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  TThhiiss  ssyysstteem
  m  rreeqquuiirreess  tthhee  SSaavvaaggee  W
  Woorrllddss  EExxpplloorreerr’’ss  EEddiittiioonn  ttoo  ppllaayy!!  
   
  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 I Ran So Far Away at http://giftkrieg23.deviantart.com/ 
  1st Edition, May 2011 Revision 
   
  Cover art by 14-bis at http://14-bis.deviantart.com/ 
  Inner cover art by Elosande at http://elosande.deviantart.com/ 
   
  Thanks to: Lauren Faust and the rest of the team, for making it all possible 
   
  Thanks to the following for play testing: BaronessNopper, Concerned Reader, Delfinch, Indigo, 
  Killerjunglist, Liska, Ohlookaturtle, Saberjackal, and Yum Yum 
   
  Know that I have created this system for the other fans of My Little Pony: Friendship is Magic 
  out there, so that they may use it for good and not for evil.  
   
   
   
   
   
  
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  CCChhhaaapppttteeerrr   OOOnnneee         
  PPPooonnnyyy   CCCrrreeeaaatttiiiooonnn   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Character creation follows the same general steps as the standard Savage Worlds core rules, but 
  the only character options available are the ones presented below.  You cannot choose Skills, 
  Edges, Hindrances, or any other features from the core rules unless specifically stated here. 
  PPoonnyy  BBrreeeeddss  
  There are three types of ponies: Earth, 
  Pegasus, and Unicorn.  Choose one for your 
  character: 
  EEaarrtthh  PPoonniieess  start with six 
  points to add when choosing 
  starting Attributes instead of 
  five, and start with a free Physical 
  Edge of your choice. 
  PPeeggaassuuss  PPoonniieess  start with the 
  Wings edge, and when 
  choosing their starting 
  Attributes, it costs 2 points to 
  increase their Vigor. 
  UUnniiccoorrnn  PPoonniieess  start with the 
  Arcane Background edge, and 
  when choosing their starting 
  Attributes, it costs 2 points to 
  increase their Strength. 
  CCuuttiiee  M
  Maarrkk  
  Each pony character has a Cutie Mark, which 
  is a symbol or emblem on a pony’s flank that 
  represents their special talent in life.  Most 
  ponies get their cutie marks at a young age 
  when they first discover their talent, and it is 
  considered to be a sort of rite of passage for 
  young ponies to get their Mark.  Cutie Marks 
  can be either abstract or literal, but each is 
  unique to the pony.  Choose one that you think 
  best represent’s your character’s primary 
  talent or skill in life and draw it in the space 
  provided on the character sheet. 
  AAttttrriibbuutteess  
  You start with a d4 in each Attribute, and you 
  start with 5 points with which to raise them.  
  Raising an Attribute costs 1 point for each die 
  type you raise it. Raising a d4 to a d6, for 
  example, costs 1 point.  You are free to spend 
  these points however you want, with one 
  
  444 
   
  exception: no Attribute may be raised above a 
  d12 during character creation. 
   
  AAggiilliittyy  represents your quickness, reflexes, 
  and manual dexterity.  It is one of the most 
  important Traits for Pegasus ponies. 
    
  SSm
  maarrttss  represents your intelligence, ability to 
  learn and interpret information, and collected 
  knowledge.  It is one of the most important 
  Traits for Unicorn ponies. 
   
  SSppiirriitt  represents your intuition, willpower, 
  and ability to maintain your focus and recover 
  from being rattled physically or mentally. 
   
  SSttrreennggtthh  represents your physical fitness, 
  brute strength, and constitution.  It is one of 
  the most important Traits for Earth ponies. 
   
  VViiggoorr  represents your general health, 
  resilience against harm, and resolve. 
  SSkkiillllss  
  Skills are learned talents and trades that each 
  pony develops and practices over time.  Each 
  skill covers a wide variety of abilities, so that 
  you do not have to choose from a needlessly 
  specific list of skills. 
  You start with 15 points to distribute among 
  your skills, all of which start at zero (no die 
  type).  Each die type costs 1 point as long as 
  the skill is equal to or less than the attribute it 
  is linked to (listed beside the skill in 
  parentheses).  For example, it would cost 1 
  point to bring a skill with no die value to a d4. 
  If you exceed the attribute tied to the skill, the 
  cost becomes 2 points per die type. As with 
  attributes, no skill can be raised above a d12. 
  DDeerriivveedd  SSttaattiissttiiccss  
  Your character sheet contains a few other 
  statistics you need to determine, described 
  below: 
   
  PPaaccee  is how fast your pony moves in a 
  standard round.  Ponies walk 8” in a round and 
  can move an additional 2D6” if you run.  Write 
  “8” on your character sheet next to Pace.  Each 
  inch on the ‘tabletop’ represents 2 yards of real 
  distance. 
   
  EEvvaaddee  is how hard your pony it to hit.  Evade 
  is equal to 2 plus half of your pony’s Dodge 
  skill, plus any applicable modifiers.  This is 
  the TN to hit your pony.  Evade replaces Parry 
  in the Savage Worlds Core Rules. 
   
  CChhaarriissm
  maa  represents your pony’s appearance, 
  manners, and general likability.  Your 
  Charisma is equal to 0 unless you have Edges 
  or Hindrances that modify it.  Charisma is 
  added to certain rolls to find out how some 
  ponies react to your character. 
   
  TToouugghhnneessss  is your pony’s damage threshold.  
  Anything over this causes him or her to be 
  rattled or worse.  Like Evade, Toughness is 2 
  plus half of your pony’s Vigor, plus any other 
  applicable modifiers. 
   
  W
  Wiillllppoowweerr  is your pony’s drive to succeed 
  and keep going.  It is used as a sort of 
  alternative to Toughness for Contests of Will 
  (see Chapter 7 for more information).  
  Willpower is equal to 2 plus half of your 
  pony’s Courage skill. 
  EEddggeess  aanndd  HHiinnddrraanncceess  
  Along with any Edges that they start with 
  because of their breed, ponies can take Edges 
  by balancing them out with Hindrances, found 
  in a complete list later in this booklet.  Each 
  pony may take one free Background Edge of 
  your choice. 
  You can take one Major Hindrance and up two 
  Minor Hindrances.  A Major Hindrance is 
  worth 2 points, while a Minor Hindrance is 
  worth 1 point. 
  • For 2 points, you can raise an attribute 
  by one rank or gain an Edge. 
  
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  • For 1 point, you can increase a skill by 
  one rank or gain an additional 
  Background Edge. 
   
  You may take additional Hindrances if you 
  wish (typically for character flavor purposes), 
  though you do not gain any points for taking 
  Hindrances over the normal limit. 
  FFiinniisshhiinngg  TToouucchheess  
  Finish your pony by filling in any history or 
  background you care to, as well as a physical 
  description, and double check that everything 
  is as you want it. The ‘Notes’ section of the 
  character sheet can be used for additional 
  character description, as well as for detailing 
  situational modifiers (such as situational 
  modifiers to your Charisma from Edges like 
  Charming). You are now finished with your 
  pony! 
  AAddvvaanncceem
  meenntt  
  At the end of each gaming session, the GM 
  awards 1 to 3 Experience points to everyone in 
  the group based on these guidelines. 
  EExxppeerriieennccee  AAwwaarrddss  
  Award 
  Situation 
  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 
  R
  Raannkkss  
  As each character gains more Experience 
  Points, they go ‘up’ in rank.  The system is the 
  same as in the Savage Worlds Core Rules, 
  except that ranks only go up to Heroic, 
  meaning that each character reaches a 
  maximum of 80 Experience Points (they get a 
  final Advance upon reaching 80 experience 
  but stay 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 Core Rules. 
   
  
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  This chapter lists the skills available to your character.  The skills are meant to be as simple and 
  comprehensive as possible so you can get on with the game without having to keep track of a 
  long list of specific skills.  Unless otherwise noted, the skills listed here are the same as in the 
  Savage Worlds Core Rules.  Next to each skill is its related attribute in parentheses. 
  CCoouurraaggee  ((SSppiirriitt))  
  Courage reflects a pony’s bravery, and they 
  may be called on to make Courage checks 
  when they witness frightening events or 
  terrifying creatures.  The GM should see the 
  Fear table for the effects of failure.  Courage 
  replaces the Guts skill in the Savage Worlds 
  Core Rules. 
  CCrraafftt  ((SSm
  maarrttss))  
  Crafting is a pony’s 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 
  times with different focuses to reflect different 
  areas of expertise. Craft works the same way 
  as Knowledge in the Savage Worlds Core 
  Rules. 
  DDooddggee  ((AAggiilliittyy))  
  Dodge is a pony’s ability to move out of the 
  way of danger quickly and defend themselves 
  from physical harm.  Dodge helps to 
  determine your Evade statistic and can come 
  in handy in dangerous situations. 
  FFiigghhttiinngg  ((SSttrreennggtthh))  
  Unfortunately, some ponies try to resolve their 
  problems through force instead of talking and 
  thinking it over, and that’s just terrible.  
  Fighting covers a pony’s ability to kick, 
  stomp, and thrash in a melee.  
  GGrraaccee  ((AAggiilliittyy))  
  Grace reflects a pony’s 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. 
  
  777 
   
  IInnttuuiittiioonn  ((SSppiirriitt))  
  Intuition reflects a pony’s ability to sense 
  otherwise hidden elements in any situation 
  when he or she must make an educated guess.  
  A successful Intuition roll may tell you if a 
  particular path or option ‘feels right’ and 
  seems reasonable or not. 
  KKnnoowwlleeddggee  ((SSm
  maarrttss))  
  Knowledge represents your background and 
  experience in certain fields, and must have a 
  focus of some sort that reflects the character’s 
  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.  
  LLeeaaddeerrsshhiipp  ((SSppiirriitt))  
  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. 
  M
  Maannnneerrss  ((SSm
  maarrttss))  
    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. Manners and Speech replace 
  Persuasion in the Savage Worlds Core Rules. 
  NNaattuurree  ((SSppiirriitt))  
  Nature concerns one’s 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. Nature replaces 
  and adds on to Survival in the Savage Worlds 
  Core Rules. 
  NNoottiiccee  ((SSm
  maarrttss))  
  Notice is your general alertness and ability to 
  spot items or clues that might otherwise go 
  unnoticed.  
  PPrroovvookkee  ((SSm
  maarrttss))  
  Your pony’s 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.  
  Provoke replaces Taunt in the Savage Worlds 
  Core Rules. 
  PPrroowwll  ((AAggiilliittyy))  
  Prowl is your ability to both move silently and 
  without being seen, including performing 
  sleight-of-hoof tricks.  Prowl replaces Stealth 
  in the Savage Worlds Core Rules. 
  R
  Raacciinngg  ((AAggiilliittyy))  
  Racing is the skill concerned with maintaining 
  control and performing complicated 
  maneuvers while galloping.  It is also 
  applicable to Pegasus ponies when they are 
  flying and attempting complicated aerial 
  stunts.  Racing replaces Riding in the Savage 
  Worlds Core Rules. 
  SSppeeeecchh  ((SSppiirriitt))  
  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 other’s 
  opinions. Speech and Manners replace 
  Persuasion in the Savage Worlds Core Rules. 
  SSppoorrtt  ((SSttrreennggtthh))  
  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 a sporting event or 
  game. 
  SSwwaaggggeerr  ((SSttrreennggtthh))  
  Some ponies are just more physically 
  intimidating than others, and Swagger 
  measures your pony’s ability to influence 
  others through sheer presence. Swagger 
  replaces Intimidate in the Savage Worlds Core 
  Rules.  
  VVoogguuee  ((SSm
  maarrttss))  
  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. 
   
  
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  CCChhhaaapppttteeerrr   TTThhhrrreeeeee      
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  Hindrances are character flaws and physical handicaps that often make your pony’s life harder in 
  some way.  Most Hindrances presented here act in the same way as those presented in the Savage 
  Worlds Core Rules, though several new ones have been added, and you may only choose ones 
  from this selection.
   
  AAlllleerrggyy  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  There is some common substance that your 
  pony reacts poorly to, typically things such as 
  pollen, insect venom, nuts, cat hair, etc.  As a 
  Minor Hindrance, being in physical contact 
  with the substance causes a -2 to all trait rolls, 
  while a Major Allergy incurs a -4 penalty.  
  Depending on the substance, simply being 
  near it may be enough to trigger your Allergy. 
  AArrrrooggaanntt  ((M
  Maajjoorr))  
  You don’t 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. 
  BBiigg  M
  Moouutthh  ((M
  Miinnoorr))  
  Your pony cannot keep a secret very well, and 
  you cannot resist gossip.  You reveal plans and 
  give away things best kept to yourself at the 
  worst possible times.  
  BBllaannkk  FFllaannkk  ((M
  Miinnoorr))  
  For some reason, you have not yet received a 
  Cutie Mark, and its notable absence is a 
  constant source of embarrassment in pony 
  society when it is noticed.  Ponies with the 
  Young Filly/Colt Hindrance are the ones who 
  most commonly take this Hindrance, and it 
  provides 2 points (instead of 1 as with other 
  Minor Hindrances) for spending on Edges and 
  the like.  Upon reaching the Seasoned 
  experience level, you lose this Hindrance and 
  gain a Cutie Mark automatically. 
  BBrraannddeedd  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  You have been charged with a crime at some 
  point in your past, and as a result others treat 
  
  999 
   
  you with disdain and suspicion.  As a Minor 
  Hindrance, the crime was something 
  noteworthy but not particularly serious, such 
  as stealing or destruction of property.  As a 
  result of your crime, your Cutie Mark has lost 
  its color temporarily, and though you have 
  already paid your debt to society, you are 
  recorded in the local Sheriff’s records as a 
  lawbreaker. You receive -1 Charisma when 
  dealing with other ponies who have 
  knowledge of your past and who would care 
  about such things. As a Major Hindrance, your 
  crime was serious enough to garner the 
  attention of the local Sheriff, such as 
  disobeying a Royal declaration or violence, 
  and the Charisma penalty increases to -2. On 
  top of these penalties, with a Brand you will 
  likely be watched by the local law 
  enforcement closely. 
  CCaauuttiioouuss  ((M
  Miinnoorr))  
  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.  
  CClliippppeedd  W
  Wiinnggss  ((M
  Maajjoorr))  
  You must be a Pegasus pony to take this 
  Hindrance, which is worth 3 Hindrance points 
  instead of the normal 2.  Either through some 
  accident or since birth your Pegasus pony has 
  been unable to fly.  Their wings may be 
  crippled or atrophied, and while they can 
  move they are incapable of sustained flight.  
  You cannot fly and cannot use Feats of 
  Daring, but you may still use your wings to 
  steady yourself when falling.  Once per game 
  session you may spend a benny to make a 
  Racing check at -2 in order to glide a distance 
  equal to your Pace. 
  CClluueelleessss  ((M
  Miinnoorr))  
  Your pony is not as aware of their world as 
  most other ponies.  You suffer a -2 penalty to 
  most common Knowledge rolls and all Smarts 
  rolls. 
  CCuurriioouuss  ((M
  Maajjoorr))  
  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.  
  DDeelluussiioonn  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  Your pony believes something that is 
  considered quite strange by most others.  
  Minor Delusions are mostly harmless, such as 
  superstitions about stepping on cracks or 
  walking under ladders: they pose no more 
  than an inconvenience in most situations.  A 
  Major Delusion affects your activities 
  significantly, and can lead to significant 
  danger and alienation from others if it gets out 
  of hoof.  
  FFoouurr--EEyyeess  ((M
  Miinnoorr))  
  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).  
  GGeeaass  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  You are obligated to perform a specific task or 
  mission, and you will do whatever you can to 
  fulfill it.  A Minor Geas can be something 
  relatively simple, such as delivering a letter to 
  an important pony or keeping a treasure safe.  
  A Major Geas necessitates a very dangerous 
  and/or difficult task, such as recovering a 
  stolen artifact from a dragon.  At the end of 
  any session in which you failed to advance 
  your progress in completing your Geas when 
  given opportunity to do so, you gain one less 
  Experience Point and start with one fewer 
  benny on the next session. 
  
