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ooc Fallout Equestria: Restoration of Harmony (Signup/OOC) [Signup open. 2 spots.]


Midnight_Aurora

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RP: http://mlpforums.com/topic/121198-fallout-equestria-restoration-of-harmony-rp/#entry3487860

 

world history:

Standard fallout equestria's history before lilpip's adventure started.

 

Site for rpg materials:

https://docs.google.com/document/d/1fsNLwKTWEt0pawFWLRzBtEPfvDQGitGPh8NN3Zk0xo4/mobilebasic?pli=1

 

Site for character sheet: (use only if you want to keep track of your progression.)

https://docs.google.com/spreadsheet/lv?key=0An_QV5jIqyWsdFBoeHpCbmxmcXI0VVZQWE9jWV9OV0E

 

Race's with given perks and traits.

 

 

Earth Pony:

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. Additionally, they get one additional bonus perk every five levels (6th, 11th, 16th, etc) which they can use to take any perk with a level requirement no higher than half their level (rounded up) that they otherwise qualify for. Earth ponies can have a Special Talent. Earth ponies may invent schematics based on their Special Talent, substituting the Tagged skill associated with their Special Talent for the Invention rolls.

 

Pegasus:

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. Pegasi have a Special Talent.

 

Unicorn:

Unicorns can cast spells. Unicorn characters start with the additional statistics of Versatility, Potency and Strain. Unicorns can have a Special Talent.

 

Griffin:

Griffins have wings and can fly. Griffins begin with the perk Flight (rank 2). Griffins have Trick Points and have a limited ability to perform Pegasus Tricks. They also possess natural talons, giving them a +d10 to damage when using bare talons in unarmed combat. Griffins may also use items from inventory at reduced AP cost.

 

Zebra:

Zebras can use alchemy and may learn zebra shamanism if they have the Shaman or Tribal Shaman trait. Zebras may have a Special Talent.

 

Ghouls:

Playing a Ghoul requires that you take the Ghoul Trait. Any race may be a ghoul.

 

Alicorns:

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. They may take unicorn and pegasus racial perks, but may not take pegasus-only Pegasus Trick perks.

Alicorns start with no cutie mark and only two Tagged skills. During play, an alicorn character may discover their special talent, gaining her cutie mark and an associated Tagged skill. (Players should work with their GM on when and how this may occur.)

Alicorns are extremely homogeneous. All alicorns must take the Large Frame and Radiation Child traits (excluding them from taking any other traits).

Alicorns have three breeds, each with an associated spell. Blue (Invisibility), Purple (Teleportation) and Green (Telepathy). Green alicorns can also combine their spellcasting with other Green alicorns for greater effect, but at the cost of absolute concentration.

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.)

Alicorns are immune to Taint.

 

 

Special talent/purpose.

 

If your character is a pony or a zebra, determine what your character’s special talent is. Your special talent is that one thing your are really good at, that makes you special. If your character is a pony, your character will have a cutie mark that symbolizes this talent. If your character is a zebra, you will have a glyph mark which represents this talent. Decide what your character’s cutie mark or glyph mark is. A player may choose to play a young pony or zebra character who has not yet discovered their Special Talent and thus does not have a cutie mark or glyph mark (see the Blank Flank trait).

 

 

Traits/pipbuck information

 

 

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 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, only with a +20 bonus rather than a +15.

 

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 Charisma, but you lose -50 to your Carry Weight.

 

Built to Destroy:

All weapons have +3% chance to Critical Hit, but equipment condition decays faster (dropping one level after every critical failure rather than every third).

 

Bruiser:

Your Strength is increased by +2, but you have 15 less Action Points.

 

Chem Reliant:

Your chance of addiction when taking chems is doubled, but you will only suffer a maximum of two stacks of the addiction effect.

Chem Resistant:

Your chance of addiction is halved, but so is the duration of chems.

 

Dashite (Pegasus only):

You start out with the perk Magical Power Armor Training. (And, at the GM’s discretion, you may start out with access to suit of Enclave Power Armor.) You are branded as a Dashite and no longer have your cutie mark. This trait is subject to GM approval.

