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Tails of Fallout: Equestria


A homebrew supplement for
Tails of Equestria v0.6
Written (and soon to be illustrated) by Stephen Lindberg

Legal Disclaimer:
This book is an unofficial fan-made derivative work for Tails of Equestria. Tails of Equestria is property of River Horse; My Little Pony, My
Little Pony: Friendship is Magic, and all established content and characters therein are the property of Lauren Faust, Hasbro Inc., and
DHX Media; The original Fallout: Equestria fanfiction is property of KKat. Fallout: Equestria Project Horizons is property of Somber. No
copyright infringement, explicit or implied, is intended. Tails of Fallout: Equestria is presented for public use and enjoyment on a not-for-
profit basis. The author(s) of this book are not affiliated with Hasbro, Inc. or River Horse.

Please support the official release by purchasing the official core rulebook for Tails of Equestria and its supplements. Special thanks to
KKat, Somber, and all other Fallout: Equestria authors for bringing this setting to life! Also special thanks to everyone who maintains the
Fallout Equestria wiki.

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Sidelined ............................................................ 14
Contents
Telekinetic Weapons ......................................... 14
Legal Disclaimer: ................................................... 2
Introduction .............................................................. 4 Virtues................................................................ 14
Log 3: Talents ......................................................... 15
Log 1: Pony Types ..................................................... 5
Log 2: Rules Supplements....................................... 10 New Talents ....................................................... 15
New Uses for Core Talents ................................ 19
Alcohol ................................................................ 10
Ammo ................................................................. 10 Log 4: Environmental Hazards ............................... 20
Enervation.......................................................... 20
Blast weapons..................................................... 11
Radiation ............................................................ 20
Burst Weapons ................................................... 11
Called Shots ........................................................ 11 Taint ................................................................... 21
Water ................................................................. 21
Cover................................................................... 11
Crippled Limbs .................................................... 11 Log 5: Caps and Equipment ................................... 22
Items .................................................................. 22
Damage............................................................... 12
Ammo ................................................................ 24
Damage Resistance (DR)..................................... 12
Weapons ............................................................ 25
Damage Threshold (DT) ...................................... 12
Chems ................................................................ 27
Dying ................................................................... 12
Armor ................................................................. 29
Equipment Condition.......................................... 12
Power Armor ..................................................... 30
Explosive Weapons ............................................. 13
Melee weapons .................................................. 13 Changelog .............................................................. 31
Back Cover Art goes here....................................... 33
No Fingers? No Problem! ................................... 13
Ranged weapons ................................................ 13

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Introduction
“War… War never changes. Once upon a time, in the magical land of Equestria there came an
era when the ideals of friendship gave way to greed, selfishness, paranoia and a jealous
reaping of dwindling space and natural resources. Lands took up arms against their neighbors.
The end of the world occurred much as we had predicted -- the world was plunged into an
abyss of balefire and dark magic. The details are trivial and pointless. The reasons, as always,
purely our own. The world was nearly wiped clean of life. A great cleansing; a magical spark
struck by pony hooves quickly raged out of control. Megaspells rained from the skies. Entire
lands were swallowed in flames and fell beneath the boiling oceans. Ponykind was almost
extinguished, their spirits becoming part of the ambient radiation that blanketed the lands. A
quiet darkness fell across the world...”

– Fallout Equestria, Introduction

Greetings, Stabledweller! If you’re reading this holotape log, it is likely that you are a fan of the popular
My Little Pony: Friendship is Magic fanfiction Fallout Equestria and perhaps you’ve even played the
official My Little Pony tabletop roleplaying game Tails of Equestria. This holotape provides an unofficial
rules supplement and campaign setting for running Tails of Equestria games staged in the setting of
Fallout Equestria! Given the amount of grit, violence, and vices that are commonplace in this setting, the
rules and content presented in this holotape is intended for mature players.

The data logs herein include new pony types, new talents, new equipment, and new creatures. It also
contains additional rules for wasteland hazards, weapons and ammo, making scuffles more deadly, and
optional “hard mode” rules to provide a grittier experience for more long-term campaigns of post-
apocalyptic survival.

Although this holotape provides rules and new content for providing an immersive experience in the
Fallout: Equestria setting, it does not go into detail about the lore or characters of the setting. For that, I
highly recommend reading the Fallout: Equestria fanfiction and its many engaging side-stories.

The wasteland will shape and mold ponies, making them tougher, braver, and more dangerous. Perhaps
it will shape them to become heroes defending the good ponies who try to make an honest living in the
harsh new Equestria, still clinging to the old ideals from before the War. On the other hoof, perhaps they
will become a remorseless villain feared by all ponies on the surface and in the Stables below. Your
ponies may be changed by this setting, but war… war never changes.

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Log 1: Pony Types
This data log presents information for new types of ponies and other new races available for players to
play in the Fallout: Equestria setting. Some of these are new races, while others are templates meant to
modify one of the core pony types: earth pony, pegasus, or unicorn.

To use one of the template races, first you choose one of the 3 core pony types or a non-pony race.
Then you apply the traits of the template race on top of your original race, giving you the strengths and
drawbacks of each. These races are marked with the [template] tag.

All of these follow the same rules for pony types in the core rulebook for Tails of Equestria.

Android [template]
You are a thinking machine, in the shape of a pony, but stronger and smarter. Some androids appear as
robotic equines, but others are synthetic ponies nearly indistinguishable from the real flesh-and-blood
version.

Mechanical Superiority
At first level, improve either your Body or Mind by one die. However, your charm starts at a D4.

You do not need to eat, sleep, drink, or breathe. You are also unaffected by disease and poison.
However, you cannot recover stamina naturally. Instead, you must be repaired by somepony.
You are still affected by radiation, but you only take half damage (rounded down) from it.