  111000 
   
  GGiillddeedd  LLiillllyy  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  You are quite fond of exaggerating or outright 
  fabricating tales that make you sound more 
  important or powerful than you actually are, 
  and you do your best to make sure people 
  believe your delusions of grandeur.  As a 
  Minor Hindrance, you will occasionally have 
  to make opposed Speech rolls versus the 
  Intuition of skeptics to keep from being 
  revealed as a liar.  As a Major Hindrance, your 
  tales will be so fantastic that you will be 
  required to make Speech rolls frequently, and 
  receive -2 to the roll.  You get -2 to your 
  Charisma against characters that realize that 
  you are a liar.   
  HHaarrdd  ooff  HHeeaarriinngg  ((M
  Miinnoorr))  
  For whatever reason, your pony’s hearing is 
  not what it used to be, and you suffer a -2 on 
  all Notice rolls involving hearing, including 
  waking upon hearing a loud noise.   
  HHeerrooiicc  ((M
  Miinnoorr))  
  Despite your better judgment sometimes, you 
  can never say no to somepony in need.  You 
  always do your best to come to other pony’s 
  aid, and you are easily drawn into helping 
  those you feel cannot help themselves.  
  HHoom
  meellyy  ((M
  Miinnoorr))  
  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 
  (GM’s discretion, but typically includes 
  Speech and some Swagger checks).  This 
  penalty applies to Contests of Will as well. 
  LLaam
  mee  ((M
  Maajjoorr))  
  You have a permanent injury that often 
  interferes with your mobility.  When you take 
  this Hindrance, if you have the Wings Edge, 
  you may specify whether you have a lame leg 
  or wing. With a lame leg, your pony’s base 
  Pace on the ground is reduced by 2 and their 
  running dice are reduced to a pair of d4’s.  
  With a lame wing, your base flying Pace is 
  reduced in the same fashion (but not your 
  walking Pace).  
  
  111111 
   
  M
  Meeaann  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  Your character is contentious and has a hard 
  time getting along with others, even if they are 
  trying to be friendly.  As a result, you suffer a -
  1 to your Charisma for the Minor Hindrance 
  and -2 for the Major Hindrance.  This penalty 
  applies in situations where your positive 
  disposition comes into play (GM’s discretion, 
  but typically includes some uses of Speech 
  and Manners).  This penalty applies to 
  Contests of Will as well. 
  NNeerrvvoouuss  NNeelllliiee  ((M
  Maajjoorr))  
  Some ponies just aren’t as brave as the others, 
  and you make even these ponies seem heroic 
  in comparison.  You are rather squeamish and 
  easily frightened. You receive a -1 penalty to 
  all Courage checks and -1 to your Willpower.  
  OOuuttssiiddeerr  ((M
  Miinnoorr))  
  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 (GM’s discretion, but 
  typically includes some uses of Speech and 
  Manners).  This penalty applies to Contests of 
  Will as well. 
  OOvveerrccoonnffiiddeenntt  ((M
  Miinnoorr))  
  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.  
  PPaacciiffiisstt  ((M
  Miinnoorr))  
  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.  
  PPeerrffeeccttiioonniisstt  ((M
  Miinnoorr))  
  Everything must be absolutely perfect for your 
  pony, and many consider you obsessive about 
  meaningless details.  You will go out of your 
  way to make sure that everything you do, no 
  matter how petty or unimportant, is done with 
  exacting precision.  As a result, you are 
  sometimes quite tiring to deal with. 
  PPhhoobbiiaa  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  Your pony has an overwhelming and irrational 
  fear that has been with them their entire life.  
  Example Phobias are spiders, public speaking, 
  dark, etc.  When in the presence of your 
  phobia, you receive a -2 penalty to all trait 
  rolls with a Minor Phobia or a -4 with a Major 
  Phobia.  
  PPrraannkksstteerr  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  You love a good practical joke, and sometimes 
  you have a hard time saying no to humiliating 
  somepony else.  As a Minor Hindrance, you 
  are prone to playing more or less harmless 
  practical jokes on your friends.  As a Major 
  Hindrance, you will attempt to prank other 
  ponies at very inopportune times, and you are 
  fond of particularly cruel or embarrassing 
  pranks that can easily anger and alienate the 
  victim. 
  Q
  Quuiirrkk  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  While each pony is unique, you are more 
  unique than most.  You have a noticeable, 
  strange habit or mannerism that typically 
  results only in minor inconvenience, but it can 
  quickly get on the nerves of those around you.   
  As a Minor Hindrance, the quirk is noticeable 
  but not particularly off-putting (constant 
  chewing, walking in place, boring small-talk) 
  that gives you a penalty of -1 Charisma to 
  those who notice.  As a Major Hindrance, the 
  quirk is difficult to ignore and will make many 
  ponies actively avoid talking to you, and the 
  Charisma penalty increases to -2. This penalty 
  applies in situations where your ability to 
  relate to other ponies comes into play (GM’s 
  discretion, but typically includes some uses of 
  Speech and Swagger).  This penalty applies to 
  Contests of Will as well. 
  
  111222 
   
  R
  Riivvaall  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  Somepony out there dislikes you and will 
  actively try and undermine or embarrass you.  
  Whether or not their dislike of you is justified, 
  they will be a constant thorn in your side.  As a 
  Minor Hindrance, your rival will typically be 
  another pony who will attempt to impede you 
  and your work.  As a Major Hindrance, your 
  rival is a powerful foe (even an intelligent non-
  pony creature) who puts a good deal of time 
  into making your life miserable. 
  SShhaatttteerreedd  HHoorrnn  ((M
  Maajjoorr))  
  You must be a Unicorn pony to take this 
  Hindrance, which is worth 3 Hindrance points 
  instead of the normal 2. Either through some 
  accident or since birth your Unicorn pony has 
  been unable to use magic, as their horn is non-
  functioning, damaged, or missing.  You cannot 
  use or learn new spells, though you may still 
  have Power Points and ranks in Knowledge 
  (Magic).  At the GM’s option once per game 
  session, you may spend a benny to use the 
  spell Magic Trick at a -4 penalty to the 
  Knowledge (Magic) roll.   
  SSiicckkllyy  ((M
  Miinnoorr))  
  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.  
  SSm
  maallll  ((M
  Miinnoorr))  
  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. 
  SSttooooggee  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  Your pony is obsessed with another pony and 
  will follow them around, gushing over their 
  greatness.  Aside from viewing you as 
  pathetic, the recipient of your attention will 
  typically either ignore you or take advantage 
  of your fawning obedience.  As a Minor 
  Hindrance, you always listen to and follow the 
  advice of another particular character, and you 
  will carry out their whim with little to no 
  complaint.  As a Major Hindrance, you will 
  follow the other character around like a trained 
  dog and will happily lay in the mud so that 
  they can walk on you and not dirty their 
  hooves. 
  SSttuubbbboorrnn  ((M
  Miinnoorr))  
  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.  
  TThhrreeee  LLeefftt  LLeeggss  ((M
  Maajjoorr))  
  Gracefulness has never been one of your 
  strong points, and you have to constantly 
  worry about tripping and falling.  You receive 
  a -1 penalty to all Strength and Agility rolls as 
  well as any skills associated with those Traits. 
  TTrraauum
  maattiicc  R
  Reessppoonnssee  ((M
  Miinnoorr))  
  You do not react to physical injury nearly as 
  well as some, and the threat of physical injury 
  can quickly demoralize you.  Whenever you 
  suffer a Wound, you also immediately suffer a 
  Daunt. 
  UUnnlluucckkyy  ((M
  Maajjoorr))  
  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.   
  W
  Weeiirrdd  M
  Maaggnneett  ((M
  Maajjoorr  oorr  M
  Miinnoorr))  
  No matter where you go or what you do, 
  strange and unlikely things seem to gravitate 
  towards you like moths to a fire.  These things 
  are not necessarily harmful, but they are 
  typically unexpected and awkward for those 
  around you.  As a Minor Hindrance, the events 
  are mostly harmless and inconvenient.  As a 
  Major Hindrance, you are plagued with 
  potentially dangerous events that can easily 
  cause harm to those around you. 
  W
  Weellll,,  II  NNeevveerr!!  ((M
  Miinnoorr))  
  You view cleanliness and proper manners as 
  high virtues, and things such as vulgar speech 
  or dirt offend your delicate sensibilities.  Your 
  
  111333 
   
  rarified attitude can both cause inconvenience 
  for you and to those around you. 
  YYoouunngg  FFiillllyy//CCoolltt  ((M
  Maajjoorr))  
  Quite simply, you are still a very young pony, 
  and likely do not even have a Cutie Mark yet.  
  While smaller and less experienced, you are 
  generally luckier than the older ponies 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.  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 GM before building a 
  character with Young Filly/Colt. 
   
   
   
  
  111444 
   
  CCChhhaaapppttteeerrr   FFFooouuurrr   
  EEEdddgggeeesss   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Core Rules, except that Combat Edges 
  have been replaced with Physical Edges. 
  BBaacckkggrroouunndd  EEddggeess  
  Background Edges are hereditary and 
  background advantages that can usually only 
  be chosen when creating the character for the 
  first time.  If at some point the GM decides it 
  would be appropriate for a character to have a 
  new Background edge open to them, the 
  player can choose the Edge when spending 
  Advances as normal.  A character that has 
  spent a good deal of time living in and 
  experiencing the ins and outs of Ponyville, for 
  example, could gain the Hometown 
  (Ponyville) Background. 
  AArrccaannee  BBaacckkggrroouunndd  
  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. See 
  Chapter Seven for more information.  
  CCaanntteerrlloott  
  Requirements: Novice 
  You have either grown up in or lived in the 
  town situated inside 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 to your 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 (GM’s discretion, but 
  typically includes Manners, Speech and 
  Vogue).  This bonus also applies to most 
  Contests of Will. 
  R
  Rooyyaall  UUnniivveerrssiittyy**  
  Requirements: Canterlot, Arcane 
  Background 
  You attended the Royal University of Magic 
  in Canterlot, which is directed by Princess 
  Celestia herself.  You start with an additional 
  
  111555 
   
  Novice Spell.  Upon reaching a higher rank 
  (Seasoned or above) you immediately gain a 
  new spell of the same rank. 
  CChhaarrm
  miinngg  
  Requirements: Novice, Spirit d6+ 
  You stand out in crowds because of your fair 
  looks and your suave, enthralling demeanor.  
  Your Charisma is increased by +1.  
  EElleeggaanntt**  
  Requirements: Charming, Spirit d8+ 
  You can captivate entire crowds with a glance, 
  and your grace and beauty are the talk of the 
  town.  Your Charisma is increased by an 
  additional +1.  
  EEm
  mbbooddiim
  meenntt  ooff  HHaarrm
  moonnyy    
  Requirements: Novice, Special 
  You embody one of the legendary Elements of 
  Harmony, the six ideals that form the basis of 
  pony society.  Each Element has its own 
  prerequisite Attribute, and you may choose 
  one of which you meet the requirement.  Once 
  per game session, when making certain rolls, 
  the GM may decide that the situation allows 
  you to call on your Element in order to aid 
  you, and you receive a +4 to the roll.  This can 
  be applied to any kind of roll except rolls 
  relating to physical attacks in combat: 
   
  Honesty: Strength d6+ 
  Kindness: Spirit d6+ 
  Laughter: Vigor d6+ 
  Generosity: Smarts d6+ 
  Loyalty: Agility d6+ 
  Magic: Arcane Background 
  FFeeaattss  ooff  DDaarriinngg  
  Requirements: Pegasus Pony 
  While you may not have magical powers, you 
  have learned to exploit your Pegasus form, 
  allowing you to 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.  For 
  more information, see Chapter Nine for more 
  information. 
  FFeeaattss  ooff  SSttrreennggtthh  
  Requirements: Earth Pony 
  While you may not have magical powers, you 
  have learned to exploit your stature as an Earth 
  pony, giving you powers of incredible 
  resilience and strength.  You can also use your 
  ingenuity and connection with the earth to 
  create useful devices and tools that are both 
  practical and elegantly simple.  For more 
  information, see Chapter Nine for more 
  information. 
  HHoom
  meettoowwnn  
  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: +1 to Charisma when 
  dealing with ponies that are also from 
  your Hometown. 
  Talent: Increase the rank of one skill 
  relevant to your hometown that you 
  have at least a d4 in and which is of a 
  lower rank than its requisite Attribute. 
   
  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. 
  LLuucckkyy  
  Requirements: Novice 
  Luck never seems to run out for you.  You 
  start with an additional benny at the beginning 
  of each game session.  
  EExxttrreem
  meellyy  LLuucckkyy**  
  Requirements: 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 
  
  111666 
   
  the bonus one from Lucky at the beginning of 
  each game session.  
  NNeeww  FFeeaatt  
  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. 
  NNoobbllee  
  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 to your Charisma when 
  dealing with subjects of Equestria, but not 
  against outsiders or other creatures that have 
  no special regard for the legitimacy of the 
  Throne.  
  R
  Rooyyaall**  
  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 is increased by an 
  additional +1 when dealing with subjects of 
  Equestria. 
  OOuuttllaannddeerr  
  Requirements: Novice 
  You grew up either in one of the many small 
  towns dotting Equestria’s borders or in a 
  wilderness community far removed from the 
  big cities.  You receive -1 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 
  (GM’s discretion, but typically includes rolls 
  
  111777 
   
  such as Speech and Manners).  This penalty 
  applies to Contests of Will as well. 
  W
  Wiinnggss  
  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 Savage 
  Worlds Core Rules, Chapter 5: Situational 
  Rules).  You are considered to be the mount in 
  this situation for movement, being targeted 
  while moving, and charging.  You are 
  considered to be a Trained Horse, and when 
  you are Wounded or Shaken while flying you 
  must make a Racing roll to stay balanced or 
  fall.  In addition, you can walk on clouds as if 
  they were solid ground. 
  PPhhyyssiiccaall  EEddggeess  
  Physical Edges put your pony ahead of others 
  in terms of stamina and athletic prowess.  
  Earth ponies start with a free Physical Edge, 
  representing their inherent sturdiness 
  compared with other types of ponies. 
  AAddrreennaalliinnee  SSuurrggee  
  Requirements: Novice, Vigor d6+ 
  In stressful and potentially dangerous 
  situations, you become more decisive and able 
  to ignore fear.  Once per game session, you 
  can spend a benny to automatically pass a 
  Courage check. 
  CCaatt’’ss  BBaallaannccee  
  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 upright and without taking 
  damage. 
  FFlleeeett--ooff--HHooooff  
  Requirements: Novice, Agility d6+ 
  You are exceptionally fast, and your base Pace 
  is increased by 2.  In addition, you roll d8’s 
  when running instead of d6’s. 
  IIrroonn  PPoonnyy  
  Requirements: Seasoned, Strength d8+, 
  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, 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. 
  SStteeeell  PPoonnyy**  
  Requirements: Veteran, Iron Pony 
  When making Fighting attacks in combat, you 
  may act as if you had a weapon that deals Str + 
  d6 damage.  You may also ignore up to 1 point 
  of penalties from Fatigue or Wounds. 
  LLeevveell--HHeeaaddeedd  
  Requirements: Seasoned, Spirit d8+ 
  You can keep your calm and focus and recover 
  quickly from shock.  You receive a +2 bonus 
  to your Spirit roll when rolling to recover from 
  being Shaken. 
  LLiigghhtthhooooff  
  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. 
  Q
  Quuiicckk  R
  Reefflleexxeess  
  Requirements: Novice, Agility d8+ 
  