 

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. Unfortunately, you automatically fail Perception checks to wake up unless you take damage or someone spends a full turn waking you.

 

Fast Shot:

Your attacks with firearms and magical energy weapons cost 5 less AP. However, your firearms and magical energy weapons skills suffer a -10 penalty

 

Four Eyes:

Your effective Perception increases by one while wearing glasses. Whenever not wearing glasses, you suffer a -1 penalty to your Perception.

 

Ghoul (any race except Alicorn):

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 (Charisma) days you remain at 0 rads, you must make a successful Endurance check or lose a permanent point of either Endurance or Intelligence. Deterioration starts first with Endurance then attacks Intelligence, reducing them to a minimum of 1. Any ghoul who reaches an Intelligence of 1 has turned “zombie” and is no longer a playable character.

 

Good Natured:

Your Barter, Mechanics, Medicine, Science, Speech and Survival skills are all increased by +5. Your Battle Saddles, Explosives, Firearms, Magical Energy Weapons, Melee and Unarmed skills are all decreased by -5.

 

Heavy Handed:

Your melee and unarmed do +1d10 damage, but deal -3d10 critical hit damage.

 

Jinxed:

Both you and your enemies suffer double the normal chance for critical failure.

 

Kamikaze:

You gain +10 Action Points but suffer -2 to your Damage Threshold.

 

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.

 

Loose Cannon:

Throwing light and heavy thrown weapons cost 30% less AP. However, the range of your throws is decreased by 25%.

 

Magic Knack (Unicorn only):

You have +1 effective Potency (maximum 11) in either a single spell set or a collection of up to (Versatility) 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. Lucky 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 sixth level for free.. Choose carefully.

 

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.

 

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.

 

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.)

When not healing, your body sheds radiation at the rate of 1 point per hour if you have less 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.

 

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 one level, but potential sexual rivals will have their disposition lowered by one level.

 

Shaman (Zebra only):

You are a practitioner of zebra shamanism. You start with a Spirit Affinity score equal to your (CHA / 2, rounded up).

 

Small Frame:

You gain +1 Agility, but your limbs suffer 25% more limb damage. This does not affect actual damage taken.

Spiritually Awakened: You are gifted with the ability to see and communicate with spirits and ghosts who are normally imperceptible. The character’s attunement to the spirit world makes them naturally well-disposed with ghosts and spirits, granting a +10 to Speech and +1 to Charisma for purposes of talking to ghosts and spirits. This bonus to Charisma factors into a shaman’s Spirit Affinity rating.

 

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 Versatility is equal to your INT and you begin play with access to all seven types of magic, however your Potency 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.

 

Stable Dweller:

You start the game with a PipBuck*. Your starting Survival score is only (Luck / 2, rounded down) and your starting Poison and Radiation Resistances are 0. This trait is subject to GM approval.

 

Tribal Shaman (Zebra only):

You are a practitioner 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).

 

Touched by Luna:

Your Intelligence and Perception 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.

 

Wild Wasteland:

You have the propensity for discovering or encountering extremely unusual and “wacky” elements of the Equestria Wasteland. When coupled with Random, you are also possessed of unusual perception (such as limited precognition or the ability to see ghosts). This trait is subject to GM approval.

 

*A PipBuck effectively grants the wearer the following spells at no strain: Light, Locate Object (tagged objects whose tagged codes I know), Organize and Target (aka S.A.T.S.). These spells are considered to be cast at Expert level, but with a Potency and Versatility of only 1 each. Activating any of these abilities is a 10 AP action and may be activated once a turn. Additionally, the PipBuck effectively grants the wearer the Detect Others (aka E.F.S.) spell at Advanced level with a Potency of 1. Activating this ability is a 25 AP action. All PipBucks and suits of magically powered barding have tags. PipBucks also include a radio and automapping features, as well as a port for a peripheral. PipBucks are subject to disabling through damage or anti-matrix weaponry.

