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SAVAGE WORLD
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This Module requires the Savage Worlds This Module requires the Explorers Edition to Play! t o P l ay !
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at http://www.peginc.com/. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Module written by Rodger Phillips Marsh at http://giftkrieg23.deviantart.com/ Special Provisional Edition, October 2011 Cover art by 14-bis at http://14-bis.deviantart.com/ Inner cover art by Elosande at http://elosande.deviantart.com/ Very special thanks to Lauren Faust for her creative spark and vision, as well as all the other people who had a hand in creating My Little Pony: Friendship is Magic. Your efforts have inspired us all. Thanks to Richard D. for his invaluable help in editing and proofreading, and to the following people for their help in playtesting and moral support: Colgate, Killerjunglist, Warp, WhitemageofDOOM. Additional thanks to Concerned Reader, Godna, Indigo, Liska, Meridian, ToastGhost.
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Making a character for The Savage World of My Little Pony is as easy as in any other Savage Worlds setting; the challenge comes in deciding exactly who your character will be. Character creation follows more or less the same steps presented in the Savage Worlds Explorers Edition section on creating characters. It is recommended that you go in the following order to create a character: Choose Character Theme, Choose Pony Breed, Create Cutie Mark, Choose Attributes, Choose Skills, Determine Derived Statistics, Choose Hindrances, Choose Edges, Determine Gear and Wealth, Finishing Touches.
discover, no matter the cost, Some adventurers travel to see new sights and meet new ponies; others seek knowledge or enlightenment for their own purposes. Adventurers usually fade into obscurity after a while, though the tales of some of the truly famous ponies of long ago resonate in pony culture and literature even now. Suggested Emphasized Attributes: Spirit, Vigor Suggested Skills: Courage, Intuition, Notice
Artist
The creation of art and self-expression are your lifes goals, both to prove yourself to others and to satisfy your own artistic passions. Artists can be writers, painters, musicians, or any other one of many forms of creative expression. You take great pride in your work, and always strive to improve yourself and create greater and grander works. Many Artists may succeed modestly but never have their art achieve significant fame or fortune, while some create works that shape pony society in their own image.
Adventurer
You have an irresistible feeling (some might say curse) of wanderlust, and you are driven to explore and to learn more about the world around you. You will leave no stone unturned and will never abandon a potential mystery or
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Suggested Emphasized Attributes: Smarts, Spirit Suggested Skills: Craft, Knowledge, Vogue
Athlete
You are physically a pony par excellence, and you have spent much of your time honing your athletic prowess and inner strength. Whether you focus on a particular sport or discipline, or simply work to be as well rounded as possible, you work to constantly improve yourself and stretch your limits. The rewards of your hard work are strength, endurance, and balance. While many Athletes may achieve a modicum of fame before fading from memory, there are a few elite who stretch the previous boundaries of what was thought possible for ponies and earn their Olympian status in the record books. Suggested Emphasized Attributes: Strength, Agility Suggested Skills: Grace, Racing, Sport
spent maintaining your image in the eyes of other ponies. Most Nobles are relegated to footnotes in long and dusty family histories, but a determined Noble can also become one of the movers and shakers in pony society and lead the future of entire kingdoms. Suggested Emphasized Attributes: Smarts, Spirit Suggested Skills: Grace, Manners, Vogue
Outsider
Outsiders are ponies who come from a land outside of the games setting, and who must find their own way in their new home. Some may see you as a curiosity, while still others may treat you with suspicion or even outright hostility and distrust. Despite these obstacles, you have many insights into the world from your experiences in your homeland, and many will seek out your company for your perspective. While many Outsiders simply come and go as the rising sun, others have brought about revelations or changes that have shaped the course of history through their unwitting intervention. Suggested Emphasized Attributes: Smarts, Spirit Suggested Skills: Intuition, Manners, Notice
Citizen
Most ponies are of the everyday sort; those who form the backbone of society as artisans, farmers, shopkeepers, teachers, and everything in between. While your normal life may seem mundane, it has taught you a number of useful skills and brought you many experiences that will serve you on your adventures. While most Citizens are content to live their lives as they please, there have been times when history has been determined by the humblest of ponies. Suggested Emphasized Attributes: Smarts, Spirit Suggested Skills: Craft, Knowledge, Leadership
Rebel
Even in pony society, there are those who buck convention and never quite fit in with the rest of their peers and neighbors. Rebels are ponies of any kind who are proud to be black sheep in their communities, and who are scorned by their more conservative elders for their foalish pursuits. A Rebel character could be a pony that never quite fit in, or who leads a life wildly out of character of their expected place in the world. While most Rebels are without cause and are content to be left alone in obscurity and solitude, there have also been Rebels who fought to change society for the better, and who have begun movements that forever mark their passing in history. Suggested Emphasized Attributes: Strength, Smarts Suggested Skills: Courage, Provoke, Swagger
Defender
While the life of the average pony is far removed from conflict, there are some who have made it their mission in life to protect others. Defenders are ponies that have made it one of their duties to either protect those that they feel need their guardianship. Protecting those weaker than them, the disadvantaged or simply serving peace and society at large, Defenders can come from any walk of life and fit this paradigm into many different paths. Some Defenders work only on a small scale, while others can lead entire movements that shape the consciousness of a generation. Suggested Emphasized Attributes: Strength, Spirit Suggested Skills: Courage, Leadership, Swagger
Scholar
While some may categorize them as bookworms or stuffy academics, the Scholar is a pony who has devoted their time to one or more areas of academic or scientific study. A scholar could be a diligent scientist, a dedicated doctor, a talented researcher, or a follower of any one of many intellectual disciplines, and may also be outgoing and have a hooves-on approach to their work. While many Scholars are content to make their own modest contributions to their fields in relative obscurity, there are a few Scholars who have produced works of incredible value to the ages, or hit upon discoveries that changed the way pony society looks at the world. Suggested Emphasized Attributes: Smarts, Spirit
Noble
The noble pony families are fiercely proud of their lineages, and you have been born into a life of honor and status. While pony society remains egalitarian, you have been brought up in a higher social circle than most other ponies, and as a result you conduct yourself with manner and properness in your day to day life. Much of your time is
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Youth
Sometimes, it is the most unassuming and underestimated ponies that end up saving the day, and as a young filly or colt you dream of showing all those grown-up ponies what you can do. While you are small and inexperienced, you more than make up for these weaknesses with heart and boundless hope. You may be on a journey to get your Cutie Mark, to find your place in the world, or simply on the kind of youthful adventure that is best recounted years later over a cup of hot cocoa and a warm fire. Most Youths are content to live their lives in the present and enjoy life, while some are destined to forge their own paths that may irrevocably change their lives and the lives of those around them forever. Suggested Emphasized Attributes: Spirit, Vigor Suggested Skills: Courage, Provoke, Swagger
life than their ground-bound cousins. Pegasus ponies start with the Wings edge, and when choosing their starting Attributes, it costs 2 points to increase their Vigor by each die type.
Unicorn Pony
Unicorns have the unique ability to directly channel and control raw magical power, using their horn as a focus. With enough practice, Unicorns can take advantage of a wide variety of spells that allow them to perform various tasks, and many can readily adapt their powers to just about any situation. Unicorn ponies start with the Arcane Background edge, and when choosing their starting Attributes, it costs 2 points to increase their Strength by each die type.
4 4 Attributes Attributes
As in the Savage Worlds Explorers Edition, each character starts with a d4 in each attribute and 5 attribute points with which to distribute among them. Raising an attribute by one die type (also called a rank) costs one point, such as bringing an attribute from a d4 to a d6. You may distribute your attribute points as you wish, but no attribute can be brought above a d12 in character creation. Young ponies start with only 4 attribute points to distribute (young Earth ponies start with an additional point for a total of 5). The five attributes are listed below:
Earth Pony
Earth ponies may lack the sleek wings of Pegasi or the flashy powers of Unicorns, but they each have their own subtle form of magic derived from their innate connection to the natural world around them. Earth ponies generally resemble normal ponies, though their outward mundanity belies their inner strength. Earth ponies start with 1 additional point to distribute when choosing starting Attributes, and start with a free Physical Edge of your choice.
Pegasus Pony
Pegasi are gifted with wings that allow them to fly, and they share a magical connection with the air and sky. They can use their powers to sculpt clouds into cities, as well as manipulate and control the weather. As a result, they tend to have different, more carefree perspectives on
Agility
Agility represents your quickness, reflexes, and manual dexterity, as well as your reaction time. It is one of the most important traits for Pegasus ponies.
Smarts
Smarts represents your intelligence, ability to learn and interpret information, and collected knowledge. It is one of the most important Traits for Unicorn ponies.
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Spirit
Spirit represents your intuition, willpower, and ability to maintain your focus and recover from being rattled physically or mentally. It is a useful Attribute for many different types of characters.
Strength
Strength represents your physical fitness, brute strength, and constitution. It is one of the most important Traits for Earth ponies.
Pace
Pace is how fast your pony moves in a standard round. Ponies walk 6 in a standard round, and can move an additional d6 when they gallop. This represents 6 inches on the table-top: each inch represents 2 yards of real distance. When filling out your character sheet, simply write 6 next to your Pace. Note that Pegasus ponies and other flying creatures have both a Pace for ground movement and a Flying Pace: when flying, characters with the Wings Edge use a Pace of twice their normal Pace, and can move an additional 2d6 when Flanking (the flying equivalent of galloping/running).
Vigor
Vigor represents your general health, resilience against harm, and resolve. It is a useful Attribute for many different types of characters.
5 5 Skills Skills
Again, as in the Savage Worlds Explorers Edition, each character starts with 15 points with which to distribute among your skills, all of which start at zero (no die type). Each die type costs one point as long as the skill is less than or equal to the attribute that the skill is linked to. If you exceed the attribute, the cost becomes two points per die type. Young ponies start with only 10 points to distribute. As with attributes, skills cannot be brought over a d12 during character creation. Young ponies cannot bring any skill over a d8 during character creation.
Evade
Evade is how hard your pony is to hit, both in a fight and with thrown or otherwise launched projectiles. Evade is equal to 2 plus half of your characters Dodge skill, plus any applicable modifiers. If you have no die type in Dodge, your Evade is 2.
Charisma
Charisma represents the combined effect of your ponys appearance, manner, and general likability on others. Your
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Charisma is 0 unless modified by Hindrances or Edges: add only the highest positive single modifier from any source, as well as any negative modifiers to find your final Charisma modifier. For example, a character with two separate Edges that provide +1 and +2 to Charisma, respectively, would have a Charisma of +2: the two bonuses to do not add together and stack. At the same time, a character with an Edge providing a +1 to Charisma and two Hindrances each providing a -1 to Charisma would have a total Charisma of -1. Certain Charisma bonuses and penalties are only applied conditionally and in certain circumstances, so add them only when appropriate (this is determined by the situation and by the Game Master). Charisma is added to most Leadership, Manners, Provoke, Speech, and Vogue rolls, and is used by the Game Master to determine how certain non-player characters react to you. It is also typically added to most Contests of Will, depending on the situation and the Game Masters approval (see the section on Contests of Will for more information).
ponys Courage skill, plus any applicable modifiers. If you have no die type in Courage, your Willpower is 2.
Toughness
Toughness is your ponys threshold for physical punishment: anything over this causes him or her to be rattled or worse. Similar to Evade, Toughness is 2 plus half of your ponys Vigor, plus any other applicable modifiers.
Willpower
Willpower is your ponys drive and will to achieve victory in the face of disheartenment, fear, or imminent danger. Anything over this in a Contest of Will causes him or her to become mentally shaken. Willpower is 2 plus half of your
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At the end of each gaming session, the GM awards 1 to 3 Experience points to everyone in the group based on these guidelines below. See the Savage Worlds Explorers Edition for more information on Advancement.
Experience Awards
Award Situation 0 The group was defeated or failed utterly, or violated the Tenet Against Violence 1 The group accomplished very little or had a very short session. 2 The group had more successes than failures and generally accomplished their goals 3 The group succeeded tremendously, and their adventure had a significant impact on the story
Ranks Ranks
As each character gains more experience points, they go up in rank. The system is the same as in the Savage Worlds Explorers Edition, except that ranks only go up to Heroic rank, meaning that each character reaches a maximum of 80 experience points. They receive a final Advance upon reaching 80 experience points, but remain at Heroic rank. At that point, it is time to start anew with another character. Otherwise, the process for Advances and Ranks follows the standard rules of the Savage Worlds Explorers Edition.
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Chapter 2 Skills
This chapter lists the skills available to your character; some are unique to The Savage World of My Little Pony, while others are the same as those found in the Savage Worlds Explorers Edition. Only skills listed below are available to your character, and next to each skill is its related attribute in parentheses.
Courage (Spirit)
Courage reflects a ponys bravery, and they may be called on to make Courage checks when they witness frightening events or terrifying creatures. The Game Master should see the Fear table for the effects of failure. Courage replaces the Guts skill from the Savage Worlds Explorers Edition.
determines your Evade statistic and can come in handy in dangerous situations.
Fighting (Strength)
Unfortunately, some ponies try to resolve their problems through force instead of talking and thinking it over, and thats just terrible. Fighting covers a ponys ability to kick, stomp, and thrash in a melee, as well as perform more complex maneuvers such as disarming or grappling an opponent.
Craft (Smarts)
Crafting is a ponys ability to skillfully make something of a particular type, and must have an emphasis of some sort which should reflect their occupation and background. Examples of different emphases are Craft (Cooking), Craft (Sewing), and Craft (Drawing). This skill can be taken multiple times with different focuses to reflect different areas of expertise. Craft works similarly to Knowledge from the Savage Worlds Explorers Edition.
Grace (Agility)
Grace reflects a ponys ability to move gracefully and elegantly with as little effort as is needed. Grace can be rolled in situations where a pony is trying to present themselves favorably, such as at a ball or gala, or to outmaneuver and confound an opponent in a Contest of Wills attack.
Dodge (Agility)
Dodge is a ponys ability to move out of the way of danger quickly and defend themselves from physical harm. Dodge
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Intuition (Spirit)
Intuition reflects a ponys ability to sense otherwise hidden elements in any situation when he or she must make an educated guess by their gut instinct. A successful Intuition roll may tell you if a particular path or option feels right and seems reasonable or not.
Provoke (Smarts)
Your ponys Provoke skill represents their ability to use clever wordplay, one-upmanship, and cruel jokes in order to goad others into doing what you want them to do or lose their cool. Provoke replaces Taunt from the Savage Worlds Explorers Edition.
Knowledge (Smarts)
Knowledge represents your background and experience in certain fields, and must have a focus of some sort that reflects the characters background and history, such as Knowledge (Science) or Knowledge (History). This skill can be taken multiple times with different focuses to reflect different areas of expertise.
Prowl (Agility)
Prowl is your ability to both move silently and without being seen, including performing sleight-of-hoof tricks to hide or steal objects. It functions identically to Stealth, found in the Savage Worlds Explorers Edition, for all intents and purposes. Prowl replaces Stealth from the Savage Worlds Explorers Edition.
Leadership (Spirit)
Leadership is your ability to inspire and direct others, in order to rally them in times of need or to better focus their abilities in more productive ways. With a successful Leadership check, the Game Master may allow players to add bonuses to their allys trait tests or rally others in times of crisis or danger.
Racing (Agility)
Racing is the skill concerned with maintaining control and performing complicated maneuvers while galloping. It is also applicable to Pegasus ponies and other flying creatures when they are flying and attempting complicated aerial stunts. Racing replaces Riding from the Savage Worlds Explorers Edition.
Manners (Smarts)
Manners represents your knowledge of how to act appropriately in all situations, whether it calls for you to be earthy and blunt for some country bumpkins or polite and respectful for royalty. A successful Manners roll could mean the difference between gaining another characters trust or offending them, and may be used to increase an NPCs attitude in the same way as the Persuasion skill in the Savage Worlds Explorers Edition. Manners and Speech jointly replace Persuasion from the Savage Worlds Explorers Edition.
