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FoE PnP: Mad Group, Onwards to Chicacolt

Posted: Tue Oct 30, 2012 10:59 pm
by Rabbs
In the far North Western corner of the Equestrian along the shores of Lake Mareigan are the ruins of Chicacolt. Once home to an important navel base during the war, it is now nothing more than a balefire blasted ruin. But like most city ruins life still goes on. The city is home to a host of monsters, gangs and ponies just trying to make a living. Feral ghouls, radiation, pirates, raiders, gangs, the brahmin mafia, a minotaur cult, strange artifacts, mad scientist and robots. Our group has come to Chicacolt with a caravan looking for riches and plunder hidden within the city. With any luck they will survive.

The setting is roughly 35+ years before Sunshine and Rainbows so thing are quite bad. Radiation everywhere, monsters, yadda yadda the usual. The group will be starting in a small trade stop in the South Eastern corner outside the city proper named "Short Stop".

Rules set: Fallout Equestria: PNP (Revised)
Weapons list: Tiered Weapon List (Mad_Modd Tweeks MKII)
Alt. Mechanics/Trap rules:Fo:E PnP Mechanics, Mods and Mayhem
Alt. Medical rules:Fallout Equestria PnP Healing Rules.

Time: Saturdays at 4:30pm EST to 8:00pm EST

Players:
Miss Twobits: played by Vieral
Volta: Played by Shady_Steps
Minuet: Played by Solis
Silvermane: Played by AntagonyInc
Ishantea: Played by Dance_Explosion

Session Logs:
Session 1
Session 2

Re: FoE PnP: Mad Group, Onwards to Chicacolt

Posted: Sat Nov 03, 2012 8:30 pm
by Rabbs
Session 1: Stuff happened, zombies were killed and a bit of friendly fire

Re: FoE PnP: Mad Group, Onwards to Chicacolt

Posted: Sat Nov 17, 2012 8:15 pm
by Vieral
Session 2 the day ended, wacky weather, twobits ignores the ''don't feed the ghouls'' sign, and a zebra stumbles into the fun. :pipshrug:

Re: FoE PnP: Mad Group, Onwards to Chicacolt

Posted: Tue Nov 27, 2012 7:41 pm
by Rabbs
Session 3: the group got going, Twobits fanfillies and Volta dissected a ghoul