 

 

skills and their base stats equations

 

 

Barter (CH * 2) + 2 + (LK / 2)

Big Guns (EN * 2) + 2 + (LK / 2)

Energy Weapons (PE * 2) + 2 + (LK / 2)

Explosives (PE * 2) + 2 + (LK / 2)

Lockpick (PE * 2) + 2 + (LK / 2)

Medicine (IN * 2) + 2 + (LK / 2)

Melee Weapons (ST * 2) + 2 + (LK / 2)

Repair (IN * 2) + 2 + (LK / 2)

Science (IN * 2) + 2 + (LK / 2)

Small Guns (AG * 2) + 2 + (LK / 2)

Sneak (AG * 2) + 2 + (LK / 2)

Speech (CH * 2) + 2 + (LK / 2)

Unarmed (str*2) + 2 + (str/2)

 

 

 

Signup sheet: (will make a chara sheet from this information.)

 

Name:

Race:

Coat:

Mane:

Gender:

Age:

Cutiemark:

Special purpose:

Karma:

 

Appearance:

 

Background: (This must also include a personality secion.)

 

S.P.E.C.I.A.L.

Strength:

Perception:

Endurance:

Charisma:

Intelligence:

Agility:

Luck:

 

Armor (with stats):

 

Weapon (with stats):

 

Perks: (pick one)

 

Traits: (pick two)

 

TAG! Skills: (pick three, ponies/zebras have a special purpose, one tag skill must be related to your special purpose.)

 

Skills:

Barter (CH * 2) + 2 + (LK / 2)

Battlesaddles ( EN * 2 + (LK / 2)

Energy Weapons (PE * 2) + 2 + (LK / 2)

Explosives (PE * 2) + 2 + (LK / 2)

Lockpick (PE * 2) + 2 + (LK / 2)

Medicine (IN * 2) + 2 + (LK / 2)

Melee Weapons (ST * 2) + 2 + (LK / 2)

Repair (IN * 2) + 2 + (LK / 2)

Science (IN * 2) + 2 + (LK / 2)

Small Guns (AG * 2) + 2 + (LK / 2)

Sneak (AG * 2) + 2 + (LK / 2)

Speech (CH * 2) + 2 + (LK / 2)

Unarmed (str*2) + 2 + (str/2)

 

Accepted signups.

1. Dashia - Pegasus - GM - Midnight Aurora

2. Dyna Mite - Earth Pony - Jonasdarkmane

3. Elegron - Unicorn - Elegron

4.

5. Night Torrent - Earth Pony (Ghoul) - Siracha

6. Ebony Catalyst - Unicorn - Sylveon the Pink

7. Broken Physicality - Pegasus - Sekhayet

8. (reserved)

Edited by Midnight_Aurora
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Name: Dyna Mite
Race: Earth Pony
Coat: Blue
Mane: Black
Gender: Female
Age: 10
Cutiemark: Tripwire explosive

Special Purpose: Bomb specialist
Karma: Neutral

Appearance: She is a little filly so she is shorter than full grown mares. Her coat is blue and her mane is black and a little bit ruffled up. She is a little bit dirty, but that comes with messing with explosives and repairing machinery.

Background: Dynamite lived with her parents and big sister on a rockfarm. She loved to mess with explosives and would play pranks on her friends. However, when she turned 8 years old, she added too much powder and ended up blowing up her parents. Her older sister took care of her for a time but she was murdered by raiders when Dyna was 9. Dyna has now been on her own for a year, having learned to repair stuff and repairs stuff for a few caps. She longs for someone she can call a big brother or sister to take care of her. She wants to help other ponies and wants to have an adventure. She is not good when it comes to guns and melee weapons. She is very gun shy. She doesn't mind getting dirty.

 

S: 6 

P: 8

E: 6

C: 4

I: 7

A: 4 +1 (due to Small Frame) =5

L: 5

 

Armor: Armored Duster DT:6, Wt:3, Value: 70 (+5 Small Guns), Biker Goggles DT:0, Wt:1, Value:3 (+1 PER)

 
Weapon: 2 Frag Grenades (Splash:6d12, AOE:2d12, Max radius:15'), 3 Dynamites (-ll-). 
 
