FC/OC VS Battles Wiki

If you are on a mobile device, we strongly suggest you switch to using desktop view in your web browser when using this wiki.

For more information, please click here.

READ MORE

FC/OC VS Battles Wiki
FC/OC VS Battles Wiki
Advertisement
This page's content has been marked as 18+.
This page contains sexual or otherwise graphic content that some may find disturbing and that should only be viewed by those over 18 years of age. If you are under 18, you shouldn't be viewing this page.
LittlepipsFriends

Summary[]

Fallout Equestria created by Kkat

Littlepip's Friends are the six recurring main characters of the original Fallout Equestria. The team came into formation after Littlepip raided a slave camp under the assumption that her friend, Velvet Remedy was currently enslaved there. The dashite sniper Calamity would assist her in this effort, owing a debt to Littlepip for saving friends of his, and to make amends for mistaking her for a raider. After convincing her friend Velvet, that she was complacent in systematic death of children she had placed false hope in, The trio went on to obliterate the highly fortified encampment.

News of their accomplishments spread quickly. Secretly behind the scenes, the disk jockey and newscaster of the wastelands most popular radio station, DJ PON3, had been watching Littlepip's acts of selflessness since for days, ever since Littlepip emerged from her home. Feeling that the ponies of the wasteland were in dire need of role models, The caster give special attention to Littlepips actions attributing what transpired to her, or as the caster would refer to Littlepip as, The Stable Dweller.

Amused (Calamity, and Velvet), Annoyed (Littlepip), and collectively as a whole curious to the identity of this mysterious DJ PON3, Littlepip felt urged to investigate the caster for information. Feeling that there was some degree of truth and reason behind the jockey's hero worship, Calamity and Velvet would join Littlepip, similarly curious about what the knowledge disc jockey was privy to. Their journey coming to change the land of Equestria forever.

Along the way the group would be further joined by 2 others. "Steelhooves", An Undead Steel Ranger who is touched by Littlepip's actions (and secretly origins.) but torn between Ranger loyalties, and Xenith, a Zebra Martial Arts Master whom Littlepip freed from slavery under Red Eye.


Legend of Symbols:
  • : De Facto Leader.
  • : Secondary Leader.
  • ☮*: Leaves, but returns to the group at a later point in the story.
  • : Character has passed on to the afterlife.
  • : Long term fate of the Character left ambiguous.

Powers and Stats[]

Tiering: 8-C Physically, 8-C to at least 8-C with Magic, 8-C to at least 8-C with Firearms. Varies with other Equipment.

Name: Littlepip's Friends, The Stable Dweller, The Stable Dwellers friends.

Origin: Fallout Equestria by Kkat

Classification: Group of Ponies, "Stable Dweller and her friends", Outcasts, Fugitives (Of Red-Eye's Army, Steel Rangers, and The Enclave.), Element of Harmony bearers (Calamity [Loyalty], and Velvet [Generosity] only.)

Age: Likely 2 Months by the end of Fallout Equestria, 3 to 10 Years old in Epilogue.

Membership: 6 Members | 5 Members

Leader: Littlepip (De Facto), occasionally Steelhooves (Has taken leadership roles when Littlepip wasn't around, is the most experienced member of the team in battle, and lead his own splinter paramilitary Ranger group later in the story after sparking a civil war. Other members look to him often for his wisdom.) | Littlepip

Team Resources/Abilities: With Pipbucks: Minor Magic Via S.A.T.S.: Statistics Amplification, Homing Attack, and Perception Manipulation. Via E.F.S.: Extrasensory Perception, and Information Analysis. Via Stealthbucks: Stealth Mastery (The Stealthbuck add on completely makes its user invisible and cancels any noise the user would make to a degree.). With Mane Six Statuettes: Nigh Irrelevant Power Bestowal Individually (Imbues the user with greater positive emotions correlating to the element the statuette represents.). Owning a complete set of all 6 Mane Six Statuettes grants their wielder the following: Astral Projection (Can summon the souls of the Mane 6 to help encourage the user in times of need.), Indomitable Will (The Mane 6 will constantly encourage the user to push onward through the toughest of times.), Resistance to, Corruption, Mind Manipulation, Possession (Neither Alicorns, The Goddess, nor the Black Book could fully possess Littlepip, and its clear these aided in her resistance.), Soul Manipulation (The Black Book, a tome of cursed origins that consumes souls of its users, was unable to consume Littlepips soul), Dream Manipulation (The Goddess/Black Book attempted to manipulate Littlepips dreams and the statuettes helped fight back against its influence.), Fear Manipulation, and Empathic Manipulation (The Statuettes push their users in making their decisions clear, absolute, and impervious to negative outside influences like drugs or mind control. They will act as a collective conscious with each of the Mane 6 projecting their own thoughts and opinions.). With Memory Orbs: Memory Manipulation (Lets the user relive a memory), Sleep Manipulation (Memory Orbs render it user unconscious for the memories duration.), Perception Manipulation (Memory Orb users feel everything that the person they're inhabiting the memories of felt.). With EMP Grenades: Electricity Manipulation, Minor Power Nullification (Nullifies Magic Powered Weaponry.). With Poison Dart Gun: Poison Manipulation (Also via consumables.), Sleep Manipulation (Can be loaded with non lethal tranq rounds.). With consumables, Regeneration (Low with Healing potions only being able to seal wounds, to High Low with brews capable of reattaching dethatched limbs.), Limited Transformation, Limited Power Bestowal (Xenith carries potions capable of allowing those who consume it to grow bat wings for a brief period of time.), and Enhanced Physiology (Xenith can craft potions capable of enhancing one's bone durability by 50%.) With other weapons: Radiation Manipulation (With Balefire Egg Launcher.), Fire Manipulation (With Zebra Rifle, and Plasma Weapons.), Plasma Manipulation (With Littlepip, Calamity, and the Tortoise's Plasma Weapons.), Explosion Manipulation (Littlepip and Calamity carry dynamite, Steelhooves primarily uses missiles.), Resistance to Radiation (With Rad-away.)

