TEXT: Heroes of 
  Equestria 
   
  3.75th Edition 
   
  Written by TorturedArtist745 for 
  DeviantArt 
   
   
   
  
  	
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  Table of Contents 
   
  Preface----------------------------------------------------------------------------------------- 7 
  How to use this book------------------------------------------------------------------------ 7 
  Tools for play--------------------------------------------------------------------------------- 8 
  RPG Terminology---------------------------------------------------------------------------- 9 
  Types of games------------------------------------------------------------------------- 10 
  Types of Ponies------------------------------------------------------------------------- 11 
  •
  Earth Pony-------------------------------------------------------------------------- 11 
  •
  Pegasus------------------------------------------------------------------------------- 12 
  •
  Unicorn------------------------------------------------------------------------------- 12 
  •
  Crystal Ponies----------------------------------------------------------------------- 12 
  •
  Alicorn-------------------------------------------------------------------------------- 12 
  Levels---------------------------------------------------------------------------------------- 13 
  Aptitudes---------------------------------------------------------------------------------- 14 
  •
  Strength------------------------------------------------------------------------------ 14 
  •
  Constitution------------------------------------------------------------------------- 14 
  •
  Agility--------------------------------------------------------------------------------- 14 
  •
  Cleverness--------------------------------------------------------------------------- 14 
  •
  Intelligence-------------------------------------------------------------------------- 14 
  •
  Mentation---------------------------------------------------------------------------- 15 
  Stats Modified by Aptitudes---------------------------------------------------------------- 15 
  Size and Reach------------------------------------------------------------------------------- 15 
  How Bonuses and Penalties Work-------------------------------------------------------- 16 
  Abilities------------------------------------------------------------------------------------ 16 
  •
  Traits--------------------------------------------------------------------------------- 16 
  •
  Feats---------------------------------------------------------------------------------- 16 
  •
  Skills---------------------------------------------------------------------------------- 17 
  •
  Magic Spells------------------------------------------------------------------------- 17 
  XP (Experience Points)------------------------------------------------------------ 17 
  •
  Loose Method----------------------------------------------------------------------- 17 
  •
  Calculated Method----------------------------------------------------------------- 18 
  •
  Growing Up------------------------------------------------------------------------- 19 
  •
  Earning a Cutie Mark------------------------------------------------------------- 19 
  •
  Advancing to Alicorn level------------------------------------------------------- 19 
  Creating a Pony--------------------------------------------------------------------- 19 
  •
  Step 1: Choose Type of Pony----------------------------------------------------- 19 
  •
  Step 2: Select level------------------------------------------------------------------ 20 
  •
  Step 3: Obtain base stats---------------------------------------------------------- 20 
  •
  Step 4: Add to Aptitude scores-------------------------------------------------- 20 
  •
  Step 5: Pick Feats------------------------------------------------------------------ 21 
  •
  Step 6: Calculate Hit Points, Armor Class, Base Speed, and Initiative- 21 
  •
  Step 7: Pick Skills and Spells---------------------------------------------------- 22 
  •
  Step 8: The Finishing Touches--------------------------------------------------- 23 
  
  	
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  •
  Optional Rule: Exchange Feats, Aptitudes and Skills---------------------- 23 
  •
  Changing the Rules to Create a PC/NPC-------------------------------------- 24 
  •
  Playing as Creatures Other Than Ponies-------------------------------------- 24 
  List of Traits--------------------------------------------------------------------------- 26 
  Creating Traits------------------------------------------------------------------------------- 34 
  List of Feats----------------------------------------------------------------------------- 35 
  Creating Feats-------------------------------------------------------------------------------- 46 
  List of Skills---------------------------------------------------------------------------- 46 
  Creating Skills-------------------------------------------------------------------------------- 70 
  Using Skills in The Game------------------------------------------------------- 70 
  •
  Skill Rolls---------------------------------------------------------------------------- 70 
  •
  Trained Only Skills and Armor Penalty--------------------------------------- 71 
  •
  Calculating Difficulties------------------------------------------------------------ 71 
  •
  Changing the Difficulty----------------------------------------------------------- 72 
  •
  Competition------------------------------------------------------------------------- 72 
  •
  Teamwork--------------------------------------------------------------------------- 72 
  •
  Failing a Skill Roll and Retries-------------------------------------------------- 73 
  •
  Being Creative with Skills and Tasks------------------------------------------ 73 
  •
  Using Hooves for Hands---------------------------------------------------------- 73 
  Spell Stats Description---------------------------------------------------------- 74 
  Spell Points----------------------------------------------------------------------------------- 75 
  How to Cast a Spell-------------------------------------------------------------------------- 75 
  List of Magic Spells--------------------------------------------------------------- 75 
  Creating Magic Spells----------------------------------------------------------------------- 98 
  How to Choose Skills, Feats, and Spells------------------------------------------------- 99 
  Casting Spells Without Using Spell Points---------------------------------------------- 99 
  Classes---------------------------------------------------------------------------------------- 100 
  Movement------------------------------------------------------------------------------- 103 
  •
  Trot----------------------------------------------------------------------------------- 103 
  •
  Gallop--------------------------------------------------------------------------------- 103 
  •
  Pursuits and Races----------------------------------------------------------------- 104 
  •
  Moving Through an Occupied Space------------------------------------------ 104 
  •
  Terrain------------------------------------------------------------------------------- 105 
  Weights and Measurements------------------------------------------------- 105 
  •
  Weight Classification-------------------------------------------------------------- 105 
  •
  Lifting and Pulling Capacities--------------------------------------------------- 106 
  •
  Moving Medium and Heavy Loads--------------------------------------------- 106 
  •
  Extraneous Lifting----------------------------------------------------------------- 107 
  •
  Adding Others to Help------------------------------------------------------------ 107 
  •
  Fatigue-------------------------------------------------------------------------------- 107 
  •
  Sleep Deprivation------------------------------------------------------------------ 107 
  •
  Using Telekinesis to Lift---------------------------------------------------------- 108 
  •
  Measuring Time-------------------------------------------------------------------- 108 
  •
  Measuring How Much Time a Skill Takes------------------------------------ 108 
  
  	
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  Combat------------------------------------------------------------------------------------- 108 
  •
  Steps to Conducting a Fight------------------------------------------------------ 109 
  •
  The Surprise Encounter First Round------------------------------------------ 109 
  •
  Standard, Simple, Full, and Free Round Actions---------------------------- 109 
  •
  Possible Actions During Combat------------------------------------------------ 110 
  •
  Attacks, Damages, and Range--------------------------------------------------- 111 
  •
  Explosives and Area Effect Attacks-------------------------------------------- 112 
  •
  Crit (Critical Hits)----------------------------------------------------------------- 113 
  •
  Breaking Objects and Bones----------------------------------------------------- 113 
  •
  Natural Healing--------------------------------------------------------------------- 114 
  •
  Throwing Objects------------------------------------------------------------------ 114 
  •
  Saving Throw----------------------------------------------------------------------- 115 
  •
  Concussive Damage---------------------------------------------------------------- 115 
  •
  Medical Treatment----------------------------------------------------------------- 115 
  •
  Medical Treatment for the Non-Living---------------------------------------- 115 
  •
  Death and Dying-------------------------------------------------------------------- 116 
  •
  Cheating Death--------------------------------------------------------------------- 116 
  •
  Bloodless End----------------------------------------------------------------------- 117 
  •
  Loot----------------------------------------------------------------------------------- 117 
  •
  Cover--------------------------------------------------------------------------------- 118 
  •
  Firing a Range Weapon into Combat------------------------------------------ 119 
  Shopping----------------------------------------------------------------------------------- 119 
  •
  Income-------------------------------------------------------------------------------- 119 
  •
  Other Considerations Concerning Currency--------------------------------- 120 
  •
  Slashing, Piercing, and Bludgeoning Weapons------------------------------- 120 
  •
  Fruit and Vegetables-------------------------------------------------------------- 120 
  •
  Dessert-------------------------------------------------------------------------------- 120 
  •
  Beverage----------------------------------------------------------------------------- 121 
  •
  Clothing------------------------------------------------------------------------------ 121 
  •
  Containers--------------------------------------------------------------------------- 122 
  •
  Lighting------------------------------------------------------------------------------ 123 
  •
  Locks---------------------------------------------------------------------------------- 123 
  •
  Tool Kits----------------------------------------------------------------------------- 123 
  •
  Transportation---------------------------------------------------------------------- 124 
  •
  Housing------------------------------------------------------------------------------- 124 
  •
  Horse Drawn Carriages----------------------------------------------------------- 124 
  •
  Boats and Ships--------------------------------------------------------------------- 125 
  •
  Pleasantries-------------------------------------------------------------------------- 125 
  •
  Musical Instruments--------------------------------------------------------------- 126 
  •
  Adventuring Gear------------------------------------------------------------------ 126 
  •
  Armor-------------------------------------------------------------------------------- 128 
  •
  Swords-------------------------------------------------------------------------------- 129 
  •
  Clubs---------------------------------------------------------------------------------- 130 
  
  	
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  •
  Axes----------------------------------------------------------------------------------- 130 
  •
  Staffs---------------------------------------------------------------------------------- 131 
  •
  Reach Weapons--------------------------------------------------------------------- 131 
  •
  Bows and Arrows------------------------------------------------------------------ 132 
  •
  Firearms----------------------------------------------------------------------------- 132 
  •
  Throwing Weapons---------------------------------------------------------------- 133 
  •
  Exotic Weapons--------------------------------------------------------------------- 134 
  •
  Explosives and Incendiary Devices--------------------------------------------- 134 
  •
  Magic--------------------------------------------------------------------------------- 135 
  Magic Items---------------------------------------------------------------------------- 135 
  •
  Integrating Magic Items---------------------------------------------------------- 135 
  •
  Creating Magic Items------------------------------------------------------------- 135 
  •
  Minor Enchantments-------------------------------------------------------------- 136 
  •
  Magical Weapons------------------------------------------------------------------ 136 
  •
  Magical Armor--------------------------------------------------------------------- 136 
  •
  Magical Miscellaneous Items---------------------------------------------------- 136 
  •
  Potions-------------------------------------------------------------------------------- 136 
  •
  Magical Stones---------------------------------------------------------------------- 136 
  List of Magical Weapons------------------------------------------------------ 137 
  List of Magical Armor-------------------------------------------------------- 138 
  List of Magical Miscellaneous Items-------------------------------- 139 
  List of Potions------------------------------------------------------------------------- 141 
  List of Magical Stones---------------------------------------------------------- 142 
  Adding New Magical Items-------------------------------------------------- 143 
  Alicorn Magic and Artifacts-------------------------------------------- 144 
  Hazards----------------------------------------------------------------------------------- 145 
  •
  Acid----------------------------------------------------------------------------------- 145 
  •
  Aptitude Score Loss--------------------------------------------------------------- 145 
  •
  Blindness/Deafness----------------------------------------------------------------- 145 
  •
  Cold Hazards----------------------------------------------------------------------- 146 
  •
  Darkness----------------------------------------------------------------------------- 146 
  •
  Disease-------------------------------------------------------------------------------- 147 
  •
  Earthquakes------------------------------------------------------------------------- 149 
  •
  Falling/Collision-------------------------------------------------------------------- 150 
  •
  Fire------------------------------------------------------------------------------------ 150 
  •
  Heat Hazards----------------------------------------------------------------------- 150 
  •
  Insects-------------------------------------------------------------------------------- 151 
  •
  Invisibility--------------------------------------------------------------------------- 152 
  •
  Landslide/Avalanche-------------------------------------------------------------- 153 
  •
  Paralysis------------------------------------------------------------------------------ 153 
  •
  Plants--------------------------------------------------------------------------------- 153 
  •
  Poison--------------------------------------------------------------------------------- 156 
  •
  Slippery Surfaces------------------------------------------------------------------- 156 
  
  	
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  •
  Starvation/Dehydration----------------------------------------------------------- 156 
  •
  Suffocation--------------------------------------------------------------------------- 157 
  •
  Traps---------------------------------------------------------------------------------- 157 
  •
  Water Hazards--------------------------------------------------------------------- 159 
  •
  Weather------------------------------------------------------------------------------ 159 
  •
  Volcanoes---------------------------------------------------------------------------- 161 
  Monsters--------------------------------------------------------------------------------- 161 
  Making Monsters---------------------------------------------------------------------------- 161 
  List of Monsters and Races-------------------------------------------------- 161 
  List of Animals----------------------------------------------------------------------- 196 
  Mane 6------------------------------------------------------------------------------------- 200 
  List of Canon NPC’s---------------------------------------------------------------- 203 
  Changing the Possibilities----------------------------------------------------- 220 
  Tips on Conducting a Game-------------------------------------------------- 222 
   
   
   
  
  	
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  Preface 
   
  What started my interest in making this game came from a fellow DeviantArt user named 
  Catspaw-DTP-Services who created a tabletop RPG based off of My Little Pony: 
  Friendship is Magic. The game was called Pony Tales and when I first heard about it, the 
  idea of a RPG where you play as a pony just sounded awesome. So, I got to work 
  experimenting with the character creation and seeing if I could come up with some 
  possible adventure scenarios. However, as I did so, I ran into problems. The game 
  Catspaw made was a simplified version of Open D6 and the game was designed to be 
  rather freeform as opposed to having lots of ridged rules, making the game easily 
  accessible to everybody, but when I tried it out, I didn’t like how the game felt like a free-
  for-all when it came to game mechanics. Also I thought the character creation was too 
  rigid, the rules were too simplistic, there were no magic item lists, no spell lists, no 
  monster lists, and no guidelines for adding to the game. 
   
  I’m not criticizing Catspaw for the way he wrote the game. I openly support his goal of 
  making a game that’s simple and easy to play for everyone, and if you are a newcomer to 
  tabletop RPG’s or just like freeform games, then I do recommend you give Pony Tales a 
  try. It’s just that the game he made doesn’t fit my interests. I like RPG’s that have 
  detailed rules that can be easily changed, added to, expanded upon, omitted, or used as is. 
  As a result, it felt like I was rewriting Catspaw’s game as oppose to adding to it. So then I 
  thought if I’m rewriting his game, then I might as well make my own game, and what 
  you are currently reading is what came out of that idea. 
   
  The rules to my game are simple enough for newcomers to play, but the game is designed 
  to provide a consistent and easy to understand framework to build off of, allowing for a 
  wide variety of options. As far as this game is concerned, the sky’s the limit...especially if 
  you’re playing a pegasus. 
   
  While I did throw in my own ideas, small portions of the game does borrow from Pony 
  Tales and the 3rd Edition Dungeons & Dragons. On top of that, I’ve put in a lot of my 
  own changes and artistic license in order to adapt the show into an RPG such as give 
  unknown creatures their own unique abilities (like what I did for fruit bats and the ursa 
  major) or when their abilities are not conducive for an RPG (particularly with the crystal 
  ponies). 
   
  My Little Pony: Friendship is Magic is produced by Hasbro Studios and DHX Media 
  Vancouver (formerly known as Studio B Productions) and is based on the My Little Pony 
  toy line by Hasbro. This is a nonprofit fan-based game. Please support the official release. 
   
  And special thanks goes to Catspaw for giving me the idea. 
   
  How to use this book 
   
  While Pony Tales has a lot of simplistic rules, my game has much more detailed rules, 
  but try not to feel intimidated when you read through this book. I wrote this game to have 
  
  	
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  a lot to it, so you can have all you would need at your convenience, and you only need to 
  read what is necessary or whenever it is relevant for the circumstances. With adventure 
  scenarios that are about slice-of-life stories and role-play, you might not need to read 
  about monsters, magic items, HP loss, or combat, and you can be very loose with the 
  rules if you want. With action/adventures games, you have plenty of material to add into 
  your adventures and you can follow the rules to keep it balanced and fair for all the 
  players. 
   
  That’s why I used the third edition Dungeons & Dragons as a reference. It’s that 
  manageable versatility in the 3rd ed. D&D rules that I tried to emulate with my game. 
  Throughout the book, there are simple and consistent rules that allow the players to bend 
  the rules whenever the situation calls for it without feeling like they’re making it up as 
  they play. But, if you don’t want to go through the effort, the book already has everything 
  you need to add in whatever elements you want and move on. For example, it might be 
  cool to make up your very own monsters to challenge your PC’s, but if you’re in a 
  position where you need to throw in another monster on the spot, the game provides 
  complete lists of monster stats already written out for your convenience. 
   
  The first half of the book is designed to give the players all they need to play, starting 
  with instructions on how to build a character followed by lists of traits, feats, skills, 
  magic spells, items, and magic items to choose from as well as rules for play and combat. 
  The second half of the book in intended for GM’s, which includes various hazards, 
  monsters, and tips for play the GM can use to create an exciting campaign. 
   
  No matter what, remember the number one rule at the end of Twilight’s slumber party 
  book: have fun. 
   
  Tools for Play 
   
  Playing a game requires several supplies that can be easily obtained at local office supply 
  stores and game shops. All of these are common in many types of tabletop RPG’s. 
  •
  Writing utensils: In addition to regular pencils and pens, you might want to use 
  colored pencils and/or markers to represent different conditions such as fire, 
  craters, buildings, trees, pits, water, etc. 
  •
  Square graph paper: The graph paper is used to draw maps of the environments 
  to represent the position, movement, and orientation of all the characters. Each 
  square represents 5 cubic feet in the game. As an alternative, there do exist 
  dungeon tiles that can be put together to form the flooring of a dungeon as well as 
  some computer programs that allow for playing table top RPG’s online. 
  •
  Regular paper: Naturally, both PC’s and GM’s will want to have notes detailing 
  information on the characters and their abilities so it is ideal to have all this 
  information available, possibly typed and printed off of a word processor. Since 
  this game includes creatures that can fly, the graphs are usually measured in cubic 
  feet rather than square feet for when dealing with giant creatures who might be 
  tall enough to reach a flying creature. 
  
  	
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  •
  A covering: The GM requires some kind of covering for his notes so the PC’s 
  don’t see them. An ideal covering would be a sheet of cardboard you can stand up, 
  kind of like the kind you might find in most RPG board games. If you can’t find 
  one, then improvise with whatever you have. 
  •
  Playing pieces: There needs to be playing pieces, which are used to represent 
  characters on the graph paper. Most game shops sell small metal playing pieces 
  for tabletop RPG’s. You could try using My Little Pony toys, but they might be 
  too big unless you have an extra large playing mat. Ideally, the pieces shouldn’t 
  be larger than the playing pieces to a Monopoly board game because they have to 
  be small enough to reasonably approximate the confines of the grid on the graph 
  paper. Playing a tabletop RPG with pieces that are too large is like playing 
  checkers with hockey pucks: they’re too big to make a reasonable indication of 
  which square the pieces are suppose to be in, especially when crowded together. 
  The only instance where large pieces would be appropriate would be with very 
  large monsters like dragons, ursas, etc. Whatever you use, the pieces need a clear 
  front to allow players to see where a character is facing. 
  •
  Dice: Not ordinary dice, mind you. This game uses non-cubic dice, i.e. dice with 
  more or less sides than six. The most essential is the 20-sided dice, which is used 
  for almost every aspect of the game. You should also buy 4-sided, 6-sided, 8-
  sided, 10-sided, and 12-sided dice, although those are mostly used for damage 
  rolls and percentage rolls. Such dice can be bought together from game shops. A 
  coin can also be helpful as a tiebreaker. 
   
  RPG Terminology 
   
  There are several RPG acronyms that I use throughout this game. Don’t worry, they’re 
  easy to remember and they’re common terms used in other games. 
  •
  (GM) Game Master: This is the referee for the game and controls the actions of 
  all the NPC’s the PC’s interact with. 
  •
  (PC) Player Character: These are the individual characters the players role-play 
  as. 
  •
  (NPC) Non-Player Characters: This term applies to all characters the GM 
  controls including other ponies and monsters. 
  •
  (HP) Hit Points: Also known as Health Points, HP is the number of points of 
  damage the player can take before dying from injuries. The HP score drops every 
  time the pony is injured. See section on Combat for details about injury and death. 
  •
  (AC) Armor Class: This score determines how difficult a pony is to hit with any 
  kind of attack roll. Whenever an opponent tries to attack, the attacker’s attack roll 
  must be equal to or higher than the opponent’s AC. If it’s lower, then the attack is 
  a miss. 
  •
  (XP) Experience Points: This is the score that represents how far a pony’s 
  abilities have advanced. See section on Experience for details. 
  •
  (Crit) Critical Hit: Whenever a player rolls a dice that lands on a 20, that player 
  scored a Crit, which increases how much damage is caused. 
  •
  (ft) Feet: Short hand for “foot” or “feet” in terms of measurements. 
  
  	
     10	
    
  •
  (% Roll) Percentage Roll: There are times when a GM needs to make a roll from 
  1-100. This is called a percentage roll and the way in which it works is the GM 
  takes two 10-sided dice and rolls them. One dice represents the 1’s digit while the 
  other represents the 10’s. Add them both together and you have your number. For 
  example, if the 10’s dice rolled a 5 and the 1’s dice rolled a 1, then together that 
  would be 51. If both dice roll 0, then you’ve rolled 100. 
  •
  Class: The word class pertains to a certain roll or profession that a player fills in 
  the party. In a fantasy adventure setting, this can include a fighting class, a magic-
  using class, etc. 
  •
  Round: During combat, all fights are divided into rounds, which take up 6 
  seconds in-game time. The round ends once all combatants have had their turn. 
  •
  Action: Actions represent moves that can be done during a round. In this game, 
  all actions are divided into four categories: standard, simple, full, and free. 
  •
  Saving Throw: Any Aptitude roll that involves mitigating or preventing any kind 
  of harmful attack or condition to the character is called a saving throw. 
  •
  Square Feet: A flat square with equal length and width. 
  •
  Cubic Feet: This is a mathematical term that the book will often use. A cube 
  represents an objects length, width, and height. Think of each square on a graph 
  paper as an invisible box that all PC’s and NPC’s fit inside to give an 
  approximation of how large they are. Of course, for creatures that are larger than 
  the 5 cubic feet, a larger size will be designated (ex: 10 cubic feet, 20 cubic feet, 
  etc.). For more irregular shapes, measurements are listed by length, width, and 
  height (ex: 10 feet x 15 feet x 20 feet, etc.). 
  •
  Radius: The length from the center of a circle to the edge. 
  •
  Diameter: The length from one end of a circle, through the center, and to the 
  other end of the circle, i.e. twice the length of the radius. 
   
  Types of games 
   
  There are two different ways to play the game and the GM and PC’s need to work out 
  what kind of game they want to play beforehand. 
   
  Non-Adventure: This is where the players simply play a game that’s like an average 
  episode of the show, i.e. a slice-of-life adventure. These kinds of games are typically 
  more focused on role-play and performance than combat and can include mundane 
  scenarios like getting a job or going on a trip or it can revolve around a specific event or 
  contest like Winter Wrap-Up, the Sisterhooves Social, the Grand Galloping Gala, etc. In 
  the case of alicorns, what counts as mundane might be a little more extraordinary such as 
  handling diplomatic negotiations, attending the Grand Galloping Gala, passing laws, 
  building cities, etc. Since this is a game about My Little Pony, there’s no reason why 
  there can’t be more home-based action such as natural disasters, invading monsters, 
  magical mishaps, etc. 
   
  How to make Non-Adventures entertaining: 
  •
  Put in a problem: Drama comes from complications or conflicts. The problem 
  could be simple such as getting a task done on time or it can be major like 
  
  	
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  protecting Ponyville from a swarm of parasprites. Whatever it may be, there needs 
  to be consequences for solving or not solving the problem. 
  •
  Put in a goal: Players can have something they want to do or achieve such as 
  obtaining a job, winning a contest, etc. The goal needs to be something that can be 
  done as a team, otherwise some players might feel left out. 
  •
  Role-play: Some players may simply want to play as ponies for an afternoon, 
  perhaps hobnob with canon characters or have fun seeing locations from the show. 
  In those kinds of games, you could see what you want to see, have fun, and go 
  nuts. 
   
  Action/Adventure Games: When it comes to tabletop RPG’s, there’s nothing more 
  classic or timeless as playing a fantasy adventure. In these types of games, the appeal is 
  always the chance to go on adventures, fight evil, and possibly collect treasures along the 
  way.  
   
  How to make Action/Adventure Games Entertaining: 
  •
  Use adventure hooks: An adventure hook is an incentive for the PC’s to play. 
  Such incentives include: 
  o
  Hired to do a job. 
  o
  Rumors of lost treasure. 
  o
  The pursuit of knowledge. 
  o
  The thrill of adventure. 
  o
  Achieve a personal goal. 
  o
  Saving lives. 
  •
  Make it challenging: In order for there to be a satisfying adventuring experience, 
  the players need to feel like that they accomplished something, and if the GM 
  makes it too easy, the PC’s are rob the fun. Of course, GM can go easy on them if 
  they’re struggling or they’re having a lot of bad luck, but don’t just make it 
  impossible for the PC’s to lose. 
  •
  Let the PC’s be the hero: Whether defeating villains or saving lives, being a hero 
  and reveling in the notoriety can be its own reward. Don’t cheat the PC’s by 
  having an NPC defeat the bad guys or throw in a deus ex machina. Let them bask 
  in the limelight. 
  •
  Provide mystery: The GM should allow the players to discover the answers 
  themselves. Mystery can create a lot of suspense, even if the GM doesn’t know 
  the answer. Letting the answers come out naturally from the circumstances of the 
  story can lead to some exciting story telling. 
   
  Types of Ponies 
   
  For this game, you have four options for playable ponies, each are different and have 
  something to add to any adventure campaign or circle of friends. 
   
  Earth Pony: Although somewhat outclassed by the flying pegasi and the magical 
  unicorns, earth ponies make up for it with their brute strength, adaptability, and their 
  knack for taking care of the environment. In any party, earth ponies are generally the 
  
  	
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  muscle of the group whether it is lifting loads or combat. Although some can be the 
  support because they are also highly adept at the Healing skill. They may not look like 
  much, but you should never underestimate an earth pony’s hidden talents and abilities. 
   
  Pegasus: The pegasi are some of the fastest and most well traveled of the ponies. Able to 
  live on clouds just as easily as they can live on land, they can go anywhere and out 
  maneuver any land or air based opponents. In a party, they can be both support and 
  muscle, able to fight any enemy on land and in the sky as well as attacking with range 
  weapons from a distance. Attach them to a carriage, and they can provide air 
  transportation for their friends. Their ability to control the weather can also be useful, 
  moving clouds to provide cover from the sun or provide a little rainwater when needed. 
   
  Unicorn: Throughout history, unicorns have been both admired and feared for their 
  magical talents. Some of the truly talented unicorns can perform incredible feats of magic 
  to overpower even the strongest of opponents. Even those who have very limited magical 
  ability can still use their wits and their telekinetic powers to great effect. Unicorns are 
  typically the support of the party, either providing temporary protection for their friends 
  or blasting down enemies at a distance with their magic. 
   
  Crystal Ponies: Crystal ponies once ruled their own peaceful kingdom until an evil curse 
  banished them for 1,000 years. It wasn’t until recently did the Crystal Empire became 
  reintegrated into Equestria again and their empire is now ruled by Princess Cadance and 
  Prince Shining Armor. Crystal ponies are perhaps one of the most exotic types of pony. 
  They’re like earth ponies, but their coats radiate a crystal shine that reflects their happy 
  feelings upon others. However, the reflective properties of their coats grant them a 
  variety of abilities (to give them more use as a playable race for the purposes of this 
  game) such as AC bonuses and reflective magic. Crystal ponies make for good attack 
  characters because their shiny coats can provide a number of protective and enhancing 
  magic for themselves and, in some circumstances, can pass on that power to the rest of 
  the party. 
   
  Alicorn: The royal sisters, Princess Celestia and Luna, are truly the marvels of Equestria. 
  They can perform incredible feats of magic but can also fly and walk on clouds. Despite 
  the fact that alicorns are rare in the show, that’s no reason why you can’t go against 
  canon and become one yourself. 
   
  Playing as an alicorn opens up a lot of unbridled power and flexibility. You could play as 
  royalty yourself and be in charge of all of Equestria. However, if you don’t want that 
  much responsibility, you could act as a humble guardian, protecting the innocent and 
  ensuring peace. Either way, ponies will marvel at your deeds, both good and evil. 
   
  Although the option to play as an alicorn exists, it’s not recommended for every pony. 
  The major hazard with playing as alicorns is that they are too powerful. They can do 
  almost anything all the other varieties of ponies can do, meaning that incorporating one 
  into your party would mean having the alicorn overshadow the others. My advice is that 
  if you want to play as an alicorn, then every pony in the party should be an alicorn (or 
  
  	
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  alicorn level creature) in the interest of playing fair. Also, with any game that features 
  super powered characters, the GM needs to put extra effort to ensure that the game can be 
  exciting and challenging, especially in an adventure game. Alicorns need to be given 
  challenges that are bigger and tougher than ordinary ponies can manage. It is for these 
  reasons why I strongly urge that only more experienced RPG players should attempt a 
  game with alicorns for PC’s. 
   
  Also, I think it’s important that I point out the fact that some MLP fans don’t like original 
  alicorn characters because they take away the uniqueness of alcorns if they are too 
  common and they often come across as Mary Sue characters. I can certainly see how that 
  would be a problem in fanfiction and fanart, but when you’re at a table playing a game 
  with your friends, I see no reason why it can’t be allowed so long as every pony in the 
  group doesn’t mind.  
   
  The GM should also consider how do alicorns fit into the game. The players would 
  probably need to go against canon and if that’s the case, there needs to be explanations as 
  to why every pony in the party are alicorns, whether or not Celestia and Luna exist in the 
  gaming world created, how many alicorns exist, and how it all fits into the overall 
  narrative. 
   
  Levels 
   
  There are three generalized power levels that determine the strengths and limitations of 
  any PC or NPC: Foal, Adult, and Alicorn. Before a game can begin, both the players and 
  the GM need to agree on what level the players and the monsters they encounter should 
  be. The players can increase their stats with time, but a player can only advance from one 
  level to another under special conditions. See section on (XP) Experience Points to learn 
  how that works. No matter what the level of the party is, GM’s need to make sure the 
  challenge level of the game is appropriate for the level of the party. For example, a foal 
  might struggle to defeat a cockatrice while an alicorn would smite it in one round. As 
  such, foal level parties need simple and easy adventures while alicorn level parties need 
  challenge. Difficulty is regulated by the GM by choosing monsters of appropriate level, 
  modifying the stats of existing monsters as needed, and modifying the Difficulty to most 
  skill rolls as needed. Also, in the interest of keeping it fair for every pony, all PC’s should 
  agree on what level to play. 
  •
  Foal Level: This level pertains to young foals or any creatures that are relatively 
  small and weak. Foal level PC’s are most fun in a non-adventure, engaging in 
  activities such as making friends, playing games, asking for candy on Nightmare 
  Night, participating in school projects, earning a Cutie Mark, etc. All Foal level 
  characters can’t have an Aptitude or Skill score higher than 5 and they only get 
  15+3 per Constitution score in HP. 
  •
  Adult Level: Ponies and monsters at this level are the most common and they’re 
  greater than foals in power level but weak in comparison to alicorns. Adult ponies 
  are more ideal in an action/adventure game than foals, allowing the party to more 
  befittingly face off against more powerful adversaries and have a wider array of 
  
  	
     14	
    
  abilities. All Adult level characters can’t have an Aptitude or Skill score higher 
  than 10 and they only get 35+5 per Constitution score in HP. 
  •
  Alicorn Level: As the name suggests, alicorns are the only ponies that can take 
  on this level. Other creatures that are powerful enough to be on par with an 
  alicorn would be giant monsters, powerful creatures, and god-like beings. Alicorn 
  level characters should be reserved for more experienced players who enjoy 
  exciting high level adventures. All Alicorn level characters can’t have an Aptitude 
  or Skill score higher than 20 and they only get 60+5 per Constitution score in HP. 
   
  Aptitudes 
   
  All creatures in Equestria have what are called Aptitudes, which defines the physical and 
  mental strengths and weaknesses of a pony. When determining the Aptitude scores of 
  your pony, choose wisely because the Aptitudes are an intrinsic part of the game and 
  determine what areas your little pony is good at. 
   
  Strength: A pony’s Strength determines their ability to inflict damage during combat and 
  to physically move heavy objects. Strength is mostly good for combat, heavy lifting, and 
  a select few skills such as Swim, Grapple, Climb, etc. Monsters with a strength score of 0 
  are so weak, they can’t stand or walk on their own unless they’re as light as air. 
   
  Constitution: This Aptitude pertains to physical health and condition of the body. This 
  score is used to determine a pony’s ability to survive physical harm as well as resist 
  poisons and disease. Constitution is necessary for survival in dangerous situations and 
  boosting AC and HP but little else. Monsters with a Constitution score of 0 are not alive 
  and are instead robotic or undead. 
   
  Agility: When a pony has to maintain balance, dodge attacks or obstacles, rely on hand-
  eye coordination, or perform physical stunts, Agility is the score relied on. Agility is also 
  applied to the pony’s speed when walking or running as well as involve any skill that 
  relies on speed or dexterity. Agility can enhance AC like Constitution and there are 
  several skills that use Agility, but unlike Constitution, there are several circumstances 
  that can take away a pony’s Agility bonuses to AC such as becoming immobilized or 
  unable to see the attack coming. Monsters with an Agility score of 0 can’t move at all and 
  are as still as a statue, and consequently have a base speed of 0 ft. 
   
  Cleverness: This Aptitude is the focus of all matters involving originality, creativity, and 
  charisma. Cleverness is exclusively used for skills, particularly ones that would be 
  considered artistic or empirical as opposed to wholly scientific such as Art, Cooking, 
  Music, Writing, etc. Cleverness also pertains to skills that rely on charisma in social 
  circumstances such as Bluff, Intimidation, Diplomacy, etc. Monsters with a Cleverness 
  score of 0 are robotic and emotionless. 
   
  Intelligence: An Intelligence score is used when ponies have to solve puzzles, make 
  plans, or draw from knowledge. It’s also a measurement of a pony’s ability to learn and 
  reason. Intelligence is exclusively used for skills, particularly ones that would be 
  
  	
     15	
    
  considered scientific or logical as opposed to creative or artistic such as Mathematics, 
  Navigation, Strategy, Chemistry, etc. Monsters with an Intelligence score of 0 are 
  mindless robots who act on instinct, command, or programming.  
   
  Mentation: When it comes to areas of magical or psychic phenomena, Mentation comes 
  into play. It is frequently used by unicorns who uses their Mentation scores when trying 
  to inflict damage or work their will upon others. For earth ponies and pegasi, it’s not as 
  frequently used, but it does become important when using mystical skills and it’s also 
  used to resist any kind of charm or mind influencing effects. Mentation also reflects the 
  measurement of a pony’s willpower, perceptiveness, and intuition. Not only does several 
  skills use Mentation, but so do all spells, making Mentation far more versatile than 
  Intelligence and Cleverness. The down side is all spells and the majority of Mentation 
  skills are trained only meaning unless you have at least one skill point in that particular 
  skill, you can’t use it. So unless you want to predominantly spend skill points on 
  Mentation skills and spells, Mentation may have limited use to you. Monsters with a 
  Mentation score of 0 can’t use any magic at all. 
   
  Stats Modified by Aptitudes 
   
  •
  Attack Bonus: This is the bonus added to attack rolls and damage rolls. Range 
  based weapons are enhanced by Agility, spell-based attacks are enhanced by 
  Mentation, and all other attacks are enhanced by Strength. 
  •
  Armor Class (AC): Every time an opponent tries to attack the pony, the 
  opponent’s attack roll must be equal to or greater than the pony’s AC or else the 
  attack is a miss. AC is a combination of the pony’s Constitution score, Agility 
  score, and other bonuses. Agility score is automatically removed from AC in the 
  event that a character is unable to move. 
  •
  Hit Points (HP): This score determines the maximum number of damage a pony 
  can take before dying. HP is determined by level, Constitution score, and other 
  modifiers. 
  •
  Base Speed: This indicates a pony’s maximum speed per round when trotting on 
  land or flying in the air. Base speed is based on Agility score and other modifiers. 
  •
  Gallop Speed: This indicates a pony’s maximum speed per round when galloping 
  on land or flying fast in the air. Unlike walking at base speeds, running at gallop 
  speeds can tire the pony out. See sections on Fatigue and Gallop under the 
  Movement section for details.  
  •
  Initiative: This determines turn order during combat. Initiative is equal to Agility 
  score plus any other modifiers. 
   
  Size and Reach: All ponies fit into a square 5 cubic feet in size as represented by the 
  graph paper. A pony has a reach of 0 ft, which means it can only touch objects that are 
  located within any adjacent square to the square the pony is currently standing in. This 
  limit applies to most monsters with some exceptions. 
   
  
  	
     16	
    
  How Bonuses and Penalties Work: Some conditions, traits, feats, skills, and magic, can 
  grant either a bonus or penalty to a pony’s rolls. Such modifiers are always temporary, 
  lasting for either one round or for as long as the conditions persist. 
   
  Bonuses and penalties applied to Aptitudes affect skill and Aptitude rolls, but cannot 
  have any kind of influence on a character’s stats and visa versa. For example, a pony can 
  be afflicted with an Enfeeblement spell that causes a -4 penalty to Constitution rolls but 
  otherwise has no affect on her AC or her HP and it won’t kill her if her Constitution score 
  is 4 or lower. Similarly, a charging pony gets a -2 penalty to AC but it has no affect on 
  her Constitution or Agility rolls. When a bonus or penalty applies to a specific Aptitude, 
  then it affects all skills that use that Aptitude, but if the bonus or penalty only afflicts a 
  specific skill, then only that skill is affected and not the Aptitude it pertains to. 
   
  Unlike Aptitude score loss, penalties can drop into negative numbers. For example, 
  Swordplay has a Mentation score of 3, but he is hit with an Enfeeblement spell (causing a 
  -5 penalty), which reduces his Mentation rolls to -2 but otherwise doesn’t cause him to go 
  into a coma like Aptitude score loss would have caused. 
   
  Abilities 
   
  The important part of taking control of a character is to know what they can do and all 
  abilities are divided into four categories: Traits, Feats, Skills, and Spells. Each one 
  follows its own rules and has its own means of being obtained. Choose your abilities 
  wisely because they can mean the difference between life and death. For more details on 
  how all these abilities are obtained, see section on Creating a Pony. Also see List of 
  Traits, List of Feats, List of Skills, and List of Magic Spells for in-depth instructions on 
  how individual abilities work. Also see Using Skills in the Game for more detailed 
  information for how skills are used. 
   
  Traits: Traits are any abilities, strengths, or weaknesses that are inherently a part of a 
  pony. They are innate and cannot be learned by other races that are not born with those 
  traits such as a pegasus’s ability to fly or a unicorn’s ability to use magic. Different 
  creatures throughout Equestria have different traits, allowing them alternate attacks and 
  abilities as well as different strengths and weaknesses. Most traits are standard actions 
  during combat unless noted otherwise. 
   
  Feats: Feats are similar to traits, but while traits are what a pony is born with, feats are 
  abilities that are obtained through special training or conditioning such as proficiency 
  with certain weapons, using certain abilities or martial arts attacks, receiving bonuses, etc. 
  Some feats have what are called Prerequisites. What that means is that in order to use the 
  feat, the pony must meet the requirements listed in the prerequisites whether it be having 
  levels in a specific skill, having an Aptitude score at a certain level, etc. If the pony no 
  longer meets the prerequisites for whatever the reason, the pony doesn’t lose the feat, she 
  just can’t use it until the prerequisites are met. Upon creation, a player is given a set 
  number of feats to choose from. Most feats are standard actions during combat unless 
  noted otherwise. 
  
  	
     17	
    
   
  Skills: Skills are learned professions or abilities. Unlike traits or feats, skills require a 
  successful roll of the dice to complete a task, and each skill pertains to a specific Aptitude, 
  which provides a bonus to the skill roll. Another distinguishing quality of Skills is that it 
  has levels, which can be added to the roll along side Aptitude scores, increasing a pony’s 
  chances of making a successful skill roll. If a skill roll fails, then in most cases, a pony is 
  allowed a retry at the GM’s discretion. Many skills are usable by every pony—even if the 
  pony has no skill levels in that skill—with the exception of skills with the label “trained 
  only” written next to the Aptitude. In which case, that skill can only be used if the pony 
  has at least one skill level in that skill. When a skill has “Armor Penalty” written next to 
  it, that means that penalties from armor apply when using this skill. When creating a 
  character, the players are given a set number of allocable skill points that they can put 
  into any skill they want, granting themselves skill levels. Most skills are full actions 
  during combat unless noted otherwise. 
   
  Magic Spells: What sets unicorns apart from earth ponies and pegasi is their ability to 
  cast spells at will. While not all unicorns are highly adept at magic, there are some who 
  will learn a few spells to augment their professions and/or interests. For example, a 
  mailmare could learn Teleportation to deliver mail quickly, or a performer could learn 
  Photokinesis to put some flashy lights in her shows or Audiokinesis to enhance her music. 
   
  All spells come in two varieties: Rudimentary and Advanced spells. Rudimentary spells 
  can be cast freely but Advanced spells require spending 1 spell point to cast. See section 
  on Spell Points under Spell Stat Descriptions for details. 
   
  Spells are obtained the same way skills are obtained: by putting allocable skill points into 
  a spell to achieve a spell level. All spells exclusively use Mentation as its primary 
  Aptitude and casting a spell requires the unicorn to have at least 1 level to use the spell 
  just like with trained only skills. 
   
  Alicorns and alicorn level creatures are capable of more powerful magic than ordinary 
  creatures. As such, only creatures at alicorn level can use spells with the words Alicorn 
  Level Casters Only attached to it. Most spells are full actions during combat unless noted 
  otherwise. 
   
  XP (Experience Points) 
   
  Unlike most games, Heroes of Equestria only uses levels as a generalized way of 
  indicating how tough an opponent might be. There are no concrete classes to speak of and 
  no real level advancement. Of course, if players play the same characters over and over 
  again, they may feel that their PC’s should up grade with time. For that, the game offers 
  two ways of managing experience. 
   
  Loose Method: In this case, the GM simply hands out bonus Aptitude points, bonus HP, 
  bonus skill points, and bonus feats based on the circumstances of the story. For example, 
  if a unicorn has used a certain spell a lot, then the GM can grant a bonus skill point to that 
  
  	
     18	
    
  spell. Or perhaps a pony wants to learn how to shoot arrows, so after spending some time 
  practicing archery, the GM could allow her to have the Archery feat. The advantages of 
  this strategy is that it’s quick and easy, perfect for non-adventures that have few conflicts 
  and for newcomers who don’t want to be bogged down with calculating even more 
  numbers just to upgrade a character. The down side is that it can easily be inconsistent 
  since the GM could accidently allow players to advance faster than others or advance too 
  fast. The PC’s may want to consider keeping a record of how many times their characters 
  advanced. 
   
  Calculated Method: The way how this method works is the PC’s earn what are called 
  experience points (abbreviated as XP) and these points are spent on upgrades. This 
  method is ideal for action/adventure games and advanced players because it provides a 
  fair and consistent way of upgrading every pony in the party and it gives the players some 
  satisfaction as they watch their characters advance. The down side is there’s a lot of 
  scores to keep track of and it’s also a very linear system. 
   
  At any time, a PC can spend her XP on a certain upgrade. Choose wisely because once 
  the XP is spent, the change cannot be undone. The upgrades and costs are as follows: 
  •
  1 HP: 10 XP 
  •
  1 allocable skill point: 20 XP 
  •
  1 allocable Aptitude point: 40 XP 
  •
  1 feat: 80 XP 
   
  There is a wide variety of ways to earn XP. These scores are awarded to each member of 
  the party so long as they were involved and were alive at the end of the fight: 
  •
  Defeat an opponent: If the party manages to kill, subdue, or capture an opponent, 
  the whole party earns XP depending on the level of the opponent in question. 
  Foal: 2, Adult: 4, and Alicorn: 8. 
  •
  Escape an opponent: If the party manages to successfully flee from a fight, then 
  the party earns some bonus XP based on the level of the opponent. Foal: 1, Adult: 
  2, and Alicorn: 4. If the opponent fled the fight, then no XP is awarded unless he 
  was forcibly driven away such as under the affects of a fear effect or a Paranoia 
  spell. In which case the party gains points as if they escaped the opponent. 
  •
  Complete a difficult task: If a pony managed to successfully complete a very 
  difficult task or many easy tasks, then the GM can award XP, typically 2 for the 
  former example and 1 for the latter example. 
  •
  Bonus Points: A GM can also award XP simply for beating a difficult challenge 
  or getting passed a difficult dungeon, typically between 4-8 points. 
   