  111888 
   
  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. 
  SSttoonnee’’ss  EEnndduurraannccee  
  Requirements: Veteran, Strength d8+, Vigor 
  d8+ 
  You are as unmovable as a mountain, and 
  there is little in the way of physical hardship 
  that you cannot endure.  You gain +1 
  Toughness. 
  SSttrroonngg  BBaacckk  
  Requirements: Novice, Strength d8+ 
  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. 
  IIm
  mpprroovveedd  SSttrroonngg  BBaacckk**  
  Requirement: Seasoned, Strong Back 
  You can now ignore up to 2 points of penalties 
  from carrying weight over your load limit. 
  TTuunneedd  IInn  
  Requirements: Veteran, Spirit d8+ 
  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 what 
  direction is north.  Gain a +1 to all Notice 
  rolls. 
  LLeeaaddeerrsshhiipp  EEddggeess  
  Leadership Edges aid your pony in guiding 
  your friends and working effectively as a team 
  to overcome challenges.  Leadership Edges 
  affect all of your Wildcard allies and Extras 
  that can see and hear you, though no one pony 
  can benefit from more than one instance of 
  any one Leadership Edge at once (for example, 
  if two ponies in your party had Lead by 
  Example, their allies would gain bonuses from 
  only one). 
  EElleem
  meennttaarryy  TThhiinnkkiinngg  
  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 
  
  111999 
   
  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 GM in certain situations. 
  IInnssppiirriinngg  
  Requirements: Novice, Smarts d6+ 
  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. 
  LLeeaadd  bbyy  EExxaam
  mppllee  
  Requirements: Seasoned, Smarts d6+ 
  Your pony’s 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. 
  SSppiirriitt  ooff  HHaarrm
  moonnyy  
  Requirements: Seasoned 
  You are able to help your friends not only 
  utilize the Elements of Harmony that they 
  embody, but you can share their power with 
  others.  Any of your allies (including you) can 
  allow another willing pony to use their 
  Embodiment of Harmony edge power once 
  per game session. 
  TTeeaam
  m  LLeeaaddeerr  
  Requirements: Novice, Spirit 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.  
  PPoowweerr  EEddggeess  
  Power Edges are only available to those with 
  the Arcane Background edge, and allow you to 
  expand your magical prowess. 
  AAggiillee  SSppeellllccaasstteerr  
  Requirements: Veteran, Arcane Background 
  Intense training has allowed you cast multiple 
  spells at once, allowing you to quickly channel 
  arcane energy.  The multi-action 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). 
  CCoonnttiinnggeennccyy  
  Requirements: Seasoned, Smarts d8+, 
  Arcane Background 
  At the beginning of each game session, you 
  may choose one power of Novice level, and 
  you immediately spend power points as if you 
  just used the power.  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. 
  IIm
  mpprroovveedd  CCoonnttiinnggeennccyy**  
  Requirements: Veteran, Contingency 
  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. 
  NNeeww  PPoowweerr  
  Requirements: Novice, Arcane Background 
  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 two powers of a lower rank 
  (both of these can be of different rank as long 
  as each is of a lower rank than your character).  
  PPoowweerr  PPooiinnttss  
  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.  
  R
  Raappiidd  R
  Reecchhaarrggee  
  Requirements: Seasoned, Spirit d6+, Arcane 
  Background 
  With this Edge, your pony recovers 1 power 
  point every 30 minutes of game time. 
  
  222000 
   
  IIm
  mpprroovveedd  R
  Raappiidd  R
  Reecchhaarrggee**  
  Requirements: Veteran, Rapid Recharge 
  Your pony now recovers one power point 
  every 15 minutes of game time. 
  SSiiggnnaattuurree  SSppeellll  
  Requirements: Seasoned, Smarts d6+, 
  Arcane Background 
  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: the 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. 
  IIm
  mpprroovveedd  SSiiggnnaattuurree  SSppeellll**  
  Requirements: Veteran, Signature Spell 
  Choose an additional power, other than the 
  one you chose for Signature Spell.  The 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 alternate 
  Signature Spell. 
  SSppeellll  DDiisscciipplliinnee  
  Requirements: Seasoned, Arcane 
  Background 
  When you first choose this Edge, choose one 
  of your spells.  Replace this spell with another 
  spell one rank higher than it (but no greater 
  than your current rank).  Each time you 
  achieve a higher character rank, you may ‘re-
  train’ another spell in this fashion (you may 
  ‘train up’ the same spell that you chose when 
  you first took this Edge). 
  TTrraannssffeerr  PPoowweerr  
  Requirements: Novice, Arcane Background 
  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’). 
  
  222111 
   
  PPrrooffeessssiioonnaall  EEddggeess  
  Professional Edges represent years of 
  practicing a particular trade or activity, and 
  help create a character who is far more 
  competent in their chosen field than others.  
  You normally can only take Professional 
  Edges at character creation, but a pony can 
  pick up a new one with practice and patience 
  over the course of their adventures.  As in the 
  Savage Worlds Core Rules, bonuses provided 
  by multiple Professional Edges do not stack 
  with one another. 
  AArrttiisstt  
  Requirements: Novice, Smarts d8+ 
  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), and you get a +1 to all Craft 
  and Knowledge rolls concerning your art. 
  EExxpplloorreerr  
  Requirements: Novice, Vigor d6+, Nature 
  d8+ 
  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 to rolls when resisting the effects of 
  Fatigue, and you get +1 to all Nature rolls. 
  HHeerraalldd  
  Requirements: Seasoned, Noble, Agility d8+, 
  Spirit d8+ 
  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 an additional +1 to your Charisma bonus 
  granted from Noble, and an additional +1 to 
  your Manners, Speech, and Vogue rolls. 
  PPeeaacceem
  maakkeerr  
  Requirements: Novice, Smarts d6+, Spirit 
  d10+ 
  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 get +2 to your Charisma when 
  rolling Contests of Will in order to prevent 
  conflict or violence. 
  PPeerrffoorrm
  meerr  
  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, 
  and you get a +1 to all Knowledge rolls 
  concerning your 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 to all rolls with this skill 
  when practicing your discipline. 
  PPoonnyy--OOff--AAllll--TTrraaddeess  
  Requirements: Novice, Smarts d10+ 
  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.   
  SScchhoollaarr  
  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.  Add +1 to your total whenever these skills 
  are rolled. 
  SShheerriiffff  
  Requirements: Seasoned, Smarts d6+, Spirit 
  d8+, Vigor d6+, one or more City 
  Backgrounds (Ponyville, Trottingham, etc) 
  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 
  
  222222 
   
  represent Royal interests in your assigned 
  lands.  You get +2 to your Charisma when 
  rolling Contests of Will in order to resolve 
  disputes (legal, personal, etc).   
  SSoocciiaalliittee  
  Requirements: Novice, Charisma 1+ or any 
  Edge that conditionally gives you a Charisma 
  bonus (Noble, etc) 
  Much of your attention is devoted to keeping 
  up appearances, and you are at just about 
  every happening party or event.  You’ve 
  mingled with royalty and you set the trends 
  and fashions that appear in the biggest 
  boutiques in Equestria.  You get a +2 bonus to 
  your Vogue rolls, and you gain a +1 to 
  Charisma. 
  TToopp  GGuunn  
  Requirements: Novice, Racing d8+, Agility 
  d10+, Wings 
  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 triple 
  your base Pace instead of double, and you roll 
  d10’s when ‘sprinting’ while flying instead of 
  d6’s.  In addition, you gain a +1 to your 
  Racing skill rolls and +1 to your Evade. 
  VVooccaattiioonn  
  Requirements: Novice, any Craft skill at 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. 
  SSoocciiaall  EEddggeess  
  Social Edges represent your pony’s ability to 
  relate to others and get others to do what you 
  want through force of personality. 
  BBoonn  VViivvaanntt  
  Requirements: Novice, Spirit d8+, Charisma 
  1+ or any Edge that conditionally gives you a 
  Charisma bonus (Noble, etc) 
  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 
  
  222333 
   
  each ally that can see and hear you +1 to their 
  Charisma for one turn. 
  CCooddee  ooff  HHoonnoorr  
  Requirements: Novice, Noble, Spirit d8+ 
  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 always tell 
  the truth and defend the honor 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.   
  EEm
  mppaatthhyy  
  Requirements: Novice, Smarts d6+, Spirit 
  d6+ 
  The feelings of others are easy to read and 
  interpret, and as a result you gain a +1 bonus 
  to Intuition, Provoke, and Speech rolls. 
  FFrriieennddsshhiipp  iiss  M
  Maaggiicc  
  Requirements: Novice, Spirit d8+ 
  Your sense of friendship and friendliness rub 
  off even on animals and others who might 
  otherwise treat you with suspicion.  You get 
  +1 to your Charisma when dealing with any 
  creature that is not inherently evil. 
  SSttrroonngg  W
  Wiilllleedd  
  Requirements: Novice, Provoke d8+ or 
  Swagger d8+ 
  Others have a hard time resisting your sheer 
  force of will, and your steely stares and cutting 
  words can easily unnerve even the most stoic 
  opponent.  You gain a +1 to your Provoke or 
  Swagger rolls and a +1 to your Spirit or 
  Smarts rolls when in Contests of Will  (choose 
  one of each of these two pairs when you first 
  take this Edge).  You also gain +1 Willpower. 
  TTeeaam
  m  PPllaayyeerr    
  Requirements: Novice, Spirit d8+ 
  You have a special bond with your friends and 
  allies, and you are able to lead them with 
  strength and compassion.  You may freely 
  give your bennies to any other Wild Card ally 
  you can communicate with, representing 
  words of encouragement and support. 
  W
  Weeiirrdd  EEddggeess  
  Weird Edges are mysterious, borderline 
  supernatural abilities that some ponies seem to 
  manifest.  Weird Edges are typically chosen 
  only at character creation, though with a good 
  story any of them can be gained during an 
  adventure. 
  AAbbssoorrbb  M
  Maaggiicc  
  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 to rolls 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. 
  DDaannggeerr  SSeennssee  
  Requirements: Novice, Notice d6+ 
  Your pony has an uncanny sense that tells him 
  or her when something bad is about to happen.  
  Any time your pony 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.  If successful, you know 
  something terrible is about to happen and are 
  able to act accordingly.  This means you are on 
  Hold for the first round of combat if combat 
  occurs. 
  OOnnee  wwiitthh  NNaattuurree  
  Requirements: Novice, Nature d8+ 
  Animals seem to gravitate to you and respect 
  you, and you are able to communicate with 
  them on a basic level.  You gain a +2 to 
  Charisma when attempting rolls to influence 
  or communicate with animals, and you are 
  able to communicate with them in a limited 
  fashion (allowing you to use skills such as 
  Speech and Leadership against them). 
  PPaatttteerrnnss  iinn  CChhaaooss  
  Requirements: Novice, Intuition d6+ 
  
  222444 
   
  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 
  GM 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). 
  SSeeccoonndd  SSiigghhtt  
  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 ponies) 
  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. 
  W
  Wiillddccaarrdd  EEddggeess  
  Wildcard Edges are effects that only come into 
  play when you are dealt a Joker when 
  determining Initiative.  These are in addition 
  to the normal effects of being dealt a Joker. 
  PPoowweerr  SSuurrggee  
  Requirements: Wild Card, Seasoned, 
  Knowledge (Magic) d10+ 
  When you are dealt a Joker, you recover 2D6 
  power points, which cannot bring you over 
  your maximum. 
  DDoouubblleettiim
  mee    
  Requirements: Wild Card, Veteran, Agility 
  
  222555 
   
  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. 
  JJeesstteerr''ss  LLuucckk  
  Requirements: Wild Card, Seasoned 
  When you are dealt a Joker, you immediately 
  gain a benny. 
  HHeerrooiicc  EEddggeess  
  Heroic Edges are reserved for only the most 
  powerful characters, and they are for ponies 
  who have achieved significant fame and 
  experience. 
  AAsscceennddaannccee  
  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, and you gain +2 to your Charisma. 
  EExxeem
  mppllaarr  ooff  HHaarrm
  moonnyy  
  Requirements: Heroic, Embodiment of 
  Harmony 
  You have lived your representative Element of 
  Harmony to its fullest potential.  The bonus 
  granted by Embodiment of Harmony is 
  increased to +6, and once per game session 
  you can spend two bennies to use it again. 
  LLiivviinngg  LLeeggeenndd  
  Requirements: Heroic, Inspiring 
  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. 
  PPrrooffeessssiioonnaall  
  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. 
  EExxppeerrtt**  
  Requirements: Heroic, Professional in 
  affected trait 
  As above, but the affected trait becomes d12+2 
  M
  Maasstteerr****  
  Requirements: Wild Card, Heroic, Expert in 
  affected trait 
  The character’s 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. 
  SShhiieelldd  ooff  FFaattee  
  Requirements: Heroic 
  You seem to be protected from harm by fate.  
  Increase your Toughness by +1. 
  IIm
  mpprroovveedd  SShhiieelldd  ooff  FFaattee**  
  Requirements: Heroic, Shield of Fate 
  Increase your Toughness by an additional +1. 
  SSiiddeekkiicckk  
  Requirements: Wild Card, 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 
  character’s abilities.  Create the sidekick as 
  you would any new character. 
  The sidekick is controlled just like any other 
  allied character, though they can occasionally 
  cause you more problems than they are worth. 
   
   
  
  222666 
   
  CCChhhaaapppttteeerrr   FFFiiivvveee      
  GGGeeeaaarrr   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unlike most Savage Worlds settings, My Little Pony sees very little in the way of specialized 
  equipment that the player characters use.  Weapons are unheard of in Equestria outside of 
  ceremonial parade accoutrements, so the following is a simple list of some items that characters 
  may find useful.  These items follow the same guidelines as in the Savage Worlds Core Rules
   
  BBiitt  &
  &  R
  Rooppee  
  A comfortable bit attached to a loop of rope.  
  This allows a pony to tie off and drag or lift 
  objects easily. It provides +1 to Strength rolls 
  when dragging or lifting something. 
  CCaarrtt  
  A small wooden cart that can be towed using a 
  harness. The cart reduces a pony’s 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. 
  CCeerreem
  moonniiaall  AArrm
  moorr  
  Unknown of outside of the Royal Guards, this 
  armor is elegant and made for style rather 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. 
  CCllootthhiinngg  
  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. 
  FFoouull  W
  Weeaatthheerr  GGeeaarr  
  More cumbersome and uncomfortable than 
  most clothing, Foul Weather Gear is clothing 
  made for extreme environments, such as heavy 
  canvas mackintosh coats or fur-lined cloaks.  
  Proper Foul Weather Gear provides a +2 to the 
  wearer for resisting the effects of weather and 
  temperature relevant to the clothing, but incurs 
  a -1 penalty to all Agility rolls and rolls made 
  with Agility-based skills, as it is usually bulky 
  and uncomfortable. 
  
  222777 
   
  HHaarrnneessss  
  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. 
  HHoorrsseesshhooeess  
  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 Str + d4 damage, 
  mostly for the purpose of breaking objects or 
  barriers.  In addition, you gain a +1 to all rolls 
  against Bumps and Bruises. 
  PPaacckk  SSaaddddllee  
  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. 
   