Speech (Spirit)
Speech concerns your ability to speak effectively and get an audience to listen to what you have to say. With a higher Speech skill, you are more likely to sway others opinions. Speech and Manners jointly replace Persuasion from the Savage Worlds Explorers Edition.
Sport (Strength)
Sport reflects your ability to perform in various team sports and athletic exercises. Sport can be rolled as an opposed roll when determining success in an athletic event or game.
Nature (Spirit)
Nature concerns ones experience in dealing with plants and animals, and a higher Nature skill allows you to interact more readily with animals and access knowledge about plants such as useful herbs and roots. You may roll Nature to find food, water, or shelter in the same way as with Survival in the Savage Worlds Explorers Edition. Nature replaces Survival from the Savage Worlds Explorers Edition.
Swagger (Strength)
Some ponies are just more physically intimidating than others, and Swagger measures your ponys ability to influence, frighten, or psyche out others through sheer presence. Swagger replaces Intimidate from the Savage Worlds Explorers Edition.
Notice (Smarts)
Notice is your general alertness and ability to spot items or clues that might otherwise go unnoticed. It may also be rolled to spot hidden dangers, hear a whispered conversation, or scrutinizing other characters to detect dishonesty.
Vogue (Smarts)
Vogue is your knowledge of what is trendy and fashionable at any given time. Ponies with high Vogue skills are the ones who set the trends and receive the most attention in high society and the public eye.
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Chapter 3 Hindrances
Hindrances are character flaws and physical handicaps that often make your ponys life harder in some way. Most Hindrances presented here act in the same way as those presented in the Savage Worlds Explorers Edition, though several new ones have been added that are specific to the setting of The Savage World of My Little Pony. You may only choose Hindrances from this selection.
Arrogant (Major)
You dont think you are the best at what you do you know you are the best and most deserving. You take every opportunity to preen and flaunt your talents. It is not enough to win, but you must dominate and humiliate anypony that stands in your way, no matter how petty the issue.
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Four-Eyes (Minor)
Your pony has poor eyesight and relies on glasses to see clearly. As long as you are wearing you glasses, you take no penalties from this Hindrance. If you lose your glasses (generally a 50% chance when rattled or hit with physical force or something similar), you suffer a -2 penalty to all rolls that require vision, such as Notice. If your glasses have a restraining strap, you only need to make a check to see if they fall off if you are hit in the head (either on a called shot or when you are hit with a physical attack that has at least one raise on the attack roll).
Cautious (Minor)
You are meticulous in your planning and will never rush into any situation without carefully mulling over your options, even in situations where decisive action may be necessary.
Clueless (Minor)
Your character is not as aware of their world as most other ponies, and their common sense is rather lacking. You suffer a -2 penalty to Knowledge rolls and most basic Smarts rolls.
Curious (Major)
Your character is easily dragged into any adventure, and you cannot help but investigate anything mysterious, even if it may be unreasonable or dangerous to do so.
Heroic (Minor)
Despite your better judgment sometimes, you can never say no to somepony in need. You always do your best to come to other ponys aid, and you are easily drawn into helping those you feel cannot help themselves.
Homely (Minor)
Your pony is not gifted with the most well-proportioned features, and many would call you down-right funny lookin. You receive -1 to your Charisma when making rolls in which your physical appearance comes into play (Game Masters discretion, but typically includes Speech and some
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Outsider (Minor)
Your pony is from a far away land and you are immediately recognizable as an outsider to most other ponies, who may treat you with suspicion and fear. You receive a -1 penalty to Charisma when interacting with ponies not from your land. This penalty applies in situations where your ability to relate to other ponies comes into play (Game Masters discretion, but typically includes some uses of Speech and Manners). This penalty applies to Contests of Will as well.
Lame (Major)
You have a permanent injury that often interferes with your mobility. When you take this Hindrance, if you have the Wings Edge, you must specify whether you have a lame leg or wing (you must have the Wings edge to take the latter). With a lame leg, your ponys base Pace on the ground is reduced by 2, and their running/flanking dice are reduced to d4s. With a lame wing, your base flying and flanking Paces are reduced in the same fashion (but not your walking Pace).
Overconfident (Minor)
Your character feels as if there is little she or he cannot do, and you will not retreat from a challenge. You will take on almost any challenge and refuse to back down even when common sense dictates otherwise.
Pacifist (Minor)
Even by pony standards, you are gentle and non-violent to an extreme. You will do whatever you must do to avoid harming other living beings and you will avoid physical confrontation as much as possible.
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Sickly (Minor)
Your pony easily falls sick, and you have a hard time resisting fatigue and exhaustion. You receive a -2 penalty to all rolls for resisting fatigue and effects such as poison and disease.
Small (Minor)
You are much shorter than other ponies of your age, and you never seem to be able to catch up. You receive -1 to your Toughness.
Stubborn (Minor)
Your pony refuses to second guess his or her decisions, and always demand their way. You refuse to back down, even when it is obvious that you have made a mistake or have misspoken.
Unlucky (Major)
Fate does not shine on you or your endeavors, and you seem to never catch a break. You draw one less benny per game session than normal. You cannot take the Lucky Edge as long as you have Unlucky.
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inconvenient. As a Major Hindrance, you are plagued with potentially dangerous events that can easily cause harm to those around you.
around you and make up in gumption what you lack in size and mettle. This Hindrance is worth 3 Hindrance points instead of the normal 2. When creating your pony, you receive a pool of only 4 points to distribute among your Attributes and 10 skill points, but you start with one more Benny per game session than normal. You cannot bring your skills over a d8 during character creation. If you take this Hindrance with Unlucky, you do not receive the bonus Benny from this Hindrance. In addition, playing a Young Filly/Colt will affect how certain characters interact with you, as many are likely to disregard you for being childish. Consult with the Game Master before building a character with Young Filly/Colt.
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Chapter 4 Edges
Edges are qualities and special advantages that your character has, and are grouped here by type. Unless otherwise stated, Edges cannot be taken more than once. Edges, Ranks and Improved Edges function the same way as in the Savage Worlds Explorers Edition, except that Combat Edges have been replaced and renamed as Physical Edges. Edges marked with an asterisk require another Edge or a particular pony breed as a prerequisite.
Canterlot
Requirements: Novice You have either grown up in or lived in Canterlot Castle, where you lived and worked either with or in close proximity to the Royal University or Royal Court. Because of your manner and privilege, you gain a +1 bonus to Charisma when dealing with subjects of Equestria, but not against outsiders or other creatures. This bonus applies to most rolls when your background or status comes into play (Game Masters discretion, but typically includes Manners, Speech and Vogue). This bonus also applies to most Contests of Will.
Arcane Background*
Requirements: Novice, Unicorn Pony Unicorns start with this Edge for free, and it allows them to cast magical spells using their horn as a focus. You use Knowledge (Magic) as the primary skill for this Background and should put at least a few ranks in it. See the chapter on Arcane Background for more information.
Royal University*
Requirements: Novice, Canterlot, Arcane Background, Knowledge (Magic) d8+ You attended the Royal University of Magic in Canterlot, which is directed by Princess Celestia herself. You start with an additional Cantrip and Novice-rank Spell.
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Charming
Requirements: Novice, Spirit d6+ You stand out in crowds because of your fair looks and your suave, enthralling demeanor. You gain a +1 bonus to your Charisma against other creatures that are already friendly or neutral in disposition to you, and you cannot gain this bonus when making a Contest of Wills attack.
Lucky
Requirements: Novice Luck never seems to run out for you. You start with an additional benny at the beginning of each game session.
Extremely Lucky*
Requirements: Novice, Lucky Your luck is unnervingly consistent, and it seems like almost nothing bad can happen to you. You draw an additional benny on top of the bonus one from Lucky at the beginning of each game session.
Elegant*
Requirements: Novice, Charming, Spirit d8+ You can captivate entire crowds with a glance, and your grace and beauty are the talk of the town. The bonus provided by Charming is increased to +2.
New Feat*
Requirements: Novice, Feats of Daring or Feats of Strength Ponies with the Feats of Daring or Feats of Strength Edges can gain additional Feats (of their specific type only) by taking this Edge (which can be taken multiple times). Gain a new Feat of your rank or lower. You may normally take this Edge at any time, not just at character creation.
Feats of Daring*
Requirements: Novice, Pegasus Pony While you may not have the magical powers of the Unicorn, you have learned to exploit your Pegasus form and shape wind and sky to do your bidding. You can also learn to fly faster than a flying arrow or as silently as a night owl. See the chapter on Feats of Daring and Strength for more information.
Noble
Requirements: Novice You are descended from a family that has connections to the Royal line. Though no pony in your family has a claim to the throne, your relatives are likely fixtures of the Royal Court. You gain a +1 bonus to your Charisma when dealing with other members of nobility or royalty, but not against other creatures that have no special regard for the legitimacy of the Throne. In addition, your starting Wealth level is Copious Cash (before spending Hindrance points).
Feats of Strength*
Requirements: Novice, Earth Pony You have learned to exploit your stature as an Earth pony, giving you powers of incredible resilience and strength by drawing an intangible magic from the land itself. You can also use your ingenuity and connection with the earth to create useful devices and tools that are both practical and elegantly simple. See the chapter on Feats of Daring and Strength for more information.
Royal*
Requirements: Novice, Noble You are not only of noble birth, but your family are only one or two steps removed from the royal line itself. You have likely appeared in the Royal Court on more than one occasion, and your family is part of high society in Equestria. Your Charisma bonus from Noble is increased by an additional +1. In addition, your starting Wealth level is Fabulous Riches (before spending Hindrance points).
Hometown
Requirements: Novice You have either grown up in or spent a significant amount of time living in a particular town or city, and you have gained a great deal from the experience. Choose a single town or city to be your Hometown, and choose one of the following Hometown bonuses: Streetwise: You gain a +1 bonus to Charisma when dealing with ponies that are also from your Hometown. Talent: You gain a +1 bonus to a skill relevant to your hometown (Game Masters discretion) that you have at least a d4 in and which is of a lower rank than its requisite Attribute.
Outlander
Requirements: Novice You grew up either in one of the many small towns dotting Equestrias borders or in a wilderness community far removed from the big cities. You receive a -1 penalty to Charisma when dealing with nobility and those of higher status, but you may also choose one of the following skills to gain an additional rank in (unless it is already a d12): Nature, Notice, Prowl, or any relevant Craft or Knowledge skill to your background. For example, you may choose Knowledge (Farming) if you grew up on a remote frontier farm. The Charisma penalty applies to certain rolls in which your background or standing would come into play (Game Masters discretion, but typically includes rolls such as
You may take this Edge multiple times, each time taking a different Hometown. You may also choose a Hometown that you already have selected and gain the other Hometown bonus that you did not choose previously.
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Wings*
Requirements: Novice, Pegasus Pony Pegasus ponies start with this edge for free, and it allows them to fly at the incredible speeds that Pegasi are famous for. Your Pace while flying is equal to twice your Pace on land, and when flying you use the same rules as with Mounted Combat. See the chapter on Combat and Situational Rules for more information. In addition, you can walk on clouds as if they were solid ground, and you treat all objects specifically made of cloud as if they were solid matter.
Fleet-Of-Hoof
Requirements: Novice, Agility d6+ You are exceptionally fast, and your Pace on the ground and while flying is increased by 2. In addition, you roll d8s when running or flanking instead of d6s.
Adrenaline Surge
Requirements: Novice, Vigor d6+ In stressful and potentially dangerous situations, you become more decisive and able to ignore fear. The first time you roll a Courage check in any game session, you may add a bonus to the roll equal to half of your Vigor. If you are successful, all subsequent Courage checks made during the game session receive a +1 bonus.
Indomitable Physique
Requirements: Novice, Vigor d6+ Even while suffering the slings and arrows of the winter of your discontent, you are able to call upon incredible reserves of sheer bodily willpower to keep on fighting. You
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and when you spend a benny to re-roll any Strength or Agility check or any skill tied to those Attributes, you get a +1 to the new roll.
Lighthoof
Requirements: Novice, Agility d6+ You have a very soft hoofprint, and you are able to walk daintily without disturbing the terrain. You gain a +2 bonus to checks made to avoid dangerous terrain or other hazards, such as not causing an avalanche while walking along rocks or not sinking into thick mud when trying to walk across it. In addition, you gain a +1 bonus to your Evade.
Tuned In
Requirements: Seasoned, Spirit d6+ Though you cannot explain it, you have an uncanny ability to read your internal clock and senses. At any given time, you are aware of the current time of day, temperature, and generally what direction is north. You gain a +1 bonus to all Notice rolls.
Quick Reflexes
Requirements: Novice, Agility d6+ When dealt a card for initiative, if yours is a 5 or below you may discard it and be dealt a new card until you get one that is higher than a 5.
Unstoppable Self
Requirements: Seasoned, Strength d8+ When you roll a successful trait test for Strength or Agility, or any skill associated with those attributes, you may voluntarily suffer a level of fatigue to gain an additional raise on the roll.
Strong Back
Requirements: Novice, Strength d6+ You are extremely sturdy, and you can ignore up to 1 point of penalties from carrying weight over your load limit, and you suffer no penalties from equipment. In addition, you gain a +1 bonus to your Toughness.
Wings of Glory*
Requirements: Seasoned, Pegasus pony, Feats of Daring Flying in style is second nature to you, and you have become particularly adept in creating dazzling shows of light. You gain a +1 bonus to all Racing checks when flying, and you gain an additional use of the Dazzling Display, Amazing Display, and Awe-Inspiring Display Feats each game session (if you have them) without spending a benny.
Terra Firma*
Requirements: Novice, Earth pony The magical energies of the land course through you like a lightning rod. When you stand on bare ground or other natural footing (natural stone, grass, dirt, sand, etc), you may re-roll one failed Spirit check to recover from being Shaken per turn unless you currently have 2 or more Daunts.
Diamondheart
Requirements: Veteran, Vigor d10+ As long as you currently have no levels of Fatigue, you may ignore up to -2 in penalties from Daunts. Each level of Fatigue you sustain reduces the penalty from Daunts by 1 (with a single level of Fatigue, you may only ignore up to -1 in penalties from Daunts).
Cats Balance
Requirements: Seasoned, Agility d8+ You always seem to be able to keep your balance and move with fluid grace. You gain +1 to your Prowl rolls when trying to move quietly, and if you fall you get +2 to Agility rolls to land safe and upright and without taking damage.
Olympian Pony*
Requirements: Veteran, Iron Pony, Strength d10+, Agility d10+, Vigor d10+ You have the capability of excelling at just about any physical discipline or sport, if you set your mind to it. You gain a +1 bonus to all Grace, Racing, Sport and Swagger rolls.
Dynamo
Requirements: Seasoned, Vigor d8+ Each night, you require only half as much sleep as any other pony. You gain a +2 bonus to all Vigor rolls made to avoid the effects of hazards such as heat, cold, hunger, thirst, and so on (Game Masters discretion).
Iron Pony
Requirements: Seasoned, Strength and Agility d8+ You are a paragon athlete, able to run for miles and perform just about any feat of stamina or speed. Once per game session you may re-roll any one Strength or Agility check,
Scent of Flowers
Requirements: Veteran, Earth pony
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Nature is eerily at home around you, and you exude an unnamable charm and aura of calm that rubs off on just about any other creature. You gain a +2 bonus to Charisma when dealing with any living, natural creature (Game Masters discretion).
to fight. All allies who can see and hear you receive a +1 bonus to their Spirit rolls to recover from being Shaken.
Elementary Thinking
Requirements: Novice, Smarts d6+, Notice d6+ While others may miss important details and facts, you are able to easily spot even minor details and quickly come up with solutions to almost any mystery at hand. When spotting hidden or obscure details, you get a +1 to your Notice rolls. In addition, you can make Smarts rolls for additional possible clues provided by the Game Master in certain situations.
