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OG Blaze

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Has to be this afternoon, I'm in school right meowWe'll start with fresh inventory everyone will 150 bottle caps

I'm just gonna make prices here

Potions: 20 bottle caps

Basic rounds: 27 Bottle caps

Rockets and energy weapon ammo: 35 bottle caps

Parts for weapons or other things: 20 Bottle caps

We good with these prices?

Be reasonable when looting raider and other things.

Normal assault rifle clips: 30 rounds

Sniper clips: 8 rounds

Pistols: 12 rounds

Extended mags: 50 rounds, 12 rounds, 18 rounds

I'd like to start now if everyone else is ready.

Here is the link to the role play

http://mlpforums.com/topic/88040-fallout-equestria-new-beginnings/


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Adventurer:Blaze Party Animal:Rye Bad-ass Silent Leader:Blue Optyx Female Sharpshooter: DeadEdge Brawling Adventurer: Quarry

Credit To Gone Airbourne For My Signature

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Wait, what about Stimpaks and Health Packs (don't confuse it with the health regeneration Stimpak; the Health Pack only negates crippling).

 

And rounds should cost more based on rarity. In the Fallout Universe, 9mm Parabellum, .22 LR, and .45 ACP are fairly common, while NATO, Magnum, and 10mm are less common ammo. There's actually a few that are difficult to purchase in general stored and need to be stolen, looted, or scavenged.

 

There should be other currency as well. Caps are the general currency for Neutral towns. To follow canon a bit more, we should use currency of that specific faction (Bits for Enclave?)

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Wait, what about Stimpaks and Health Packs (don't confuse it with the health regeneration Stimpak; the Health Pack only negates crippling).

And rounds should cost more based on rarity. In the Fallout Universe, 9mm Parabellum, .22 LR, and .45 ACP are fairly common, while NATO, Magnum, and 10mm are less common ammo. There's actually a few that are difficult to purchase in general stored and need to be stolen, looted, or scavenged.

There should be other currency as well. Caps are the general currency for Neutral towns. To follow canon a bit more, we should use currency of that specific faction (Bits for Enclave?)

Bits, well would you like to come up with a readable currency system and post it on this, including ammo


post-6246-0-91226700-1407628983.png

Adventurer:Blaze Party Animal:Rye Bad-ass Silent Leader:Blue Optyx Female Sharpshooter: DeadEdge Brawling Adventurer: Quarry

Credit To Gone Airbourne For My Signature

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No I need a link to your OC like the character you use for role play?

Are you new to role play?

Are you new to the forums? 0_o

Edited by Burning Endurance

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Adventurer:Blaze Party Animal:Rye Bad-ass Silent Leader:Blue Optyx Female Sharpshooter: DeadEdge Brawling Adventurer: Quarry

Credit To Gone Airbourne For My Signature

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Bits, well would you like to come up with a readable currency system and post it on this, including ammo

 

Has to be this afternoon, I'm in school right meow

We'll start with fresh inventory everyone will 150 bottle caps

I'm just gonna make prices here

my little pony sucks and is for losers

Potions: 10 bottle caps

Basic rounds: 17 Bottle caps

Rockets and energy weapon ammo: 25 bottle caps

Parts for weapons or other things: 10 Bottle caps

We good with these prices?

Be reasonable when looting raider and other things.

 

I'll list them all. NOTE: I'm doing this only by price per bullet, not by an ammo box of ten or twenty. 

 

AMMUNITION:

 

 

.22 LR. Doesn't do too much damage, but is highly accurate and causes little recoil. Ideal for silenced pistols or SMGs. 1 cap for standard, 2 caps for HP (Hollow Point; does more damage)

 

.308 Winchester. In the pre-war, these kind of bullets were ideal for hunting, and is commonly used in the hunting rifle, the scouting rifle, the battle rifle, and after the war, the newly modeled sniper rifle. 4 caps for standard, 9 caps for AP (Armor piercing; does slightly less damage to enemies, but does extreme damage to take out Damage Threshold in armor) and Hollow.

 

.357 S&W Magnum. A revolver and pistol ammo, the only exception being the Wasteland Lever Repeating Rifle, this bullet is fairly powerful in eliminating opponents. 2 caps for standard and 3 caps for Hollow Point. The .38 Special, a similar bullet to the .357, does less damage than the .357, but compensates it for precision and it's cheap price of 1 cap.

 

.44 Magnum. Another ammo that is somewhat larger than the .357, capable of shredding through skin with it's pleasingly large holes. Though commonly used for revolvers, the Trail Carbine uses the same ammo as well. 3 caps for standard and 7 caps for Hollow Point. A variant, the .44 Special, costs only 1 cap, offering increased conditioning over damage. 