  • Base of Operations:

Transports/Vehicles:

  1. Sky Bandit (Pre Chapter 44 Vehicle): A school bus that can fly through the air through a mix of a magicalized anti gravity engine and a Pegasus's ability to drag it along for prolonged fly. (Destroyed)
  2. Tortoise (Post Chapter 44 Vehicle): A Large and spacious Enclave Sky-Tank that was Hijacked during the Enclaves assault on Red-Eye's Cathedral., unlike the Sky Bandit, Sky-Tanks are designed to minimize any potential danger to it's Pegasus operator, allowing them to operate and fly the vehicle from inside its enclosure. On its sides rest two large plasma cannon turrets that are described to similar in size and destructive power as Calamity's self mountable/carryable version of the weapon.

Bases:

  1. Junction R-7 (Primary): Originally an outpost headed by a group of Griffon Mercenaries, after Littlepip ridded their territory of a rival faction she was offered a home in the outpost, her very own boxcar. Over time however Littlepip would encourage those she'd save, in part to her notoriety to resettle within the outpost, rapidly expanding its' population, due in no small part to her escapades as The Stable Dweller.
  2. Tenpony Tower: The central hub of Manehattan that plays home the majority of the wastelands upper class society. Home to DJ PON3 and the Twilight Society, the latter being an illuminati sect of the tower that seeks to protect its permanent occupants at all cost. After Littlepip saved the tower from being nuked and earned the society's trust by killing The Goddess the towers controlling class permitted her use of their dormant and inoperable super weapon should she re enable it.
  3. Applejack's Rangers HQ (Stable 29): Headquarters of Steelhooves' Steel Ranger splinter group. Following the successful mutiny during the battle of Stable 2. Steelhooves split from Littlepip's group in order to establish his splinter group as a legitimate opposition to the deceitful and abhorrent group that the Steel Rangers devolved into.
  4. Calamity's Shack: A shack Calamity lived in prior to the events of the story. The group have used it occasionally as a private hideaway as their other bases may have alerted enemies to their whereabouts. Calamity later on in the story upgrades the shack to have automatic defenses built from parts of his Plasma Cannon.
  5. Spike's Cave: A dragon cave nestled just above cloud cover. Originally believed to be of little interest to any faction, it is soon revealed to be the home of Spike the Dragon. Over the last 200 years Spike has been desperately searching for potential Elements of Harmony candidates, as secretly the cave was installed with a super weapon capable of purging all of the fallout and radiation plaguing the planet though elements power. It is through Littlepip's encouragement however that Spike starts to become more proactive and assistive in events outside of element hunting.

Attack Potency: Building Level Physically (All members are capable of harming characters who scale above Littlepip's durability. Littlepip and Velvet are the weakest, serving better as ranged fighters, while Xenith, and Steelhooves are the strongest, being able to contend with masters of Hoof to Hoof combat.), Building Level to at least Building Level with Magic (Velvet's weaker spells can harm characters above Littlepip. With their strongest spells Littlepip and Velvet can one shot characters above Littlepip's durability.) Building Level to at least Building Level with weapons (The poison dart gun is a non lethal stealth weapon that can still harm Littlepip. Plasma Cannons and the Balefire Egg Launcher, are capable of one shotting characters far above Littlepip's durability.). Varies with certain weapons (The Main Six Statuettes exist purely to bestow emotional protection and have no physical uses, The memory orbs do not harm the target in any capacity on their own.)