Perks: Explodey Mc-Gee
 
Traits: Random, Small Frame
TAG! Skills: Explosives, Mechanics, Survival
Edited by JonasDarkmane
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Name:Elegron
Race:unicorn
Coat:green
Mane:red and yellow
Gender:male
Age:16
Cutiemark: flaming star 
Karma: good

Appearance: small frame, it's my profile picture

Background: grew up in stable 42, where no pony was ever supposed to leave. Some ponies are bred for experimentation, mutated and poorly treated. Elegron is one of those ponies. His mutation isn't noticable unless revealed, but he is fed up with this. (Story will start here)

S.P.E.C.I.A.L.
Strength:3
Perception:4
Endurance:3
Charisma:7
Intelligence:9
Agility:7
Luck:6

Armor (with stats): stable security barding: light armor, 10 DT (he gets it in first post along with weapon)

Weapon (with stats): 10 mm pistol with laser sight and extended magazine. The overmares own gun. 15 rounds per mag, 24 damage, 48 dps

Perks: natural spellcaster (unusually powerful magic, will change if needed.)

Traits: small frame, Stabledweller

TAG! Skills: small guns, speech, medicine

Edited by Elegron

img-3392282-1-cqYN91x.png

 

Act before you have the presence of mind to second-guess yourself. Then you rarely miss an opportunity.

 

Fallout Equestria OC: Elegron

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@Elegron

Elegron please replace a trait with the stable dweller trait to match your background. Also please add special purpose and make sure one of your tag skills is marked as your related skill.

 

@Jonas

Please add special purpose and make sure one of your tag skills is marked as your related skill.

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I gotta do this again. Argh.

 

Name: Night Star

Race: zebra

Coat: White with black zebra stripes

Mane: White with black stripes zebra mohawk.

Gender: Male

Age: 27

Cutie mark: Swirl with points sticking out the sides forming a star.

Karma: Neutral

Special purpose: His glyphmark is his tribe's symbol for perception. The symbol also comes with a saying "You'll be able to see as far as the stars."

 

Appearance: White with black zebra stripes coat and mane. Blue eyes. Scar below right eye. Dog tags wrapped around left ground: I'm not gonna write this again.

 

S: 7

P: 7

E: 5

C: 4

I: 6

A: 5

L: 6

 

Armor: zebra legion armor. DT: 7 Wt: 5 Value: 150 +2 to melee and small guns and Zebra legion helmet. Dt: 2 Wt: 3 value: 23 (complete set: http://vignette1.wikia.nocookie.net/falloutequestria/images/e/ef/Delviusgeekladd.jpg/revision/latest/scale-to-width/479?cb=20130704115915)

 

 

Weapon: Winchester level action rifle D: 27 Wg: 12. 8 rounds. .44 magnum D: 26Wg: 5. 6 rounds. Broad machete. D: 17. Wg: 3.

 

Perks: Trigger Discipline

Traits: Commando and Strongback

Tag skills: Small guns, lockpick, survival

Edited by Apple Bell
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Name: Night Torrent

 

Race: Earth Pony (Ghoul)

 

Coat: Brown w/ green sickly spots 

 

Mane: Incomplete in some areas, black w/ a greenish miscolouring

 

Gender: Male

 

Age: 25

 

Cutie Mark: Faded shield

 

Karma: Neutral, Indifferent

 

Special Purpose: Trained in the art of protection.

 

Appearance: Scar on his face like a slice across his left eye

 

Background: Formerly a body guard, extensive exposure to radiation made him a ghoul. Still fiercely intelligent, and willing to live beyond death he wanders Equestria once more. He now lives in solitude in the wastes keeping away from most others since they brand him a monster on sight. Known for his foul humor with death, and seriousness in a fight. He lives only to serve himself since most others cast him out.