 

.45 ACP. One of the most common ammunition for pistols and some SMGs, yet also a practical and deadly one. 3 caps for standard, 5 caps for Hollow Point and +P (Over-pressure; travels at faster velocities and increases range, but decreases weapon conditioning.

 

.45-70 Government. The "Old Classic" created a few centuries before the Great War, this ammo is used by the Hunting Revolver, the Brush Gun, and the Ranger Elite (revolver). 4 caps for standard, 8 caps for Hollow Point.

 

.50 MG. An extremely powerful ammo used in anti-machine and anti-material rifles. While deadly, it is expensive; 15 caps for a standard, 40 caps for an explosive, and 20 caps for an incendiary.

 

5 mm. The common ammo for the big guns, with the exception of the Assault Carbine. 1 cap for standard, 3 for AP and Hollow Point.

 

5.56x45 NATO mm. Common ammo for rifles such as the Service Rifle, Rangefinder, and Sharpshooter Carbine. 2 caps for Standard, 4 caps for AP and Hollow Point, and 1 cap for the somewhat similar, .223 Remington, which has less damage but directly decreases the possibly of jamming.

 

9 mm Parabellum. Common ammo for pistols and some SMGs. 1 caps for standard, 3 caps for +P and Hollow Point.

 

10 mm. The newly made ammunition of the Wasteland, created by the ponies of the Ministry of Wartime Technology to accommodate the also newly made IE96 Pistol that was made late in the Great War, possibly after the formation of the Shadowbolts, as implied in several audio logs by the inventor, Swift Justice and Apple Cider. 2 caps for standard, 5 caps for Hollow Point.

 

12.7 mm Show Stopper. A newly made ammunition created by Sweep Premium, a company in the Eastern Commonwealth and imported to Equestria some time before the Great War ended. While uncommon, it can pack a serious punch. 5 caps for standard, 8 caps for Hollow Point.

 

12 Gauge. Does fearful damage while having high spread and recoil. Buckshot and slug costs 2 caps, while the damage increased Magnum costs 3 caps.

 

20 Gauge. A more moderate shotgun ammo that deals less damage, but has a bit more accuracy and less recoil. 1 cap for buckshot and slug, 2 caps for Magnum.

 

 

 

NOTE 2: I made some of them up for the sake of realism.

 

PISTOLS AND REVOLVERS:

 

 

Arsenal Defense Pistol. Uses 5.56 mm ammo. A pistol devised by minds after the Great War around a decade before, possibly originating from the Stable 15 / EFLB (Equestrian Forces Logistics Base) Dayridge. 

 

IF-38 Cornhusker. Uses .357 Magnum ammo. Police revolver. Created by the well-known Ironshod Firearms for the civilian constabulary force. 

 

IF-18 Horseshoe. Uses .44 Magnum ammo. Revolver. Yet another revolver created by Ironshod Firearms. 

 

Little Macintosh. A unique variant of the IF-18 that Ironshod Firearms have successfully modified to suit tongue-mouth operation without burning or damaging the user. A scope is on the top. Very rare, as only 157 of these weapons were manufactured, scattered across factories in the wasteland.

 

Needler Pistol. A non-lethal pistol that is capable of temporarily paralyzing enemies.

 

IC-63 Checkmate. A .45 Auto Pistol created by Ironclad Industries, Ironshod's rival company, approximately seventy years ago, right before the Great War. 

 

Prospect. A 9 mm pistol created in the pre-war by Unification Co.

 

IF-21 Caramel. A 10 mm pistol created by Ironshod Firearms during the Great War, using an extended clip of 15 bullets and recoil mitigation technology.

 

IE-96 Pistol. Another 10 mm pistol used along the IF-21. This weapon is somewhat common due to being one of the service pistols of the Equestrian Royal Infantry during the Great War.

 

Finale. A 12.7 mm pistol created by Sweep Premium along with the imported Show Stopper ammo. 

 

Ranger Elite. Formerly used by the Equestrian Royal Infantry, it is now a weapon sometimes used by the Paladins of the powerful Steel Rangers. 

 

 

Edited by Grand Master Suri
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I'll list them all. NOTE: I'm doing this only by price per bullet, not by an ammo box of ten or twenty. 