Speed: Subsonic movement and reaction speeds (All members should be comparable to this canon FiM feat. Steelhooves is the slowest, in part due to his armor, while Calamity is the fastest.), possibly up to Transonic flight speeds (Calamity is faster while flying than he is on the ground. Flew across Equestria which is hinted to be similar in size to America likely at this speed. Fought against The Wonderbolts who are highly trained speedsters/assassins when he thought he couldn't.), Higher reactions when using S.A.T.S. (When Littlepip and Steelhooves use S.A.T.S., it slows their perception of time.)

Lifting Strength: Superhuman physically (Steelhooves and Calamity are notable for lifting the heaviest weapons physically. Calamity was capable of carrying Littlepip and Velvet while flying.) Average Human to Class K via Telekinesis (Velvet can lift basic weaponry with her Telekinesis. Littlepip, is among the wastelands strongest Telekinetics, can lift box cars.)

Striking Strength: Building Class Physically (Same as attack potency, Littlepip and Velvet are the weakest while Xenith and Steelhooves are the strongest.), Building Class (Littlepip's Hemokinetic swords can cut through Steel Ranger armor) to at least Building Class with Magic (Littlepip and Velvets strongest magic based attacks can stagger beings the size of buildings.) Building Class to at least Building Class with weapons

Durability: Building Level (All members scale to or are above Littlepip's shown durability.)

Stamina: Average (Velvet was able to maintain consciousness for an extended period of time after losing a limb.) to High (Littlepip can go for days with a punctured lung, and fight entire settlements of ponies on her own. Calamity can endure and fight after being hit by a missile that tore half of his body apart. Steelhooves was somewhat unfazed by having his torso blown open. Xenith has spent the better part of her life starving and fighting to survive as a slave.)

Range: From Melee Range (Pipbucks are extremely durable in melee combat.) to Several Hundred Meters (Littlepip was able to accurately land unscoped and non aim assisted headshots with this thing from such a range that binoculars were required by others to even see the target she hit.)

Teamwork: Littlepip's friends are extremely tightknit in part due to past experiences, familial bonds (Steelhooves, Littlepip, Velvet are related to one another. Velvet goes on to Marry Calamity), and a shared desired to make the wasteland better. As one would expect, Littlepip is the heart and soul of the team, but their time traveling with her has deeply rooted the other members to each other, even when not in her presence. There are however cracks to exploit. Steelhooves has periodically acted independently for his own interests, and prior to being lectured by Littlepip, held on to his zebra racism when around Xenith. Velvet in particular has been the most troublesome in this regard, being prone to indecisive and self destructive outbursts that at their worst caused the team to briefly disband. On the other hand, you have, Calamity, who is the personification of Loyalty. In past Calamity took being abandoned by his own corrupt race/society, being literally branded as an outcast for sticking to his beliefs. During the aforementioned breakup he did not stick with lover (Velvet) because he (correctly) felt that Littlepip was right, and that he was still indebted to her. Regardless each member respects one another's expertise in their fields, enough to give their lives for each other.

Intelligence: Above Average to Highly Gifted (Outside of Pegasi related topics, and Mechanics, Calamity more often has worse showings of intelligence by comparison to his pears. Next is Velvet who is a Gifted Medic, and an expert in the field. Getting on to the extremely gifted, Xenith is a prodigy in Martial Arts, and having spent 10 years fighting to survive as a slave as part of her training, her knowledge of brews and herbal medicines is so great that it even surprised and surpassed what Velvet was capable of. Then we have the two apex intellects of the team, Littlepip and Steelhooves. Littlepip is an expert hacker, who in only a months time was able to demonstrate extraordinary feats of tactical and social prowess. This was to such a degree that, the soon to be covered Steelhooves, believed she was a spy or an assassin of some kind. Steelhooves meanwhile was amongst the most decorated soldiers in prewar equestria, being a master marksman, manipulator, and martial artist, so great were his abilities, that he was chosen to be the first Steel Ranger, ending off with 200 years of experience under his belt.)

Weaknesses: Steelhooves cannot survive without the use of his suit. Steelhooves can be paralyzed if his suit is hit in certain areas or by an EMP. Calamity and Steelhooves must change their saddle armaments' manually, which can take some time. Velvet doesn't fight on the frontlines often and is rather emotionally unstable. Littlepip can sometimes be reckless. Calamity can be naive at times. Pipbucks are: vulnerable to EMPs, SATS needs seconds to recharge between uses. E.F.S. does not inform its users what kind of life it finds and has trouble with elevation. Stealthbuck only lasts an hour and requires an hour of recharge time after each use. Memory Orbs can only activate upon coming magically in contact with another object making it unusable against beings not powered by magic. Littlepip's exposure to Taint and Radiation has potentially wrecked her body, and it speculated that she has months left to live at best.

Feats: Respect Thread

Key: Pre Steelhooves Death (Steelhooves, First Key Littlepip, Sky Bandit) | Post Steelhooves Death (No Steelhooves, Second Key Littlepip, Tortoise)

Others[]

Notable Victories:

Notable Losses:

Inconclusive Matches:

Advertisement