 

Special: 

S - 8 (+2)

P - 6

E - 7

C - 3

I - 7

A - 6 (-1)

L - 3

 

Armour: Metal Armour (DT +12, AGI -1) Cost: 150

 

Weapon: Rebar Club (4xSTR + 25 +, AP cost: 40, w/ STR 7+: + 53 Damage) Cost: 150

 

Perk: Brick Wall

 

Traits: Bruiser, Ghoul

 

TAG: Melee, Medicine, and Unarmed

Edited by Sriracha
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@Elegron

Elegron please replace a trait with the stable dweller trait to match your background. Also please add special purpose and make sure one of your tag skills is marked as your related skill.

 

@Jonas

Please add special purpose and make sure one of your tag skills is marked as your related skill.

related skill? special purpose? please explain.


img-3392282-1-cqYN91x.png

 

Act before you have the presence of mind to second-guess yourself. Then you rarely miss an opportunity.

 

Fallout Equestria OC: Elegron

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(edited)

Signup sheet: (will make a chara sheet from this information.)

 

Name: Cloudia Dashia

Race: Pegasus/half-dragon

Coat: very light cyan with purple fetlocks.

Mane: Cloud silver with green tips.

Gender: Female

Age: 25

Cutiemark: Cloud metal wrench with Rainbow Dash's cutiemark transparent behind it.

Special purpose: Mechanic and tech specialist

Karma: Good

 

Appearance: (Gm approved HIDDEN.)

 

Background: (GM approved HIDDEN.)

 

S.P.E.C.I.A.L.

Strength: 3 +2 (Bruiser Trait) +1 (cybernetic Joints)

Perception: 7 +1 (half-breed bonus) +1 (cybernetic chipset)

Endurance: 6 +1 (cybernetic heart cover)

Charisma: 5 +1 (cybernetic heart cover)

Intelligence: 8 +1 (cybernetic chipset)

Agility: 6 +1 (half-breed bonus) +1 (cybernetic Joints) +1 (wing clip accessory)

Luck: 5 +3 (half-breed bonus)

 

Armor (with stats): Dragon scales, Reinforced

 

DT 10; type Natural; Wg 20; Cost none; effect -; faction -; notes -;

 

 

Weapon (with stats): Recharger Rifle

 

Damage 15+; AP 20; rate of fire -; Ammo clip 7; Ammo type ---; Wg 15; Cost: 50; Strength Req.: 5; Range: Long; Type: Rifle; Special: Magic, recharging ammo, -2 DT

 

 

Perks: Tag!, Flight (rank 1: racial perk.),

 

Traits:

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 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, only with a +20 bonus rather than a +15.

 

Bruiser

 

Your Strength is increased by +2, but you have 15 less Action Points.

 

Half-breed (dragon; racial trait)

 

half-breed dragons gain a +5 bonus to S.P.E.C.I.A.L. stats.

 

 

TAG! Skills: Mechanics(cutiemark related), Science, speech and battlesaddles (Tag! Perk).

 

 

SPECIAL purpose is what your cutiemark means. What it stands for.

All zebras and ponies have a special purpose.

Edited by Midnight_Aurora
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New character sheet

 

 

Name:Elegron

Race:unicorn
Coat:green
Mane:red and yellow
Gender:male
Age:16
Cutiemark: flaming star, symbolises natural magical talent.
Karma: good

Appearance: small frame, it's my profile picture

Background: grew up in stable 42, where no pony was ever supposed to leave. Some ponies are bred for experimentation, mutated and poorly treated. Elegron is one of those ponies. His mutation isn't noticable unless revealed, but he is fed up with this. (Story will start here)

S.P.E.C.I.A.L.
Strength:3
Perception:4
Endurance:7
Charisma:7
Intelligence:9
Agility:8 (small frame)
Luck:6

Armor (with stats): stable security barding: light armor, 10 DT, 5 Wg (he gets it in first post along with weapon)

Weapon (with stats): 10mm pistol with laser sight and extended magazine. The overmares own gun. 15 rounds per mag, 24 damage, 48 dps, 2 Wg. It has a stable 42 logo on it

Perks: natural spellcaster (unusually powerful and versatile magic, will change if needed.) 