Strength in Stone*
Requirements: Veteran, Earth pony, Balance of the Earth You gain an additional two Balance points to your pool, bringing the new total to 4.
Wings of Heaven
Requirements: Veteran, Pegasus pony You gain an additional use of the Fabricate Cloud, Sculpt Cloud, and Sculpt Living Cloud Feats each game session (if you have them) without spending a benny.
Inspiring
Requirements: Novice, Spirit d8+ Your presence reassures your allies and makes them more confident in their abilities. As long as they are within eyeshot and can hear you, they receive a +1 to their Willpower.
Team Leader
Requirements: Novice, Spirit d6+, Leadership d6+ Each of your allies benefits from your reassurance and help, and you are an effective leader. You may share your bennies among your allies.
Command
Requirements: Novice, Smarts d6+, Leadership d6+ Whether or not you have had official training, you are a capable leader who is able to inspire your allies to continue
Commanding Order*
Requirements: Seasoned, Command, Smarts d8+, Leadership d8+
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As an action, you may roll a Leadership and select a single ally that can see and hear you. On a success, that ally may take an extra free movement on their next turn or a full action on a raise.
New Power*
Requirements: Novice, Arcane Background, Knowledge (Magic) d6+ A character with the Arcane Background may learn a new power by choosing this Edge (which may be taken multiple times). You may choose a single power of the same rank as your character or lower.
Coordinate Efforts
Requirements: Seasoned, Leadership d8+, Special When you make a Contest of Wills attack and you have at least a d8 in both the skill and its associated attribute, for each raise you roll the target receives a -1 penalty to their opposed roll and Willpower against the same Contest of Wills attack until the beginning of your next turn.
Power Points*
Requirements: Novice, Arcane Background This Edge grants your pony an additional 5 power points. You may take this Edge multiple times, but only once at each Rank.
Lead by Example
Requirements: Seasoned, Smarts d6+ Your ponys success can influence your friends and aid them in their tasks. Once per game session, when you make a successful trait roll, each of your allies gains a +1 bonus to their roll of the same type on their next attempt.
Transfer Power*
Requirements: Novice, Arcane Background, Smarts d6+ As an action, you can touch another unicorn with your horn and transfer power points to them. The target must be able to normally have and use power points. For every 5 points you wish to transfer (or fraction thereof), this action costs 1 power point. For example, transferring 3 power points would cost you a total of 4 points (3 being transferred + 1 in transfer costs).
Exceeder
Requirements: Veteran, Spirit d8+, Leadership d10+ As an action you may make a Leadership check. If you are successful, you may raise a single trait by one die type on the target, who may be yourself or any ally that can see and hear you, or by two die types on a raise (each step over d12 adds +1 to their trait total). No one character may be affected by more than one instance of this effect or the Aid spell at once at a time, and its effect lasts for a number of turns equal to 1 plus your Spirit attribute divided by 4 (rounded down).
Contingency*
Requirements: Seasoned, Arcane Background, Knowledge (Magic) d8+ At the beginning of each game session, you may choose one Cantrip or power of Novice level, and you immediately spend power points as if you just used the power (if the spell has an option to spend additional points, you must spend them now as well). This is your Contingency power. Until the end of the game session, you may spend a benny in order to immediately use the power as a Free Action on your turn or as an immediate response to any action (resolve the spell before the action takes place). You can only use the Contingency power once per game session.
Rapid Recharge*
Requirements: Seasoned, Arcane Background, Smarts d6+ With this Edge, your character recovers 1 power point every 30 minutes of game time.
Signature Spell*
Requirements: Seasoned, Arcane Background, Knowledge (Magic) d8+ There is one spell in your repertoire that you have studied so much that you can cast it easily and without expending much energy. Choose one power you have: this power is your Signature spell. The base cost of that power is reduced by one power point (cannot bring the cost below 0). In addition, you receive a +2 to the Knowledge (Magic) roll to successfully cast your Signature Spell.
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Spell Discipline*
Requirements: Seasoned, Arcane Background, Knowledge (Magic) d8+ When you first choose this Edge, choose one of your nonCantrip powers. Replace this power permanently with another power one rank higher than it. You may take this Edge only once per Rank.
Agile Spellcaster*
Requirements: Veteran, Arcane Background, Knowledge (Magic) d10+ Intense training has allowed you cast multiple spells at once, allowing you to quickly channel arcane energy. The multiaction penalty for casting spells is reduced by 2 for each spell (for example, casting 2 spells at once would incur no penalty on each instead of -2).
Improved Contingency*
Requirements: Veteran, Arcane Background, Contingency, Knowledge (Magic) d10+ You may choose a power of Seasoned or Novice level, and you may spend a benny to use the Contingency power a second time per game session if the power is of Novice level.
Artist
Requirements: Novice, Smarts d6+ You are devoted to a single craft or art form that you have practiced tirelessly for years, and your experience has paid off. Choose a single form of artistic expression (painting, dressmaking, etc) with which you have at least a d6 in its related Knowledge or Craft skills, and you get a +1 bonus to all Craft and Knowledge rolls concerning your art.
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Explorer
Requirements: Novice, Vigor d6+, Nature d6+ You do not have a permanent home, and you are constantly drawn to new places and new lands by your inherent wanderlust. You have a +1 bonus to rolls when resisting the effects of Fatigue from exposure and weather, and you get +1 bonus to all Nature rolls.
Sheriff*
Requirements: Seasoned, Hometown (Any), Smarts d6+, Spirit d8+, Leadership d6+ You have been appointed as the Sheriff of a particular city or region of Equestria by Royal mandate and it is your duty to uphold peace and order. You settle local disputes and represent Royal interests in your assigned lands. You receive a +2 bonus to your Charisma when making a Contests of Wills attack in order to resolve disputes (legal, personal, etc).
Herald*
Requirements: Seasoned, Noble, Smarts d8+, Manners d6+, Speech d6+ As a Royal Herald, you have been tasked with traveling to different parts of Equestria to deliver notices, letters, and proclamations to the more remote areas of the Kingdom. You gain a +1 bonus to your Manners and Speech rolls.
Socialite*
Requirements: Novice, Spirit d8+, Manners d8+, Vogue d8+ Much of your attention is devoted to keeping up appearances, and you are at just about every happening party or event. Youve mingled with royalty and you set the trends and fashions that appear in the biggest boutiques in Equestria. You get a +1 bonus to your Vogue rolls, and you gain a +1 bonus to Charisma when dealing with nobles (but not necessarily royalty) and other members of high society (Game Masters discretion). In addition, your starting Wealth level is Copious Cash (before spending Hindrance points).
Peacemaker
Requirements: Novice, Spirit d10+, Leadership d8+, Speech d8+ Among your friends you are the go-to pony when settling disputes, and you are able to fairly and impartially resolve almost every dispute. You gain a +2 bonus to Charisma when making a Contest of Wills attack in order to prevent or stop violence (Game Masters discretion).
Top Gun*
Requirements: Novice, Wings, Fleet-Of-Hoof, Racing d8+, Agility d10+, You are one of the top flyers in Equestria, even if you are not on a major racing team like the Wonderbolts. Your flying speed is increased by an additional 2, and you roll d10s while flanking instead of the d8s stipulated by Fleet-OfHood. In addition, you gain a +1 bonus to your Racing skill rolls and +1 to your Evade.
Performer
Requirements: Novice, Smarts d6+, Grace d8+ You are devoted to a particular form of expression, whether it is dance or music or acting. Choose a single form of performance with which you have at least a d6 in its related Knowledge skill, and you get a +1 bonus to all Knowledge rolls concerning your chosen discipline. In addition, select one of the following skills related to your performance art: Knowledge (Music) (for music), Grace (for Dancing), Speech (for Acting). You get a +1 bonus to all rolls with this skill when practicing your discipline.
Vocation
Requirements: Novice, Craft (Any) d8+ Each and every pony has a special talent, and your pony has put their heart into their own special talent. Choose a Craft skill you have at a d8 or greater: you receive a +2 bonus to your rolls with this skill.
Pony-Of-All-Trades*
Requirements: Novice, Smarts d10+ You cannot take this Edge if you have the Clueless Hindrance. You have studied almost every subject imaginable, and you have a talent for picking up skills on the fly. There is little you cannot do without a little bit of luck. Any time you make an unskilled roll for a Smarts-based skill, you may ignore the negative penalty for being untrained.
Scholar
Requirements: Novice, d8+ in affected skills You have spent many an hour studying various areas of scholarly knowledge. You have become an expert on several subjects, and rarely fail to answer questions in your particular areas of expertise. Pick any two Knowledge skills that you have a d8 or better in. You gain a +1 bonus to all rolls using these Knowledge skills.
Bon Vivant
Requirements: Novice, Spirit d8+ Few ponies are able to match your energy or zest for life, and you make a point to make sure both you and those around you are having a good time. You can spend a benny once per game session in order to give yourself and each ally that can see and hear you a +1 bonus to their Charisma until the beginning of your next turn.
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Code of Honor*
Requirements: Novice, Noble, Spirit d6+ You are beholden to a strict code of honor, which you must follow to the letter at all times or risk losing this Edge. You will defend the honor of your own name and of other nobility, and when dealing with other nobility you gain +2 Charisma. When dealing with other ponies, you receive a +1 bonus to Charisma. If you are dishonored and lose face, you lose these bonuses and instead receive a -2 penalty to Charisma until you can sufficiently regain your honor (Game Masters discretion, but it should be a difficult task).
Well-Placed Wit
Requirements: Novice, Spirit d6+, Manners d6+ Even in the face of a truly terrible faux pas, you can use your skillful wordplay and charisma to diffuse tensions and awkwardness. When making a Manners, Speech, or Vogue roll, once per game session you may ignore a single critical failure (a roll of two 1s) and immediately re-roll it.
Friendship is Magic
Requirements: Seasoned Your sense of friendship and friendliness rub off even on animals and others who might otherwise treat you with suspicion. You gain a +1 bonus to your Charisma when dealing with any creature that is not inherently evil and/or chaotic in nature.
Empathy
Requirements: Novice, Smarts d6+, Notice d6+ The feelings of others are easy to read and interpret, and as a result you gain a +1 bonus to Intuition, and you gain a +1 bonus to Notice rolls in order to spot deception or hidden motives when speaking with other characters.
Infectious Laughter
Requirements: Seasoned, Spirit d10+, Vigor d6+ Once per game session as an action that costs a benny, you may remove a single Daunt from yourself or one ally who can see and hear you.
Obsequious
Requirements: Novice, Smarts d6+, Grace d6+ Blending into the background and avoiding drawing attention to yourself seems to be your specialty, whether or not you try to do so consciously. At the beginning of their first turn in any scene, non-Wildcard enemies must make a Smarts roll opposed by your Grace. On a failure, they cannot target you with attacks or Contest of Wills attacks if there are other valid targets (such as your allies) on that turn. Whether or not they are successful, they only need to make this roll once per scene.
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Innocent*
Requirements: Seasoned, Obsequious, Smarts d8+, Grace d8+ Not only can you avoid attention, but to even the most observant you do not appear to be a threat until it is too late. Your ability from Obsequious now affects Wildcard enemies as well as non-Wildcard enemies.
Your character has an uncanny sense that tells him or her when something bad is about to happen. Any time your character is about to be the target of an unpleasant surprise or ambush, you get an immediate Notice roll at -2 just before the event occurs (the Game Master announces this). If successful, you know something terrible is about to happen (though you are not sure what exactly) and are able to act accordingly. This means you are on Hold for the first round of combat if combat occurs. On a raise, the Game Master must reveal the general nature of the threat (for example, hostile enemies or hidden traps might be possible clues).
Paragon of Honor*
Requirements: Veteran, Code of Honor, Smarts d8+, Spirit d10+ You cannot currently have a Charisma penalty from Code of Honor if you wish to take this Edge. Not only have you maintained your good name in the eyes of society, but you are considered to be one of the exemplars of honesty, honor, and good bearing in Equestria. The Charisma bonus provided by Code of Honor increases by +1 in both instances (see Code of Honor).
Patterns in Chaos
Requirements: Novice, Intuition d6+ To others, your actions and predictions sometimes make very little sense, and you are considered to be a bit more random than perhaps what is healthy. Despite this, even some of your more unhinged predictions or ideas tend to either come true or work better than it seems that they should. It is up to the Game Master as to exactly how to use this Edge, but typically you can make Intuition rolls to find out random but useful facts about a situation, even ones that seem anachronistic (predicting the future either purposefully or accidentally).
Harmonious Synergy
Requirements: Veteran, Spirit d10 At the beginning of each game session, you draw an additional benny. This benny may be spent by you or any of your allies, but no one ally may spend more than one benny provided by any instance of this Edge per game session.
Second Sight
Requirements: Novice, Smarts d6+, Notice d6+ You have a strange ability to perceive things that are not there and sense things that normally go unnoticed. The effect is eerie but useful once you understand how to interpret it. At any time, you can spend a benny to turn on your Second Sight, which lasts until the end of the current scene. While Second Sight is on, you may make Notice rolls at -2 to spot several different things: you can spot where spells have been used and with a raise what kind of spell; where powerful creatures have been (such as dragons or very powerful magical creatures) and with a raise what kind of creature, and hidden or invisible creatures hiding using magical means (including magical disguises). You see trails of these things as hazy, shimmering clouds that float in the air. If you fail the roll, you do not spot anything out of the ordinary.
Absorb Magic
Requirements: Novice, Spirit d8+ Magic seems to be strangely ineffective against your pony, whether or not it is friendly or unfriendly. You gain a +2 bonus to all rolls made in order to resist magical effects, and you act as if you have 2 points of armor when considering damage from magical effects. These apply even if the magic is affecting you with your consent.
Danger Sense
Requirements: Novice, Notice d6+
The Voice
Requirements: Novice, Intuition d6+, Speech d10+
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You have an unnerving ability to make others follow your words, and you can sometimes exert and almost hypnotic influence over others through subtle manipulations of your vocal frequencies. You may make a Speech check targeting another creature that can hear and understand you, with a penalty to the roll equal to the targets Willpower (minimum of -4). If you are successful, you may give the target a single direct, one-word command that they must follow, such as Stop! or Run!. The Game Master may decide that this ability does not work against certain characters important to the story: if this ability does not work against a character and you are still successful in your roll, you instead gain a +2 to all Contest of Wills attacks against the target for the remainder of the scene. No one character can be affected by more than one instance of The Voice at one time. If you fail your Speech check, you may not attempt to use this ability on them again for the remainder of the scene.
Doubletime*
Requirements: Veteran, Wild Card, Agility d10+ When you are dealt a Joker, you may take an additional turn at the end of the current initiative order for the current round only.
Ascendance
Requirements: Heroic You have achieved a level of harmony and power that few ever reach, and you are both a hero and leader to every citizen of Equestria. Any Attributes currently below d8 are brought to a d8.
Jester's Luck*
Requirements: Notice, Wild Card When you are dealt a Joker, you immediately gain a benny.
Expert*
Requirements: Heroic, Professional in affected trait The affected trait becomes d12+2. You may choose this Edge multiple times, but you may not select the same trait twice.
Power Surge*
Requirements: Notice, Arcane Background, Wild Card When you are dealt a Joker, you recover 2D6 power points,
Living Legend*
Requirements: Heroic, Inspiring
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Your deeds are sung across Equestria, and your very presence is enough to rally even the most timid and frightened pony. Increase the bonus granted by Inspiring by an additional +2.
you may simply add this bonus at all times when you can normally add your Charisma bonus.
Shield of Fate
Requirements: Heroic You seem to be protected from harm by fate. You gain an additional level of Fatigue, which applies a -3 penalty when reached.
Professional
Requirements: Heroic, affected trait at d12 You have become exceptionally skilled in a particular area. The trait is increased to d12+1. You may choose this Edge multiple times, but you may not select the same trait twice.
