FAQ

Frequently Asked Questions

Note to people from the future: The information here wasn’t always the case for the entire campaign (particularly for the radiation system). This instead reflects the most up-to-date answers.

“Woah, where’d the Player’s Handbook and stuff go?”

Right after we started playing, Pony Tales updated with a new Abilities paradigm that we chose to ignore, so we started using the “Legacy” PT rules. So you’ll want to go here for the Legacy handbooks and Utility Talent sheets.

“How will radiation work?”

Your Geiger counter will start clicking when you enter a radiation zone. Zones will be rated from light to medium to heavy, and the danger is measured in how much in-game time you spend in it. (These numbers aren’t exact to how Fallout or real-life radiation exposure works, but for a Skype RPG, the math works best this way.)

Afflictions
Weak Radiation Poisoning – 250 Rads
Moderate Radiation Poisoning – 750 Rads
Severe Radiation Poisoning – 1500 Rads
Death – 3000 Rads

Radiation Zone Severity (Minutes to Weak/Moderate/Severe/Death)
Light – 25 Rads/m (10/30/60/120)
Medium – 50 Rads/m (5/15/30/60)
Heavy- 100 Rads/m (2.5/7.5/15/30)

Each level of radiation poisoning corresponds to a -1 to all skills and -5 maximum health each. Mundane items like RadAway and RadSafe can be used to take off accumulated time and provide temporary invulnerability to radiation, respectively. If you’ve acquired radiation poisoning (or any other kind of disease), it’ll take a trained doctor to cure.

“Can we develop mutations due to radiation?”

That takes a significant amount of time to happen. I’m not planning for it, but if it seems like you’ve spent more than enough time in irradiated areas and survived, we can do some character development then and there.

That said, if you try and intentionally spend time in radiation just to get cool mutations, I will kill you on the spot.

“Mundane items? How will that work?”

Your combat gold (“caps”) as determined by your level will be used only for buying combat items. Separately, you will each have a pool of non-combat caps that you can spend on mundane items. Any caps earned from either finding caches in the wasteland or receiving rewards from NPCs will usually go towards this pool.

Merchants in Dragon’s Maw will have a selection of items for you to buy with these non-combat caps. The price will depend on the merchant and your relationship with them. The price listed is intended as an average price.

RadSafe – Provides 15 minutes of invulnerability to Radiation. 100 caps
RadAway – Decreases accumulated Rads by 400. 100 caps
Buck – +4 to Brawn for 1 hour. Potentially addictive. 80 caps
Dash – +4 to Precision for 1 hour. Potentially addictive. 80 caps
Mint-als – +4 to Knowledge for 1 hour. Potentially addictive. 90 caps
Orange Mint-als – +4 to Horse-Sense for 1 hour. Potentially addictive. 90 caps
Party Time Mint-als – +8 Knowledge and Horse-Sense for 1 hour. Highly addictive. 140 caps
Rage – +5 to damage dealt in combat for 3 turns. Potentially addictive. 100 caps
Med-X – Grants Resist 4 in combat for 3 turns. Potentially addictive. 100 caps
Magic Bandages – +4 to your next Heal check. 90 caps
Healing Potion – +8 to your next Heal check. 120 caps

“Ooh, stat-boosting chems! Do they stack?”

No. They’re temporary anyway; all that taking another one will accomplish is to reset the timer and increase your chances of addiction.

“Can we buy mundane weapons?”

No, that’s pretty much what the Gunsmith’s Curse is for: I don’t want to have to deal with the interplay of guns and melee weapons in-system. Besides that, no merchant in the Maw will be selling guns anyway. A knife as an out-of-combat tool will probably be in your adventuring gear from the caravan anyway.

Tell you what, though – you might find some pretty interesting weapons in the hoards of Dragon’s Maw…

“How will chem addiction work? How does it interact with Loyalty?”

If you’ve become addicted to a chem, any time you’re not under the effects of that chem you’ll be subjected to a withdrawal penalty to the stat that chem boosted.

Chem withdrawal also has two stages. In the first stage (minor addiction), the penalty is about half of the boost provided, and taking the chem again still gives you the full bonus as if you’d had no penalty. In the second stage (severe addiction), the penalty is the value of the full boost you had, and taking the chem just brings you back to your normal stats. Severe addiction is harder to cure than minor addiction.

Since chem addiction is a mind-altering effect, you can use Loyalty on it to remove it. However, like the Magic Point you spent on it, the addiction will return after your next extended rest. The support of your friends can only get you so far – at some point, you’ll need to either get professional medical help or just go cold turkey for a while.

“What are the seven curses of Dragon’s Maw?”

Universal
The Gunsmith’s Curse – “Always bring a knife to the Maw, because your guns will fail.”
Region-Specific
The Fool’s Gold Curse – “Always double-check your loot, because it will be fake.”
The Backstab Curse – “Always keep an eye on your so-called friends, because they will betray you.”
The Voodoo Curse – “Always be careful with your magic, because it will behave unpredictably.”
The Blood Curse – “Always strike first, because you won’t get another chance.”
The Zombie Curse – “Always assume it’s not down for good, because it’s not.”
The Machine Curse – “Always be wary of technology, because it will turn against you.”

“Who are the major dragons whose hoards we’re looting?”

So far, there’s:
Glaurung, in the northeast region. His land is under the Fool’s Gold curse.
Nidhogg, in the northwest region. His land is under the Zombie curse.
Vasuki. Voodoo curse.
Smaug, in the western region. Blood curse.
Ormarr. Machine curse.
Tanis, in the southwest region. Backstab curse.
Astaroth. Gunsmith curse.

“What are Aurelia’s stats and abilities?”

Have an NPC character sheet for everyone’s favorite teenage dragon!

FAQ

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