Muny Reworks

Muny Reworks is an extensive revision of Kkat's original ruleset for a Fallout: Equestria pen and paper RPG adaptation. It is curated by the Fort Muny Steam community.

The character sheet and important calculators can be found here. The original hub can be found here.

## General rules

### Falling

This section is transcluded from Falling. To change it, please edit the original material.
Damage, at base, is taken in the following ranges:

 6-15m
 16-30m
 31-60m
 61-85m
 At 85m the character reaches Terminal Velocity and can no longer accrue more fall damage.

Consult the main article for more information on DT.

### Distances

This section is transcluded from Distances. To change it, please edit the original material.

 Short
 Medium
 Long
 Extreme

Consult the main article for more information.

### Movement

Climbing and swimming: STR+END+AGI/3, rounded and measured in meters.

Jumping: =MROUND((((B9+B14)/2)-IF(H15="Medium",1.5,IF(H15="Heavy",3,0)))/3,0.5)

Fog Bank (Pegasus trick): The radius of the affected area is limited by Flight Rank: 5 meters at Flight Rank 2, 15 meters at Flight Rank 3 and 50 meters at Flight rank 4.

### Size categories

This section is transcluded from Size categories. To change it, please edit the original material.

 4
 3
 2
 1
 0
 -1
 -2
 -3

Consult the main article for more information on targeting modifiers and telekinesis.

### Radiation

This section is transcluded from Radiation. To change it, please edit the original material.
When a character’s rads increase beyond certain levels, she takes damage to her SPECIALs according as below, reducing the SPECIALs affected (minimum 1).

 200-399
 400-599
 600-799
 800-999
 1000+

This damage remains until her accumulated rads are reduced to a lower level.

Consult the main articole for more informaion on Rad Child and special races.

### Alternate character progression

This section is transcluded from Alternate character progression. To change it, please edit the original material.
* Skillpoints gained on level is reduced to 5 (+1 at 7/8 INT or +2 at 8/9 INT)

* On levelling players must make the choice of EITHER:
	+ an additional 5 skillpoints
	+ A perk as per standard rule setup

* Bonus racial perks are gained as normal, however GMs may choose to restrict this or otherwise alter function.\* All experience rewards would be considered much higher in general, with the rough aim of levelling every 3-4 weeks.

Consult the main article for more information.

## Character creation

### S.P.E.C.I.A.L.

While GMs may choose to impose their own SPECIAL restrictions, the standard minimum of 3 on character building has been lowered to 1.

Characters with less than 3 in any SPECIAL should be considered highly impaired.

Example:

1 PER = Blind and deaf

1 INT = Brain damaged

2 CHA = Creepiest fedora brony with poor hygiene

### Hit Points

Health Formula: 60+(3xEND).

This knocks off base 40 HP as a blanket change.

### Skills

See the Character Skills and Ranged Weapon Skills pages.

## Flight rules

This section is transcluded from Flight Rules. To change it, please edit the original material.
While airborne you may move at your regular movement speed multiplied by your flight rank. Any distances beyond that is considered an aerial sprint and additional AP is required to slow down.

Your first movement action while aerial sprinting is at your regular speed as it takes time to gain momentum. Aerial sprinting cannot be conducted in adverse conditions.

 2
 3
 4

You can get knocked out of flight if you're caught in an explosion or receive substantial damage. Consult the main article for more information.

## Weapon and targeting rules

This section is transcluded from Weapons and targeting rules. To change it, please edit the original material.
### Multiple Weapons

Clarification and some expansion:

* AP cost is taken from the higher AP weapon.
* Penalty of 20 for every weapon after the first.
* Penalty of 20 for every target after the first.
* Each weapon is rolled independently
* Saddle-mounted weapons cannot fire at separate targets.
* Saddle-mounted weapons are counted as one for calculating penalties.

### Battle Saddles

See Ranged Weapon Skills for skill relationships.

* Weapons mounted on a battle saddle may use either their own local skill or the Battle Saddles skill at a -20 malus.
* May mount one medium or heavy weapon on each side, although certain Enclave-designed saddles may incorporate 4 identical energy pistols.
* An additional penalty of -10 is applied to all shots from a saddle mounted with guns of dissimilar weight or function.
* Weapons take one hour to fit to a saddle, require 25 Mechanics skill and a successful Mechanics check. Mounting is a difficult task and must be done by a companion.

### Headshots

* When connecting with a target’s head (whether by called shot or by luck) any critical does 3x damage.
* Magical Energy Weapons retain the standard 3x crit no matter where they connect- they do not benefit from additional crit damage to the head.

Consult the main article for an optional rule on mandatory limb targeting.

## Crippled horn

The following rule for the effects of a crippled horn is added:

* For every 10 HP lost, the spellcaster's Potency is reduced by 1.

Crippled horns result in inability to cast and immediate 'Magical Burnout'. Even if all strain is recovered, however, the unicorn will not be able to cast until the horn is restored. If a horn is broken into pieces the parts must be retained for standard limb healing techniques. If pieces are lost, the horn must be regrown at a hard negative modifier by a unicorn with the 'Wasteland Surgeon' perk, or regrown with the drug Hydra.

## Magic

There are a couple of alternatives when it comes to rules for magic.

Lucid's Magic Rules constitute the old standard. They're fairly straightforward, mostly an extension and rebalance of vanilla FoE.

Freeform Magic has been in the works for a while and is used in a number of games. It's focused on roleplaying and customization, mostly by offering a framework to homebrew spells tailored to each campaign.

Arcana Simple System is another alternative, still very early in development, focused on simplicity and balancement.

## Perks

See Perk List (Muny) or Giant Perklist Of Doom (Muny).

## Items

See Item List (Muny) or Giant Itemlist Of Doom (Muny).