  Example: A party of four PC’s battle three diamond dogs, a griffon, and a changeling. 
  During the fight, a unicorn casted the Paranoia spell onto the griffon, forcing it to run 
  away. The changeling, before one PC was able to deliver the final blow, used a 
  Teleportation spell to get away and could not be located. The three diamond dogs were 
  killed in the fight but not before killing a PC named Swordplay. Each of the NPC’s were 
  at Adult level, awarding 4 points per diamond dog. However, the changeling got away so 
  no points were earned for that one. The griffon was forcibly removed from the fight by a 
  
  	
     19	
    
  spell from the PC’s, granting a lesser score of 2. So, with three diamond dogs dead and 
  one escaped griffon, all together, that means that each PC earns 14 XP except for 
  Swordplay who was dead by the time the fight ended. 
   
  Growing up: When repeatedly playing as a foal, over time, the player may want to see 
  that foal grow up into a beautiful mare or a handsome stallion. To do this, the party may 
  have to agree upon simply advancing ahead several years to allow the change. Using the 
  foal’s current stats as an example, the pony could be remade using the guidelines for 
  creating an original adult pony. 
   
  Earning a Cutie Mark: If you’re playing a foal who hasn’t earned her Cutie Mark yet, a 
  player might decide to let her earn her Cutie Mark based on her experiences in the game. 
  Perhaps some hidden talent might crop up. 
   
  Advancing to Alicorn level: If the GM will allow it, an ordinary pony could advance to 
  alicorn level if she gains enough experience. If using the Loose Method, then the GM 
  decides when a pony can advance to alicorn level, typically after the pony has gone 
  through a lot of challenges in order to justify a pony bumping up a level. If using the 
  Calculated Method, then the GM must decide upon how many XP the pony has to earn 
  before advancing to the next level, typically either 800 XP, 960 XP, or 1,110 XP 
  depending on how difficult the GM wants to make level advancement. 
   
  Upon advancing to alicorn level, the pony automatically gains a bonus 30 HP and the 
  maximum Aptitude and skill score level raises to 20. The pony could also be remade 
  using the rules for creating alicorns. 
   
  Creating a Pony 
   
  Now that you’ve learned all it takes to make a pony, here are some simple steps to 
  creating any new character. 
   
  Step 1: Choose type of pony 
  This is the point where the players choose what type of pony they want to play whether it 
  is an earth pony, pegasus, unicorn, or an alicorn. Once the type has been chosen, the 
  player then makes note of all the traits associated with that type of pony, which are:  
   
  Earth Pony Traits: Equine Combat, Connection to the Earth, and Skill Specialty. 
  Pegasus Traits: Equine Combat, Flight, and Carriage Levitation. 
  Unicorn Traits: Equine Combat, Spell Casting, and Telekinesis. 
  Crystal Pony Traits: Equine Combat and Crystal Magic 
  Alicorn Traits: Equine Combat, Flight, Carriage Levitation, Spell Casting, Telekinesis, 
  and Timelessness. 
   
   
   
   
  
  	
     20	
    
  Step 2: Select level 
  Rather than have numerical values, all monsters and characters have three classifications 
  that indicate a generalized level of difficulty, which also directly correlate with the age of 
  the pony. 
   
  Level one: Foal 
  Level two: Adult 
  Level three: Alicorn 
   
  As a foal, a pony is just a young filly or colt with limited strength and ability. As an adult, 
  a player plays as a fully-grown mare or stallion and is capable of taking on tougher tasks 
  and opponents than a foal could ever hope to do. Alicorns are the most powerful type of 
  pony in existence, able to topple the giants of Equestria and the most powerful of spirits. 
  Able to live for centuries, they also possess a lot of wisdom and power. 
   
  Step 3: Obtain base stats 
  The base stats are the stats for each Aptitude the pony starts with. It’s different for each 
  of the pony races: 
   
  Earth pony: Strength 3, Constitution 3, Agility 1, Cleverness 1, Intelligence 1, 
  Mentation 1. 
   
  Pegasus: Strength 2, Constitution 2, Agility 2, Cleverness 1, Intelligence 1, Mentation 1. 
   
  Unicorn: Strength 2, Constitution 2, Agility 1, Cleverness 1, Intelligence 1, Mentation 2. 
   
  Crystal Ponies: Strength 2, Constitution 2, Agility 1, Cleverness 1, Intelligence 1, 
  Mentation 2. 
   
  Alicorn: Strength 2, Constitution 2, Agility 1, Cleverness 1, Intelligence 2, Mentation 2. 
   
  The reasons for the variances in score are simply based of the necessity and 
  characteristics of the various types of ponies. Earth ponies are naturally stronger and 
  more physically fit than other ponies. As such, they get a higher Strength and 
  Constitution score. Pegasi are very fast and agile so their Agility score is a little higher. 
  Unicorns often use Mentation for the sake of their magic so they have a higher Mentation 
  score. The crystal pony’s magical crystal coats give them a strong resistance to magic, 
  thus they tend to specialize in Mentation, too. Alicorns also favor Mentation, but they 
  also have higher Intelligence because their long life spans allow for more accumulated 
  knowledge. If these Aptitudes are not to the players’ liking, don’t worry. They’ll get a 
  chance to add to it in the next step.  
   
  Step 4: Add to Aptitude scores 
  Each pony gets points that are allocated to the pony’s Aptitude scores. 
   
  Foals get 8 allocable points and each Aptitude can only be upgraded to a maximum of 5. 
  
  	
     21	
    
   
  Adult ponies get 16 allocable points and each Aptitude can only be upgraded to a 
  maximum of 10. 
   
  Alicorns get 40 allocable points and each Aptitude can only be upgraded to a maximum 
  of 20. 
   
  A warning about Min-Maxing: Min-Maxing is a term often used in RPG’s where a 
  character increases desirable traits at the cost of undesirable traits. This is often a 
  necessary strategy because ponies need appropriate Aptitude points to fit their talents. For 
  example: a warrior needs greater Strength and Constitution, an archer needs greater 
  Agility, an inventor needs greater Intelligence, an artist needs greater Cleverness, a 
  magically inclined unicorn needs greater Mentation, etc. 
   
  However, if she focuses on just two Aptitudes, this can leave a pony with significant 
  weaknesses. For example, an earth pony who wants to be a warrior could spend all of her 
  allocable points on Strength and Constitution, leaving all of her other Aptitude scores at 1. 
  That kind of strategy can easily backfire because although the warrior pony can now deal 
  incredible damage and be resilient in battle, she’s vulnerable to magical attacks because 
  of her low Mentation scores, she’s always fighting last in turn order because of her poor 
  Agility, and her skills suffer because of her low Intelligence and Cleverness scores. 
  While all ponies need strengths and weaknesses, focusing on just one or two areas is 
  usually not a good idea. That’s not to say it can’t be done, I’m just saying it’s usually 
  better to focus on at least four Aptitudes so she can have more adaptability. 
   
  Step 5: Pick Feats 
  The player then picks feats for her pony. A foal starts with one feat, an adult pony starts 
  with three feats, and an alicorn starts with five feats. 
   
  All earth ponies have one bonus feat upon creation. 
   
  Step 6: Calculate Hit Points, Armor Class, Base Speed, and Initiative 
   
  Once the Aptitude scores are finalized, calculate the pony’s base speed, HP, AC, and 
  Initiative. 
   
  HP is determined by the pony’s level as well as her Constitution score. 
  To calculate a foal level character’s HP, start with 15 then add 3 x Constitution score. 
  To calculate an adult level character’s HP, start with 35 then add 5 x Constitution score. 
  To calculate an alicorn level character’s HP, start with 60 then add 5 x Constitution score. 
  For your convenience, you can also see the list below: 
   
  Foal: 0 15 HP, 1 18 HP, 2 21 HP, 3 24 HP, 4 27 HP, 5 30 HP. 
   
  Adult: 0 35 HP, 1 40 HP, 2 45 HP, 3 50 HP, 4 55 HP, 5 60 HP, 6 65 HP, 7 70 HP, 8 75 
  HP, 9 80 HP, 10 85 HP. 
  
  	
     22	
    
   
  Alicorn: 0 60 HP, 1 65 HP, 2 70 HP, 3 75 HP, 4 80 HP, 5 85 HP, 6 90 HP, 7 95 HP, 8 
  100 HP, 9 105 HP, 10 110 HP, 11 115 HP, 12 120 HP, 13 125 HP, 14 130 HP, 15 135 HP, 
  16 140 HP, 17 145 HP, 18 150 HP, 19 155 HP, 20 160 HP. 
   
  The Vigor feat can also increase her HP by 8 HP per application. 
   
  A pony’s AC starts with a base level is 5, which is consistent for all creatures. From there, 
  the pony adds both her Constitution score and Agility score. For example, an adult with 5 
  Constitution and 4 Agility adds that to her existing 5 armor class and that adds up to 14. 
  Armor and magic can also be used to raise armor class, so if that same pony was wearing 
  leather armor that adds +2 AC, then her armor class would be 16. 
   
  A pony’s base speed determines how fast a pony can trot in one round. Speed is set at a 
  certain level based on Agility score as indicated below: 
  •
  Agility 0: 0 feet 
  •
  Agility 1-4: 10 feet 
  •
  Agility 5-8: 20 feet 
  •
  Agility 9-12: 30 feet 
  •
  Agility 13-16: 40 feet 
  •
  Agility 17 or higher: 50 feet 
  The Swift Hooves feat can add an additional 10 feet per application to the base speed, but 
  no pony can have a base speed higher than 50 feet. 
   
  To run faster, a pony also has a gallop speed, which determines the maximum amount of 
  speed the pony can run in one round. To determine gallop speed, take the pony’s base 
  speed and add 5 feet per Agility to the base speed. Example: An Agility of 4 provides a 
  base speed of 10. Multiply 4 by 5 makes 20, add that to the base speed, and that makes a 
  gallop speed of 30. 
   
  Initiative is used to determine turn order during battle. It is equal to the pony’s Agility, 
  but the Greater Initiative feat can add a +4 bonus per application. 
   
  In regard toward HP, AC, gallop speeds, and initiative, there’s no limit to how high a 
  character can raise her stats regardless of level. 
   
  Step 7: Pick Skills and Spells 
  Much like Aptitudes, ponies obtain allocable points, which are distributed to whichever 
  skills and spells she wants to learn. Unlike Aptitudes, which start with a set base score, a 
  pony can simply pick whatever skills/spells she wants and add at least one point to each 
  skill/spell. The advantage of this system is that she has some flexibility when it comes to 
  how many skills/spells she can choose and how she can upgrade it. For example, if she 
  has 4 allocable points, she can spend all 4 points toward one skill, divide the score so that 
  she could have four skills with 1 level each, or anywhere in between. 
   
  Foals get 4 allocable points and each skill can only be upgraded to a maximum of 5. 
  
  	
     23	
    
   
  Adult ponies get 8 allocable points and each skill can only be upgraded to a maximum of 
  10. 
   
  Alicorns get 18 allocable points and each skill can only be upgraded to a maximum of 20. 
   
  All earth ponies get a bonus 4 allocable skill points upon creation. 
   
  Step 8: The Finishing Touches 
  This is the point where the PC puts in the details about who her pony is.  
  •
  Name: It is usually best to have a name that is easy to remember for the benefit of 
  the other PC’s. There’s nothing more annoying then a player who winds up 
  calling one of her fellow companions “Hey you” or by some other derivative. Put 
  some effort into your character’s name because the more memorable the name, 
  the better. 
  •
  Sex: For adults, females are called mares while males are called stallions. Little 
  ponies are collectively called foals, but to be more gender specific, females are 
  called fillies while males are called colts. 
  •
  Physical Appearance: What does the pony look like? What color are her coat, 
  mane, and tail? What is her eye color? What does she wear? Is she fat or thin? 
  Does she have any physical markings such as scars or tattoos? 
  •
  Personality: What is this pony like? The pony needs to have a personality. She 
  needs strengths and weakness of character. Whatever the pony’s character is, 
  make sure it is a part the player can role-play as. 
  •
  Profession: How does a pony earn her living? In an action/adventure game, the 
  pony could have a class, which is the role she plays in a party. 
  •
  Cutie Mark: Cutie Marks are an important part of a pony’s life. Earning a Cutie 
  Mark is a coming of age right and reflects what makes her unique. 
  •
  Background: Try coming up with a backstory for the pony. A backstory not only 
  shapes the PC’s personality and long-term goals, but also helps the pony become 
  memorable. Much like coming up with a good name, coming up with a good 
  backstory is also something you should put serious thought into. 
  •
  Possessions: There’s a starter limit to how much a pony is allowed to own upon 
  creation. All of it can be in cash, or all of it can be in supplies, but on the whole, 
  the sum total of all items and coins cannot exceed the starter limit without the 
  GM’s permission. Foal: 20 bits. Adult: 240 bits. Alicorn: 400 bits. 
   
  Optional Rule: Exchange Feats, Aptitudes and Skills: For further flexibility in 
  customizing your PC’s, the GM can allow the players to trade points in one area in 
  exchange for points in another. In other words the players could trade in a feat, Aptitude 
  points, or skill points in order to enhance another area. See examples below: 
  •
  Extra feats: Exchange 2 Aptitude points for 1 feat or 4 skill points for 1 feat. 
  •
  Extra Aptitude points: Exchange 1 feat for 2 Aptitude points or 2 skill points for 1 
  Aptitude point. 
  
  	
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  •
  Extra skill points: Exchange 1 feat for 4 skill points or 1 Aptitude point for 2 skill 
  points. 
  Remember, these exchanges can only be done during character creation. Once the 
  character is complete, all stats are final and all further advancement of the character is 
  done through XP. See section on XP Experience Points for details. 
   
  Changing the Rules to Create a PC/NPC: Naturally, there may come a time that 
  players would want to have some variances to the rules. For example, they may want to 
  play as an ordinary earth pony, but still want to tackle alicorn level monsters. Or perhaps 
  a PC wants to play as a younger and weaker alicorn. These changes can be easily done by 
  following the guides for more powerful ponies or simply change how many Aptitude and 
  skill points can be allocated as well as the number of feats. So long as it’s fair among all 
  players and opponents they face, it should be okay. 
   
  Playing as Creatures Other Than Ponies: Some of the talking races of Equestria could 
  be turned into a PC like a zebra, diamond dog, buffalo, etc. If the PC’s want to play as 
  alternate creatures, they can follow the rules for creating a pony and apply them to 
  different creatures. Below are the base stats and traits of various creatures from the show 
  that might be suitable as a PC. However, if players want to play as other creatures, they 
  can read the trait listings from the list of monsters and follow the base stats of other 
  ponies such as earth pony base stats for muscle bound creatures, pegasi base stats for 
  flying creatures, unicorn base stats for magical creatures, etc. 
   
  However, while the other pony races are balanced, playing as other creatures might be a 
  little risky because there’s less of a balance. This might not be a huge problem, but it is 
  something the players and GM should keep in mind. If one race is so powerful, it easily 
  outshines the other players, the GM might want to disallow players to play as that 
  creature or encourage the other players to pick similarly powerful creatures. For example, 
  the GM can disallow changelings as a PC, but if a player wants to play as a changeling, 
  then the other players might want to be changelings too, just for the sake of keeping it fair 
  for everyone. 
   
  Buffalo PC 
  Base Stats: Strength: 3, Constitution: 3, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Equine Combat, Head-Butt, Skill Specialty, Bonus HP: Adult +8 HP and calf +4 
  HP, Bonus Feat: Heat Tolerance. 
   
  Changeling PC 
  Base Stats: Strength: 2, Constitution: 2, Agility: 1, Cleverness: 2, Intelligence: 1, 
  Mentation: 1. 
  Traits: Equine Combat, Flight, Carriage Levitation, Spell Casting, Telekinesis, Transform, 
  and Drain Love. 
   
  Cow/Bull PC 
  
  	
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  Base Stats: Strength: 3, Constitution: 3, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Equine Combat, Head-Butt, Bonus HP: Adult +8 HP and calf +4 HP, and Skill 
  Specialty 
   
  Diamond Dog PC 
  Base Stats: Strength: 3, Constitution: 2, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 2. 
  Traits: Claw and Teeth Combat, Acute Sense of Smell, and Bonus Feat: Blind Sight 
   
  Donkey PC 
  Base Stats: Strength: 2, Constitution: 3, Agility: 2, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Equine Combat, Skill Specialty, Natural Armor: +2 AC, Bonus HP: Adult +8 HP 
  and foal +4 HP, and Bonus Feats: Stave Off Death and Improved Natural Healing 
   
  Dragon (Baby) PC 
  Base Stats: Strength: 3, Constitution: 3, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Claw and Bite Attack, Breath Attack, Immune to the affects of fire, and Natural 
  Armor: +2 AC 
   
  Dragon (Adolescent) PC 
  Base Stats: Strength: 3, Constitution: 3, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Claw and Bite Attack, Breath Attack, Flight, Immune to the affects of fire, and 
  Natural Armor: +4 AC. 
   
  Griffin PC 
  Base Stats: Strength: 2, Constitution: 2, Agility: 2, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Clawed Combat, Carriage Levitation, and Flight. 
   
  Minotaur PC 
  Base Stats: Strength: 3, Constitution: 2, Agility: 1, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Hoof and Horn Combat, Natural Armor: +2 AC, Bonus HP: Adult +16 HP and 
  calf +8 HP, and Bonus Feats: Stave Off Death and Improved Natural Healing. 
   
  Saddle Arabian PC 
  Base Stats: Strength: 3, Constitution: 2, Agility: 2, Cleverness: 1, Intelligence: 1, 
  Mentation: 1. 
  Traits: Equine Combat, Connection to the Earth, and Skill Specialty 
   
  Zebra PC 
  
  	
     26	
    
  Base Stats: Strength: 2, Constitution: 2, Agility: 2, Cleverness: 1, Intelligence: 1, 
  Mentation: 2. 
  Traits: Equine Combat, Connection to the Earth, and Skill Specialty. 
   
  List of Traits 
   
  Amphibious 
  Accessible to: mermaid, naga, Capricorn, etc. 
  Creatures with this trait can breathe both air and water. They can also swim underwater 
  and walk on dry land at both their base speeds and their gallop speeds. 
   
  Aquatic 
  Accessible to: octopus, kraken, shark, etc. 
  Any creature with this trait is at home underwater. They can swim underwater at both 
  their base speeds and their gallop speeds and they can breathe water. However, if they are 
  taken out of their water environment, their speed is reduced to a maximum of 5 feet per 
  round regardless of Agility and they begin to suffocate. See section on Suffocation under 
  Hazards. 
   
  Acute Sense of Smell 
  Accessible to: diamond dog, fruit bat, timberwolf, etc. 
  As a free action, the monster can use a powerful sense of smell. A creature with this trait 
  can smell the presence of other living creatures, typically from 30 feet away in normal 
  wind, 60 feet upwind, and 15 feet down wind. Strong smells like smoke and garbage can 
  be detected at twice the distance, and overpowering smells are detectable at thrice the 
  distance. Smell adds a +10 bonus when tracking with the Wilderness Survival skill. 
  Creatures with the Amphibious or Aquatic trait can use this power underwater. 
   
  Blind 
  Accessible to: gelatinous sphere, living cloud, living puddle, etc. 
  A creature with this trait is naturally blind, meaning they cannot see and are immune to 
  all effects that affect sight. See section on Blindness/Deafness under the Hazards chapter 
  for further details. 
   
  Bonus Feat 
  Accessible to: buffalo, minotaur, diamond dog, etc. 
  Some creatures are so proficient in a certain skill (usually based on culture or living 
  conditions) that they get one or two bonus feats in addition to their usual feat limits. 
   
  Bonus HP 
  Accessible to: buffalo, donkey, golem, etc. 
  There are some creatures that are naturally more resilient than other creatures, granting 
  them bonuses to HP. For living creatures, the bonus varies depending on level: foal level 
  creatures get a +4 HP, adult level creatures get +8 HP, and alicorn level creatures get +16 
  HP. However, creatures that are constructs or undead can often get bonuses based on the 
  material they’re made of. 
  
  	
     27	
    
   
  Breath Attack 
  Accessible to: dragon, chimera, etc. 
  Breath attacks (often erroneously called so because they often don’t involve the breath) 
  are any kind of magical projectile that is expelled from the mouth. Although it is magical, 
  it is considered a range weapon, and thus its attack rolls and damage is modified by the 
  attacker’s Agility. If the monster breaths fire, those who are hit with the flames must also 
  make an Agility roll (Difficulty: 15) or else she catches on fire. See section on Fire under 
  Hazards for details. 
   
  Carriage Levitation 
  Accessible to: pegasus, griffin, hippogriff, etc. 
  Whenever a pegasus is attached to a wagon, trailer, or carriage, she can cause it to 
  levitate off the ground as she flies, encumbering the same restrictions as pulling a 
  carriage on a flat road. However, this power only applies to the carriage and its 
  contents/occupants. If any earth ponies or unicorns try to pull the carriage along with the 
  pegasus or try to hang onto the sides, then the pony would wind up dangling, still bound 
  by gravity, and would require a Strength roll to climb back into the carriage. The 
  levitation lasts for as long as the carriage is still attached to at least one pegasus. If it is 
  disconnected, it automatically falls to the ground. 
   
  Connection to the Earth 
  Accessible to: earth pony, zebra, etc. 
  All earth ponies have a strong connection to the Earth and all life that live on it, so much 
  so that they get a +4 bonus whenever using Farming, Healing, Husbandry, Botany, 
  Zoology, Herbalism, Gemology, and Cooking. 
   
  Construct Attributes 
  Accessible to: golem, homunculus, etc. 
  The creature is not alive but a magical or mechanical machine. As such, it has a 
  Constitution score of 0 and is immune to fatigue, concussive damage, poison, and disease. 
  Once its HP reaches 0, it is destroyed. A construct cannot be healed with spells or the 
  Healing skill. Instead, it has to be repaired with other skills. See section on Medical 
  Treatment for the Non-Living under Combat. Because they have 0 Constitution, all 
  constructs have the Damage Reduction trait, which reduces HP damage by half if the 
  damage was caused by slashing weapons (swords, axes, etc.) and piercing weapons 
  (bows and arrows, guns, etc.) but not against any other weapons (staffs, clubs, spells, fire, 
  etc.) unless noted otherwise. 
   
  Crystal Magic 
  Accessible to: crystal pony 
  The natural shine of a crystal pony can grant them a number of magical abilities, which 
  include the following: 
  •
  Crystal Armor: Crystal ponies get a +2 bonus to Armor Class. 
  •
  Reflect Magic: If a crystal pony is successfully hit with a spell, it affects the pony 
  like normal. However, if she is able to resist the spell or the spell misses, then the 
  
  	
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  pony has the power to redirect the spell back upon the caster. When that happens, 
  the spell is treated as if the crystal pony cast the spell upon the caster at the same 
  spell level and with the same enhancements but she uses her own Mentation score. 
  The crystal pony can willingly suppress this power so she can receive beneficial 
  spells. This protection is lost if the pony is unconscious or dead. 
  •
  Reflect Light: If a crystal pony holds up a light source, then the light’s diameter is 
  magically extended by 10 feet.  
  •
  Blessing of the Crystal Heart: If the crystal pony is standing within 100 feet of the 
  Crystal Heart, then (as a full action) she can grant her crystal magic upon 10 
  different living (or animate) targets from no further than 100 feet away. The 
  crystallization grants the bearer the Crystal Armor, Reflect Magic, and Reflect 
  Light abilities as described above. The blessing will last for 10 minutes. Passing 
  on this power to other crystal ponies or others who are already under the power of 
  the blessing has no added benefit. This power cannot be used when the crystal 
  pony is out of range of the Crystal Heart unless she has the Avatar of the Crystal 
  Heart feat. 
   
  Damage Reduction 
  Accessible to: golem, zombie, vampire, etc. 
  Certain creatures have resistance to certain kinds of weapons. When hit with these 
  weapons, the monster only receives half the amount of damage dealt. However, such 
  creatures with damage reduction have some kind of weakness that causes them to sustain 
  damage like normal. The most common creatures to have damage reduction are undead 
  and constructs who take half damage from stabbing or piercing weapons but take normal 
  damage from bludgeoning weapons, spells, acid, etc. 
   
  Deaf 
  Accessible to: gelatinous sphere, living cloud, living puddle, etc. 
  A creature with this trait is naturally deaf, meaning they cannot hear and are immune to 
  all effects that affect hearing. See section on Blindness/Deafness under the Hazards 
  chapter for further details. 
   
  Elemental Attributes 
  Accessible to: phoenix, windigo, elemental, etc. 
  Equestria has creatures that have a natural affinity to one of the four elements: fire, earth, 
  air, and water. The benefit of this attribute is that they are naturally immune to their own 
  element (except for earth elementals), even if it is magically created. The down side is 
  that elementals are particularly vulnerable to natural or magical representations of the 
  element they’re weak against: In other words, fire beats air, air beats water, water beats 
  fire. Earth is the exception because it is actually strong and weak against itself. For 
  details, see below: 
  •
  Fire Elemental Attributes: Immune to all fire- and electric-based attacks. Water- 
  or cold-based magic can cause an additional 3 points of damage to a fire 
  elemental and they get a -5 penalty to Swim rolls. All fire elementals are immune 
  to hyperthermia. 
  
  	
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  •
  Air Elemental Attributes: Immune to all air- and sound-based attacks and cannot 
  be blown away by strong wind. Fire- or electric-based magic can cause an 
  additional 3 points of damage to an air elemental. 
  •
  Water Elemental Attributes: Immune to all water- and cold-based attacks and 
  cannot be swept away by strong water currents. Air-based and sound-based magic 
  can cause an additional 3 points of damage to a water elemental and they get a -5 
  penalty to their Strength roll when resisting the effects of strong air currents. All 
  water elementals are immune to hypothermia. 
  •
  Earth Elemental Attributes: Earth- or metal-based magic can cause an additional 3 
  points of damage to an Earth elemental and they get a -5 penalty to their Agility 
  roll when resisting the effects of earthquakes. 
  There do exist some rare elementals like windigos that are actually combinations of one 
  or more elements and tend to have unique weaknesses and strengths. 
   
  Unicorn magic has several elemental based magic that can be affective against elementals 
  including: Pyrokinesis (fire), Electrokinesis (electricity), Aerokinesis (air), Audiokinesis 
  (sound), Hydrokinesis (water), Cryokinesis (cold), Terrakinesis (earth), and Ferrokinesis 
  (metal). 
   
  Equine Combat 
  Accessible to: pony (of all kinds), donkey, buffalo, etc. 
  If a pony is without a weapon, then she can fight using only her hooves and body such as 
  kicking, stomping, crushing, bucking, stabbing with the horn, body slamming, or head-
  butting. No matter the method, all ponies can deal one 6-sided dice plus Strength of 
  damage. The Improved Bare Hoof Strike feat adds +4 to attack rolls. 
   
  Fearsome Presence 
  Accessible to: ursa major, questing beast, banshee, etc. 
  A monster with this trait is so large and terrifying that any pony that sees it must roll a 
  Mentation roll (Difficulty varies. See individual monster descriptions for details), or else 
  be frightened so much by the monster that she will want to flee and be unable to attempt 
  any skills or cast any spells unless it’s to aid her escape. The panicked pony would also 
  be too afraid to physically fight the monster, and when unable to escape, she will block or 
  dodge attacks as opposed to fighting back. The fear effect lasts until the pony manages to 
  get at least 100 feet away from the monster. This affect only works once per encounter. 
  Creatures with an Intelligence score of 0 are immune to this fear effect. 
   
  Flight 
  Accessible to: pegasus, griffin, changeling, etc. 
  All pegasi and other flying creatures can fly as fast as they can trot or gallop on land. 
  When it comes to flying physics, this game tends to be loose with realism. However, that 
  doesn’t mean there aren’t restrictions and rules. To take off, a pegasus can easily just 
  rocket off the ground at will. Landing is equally easy so long as she’s landing on a solid 
  and stable surface. No matter the action, flying requires just as much focus as walking, so 
  if a pony were to fall unconscious mid flight, she would plummet to the ground. Flight 
  follows the same restrictions when it comes to fatigue and carrying capacity just like with 
  
  	
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  trotting or galloping. While in the air, a pony can do any of the following actions as a 
  simple action. 
  •
  Powered Flight: This is where the pegasus is exerting her energy to fly, allowing 
  her to fly quicker than her base speed, following the rules for galloping. See 
  section on Galloping under Movement for details. 
  •
  Hover: This is where the pony remains suspended in the air, but uses as much 
  effort and focus as trotting. While hovering, a pony can more easily use a skill, an 
  item, or a weapon. Hovering follows the same rules regarding fatigue as trotting. 
  See section on Fatigue under Weights and Measurements for details. 
  •
  Dive: A pegasus can plummet toward the ground in a controlled flight, falling at 
  twice her speed unless flying against strong winds. 
  •
  Ascend: A pegasus can use powered flight to climb directly upward at half her 
  speed. 
  •
  Cloud Walking: All pegasi and other flying creatures can walk on clouds just as 
  easily as solid land. They can also move clouds no larger than 10 cubic feet to 
  anywhere in the sky over 10 feet off the ground or water. To move large clouds, 
  there needs to be other pegasi to help (at least one per 10 cubic feet of cloud). To 
  manipulate the clouds into raining, the pegasus needs the Control Weather skill. 
  To shape the clouds into physical structures, the pegasus needs the Shape Cloud 
  skill. Creatures with the Small Size trait can only manipulate clouds 5 cubic feet 
  in size while creatures with the Giant Size trait can manipulate clouds double their 
  size. 
   
  Gaze Attacks 
  Accessible to: cockatrice, medusa, etc. 
  As a free action, a monster can magically affect any pony who tries to look into the eyes 
  of the creature they are staring at. To avoid the effects of the gaze attack, the pony can 
  avoid eye contact, but suffer a -4 penalty to attack rolls and AC in doing so. The monster 
  is not affected by its own gaze attack if it looks at its own reflection. 
   
  Giant Size 
  Accessible to: ursa major, kraken, roc, etc. 
  Most monsters have a reach of 0 and a size of 5 cubic feet like a pony does. However, 
  some monsters can have larger sizes and longer reach. A monster’s size is sometimes 
  measured in cubic feet (example: 40 cubic feet means 40 feet long, 40 feet wide, and 40 
  feet high). Monsters with more varying size increments tend to be listed in this order: 
  length x width x height. (example: 40 feet x 50 feet x 30 feet means 40 feet in length, 50 
  feet in width, and 30 feet in height). A monster’s reach can be extended to up to 10 feet 
  for large creatures, although it can be longer than that if the creature has long appendages 
  such as tentacles. With a longer reach, a monster can attack an opponent at a greater 
  distance with natural abilities and short-range weapons. 
   
  Incorporeal 
  Accessible to: ghost, banshee, specter, etc. 
  All incorporeal monsters are not solid, meaning all physical objects will harmlessly pass 
  through them. This also means they cannot physically manipulate solid objects except 
  
  	
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  through telekinesis. The only way to manipulate or harm an incorporeal monster is 
  through other incorporeal creatures or objects, telekinesis, or magic. 
   
  Invisibility 
  Accessible to: invisible wall, etc. 
  A monster has the power to turn invisible as a full action and maintain that invisibility for 
  as long as it wants, gaining a +4 bonus to Initiative while invisible. If a pony tries to 
  attack an invisible creature, she gets a -6 penalty to attack rolls and loses her Agility 
  bonus to AC when attacked. To turn visible again also requires a full action. See section 
  on Invisibility under Hazards for more details on the effects of invisibility. 
   
  Natural Armor 
  Accessible to: dragon, golem, etc. 
  Creatures with extra tough hides or made of hard material get natural bonuses to their AC. 
   
  Night Vision 
  Accessible to: fruit bat, troll, timberwolf, etc. 
  A monster with this power can see in dim light for up to 80 feet, darkness from up to 50 
  feet, and pitch-black from up to 10 feet. See section on Darkness under Hazards. 
   
  Ooze Attributes 
  Accessible to: gelatinous sphere, living puddle, living cloud, etc. 
  All oozes are amorphous blobs of slime that slither around and feed on organic life. Their 
  only means of attack is to use a Grapple roll on opponents. Once it has an opponent, the 
  victim will sustain severe acid damage as she is digested inside its body. Oozes have a 
  Constitution, Intelligence, and Cleverness score of 0 and it is immune to fatigue, 
  concussive damage, poison, and disease. Once its HP reaches 0, it is destroyed. The 
  oozes cannot be healed with the Recovery spell or the Healing skill. However, it can 
  rapidly heal one 6-sided dice of damage every six hours. Oozes cannot be harmed by any 
  kind of physical attacks. If cut in half with a slashing weapon, the two halves can move 
  independently and reform together or grow into two separate entities after a week. The 
  only way to kill ooze monsters is with magic, acids, incendiary attacks (bombs, fire, 
  electricity, etc.), and intense heat. Because all oozes have no solid shape, they can 
  squeeze through any tight space. All oozes are inherently have the Blind and Deaf traits 
  and hunt for food through touch and smell. 
   
  Regeneration 
  Accessible to: ursa major, troll, lycanthrope, etc. 
  As a free action, a monster can naturally heal itself. A monster with this power is immune 
  to Aptitude score loss, concussive damage, poison, and disease and can constantly heal 
  itself whenever it has taken HP loss. At the end of every round, it heals a set amount of 
  HP so long as it is still alive, however, monsters have different rates of regeneration as 
  indicated in the monster’s description. If the monster’s limbs are ever cut off, it can spend 
  one full action to reattach the limb by placing it against the stump or it can wait one 6-
  sided dice in hours for the limb to fully grow back on its own, leaving the severed limb to 
  rot naturally. Cutting off the monster’s head, drowning it, or any other affect that would 
  
  	
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  instantly kill other creatures would only paralyze the monster until the condition is fixed 
  (Ex: the head is reattached, the monster is taken up where there’s air, etc.). 
   
  Seismic Sense 
  Accessible to: gelatinous sphere, invisible wall, etc. 
  As a free action, a monster with this power can sense the location of any creature or 
  object within range by feeling the vibrations in the ground. The monster can sense 
  anything that is touching the ground from as far away as 5 feet per Mentation level. It is 
  able to determine the current location and size of the creature but nothing else. This 
  power can also determine topography such as identifying cliffs, bodies of water, plants, 
  etc. Creatures that are not touching the ground are undetectable through seismic sense. 
  The monster also cannot use seismic sense when it is not touching the ground. 
   
  Skill Specialty 
  Accessible to: earth pony, donkey, zebra, etc. 
  Earth ponies are far more versatile and more concentrated on skills than other ponies. As 
  such, all earth ponies get one bonus feat and 4 bonus allocable skill points upon creation. 
  In addition, if XP is distributed with the Calculated Method, the pony will obtain two 
  bonus allocable skill points every time she earns 80 XP. If using the Loose Method, the 
  pony earns two skill points either every time the GM awards her two Aptitude points, 
  four skill points, one feat, or purely at the GM’s discretion. See section of on XP 
  Experience Points for details. 
   
  Small Size 
  Accessible to: fairy, homunculus, etc. 
  Most monsters have a reach of 0 and a size of 5 cubic feet like a pony does. However, 
  some monsters can have smaller sizes. A character’s size is sometimes measured in cubic 
  feet (example: 2.5 cubic feet means 2.5 feet long, 2.5 feet wide, and 2.5 feet high). 
  Monsters with more varying size increments tend to be listed in this order: length x width 
  x height. (example: 3 feet x 4 feet x 2 feet means 3 feet in length, 4 feet in width, and 2 
  feet high). However, their small size can enable more than one to fit in one 5 cubic foot 
  square and fit through small openings. All small monsters have a reach of 0 ft. 
   
  Spell Casting 
  Accessible to: unicorn, changeling, alicorn, etc. 
  All unicorns have the option to learn spells. With each spell they learn, they can store 
  spell points in their heads to power more powerful magic. (See section on Magical Spells 
  and the List of Magical Spells. See List of Feats for feats that can modify spells.) 
   
  Swallowed Whole 
  Accessible to: ursa, kraken, roc, etc. 
  Monsters that are at least 20 cubic feet in size and have large mouths can swallow 
  creatures that are small enough for it to ingest. Typically that means the swallower has to 
  be at least 4 times larger than the target. Example: a monster who wants to swallow a 
  pony that fits into a 5 cubic feet square would have to be large enough to fit a 20 cubic 
  feet square. To swallow whole, the monster must first make a successful Grapple roll. If 
  
  	
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  the Grapple fails, then the pony manages to break free of the monster’s mouth without 
  harm, but if the Grapple succeeds, then the pony is swallowed, sustaining two 8-sided 
  dice of crushing damage before hitting the stomach. Whilst there, the pony will suffer one 
  8-sided dice of damage per round from stomach acid and will be at risk of suffocation 
  since there is no air in the stomach. If she has a sword or some sort of slashing weapon, 
  she can cut her way out of the stomach (AC 20) and if she manages to kill or inflict 25 
  points of damage upon the monster before dying, then the pony successfully cut herself 
  free. If the pony manages to free herself, the opening in the monster’s stomach will close 
  automatically by muscular action, forcing any pony else who gets swallowed to cut a new 
  way out. For every 20 cubic feet of space the monster takes up, it can only hold 5 cubic 
  feet in its stomach. If it tries to swallow more than its stomach can hold, then the monster 
  automatically regurgitates all that it had swallowed. 
   
  Telekinesis 
  Accessible to: unicorn, changeling, alicorn, etc. 
  This power is the most versatile power that unicorns can use. So much so that most of 
  them don’t learn any other form of magic. Telekinesis allows them to manipulate objects 
  by magically levitating objects off the ground without touching it. Manipulating objects 
  with telekinesis follows the same rules as manipulating objects with brute strength (that 
  includes rules concerning fatigue and carrying capacity) but with two differences: Instead 
  of using Strength, telekinesis uses the unicorn’s Mentation score and objects can be 
  manipulated at a distance, 5 feet per Mentation score. Multiple objects can be held at 
  once, but the weight of each object is added together when determining weight 
  classification and each item has to be within range. Mentation can only replace Strength 
  when it comes to attempting skill rolls, using short-range weapons, and moving heavy 
  objects. For example, a unicorn can telekinetically wield a sword, using her Mentation 
  instead of Strength to modify its attacks and damage, but if she is using a bow and arrow, 
  all attacks attempted and all damage dealt with that bow and arrow is modified by Agility 
  only. For more details on what can be done with telekinesis, see below: 
  •
  Moving Objects: A unicorn can move, throw, push, or lift any solid and 
  inanimate objects. Liquids, gases, and other non-solids cannot be manipulated. To 
  manipulate other living or animate creatures, the unicorn must use the Grapple, 
  Trip, or Disarm skills (see each skill descriptions for details) 
  •
  Using weapons and skills: To use skills or any kind of hand-held weapon, it has 
  to be done within the reach of the unicorn (0 feet away). This is for two reasons: 
  First of which, in order to perform a skill, the pony has to be close enough to see 
  what she is doing whether it be sewing, cooking, healing, etc. The second reason 
  is because there’s more finesse possible up close. At a distance, a pony has 
  limited control and can only perform very forceful actions such as the Grapple, 
  Trip, and Disarm skills. Up close, a unicorn can perform much more precise and 
  delicate actions. No more is this truer than with weapons. A pony can use a 
  weapon with telekinesis, and in doing so, she can replace her Strength score with 
  her Mentation score. However, she must be close enough to see how her weapon 
  is being held and to take careful aim. If she moves the weapon away from her 
  body, she loses all attack roll bonuses from weapon proficiency feats and she 
  
  	
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  incurs a -2 penalty to attack rolls for every 5 feet away she tries to swing her 
  weapon. 
  •
  Using telekinesis as an attack: Telekinesis is a power that involves a unicorn 
  using her force of will to hold, push, or lift. However, to concentrate one’s 
  telekinetic powers to inflict harm is a power that requires certain feats such as the 
  Telekinetic Spear. However, a pony can still inflict harm by telekinetically 
  throwing objects. See section on Throwing Objects under Combat. 
  •
  Manipulating One’s Self: A unicorn cannot use telekinesis to manipulate herself 
  unless she has the Psychokinetic Levitation feat. 
   
  Timelessness 
  Accessible to: alicorn, windigo, etc. 
  All alicorns and spirits are not subject to the flow of time, enabling them to live for 
  millennia. Once the alicorn reaches adulthood, she never ages any further. As such, she is 
  immune to the affects of ageing. 
   
  Undead Attributes 
  Accessible to: zombie, ghost, vampire, etc. 
  The creature is not alive but a magically animated corpse or a spirit of the dead. As such, 
  it has a Constitution score of 0 and is immune to fatigue, concussive damage, poison, and 
  disease. Once its HP reaches 0, it is destroyed. The undead cannot be healed with the 
  Recovery spell or the Healing skill. Instead, it has to be healed with the Necromancy 
  spell. See section on Medical Treatment for the Non-Living under Combat. Because they 
  have 0 Constitution, the majority of undead have the Damage Reduction trait, which 
  reduces HP damage by half if the damage was caused by slashing weapons (swords, axes, 
  etc.) and piercing weapons (bows and arrows, guns, etc.) but not against any other 
  weapons (staffs, clubs, spells, fire, etc.) unless noted otherwise. The only exception is 
  incorporeal undead (ghosts, specters, banshees, etc.), which have no physical body to 
  begin with and thus has no damage reduction. 
   
  Wild Creature Attributes 
  Accessible to: cat, dog, bird, etc. 
  Animals with this trait typically live as domesticated pets or living in the wild where they 
  hunt and forage off the land. Either way, they tend to rely on the care of ponies to 
  maintain the environment. However, there do exist various other fanciful animals and 
  beasts who also live as wild animals despite their magical abilities and supernatural 
  characteristics. Animals cannot talk but instead can chirp, squeak, bark, or do whatever 
  vocal noise it can to communicate. Such noises are unintelligible to any creature without 
  the Wild Creature Attributes, unless they have the Talk to Animals feat. 
   
  Creating Traits 
   
  All traits need to be something innate and typically a power that can be easily learned 
  through practice (kind of like how a foal learns to walk and talk) or be a weakness or 
  bonus that is common for the race of the character. 
   
  
  	
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  List of Feats 
   
  Acrobat 
  This feat provides a +4 bonus to Gymnastics, Aerobatics, and Catch skill rolls. 
   
  Acrobatic Steps 
  Prerequisites: 7 level or higher Agility score. 
  A pony with this feat can walk through up to 20 feet of difficult terrain per round without 
  any penalties or risks as if walking on flat ground. 
   
  Adeptness 
  This feat grants +4 bonus to allocable skill points. This feat can be taken multiple times, 
  increasing the bonus each time. Each skill cannot exceed maximum skill level allotment. 
   
  Alertness 
  Gain a +4 bonus to Perception, Outwit, and Precognition rolls. 
   
  Animal Companions 
  Prerequisites: 1 level or higher Animal-Handling score. 
  You can train any domesticated animal to be your loyal companion. That animal will 
  willing do any simple task its owner wants him or her to do so long as the task doesn’t 
  involve doing anything the animal wouldn’t normally do (commit suicide, run head on 
  into a fire, etc.). If forced to do so, then the owner must make an Animal-Handling roll 
  (Difficulty varies depending on the severity of the task, typically 15-25) or else the 
  animal will abandon its owner. The pony can only have one animal companion, but can 
  possess multiple animal companions by acquiring this feat more than once. If an animal 
  dies or runs away, the pony can acquire another animal companion. The trainer can only 
  have a creature with the Wild Creature Attributes trait as an animal companion. To turn a 
  wild animal into a companion, the pony must first make an Animal-Handling roll.  
   
  Apple Family Traditions 
  Prerequisites: Must be born or raised into the Apple Family. 
  All members of the Apple Family are highly adept with apples. As such, they get a +4 
  bonus to Farming and Cooking skill rolls that pertain to apples.  
   
  Archery 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to bows and arrows. 
   
  Athlete 
  This feat gives a +4 bonus to Climb, Swim, and Outmuscle skill rolls. 
   
  Athletic Pony 
  This feat grants +2 bonus to Agility. This feat can be taken multiple times, increasing the 
  bonus each time. Cannot exceed maximum Aptitude allotment. 
   
  
  	
     36	
    
  Avatar of the Crystal Heart 
  Prerequisites: 5 level or higher Mentation score and Crystal Magic trait. 
  As a full action, a crystal pony can use the Blessing of the Crystal Heart ability from 
  anywhere without being near the Crystal Heart. This feat can only be done once per day 
  per Mentation score, it can only affect one target per Mentation level, has a range of 5 
  feet per Mentation level, and will only last one minute per Mentation level. See Crystal 
  Magic under the section on Traits for details.  
   
  Axe Proficiency 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to axes. 
   
  Bard’s Knowledge 
  Prerequisites: Bard’s Song feat. 
  The pony can grant herself a bonus +10 to any skill roll that uses Intelligence and 
  involves drawing upon knowledge such as Botany, Zoology, Archealogy, etc. This feat 
  can only be used once per day for every three Cleverness levels she has (minimum of 
  once a day). Ex: A Cleverness level of 8 allows a pony to use this feat twice a day. If she 
  raised her Cleverness level to 9, then she could use it three times a day.  
   