Traits: small frame, Stabledweller

TAG! Skills: Magic(cutie mark), small guns, speech, medicine

 

If GM approves: due to his mutation, he can sometimes turn into a dragon, but currently only in extreme circumstances 

Edited by Elegron

img-3392282-1-cqYN91x.png

 

Act before you have the presence of mind to second-guess yourself. Then you rarely miss an opportunity.

 

Fallout Equestria OC: Elegron

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because.... because um.... i wanted it at the front i guess?? um... because WHY NOT?? thats my final answer.


img-3392282-1-cqYN91x.png

 

Act before you have the presence of mind to second-guess yourself. Then you rarely miss an opportunity.

 

Fallout Equestria OC: Elegron

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i would say yes.


i dont like spread thin or one trick pony... magic is elegrons thing after all.


img-3392282-1-cqYN91x.png

 

Act before you have the presence of mind to second-guess yourself. Then you rarely miss an opportunity.

 

Fallout Equestria OC: Elegron

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(edited)

Elegron, I have already told you am allowing half breeds. As a half dragon you gain +5 stats and natural armor. But you can't use armor Except power armor. Talk to me about your half breeds and most will not be awakened, yet.

Name: Night Torrent

 

Race: Earth Pony (Ghoul)

 

Coat: Brown w/ green sickly spots

 

Mane: Incomplete in some areas, black w/ a greenish miscolouring

 

Gender: Male

 

Age: 25

 

Cutie Mark: Faded shield

 

Karma: Neutral, Indifferent

 

Special Purpose: Trained in the art of protection.

 

Appearance: Scar on his face like a slice across his left eye

 

Background: Formerly a body guard, extensive exposure to radiation made him a ghoul. Still fiercely intelligent, and willing to live beyond death he wanders Equestria once more. He now lives in solitude in the wastes keeping away from most others since they brand him a monster on sight. Known for his foul humor with death, and seriousness in a fight. He lives only to serve himself since most others cast him out.

 

Special:

S - 8 (+2)

P - 6

E - 7

C - 3

I - 7

A - 6 (-1)

L - 3

 

Armour: Metal Armour (DT +12, AGI -1) Cost: 150

 

Weapon: Rebar Club (4xSTR + 25 +, AP cost: 40, w/ STR 7+: + 53 Damage) Cost: 150

 

Perk: Brick Wall

 

Traits: Bruiser, Ghoul

 

TAG: Melee, Medicine, and Unarmed

New character sheet

 

Name:Elegron

Race:unicorn

Coat:green

Mane:red and yellow

Gender:male

Age:16

Cutiemark: flaming star, symbolises natural magical talent.

Karma: good

 

Appearance: small frame, it's my profile picture

 

Background: grew up in stable 42, where no pony was ever supposed to leave. Some ponies are bred for experimentation, mutated and poorly treated. Elegron is one of those ponies. His mutation isn't noticable unless revealed, but he is fed up with this. (Story will start here)

 

S.P.E.C.I.A.L.

Strength:3

Perception:4

Endurance:7

Charisma:7

Intelligence:9

Agility:8 (small frame)

Luck:6

 

Armor (with stats): stable security barding: light armor, 10 DT, 5 Wg (he gets it in first post along with weapon)

 

Weapon (with stats): The Defender: 10 mm pistol with laser sight and extended magazine. The overmares own gun. 15 rounds per mag, 24 damage, 48 dps, 2 Wg. It has a stable 42 logo on it, and The Defender is engraved on the side.

 

Perks: natural spellcaster (unusually powerful and versatile magic, will change if needed.)