You also cannot gain talents normally available only to your base race. For example, a pegasus
android cannot gain the Cloud Wrangling talent.

EMP Vulnerability
You lose 2 extra stamina whenever you lose stamina due to electricity. You are also subject to
EMP effects.

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Bat Pony
Long ago, these ponies with bat-like wings, vertical pupils, and floofy ears were Luna’s elite guard. Even
after the megaspells fell, they continue to watch over the night in her absence.

Fly [D6]
Bat ponies can fly using their leathery wings. They can also walk on clouds. However, unlike pegasi,
they cannot manipulate clouds or weather.

Echolocation [D4]
Using ultrasonic chirps and their highly evolved ears, bat ponies can “see” in complete darkness
using echolocations. When making a test involving perceiving things with your echolocation, you
can also roll this talent’s die.

Brahmin
Before the war, cows have always been chatty, but with two heads they always have someone to gossip
around. Brahmin are mutant, hairless, two-headed cows. Though a bit skittish, many are effective
caravaners able to carry heavy wagons full of tradeable junk, and two heads makes them more resilient
to psychic effects.

Beast of Burden
You can carry a lot more than most ponies, and all rolls you make for tests made to carry, push, or
pull heavy loads are upgraded.

Two Heads [D6]


You can add this talent’s dice any to any test made to resist mental effects other than fear. Your
rolls on tests to resist fear are downgraded.

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Crusader [template]
You may be just a little kid, but anypony who underestimates you for that is in for a big surprise! Even
fillies and colts learn how to handle themselves in surviving against the monsters of the wasteland, and
being small means you can fit into places the big ponies can’t.

Child’s Play
Your body rolls for tests involving feats of strength and mind rolls for tests involving knowledge
are downgraded due to your physique and inexperience. You also cannot use battle saddle
weapons.

However, you can fit into small spaces easily and can take cover behind larger characters.

Also, on tests made to be sneaky, you can upgrade one of your dice used for the test.

Cyberpony [template]
A cyberpony is an earth pony, pegasus, or unicorn whose body has been augmented with mechanical
and cybernetic parts. They might have eyes that can detect magic and radiation, bionic hooves, sub-
dermal armor plating, or a variety of other components.

Minor EMP Vulnerability


Whenever you lose stamina due to electricity, you lose 1 additional stamina.

You are subject to EMP effects.

Cybernetic Components
As a cyberpony, you can have various cybernetic components such as those from the equipment
log installed onto your body. These components must be installed by somepony skilled in both
electronics and medicine.

You begin play with cybernetic organ replacements that grant you +1 DR against radiation and
poison damage. Your Body rolls involving physical endurance are also upgraded.

Lastly, you also have a repair talisman embedded in your body that will repair lost stamina at a
rate of 1 stamina per hour. To facilitate this, you must every now and then eat some gems and
metal, which your mouth and digestive track have been augmented to handle.

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Ghoul [template]
Not quite living, not quite dead – ghouls are irradiated survivors of the wasteland, many even surviving
from times before the Great War. They thrive in radioactive environments, some with their minds more
intact than others. However, without radiation they cannot recover naturally from injury due to their
decomposing state.

Nuclear Zombie [D4]


You are immune to radiation and you do not need to eat, sleep, or breathe. However you cannot
recover stamina naturally while you are not exposed to a source of radiation.

Also, once per day when you lose stamina, you can roll your die for this talent and decrease the
lost stamina by that amount.

Unhinged
All rolls you make in tests to resist mental effects are downgraded.

Griffon
Half-lion, half-eagle, and all awesome, griffons fought as mercenaries on the side of Equestria during the
Great War. To this day, they still hire themselves off as mercenaries to various factions for their flying,
spying, and combat abilities.

Flying [D6]
Griffons can fly and stand on top of clouds as though they are solid objects like pegasi can.
However, they lack the ability of Pegasi to also manipulate clouds and weather.

Eagle Eyes [D4]


During the day, griffons are able to focus their eyesight to see things at great distances.

In daylight, griffons can roll the die for this talent in addition to any dice they would normally roll
for tests to notice far away things by sight.

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Stabledweller [template]
Not a race or new pony type per se, but centuries of being quarantined within the confines of an
underground vault differentiates them from ponies used to life on the irradiated surface world.

Sheltered
From having spent so much of your life in a quarantined underground bunker, you haven’t had
much exposure to many of the wasteland’s hazards. All rolls you make to resist radiation, disease,
and taint are downgraded.

Pipbuck [D4]
You begin play with a miniature portable computer affixed to your foreleg – a pipbuck. Being a
blend of magic and prewar technology, the pipbuck is highly durable and grants its wearer
some limited magical abilities.

Inventory System: Items you store in on your person are magically organized so that they are
easier to access. Whatever item you need to retrieve just happens to be at the top of your
saddlebags!

Navigation System: Your pipbuck automatically labels landmarks in its maps as you encounter
them during overland travel.

E.F.S.: The pipbuck’s Eyes Forward Sparkle spell allows you to detect the presence of nearby
creatures, even through solid matter. From this, you know the general direction towards them,
but not the distance. It will also label them as friendly (green), neutral (yellow), or hostile (red).
You can roll this talent’s die any time you make a test to notice nearby creatures.

S.A.T.S.: The pipbuck’s Stable-Tec Arcane Targeting Spell allows you to slow down your
perception of time to precisely target an opponent with your attacks. When you do this, you
can attack twice in one turn and you can also roll this talent’s die for one of the attacks. This die
cannot be downgraded. Once you do this, you cannot use it again for 3 turns.