Sidekick
Requirements: Heroic Your exploits are such that they have become an inspiration to others, and now a young crusader has joined you in your cause. You gain a Novice rank sidekick who is a Wild Card, gains experience as a character, and has abilities that complement or mimic your characters abilities. Create the sidekick as you would any new character, and you control both this character and your sidekick at once. The sidekick is controlled just like any other allied character, though they can occasionally cause you more problems than they are worth.
Master*
Requirements: Heroic, Expert in affected trait The characters Wild Die becomes a d10 when rolling the affected trait. You may choose this Edge multiple times, but you may not select the same trait twice.
Renown
Requirements: Heroic You gain a +1 bonus to Charisma which is not subject to any restrictions on context or highest positive Charisma bonus;
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Unlike most Savage Worlds settings, The Savage World of My Little Pony sees very little in the way of specialized equipment for the player characters to use, and uses a different system for dealing with money that other settings. As stated previously, instead of tracking how much money each character has specifically, characters have a new statistic called Wealth. This chapter deals with how Wealth functions in the game, and features a small list of common items and equipment available to player characters should they wish to purchase some.
Wealth Wealth
A characters Wealth is represented as one of five levels that indicate how much money a character has to spend at a given time. These levels (from smallest to largest) are: Spending Money, Sizable Funds, Copious Cash, Fabulous Riches, and Filthy Lucre. Starting characters have Spending Money unless they increase it by spending Hindrance points or certain Edges.
Sizable Funds
You are reasonably well-to-do, and typically have at least a decent amount of cash on you, as well as a fair amount in savings or property.
Copious Cash
Characters with this level of Wealth are part of the upper classes of pony society, and are likely members of the landed gentry. They have a great deal of disposable income and a well-stocked treasury.
Spending Money
This player character is not necessarily poor, but they likely carry only a few coins at any time (if at all) and have little to nothing in savings.
Fabulous Riches
With this level of Wealth, your character is among the richest and most well-to-do ponies in Equestria. You likely have claim to an estate or small castle, and command a small fortune.
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Filthy Lucre
You have more money than you could possibly ever spend or even properly handle, and youve probably hired other ponies to do just that. This level of Wealth entails several fortunes and the ability to buy and sell small kingdoms. Characters cannot attain this level of Wealth through Edges or Hindrance points, and only later with the Game Masters discretion.
than functionality. It provides an Armor bonus of +3, but is heavy and incurs a -1 penalty to Agility rolls as well as skills associated with Agility.
Clothing
Ponies occasionally wear different types of clothing, typically only on special occasions or when it is necessary for safety or comfort. Clothing can range from cloaks and wraps to keep warm in the cold or opulent costumes made to wear at fashion shows and parties. Proper clothing gives the wearer a +1 to rolls for resisting the effects of weather and temperature relevant to the clothing.
Harness
A large harness made from wood, leather, and brass. A harness allows ponies to easily pull things such as carts and plows, provides +1 to Strength rolls when dragging or lifting something. A Harness also incurs a -1 penalty to all Agility rolls and rolls made with Agility-based skills, as it is usually bulky and uncomfortable.
Horseshoes
While many ponies wear horseshoes for practical or fashionable purposes, it is perfectly possible to go without them. Ponies with Horseshoes can more easily run over rough ground without stumbling or hurting themselves. A pony with horseshoes acts as if they are using a weapon with Strength + d6 damage, mostly for the purpose of breaking objects or barriers. In addition, you gain a +1 to all rolls against Bumps and Bruises.
Cart
A small wooden cart that can be towed using a harness. The cart reduces a ponys Pace by half, but it allows them to carry up to 1000 pounds of equipment or materials. Pegasi can fly and tow the cart behind them, which floats as if it were still on the ground.
Pack Saddle
Ponies typically need to carry a variety of goods, and a Pack Saddle is a saddle with two or more bags that let a pony carry various loose items.
Ceremonial Armor
Unknown of outside of the Royal Guards and the Royal Hussars, this armor is elegant and made for style rather
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The Savage World of My Little Pony makes several important changes to a few of the basic rules of the Savage Worlds system. Unless specifically noted here, all rules for Combat and other situational rules remain unchanged. This chapter details the additions and modifications to the rules presented in Chapter Three: Game Rules in the Savage Worlds Explorers Edition.
Actions Actions
Most Actions and Special Rules for maneuvers and other special actions remain unchanged from the Savage Worlds Explorers Edition, though it is up to the Game Master to interpret them based on the needs of the situation. For example, rules for aiming and three-round bursts will likely not come up (as there are no such things as guns let alone automatic weapons in The Savage World of My Little Pony). On the other hand, rules for Disarming might be used to knock items out of the grasp of other creatures, or Grappling used to drag an uncooperative character to where they need to go. It is left up to the Game Master to make any changes they see fit, but most situations can be dealt with without the need for modifications. Actions that mention skills not available in The Savage World of My Little Pony must be modified so that they can apply to a relevant skill or statistic. For example, the Trick
action normally imposes a -2 penalty to Parry, a statistic that does not exist in this setting. Instead, the Game Master may choose to have it apply the penalty to the targets opposed rolls against Contests of Will or their Evade, depending on the situation.
Daunts Daunts
In place of Wounds, all characters and extras can suffer from Daunts, which represent significant blows to their selfconfidence and ability to continue fighting. Also like Wounds, each Wildcard can sustain three Daunts; the fourth Incapacitates them. For each Daunt suffered, characters gain a -1 penalty to their Pace and all Trait tests. A character currently with 2 Daunts, for example, receives a -2 penalty to their Pace and all Trait tests. Extras are automatically Incapacitated after suffering a single Daunt. If a character suffers a Daunt and is not already Shaken, they are also automatically Shaken.
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Incapacitation
Characters who are Incapacitated from suffering more than three Daunts (after Soaking) simply give up: depending on the context of the battle, they may flee from their antagonists, become totally passive, or simply fold and refuse to continue. They are treated as any other Incapacitated character and must make an immediate Spirit roll, applying penalties from Daunts and Fatigue as necessary. This does not count as an action. Raise: The character has only been temporarily taken down a notch. They still have their current Daunts and are Shaken, but are otherwise unimpaired and are not treated as Incapacitated. Success: The character has been defeated, but they will rise again. They remain Incapacitated for the remainder of the encounter and cannot take any actions, but may act normally when it is over. Failure: The character is Faltering. At the start of each round, the character must roll another Spirit roll with applicable penalties. A failure means that they have to roll again next round. A result of 1 or less means that the character suffers a Permanent Daunt and remains Incapacitated, while a success means that the character is Incapacitated but does not suffer any further ill effects. Critical Failure: The character remains Incapacitated for the remainder of the encounter, and they suffer a Permanent Daunt.
must find an appropriate out for them to make their exit from the adventure. Like character death, Giving Up marks the end of a characters story (and hopefully the beginning of a new one). What kind of character are you going to make next?
Each of these skills can be used to intimidate, unnerve, or otherwise reduce a creatures willingness to continue to oppose you. The character making the attack roll should either justify or act out how they are implementing the Contest of Will attack to affect their target. The roll is opposed by the targets trait listed above, but the target of the contest of will does not roll their Wild die (if any) with their resisted roll. For all Contests of Will, both the attacker and defender add their appropriate Charisma modifiers (if any) to their rolls. The Game Master may also rule that certain creatures are immune to specific Contest of Will attacks (for example, a swarm of bees will likely be unaffected by an attack using Speech, as they cannot comprehend the attackers words). If the attacker wins the opposed roll (exceeds their total), they must then compare their roll against the defenders Willpower. If the total exceeds the defenders Willpower as well, the target has been brought down a notch by your attack and is Shaken. If the target is already Shaken, they suffer a Daunt. For each raise you roll, the target takes an additional Daunt (remember that you get a raise for each 4 over the targets total that you get with your total). This means that a single raise on an Extra is enough to immediately Incapacitate them. The defender may
Giving Up
When a character suffers a third Permanent Daunt, they have Given Up and are no longer playable: the Game Master
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immediately spend bennies to soak the Daunt(s) if able to do so, before suffering the ill-effects of them.
order to throw off, enrage, or dishearten the defender. It is assumed that the attacker is dodging, moving, and squaring off against any other threats during the course of the turn, while at the same time using Provoke against the defender to throw them off or make a mistake. Example: Rarity raises her nose haughtily Rainbow Dash and Applejack may behave like ruffians, but Rarity conducts herself with beauty and grace. Trixie smirks Ooh, whats the matter? Afraid youll get a hair out of place in that rats nest you call a mane? She rolls Provoke against Raritys Spirit and is successful, exceeding her Willpower as well. Rarity is Shaken. Speech: Attacks with Speech are sometimes the hardest to portray, but they provide for a lot of creative interpretation. Much like Provoke, the attacker can use logic, emotion, brow-beating, or other rhetorical devices in order to get the core of the defenders being. A well-timed word can give pause even to a charging enemy, and the attacker can be described as talking while dodging lightly out of the way of attacks or facing off against an opponent. Example: Rarity marks several spots where gems are hidden for two of her canine captors musty and damp, its going to wreak havoc on my mane, and this air is stifling. Suffocating! And when I try to get a deep breath, the stench of all you dogs makes me nauseated. She rolls Speech against the Diamond Dogs Smarts (thankfully for her, not one of their strong suits). She is successful in the opposed roll and rolls a raise, also exceeding their Willpower. The two dogs are Shaken and suffer a Daunt, which immediately incapacitates them as they are not Wild Cards. In their rush to expose the buried gems they accidentally dig out a load-bearing
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stalactite which falls on them, cartoonishly knocking them unconscious. Swagger: Swagger primarily represents physical intimidation, and as such a Contest of Wills attack with Swagger represents the character using their size and power in order to dissuade the defender from trying to mess with them. Swagger typically requires being close to the target, so that you can loom over them and show off your physical proportions. Swagger can also represent a mix of not-sosubtle threats, body language, and psyching out the target with pulled punches and physical posturing. Example: With her friends in a heap nearby, Fluttershy faces down the irate red dragon alone. From the depths of her being, she summons forth every ounce of pith and fire she can muster, scowling deeply at the creature How dare you? HOW DARE YOU? Listen here, mister! Just because youre big, doesnt mean you get to be a bully. You may have huge teeth and sharp claws and snore smoke and breathe fire, but you do not I repeat you do NOT HURT MY FRIENDS! She rolls a very successful Swagger roll against the dragons Strength, exceeding his Willpower and getting a total of four raises! The dragon is immediately Incapacitated by an unprecedented four daunts, and he crumples in the face of the tiny pegasis withering anger.
Panicked: The character is Shaken and immediately moves their full running/flanking Pace away from the triggering danger. Minor Phobia: The character is Panicked (see above) and immediately gains the Minor Phobia Hindrance associated with the triggering danger. Major Phobia: The character is Panicked (see above) and immediately gains the Major Phobia Hindrance associated with the triggering danger. Faint: The character has been overcome with fear and is about to faint. Make an immediate Vigor roll: on a success the target is merely Panicked. On a failure, the character falls unconscious and immediately suffers enough Daunts to Incapacitate them.
Remember to add any Fear penalties or penalties to the characters Courage skill to the d20 roll.
Flying
Characters that become Shaken or suffer a Daunt while flying must make an immediate Racing roll. On a success they are unaffected, while on a failure they crash. Characters who crash immediately move their base Pace in a random direction and are forced to the ground at the beginning of their next turn, and suffer an attack that deals 3d6 damage from the fall. On a critical failure, the flier automatically suffers a level of Fatigue in addition to the attack, and cannot fly until they are no longer Shaken.
Fear
Fear works the same way as in the the Savage Worlds Explorers Edition, though characters roll Courage instead of the Guts skill. In addition, The Savage World of My Little Pony uses the Fear Table below, rather than the one printed in the Savage Worlds Explorers Edition. d20 1-4 5-8 Effect Adrenaline Surge: Your fight reflex kicks in. You add a +2 bonus to your next Trait test. Shaken: The character is Shaken.
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The Arcane Background Edge is granted to all Unicorns, and is unavailable to all other pony breeds. It works in the same way as other Arcane Backgrounds found in the Savage Worlds Explorers Edition with only a few minor modifications. The Arcane Skill used by these characters is Knowledge (Magic), and so it is recommended that Unicorns have at least one or two ranks in this skill, even if magic is not their primary area of expertise.
magical potentials, and is the best source of recorded magical knowledge and research in Equestria. Backlash: When you roll a 1 on your Knowledge (Magic) die when using a non-Cantrip power (regardless of your Wild Die), the spell automatically fails and your power points are wasted.
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powers of Novice rank or above, characters must take the New Power Edge to represent the investment of time necessary to learn these spells. Powers of Novice rank or higher require a Knowledge (Magic) roll to successfully cast. Cantrips, however, require no roll as they are reflexive and require almost no concentration for the character to cast. Several powers have two names, such as Light/Dark or Aid/Hinder. These powers have two forms, both of which are available to characters who know the power. Only one version can be cast at once.
being cast. Certain powers cannot be used discreetly, such as the Light/Dark power.
Cantrips Cantrips
Remember that unlike Novice-ranked powers or higher, Cantrips do not require a Knowledge (Magic) roll to successfully cast. They simply cost a variable number of power points.
Spellbooks
Many spells are recorded in books for later use and reference, and these spellbooks allow ponies with the Arcane Background to use powers they do not already have. A spellbook can contain any number of powers that can be used by any pony or creature with the Arcane Background Edge who can read them. You can use a power from a book that is of a higher rank than your character: for each rank above your own that the recorded power is, add a -4 penalty to your Knowledge (Magic) roll to successfully cast the power, or -2 if it is the same rank as your character. You still pay all power points necessary for the power, plus an additional 2 power points for using it out of a book. To use a spellbook, you must have some way to clearly read it while casting (such as having it on a pedestal or table) and you must remain in place while using the power. Spellbooks are valuable and rare, and are usually only held in important libraries, such as the one in the Royal University in Canterlot.
Light/Dark
Power Points: 1 or 2 Range: Self Duration: 10 minutes Trappings: Horn glowing brightly with warm light or area shrouded in artificial darkness As Light, this spell causes the casters horn to glow brightly, illuminating an area equal to a 3 radius sphere with an equivalent amount of light as a bright torch. As Dark, it costs an additional power point and creates a similarly-sized area of shadow that only a bright light can pierce. The area is treated as Dim light for the duration of the spell.
Disruption
Characters who are maintaining powers and become shaken or suffer either Daunts or levels of Fatigue must make an immediate Knowledge (Magic) roll, with a penalty equal to the number of powers being sustained. On a success, they may continue to maintain those powers. On a failure, they have lost their concentration and stop sustaining all of their powers after resolving the attack or situation that disrupted them.
Magic Trick
Power Points: 1 or 3 Range: Touch Duration: 5 minutes or Permanent Trappings: Target sparkles and glows with colored light This spell is the most common utilized by unicorns in Equestria for its wide variety of uses. Magic Trick allows you to do one of the following at a time: levitate and manipulate small objects weighing less than a pound, create harmless sensory effects (flashes of light, sounds, scents), color or clean/soil objects such as cloth or paint, or make a small object disappear for a few seconds (sleight of hoof). The spell can have other effects with the Game Masters permission, and if you spend 3 Power Points on the effect it is permanent until dispelled with a thought.
Discreet Casting
The use of magic is typically accompanied by unearthly light, glowing, and other sensory affects that make it rather obvious that something magical is happening. In certain situations, characters may wish to mask the fact that they are using a power. To do this, characters may spend 1 additional power point and make an immediate opposed Prowl check against the Notice of all relevant creatures nearby (this cost increased by 1 for each rank the power has: 2 total points for a Novice-ranked power, 3 for a Seasoned-ranked power, etc). If they are successful, they have successfully masked any sensory evidence of the spell
Send Thoughts
Power Points: 2 Range: Visual Duration: 1 round (Sustain: 1 power point/round) Trappings: No visible effect, target feels a slight chill
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Send Thoughts allows you to communicate silently and telepathically with a single creature that understands your language that you can see. The target can respond back telepathically, and each round you maintain the spell allows for a few lines of dialogue. You and the target each hear each others voices as if you were whispering in each others ears.
