Fo:E PNP "These Shattered Times" (Recruiting)

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
User avatar
Rollem_Bones
Posts: 23
Joined: Tue Jan 24, 2012 7:43 am

Fo:E PNP "These Shattered Times" (Recruiting)

Post by Rollem_Bones » Wed Apr 24, 2013 12:55 pm

So I've been bandying this about lately and now that a stable schedule is coming my way I feel it's time to get this cracking. I'd like to run a tabletop top Fo:E game. The basics as follows.

Time: Friday nights, Eastern Standard Time. No specific point set yet, but most likely after 5pm
Setting: Vanhoover region - Northwest Equestria, 20 years pre Littlepip
Rules: NWoD
Players: Intend to get started with 5.

The Cast - Player:
Talkative Earth Pone - Yetanotherpony
Sureshot - Etchpony
Propolis - Dalkan Starbyne
Mountain Side - Godna
Empty

Have some information!

Blank character sheets here!
Basic information on the racial/element of harmony based powers available to your characters

Bits of setting information on factions and locations. Hidden under spoilertags for your perusal. Any questions on anything, go ahead and ask here or send PMs. Thanks.

Vanhoover
Spoiler: show
Factions: Hazard’s gang, Slicer’s Slavers

Vanhoover is a large, sprawling city of ruins squeezed between the rocky Galloping Gorge area to the east, the frozen icefields of the north, and the ocean to the west. Once a sturdy, thriving city, most of it has been left to creak and groan in the wind after a megaspell literally froze half of the city in time by turning it and the inhabitants into glass. The city itself is divided into sub-regions, carved up by time and purpose.

Menagerie: The northeastern portion of Vanhoover was victim to a megaspell that turned the area into glass, frozen in time. How the megaspell went off and where it was centered is still unknown. It’s remained untouched and most of the area is considered cursed due to residual magical effect that can cause the spell to trigger against things with an innate magic, IE life, that causes them to eventually turn to glass as well. Ghouls are immune to this effect.

Watersedge: The Waters is the area comprising the southwestern part of Vanhoover. Comprising the docks and much of the old Ministry of Technology structures that still remain battered and rusted by decades of corrosive sea air. What working machinery still inside, and those pieces that can be salvaged are the goods most are fighting over. Currently the area contested between Slicer’s Slavers and Hazard’s gang. Also targeted by the Vanhoover Rangers and the Cult of Tutelage..

The Hoofstead Inn: The Hoofstead Inn and the territory around it is currently being held by Slicer and his gang of slavers. They’ve built a stronghold around a sturdy hotel that they use as a bastion for their operations.

South: The part of the city called simply South is a thick area of remnant buildings from a commercial district and a residential area. Many of the places here have been picked over, but are occasionally restocked by Slicer’s Slavers in order to entice lone travelers and caravans into hunkering down. Few genuinely live here that aren’t tied to Slicer in some way through assistance or protection.
Galloping Gorge
Spoiler: show
Factions: Gorgerunners, Red Roc Gryphon Clan

Galloping Gorge is a long crack in the earth that was once a favorite tourist spot. Now it’s held by two factions as the gateway into Vanhoover. The Red Roc Gryphon clan holds the topside under their tight control and operate the gondolas that take travelers across the gaps. The Gorgerunner tribe holds the bottom of the gorge and maintain a tunnel system for travel and trade. The two fiercely compete with one another just shy of all out warfare. The Gorgerunners make their home in Dig-Down Quarry and maintain control over the old equipment and machinery within while the Red Roc Clan hold the Galloping Gorge Tourist Centre, the gondolas, and currently the freight yard to the south of the Gorge that sits over the railroad into Vanhoover and Tall Tale.
Tall Tale
Spoiler: show
:

Factions: The Cult of Tutelage, Vanhoover Rangers,

Tall Tale was lucky to be spared the unique destruction that came the way of Vanhoover. It is still a ruin, but more of the buildings have been standing than others. Since then, it’s become a fairly workable community, however it’s built on the back of a slave caste purchased from Slicer and others. The Citizens of Tall Tale have locked themselves away from the rest of the world from behind a wall of rubble.

The House of Ages: The House of Ages is an old Ministry of Magic building that has been repurposed by The Cult of Tutelage as a temple and living quarters. The sizeable building has been rebuilt through slave labor and looks remarkable compared to much of the wastelands. It’s from there that the followers preach their doctrine of the afterlife that came before and plan their maneuvers to spread suffering in the name of lessons to the wasteland.