   
   
  
  222888 
   
  CCChhhaaapppttteeerrr   SSSiiixxx   
  CCCooom
  mmbbbaaattt   AAAnnnddd   SSSiiitttuuuaaatttiiiooonnnaaalll   R
  RRuuullleeesss   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The rules for combat and situational rules are mostly unchanged from the Savage Worlds Core 
  Rules, but actual violent conflict in My Little Pony is both rare and discouraged.  Tasks should 
  be completed and challenges overcome through teamwork, cooperation, and most importantly, 
  friendship.  As a general rule, a group of characters receives only the minimum 1 Experience 
  point at the end of any session in which they resorted to violence, no matter the outcome of their 
  actions. If they failed to fully achieve their objectives, the GM might even decide that they 
  should receive no Experience points. 
  CCoonntteessttss  ooff  W
  Wiillll  
  As an alternative to combat, in My Little Pony 
  you are encouraged to use the modified rules 
  for tests of will presented here.  This system of 
  ‘contests of will’ allows for a more theatric 
  presentation of conflict that lets characters 
  defeat monsters and other antagonists with 
  teamwork and skill rather than violence.  You 
  may use this in addition to normal tests of will, 
  which can often be combined to ‘set up’ a 
  contest of will on a later turn. 
   
  All creatures (Wild Cards, player characters, 
  extras, etc) have a Willpower score, which acts 
  as a sort of alternative to Toughness for 
  contests tests of will. You can make a contest 
  of will ‘attack’ as normal using several 
  different skills against a target’s opposed roll 
  (as per the Savage Worlds Core Rules), which 
  are listed here: 
   
  “Attack” Skill 
   
  Resisted By… 
  Provoke 
   
   
  Spirit 
  Speech 
   
   
  Smarts 
  Swagger 
   
   
  Strength 
  Manners 
   
   
  Smarts 
  Grace  
   
   
  Agility 
   
  Each of these skills can be used to intimidate, 
  unnerve, or otherwise reduce a creature’s 
  willingness to continue to oppose you.  The 
  character making the roll should either justify 
  or act out how they are implementing the test 
  of will to affect their target.  The roll is 
  opposed by the target’s trait listed above, but 
  the target of the contest of will does not roll 
  their Wild die (if any) with their resisted 
  roll. 
  
  222999 
   
   
  Example: Rainbow Dash faces a dreaded 
  Manticore, and attempts to distract and 
  dishearten it with a show of her supreme 
  agility and grace.  She rolls Grace and beats 
  the Manticore’s Agility roll, and also exceeds 
  its Willpower.  The show is successful, and the 
  foul creature is frustrated and confused at its 
  failure to catch the rainbow blur zipping 
  around its head! 
   
  The GM can opt to apply modifiers to these 
  rolls based on the situation, though each 
  character’s Charisma is typically added to 
  their opposed roll.  If you successfully beat the 
  target in the opposed roll, compare your result 
  against the target’s Willpower.  If you match 
  or exceed it, the target has been brought down 
  a notch by your show of will and is Shaken.  If 
  the target is already Shaken and you roll a 
  successful contest of will against it, it does not 
  suffer a wound.  Instead, it suffers a Daunt, 
  which is treated similarly to a Wound.  The 
  GM may also rule that certain tests of will are 
  ineffective against certain creatures (living 
  Slimes do not react to Speech as they are of 
  limited intelligence), and some of the listings 
  for monsters in the last chapter of this book 
  specify certain kinds of tests of will that are 
  ineffective against certain creatures. 
  A raise against an Extra causes them to 
  automatically suffer a Daunt, which 
  immediately incapacitates them (they are out 
  of the fight for reasons specific to the Daunt 
  that took them out).  For each raise against a 
  Wild Card, roll an additional d6 and add it to 
  the roll’s total when comparing it against their 
  Willpower (these dice can Ace as well).  
  DDaauunnttss  
  Each character and creature has a maximum 
  number of Daunts: Extras can sustain a single 
  Daunt, while Wild Cards can sustain three 
  Daunts (the fourth Daunt puts them at 
  Incapacitated).  Each Daunt adds a cumulative 
  -1 penalty to all Trait rolls (like Wound 
  penalties affecting Pace and Trait rolls) and to 
  your Willpower score.  Each time a Wild Card 
  recovers from Shaken and rolls at least one 
  raise, they automatically lose a Daunt if they 
  have any. 
   
  Characters who are Incapacitated from Daunts 
  either flee from their antagonist or simply give 
  up; either way they are out of the current 
  encounter as if they had been Incapacitated by 
  Wounds.  Outside of combat and initiative 
  order, characters lose Daunts with a short rest 
  at a rate of one per hour. 
  M
  Moouunntteedd  CCoom
  mbbaatt  
  When engaging in physical combat, pony 
  characters are treated as a normal character 
  and not a mount (despite being a horse). Ponies 
  may Charge as if they were the mount. 
  FFeeaarr  
  Fear works slightly differently than in the 
  Savage Worlds Core Rules.   Use the Courage 
  skill in place of Guts in all instances when 
  dealing with Fear. 
  FFeeaarr//NNaauusseeaa  
  The effects of Fear/Nausea work the same was 
  as in the Savage Worlds Core Rules, except 
  that a character who is already Shaken and 
  fails their Courage roll against Fear/Nausea 
  receives a Daunt in addition to the -1 penalty.   
  TTeerrrroorr  
  The effects of Terror work the same was as in 
  the Savage Worlds Core Rules, except that a 
  character who fails their Courage roll against 
  Terror receives a Daunt in addition to rolling 
  on the Fright Table. 
  HHaazzaarrddss  
  The rules for Hazards are unchanged from the 
  Savage Worlds Core Rules with the exception 
  of those presented below. 
  DDrroowwnniinngg  
  Since there is no Swimming skill, make all 
  Swim checks as if the pony character was 
  untrained in Swimming. 
  
  333000 
   
  CCChhhaaapppttteeerrr   SSSeeevvveeennn   
  AAArrrcccaaannneee   B
  BBaaaccckkkgggrrrooouuunnnddd   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The rules for magic, powers, and the Arcane Background are more the less the same as in the 
  Savage World Core Rules, except that the primary skill used is Knowledge (Magic). 
   
   
  AArrccaannee  BBaacckkggrroouunndd    
  Arcane Skill: Knowledge (Magic) 
  Power Points: 4 + Smarts (increase your 
  Power Points as your Smarts goes up) 
  Starting Powers: 1 + half of Knowledge 
  (Magic) 
  Unicorns can cast a variety of spells using 
  their horn as a focus.  Most unicorns learn only 
  a handful of spells that they utilize in their 
  day-to-day lives as no more than useful tools.  
  Some, however, work to better their skills and 
  learn more about magic itself.  The Royal 
  University in Canterlot specializes in training 
  unicorns to expand their 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 power 
  that costs more than 1 power point to use 
  (regardless of your Wild Die), the spell fails 
  and you are automatically Shaken.  If you are 
  already Shaken, you suffer a Daunt instead of 
  a Wound. 
  PPoowweerrss  
  Listed here are all the spells available to those 
  with an Arcane Background, and are otherwise 
  functionally identical to powers in the Savage 
  Worlds Core Rules. 
  SSppeellllbbooookkss  
  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.  
  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.  You still 
  pay all power points necessary for the power, 
  plus an additional 2 power points for using it 
  
  333111 
   
  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. 
  NNoovviiccee  PPoowweerrss  
  AAiidd//HHiinnddeerr  
  Power Points: 2 
  Range: Smarts 
  Duration: 3 (1/Round) 
  Trappings: Glowing pale blue (Aid) or red 
  (Hinder) aura around recipient 
  This spell either raises (Aid) or lowers (Hinder) 
  one of the target’s traits by one die type.  This 
  spell cannot drop the 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, the Knowledge (Magic) 
  roll is opposed against the target’s Spirit.  No 
  trait can be affected by this spell more than 
  once at a time. 
  AAnniim
  maall  FFrriieenndd    
  Power Points: Special 
  Range: Smarts x 100” 
  Duration: 10 minutes 
  Trappings: Pale green aura around the 
  caster’s horn 
  Animal Friend lets you both communicate 
  with and control an animal for a short period 
  of time.  The animal must be real and mundane 
  (non-magical).  The animal will answer your 
  questions and perform basic, non-dangerous 
  tasks that you request of it.  This spell’s cost is 
  3 plus twice its Size for animals with a Size 
  greater than 0.  The animal will not do 
  anything it would not normally do and cannot 
  be ordered to do harm to any other living 
  thing, directly or indirectly. 
  EEaarrtthh  TTrraavveell  
  Power Points: 3 
  Range: Smarts x 2 
  Duration: 3 (1/Round) 
  Trappings: Dissolving into the ground and 
  reappearing elsewhere 
  Earth Travel allows a unicorn to meld into the 
  bare ground and either remain melded or 
  appear in another spot within range on each 
  turn that the spell lasts (you may make a 
  combination of moving or hiding over the 
  duration of the spell).  If the ground is 
  disturbed while you are melded, you reappear 
  unharmed instantly on the surface above 
  where you were hidden. 
  FFrreesshh  AAiirr//AAiirr  EEnnvveellooppee  
  Power Points: 1/4 
  Range: Large Burst Template centered on you 
  Duration: 5 (1/Round) / 1 day 
  Trappings: Sweet-smelling breeze blowing in 
  a sphere around you 
  Fresh Air creates a zone of pleasant, clear air 
  around the caster upon being used.  Any 
  smoke or other airborne pollutants are 
  instantly removed from a sphere around you, 
  and as long as the spell is maintained the 
  bubble of air will not mix with anything 
  outside of the spell’s radius.  As Air Envelope, 
  the spell works in the same fashion, but costs 4 
  power points and lasts for a whole day.  Air 
  Envelope can be used underwater and even in 
  the vacuum of space to create breathable air 
  for the target, and can be cast on both the 
  caster and other ponies. 
  HHeeaall  
  Power Points: 3 
  Range: Touch 
  Duration: Instant 
  Trappings: Touching the target with your 
  horn 
  
  333222 
   
  Heal repairs physical damage or sickness 
  sustained within the last hour of in-game time 
  on either the caster or another creature.  For 
  Wild Cards, each use of Healing removes a 
  Wound from the target or two on a raise.  The 
  roll suffers a penalty equal to the target’s 
  wound penalty (on top of your own).  Heal can 
  also cure poison and disease within the same 
  timeframe. 
  IInnffrraavviissiioonn  
  Power Points: 2 
  Range: Smarts x 2 
  Duration: 3 (1/Round) or 1 hour (1/hour) 
  Trappings: Eyes glowing slightly red while 
  in effect 
  Infravision allows the caster to see in the 
  infrared light spectrum, effectively allowing 
  them to see in the dark.  Living creatures and 
  surrounding terrain within the spell’s radius 
  appear as a light mauve color, even in pitch 
  black.  While the spell is in effect, you can 
  ignore penalties for darkness within the radius. 
  LLaayy  ooff  tthhee  LLaanndd  
  Power Points: 1 
  Range: Self 
  Duration: Instant 
  Trappings: Faint green glow in a circle 
  around the caster 
  This spell allows you to find out basic 
  information about your surroundings.  Upon 
  casting this spell, you are immediately able to 
  discern any two of the following things (or 
  three on a raise): direction of north, time of 
  day, nearest source of water, nearest source of 
  food, or direction of nearest wild animal. 
  LLiigghhtt  
  Power Points: 1 
  Range: Self 
  Duration: 10 minutes (1/minute) 
  Trappings: Horn glowing brightly with warm 
  light 
  This spell causes the caster’s horn to glow 
  brightly, illuminating an area equal to a Large 
  Bust Template with an equivalent amount of 
  light as a bright torch.  With a raise on the 
  Knowledge (Magic) roll, recover any power 
  points spent casting this spell. 
  LLooccaattee  OObbjjeecctt  
  Power Points: 1 
  Range: Smarts x 100” 
  Duration: Instant 
  
  333333 
   
  Trappings: Slight glitter effect around the 
  caster’s horn 
  Locate Object allows the caster to learn the 
  precise location of a single non-living object 
  that they know about within the spell’s radius.  
  The caster must have had extended contact 
  with the object (study, physical contact) within 
  the last month and they must know what it 
  looks like.  On a successful roll, the object 
  appears to glow through any intervening 
  barriers in the caster’s vision for a few 
  seconds. 
  M
  Maaggiicc  BBooxx  
  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.  
  On a successful roll, the caster designates a 
  single small bag, container, purse, or other 
  similar container.  That container now 
  contains a single small non-living, non-
  magical object of no more than a few ounces 
  in weight that the caster selects.  The object 
  continues to exist for an hour after being 
  summoned.  Common choices are things like 
  needles, scissors, glasses, magnifying glasses, 
  or other small tools or implements. 
  M
  Maaggiicc  TTrriicckk  
  Power Points: 0-1 or 3 
  Range: Touch 
  Duration: 10 minutes (1/minute) or Permanent 
  Trappings: Target sparkles and glows faintly 
  pink 
  This spell is the most common utilized by 
  unicorns in Equestria for its wide variety of 
  uses.  Magic Trick does not cost any Power 
  Points if you are successful in casting it.  You 
  cannot fail in casting it: failure of the 
  Knowledge (Magic) roll only means that it 
  costs a power point. Magic Trick allows you 
  to: levitate and move 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 hand).  The spell can have 
  other effects with the GM’s permission, and if 
  you spend 3 Power Points on the effect it is 
  permanent until dispelled. 
  M
  Miinnoorr  W
  Woonnddrroouuss  IItteem
  m  
  Power Points: 4 
  Range: Self 
  Duration: 1 day 
  Trappings: Burst of silver 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 silver light.  Each of the 
  objects counts as a magical effect, and can be 
  detected with Sense Magic, changed by 
  Spellhack, etc. With a successful roll, choose 
  one of the following items to summon: 
  Spellglue: Summons a small glass vial full of 
  viscous, purple glue.  There is enough glue for 
  a total of a square foot of adhesive.  It can glue 
  any two solid surfaces together for the 
  duration of the spell, and can support a weight 
  of Smarts x 50 lbs of weight or force. 
  Invisible Ink: Summons a single ink pot filled 
  with what looks like opaque pink ink.  The ink 
  is only visible to the caster, who can write with 
  it on almost any surface.  The caster may also 
  write the full name of any pony next to any 
  note or letter written in the ink, and the named 
  pony can read the invisible ink.   
  Convenience Stick: Summons a nondescript 
  wooden dowel about 6 inches in length.  Any 
  creature or pony can touch the dowel and 
  expend a power point in order to change it into 
  any similarly sized and shaped object made 
  out of any common material such as a key, 
  paintbrush, pencil, knife, or whistle. It can be 
  transformed into a key for a specific non-
  magical lock by making a successful Smarts – 
  2 roll when transforming it.  If the roll fails, 
  you must spend another power point and 
  attempt to transform it again. 
  SSeenndd  TThhoouugghhttss  
  Power Points: 1 
  
  333444 
   
  Range: Visual 
  Duration: 3 (1/Round) 
  Trappings: No visible effect, target feels a 
  slight chill 
  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 other’s 
  voices as if you were whispering in each 
  other’s ears. 
  SSeennssee//CCoonncceeaall  M
  Maaggiicc  
  Power Points: 2 
  Range: Sight 
  Duration: 3 (1/Round) or 1 hour (1/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.  As Conceal 
  Magic, this spell can magically conceal the 
  magical nature of a single creature, object, or 
  effect. The duration for concealment is 1 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 your Knowledge (Magic).  
  The detecting character can only attempt one 
  Sense Magic roll per fresh casting of your 
  spell. 
  SShhaappee  NNaattuurree  
  Power Points: 1 
  Range: Smarts x 2 
  Duration: Instant 
  Trappings: Multicolored glow from the 
  caster’s horn 
  When you first choose this power, choose one 
  of the four ‘elements’ to control with this 
  spell: Air, Earth, 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 
  
  333555 
   
  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 in Trick rolls. 
  Plant: You can restore wilted plants and cause 
  flowers and other pleasant flora to sprout in 
  small clumps. 
  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. 
  TTeelleekkiinneessiiss  
  Power Points: 4 
  Range: Smarts 
  Duration: 3 (1/Round) 
  Trappings: Shimmering, purple concentric 
  rings spinning around the caster’s horn 
  This spell allows you to move a single object 
  with your mind with a weight of 10 pounds 
  times your Spirit die type, or 50 pounds times 
  your Spirit die type 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 caster’s 
  Knowledge (Magic) skill to avoid being 
  moved. 
  TTuurrnn  HHaarrm
  m  
  Power Points: 2 
  Range: Touch 
  Duration: 3 (1/Round) 
  Trappings: Faint swirling gust of wind 
  around the recipient that occasionally sparkles 
  Turn Harm creates a magical shield against 
  harmful physical effects, and causes a -2 
  penalty against all effects (attacks and 
  whatnot) targeting your Evade, or -4 on a raise.  
  Incoming missiles and attacks are harmlessly 
  redirected away from your body or the body of 
  the recipient. 
  SSeeaassoonneedd  PPoowweerrss  
  BBeeccaallm
  m//BBeeffuuddddllee  
  Power Points: 3 
  Range: Smarts 
  Duration: 3 (1/round) 
  Trappings: Faint golden glow around target 
  This spell remotely affects the target’s 
  perception and senses, and can be used to 
  either clear or cloud their mind.  As Becalm, 
  on a successful roll the target receives a +1 to 
  all Tests of Will (and +1 to rolls to recover 
  from being Shaken on a raise) for the duration 
  of the spell.  As Befuddle, the target receives a 
  -1 penalty to all Tests of Will (and -1 to rolls to 
  recover from being Shaken on a raise) for the 
  duration of the spell. 
  CChhaannggee  SShhaappee  
  Power Points: Special 
  Range: Self 
  Duration: 1 minute (1/minute) 
  Trappings: Bright glow and transformation 
  Change Shape allows you to magically 
  transform yourself into a mundane animal for 
  a short period of time.  You can only transform 
  into animals of the appropriate rank, and the 
  cost in power points is dependent on the 
  animal as well. 
   