Plant: You can restore wilted plants and cause flowers and other pleasant flora to sprout in small clumps, such as edible fruit or berries. Water: You can conjure up a quart of water somewhere within line of sight (not inside something like a living creature) or purify a gallon of water to make it fresh and drinkable.
Shape Nature
Power Points: 1 Range: Smarts x 2 Duration: Instant Trappings: Multicolored glow from the casters horn When you first choose this power, choose one of the five elements to control with this spell: Air, Earth, Fire, Plant, or Water. You can take this power multiple times, each time picking a different element. You can now perform basic tricks with this element: Air: You can create small currents of air to blow out candles, fan flames, or blow flags and drapes dramatically. You can cool your body or others in stifling heat (+1 to a single Fatigue roll caused by Heat). Earth: You can open 1 cubic yard-sized holes in soft earth (or half that size in stone) and create sprays of sand or earth that may grant you a +1 bonus in Trick rolls. Fire: You can light candles or lamps, burn through small ropes, and either put out or fan small fires within the spells range.
Telekinesis
Power Points: 3 Range: Smarts Duration: 1 round (Sustain: 1 power point/round) Trappings: Shimmering, blue concentric rings spinning around the casters horn This spell allows you to move a single inanimate object with your mind, with a weight of up to 10 pounds times your Spirit, as a Free Action. The object is moved as if flying, and can move at a Pace of 3 each time this power is used or sustained.
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trait below d4, but it can raise it over d12 (each step over d12 adds +1 to the trait total). On a raise, the trait can be raised or dropped by two die levels. If you are trying to lower a trait against an unwilling target, the Knowledge (Magic) roll made to use this power is opposed against the targets Spirit. No trait can be affected by more than one instance of this power at a time.
an additional power point each round if the target is alive and unwilling or resisting.
Heal
Power Points: 3 Range: Touch Duration: Instant Trappings: Touching the target with your horn, which glows a rosy pink for a few seconds Heal repairs physical damage, exhaustion, or sickness sustained within the last hour of in-game time on either the caster or another creature. Each use of Heal removes a single level of Fatigue from the target, or two on a raise. The roll suffers a penalty equal to the targets Fatigue penalty (on top of your own, if any). Heal can also cure poison and disease within the same timeframe.
Animal Friend
Power Points: Special Range: Smarts x 100 Duration: 10 minutes Trappings: Pale green aura around the casters horn Animal Friend lets you both communicate with and control an animal within the spells range for a short period of time. The animal must be real and mundane (non-magical). The animal will answer your questions and perform basic, nondangerous tasks that you request of it. This spells cost is 3 plus twice its Size modifier for animals with a Size modifier greater than 0. The animal will not do anything it would not normally be capable of doing and cannot be ordered to do harm to any other living thing, directly or indirectly.
Jaunt
Power Points: 3 Range: Sight Duration: Instant Trappings: A flash of bright white light and a slight percussive wave radiating out from where you stood As your free movement for the round, Jaunt lets you teleport instantly to a clear and open spot that you can clearly see (no intervening barriers or obscuring effects such as fog) and that is not through a solid object. Enemies adjacent to you when you reappear do not get free attacks against you.
Locate Object
Power Points: 1 Range: Smarts x 100 Duration: Instant Trappings: Slight glitter effect around the casters horn Locate Object allows the caster to learn the precise location of a single non-living object that they know about within the spells radius. The caster must have had extended contact with the object (such as study, physical contact) within the last month and they must clearly know what it looks like. The object appears to glow through any intervening barriers in the casters vision for a few seconds.
Greater Telekinesis
Power Points: 4 Range: Smarts Duration: 1 round (Sustain: 1 or 2 power points/round) Trappings: Shimmering, purple concentric rings spinning around the casters horn This spell allows you to move any single object with your mind with a weight of 20 pounds times your Spirit (including yourself), or 50 pounds times your Spirit on a raise. Unwilling targets being lifted can resist with an immediate opposed Spirit roll. If successful, they are unmoved. The target may also attempt to grab on to something with an opposed Strength roll against the casters Knowledge (Magic) skill to avoid being moved. The object is moved as if flying, and can move at a Pace of 4 each time this power is used or sustained. Sustaining this power costs
Magic Box
Power Points: 2 Range: Self Duration: Instant Trappings: Burst of blue light from the targeted container Magic Pouch is a common spell among unicorns, as it has a variety of practical uses. The caster designates a single small bag, container, purse, or other similar container. That container now contains a single small non-living, nonmagical object of no more than a few ounces in weight that the caster chooses. The object continues to exist for an hour after being summoned. Common choices are things
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like needles, scissors, glasses, magnifying glasses, or other small tools or implements.
Magical Lock
Power Points: 2 Range: Touch Duration: 1 hour Trappings: Glowing silver lock around the targeted container or door Magical Lock creates a phantasmal lock on a door, container, or other similar object or feature. The lock is appropriate to the targeted object and appears as if it was built into it. The lock can only be opened by the caster, and has a Toughness of 10 for the purpose of resisting damage.
Sense/Conceal Magic
Power Points: 2 or 3 Range: Sight Duration: 3 rounds (Sustain: 1 power point/round) or 1 hour (Sustain: 1 power point/hour) Trappings: Glowing circle flashing around the caster This spell allows the caster to sense invisible or magically concealed creatures and objects, or magical effects within sight (illusions, shape changing, etc). As Conceal Magic, this power costs 3 power points and can magically conceal the magical nature of a single creature, object, or effect. The duration for concealment is 1 hour plus an additional hour per point spent to maintain the effect. Those who wish to see through Conceal Magic using Sense Magic roll an opposed Knowledge (Magic) roll against the casters Knowledge (Magic). The detecting character can only attempt one Sense Magic roll per unique use of this power.
While transformed, any items you were carrying are assumed into your form and returns to you when you change back to normal. You retain your own Smarts and Spirit, and take on the animals Strength and Agility, and you take the higher of your or the animals Vigor. You cannot speak or use powers (but you can maintain powers previously activated) and you can perform basic physical
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tasks (using a few limited skills chosen by the Game Master) as if you were untrained.
Invisibility
Power Points: 5 Range: Self Duration: 3 rounds (Sustain: 1 power point/round) Trappings: A brief silvery flash around your outline Being Invisible has many advantages, and renders you almost totally invisible (as well as anything you are wearing or carrying). With a success, you are transparent but a faint outline is still visible. Characters that have reason to do so can make a Notice roll at -4 to spot you. Once spotted, other characters or creatures have a -4 to all rolls to affect you (attacks and whatnot). On a raise you are almost totally invisible and the penalty to spot or hit you increases to -6. When moving while invisible, you must make opposed Prowl rolls to avoid making noise as you move: a failure results in those around you being able to discern your presence and make Notice rolls as above.
Cloudwalk/Featherfall
Power Points: 2 Range: Touch Duration: 1 day (Sustain: 2 power points/day) Trappings: Swirling clouds and yellow glowing from the casters horn As Cloudwalk, this spell allows non-Pegasus ponies to walk on clouds as if they were solid ground for the duration of the spell. Treat clouds as clear terrain and all cloudsculpted objects and terrain as solid objects. As Featherfall, the recipient of this spell is not made lighter, but if they should ever fall from any height, they fall as if they were a feather. The effect of this is that while the spell is in effect, the target takes no damage from falling and can safely land after falling any distance.
Illusion
Power Points: 4 Range: Smarts Duration: 1 minute (Sustain: 1 power point/minute) Trappings: A faint greenish glow for a few seconds This spell creates an illusion that affects all of the senses and is no larger than a 3 radius sphere. The illusion can be over an area (such as an illusionary pit or wall) or over an object or character (an illusionary disguise or covering). All who see the illusion have to make an opposed Intuition roll against your Knowledge (Magic) or believe it is real. Interaction with the illusion physically allows for an additional opposed Intuition roll +4 against your Knowledge (Magic) to spot if it is fake or not. Creatures that believe the illusion is real treat it as if it were real but cannot be harmed by it in any way.
Inspire/Remove Courage
Power Points: 3 or 4 Range: Touch Duration: Instant Trappings: Touching the target with your horn Inspire Courage allows you to aid those who are panicking or disheartened, and bolsters their confidence and morale. Inspire Courage removes a Daunt from the target or two on a raise. The roll suffers a penalty equal to the targets Daunt penalty (on top of your own, if any). Any target that has had this spell used successfully on them receives a +1 bonus to their Willpower for the next 10 minutes. No creature can have a Willpower bonus of more than +1 from this spell at any one time. As Remove Courage, this spell costs an additional 1 power point and lets you make an opposed Knowledge (Magic) against the targets Spirit. On a success the target is Shaken, and the target receives a Daunt on a raise.
Speed
Power Points: 2 Range: Touch Duration: 3 rounds (Sustain: 1 power point/round) Trappings: Blurred motion that trails white sparkles
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Speed increases the targets movement speed for a short period of time, allowing them to run and fly faster than normal as they become a blur to onlookers. With a success the targets base Pace is doubled, or tripled on a raise, for the spells duration.
Thought Painting
Power Points: 3 Range: Self Duration: Special Trappings: Paint appearing in thin air as if brushed onto an invisible floating canvas Thought Painting is a strange spell that lets the caster create a visual representation of thoughts in thin air. On a successful roll, the target can touch another creature (requiring a Touch attack if the target is unwilling). Over the next minute, a small painting of the targets thoughts appears next to the caster in the air. If the target is cooperative, they can mentally designate what the painting will be (such as making a painting of something that they saw or a specific memory). If the caster selects an object, the painting will be of the last living creature to touch the object. The painting is realistic and appears only as floating pigment. It can be touched to a blank canvas or paper to preserve it and is otherwise non-magical. If left alone, it will disappear after an hour. For each die rank of Knowledge (Painting) the caster has, the cost of this spell is reduced by 1 point (minimum of 1) and the size of the painted image increases in size and detail.
Range: Smarts Duration: Instant Trappings: Crackling bolts of pale blue lightning shot towards the target from the tip of the casters horn Undo Magic allows you to disrupt and negate spells and magical effects, but has no effect on innate magical abilities such as a dragons breath or a Pegasis ability to fly. It can be used on a power already in effect or as its being used. To use the latter, you must be on Hold and interrupt the targets action as usual. The roll is an opposed Knowledge (Magic) roll against the Knowledge (Magic) of the target powers caster. If you are successful, the power is negated or removed. The cost of Undo Magic is one more power point than the cost of the spell being interrupted or negated. If you are on Hold and do not have enough power points to use this spell against a particular power, you cannot use Undo Magic in that instance (but you may continue to Hold in order to wait for another opportunity). If you are not on Hold, you may still attempt to use this power and negate another power or effect as it is being used by making a successful Agility -4 roll. On a failure, you cannot attempt to use Undo Magic in that instance.
Wall
Power Points: 1 per wall section Range: Smarts Duration: 3 rounds (Sustain: 1 power point/round) Trappings: A wall of shimmering, transparent force Wall creates a solid, immobile wall of force with an innate Toughness of 10. Every power point spent creates a 1 wide square section of wall that is as thin as a sheet of window glass: while you define the placement of each section, each
Undo Magic
Power Points: Special
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section must be connected to at least one other section after the first. Each section of wall can be destroyed with an attack, and physical attacks hit automatically (ranged attacks must roll to hit as normal), but raises on the attack roll do not grant bonus damage. The wall sections can be climbed with a Strength roll at -2. The wall is not airtight or soundproof, but will prevent any physical object from passing through it. When destroyed, it shatters like glass and quickly sublimes into water vapor.
Commune from Afar allows the caster to communicate with another creature known to the caster at a great distance. The spell creates a cloud of smoke that forms into the other creature that the caster is communicating with, and at the same time a similar form of the caster appears to the recipient of this spell if they are willing. For the duration of the power, the two can speak and see each other clearly.
Gossamer Wings
Power Points: 6 Range: Touch Duration: 1 day Trappings: Swirling vortex of purple energy around the target This spell gives the target a set of fully functional wings, resembling that of a butterfly but made from transparent gossamer, which catches the light of the sun. The target gains the Wings edge for the duration of the spell, but their Pace does not increase and they cannot move at flanking speed. The wings are very delicate, and any time they are exposed to intense heat or other environmental extremes, or are hit by a physical attack, you must make a successful Spirit roll at -2 or the wings disintegrate. Having this power does not qualify you for Edges or other character options that require Wings as a prerequisite.
Gremlins
Power Points: 2 Range: Smarts x2 Duration: Instant Trappings: Barely visible sparkle around affected object Gremlins affects a single object or machine that has at least a few moving parts or components, such as a sewing machine, door hinge, clock, etc. On a successful roll, the object or machine is immediately rendered inoperable because of loose screws, bent needles, or other internal jams and problems and will require several hours of work to fix. On a raise, the object simply falls apart and is useless. Gremlins can be used on magical objects such as Magic Locks.
Castigate
Power Points: 5 Range: Smarts x2 Duration: Instant Trappings: A shimmering, searing bolt of light and heat fired at the target Castigate allows you to tap into your sense of righteousness and manifest it physically as a bolt of glory, directing it against a single enemy. Roll an opposed Courage roll against the targets Spirit. The target of Castigate is automatically Shaken and suffers a Daunt on a success. With a raise, the target suffers an additional Daunt. Attempting this spell, whether or not you successfully cast it, causes you to suffer a single level of Fatigue that you automatically recover from after taking an extended rest (68 hours). You cannot attempt to use Castigate if attempting it would Incapacitate you.
Group Invisibility
Power Points: 6 + 1 for each additional creature Range: All friendly creature within 1 x Smarts Duration: 3 rounds (Sustain: 1 power point/round) Trappings: A brief silvery shimmer around each targets body Group Invisibility works in the same way as the Invisibility power, except that it affects as many creatues as you choose (including yourself) within a radius equal to your Smarts. Remember that each affected creature has to make Prowl rolls to move and act without being heard, and a single successful Notice roll by outside creatures will reveal the entire group.
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Nature Mastery
Power Points: 4 Range: 5 x Smarts Duration: Special Trappings: Multicolored glow from the casters horn When you first choose this power, choose one of the five elements to control with this spell: Air, Earth, Fire, Plant, or Water. You can take this power multiple times, each time picking a different element. You can now perform more complex tricks with this element: Air: You can create windblasts and air currents within this powers range at will, and may use this power to create an air bubble around you with a radius equal to the powers range. Treat this bubble as one created with the Fresh Air/Air Envelope spell, but it lasts for the duration of this power. Earth: You can magically open or close tunnels or passages through solid earth or rock, about 1 wide and with a length equal to this powers range. You may also prevent earthquakes within this powers radius for its duration. Fire: This effect lasts for 10 minutes. You can light or put out even small forest fires with this power at will, and you may walk through flames or areas of intense heat without suffering any ill effects or taking any damage. Other creatures of your choosing within this powers range of you may also benefit from this protection for the powers duration. Plant: This ability charges the target with live energy, and any area of open ground you touch with it instantly becomes filled with flowers and fresh vegetation. Instill Life also restores life to dead trees and withered plants, and can also cause plants to instantly grow larger and faster based on the casters whims. For example, you can cast this on a tree to cause its roots to grow and form a bridge over a river, or cause a group of trees to suddenly bloom and bear ripe fruit. Water: This spell is cast by the caster touching their horn with a body of water, which quickly parts down to the riverbed or ocean floor to allow access for ponies to walk on. The area opened in the water is rectangular and about 1 wide with a length equal to the range of this power. This effect lasts for 10 minutes, after which point the water snaps closed and returns to normal.
Knowledge (Magic) roll is made at a -2 penalty. It cannot be used to heal injuries or other malaises provided by Hindrances.