The Epilogue/Rolling Hills Bunker: A cheesy name for a pub on the outskirts of Tall Tale hides the bunker for the Vanhoover Rangers. A particularly isolationist group, they steadily plan their invasion of Vanhoover in hopes of taking the Ministry of Technology machinery within. A side contingent has been mustered for the taking of Dig-Down Quarry as well. Technologically they’re a threat, but they do not have the numbers and their current leader Elder Tug(short for Taffy Tugs) is too cautious to go for the brass rings.
The Frozen North
Spoiler: show
Factions: Town of Coldsnap(Stable 32)

The Frozen North is mostly ice fields and wasteland. Few things stand out there and what is is generally hidden. What is known is the small township of Coldsnap.

Coldsnap: Otherwise known as Stable 32, is a small Stable town built from a Stable that opened a few years prior to the start of the game. The test was to determine what would happen to a community when, after a few decades, the climate control system failed. The result was a surprisingly sturdy group of arctic survivors who acclimated rather well. Their isolated position has allowed them to remain relatively unperturbed by the outside world. They have little danger to deal with outside of natural hazards in the ice fields. Only the Vanhoover Rangers have sights on their Stabletech and they have a decent trade relations with the Gorgerunner and Red Roc Clans.
Notable Factions
Spoiler: show
Gorgerunners

The Gorgerunners are a tribe of ponies made mostly of descendents of the surviving miners and quarry workers that took shelter in Galloping Gorge during the war. They live in a communal society that controls the tunnels and ground under and through the gorge itself. The Gorgerunners have a love of conflict and a collective adrenaline addiction. Whatever problems get heaped on a ‘runner, their response tends toward “Is that all?” This is by no means universal, just a tendency of the tribe. Though confrontational, they aren’t very warlike. Most of their attitude can be summed up in apathy about the world that isn’t related to their interests. Currently in a skirmish with the Red Roc Clan over a railroad to the south of the gorge

They are currently lead by an earth pony named Stonewall and most live in the old Dig-Down Quarry.


Red Roc Clan

The Red Roc Clan is a gryphon clan that lives in the mountains and topside of the Galloping Gorge. Not as mercenary as most gryphons, the Red Roc Clan makes much of their way through hunting in the mountains and guiding travelers over the gorge and mountains. It’s the Red Roc’s that control an old tourist welcome center called The Eyrie and gondola service over the gorge. At the moment they in a brush war with the Gorgerunners, primarily over a rail yard that runs to the south of the gorge.

Their current leader is a old mercenary going by Aquilo. Most of the clan is divided between the Eyrie and the old railroad.


The Cult of Tutelage

The Cult of Tutelage is a religious movement that maintains a few related core tenets: This world is not the destroyed remains of Equestria. This world is in fact a test of ponies before they may ascend to Equestria proper upon death. All suffering and destruction is in fact a lesson to teach ponies why they should act with kindness and friendship upon arriving in Celestia’s golden lands. The problem that many in the Vanhoover region have with the Cult is that its followers have taken it upon themselves to be the teachers of the wasteland’s “lessons”. To them, their suffering is in remaining amongst the pain and denying themselves paradise in order to make certain their truth of the wastelands purpose remains.

Speaker Sweet Scent is their de facto leader, though they shun the notion of formal leadership.


Vanhoover Rangers

Despite being based out of Tall Tale, the Vanhoover Rangers are the contingent for the whole region. They don’t have many numbers, and though their technology is the sturdiest for warfare in the region, they simply can’t roll over the other factions. They do have operations in line for taking the Watersedge area of Vanhoover, the Dig-Down Quarry, and Coldsnap in order to claim technological superiority in the region and claim it for themselves.

Currently lead by Elder Taffy Tug, there are disputes with him and his start paladins over his cautious movements.


Slicer’s Gang

A slaver and gang leader by the name of Slicer has been running the flesh trade around the region. He’s based in a hotel called the Hoofstead Inn, located within Vanhoover. Most of his quarry comes from treasure hunters and wanderers. Most of what he sells goes to the Citizens of Tall Tale or end up used as shock troops, cannon fodder, or meat shields.


Hazard’s Gang

A Gorgerunner separatist, Hazard is trying to rebuild what he can within the industrial ruins of Vanhoover. He’s taken his followers to establish a foothold and hopes to convince the rest of his tribe that there can be a future and to take a less “screw the world” mentality about things. He’s currently under fire from Slicer, and unknowingly under a sword of damocles in the form of the Vanhoover Rangers.


