Once called the “Second City,” its production and technological innovation was second only to Hoofington in the War Era. Out of Buckago came advances in crystal matrix alignment, weapons technology, and a plethora of other fields under the banner of Prism Consolidated Industries.
The monolithic form of Prism Tower dominates the skyline, standing seemingly unfazed by the ravages of the apocalypse. The Downtown is a labyrinth of broken buildings and ramshackle skyways lashing them together. Massive rail yards, warehouses, and production facilities dot the ruined landscape. Multiple factions vie for control of these bones of the past.
Where will fate lead these ponies? To riches? To fame? Or to an ignoble death as another nameless face in the Wastes?
Players (Currently Full)
TyrannisUmbra - Snack_Cake
SpencerDespencer - Blackberry_Jam
Camo - Thunder_Strike
EDtiGron - Scrap
SomeoneWithAPen - North Star
TenMihara - Canary
Away
Pantzar - Nyota
Golden Eye
Playtime: Tuesdays at 5:00 CST. Will be in the FruityRumpus rooms.
Sessions
session 1
session 2
session 3
session 4
session 5
session 6
session 7
session 8
session 9
session 10
session 11
session 12
session 13
session 14
session 15
session 16
session 17
session 18
session 19
session 20
session 21
session 22
session 23
session 24
session 25
session 26
session 27
session 28
session 29
session 30
session 31
session 32
session 33
session 34
session 35
session 36
session 37
session 38
session 39
session 40
session 41
session 42
session 43
session 44
session 45-Snack Cake
session 45-Blackberry Jam
session 45-Scrap
session 45-North Star
session 45-Thunder Strike
session 46
session 47
session 48
session 49
session 50
session 51
session 52
session 53
session 54
Bonus Logs
Blackberry and Nyota (6.X)
Nyota and Itakaseni (9.X)
Snack Cake and Toil (36.X)
Blackberry Walkabout 1 (48.X)
Blackberry Walkabout 2 (48.X)
Blackberry Walkabout 3 (48.X)
Blackberry Walkabout 4 (48.X)
Bosses
Rot Nut, the Not-So-Feral-Ghoul. (Defeated by group effort)
Roacher, Raider Sniper. (Pummeled by Scrap)
Hack, Slaver Bastard (Walked away, see you soon!)
Master Big Shot (Hit in the face, a lot, by everypony)
Balefire Cinderwolf Alpha (Turned to ash by Thunder Strike)
Toil and Trouble ('Eliminated' by team effort... and Blackberry's shotgun)
Hack (Splattered by Blackberry Jam, but not before decapitating Scrap)
Manifest of Pain (Group kill)
The Dragon of Despair (Dispatched by group effort)
Reputation
Railyard - Liked
Tressel - Idolized
Slaughterhouse - Hated
Meatlocker - Hated
The Loop - Neutral
Important Documents:
Core Rules
Item List
Perk List
Basic Character Sheet
House Rules on Common Hazards:
Taint: Hazardous Magical Byproduct: Do not Touch, Breathe or Stare At! Contact with taint yields a Save or Die situation; End check with modifier based on volume of exposure. Survival of taint exposure provides a small chance to gain a beneficial mutation, and a large chance of a grotesque, entirely unhelpful lump of cancer. Even looking at this stuff is hazardous to your health.
Radiation: Sickness increases at every 200 Rads of accumulated exposure (as per the video games). Rads cannot be flushed from your system except with RadAway (Or a rare spell). Any character who accumulates 600 or more Rads will be subject to mutations that may or may not be benign. Accumulation of 1000 Rads results in Death, with a small chance of ghoulification. Rad accumulation increases with proximity and potency of the radiation source.
Sleep Deprivation, Starvation and Dehydration: You need to eat and drink at least twice a day. As well, at least five hours (out of 16 per day) of sleep is required to avoid deprivation. The first sequential day in which you miss out on one of these you will be allowed to make an endurance check to avoid the penalties, and will start suffering on the following day. If you fail the endurance check, you will be immediately subjected to the first level of penalties (As per the games) for that particular deficiency. Each subsequent day you fail to eat, drink or sleep more, you will be advanced one stage of penalties, up until the 5th day, which results in death for any of these three conditions.
Combat Injuries: Bullets, buckshot and other conventional firearm projectiles require surgical removal, the difficulty being related to the caliber of the shot and the type of ammunition used. Magical Energy weapons will leave burns that do not dissipate upon consumption of healing potions. Explosives, high caliber firearms, higher power magical energy weapons, and weapons that feature 'Bonus Limb Damage', have a chance to completely dismember a limb if it is crippled by an attack made with that weapon, rolled by the player's luck or agility, whichever is higher.
Weapon Condition: Weapon condition worsens through use and damage. A Critical Failure of a weapon will always result in damage to the weapon of 10% Condition. A Natural 100 Critical Failure may produce further degradation. As well, disarm attempts and attacks made directly against weapons will also result in damage to a weapon's condition, depending upon the outcome of the rolls. Weapon Repair Kits can be crafted with a mechanics score of 50 or greater from 2 Scrap Metal, 1 Scrap Electronics, 1 Wrench, 1 Wonderglue and 1 Duct Tape (as in FoNV). Each kit will restore a flat 20% condition to a weapon. However, no weapon may be repaired above 80% total condition by a repair kit, and kits can only be used on the same weapon a maximum of 5 times (Duct Tape and a wrench will only get you so far). A weapon repaired by cannibalization of a weapon of the same type will regain condition equal to half the current condition of the consumed weapon (with a minimum of 10% restored in the case of weapons at 20% condition or less). This can be done indefinitely so long as a weapon of the same type is available to consume.
Called Shot Head Damage: The 1.5 damage multiplier for called shots to the head is only applied to limb damage to the head, and not to main HP.
Kritical KO: Any singular attack that deals 2/3rds (67%) of a character's total HP to a body location will incapacitate the character. Whether it is being knocked out, going into shock, or some other RP flair, the effect is incapacitation until the character can succeed in an END check on their following turns to end the effect.
Art
Group