Spellhack
Power Points: 5 Range: Smarts x 2 Duration: Instant Trappings: Zigzagging bolts of blue and yellow lightning leaping from the casters horn to the affected area A modification of the Undo Magic power, Spellhack lets you manipulate and reshape already existing magical effects or powers such as Illusion or Change Shape. Roll an opposed Knowledge (Magic) check against that of the targeted powers caster: on a success, you can change any of the conditions of the spell or simply remove it with a raise. For example, using Spellhack on an existing temporary or permanent illusion would let you change the nature of the illusion or remove it entirely if you rolled a raise. Spellhack can be used as a spell is being cast, as with Undo Magic.
Wondrous Item
Power Points: 5 Range: Self Duration: 1 day Trappings: Burst of gold light around the caster This spell creates a magical item from thin air that persists for a single day, at which point it vanishes in a flash of gold light. Each of the objects counts as a magical effect, and can be detected with Sense Magic, changed by Spellhack, etc. Choose one of the following items to summon: Breaching Chalk: Summons a small stick of ordinary-looking white chalk. When the chalk is used to draw a closed shape on any non-living surface (such as a wall or rock face), if the thickness of the surface is equal to or less than the casters Smarts x 2 in inches, creatures friendly to the caster may step through the portal as if it were an open doorway. If the surface is too thick, the wall remains solid and impassable. This can be used to jump through walls and into adjacent rooms or through doors. These breaches last until the chalk lines are broken or the summoned chalk disappears. Wonderbar: Summons a 3 inch by 3 inch bar of steel with a length in feet of up to the casters Smarts. The Wonderbar is as light as a feather and is basically unbreakable. It can be used to block doors, used to lie across pits and chasms, support larger objects, and so on. It can support almost any amount of weight and is not prone to bending or warping. Bottled Cloud: Summons a glass decanter filled with steam. When opened, the bottled cloud flows outward and expands to a 5 radius sphere. The cloud persists for the duration of the spell, can be blown by the wind, and line of sight is completely blocked through the cloud. As soon as the bottle is
Restore
Power Points: 2 Range: Touch Duration: Instant Trappings: Touching the target with your horn, which glows a rosy pink for a few seconds This power works the same way as the Novice-level Heal power, but it may heal Fatigue and other similar effects of any age. You may even attempt to heal Permanent Fatigue levels with this power. You may attempt this only once on each Permanent Fatigue level (success or failure) and your
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stoppered, the cloud vanishes and magically reappears inside the bottle.
Trappings: A glowing doorway appearing in thin air The Gate power opens a glowing portal in the air that leads back to a spot designated with the Mark Gate power. The caster and any allies may step through this gate to be instantly taken back to this location, which may be any distance away. The portal persists as long as the power is sustained, after which point it winks shut. This travel is one-way, however: once the Gate closes, it cannot be reused to transport back to the spot designated by Mark Gate. You must cast a new instance of Mark Gate in order to use Gate again. As Mark Gate, the power has an Instant duration and merely marks the spot where the caster is standing as the spot where they may Gate back to. You may not have more than one marked spot at any one time. The marked spot persists for 1 week, after which point it disappears and needs to be cast again in order to use Gate.
Imbue
Power Points: 8 Range: Touch Duration: 3 rounds Trappings: A golden halo of radiance around the recipients body Imbue fills the target with warm, radiant power that allows them to overcome almost any challenge facing them. The target gains a +2 bonus to their Charisma and a +2 bonus to their Willpower and all Courage rolls for the duration of the power. On a raise, the target also regains a benny.
Gate/Mark Gate
Power Points: 10 Range: Special Duration: 1 round (Sustain: 2 power points/round)
Magic Sanctuary
Power Points: 15
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Range: Smarts Duration: Special Trappings: A magical doorway suddenly appearing in space near the caster Magic Castle is a powerful spell and requires an immense amount of concentration. The Knowledge (Magic) roll to successfully use this power is at -4 and on a failure, the caster is Shaken. This spell creates a free-standing doorway out of thin air that allows passage only to the caster and any friendly creature (it is invisible and insubstantial to all others). The doorway persists as long as the spell duration lasts. It leads to a relatively small castle floating in space in some alternate dimension, with a single large great hall adjoined with several estate rooms and towers. The castle is fully stocked with food and things such as furniture, linen, hot water, and other amenities. The castle has no exterior doors or windows, and cannot be exited save for the magic door. It can be used to relax and rest, and each hour in the castle that passes only represents a round in the real world. The castle persists for 1 day for those on the inside (24 rounds in the real world) before disappearing again, at which points its occupants are immediately put back where the door was situated. The occupants may leave at any time and reenter as long as the powers duration has not run out.
unrolled on a ceiling, objects will fall to the ground when the hole is reopened. If the spell duration runs out while items are still inside the hole, they immediately reappear in the nearest open space. Magic Carpet: Summons a small tasseled carpet of whatever color and make the caster desires. When standing on the carpet, ponies can fly with a flying Pace of 8, and they cannot move at flanking speed. The carpet can hold a single pony or similarly sized object, and continues to fly as long as the spell endures.
Prophecy
Power Points: 20 Range: Special Duration: Instant Trappings: Glowing purple eyes and spinning concentric circles orbiting around the casters horn Prophecy is a powerful spell that lets the caster peer into the future for a few moments, though what they see is unpredictable. Prophecy can only be cast once under each full moon, and the Knowledge (Magic) roll to successfully use this power is made with a -4 penalty to the roll. On a failure, the caster is immediately Shaken. Prophecy allows the caster to see forward in time a number of years equal to their Knowledge (Magic) x 10, and the vision lasts for 1 minute or 10 minutes on a raise. The nature of the vision is up to the Game Master, but the caster can specify that they are looking for certain information (who will the ruler of Equestria be in 100 years, for example). The vision has no sound and is likely to be disjoined and cryptic, so it will require some interpretation.
Time Stop
Power Points: 10 Range: Self Duration: Special Trappings: Sudden slowing of time around the affected target When cast, time crawls to a halt around the recipient of the spell, except for the recipient itself. You are then allowed to take three full turns outside of the normal initiative order (if any) that can be used to do anything. Any normal actions or effects on the frozen outside world are possible, though they do not come into effect until time resumes. For example: breaking a glass window while time is stopped would have no visible effect during the duration of the spell, but when time resumes the window will instantly shatter.
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While Unicorns are overtly magical by nature, Earth and Pegasus ponies each have their own inherent magical qualities and strengths that can be called on to perform seemingly miraculous feats in times of need. Feats of Daring and Feats of Strength are Background Edges available to Pegasus and Earth ponies only, respectively, and give your character the ability to call upon a handful of useful powers. Some feats require an amount of interpretation by the Game Master, depending on the situation.
Feats Feats
Feats are borderline miraculous abilities that Earth ponies and Pegasus ponies can perform, similar to a Unicorns magic. Upon first choosing either Feats of Daring or Feats of Strength, a character gains one Feat for each rank they have attained, selecting one of each rank. For example, a Novice character selecting Feats of Strength would choose a single Feat of Strength from the Novice Feats of Strength list, while a Seasoned character taking the Edge would choose both a Novice and Seasoned Feat of Strength. When a character attains a new rank, they automatically choose a new Feat from the new rank to instantly learn. You can take additional Edges to gain access to more Feats, and unlike most Background Edges, both Feat Edges can be chosen after character creation.
A character can only use one Feat from each rank once per game session, and then only once per turn; each additional use of a Feat at that rank during the game session requires you to spend a benny before using and/or making any rolls for the Feat. For example: a character can normally use one Novice Feat per game session. To perform another Novice Feat (either the same one or another known Feat from the characters list of available Feats), they must spend a benny to attempt it. A pony must know the Feat (i.e. have chosen it when they took the Feat Edge or through the Additional Feat Edge) in order to use it.
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Driftcloud
As an action, you can create a single cloud the size of a 1 radius sphere centered on you that moves along with you. While you are inside the cloud, those around you will subconsciously ignore the clouds presence and forget ever having seeing it. Creatures must make an immediate opposed Notice roll against your Prowl when you first come within eyeshot in order to be aware of the clouds presence. You remain invisible as long as you remain inside the cloud and take no direct action such as touching another creature, speaking, or picking up a large object that others can see. You cannot fly at flanking speed while inside the cloud, and you may move only half your Pace. This Feat has aduration of 5 minutes and can be dispelled as a Free Action.
Birdsong
You may activate this Feat as a Free Action. For a single round, you may communicate with birds using simple commands or questions, such as fly away or follow me. Birds will obey you to the best of their abilities, but cannot be commanded to harm themselves or others, either directly or indirectly.
Dazzling Display
You may activate this Feat as a Free Action. Until the end of the scene, when you are flying you can create a harmless but stunning visual effect that trails behind you, such as glittering ice crystals, rainbows, or contrails.
Fabricate Cloud
You may activate this Feat as an Action. Flapping your wings, you create a single cloud the size of a 3 radius sphere in front of you that blocks line of sight. You may also make an immediate Agility roll; if you are successful, you can create a raincloud instead that immediately begins raining or a snow cloud on a raise. The cloud persists until the end of the scene and can be shifted by the wind.
Manipulate Weather
You may activate this Feat as an Action. Make a Smarts check: you can change the weather within a circular area with a radius of 20 around you on a success or 40 on a raise. You can make the sky clear or create overcast, rainclouds, snow, or hail within the area. This effect lasts for 1 hour or 6 hours on a raise, or until dispelled with a thought.
Sculpt Cloud
You may use this Feat on a single attempt at cloud sculpting, which requires a Craft (Cloudsculpting) roll and allows you to make a single object out of pure cloud. The attempt takes time based on how large the object is: 5 minutes for a small object (box, statue, key), 10 minutes for a medium object (chair, table, door), and 20 minutes for a large object (small bridge, small building, wall). The creation time is reduced to 1/2/3 rounds on a raise. Objects last for 1 hour on a success (or 1 day on a raise), and are permanent on 2 raises. Cloudsculpted objects are insubstantial to non-
Owl Flight
You may activate this Feat as a Free Action, which lasts for a number of rounds equal to your Vigor. While it is in effect, you receive +2 to all Prowl checks to avoid being heard while flying.
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Pegasus ponies and those without the Cloudwalk spell, and require clouds as a raw material to work with. If you have sufficient time (2/4/8 hours instead of the normal time or 5/10/20 minutes), the Game Master may allow you to automatically create a permanent object with a single successful Craft (Cloudsculpting) roll made for the entire length of time.
Comet Flight
You may activate this Feat as a Free Action, which lasts for a number of rounds equal to your Vigor. For the duration of this effect, your base flying Pace is four times your normal Pace (or six times, if you are flanking), and you roll an additional two dice when flanking. If you want to turn more than 45 in a single move, you must make a Racing check or be unable to turn and must travel straight at full speed due to your momentum.
Whirlwind
As an Action, you can call up a whirlwind the size of a 3 radius circle within visual range. The whirlwind moves 10 each round, for a number of rounds equal to your Agility die type, in a single direction of your choosing before dissipating. Creatures must make an Agility check at -2 to avoid being pulled in if the whirlwind comes near them. Those sucked into the whirlwind are automatically Shaken and can only make another Agility -2 check on their turn while inside the whirlwind in order to be thrown clear (2d6 in a random direction) and fall to the ground from 1d6 in the air. The whirlwind can suck in objects, damage buildings and trees, and have other effect at the Game Masters discretion.
Skybridge
You may use this Feat on a single attempt at making a Skybridge, which requires a Craft (Cloudsculpting) roll and allows you to make a floating bridge out of a rainbow (you do not need any material). The attempt takes 1 minute on a success or 1 round on a raise. On a success, you create a curved, two-dimensional rainbow bridge that is 100 feet long and solid to all allies, or 200 feet on a raise. The bridge is large enough for two ponies to walk side-by-side, and lasts for 1 hour or 1 day on a raise.
Sonic Boom
As an Action, you can create a blast of concussive force that can damage or shatter objects. Sonic Boom can only be used against inanimate objects within Agility x2. No attack roll is necessary, and Sonic Boom deals 4d6 blunt damage to the inanimate object.
Cloud Form
You may activate this Feat as an action, at which point you become a puff of faint white cloud the size of a 1 radius sphere. You can do nothing but move (but you can still see and hear as normal) with a Pace of 6 and cannot fly at flanking speed, though you can drift through the air as if you were flying. You cannot be hurt or dissipated, can seep through cracks and small openings, and remain a cloud for 5 minutes or until you wish to return to normal. When you return to normal, if there is not enough room for your body, you reappear in the nearest open space.
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As an Action, you may summon the Cloak onto you. It is a cloak made of cloud and ice crystals that lasts for 1 hour, and can be given to others to wear as a piece of clothing. You can only ever have one Cloak in existence at one time. While wearing the cloak, you or other allies get a +1 bonus to Evade, Toughness, and Willpower. Pegasus ponies that weak the Cloak get a +2 bonus to those statistics instead.
based on how large the animal is: 5 minutes for a small creature (hawk, rabbit, cat), 10 minutes for a medium animal (dog, wolf, deer), and 20 minutes for a large animal (crocodile, lion, tiger). The creation time is reduced to 1/2/3 rounds on a raise. Animals last for 10 minutes on a success or 1 hour on a raise. The animal appears to be made out of pure cloudstuff, but is otherwise real and will follow your orders.
Cloud Gate
You may activate this Feat without an action, as soon as you enter a cloud. On your next turn, you may disappear and reappear inside any other cloud within visual range.
Weather Control
You may activate this Feat as an Action. Make a Smarts check; you may dramatically and suddenly change the local weather to create rainstorms, blizzards, hailstorms, or even bright sunny conditions. The affected area is one mile in all directions from you, and lasts for 1 hour on a success and 1 day on a raise, upon which point the weather returns to normal. You may change the weather to any other condition as an Action or dispel the effect with a thought.
Epic Display
You may activate this Feat as a Free Action. Until the end of the scene, when you are flying you can create any visual effect you wish, which gives you +2 to all Grace and Swagger Contests of Will while flying.
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Equine Strength
You may activate this Feat as a Free Action. When you use this Feat, immediately increase your Strength, Agility, or Vigor by one rank for the remainder of the turn.
Inner Harmony
You may activate this Feat as a Free Action. Until the beginning of your next turn, you may not be Shaken.
Tireless Endurance
You may activate this Feat as a Free Action. For the remainder of the turn, ignore all penalties from Daunts or Fatigue.
Simple Ingenuity
You may use this Feat on a single attempt to create a specialized tool, which requires a Smarts check. On a success, and with the proper materials available, you can either modify or create a simple tool or device for a specific purpose in about 10 minutes. It can have one or two moving parts and can be improvised from other materials or tools. The exact nature of the tool or device is up to the Game Master and based on the requirements of the situation.
Uncommon Ingenuity
You may use this Feat on a single attempt to create a specialized tool or device, which requires a Smarts check at 1. On a success, and with the proper materials available, you can either modify or create a more complex tool or device for a specific purpose in about 20 minutes. It can have several moving parts and can be improvised from other materials or tools. The exact nature of the tool or device is up to the Game Master and based on the situation.
Stoic Will
You may activate this Feat as a Free Action. For the remainder of the turn, you may ignore the effects of one of your Hindrances. As an alternative, you may make an immediate Spirit check at -2: on a success, an ally nearby can ignore one of their Hindrances until the end of their next turn.
Unwavering Truth
You may activate this Feat as a Free Action immediately upon being targeted in a Contest of Will attack. For the current check and until the end of the scene, you may ignore the Charisma bonus of your opponents in Contests of Will.
Unstoppable
As an action that occupies your entire turn, you can perform a single act of incredible physical power or resilience, such as breaking through a wooden wall, fording a river, or something else appropriate to the situation (you may move your Pace or run as part of this Feat). No roll is necessary. The Game Master decides based on the situation, but it should be something that is normally very hard to do.
No Secrets
You may activate this Feat as a Free Action at any time before someone speaks. You receive a +4 bonus to Intuition and Notice rolls made in order to determine if the speaker is being deceptive or is outright lying.
