as you still just... admire the scenery.

Improvised weaponsEdit

Using whatever comes in handy might seem like a good idea at the time. An improvised weapon can be anything from a spoon to a rock to a plank. Using a imp weapon gives you a between -1-25 penalty to your attack, depending on your Strength, Agility or aptitude with the weapon. Most should be filed under "melee" or "throwing" however. The lowest penalty would be grabbing a perfectly fine stick and hitting somepony with. It's not really bad in any way, but it's not too good either. Ranging up to the worst could be a heap of metal left of a table you attempt to swing. One important thing with imp weapons however is their durability. As they are not originally made to hit things. They themselves take 20 % of the damage dished out. (instead of the normal 10 % regular weapons ake) And in some cases, this would be enough to break the item. Each time any items hardness is breached, it is lowered by 1 until repaired. If the hardness is allowed to drop bellow 0, it permanently looses ½ the hardness that goes bellow 0. (Hp is restored by repairing or tending to an item.) If an item breaks, it still does the damage (-1), and counts as broken afterwards. (half a stick can still be used with ½ the stats)

Armour ClassEdit

(See Armour Class)
Your AC is your overall avoidance, unlike the skill evasion, you do not have to spend most of your round to use it. It is a passive bonus, it is far from as high as evasion, and doesn't cover your ability to leap out of the way from certain things however. While it might be totally awesome and at least 20 % safer to strut around in a power armor like the Steel Rangers, you might notice the long list of armor check penalties such an outfit would apply. While that resistance to explosions will save your flank in the case of one, you will find yourself quite unable to make a nimble side-step, run away from that large whatever the fuck it is with huge claws and teeth, or hit the deck if a low-flying very sharp or hard object were to pass by. So just keep in mind that, yes, it is worth to have armor (without a doubt), but find your balance in protection and how much of your other abilities you are willing to sacrifice for it.

Hit AreasEdit

How to: Roll a D20 to determine the target location of your attack when making a attack at a random location. You can skip this if you want too save time, and just count all attacks as "hitting the body". (except for critical's perhaps)

1-2: Head, ears or eyes. Roll d6 to determine exact location: 1-2, left/right eye, 3-4, forehead, nose/jaw, 5-6, left/right ear.
3-9: Legs, roll d6 to determine which one. 1: Front left, 2: Front right, 3: Hind left, 4: Hind right. 5: Any front knee. 6: Any back knee
10-14: 1-3 Stomach, 4-6 flanks, or 5 wings if pegasi.
15-19: 1-2 Torso, 3-4 shoulders and 5-6 chest, or 6 wing-base if pegasi.
20: Groin/Crotch (parts not mentioned)

SATSEdit

(Aka: Called/targeted shots) The following shows the modifications for making called shots to certain body parts.
1-2 = M/R, -20/-40
3-9 = M/R, -13/-22
10-14 =M/R, 0/0
15-19 =M/R, 0/0
20 = M/R, -25/-45
Using S.A.T.S costs one more AP then the action would normally. (also, aiming for a target area within an area (-30) increases by an additional 50 %, ex: Head, left eye)

Damage ThresholdEdit

Vital areas:The damage threshold is what determines your ability to take a hit and still stand vigilant afterwards, if damage passes over your threshold, you suffer additional effects in addition to the damage. X is always the amount of damage you took.

Head, jaw, eyes and ears: This is the place you'd want to avoid getting hit in the most, as you keep your you in it.Your head is one of the most vital and vulnerable areas. Like in most games and lifeforms. This is the one you should focus on protecting at all cost. There are of course less "important" areas you can get hit in in this area and still survive (such as eye, ear or jaw), this tends to cripple you in one way or another. (negative modifers to hearing, sight, scent or taste.)

Appendages, legs and limbs: These are important to your body and most actions, but a preferable loss compared to ex: Your head. A broken head can heal, a cracked skull has less chance to. And on a unicorn on pegasus. Wings and horn is included in this category as well. While it might be good not to loose any of them (as it'd cripple your character quite a bit). You can work without them. A wingless pegasi can still tumble around with more grace then the other two, (maybe even glide a short distance if only one wing is busted/missing) and a unicorn can still muster up some telekinesis (after a day or so, the initial shock severing the connection for a while. You can make neigh impossible checks for perfect handling, or hard checks for 50 %'s effect. But it drains 300 % more energy to use). Earth ponies suffers a bit more then the others of broken legs however, as you would have guessed. But they also tend to recover the fastest.