Non-stabledwellers can potentially equip and use a Pipbuck, however only stable-dwellers can
benefit from the talent’s die.

Zebra
Zebras are striped equines from a distant land entrenched in battle with Equestria during the Great War.
Their flanks display mystic sigils similar to the cutie marks of ponies, and many of them are able to
channel strange mystical powers passed down through ancient traditions and lore.

Aside from this additional flavor, zebras use the same stats as earth ponies.

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Log 2: Rules Supplements
This entry introduces some new rules storytellers can use in their Tails of Equestria games for a grittier,
more cinematic, and deadlier experience. All of these rules are designed to enhance the game for the
Fallout: Equestria setting, but they are all optional. The players and storyteller should pick the new rules
that will work to provide the best Fallout: Equestria experience to their table’s tastes.

Alcohol
Alcohol is widely available throughout post-apocalyptic Equestria, either from bottles found by
scavenging or by crafty ponies who have set up their own post-war distilleries. Most Equestrian booze is
produced from fermented apples, although other varieties are also present.

A pony who consumes alcohol must make a Body test set by the storyteller. On a failure, the character
becomes drunk. While drunk, the character’s damage threshold is increased by 1 and Charm rolls they
make are upgraded, but any rolls related to agility or fine dexterity are downgraded for 1 hour. These
effects may become more severe at the storyteller’s discretion if the character drinks too much.

A character suffers no risk of alcohol addiction unless they took alcoholism as a quirk.

Ammo
Instead of keeping track of every single bullet in your inventory, consider using the following ammo
points system. This abstracts away the bookkeeping of how much more ammo you have in favor of a
more cinematic style of play.

Ammo Points
Instead of tracking individual bullets, ammo is tracked by points. Ammo points are separated by type
(9mm, .50 caliber, etc.) and each firearm has its own pool of ammo points. As long as you have at least 1
ammo point for that weapon, you can attack with it. Most weapons can carry a limited number of ammo
points at one time.

After a combat encounter, if you only used a type of ammo once, your weapons still have ammo left. If
you used it more than once, roll a D6 at the end of the encounter. If your roll is less than or equal to the
number of times you used the ammo type in that encounter, you lose 1 ammo point of that type. You
choose which weapon that ammo point is lost from.

Some types of extremely rare ammunition might use an ammo point every time their weapon is used.

Reloading
Whenever a weapon loses an ammo point, it must be reloaded. This takes the character turn, but they
can still move while reloading the weapon.

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Blast weapons
Some weapons fire a blast of energy over a wide area in front of you with limited range. These attacks
always spend 1 ammo point from their weapon. This attack is unaffected by all forms of concealment.

When making a blast attack with a weapon, choose a 45 degree cone area in front of you out to the
weapon’s range. Make a single downgraded attack against all targets in that area (including allies).
Targets can attempt a Body contest against your attack to avoid getting hit.

Characters who avoid the attack still take half damage unless they got an amazing success.

Burst Weapons
Semi-automatic and automatic weapons such as a 10mm SMG or minigun can fire in a burst that may hit
multiple targets nearby its line of fire. These attacks always spend 1 ammo point from the weapon.

When making a burst attack with a weapon, you make 3 downgraded attacks against a single primary
target and 1 attack against each target nearby the line of fire, regardless of whether they are friendly,
hostile, or background ponies.

Called Shots
When scuffling or making ranged attacks, characters can attempt to target a specific part of an
opponent’s body. Any rolls you make for this called shot are downgraded by 2 steps.

If an attack against a limb is successful, the target doesn’t lose stamina, but instead the targeted limb
becomes crippled. On an amazing success the limb might be lost entirely.

If an attack against a vital point is successful, the target loses twice the amount of stamina they would
from a normal attack.

Cover
Duck and cover might not have worked when the megaspells fell, but taking cover behind debris,
crumbling walls, and flipped table can certainly help you to avoid bullets.

When you’re taking cover behind something between you and an enemy, it will downgrade that
enemy’s ranged attacks against you by 1 or more steps, depending on how much cover it provides.
Some obstacles like solid walls will block most ranged attacks entirely.

Crippled Limbs
Any tests or challenges made with a crippled limb are downgraded by 1 step. If the limb was necessary
for moving, then your movement is also halved. A limb cannot be crippled more than once - it’s either
crippled or it’s not.

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Damage
For the sake of brevity, loss of stamina will be referred throughout this holotape as “damage”.

Damage Types
Normal attacks such as punching, bullets, and stabbing deal kinetic damage.

Some types of attacks or effects deal special kinds of damage such as fire, electric, laser, radiation, and
plasma.

Damage types don’t cause any more or less stamina to be lost unless the target has special resistances
or vulnerabilities against such types.

Damage Resistance (DR)


Damage Resistances reduces the amount of damage your character takes due to armor or enhanced
toughness. Whenever you lose stamina from a non-ambient effect, the amount of stamina lost is
reduced by an amount equal to your damage resistance, to a minimum of 1. Throughout this holotape,
damage resistance is often abbreviated as “DR”.

Damage Threshold (DT)


Some types of equipment or natural armor might grant a character a damage threshold. Whenever they
lose stamina from non-ambient source, they only lose stamina if the amount is greater or equal to their
damage threshold. Throughout this holotape, damage threshold is often abbreviated as “DT”.

Dying
In Tails of Equestria, player characters normally cannot die, but given the grittiness of Fallout: Equestria,
a sidelined character may become severely wounded in a manner appropriate to the damage they’ve
taken. This is up to the storyteller to decide what effects this may have.

Each time that a sidelined character continues to take damage they lose 1 token of friendship. If the
character runs out of tokens of friendship when this happens, they die. An adjacent character can
choose to donate a token of friendship to keep their friend alive longer.