  Bard Songs 
  Prerequisite: 5 level or higher Music score and Musical Instrument Proficiency feat. 
  As a full action, a bard can enchant a target with the magic of music. To use this ability, 
  the pony must first have access to one magically enchanted instrument (to learn more 
  about enchanted instruments, see section Musical Instruments under the Shopping 
  chapter), have the proper Musical Instrument Proficiency feat to play said instrument, and 
  have a Music score of 5 or higher. To successfully play any of the songs listed below, the 
  pony must make a Music roll and beat the Difficulty level for the song chosen. The bard 
  can only play a song once per day for every Music level she has (Ex: A Music level of 5 
  means that she can play a bard song 5 times a day) with the exception of Song of 
  Suggestion and Song of Mass Suggestion (see below for details). If she fails her roll, the 
  attempt still counts toward her daily limit. If the song is successfully initiated, then the 
  bard can keep the song going for as long as she can still play. The song will only end if 
  the bard stops playing or if she is unable to play the song any more such as being 
  knocked out, killed, paralyzed, etc. The bard can choose to affect one target per 
  Cleverness level (including the bard playing the song) at a distance of 5 feet per 
  Cleverness level. To resist any of the effects of a song, the target must make a Mentation 
  roll against the bard’s Cleverness roll. The songs require that the target be able to hear the 
  song and see the bard in order to take effect so blind and/or deaf creatures are immune. 
  Creatures with an Intelligence score of 0 are immune to Bard Songs. The bard cannot 
  play more than one song at a time and these songs cannot be played on any instruments 
  without the proper enhancements.  
  •
  Countersong: Difficulty 10. This song can either be used to dispel the music of 
  another bard using Bard Songs or can be used to dispel any spells or magical 
  effects that entrance or put the targets under an illusion through sound. 
  
  	
     37	
    
  •
  Song of Memorization: Difficulty 10. Those affected by the song will be 
  entranced by the bard and unable to take their eyes off of her. While entranced, 
  the targets get a penalty to their Perception rolls. If the targets are ever attacked 
  while entranced, then they get another Mentation roll against the bard’s 
  Cleverness roll to resist. While entranced, the bard also has the option to use 
  Suggestion and Mass Suggestion below, which are the only songs that can be used 
  without spending the bard’s daily allotment of songs, but if the roll fails, then the 
  bard cannot use the song again unless she ends the Mesmerizing Song and replays 
  it. 
  o
  Song of Suggestion: Difficulty 16. The bard can cast the Suggestion spell 
  on any one of the targets she has mesmerized at the same spell level as her 
  Music level. The target can resist the effect by rolling a Mentation roll 
  against the bard’s Cleverness roll. 
  o
  Song of Mass Suggestion: Difficulty 30. The same as the Suggestion 
  song above, except it can affect all mesmerized targets at once. 
  •
  Song of Courage: Difficulty 10. The party receives a +1 bonus to attack and 
  damage rolls as well as on any saving throws to resist fear effects. The bonus lasts 
  for as long as they can still hear the song and are within range of the bard. The 
  bard has the option to raise the Difficulty to 15 and raise the bonuses to +4. 
  •
  Song of Confidence: Difficulty 16. The party receives a +2 bonus to all skill rolls. 
  The bonus lasts for as long as they can still hear the song and are within range of 
  the bard. The bard has the option to raise the Difficulty to 20 and raise the bonus 
  to +6. 
  •
  Song of Fear: Difficulty 20. This song causes the targeted enemies to feel an 
  uncontrolled fear of the bard as if eh has the Fearsome Presence trait. The targets 
  can resist the effect by rolling a Mentation roll against the bard’s Cleverness roll. 
  •
  Song of Healing: Difficulty 25. If the bard can keep the song going for four 
  rounds, then the song will magically heal two 6-sided dice plus Cleverness of HP 
  loss. After that, the song has ended and does no further bonuses if the bard 
  continues to play the song. 
  •
  Song of Heroes: Difficulty 28. The party receives a +4 bonus to saving throws 
  and to AC as an Agility bonus. The bonus lasts for as long as they can still hear 
  the song and are within range of the bard. 
  •
  Song of Death: Difficulty 30. The bard can cause so much sorrow and joy with 
  just her music upon one target that the target can actually die instantly. The target 
  can resist the effect by rolling a Mentation roll against the bard’s Cleverness roll. 
  This song can only affect one target at a time. 
   
  Bleeding Critical Hits 
  Prerequisites: 7 level or higher Strength score. 
  When making a successful critical hit on an opponent with a sword or other bladed 
  weapon, the opponent is badly injured to the point that the opponent sustains two 6-sided 
  dice of damage on the round hit and every other round afterward. The bleeding can only 
  be stopped with medicinal herbs and a Healing skill roll (Difficulty 15) or with a healing 
  spell. 
   
  
  	
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  Blind Sight 
  A pony with this feat is so adapt at working in darkness that she is unaffected by the AC 
  and attack penalties caused by blindness, darkness, or invisible opponents, but does not 
  prevent any other problems such as being unable to read, do Perception rolls to see, etc. 
  See sections on Blindness/Deafness, Darkness, and Invisibility under Hazards. 
   
  Blinding Critical Hits 
  Prerequisites: 10 level or higher Strength score. 
  When making a successful critical hit on an opponent, your opponent must make a 
  Constitution roll (Difficulty 15) or else become permanently blinded. The blindness can 
  only be reversed with medicinal herbs and a Healing skill roll (Difficulty 15) or with a 
  healing spell. This feat has no effect on creatures that don’t use their eyes to see. 
   
  Brawny Pony 
  This feat grants +2 bonus to Strength. This feat can be taken multiple times, increasing 
  the bonus each time. Cannot exceed maximum Aptitude allotment. 
   
  Canterlot Graduate 
  Prerequisites: Spell Casting trait. 
  The best magic schools in Equestria can be found in Canterlot. As such, all unicorns who 
  have learned magic in a Canterlot school gain a +2 bonus allocable points to any of their 
  spells, and a +1 bonus to Mentation.  
   
  Cleave 
  If a pony manages to reduce an opponent’s HP to below 1 with a short-range weapon, 
  then (as a simple action) she gains an additional attack on any one opponent within range 
  in the same round. 
   
  Club Proficiency 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to clubs, mace, and hammers. 
   
  Cold Tolerance 
  A pony who is used to a cold and snowy climates can gain an additional 30 minutes to 
  resist the effects of hypothermia. That bonus is reduced to 1 minute if submerged in water. 
  See section on Cold Weather under Hazards. 
   
  Deadly Strike 
  Prerequisites: One of any kind of weapon proficiency feat. 
  A pony’s chances of dealing critical damage with her favored weapon increases by 
  allowing a critical hit when rolling a 20 or a 19 on the dice roll. This bonus only applies 
  to using a weapon with the proper weapon proficiency feat (Archery for bows and arrows, 
  Swordplay for swords, Improved Bare Hoof Strike for using bare hooves, Spell Precision 
  for spells, etc.). If the pony is using a weapon without the proper weapon proficiency feat, 
  then she can only roll a crit when rolling a 20 like normal. See section on Critical Hits 
  under Combat for details. 
  
  	
     39	
    
   
  Deafening Critical Hits 
  Prerequisites: 10 or higher Strength score. 
  When making a successful critical hit on an opponent, your opponent must make a 
  Constitution roll (Difficulty 15) or else become permanently deafened. The deafness can 
  only be reversed with medicinal herbs and a Healing skill roll (Difficulty 15) or with a 
  healing spell. This feat has no effect on creatures that don’t use their ears to hear.  
   
  Deflect Projectiles 
  A pony with this feat gains a +4 to AC if she is attacked with a ranged weapon. This 
  bonus does not apply if the pony is taken by surprise, immobilized, unable to see the 
  projectile, or the projectile is a spell or too large to deflect (boulders, cannon balls, etc.) 
   
  Earthen Spiritualist 
  Prerequisites: Connection to the Earth trait. 
  An earth pony with this feat can double the bonuses granted by her Connection to the 
  Earth trait to +8.  
   
  Encryption 
  Prerequisites: 3 level or higher Linguistics score. 
  A pony with this feat is skilled at disguising her written messages so that only one other 
  can read it. Once the message is written, only the one whom the message was written for 
  can read it, which she can easily do so long as she has the Encryption feat. If someone 
  tries to read the message without the Encryption feat or read a message not intended for 
  her, then the reader and the writer of the message must make an Intelligence roll. If the 
  reader wins, then she successfully decrypted the message. If the reader loses, then the 
  message is unintelligible. Retries are not possible.  
   
  Extend Spell Duration 
  Prerequisites: Spell Casting trait. 
  At the cost of one additional spell point, a unicorn could double the duration of any one 
  spell. For example, Bubblegum has a 3th level Enchant spell. If she spends one spell point, 
  she can cast the spell with a duration of three minutes, but if she spends two spell points, 
  she can extend the duration to six minutes.  
   
  Extend Spell Range 
  Prerequisites: Spell Casting trait. 
  At the cost of one additional spell point, a unicorn could double the range of any one 
  spell. For example, Bubblegum has a Mentation score of 5. If she spends one spell point 
  on an Enchant spell, she can cast the spell at a range of 25 feet, but if she spends two 
  spell points, she can extend that range to 50 feet.  
   
  Extend Telekinesis 
  Prerequisites: Telekinesis trait. 
  A unicorn with this feat can use it to double the range of her telekinetic powers. 
   
  
  	
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  Extraordinary Resilience 
  Prerequisites: 7 level or higher Constitution score. 
  Any pony with this feat is automatically immune to all diseases and poisons, including 
  magical ones. 
   
  Evasion 
  Prerequisites: 5 level or higher Agility score. 
  With any kind of explosive or spell that blows up an area, normally (instead of making an 
  attack roll) those who are caught in the blast make an Agility roll, and on a successful roll, 
  thus sustain half damage instead of avoiding it. With this feat, the PC is so fast and 
  nimble that she can avoid damage completely (as a simple action) upon a successful 
  Agility saving throw but will still take damage like normal on a failed roll.  
   
  Far Shot 
  Prerequisites: Archery feat 
  As a full action, a pony can use this feat to extend the maximum range of any ranged 
  weapon she is using except spells. Before making an attack roll, she must make an 
  Agility roll (Difficulty 10 + 1 for every 5 foot increase). If she fails the roll, then the shot 
  is an automatic miss. This feat cannot be used in the same round as Multiple Shots. 
   
  Firearms 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to pistols and muskets. 
   
  Flurry of Blows 
  Prerequisites: Improved Bare Hoof Strike feat or Improved Claw Combat feat and 7 level 
  or higher Agility score. 
  When attacking with her bare hooves (or any other appendages for non-equine creatures), 
  a pony is so fast and so precise that she can make two attack rolls. This feat does not 
  work if the pony is using any weapons.  
   
  Greater Initiative 
  This feat grants +4 bonus to Initiative during combat. This feat can be taken multiple 
  times, increasing the bonus each time. 
   
  Heat Tolerance 
  A pony who is used to a hot and dry climates can gain an additional 30 minutes to resist 
  the effects of hyperthermia. That bonus is reduced to 10 minutes if over exerting one’s 
  self or wearing thick clothing. See section on Hot Weather under Hazards. 
   
  Hoof-to-Hoof Combat 
  Prerequisites: Equine Combat trait and 5 level or higher Strength score. 
  Any character with the Equine Combat trait can obtain this feat to train in unarmed hoof 
  combat. Upon selecting this feat, the character chooses any 2 of the attacks below. All of 
  these attacks can be done without weapons. This feat can be taken multiple times, 
  choosing another attack each time. 
  
  	
     41	
    
  •
  Chi Strike: Unicorn only. A unicorn can train to focus her magic for offensive 
  strikes. If she manages to surprise her opponent during a surprise round, rather 
  than make an attack roll, she instead makes a Mentation roll against her 
  opponent’s Mentation roll. If she wins the roll, then the chi she channels through 
  her strike will bypass the opponent’s armor and cause an instant hit of one 12-
  sided dice plus Mentation of damage. This power can only be used during a 
  surprise round. See the section on The Surprise Encounter First Round under 
  Combat as well as Stealth under the list of Skills for details. Only creatures with 
  the Spell Casting trait can use this attack. 
  •
  Force Punch: With a burst of motion, a pony could create a concussive force of 
  wind so strong, it could be used to inflict damage from a distance, causing one 4-
  sided dice plus Agility of damage. This power cannot be used underwater or in 
  airless environments. 
  •
  Furious Hooves: The pony sacrifices defense for offense by resorting to swift 
  and powerful attacks. The pony’s attack damage increases to one 10-sided dice 
  plus Strength of damage, but her AC drops by -4. This penalty lasts until her turn 
  in the next round. 
  •
  Immovable Stance: A pony uses her strength for both forceful attacks and strong 
  blocks. The pony’s attack increases to one 8-sided dice plus Strength of damage, 
  and her AC rises by +1. This bonus lasts until her turn in the next round. 
  •
  Knockout Punch: While only using her bare hooves, this attack allows the pony 
  to inflict one 12-sided dice plus Strength of concussive damage. See section on 
  Concussive Damage under Combat for details. 
  •
  Light Hooves: The pony sacrifices offense for defense by resorting to acrobatic 
  dodges. The pony’s attack decreases to one 4-sided dice plus Strength of damage, 
  but her AC rises by +4. This bonus lasts until her turn in the next round. 
  •
  Skydive Driver: Pegasus only. While in the air or on the ground, a pegasus can 
  grab an opponent with a Grapple roll. If she manages to hold onto the opponent, 
  she then plummets to the ground with her  in her grasp and crashes her opponent 
  into the ground, causing three 6-sided dice plus Strength of damage. If this move 
  is done on the ground, the pegasus must lift off into 30 feet off the ground with 
  her captive in her grasp and come crashing down. This move can’t be done while 
  there is a roof of some kind blocking the way. Only creatures with the Flight trait 
  can use this attack. 
  •
  Slowing Touch: A successful hit with this attack will reduce an opponent’s base 
  speed by 5 feet. Roll one 4-sided dice and the number rolled indicates how long 
  the penalty lasts in rounds. 
  •
  Touch of Death: Earth pony only. Earth ponies who normally have the power to 
  treat the sick and injured can also use that same power to inflict serious harm. If 
  the pony successfully inflicts damage to an opponent with her hooves (one 6-
  sided dice plus Strength of damage), the opponent must make a Constitution roll 
  (Difficulty 10 + the attacker’s Mentation level) or else suffer from the effects of 
  the touch. This attack causes serious harm to the nervous system of a target. If the 
  target fails the roll, she sustains one 8-sided dice of damage. For each round, she 
  must keep making a Constitution roll. If she succeeds, she recovers from the 
  
  	
     42	
    
  effect, but if she fails, she takes even more damage. This is not a poison or disease 
  so Healing rolls can’t undue the effect. This attack has no effect on creatures with 
  0 Constitution. Only creatures with the Connection to the Earth trait can use this 
  attack. 
   
  Ice Skating 
  A pony with this feat (as well as a pair of ice skates) can easily glide across any solid ice, 
  moving at twice her base speed and gallop speed. This feat also negates the risk of falling 
  through thin ice. 
   
  Improved Bare Hoof Strike 
  Prerequisites: Equine Combat trait. 
  A pony gains a +4 bonus to attack rolls whenever attacking with just her bare hooves.  
   
  Improved Claw Attacks 
  Prerequisites: Any kind of trait that allows a monster to make a short ranged, non-
  magical attack with appendages that ponies don’t have such as claws, fanged teeth, horns, 
  hands, etc. 
  A monster gains a +4 bonus to attack rolls whenever attacking with just her claws, fists, 
  or whatever counts as her primary natural attack.  
   
  Improved Natural Healing 
  A pony with this feat can heal faster on her own. Everyday, she heals three 6-sided dice 
  plus Constitution score of HP, 3 points of Aptitude score loss, and broken bones take 
  only one week to heal. This feat does not enhance any kind of healing from magic or 
  skills. 
   
  Ingenious Pony 
  This feat grants +2 bonus to Cleverness. This feat can be taken multiple times, increasing 
  the bonus each time. Cannot exceed maximum Aptitude allotment. 
   
  Knockout 
  Prerequisites: 5 level or higher Strength score. 
  This feat grants a pony an additional one 10-sided dice of concussive damage to knockout 
  an opponent in addition to the dice rolled for concussive damage caused by a weapon and 
  Strength bonuses. For more information on knocking out an opponent, see section on 
  Concussive Damage under Combat. To use this ability, the pony must sneak up on her 
  target by making a successful Stealth skill roll against the target’s Perception roll. If she 
  succeeds, then she attacks (with the target losing her Agility bonus to AC) and if the 
  attack was a hit, she gets the bonus to her concussive damage. To use this feat, the pony 
  can only attack one target and may only use a weapon with a range of 0 feet. This feat 
  cannot be performed on a target who has become aware of the attacker.  
   
  Knowledgeable Pony 
  This feat grants +2 bonus to Intelligence. This feat can be taken multiple times, 
  increasing the bonus each time. Cannot exceed maximum Aptitude allotment. 
  
  	
     43	
    
   
  Lip Reading 
  Prerequisites: 3 level or higher Linguistics score. 
  As a free action, a pony with this feat can understand any conversation spoken in a 
  language she is fluent in without actually hearing what the speaker said. The way this 
  talent works is the pony has to be able to see the speaker’s lips move, and she can read 
  what is spoken based on the lip movements. This feat cannot be used if she can’t see. 
    
  Magic Surge 
  Prerequisites: Spell Casting trait and 5 level or higher Cleverness score. 
  As a full action, a unicorn could use raw emotion to artificially enhance the level of any 
  one of the spells she will cast in the next round by one or more levels without expending 
  any additional spell points. If the spell is successfully enhanced, it incurs all the 
  advantages (increased duration, increased number of targets, etc.) and disadvantages 
  (increased difficulty on Concentration rolls, etc.) of the new spell level. To enhance a 
  spell with this feat, the unicorn must make a Mentation roll against a Difficulty of 15 + 
  the level the spell is enhanced to. If the roll fails, then the spell is cancelled, the spell 
  point is used up (if any are spent), and the pony sustains one 4-sided dice of Mentation 
  Ability score loss. Magic Surge cannot be used to enhance a spell beyond the pony’s 
  natural skill limit.  
   
  Maximize Spell 
  Prerequisites: Spell Casting trait and 5 level or higher Mentation score. 
  At the cost of two additional spell points, a unicorn could maximize the amount of HP 
  damage a spell can cause. This feat also can maximize the amount of HP healed in the 
  case of the Recovery spell. For example, Cinnamon has a 7th level Electrokinesis spell. If 
  she spends one spell point, she can inflict three 6-sided dice plus 6 (Mentation bonus) of 
  damage, but if she spends three spell points, she is guaranteed to cause 24 HP (the 
  maximum amount possible) of damage if she hits her target. 
   
  Multiple Shots 
  Prerequisites: Archery feat and 7 level or higher Agility score. 
  When attacking with a bow and arrow, a pony is so fast and so precise that she can make 
  two attack rolls per round. This feat does not work if the pony is using any other weapons. 
  This feat cannot be used in the same round as Far Shot. 
   
  Musical Instrument Proficiency 
  Prerequisites: 1 level or higher Music score. 
  A pony can gain the ability to play any one of these types of musical instruments: string, 
  wind, percussion, or electric. This feat can be taken multiple times for mastery over 
  different instruments. Even with this feat, you need at least 1 level in Music to play a 
  song. Having this feat can also enable a pony to repair or modify instruments with a 
  successful Music skill roll.  
   
  Mystical Pony 
  
  	
     44	
    
  This feat grants +2 bonus to Mentation. This feat can be taken multiple times, increasing 
  the bonus each time. Cannot exceed maximum Aptitude allotment. 
   
  Powered Attack 
  A pony can reduce her attack roll by -4, but if she succeeds at the hit, she can inflict an 
  additional one 8-sided dice of damage. The player must announce this power before 
  attempting to use the feat. 
   
  Psychokinetic Levitation 
  Prerequisites: Telekinesis trait and 5 level or higher Mentation score. 
  As a full action, all creatures with the Telekinesis trait cannot use this power to lift 
  themselves off the ground unless they have this feat. When they use this feat to fly, they 
  can only fly at their base speed and their speed does not increase or decrease whenever 
  they descend or ascend, respectively. They cannot accelerate their speed. When flying in 
  harsh weather conditions, they use a Mentation roll in place of a Strength roll. When 
  telekinetically lifting other objects during flight, the unicorn must add her own weight 
  with the weight of the objects, incurring the penalties of lifting capacities. See section on 
  Weights and Measurements for details. This feat does not grant the unicorn the power to 
  walk on clouds. 
   
  Reach Weapon Proficiency 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to short-range weapons that have a reach of 5 feet. 
   
  Robust Pony 
  This feat grants +2 bonus to Constitution. This feat can be taken multiple times, 
  increasing the bonus each time. Cannot exceed maximum Aptitude allotment. 
   
  Sailing 
  A pony with this skill can operate any boat or seafaring ship. 
   
  Smooth Talker 
  This feat provides a +4 bonus to Diplomacy, Bluff, Street-Smarts, and Charm rolls. 
   
  Sneak Attack 
  Prerequisites: 1 level or higher Stealth score. 
  This feat increases the amount of damage caused by an attack. To use this ability, the 
  pony must sneak up on her target by making a successful Stealth skill roll against the 
  target’s Perception roll. If she succeeds, then she attacks (with the target losing her 
  Agility bonus to AC) and if the attack was a hit, then in addition to damage caused by the 
  weapon, there’s also a bonus one 6-sided dice of damage for every 2 Stealth levels the 
  attacker has (minimum of one 6-sided dice of damage, maximum of five 6-sided dice of 
  damage). To use this feat, the pony can only attack one target. Ranged weapons can be 
  used so long as the attacker is no more than 30 feet away from her target. This feat can 
  also be done on any character who has lost her Agility bonus to AC such as when she’s 
  
  	
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  paralyzed or on her back. This feat cannot be performed if the target is made aware of the 
  attacker or if the attacker cannot see her target.  
   
  Spell Pool 
  Prerequisites: Spell Casting trait and 5 level or higher Mentation score. 
  With this feat, a unicorn can freely take spell points from one spell, and spend it to cast a 
  different spell. For example, Cherry is out of spell points for her Pyrokinesis spell, but 
  still has one more spell point for her Apportation Spell. Normally this would mean that 
  Cherry can’t cast the Pyrokinesis until the next day, but with Spell Pool, she can spend 
  that one spell point for Apportation to cast Pyrokinesis.  
   
  Spell Precision 
  Prerequisites: Spell Casting trait. 
  When using a spell to inflict damage, the pony gains a +3 bonus to her attack roll. This 
  feat can be taken twice, increasing the bonus to a maximum of +6.  
   
  Spin Attack 
  As a full action, when using any kind of short-range weapon, she can spin around and 
  inflict damage to all opponents within range. To attempt the move, she must first make an 
  Agility roll (Difficulty: 15) or else her attack will fail. If using a staff and she has the 
  Staff Proficiency feat, then she still gets two attack rolls per round. This attack is done as 
  a full action and the pony cannot move from that spot in that round. 
   
  Staff Proficiency 
  The pony is allowed two attacks per round when attacking with a staff. 
   
  Stave Off Death 
  A pony can survive twice as much negative hit points than normal, but will still remain 
  unconscious until her HP is raised to 1. See section on Death and Dying under Combat 
  for details. 
   
  Stunning Critical Hits 
  Prerequisites: 7 or higher Strength score. 
  Constitution roll (Difficulty 15) or else become paralyzed and unable to move. Roll one 
  4-sided dice and the number rolled indicates how long the paralysis lasts in rounds. See 
  section on Paralysis under Hazards for details.  
   
  Swift Hooves 
  This feat increases base speed by +10 feet. This feat can be taken multiple times, 
  increasing the bonus each time, but a pony’s base speed can’t be higher than 50. 
   
  Swimming Proficiency 
  Prerequisites: 5 level or higher in Swim 
  A pony with this feat can swim at both their base speed and gallop speed underwater.  
   
  Swordplay 
  
  	
     46	
    
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to swords. 
   
  Talk to Animals 
  Prerequisites: 1 level or higher in Animal-Handling. 
  The dialogue of animals with the Wild Creature Attributes trait is normally unintelligibly 
  to a pony or any talking race. However, a pony with this feat can translate the chirps, 
  barks, squeaks, and chitters of small animals into a spoken dialogue, enabling the pony to 
  talk to animals.  
   
  Throwing Weapon Proficiency 
  This feat grants the pony attack bonuses (and triple damage from critical hits for most 
  weapons) to throwing weapons. 
   
  Telekinetic Spear 
  Prerequisites: Telekinesis trait. 
  A unicorn can use her telekinetic powers as a range weapon, inflicting one 4-sided dice 
  plus Mentation of damage. 
   
  Trap Sense 
  Prerequisites: 1 level or higher Precognition and Mechanic score. 
  At any time, a pony with this feat can intuitively sense whether or not there’s a trap in the 
  room using the Precognition skill. If her precognition roll succeeds, then she immediately 
  knows there’s a trap in the room, but doesn’t know what kind of trap it is or where to find 
  it. This feat also grants her +4 bonus to Precognition rolls to sense traps, Perception rolls 
  to find traps, and to Mechanic rolls to disable, modify, or build traps.  
   
  Vigor 
  This feat adds +8 to maximum HP. This feat can be taken multiple times, increasing the 
  bonus each time. 
   
  Creating Feats 
   
  Feats apply to all abilities that involve proficiency over certain weapons, vehicles, or 
  tools or it can pertain to some kind of enhancements to existing abilities or stats. 
   
  List of Skills 
   
  Aerobatics 
  Agility (Armor Penalties) 
  As a simple action, a pony could attempt any flight-based move, whether be a simple 
  takeoff or a very dangerous mid-air stunt. If a roll fails and if the pony is more than 20 
  feet off the ground, then she can save herself from falling with an Aerobatics roll 
  (Difficulty: 10). If that roll fails, then she will fall 20 feet before she can try again. 
  •
  Recover from a fall: Difficulty 10 
  •
  Come to an abrupt stop mid-air: Difficulty 15 
  
  	
     47	
    
  •
  Land on an unstable or slippery surface: Difficulty 20 (Failing the roll means the 
  pony takes one 6-sided dice of HP damage.) 
  •
  Fly through a narrow opening: Difficulty 15 
   
  While a pony can tumble passed an opponent with a Gymnastics roll on the ground, a 
  pony can do the same thing in mid air with an Aeronautics roll if she needed to. See 
  description of Gymnastics skill to learn how tumbling works. 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Aerobatics roll: -5 for dragon scale armor, -4 for plated armor, -3 for 
  chainmail, etc. 
   
  Having any skill levels in Aerobatics does not actually enable a pony to fly. 
   
  Animal-Handling 
  Cleverness 
  You can domesticate, manipulate, train, and calm any kind of animal with the Wild 
  Creature Attributes trait. With nothing more than your voice and your body language, a 
  pony could calm a wild animal or to encourage it to follow a command. Training an 
  animal often requires a reward of some kind such as offering food. When training a 
  domesticated animal to do a trick on command or to domesticate a wild animal, the GM 
  must roll one 6-sided dice and the number rolled indicates how many weeks it takes to 
  successfully train the animal. 
  •
  Befriend a wild animal: Difficulty 10 
  •
  Encourage a wild animal to follow a basic command: Difficulty 15 
  •
  Domesticate a wild animal: Difficulty 20 
  •
  Train a domesticated animal to do basic tricks on command (sit, fetch, roll over, 
  etc.): Difficulty 15 
  •
  Train a domesticated animal to do complex tricks on command (do a flip, 
  balancing acts, perform complex tricks, etc.): Difficulty 20 
  •
  Train a domesticated animal to do dangerous tricks on command (fight an enemy, 
  go into a dangerous cave, etc.): Difficulty 25 
  When trying this skill upon any creature with magical abilities and/or are fanciful in 
  nature (timber wolves, fruit bats, manticores, wyvern, etc.), the Difficulty increases by +5. 
  If the creature also has the Giant Size trait, the Difficulty increases by +15. 
   
  Apply Poison 
  Agility 
  Coating a weapon with poison is not as easy as just pouring a bottle onto the blade. The 
  poison has to be evenly coated onto the blade by hoof for maximum effectiveness and 
  that’s trickier than it looks. A pony can carefully apply poison onto any bladed or 
  piercing weapon. Once successfully applied, any pony who is cut with the blade must 
  make a Constitution saving throw to resist the poison, and the poison will last on the 
  weapon for one hour per Agility score before it dries and becomes harmless. Difficulty to 
  apply the poison varies depending on the nature of the weapon in question. If the pony 
  fails her Apply Poison roll, the pony will sustain one 4-sided dice of damage and be 
  
  	
     48	
    
  poisoned herself and must make a Constitution saving throw to resist the affects. Listed 
  below is the Difficulty of applying the poison and how many times a single quart-size 
  bottle of poison can be applied onto that weapon before depleting. 
  •
  Blow Gun Needles: Difficulty 1 (32 applications per quart) 
  •
  Throwing knives, arrows, spear tips, and other small blades: Difficulty 10 (8 
  applications per quart) 
  •
  Swords: Difficulty 15 (4 applications per quart) 
  •
  Axes and other large blades: Difficulty 18 (2 applications per quart) 
  Poison can only be applied to piercing and slashing weapons (swords, axes, arrows, 
  needles, knives, etc.). Poison can’t be used on blunt weapons (staffs, clubs, etc.) or 
  weapons that use fire (firearms, explosives, etc.), and poison instantly washes off when 
  the weapon is completely submerged in water but not when merely splashed with it.  
   
  Because telekinesis cannot manipulate liquids, a pony can only apply poison with her 
  hooves. 
   
  Appraise 
  Intelligence 
  A pony with this skill can accurately determine the financial value of any object she is 
  examining. The GM should secretly roll the dice, keeping it a secret if the pony got it 
  right, and use the chart below to see if the player got an accurate reading. 
  •
  Roll 1-15: Estimate is off by 20%. 
  •
  Roll 20-25: Estimate is completely accurate. 
  •
  Roll 26 or over: The pony gets an accurate estimate and also knows about other 
  features it has such as magic. 
  Retries are not possible on the same item. 
   
  Art 
  Cleverness 
  Applies to creating drawings, sculpture, painting, etc. 
   
  Archeology 
  Intelligence (trained only) 
  Identify any kind of historical and ancient structures and artifacts. 
   
  Astronomy 
  Intelligence 
  Map and chart the stars and planets and identify constellations. This skill can also be used 
  to identify the direction of north by studying the stars, thus allowing the pony to use her 
  Astronomy roll instead of a Navigation roll to find her way, although this skill can only 
  be used at night on a cloudless day. 
   
  Beast Lore 
  Intelligence 
  With a successful Intelligence roll, a pony could accurately identify and know general 
  information about the monster she is studying. 
  
  	
     49	
    
   
  Blacksmithing 
  Intelligence (trained only) 
  Create, fix, or create a forgery of anything made out of metal. 
   
  Bluff 
  Cleverness 
  As a free action, a pony can successfully lie to anyone. To successfully lie to another, the 
  pony must use her Bluff roll to beat an opponent’s Outwit roll. Telling any kind of 
  believable lie incurs no penalties, but if the liar tries to stretch credibility too far for the 
  listener to believe, then the liar gets a penalty to her Bluff roll. 
  •
  The target wants to believe you: +5 bonus to Bluff 
  •
  Target is intoxicated: +5 bonus to Bluff 
  •
  You possess convincing proof: +10 bonus to Bluff 
  •
  A little hard to believe: -5 penalty to Bluff 
  o
  Example: “I was able to take down a timber wolf with nothing more than a 
  dagger and my bare hooves.” 
  •
  Hard to believe: -10 penalty to Bluff 
  o
  Example: “My fireballs are so explosive, I can blast off all four heads of a 
  single hydra with just one shot.” 
  •
  Seems highly improbable: -20 penalty to Bluff 
  o
  Example: “I’m actually an alicorn who moonlights as a superhero, fighting 
  crime and saving all of Equestria from destruction. I just magically hide 
  my horn and wings to conceal my identity.” 
  If the roll fails, then the pony does not get a retry for that situation. 
   
  Bluff can also be used to feint during combat. As a standard action, the attacker can roll 
  her Bluff roll against an opponent’s Outwit roll. If the liar wins the roll, then on her next 
  turn, she can make an attack and her opponent will lose her Agility bonus to AC. Feinting 
  can only be done with a short-range weapon. Feinting does not work on creatures with an 
  Intelligence score of 0. 
   
  Botany 
  Intelligence 
  A pony can accurately identify and know general information about any plants she is 
  studying. 
   
  Catch 
  Agility (Armor Penalties) 
  Most objects that are thrown or dropped can be caught in midair by a pony. To catch an 
  object, the pony must be in the path of the object’s flight or ascent and have a hoof or 
  mouth free to catch it. The rules followed to catch the object vary a little depending on 
  the circumstances. 
   
  
  	
     50	
    
  Catching a passing throw: When two or more ponies are merely tossing an object to each 
  other (such as playing a game or handing something across a room), the catcher has to 
  make a Catch roll. 
   
  Catching falling or flying objects: If the object was dropped or flying in the direction of 
  the pony, the GM must make an attack roll (with no modifiers to attack or damage). If the 
  attack roll hits, then the target is hit by the object, taking damage from a thrown object 
  (see section on Throwing Objects under Combat for details). However, if the object 
  misses, then the pony can attempt the Catch roll. If she misses, then the object hits the 
  ground or flies passed. 
   
  Catching an attacking throw: If the thrown object was a deliberate attack on the part of an 
  opponent whether it is threatening (throwing a rock) or simply a playful attack (throwing 
  a pie or a water balloon), then the attacker must make an attack roll. If the attacker’s 
  attack roll wins, then the object hits the target. If the attack roll fails, then the target has 
  the option to try and catch the object. If the target fails the Catch roll, then the object 
  harmlessly slips through her grasp. 
   
  In all circumstances, the Difficulty to catch the object is the same: 
   
  •
  Large Objects (soccer ball, football, etc.): Difficulty 10 
  •
  Small Objects (baseball, golf ball, etc.): Difficulty 15 
  •
  Throwing Weapons (spear, throwing knife, etc.): Difficulty 20 
  •
  Explosives and Incendiary Devices: Difficulty 25 
  •
  Arrows: Difficulty 40 
  •
  Bullets: Difficulty 50 
   
  If the item is successfully caught, then on the next round, the catcher has the option to 
  throw or use the item on her next turn. 
   
  There are some items that cannot be caught. For example, items that can break apart (pies, 
  water balloons, etc.) will break whether caught or not, objects that are not solid cannot be 
  caught, and a catcher cannot catch any item whose weight exceeds her light load carrying 
  capacity. (See section on Lifting and Pulling Capacity under Weights and Measurements 
  for details.) 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Catch roll: -5 for dragon scale armor, -4 for plated armor, -3 for chainmail, 
  etc. 
   
  Carpentry 
  Intelligence (trained only) 
  Build or fix any wooden objects. The materials to create any wooden objects are half the 
  market cost as listed under the Shopping section. The cost of materials to make repairs 
  can be anywhere between 0%-50% of market price depending on the severity of the 
  damage. 
  
  	
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  Charm 
  Cleverness 
  As a free action, a pony can calm, entice, sway, or arouse others by using your persona, 
  attitude, or sex appeal. To do so, a pony must roll a successful Charm roll against an 
  opponent’s Outwit roll. If the roll fails, then the pony does not get a retry. Charm has no 
  affect on creatures with an Intelligence of 0. The target gets a +10 bonus to his Outwit 
  roll if he is outwardly hostile to the charmer. 
   
  Chemistry 
  Intelligence (trained only) 
  A pony that is knowledgeable with chemistry can create various chemicals to make acids, 
  poisons, gunpowder, etc. The materials to create any chemical solution are half the 
  market cost as listed under the Shopping section. 
  •
  Acid: Difficulty: 10, Cost of Ingredients: 3 bits per bottle. 
  •
  Gunpowder: Difficulty: 15, Cost of Ingredients: 13 bits for 10 shots worth of 
  gunpowder. 
  •
  Nightshade Extract: Difficulty: 25, Cost of Ingredients: 900 bits per quart. See 
  section on Poison under the Hazards section for details. 
  •
  Oil (for lanterns): Difficulty: 5, Cost of Ingredients: 5 cents for one pint. 
  •
  Smelling Salts: Difficulty: 12, Cost of Ingredients: 50 cents. 
  •
  Toadstool Extract: Difficulty: 15, Cost of Ingredients: 45 bits per quart. See 
  section on Poison under the Hazards section for details. 
   
  Childcare 
  Intelligence 
  This skill is used when caring for a young foal or it can apply to caring for the young of 
  any sentient species such as griffins, diamond dogs, dragons, etc. 
   
  Climb 
  Strength (Armor Penalties) 
  As a full action, a pony can climb along any surface at half her base speed. Since she 
  can’t dodge attacks while climbing, she loses her Agility bonus to her AC while climbing. 
  Surfaces that are too smooth cannot be climbed. The Difficulty of the climb is indicated 
  as follows: 
  •
  Ladder or similar structure: Difficulty 1. 
  •
  Vertical wall with a rope: Difficulty 5. 
  •
  Vertical wall with ledges that can be clung to (very rough wall, ship’s rigging, 
  etc.): Difficulty 10. 
  •
  Any object with adequate handholds (trees, rocks, cliff ledge, etc.): Difficulty 15 
  •
  Vertical stonewall or any natural structure with adequate handholds: Difficulty 20. 
  •
  An uneven vertical wall with few handholds like a dungeon wall: Difficulty 25. 
  •
  Climb across any overhang like a rope or a ceiling without footholds: Difficulty 
  30. 
  If the roll fails, then the pony falls to the ground. 
  
  	
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  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Climb roll: -5 for dragon scale armor, -4 for plated armor, -3 for chainmail, 
  etc. 
   
  Cooking 
  Cleverness 
  Create any kind of dish. The materials to create any dish are half the market cost as listed 
  under the Shopping section. 
   
  Concentration 
  Constitution 
  If a unicorn tries to cast a spell in a taxing or difficult situation, she must make a 
  Concentration roll (as a free action) to ensure that the spell is not interrupted. If she 
  succeeds the roll, then the spell is successfully cast. If she fails, then the spell doesn’t 
  work and the spell point (if any are spent) is wasted. The Difficulty of the Concentration 
  roll is dependent on the level of the spell being cast and the following circumstances: 
  •
  Sustains injury during the same round the spell was cast: Difficulty 10 + spell 
  level 
  •
  Fails a Mentation saving throw to resist a spell during the same round the spell is 
  cast: Difficulty 10 + spell level 
  •
  Casting a spell during violent motion (earthquake, on a ship during a violent 
  storm, resisting a powerful tornedo, etc.): Difficulty 15 + spell level 
  •
  Grappled or entangled: Difficulty 20 + spell level 
   
  In regard toward sustaining injuries or failing a Mentation roll, those rolls are only 
  necessary if the injury took place before the spell was cast that round (by order of 
  initiative score). So, if an attacker with a higher initiative score were to successfully hit 
  the caster on the same round the caster chose to cast her spell, then the caster must make 
  a Concentration roll. If the spell was cast first, then no roll is needed that round. 
   
  Skills that are not considered spells but still use Mentation follow the same rules as spells. 
   
  Control Weather 
  Mentation (Armor Penalties) 
  As a full action, a flying creature can manipulate the weather. To create any kind of 
  precipitation or fog, a pegasus needs a cloud 10 cubic feet in size. A pegasus can control 
  the wind in a 10 cubic foot area, but she needs to use her wings and speed to influence the 
  air currents. It is possible to control the direction of the wind and where precipitation 
  lands on, but when creating lightning, she has no control over how often the lightning 
  strikes or whom it hits. Different weather effects have different Difficulties to create.  
   
  •
  Light or Moderate wind: Difficulty 5 
  •
  Strong wind: Difficulty 10 
  •
  Severe wind: Difficulty 15 
  •
  Windstorm: Difficulty 20 
  
  	
     53	
    
  •
  Hurricane: Difficulty 25 
  •
  Tornado: Difficulty 30 
  •
  Rain or snow (light or moderate): Difficulty 10 
  •
  Rain or snow (strong): Difficulty 15 
  •
  Rain or snow (storm): combine the difficulty for strong rain or snow with severe, 
  windstorm, hurricane, or tornado force wind (see above). 
  •
  Fog: Difficulty 15 
  •
  Lightning/Thunder: Difficulty 20 
   
  To learn the effects of all these weather conditions, see the section on Weather under 
  Hazards. 
   
  If a pegasus wants to control the weather in a wider area or some other inadequate 
  conditions, then the Difficulty will be modified as follows. 
   
  •
  Manipulate clouds/wind currents 5 cubic feet or less: -5 
  •
  Manipulate larger clouds/wind currents: +2 for every 5 cubic feet. 
  •
  Cause snow, sleet, hail, or fog in hot climates: +20 
  •
  Cause rain, snow, sleet, and hail in dry climates: +15 
  •
  Combining weather effects (Ex: strong snow fall and a windstorm creates a 
  blizzard): Add the difficulties together. 
   
  All weather effects created by one pegasus will last one minute per Mentation level. If 
  multiple ponies are involved, then the duration is the combined sum of the ponys’ 
  Mentation scores. Upon a failed skill roll or the duration of the weather expires, the air 
  becomes still or the cloud dissipates, preventing further weather control in the targeted 
  area or cloud for 1 hour. To stop a weather effect prematurely or to alter the direction of 
  the wind or position of the cloud, the pegasus must make another Control Weather roll 
  (Difficulty is the same to create it). If she fails, she doesn’t get a retry. 
   
  To control the weather, the PC or NPC must have the Flight trait, be physically able to fly, 
  and be outdoors. 
   
  A pegasus can’t control air temperature. 
   
  Control the Stars 
  Mentation (trained only) 
  Before Princess Celestia and Princess Luna took charge of the skies over Equestria, 
  unicorns used to routinely raise the sun and moon with their magic. Although that 
  responsibility is entirely handled by the royal princesses in modern day Equestria, 
  unicorns still have the power to manipulate the celestial bodies in outer space. It just 
  requires a lot of training and study to do so. With this skill, the unicorn can control any of 
  the following if their skill roll beats the difficulty: 
  •
  Celestial Lights: A unicorn can make cosmetic changes to the lights in the sky 
  such as cause the stars to twinkle, cause the moon to be brighter, put more visible 
  
  	
     54	
    
  detail in the Milky Way, etc. These changes will last for one minute per 
  Mentation score. Difficulty: 15. 
  •
  Meteors: Any bodies of rock or ice that comes close enough to the earth can be 
  drawn down into the Earth’s atmosphere, causing a meteor shower to appear in 
  the sky over the unicorn. The meteor shower will last for one minute per 
  Mentation score. Difficulty: 25.  
  •
  The Sun and Moon: A unicorn can freely summon the day and night. Once the 
  sun or moon has been raised, it normally continues to move through the sky by 
  itself, but upon reaching the horizon, the unicorn must then raise the sun or moon 
  to start the day or night, respectively. If no one tries to move the sun or moon, 
  then both will remain stationary on the horizon, leaving the skies stuck in a 
  perpetual twilight. This power can also be used to create other solar or lunar 
  events such as an eclipse or changes in the phases of the moon. Difficulty: 30. 
  •
  Supernovas, Quasars, and Black Holes: A pony can make cosmetic changes to 
  any large celestial body. The unicorn cannot change its shape, but she can move 
  its position in the night sky. These changes will last for one minute per Mentation 
  score. Difficulty: 45. 
  Because magic is required to move the heavens, the pony or ponies attempting to use this 
  skill must have the Spell Casting trait. If a pony fails her roll, she must wait a minute 
  before attempting it again. 
   
  Craft Magic Item 
  Intelligence (trained only) 
  A unicorn can create or fix any permanently enchanted items. To learn how to create 
  magic items, see the section on Creating Magic Items under Magic Items for details. 
   
  Diplomacy 
  Cleverness 
  As a free action, this skill is used whenever a pony tries to rally others to her cause, 
  bargain over price, persuade others to follow her command, and win debates and 
  negotiations. The Difficulty of the roll is dependent on the attitude the target has toward 
  the diplomat. 
  •
  Violent/Hostile: Difficulty 25+target’s Cleverness score 
  •
  Unfriendly: Difficulty 20+target’s Cleverness score 
  •
  Indifferent: Difficulty 15+target’s Cleverness score 
  •
  Friendly: Difficulty 10+target’s Cleverness score 
  •
  Helpful: Difficulty 0+target’s Cleverness score 
  Diplomacy cannot be used on a creature that cannot understand you. If the diplomat fails 
  the roll, then she does not get a retry for that encounter. 
   
  Disarm 
  Strength or (when using telekinesis) Mentation 
  As a standard action, a player can knock a weapon out of an opponent’s grasp. To disarm 
  an opponent, the attacker uses her Disarm roll against her opponent’s Outmuscle roll. If 
  successful, the opponent is disarmed, if not, then nothing happens. If disarming with a 
  weapon, then the disarmed weapon falls to the ground and requires a full action to be 
  
  	
     55	
    
  picked up. If disarming with bare hooves or telekinesis, then the attacker obtains the 
  opponent’s weapon. This skill works on all hand-held items. 
   