Chest, torso and stomach: This part can be a bit tricky. Yes, you have allot of squishy organs in here. But there's also a chance it will just injure some muscle tissue or fat. And if a kidney goes, well, you got one left to piss yourself with in shock and pain of the loss of the other one. We have two of each organ for a reason you know? The parts that are more tricky to get hit in would be the lungs or lungs. As those tend to be a bit higher up on priority. However, you should avoid sharp objects+your abdomen. Disembowelment is a quite effective way for you to drop dead until you die to death.

Your ponyhood: While technically not as vital for your survival as the other organs might be. This one tends to be put higher then your head, or other parts in many situation. Sure you can walk off a broken leg, but would you really risk your nether regions to take a hit? For the sake of balance and gameplay. This area is the same difficulty to hit on both genders. And hurts about equally hard. The later part being quite accurate with real life if not the first was. While being generally hard to hit, and often just causing intense pain and agony, this is not really a viable area to target. Depending if you're a heartless bastard or not. Unlike the other areas. You need to be either: Behind, under or close-quarters with your target to aim directly for this point. (you can still hit it from the side or front with a long enough weapon, or piercing rounds if you are lucky however... and your opponent is not. If this is your #1 favourite target, you're a bad pony. Veery bad.

Piercing weaponsEdit

Head: 60 % of your End + 20 % of your Str. 1-5 over Th: Suffer a -20 to your next action as well as -5 disorient modifier for the next 1d6 turns. 6-10 over Th: Suffer -30 to the next 2 actions due to severe concussion, and you may only move ½ your speed for the remainder of the encounter. 11+ over: suffer 25 % of the result extra damage as your cortex takes a direct hit in the lobe, as well as become incapacitated due to shock for 30 % of the damage in turns as you lay spasming on the ground, babbling incoherently, If you even manage so survive that is.

Torso: 140 % of your End, as well as 25 % of your Str. 1-5 over Th: Your have your wind knocked knocked out of you, for the next 1d4 turns, you will only regain 50 % of your total AP's, as well as being unable to run for the duration.

Groin: 50 % of your Str + 20 % of your End 1-5 over Th: You collapse in a sobbing/grunting/whining heap and roll around on the ground. You have -20 on all actions for 1d6 rounds, and you are only able to walk 1d4 meters each round (you must first get up from being prone to move the first round however). 11+ over Th: Before toppling over unconscious, you can swear you felt lighter someh- OH SHI-

Bludgeoning weaponsEdit

Head: 50 % of your End + 20 % of your Str. 1-5 over Th: Suffer a -20 to your next action as well as -5 disorient modifier for the next 1d6 turns. 6-10: You fall (if able) over in pain as you can hear (again, if able) your bones snap and the searing pain spreads throughout your body. You are immobilized for 1d8 rounds (- End mod, min 1) as you try to regain your composure. Until you properly can have your broken limb or crippled area properly treated, you suffer a -25 % penalty to speed, (unless it was a pegasus wing, in which case you are just temporary grounded until it have healed) and often a -20 penalty on tasks that requires the use of that part. (-10 for minor tasks, or if the injury was in the chest and doesn't directly strain it). You however suffer a -50 to checks when attempting to use a broken appendage directly. 11+: Double your assailants Str mod in damage, then immediately loose consciousness for x amount of hours. You also suffer head trauma and a fracture that will take equal to x (minus your threshold) days to heal. During this time, you suffer from headaches that causes a -15 modifier to most actions. -5 if treated with medicine or the like. If you survive that is.

Torso: 80 % of your End + 20 % of your Str , as well as 25 % of your Str. 1-5 over Th: Your have your wind knocked knocked out of you, for the next 1d4 turns, you will only regain 50 % of your total AP's, as well as being unable to run for a d6 turns.

Groin: 40 % of your End + 30 % of your Str 1-5 over Th: You collapse in a sobbing/grunting/whining heap and roll around on the ground. You have -20 on all actions for 1d6 rounds, and you are only able to walk 1d4 meters each round (you must first get up from being prone to move the first round however). 6-10 over Th: After twitching with your eyelid for a few times, your proceed with hurling up your stomach content for that day, before slumping down to the ground in a even more intense state then mentioned above. You miss your next 1d6 turns - End or Wis mod (min 1) as you spasm on the ground in agony. After that for 2d6 rounds, you can only move using one AP per round, and suffer -30 on all actions. For the remainder of the day after the encounter, you can't sit on your haunches, and suffer -8 to all actions that involves you having to move your hindquarters. 11+ over your Th: As your vision blurs out, you can swear that you both heard, and felt something that just cannot be any good...