Masterstroke
You may activate this Feat as a Free Action before making any single Craft attempt or Knowledge roll that is not untrained. You gain +4 to the check. You cannot use this Feat more than once per game session.
Not To Be
You may activate this Feat as a Free Action immediately after the Game Master rolls a single die roll and announces
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the result. The Game Master must re-roll the check and take the lower of the two results instead.
Rare Ingenuity
You may use this Feat on a single attempt to create a specialized tool or device, which requires a Smarts check at 2. On a success, and with the proper materials available, you can either modify or create a complex tool or device for a specific purpose in about 30 minutes. It can have many moving parts and can be improvised from other materials or tools. The exact nature of the tool or device is up to the Game Master and based on the situation.
Deny Magic
You may activate this Feat as a Free Action in response to any spell or magical effect being cast or used that targets or affects you. The spell or effect automatically fails and is ignored (power points are still spent).
Shrug It Off
As an Action, you may remove a single Daunt or Fatigue level that you sustained during the current scene. You cannot use this Feat more than once per scene.
Equine Resplendence
As an Action, you can activate this Feat. For the remainder of the scene, you gain a +2 bonus to your Charisma, and +1 to Toughness and Willpower. You cannot use this Feat more than once per game session.
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Legendary Ingenuity
You may use this Feat on a single attempt to create a specialized machine, which requires a Smarts check at -4. On a success, and with the proper materials available, you can create an extremely complex device for a specific purpose. It takes a week to create or 4 days on a raise. The exact nature of the device is up to the Game Master and based on the situation, but it can be just about anything short of a modern electronic device or something else blatantly anachronistic. Examples might include a differential engine, water clock, or typewriter.
Piercing Gaze
You may activate this Feat as an Action and ask any target that can see and hear you a simple, single sentence-long yes-or-no question. The target will be forced to answer truthfully and to the extent of their knowledge.
Unfetter
When you first take this Feat, you may remove any or all of your Hindrances permanently. You may activate this Feat as a Free Action, and for the rest of the scene you gain +2 to your Willpower. You cannot be affected by more than one instance of this Feat.
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This final section deals with the valiant heroes, personalities, and savage foes of Equestria. Each follows the standard rules for monsters and characters in the Savage Worlds Explorers Edition. Creatures and characters marked with the symbol are Wild Cards, and follow all the standard rules presented in the Savage Worlds Explorers Edition. The Game Master should feel free to include any animals or creatures from the Savage Worlds Explorers Edition bestiary, giving them skills and a Willpower score appropriate to the setting of My Little Pony: Friendship is Magic. Several characters from the show are presented below for reference: their experience levels have been matched to best fit with their level of experience as of the end of the first season.
Heroes Heroes
The Heroes of Equestria presented here provide insight into developing a character to fit a certain archetype. All six of the main characters of My Little Pony: Friendship is Magic have been converted into Seasoned-level Savage Worlds characters below.
Applejack (Seasoned)
Applejack lives and works at the Sweet Apple Acres farm outside of Ponyville. She is an honest, dependable Earth pony with a Texan drawl and kind heart. Applejack can be routinely seen with Twilight Sparkle and her friends when she is not tending to her family farm. Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
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Skills: Courage d8, Fighting d4, Intuition d8, Knowledge (Farming) d6, Leadership d8, Nature d4, Racing d6, Sport d8 Charisma: 0 Pace: 6 Evade: 2 Toughness: 6 Willpower: 6 Hindrances: Heroic, Stubborn Edges: Hometown (Ponyville), Strong Back, Feats of Daring, Iron Pony Feats: Unstoppable, Unwavering Truth
Fluttershy (Seasoned)
Fluttershy is a Pegasus pony who lives in her own cottage outside of Ponyville with her many animal friends. Her quiet and shy demeanor hides a kind, indomitable spirit with a love for nature. Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 Skills: Grace d6, Intuition d4, Knowledge (Music) d6, Knowledge (Sewing) d8, Manners d6, Nature d10, Racing d4, Speech d8 Charisma: +2 Pace: 6 Evade: 2 Toughness: 4 Willpower: 1 Hindrances: Nervous Nellie, Cautious, Pacifist Edges: Wings, Charming, Elegant, One With Nature, Obsequious, Innocent
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d8, Vigor d4 Skills: Courage d4, Dodge d6, Fighting d4, Grace d10, Prowl d6, Racing d10, Sport d8, Swagger d8 Charisma: +0 Pace: 8 Evade: 5 Toughness: 4 Willpower: 4 Hindrances: Arrogant, Overconfident, Stubborn Edges: Wings, Feats of Daring, Fleet-of-Hoof, Top Gun Feats: Arrow Flight, Amazing Display
Rarity (Seasoned)
Rarity is a unicorn who runs a fashion boutique in Ponyville. Her life revolves around fashion and high society, and her designs have been praised by famous designers across Equestria. Despite being quite vain and proud, she shows a selfless sense of generosity for her friends even at great personal cost. Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4 Skills: Courage d6, Craft (Sewing) d10, Grace d6, Knowledge (Magic) d6, Manners d8, Provoke d6, Speech d6, Vogue d10 Charisma: +2 Pace: 6 Evade: 2 Toughness: 4 Willpower: 5 Hindrances: Arrogant, Perfectionist, Well I Never Edges: Arcane Background, Hometown (Ponyville), Charming, Elegant, Socialite Cantrips: Magic Trick, Telekinesis Power Points: 14
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Skills: Courage d4, Intuition d8, Knowledge (Magic) d12, Leadership d6, Manners d4, Speech d6 Charisma: +0 Pace: 6 Evade: 2 Toughness: 5 Willpower: 5 Hindrances: Cautious, Minor Quirk Edges: Arcane Background, Canterlot, Royal University, Scholar, New Power, New Power, New Power Cantrips: Lay of the Land, Light/Dark, Send Thoughts, Shape Nature (Air), Shape Nature (Fire), Telekinesis Spells: Greater Telekinesis, Jaunt, Sense/Conceal Magic, Undo Magic Power Points: 14 Special Abilities: Twilight has studied magic extensively, and suffers only half the normal penalty when using spellbooks.
Earth Pony Courtier Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Grace d6, Intuition d8, Knowledge (Heraldry) d6, Manners d10, Speech d6, Vogue d8 Pace: 6 Evade: 2 Toughness: 4 Willpower: 2
Earth Pony
Earth ponies make up the backbone of Equestria and can be found in every position in society, from simple laborers to the landed elite. Presented here are examples of a young and mature Earth pony. Young Earth Pony Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 Skills: Dodge d4, Knowledge (Academics) d6, Notice d4, Prowl d4, Sport d6 Pace: 4 Evade: 4 Toughness: 5 Willpower: 1 Mature Earth Pony Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d6 Skills: Courage d4, Craft (Any) d8, Dodge d4, Intuition d6, Knowledge (General) d6, Notice d4, Speech d4 Pace: 6 Evade: 4 Toughness: 5 Willpower: 4
Personalities Personalities
The Personalities of Equestria represent intelligent characters that can be encountered on a fairly common basis throughout the land. They can be used as templates for allies, foes, or simple background characters used to add flavor to a scene or adventure.
Buffalo
The Buffalo of My Little Pony: Friendship is Magic live in medium to large tribes across the land, each with their own unique culture, language, and traditions. They are typically wary of outsiders, but are eager to talk and negotiate with those who show respect for their autonomy and culture.
Buffalo Leader Attributes: Agility d4, Smarts d8, Spirit d10, Strength d12+1, Vigor d10 Skills: Courage d8, Fighting d8, Grace d4, Intuition d6, Leadership d8, Nature d8, Prowl d6, Racing d6, Swagger d10 Pace: 6 Evade: 2 Toughness: 9 Willpower: 6 Edges: Command, Coordinate Efforts Special Abilities: Size +2 (Large) Buffalo Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12+1, Vigor d10 Skills: Courage d6, Fighting d8, Grace d4, Intuition d6, Nature d8, Prowl d6, Racing d6, Swagger d8 Pace: 6 Evade: 2 Toughness: 9 Willpower: 5 Special Abilities: Size +2 (Large)
Faequine
The Faequine, also known as Flutterponies, are a strange race of forest-dwelling pony-like creatures, though even fully grown they are no bigger than a shorter-than-average pony. They are wispy thin with mother-of-pearl manes and long, pointed horns that resemble melted wax. Their eyes are solid silver and they have a pair of butterfly-like wings that sparkle in low light. They love playing mean tricks on ponies that pass through their forest domains and are quick to give bad advice to those who naively ask. If you do manage to befriend them, they have access to a wealth of arcane and natural knowledge, especially about their home forests. Faequine/Flutterpony Noble Attributes: Agility d10, Smarts d10, Spirit d10, Strength d4, Vigor d4 Skills: Courage d4, Dodge d8, Grace d10, Intuition d8, Knowledge (Magic) d8, Knowledge (Faerie Lore) d12, Nature d12+1, Notice d10, Prowl d12, Racing d10, Speech d8 Charisma: +1 Pace: 6 Evade: 6 Toughness: 3 Willpower: 4 Edges: Charming, Song of the Bard Special Abilities: Size -1, Wings Faerie Unicorns will flee at the first sign of actual danger, but will mercilessly prank and annoy outsiders in their domains.
Courtier
The court of Canterlot is filled with various courtiers, who gossip and fawn over the royal family constantly as well as appear at major functions and day-to-day activities. Presented here is a typical Earth pony courtier who could be found at any royal court in the land.
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They have several spell-like abilities which are mechanically the same as spells but require no roll or expenditure of power points. Cantrips: Lay of the Land, Magic Trick, Shape Nature (Plant), Telekinesis Spells: Animal Friend, Jaunt, Sense/Conceal Magic, Change Shape, Illusion, Invisibility Faequine/Flutterpony Attributes: Agility d10, Smarts d8, Spirit d10, Strength d4, Vigor d4 Skills: Courage d4, Dodge d8, Grace d10, Intuition d8, Knowledge (Magic) d8, Knowledge (Faerie Lore) d12, Nature d12+1, Notice d10, Prowl d12, Racing d10, Speech d8 Pace: 6 Evade: 6 Toughness: 3 Willpower: 4 Special Abilities: Size -1, Wings Faerie Unicorns will flee at the first sign of actual danger, but will mercilessly prank and annoy outsiders in their domains. They have several spell-like abilities which are mechanically the same as spells but require no roll or expenditure of power points. Cantrips: Lay of the Land, Magic Trick, Shape Nature (Plant) Spells: Animal Friend, Jaunt, Sense/Conceal Magic, Illusion
Skills: Courage d4, Dodge d6, Grace d10, Knowledge (Ocean Lore) d10, Knowledge (Music) d6, Prowl d8, Sport d8, Swagger d6 Pace: 6 Evade: 5 Toughness: 7 Willpower: 4 Special Abilities: Hippocampi may, as an Action, transform into their pony form or their hippocampus form. When in their hippocampus form, they grow gills and must be underwater to breathe.
Pegasus Pony
Pegasi typically have very specific roles in society, such as couriers, fliers, and weatherponies. They more commonly live in cities in the clouds such as Cloudsdale, but are found in equal numbers in terrestrial settlements. Presented here are examples of a young and mature Pegasus pony. Young Pegasus Pony Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4 Skills: Dodge d4, Grace d4, Knowledge (Academics) d6, Racing d6, Sport d4 Pace: 8 Evade: 4 Toughness: 3 Willpower: 1 Special Abilities: Wings Mature Pegasus Pony Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d4 Skills: Courage d4, Dodge d6, Grace d8, Knowledge (Weather) d6, Notice d4, Racing d8, Swagger d4 Pace: 8 Evade: 5 Toughness: 4 Willpower: 4 Special Abilities: Wings
Royal Guard
The Equestrian Royal Guard is a small but highly trained unit of unicorns tasked with accompanying Princess Celestia and acting as guards for her safety (though the position is mostly ceremonial). They are stoic and disciplined, and will do their jobs to the best of their abilities. Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8 Skills: Courage d8, Dodge d10, Fighting d8, Grace d6, Knowledge (Magic) d8, Knowledge (Protocol) d10, Leadership d6, Manners d8, Notice d10, Speech d4, Swagger d8 Pace: 6 Evade: 7 Toughness: 9 Willpower: 6 Spells: Aid/Hinder, Greater Telekinesis, Heal, Jaunt, Magical Lock, Invisibility, Undo Magic, Wall, Commune from Afar, Castigate Edges: Contingency, Improved Contingency, Rapid Recharge, Improved Rapid Recharge
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Power Points: 20 Special Abilities: Royal Guard are especially watchful and can act within a split second of spotting danger. They can discard and redraw any initiative card of 9 or less. At all times, they have Wall and Undo Magic set as Contingencies to ward off possible threats. They wear ceremonial armor and are shoed with steel horseshoes.
Zebra
The Zebra of My Little Pony: Friendship is Magic can be found in the far reaches of the land, and rarely in small groups in Equestria. Though sometimes misunderstood by others, their civilizations are as advanced as any seen by ponykind, boasting scholars and poets with significant traditions and histories going back thousands of years. Zebra Elder Attributes: Agility d4, Smarts d10, Spirit d8, Strength d8, Vigor d4 Skills: Courage d6, Grace d6, Knowledge (General) d8, Intuition d8, Nature d10, Speech d6, Swagger d4 Pace: 6 Evade: 2 Toughness: 5 Willpower: 5 Edges: Inspiring, Pony-OfAll-Trades Zebra Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6 Skills: Courage d4, Grace d6, Knowledge (General) d4, Intuition d8, Nature d8, Racing d4, Speech d4, Swagger d4 Pace: 6 Evade: 2 Toughness: 5 Willpower: 4
Royal Hussar
The Royal Hussars are a unit consisting entirely of pegasi who are tasked with accompanying Princess Celestia and pulling her royal chariot. They also act as scouts, couriers, and parade leaders despite their military designation. Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skill: Courage d8, Dodge d10, Fighting d6, Grace d12, Knowledge (Protocol) d8, Leadership d4, Manners d8, Notice d8, Prowl d8, Racing d12, Speech d6, Swagger d8 Pace: 8 Evade: 7 Toughness: 8 Willpower: 6 Edges: Fleet-Of-Hoof, Feats of Daring, Quick Reflexes, Wings of Glory Special Abilities: Wings. Hussars wear ceremonial armor and are shod with steel horseshoes. Feats: Arrow Flight, Owl Flight, Falling Leaf Maneuver, Comet Flight, Awe-Inspiring Display
Unicorn Pony
Unicorns are born with a horn that allows them to channel magical energy, giving them highly useful and specialized skills in Equestria. Presented here are examples of a young and mature Unicorn pony. Young Unicorn Pony Attributes: Agility d4, Smarts d6, Spirit d6, Strength d4, Vigor d6 Skills: Grace d6, Knowledge (Academics) d4, Knowledge (Magic) d4, Speech d4, Sport d4 Pace: 6 Evade: 2 Toughness: 5 Willpower: 1 Special Abilities: Arcane Background Cantrips: Magic Trick Power Points: 10 Mature Unicorn Pony Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4 Skills: Courage d4, Grace d6, Intuition d4, Knowledge (Magic) d6, Manners d4, Notice d6, Speech d6 Pace: 6 Evade: 2 Toughness: 4 Willpower: 4 Special Abilities: Arcane Background
Afreet
The Afreeti are a strange race of elemental beings of wind and fire that resemble ponies wreathed in flame, with their hind legs replaced by a constant churning storm of fire. They are pernicious but highly intelligent, and are fond of riddles and games of wits. Afreeti typically have their own inscrutable motives, but will occasionally help those who offer them a suitable price for their time. Afreet Attributes: Agility d12+1, Smarts d12, Spirit d10, Strength d8, Vigor d10 Skills: Courage d10, Dodge d8, Grace d10, Intuition d12, Knowledge (Magic) d10, Knowledge (General) d10, Manners d8, Nature d8, Notice d10, Provoke d12, Speech d10, Swagger d8
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Pace: 10 Evade: 6 Toughness: 7 Willpower: 7 Special Abilities: Flying Pace of 10. Cantrips: Magic Trick, Shape Nature (Fire), Telekinesis Spells: Illusion, Invisibility, Jaunt, Sense/Conceal Magic, Undo Magic, Nature Mastery (Fire), Speed Power Points: 20
Cockatrice
Cockatrices are small but powerful creatures that can turn living beings into stone with their gaze. They resemble a small winged lizard with the head of a rooster and typically hide from passing creatures unless provoked by something crossing into their territory. Attributes: Agility d8, Smarts d4, Spirit d12, Strength d4, Vigor d6 Skills: Courage d6, Dodge d6, Fighting d6, Notice d8, Prowl d10, Swagger d12 Pace: 5 Evade: 5 Toughness: 7 Willpower: 6 Special Abilities: Wings, Scaly Hide (+4 Armor), Small Size 2, Fear -1, Flying Pace of 5. The Cockatrice can use its stoning power on any creature that it makes eye contact with. Targets can succeed on a Courage roll to close their eyes and avoid this attack, but act as if blind (-4 to all rolls) while doing so. If the Cockatrice does lock eyes with the target, the target must make an opposed Spirit roll or be Shaken and unable to move for the remainder of that round. On each round after that, if they are Shaken at the end of their turn they are turned to stone and Incapacitated. The Cockatrice can reverse its own stoning effect if need be, and the stoning effect can be reversed with spells such as Undo Magic.