  When using telekinesis, the attacker uses her Mentation score instead of Strength score 
  when attempting the Disarm skill, but the opponent being disarmed can use either her 
  Strength or Mentation when attempting the Outmuscle skill roll, which ever is higher. 
  With telekinesis, a pony can only use Disarm on one opponent at a time. 
   
  Disguise 
  Cleverness 
  A pony who is trying to deceive others with a disguise must make a Disguise roll that 
  beats another’s Perception roll to successfully fool the target. If she tries to disguise 
  herself as a different sex or pony race, she incurs a -2 penalty. If she disguises herself as a 
  different but similar species (pony into a changeling, zebra, etc.), she gets a -5 penalty. If 
  she disguises herself as a complete different species, she gets a -10 penalty. If a disguise 
  kit is used, she gets a +2 bonus. 
   
  When one tries to disguise herself as someone else in particular that the observer already 
  knows, then the observer gains a +4 (recognizes on sight), +6 (friends or associates), +8 
  (close friends), or +10 (some pony he intimately knows) to his Perception roll 
   
  If the target wins her Perception roll, then she sees through the disguise, but if she doesn’t 
  win the roll, she can retry again an hour later. 
   
  Dowsing 
  Mentation (trained only) 
  Dowsing is a form of innate magic, a kind that is often used by earth ponies to locate 
  water or any other object underground. How dowsing works is that a pony has to be 
  looking for a specific object such as water, gems, gold, etc. To perform dowsing, a pony 
  must hold a wooden stick in her teeth and walk around the area. Once she is standing 
  over what she is looking for, the tip of the rod is drawn to the ground, signaling that there 
  is something down there. Another way of dowsing can be done with a map and a 
  pendulum, which is typically a carved stone or gold ring hung on a string (although that 
  doesn’t have to be the case). When there’s something in particular the pony wants to find 
  (even when it is not underground), the pony can simply hang the pendulum over a map 
  and the pendulum will point in the direction of the object’s location on the map 
  (assuming it is stationary). With triangulation, the object’s exact location can be found. 
  To make a successful dowsing, a pony must make a successful Dowsing roll or else the 
  pony will either get an inaccurate reading or no reading. The difficulty is naturally 10 
  plus any other factors that may apply: 
  •
  The pony has a vague idea of what she’s looking for: +4 
  •
  The pony has no clear target: +15 
  •
  Target is moving: +8 
  •
  Target is off the map/search area: +10 
  •
  Target is buried somewhere that is inaccessible: +2 
  •
  The pony is misinformed of the target’s general location: +3 
  
  	
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  Dowsing requires quiet concentration. If she is distracted, she must make a Concentration 
  roll. If the roll fails, then the pony does not get a retry for another hour. The GM should 
  roll the dice in order to hide whether or not the pony got it right. 
   
  Engineering 
  Intelligence (trained only) 
  Build or repair any kind of large engine-powered locomotive. 
   
  Escape Artist 
  Agility (Armor Penalties) 
  You can wiggle out of any tight space, rope, snare, or anything that can bind or hinder 
  you by overcoming the following difficulties: 
  •
  Rope, nets, or snares (both magical and non-magical: Difficulty 20 
  •
  Manacles and chains: Difficulty 30 
  •
  Tight spaces: Difficulty 30 
  •
  High quality manacles and chains: Difficulty 35 
  If the roll fails, then the pony does not get a retry except when squeezing out of tight 
  spaces. 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Escape Artist roll: -5 for dragon scale armor, -4 for plated armor, -3 for 
  chainmail, etc. 
   
  Farming 
  Intelligence 
  Pertains to the growing and cultivating of all plants 
   
  Gemology 
  Intelligence (trained only) 
  A pony with this skill is adept at identifying, shaping, and utilizing all manor of precious 
  stones, including magical ones. To learn how to create magic stones, see the section on 
  Creating Magic Items under Magic Items for details. 
   
  Grapple 
  Strength or (when using telekinesis) Mentation 
  As a standard action, a pony can use her Strength to hold down an opponent of the same 
  size or smaller. 
   
  To grapple, the attacker must make a successful Grapple roll against an opponent’s 
  Escape Artist or Outmuscle skill roll, which ever is higher. If successful, then the 
  opponent is held in place. If failed, then the target escapes. 
   
  Once an opponent is held down, the target is held down for one round. For each 
  additional round, the target can make another Escape Artist or Outmuscle skill roll 
  against the grappler’s Grapple roll, breaking free if successful and remaining pinned if 
  failed. Both the grappler and the target cannot attack while grappled and they both lose 
  
  	
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  their Agility bonus to AC, but they can cast spells if they make a successful 
  Concentration roll.  
   
  While grappling, both the target and the grappler(s) provide 75% of cover for each other, 
  which gives both the grapplers and the target a +7 bonus to their AC (see section on 
  Cover under Combat for details). If an attack misses within the margin of the cover bonus, 
  then it hits the other player instead (see section on Firing a Range Weapon Into Combat 
  under the Combat chapter for details). 
   
  When more than one pony is grappling, a single Grapple roll is rolled, but the bonuses of 
  all participants are applied together as one. See section on Team Work under Using Skills 
  in the Game for details. 
   
  When using telekinesis, the grappler uses her Mentation score instead of Strength score 
  when attempting the Grapple skill, but the opponent being grappled can use either her 
  Escape Artist skill roll or her Strength or Mentation when attempting the Outmuscle skill, 
  which ever is higher. By using telekinesis, the pinned opponent can’t move from her 
  current location, but the attacker and opponent do not lose her Agility bonus to AC and 
  there’s no penalty to attacking either the pinned opponent or the attacker, although both 
  the attacker and the opponent still can’t attack. With telekinesis, a pony can only use 
  Grapple on one opponent at a time. 
   
  If grappling with a rope or something else that can be used to help restrain an opponent, 
  the grappler can tie up or shackle the opponent upon a successful Grapple roll. Grapple 
  can also be used to strangulate an opponent by targeting the neck of a victim upon 
  initiating a grapple with their bare hooves, rope, or telekinesis. When attempting to 
  strangulate a target, the grappler gets a -4 penalty to his Grapple rolls each round she 
  attempts or maintains the grapple. While a victim is held down, the victim cannot breath 
  and is at the risk of asphyxiation. See section on Suffocation under Hazards for details. If 
  the victim manages to break free before she passes out, then the grappler would have to 
  initiate a grapple again to start the process all over. Creatures that have a Constitution 
  score of 0 cannot be strangulated. 
   
  Gymnastics 
  Agility (Armor Penalties) 
  As a simple action, a pony can do any light-footed stunts: tightrope walking, somersault, 
  flip, tumbling, dives, etc. 
   
  Tumbling is done to quickly slip passed opponents. To tumble through a space occupied 
  by an opponent, the gymnast can only move at her base speed for that round and to 
  successfully tumble that distance requires a standard action and a Gymnastics roll 
  (Difficulty: 10 + opponent’s Strength score + opponent’s Agility score). If the tumbler 
  wins, then she somersaulted, slid, or ducked her way through, but if the opponent wins, 
  then the tumbler is stopped in front of the opponent and her turn has ended. 
   
  
  	
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  To jump, the pony must make a full gallop on a runway no less than 10 feet long. The 
  Difficulty to jump over a horizontal gap is 1 per foot. If jumping onto a ledge that’s high 
  off the ground, the Difficulty becomes 4 per foot jumped. Example: If Light Foot jumps 
  over a 10-foot wide gap, he has a Difficulty of 10. If he jumps onto a ledge 5-foot above 
  the ground he’s on, the Difficulty is 20. However, if there’s a 10-foot gap in front of a 5-
  foot high ledge, the Difficulties are combined to 30. 
   
  If the jump fails, the pony can make a Gymnastics roll to either grab onto the side of the 
  ledge (Difficulty 20) or cushion the fall (Difficulty 15) so that the first 10 feet are ignored 
  when determining damage from the fall. See section on Falling/Collisions under Hazards 
  for details. 
   
  There are certain conditions that can cause penalties to Gymnastics rolls, including: 
  •
  Slight Obstructions (gravel, sand, wet surface, etc.): -2 penalty 
  •
  Severe Obstructions (cavern, rubble, etc.): -5 penalty 
  •
  Slippery Surfaces (ice, Grease spell, etc.): -5 penalty 
  •
  Severely Sloped Surfaces: -5 penalty 
  •
  Unsteady (boat on rough water): -5 penalty 
  •
  Severely Unsteady (earthquake): -10 penalty 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Gymnastics roll: -5 for dragon scale armor, -4 for plated armor, -3 for 
  chainmail, etc. 
   
  Hair Care 
  Cleverness 
  Stylize and trim a pony’s mane, coat, or tail. This skill can also be applied to other 
  sentient creatures like donkeys, griffins, diamond dogs, etc. 
   
  Healing 
  Intelligence 
  When it comes to treating any living thing whether it be pony, animal, or otherwise, the 
  pony with this skill can heal injuries and cure sickness. All healing attempts require 
  magic herbs and at least a full action. 
   
  To heal injuries, the pony must first choose which dice to use to determine how much HP 
  is restored. Upon making a successful Healing skill roll, the pony heals the amount 
  chosen. 
  •
  One 4-sided dice plus Intelligence: Difficulty 2 
  •
  One 6-sided dice plus Intelligence: Difficulty 6 
  •
  One 8-sided dice plus Intelligence: Difficulty 10 
  •
  One 10-sided dice plus Intelligence: Difficulty 14 
  •
  One 12-sided dice plus Intelligence: Difficulty 18 
  •
  Two 6-sided dice plus Intelligence: Difficulty 18 
  •
  Three 6-sided dice plus Intelligence: Difficulty 22 
  
  	
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  •
  Four 6-sided dice plus Intelligence: Difficulty 26 
  •
  Five 6-sided dice plus Intelligence: Difficulty 30 
  •
  Six 6-sided dice plus Intelligence: Difficulty 34 
   
  When curing disease or poison, the pony needs to use antidotal herbs. See section on 
  Disease and Poison under Hazards for details on how to cure both ailments. 
   
  If the skill roll fails, then the patient isn’t healed and the medicine used is wasted, 
  although retries are possible. 
   
  Herbalism 
  Intelligence (trained only) 
  A pony can identify and collect plants and plant extracts to brew for medicines and magic 
  potions. To learn how to create potions, see the section on Creating Magic Items under 
  Magic Items for details. If the herbalist fails her roll when making a potion, she must try 
  again to fix the potion. If a pony drinks the potion before it is fixed, not only will the 
  potion not work, but the pony must make a Constitution saving throw (Difficulty 20) or 
  else contract Cutie Pox. See section on Diseases under Hazards for details on Cutie Pox. 
   
  Hide 
  Agility (Armor Penalties) 
  As a simple action, a pony can hide out of sight. In order to conceal oneself from view, 
  the pony must make a successful Hide roll against an opponent’s Perception roll. To hide, 
  the pony requires a place she can reasonably hide behind or under. If either roll fails, then 
  the pony is spotted and doesn’t get a retry. 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Hide roll: -5 for dragon scale armor, -4 for plated armor, -3 for chainmail, 
  etc. 
   
  Hightail 
  Agility (trained only) (Armor Penalties) 
  As a simple action, a pony can boost her speed. When put into a position where a pony 
  has to make a quick escape, she can expend her energy to boost her speed even further for 
  a short time. To use this skill, the pony must be galloping at her maximum speed in a 
  straight line for one round. By the next round, she can attempt the roll. The difficulty of 
  the skill roll is dependent upon the conditions of the surface the pony is running on. This 
  skill can be attempted while swimming or flying, which also has unique conditions. 
   
  •
  Level ground/gentle current or wind: Difficulty 15 
  •
  Up hill/against the current or wind direction: Difficulty 20 
  •
  Down hill/with the current or wind direction: Difficulty 10 
  •
  Rough/slippery terrain or through lots of foliage: Difficulty 17 
   
  If she fails the roll, then she must make an Agility roll (Difficulty: 20) or else trip (on 
  land), fall (while flying), or get carried away with the current (while swimming). If she 
  
  	
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  doesn’t trip, she can retry the Hightail roll the next round. If her skill roll succeeds, then 
  her speed will increase by +10 feet per skill level, and she can maintain that speed for one 
  round per Constitution score. Once the sprint is over, the pony must let her body rest 
  before she can attempt it again. How long she must rest before attempting the roll again is 
  based on her Constitution score: 
   
  •
  1-5 Constitution: 2 hours 
  •
  6-10 Constitution: 1 hour 
  •
  11-15 Constitution: 30 minutes 
  •
  15 or more Constitution: 15 minutes 
   
  The sprint can end prematurely, but it does not change how long the pony must rest 
  before attempting the roll again. 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Hightail roll: -5 for dragon scale armor, -4 for plated armor, -3 for 
  chainmail, etc. 
   
  Husbandry 
  Intelligence 
  This skill involves taking care of and raising animals. This includes veterinary care, 
  herding, breeding, milking, butchering, grooming, etc. 
   
  Intimidation 
  Cleverness 
  As a free action, a pony can frighten or bully another into submission with her mere 
  words and presence. To do so, your Intimidation roll must overcome an opponent’s 
  Outwit roll. If succeeding, the pony will obey one or two commands from the aggressor 
  out of fear and will more likely run away or defend against the intimidator than fight her 
  unless she has no choice. If the roll fails, then retries are impossible for at least an hour. 
  Intimidation has no affect on creatures with an Intelligence of 0. 
   
  Intuit Direction 
  Mentation (trained only) 
  By concentrating for one minute, the pony can determine the direction of north 
  (Difficulty: 15). If the roll fails, then the pony does not obtain any information. After a 
  successful Intuit Direction roll, the pony also get’s a +5 bonus to her Navigation roll in 
  the next round. 
   
  Linguistics 
  Intelligence (trained only) 
  A pony with a level in this skill makes him or her adept at languages, enabling her to 
  decipher written and spoken languages and also learn a secondary language. 
   
  To decipher an incomplete, archaic, or foreign message in written or spoken form, the 
  translator must make a Linguistics roll (Difficulty 20 for simple messages, 25 for 
  
  	
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  standard texts, and 30 or more for exotic, detailed, or very old writing or dialect). If the 
  roll succeeds, the translator understands the general content of a conversation or one page 
  of a piece of writing. Example: Chatterbox overhears a conversation between two 
  changelings speaking in Mimic, the language of changelings. Although Chatterbox can’t 
  speak Mimic, she instead uses her Linguistics roll to translate. The conversation is 
  standard Mimic dialect, so the Difficulty is 25. She wins the roll and while that doesn’t 
  mean she can translate it word for word, she does know that they’re talking about an 
  invasion to Canterlot. 
   
  The GM must make the roll secretly so that the player does not know if they got the 
  message right or wrong. 
   
  The mother tongue of almost all ponies is called Equestrian and it is commonly spoken 
  throughout Equestria. However, certain creatures and inhabitants from other countries 
  outside of Equestria can speak their own common languages. There are also underground 
  sects that may communicate with a type of constructed language, typically for covert 
  reasons. Although all speaking creatures start with one primary language, obtaining a 
  level in this skill allows a pony to fluently speak and read a secondary language in 
  addition to their primary one. The pony can only know one secondary language for every 
  3 points of Intelligence level. For example, a pony with an Intelligence of 6, 7, or 8 can 
  learn a total of two secondary languages in addition to their native language. The list 
  below contains all the languages known in Equestria, although the GM may opt to make 
  his/her own languages. 
  •
  Aquarian: This is a common language among undersea creatures such as 
  mermaids and naga. 
  •
  Arcane: This is a type of constructed language that is used among highly 
  magically inclined unicorns, typically in secret magic cults. 
  •
  Dragonic: The language of dragons. 
  •
  Elemental Speak: The language of elementals. 
  •
  Equaggian: The language of zebras, saddle Arabians, and all those who live in 
  their lands. 
  •
  Equestrian: This language is the common tongue in Equestria and can be spoken 
  by all ponies and almost all inhabitants of Equestria. 
  •
  Elysic: The language of celestials and angels. 
  •
  Griffic: A common language among griffins. 
  •
  Mimic: The language of changelings. 
  •
  Rogue’s Tongue: A type of constructed language typically used among thieves to 
  pass top-secret messages. 
  •
  Tartaric: The language of demons and devils. 
   
  Lock Picking 
  Agility (trained only) 
  To pick a lock, a pony needs proper tools such as torsion wrenches and picks for 
  keyholes or a stethoscope to hear the tumbler inside combination locks. All of which can 
  
  	
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  be obtained from a lock pick kit. In either case, a pony relies on her dexterity and her 
  steady hoof to pick any lock. Difficulty varies depending on the quality of the lock. 
  •
  Cheap or simple lock: Difficulty 20 
  •
  Average lock: Difficulty 25 
  •
  Strong lock: Difficulty 30 
  •
  High quality lock: Difficulty 40 
  Picking a lock takes one minute per attempt. If failed, then the pony can retry. 
   
  Masonry 
  Intelligence (trained only) 
  Build and repair any kind of structure out of stone and concrete. The materials to create 
  any stone objects are half the market cost as listed under the Shopping section. The cost 
  of materials to make repairs can be anywhere between 0%-50% of market price 
  depending on the severity of the damage. 
   
  Mathematics 
  Intelligence 
  Proficiency with all forms of math. 
   
  Mechanic 
  Intelligence (trained only) 
  Be skillful at building, disabling, or fixing machines, including traps and machines 
  powered by magic. The materials to create any machine are half the market cost as listed 
  under the Shopping section. The cost of materials to make repairs can be anywhere 
  between 0%-50% of market price depending on the severity of the damage. 
   
  Meditation 
  Mentation (trained only) 
  A pony can enter a trance-like state that can grant her speedy recovery. With every 
  minute she maintains her meditation, she recovers 1 HP per Mentation score and skill 
  score. This power can only be done in a quiet and private place. The pony is not allowed 
  to take any other action, not even speaking, while meditating. If she is interrupted by 
  some kind of distracting stimuli, then she will need to make a Concentration roll or else 
  the meditation is interrupted. 
   
  Metallurgy 
  Intelligence (trained only) 
  Become knowledgeable of the smelting, identifying, and finding all kinds of metals. 
   
  Mischief 
  Cleverness 
  As a free action, a pony can fool or humiliate another with either a prank or a joke. To 
  succeed, the pony’s Mischief roll must overcome an opponent’s Outwit roll. If either roll 
  fails, then the pony does not get a retry. Mischief has no affect on creatures with an 
  Intelligence of 0. 
   
  
  	
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  Music 
  Cleverness (trained only) 
  Write, play, and sing any song. When performing a song on an instrument without the 
  appropriate Musical Instrument Proficiency feat, add a -5 penalty to the roll. Music is 
  used in place of Performance when playing for an audience. This skill can also be used to 
  modify or repair instruments so long as the musician has the appropriate Musical 
  Instrument Proficiency feat for the instrument worked on. 
   
  Navigation 
  Intelligence 
  With the aid of maps, compasses, and other tools, a pony could find the shortest route to 
  any location in the air, on land, and at sea. The GM must roll the dice secretly so the pony 
  won’t know if she got it right. 
   
  Party-Planning 
  Cleverness 
  A pony could set up a fun and enjoyable party from anywhere and with whatever she has 
  available. 
   
  Perception 
  Mentation 
  As a free action, this skill is used to determine if a pony managed to successfully see, 
  hear, touch, taste, or smell something. 
  •
  Sight: A pony can visually detect anything that is hidden or out of sight. A pony 
  gets a -4 penalty when trying to spot objects from a moderate distance or is 
  moderately obstructed (across a large room, across a road, through a window, 
  behind some leaves, etc.). A pony gets a -8 penalty if it's a great distance or 
  greatly obstructed (across a field, over 100 feet away, lots of foliage in the way, 
  several objects in the way, etc.). Penalties caused by distance can be negated with 
  a telescope. Looking for very small objects (a grain of sand from a sample, a 
  speck on a wall, details in a painting, etc.) inherently have a penalty of -8 unless 
  the pony has a magnifying glass. Other factors that can hinder vision include 
  darkness, invisibility, and fog, all of which are detailed in the Hazards section. 
  This skill cannot be done if the pony is blind. 
  •
  Hearing: A pony can hear even the quietest of sounds. A pony gets -4 penalty if 
  she is trying to listen to a specific sound while there is a moderately loud noise in 
  the background (music, strong wind, rainstorm, ponies talking, etc.) or a -8 
  penalty with deafening noise (loud crowds, explosions, machinery, etc.). When 
  hearing through a wall, the pony gets a -10 penalty per foot of thickness. This 
  skill cannot be done if the pony is deaf. 
  •
  Touch, Taste, and Smell: 
  o
  Smell strong odors: Difficulty 0 
  o
  Smell moderate odors: Difficulty 5 
  o
  Smell light odors: Difficulty 10 
  o
  Feel painful sensations: Difficulty 0 
  o
  Feel prickly sensations: Difficulty 10 
  
  	
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  o
  Tasting if food is spoiled: Difficulty 5 
  o
  Tasting if a drink has been drugged: Difficulty 20 
  o
  Tasting to identify a potion’s effects: 5 + Difficulty to create potion 
   
  Performance 
  Cleverness 
  A pony can put on any kind of performance whether it be comedy, storytelling, dance, 
  puppets, mime, poetry reading, stunts, slapstick, or any other instance where a pony tries 
  to entertain an audience. The Difficulty is determined by how hard the attempted 
  performance is. If the Performance roll succeeds in front of an audience, the pony will 
  earn money. If she fails her roll, then the audience panned the performance and she only 
  earns half the money. 
  •
  Street Performance: Perform out on the streets, receiving tips from passersby. 
  Difficulty: 10. Earnings Per Day: roll one 10-sided dice to determine amount 
  earned in cents. 
  •
  Simple Performance: Perform for a small crowd out in a public place or in a 
  private residence if allowed to. Difficulty: 15. Earnings Per Day: roll ten 10-sided 
  dice to determine amount earned in cents. 
  •
  Enjoyable Performance: Perform in front of a small, live audience. In time, you 
  might be able to be invited to join a professional troupe and possibly gain a 
  regional reputation. Difficulty: 20. Earnings Per Day: roll one 4-sided dice to 
  determine amount earned in bits. 
  •
  Grand Performance: Perform on a stage in front of a crowd of dozens. In time, 
  you might attract the attention of noble patrons and possibly gain a national 
  reputation. Difficulty: 25. Earnings Per Day: roll one 6-sided dice to determine 
  amount earned in bits. 
  •
  Extraordinary Performance: Perform before an audience of hundreds. In time, you 
  may draw the attention of patrons from far away lands. Difficulty: 30. Earnings 
  Per Day: roll three 6-sided dice to determine amount earned in bits. 
   
  Pick Pocket 
  Agility 
  As a standard action, a pony can steal any small object off of another. If the thief fails, 
  she can still steal the object, she just winds up getting caught in the act. To steal from 
  another, the pony must first get within arm’s reach of her intended, sometimes using the 
  Stealth skill first if trying to take a target by surprise. The Difficulty is dependent on the 
  circumstances as indicated below:  
  •
  Unattended object or item off unconscious opponent: 10 
  •
  Steal object off a conscious opponent: 20 
  •
  Steal object while being watched: Target’s Perception roll 
   
  Precognition 
  Mentation (trained only) 
  If a pony manages to relax and concentrate for one full action, she can consciously sense 
  danger. A succeeding skill roll would allow her to accurately know if there’s danger but 
  knows no other details. A failed roll indicates no reaction or an inaccurate reaction. The 
  
  	
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  danger doesn't have to be physical harm. It could be something bad like someone is 
  trying to deceive you or the decision has potentially negative consequences. 
   
  Difficulty is determined by how familiar the pony is with the potential danger. Take for 
  example a scenario where Stardust is trying to sense a cockatrice waiting to ambush her 
  in the Everfree Forest. If Stardust had been ambushed by cockatrices in the Everfree 
  Forest before, then the difficulty is 10. If Stardust was only told that there were 
  cockatrices in the Everfree Forest or saw evidence of cockatrices, then the difficulty is 14. 
  If she only assumes there’s danger but has no idea what it could be and/or has no 
  evidence to back up her suspicions of a cockatrice, then the difficulty is 18. And if she is 
  completely unaware of the danger of running into a cockatrice, then the difficulty is 25. 
  Difficulty level: 
  •
  A situation where danger is known from past experience: Difficulty 10 
  •
  A situation where danger is known from word of mouth: Difficulty 14 
  •
  A situation where danger is only assumed: Difficulty 18 
  •
  A situation where danger is not expected at all: Difficulty 25 
  This power doesn’t happen automatically. The pony has to consciously announce she is 
  using this power. If the roll fails, then the pony does not get a retry to sense the same 
  danger that day. To use this power during taxing circumstances, she must make a 
  Concentration roll or else the power will fail. The GM should secretly roll the dice so the 
  PC doesn’t know if she got the right answer or not. 
   
  Pyrotechnic 
  Intelligence (trained only) 
  Create and use any kind of explosive. The materials to create any incendiary device are 
  half the market cost as listed under the Shopping section. 
  •
  Grenade: Difficulty: 15 (If the roll is 5 or under, the grenade blows up in the 
  pony’s face), Cost of Ingredients: 75 bits. 
  •
  Molotov Cocktail: Difficulty: 5, Cost of Ingredients: 50 cents per bottle. 
  •
  Smoke Bomb: Difficulty: 15 (If the pony fails the roll, then she must make 
  another Pyrotechnic roll [Difficulty 10] to prevent the smoke bomb from going 
  off), Cost of Ingredients: 35 bits. 
   
  Outmuscle 
  Strength or (sometimes when resisting telekinesis) Mentation 
  As a standard action, a pony can use her brute strength to resist an opponent. With this 
  skill, she can resist another’s Disarm, Grapple, and Trip skill rolls. If the roll fails, then 
  the pony does not get a retry against Trip or Disarm rolls, but she does against a Grapple 
  roll. Outmuscle typically uses Strength except when a pony is resisting the effects of 
  telekinesis. When that happens, the pony has the option to use either Strength or 
  Mentation, whichever is higher. 
   
  Outwit 
  Mentation 
  As a free action, a pony can use her intuition to see through any and all deception and her 
  willpower to resist manipulation from another. With this skill, she can resist another’s 
  
  	
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  Bluff, Charm, Intimidation, and Mischief skill rolls. If the roll fails, then the pony does 
  not get a retry. 
   
  However, even on a failed roll, the pony will relent but doesn’t necessarily do anything 
  out of character or irrational. For example, if she lost to a Bluff roll, then she can still 
  suspect that the speaker is lying. She just gives the liar the benefit of the doubt. Or if she 
  lost to an Intimidation roll, then she will feel too intimidated to disobey the aggressor’s 
  demands, but will still fight back if attacked. 
   
  Sense Magic 
  Mentation (trained only) 
  If a pony manages to relax and concentrate, she can consciously sense the presence of a 
  spell currently in effect from up to 5 feet per Mentation score (Difficulty: 10 + spell 
  level). If the pony succeeds, then she senses the location and level of any spell, but knows 
  nothing more about the spell unless she also succeeds at a Spell Craft roll (Difficulty: 15 
  for adult level spells and 25 for alicorn level spells). If the pony fails the Sense Magic roll, 
  then the spell is not detected and the pony doesn’t get a retry. The GM should roll the 
  dice secretly so the pony doesn’t know if the attempt worked. 
   
  Sewing 
  Cleverness  
  Create and fix any kind of garment. The materials to create any garment are half the 
  market cost as listed under the Shopping section. The cost of materials to make repairs 
  can be anywhere between 0%-50% of market price depending on the severity of the 
  damage. 
   
  Shape Cloud 
  Intelligence (trained only) 
  Build, repair, or alter any building or furniture made of clouds. Permanent structures 
  made by the Shape Clouds feat are solid enough for all to walk on and support the weight 
  of inanimate objects. 
   
  Spell Craft 
  Intelligence (trained only) 
  When it comes to knowing the history of spells and magical practices, this skill pertains 
  to knowledge in both regards. A pony can identify spells that were cast no more than a 
  minute ago (Difficulty: 10 + spell level + 1 per additional minute), or spells that are 
  already in affect or upon a magic item or victim (Difficulty: 15 + spell level), or if the 
  spell is very unusual or high level like alicorn level spells or spirit magic (Difficulty: 25 + 
  spell level). If the roll fails, then the pony does not get a retry on that day. 
   
  Spell Craft also gains the unicorn or any creature with the Spell Casting trait the power to 
  temporarily obtain the use of one spell. To do that, the unicorn must have access to the 
  spell’s formula in writing whether it is in a spell book or on a scroll. The pony then must 
  spend five minutes studying the spell in a quiet and private place as well as make a Spell 
  Craft roll (Difficulty: 15 for ordinary spells and 25 for alicorn level spells). If she fails, 
  
  	
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  then she won’t get a retry until the next day. If she succeeds, then she obtains the spell in 
  her head at level 1 and the spell will stay in her head until cast. For example, Stardust 
  researches the Snare spell. Her roll succeeds and she gains the Snare spell at level 1 
  which she can cast only once. Wanting to wait until the opportune time, her chance 
  comes three days later when she wants to set up a trap for a rampaging diamond dog. She 
  uses the Snare spell she’d been saving to create the trap. After use, the spell is gone and 
  she would have to replant the spell in her head later if she wants to cast it again. 
   
  A unicorn can only store one spell per Spell Craft skill level she has. She also cannot 
  spend any additional spell points to enhance the spell, not even with the aid of any feats. 
  However, a unicorn can store the same spell in her head more than once so long as she 
  has enough Spell Craft skill levels to do so. 
   
  Spell Permanency 
  Intelligence (trained only) 
  The caster can use this skill to make any advanced spell listed below last indefinitely. To 
  make a spell permanent, the spell must be cast first, then the caster spends a minute to 
  make the spell permanent. With each spell listed, there’s a minimum Spell Permanency 
  level required in order to make that spell permanent as well as a Difficulty roll to beat 
  and a cost to pay for material components necessary to make the spell permanent. If the 
  caster fails the roll, then she must spend another minute to try again and an additional 100 
  bits is added to the price each retry. Once the spell is made permanent, then it will last 
  permanently and can only be undone with a Dispel spell. 
  •
  Alarm: Minimum Spell Permanency Level: 1, Difficulty: 10, Cost: 2,500 bits. 
  •
  Animation: Minimum Spell Permanency Level: 6, Difficulty: 20, Cost: 15,000 bits. 
  •
  Clairvoyance: Minimum Spell Permanency Level: 3, Difficulty: 13, Cost: 5,000 
  bits. 
  •
  Cloudwalking/Waterbreathing: Minimum Spell Permanency Level: 1, Difficulty: 
  10, Cost: 2,500 bits. 
  •
  Comprehend Languages: Minimum Spell Permanency Level: 1, Difficulty: 10, 
  Cost: 2,500 bits. 
  •
  Ensnaring Cloud: Minimum Spell Permanency Level: 4, Difficulty: 16, Cost: 
  10,000 bits. 
  •
  Fish Form: Minimum Spell Permanency Level: 3, Difficulty: 14, Cost: 7,500 bits. 
  •
  Flight: Minimum Spell Permanency Level: 5, Difficulty: 18, Cost: 12,500 bits. 
  •
  Force Field: Minimum Spell Permanency Level: 5, Difficulty: 18, Cost: 12,500 
  bits. 
  •
  Fortitude: Minimum Spell Permanency Level: 1, Difficulty: 10, Cost: 2,500 bits. 
  •
  Impenetrable Cage: Minimum Spell Permanency Level: 8, Difficulty: 24, Cost: 
  20,000 bits. 
  •
  Invisibility: Minimum Spell Permanency Level: 2, Difficulty: 12, Cost: 5,000 bits. 
  •
  Magic Armor: Minimum Spell Permanency Level: 1, Difficulty: 10, Cost: 2,500 
  bits. 
  •
  Night Vision: Minimum Spell Permanency Level: 2, Difficulty: 12, Cost: 5,000 
  bits. 
  
  	
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  •
  Portal: Minimum Spell Permanency Level: 8, Difficulty: 24, Cost: 20,000 bits. 
  •
  Silence: Minimum Spell Permanency Level: 2, Difficulty: 12, Cost: 5,000 bits. 
  •
  Spider Climb: Minimum Spell Permanency Level: 2, Difficulty: 12, Cost: 5,000 
  bits. 
   
  Stealth 
  Agility (Armor Penalties) 
  If a pony manages to beat an opponent’s Perception roll with a Stealth roll, she can move 
  undetected in order to pickpocket, ambush, or escape. If her roll fails, then the pony is 
  heard before she can get too close or too far away to her target. To use Stealth for a 
  surprise attack, the pony’s Stealth roll must overcome the Perception roll of her target to 
  get close enough. If the Stealth roll succeeds, she then rolls an attack roll and the target 
  loses her Agility bonus to AC because she was caught off guard. If the Stealth roll fails, 
  then the target notices the attacker. The attacker can still attack if spotted (in order of 
  Initiative), but the target still retains her Agility bonus to AC. For more information on 
  ambushing a target, see section on The Surprise Encounter First Round under Combat.  
   
  While attempting to use Stealth, you can only move at half your base speed. If the pony 
  attempting to use Stealth were moving faster than half her base speed but still slower than 
  her normal base speed, then she gets a -5 penalty to her Stealth rolls. Stealth rolls cannot 
  be done while walking at base speed, running, attacking, or charging. 
   
  If you’re invisible, you gain a +40 bonus to your Stealth rolls while standing still and a 
  +20 bonus while moving. 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Stealth roll: -5 for dragon scale armor, -4 for plated armor, -3 for chainmail, 
  etc. 
   
  Strategy 
  Intelligence 
  Whether it is games, combat, or competitions, this skill allows ponies to be able to 
  strategize to gain an edge over opponents. 
   
  Street Smarts 
  Cleverness 
  A pony with this skill can walk into town and gather information about the area by 
  hearing local rumors. The information can be anything that might be common gossip, 
  whether it is about something specific or not. To use this skill, a pony must spend an hour 
  visiting pubs, bakeries, parties, or any social gatherings and walk around, asking 
  questions. Every time a pony uses this skill, she must also spend a little bribery money or 
  offer drinks to get locals to talk. Roll one 4-sided dice to see how much money in bits the 
  pony must pay. Once the pony is done collecting information, the GM must secretly roll 
  the dice and the roll determines how accurate the information is. The GM then tells the 
  party the information uncovered, not letting them know if the information is correct or 
  not. 
  
  	
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  •
  Skill roll 1-5: The pony couldn’t obtain any information. 
  •
  Skill roll 6-10: The information was completely inaccurate. 
  •
  Skill roll 11-15: The information was only half correct and the other half is either 
  exaggerated or misleading. 
  •
  Skill roll 16-20: The information was accurate but vague or incomplete. 
  •
  Skill roll 21 or higher: The pony obtains all the information she wants accurately. 
   
  To retry, the pony might have to go to a different location at the GM’s discretion. 
   
  Swim 
  Strength (Armor Penalties) 
  As a standard action, ponies and many other land-based creatures can swim underwater 
  only at their base speeds. To be able to swim at her gallop speed, she would need the 
  Swimming Proficiency feat. To swim in hazardous conditions, a pony must make a Swim 
  roll to resist getting swept away in the current. See section on Water Hazards under the 
  Hazards section for details. A pony can’t lift more than light loads while swimming. If 
  carrying medium or heavy loads, the pony automatically sinks if they fail their Swim roll 
  (Difficulty: 35 for medium loads and 45 for heavy loads, but add +10 to the Difficulty if 
  the swimmer tries swimming at gallop speeds). 
   
  When wearing any armor heavier than padded or leather armor, the armor can cause a 
  penalty to the Swim roll: -5 for dragon scale armor, -4 for plated armor, -3 for chainmail, 
  etc. 
   
  Trip 
  Strength or (when using telekinesis) Mentation 
  As a standard action, a pony could knock an opponent off her hooves so long as she is of 
  the same size. Creatures that are more than twice the pony’s size cannot be tripped. 
   
  To attempt a trip, she must make a Trip skill roll against the opponent’s Outmuscle or 
  Gymnastics skill roll (which ever is higher). If an opponent trips, she loses her Agility 
  bonus to AC while on the ground and she must spend a full action to get back up. If the 
  Trip roll fails, then nothing happens. 
   
  When using telekinesis, the attacker uses her Mentation score instead of Strength score 
  when attempting the Trip skill, but the opponent being tripped can use her Gymnastics 
  skill roll or either her Strength or Mentation when attempting the Outmuscle skill, which 
  ever is higher. With telekinesis, a pony can only use Trip on one opponent at a time. 
   
  Tripping can’t be done on characters who are swimming, flying, or creatures who have 
  no legs. 
   
  Wilderness Survival 
  Intelligence 
  This skill pertains to any techniques used for surviving in any kind of natural 
  environment, whether it is hunting, foraging, tracking, building a fire, setting up camp, 
  
  	
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  fishing, etc. When it comes to tracking an opponent or animal, the difficulty is dependent 
  upon the condition of the ground the tracks are in. Increase the difficulty by +1 for every 
  hour that passed since the tracks were left and increase the difficulty by +5 if it had been 
  raining at the time. 
  •
  Snow or wet mud: Difficulty 5 
  •
  Sand: Difficulty 10 
  •
  Soft ground: Difficulty 15 
  •
  Hard ground: Difficulty 20 
   
  Writing 
  Cleverness 
  Create any kind of written art or documents with literary flair. 
   
  Zoology 
  Intelligence 
  A pony can accurately identify and know general information about any animals she is 
  studying. 
   
  Creating Skills 
   
  Skills frequently pertain to creating, fixing, healing, improving, identifying, making a 
  forgery, or being knowledgeable about any subject. However, skills also can be applied to 
  abilities that involve searching or sensing something such as tracking, precognition, 
  navigation, etc. To determine whether or not the skill is “trained only” depends on how 
  accessible the skill is by layman standards. Almost all skills that use Strength, 
  Constitution, Agility, or Cleverness are accessible by layman standards unless it requires 
  some kind of practice or it is very difficult. Skills that use Intelligence can also be 
  accessible, but only if they pertain to common knowledge. For example, skills like 
  Mathematics, Healing, and Navigation are skills that most ponies have at least some basic 
  knowledge in. However, most skills that pertain to sciences or obscure knowledge would 
  not be accessible such as Metallurgy, Gemology, Spell Craft, etc. Almost all skills that 
  use Mentation can only be done with practice and training, thus they are not accessible by 
  layman standards. The lone exceptions are abilities that are innate like Control Weather, 
  Outwit, and Perception. 
   
  Using Skills in the Game 
   
  Like with any RPG, characters do far more than fight. Sometimes characters will want to 
  attempt difficult tasks or perhaps build or fix something. Ponies need to be skilled with 
  their hands (sort of speak) and the way in which that works is with the Aptitudes and 
  skills. 
   
  Skill Rolls: Whenever some pony tries to accomplish some kind of task, the pony must 
  succeed at what is called a roll. To accomplish a task, roll one 20-sided dice and upon 
  whichever number comes up, add onto the appropriate Aptitude score from the 
  character’s stats. To determine success or failure, each task needs a Difficulty, which is a 
  
  	
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  number that the pony must get an equal or greater number to succeed. For example, 
  lifting a heavy rock has a Difficulty of 20 and the character’s Strength score modifies the 
  roll or the puzzle has a Difficulty of 15 and the character’s Intelligence score modifies the 
  roll. 
   
  There are many tasks that require certain skills such as Cooking, Swimming, Healing, etc. 
  When that happens, the pony adds her bonus Aptitude score and her skill score to the 
  result of the roll. If the pony does not have any levels in the skill attempted, then she can 
  still attempt it (unless the skill is labeled as “trained only”), but she can only put in her 
  Aptitude score as a bonus. 
   
  For example, let’s say that a stallion named Soft Hooves wants to make an elaborate stew 
  with fancy ingredients and careful preparation. Since the stew is so much more 
  complicated than any ordinary recipe, the GM gives it a Difficulty of 20, meaning the 
  dice roll has to be equal to or greater than 20 to succeed. Making a stew requires the 
  Cooking skill and that skill is associated with Cleverness. Soft Hooves has a Cleverness 
  score of 3, meaning he can add a +3 bonus to his roll. However, that means he has to roll 
  a 17 or higher to successfully cook the stew. Despite his low Aptitude score, he can 
  improve his chances of success by taking levels in the skill he wants to use beforehand. 
  So if he had a Cooking skill level of 7, the skill level will be added to his +3 Cleverness 
  bonus, making the total bonus be +10. That way, he would only have to roll a 10 or 
  higher to cook the stew, greatly increasing his odds of success. 
   
  Trained Only Skills and Armor Penalty: Many skills are accessible to every pony, but 
  some skills have the words “trained only” written next to its Aptitude. That means that 
  some pony can only use the skill if she has at least one level in that particular skill. For 
  example, Mechanic is considered a trained only skill. Crystal Wand has a high 
  Intelligence of 10 while Soft Hooves has an Intelligence of 4. However, despite her high 
  intelligence, Crystal Wand cannot attempt a Mechanic skill roll, but Soft Hooves can 
  because he has a Mechanic skill level of 1. 
   
  There’s also the words “Armor Penalty” written next to skills that involve being light on 
  one’s hooves and or being quick and dexterous. On most armor, there’s an Agility roll 
  penalty written into the description and that penalty applies to rolling any skill where 
  armor penalties apply.  
   
  Calculating Difficulties: Throughout this book, there are many scenarios where the 
  Difficulty of certain tasks is already listed for the sake of convenience. Of course, there 
  are many times when the GM has to decide on what the Difficulty is on his or her own. 
  When that happens, here are some simple approximations of the Difficulty for any given 
  scenario based on how difficult it might be for one pony. However, the following 
  numbers are merely suggestions and the GM can modify them if circumstances demand it. 
  •
  Routine: 0. Applies to any task that the pony has done so often that it has become 
  a force of habit. Example: Carve a simple figurine out of wood that the pony has 
  made several times before. 
  •
  Trivial: 5. Any task that is very easy. Example: Carve a wooden stake. 
  
  	
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  •
  Easy: 10. It requires a little effort, but there is still little chance of failure. 
  Example: Carve a small wooden figurine. 
  •
  Middling: 15. The task is a little tough for someone not adept in the subject at 
  hand, but it’s still possible to be done. Example: Carve little wooden pieces, then 
  put them together with nails, wire, glue, and string to create a figurine. 
  •
  Challenging: 20. The task is moderately tough for someone not adept in the 
  subject at hand, but it’s still possible to be done. Example: Carve little wooden 
  pieces, then put them together complete with movable parts to create a working 
  puppet. 
  •
  Hard: 25. The task is very tough for someone not adept in the subject at hand, but 
  it’s still possible to be done. Example: Build wooden furniture. 
  •
  Complicated: 30. So difficult, only an expert can do it. Example: Build a wooden 
  house. 
  •
  Advanced: 35. So difficult, only a moderately skilled expert can do it. Example: 
  Build a wooden ship. 
  •
  Highly advanced: 40. So difficult, only a highly skilled expert can do it. 
  Example: Build a wooden ship that can also travel on land. 
  •
  Immense: 45. So difficult, only an alicorn would be able to do it. Example: Build 
  a wooden ship that can fly on helicopter propellers. 
  •
  Superhuman: 55. So difficult, even an alicorn would struggle to do it. Example: 
  Build a wooden ship with rockets that can fly to and from the moon. 
  •
  Impossible: 61 or higher. No one can do it. Example: Build a wooden ship that 
  can fly into outer space faster than the speed of light. 
   
  Changing the Difficulty: It’s also possible to increase the Difficulty by +3 if the pony is 
  rushing (taking half the time necessary) or decrease the Difficulty by -3 if the pony is 
  taking her time (taking double the time necessary). 
   
  Competition: In the event that two or more characters try to best each other, then the 
  Difficulty would be the roll of the opponent. For example, if two ponies are hoof 
  wrestling, then both ponies roll a 20-sided dice and add their Strength scores and the 
  victor is the one with the highest number. Certain skills that are meant to be used against 
  another (Bluff, Trip, Mischief, etc) require specific skills or Aptitudes to counter it as 
  described in the skill’s description. In the event of a tie, use a coin or a dice as a 
  tiebreaker or simply reroll. 
   
  Teamwork: In the event that characters try to help each other out, then the sum of the 
  participants’ Aptitude and skill scores can be applied to the one roll to accomplish the 
  task. However, when attempting any task that requires a skill that is “trained only,” then 
  all participants must have at least 1 skill level of the skill in question to help. 
   