  Shape Change Table 
  Cost  
  Rank  
  Animal Types 
  3 
   
  Novice 
  Hawk, rabbit, cat 
  4 
   
  Seasoned 
  Dog, wolf, deer 
  5 
   
  Veteran 
  Lion, tiger, Pony 
  6 
   
  Heroic 
  Bear, crocodile 
   
  While transformed, any equipment you were 
  carrying is 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 animal’s Strength and Agility, and you 
  take the higher of your or the animal’s Vigor.  
  You cannot speak or use powers (but you can 
  maintain powers previously activated) and you 
  can perform basic physical tasks (using a few 
  
  333666 
   
  limited skills chosen by the GM) as if you 
  were untrained. 
  CClloouuddwwaallkk  
  Power Points: 2 
  Range: Touch 
  Duration: 1 day (2/day) 
  Trappings: Swirling clouds and yellow 
  glowing from the caster’s horn 
  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. 
  CCoom
  mm
  muunnee  ffrroom
  m  AAffaarr  
  Power Points: 3 
  Range: 1 mile x Smarts 
  Duration: 3 (1/round) 
  Trappings: Cloud of smoke that forms into 
  the shape of the creature being communicated 
  with 
  Commune from Afar allows the caster to 
  communicate with another creature or pony 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.  For the duration 
  of the spell, the two can speak and see each 
  other clearly. 
  DDoowwssiinngg  
  Power Points: 1 
  Range: 5” x Smarts 
  Duration: 3 (1/round) 
  Trappings: Glowing orb of white light 
  around caster’s horn 
  Dowsing allows a unicorn to magically locate 
  certain substances that exist in large enough 
  concentrations.  Before you cast this spell, 
  name a substance or material.  On a success, 
  you know the location of each concentration 
  of that substance or material of at least a cubic 
  foot or more within the spell’s radius for its 
  duration.  On a raise, the radius increases to 10 
  x Smarts and you can locate concentrations as 
  small as a few cubic inches in total volume. 
  FFeeaatthheerrffaallll  
  Power Points: 3 
  Range: Touch 
  Duration: 1 hour (3/hour) 
  
  333777 
   
  Trappings: A burst of floating, glowing 
  purple feathers around the recipient 
  The recipient of this spell is not made lighter, 
  but if they should ever fall 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 easily land after 
  falling any distance. 
  IIlllluussiioonn  
  Power Points: 4 
  Range: Smarts 
  Duration: 1 minute (4/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 small burst 
  template.  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. 
  IInnssppiirree//R
  Reem
  moovvee  CCoouurraaggee  
  Power Points: 3 
  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 a Wild Card or two on a 
  raise. The roll suffers a penalty equal to the 
  target’s Daunt penalty (on top of your own).  
  Any target that has had this spell used 
  successfully on them receives a +1 to their 
  Willpower for the next 10 minutes.  No 
  creature can have a Willpower bonus of more 
  than +2 from this spell at any time. 
  As Remove Courage, this spell costs an 
  additional 1 power point and lets you make an 
  opposed Knowledge (Magic) against the 
  target’s Spirit.  On a success the target is 
  Shaken, and the target receives a Daunt on a 
  raise. 
  IInnvviissiibbiilliittyy  
  Power Points: 5 
  Range: Self 
  Duration: 3 (1/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 totally invisible 
  and the penalty to spot or hit you increases to -
  6.  When moving while invisible, you must 
  make Prowl rolls to avoid making noise as you 
  move: a failure results in those around you 
  being able to make Notice rolls as above. 
  JJaauunntt  
  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 
  Jaunt lets you teleport instantly to a clear and 
  open spot that you can see, which counts as 
  movement for the round.  You cannot enter 
  into an area you cannot clearly see or a solid 
  object, even if you tried.  Enemies adjacent to 
  you when you reappear do not get free attacks 
  against you. 
  M
  Maaggiiccaall  LLoocckk  
  Power Points: 2 
  Range: Touch 
  Duration: 1 hour 
  
  333888 
   
  Trappings: Glowing silver lock around the 
  targeted container or door 
  Magical Lock creates a phantasmal lock on a 
  door, container, or other similar object.  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. 
  SSppeeeedd  
  Power Points: 2 
  Range: Touch 
  Duration: 3 (1/round) 
  Trappings: Blurred motion that trails white 
  sparkles 
  Speed increases the target’s 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 target’s 
  Pace is doubled; on a raise running becomes a 
  free action, ignoring the normal -2 running 
  penalty. 
  TThhoouugghhtt  PPaaiinnttiinngg  
  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 roll if the target is hostile).  Over the 
  next minute, a small painting of the target’s 
  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 somepony that they saw 
  or a different vision).  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. 
  
  333999 
   
  UUnnddoo  M
  Maaggiicc  
  Power Points: Special 
  Range: Smarts 
  Duration: Instant 
  Trappings: Crackling bolts of pale blue light 
  shot towards the target from the tip of the 
  caster’s horn 
  Undo Magic allows you to disrupt and negate 
  spells and magical effects, but has no effect on 
  innate magical abilities such as a dragon’s 
  breath.  It can be used on a power already in 
  effect or as it’s being used.  To use the latter, 
  you must be on Hold and interrupt the target’s 
  action as usual.  The roll is an opposed 
  Knowledge (Magic) roll against the 
  Knowledge (Magic) of the target power’s 
  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). 
  W
  Waallll  
  Power Points: 1/section 
  Range: Smarts 
  Duration: 3 (1 per section, per 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 section of wall 
  that is as thin as a sheet of window glass: 
  while you define the placement of each 
  section, each 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. 
  W
  Woonnddrroouuss  IItteem
  m  
  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. With a successful roll, 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 caster’s Smarts x 2 in inches, 
  creatures friendly to the caster may step 
  through the shape 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”x3” bar of steel 
  with a length in feet of up to the caster’s 
  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 large 
  burst template in size.  The cloud persists for 
  the duration of the spell, can be blown by the 
  wind, and line of sight is blocked through the 
  cloud.  As soon as the bottle is stoppered, the 
  cloud vanishes and magically reappears inside 
  the bottle. 
  
  444000 
   
  VVeetteerraann  PPoowweerrss  
  AAnniim
  maattee  OObbjjeecctt  
  Power Points: 3 
  Range: Smarts 
  Duration: 1 minute (3/minute) 
  Trappings: Flash of golden light around 
  target object 
  Animate Object causes an inanimate object to 
  spring to life and obey the caster’s orders.  The 
  object can be no heavier than 5 pounds times 
  your Smarts, and must be non-magical and 
  non-living.  The animated object sprouts 
  magical arms and legs, and can perform a 
  single task given to it by the caster.  The object 
  will follow the caster’s order as literally as 
  possible, and will continue to carry out the 
  action until dismissed or until the duration of 
  the spell runs out, at which point the object 
  falls to the ground and returns to normal.  
  Animated objects cannot be tasked to attack or 
  harm living creatures, directly or indirectly. 
  GGoossssaam
  meerr  W
  Wiinnggss  
  Power Points: 5 
  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.  The 
  wings are very delicate, and any time they are 
  exposed to intense heat or other extremes, or 
  you are hit by an attack, you must make a 
  successful Spirit roll at -2 or the wings 
  disintegrate. 
  GGrreem
  mlliinnss  
  Power Points: 2 
  Range: Smarts 
  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 
  
  444111 
   
  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. 
   
  GGrroouupp  IInnvviissiibbiilliittyy  
  Power Points: 4 
  Range: Smarts 
  Duration: 3 (1/round) 
  Trappings: A brief silvery shimmer around 
  each target’s body 
  Group Invisibility works in the same way as 
  Invisibility, except that it affects as many 
  targets as you choose (including yourself) 
  within a radius equal to your Smarts. 
  IIm
  mppaarrtt  M
  Maaggiicc  
  Power Points: 5 
  Range: Touch 
  Duration: 1 hour 
  Trappings: Swirling vortex of white ribbons 
  around the target, target temporarily gains a 
  clear crystal Unicorn horn 
  Impart Magic allows a Unicorn to briefly grant 
  another non-Unicorn pony magical abilities.  
  The roll is made at -2 because of the inherent 
  difficulty of the spell.  On a success, the target 
  gains the use of a single Novice spell (or 
  Seasoned spell on a raise) that the caster 
  knows, as well as enough power points to cast 
  it at its base cost one time.  The target uses the 
  caster’s Knowledge (Magic) when casting the 
  spell, and loses the power, horn, and power 
  points at the end of this spell’s duration. Any 
  one pony cannot have more than one spell as a 
  result of Impart Magic at a time. 
  IInnssttiillll  LLiiffee  
  Power Points: 2 
  Range: Touch 
  Duration: Instant 
  Trappings: Glowing flower petals swirling 
  around the caster and motes of rainbow-hued 
  light 
  This spell 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 caster’s 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. 
  LLeevviittaattee  
  Power Points: 3/6 
  Range: Touch 
  Duration: 3 (1/round) 
  Trappings: Swirling pale purple bubble 
  forming around the recipient of the spell 
  Levitate allows the recipient of the spell to 
  float in a controlled fashion through the air as 
  if they weighed no more than a soap bubble.  
  The recipient can fly at their basic Pace with a 
  Climb rate of half that number, or double their 
  Pace by spending twice as many power points 
  when casting the spell instead.  
  M
  Maaggiicc  M
  Miissssiillee  
  Power Points: 1-6 
  Range: 12/24/48 
  Duration: Instant 
  Trappings: Flashing bolts of elemental 
  energy (fire, lightning, etc) 
  Magic Missile is an offensive attack power, 
  though no attack roll is needed:  the missiles 
  unerringly strike the target and deal 2d6 
  damage.  You can cast up to 3 missiles at once 
  by spending one power point for each missile, 
  and each missile can target a different target if 
  the caster wishes (does not incur attack 
  penalties).  You may also pay an additional 
  power point for each missile to increase the 
  damage of each missile to 3d6, so firing 3 
  missiles of 3d6 damage costs 6 power points. 
  M
  Maajjoorr  W
  Woonnddrroouuss  IItteem
  m  
  Power Points: 6 
  Range: Self 
  Duration: 1 day 
  
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  Trappings: Burst of silver and 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 silver and gold light.  
  Each of the objects counts as a magical effect, 
  and can be detected with Sense Magic, 
  changed by Spellhack, etc. With a successful 
  roll, choose one of the following items to 
  summon: 
  Feather Boat: Summons a small, white 
  feather.  When placed in water, the feather 
  becomes a white wooden boat large enough to 
  hold about 6 ponies.  It is made in the shape of 
  a large swan and has a single hull, sail, and 
  steering rudder.  It can be changed back into a 
  feather by the caster by purposely touching it 
  and saying ‘return’. 
  Folding Hole: Summons what appears to be a 
  5 foot-wide circular sheet of heavy black felt.  
  When laid completely flat on a mostly flat 
  surface, it becomes a similarly-sized hole 
  leading into a 5 foot cubed pocket dimension 
  that can (uncomfortably) hold a single pony or 
  other objects.  When rolled up, the space 
  disappears and everything inside is frozen in 
  time until the hole is reopened.  If 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 
  sprint while flying.  The carpet can hold a 
  single pony or similarly sized object, and 
  continues to fly as long as the spell endures. 
  PPaarrtt  W
  Waatteerr  
  Power Points: 4 
  Range: Smarts x 5” 
  Duration: 10 minutes (1/two minutes) 
  Trappings: Churning and bubbling of the 
  affected water before separation. 
  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 
  
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  in the water is rectangular and about 5 feet 
  wide with a length equal to the range of this 
  spell.  When the spell’s duration ends, the 
  water snaps closed and returns to normal. 
   