Some types of attacks and effects may kill a character outright if it reduces their stamina to 0, as noted
in the attack or effect.

Equipment Condition
As you continue to use your pre-war equipment, it is likely to break down after a while, and at this point
the warranty for everything has long expired. There are 3 different conditions pre-war condition can be
in: good, poor, or broken.

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When an item is in good condition, it functions normally. Every day that you use a piece of pre-war
equipment in good condition, you must make a Mind test to upkeep it with a difficulty of 2. On a failure,
the item’s falls into poor condition.

While an item is in poor condition, all rolls using it are downgraded and its upkeep difficulty is increased
to 4. On a failure, the item falls into broken condition.

While an item is broken, it cannot be used until it is repaired using scavenged materials with a combined
value equal to half the item’s value.

Explosive Weapons
Explosive weapons such as grenades and missiles explode in a spherical area centered on a some point
within the attack’s range. Explosive attacks always use 1 point of ammo from their weapon. This attack
is unaffected by all forms of concealment.

When you make an explosive attack with a weapon, make a single downgraded attack against all targets
(including allies) within the radius of its burst. Targets can make a Body contest against the attack to try
to avoid it.

Even if a target avoids the attack, they still take half damage. However, if a target gets an amazing
success, they avoid the attack entirely.

Melee weapons
Melee weapons attacks use the Special Skill talent of Scuffling. These use normal scuffling rules.

No Fingers? No Problem!
The rules from the “No Fingers? No Problem!” sidebar from the Tails of Equestria core rulebook, page
53, still work for this setting. Most small weapons can be held by hoof, in your mouth, or by telekinesis.

Rifle sized weapons or hefty sized melee weapons can be used effectively using either both front hooves
or by mounting them on a special harness called a battle saddle.

Some heavy weapons such as miniguns are so unwieldy though that they requires a battle saddle to
operate them at all.

Ranged weapons
Ranged weapon attacks use the Special Skill talent of Firearms, Throwing, Big Guns, or Artillery (turret-
mounted weapons) depending on the type and size of weaponry. Make a Body challenge against a single
target’s Body. If you win the challenge, you hit and inflict damage equal to your roll to the target. If the
target wins, they avoid it.

If an enemy is next to you, your attacks with ranged weapons are downgraded.

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Sidelined
For the sake of brevity, a character reduced to 0 stamina will be referred to as “sidelined” throughout
the rest of the holotape.

Telekinetic Weapons
Unicorns can hold and operate small weapons using telekinesis without any problem as long as they are
held within 5 feet of them. Beyond this range, tests and challenges made to attack with these weapons
is downgraded by 1 or steps depending on their distance from the wielder.

Operating larger weapons telekinetically may require the wielder to make a test using their telekinesis
each time they attack with it. The difficulty of this test is 4 for rifle-sized weapons and 8 for minigun-
sized weapons. On a failure, the attack misses.

Virtues
Instead of having an element of harmony, ponies in Fallout: Equestria represent virtues. These are like
elements of harmony, but narrower in scope. Examples include sacrifice, freedom, and mercy. Like
elements of harmony, virtues have no mechanical role and serve only as a roleplaying guide that may
earn your character additional tokens of friendship if you perform righteous deeds in correspondence to
your virtue.

You don’t have to pick a virtue. Many ponies in the wasteland struggle to find theirs. However, you can
choose your virtue later as your character discovers it.

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Log 3: Talents
This log entry contains various files related to new talents for the Fallout: Equestria setting and some
suggestions for how to use talents from the core rulebook to improve survivability in post-apocalyptic
Equestria.

Some new talents presented here might have special requirements, typically in the form of prerequisite
talents or a minimum level. These are noted beside the talent’s name.

New Talents
The following are new talents introduced for this setting. Unlike talents from the Tails of Equestria core
rulebook, some of the talents here don’t have a die progression.

Action Colt/Action Filly


Once per session when you act, you can use this talent to act again immediately.

Big Leagues – requires Special Skill – Scuffling


When you swing with melee weapons, you swing to hit home! Whenever you make a Body test in a
scuffle using a melee weapon, you can also roll this talent’s die.

Once per day when you are about to be hit with a thrown physical attack, you can make a challenge
versus the attacker’s thrown attack test using your Body trait and this talent’s die. If you beat the
target’s roll, you knock their projectile back towards them.

Black Widow/Filly Killer


Any time that you cause a character of the opposite sex to lose stamina, they lose 1 additional point of
stamina.

Any time that you make a Charm test against an NPC of the opposite sex and is attracted to you, you can
also roll this talent’s die.

Cannibalism
You have a hankerin’ for the tasty succulent flesh of other ponies! Whenever you spend 1 minute eating
the flesh of another sapient creature, you regain 1 stamina and your Mind and Charm are downgraded
by 1 step for 4 hours.

Chem Resistant – requires level 5


Chems you take last twice as long and their withdraw effects last for only 1 day.

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Cherchez La Filly/Confirmed Bachelor
Any time that you cause a character of the same sex to lose stamina, they lose 1 additional point of
stamina.

Any time that you make a Charm test against an NPC of the same sex and is attracted to you, you may
also roll this talent’s die.

Commando – requires Special Skill – Battle Saddles


When using battle saddle weapons to attack, you can also roll this talent’s die.

Also, you can exclude one friendly creature from burst and blast attacks made with battle saddle
weapons.

Demolitions Expert – requires Keen Knowledge – Explosives


The bigger the boom, the better! On tests to craft, plant, find, disarm, and throw explosives you can also
roll this talent’s die. When attacking with a thrown explosive, you can exclude one friendly character
from the explosive’s attack.