 

.22 LR. Doesn't do too much damage, but is highly accurate and causes little recoil. Ideal for silenced pistols or SMGs. 1 cap for standard, 2 caps for HP (Hollow Point; does more damage)

 

.308 Winchester. In the pre-war, these kind of bullets were ideal for hunting, and is commonly used in the hunting rifle, the scouting rifle, the battle rifle, and after the war, the newly modeled sniper rifle. 4 caps for standard, 9 caps for AP (Armor piercing; does slightly less damage to enemies, but does extreme damage to take out Damage Threshold in armor) and Hollow.

 

.357 S&W Magnum. A revolver and pistol ammo, the only exception being the Wasteland Lever Repeating Rifle, this bullet is fairly powerful in eliminating opponents. 2 caps for standard and 3 caps for Hollow Point. The .38 Special, a similar bullet to the .357, does less damage than the .357, but compensates it for precision and it's cheap price of 1 cap.

 

.44 Magnum. Another ammo that is somewhat larger than the .357, capable of shredding through skin with it's pleasingly large holes. Though commonly used for revolvers, the Trail Carbine uses the same ammo as well. 3 caps for standard and 7 caps for Hollow Point. A variant, the .44 Special, costs only 1 cap, offering increased conditioning over damage. 

 

.45 ACP. One of the most common ammunition for pistols and some SMGs, yet also a practical and deadly one. 3 caps for standard, 5 caps for Hollow Point and +P (Over-pressure; travels at faster velocities and increases range, but decreases weapon conditioning.

 

.45-70 Government. The "Old Classic" created a few centuries before the Great War, this ammo is used by the Hunting Revolver, the Brush Gun, and the Ranger Elite (revolver). 4 caps for standard, 8 caps for Hollow Point.

 

.50 MG. An extremely powerful ammo used in anti-machine and anti-material rifles. While deadly, it is expensive; 15 caps for a standard, 40 caps for an explosive, and 20 caps for an incendiary.

 

5 mm. The common ammo for the big guns, with the exception of the Assault Carbine. 1 cap for standard, 3 for AP and Hollow Point.

 

5.56x45 NATO mm. Common ammo for rifles such as the Service Rifle, Rangefinder, and Sharpshooter Carbine. 2 caps for Standard, 4 caps for AP and Hollow Point, and 1 cap for the somewhat similar, .223 Remington, which has less damage but directly decreases the possibly of jamming.

 

9 mm Parabellum. Common ammo for pistols and some SMGs. 1 caps for standard, 3 caps for +P and Hollow Point.

 

10 mm. The newly made ammunition of the Wasteland, created by the ponies of the Ministry of Wartime Technology to accommodate the also newly made IE96 Pistol that was made late in the Great War, possibly after the formation of the Shadowbolts, as implied in several audio logs by the inventor, Swift Justice and Apple Cider. 2 caps for standard, 5 caps for Hollow Point.

 

12.7 mm Show Stopper. A newly made ammunition created by Sweep Premium, a company in the Eastern Commonwealth and imported to Equestria some time before the Great War ended. While uncommon, it can pack a serious punch. 5 caps for standard, 8 caps for Hollow Point.

 

12 Gauge. Does fearful damage while having high spread and recoil. Buckshot and slug costs 2 caps, while the damage increased Magnum costs 3 caps.

 

20 Gauge. A more moderate shotgun ammo that deals less damage, but has a bit more accuracy and less recoil. 1 cap for buckshot and slug, 2 caps for Magnum.

Everyone will start out with 35 caps

Do you want to make previews for medpacks and other stuff


post-6246-0-91226700-1407628983.png

Adventurer:Blaze Party Animal:Rye Bad-ass Silent Leader:Blue Optyx Female Sharpshooter: DeadEdge Brawling Adventurer: Quarry

Credit To Gone Airbourne For My Signature

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Everyone will start out with 35 caps

Do you want to make previews for medpacks and other stuff

 

Stimpaks: The produce of the collaboration of a few members from the Ministry of Arcane Sciences and the Ministry of Wartime Technology. Also known as the stimulation delivery package, it's a "heal-all" medicine that's capable of offering immediate healing of the user's wounds. The Broc flower and Xander root were later used over the former artificial ingredient for their similar composition, while being safer to use without much side-effects.

 

Costs 75 caps.

 

Super Stimpaks: Created when a pony by the name of Dr. Coldheart during the war. She found that the aspartame and phosphoric acid in the drink Sparkle-Cola and the plant Mutfruit actually magnified the effects of a stimpak, with the side-effect of fatigue, therefore decreasing the user's strength and agility. Nonetheless, praise the power of science!

 

Costs 150 caps. 

 

Auto-inject Stimpak: Created by a group of early and intellectual stable dwellers who made an improvised sensor module to automatically inject a Stimpak in the case they were half dead. The only downside is that it can not be manually used. 