  R
  Reessttoorree  
  Power Points: 10/20 
  Range: Touch 
  Duration: Instant 
  Trappings: Touching the target with your 
  horn 
  This spell restores wounds that are more than 
  an hour old and requires 10 power points; 
  though Restore works in the same way as the 
  Novice Heal spell.  Restore can also neutralize 
  poison and disease after the first 10 minutes 
  have passed.   
  Restore can also heal permanent injures (and 
  can remove the Lame Hindrance).  This 
  requires a Knowledge (Magic) roll at -4, one 
  hour of preparation and casting time, and 20 
  power points.  Only one casting is allowed per 
  injury-if it fails, the injury really is permanent. 
  SSoonniicc  BBllaasstt  
  Power Points: 4 
  Range: 12/24/48 
  Duration: Instant 
  Trappings: A loud sonic boom and 
  concussive wave radiating from the caster’s 
  horn 
  Sonic Blast creates a blast of concussive force 
  that can shock and stun those in its range and 
  damage or shatter objects.  It is an offensive 
  attack power, but can be used against 
  inanimate objects as well.  The target of Sonic 
  Blast must make a Vigor roll or be shaken, and 
  the roll is at -2 on a raise.  Against inanimate 
  objects, no attack roll is necessary and Sonic 
  Blast deals 4d6 blunt damage. 
  SSppeellllhhaacckk  
  Power Points: 5 
  Range: Smarts x 2 
  Duration: Instant 
  Trappings: Zigzagging bolts of blue and 
  yellow lightning leaping from the caster’s 
  horn to the affected area 
  A modification of the Undo Magic spell, 
  Spellhack lets you manipulate and reshape 
  already existing magical effects or spells such 
  as Illusion or Shapechange.  Make an opposed 
  Knowledge (Magic) roll against that of the 
  targeted spell’s 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. 
  TTeelleeppoorrtt  
  Power Points: 6 
  Range: Special 
  Duration: Instant 
  Trappings: A flash of bright blue light and a 
  slight percussive wave radiating out from 
  where you stood 
  Teleport is a more powerful version of Jaunt, 
  and it allows you to teleport instantly to any 
  place you can see or any place you have been 
  before.  If you wish to teleport to a spot you 
  cannot currently see, make a Smarts roll at -2 
  or -4 if it is an unknown area you have never 
  seen before.  On a failure, you are Shaken and 
  you do not teleport anywhere.  You can bring 
  other creatures with you by simply touching 
  them when you teleport, but each additional 
  ‘passenger’ requires the expenditure of 2 more 
  power points.  Teleport can send you up to a 
  number of miles equal to your Smarts. 
  HHeerrooiicc  PPoowweerrss  
  CCoonnttrrooll  W
  Weeaatthheerr  
  Power Points: 6 
  Range: Special 
  Duration: 3 (2/round) 
  Trappings: A beam of bright light shot into 
  the sky from the caster’s horn 
  Control Weather allows the caster to 
  dramatically and suddenly change the weather 
  
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  to create rainstorms, blizzards, hailstorms, or 
  even bright sunny conditions.  The affected 
  area is one mile in all directions from the 
  caster and lasts as long as the spell is 
  maintained, upon which point the weather 
  returns to normal. 
  FFaarrsseeeeiinngg  
  Power Points: 4 
  Range: Special 
  Duration: 1 (2/round) 
  Trappings: A floating mirror surrounded by 
  wisps of cloud that floats in front of the caster 
  Farseeing lets the caster peer into a distant 
  locale and both see and hear what is going on.  
  Farseeing has a normal range of the caster’s 
  Smarts x 10 miles, but with a raise it can see 
  anywhere in the world.  The spell creates a 
  floating mirror through which the caster can 
  see to the chosen location which does not have 
  to be somewhere the caster has been to; it 
  simply has to be a place that they know about 
  specifically and can describe.  The caster can 
  see through the mirror and hear as if they were 
  there, but they cannot cast spells through the 
  mirror or otherwise affect the area through the 
  mirror.  Those in the area can detect the 
  Farseeing with Sense Magic or the Second 
  Sight edge. 
  HHaassttee    
  Power Points: 4 
  Range: Touch 
  Duration: 3 (2/round) 
  Trappings: Blurred motion, rainbow-hued 
  outline 
  Haste allows the target to move at almost 
  twice as fast as normal, making them little 
  more than a glowing blur to onlookers.  The 
  target has two actions per round instead of one 
  (at no multi-action penalty).  On a raise, the 
  target can also discard and redraw any 
  initiative cards of 8 or lower. 
  LLuunnaarr  PPaassssaaggee  
  Power Points: 20 / 50 
  Range: Special 
  Duration: Instant 
  Trappings: Swirling white motes of light 
  around the caster followed by a massive 
  
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  shockwave of white light and force 
  This spell is a very powerful version of 
  Teleport, and requires incredible skill and 
  concentration to accomplish.  The Knowledge 
  (Magic) roll is made at -4 and on a failure, the 
  caster is immediately Shaken.  Lunar Passage 
  can only be used once on each full moon, 
  which must be clearly visible overhead 
  without intervening walls or clouds.  If the roll 
  is successful, the caster or target is 
  immediately teleported onto the surface of the 
  moon to the closest point to the planet.  You 
  can bring other creatures with you by simply 
  touching them when you teleport, but each 
  additional ‘passenger’ requires the 
  expenditure of 5 more power points.  Those 
  going to the moon should also cast Air 
  Envelope so that they can breathe upon 
  reaching the moon, as well! 
  Legend tells that this spell can be used while 
  on the moon itself, to travel to other planets in 
  the heavens. Such a spell would be the most 
  difficult magical feat ever attempted, with the 
  Knowledge (Magic) roll being made at -8 and 
  requiring 50 power points. 
  IIm
  mbbuuee  
  Power Points: 4 
  Range: Touch 
  Duration: 3 (1/round) 
  Trappings: A golden halo of radiance around 
  the recipient’s body 
  Imbue fills the target with warm, radiant 
  power that allows them to overcome almost 
  any challenge facing them.  The target gains a 
  +2 to their Charisma on tests of will and a +2 
  to their Willpower.  In addition, the target 
  gains a +2 to all Courage rolls and they may 
  spend a benny once per round in order to 
  remove a Daunt. On a raise, these bonuses 
  increase to +3. 
  M
  Maaggiicc  CCaassttllee  
  Power Points: 8 
  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 is at -2.  
  This spell creates a free-standing doorway out 
  of thin air that allows passage only to the 
  caster and anypony friendly to the caster.  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. 
  PPhhaannttaassm
  maall  CChhaarriioott  
  Power Points: 6 
  Range: Self 
  Duration: 6 hours (1/hour) 
  Trappings: A gilded chariot appearing in a 
  burst of sunrays and sparkling motes of 
  multicolored light 
  Phantasmal Chariot is a powerful spell and 
  requires an immense amount of concentration.  
  The Knowledge (Magic) roll is at -2. 
  This spell summons a magical chariot large 
  enough to hold four ponies, drawn by four 
  phantasmal Pegasus ponies made from what 
  looks like pure crystal.  It can fly at a flying 
  Pace of 20 (plus the normal 2d6 when 
  ‘sprinting’) while carrying a full load and 
  requires a ‘driver’ to lead the chariot.  When 
  the spell duration runs out, the chariot simply 
  vanishes into a puff of clouds. 
  PPrroopphheeccyy  
  Power Points: 10 
  Range: Special 
  Duration: Instant 
  
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  Trappings: Glowing purple eyes and 
  spinning concentric circles orbiting around the 
  caster’s 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 is at -4.  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 GM, 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. 
  TTiim
  meessttoopp  
  Power Points: 10 
  Range: Touch 
  Duration: Special 
  Trappings: Sudden slowing of time around 
  the affected target 
  Timestop is one of the most powerful spells 
  known in Equestria, and only a handful are 
  able to comprehend it, let alone cast it.  The 
  Knowledge (Magic) roll is made at -4 and on a 
  failure, the caster is immediately Shaken. 
  When cast, time crawls to a halt around the 
  recipient of the spell, except for the recipient 
  itself.  The target of Timestop is then allowed 
  to take two 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: shattering 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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  CCChhhaaapppttteeerrr   EEEiiiggghhhttt   
  FFFeeeaaatttsss   ooofff   DDDaaarrriiinnnggg   aaannnddd   SSStttrrreeennngggttthhh   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  While Unicorns are magical by nature, Earth and Pegasus ponies each have their own inherent 
  qualities and strengths that can be called on to perform seemingly miraculous feats and tricks.  
  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 GM, depending on the situation. 
   
  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 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 of each rank 
  once per game session and 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 rolling 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 
  character’s 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. 
  NNoovviiccee  FFeeaattss  ooff  DDaarriinngg  
  AArrrrooww  FFlliigghhtt    
  You can activate this Feat as a Free Action, 
  which lasts for a number of rounds equal to 
  your Vigor die type.  For the duration of this 
  effect, your flying Pace is triple your normal 
  Pace, and you roll 3D6 instead of 2D6 when 
  
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  ‘sprinting’.  If you already move triple your 
  base Pace when flying, you may fly at 
  quadruple your base Pace with Arrow Flight. 
  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. 
  BBiirrddssoonngg  
  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. 
  DDaazzzzlliinngg  DDiissppllaayy  
  You can activate this Feat as a Free Action.  
  Until the end of the scene, when you are flying 
  you can create a harmless visual effect that 
  trails behind you, such as glittering ice 
  crystals, rainbows, or contrails. 
  FFaabbrriiccaattee  CClloouudd    
  As an action, you can create a single cloud the 
  size of a Large Burst Template in front of you 
  that blocks line of sight by flapping your 
  wings.  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. 
  M
  Moovvee  tthhee  W
  Wiinnddss  
  As an Action, you can flap your wings to 
  create a strong, steady stream of wind or a 
  single powerful burst of wind the size of the 
  Cone Template.  
  OOwwll  FFlliigghhtt    
  You can activate this Feat as a Free Action, 
  which lasts for a number of rounds equal to 
  your Vigor die type.  While it is in effect, you 
  receive +2 to all Prowl checks to avoid being 
  heard while flying. 
  SSeeaassoonneedd  FFeeaattss  ooff  DDaarriinngg  
  AAm
  maazziinngg  DDiissppllaayy  
   You can activate this Feat as a Free Action.  
  Until the end of the scene, when you are flying 
  you can create an impressive visual effect that 
  trails behind you, such as colored smoke, 
  multicolored lights, or shockwaves. 
  DDrriiffttcclloouudd    
  As an action, you can create a single cloud the 
  size of a Medium Burst Template centered on 
  you that moves with you. While you are inside 
  the cloud, those around you will 
  subconsciously ignore the cloud’s presence 
  and forget ever having seeing it. Others must 
  make an immediate opposed Notice roll 
  against your Prowl when you first come within 
  eyeshot in order to be aware of the cloud’s 
  presence.  You remain ‘invisible’ as long as 
  you remain inside the cloud and take no direct 
  action such as touching another pony, 
  speaking, or picking up a large object that 
  others can see. You cannot ‘sprint’ while 
  inside the cloud and move half your Pace, 
  which can be dispelled as a Free Action and 
  lasts for 5 minutes. 
  FFaalllliinngg  LLeeaaff  M
  Maanneeuuvveerr  
  You can activate this Feat as a Free Action, 
  which lasts for a number of rounds equal to 
  your Vigor die type. Make an immediate 
  Racing check: for the duration of this effect, 
  while flying you can turn up to 90° while 
  flying at any speed as long as you move at 
  least 2” between turns on a success or 135° and 
  1” on a raise. 
  M
  Maanniippuullaattee  W
  Weeaatthheerr  
  Make a Smarts check: as an action, 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. 
  
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  SSccuullpptt  CClloouudd    
  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 15 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, 1 day on a 
  raise, and are permanent on 2 raises.  
  Cloudsculpted objects are insubstantial to non-
  Pegasus ponies and those without the 
  Cloudwalk spell, and require clouds as a raw 
  material to work with. 
  W
  Whhiirrllwwiinndd    
  As an action, you can call up a whirlwind the 
  size of a Large Burst Template within visual 
  range.  The whirlwind moves 10” each round 
  for a number of rounds equal to your Agility 
  die type in a single direction before 
  dissipating, and characters must make an 
  Agility check at -2 to avoid being pulled into it 
  if the template crosses 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 (1d6” in a random 
  direction).  The whirlwind can suck in objects, 
  damage buildings and trees, and have other 
  effect at the GM’s discretion. 
  VVeetteerraann  FFeeaattss  ooff  DDaarriinngg  
  AAwwee--IInnssppiirriinngg  DDiissppllaayy  
  You can activate this Feat as a Free Action.  
  Until the end of the scene, when you are flying 
  you can create several impressive visual 
  effects that trail behind you such as flames, 
  glowing clouds of light, and skywriting, which 
  gives you +1 to all Contests of Will while 
  flying. 
  CClloouudd  FFoorrm
  m    
  You can activate this Feat as an action, at 
  which point you become a puff of faint white 
  cloud the size of a Small Burst Template.  You 
  can do nothing but move (but you can still see 
  and hear as normal) with a Pace of 6 and 
  
  555000 
   
  cannot sprint, 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. 
  CCoom
  meett  FFlliigghhtt    
  You can activate this Feat as a Free Action, 
  which lasts for a number of rounds equal to 
  your Vigor die type.  For the duration of this 
  effect, your flying Pace is quadruple your 
  normal Pace, and you roll 4D6 instead of 2D6 
  when ‘sprinting’.  If you already move triple 
  your base Pace when flying, you may fly at 
  five times your base Pace with Comet Flight. 
  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. 
  LLiisstteenn  ttoo  tthhee  W
  Wiinndd    
  You may activate this Feat as a Free Action, 
  which lets you listen for 5 minutes.  By 
  listening to a burst of wind, you can hear what 
  has been said by other characters who spoke 
  while in the presence of the same breeze.  For 
  example, two characters speaking in any 
  amount of moving air can have their 
  conversation eavesdropped on by a pony with 
  this Feat who is downwind of them.  The 
  ‘recording’ is carried by the wind for 1 minute 
  and goes as far as the wind is blown. 
  SSkkyybbrriiddggee    
  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.  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. 
  SSoonniicc  BBoooom
  m    
  As an action, you can create a blast of 
  concussive force that can shock and stun those 
  in its range and damage or shatter objects.  It is 
  an offensive attack, but can be used against 
  inanimate objects as well.  The target of Sonic 
  Boom must make a Vigor roll or be shaken, 
  and the roll is at -2 on a raise.  Against 
  inanimate objects, no attack roll is necessary 
  and Sonic Boom deals 4d6 blunt damage. 
  HHeerrooiicc  FFeeaattss  ooff  DDaarriinngg  
  CCllooaakk  ooff  W
  Wiinndd  aanndd  SSkkyy  
  As an action, you can 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 +1 Evade and +1 Toughness, 
  and any Pegasus pony wearing it also gets +1 
  Willpower. 
  CClloouudd  GGaattee    
  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. 
  EEppiicc  DDiissppllaayy  
  You can 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 Contests of Will 
  while flying. 
  OOuuttssiiddee  tthhee  HHoouurrggllaassss    
  You may activate this Feat as a Free Action, at 
  the end of any round in which you are still 
  flying.  Take another full turn after this one.  
  You cannot use this Feat more than once per 
  game session. 
  SSccuullpptt  LLiivviinngg  CClloouudd    
  You may use this Feat on a single attempt at 
  cloud sculpting, which requires a Craft 
  (Cloudsculpting) roll at -2 and allows you to 
  
  555111 
   
  make a single animated creature out of pure 
  cloud.  The attempt takes time based on how 
  large the creature is: 5 minutes for a small 
  creature (hawk, rabbit, cat), 10 minutes for a 
  medium object (dog, wolf, deer), and 15 
  minutes for a large creature (pony, lion, tiger).  
  The creation time is reduced to 1/2/3 rounds 
  on a raise.  Creatures last for 10 minutes on a 
  success or 1 hour on a raise.  The creature 
  appears to be made out of cloud, but is 
  otherwise real and will follow your orders.  
  Created creatures cannot use magic. 
  W
  Weeaatthheerr  CCoonnttrrooll    
  As an action, make a Smarts check; you may 
  dramatically and suddenly change the 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. 
  NNoovviiccee  FFeeaattss  ooff  SSttrreennggtthh  
  AAnniim
  maall  KKeenn  
  You may activate this Feat as a Free Action.  
  Make an opposed Spirit roll against a single 
  animal that can hear you. If successful, you 
  may give an animal a direct, one-word 
  command that they must follow, such as 
  “Shoo!” or “Drop!”. 
  EEqquuiinnee  SSttrreennggtthh  
   You may activate this Feat as a Free Action.  
  When you use this Feat, immediately increase 
  your Strength, Agility, or Vigor by one die 
  type for the remainder of the turn. 
  IInnnneerr  HHaarrm
  moonnyy  
  You may activate this Feat as a Free Action.  If 
  you have the Embodiment of Harmony Feat 
  and have already spent it this session, you may 
  use it again on any applicable roll this turn. 
  SSiim
  mppllee  IInnggeennuuiittyy    
  You may use this Feat on a single attempt to 
  
  555222 
   
  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 
  GM and based on the situation. 
  SSttooiicc  W
  Wiillll    
  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. 
  UUnnssttooppppaabbllee  
   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.  
  No roll is necessary. The GM decides based on 
  the situation, but it should be something that is 
  normally very hard to do. 
  SSeeaassoonneedd  FFeeaattss  ooff  
  SSttrreennggtthh  
  IInnssppiirree  SSttrreennggtthh  
  You may activate this Feat as a Free Action.  
  Until the end of your next turn, gain a +2 to 
  your Courage checks.  In addition, all allies 
  that can see you when you use this Feat gain 
  +2 to their Courage rolls until the end of their 
  next turn.  
  M
  Maasstteerrssttrrookkee    
  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. 
  SSeennssee  tthhee  UUnnnnaattuurraall  
  You may activate this Feat as a Free Action to 
  attempt and see through magical disguises or 
  illusions.  Make an immediate Intuition roll 
  against the caster’s Knowledge (Magic).  If 
  you are successful, you can recognize magical 
  disguises or illusions around you for the 
  remainder of the scene. 
  TTiirreelleessss  EEnndduurraannccee    
  You may activate this Feat as a Free Action.  
  For the remainder of the turn, ignore all 
  penalties from wounds or fatigue. 
  UUnnccoom
  mm
  moonn  IInnggeennuuiittyy  
   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 GM and based on the situation. 
  UUnnwwaavveerriinngg  TTrruutthh  
  You may activate this Feat as a Free Action 
  immediately upon being targeted in a test of 
  will.  For the current check and until the end of 
  the scene, you may ignore the Charisma bonus 
  of your opponents in tests of will.  
  VVeetteerraann  FFeeaattss  ooff  
  SSttrreennggtthh  
  M
  Miirraaccuulloouuss  DDiissppllaayy    
  As an action that occupies your entire turn, 
  you can perform a single act of unheard of 
  physical power or resilience, such as lifting a 
  massive iron gate, leaping across a chasm, or 
  something else appropriate to the situation.  
  No roll is necessary. The GM decides based on 
  the situation, but it should be something that is 
  normally almost impossible to do. 
  