  Example: A pony named Monkey Wrench is trying to fix a busted train engine with a 
  Difficulty of 30. He has an Intelligence score of 6 and a Mechanic skill score of 3, giving 
  him a bonus of +9 which is not high enough to accomplish the task, so he gets his friends, 
  Live Wire and Screwdriver, to help. Live Wire has an Intelligence of 5 and a Mechanic 
  
  	
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  skill score of 1. Screwdriver has an Intelligence of 4 and a Mechanic skill score of 2. 
  Combine the bonus points of all three of them and that makes a bonus of +21. The dice is 
  rolled, ending up with 14. Add +21 and that makes a total of 35. The attempt was a 
  success. 
   
  Failing a Skill Roll and Retries: Whenever a skill roll fails, a pony can sometimes 
  attempt a retry unless the instructions say the player cannot or if the GM forbids it. When 
  reattempting a skill roll, the player usually spends more time and more resources to try 
  again. For example, let’s say that a pony fails her Cooking skill roll and the stew she 
  made didn’t turn out as she hoped. She can spend twice as much time and twice as much 
  food and spices to make a retry to fix it. Or perhaps a pony fails to fix a train engine. She 
  can spend twice as much time and use up twice as many nuts and bolts to retry her 
  Mechanic skill roll. However, if the pony fails again, the GM can choose to allow the 
  player to succeed at the cost of spending a significant amount of time, typically three 
  times the amount of time it would take. For more information on how time is measured, 
  see section on Measuring Time and section on Measuring How Much Time a Skill Takes 
  under Weights and Measurements. 
   
  Being Creative with Skills and Tasks: When applying all these skills into your game, 
  you shouldn’t feel restricted by the rules and descriptions laid out before you. In addition 
  to creating your own skills, it’s possible to use existing skills in creative ways. The rules 
  can be bent a little to allow different uses beyond what is described. For example, a pony 
  with a Farming skill can grow any kind of plant whether it is food, flowers, trees, herbs, 
  tobacco, etc. It’s also possible that the skill can be applied as a substitute for a similar 
  skill, but it won’t be as effective as the skill it’s substituting. For example, Farming 
  involves growing plants, but does not involve turning them into medicines or identifying 
  herbs such as in Herbalism. Nonetheless, Farming is somewhat similar enough to 
  Herbalism to attempt to make medicines, although there will be penalties at the GM’s 
  discretion such as halved skill score, increased difficulty, or both. 
   
  This also applies to magic skills as well. Spells may have a lot of rules to them, but 
  they’re there simply to allow some context of what is and what isn’t too powerful. A spell 
  can be altered a little to provide different functions. For example, Electrokinesis’s 
  rudimentary powers can create small sparks of electricity. Those sparks in turn could be 
  used in creative ways such as creating a small reading light, a cattle prod, a crude 
  defibrillator, etc. The advanced portion of this power can conjure destructive lightning, 
  which could also be used to recharge a large battery. All spells can be altered a little to 
  allow for creative uses so long as they are reasonable to the GM. 
   
  Using Hooves for Hands: One may ask the perfectly legitimate question of how a pony 
  can perform all of these skills without hands. For the purposes of this game, it should be 
  assumed that ponies will either use their nimble lips and teeth, grip objects under their 
  wings, use magic, or use what is known as tactile telekinesis where objects just stick to 
  their hooves like Velcro. In game, don’t worry so much about how a pony can do these 
  things unless there are some obstructions hindering performance such as speaking with 
  something in her mouth, her wings and hooves are tied down, serious injuries, etc. 
  
  	
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  Spell Stats Description 
   
  For the sake of convenience, each spell has stats that clarify the spell’s range, duration, 
  offensive rolls, saving throws, and designated targets. Each spell is divided into two 
  different variations: rudimentary and advanced. Whether the caster is casting an advanced 
  spell or a rudimentary spell, both are equally limited by the stats provided. 
   
  •
  Range: Much like a range weapon, spells can only hit a target from a limited 
  distance. The distance is typically 5 feet per Mentation level, however, spells that 
  only affect the caster as the target have a range of 0 feet. Just like range weapons, 
  range determines the maximum range between the caster and the target. 
  •
  Duration: Once a spell is successfully cast, it only lasts for a limited amount of 
  time before it wears off. Most spells only last one minute per spell level, but some 
  can last for longer durations such as hours. There are some spells that are 
  instantaneous (usually attack spells and healing spells), which means the spell 
  only lasts for one round with no lingering magical effects but any physical effects 
  caused will last such as damage dealt, items conjured, etc. 
  •
  Caster’s Offensive/Attack Roll: Spells that can inflict HP loss are treated as a 
  ranged weapon. The Spell Precision feat can add a +3 or +6 bonus to spell attack 
  rolls. See section on Attack, Damage, and Range under Combat for details.  
  •
  Opponent’s Saving Throw: If a spell is used to enchant, transmute, or charm an 
  unwilling target, then the target is allowed a Mentation roll against the caster’s 
  Mentation roll to resist the effects of the spell. If the target wins the roll, then the 
  spell is negated. If the caster wins, then the spell takes effect. Sometimes, the 
  word “Harmless” is written into the description. That means that the effects of the 
  spell are actually beneficial and should be reserved for allies. 
  •
  Target: Certain spells have certain effects that affect certain targets. There can be 
  many variations for targets, but the three mentioned here are the most common: 
  o
  1 target per spell level within range: The caster can choose to have the 
  spell affect herself and/or any living (or at least animate) target within 
  range and no more targets than the level of the spell, although the caster 
  doesn’t have to affect that many targets. 
  o
  Only 1 target within range: That means the spell will only work on one 
  target. 
  o
  The caster: Then the caster can only cast the spell on herself. 
  •
  Rudimentary: All spells come with rudimentary and advanced variations. 
  Rudimentary spells are spells that are very simple and easy to do, thus they can be 
  used as many times per day as the caster wants without spending any spell points. 
  The spell still has to follow the stats listed above. 
  •
  Advanced: Advanced spells are far more powerful because they can circumvent 
  mundane abilities (Teleportation, Snare, Transformation, etc.), can be used 
  offensively (Enchant, Pyrokinesis, etc.), grant bonuses and enhancements to 
  others (Fortitude, Magic Armor, etc.), grant penalties to others (Enfeeblement, 
  etc.), or conjure something (Apportation, Grease, etc.). To cast an advanced spell, 
  the caster must spend at least one spell point that comes with the spell. 
  
  	
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  Spell Points: Spell points are mental energies that a caster spends to cast advanced spells. 
  Each spell only gets one spell point per spell level. This allotment of spell points is 
  replenished after a full night’s sleep. The spell points are divided between the spells the 
  caster knows, so one spell cannot be used to power another spell unless the pony has the 
  Spell Pool feat. Extra spell points can also be spent to enhance spells in certain ways 
  depending on the feats or spells used. 
   
  How to Cast a Spell: There’s no need to roll just to successfully cast a spell. Casting time 
  requires one full action and there are no material components unless noted otherwise. All 
  spells require concentration, and if a unicorn tries to cast a spell during taxing situations, 
  she must make a Concentration skill roll or else the spell fails. See section on 
  Concentration under the List of Skills for details. Once a spell is cast, a unicorn can 
  prematurely end her own spells as a free action so long as she is within spell range. 
   
  List of Magic Spells 
   
  Aerokinesis 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level to maintain wind 
  Target: The caster 
  Rudimentary: While under the influence of this spell, a caster can freely summon a 
  breeze at no greater than moderate wind speed, strong enough to lift any lightweight 
  object and a small boat, but nothing else. The breeze is shaped into a funnel 5 feet in 
  diameter and up to 5 feet per spell level long. 
  Advanced: This spell can be used as an offensive weapon or a form of propulsion, 
  conjuring a fierce funnel of wind (The funnel is 5 feet in diameter and 5 square feet per 
  spell level long) directed away from the caster that can blow away opponents on the 
  ground and in the air. This same power can also cushion falls (to provide for a safe 
  landing from great heights) and as a means of propulsion to move anything with a sail or 
  to rocket something off the ground. The wind can be maintained for as long as the spell 
  duration will allow without the caster needing to maintain focus, although she can still 
  redirect the wind as a free action. The wind speed can be light, moderate, or strong, but if 
  she spends two spell points, she can boost the speed to severe or windstorm in strength 
  level, and the pony can alter the speed of the wind at any time during the duration of the 
  spell as a free action. By spending five skill points, she can conjure hurricane force 
  winds. See section on Weather under the Hazards section for details on wind speed. 
   
  Alarm 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Target: a 5-foot per spell level in diameter ward summoned within range of the caster. 
  Rudimentary: The caster can use her horn (or anything else that she uses to cast spells 
  with) to ring an alarm after a preset time has passed, maximum of 1 minute per spell level. 
  Advanced: This spell creates an invisible ward over an area that will ring an alarm every 
  time some pony enters it. To enter the ward without setting off the alarm, the players 
  
  	
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  would have to say a password (determined at the time of casting) before entering. There 
  are two types of alarms that the caster can choose from at the time of casting: audible and 
  mental alarms. Audible alarms create a loud noise that can be clearly heard from up to 60 
  feet away. An audible alarm can be silenced with a Silence spell. A mental alarm is an 
  alarm that only the caster can hear, so long as she is no further than a mile away from the 
  ward.  This alarm can wake up the caster from sleep but otherwise does not disrupt 
  concentration. Mental alarms are not disabled by Silence spells or deafness. 
   
  Animation 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: One inanimate object per spell level within range 
  Rudimentary: A caster can cause small, unattended objects to move on its own, usually 
  rattling in place or perhaps spinning around or rolling away. 
  Advanced: A caster can cause any inanimate object to move on its own as if it were alive. 
  To direct the object, the caster can mentally will it to move (within spell range) in any 
  direction the object can physically move. In order for an object to move, it needs some 
  kind of propulsion such as wheels, moveable legs, wings, buoyancy in water, etc. 
  Otherwise, the object cannot move from its position but can do things such as rock back 
  and forth, bounce, shake, etc. Although the caster has to be within spell range to control 
  the object, the object itself will still keep going if it is goes outside the spell range, 
  following its most recent command until finished. 
   
  Apportation 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: The spell can summon one item per spell level. 
  Rudimentary: A pony can create intangible objects that last for the spell’s duration. The 
  objects can be anything and look realistic, but they are only illusions and have no effect 
  on any solid object. If anything tries to touch it, then it will pass through it as if it was 
  smoke. 
  Advanced: This spell can create temporary objects of no larger than 10 cubic feet all 
  together. The objects are solid and appear real, but the object will disappear once the 
  duration ends. This spell can also be used to instantly create permanent objects (including 
  food and beverages) in only one round, but the pony must still have all the supplies (but 
  not necessarily the tools) necessary and she must succeed at the appropriate skill roll as if 
  making the object by hoof. The spell point is automatically spent, whether the skill roll 
  was successful or not. 
   
  Audiokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous / (Deafness) One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Opponent’s Saving Throw: Mentation + 20-sided dice to resist deafness 
  Target: Only 1 target within range 
  
  	
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  Rudimentary: A caster can replicate any harmless sound effect out of nothing such as 
  music, voices, etc. 
  Advanced: This spell can also be used to create a concentrated blast of sound, which can 
  cause one 10-sided dice plus Mentation of damage from sonic waves. If a successful hit is 
  made, the target must also succeed at a saving throw or else be temporary deaf for one 
  minute per spell level. See section on Blindness/Deafness under the Hazards section. This 
  spell will automatically fail if cast within an area under the Silence spell unless the 
  Audiokinesis spell level is higher than the Silence spell level. If both spell levels are 
  equal, then the caster must win a Mentation roll against the Mentation roll of the caster of 
  the Silence spell to successfully cast the spell. 
   
  Automaton 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Target: 1 summoned automaton 
  Rudimentary: A caster can make cosmetic changes to her automaton at will, allowing her 
  to customize the appearance of the automaton, even going as far as change it so that it 
  would look like a real pony. 
  Advanced: This spell can create an automaton, which is a magical construct made of a 
  clear ectoplasm. This construct is essentially a pony-shaped robot who follows the verbal 
  commands of its summoner without question. The automaton can follow every order to 
  the best of its ability. If the automaton is ever destroyed or the spell ends, then the it fades 
  away. There are three kinds of automatons that the caster can create: earth, pegasus, and 
  unicorn. For details, see Automaton under the List of Monsters. 
   
  Chronokinesis 
  Range: 0 feet 
  Duration: Instantaneous 
  Target: The caster 
  Rudimentary: This spell can be used to tell the caster the exact time and date of her 
  location at the time of casting. This spell can be cast as a free action. 
  Advanced: This spell allows a caster to manipulate time around herself, creating a 
  number of different effects depending on how many spell points are spent. By spending 
  one spell point, the caster can travel one minute per spell level into the future. The pony 
  will instantly disappear and reappear in the same spot she started from, but from the 
  caster’s perspective, the jump into the future would feel like it happened in a split second 
  and she would be unaware of what happened in the time she was gone. At the cost of 5 
  spell points, a pony could regress back into the past and relive the previous round, 
  allowing her to attempt to change the outcome. Once the spell is cast, the pony travels 
  back to the previous round, undoing all affects that happened to the caster and her 
  attacker(s) if any in that round, and from there, the caster can take a different action than 
  before or reroll the same action, potentially changing the outcome. At the cost of 10 spell 
  points, the spell can accelerate the caster so fast that from her perspective, it looks like 
  the world is standing still. She will remain this way for three rounds (relative time) and 
  when the spell ends, only one second would have gone by in real life. All effects she 
  
  	
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  causes while accelerated (whether it is casting a spell, attacking, etc.) will not have any 
  affect until the spell ends. 
   
  Clairvoyance 
  Range: 0 feet 
  Duration: One minute per spell level 
  Target: The caster 
  Rudimentary: A caster with this spell can automatically sense the presence of a sensor 
  cast by another’s Clairvoyance spell with a successful Perception roll (Difficulty: 10 + 
  spell level of the spell that created the sensor). 
  Advanced: This spell allows the caster to see and hear from any location away as if the 
  caster was there. While using this spell, a caster is limited by her own ability to hear and 
  listen. For example, if the room is dark and she doesn’t have night vision, then she can’t 
  see anything in the room. The spell creates an invisible sensor at the place where the 
  caster designates. This sensor can be moved once it is created and it can be repelled or 
  dispelled like any ordinary spell. 
   
  Cloudwalking/Waterbreathing 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One hour per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: A caster can walk on clouds and on the surface of any body of water for as 
  long as she can maintain concentration. That means she can perform any free action, but 
  she can’t attempt any other full actions or standard actions such as spells, skills, attack, 
  etc. 
  Advanced: This spell is a catchall power that can do one of two things: allow the ability 
  to breathe water or allow the ability to walk on clouds. Either one or the other has to be 
  chosen upon casting. With the water-breathing spell, a pony can breathe water as easily 
  as she can breathe air. The cloud-walking spell allows a pony to walk on clouds like a 
  pegasus. Both spells have failsafes implemented in the event that the spell ended while a 
  pony is underwater or on a cloud. If a water-breathing spell ends while underwater, a 
  pony is given a full breath of air to give her a little time before she suffocates. See section 
  on Suffocation under Hazards for details. If a cloud-walking spell were to end while still 
  on a cloud, then the pony will gently float down to the ground. As soon as she lands on 
  any surface that can support her weight, the spell is broken and the pony is once again 
  gravity bound. 
   
  Comprehend Languages 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: Provides a +2 bonus to Linguistics rolls for the duration of the spell. 
  
  	
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  Advanced: The caster can cast the spell on herself and others, allowing them to 
  comprehend and respond to any spoken and written language fluently for the duration of 
  the spell. She can also speak and write any language. 
   
  Confusion 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) One round / (Advanced) One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) Only 1 target within range / (Advanced) 1 target per spell level 
  within range 
  Rudimentary: It works like the advanced spell except it only affects one target and lasts 
  for only one round. 
  Advanced: Those under the effects of this spell are confused and disoriented. During a 
  round, roll a Percentage Roll and the number rolled indicates how the target would react 
  that round. 
  •
  % Roll 01-25: Act normally. 
  •
  % Roll 26-50: Do nothing but babble incoherently. 
  •
  % Roll 51-75: Deal one 8-sided dice plus Strength of damage to oneself. 
  •
  % Roll 76-100: Attack the closest target. 
  If the target cannot perform the indicated action, then the target will just sit there, 
  babbling incoherently. If the confused target was attacked, then the target will attack her 
  attacker the next round so long as she is still under the effects of the spell by then. 
   
  Cryokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: Only 1 target within range  
  Rudimentary: A caster can cause the air around her horn to turn cold as well as mildly 
  freeze any object her horn touches, including small samples of food or beverages to be 
  preserved for later. When used on an opponent, it can cause mild pain but no damage. 
  Advanced: This spell can also be used as an offensive weapon, conjuring a beam of cold 
  air, causing three 6-sided dice plus Mentation of damage. This spell can also be used to 
  instantly freeze 5 cubic feet of water into solid ice that is thick enough to safely walk 
  across. This spell can also be used to create a dome of cool air 5 feet per spell level in 
  diameter. All within the dome are unaffected by the affects of hot conditions, including 
  hyperthermia. See section on Heat Hazards for details. 
   
  Darkness 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) 1 target per spell level within range / (Advanced) An invisible 
  sphere 5 feet per spell level in diameter conjured within the spell range. 
  
  	
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  Rudimentary: As a free action, the player can grant herself a +2 bonus to her saving 
  throw to resist the effects of going blind from a bright light, whether it be magical or 
  natural. 
  Advanced: The caster causes the enchanted area to become completely pitch-black dark 
  (See section on Darkness under the Hazards chapter for details) so that no light can be 
  seen within, enter into, or through the affected area. Natural light sources don’t work and 
  spells and attacks that use light cannot be used unless the spell level is greater that the 
  Darkness spell level. See section on Blindness/Deafness under the Hazards chapter for 
  details on how blindness works. 
   
  Detect 
  Range: 0 feet 
  Duration: One minute per spell level 
  Target: The caster 
  Rudimentary: Upon casting, the caster can automatically locate any one of the following 
  within range. The targets have no saving throw to resist because it only enhances the 
  caster’s ability to sense it. 
  •
  Poison 
  •
  Snares 
  •
  Pits 
  Advanced: Same as the rudimentary power, but the caster can locate any one of the 
  following: 
  •
  Animals 
  •
  Living Creatures 
  •
  Plants 
  •
  Undead 
  •
  Constructs 
  •
  Invisible creatures/objects 
   
  Disintegrate 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: Any who fail their saving throw from this spell will sustain one 4-sided 
  dice plus Mentation of damage. 
  Advanced: Any pony that fails her saving throw from this curse automatically sustains 10 
  HP per spell level of damage. If the target’s HP falls below 0, she is killed instantly and 
  her body vanishes into dust. 
   
  Dispel 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Target: 1 target per spell level within range 
  
  	
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  Rudimentary: A caster can easily undue any rudimentary spell cast by another. To dispel 
  a spell, the caster’s Mentation roll must overcome a Difficulty of 10 + the targeted spell’s 
  level. 
  Advanced: Works like the rudimentary spell but can be applied against advanced spells. 
   
  Electrokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: A caster can generate electricity from her horn, enough to cause a mild (but 
  painful) shock by sticking her horn into an opponent. She can also produce enough 
  electricity to power small electrical objects such as light bulbs. 
  Advanced: This spell can also be used as an offensive weapon by shooting a bolt of 
  lightning, causing three 6-sided dice plus Mentation of damage. By spending three spell 
  points, the caster can boost the amount of damage to six 6-sided dice of damage. 
   
  Enchant 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: 1 target per spell level within range 
  Rudimentary: A caster can implant small messages into the heads of others within range. 
  The message can be no longer than 10 words per + spell level and it has to be in a 
  language the target can understand. 
  Advanced: This spell can plant a suggestion to force a pony to behave in a way that the 
  caster desires. For example, a friendly pony could be made to be mean and rude or a pony 
  could be irresistibly drawn to something. A pony can be charmed into doing anything that 
  she can physically do except inflict harm to herself or others. 
   
  Enfeeblement 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: As a free action, the caster can grant herself a +2 bonus to any saving 
  throw to resist the effects of Aptitude score loss. See section on Aptitude Score Loss 
  under Hazards for details. 
  Advanced: The caster can inflict -1 per spell level penalty to any one of the target’s 
  Aptitude rolls. 
   
  Ensnaring Cloud 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: A patch of air. 
  
  	
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  Rudimentary: A pony can create a fog around herself 5 cubic feet per spell level in size 
  and can be shaped in any way as the caster chooses. To learn about the effects of a fog, 
  read the section on Weather under Hazards. 
  Advanced: This spell creates a cloud 5 cubic feet per spell level in size and can be shaped 
  in any way as the caster chooses. The cloud may seem harmless, but any pony that tries 
  to pass through it or walk on it will automatically get caught in the cloud and to escape its 
  grip, the pony must make a Strength roll (Difficulty: 15 + spell level) or else be stuck in 
  the cloud until the next round where he can try again. All solid inanimate objects will 
  automatically get stuck in the cloud, including projectiles. 
   
  Enthrall 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: The caster can use this spell to force a pony to follow one command on the 
  next round if she fails her saving throw. The command has to be simple (take one step 
  forward, say a sentence, swing a weapon, etc. More complicated tasks like casting spells 
  and doing skills are not allowed.), and it has to be something the pony can realistically do. 
  If the target is forced to take an action she normally wouldn’t do (commit suicide, attack 
  a friend, etc.) the spell automatically fails. 
  Advanced: Those under the effects of this spell will be under complete control of the 
  caster. The target will willingly follow all the commands of the caster for the duration of 
  the spell, including doing things the target normally wouldn’t do such as self-destructive 
  behavior. 
   
  Etherealness 
  Alicorn Level Casters Only 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range  
  Rudimentary: This spell can be used to enable the caster to detect ethereal creatures and 
  objects just like the Detect spell. 
  Advanced: A caster can enter an ethereal state where she can see the physical world 
  around her as indivisibly and as incorporeal as a ghost. She cannot be seen or heard by 
  any pony who is not under the effects of an Etherealness spell. The caster in turn also 
  can’t interact with any physical objects. All those who are ethereal can fly in the same 
  way they can walk. If they rematerialize while still inside a solid object, then they’ll 
  rematerialize to the nearest space available. 
   
  Ferrokinesis 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  
  	
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  Target: (Rudimentary) The caster / (Advanced) Only 1 metal weapon within range 
  Rudimentary: A caster can turn her horn (or hand or other extremities in the case of other 
  spell casting creatures) into a living magnet, allowing any metal objects within the 
  caster’s natural reach (0 feet in the case of ponies) to stick to the horn for as long as the 
  spell is maintained. To forcibly pry the item off the horn requires a Strength roll 
  (Difficulty: 10+spell level). This spell can be activated and deactivated as a free action. 
  Advanced: Any metal objects, no matter how innocuous, can be turned into a lethal 
  weapon for one round. To cast this spell, the pony needs to have a handheld metal object 
  in her possession, whether it is a knife, a needle, a clump of metal, a metal weapon, a 
  spoon, etc. The caster can then enchant this item to temporarily transform it into a magic 
  item. For as long as the spell lasts, the item can then fly at a maximum of the spell range 
  and strike a target. If the attack roll succeeds, then the item deals one 8-sided dice plus 
  Mentation of damage. Whether the spell hits or not, the item will automatically return to 
  the caster. If a short-range weapon was used for this spell, then the amount of damage the 
  weapon can deal will also be added to the damage caused by the spell (minus Agility and 
  Strength bonuses). For example, if a dagger was enchanted with Ferrokinesis, then it will 
  cause two 6-sided dice and one 8-sided dice of damage plus Mentation of damage instead 
  of one 6-sided dice plus Strength as usual. The weapon can still be used as a normal 
  short-range weapon and bonuses to damage still apply. However, if the weapon is used as 
  a long-range weapon, bonuses to attack rolls from weapon proficiency feats do not apply 
  here, but bonuses granted by the Spell Precision feat will apply instead. 
   
  Fish Form 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: 1 target per spell level within range 
  Rudimentary: A caster can increase swim speed by +5 feet for the duration of the spell. 
  Advanced: For the duration of the spell, the pony will sprout gills and fins like a fish. 
  These appendages allow her to breathe water and swim as if possessing the Amphibious 
  Trait. See section on Traits for details. If the spell ends while the pony is still underwater, 
  a pony is given a full breath of air to give her a little time before she suffocates. See 
  section on Suffocation under Hazards for details. 
   
  Flight 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: 1 target per spell level within range 
  Rudimentary: For the duration of the spell, a caster can make objects levitate like a 
  balloon. The objects have to be inanimate, solid, no larger than 5 cubic feet, and not 
  faceted to the ground in order for the spell to work. The object is weightless, hovers at 
  eye level (by pony standards) and when the spell ends, it gently floats down to the ground. 
  If applied to living or animate creatures, they won’t levitate but their descent will slow to 
  20 feet per round whenever they fall from a great height, allowing for a safe landing. 
  
  	
     84	
    
  Advanced: The pony can fly at the same speeds as they can on land and walk on clouds. 
  If the spell ends while the subject is still in the air or standing on a cloud, the subject will 
  gently float down to the ground. As soon as she lands on any surface that can support her 
  weight, then the spell is broken and the pony is once again gravity bound. 
   
  Force Field 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: One wall summoned. 
  Rudimentary: At will, the caster can summon a small shield made of magical energy that 
  she can telekinetically manipulate within arm’s length. While this is in place, she gets a 
  +1 bonus to AC. 
  Advanced: A pony can create a force field as a vertical wall 5 square feet per level or as a 
  dome or sphere 5 feet per level in diameter. The wall is impervious to all spells and 
  physical harm with the exception of Dispel, which is the only way to take it down. 
   
  Foresight 
  Alicorn Level Casters Only 
  Range: 0 feet 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Target: (Rudimentary) Any inanimate object / (Advanced) The caster 
  Rudimentary: The caster can use her foresight abilities to detect the presence of poison on 
  any object she touches.  
  Advanced: The caster can use this spell to enable herself to see attacks and danger in the 
  near future. While under the effects of this spell, the caster cannot be taken by surprise in 
  combat and she gains a +2 bonus to all saving throws and to AC. Also, any time she is 
  about to walk into a dangerous trap or hazard, the GM must warn her there is danger, but 
  gives no further information about the danger, just where the dangerous is. 
   
  Fortitude 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: As a free action, the caster can grant herself +2 bonus to her saving throw 
  to resist Aptitude score loss. 
  Advanced: The caster can award +1 per spell level bonus to any one of the target’s 
  Aptitude rolls. 
   
  Gravikinesis 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) one round per spell level or it ends when the target touches the 
  ground / (Advanced) One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: 1 target per spell level within range 
  
  	
     85	
    
  Rudimentary: As a free action, the caster can cast this spell while falling or on the same 
  round before the fall, and those under the effects of the spell will fall at a rate of 60 feet 
  per round and receive no damage or injury upon landing. The spell ends as soon as the 
  character lands on a surface that can support her weight or when the duration of the spell 
  expires. In which case, the target will fall like normal and the Gravikinesis spell cannot 
  be cast again until the target hits the ground. 
  Advanced: Those who are under the effects of this spell will suddenly fly off the ground 
  as gravity is reversed. The targets will be suspended 5 feet per spell level off the ground 
  where they can’t move unless they can fly. If there’s a ceiling that is within range, the 
  subjects can hit the ceiling and stand on it. If there is something faceted to the ground to 
  grab onto, a character can make an Agility saving throw (Difficulty: 15 + spell level) to 
  grab onto it and keep herself from falling. Those who fall onto a solid surface can take 
  falling damage (see section on Falling/Collision under the Hazards chapter for details) 
  but if allies or the caster were affected by the spell, the caster can use the rudimentary 
  version of this spell to prevent harming herself and her party. 
   
  Grease 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: (Rudimentary) One small inanimate object / (Advanced) An area of solid ground 
  or floor. 
  Rudimentary: This spell puts a coating of grease upon any inanimate object 1 cubic inch 
  per spell level in size. In doing so, the object becomes difficult to pick up. If any pony 
  tries holding it with her teeth, hooves, wings, or other appendages, the pony must make 
  an Agility roll each round (Difficulty: 10 + spell level) or else the item will slip away 
  from her grasp. 
  Advanced: This spell creates a thin layer of grease on the floor that lasts for the spell’s 
  duration. The grease is 5 square feet per spell level in size and can be shaped in any way 
  as the caster chooses. All who stand on it must make an Agility roll (Difficulty: 10 + 
  spell level) or else fall over. To get up, the pony must spend another full action and 
  succeed at the next Agility roll or else fall over again. If she tries to walk across the 
  surface, she must make an Agility roll every two rounds (Difficulty 10 + spell level + 1 
  for every 5 feet per round the pony is walking) or else fall over. 
   
  Grounded 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: While under the influence of the spell, a caster can cast this spell on herself, 
  rooting herself to the ground or any solid floor so she can't move and no pony else can 
  easily force her from the position. To force her off the ground, the grappler must make a 
  Strength roll (Difficulty: 10 + spell level). 
  Advanced: All those under the influence of this spell will suddenly lose the ability to fly 
  for the duration of the spell, even if they have the Flight trait or under the influence of the 
  
  	
     86	
    
  Flight spell. Those who are in the air that are affected by the spell will automatically fall 
  to the ground. 
   
  Haste/Slow 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: A caster can use this spell to enhance her base speed by +5 feet. 
  Advanced: The spell can do one of two things, chosen upon casting: 
  •
  Haste: The targets move faster, gaining a +4 bonus to Agility (increasing AC and 
  Initiative) and +20 feet bonus to their base speed to a maximum of 50 feet base 
  speed. 
  •
  Slow: The targets move slower than normal, losing a -4 penalty to Agility 
  (decreasing AC and Initiative) and -20 feet penalty to base speed (not going any 
  lower than a 5 feet base speed). 
   
  Hydrokinesis 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: The caster 
  Rudimentary: A pony with this power can control the flow of up to 5 cubic feet per spell 
  level of water. By doing so, she can freely control the current, allowing for propulsion for 
  all objects floating on the surface (including small boats), and conjure small waves. The 
  spell can also condense the water, allowing herself to literally walk on any liquid water. 
  Advanced: This spell could also be used to summon one wave the size of 5 cubic feet per 
  spell level that can strike anything within 10 feet per spell level away from the shore, 
  dock, or edge of a boat. All those hit by the wave sustain one 10-sided dice plus 
  Mentation of damage and they must make a Strength roll (Difficulty 15 + spell level) or 
  else be swept way into the water. The caster can also control the speed and direction of 5 
  cubic feet per level of water, creating fast rapids to wash away opponents and to 
  potentially drown them. By spending two spell points, the caster can also create a 
  whirlpool 5 feet per spell level in diameter that lasts for the duration of the spell. See 
  section on Water under Hazards for details. 
   
  Illusion 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: Only 1 illusion summoned 
  Rudimentary: Create an illusion of any kind of sound, smell, or sensation that all within 5 
  feet per spell level away from the caster can perceive. To realize it is an illusion, the 
  observer must make a Perception roll (Difficulty: 10 + spell level). 
  Advanced: The caster can create an illusion no larger than 5 cubic feet that can look, 
  sound, and feel real in every way, but it is actually an illusion and if any pony attacks it, 
  then the illusion disappears. If the caster spends 3 spell points, she can hide an entire area 
  
  	
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  5 cubic feet per spell level in diameter under an illusion. The area can look, sound, feel 
  and smell like a real environment. To see through any one of the illusions created by this 
  spell, the observer would have to make a Perception roll (Difficulty: 20 + spell level). 
   
  Impenetrable Cage 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Summon one box. 
  Rudimentary: Creates a small box that’s one cubic inch per spell level. The box can be 
  used to store small objects and will disappear once the duration expires. The box is made 
  of a clear force field that is impossible to break (except with Dispel) but it can be 
  manipulated and picked up like any ordinary box. 
  Advanced: This spell can be used to trap an opponent inside a magical box 5 cubic feet 
  per spell level in size. Anyone and anything that is inside the cage will be trapped in a 
  temporal stasis where they are unaware of their surroundings and neither requires food 
  and drink nor age while inside the cage. The box is impervious to all attacks and magic 
  (with the exception of the Dispel spell). The cage cannot be easily moved and can remain 
  suspended in the air if the ground under it were to be removed. To move the box, it 
  requires a Strength roll (Difficulty: 25 + spell level), and once moved, the box remains 
  suspended where it was moved. The only way to open the cage is to say a password, 
  which is designated at the time of its creation by the caster. If the cage is made permanent 
  with the Spell Permanency skill, then the cage will become a permanent solid object that 
  is immune to the Dispel spell. 
   
  Invisibility 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: A caster can turn herself invisibility but only while maintaining 
  concentration. While maintaining the spell, she cannot take any other action besides 
  talking. If she loses concentration, she automatically becomes visible. See section on 
  Concentration under the Skill section. 
  Advanced: A pony can turn invisible and is able to fully act while invisible. See section 
  on Invisibility under Hazards for details. 
   
  Magic Armor 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One hour per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: (Rudimentary) The caster / (Advanced) Only 1 target within range 
  Rudimentary: A pony can increase her own AC by +2 every time she takes a defensive 
  action during combat. This spell is cast as a free action. See section on Defend under 
  Possible Actions During Combat. 
  
  	
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  Advanced: At the cost of one spell point, the spell adds +2 to armor class. At the cost of 
  two spell points, the spell adds +4 to armor class. 
   
  Magic Shockwave 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: (Rudimentary) Only 1 target within range / (Advanced) 1 target per spell level 
  within range 
  Rudimentary: This spell can shoot a beam of pure magical energy that can inflict one 4-
  sided dice plus Mentation of damage upon only one target. 
  Advanced: This spell sends out a wave of magical energy that inflicts three 6-sided dice 
  plus Mentation of damage to all within range. 
   
  Metamorphose 
  Alicorn Level Casters Only 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: A caster can change her appearance, making several minor cosmetic 
  changes such as changing the color of her hair, the shape of her face, the designs on her 
  cloths, etc. Doing so gives her a +4 bonus to her Disguise rolls. These changes last for the 
  duration of the spell. She cannot completely change her species, but she can make 
  changes to disguise herself as the opposite sex, giving her a +2 bonus to her Disguise 
  rolls. 
  Advanced: This spell works like the spell Transformation, but the difference is unlike 
  Transformation, the caster can change into any living or animate creature without any 
  size or trait restrictions. While in a new form, the caster’s Aptitudes, stats, feats, and 
  skills do not change with the new form. The lone exception is when changing into a 
  creature with no Constitution such as a construct, undead, and oozes. When changing into 
  such creatures, the caster’s Constitution drops to 0 and her HP drops to its lowest possible 
  point (60 for Alicorn level, 35 for Adult level, and 15 for Foal level). All damage 
  sustained in the original form is applied to the new HP and vice versa to a minimum of 1 
  HP). The caster’s traits also change with the new form, replacing all of her traits (except 
  the ability to change back into her original self) with the traits of the new body. For 
  example, if a caster were to change into a zombie, she’ll lose her ability to fly, use 
  telekinesis, cast spells, and all other qualities that make her a caster, but in exchange, she 
  gains the abilities of the zombie, including gaining immunity to certain conditions like 
  diseases, poisons, etc. All equipment she is carrying changes with her to fit the new form 
  (if necessary) and if she dies, the spell is canceled and she and her equipment reverts 
  back to normal. While transformed, she gains a +10 bonus to Disguise rolls. 
   
  Necromancy 
  Range: 5 feet per Mentation level 
  
  	
     89	
    
  Duration: (Rudimentary) One minute per spell level / (Advanced) Instantaneous  
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: One undead creature with the exception of the Heal Undead spell. See description 
  below for details. 
  Rudimentary: This power can be used to repel any creature with the Undead Attributes 
  trait. It affects one undead creature per spell level. If the creature fails its saving throw, it 
  will try to avoid the caster to the best of its ability for the duration of the spell, cowering 
  in fright if it can’t escape. If it is attacked, the spell will be cancelled and the monster will 
  fight back like normal. This spell only affects one target per spell level. 
  Advanced: This spell can do one of three things: 
  •
  Create zombie/skeleton: Animate one intact dead body that obeys the creator’s 
  commends until destroyed. The corpse either becomes a zombie (if it still has 
  flesh) or a skeleton (if there’s little to no flesh). See descriptions on skeletons and 
  zombies for statistics. Only one undead creature can be animated at a time, but 
  others can be animated as well with multiple castings. The undead creature will 
  service its master until the master either dies or voluntarily releases control of the 
  monster. If freed from control, it starts acting on instinct (typically attacking its 
  former master). 
  •
  Control one undead: If a caster encounters a creature with 0 Intelligence and the 
  Undead Attributes trait, she can attempt to take control of the monster, forcing it 
  to her will. To do so, her Mentation roll must overcome the Mentation roll of the 
  one controlling the monster or the monster itself (which ever is higher). Only one 
  undead creature can be animated at a time, but others can be animated as well 
  with multiple castings. The undead creature will service its master until the master 
  either dies or voluntarily releases control of the monster. If freed from control, it 
  starts acting on instinct (typically attacking its former master). 
  •
  Heal undead: This spell works like the Recovery spell, except it heals the undead. 
  Note: If the GM doesn’t allow undead creatures, then Necromancy is also forbidden. 
   
  Night Vision 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: 1 target per spell level within range 
  Rudimentary: Those under the effect of this spell gain the benefit of Blind Sight, just like 
  the feat of the same name. 
  Advanced: Those under the effect of this spell will gain the power of night vision, 
  enabling them to clearly see in dim light for up to 80 feet, darkness from up to 50 feet, 
  and pitch-black from up to 10 feet. 
   
  Nullify Magic 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: (Rudimentary) One spell cast by the caster / (Advanced) Create one magical 
  dome 5 feet per spell level in diameter. 
  
  	
     90	
    
  Rudimentary: This spell can be used to enhance another spell casted by the caster to 
  make the spell more resistant to the Dispel spell, granting a +4 to the Difficulty to dispel 
  the spell. 
  Advanced: This spell creates an invisible field that appears around the caster and remains 
  where it was casted, even when the caster leaves. Once created, the spell remains where it 
  is and can’t be moved and affects every pony except for the caster who created it. Any 
  spell that is directed inside or outside of the field will not function. As for spells that are 
  already in effect, the field does not dispel it but instead suppresses it. For example, if a 
  pony were to walk into the field under the effect of the Magic Armor spell, the field 
  prevents the spell from working, but if the pony were to leave the field before the Magic 
  Armor spell expires, then the spell continues to work again. The field itself cannot be 
  cancelled by the Dispel spell or by creating another field upon it. This spell has no affect 
  on other magical phenomenon. 
   
  Paranoia 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: This can be used as an illusion spell, allowing the caster to be much more 
  imposing and threatening, granting +2 bonus to Intimidation rolls. This spell is cast as a 
  free action. 
  Advanced: If a pony is under the effect of the spell, the target suddenly feels an intense 
  fear of the caster. As a result, the target will have a compulsive need to keep within a safe 
  distance of the caster and will only fight back if it can’t get away.  
   
  Petrify 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) Only 1 target within range 
  Rudimentary: A pony could change herself to stone. While in this stone state, the pony 
  gains a +5 bonus to Hide rolls when hiding among natural rock formations. Although she 
  cannot take any other actions, she is still fully aware of her surroundings and can cancel 
  the spell any time. 
  Advanced: An opponent under the effects of this spell is turned to stone. While in this 
  state, the target cannot take any actions nor is she aware of her surroundings. She also 
  loses her Agility score to her AC, but gains a +8 bonus since she is as hard as a rock. If 
  her HP drops to zero, she crumbles to pieces and dies. 
   
  Photokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous / (Blindness) One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Opponent’s Saving Throw: Mentation + 20-sided dice to resist blindness 
  Target: Only 1 target within range 
  
  	
     91	
    
  Rudimentary: A caster can summon bright and colorful lights from the tip of her horn. 
  The spell can only provide a 5 feet per spell level in diameter of light and the lights can 
  be as flashy and as colorful as the pony wants. 
  Advanced: The spell can unleash a concentrated flash of light that can cause one 10-sided 
  dice plus Mentation of damage from heat. If a successful hit is made, the target must also 
  succeed at a saving throw or else suffer temporary blindness for one minute per spell 
  level. See second on Blindness/Deafness under hazards. This spell will automatically fail 
  if cast within an area under the Darkness spell unless the Photokinesis spell level is 
  higher than the Darkness spell level. If both spell levels are equal, then the caster must 
  win a Mentation roll against the Mentation roll of the caster of the Darkness spell to 
  successfully cast the spell. 
   
  Portal 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Target: One portal summoned. 
  Rudimentary: The spell can create two small portals one inch per spell level in diameter. 
  The portal is a permanent gateway that will instantaneously transport objects to an 
  identical portal summoned elsewhere upon the caster’s choosing. The two portals can be 
  as far apart as one mile per spell level. The caster can create one portal where she is, but 
  the other portal can only wind up in a place that the caster has been to before. 
  Advanced: This spell works like the rudimentary power except the portal can be 5 feet 
  per spell level in diameter. 
   
  Pyrokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice (see below for details) 
  Target: Only 1 target within range  
  Rudimentary: A caster can create fire at will. From the tip of her horn, she produces a 
  small fire that can be used to light objects on fire and provide a 10 feet diameter of light. 
  See rules of Fire under Hazards. 
  Advanced: This spell can also be used as an offensive weapon, shooting fireballs that can 
  inflict three 6-sided dice plus Mentation of damage. If struck with the flames, the target 
  must also make an Agility roll (Difficulty: 15) or else she catches on fire. See section on 
  Fire under Hazards for details. If the caster spends two spell points, the fireball will 
  explode in a diameter of 20 feet and cause three 6-sided dice of damage (without 
  modifications to damage by Mentation) to all within range, including the caster and allies 
  if they’re too close. When using Pyrokinesis as an area effect weapon, the attack causes 
  harm to all within the blast regardless of AC but if they beat their Agility roll (Difficulty 
  10 + spell level), then the target only takes half the damage. 
   
  Raise Dead 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  
  	
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  Target: Only 1 target within range 
  Rudimentary: A caster can resurrect any kind of plant from death so long as its roots are 
  still buried underground and it hasn’t been dead for longer than one minute per spell level. 
  Advanced: A caster can raise any formally living creature from death, restoring her to life 
  and leaving her with 5 HP per spell level upon resurrection. The target cannot have any 
  more HP than her maximum HP limit. The caster cannot resurrect a victim that has been 
  dead for longer than one minute per spell level. If the victim does not want to be raised 
  from the dead, then the spell automatically fails. 
   
  Recovery 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: 1 target per spell level or only 1 target within range (see rules below for details) 
  Rudimentary: Whether helping herself or helping someone else, she can add +2 bonus to 
  Healing skill rolls for only one target. This spell can be cast as a free action. 
  Advanced: A caster can heal two 6-sided dice plus Mentation level of HP to multiple 
  targets within the party. However, a caster can choose to instead target just one target, 
  healing four 6-sided dice plus Mentation level of HP damage. She can only do one or the 
  other. This spell cannot cure poison, disease, or any other ailments. 
   
  Resurrection 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Target: Only 1 target within range 
  Rudimentary: With her magic, a caster can resurrect any kind of plant from death so long 
  as its roots are still buried underground and it hasn’t been dead for longer than one hour 
  per spell level. 
  Advanced: A caster can raise any formally living creature from death, restoring her to life 
  and leaving her with 10 HP per spell level upon resurrection. The target cannot have any 
  more HP than her maximum HP limit. The caster cannot resurrect a victim that has been 
  dead for longer than one hour per spell level. If the victim does not want to be raised 
  from the dead, then the spell automatically fails. 
   
  Silence 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) 1 target per spell level within range / (Advanced) An invisible 
  sphere 5 feet per spell level in diameter conjured within the spell range. 
  Rudimentary: As a free action, the player can grant herself a +2 bonus to her saving 
  throw to resist the effects of going deaf from a loud noise, whether it be magical or 
  natural. 
  
  	
     93	
    
  Advanced: The caster causes the enchanted area to become silent so that no sounds can 
  be heard within, enter into, or through the affected area. Talking is impossible in the spell 
  and spells and attacks that use sound cannot be used unless the spell level is greater that 
  the Silence spell level. See section on Blindness/Deafness under the Hazards chapter for 
  details on how deafness works. 
   
  Sleep 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: 1 target per spell level within range 
  Rudimentary: This spell can induce a natural sleep in any willing targets. All unwilling 
  targets are immune. 
  Advanced: A caster can force an opponent to fall asleep, effectively paralyzing the pony. 
  In addition to the Dispel spell, the spell can also be automatically ended by smelling salts. 
  If an unconscious target takes any HP damage or is struck in anyway, the target can make 
  a Constitution saving throw (Difficulty: 10 + spell level) to involuntarily end the Sleep 
  spell. If the roll fails, then the pony remains asleep. Constructs, oozes, and the undead are 
  immune to this spell. 
   
