Group 80: The Coltifornia Campaign
Posted: Wed Sep 11, 2013 9:45 pm
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The game has reconvened! Here's hoping it's good!
---
Why, of all places, are ponies drawn to the West?
Is it the promises of material wealth? Or land? Or perhaps it is just that inexplicable burning desire to keep moving onwards?
Whatever the reasons, there is no question that the West has always been a symbol of Equestrian greatness, of that mad rush for progress and prosperity at all costs. Such was the spirit of the Coltifornia Region of Western Equestria, the pinnacle of Equestrian progress in education, technology, and wealth that many ponies could only dream of. Even after the bombs fell, that dreamlike idealism persisted, seeming to draw ponies forward towards itself...
Five years after the skies have cleared, it seems that it is time for the West to live up to its former glories once more. Ponykind is trying to get back to its feet, and Coltifornia beckons to it...but all is not rosy in the Golden Coast. What horrors lie within, hiding amidst the glorious promises that make Coltifornia what it is? With the gems of progress come the violence, the dark magic, the unspeakable actions of the desperate and the damned...
It is certainly true. War never changes.
But neither does friendship.
And perhaps the ones who find their ways into the Coltifornia shall learn that for themselves...it is up to them, and to them alone.
This is their story. It is time for ponykind to start a new chapter, in the very places that defined it for what it was.
---
Welcome to the Coltifornia Campaign! This is a PnP hosted by RadioHooves that takes place in Coltifornia, five years after Sunshine and Rainbows. The setting is heavily inspired by real-life locations in California, included (but certainly not limited to!) San Ponecisco, Neighpa Valley, and UC Buckley.
Players shall begin by crafting their characters. Assume that they begin at Lvl. 2, with 300 starting caps as is the norm.
Each individual character will begin with an individual prologue that begins differently from all the others and follows a different story from all the others, but will end in the same location. It sure beats a "you all meet in a bar" scenario, so we'll stick with that.
This game will determine your cutie mark trait over the course of the prologue.
The prologue will take your character to Lvl. 3, and will determine your unique trait by the end. My personal promise to you as a GM is that your character will not die or be otherwise permanently damaged by the events of the prologue, so don't you worry.
---
Core Documents
Here are the documents to get started!
- Revised Ruleset
- Character Sheet Template
- Traits (In addition to the traits listed in the main rules)
- Equipment *Note: Consider .32 Revolvers to be six-shooters and not five-shooters unless otherwise stated.*
- Perks
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House Rules on Hazards
The house rules on hazards shall be identical to that of TenMihara's G13 game. For your convenience, I will copypasta them here as written directly on the G13 page:
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. A Head crippled in this manner counts as decapitated and results in immediate death by the Chunky Salsa Rule. As well, any single attack that deals more than 67% (2/3's) of a player's total hit points in one attack to either the head or torso also results in immediate death by the Chunky Salsa Rule.
Weapon Condition: Weapons will always have a Condition set as a multiple of 10%, from 0-100. A Weapon's value and damage (before application of DT) are equal to the base/rolled value multiplied by condition percentage. 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.
---
Characters:
1) Chasseuse (Played by Aqu)
2) Danger Zone (Played by TyrannisUmbra)
3) Dumisani (Played by Merciful Devotion)
4) Radiant Fury (Played by SpencerDispenser)
5) Limuko (Played by Otaku1995exe)
Retired or Deceased Characters:
1) Brookwind (Played by TicTac)
The game is full until further notice.
---
Logs
Prologues:
A) Chasseuse
B) Brookwind
C) Danger Zone
D) Dumisani
E) Radiant Fury
F) Limuko
Sessions:
Session 1
Session 2
Session 3
Session 4
Session 5
Session 6
Session 7
---
Art
Chasseuse
Radiant Fury
Limuko
Dumisani
---
The game has reconvened! Here's hoping it's good!
---
Why, of all places, are ponies drawn to the West?
Is it the promises of material wealth? Or land? Or perhaps it is just that inexplicable burning desire to keep moving onwards?
Whatever the reasons, there is no question that the West has always been a symbol of Equestrian greatness, of that mad rush for progress and prosperity at all costs. Such was the spirit of the Coltifornia Region of Western Equestria, the pinnacle of Equestrian progress in education, technology, and wealth that many ponies could only dream of. Even after the bombs fell, that dreamlike idealism persisted, seeming to draw ponies forward towards itself...
Five years after the skies have cleared, it seems that it is time for the West to live up to its former glories once more. Ponykind is trying to get back to its feet, and Coltifornia beckons to it...but all is not rosy in the Golden Coast. What horrors lie within, hiding amidst the glorious promises that make Coltifornia what it is? With the gems of progress come the violence, the dark magic, the unspeakable actions of the desperate and the damned...
It is certainly true. War never changes.
But neither does friendship.
And perhaps the ones who find their ways into the Coltifornia shall learn that for themselves...it is up to them, and to them alone.
This is their story. It is time for ponykind to start a new chapter, in the very places that defined it for what it was.
---
Welcome to the Coltifornia Campaign! This is a PnP hosted by RadioHooves that takes place in Coltifornia, five years after Sunshine and Rainbows. The setting is heavily inspired by real-life locations in California, included (but certainly not limited to!) San Ponecisco, Neighpa Valley, and UC Buckley.
Players shall begin by crafting their characters. Assume that they begin at Lvl. 2, with 300 starting caps as is the norm.
Each individual character will begin with an individual prologue that begins differently from all the others and follows a different story from all the others, but will end in the same location. It sure beats a "you all meet in a bar" scenario, so we'll stick with that.
This game will determine your cutie mark trait over the course of the prologue.
The prologue will take your character to Lvl. 3, and will determine your unique trait by the end. My personal promise to you as a GM is that your character will not die or be otherwise permanently damaged by the events of the prologue, so don't you worry.
---
Core Documents
Here are the documents to get started!
- Revised Ruleset
- Character Sheet Template
- Traits (In addition to the traits listed in the main rules)
- Equipment *Note: Consider .32 Revolvers to be six-shooters and not five-shooters unless otherwise stated.*
- Perks
---
House Rules on Hazards
The house rules on hazards shall be identical to that of TenMihara's G13 game. For your convenience, I will copypasta them here as written directly on the G13 page:
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. A Head crippled in this manner counts as decapitated and results in immediate death by the Chunky Salsa Rule. As well, any single attack that deals more than 67% (2/3's) of a player's total hit points in one attack to either the head or torso also results in immediate death by the Chunky Salsa Rule.
Weapon Condition: Weapons will always have a Condition set as a multiple of 10%, from 0-100. A Weapon's value and damage (before application of DT) are equal to the base/rolled value multiplied by condition percentage. 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.
---
Characters:
1) Chasseuse (Played by Aqu)
2) Danger Zone (Played by TyrannisUmbra)
3) Dumisani (Played by Merciful Devotion)
4) Radiant Fury (Played by SpencerDispenser)
5) Limuko (Played by Otaku1995exe)
Retired or Deceased Characters:
1) Brookwind (Played by TicTac)
The game is full until further notice.
---
Logs
Prologues:
A) Chasseuse
B) Brookwind
C) Danger Zone
D) Dumisani
E) Radiant Fury
F) Limuko
Sessions:
Session 1
Session 2
Session 3
Session 4
Session 5
Session 6
Session 7
---
Art
Chasseuse
Radiant Fury
Limuko
Dumisani
---