  555333 
   
  NNoo  SSeeccrreettss  
  You may activate this Feat as a Free Action at 
  any time before someone speaks.  You receive 
  a +4 bonus to rolls made in order to determine 
  if the speaker is being deceptive or is outright 
  lying.  
  NNoott  TToo  BBee    
  You may activate this Feat as a Free Action 
  immediately after the GM rolls a single die 
  roll and announces the result.  The GM must 
  re-roll the check and take the lower of the two 
  results instead. 
  PPuusshhiinngg  tthhee  LLiim
  miitt  
  You may activate this Feat as a Free Action.  
  Make an immediate Vigor roll.  On a success, 
  you may take an additional full action this turn 
  without multi-action penalties.  You cannot 
  use this Feat more than once per game session. 
  R
  Raarree  IInnggeennuuiittyy    
  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 GM and based on the situation. 
  SShhrruugg  IItt  OOffff  
  As an action, you may remove a single wound 
  or daunt that you sustained during the current 
  scene.  You cannot use this Feat more than 
  once per scene. 
  HHeerrooiicc  FFeeaattss  ooff  SSttrreennggtthh  
  BBrreeaakk  tthhee  HHoouurrggllaassss    
  You may activate this Feat as a Free Action, at 
  the end of any round in which you remain 
  conscious.  Re-take the entire turn, and ignore 
  everything that happened previously.  This 
  applies to all other characters or creatures 
  involved in the turn.  You cannot use this Feat 
  more than once per game session. 
  DDeennyy  M
  Maaggiicc  
  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). 
  EEqquuiinnee  R
  Reesspplleennddeennccee    
  As an action, you can activate this Feat.  For 
  the remainder of the scene, you gain +2 to 
  your Charisma, and +1 to Toughness and 
  Willpower.  You cannot use this Feat more 
  than once per game session. 
  LLeeggeennddaarryy  IInnggeennuuiittyy  
  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 GM 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. 
  PPiieerrcciinngg  GGaazzee    
  You may activate this Feat as a Free 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 to the extent of their knowledge. 
  UUnnffeetttteerr  
  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 gain this bonus 
  more than once at a time. 
   
   
  
  555444 
   
  CCChhhaaapppttteeerrr   N
  NNiiinnneee   
  HHHeeerrroooeeesss,,,   PPPeeerrrsssooonnnaaallltttiiieeesss,,,   aaannnddd   
  SSSaaavvvaaagggeee   FFFoooeeesss   
   
   
   
   
   
   
   
   
   
   
   
  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 Core Rules.  
  Creatures and characters marked with the 
  symbol are Wild Cards, and follow all the standard 
  rules presented in the Savage Worlds Core Rules.  The GM should feel free to include any 
  animals from the Core Rules, giving them skills and a Willpower score appropriate to the setting 
  of My Little Pony. 
    
  PPeerrssoonnaalliittiieess  ooff  EEqquueessttrriiaa  
  AApppplleejjaacckk 
  Applejack lives 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. 
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d6 
  Skills: Courage d8, Dodge d4, Fighting d4, 
  Intuition d6, Knowledge (Farming) d4, 
  Leadership d4, Nature d6, Provoke d4, Racing 
  d8, Sport d6, Swagger d6 
  Charisma: 0 
  Pace: 8 Evade: 4 Toughness: 5 Willpower: 6 
  Hindrances: Heroic, Stubborn 
  Edges: Hometown (Ponyville), Embodiment 
  of Harmony (Honesty), Strong Back, Iron 
  Pony, Feats of Strength 
  Feats: Unstoppable, Unwavering Truth 
  PPrriinncceessss  CCeelleessttiiaa 
  Princess Celestia has been the ruler of 
  Equestria for over 1000 years, and she is 
  beloved by her subjects as a loving and fair 
  monarch.  She is the center of society in the 
  land and she is the one who makes the sun rise 
  and set each day. Her sister is Princess Luna, 
  
  555555 
   
  who controls the moon and the course of the 
  night.  She is usually accompanied by 2-4 
  Royal Guard or Hussars, who accompany her 
  purely for ceremonial reasons. 
  Attributes: Agility d10, Smarts d12+4, Spirit 
  d12+2, Strength d8, Vigor d12 
  Skills: Courage d12+4, Crafting (Art) d10, 
  Dodge d10, Fighting d6, Grace d12+1, 
  Intuition d10, Knowledge (Magic) d12+4, 
  Knowledge (History) d10, Knowledge 
  (Astrology) d10, Knowledge (Academics) d12, 
  Knowledge (General) d12+1, Leadership 
  d12+1, Manners d10, Nature d8, Notice d8, 
  Racing d8, Speech d10, Vogue d12 
  Charisma: +10 
  Pace: 8 Evade: 7 Toughness: 10 Willpower: 
  12 
  Hindrances: Pacifist 
  Edges: Arcane Background, Wings, 
  Charming, Elegant, Noble, Royal, Quick 
  Reflexes, Inspiring, Embodiment of Harmony 
  (All), Spirit of Harmony, Rapid Recharge, 
  Improved Rapid Recharge, Contingency, 
  Improved Contingency, Peacemaker, Strong 
  Willed, Empathy, Living Legend, Shield of 
  Fate, Improved Shield of Fate, Exemplar of 
  Harmony 
  Spells: Princess Celestia can use any spell, 
  and can probably invent new ones on the spot 
  Feats: She can use any Feat of Daring or 
  Strength 
  Power Points: 100 
  Special Abilities: Princess Celestia can spend 
  5 power points once each turn as a free action 
  to remove one Wound or Daunt from herself 
  DDeerrppyy  HHoooovveess 
  A resident of Ponyville, Derpy is a Pegasus 
  pony who is currently between jobs as a mail 
  carrier and furniture mover.  She is a bit wall-
  eyed and clumsy, but otherwise well meaning 
  and is frequently seen at Pinkie Pie’s parties. 
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d6, Vigor d4 
  Skills: Courage d8, Dodge d8, Intuition d4, 
  Knowledge (Mail) d8, Manners d4, Racing d6, 
  Sport d4 
  Charisma: +0 
  Pace: 10 Evade: 6 Toughness: 4 Willpower: 
  6 
  Hindrances: Three Left Legs, Minor Quirk 
  Edges: Hometown (Ponyville), Wings, Fleet-
  of-Hoof 
  FFlluutttteerrsshhyy 
  Fluttershy is a Pegasus pony 
  who lives in her own cottage 
  outside of town 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: Courage d4, Grace d4, Knowledge 
  (Animals) d6, Knowledge (Music) d6, 
  Knowledge (Sewing) d8, Manners d4, Nature 
  d10, Notice d4, Speech d6, Swagger d8 
  Charisma:+0 
  Pace: 8 Evade: 2 Toughness: 4 Willpower: 4 
  Hindrances: Nervous Nellie, Cautious, 
  Pacifist 
  Edges: Hometown (Ponyville), Wings, 
  Embodiment of Harmony (Kindness), Strong 
  Willed, One With Nature 
  PPrriinncceessss  LLuunnaa 
  Princess Luna is Celestia’s younger sister, 
  who was given control of the moon and rule 
  over the night.  Her jealousy and resentment 
  over Equestria’s reverence for her sister’s day 
  turned her into the twisted Nightmare Moon, 
  and after a great struggle she was banished to 
  the Moon for a thousand years by the 
  Elements of Harmony.  She was later defeated 
  by Twlight Sparkle, and having been forgiven 
  returned to her place as ruler of the night sky. 
  Attributes: Agility d12, Smarts d12+2, Spirit 
  d12+2, Strength d10, Vigor d10 
  Skills: Courage d12, Dodge d12, Fighting d10, 
  Grace d8, Intuition d10, Knowledge (Magic) 
  d12+4, Knowledge (History) d8, Knowledge 
  (Astrology) d12+2, Knowledge (General) d10, 
  Leadership d6, Manners d6, Nature d12+2, 
  Notice d12+1, Provoke d12+2, Prowl d12+6, 
  Racing d10, Speech d12+1, Swagger d12+6 
  Charisma: +6 
  Pace: 8 Evade: 8 Toughness: 9 Willpower: 8 
  
  555666 
   
  Hindrances: Arrogant, Overconfident 
  Edges: Arcane Background, Wings, 
  Charming, Elegant, Noble, Royal, Level-
  Headed, Quick Reflexes, Rapid Recharge, 
  Improved Rapid Recharge, Contingency, 
  Improved Contingency, Strong Willed, 
  Absorb Magic, Second Sight, Shield of Fate, 
  Improved Shield of Fate 
  Spells: Princess Luna can use any spell, and 
  can probably invent new ones on the spot 
  Feats: Luna can use any Feat or Daring or 
  Strength 
  Power Points: 80 
  Special Abilities: Princess Luna can spend 5 
  power points once each turn as a free action to 
  remove one Wound or Daunt from herself 
  PPiinnkkiiee  PPiiee 
  Pinkie Pie is a hyperactive 
  Earth pony and resident of 
  Ponyville, who works at the 
  Cake family bakery.  While 
  she is quite boisterous and 
  random at times, she is also a constant source 
  of good cheer and laughter, and seems 
  possessed of unexplainable luck and 
  perception. 
  Attributes: Agility d6, Smarts d4, Spirit d10, 
  Strength d4, Vigor d8 
  Skills: Courage d8, Crafting (Baking) d8, 
  Intuition d10, Knowledge (General) d4, 
  Leadership d6, Manners d4, Nature d6, Notice 
  d4, Speech d6 
  Charisma: +2 
  Pace: 8 Evade: 2 Toughness: 6 Willpower: 6 
  Hindrances: Major Delusion, Quirk, Weird 
  Magnet 
  Edges: Hometown (Ponyville), Level-Headed, 
  Embodiment of Harmony (Laughter), Patterns 
  in Chaos, Vocation (Baking), Friendship is 
  Magic 
  R
  Raaiinnbbooww  DDaasshh  
  Rainbow Dash is a Pegasus 
  pony who lives in a cloud 
  estate in the air over Ponyville 
  and is part of the local 
  Weather Patrol.  She is one of the best fliers in 
  Equestria, and is not afraid to advertise that 
  fact.  Highly athletic and competitive, she is 
  nevertheless the most loyal friend a pony 
  could have. 
  Attributes: Agility d12, Smarts d4, Spirit d6, 
  Strength d6, Vigor d4 
  Skills: Courage d6, Dodge d6, Grace d4, 
  Leadership d4, Nature d4, Notice d4, Provoke 
  d4, Prowl d4, Racing d10, Sport d6, Swagger 
  d6 
  Charisma: +0 
  Pace: 10 Evade: 5 Toughness: 4 Willpower: 
  5 
  Hindrances: Arrogant, Overconfident, 
  Stubborn 
  Edges: Hometown (Cloudsdale), Wings, 
  Embodiment of Harmony (Loyalty), Fleet-of-
  Hoof, Iron Pony, Top Gun, Feats of Daring 
  Feats: Arrow Flight, Amazing Display 
  R
  Raarriittyy  
  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 d6, Smarts d8, Spirit d8, 
  Strength d4, Vigor d4 
  Skills: Courage d4, Crafting (Sewing) d8, 
  Grace d8, Intuition d4, Knowledge (Fashion) 
  d6, Knowledge (Magic) d4, Manners d4, 
  Speech d6, Vogue d8 
  Charisma: +3 
  Pace: 8 Evade: 2 Toughness: 4 Willpower: 4 
  Hindrances: Perfectionist, Well I Never 
  Edges: Hometown (Ponyville), Arcane 
  Background, Charming, Embodiment of 
  Harmony (Generosity), Elegant, Socialite 
  Spells: Dowsing, Magic Box, Magic Trick 
  Power Points: 12 
  
  555777 
   
    SSppiikkee  
  Spike is a baby dragon who is in the service of 
  Princess Celestia.  He accompanies Twilight 
  Sparkle and acts as a courier between her and 
  the Princess, and typically serves as Twilight’s 
  reluctant guinea pig for her to practice magic 
  on. 
  Attributes: Agility d4, Smarts d6, Spirit d6, 
  Strength d4, Vigor d4 
  Skills: Fighting d4, Courage d4, Intuition d6, 
  Knowledge (Magic) d4, Manners d6, Speech 
  d6 
  Charisma: +1 
  Pace: 6 Evade: 2 Toughness: 4 Willpower: 4 
  Special Abilities: Spike can breathe mystic 
  fire on a piece of paper, reforming it directly in 
  front of Princess Celestia and vice versa. 
    ““TThhee  GGrreeaatt  aanndd  PPoowweerrffuull””  TTrriixxiiee    
  Trixie is a traveling unicorn magician famous 
  for making grandiose claims about the extent 
  of her powers; she claims to be the most 
  powerful unicorn in Equestria and to have 
  defeated an Ursa Major.  She travels from 
  town to town, putting on shows and attempting 
  to goad locals into challenging her. 
  Attributes: Agility d4, Smarts d10, Spirit d8, 
  Strength d4, Vigor d4 
  Skills: Courage d6, Grace d4, Intuition d4, 
  Knowledge (Magic) d8, Notice d4, Provoke 
  d10, Speech d8 
  Charisma: +2 
  Pace: 8 Evade: 2 Toughness: 4 Willpower: 6 
  Hindrances: Major Gilded Lilly, 
  Overconfident 
  Edges: Charming, Arcane Background, 
  Strong-Willed, Elegant 
  Spells: Aid/Hinder, Light, Magic Trick, 
  Sense/Conceal Magic, Telekinesis 
  Power Points: 14 
  TTwwiilliigghhtt  SSppaarrkkllee    
  Twilight Sparkle is a unicorn 
  and prize pupil of Princess 
  Celestia, under whom she 
  studies at the Royal University. 
  She is exceptionally gifted with magic, and led 
  her friends in defeating Nightmare Moon and 
  restoring order to Equestria.  She now resides 
  in the Ponyville Library. 
  Attributes: Agility d4, Smarts d10, Spirit d8, 
  Strength d4, Vigor d6 
  Skills: Courage d6, Intuition d6, Knowledge 
  (Magic) d10, Knowledge (History) d4, 
  Knowledge (Academics) d8, Leadership d6, 
  Manners d4, Nature d4, Notice d4 
  Charisma: +1 
  Pace: 8 Evade: 2 Toughness: 5 Willpower: 5 
  Hindrances: Cautious, Minor Quirk 
  Edges: Canterlot, Arcane Background, 
  Embodiment of Harmony (Magic), Scholar 
  (Magic and Academics), New Power 
  Spells: Aid/Hinder, Minor Wondrous Item, 
  Sense/Conceal Magic, Light, Magic Trick, 
  Telekinesis, Jaunt 
  Power Points: 14 
  Special Abilities: Twilight has studied magic 
  extensively, and suffers only a -2 penalty when 
  using spellbooks of a higher rank than her 
  own.  
  ZZeeccoorraa    
  Zecora is a zebra who resides in the Everfree 
  Forest, which is far away from her homeland.  
  Initially distrusted and feared by the residents 
  of Ponyville, she has since become friends 
  with Twilight Sparkle and the rest of the town.  
  Zecora is highly knowledgeable about plants 
  and potion making, as well as many folk 
  remedies for various obscure ailments. 
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6 
  Skills: Courage d4, Crafting (Potions) d8, 
  Dodge d4, Intuition d6, Knowledge (Botany) 
  d8, Nature d8, Notice d6 
  Charisma: +0 
  Pace: 8 Evade: 4 Toughness: 5 Willpower: 4 
  Hindrances: Outsider, Minor Quirk 
  Edges: Lucky, Lighthoof, Vocation (Potions) 
   