  Snare 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Target: A rope or rope-like object 
  Rudimentary: When cast on a non-magical rope-based trap, it increases its Difficulty to 
  avoid getting caught by the trap by +2. 
  Advanced: This spell magical camouflages a rope or any rope-like objects (vines, chains, 
  cords, etc.) into a magical snare trap that can only catch a target no larger than 5 cubic 
  feet in size. The rope has to be attached to a tree to work. The GM can allow the player to 
  attach the rope to another object (poles, rocks, fences, etc.) so long as the GM agrees that 
  the rope can be camouflaged into something inconspicuous (vines, gains, cloth, etc.) and 
  if the rope is tied to something heavy or anchored so it can hold the target in place. Once 
  created, the snare blends into its surroundings (to notice it, the target must make a 
  Perception roll, Difficulty: 20 + spell level). Once a target steps on the trap, the snare is 
  sprung and holds its opponent in place. While bound, the target loses her Agility bonus to 
  AC and incurs a -4 penalty to attack rolls. To avoid getting caught in the snare and 
  escaping the snare requires an Escape Artist roll or breaking the snare requires a Strength 
  roll (Difficulty: 20 + spell level). See section on Breaking Objects under Combat. 
   
  Spell Echo 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) Only 1 target within range 
  
  	
     94	
    
  Rudimentary: With a successful Spell Craft skill roll (Difficulty: 25 for regular spells, 35 
  for alicorn level spells), she can use Spell Echo to magically copy the formula of the spell 
  into her spell book. 
  Advanced: This spell allows the caster to replicate any spell she witnessed being cast no 
  more than one minute per spell level into the past. To replicate the spell, the PC or NPC 
  who cast the spell being copied must make a Mentation saving throw. If the caster beats 
  the saving throw or if the target is unable to make a saving throw (such as being 
  unconscious, dead, willing, etc.), then the caster of Spell Echo successfully copies the 
  spell and within the same round, casts the spell she copied. The copied spell functions 
  like any ordinary spell, that includes limitations to duration, targets, range, spell point 
  cost, etc. The copied spell’s level is always the same as the level of the Spell Echo. 
   
  Spell Leach 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: The pony can steal all the spell points from a target that’s been dead for no 
  more than one hour per spell level. 
  Advanced: If the target fails her saving throw, then the caster can steal one spell point per 
  spell level from any of the target’s spells (target chooses from which spells) and transfer 
  the new spell points to any one of her spells with the exception of Spell Leach. The caster 
  cannot steal more spell points than the target has and the caster cannot have more spell 
  points than her spells can hold. Any extra spell points are returned to the robbed target. 
   
  Spider Climb 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  Target: 1 target per spell level within range 
  Rudimentary: This spell can grant a +2 bonus to Climb rolls for the duration of the spell. 
  Advanced: This spell allows the subjects to freely walk on any vertical or upside down 
  surfaces as easily as if walking right-side up. In order for the spell to work, the pony must 
  be touching the wall at all times. To pull some pony off the wall, it requires a successful 
  Grapple roll followed by a Strength roll (Difficulty 20 + spell level). 
   
  Suggestion 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) One round / (Advanced) One hour per spell level or until the 
  task is completed 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: A caster can use this spell to daze a target so that she cannot take any 
  standard or full actions on her next turn during a fight. This does not paralyze a target so 
  she can still dodge attacks like normal and take simple and free actions. Once a character 
  has been dazed, she is immune to the effects of the daze for 1 minute. 
  
  	
     95	
    
  Advanced: The caster can hypnotize the target to follow a simple command (no longer 
  than one or two sentences), and the spell lasts until the target completes the task or until 
  the duration expires. If the caster asks the target to do something that the target would 
  willing do anyway, then the caster gets a +2 bonus to her Mentation roll to enchant the 
  target. If the target is given a command that the target cannot physically do or understand, 
  or if the target is given a command that involves harming herself, or if the target cannot 
  understand the caster’s language, or if the target has an Intelligence score of 0, then the 
  spell automatically fails. 
   
  Summon Swarm 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: (Rudimentary) One summoned insect per level / (Advanced) 1 target per spell 
  level within range 
  Rudimentary: A caster can summon one insect per spell level. The insects resemble 
  wasps except green in color. The insects are under the caster’s complete control for the 
  duration of the spell and can do simple tasks like moving tiny objects, pushing buttons, 
  etc. Once the spell is over or the caster commands them to, the insects disappear. The 
  insects cannot travel farther away from the caster than the spell’s range will allow and if 
  it is forced out of range, it disappears. 
  Advanced: This spell has the same function and limitations as the rudimentary spell. The 
  major difference is that the caster can summon an entire swarm of insects. Unlike smaller 
  numbers of insects, controlling a swarm requires concentration, forcing the caster to take 
  no other actions while controlling the insects. With a swarm, a caster can also direct the 
  insects to attack any chosen opponents within range, causing one 6-sided dice plus 
  Mentation of damage. If she is trying to maintain the spell in taxing circumstances, then 
  she must make a Concentration roll or else the insects will hover where they stand, taking 
  no other actions unless controlled again or dispelled. 
   
  Telepathy 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) 1 target per spell level within range / (Advanced) Only 1 target 
  within range 
  Rudimentary: A caster can telepathically speak to other willing participants so others 
  can’t hear what she has to say. 
  Advanced: This part of the spell can be used to do one of the following abilities upon a 
  single target who fails her Mentation saving throw: 
  •
  Erase the target’s memory of all past experiences within 1 minute per spell level 
  ago from the present time. 
  •
  Implant fake memories up to 1 minute long into the target’s head. 
  •
  Ask one question per spell level and get all information as truthfully as the target 
  is capable of answering. 
   
  
  	
     96	
    
  Teleportation 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: 1 target per spell level within range. 
  Rudimentary: If some pony teleports within range of the caster’s spell, the caster can 
  determine where the subject teleported to by overcoming an opponent’s Mentation roll 
  with her own Mentation roll. 
  Advanced: While outside, a caster can teleport up to one mile per spell level in any 
  direction. While within any kind of enclosed space (whether be a dungeon, a cave, a ship, 
  etc.), the caster can only teleport anywhere within that enclosed space. A pony can only 
  teleport to places that she can see or is already familiar with and only to places she can 
  physically get to on her own power. For example, she can’t teleport to a cloud if she can’t 
  fly, through a wall if there’s no unguarded and open door, across an ocean she can’t swim, 
  etc. To teleport out of an enclosed space, she must first teleport to an exit (but only to one 
  where she knows where it is) and then teleport again to anywhere else. The spell can also 
  be used to teleport any targets within range. 
   
  Temporal Stasis 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) One minute per spell level / (Advanced) One hour per spell 
  level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: This spell can prevent a serving of food from spoiling, ice from thawing, 
  hot water from cooling, or otherwise prevent inanimate objects from undergoing any kind 
  of gradual change. The target can’t be any larger than 1 inch per spell level. 
  Advanced: Once targeted, the subject will be frozen in place in a state of suspended 
  animation. While in this state, the victim is unaware of her surroundings and cannot move, 
  age, or get hungry/thirsty. Although others can see the frozen target, all objects that touch 
  the target pass harmlessly through it. When the spell is about to expire, the caster can cast 
  the spell again to keep the spell going. 
   
  Terrakinesis 
  Range: 5 feet per Mentation level 
  Duration: (Rudimentary) Instantaneous / (Advanced) One minute per spell level 
  Target: (Rudimentary) 1 underground object per spell level within range / (Advanced) 5 
  cubic feet per spell level diameter of earth. 
  Rudimentary: A caster can instantly find any precious gems, minerals, rocks, metals, coal, 
  oil, or fossils no deeper than 5 feet per spell level underground. 
  Advanced: A pony could cause an earthquake that affects all touching the ground (both 
  friend and foe) within a diameter of 5 feet per spell level. During an earthquake, all who 
  are standing on the ground must make an Agility roll or else be knocked over 
  (Difficulties: 15 + spell level). If a character on the ground were to cast a spell, she must 
  make a Concentration roll. 
  
  	
     97	
    
   
  Thermokinesis 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Caster’s Offensive/Attack Roll: Mentation + 20-sided dice 
  Target: Only 1 target within range  
  Rudimentary: A caster can cause the air around her horn to turn hot enough to thaw any 
  frozen small objects in one round. When used on an opponent, it can cause mild pain but 
  no damage. 
  Advanced: This spell can also be used as an offensive weapon, conjuring a beam of hot 
  air, causing three 6-sided dice plus Mentation of damage. This spell can also be used to 
  instantly melt 5 cubic feet of ice into water that’s warm enough to swim in. This spell can 
  also be used to create a dome of warm air 5 feet per spell level in diameter. All within the 
  dome are unaffected by the affects of cold conditions, including hypothermia. See section 
  on Cold Hazards for details. 
   
  Transformation 
  Range: (Rudimentary) 0 feet / (Advanced) 5 feet per Mentation level 
  Duration: One minute per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: (Rudimentary) The caster / (Advanced) 1 target per spell level within range 
  Rudimentary: A pony can change her appearance, making several minor cosmetic 
  changes such as changing the color of her hair, the shape of her face, the designs on her 
  cloths, etc. Doing so gives her a +2 bonus to her Disguise rolls. These changes last for the 
  duration of the spell. She cannot completely change her sex or her species. 
  Advanced: A caster can transform into another pony or any creature whose size does not 
  exceed 5 cubic feet (or bigger than the creature’s original size in the case of larger 
  monsters). Once transformed, her Aptitudes, stats, feats, and skills remain the same, but 
  she loses all of her traits in exchange for the traits of her new form. For example, a caster 
  who transforms into a pegasus would lose her spell casting abilities (except her ability to 
  cancel the spell prematurely) and telekinetic abilities and in exchange, she gains the 
  power to fly and walk on clouds. All equipment she is carrying changes with her to fit the 
  new form (if necessary) and if she dies, the spell is canceled and she and her equipment 
  reverts back to normal. She cannot transform into any creature with the Construct 
  Attributes, Ooze Attributes, and Undead Attributes traits. While transformed, she gains a 
  +10 bonus to Disguise rolls. 
   
  Wish 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: varies, see below 
  Rudimentary: The following wishes can be granted without any spell points. 
  •
  Answer a question: A caster can gain any kind of readily available information 
  such as the time of day, the direction of north, where a misplaced personal item is, 
  
  	
     98	
    
  etc. This information has to be some kind of common knowledge so gaining info 
  of more obscure information such as the password to a safe, the locations of a 
  hidden fugitive, or the identity of said fugitive, etc. would be unattainable. 
  •
  Replicate rudimentary spells: A caster can cast any level 1 rudimentary spell 
  except Alicorn level spells. 
  Advanced: A caster with this spell can spend one or more spell points to grant any kind 
  of wish that falls under the descriptions below. 
  •
  Replicate advanced spells: A caster can cast any advanced spell at level 1. To cast 
  a spell at a higher level, add 2 per additional level to the spell point cost. Spell 
  Point Cost: 6 + the cost of the spell being duplicated, including enhancements. 
  •
  Replicate Alicorn advanced spells: A caster can cast any advanced Alicorn level 
  spell at level 1. To cast a spell at a higher level, add 4 per additional level to the 
  spell point cost. Spell Point Cost: 12 + the cost of the spell being duplicated, 
  including enhancements. 
  •
  Replicate Alicorn rudimentary spells: A caster can cast any rudimentary Alicorn 
  level spell at level 1. Spell Point Cost: 1 
  •
  Create inanimate objects: A caster can conjure one permanent inanimate object. 
  This spell cannot create money, magic items, or rare materials. Spell Point Cost: 1 
  per 5 bits of the cost of the item created. Maximum of 25 bits per spell level.  
  •
  Remove ailments: Undue all aliments (disabilities, spells, illnesses, Aptitude score 
  loss, HP loss, etc.) except death from one target. This spell can be used to restore 
  a target back to full HP, even on creatures with 0 Constitution. Spell Point Cost: 
  10. 
  •
  Transport travelers: The caster can teleport 1 target per spell level to anywhere in 
  the world, regardless of distance and whether not the caster has been there. 
  Unwilling targets are given a Mentation roll to resist. Spell Point Cost: 10. 
  •
  Successful roll: Wish that any one upcoming roll or a roll that occurred one round 
  per spell level in the past to be (or have been) successful no matter the difficulty. 
  Spell Point Cost: 10 spell points for a future roll and 20 spell points to undue one 
  past roll. 
  •
  Raise the dead: The caster can resurrect one dead victim, following the rules 
  written down for the Resurrection spell, except the wish can raise any dead victim 
  regardless of how long the victim has been dead. Spell Point Cost: 30. 
   
  Creating Magic Spells 
   
  It goes without saying that all spells pertain to all supernatural abilities that only unicorns 
  and other spell-casting creatures can do. It can be very tempting to play as a unicorn 
  because unicorns have a wide variety of abilities that earth ponies and pegasi simply can’t 
  have as well as be able to do things that can’t be done with mundane means. While magic 
  may be cool to have, it can easily be abused. This is why spells require more instruction 
  than other skills because there needs to be clear guidelines that specify range, duration, 
  limit of uses, etc. Also, the descriptions give the players some idea as to what powers are 
  considered small enough to be used unrestricted, and what abilities are too powerful and 
  need to be limited by their number of uses. 
  
  	
     99	
    
   
  For smaller forms of magic, there are usually no restrictions necessary. However, any 
  spells that can be made into a weapon, positively or negatively afflict another pony, or 
  are too powerful need to be restricted. In addition to limiting the number of uses per day, 
  there are other ways of restricting a spell such as don’t let unicorns do anything magically 
  that they can’t already do through mundane means. For example, with a teleportation 
  spell, a unicorn can’t teleport to a place she can’t walk to or a unicorn can’t conjure a 
  cake without making a Cooking skill roll first. 
   
  Another way to limit magic is to ensure that the result isn’t as effective and/or permanent 
  as mundane methods like how apportation can only make temporary objects. There’s also 
  checks and balances where one privilege is reduced while another is enhanced. For 
  example, the water breathing spell allows ponies to breath water for hours at a time, but it 
  does not actually enable a pony to swim any better. Or how most attack spells can either 
  do three 6-sided dice of damage to one target while others can do one 6-sided dice of 
  damage to multiple targets. 
   
  How to Choose Skills, Feats, and Spells 
   
  The skills, feats, and spells that a pony chooses should reflect the needs of the type of 
  adventure being played. If it is a mundane adventure, then ponies should take skills that 
  fit their professions and interests or skills and spells that can be useful in social 
  interaction or special events (party planning, cooking, performance, etc.). If it’s an 
  action-oriented adventure, then players should have skills, feats, spells that apply to 
  combat, thievery, diplomacy, avoiding traps, defeating monsters, survival, etc. In all 
  cases, players need to have a good diversity of abilities. Overly specializing can be a bad 
  thing. For recommendations, see section on Classes. 
   
  Casting Spells Without Using Spell points 
   
  The purpose behind the spell points is to be an equalizer. A unicorn can do a lot of things 
  no earth pony or pegasus can do, however, because their magical abilities are limited, this 
  prevents unicorns from becoming overpowered. However, if the GM or PC’s are not 
  happy with this spell point limitation, there are alternative methods the players can try. 
  •
  Cool Down Period: Whenever a unicorn casts an advanced spell, she can cast the 
  same spell as many times per day as she wants, but after casting a spell, her magic 
  will take 30 minutes to recharge before she can cast the same advanced spell 
  again. For spells and feats that require spending more than one spell point, extend 
  the time it takes to recharge by 30 minutes for each additional spell point that 
  would have been spent. 
  •
  Limit the Number of Spells: A unicorn can cast spells as many times as she wants, 
  but the GM could put a limit on how many spells a unicorn can know, possibly 
  one or two, or limit her to spells that fit her special talent or profession. 
  •
  Limit Magic to Physical Health: When at full HP, a unicorn can cast spells all the 
  time, however, if her HP drops below 20, she contracts a disease, or she’s 
  poisoned, she must make a Mentation roll (Difficulty: 10 + spell level) with each 
  
  	
    100	
    
  casting or else the spell will fail. If her HP drops below 10 or she contracts 
  hyperthermia or hypothermia, her magic will be completely disabled until she 
  recovers. See sections on Cold Hazards and Heat Hazards under Hazards for 
  details on hypothermia and hyperthermia respectively. 
  •
  No Limits: For an action/adventure game, this idea is highly ill advised because 
  magic might make the game too easy to beat, but it could still work in a non-
  adventure where balance and rules is less of an issue, particularly in a game that 
  tries to be faithful to the show. 
   
  Classes 
   
  Most RPG’s tend to have character classes, which dictate the character’s profession and 
  role in the group, and character levels, which indicate how far a character advanced. 
  However, this game dispenses with classes and levels for the sake of simplicity and 
  flexibility. That certainly doesn’t mean PC’s can’t have some kind of class or profession, 
  it just means that the players have more leeway to customize what skills their class gives 
  them. To take up a specific class or profession, the PC needs to specialize in skills and 
  feats that are appropriate to the profession in question. Based on the skills written in this 
  book, a player can have any of the following jobs: 
  •
  Actor:	
    Music	
    and	
    Performance	
    
  •
  Artist:	
    Art	
    
  •
  Babysitter:	
    Childcare	
    
  •
  Barber:	
    Hair	
    Care	
    
  •
  Blacksmith:	
    Blacksmithing	
    and	
    Metallurgy	
    
  •
  Carpenter:	
    Carpentry	
    
  •
  Chef:	
    Cooking	
    
  •
  Clothing	
    Designer:	
    Sewing	
    
  •
  Doctor:	
    Healing	
    and	
    Herbalism	
    
  •
  Farmer:	
    Farming	
    
  •
  Jewelry	
    Handler:	
    Appraise,	
    Metallurgy,	
    and	
    Gemology	
    
  •
  Mason:	
    Masonry	
    
  •
  Mechanic:	
    Engineering	
    and	
    Mechanic	
    
  •
  Musician:	
    Music	
    
  •
  Politician:	
    Diplomacy	
    
  •
  Scientist:	
    Archeology,	
    Astronomy,	
    Botany,	
    Chemistry,	
    Gemology,	
    Metallurgy,	
    
  or	
    Zoology	
    
  •
  Teacher:	
    Mathematics	
    and	
    Writing	
    
  •
  Veterinarian/Trainer:	
    Animal-­‐Handling,	
    Husbandry,	
    and	
    Zoology	
    
  Of course, a player can make up new skills for different jobs. 
   
  For an action/adventure game, most mundane professions are not suitable for an 
  adventure. In fact, choosing the right classes for the PC is actually essential because a 
  party’s chances of success is greatly dependent upon the skills of the players. The 
  following are a list of classes PC’s could potentially choose and the common feats, skills, 
  
  	
    101	
    
  and spells they may take and Aptitudes they may specialize in. Remember that these are 
  merely suggestions, not definitive restrictions. 
   
  Bard: A master of music, diplomacy, and subterfuge. 
  •
  Party Role: Bards use their charisma not just to entertain, but they also act as the 
  streetwise diplomat able to negotiate, manipulate, bluff, browbeat, or weasel her 
  way through any social situation. 
  •
  Aptitudes: Bards tend to focus on their skills involving charisma and performance, 
  thus Cleverness is a necessity. Dexterity and Intelligence might be useful 
  depending on what skills she has. 
  •
  Feats: Bard Knowledge, Bard Songs, Encryption, Greater Initiative, Ingenious 
  Pony, Musical Instrument Proficiency, and Smooth Talker. 
  •
  Skills: Apply Poison, Appraise, Bluff, Climb, Diplomacy, Disarm, Disguise, 
  Escape Artist, Gymnastics, Intimidate, Intuit Direction, Linguistics, Perception, 
  Performance, Outwit, Pick Pocket, Spell Craft, Stealth, and Street Smarts. 
  •
  Spells: Audiokinesis, Clairvoyance, Comprehend Languages, Dispel, Fortitude, 
  Haste/Slow, Magic Armor, Suggestion, and Transformation. 
   
  Fighter: A hoof-to-hoof warrior. 
  •
  Party Role: Fighters specialize entirely on combat and resilience so they can be at 
  the front line of any fight. 
  •
  Aptitudes: Since a fighter’s main goal is to be the brute force of the party, 
  Strength is essential for dealing damage and Constitution is necessary for greater 
  defense. If she wants to use range weapons, then Agility would be a must, too. 
  •
  Feats: Alertness, Animal Companion, Bleeding Critical Hits, Blinding Critical 
  Hits, Brawny Pony, Robust Pony, Cleave, Deadly Strike, Deafening Critical Hits, 
  Deflect Projectiles, Extraordinary Resilience, Far Shot, Greater Initiative, 
  Improved Natural Healing, Outmuscle, Outwit, Powered Attack, Stave Off Death, 
  Stunning Critical Hits, and Vigor. 
  •
  Skills: Animal Handling, Apply Poison, Blacksmithing, Climb, Disarm, Grapple, 
  Intimidate, Engineering, Metallurgy, Outmuscle, Outwit, Swim, and Wilderness 
  Survival. 
  •
  Spells: Force Field, Fortitude, and Magic Armor. 
   
  Magician: A spell-casting specialist. 
  •
  Party Role: Magicians solely specialize in magic spells. Only unicorns, alicorns, 
  and other spell-casting races can take this class. 
  •
  Aptitudes: Mentation is an absolute must have since a magician’s power is 
  heavily based on spells and Mentation based skills. Constitution might be useful 
  when forced to make Concentration rolls and for self-preservation. If the unicorn 
  also wants to be an expert on the practices of magic and/or wants to create magic 
  items, Intelligence would also be a good second option. 
  •
  Feats: Extend Spell Duration, Extend Spell Range, Canterlot Graduate, Magic 
  Surge, Maximize Spell, Mystical Pony, Psychokinetic Levitation, Spell Pool, 
  Spell Precision, and Telekinetic Spear. 
  
  	
    102	
    
  •
  Skills: Aerobatics, Appraise, Concentration, Craft Magic Item, Dowsing, 
  Gemology, Herbalism, Meditation, Precognition, Sense Magic, Spell Craft, and 
  Spell Permanency. 
  •
  Spells: Any spell. 
   
  Martial Artist: A magically inclined warrior. 
  •
  Party Role: This class is a jack-of-all-trades-and-master-of-none sort of class 
  where they can have knowledge in almost anything, sacrificing specialty for 
  adaptability. Some are usually trained in dojos, monasteries, or convents where 
  they learn about the ways of magic and combat. 
  •
  Aptitudes: Martial Artists tend to rely on their muscle and speed, which is why 
  Strength and Agility are a must have. Mentation is an important second option 
  because a lot of the feats and skills they might use require Mentation such as 
  Meditation and Precognition and they might have access to spells. 
  •
  Feats: Acrobat, Alertness, Deflect Projectiles, Extraordinary Resilience, Evasion, 
  Far Shot, Flurry of Blows, Greater Initiative, Hoof-to-Hoof Combat, Improved 
  Bare Hoof Strike, Improved Natural Healing, Outmuscle, Outwit, Spin Attack, 
  and Stave Off Death. 
  •
  Skills: Climb, Disarm, Escape Artist, Grapple, Gymnastics, Hide, Intimidate, 
  Invisibility, Meditation, Outmuscle, Outwit, Perception, Performance, 
  Precognition, Stealth, Swim, and Trip. 
  •
  Spells: Detect, Force Field, Fortitude, Magic Armor, Night Vision, Sleep, and 
  Spider Climb. 
   
  Medic: An on-the-field doctor 
  •
  Party Role: Medics specialize in any skills or spells that support the health of the 
  party. 
  •
  Aptitudes: A pony will need either Intelligence if she heals with skills and/or 
  Mentation if she heals with magic. However, a medic can’t preserve the life of 
  others unless she takes care of herself first. That’s why Constitution is a good 
  second choice. 
  •
  Feats: Deflect Projectiles, Earthen Specialist, Extend Spell Duration, Extend Spell 
  Range, Greater Initiative, and Vigor. 
  •
  Skills: Concentration, Cooking, Craft Magic Item, Gemology, Healing, Herbalism, 
  Linguistics, Outwit, Sense Magic, and Spell Craft. 
  •
  Spells: Dispel, Force Field, Magic Armor, Petrify, Raise Dead, Recovery, and 
  Sleep. 
   
  Ranger: A wilderness specialist. 
  •
  Party Role: While bards and thieves are adept at surviving in urban settings, 
  rangers are adept at surviving in the wild in any kind of natural environment. 
  •
  Aptitudes: If she’s a fighting kind of ranger, then Strength or Agility will be 
  useful if she uses short-range weapons or long-range weapons, respectively. If 
  she’s more of a spiritual or magical kind of ranger, she should favor Mentation. If 
  
  	
    103	
    
  she’s more of a survivalist kind of ranger, she should favor Mentation and 
  Intelligence for sharper senses and better wilderness skills. 
  •
  Feats: Acrobatic Steps, Alertness, Animal Companion, Blind Sight, Cold 
  Tolerance, Deflect Projectiles, Evasion, Far Shot, Heat Tolerance, and Talk to 
  Animals. 
  •
  Skills: Animal-Handling, Apply Poison, Astronomy, Beast Lore, Botany, Climb, 
  Control Weather, Disarm, Dowsing, Grapple, Gymnastics, Healing, Herbalism, 
  Hide, Intuit Direction, Navigation, Perception, Precognition, Stealth, Wilderness 
  Survival, Swim, and Zoology. 
  •
  Spells: Cloudwalking/Waterbreathing, Fish Form, Flight, Fortitude, Magic Armor, 
  Night Vision, Recovery, and Snare,  
   
  Thief: A master of stealing, breaking and entering, and assassination. 
  •
  Party Role: Thieves (while not all are criminals) do specialize in stealing, sneak 
  attacks, disabling traps, picking locks, and stealth. They act as the shadowy 
  assassin and the mechanist of the group. They can also be used for espionage and 
  information gathering. 
  •
  Aptitudes: Agility is a necessity because a thief needs to be light on her hooves 
  and be able to run fast. Mentation or Cleverness might also be a must have if she 
  depends on her senses and/or her charisma, respectively. Intelligence might also 
  be important since certain skills can be very useful to a thief like Mechanic. 
  •
  Feats: Acrobat, Alertness, Athletic Pony, Blind Sight, Deadly Strike, Deflect 
  Projectiles, Encryption, Evasion, Far Shot, Greater Initiative, Improved Natural 
  Healing, Knockout, Lip Reading, Smooth Talker, Sneak Attack, Swift Hooves, 
  and Trap Sense. 
  •
  Skills: Apply Poison, Appraise, Bluff, Charm, Chemistry, Climb, Disarm, 
  Disguise, Escape Artist, Gymnastic, Hightail, Diplomacy, Lock Picking, 
  Mechanic, Mischief, Outmuscle, Outwit, Perception, Pick Pocket, Precognition, 
  Pyrotechnic, Stealth, Street Smarts, Swim, and Trip. 
  •
  Spells: Clairvoyance, Comprehend Languages, Darkness, Detect, Ensnaring 
  Cloud, Fortitude, Grease, Haste/Slow, Invisibility, Magic Armor, Night Vision, 
  Silence, Sleep, Spider Climb, and Telepathy. 
   
  Movement 
   
  Ponies need to get around, whether it is on land, in the air, by sea, or by other means. The 
  speed of movement is based on a pony’s base speeds. Each square on a graph paper 
  represents 5 cubic feet, and all movement is measured in 5 feet increments on the squares 
  of graph paper. 
   
  Trot: A pony moves at her base speed per round. Example: A base speed of 20 means the 
  pony can trot at 20 feet (four squares on the graph paper) per round. If a pony’s base 
  speed is reduced to 0, then she cannot trot or gallop at all. 
   
  Gallop: To run, a pony can add 5 feet per Agility score to the base speed, increasing how 
  far she can move in one round. Example: A base speed of 20 and an Agility score of 6 
  
  	
    104	
    
  (30 feet) means the pony can gallop at 50 feet per round. Galloping for long periods at a 
  time can cause fatigue and a pony cannot gallop while carrying heavy loads. See sections 
  on Carrying Capacities and Fatigue under Weights and Measurements. 
   
  Pursuits and Races: In the event that two or more characters are pursuing another 
  character, whether or not the pursuer will catch up with its target is based on gallop 
  speeds. A pursuer with a lower gallop speed cannot catch a target with a higher gallop 
  speed. Reversely, a pursuer with a higher gallop speed can easily catch a target with a 
  lower gallop speed. In the event that both have equal gallop speeds, then both characters 
  roll an Agility roll and the one with the highest roll gets away or catches her target. 
   
  In the event that characters are participating in some kind of race spanning a long 
  distance, then both racers need to make a roll modified by both their Agility and 
  Constitution bonuses. The highest roll wins the race. 
   
  Moving Through an Occupied Space: Under normal circumstances, a character can 
  cross into any unoccupied space without any problems. However, when a space is 
  occupied, the player has limited ways of crossing through it. 
  •
  Friendly or Incapacitated: If the character is friendly or unable to move, then you 
  can cross through the space without difficulty. 
  •
  Opponent: If the character is hostile, then you can only pass through under the 
  following conditions. 
  o
  Overrun: As a standard action, a character can attempt to force her way 
  through. Both characters make a Strength roll. If the mover wins, then she 
  forces her way through, but if the opponent wins, then the mover is 
  stopped in front of the opponent and her turn has ended. 
  o
  Tumble: A pony can roll her way around an opponent with a Gymnastics 
  roll. See skill description for details. 
  o
  Overrunning small creatures: Overrunning creatures smaller than 5 cubic 
  feet is easier for a larger creature who is at least 5 cubic feet in size. Both 
  characters make a Strength roll, but the smaller creature gets a -4 penalty. 
  Creatures that are 1 foot or smaller get a -12 penalty. 
  o
  Dodging passed large creatures: If the creature is at least four times larger 
  than the smaller creature (Example: a 5 cubic foot pony against a 20 cubic 
  foot monster), then the smaller character has the option to run between the 
  legs of the monster. Doing so requires a standard action and a Gymnastics 
  roll (Difficulty 10 + opponent’s Strength score + opponent’s Agility score). 
  If the mover wins, then she sneaks her way through, but if the opponent 
  wins, then the mover is stopped in front of the opponent and her turn has 
  ended. 
  •
  Impassible creatures: Oozes of all kinds take up all the space they inhabit, thus 
  they cannot be passed. Most creatures without legs can also be considered 
  impassible. 
  •
  Midair encounters: Passing through a space with a character in it is less of a 
  concern in the air because there’s usually nothing to prevent a player from just 
  going around a character. However, if a player wanted to go through an occupied 
  
  	
    105	
    
  space, the rules on land stay the same in the air. The only difference is that instead 
  of performing a tumble with a Gymnastics roll, the player uses an Aerobatics roll. 
   
  Regardless of the circumstances, there can only be one creature occupying one 5 cubic 
  foot square. As such, no character is allowed to end her turn inside of the square of 
  another character. Creatures that are smaller than 5 cubic feet can fit in the same square 
  but only with other small creatures. 
   
  Terrain: 
  Walking on any kind of difficult terrain can slow down a pony’s maximum speed unless 
  they have ways around the limitation (such as flight specially designed shoes). 
  •
  Paved Roads and Dry Ground: There are no hindrances. 
  •
  Slanted Terrain: Speed is decreased by 50% when walking up hill and increased 
  by 50% when walking down hill. 
  •
  Icy or Snowy Terrain: Speed is decreased by 25% if walking in really deep snow 
  and for those pulling a wagon or other wheeled carriage over snowy terrain. 
  Wearing snowshoes as well as pulling a sleigh negates this penalty.  
  •
  Rocky and Muddy Terrain: Speed is decreased by 50%. 
  •
  Undergrowth: Speed is decreased by 75%. 
  •
  Cloud Terrains: All cloud terrains are inherently soft. Landing on a cloud causes 
  no harm and when a carriage is pulled along it, it rolls along just as easily as a 
  paved road. Only creatures with the Flight trait can walk on clouds. All other 
  creatures will fall through. However, permanent structures made by the Shape 
  Clouds feat are solid enough for all to walk on and support the weight of 
  inanimate objects. If a wagon or other carriage were to be removed from the 
  pegasus pulling it, then it will fall through the cloud.  
  •
  Sea Bed Terrains: The floor of the oceans tends to be very rocky and covered with 
  coral reefs. However, due to the weightless nature of the oceans, it is possible to 
  simply swim over such obstacles. However, if a pony who is weighted down 
  chooses to walk, her speed is reduced by 75%. 
  •
  Extraterrestrial Environments: Much of this guide assumes that ponies will be 
  adventuring in Equestria. However, some of you might want to try something 
  more alien such as the weightless environment of outer space or perhaps a digital 
  world where ponies can move by thought. Such worlds can have very unique 
  advantages and disadvantages. 
   
  Weights and Measurements 
   
  Weight Classifications: Rather than bog down the players with lots of convoluted 
  numbers and calculations for weights, I’ve chosen to simplify things with what I call 
  weight classifications, which are a generalized classification of the weight of the object or 
  objects being moved. The information given is intended to be a guideline to determine 
  how much a pony can carry and how heavy any given object may be. If the total weight is 
  uncertain or in dispute, the GM has final say on the matter. 
  •
  Lightweight: Approximately 0-30 pounds. Examples: clothing, baby ponies, 
  padded and leather armor, lightly packed saddlebags, small animals, etc. 
  
  	
    106	
    
  •
  Middling: Approximately 30-70 pounds. Examples: metal armor, foals, a heavily 
  packed saddlebag, midsized animals, etc. 
  •
  Weighty: Approximately 70-120 pounds. Examples: fully grown pony, lightly 
  packed wagon, hulking monsters, etc. 
  •
  Substantial: Approximately 120-240 pounds. Examples: moderately packed 
  wagon, monsters 10 cubic feet in size, a few ponies, etc. 
  •
  Burdensome: Approximately 240-500 pounds. Examples: heavily packed wagon, 
  monsters 20 cubic feet in size, several ponies, etc. 
  •
  Huge: Approximately 500 pounds-1 ton. Examples: heavy machinery, monsters 
  30 cubic feet in size, a small busload of ponies, etc. 
  •
  Gargantuan: Approximately 1-5 tons. Examples: a small ship, a large busload of 
  ponies, monsters 40 cubic feet in size, etc. 
  •
  Colossal: Approximately 5-30 tons. Examples: a medium-size ship, monsters 50 
  cubic feet in size, a small building, etc. 
  •
  Titanic: Approximately 30-150 tons. Examples: a large ship, monsters 60 cubic 
  feet in size, a medium-size building, etc. 
  •
  Herculean: Approximately 150-400 tons. Examples: a city-size ship, monsters 70 
  cubic feet in size, a large building, etc. 
   
  Lifting and pulling capacities: Light loads are loads that are easy for a pony of a 
  particular Strength to lift without complications. Medium and heavy loads are 
  significantly heavier than the pony can comfortably lift, thus incurring penalties to 
  endurance, speed, and Agility. 
  •
  1-5 Strength: Light Load (Lightweight), Medium Load (Middling), and Heavy 
  Load (Weighty). 
  •
  6-10 Strength: Light Load (Middling), Medium Load (Weighty), and Heavy 
  Load (Substantial). 
  •
  11-15 Strength: Light Load (Weighty), Medium Load (Substantial), and Heavy 
  Load (Burdensome). 
  •
  16-20 Strength: Light Load (Substantial), Medium Load (Burdensome), and 
  Heavy Load (Huge). 
  •
  21-25 Strength: Light Load (Burdensome), Medium Load (Huge), and Heavy 
  Load (Gargantuan). 
  •
  26-30 Strength: Light Load (Huge), Medium Load (Gargantuan), and Heavy 
  Load (Colossal). 
  •
  31-35 Strength: Light Load (Gargantuan), Medium Load (Colossal), and Heavy 
  Load (Titanic). 
  •
  36-40 Strength: Light Load (Colossal), Medium Load (Titanic), and Heavy Load 
  (Herculean). 
   
  Moving Medium and Heavy Loads: While carrying medium loads, the pony gets a -2 
  penalty to Agility rolls and AC. While carrying heavy loads, the pony gets a -4 penalty to 
  Agility rolls and AC and she physically can’t gallop, limiting her to trot at only her base 
  speed. 
   
  
  	
    107	
    
  Extraneous Lifting: A pony cannot carry loads heavier than her heavy load range of 
  weight carrying capacity, however, with a successful Strength roll, a pony could briefly 
  nudge a heavy object or lift it a foot or two off the ground for a few seconds. In doing so, 
  a pony could push a boulder off of the edge of a cliff, lift a heavy log up to allow a 
  trapped animal to escape from underneath, etc. The following is a list of suggested 
  Difficulties for the various weight classifications although the GM can alter it as he or 
  she sees fit. 
  •
  Substantial: Difficulty 20 
  •
  Burdensome: Difficulty 25 
  •
  Huge: Difficulty 30 
  •
  Gargantuan: Difficulty 35 
  •
  Colossal: Difficulty 40 
  •
  Titanic: Difficulty 45 
  •
  Herculean: Difficulty 50 
   
  Adding others to help: If there are other ponies helping to lift or pull, add their Strength 
  scores together as one entity when it comes to determining lifting capacities and Strength 
  rolls. When walking, the pony with the slowest speed sets the speed of all other ponies 
  who are pulling. 
   
  Fatigue: With any kind of long walking or heavy lifting, there’s a risk of fatigue if a 
  pony pushes herself for too long. When pulling or carrying only light loads and trotting at 
  her base speed, she can go on for 20 minutes per Constitution score without needing rest. 
   
  If the pony is moving medium loads and/or is galloping while carrying light loads, the 
  time it takes to tire lowers to 10 minutes per Constitution. If carrying heavy loads or 
  galloping while carrying medium loads, the time it takes to tire lowers to 5 minutes per 
  Constitution. 
   
  If she pushes herself beyond her limits without rest, she must make a Constitution roll 
  with the Difficulty starting at 10 and increasing by 5 for every 20 minutes (or 10 or 5 
  minutes in the case of medium and heavy loads, respectively) she continues to push 
  herself without rest. If she fails a roll, she faints out of exhaustion. She will remain asleep 
  for about one minute per 10 minutes she was working too hard. She can be revived with 
  the Healing skill (the Difficulty is the same as the Difficulty of the Constitution roll the 
  pony just failed), but even when revived, the pony will be unable to walk unless given 
  water and adequate time to rest. If the pony is working in hot conditions, she also runs the 
  risk of suffering from hyperthermia (see section on Heat Hazards under Hazards). 
   
  Fatigue only affects living creatures. Constructs, the undead, oozes, or anything else that 
  doesn’t have a Constitution score are not subject to fatigue and don’t require rest or water. 
   
  Sleep Deprivation: A pony requires approximately seven hours of sleep every night to 
  be alert and focused throughout the rest of the day. For each night of sleep the pony 
  misses, this incurs a -1 Aptitude score loss to Mentation. Only getting a full night sleep 
  reverses the Aptitude score loss. If a pony’s Mentation level drops to zero, she falls into a 
  
  	
    108	
    
  coma that will last for two hours per night stayed awake and the pony cannot be awoken, 
  not even by smelling salts. Once the pony wakes up from this coma, her Mentation score 
  will be restored to normal. 
   
  Using Telekinesis to Lift: A unicorn can use her telekinesis to move objects in the same 
  way an earth pony would use physical strength. By doing so, she uses her Mentation 
  score instead of her Strength score, but otherwise suffers the same restrictions as ponies 
  using their Strength. If a pony lifts more than one object at a time, the weights of all the 
  objects are added together. 
   
  No matter what, a unicorn must either use her Strength or Mentation in any one given 
  situation. She can’t use both. 
   
  Measuring Time: Much like recording weight, it’s not a huge importance to keep track 
  of time. The GM usually doesn’t need to know what time it is in game or make 
  estimations on how long the party has been down in a dungeon. However, there are times 
  when it is important such as the GM wants to know if dawn or dusk is approaching or the 
  players need to know how much longer a spell will last. For lengthy periods of time, a 
  GM could try taking an educated guess of how long time has passed or roll dice. Time 
  during combat and other quick tasks is measured in rounds, which are 6 seconds each and 
  there are 10 rounds in a minute. 
   
  Measuring How Much Time a Skill Takes: Usually performing a task requires no more 
  than a full action such as spending some time to analyze, to quickly treat a wound with 
  medicinal herbs, coming up with an answer or a lie, etc. However, any kind of task that 
  requires some kind of major effort can require a significant amount of time such as 
  writing an essay, fixing an electronic object, solving a puzzle, building a house, etc. To 
  determine the length of time that has passed for a single attempt, use the guidelines below. 
  However, they are only guidelines, and the GM can deviate from them as need be. 
  •
  Short and Simple Tasks: Roll three 10-sided dice = time in minutes. Example: 
  cooking a meal, cleaning a closet, picking a lock, setting up a tent, fixing a broken 
  lamp, etc. 
  •
  Long and Simple Tasks: Roll one 6-sided dice = time in hours. Example: cooking 
  several meals, cleaning the entire house, fixing a complex machine, etc. 
  •
  Highly Complex Tasks: Roll two 6-sided dice = time in days. Example: building a 
  motored machine, solving a complicated puzzle, writing a novel, etc. 
  •
  Extensive Projects: Roll three 6-sided dice = time in weeks. Example: building a 
  ship or a house, repairing a demolished motor vehicle, etc. 
   
  Combat 
   
  The greatest excitement of any adventure tabletop RPG is combat. The way in which 
  fighting works is that fights are divided into rounds (see section on Measuring Time 
  above). Once turn order is decided, all combatants fight each other in the order of their 
  turn and once all turns have been completed, the next round begins. The reason why 
  fights are measured in six-second intervals is to give the impression of a fast and frenetic 
  
  	
    109	
    
  fight. Obviously a fight using dice and paper tends to be slower, but in the minds of the 
  players, they should see all combatants acting at the same time, attacking and countering 
  each other’s blows and attacks in a frantic struggle. 
   
  Steps to Conducting a Fight: All fights follow the same process as follows. 
  •
  Step #1—Determine Turn Order with Initiative: Before a proper fight can begin, 
  the order with which the combatants take turns has to be determined. Turn order 
  during a fight is determined by Initiative, which is Agility plus any traits or feats 
  that add to Initiative. In the event that two or more opponents have the same 
  Initiative score, then turn order is determined by a coin toss, dice roll, or some 
  other random means. Once turn order has been determined, it doesn’t change until 
  the fight is over. Example: Strawberry, Banana, and Grape are three ponies who 
  engage in a fight with two diamond dogs, Digger and Rover. Strawberry has an 
  Agility of 6, but she has the Greater Initiative feat, giving her a +4 bonus and an 
  Initiative of 10. Every pony else’s Intuitive is identical to their Agility scores, so 
  Strawberry has an Initiative of 10, Rover has an Initiative of 8, Banana has an 
  Initiative of 7, and Grape and Digger have an Initiative of 4. Since Grape and 
  Digger have tied Initiative scores, a coin is tossed and Grape wins the toss. So 
  turn order is decided as follows: Strawberry, Rover, Banana, Grape, and Digger. 
  This turn order will remain as is until the fight is over. 
  •
  Step #2—The Fight is On: From there, the fight can go on like normal. Only after 
  every PC and NPC has had her turn does a round end and the next round begins. 
  If a combatant escapes the fight or is somehow incapacitated, then her turn is 
  skipped for that round but does not change. In the event that a combatant would 
  leave the fight and come back, then the player resumes her position in the 
  prearranged turn order of the fight. If a new combatant steps into the fray, then 
  she is added in by order of her Initiative score like every pony else. 
  •
  Step #3—The Fight Ends: The fight only ends when all combatants on one side of 
  the fight are either killed, incapacitated, surrenders, or both sides agree to a draw. 
   
  The Surprise Encounter First Round: In the event that one or more aggressors manage 
  to successfully catch the targets with a surprise attack, only the aggressors are allowed to 
  attack during the first round in the order of Initiative while the surprised targets can do 
  nothing and they lose their Agility bonus to their AC on that round. By the second round, 
  turn order continues as described above. However, if the aggressors fail to surprise the 
  party or there is simply no surprise attack possible, then there’s no surprise round. The 
  way how a surprise works is the attackers must make a Stealth roll while the targets must 
  make a Perception roll. If a target’s Perception roll is higher than any of the Stealth rolls 
  of any of the attackers, the target is not caught by surprise and she can attack like normal. 
  If not, then she cannot act in that round and she loses her Agility bonus to AC. 
   
  Standard, Simple, Full, and Free Actions: A single round in a fight takes up 6 seconds 
  of time. Within 6 seconds, there are only a limited number of actions a player can do 
  within that time frame and all of them can be classified under the following four types of 
  actions: 
  
  	
    110	
    
  •
  Standard action: This is an action that is quick to do but requires the majority of 
  the attacker’s attention and effort. A player can only do one standard action per 
  round, but she can perform one simple action or a free action along with it. 
  Standard actions include attack, escape a grapple, use trait or feat, feint, light a 
  torch, read a scroll, drink a potion, etc. 
  •
  Simple action: This is an action that is quick to do but requires less attention and 
  effort than a standard action. Simple actions can be used as the only action in a 
  round, two different simple actions can be done in one round (not the same one 
  twice), or one simple action can be used before or after a standard action during 
  the same round. Simple actions include trotting, galloping, flying, draw/sheathe a 
  weapon, put away/pull out an item, open/close a door, load/unload a bow, etc. 
  •
  Full action: This is an action that takes up all of the character’s time and attention 
  during the round and cannot be done at the same time as other full actions, 
  standard actions, or simple actions. Free actions can be done at the same time, 
  though. Full actions include using most skills, casting a spell, put on/take off 
  armor, extinguish flames, load a cannon, etc. All actions that take longer than one 
  round to do are considered full actions for every round the action takes up. 
  •
  Free action: This is an action that is so easy and effortless that it can be easily 
  done at the same time as full actions, simple action, and standard actions without 
  penalty. Free actions include talking, listening, dropping an item, dropping to the 
  floor, etc. 
   