Fast Metabolism – Earth Pony Only, requires level 5


When healing potions or similar items are used on you, you restore 1 additional stamina.

Finesse – requires level 5


When using a weapon as part of a test or challenge to attack, you can use the Exploding Hoof rules, even
if you roll more than one die.

Foal at Heart
Whenever you make a Charm test to persuade child NPCs, you may also roll this talent’s die.

Your karma with the Crusaders faction increases by 1 step.

Gunslinger – requires Special Skill – Firearms


When attacking with firearms, you can also roll this talent’s die. You can also draw or holster such a
weapon once per turn without requiring any action.

Here and Now


Level up immediately. From this level up, you can only upgrade one talent and you cannot pick a new
talent.

Hit the Deck


Once per day, when you would lose stamina due to explosions, roll this talent’s die. Reduce the amount
of stamina lost by that amount.

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Iron Hoof – requires Special Skill – Scuffling
You know karate and seven other zebra words. When you scuffle using hoof-to-hoof combat, you may
also roll this talent’s die.

Your hoof-to-hoof combat attacks ignore the first 2 points of armor an opponent has.

Life Giver
Your maximum stamina is increased by 5.

Light Trot – requires level 5 and Special Skill – Sneaking


You never set off enemy mines or floor based traps. However, this doesn’t necessarily allow you to
notice the presence of such hazards.

Lucky
Once per session, you can choose to reroll a die without spending a token of friendship before you know
the outcome of your roll. You must use the new result.

Math Wrath – requires level 5 and Keen Knowledge – Math or Computers


You’ve used your 1337 haxXoring skills to optimize your PipBuck’s targeting spell logic.

Once per day, you may roll this talent’s die and add its result to another die you rolled for a test using
your PipBuck’s S.A.T.S. ability.

Mysterious Stranger – requires level 5


Once per session, you can have a mysterious mare-do-well in a trenchcoat assist you in battle before
vanishing mysteriously. They immediately make a Firearms attack challenge against a target’s Body with
D20 for their dice. If they win, the target loses that much stamina.

Organizer
You are efficient at arranging your inventory in general. Once per turn, you can retrieve or store an item
in your inventory without using any action to do so.

Nuclear Physicist – requires level 5 and Keen Knowledge – Physics


Whenever you would lose an ammo point from a spark battery or microfusion core, roll a D6. On a 6,
you don’t lose that ammo point. On tests and challenges using energy weapons, you can also roll this
talent’s die.

Penentrator – requires Special Skill – Firearms


When you attack an enemy with cover, ignore one step of downgrade from the cover.

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Power Armor Training
You have received special training in the use of various types of power armor for both enhanced
protection and physical strength.

In addition to any protection or abilities your power armor provides, you can also roll the die for this
talent to any test involving feats of raw strength while wearing power armor.

Radioactive Burst – Ghoul Only – requires level 5


Once after you have stored up radiation in a deadly burst against nearby creatures. Make an explosive
attack against each target (including allies) within 15’ of you. This attack rolls your Body and this talent’s
die. Creatures hit by the attack take radiation damage.

You cannot make this attack again until you’ve spent some time soaking up more radiation.

Rad Resistance
You have adapted to sustain levels of radiation that would be lethal to most ponies. Whenever you roll a
test to resist radiation, you can also roll the die for this talent.

Any time that you would lose maximum stamina from a radioactive effect, reduce the amount lost by 1.

Reaper Pony’s Gallop – Stabledweller Only – requires level 10


Once per session when you defeat an enemy in a test using S.A.T.S., you may immediately make another
attack another target. Add this talent’s die to the result of the highest die made as part of this extra
attack.

Robotics Expert – requires level 5 and Keen Knowledge – Electronics or Computers


You’ve spent enough time observing, taking apart, and putting together robots that you have an
improved understanding of how they work. Any time you make a Mind test involving robots, you can
also roll the die for this talent.

You can attempt to hack a robot as part of a scuffle if you have access to its systems.

Scrounger
When making tests to search through or appraise junk you can also roll this talent’s die. You may also
roll this talent’s die on tests to repair items using scavenged components.

Shotgun Surgeon – requires Special Skill – Firearms or Battle Saddle


When using shotguns, you can exclude friendly characters from the blast area of your attacks. When
making a test to attack with shotguns, you may also roll this talent’s die.

Sniper Pony – requires Special Skill – Firearms


Boom! Headshot! Whenever you make a test to shoot something with a sniper weapon, you may also
roll this talent’s die.

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Once per session when you make a test using a sniper weapon to shoot a specific part of a creature, any
dice you roll for the test cannot be downgraded.

Tough Hide
The brutal experiences of the Equestrian Wasteland have hardened you. You gain +1 DT.

New Uses for Core Talents


This section provides some suggestions for how existing talents from the Tails of Equestria core rulebook
can be adapted for the Fallout: Equestria setting.

Keen Knowledge
The following types of knowledge can be especially useful in this setting:

Blacksmithing, Computers, Electronics, Explosives, Gunsmithing, Mechanics, Medicine, Prewar Lore

Locate
The following types of things can be useful to find in this setting:

Ammo, Caps, Food, Explosives, Radiation, Taint

Special Skill
The following special skills can be especially useful in this setting:

Big Guns, Defend, Dodge, Firearms, Locksmith, Pickpocket, Scuffling, Throwing

Firearms attacks can use either Body or Mind as their base trait, since it can rely on both dexterity and
perception. Big Guns, Throwing, and Scuffling attacks always use Body as their base trait.