Glancing and splashing hitsEdit

Sometimes you are just not quite there when you try to hit something. A glancing hit is when you merely brush your target instead of hitting spot on. A glancing hit does 1d6x5 % (1d4x5 % on heavy and medium armour) damage of the original attack's intended damage. If you wonder what exactly a glancing hit is, see it as this: You get shot/swung at, but the bullet/blade merely scratches by (Ie: "just a flesh wound") only cutting a scratch in the skin, not penetrating it (lethally). In the case of armour, the damage is mostly deflected by your armour. This damage does not count as "lethal" even if it usually is. So being brought down to 0 by a glancing armour save does not cause you to enter a "dying" state, you however must still roll to stay awake and not pass out from pain. This is done just like a roll against death, but with much better odds and not as a lethal result if you fail. Being brought down to 0 from a glancing hit with no armour, you have +6 on your death save as the wound that brought you down is not a severe one. (however, other penalties may still apply, if you ex: have lost half your blood, that will still affect your roll, despite the +6)

Now, onto the actual "how to" get a glancing. A glancing hit is the result of being saved by your AC from being directly hit by a certain degree. If an attack misses by half your Agi+1, rounded up (5 ac would result in 3+1=4 so attacks that miss by 4 cause a glancing) Your Agi for this can only be applied to glancing hits for armoured, light and medium armour (in medium armour however, you round down, and gain no +1, so above mention example would result in 2) heavy does not get Agi at all due to it's weight. Carrying a heavy load also counts as "heavy" armour. So be careful with how much you carry. Light armour with 15 % into the medium load counts as medium armour for Agi bonus. Do note however, if in medium, and you end up being saved by your Agi (misses by ex: 1) the 1d6 will replace the d4 as your armour was not the thing to save you. Do note that your DR ofc is still counted for on glancing hits. Your armour just still takes a beating. Just not as severe. And where does the armour come into this? Well, 1/3'rd of what your armour gives is considered to cause glancing. Otherwise it count as a miss or just not even scratching the armour.

Now, onto splashing hits. These are when you are just caught in the blast. If for example, your team-mate is struck by a rocket, and you are standing close enough to get caught in the blast template. You also take damage, depending how how close you are standing, the damage will vary. But usually it's around 50 %. If you were fully aware that this attack was coming, and have at least 1 AP left, you can attempt a Ref save on "hitting the deck". For each DoS, you reduce the damage by an additional 10 % (With no DoS but still a success, you take 5 % less damage. And in either case of DoS or just success, you may move 1 square)


Overkill tableEdit

This page describes a few deaths by critical hits to certain areas you may roll on if you'd want. Otherwise feel free to just make something up. These are just examples.

Mishap tableEdit

This page describes a few mishaps caused by fumbles you may roll on if you'd want. Otherwise feel free to just make something up. These are just examples.

96-100: A small miniature anvil materializes from the nether and falls out of the sky and strikes the character on the head for 1d10 points of damage. No chance to dodge, and DT and DR are disregarded for this strange, magical attack.

ResistancesEdit

Normal:
Energy:
Gas:
Poison:
Radiation:

Ongoing DamageEdit

Normal: Usually bleeding or in some cases, broken bones (as they cause damage if you try and walk on them) Bleeding can be stopped by magic, healing or first aid. There are other ways, but those are the primary ones. Each round you are bleeding, you take damage equal to ??
Energy: Some energy weapons leave searing (mainly) swatches on your character that well.. sears and tears on them. This can usually be flailed off. (Easy Reflex, takes 3 AP) But if stays for more then 1d2 rounds it sizzles into the skin and has to be swat off harshly. (Moderate Reflex, 5 AP) If it stays for another 1d2 rounds. It has melted onto the character and must be cut loose. (Doctor, first aid (-30) or outdoorspony (-25), 8 AP)
Gas:
Poison:
Radiation:
Fire and acid: If a character is on fire (or covered in acid, or some other nasty problem) they suffer 1d6 points of damage per round. Remember that a round is 6 seconds of real time. Fire can be extinguished by spending one full combat round rolling on the ground, (or submerging in something non-flammable) provided the ground isn’t on fire, too. The pony or critter’s AC will be reduced to what they are wearing while on the ground, and the must spend the usual 3 AP to get up the next round. Note that the poor pony still takes damage during the turn in which they are extinguishing themselves.
Acid: Unfortunately, getting rid of acid is different. Acid usually has to be washed off with either water or chemicals, depending. Some acids are aggravated by water, so the character will want to consider the consequences carefully before he or she jumps in a strategically and conveniently located swimming pool to wash off.

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