 

Costs 100 caps; they are not as common in contrast to Stimpaks in stores or clinics. 

 

Auto-inject Super Stimpak: Also known as the Panacea Stimpak, it immediately regenerates health when the user is severely injured and crippled. Now, with this, you can instantly pop back to life like a new pony! 

 

Costs 200 caps. Uncommon in stores and clinics,

 

RadAway: In the Equestrian Wasteland, radiation is the phantom killer. Not anymore, when you have the Combine Federation's newest solution; RadAway! Immediately take away some Rads from your body to keep it safe and clean! 

 

Costs 20 caps. 

 

RadSafe: Gain some radioactive resistance for a few minutes so you hopefully don't die.

 

Costs 20 caps.

 

Hydra: Probably the only item that can potentially heal you or kill yourself. The potion rapidly increases cell growth, therefore regenerating all crippled body parts and completely healing the user, but is extremely dangerous for the fact that it can allow the cell growth to go out of control and mutate, if not kill, the user. It is rarely sold by regular stores or clinics and even in the hands of drug dealers and raiders. 

 

Healing Potion: A safer magic potion that can regenerate tissue in mere seconds, faster than the Stimpak; it can not, however, heal crippled or amputated limbs. 

 

Costs 75 caps.

 

Magical Bandages: Often used by the medics who don't rely as much on scientific and clinical equipment. Like the Potion and Stimpak, they heal gradually, somehow regenerating crippled areas as well.

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Alright all ammo and medical stuff have been added to the first lost gonthere if you need info on prices and other stuff, every pony will start out with 100 caps so use it wisely in the beginning, hop in whenever you want to.


post-6246-0-91226700-1407628983.png

Adventurer:Blaze Party Animal:Rye Bad-ass Silent Leader:Blue Optyx Female Sharpshooter: DeadEdge Brawling Adventurer: Quarry

Credit To Gone Airbourne For My Signature

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Alright all ammo and medical stuff have been added to the first lost gonthere if you need info on prices and other stuff, every pony will start out with 100 caps so use it wisely in the beginning, hop in whenever you want to.

 

put the list on the first post


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You're not letting me buy for my Minigun. Well, you forgot the ammo for my Sniper rifle. But I think it will be good for .308 I guess. Maybe I'll just start the without ammo for them, and I guess I can just use the Pistol and sniper first. Will start now.

 

Edit: Never mind. I saw NATO ammo, the ammo for it. Kinda late to notice, sorry.

Edited by Guardian Braveheart
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You're not letting me buy for my Minigun. Well, you forgot the ammo for my Sniper rifle. But I think it will be good for .308 I guess. Maybe I'll just start the without ammo for them, and I guess I can just use the Pistol and sniper first. Will start now.

 

Edit: Never mind. I saw NATO ammo, the ammo for it. Kinda late to notice, sorry.

 

Ammo for Sniper Rifle is moderate in value, Minigun ammo is relatively cheap, but you have to take note that the Minigun has a 240 ammo clip (120 for the CZ57), and it uses it up at a pretty quick rate. The good news is, 5mm ammo can occasionally be found at amounts of at least 200 from big gunner enemies, and they're reasonably light.

 

And if you're going with the Minigun, you basically need to have your Gun skill at 100 and your ST at 10. 

 

The Hunting Rifle and Sniper Rifle are good sharpshooters. The Anti-Material Rifle is always a one-shot killer for most enemies, but its ammo is extravagantly expensive. It's preferred to simply hand-load one. 

 

I made up some of the weapons up there, but most are canonical. It's not finished; I haven't added SMGs, rifles, and shotguns yet.

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I have my own cannon set, don't worry. I just need to rethink this again...

 

And basically, my Battle saddle is at 80 and my strength is at 6. Will have intensive training V for perception and strength to be all 10. But the result of not having no sufficient requirement for that will result for less accurate shots. So yeah, still gonna think about it...

 

Edit: The Night Strike is a skinned sniper rifle. I looked back at the mod in Fallout NV. It uses .308 ammo. The Bubble bullets use 5.59 ammo. Man, that was confusing. It's also silenced, so it's my kind of weapon.

 

Add-on:

https://docs.google.com/document/d/1fsNLwKTWEt0pawFWLRzBtEPfvDQGitGPh8NN3Zk0xo4/edit#

 

Click the starting equipment there. It will show more links on items and guns and ammo for the gun. This is what I used to make my OC. Helpful if you ask me.

Edited by Guardian Braveheart
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