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Log 4: Environmental Hazards
Mutant beasts, raiders, and killer robots aren’t the only things out to get you in the wasteland. Even the
environment itself can be deadly. This entry covers several types of hazards found throughout post-war
Equestria.

Enervation
Some areas such as the Hoofington region are suffused with ambient necromantic magic that causes
healing potions to spoil and wounds to bleed and rupture. While within such areas, characters also
cannot heal naturally. Characters with spellcasting abilities can hear the hum of enervation as a faint
screaming tone.

Spoiled Potions
A character who drinks a healing potion spoiled by enervation doesn’t heal. Instead, they lose stamina
equal to the number of points they would normally heal. Spoiled potions can be identified by going from
their normal vivid purple color to a milky gray color.

Ambient Enervation
In areas of low ambient enervation, healing potions and similar items spoil after 1 day. Each day,
characters whose stamina is not at its maximum must make a Body test with a difficulty of 4. On a
failure, they lose 1 stamina.

In areas of moderate enervation, healing items spoil after 1 hour. Each hour, characters not at full
stamina must make a Body test with a difficulty of 6. On a failure, they lose 1 stamina.

In areas of extreme enervation, healing items spoil immediately. Characters must make a Body test with
a difficulty of 10 every round, regardless of whether they are at maximum stamina. On a failure, that
character loses 1 stamina.

Radiation
Ambient radiation and the presence of radioactive magical waste are commonplace in post-war
Equestria. It slowly weakens and sickens all but the hardiest of ponies, but is also a source of power for
ghouls and all sorts of other mutant creatures.

Such radiation can be detected by devices with a Geiger counter.

Radiation Damage
Whenever you lose stamina due to radiation, your maximum stamina is also reduced by that amount.
Radiation damage is lethal. If your maximum stamina is reduced to half its normal amount, your Body
rolls become downgraded.

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Ambient Radiation
In areas of low ambient radiation, every hour characters must make a Body test with a difficulty of 4. On
a failure, they lose 1 stamina from radiation.

In areas of moderate ambient radiation, every minute characters must make a Body test with a difficulty
of 6. On a failure, they lose 1 stamina from radiation.

In areas of extreme ambient radiation, characters must make a Body test every turn with a difficulty of
10. On a failure, they lose 1 stamina from radiation.

Ghouls instead recover stamina in areas of ambient radiation at the same rate that non-ghouls lose
stamina.

Taint
Taint, originally known as Impelled Metamorphosis Potion (I.M.P.) and in some regions known as “Flux”,
is a type of viscous, rainbow-hued magical waste that is incredibly dangerous to most living things
exposed to it.

In areas suffused with ambient taint, exposed characters lose 1 stamina each hour. No Body test to
resist!

Characters in direct contact with taint lose 1 stamina every turn. At the storyteller’s discretion, the
character might also develop a new quirk to reflect some mutation caused by the taint.

Water
Most water in the post-apocalyptic wasteland of Equestria has become irradiated by the fallout of the
megaspells. A character standing in or immersed in such waters is affected as though they are in an area
of low ambient radiation.

A character who drinks irradiated water must make a Body test with a difficulty of 3. On a failure, they
lose 1 stamina due to radiation.

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Log 5: Caps and Equipment
Ponies no longer use bits as currency, although they retain some value as gold salvage. Instead, most
ponies of the wasteland barter with bottle caps, or just simply “caps”, obtained from bottles of Sparkle
Cola, Sunset Sarsaparilla, and similar bottled beverages.

Equipment from the Tails of Equestria core rulebook are available in various states of disrepair. These
items cost a number of caps equal to the number of bits they would normally be worth.

Items
Additionally, this log entry presents a list of new equipment available from your friendly, local wasteland
traders. The prices given here are for items in good condition. Prices may vary wildly depending on the
scarcity of resources and the attitude of the trader. Generally items in poor condition can be bought for
half the usual price.

Equipment Name Cost Description

Alcohol (common) 1 A bottle of ale, a glass of cheap wine, or a shot of watered-down


spirits.

Ammo (uncommon) 50 Ammo for uncommon types of firearms. Provides 1 ammo point.

Battle Saddle 80 This harness fits across your back and allows ponies to operate
rifles and heavy weapons.
This can hold 2 rifles at a time or 1 heavy weapon.
It can be used to fire both equipped weapons at the same time.

Bobby Pins (5 uses) 25 A simple, but handy tool for picking locks.

Duct Tape (5 uses) 10 An essential item for any post-war mechanic’s toolbox. It has a
light side and a dark side, and it is what holds this universe
together.

Grease (5 uses) 5 Great for getting rusty old machines working again!

HAM Radio 50 This small transceiver was popular before the war with amateur
radio enthusiasts. Now it is a device commonly used for short
range communications throughout the wasteland.

Healing Potion 25 This small vial of vivid purple fluid magically restores health and
closes your wounds. When imbibed, you immediately recover 4
stamina.

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Memory Orb varies These small translucent-golden orbs were used to record
memories by prewar ponies. A unicorn can immerse themselves
into the memory by reaching out to the orb with telekinesis or by
touching it to their horn. The contents of the memory orbs are
varied.

Memory Orb (blank) 20 With the aid of unicorn magic, a pony can record a memory into
this blank memory orb.

Pre-war Food 2 Chock-full of preservatives and a tad stale, but still good eatin’!

Rad-Away 50 This pack of orange-flavored fluid purges your system of harmful


radiation. When imbibed, you recover 4 current and maximum
stamina lost due to radiation.

Recollector - This big crown thingy can be used by non-unicorns to record and
experience memories in memory orbs. It can also be used to
forcefully extract memories into a variant kind of memory orb
called a black opal.