  Possible Actions During Combat: During a player’s turn, she can perform any one of 
  the following actions so long as she is physically able to. 
  •
  Attack: Standard action. 
  •
  Defend: Standard action. A pony could choose not to attack, and instead focus 
  only on self-preservation by blocking or dodging an opponent’s attack. When a 
  player is defending, she gets a +4 bonus to AC on that round. This bonus lasts 
  until her next turn. 
  •
  Use one magic item: Standard action. 
  •
  Attempt a skill roll: Full action unless noted otherwise in the description or at the 
  discretion of the GM. Any skills that involve using one’s voice (Charm, 
  Diplomacy, etc.), or draw from knowledge (Botany, Zoology, etc.), or some 
  special skills (Concentration, etc.) can be done as a free action. 
  •
  Use traits or feats: Standard action unless noted otherwise in the description. 
  •
  Moving actions: Varies, see below. 
  o
  Trot or gallop: Simple action. 
  o
  Get up off the ground: Full action. 
  o
  Pick up dropped item: Full action. 
  o
  Escape a rope or net: Full action. 
  •
  Cast a Spell: Full action unless noted otherwise in the description 
  •
  Charge: Full action. A pony can run full speed toward an opponent, adding a +2 
  bonus to her attack roll, but get a -2 penalty to her AC that lasts until her turn the 
  next round. To charge, the pony must be at least 10 feet away from the target at 
  
  	
    111	
    
  the start of her turn (backing up doesn’t count), and the pony must charge at full 
  speed at her opponent. 
  •
  Feinting: Standard action. See the Bluff skill to learn how feinting works. 
   
  Attacks, Damage, and Range: When it comes to combat, each type of weapon 
  incorporates a different Aptitude as the bonus to attack rolls and damage rolls. All attacks 
  with limbs and appendages (hooves, teeth, claws, tentacles, etc.) and close-range 
  weapons (swords, clubs, axes, etc.) use Strength. All long-range weapons (arrows, guns, 
  breath attacks) use Agility. All attack spells and magical abilities use Mentation. To 
  attack an opponent, the player’s attack roll must be equal to or greater than the 
  opponent’s AC. If the roll is under, then the attack missed. If the attack was successful, 
  then the player rolls the dice to indicate the amount of damage inflicted. Each weapon 
  uses different dice when it comes to damage. When a character takes damage, her HP 
  level drops in accordance with the damage dealt. 
   
  Example: Swordplay clutches his dagger in his teeth as he attacks a griffin named Raven. 
  His attack roll lands on 15. His Strength score is 8 so he adds 8 to his attack roll, totaling 
  23. Raven’s AC is 16, so Swordplay’s attack roll scores a hit. Swordplay’s dagger uses 
  one 6-sided dice to determine damage. The dice rolls a 3 and Swordplay’s Strength score 
  is added, so the amount of damage done is 11. Raven has 38 HP. After Swordplay’s 
  attack, Raven’s HP drops to 27. 
   
  A pony can only attack opponents within range of her weapons. Most weapons have a 
  range of 0 feet, meaning that the attacker can only deal harm to an opponent who is 
  standing in a square that is right next to the square the attacker is standing in as shown on 
  the graph paper.  
  O 
   
   
   
   
   
   
  X 
   
  O 
  O 
   
  P 
  X 
   
   
  X 
   
   
   
   
   
   
  O 
   
  The Player Character (P) has a sword with a range of 0 feet, meaning that she can hit the 
  targets directly next to her (X) but none of the targets out of her range (O). 
   
  Some monsters may have longer appendages, allowing them to attack further opponents 
  with a 0 feet range weapon at the maximum of the monster’s reach range. There do exist 
  some short-range weapons that can reach as far as 5 feet or 10 feet away, which can add 
  to the reach of an attacker. 
   
   
   
  O 
   
   
   
  O 
   
  X 
   
   
   
   
   
   
   
   
   
  X 
   
   
  O 
   
  X 
  P 
   
  X 
  O 
   
   
   
   
  X 
   
   
   
   
  X 
   
   
   
   
   
   
  O 
   
  O 
   
   
  
  	
    112	
    
  The Player Character (P) has a whip with a range of 5 feet, meaning that she can hit the 
  targets no further than 5 feet away from her (X) but none of the targets out of her range 
  (O). 
   
  For ranged weapons, spells, and range attacks that are modified by Agility or Mentation, 
  the range limit determines how many squares of space can be between an opponent and 
  attacker in order for an attacker to be close enough to attack. Monsters with an extended 
  reach do not affect the range of ranged weapons. 
   
   
  O 
   
   
   
   
   
   
   
   
   
  O 
   
   
   
  X 
   
   
   
   
   
   
   
   
   
   
   
   
  X 
   
   
   
   
  O 
   
   
   
  X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  X 
   
   
   
   
   
   
   
   
  P 
   
   
   
  X 
   
   
  X 
  X 
   
   
   
  X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  O 
   
   
  X 
   
   
   
   
   
   
   
   
   
   
   
  X 
   
   
   
   
  X 
   
   
   
   
   
  O 
   
   
   
   
   
  O 
  The Player Character (P) has a bow and arrow and an Agility score of 3, enabling her to 
  shoot from a total range of 15 feet (the equivalent of three squares), meaning that she can 
  hit the targets no further than 15 feet away from her (X) but none of the targets out of her 
  range (O). 
   
  Explosives and Area Effect Attacks: There are some items and spells that don’t affect 
  specific targets, but instead affect an area on the ground and all those who are within it. 
  Such weapons include acids, explosives, smoke grenades, Molotov cocktails, and 
  Pyrokinesis. To throw such a weapon, the attacker must announce where the grenade will 
  land which will determine the center of the blast. Grenades and all other thrown 
  projectiles have a range limit of 5 feet per Agility score (or Mentation in the case of 
  spells). 
   
  Once the attack hits the ground or goes off, it automatically causes damage (if any) to all 
  within the blast radius regardless of their AC. However, those within the blast can still 
  attempt an Agility roll (Difficulty varies depending on the weapon) and those who 
  succeed only receive half damage. 
   
  Unlike other range attacks, the attacker’s Agility score or Mentation score does not 
  modify the damage done by an area effect attack. 
   
  Example: Trigger Happy wants to throw a grenade at a group of zombies heading his way. 
  He has an Agility score of 5 (maximum range of 25 feet), so he chooses to throw the 
  grenade at a square 15 feet away in the center of the zombies. He throws the grenade and 
  it explodes in a 10 foot in diameter circle, causing three 6-sided dice of damage to the 
  
  	
    113	
    
  four zombies within the blast. However, one of the zombies wins its Agility roll and 
  rather than take 14 points of damage (as shown on the dice roll) like it would have 
  otherwise, it only takes 7 points of damage. 
   
   
   
   
   
  O 
   
   
   
  X 
  X 
   
   
   
  O 
  X / 
  X 
   
   
   
   
      | 
   
  O 
   
  O 
   
      | 
   
  O 
   
   
   
  P 
   
   
   
   
  The Player Character (P) threw a grenade at a distance of 15 feet (as shown by the red 
  lines) and the grenade destroys 10 feet in diameter from which the landing area of the 
  grenade is at the center. All within the blast radius (X) are injured while all those outside 
  of the blast radius (O) are unharmed. 
   
  Crit (Critical Hits): In the event that an attacker rolls a 20 when attacking, then not only 
  will the pony score a hit (regardless of armor class), then the pony will roll twice as many 
  dice rolls to inflict damage. For example, a weapon that causes one 10-sided dice of 
  damage will cause two 10-sided dice of damage, a weapon that causes two 6-sided dice 
  of damage will cause four 6-sided dice of damage, etc. Crit do not double the amount of 
  damage caused by bonus caused by Strength, Agility, or Mentation. Crit are only caused 
  when a dice rolls a 20, not when the roll and bonuses add up to 20. For example, a roll of 
  16 and a Strength bonus of 4 adds up to an attack roll of 20, but since the dice only rolled 
  16, it doesn’t count as a Crit. Crit can only be caused by short-range attacks, ranged 
  attacks, and offensive spells that cause HP damage. There are ways of modifying the 
  chances of getting a Crit. For example, the feat Deadly Strike can allow a pony to score a 
  Crit by rolling a 19 or a 20. Also, certain weapons can cause triple or quadruple the 
  amount of damage on a Crit so long as the player has the proper proficiency feat for that 
  weapon (the Archery feat for bows and arrows, the Swordplay feat for swords, etc.) 
   
  Breaking Objects and Bones: It is possible to physically break any inanimate object 
  with a weapon or with bare hooves. Doing so requires a Strength roll. Using a tool 
  appropriate to the job like a knife, rock hammer, or a saw will give the user a +3 bonus to 
  her roll so long as the tool is designed for the object being cut. For example, you can’t cut 
  through a rope with a rock hammer any more than you can cut through stone with a 
  pocketknife. If breaking an object in someone else’s possession, the pony must first make 
  a successful attack roll, then attempt the Strength roll. 
  •
  Chain: Difficulty 26 (+4 to Strength roll with a hammer) 
  •
  Chest, Small: Difficulty 17 (+4 to Strength roll with a crowbar) 
  •
  Chest, Large: Difficulty 23 (+4 to Strength roll with a crowbar) 
  •
  Glass: Difficulty 3 (+4 to Strength roll with a hammer) 
  •
  Hewn Stone (3 ft. thick): Difficulty 50 (+4 to Strength roll with a miner’s pick) 
  •
  Ice (3 inches thick): Difficulty 5 (+4 to Strength roll with a miner’s pick) 
  •
  Iron Door (2 inches thick): Difficulty 28 (+4 to Strength roll with a crowbar) 
  
  	
    114	
    
  •
  Manacles: Difficulty 26 (+4 to Strength roll with a hammer) 
  •
  Manacles, Masterwork: Difficulty 28 (+4 to Strength roll with a hammer) 
  •
  Masonry Wall (1 ft. thick): Difficulty 35 (+4 to Strength roll with a miner’s pick) 
  •
  Paper: Difficulty 0 
  •
  Rope: Difficulty 23 (+4 to Strength roll with a knife) 
  •
  Tree Trunk: Difficulty 18 (+4 to Strength roll with a saw) 
  •
  Tree Branch: Difficulty 9 (+4 to Strength roll with a saw) 
  •
  Vines: Difficulty 15 (+4 to Strength roll with a knife) 
  •
  Wooden Door, Good: Difficulty 18 (+4 to Strength roll with a crowbar) 
  •
  Wooden Door, Simple: Difficulty 13 (+4 to Strength roll with a crowbar) 
  •
  Wooden Door, Strong: Difficulty 23 (+4 to Strength roll with a crowbar) 
   
  It is also possible to break the wings of a pegasus or break off the horn of a unicorn. A 
  pegasus without two functioning wings can’t fly until the bone heals and a unicorn 
  without her horn can’t use magic until it grows back. If a four-legged creature has one of 
  her legs broken, then the pony’s base speed is reduced by -10 feet and she loses the 
  ability to gallop. For a two-legged creature, if one of its arms is broken, then it can’t use 
  that arm. To break any kind of bone, the opponent must first make a successful attack roll 
  followed by the Strength roll in the same round. 
  •
  Break Pegasus Wing: Difficulty 20 + target’s Constitution score 
  •
  Break Off Unicorn Horn: Difficulty 20 + target’s Constitution score 
  •
  Break Limbs: Difficulty 22 + target’s Constitution score 
   
  With a sword or an axe, it is also possible to cut off limbs and heads with one blow. The 
  attempt also requires a successful attack roll followed by a Strength roll. Cutting off a 
  limb works like breaking it, except the penalty is permanent. When cutting off a target’s 
  head, it kills the target instantly unless it has a Constitution score of 0 or if it has the 
  Regeneration trait, in which case the creature is rendered blind and deaf until the head is 
  either reattached or grows back. 
  •
  Sever Limbs: Difficulty 25 + target’s Constitution score 
  •
  Decapitation: Difficulty 25 + target’s Constitution score 
   
  Natural Healing: If a pony doesn’t get her injuries treated, her body can still heal itself if 
  given at least 8 hours of sleep overnight. This natural healing can only be done by 
  creatures with a Constitution score. Those who don’t have a Constitution score cannot 
  heal on their own. The rate of healing is as follows: 
  •
  HP: one 6-sided dice plus Constitution score of HP per day 
  •
  Aptitude score loss: 1 score per day for each Aptitude. 
  •
  Broken bones and horns: two weeks 
   
  Throwing Objects: When throwing any object that’s not meant to be a weapon (a rock, a 
  pillow, a pie, etc.) the thrower’s attack and damage (if any) is modified by Agility. For 
  small objects, the thrower can throw as far as 5 feet per Agility score. With heavy objects, 
  the pony must make a Strength roll to successfully throw and even if the success was 
  
  	
    115	
    
  made, a pony can only throw at half the distance. The following is a list of possible 
  damage increments based on the weight of the object: 
  •
  Soft objects (pillows, pies, etc.): no damage 
  •
  Tiny objects (pebbles, marbles, etc.): no damage. 
  •
  Small objects (lamps, fist size rocks, etc.): one 4-sided dice of damage. 
  •
  Medium objects (chairs, suitcases, etc.): one 8-sided dice of damage. It requires a 
  Strength roll (Difficulty: 10) to throw it. 
  •
  Large objects (tables, sofas, etc.): two 6-sided dice of damage. It requires a 
  Strength roll (Difficulty: 20) to throw it. 
  •
  Giant objects (boulders, wagons, etc.): four 6-sided dice of damage. It requires a 
  Strength roll (Difficulty: 30) to throw it. 
   
  Saving Throw: A saving throw is a type of roll where a pony saves herself from harmful 
  effects. Constitution is used for resisting poisons and disease. Agility is used to prevent 
  falling or tripping. Mentation is used to resist the effects of magic. 
   
  Concussive Damage: There may come a time when a pony might want to render 
  someone unconscious as opposed to outright killing them. To knock someone 
  unconscious, a player needs to use what is called concussive damage, which is a 
  nonlethal form of harm that can render an opponent unconscious as oppose to kill them. 
  To inflict concussive damage, the pony must use her hooves or any other blunt 
  appendages (hands, tentacles, tails, etc.), or a weapon designed to cause concussive 
  damage (such as a bludgeon or a whip) to hit a specific spot (typically the head) on the 
  target. Before attacking, the player must announce to the GM that she is about to inflict 
  concussive damage. If her attack roll succeeds at a hit, then she rolls for concussive 
  damage like she would regular damage. If the damage is greater than or equal to 10 plus 
  the target’s Constitution score, then the subject is knocked unconscious but does not 
  sustain any actual HP loss. If the attacker fails to inflict enough concussive damage, then 
  the target is unaffected and the attacker would have to try again. 
   
  If successfully knocked unconscious, the target remains unconscious for one round for 
  every point of concussive damage she sustained. She can be revived with the Healing 
  skill (Difficulty equal to the damage dealt) or with smelling salts. Concussive damage has 
  no affect on creatures with a Constitution score of 0. 
   
  Medical Treatment: There exist magic items, spells, and skills made for healing injuries. 
  All of which can be done during and after combat. To heal, follow the rules for whatever 
  is used to heal the injured. 
   
  Medical Treatment for the Non-Living: Healing any living creature is the same, but 
  there are special considerations for creatures without a Constitution score. Such creatures 
  are robotic in nature and cannot be healed with the same methods living creatures can be 
  healed. The only way to heal a robotic creature is to use an appropriate skill and use it 
  with the same rules as you would with a Healing skill, often with appropriate tools and 
  parts instead of herbs and bandages. Examples: a stone golem can be healed with a 
  
  	
    116	
    
  Masonry roll and some rock and plaster, zombies can be healed with necromancy magic, 
  robots are repaired with a Mechanic roll, a tool kit, and a supply of parts, etc. 
   
  Death and Dying: If a pony’s HP drops below 1, then she’s dying but not dead yet. At 
  the dying stage, the character’s HP starts dropping into negative numbers. With every 
  round that goes by while the pony lies bleeding on the ground, she loses one HP (which 
  in negative numbers seem to be rising up instead of down) and will continue to do so 
  until she dies or is healed. She can be saved from death if magic or a Healing skill can 
  raise her HP to 1 or higher. If not, then she will continue to remain unconscious and 
  slowly die. How many negative HP of damage it takes until the pony dies is -10 minus 
  the pony’s Constitution score. Once a pony’s HP drops below that point, she’s dead.  
   
  Example: Buttercup has only 3 HP left. When a diamond dog stabs her, she takes 4 HP of 
  damage, leaving her with -1 HP and she falls unconscious. The diamond dog then stabs 
  Buttercup with his sword, causing 6 points of damage and reducing Buttercup’s HP to -7. 
  Before he could finish her off, the diamond dog is distracted by an earth pony named 
  Swordplay who lunges in to defend Buttercup as she lies there dying. Buttercup has a 
  Constitution score of 7, meaning she can survive a score as low as -17 HP. If her HP 
  drops to -18 or lower, then she will die. The round goes by and her HP drops to -8. By the 
  round after that, it drops to -9, then to -10 by the next round, then -11 after that. By the 
  next round, a unicorn named Starlight jumps in and casts a Recovery spell. This restores 
  6 points, but only raises Buttercup’s HP to -5. Since Buttercup is still dying, her HP drops 
  to -6 again by the end of the round. Starlight casts the Healing spell again, restoring 7 
  points and raising Buttercup to 1 HP. Buttercup regains consciousness. Although she is 
  still badly weakened, she’s at least out of danger. 
   
  This rule only applies to those who are dying from HP loss. Those who fail to resist a 
  death curse, dies of disease or suffocation, or the pony’s Constitution score drops to 0, 
  she dies instantly. 
   
  This also does not apply to creatures who have no Constitution score such as the undead, 
  constructs, inanimate objects, etc. If such a creature where to have its HP drop to 0, then 
  it is automatically destroyed. 
   
  Cheating Death: If players don’t like the idea of their character’s dying, then instead of 
  death, the PC’s and NPC’s are only unconscious once they reach 0 HP, and they remain 
  unconscious until their HP is raised. This can work in a cartoony game, especially when 
  you have a little fun with it, like perhaps if a pony were to fall off a cliff, she wouldn’t be 
  killed but she would be lying unconscious on the cavern floor in a pony-shaped crater 
  with birds circling around her head. This could also work with alicorns. Considering how 
  long lived alicorns are, it’s not unreasonable to think that they might simply be immortal 
  and won’t die even if their HP drops to 0. They just lie unconscious instead. This same 
  idea could be applied to spirits or gods. Once rendered unconscious, there’s a chance the 
  player can be revived unless the whole party is also dead or unconscious. In which case, 
  there’s a T.P.K. (Total Party Kill) and the game is over. 
   
  
  	
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  Removing the possibility of dying can take away the challenge of the game so another 
  option would be to simply say that a character who’s HP drops to 0 is forced to retreat 
  from the game and forbidden from returning for the rest of the current campaign and the 
  next campaign. 
   
  Bloodless End: Not all fights have to end in death. Opponents and the party could try to 
  escape a conflict assuming they’re fast enough to outrun their opponents and there’s a 
  feasible means of escape. If an escape is impossible, then bribery, diplomacy, bluffing, 
  and even pleads for mercy could be attempted to avoid loss of life. Of course, a party 
  could simply avoid encounters whenever possible. 
   
  Loot: If the party manages to defeat their enemies, this is the point where the party is 
  awarded experience points and possibly loot. Loot applies to any kind of items that a 
  defeated opponent might have in their possession. Loot typically consists of money, 
  weapons, armor, treasure, magic items, etc. Most of these treasures can be sold after the 
  adventure is over for money or used later. However, most weapons and armor are not 
  built for ponies, like armor made for a diamond dog won’t fit a pony. 
   
  To determine the amount of loot earned from a fight, the GM must pick one of the nine 
  tables below and roll a Percentage Roll to determine how much the party earned.  The 
  amount earned is based off of the level of the monsters the party defeated (Foal 
  Level/Beast, Adult Level, and Alicorn Level). If there was a mix of different leveled 
  monsters, then use the highest level chart. The foal level charts also come with the words 
  “beast” written beside it, meaning that these are the tables used for any large and 
  monstrous creatures that wouldn’t carry much treasure (oozes, mindless undead, giant 
  monsters, etc.) and thus the only treasure they would have with them would be treasure 
  left behind by past kills. 
   
  In addition, the GM has a choice of easy, medium, or hard depending on how difficult the 
  fight was. If the party breezed through the fight without breaking a sweat, then the GM 
  should roll from an easy table. If the fight was really hard, causing significant injury and 
  using up a lot of materials, then the GM should roll from a hard or medium table. 
   
  Example: A party ventures out and manages to defeat a band of diamond dogs very easily 
  without using up any spell points or taking too much damage. The GM decides to roll 
  from the “Adult Level, Easy” table. He rolls a 31, which means that the GM looks at “% 
  Roll 21-40: 1,750 bits” and awards bits accordingly. Later on, the party faced a 
  dangerous and life threatening fight against a band of changelings. The unicorns use up 
  much of their spell points and the party sustains heavy damage. The GM decides to roll 
  from the “Adult Level, Hard” table. He rolls a 78, which means that the GM looks at “% 
  Roll 71-80: 8,200 bits” and awards bits accordingly. All together, the party earned 9,950 
  bits from those two battles. 
   
  Remember that the tables exist to provide a consistent and fair way of distributing 
  rewards to the PC’s. If the GM needs to, he can disregard the tables or alter them as he 
  sees fit. 
  
  	
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  (Foal Level/Beasts) 
  Foal Level/Beasts, Easy: % Roll 01-20: 0 bits, % Roll 21-40: 170 bits, % Roll 41-55: 
  350 bits, % Roll 56-70: 550 bits, % Roll 71-85: 750 bits, % Roll 86-100: 1,000 bits. 
   
  Foal Level/Beasts, Medium: % Roll 01-20: 20 bits, % Roll 21-40: 260 bits, % Roll 41-
  55: 550 bits, % Roll 56-70: 800 bits, % Roll 71-85: 1,150 bits, % Roll 86-100: 1,550 bits. 
   
  Foal Level/Beasts, Hard: % Roll 01-20: 50 bits, % Roll 21-40: 400 bits, % Roll 41-55: 
  800 bits, % Roll 56-70: 1,200 bits, % Roll 71-85: 1,700 bits, % Roll 86-100: 2,300 bits. 
   
  (Adult Level) 
  Adult Level, Easy: % Roll 01-20: 1,350 bits, % Roll 21-40: 1,750 bits, % Roll 41-55: 
  2,200 bits, % Roll 56-70: 2,850 bits, % Roll 71-80: 3,650 bits, % Roll 81-90: 4,650 
  bits, % Roll 91-100: 6,000 bits. 
   
  Adult Level, Medium: % Roll 01-20: 2,000 bits, % Roll 21-40: 2,600 bits, % Roll 41-
  55: 3,350 bits, % Roll 56-70: 4,250 bits, % Roll 71-80: 5,450 bits, % Roll 81-90: 7,000 
  bits, % Roll 91-100: 9,000 bits. 
   
  Adult Level, Hard: % Roll 01-20: 3,000 bits, % Roll 21-40: 3,900 bits, % Roll 41-55: 
  5,000 bits, % Roll 56-70: 6,400 bits, % Roll 71-80: 8,200 bits, % Roll 81-90: 10,500 
  bits, % Roll 91-100: 13,500 bits. 
   
  (Alicorn Level) 
  Alicorn Level, Easy: % Roll 01-20: 7,750 bits, % Roll 21-40: 10,000 bits, % Roll 41-55: 
  13,000 bits, % Roll 56-70: 16,000 bits, % Roll 70-80: 20,000 bits, % Roll 81-90: 28,000 
  bits, % Roll 91-95: 35,000 bits, % Roll 95-100: 44,000 bits.  
   
  Alicorn Level, Medium: % Roll 01-20: 11,600 bits, % Roll 21-40: 15,000 bits, % Roll 
  41-55: 19,500 bits, % Roll 56-70: 25,000 bits, % Roll 70-80: 32,000 bits, % Roll 81-90: 
  41,000 bits, % Roll 91-95: 53,000 bits, % Roll 95-100: 67,000 bits. 
   
  Alicorn Level, Hard: % Roll 01-20: 17,500 bits, % Roll 21-40: 22,000 bits, % Roll 41-
  55: 29,000 bits, % Roll 56-70: 38,000 bits, % Roll 70-80: 48,000 bits, % Roll 81-90: 
  62,000 bits, % Roll 91-95: 79,000 bits, % Roll 95-100: 100,000 bits. 
   
  Cover: If a pony manages to find some kind of cover, this can add a bonus to her armor 
  class when attacked unless the opponent has a way of breaking through the barrier or 
  move around it. How much of a bonus is dependent on how much cover the object 
  provides, which is determined at the GM’s discretion.  
  •
  25% cover: +2 AC 
  •
  50% cover: +4 AC 
  •
  75% cover: +7 AC 
  •
  90% cover: +10 AC 
  
  	
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  •
  100% cover: The pony cannot be hit. To attack, the pony must duck out from 
  behind her hiding place, attack, then duck back behind it, (all together that counts 
  as a full action) granting a -10 penalty to attacks, both short range and long range. 
   
  Firing a Range Weapon into Combat 
  The hazard with firing a range weapon or an attack spell into combat is that you run the 
  risk of hitting one of your allies. When attacking a target that is behind some pony else 
  (whether friend or foe), that character is given a 50% concealment, granting a +4 bonus 
  to AC (see section on Cover above for details). If the roll misses and it misses within the 
  margin of the AC bonus, the attack hits the character in the way of the shot instead. If 
  there is more than one pony in the way, then the closest one is hit. A second attack roll is 
  rolled to see if the other character is hit, but if the character was caught off guard (such as 
  getting hit in the back, etc.), then the character loses her Agility bonus to AC. For 
  example, a pegasus named Trigger Happy and an earth pony named Swordplay are 
  fighting a diamond dog. Swordplay is fighting the diamond dog up close with his sword 
  while Trigger Happy opts to use a bow and arrow. However, Swordplay is in the line of 
  fire. The diamond dog has an AC of 19, but with Swordplay in the way of Trigger 
  Happy’s attack, this gives the diamond dog a +4 bonus to his AC, increasing it to 23. If 
  Trigger Happy rolled an 18 or under, nothing would have happened, but if he rolled 
  within the margin of the AC bonus (20-23), then the attack would hit Swordplay. Trigger 
  Happy rolls a 21, so another attack is rolled to see if the arrow hit Swordplay, but since 
  he was shot from behind, he was caught off guard and he loses his Agility bonus to AC, 
  dropping it to 12. Trigger Happy’s second attack roll is a 16, and Swordplay is hit instead, 
  much to his annoyance. 
   
  Shopping 
   
  Every pony likes to shop. Whether it is hunting down the latest fashions or a rare 
  enchanted weapon, there is plenty of stuff to buy in Equestria, and here is a list of the 
  most common items to find. The prices listed on each item are the most common prices, 
  but they can be freely adjusted if necessary. The kind of money used in Equestria is 
  called “bits,” which are paid with small coins that are traded and counted kind of like 
  dollar bills. The only unit smaller than a bit is called a “cent” and 100 cents equals one bit. 
   
  Income: In a non-adventure, the players don’t have to concern themselves with specific 
  rates and how often they get paid, but the amount they spend does have to make sense 
  considering their living conditions, occupation, and circumstances. For example, a foal 
  probably only gets a weekly allowance from her parents (approximately 5 to 10 bits a 
  week). A working pony would have more money, enough to pay for the essentials such as 
  food, housing, etc. And a very wealthy pony might be able to afford a lot of extravagant 
  luxuries. For a game, the PC’s don’t have to worry about money unless they are 
  potentially spending more than they can afford. There can even be adventures whose goal 
  is to earn or win some money to accomplish a specific goal. Otherwise, a pony could buy 
  any small items such as food, beverages, and pleasantries without worrying about how 
  much money they have in their pocket. 
   
  
  	
    120	
    
  In an action/adventure game, however, keeping track of money is far more important. For 
  a team of adventurers, their income is based on how much loot they can collect and how 
  much they can earn from potential employers. In such a game, how you spend your 
  money is actually an essential strategy to surviving the game. It’s also a good restriction 
  to ensure that a player doesn’t wind up obtaining a fancy magic item or a fancy armor 
  before they had a chance to earn it first. 
   
  Other Considerations Concerning Currency: Bits are presumably a currency common 
  throughout Equestria, but what about other places? Could there by other kingdoms? If so, 
  what money do they use? When creating a currency for another country, an exchange rate 
  should be figured out with bits as the baseline. However, handling money might be more 
  interesting before Equestria was founded. Back then, ponies probably didn’t have any 
  kind of standard currency, so they probably had coins (made of precious metals like gold 
  or silver) or perhaps gem stones as a form of international currency, or maybe they traded 
  and bartered.  
   
  Slashing, Piercing, and Bludgeoning Weapons: Almost all weapons fall under three 
  categories: slashing, piercing, and bludgeoning. A slashing weapon is any kind of 
  weapon with a blade used for cutting. All swords and axes are slashing weapons. Piercing 
  weapons are weapons that penetrate the body, typically with a sharp point. The majority 
  of range weapons are piercing weapons such as arrows and firearms. A bludgeoning 
  weapon is any weapon that beats an opponent with a hard and blunt surface such as a 
  club, staff, etc. It’s important to know what kind of weapons you are using because not 
  all weapons can work on all types of monsters. 
   
  Fruit and Vegetables 
  •
  Fruit and vegetables that come in bunches: Including grapes, celery, etc. Cost: 
  1 bit per bunch. 
  •
  Grains: Including oats, hay, flour, etc. Cost: 50 cents per pound. 
  •
  Large fruit and vegetables: Including watermelon, pumpkin etc. Cost: 1 bit each. 
  •
  Meats: Ponies are vegetarian and rarely serve meat, but meat-eating races will 
  serve meat such as beef, pork, poultry, etc. Cost: 3 bits per pound. 
  •
  Seeds for Growing: Cost: 5 cents per one-ounce pack. 
  •
  Whole fruit and vegetables: Including apples, oranges, pears, etc. Cost: 1 bit 
  each. 
  •
  Zap Apples: Only available after zap apple harvests. Cost: 3 bits each. 
  o
  Zap Apple Jam: Cost: 5 bits per jar. 
  o
  Zap Apple Pastries: Cost: 4 bits each. 
  o
  Zap Apple Pie: Cost: 12 bits for a whole pie, 2 bits for one slice. 
   
  Dessert 
  •
  Cakes/Pies: Cost: 6 bits for a whole cake/pie, 1 bit per slice. 
  •
  Candy: Cost: 1 cent per piece. 
  •
  Chocolate Bar: Cost: 15 cents each. 
  •
  Ice Cream: Cost: 1 bit per quart or 10 cents for a scoop. 
  
  	
    121	
    
  •
  Pastries: Including doughnuts, crullers, éclairs, tarts, etc. Cost: 25 cents each. 
   
  Beverage 
  •
  Apple Cider: Cost: 2 bit per pint. 
  •
  Hot Cocoa: Cost: 15 cents per pint. 
  •
  Juices: In addition to squeezed juices, this could also apply to beverages such as 
  punch, lemonade, etc. Cost: 15 cents per pint. 
  •
  Milk: Cost: 25 cents per pint. 
  •
  Water (drinking): Cost: 10 cents per pint. 
   
  Clothing 
  •
  Camouflage: When worn over armor, this shirt can grant a +4 bonus to Hide skill 
  rolls in specific environments. There are different types of camouflage made for 
  different types of environments: 
  o
  Desert: Designed for any environments with a lot of sand and rock such 
  as deserts and savannahs. Cost: 1 bit. 
  o
  Jungle: Designed for any environments with a lot of foliage such as 
  forests and jungles. Cost: 1 bit. 
  o
  Snow: Designed for any environments with a lot of snow and ice such as 
  frozen tundra, wintery forests, etc. Unlike other forms of camouflage, this 
  shirt is made out of wool to keep the wearer warm. Cost: 8 bits. 
  o
  Urban: Designed for hiding in alleyways and roof tops in large cities such 
  as Canterlot, Manehattan, etc. Cost: 1 bit. 
  o
  Water: Designed for any environments that take place within or near 
  water. Cost: 1 bit. 
  •
  Costume: There are several types of costumes available, which are good for 
  disguises, performances, and for dressing up for Nightmare Night. The price of 
  the costume ranges depending on how elaborate it is. 
  o
  Simple Costume: Costumes that consist of a shirt and pants or a full body 
  gown and possibly some shoes and other cheap accessories. Cost: 3 bits. 
  o
  Moderate Costumes: Costumes that have intricate designs, come with 
  props, and/or have lightweight attachments such as most super hero 
  costumes, most monster costumes, etc. Cost: 6 bits. 
  o
  Elaborate Costume: Costumes that have several props and large 
  attachments tied on or glued onto the pony and/or costume such as robot 
  costumes, mascot costumes, etc. Cost: 8 bits. 
  •
  Dress: This includes any kind of mare’s casual wear such as dresses, skirts, 
  blouses, etc. Cost: 1 bit. 
  •
  Gala Gown: Any kind of fancy attire for mares designed for formal occasions 
  such as the Grand Galloping Gala. Cost: 75 bits . 
  •
  Gala Suit: Any kind of fancy attire for stallions designed for formal occasions 
  such as the Grand Galloping Gala. Cost: 75 bits. 
  •
  Royal Tiara: This is an expertly made tiara made of 14 karat gold and several 
  rare diamonds. Due to the high cost of the tiara, only royal princesses wear it. 
  Cost: 1,000 bits. 
  
  	
    122	
    
  •
  Saddle: There are different kinds of saddles, all of which can be used to allow 
  other small creatures to comfortably ride on the pony’s back. 
  o
  Regular Saddles: Used to allow foals and other small creatures to 
  comfortably sit on the pony’s back. Cost: 5 bits. 
  o
  Foal Saddle: Specially made saddles that are designed to strap a baby foal 
  onto a pony’s back. Cost: 5 bits. 
  o
  Fancy or Stylized Saddles: These saddles are worn more for fashionable 
  reasons as oppose to practical ones. Cost: 30 bits depending on the quality 
  of the material used. 
  •
  Shirts: This includes any kind of stallion’s casual wear such as polos, collared 
  shirts, etc. Cost: 1 bit depending on the quality of the material used. 
  •
  Shoes: Ponies normally walk around bare hoofed, but on special occasions, they 
  can wear specially designed shoes for different occasions and circumstances. All 
  shoes listed come in sets of four. 
  o
  Cleated Shoes: Grants a +4 to Agility rolls when avoiding slipping on any 
  slippery surface. Cost: 4 bits. 
  o
  Gala Shoes: These are polished black shoes designed for stallions. Cost: 
  16 bits. 
  o
  Gala Slippers: These are heeled shoes designed for mares. Cost: 16 bits. 
  o
  Horseshoe: These standard horseshoes are attached to the hooves, 
  allowing comfort for long walks. Cost: 2 bits. 
  o
  Ice skates: Any pony with these shoes and the Ice Skating feat can cross 
  any body of ice quickly and safely. Cost: 4 bits. 
  o
  Rain Boots: Keeps the hooves dry in the rain. Cost: 2 bits. 
  o
  Snowshoes: These shoes negate any penalty to movement speeds if worn 
  in the snow. Cost: 4 bits. 
  •
  Socks: Ponies can wear long socks that cover much of their legs like stockings as 
  a fashion style. Cost: 1 bit for four socks. 
  •
  Wool Sweater: Sweaters are the most common garments warn to stave off cold. 
  While warn, ponies are unaffected by moderately cold weather that’s not created 
  magically. Sweaters can be easily worn under all types of armor. It does not 
  protect against spells. Cost: 8 bits. 
   
  Containers 
  Just like with weight, an object’s volume is only loosely measured for the purposes of 
  this game. The carrying capacities of the containers listed here are meant as a guide to 
  give both players and the GM an idea of what can be carried in each container and how 
  small the object has to be to fit. 
  •
  Barrel: Holds 65 gallons of food or liquids. Cost: 9 bits. 
  •
  Basket: Holds 1 gallon of food or handheld objects. Cost: 1 bit. 
  •
  Bucket: Holds 1 gallon of food, handheld objects, or liquids. Cost: 1 bit. 
  •
  Clay Jug: Holds 1 quart of liquid. Cost: 1 bit. 
  •
  Glass Bottle: Holds 1 cup of liquid. Cost: 30 cents. 
  •
  Jar: Holds 1 cup of liquid or food. Cost: 30 cents. 
  •
  Sack: Holds 1 gallon of food or handheld objects. Cost: 1 bit. 
  
  	
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  •
  Saddlebag: Holds 2 gallons of food or handheld objects. Cost: 4 bits. 
  •
  Tankard: Holds 1 pint of liquids. Cost: 30 cents. 
  •
  Vial: Holds ½ cup of liquid, typically used for carrying potions or small 
  specimens. Cost: 15 cents. 
   
  Lighting 
  •
  Bioluminescent Mushrooms: Once cut, it illuminates an area 5 feet in diameter 
  and stays luminescent for 6 hours after being removed from the ground. Unlike 
  flammable forms of lighting, mushrooms can work underwater. Also, the 
  mushrooms are very poisonous. Eating one can cause one 4-sided dice of damage 
  (Difficulty 15). See section on Poison under Hazards for details. Cost: 1 bit. 
  •
  Candle: Illuminates an area 10 feet in diameter and burns for 1 hour. Cost: 1 cent 
  each. 
  •
  Candleholder: Can hold a single candle. Cost: 1 bit. 
  •
  Flint and Tinder: This is used to create a small spark to light any kind of fire-
  based light source. Cost: 1 bit. 
  •
  Oil: One pint of oil burns for 6 hours. Cost: 10 cents for one pint. 
  •
  Oil Lantern: Holds only a pint of oil. Illuminates an area 60 feet in diameter. 
  Cost: 7 bits. 
  •
  Torch: Illuminates an area 20 ft in diameter and burns for 1 hour. Cost: 10 cents r 
  1 torch. 
   
  Locks 
  The prices do not vary if it is a combination or key lock. These prices apply to locks that 
  are built into the door or container it is used for. 
  •
  Cheap or Simple Lock: Cost: 20 bits. 
  •
  Average Lock: Cost: 40 bits. 
  •
  Strong Lock: Cost: 80 bits. 
  •
  High Quality Lock: Cost: 150 bits. 
   
  Tool Kits: 
  •
  Climber’s Kit: Grants a +2 bonus to the Climb skill. It is exhausted after 10 uses. 
  Cost: 80 bits. 
  •
  Disguise Kit: Grants a +2 bonus to the Disguise skill. It is exhausted after 10 uses. 
  Cost: 50 bits. 
  •
  First Aid: This is a standard kit that includes all the necessary tools for 
  performing the Healing skill to treat the sick and injured. That includes bandages 
  and splints. Grants a +2 bonus to the Healing skill. It is exhausted after 10 uses. 
  Magic herbs are sold separately and listed below. Cost: 50 bits. 
  o
  Antidotal Herbs: Used to cure poisons and diseases with the Healing skill. 
  A single pound of herbs is good for 4 uses. Cost: 2 bits per pound. 
  o
  Medicinal Herbs: These herbs can be used to heal injuries, especially 
  when a pony uses the Healing skill. A single pound of herbs is good for 8 
  uses. Cost: 1 bit per pound. 
  
  	
    124	
    
  •
  Lock Pick Kit: Includes torsion wrenches and picks used to open locks and a 
  stethoscope for opening combination locks. Cost: 100 bits. 
  •
  Mechanic’s Kit: This is a standard kit that includes all the necessary tools for 
  performing the Mechanic skill to build, fix, or modify machines and contraptions. 
  Grants a +2 bonus to the Mechanic skill. It is exhausted after 10 uses. Cost: 100 
  bits. 
  •
  Sewing Kit: Contains sewing needles, thread, scissors, and a pincushion. Grants a 
  +2 bonus to the Sewing skill. It is exhausted after 10 uses. Cost: 20 bits. 
   
  Transportation 
  Since ponies can easily walk, fly, or (for some) teleport, transportation is not in huge 
  demand, but there do exist a wide variety of transportation options, especially in large 
  cities like Canterlot or Manehattan. 
  •
  Horse drawn carriage: Cost: 3 cents per mile. 
  •
  Horse drawn carriage (with pegasi): Cost: 5 cents per mile. 
  •
  Hot Air Balloon: Cost: 3 cent per mile. 
  •
  Public Carriage: Cost: 1 cent per mile. 
  •
  Ship/Boat/Ferry: Cost: 10 cents per mile. 
  •
  Teleportation: In cities that are heavily influenced by magic (such as Canterlot), 
  it is possible to find unicorns that will teleport others to other locations. Unlike 
  other modes of transportation, this one won’t charge by the mile. Cost: 5 bits per 
  level of the spell. 
  •
  Train: Cost: 10 cents per mile. 
   
  Housing 
  •
  Common Inn: A small and warm bed in a small private room with no plumbing 
  or other services. Cost: 1 bit per night. 
  •
  Extravagant/Modern Inn: A large and warm bed in a small private room with a 
  toilet/chamber pot, electricity, heating/cooling, and room service. Cost: 10 bits per 
  night. 
  •
  Good Inn: A large and warm bed in a small private room with a toilet/chamber 
  pot. Cost: 2 bits per night. 
  •
  Poor Inn: A hostel where you sleep on the floors shared with other guests. Cost: 
  20 cents per night. 
   
  Horse Drawn Carriages: 
  •
  Carriage: Straps to one or two ponies and can carry a total of four passengers 
  inside an enclosed cab. Comes with harnesses two straps for pulling the carriage. 
  Cost: 100 bits. 
  •
  Cart: A standard cart hitches up to one pony, 5 cubic feet in size, and can carry a 
  maximum of 1/2 ton. Cost: 15 bits. 
  •
  Sleigh: A standard sleigh hitches up to one pony, 5 cubic feet in size, and can 
  carry a maximum of 1/2 ton. Unlike the wagon and carriage, sleighs can be used 
  on snow-covered ground without penalty. Cost: 20 bits. 
  
  	
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  •
  Wagon: A standard wagon hitches up to two to four ponies, 10 cubic feet in size, 
  and can carry a maximum of 2 tons. Cost: 35 bits. 
   
  Boats and Ships 
  •
  Galley: A 130-foot-long and 20-foot-wide ship (can only sail near the coast) that 
  requires a crew of 20 and can carry 150 tons of cargo or 250 soldiers. It has three 
  masts and sails for wind power but it can be paddled with at least 70 oars. Moves 
  4 miles an hour. Cost: 30,000 bits. 
  •
  Keelboat: A 50-foot-long ship (for both fresh water and salt water) that requires a 
  crew of 8 to 15 and can carry 40 to 50 tons of cargo or 100 soldiers. It has a single 
  mast and a square sail for wind power, but it can be paddled with oars. Moves 1 
  mile an hour. Cost: 3,000 bits. 
  •
  Longship: A 75-foot-long and 10-foot-wide ship (salt water only) that requires a 
  crew of 50 and can carry 50 tons of cargo or 120 soldiers. It has a single mast and 
  a square sail for wind power but it can be paddled with at least 40 oars. Moves 3 
  miles an hour. Cost: 10,000 bits. 
  •
  Oar: Can be used for ships or rowboats. Cost: 2 bits per oar. 
  •
  Rowboat: A 10-foot by 5-foot boat that seats only three pony-sized passengers. 
  Moves at a speed of 1 mile per hour. Includes two oars to paddle the boat. Cost: 
  50 bits. 
  •
  Sailing Ship: A 90-foot-long and 20-foot-wide ship (salt water only) that requires 
  a crew of 20 and can carry 150 tons of cargo. It has two masts and square sails for 
  wind power. Moves 2 miles an hour. Cost: 10,000 bits. 
  •
  Warship: A 100-foot-long and 20-foot-wide ship (can only sail near the coast) 
  that requires a crew of 60 to 80 and can carry 160 soldiers. It has one mast and 
  sails for wind power but it can be paddled with at least 70 oars. Moves 2 miles an 
  hour. Cost: 30,000 bits. 
   