 

Traits: small frame, Stabledweller

 

TAG! Skills: Magic(cutie mark), small guns, speech, medicine

If GM approves: due to his mutation, he can sometimes turn into a dragon, but currently only in extreme circumstances

Name: Dyna Mite

Race: Earth Pony

Coat: Blue

Mane: Black

Gender: Female

Age: 10

Cutiemark: Tripwire explosive

Special Purpose: Bomb specialist

Karma: Neutral

 

Appearance: She is a little filly so she is shorter than full grown mares. Her coat is blue and her mane is black.

 

Background: Dynamite lived with her parents and big sister on a rockfarm. She loved to mess with explosives and would play pranks on her friends. However, when she turned 8 years old, she added too much powder and ended up blowing up her parents. Her older sister took care of her for a time but she was murdered by raiders when Dyna was 9. Dyna has now been on her own for a year, having learned to repair stuff and repairs stuff for a few caps. She longs for someone she can call a big brother or sister to take care of her. She wants to help other ponies and wants to have an adventure. She is not good when it comes to guns and melee weapons. She is very gun shy.

 

S: 6 (+1 due to intense training) = 7

P: 8

E: 6

C: 4

I: 7

A: 4

L: 5

 

Armor: Armored Duster DT:6, Wt:3, Value: 70 (+5 Small Guns), Biker Goggles DT:0, Wt:1, Value:3 (+1 PER)

 

Weapon: 2 Frag Grenades (Splash:6d12, AOE:2d12, Max radius:15'), 3 Dynamites (-ll-).

 

Perks: Intense Training

 

Traits: Iron Stomach, Sterner Stuff

TAG! Skills: Explosives, Mechanics, Survival

I gotta do this again. Argh.

 

Name: Night Star

Race: zebra

Coat: White with black zebra stripes

Mane: White with black stripes zebra mohawk.

Gender: Male

Age: 27

Cutie mark: Swirl with points sticking out the sides forming a star.

Karma: Neutral

Special purpose: His glyphmark is his tribe's symbol for perception. The symbol also comes with a saying "You'll be able to see as far as the stars."

 

Appearance: White with black zebra stripes coat and mane. Blue eyes. Scar below right eye. Dog tags wrapped around left ground: I'm not gonna write this again.

 

S: 7

P: 7

E: 5

C: 4

I: 6

A: 5

L: 6

 

Armor: zebra legion armor. DT: 7 Wt: 5 Value: 150 +2 to melee and small guns and Zebra legion helmet. Dt: 2 Wt: 3 value: 23 (complete set: http://vignette1.wikia.nocookie.net/falloutequestria/images/e/ef/Delviusgeekladd.jpg/revision/latest/scale-to-width/479?cb=20130704115915)

 

 

Weapon: Winchester level action rifle D: 40. Wg: 12. 8 rounds. Night's Revenge. (Scoped .44 magnum with flora camo on the grip.) D: 46 Wg: 5. 6 rounds. Broad machete. D: 17. Wg: 3.

 

Perks: Trigger Discipline

Traits: Commando and Strongback

Tag skills: Small guns, lockpick, survival

All accepted.

 

Elegron, I will have say when your dragon's blood is awakened.

Edited by Midnight_Aurora
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Dragon scales replace armor.

@Apple Bell

Please Use weaker weapons. I have accepted your chara but am not allowing anything higher then tier 1 and 2 weapons till later in the RP. Special named weapons must be found in RP and only the gm can say when they Are found.

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@@Midnight_Aurora

Alright I edited my guns damage.

Dragon scales replace armor.

@Apple Bell

Please Use weaker weapons. I have accepted your chara but am not allowing anything higher then tier 1 and 2 weapons till later in the RP. Special named weapons must be found in RP and only the gm can say when they Are found.

What about Elegron. He has a named weapon. Also I've done edited my post.
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Something I forgot to mention is that Night Star is very religious (zebras have their own religion that is very similar to ancient Romans. I think I got that from the FO:E wiki.) Although different tribes have their own forms of religions. The Kawais follow a religion that believes in 7 gods for 7 different things. The Kawais and another zebra tribe the Kawais are allies with believe in this religion. Night clings to this religion very seriously. Many ponies look at the religion as weird and creepy.

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