Stabletec Security 200 This standard issue barding provides basic protection for stable
Barding dwellers. It grants +1 DR and +2 DT.

Turpentine(5 uses) 20 This flammable solvent is useful for cleaning and for freeing
ponies stuck to the floor with wonderglue.

Wonderglue(5 uses) 50 This powerful adhesive can glue almost anything together!

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Ammo
Many types of weapons require ammo to attack. Below are various types of ammunition wasteland
adventurers are likely to come across along with their prices. Each unit of these provides 1 ammo point
unless noted otherwise.

Equipment Name Cost Description

Balefire Egg - A single-use egg-shaped explosive of immense power intended to be


used with a balefire egg launcher.

Grenade See weapon A single-use thrown explosive.

Microfusion Core - Ammo for various kinds of high-power energy weapons. It can also be
used to power large machines and power armor. One unit of this supplies
4 ammo points.

Micro-rockets 150 Ammo for a types of weapons that fire a barrage of small tactical
missiles.

Mine See weapon A single-use planted explosive with a proximity trigger.

Missile - A tactical missile with a high-explosive yield launched from missile


launchers.

Nitro - Condensed ammo for high-power gas-powered or flamethrower type


weapons. Can also be used as high-octane fuel for various machines,
particularly when you need a boost. One unit of this supplies 4 ammo
points.

Petro 25 Ammo for various low-power gas-powered or flamethrower type


weapons. Can also be used as fuel for various machines.

Rounds (common) 25 Ammo for various types of common firearms.

Rounds (superior) 50 Ammo for rarer, but more superior kinds of firearms.

Rounds (armor- +15 Ignores first 5 point of DT. Deals -2 damage.


piercing)

Rounds (hollow) +15 Deals +1 damage, but target’s DT (if any) is doubled against it.

Shells 10 Ammo for shotguns.

Spark Crystal 50 Ammo for various kinds of low-power energy weapons. It can also be
used to power various electronic devices.

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Weapons
The following are some of the categories of weapons found throughout the wasteland. Rather than
giving a big, huge list of all the different types of weapons, weapons are instead abstracted out here into
broad categories.

Equipment Cost Skill Damage Damage Range Ammo Ammo Special


Name Bonus Type Type Capacity

Auto-axe 500 Scuffling +2 Kinetic Melee Petro 2 Requires battle saddle.


Ignores 1 DT.

Balefire Egg - Heavy +15 Fire, Far Balefire 1 Explosion 40’. Requires
Launcher Guns Radioactive Egg battle saddle.

Dynamite 20 Throwing/ - Kinetic Close Grenade - Explosion 10’


Explosives

Flamer 300 Heavy +2 Fire Close Petro 4 Blast attacks only.


Guns

Frag Mine 25 Explosives +2 Kinetic - Mine - Explosion 10’

Gatling Laser - Heavy +4 Laser Medium Microfus 1 Burst attacks only.


Guns ion Core Requires battle saddle.

Grenade Launcher 300 Heavy - - Medium Grenade 4 Damage and other


Guns/ effects depend on
Explosives grenades used.

Magical Energy 100 Firearms - Laser Close Spark 1 -


Pistol Crystal

Magical Energy 250 Firearms +1 Laser Medium Spark 1 -


Rifle Crystal

Melee (light) 20 Scuffling. - Kinetic Melee - - -

Melee (heavy) 60 Scuffling. +1 Kinetic Melee - - -

Metal Apple 40 Throwing/ +2 Kinetic Close Grenade - Explosion 10’


Explosives

Metal Apple - Throwing/ +4 Fire, Electric Close Grenade - Explosion 10’. Repeats
(Plasma) Explosives attack next turn.

Metal Apple (stun) 40 Throwing/ - - Close Grenade - Deals no damage. Stuns


Explosives living targets.

Metal Apple (Tesla) 75 Throwing/ +1 Electric Close Grenade - Explosion 10’. Stuns
Explosives targets vulnerable to
EMP. Repeats attack
next turn.

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Minigun 1000 Heavy +3 Kinetic Medium Rounds 4 Burst attacks only.
Guns Requires battle saddle.

Micro-rocket - Heavy +2 Kinetic Medium Micro- 2 Burst attacks only.


Launcher Guns Rockets Explosion 5’. Requires
battle saddle.

Missile Launcher - Heavy +5 Kinetic Far Missile 1 Explosion 20’. Requires


Guns battle saddle.

Pistol (common) 50 Firearms - Kinetic Close Rounds 1 -

Pistol (superior) 200 Firearms +1 Kinetic Close Rounds 1 -

Pistol (Automatic) 200 Firearms - Kinetic Close Rounds 2 Can make single-target
or burst attacks.

Plasma Mine - Explosives +4 Fire, Electric - Mine - Explosion 10’. Repeats


attack on next turn.

Plasma Pistol 500 Firearms +1 Fire, Electric Close Microfus 1 -


ion Core

Plasma Rifle 1000 Firearms +2 Fire, Electric Medium Microfus 1 -


ion Core

Power Hoof 1000 Scuffling +2 Kinetic Melee Spark 1 -


Battery

Rifle (common) 100 Firearms +1 Kinetic Medium Rounds 1 -

Rifle (Superior) 500 Firearms +2 Kinetic Medium Rounds 1 -

Rifle (Automatic) 500 Firearms +1 Kinetic Medium Rounds 2 Can make single-target
or burst attacks.

Ripper 300 Scuffling +1 Kinetic Melee Petro 1 Ignores 1 DT

Shotgun 100 Firearms +1 Kinetic Medium Shells 2 Blast attacks only.