Bandersnatch, Frumious
The Bandersnatch is an ugly creature that can be found in remote areas of the land, especially deep in forests. They resemble a long-legged, bipedal yellow-brown creature with an extendable neck ending in frumious, snapping jaws. They are highly curious and will harry any creature that comes into its territory. Travelers should shun them, as they are quick to anger and rather dangerous in groups. Frumious Bandersnatch Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10 Skills: Courage d6, Dodge d8, Fighting d8, Grace d8, Notice d12, Swagger d6 Pace: 12 Evade: 6 Toughness: 7 Willpower: 5 Special Abilities: Fear -1. The Bandersnatch will attack by first attempting to Grapple its target and drag it off to its warrens. It will also defend itself if necessary, but will run in the face of uneven odds. Unaffected by Provoke or Speech Contests of Will.
Diamond Dog
Diamond Dogs are horrid, doglike creatures that can run on all fours or lope with their longer front legs like a gorilla. They resemble mutated bulldogs, with massive front legs ending in clawed feet and crooked, ugly heads with bulging yellow eyes and jagged yellow teeth. They are obsessed with the possession of gemstones and crystal, and spend much of their time mining for riches. They hide underground in complex tunnel networks and emerge in small packs to capture slaves and steal gemstones from other sources, as they will prefer to scavenge or steal to doing actual work. Bossdog Attributes: Agility d6, Smarts d4, Sprit d6, Strength d10, Vigor d10 Skills: Courage d4, Dodge d6, Fighting d8, Knowledge (Geology) d6, Leadership d4, Notice d12+1, Prowl d10, Swagger d10 Pace: 6 Evade: 5 Toughness: 8 Willpower: 4 Edges: Bend Bars Lift Gates, Command Special Abilities: Size +1, Fear. They can burrow at their Pace. Diamond Dogs can attack with a single claw or bite attack per turn, which deals Str + d6 damage. They receive a +2 to all Grapple checks. Dog of War Attributes: Agility d6, Smarts d4, Sprit d6, Strength d10, Vigor d10
Chimera
Chimeras are strange hybrid creatures that resemble a large lion with the head of a goat sprouting from the center of their back and a large snake for a tail. They live in lonely mountain passes and have an instinctual hatred of Pegasus ponies. They are, however, quick to flee from impressive shows of flying from Pegasus ponies and will run away to hide and recuperate. Chimera Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12, Vigor d10 Skills: Courage d8, Dodge d8, Fighting d10, Notice d8, Prowl d6, Swagger d12 Pace: 8 Evade: 6 Toughness: 10 Willpower: 6 Special Abilities: Thick Hide (+1 Armor), Size +2, Fear -2. Chimeras can attack with multiple heads and can make two attacks per round with no penalty. Their bite and claws deal Str + d6 damage. Chimeras can breathe fire against a single target, which must make an Agility roll at -2 to avoid it. The breath attack does 2d8 damage, and a Chimera cannot attack twice in the same round as one in which they use a breath attack. Unaffected by Provoke or Speech Contests of Will.
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Skills: Courage d4, Dodge d6, Fighting d8, Notice d12+1, Prowl d10, Swagger d10 Pace: 6 Evade: 5 Toughness: 10 Willpower: 4 Edges: Bend Bars Lift Gates Special Abilities: Size +1, Fear. They can burrow at their Pace. Diamond Dogs can attack with a single claw or bite attack per turn which deals Str + d6 damage, or use a spear that deals Str + d8 damage. They receive a +2 to all Grapple checks. Dogs of War wear crude metal armor that provides them with a +3 armor bonus.
Dragon
Dragons are ancient and proud creatures from far beyond Equestria, though they do occasionally appear inside its borders. They are not normally hostile, as they prefer to be left alone and the lives of ponies are of little concern to them. Dragons spend much of their time either sleeping or admiring their treasure hordes, which they guard jealously from anyone who might take it (especially other dragons). On top of being able to breathe fire and smoke and fly on massive scaly wings, they are potent spellcasters and know much in terms of magic. Dragon Attributes: Agility d10, Smarts d12, Spirit d10, Strength d12+8, Vigor d12 Skills: Courage d12+2, Dodge d4, Fighting d10, Grace d8, Intuition d8, Knowledge (Magic) d12+1, Knowledge (History) d10, Knowledge (Astrology) d8, Nature d10, Notice d12, Racing d10, Swagger d12+6 Pace: 8 Evade: 4 Toughness: 20 Willpower: 9
Special Abilities: Scaly Hide (+4 Armor), Size +8, Fear -2, Flying pace of 12. Dragons draw two initiative cards and take the better of the pair, and have claws and teeth that each do Str + d8 damage. Dragons can breathe fire at a range of 10, and all targets in the 2 radius blast must make an Agility -2 roll or be hit for 2d10 damage. They cannot breathe fire on the same turn as they make a claw/bite attack. Dragons can also sweep their tail at all targets in a 3 long by 6 wide square behind them, which is a standard Fighting attack that deals Strength damage and automatically Shakes all targets that it hits. Spells: Dragons can use any spell of Veteran or lower rank Power Points: 50
Griffin
Griffins are large hybrid beasts, resembling a lion with the front legs, head, and wings of an eagle. Griffins are born with a natural talent and love of flying, and are proud creatures that do not take kindly to insult, real or perceived. They live in the mountains bordering Equestria and maintain an indifferent attitude towards its pony inhabitants, seeing them as little more than ants.
Griffin Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Courage d8, Dodge d10, Fighting d8, Grace d6, Nature d6, Notice d12+1, Provoke d10, Prowl d8, Racing d12, Swagger d10 Pace: 10 Evade: 7 Toughness: 8 Willpower: 6
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Special Abilities: Size +2, Flying pace of 10. As an attack, Griffins can emit a piercing shriek that causes all enemies that can hear it to have to make a Vigor roll or be Shaken. They can make one or two claw attacks per round with no penalties that each do Str + d6 damage.
Jabberwock
Few have seen the terrible Jabberwock, a legendary monster said to reside in the tulgey depths of the Everfree Forest. It is a humanoid creature with long claws, scaly wings, and glowing eyes like fire. The Jabberwock prefers to defend its territory and avoid adventurers with vorpal swords. Jabberwock Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12 Skills: Courage d8, Dodge d8, Fighting d12, Notice d8, Prowl d10, Swagger d10 Pace: 6 Evade: 6 Toughness: 12 Willpower: 6 Special Abilities: Scaly Hide (+2 Armor), Size +2, Fear -1, Flying Pace of 6. The Jabberwocks bite and claws deal Str + d6 damage, and it gets a +2 bonus to Grappling rolls. Unaffected by Provoke or Speech Contests of Will.
Hydra
Hydra are gargantuan monsters with 4 long-necked reptilian heads, each with sharp teeth and menacing visages. They walk on four legs and somewhat resemble a dragon, though they lack the grace and presence of those creatures. Hydras live in dark caves and noxious swamps, and have incredible regenerative powers. They can re-grow a lost head or limb within seconds of losing it. Hydra Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12+4 Skills: Courage d8, Dodge d6, Fighting d12, Notice d10, Prowl d8, Swagger d12 Pace: 8 Evade: 5 Toughness: 18 Willpower: 6 Special Abilities: Scaly Hide (+4 Armor), Size +6, Fear -2. A Hydra can make 4 separate bite attacks per round, each of which deals Str + d8 damage. At the end of each round, Hydras remove one Fatigue level, and if Incapacitated by Fatigue they make a Vigor roll at -2 each turn. If successful, they recover a Fatigue level and regain consciousness. Unaffected by Provoke or Speech Contests of Will.
Jubjub Bird
The Jubjub birds haunt lonely valleys and desolate peaks, and are often found in small flocks. They resemble thinwinged raptors with rotund bellies and brightly-colored feathers. Their desperate screech is terrifying to hear, though they know any friend they have once met before, and will never look at a bribe. Jubjub Bird Attributes: Agility d10, Smarts d4 (A), Sprit d8, Strength d8, Vigor d8 Skills: Dodge d10, Fighting d6, Notice d10, Prowl d12,
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Swagger d10 Pace: 12 Evade: 7 Toughness: 6 Willpower: 2 Special Abilities: Flying Pace of 12. Jubjub birds may screech as an action; all enemies hearing it must make a Courage check or become Shaken.
Peryton casts the shadow of a pony rather than their own, and have a low, mournful cry. Peryton Attributes: Agility d10, Smarts d4 (A), Sprit d8, Strength d8, Vigor d8 Skills: Dodge d10, Fighting d6, Notice d10, Prowl d12, Swagger d10 Pace: 12 Evade: 7 Toughness: 6 Willpower: 2 Special Abilities: Flying Pace of 12.
Manticore
Manticores are terrifying hybrid beasts, resembling gigantic lions with huge bat wings and a scorpion tail. They are highly territorial and aggressive, and are unafraid to defend their lairs from any intruders. While thankfully rare, they are considered to be one of the more dangerous wild creatures known. Manticore Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d10 Skills: Courage d10, Dodge d8, Fighting d12, Notice d8, Prowl d8, Swagger d12 Pace: 8 Evade: 6 Toughness: 8 Willpower: 7 Special Abilities: Thick Hide (+1 Armor), Size +2, Fear -2, Flying pace of 8. Manticores can make a single claw or bite attack that does Str + d8 damage, or one tail whip attack as a standard Fighting attack that does Str + d4 damage. Targets hit by their tail attack must make a Vigor roll at a -2 penalty on their turn to avoid the poison. If they fail, the poison takes hold and they are immediately Shaken. At the beginning of each of their turns they must make this roll again or be Shaken again. The poison lasts until cured.
Slime
Slimes are partially sentient and resemble a large slick of greenish-orange jelly that can ooze and move on its own. Inhabiting deep caves and stinking bogs, they slither and quietly envelope their prey for digestion. While rare, they pose a serious threat because of their size and corrosive slimy bodies. Slime Attributes: Agility d4, Smarts N/A, Spirit d4, Strength d12+4, Vigor d12+2 Skills: Notice d8, Prowl d10 Pace: 4 Evade: 2 Toughness: 15 Willpower: 2 Special Abilities: Gelatinous Form +4, Size +4, Fear. Slimes are not affected by Contest of Will attacks and recover one level of Fatigue at the beginning of each of their turns. They cover an area roughly 50 square feet in size and can make a Strength attack against any enemy within reach. Enemies hit by this attack are held in place and must make successful Vigor rolls at the beginning of each of their turns to escape before being smothered. Slimes can move through even tiny cracks with ease.
Nightmare
Nightmares are considered to be a myth by most, but myth says that they are the ghosts of ponies who haunt the living for a specific purpose. Nightmares resemble spectral black ponies with manes and tails made of flame and glowing red eyes. While each Nightmare will have its own purpose and are not necessarily malevolent, they are terrifying to all who see them. Nightmare Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6 Skills: Courage d6, Fighting d6, Knowledge (Past Life) d12, Notice d10, Prowl d12+2, Speech d8, Swagger d10 Pace: 6 Evade: 2 Toughness: 5 Willpower: 5 Special Abilities: Fear -2. Nightmares cannot be affected by any kind of physical attack or Fatigue level, only by Contest of Will attacks and magic.
Spriggan
Spriggans are mischievous forest sprits that guard their arboreal homes and treasure troves. They are famous tricksters and thieves, and will steal valuable possessions in the night as well as cause general mayhem to those who enter their domains. They are uneasy allies with the Faequines, and the two races tolerate each other and keep their respective distances. Spriggan Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d4 Skills: Dodge d8, Grace d10, Intuition d8, Knowledge (Forest Lore) d12, Nature d12, Notice d10, Prowl d12, Provoke d8, Speech d8 Pace: 6 Evade: 6 Toughness: 2 Willpower: 2 Special Abilities: Size -2 Cantrips: Magic Trick, Shape Nature (Plant), Telekinesis Spells: Animal Friend, Sense/Conceal Magic, Change Shape, Illusion, Invisibility
Peryton
Peryton resemble large birds with the heads of large stags and scaly, reptile-like legs. They roost in caves and swoop down from above, grasping with their curved talons. A
Ursa
Ursa are gargantuan creatures that resemble terrestrial bears, but who are also transparent and made of what looks
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like night sky, complete with glowing constellations. They spend most of their time hibernating, though they can be roused from their slumber fairly easily (they will not appreciate the disturbance). They are the largest creatures known in Equestria. Ursa Minor Attributes: Agility d6, Smarts d6 (A), Spirit d12+2, Strength d12 + 10, Vigor d12+6 Skills: Courage d6, Fighting d12+8, Notice d8, Swagger d12+8 Pace: 8 Evade: 8 Toughness: 27 Willpower: 5 Special Abilities: Made from star-stuff (+8 Armor), Size +10, Fear -4. Ursa can make one claw or bite attack each round, which targets and area about 25 feet square and attacks all within for Str + d12 damage.
Witch Trees can make two attacks per round (without penalty) with their branches, and may replace one of these attacks with a root bind attack. The branch attack is a Fighting attack that does Str + d4 damage and can hit any target within 3. The root bind attack causes the target to have to make an Agility roll or be held in place by twisted roots and be unable to move. Each turn afterwards, they can make another Agility roll at a -2 penalty to escape. They are unaffected by Contest of Will attacks.
Will-o-Wisp
Will-o-Wisps are strange, hypnotic dancing lights that appear in deep caves, swamps, and forests at night. While apparently not sentient, they seem to be curious about outsiders and will defend themselves with powerful magic if necessary. Otherwise, they are content to watch other creatures from a distance and withdraw if they are followed, leading many to believe that they are attempting to lead them off into the wild to become lost. Wisp Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d4 Skills: Dodge d12, Knowledge (Magic) d10, Nature d8, Notice d10, Prowl d12+2 Pace: 4 Evade: 8 Toughness: 6 Willpower: 2 Special Abilities: Wisps cannot be affected by any kind of physical attack or Fatigue level, only by magic. They are unaffected by Contest of Will attacks. Spells: Will-o-Wisps can use powers of Seasoned rank or lower Power Points: 15
Witch Tree
Witch Trees are animated husks of dead trees that will harass unwitting passer-bys. Their dead branches have twisted into claws and their gnarled trunks now sport grinning, leering, evil faces. Animated by evil magic, they will simply attack anypony that gets too close, but will wait and remain disguised as normal trees until the target is in striking distance. Witch Tree Attributes: Agility d4, Smarts N/A, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d6, Notice d10, Prowl d8 Pace: - Evade: 2 Toughness: 10 Willpower: 2 Special Abilities: Size +4, Fear.
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