Coldsnap

Founded through the opening of Stable 32, the town of Coldsnap is a fairly isolated community up in the icefields of the north. Subsisting on hardy vegetables and occasional supplemented fare when needed, the ponies continue to live as they have for decades. They maintain peaceful trade relations with the Gorgerunners and Red Roc Clan. The existence of the Managerie enchantment keeps meetups with Slicer’s slavers at a minimum, and in fact have little contact with the outside world beyond rumors and news brought in by their trading or hunting parties.

Currently lead by their Overmare, Shimmering Frost.


Tall Tale

Tall Tale still exists, though hardly the city it once was. The survivors built up a sturdy town behind the dismantled walls of their neighbors. From then, they took a strong survivalist tack with a stern desire to weed out the “weak” among their number. They took in the best, but those that couldn’t keep up were exiled until it was learned that they worked better as workhorses than being sent free to turn raider. The town developed a sturdy slave caste while the Citizens focused on their personal development. As a result, the Citizens of Tall Tale remain cultural, intelligent, and a reasonable force while the slave caste does the difficult grunt work. Movement between castes is not impossible, but greatly difficult.

The are currently lead by a small committee known as the Alderponies.
Last edited by Rollem_Bones on Mon May 06, 2013 1:03 pm, edited 6 times in total.

User avatar
SilverlightPony
Global Moderator
Global Moderator
Posts: 493
Joined: Sat Mar 17, 2012 4:21 pm

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by SilverlightPony » Wed Apr 24, 2013 3:48 pm

Interested, but typically not available until about 9:30pm Eastern time on Fridays. :/
Silverlight the Unicorn
Host, Voice of Equestria Podcast
http://www.voiceofequestria.com/

Image

User avatar
Rollem_Bones
Posts: 23
Joined: Tue Jan 24, 2012 7:43 am

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Rollem_Bones » Wed Apr 24, 2013 5:18 pm

That may not necessarily be a deal breaker, Silverlight. The game might actually be that late.

User avatar
SilverlightPony
Global Moderator
Global Moderator
Posts: 493
Joined: Sat Mar 17, 2012 4:21 pm

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by SilverlightPony » Wed Apr 24, 2013 8:46 pm

I just noticed you're using the Storyteller system. No offense, but I prefer the normal ruleset. I'll give this a pass. Have fun!
Silverlight the Unicorn
Host, Voice of Equestria Podcast
http://www.voiceofequestria.com/

Image

User avatar
Rollem_Bones
Posts: 23
Joined: Tue Jan 24, 2012 7:43 am

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Rollem_Bones » Fri Apr 26, 2013 12:21 am

Unfortunate, but understandable, Silver

User avatar
Note Worthy
Posts: 41
Joined: Fri Apr 19, 2013 2:27 pm
Location: Central United States

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Note Worthy » Mon Apr 29, 2013 5:43 pm

Yaaay! I was worried there for a second, seeing as to how all of the PnPs I had encountered up until this one were all full up already! But this is good.

Forum Name: SunlightOctave

IRC Chat name: SunlightOctave

I'm not totally familiar with the NWoD system, but I'm a very quick study and can acclimate quickly.

Timezone: CST/CDT

Character: Sunlight "Octy" Octave https://docs.google.com/spreadsheet/ccc ... pMlE#gid=0

User avatar
Note Worthy
Posts: 41
Joined: Fri Apr 19, 2013 2:27 pm
Location: Central United States

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Note Worthy » Mon Apr 29, 2013 5:56 pm

Mmm...on second thought, I would need to totally redesign Octy to do that. And I don't want to be holding ponies up who want to game with a million question, save character creation. Let me think about it, but I'm leaning more towards Kkat's system to start with.

Godna
Posts: 112
Joined: Sun May 13, 2012 4:53 pm

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Godna » Mon Apr 29, 2013 6:31 pm

I might be interested in this. I'll need to read the rules and stuff and what time? (also I've never played with this system)

User avatar
Rollem_Bones
Posts: 23
Joined: Tue Jan 24, 2012 7:43 am

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Rollem_Bones » Sat May 04, 2013 12:29 am

Info sent to Godna. It's okay, Sunlight. If you really need it, I can always just make sheets for players who are new to the system. The name I opt for around ponyfolk isn't chosen for nothing. I know me some mechanics.

User avatar
Rollem_Bones
Posts: 23
Joined: Tue Jan 24, 2012 7:43 am

Re: Fo:E PNP "These Shattered Times" (Recruiting)

Post by Rollem_Bones » Mon May 06, 2013 1:03 pm

Updating the list of who is playing and what.

Post Reply