Shotgun (sawed 75 Firearms - Kinetic Close Shells 2 Blast attacks only.


off)

Sniper Rifle 200 Firearm +2 Kinetic Far Rounds 1 Rolls are upgraded if
you spend 1 turn
aiming it. Rolls are
downgraded at close
range.

Telsa Mine 100 Explosives +1 Electric - Mine - Explosion 10’. Stuns


targets vulnerable to
EMP. Repeats attack on
next round.

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Chems
Chems are consumable substances that can temporarily enhance a character’s abilities, but are often
addictive and can have detrimental effects from withdraw.

Equipment Cost Addicti Duration Benefit Withdrawal


Name on Dif

Buck 50 4 1 hr Rolls involving strength, Rolls involving strength,


agility, or endurance are agility, or endurance are
upgraded 1 step. downgraded 1 step.

Dash 50 6 2 turns Rolls involving attacks and Rolls involving perception,


agility are upgraded 1 step. or dexterity are
downgraded 1 step.

Hyrda 150 - 1 min At the start of each turn, -


regain 2 stamina and
recover crippled limbs if
you have at least 1 stamina.
Severed limbs grow back
after 1 minute. Natural
healing is halved for 1
week.

Med-X 50 2 1 min All damage you take is Rolls involving endurance


halved. are downgraded 1 step.

Mint-Als 25 4 1 hour Mind rolls are upgraded 1 Mind rolls are downgraded
step. 1 step.

Party-Time 100 8 1 hour Mind and Charm are Mind and Charm rolls are
Mint-Als upgraded 1 step. You downgraded 2 steps.
benefit from the Pony
Sense talent as though you
have a D10 in it.

Rad-Safe 70 - 1 hour Rolls to resist radiation are -


upgraded 1 step. Treat
areas of ambient radiation
as though they are one step
less severe. Take half
damage from radiation.

Rage 100 8 1 minute Deal +2 damage with all Rolls involving strength,
attacks. Cannot make any endurance, or Charm are
rolls involving Mind or downgraded 1 step.
Charm.

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Stampede 300 10 1 minute Deal +3 damage with all Cardiac arrest.
attacks. All damage you
take is halved. Gain +1 DR
against all damage.

Steady 50 4 1 minute Rolls to attack with Rolls involving aiming and


firearms are upgraded 1 dexterity are downgraded 1
step. step.

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Armor
The following types of armor are often used to protect wasteland heroes and villains. Unless mentioned
otherwise, all armor downgrades rolls using the Fly and Telekinesis talents.

Equipment Name Cost DR DT Special

Barding (light) 100 1 - -

Barding (metal) 200 2 - Downgrade Body while running, jumping, or swimming.

Combat Barding 800 2 4 -

Enclave Cadet 1000 1 2 Fly is not downgraded by this armor.


Barding

Envirosuit 500 - - Immunity to inhaled poison and air-borne disease.


Damage from fire, electricity, and radiation is halved, and
ambient radiation is 1 step less severe.

Security Barding 500 1 2 -

Stable-Tec Utility 200 - 2 Lots of belts and pockets grant you extra carry capacity.
Barding

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Power Armor
Worn with pride by the Steel Rangers and Enclave, and coveted by everyone else in the wasteland,
power armor requires specialized training to wear effectively, but offers paramount protection. Unless
mentioned otherwise, power armor grants its wearer the following benefits and drawbacks:

 Take half damage from radiation and treat areas of ambient radiation as though they are 1 step
less severe.
 Can breathe in airless environments. Immunity to inhaled poison and air-borne disease.
 Immunity to falling damage.
 Helmet grants wearer EFS. (See Pipbucks)
 Talismans built into the armor automatically repair it over time.
 Rolls involving Telekinesis, perception, running, and jumping are downgraded.
 Flying and swimming are impossible.
 Requires a microfusion core to run. Consumes 1 ammo point every 2 hours.
 The armor is vulnerable to EMP.
 While not powered, your movement is halved, and all rolls involving agility, dexterity, and
strength are downgraded 2 steps.
 If you wear power armor without having the Power Armor Training talent, your movement is
halved and all rolls involving agility and dexterity are downgraded.

Power DR DT Special
Armor Type

Enclave 3 5 Sized for pegasi. You can fly while wearing this power armor.
Equipped with scorpion tail and metal wing melee attacks.
Treat these attacks as light melee weapons that deal +1
damage.

Griffon 3 6 Sized for griffons. You can fly while wearing this power armor.
Equipped with metal wing and metal talon melee attacks. Treat
these attacks as light melee weapons that deal +1 damage.

Steel Rangers 4 6 Sized for earth ponies. Rolls involving strength are upgraded 1
step.

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Changelog
V0.2
 Added level requirements to some new talents.

 Nerfed Luck talent.

 Nerfed Mysterious Stranger.

 Added more mutations with only negative effects.

 Clarified text for Bookworm.

 Added Penetrator talent.

 Androids/Synths take half damage from radiation.

 Added rules for cover.

 Adapted “No Fingers? No Problem!” rules. Changed weapon descriptions to make use of these
rules and make weapons handling easier.

V0.3
 Made rollable tables for mutations. There are also some new mutations.

V0.4
 Nerfed cyberpony’s starting components.

 Removed Cyberpony talent. Replaced that with really painful surgery you can buy.

 Removed Embedded Repair Talisman cybernetic component. A lesser version of it is now


included as a starter component for cyberponies.

V0.5
 Added front cover art.

 Changed dying rules to be less lethal for PCs.

 Made various other simplifications to new rules.

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 Removed Touched by Taint talent and random mutations tables. This will be left solely up to the
storyteller.

 Reorganized equipment.

 Removed Cybernetics section in equipment.

 Trimmed down a lot of other stuff too…

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Back Cover Art goes here

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