  
  555888 
   
  CCiittiizzeennss  ooff  EEqquueessttrriiaa  
  CCoouurrttiieerr  ((EEaarrtthh))  
  The court of Princess Celestia 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 in 
  Canterlot. Presented here is a typical Earth 
  pony courtier. 
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d4, Vigor d6 
  Skills: Courage d4, Grace d6, Knowledge 
  (Court Politics) d8, Manners d8, Notice d6, 
  Provoke d6, Speech d6, Vogue d8 
  Pace: 8 Evade: 2 Toughness: 5 Willpower: 4 
  EEaarrtthh  PPoonnyy  
  Earth ponies make up the backbone of 
  Equestria and can be found in every position 
  in society.  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: 8 Evade: 4 Toughness: 5 Willpower: 2 
  • 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: 8 Evade: 4 Toughness: 5 Willpower: 4 
  PPeeggaassuuss  PPoonnyy  ((YYoouunngg,,  M
  Maattuurree))  
  Pegasi typically have very specific roles in 
  society, and more commonly live in cities such 
  as Cloudsdale.  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: 2 
  Special Abilities: Wings 
  • Mature Pegasus Pony 
  Attributes: Agility d10, Smarts d4, Spirit 
  d6, Strength d6, Vigor d4 
  Skills: Courage d4, Dodge d4, Grace d4, 
  Knowledge (Weather) d6, Notice d6, 
  Racing d8, Swagger d4 
  Pace: 8 Evade: 4 Toughness: 4 
  Willpower: 4 
  Special Abilities: Wings 
  R
  Rooyyaall  GGuuaarrdd  
  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). 
  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: 8 Evade: 7 Toughness: 9 Willpower: 6 
  Spells: Aid/Hinder, Sense/Conceal Magic, 
  Heal, Light, Wall, Undo Magic, Jaunt, Speed, 
  Magic Missile 
  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 shoes. 
  R
  Rooyyaall  HHuussssaarr    
  The Royal Hussars are a unit consisting 
  entirely of pegasi who are tasked with 
  accompanying Princess Celestia and pulling 
  her royal chariots.  They also act as couriers 
  and parade leaders, despite their military 
  name. 
  
  555999 
   
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6 
  Skill: Courage d8, Dodge d10, Fighting d6, 
  Grace d8, Knowledge (Protocol) d8, 
  Leadership d4, Manners d8, Notice d8, Racing 
  d12, Speech d6, Swagger d8 
  Pace: 8 Evade: 7 Toughness: 8 Willpower: 6 
  Special Abilities: Wings.  Hussars wear 
  ceremonial armor and are shod with steel 
  shoes.  Hussars within 2” of the Princess may 
  make a Dodge roll and if successful they can 
  take any attack targeting the Princess as an 
  immediate interrupt. 
  UUnniiccoorrnn  PPoonnyy  ((YYoouunngg,,  M
  Maattuurree))  
  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) d6, Speech d4, 
  Sport d4 
  Pace: 8 Evade: 2 Toughness: 5 
  Willpower: 2 
  Special Abilities: Arcane Background 
  Spells: Magic Trick 
  Power Points: 10 
  • Mature Unicorn Pony 
  Attributes: Agility d4, Smarts d8, Spirit 
  d8, Strength d4, Vigor d6 
  Skills: Courage d4, Grace d6, Intuition d4, 
  Knowledge (Magic) d6, Manners d4, Notice 
  d6, Speech d6 
  Pace: 8 Evade: 2 Toughness: 5 
  Willpower: 4 
  Special Abilities: Arcane Background 
  Spells: Light, Magic Trick, Shape Nature 
  (Any) 
  Power Points: 12 
  SSaavvaaggee  FFooeess  ooff  EEqquueessttrriiaa  
  BBeehhoollddeerr  
  Beholders are cruel and unpleasant creatures 
  that are thankfully rarely seen outside of the 
  deepest mountain caves.  They are roughly 
  spherical and covered in tough reddish hide, 
  with eight eye-stalks like those of snails 
  sprouting from the top of their body, each with 
  a large and multicolored eye.  The front of 
  their body features a single gigantic yellow 
  eye and huge mouth filled with pointy teeth. 
  They hover a few feet off the ground using 
  magic and can float around at a fairly slow 
  speed.  They are typically found alone, and 
  wish to be left as such so that they can focus 
  on their magical research. 
  Abilities: Agility d8, Smarts d12+1, Spirit d10, 
  Strength d6, Vigor d10 
  Skills: Courage d10, Dodge d8, Intuition d10, 
  Knowledge (Magic) d12+1, Notice d12, 
  Provoke d6, Prowl d8, Speech d10, Swagger 
  d12 
  Pace: 5 Evade: 6 Toughness: 13 Willpower: 
  8 
  Special Abilities: Scaly Hide (+4 Armor), 
  Fear -2, Size +2.  Each Beholder has eight eye-
  stalks, each of which can cast a different spell 
  of Novice, Seasoned, or Veteran rank. They 
  can cast one eye-stalk spell per round as a free 
  action that incurs no multi-action penalty. 
  Spells: Beholders know one spell for each 
  eye-stalk and an additional 4 of Veteran or 
  lower rank. 
  Power Points: 35 
  CChhiim
  meerraa  
  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 
  Pegagus ponies and will run away to hide and 
  recuperate.  
  
  666000 
   
  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: 7 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 using the cone template, and all targets in 
  the blast can make Agility rolls 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. 
  CCoocckkaattrriiccee  
  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 d8 (A), 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: Scaly Hide (+4 Armor), 
  Small Size -2, Fear -1. 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. 
  DDiiaam
  moonndd  DDoogg  
  Diamond Dogs are horrid, partially humanoid 
  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.  
  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. 
  Attributes: Agility d6, Smarts d4, Sprit d6, 
  Strength d10, Vigor d10 
  Skills: Courage d4, Dodge d6, Fighting d8, 
  Knowledge (Geology) d6, Notice d10, Prowl 
  d8, Swagger d8 
  Pace: 8 Evade: 5 Toughness: 7 Willpower: 4 
  Special Abilities: Size +1, Fear -1, 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. 
  DDrraaggoonn  
  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. 
  Attributes: Agility d8, Smarts d10, 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 24” with a 
  
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  Climb of 6”.  Dragons do not suffer a wound 
  from being Shaken twice, draw two initiative 
  cards and take the better of the pair, and have 
  claws and teeth that do Str + d8 damage.  
  Dragons can breathe fire with the cone 
  template, and all targets in the cone must make 
  an Agility -2 roll or be hit for 2d10 damage, but 
  cannot breathe fire on the same turn as they 
  make a claw 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 Str damage.  
  Spells: Dragons can use any spell of Veteran 
  or lower rank 
  Power Points: 50  
  FFaaeerriiee  UUnniiccoorrnn  
  The Faeries are a strange race of pony-like 
  creatures, though even fully grown they are no 
  bigger than an average pony.  They are 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 gossamer 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. 
  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: 8 Evade: 6 Toughness: 3 Willpower: 4 
  Special Abilities: Size -1, Flying pace of 18” 
  with a climb of 6”.  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.  
  Their spell-like abilities are: Animal Friend, 
  Earth Travel, Sense/Conceal Magic, Shape 
  Nature (Plants), Magic Trick, Change Shape, 
  Illusion, Invisibility, and Jaunt. 
  GGrriiffffiinn  
  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. 
  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 
  Special Abilities: Size +2, Fear, Flying pace 
  of 24” with a climb of 10”.  As an attack, 
  Griffins can emit a piercing shriek that causes 
  all enemies that can hear it to make a Vigor 
  roll or be Shaken.  They can make one or two 
  claw attacks per round with no penalties that 
  does Str + d6 damage. 
  HHyyddrraa  
  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. 
  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: 6 Evade: 5 Toughness: 18 Willpower: 
  6 
  Special Abilities: Scaly Hide (+4 Armor), 
  Size +6, Fear -2.  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 wound, and if 
  incapacitated by wounds they make a Vigor 
  
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  roll at -2 each turn.  If successful, they heal a 
  wound and regain consciousness. 
  M
  Maannttiiccoorree  
  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. 
  Attributes: Agility d10, Smarts d4 (A), Spirit 
  d8, Strength d12+2, Vigor d10 
  Skills: Courage d10, Dodge d8, Fighting d12, 
  Notice d8, Prowl d8, Swagger d12 
  Pace: 6 Evade: 6 Toughness: 7 Willpower: 6 
  Special Abilities: Thick Hide (+1 Armor), 
  Size +2, Fear -2, Flying pace of 18” with a 
  climb of 6”.  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 -2 
  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 (can 
  cause wounds).  The poison lasts until cured. 
  NNiigghhttm
  maarree  
  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, they are terrifying to all 
  who see them. 
  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, 
  Swagger d10 
  Pace: 6 Evade: 2 Toughness: 5 Willpower: 5 
  Special Abilities: Fear -2, Can only be 
  harmed by magical attacks. 
   
  NNiigghhttm
  maarree  M
  Moooonn  
  Nightmare Moon is the form that Princess 
  Luna took when she originally defied Princess 
  Celestia’s rule.  She was defeated by the 
  Elements of Harmony in Celestia’s 
  possession, and later again by Twilight 
  Sparkle and her friends.  Her powers are 
  formidable, but her Achilles’ heel are the 
  Elements, which are antithetical to her powers. 
  Attributes: Agility d12, Smarts d12+2, Spirit 
  d12+2, Strength d10, Vigor d10 
  Skills: Courage d12, Dodge d12, Fighting d10, 
  Grace d8, Intuition d10, Knowledge (Magic) 
  d12+4, Knowledge (History) d8, Knowledge 
  (Astrology) d12+2, Knowledge (General) d10, 
  Leadership d6, Manners d6, Nature d12+2, 
  Notice d12+1, Provoke d12+2, Prowl d12+6, 
  Racing d10, Speech d12+1, Swagger d12+6 
  Charisma: +6 
  Pace: 8 Evade: 8 Toughness: 9 Willpower: 8 
  Hindrances: Arrogant, Overconfident 
  Edges: Arcane Background, Wings, 
  Charming, Elegant, Noble, Royal, Level-
  Headed, Quick Reflexes, Rapid Recharge, 
  Improved Rapid Recharge, Contingency, 
  Improved Contingency, Strong Willed, 
  Absorb Magic, Second Sight, Shield of Fate, 
  Improved Shield of Fate 
  Spells: Princess Luna can use any spell, and 
  can probably invent new ones on the spot 
  Power Points: 80 
  Special Abilities: Nightmare moon can spend 
  5 power points once each turn as a free action 
  to remove one Wound or Daunt from herself 
  R
  Roocc  
  The Roc is a gigantic raptor with a massive 
  wingspan, sporting golden feathers and 
  massive razor claws capable of snatching up 
  an entire steer in one foot.  While they once 
  preyed upon animals such as cows, they have 
  long been kept out of Equestria by Celestia’s 
  magic. 
  Attributes: Agility d12, Smarts d8 (A), Spirit 
  d12, Strength d12+6, Vigor d12 
  
  666333 
   
  Skills: Courage d8, Dodge d4, Fighting d10, 
  Grace d10, Notice d12+2, Prowl d10, Racing 
  d10, Swagger d12 
  Pace: 12 Evade: 4 Toughness: 14 
  Willpower: 6 
  Special Abilities: Size +6, Fear -2.  Rocs have 
  a Flying pace of 36” and a climb of 12”. 
  SSlliim
  mee  
  Slimes are partially sentient and resemble a 
  large slick of greenish 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. 
  Attributes: Agility d4, Smarts d4 (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 tests of will and 
  regenerate one wound 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. 
  UUrrssaa    
  Ursa are gargantuan creatures that resemble 
  terrestrial bears, but who are also transparent 
  and made of what looks 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. 
  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.  They are so large 
  that they receive a +2 on all tests of will, as 
  they can safely ignore most threats. 
  W
  Wiillll--oo--W
  Wiisspp  
  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. 
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d4, Vigor d8 
  Skills: Dodge d12, Nature d8, Notice d10, 
  Prowl d12+2 
  Pace: 4 Evade: 8 Toughness: 6 Willpower: 2 
  Special Abilities: Wisps are ethereal and can 
  only be harmed by magical attacks. 
  Spells: Will-o-Wisps can cast and spells of 
  Seasoned ran or lower 
  Power Points: 15 
  W
  Wiittcchh  TTrreeee  
  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. 
  Attributes: Agility d4, Smarts d4, 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. 
  
  666444 
   
  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 simple Fighting 
  attack that does Str + d4 damage and can hit 
  any target within a Large Burst Template 
  centered on themselves.  The root bind attack 
  causes the target to have to make an Agility 
  roll or be held in place by twisted roots.  Each 
  turn afterwards, they can make another Agility 
  roll at -2 to escape. 
   
   
   
  
  666555 
   
  TTThhheee   SSSaaavvvaaagggeee   W
  W
  Wooorrrlllddd   ooofff      
     
     
   
  Name  ______________________ 
  Pony Breed  __________________ 
  Experience   __________________ 
  Description  _____________________ 
  ____________________________ 
  ____________________________ 
  ____________________________ 
   
   
   
   
  Cutie Mark 
  Portrait 
   
   Agility 
  Charisma 
  ____ Mod. ______________ 
   
  Sundries 
   Smarts 
  Pace  
  ____  Mod. ______________ 
  __________________ 
   Spirit  
  Evade  
  ____  Mod. ______________ 
  _________________  
   Strength 
  Toughness 
  ____  Mod. ______________ 
  __________________ 
   Vigor  
  Willpower 
  ____  Mod. ______________ 
  __________________ 
   
  Skills  
   
  Hindrances   
   
   
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
  _____________________ 
  Edges 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
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   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________    _______________________ 
   _____________________ 
  _______________________     
   
   
  Notes 
           
              
   
   
   
  -1 
  -2 
  -3 
  Wounds 
  -1 
  -2 
  Fatigue 
  -1 
  -2 
  -3 
  Daunts 
  Inc. 
  
  666666 
   
     
   
   
  Power Points _______ out of _______ 
   
  Spell / Rank  
   
  Cost 
  Range Duration 
  Effect  
   
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  ________________ _____ _____ _____ __________ ____________________________________ 
  ________________ _____ _____ _____ __________ ____________________________________ 
   
  Feats of _________  Rank Action  
  Effect 
  ________________ _____ __________ ________________________________________________ 
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SOURCE: textdata/thevault/My Little Pony (MLP)/Savage Worlds/Savage-Worlds-MLP-Edition.pdf