  Pleasantries 
  Toys:  
  •
  Figurines/Action Figures/Dolls: Cost: 25 cents. 
  •
  Plastic weapons: Cost: 1 bit. 
  •
  Play sets: Cost: 4 bits. 
  •
  Plush toys: Cost: 50 cents. 
  •
  Squirt guns: Cost: 1 bit. 
  •
  Wooden weapons: Cost: 1 bit. 
  Party supplies: 
  •
  Balloons: Cost: 1 cent each. 
  •
  Paper Decorations: Cost: 10 cents each. 
  •
  Wrapping Paper: Cost: 1 bit per roll. 
  Games: 
  •
  Board Game: Cost: 5 bits. 
  •
  Marbles: Cost: 1 bit for 25 marbles. 
  •
  Playing Card Deck: Cost: 1 bit. 
  Books 
  
  	
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  •
  Small book: Cost: 1 bit. 
  •
  Medium book: Cost: 8 bits. 
  •
  Large book: Cost: 15 bits. 
   
  Musical Instruments 
  •
  Electric Instruments, Common: This applies to instruments such as electric 
  guitar, electric keyboard, etc. To play these instruments, you need the Musical 
  Instrument Proficiency (electric instrument) feat. All electrical instruments are 
  only available in a modern setting. Cost: 10 bits. 
  •
  Electric Instruments, Masterwork: It is a high quality version of a common 
  electric instrument that provides a +5 bonus to Music rolls. All electrical 
  instruments are only available in a modern setting. Cost: 250 bits. 
  •
  Enchanted Musical Instruments: A unicorn can enchant any instrument so it 
  can be used to play songs from the Bard Songs feat. To learn more about how to 
  create magical enchantments for instruments, see section on Minor Enchantments 
  under the Magic Items chapter. Cost: +10 bits to the price of the instrument 
  modified. 
  •
  Musical Instruments, Common: There are several simple musical instruments 
  that a pony can learn to play, including: 
  o
  Percussion Instruments: Includes drums, tambourines, bongos, etc. To 
  play these instruments, you need the Musical Instrument Proficiency 
  (percussion instrument) feat. Cost: 5 bits. 
  o
  String Instruments: Includes violin, guitar, harp, ukulele, cello, piano, 
  etc. To play these instruments, you need the Musical Instrument 
  Proficiency (string instrument) feat. Cost: 5 bits. 
  o
  Wind Instruments: Includes flute, ocarina, saxophone, clarinet, trumpets, 
  didgeridoo, etc. To play these instruments, you need the Musical 
  Instrument Proficiency (wind instrument) feat. Cost: 5 bits. 
  •
  Musical Instrument, Masterwork: In addition to the common kinds of 
  instruments, there also exist high quality versions of existing instruments that can 
  provide a +5 bonus to Music rolls. Like common musical instruments, 
  masterwork instruments require the proper Musical Instrument Proficiency feats 
  and Music rolls to play. 
  o
  Percussion Masterwork Instruments: Cost: 100 bits. 
  o
  String Masterwork Instruments: Cost: 100 bits. 
  o
  Wind Masterwork Instruments: Cost: 100 bits. 
  •
  Tuning Fork: This fork adds a +4 bonus to Music skill rolls whenever it is used 
  to repair or modify a musical instrument. 
  •
  Whistles and Raddles: This applies to any instruments that are used to make 
  noise by blowing air through them, shaking them, or clattering them together. 
  Unlike other instruments, these instruments do not require a Musical Instrument 
  Proficiency feat to use. Cost: 50 cents each. 
   
  Adventuring Gear 
  •
  Abacus: Adds a +4 bonus to Mathematics rolls. Cost: 5 bits. 
  
  	
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  •
  Bedroll: A portable sleeping mat that is large enough for one pony. Cost: 1 bit. 
  •
  Blanket: Large enough for two ponies. Cost: 1 bit. 
  •
  Caltrops: A caltrop is a four-pointed nail that is designed so that, when thrown 
  on the ground, one point is pointed up while the other three points spread out on 
  the ground to provide a base to hold up the nail. When stepped on, caltrops cause 
  one 4-sided dice of damage and can reduce the victim’s base speed by 10 feet and 
  she’ll be unable to gallop. To reverse the loss to base speed, the damage caused 
  by the caltrops has to be healed. Walking over the caltrops again causes additional 
  damage, but does nothing more to the penalty to base speed. Caltrops have no 
  affect on a victim’s ability to fly or swim. A single bag of caltrops can cover an 
  area 5 square feet in size. Cost: 1 bit for one bag of caltrops. 
  •
  Compass: Provides a +4 bonus to Navigation rolls and allows the user to always 
  know which direction is north. Cost: 10 bits 
  •
  Crowbar: Grants a +4 bonus to Strength rolls when prying open doors and chests. 
  Cost: 2 bits. 
  •
  Gas Mask: A cloth mask that covers the mouth and nose. While worn, the pony 
  gets a +4 bonus to her Constitution saving throws when resisting the effects of 
  gases or other air born poisons and irritants. Cost: 1 bit. 
  •
  Grappling Hook: This hook can be hooked to any surface that can support a 
  pony’s weight. To throw a grappling hook onto a wall or other surface at a 
  distance requires an Agility roll (Difficulty: 5). The hook has 10 feet of chain. 
  Cost: 1 bit. 
  •
  Hammer: A working hammer designed for use on nails. Cost: 1 bit. 
  •
  Magnifying Glass: With this magnifying glass, a pony can see any tiny object 
  without needing to make a Perception roll. The magnifying glass can also be used 
  to make a fire with a successful Wilderness Survival roll. The magnifying glass 
  can only do that during a cloudless day. Cost: 1 bit. 
  •
  Manacles: The cost listed is for manacles that are designed to restrain a creature 
  no larger or smaller than 5 cubic feet in size. Manacles for smaller creatures cost 
  half as much and manacles for larger creatures cost 100 (per 10 cubic feet of 
  space the creature takes up) times more. See the Escape Artist skill and the 
  section on Breaking Objects under the Combat chapter to learn how to escape 
  manacles. Cost: 15 bits. 
  •
  Manacles, Masterwork: A more highly quality manacles that are harder to break 
  and harder to escape from. Cost: 50 bits. 
  •
  Mirror (small): Cost: 10 bits. 
  •
  Nails: A box of 20 nails. Cost: 1 bit. 
  •
  Net: 10 square feet net that—when thrown—will trap all who fail their Agility 
  roll (Difficulty: 15). To escape the net requires an Escape Artist roll (Difficulty: 
  18). The net can only be thrown at a distance of 20 feet. Cost: 5 bits. 
  •
  Pick, miner’s: Grants a +4 bonus to Strength rolls when used to break through 
  stone.  Cost: 3 bits. 
  •
  Rope: Cost: 1 bit per 10 feet of rope. 
  •
  Saw: Grants a +4 bonus to Strength rolls when used to cut down a tree. Cost: 6 
  bits. 
  
  	
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  •
  Sextant: Provides a +4 bonus to Astronomy rolls. Cost: 20 bits. 
  •
  Smelling Salts: Can awaken any pony who has been put unconscious by 
  concussive damage or a Sleep spell. Cost: 1 bit. 
  •
  Spyglass: With this spyglass, a pony can see objects at a distance without needing 
  to make a Perception roll. There can still be penalties if objects are in the way. 
  Cost: 1,000 bits. 
  •
  Tent: Can house two ponies. Cost: 10 bits. 
   
  Armor 
  All armor listed here is designed for adult ponies. Other equine or similar creatures can 
  wear this armor such as zebra and buffalo. The armor is also designed to have holes for a 
  pegasus to put her wings through and helmets that allow either enough room for a 
  unicorn horn or a hole to stick the horn through. Armor made for foal sizes are half the 
  price listed. Armor designed for other creatures tend to vary in size, shape, and price. 
  Wearing multiple layers of armor does not add the armor bonuses together but the pony 
  simply gets the largest bonus between the armor worn. For example, if a pony were to 
  wear a padded shirt (+1 AC) under chainmail (+3 AC), the bonuses will not be added 
  together. Only the bonus of the chainmail will count. Most armor comes with a penalty to 
  all saving throws and most skills that use Agility. There’s also a set maximum to how 
  much a character’s Agility bonus can be placed to AC while wearing the armor. 
  •
  Chainmail: Adds +3 to armor class. Requires 4 minutes to put on and 1 minute to 
  take off. Causes -1 penalty to Climb, Control Weather, Escape Artist, Gymnastic, 
  Swim, Hightail, Hide, Stealth, and Aerobatics rolls. Cost: 150 bits, AC Bonus: +3, 
  Agility Roll Penalty: -1, Max. Agility Bonus to AC: 8. 
  •
  Dragon Hide Armor: Adds +9 to armor class. Requires 4 minutes to put on and 
  1 minute to take off. Causes -8 penalty to Climb, Control Weather, Escape Artist, 
  Gymnastic, Swim, Hightail, Hide, Stealth, and Aerobatics rolls. It’s impossible to 
  fly, swim, and gallop in this armor. This armor completely covers the pony’s 
  chest and flank area. Because of how hard dragons are to find, let alone kill, 
  armor made of dragon hide is relatively rare and typically reserved for royalty and 
  generals. Cost: 3,000 bits, AC Bonus: +9, Agility Roll Penalty: -8, Max. Agility 
  Bonus to AC: 1. 
  •
  Dragon Scale Armor: Adds +5 to armor class. Requires 4 minutes to put on and 
  1 minute to take off. Because of how hard dragons are to find, let alone kill, armor 
  made of dragon scales is relatively rare and typically reserved for royalty. Causes 
  -3 penalty to Climb, Control Weather, Escape Artist, Gymnastic, Swim, Hightail, 
  Hide, Stealth, and Aerobatics rolls. Cost: 300 bits, AC Bonus: +5, Agility Roll 
  Penalty: -3, Max. Agility Bonus to AC: 5. 
  •
  Full Plate Armor: Adds +7 to armor class. Requires 4 minutes to put on and 1 
  minute to take off. Causes -6 penalty to Climb, Control Weather, Escape Artist, 
  Gymnastic, Swim, Hightail, Hide, Stealth, and Aerobatics rolls. It’s impossible to 
  fly, swim, and gallop in this armor. This heavily plated armor completely covers 
  the pony’s chest and flank area. Cost: 1,500 bits, AC Bonus: +7, Agility Roll 
  Penalty: -6, Max. Agility Bonus to AC: 2. 
  
  	
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  •
  Helmet: Adds +1 to armor class. Requires 1 full action to put on and take off. 
  Cost: 5 bits, AC Bonus: +1, Agility Roll Penalty: 0, Max. Agility Bonus to AC: 
  no limits. 
  •
  Horn Helmet: This metal covering is designed to fit over a unicorn’s horn. 
  Whenever some pony tries to break the horn with a Strength roll, the covering 
  adds an additional +3 to the Difficulty. See section on Breaking Objects and 
  Bones for details. Requires 1 full action to put on and take off. Cost: 10 bits, AC 
  Bonus: see description, Agility Roll Penalty: 0, Max. Agility Bonus to AC: no 
  limits. 
  •
  Leather Shirt: Adds +2 to armor class. Requires 1 minute to put on and 1 full 
  action to take off. Cost: 10 bits, AC Bonus: +2, Agility Roll Penalty: 0, Max. 
  Agility Bonus to AC: no limits. 
  •
  Padded Shirt: Adds +1 to armor class. Requires 1 minute to put on and 1 full 
  action to take off. Cost: 5 bits, AC Bonus: +1, Agility Roll Penalty: 0, Max. 
  Agility Bonus to AC: no limits. 
  •
  Plated Armor: Adds +4 to armor class. Requires 4 minutes to put on 1 minute to 
  take off. Causes -2 penalty to Climb, Control Weather, Escape Artist, Gymnastic, 
  Swim, Hightail, Hide, Stealth, and Aerobatics rolls. Cost: 200 bits, AC Bonus: +4, 
  Agility Roll Penalty: -2, Max. Agility Bonus to AC: 6. 
  •
  Wing Armor: This lightweight chainmail cape is designed to be worn over a 
  pegasus’s armor in order to provide protection for the wings. Whenever some 
  pony tries to break a wing with a Strength roll, the cape adds an additional +3 to 
  the Difficulty. See section on Breaking Objects and Bones for details. The cape 
  can’t provide protection if the pegasus is in flight. Requires 1 full action to put on 
  and take off. Cost: 10 bits, AC Bonus: see description, Agility Roll Penalty: 0, 
  Max. Agility Bonus to AC: no limits. 
   
  Swords 
  Swords pertain to all bladed weapons that are specially designed to be held in the mouth. 
  The thin blade of a sword can’t deal as much damage as bludgeoning weapons, but its 
  speed and nimbleness allows for greater attack roll bonuses. Bonuses to attack rolls and 
  triple damage from critical hits are only awarded to those with the Swordplay feat. All 
  swords are considered slashing weapons. 
  •
  Bastard Sword: Cost: 35 bits, Range: 0 feet, Damage: one 10-sided dice plus 
  Strength of damage, Bonus to Attack rolls: +5 with the Swordplay feat. 
  •
  Dagger: Cost: 2 bits, Range: 0 feet, Damage: one 4-sided dice plus Strength of 
  damage, Bonus to Attack rolls: +4 with the Swordplay feat. 
  •
  Rapier: This weapon triples the amount of damage caused by a Crit if the user 
  has the Swordplay feat. Cost: 20 bits, Range: 0 feet, Damage: one 6-sided dice 
  plus Strength of damage, Bonus to Attack rolls: +3 (and x3 to hit critical) with the 
  Swordplay feat. 
  •
  Great Sword: This weapon triples the amount of damage caused by a Crit if the 
  user has the Swordplay feat. Cost: 50 bits, Range: 0 feet, Damage: one 10-sided 
  dice plus Strength of damage, Bonus to Attack rolls: +6 (and x3 to hit critical) 
  with the Swordplay feat. 
  
  	
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  •
  Long Sword: Cost: 15 bits, Range: 0 feet, Damage: one 8-sided dice plus 
  Strength of damage, Bonus to Attack rolls: +5 with the Swordplay feat. 
  •
  Short Sword: Cost: 10 bits, Range: 0 feet, Damage: one 8-sided dice plus 
  Strength of damage, Bonus to Attack rolls: +4 with the Swordplay feat. 
   
  Clubs 
  Clubs pertain to all bludgeoning weapons that are specially designed to be held in the 
  mouth. Such weapons can deal greater damage, but their attack bonus tends to be limited 
  because of how heavy and unruly they are. Bonuses to attack rolls and triple damage 
  from critical hits are only awarded to those with the Club Proficiency feat. All clubs are 
  considered bludgeoning weapons. 
  •
  Bludgeon: This particular weapon is designed not to cause harm, but to knock 
  opponents unconscious. See section on Knocking Someone Unconscious for 
  details. Cost: 1 bit, Range: 0 feet, Damage: one 10-sided dice plus Strength of 
  concussive damage, Bonus to Attack rolls: +2 with the Club Proficiency feat. 
  •
  Club: Cost: 1 bit, Range: 0 feet, Damage: one 6-sided dice plus Strength of 
  damage, Bonus to Attack rolls: +1 with the Club Proficiency feat. 
  •
  Hammer (combat): Cost: 10 bits, Range: 0 feet, Damage: one 8-sided dice plus 
  Strength of damage, Bonus to Attack rolls: +2 with the Club Proficiency feat. 
  •
  Mace: This weapon triples the amount of damage caused by a Crit if the user has 
  the Club Proficiency feat. Cost: 50 bits, Range: 0 feet, Damage: one 10-sided dice 
  plus Strength of damage, Bonus to Attack rolls: +3 (and x3 to hit critical) with the 
  Club Proficiency feat. 
  •
  War Hammer: This weapon triples the amount of damage caused by a Crit if the 
  user has the Club Proficiency feat. Cost: 75 bits, Range: 0 feet, Damage: two 6-
  sided dice plus Strength of damage, Bonus to Attack rolls: +4 (and x3 to hit 
  critical) with the Club Proficiency feat. 
   
  Axe 
  Axes are good weapons because they effectively combine the power of a club and the 
  finesse of the sword, essentially creating a balance between damage dice and attack 
  bonus. Axes have more bonuses to critical hits than other weapons, particularly the 
  scythe, which can cause quadruple the amount of damage with a critical hit. Bonuses to 
  attack rolls and triple damage from critical hits are only awarded to those with the Axe 
  Proficiency feat. All axes are considered slashing weapons. 
  •
  Battle Axe: Cost: 10 bits, Range: 0 feet, Damage: one 8-sided dice plus Strength 
  of damage, Bonus to Attack rolls: +2 with the Axe Proficiency feat. 
  •
  Great Axe: This weapon triples the amount of damage caused by a Crit if the 
  user has the Axe Proficiency feat. Cost: 20 bits, Range: 0 feet, Damage: two 6-
  sided dice plus Strength of damage, Bonus to Attack rolls: +1 (and x3 to hit 
  critical) with the Axe Proficiency feat. 
  •
  Halberd: This weapon triples the amount of damage caused by a Crit if the user 
  has the Axe Proficiency feat. Cost: 15 bits, Range: 0 feet, Damage: one 8-sided 
  dice plus Strength of damage, Bonus to Attack rolls: +3 (and x3 to hit critical) 
  with the Axe Proficiency feat. 
  
  	
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  •
  Hand Axe: Cost: 6 bits, Range: 0 feet, Damage: one 6-sided dice plus Strength of 
  damage, Bonus to Attack rolls: +1 with the Axe Proficiency feat. 
  •
  Scythe: This weapon quadruples the amount of damage caused by a Crit if the 
  user has the Axe Proficiency feat. Cost: 18 bits, Range: 0 feet, Damage: two 4-
  sided dice plus Strength of damage, Bonus to Attack rolls: +1 (and x4 to hit 
  critical) with the Axe Proficiency feat. 
   
  Staffs 
  Staffs pertain to all bludgeoning weapons that are pole-shaped and specially designed to 
  be held in the mouth. Staffs are interesting weapons because unlike other short ranged 
  weapons, you can either use it to extend your reach to attack one opponent or you can use 
  the staff to get two attacks in one round on an adjacent opponent, but only if you have the 
  Staff Proficiency feat. If you don’t, you can only attack once per round. All staffs are 
  considered bludgeoning weapons. 
  •
  Metal-Tipped Quarterstaff: Cost: 10 bits, Range: 0 feet/5 feet, Damage: one 8-
  sided dice plus Strength of damage (two attacks per round with the Staff 
  Proficiency Feat), Bonus to Attack rolls: +0. 
  •
  Quarterstaff: Cost: 5 bits, Range: 0 feet/5 feet, Damage: one 6-sided dice plus 
  Strength of damage (two attacks per round with the Staff Proficiency Feat), Bonus 
  to Attack rolls: +0. 
  •
  Wooden Staff: Cost: 1 bit, Range: 0 feet/5 feet, Damage: one 4-sided dice plus 
  Strength of damage (two attacks per round with the Staff Proficiency Feat), Bonus 
  to Attack rolls: +0. 
   
  Reach Weapons 
  Reach weapons is a catch all term for short range weapons that have an extended reach of 
  5 feet, allowing players to attack foes at a greater distance and up close.  
  •
  Glaive: This weapon is a long pole with a blade on one end. A glaive is 
  considered a slashing weapon. Cost: 8 bits, Range: 5 feet, Damage: one 10-sided 
  dice plus Strength of damage, Bonus to Attack rolls: +2 with the Reach Weapon 
  Proficiency feat. 
  •
  Guisarme: This weapon is a long shaft with a blade and hook mounted at the tip. 
  Provides a +2 bonus to Trip rolls. A guisarme is considered slashing weapon. This 
  weapon triples the amount of damage caused by a critical hit if the user has the 
  Reach Weapon Proficiency feat. Cost: 9 bits, Range: 5 feet, Damage: one 6-sided 
  dice plus Strength of damage, Bonus to Attack rolls: +2 (and x3 to hit critical) 
  with the Reach Weapon Proficiency feat. 
  •
  Lance: This long and sharp pole can be strapped to the jouster’s armor, freeing 
  her hooves so she can charge. When charging at an opponent with a lance, the 
  bonus to attack rolls increases to +4. See section on Possible Actions During 
  Combat under the chapter on Combat for details. This weapon triples the amount 
  of damage caused by a critical hit if the user has the Reach Weapon Proficiency 
  feat. A lance is considered a piercing weapon. Cost: 10 bits, Range: 5 feet, 
  Damage: one 8-sided dice plus Strength of damage, Bonus to Attack rolls: +1 
  (and x3 to hit critical) with the Reach Weapon Proficiency feat. 
  
  	
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  •
  Ranseur: This weapon consists of a long pole tipped with a single blade and 
  flanked by short curved blades. Provides a +2 bonus to Disarm rolls. A ranseur is 
  considered piercing weapon. This weapon triples the amount of damage caused by 
  a critical hit if the user has the Reach Weapon Proficiency feat. Cost: 10 bits, 
  Range: 5 feet, Damage: one 6-sided dice plus Strength of damage, Bonus to 
  Attack rolls: +2 (and x3 to hit critical) with the Reach Weapon Proficiency feat. 
  •
  Spiked Chain: The chain is long and covered in sharp spikes on one end. 
  Provides a +2 bonus to Disarm and Trip rolls. A spiked chain is considered a 
  piercing weapon. Cost: 25 bits, Range: 5 feet, Damage: two 4-sided dice plus 
  Strength of damage, Bonus to Attack rolls: +5 with the Reach Weapon 
  Proficiency feat. 
   
  Bows and Arrows 
  All bows have specially designed straps that the user can put one hoof into to hold the 
  bow up. With only her teeth, she can withdraw an arrow from her quiver then aim and 
  fire. Bows and arrows can’t inflict as much damage as firearms, but they are more 
  accurate, thus allowing for higher bonuses. Once an arrow has been fired, it is either lost 
  or damaged, making it unusable. Bonuses to attack rolls and triple damage from critical 
  hits are only awarded to those with the Archery feat. Each bow can only hold one shot 
  and it takes one standard action to reload. All bows and arrows are considered piercing 
  weapons. 
  •
  Arrow: Arrows are designed to be fired from bows. However, it is possible to 
  stab some pony with just the arrow alone, causing one 4-sided dice of damage. 
  Cost: 1 bit for 20 arrows. 
  •
  Cross Bow: Cost: 35 bits, Range: 5 feet per Agility score, Damage: one 4-sided 
  dice plus Agility of damage, Bonus to Attack rolls: +2 with the Archery feat. 
  •
  Long Bow: Cost: 75 bits, Range: 5 feet per Agility score, Damage: one 8-sided 
  dice plus Agility of damage, Bonus to Attack rolls: +6 with the Archery feat. 
  •
  Long Bow, Composite: This weapon triples the amount of damage caused by a 
  critical hit if the user has the Archery feat. Cost: 100 bits, Range: 5 feet per 
  Agility score, Damage: one 8-sided dice plus Agility of damage, Bonus to Attack 
  rolls: +6 (and x3 to hit critical) with the Archery feat. 
  •
  Quiver: A strap on pouch that can hold up to 20 arrows. Cost: 2 bits 
  •
  Short Bow: Cost: 45 bits, Range: 5 feet per Agility score, Damage: one 6-sided 
  dice plus Agility of damage, Bonus to Attack rolls: +4 with the Archery feat. 
   
  Firearms 
  All firearms have a hole in the butt of the firearm to allow the pony to pull the trigger 
  while holding it firmly to the shoulder. The other hoof is fitted into a metal strap on the 
  bottom of the barrel of the weapon to help aim. Firearms are very powerful and can deal 
  massive damage. Unfortunately, the firepower comes at the price of accuracy, thus 
  providing lower attack bonuses. Each bullet can only be used once. Bonuses to attack 
  rolls and triple damage from critical hits are only awarded to those with the Firearms feat. 
  Each firearm can only hold one shot and it takes one full action to reload. The gun won’t 
  work if wet. All firearms are considered piercing weapons. 
  
  	
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  •
  Bullets: Cost: 3 bits for 10 bullets. 
  •
  Gunpowder: Gunpowder is highly explosive. If a full powder keg catches on fire, 
  it will explode in a circle 5 feet in diameter, causing two 6-sided dice of damage. 
  The powder won’t work if wet. Cost: 25 bits for 10 shots worth of gunpowder. 
  •
  Musket: This weapon triples the amount of damage caused by a critical hit if the 
  user has the Firearm feat. Cost: 500 bits, Range: 5 feet per Agility score, Damage: 
  one 12-sided dice plus Agility of damage, Bonus to Attack rolls: +2 (and x3 to hit 
  critical) with the Firearm feat. 
  •
  Pistol: This weapon triples the amount of damage caused by a critical hit if the 
  user has the Firearm feat. Cost: 250 bits, Range: 5 feet per Agility score, Damage: 
  one 10-sided dice plus Agility of damage, Bonus to Attack rolls: +1 (and x3 to hit 
  critical) with the Firearm feat. 
  •
  Powder Keg: A waterproof container that holds 10 shots worth of gunpowder. 
  Cost: 1 bit. 
   
  Throwing Weapons 
  This section applies to any and all throwing weapons. Bonuses to attack rolls are only 
  awarded to those with the Throwing Weapon feat. Once used, a throwing weapon can be 
  retrieved and reused wherever it hit or landed. 
  •
  Boomerang: If the user has the Throwing Weapon feat, the boomerang will 
  automatically fly back to the thrower. If thrown without the feat, then the 
  boomerang will either land where it hit or fly off in a random direction. A 
  boomerang is considered a bludgeoning weapon. Cost: 4 bits, Range: 5 feet per 
  Agility score, Damage: one 6-sided dice plus Agility of damage, Bonus to Attack 
  rolls: +2 with the Throwing Weapon feat. 
  •
  Shuriken: These are small star-shaped throwing weapons that are used to throw 
  at opponents. A shuriken is considered a piercing weapon. Cost: 1 bit for five 
  shurikens, Range: 5 feet per Agility score, Damage: one 4-sided dice plus Agility 
  of damage, Bonus to Attack rolls: +1 with the Throwing Weapon feat. 
  •
  Spear: All spears are designed to be thrown at opponents. If used as a short-range 
  weapon, the user gets a -4 penalty to attack rolls. A spear is considered a piercing 
  weapon. Cost: 1 bit, Range: 5 feet per Agility score, Damage: one 8-sided dice 
  plus Agility of damage, Bonus to Attack rolls: +4 with the Throwing Weapon feat. 
  •
  Throwing Knife: This weapon can be used as a short-range melee weapon and as 
  a throwing weapon, using either Strength as a short-range weapon or Agility as a 
  long-range weapon. Either way, it does the same amount of damage. If the user 
  has the Throwing Weapon feat, then she gets a +3 bonus to attack rolls. A 
  throwing knife is considered a slashing weapon. Cost: 2 bits, Range: 0 feet or 5 
  feet per Agility score, Damage: one 4-sided dice plus Agility/Strength of damage, 
  Bonus to Attack rolls: +3 with the Throwing Weapon feat. 
  •
  Trident: This weapon can be used as a short-range melee weapon and as a 
  throwing weapon, using either Strength as a short-range weapon or Agility as a 
  long-range weapon. Either way, it does the same amount of damage. If the user 
  has the Throwing Weapon feat, then she gets a +5 bonus to attack rolls. A trident 
  is considered a piercing weapon. Cost: 15 bits, Range: 0 feet or 5 feet per Agility 
  
  	
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  score, Damage: one 8-sided plus Agility/Strength score of damage, Bonus to 
  Attack rolls: +5 with the Throwing Weapon feat. 
   
  Exotic Weapons 
  This section applies to any unusual weapons that require no special proficiency. 
  •
  Blowgun: The needles that a blowgun uses for ammunition causes 1 HP of 
  damage (Aptitude bonuses don’t apply to damage but it does to attack rolls), but 
  the needles can be used to inject poisons. A blow is considered a piercing weapon. 
  Cost: 1 bit, Range: 5 feet per Agility score, Damage: 1 HP, Bonus to Attack rolls: 
  +0. 
  •
  Blowgun Needles: Cost: 1 bit for a pack of 20 needles. 
  •
  Whips: The whip can be used to deal damage at a maximum range of 5 feet like a 
  reach weapon. This weapon can be used to attempt a Disarm or a Trip roll on an 
  opponent. A whip is considered a slashing weapon. Cost: 1 bit, Range: 5 feet, 
  Damage: one 4-sided plus Agility of damage, Bonus to Attack rolls: +0. 
   
  Explosives and Incendiary Devices 
  Unlike other weapons, explosives and incendiary devices don’t require any proficiency 
  feats to use them. Instead, the device affects a small area and all those within the area are 
  affected instantly regardless of AC and must make an Agility roll to take half damage. 
  •
  Acid: A vial of acid causes damage to all within an area 5 feet in diameter. Unlike 
  grenades, it still works when wet but not underwater. The acid can cause damage 
  to all those who step on it without any kind of shoes on, but the acid becomes 
  harmless after 5 minutes. Cost: 6 bits per bottle, Range: 5 feet per Agility score, 
  Damage: one 6-sided dice of damage, but those who beat their Agility roll 
  (Difficulty 15) take only half the damage, Area of Effect: 5 feet in diameter, 
  Bonus to Attack rolls: +0.  
  •
  Grenade: This device, once lit with a fire source, will explode upon impact, 
  causing an explosion that covers a 10 feet in diameter circle. If struck with the 
  flames, the target must also make an Agility roll (Difficulty: 15) or else she 
  catches on fire. See section on Fire under Hazards for details. The device won’t 
  work if wet. Cost: 150 bits, Range: 5 feet per Agility score, Damage: three 6-
  sided dice of damage, but those who beat their Agility roll (Difficulty 20) take 
  only half the damage, Area of Effect: 10 feet in diameter, Bonus to Attack rolls: 
  +0. 
  •
  Molotov Cocktail: A simple glass bottle filled with oil and capped with a cloth. 
  When lit, the bottle is thrown and upon hitting the ground, burns an area 5 feet in 
  diameter. If struck with the flames, the target must also make an Agility roll 
  (Difficulty: 15) or else she catches on fire. See section on Fire under Hazards for 
  details. The fuse won’t work if wet. Cost: 1 bit per bottle, Range: 5 feet per 
  Agility score, Damage: fire damage, Area of Effect: 5 feet in diameter,Bonus to 
  Attack rolls: +0. 
  •
  Smoke Bomb: This device, once lit with a fire source, will create a fog that will 
  cover a 20-feet in diameter fog that lasts for 10 rounds in still air and 5 rounds in 
  windy conditions. The fog prevents a player from seeing beyond 5 feet away. All 
  objects beyond become obscured and hard to see. When attacking an opponent 
  
  	
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  with a range weapon beyond 5 feet away, the attacker gets a -4 penalty to attack 
  rolls. The device won’t work if wet. Cost: 70 bits, Range: 5 feet per Agility score, 
  Damage: None, Area of Effect: 20 feet in diameter, Bonus to Attack rolls: +0. 
   
  Magic 
  •
  Dowsing Rod/Pendulum: Both are used with the Dowsing skill. A rod is a 
  wooden wand that is clasped in the teeth. A pendulum is a small crystal hanging 
  on a chain. Cost: 1 bit. 
  •
  Ink: Cost: 8 bits for one vial (one gallon) of ink. 
  •
  Paper: Cost: 1 bit for ten sheets. 
  •
  Spells: Most unicorns, particularly in Canterlot, will offer their magical talents for 
  a price. Cost: 10 bits per spell level. 
  •
  Spell Book: Spell books are books that contain instructions on how to cast spells. 
  From these books, unicorns can study and train to learn new spells or use it in 
  conjunction with the Spell Craft skill. A spell book can only hold a total of 15 
  spells, but when buying or selling a book with spells already written into it, the 
  cost increases by 2 bits per spell. Cost: 15 bits. 
  •
  Quill: Cost: 1 cent. 
   
  Magic Items 
   
  Unicorns are able to enchant objects, but making magic permanent in an object is rather 
  difficult hence why it’s so expensive. However, such magical items are reusable and can 
  last for years if taken care of. Strangely enough, when it comes to buying commercially 
  available magic items, buyers often turn to earth ponies because the most common form 
  of manufactured magic is magical plants, which can be ground up and turned into potions 
  by earth ponies. There are also magical stones, which are also dug up, carved, and faceted 
  as jewelry by earth ponies. 
   
  Integrating Magic Items: Determining what magic items are available is based on the 
  type of game played. In the show, the amount of magic items seen is limited to magic 
  artifacts and items with minor enchantments. Most magical items in the show appear to 
  be uncommon such as the levitating Grand Galloping Gala tickets, the magic lock in 
  Canterlot castle, Zecora’s potions, etc. As such, if you are trying to be faithful to the 
  show, you might want to limit magic items to plants, potions, and occasionally enchanted 
  items. Of course, in other settings, a wider variety of magic items can exist. In that case, 
  use whatever magic items you want and even make up your own. 
   
  Creating Magic Items: To create any of the magic items seen below, the pony must 
  spend at least one week to make the item with the exception of potions, which only need 
  30 minutes of prep time. The pony needs to buy the necessary supplies, which is half the 
  market cost of the magic item, and she must have a flat surface, a quiet and safe place to 
  work, and necessary tools to make the item. By the end of it all, the pony must succeed at 
  the skill roll necessary to overcome the Difficulty in order to successfully make the item. 
  If failed, then the pony must pay an additional one-quarter of the market cost and spend 
  one additional day (or 30 minutes for potions) for every retry. To create magic items, 
  
  	
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  weapons, or armor, you need the Craft Magic Item skill and have one spell level in the 
  necessary spell required to make the item or at least have someone or something (like a 
  spell crystal) nearby who can cast the spell. To make potions, you need the Herbalism 
  skill. To carve a magic stone into a usable form, you need the Gemology skill. 
   
  Minor Enchantments: Unicorns can make very simple enchantments to small objects 
  like make a ticket levitate, or a toy to make a simple sound, etc. Such enchantments tend 
  to be simple and they’re more for aesthetics rather than practical or hugely useful 
  function. To make such an item, use the Create Magic Item skill. There’s no spells 
  needed and it only takes about 5 minutes to make. The Difficulty is 10 and the cost is +1 
  bit added to the regular cost of the item. 
   
  Magical Weapons: These are magical enhancements that can be applied to an existing 
  weapon. Once applied, the cost of the magic is added to the cost of the weapon. For 
  example, a hammer (8 bits) is enchanted with Animated Weapon (+22,500 bits) and all 
  together, that makes the total cost of the enchanted weapon 22,508 bits. If a ranged 
  weapon is given this enchantment, then any projectile it shoots will gain the benefit of the 
  magic. Magical weapons are created using the Create Magic Item skill. 
   
  Magical Armor: Much like with weapons, there also exist magical enhancements to 
  armor as well and the cost of the magical enhancement is also added to the cost of the 
  armor. For example, a helmet (5 bits) is enchanted with Echo Armor (+25,500 bits) and 
  all together, that makes the total cost of the enchanted armor 25,505 bits. Magical armor 
  is created using the Create Magic Item skill. 
   
  Magical Miscellaneous Items: Aside from weapons, there also exist miscellaneous 
  magical items that use other objects. Here, there is no added cost depending on what 
  items are being enchanted. Magical miscellaneous items are created using the Create 
  Magic Item skill. 
   
  Potions: Magical potions are brews that contain magical properties that are instantly 
  bestowed upon whom ever drinks it. Magic potions are made of magical plants that are 
  most affectively grown by earth ponies and zebras. As such, magic potions and magic 
  plants are typically bought from an earth pony herbologist as oppose to found in a store. 
  For the sake of simplicity, the potions don’t list their ingredients, but before making a 
  potion, the pony must at least have access to a herbologist to be able to obtain the 
  necessary ingredients. Each potion is good for one use. Drinking a potion requires a 
  standard action. Potions are created using the Herbalism skill. 
   
  Magical Stones: Rare stones can also carry magic that earth ponies can unlock. If such a 
  stone is found out of the ground, it usually doesn’t do anything, but once it has been 
  polished and cleaned, its magic can be unleashed for the pony to use. Most stones can 
  magically affect any object it’s attached to so long as it is still physically glued or fitted 
  into place. If removed, the magic caused to the item is automatically cancelled. Magical 
  stones are created using the Gemology skill. 
   
  
  	
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  List of Magical Weapons 
   
  Animated Weapon: This weapon can move on its own accord, hovering off the ground 
  and remaining suspended no further than arm’s length away from the user. While 
  animated, the user can mentally direct it as if holding it with an invisible arm, allowing 
  her to free her hooves during combat but still enabling her to modify her attacks with her 
  Strength, Agility, or weapon proficiency feats. 
  Spell: Animation, Difficulty: 15, Cost: +22,500 bits. 
   
  Electrical Weapons: If this weapon scores a hit, it deals an additional one 10-sided dice 
  of electrical damage.  
  Spell: Electrokinesis, Difficulty: 19, Cost: +28,500 bits. 
   
  Flaming Weapon: If this weapon scores a hit, it deals an additional one 6-sided dice of 
  damage and can possibly set objects on fire (see section on Fire under the Hazards 
  section). The weapon is always lit but never burns the pony holding it. It also provides a 
  10 cubic foot diameter of light at all times except underwater where it is extinguished. If 
  brought out of the water, however, it automatically relights. 
  Spell: Pyrokinesis, Difficulty: 16, Cost: +24,000 bits. 
   
  Flying Weapon: When applied to a short-range weapon, it instantly becomes a throwing 
  weapon. How the weapon works is the pony simply throws the weapon (using Agility 
  instead of Strength to modify attack rolls and damage rolls) and the weapon will 
  automatically fly toward the user’s chosen target at a maximum distance of 5 feet per 
  Agility score. Once the target is struck or missed, the weapon automatically flies back to 
  the hoof of whoever threw. If the weapon’s flight is ever disrupted, it falls to the ground 
  and has to be picked up again. This power cannot be applied to a range weapon. 
  Spell: Flight, Difficulty: 17, Cost: +25,500 bits. 
   
  Frost Weapon: If this weapon scores a hit, it deals an additional one 10-sided dice of 
  cold damage.  
  Spell: Cryokinesis, Difficulty: 19, Cost: +28,500 bits. 
   
  Stone Weapon: Every time the weapon scores a critical hit, the victim must make a 
  Mentation saving throw (Difficulty: one 20-sided dice + Mentation score of the sword’s 
  wielder) or else be turned to stone for 10 minutes.  
  Spell: Petrify, Difficulty: 19, Cost: +28,500 bits. 
   
  Thundering Weapon: If this weapon scores a hit, it deals an additional one 6-sided dice 
  of sonic damage. Every time the weapon scores a critical hit, the victim must make a 
  Mentation saving throw (Difficulty: one 20-sided dice + Mentation of the sword’s 
  wielder) or else be become deaf for 10 minutes. 
  Spell: Audiokinesis, Difficulty: 16, Cost: +24,000 bits. 
   
  Unlimited Ammo Weapon: When applied to a ranged weapon, the weapon can create its 
  own ammo to fire, which magically appears every time the user needs it. Once the ammo 
  
  	
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  is spent, it takes one minute for a new one to replace it. This includes bullets and 
  gunpowder in the case of firearms. However, the weapon can still fire ordinary ammo 
  like normal. This power has no effect on short-range weapons. 
  Spell: Apportation, Difficulty: 23, Cost: +34,500 bits. 
   
  List of Magical Armor 
   
  Blinding Armor: This armor can cause blindness to one victim (Difficulty: one 20-sided 
  dice + Mentation score of the armor’s wearer) for 10 minutes. This power activates with a 
  password and can only be used once per hour. To avoid the effects of this spell, the pony 
  can avoid looking directly at the armor but suffer a -4 penalty to attack rolls and AC 
  while fighting the wearer of the armor. 
  Spell: Photokinesis, Difficulty: 16, Cost: +24,000 bits. 
   
  Cloud Walking Armor: A pony wearing this armor can continuously walk on clouds. 
  Spell: Cloudwalking/Waterbreathing, Difficulty: 14, Cost: +21,000 bits. 
   
  Echo Armor: If a target is hit with a spell while wearing this armor, the attacker must 
  make a Mentation saving throw (Difficulty: 10 + spell level) or else the spell will bounce 
  off the target and automatically hit the caster. If the caster wins her saving throw, then the 
  spell affects the target like normal. 
  Spell: Spell Echo, Difficulty: 17, Cost: +25,500 bits. 
   
  Glamor Armor: The wearer can transform the armor to look like any kind of clothing 
  such as a shirt, dress, vest, etc. Helmets can be transformed into hats and other headgear. 
  The armor changes whenever the wearer mentally wills it to. The armor still offers the 
  same amount of bonuses to AC regardless of what it has been changed into. 
  Spell: Transformation, Difficulty: 14, Cost: +21,000 bits. 
   
  Protection Armor: This armor can negate the affects of critical hits, although the pony 
  will still take damage like normal if the attack roll is still over the pony’s AC. 
  Spell: Magic Armor, Difficulty: 18, Cost: +27,000 bits. 
   
  Rejuvenation Armor: Once per day, the wearer can say the password and the armor will 
  automatically restore the wearer’s HP to full health. 
  Spell: Recovery, Difficulty: 25, Cost: +37,500 bits. 
   
  Stone Form Armor: A pony can use this armor to automatically turn herself into stone, 
  allowing her a +4 bonus to Hide rolls if she is hiding among rocks and a +6 bonus to AC 
  while in stone form. While turned to stone, she cannot move, speak, use any skills, attack, 
  or cast spells but she is still alert and aware of her surroundings. The armor is activated 
  by a password spoken by the wearer and the spell can be undone whenever the wearer 
  mentally wills it to. 
  Spell: Petrify, Difficulty: 18, Cost: +27,000 bits. 
   
  
  	
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  Water Walking Armor: While worn, this armor will allow the pony to walk on any 
  body of water as if it was a solid surface. 
  Spell: Hydrokinesis, Difficulty: 14, Cost: +21,000 bits. 
   
  List of Magical Miscellaneous Items 
   
  Amulet of Non-Detection: While worn, the pony is immune to the Detect spell. 
  Spell: Dispel, Difficulty: 15, Cost: 15,000 bits. 
   
  Amulet of Undead Repulsion: It repels undead like the rudimentary power of 
  Necromancy, except it works all the time while worn. 
  Spell: Necromancy, Difficulty: 15, Cost: 15,000 bits. 
   
  Belt of Fortitude: While worn, a pony gains a +6 bonus to Strength, Constitution, 
  Agility, Intelligence, Cleverness, or Mentation. Which Aptitude the belt enhances 
  depends on what the creator chose at the time of creation and it never changes. As such, 
  there are different varieties of belts, each one designed to enhance a specific function. 
  Spell: Fortitude, Difficulty: 19, Cost: 19,000 bits. 
   
  Bottled Air: It looks like an ordinary bottle, but when opened and placed into a pony’s 
  mouth, it actually can supply unlimited air for her to breath. Perfect for swimming 
  underwater. 
  Spell: Aerokinesis, Difficulty: 13, Cost: 13,000 bits. 
   
  Bottomless Sack: A pony with this magic sack can fit up to 30 cubic feet of inanimate 
  objects inside the sack. The bag’s opening will automatically stretch open to allow extra 
  large objects to fit inside. No matter how much stuff is put into the bag, it never weighs 
  more than 10 pounds. If the bag is destroyed with a Strength roll (Difficulty: 20), the bag 
  and all objects within are destroyed and lost forever. 
  Spell: Teleportation, Difficulty: 18, Cost: 18,000 bits. 
   
  Ever-Burning Lantern: This simple lantern can immediately light up and put out with 
  just a password, providing heat and a 10-foot diameter of light without needing fire or 
  fuel. Its waterproof design also enables it to work underwater. 
  Spell: Pyrokinesis, Difficulty: 13, Cost: 13,000 bits. 
   
  Flying Carpet: This 15 ft by 10 ft carpet can be ridden on and controlled by who ever 
  says the password while sitting on the carpet, flying at a base speed of 20 feet. 
  Spell: Flight, Difficulty: 15, Cost: 30,000 bits. 
   
  Goggles of Night Vision: While worn, these goggles give the wearer the power to see in 
  the dark. She can see in dim light for up to 80 feet, darkness from up to 50 feet, and 
  pitch-black from up to 10 feet. See section on Darkness under Hazards for details. 
  Spell: Night Vision, Difficulty: 17, Cost: 510 bits. 
   
  
  	
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  Goggles of Petrification: While worn, all those who look into the goggles must make a 
  Mentation saving throw (Difficulty: one 20-sided dice + Mentation of the wearer of the 
  goggles) or be turned to stone with the Petrify spell for 10 minutes. To avoid the affects 
  of the gaze attack, the pony can avoid eye contact, but suffer a -4 penalty to attack rolls 
  and AC in doing so. The goggles can only take affect if someone wears it. While 
  removed, it is harmless. The gaze attack has no affect on the pony if it sees its own 
  reflection. 
  Spell: Petrify, Difficulty: 18, Cost: 18,000 bits. 
   
  Horseshoes of Striding: This spell grants the wearer a +20 ft bonus to base speed (at a 
  maximum base speed of 50 ft) and a +5 bonus to Gymnastics rolls. 
  Spell: Haste/Slow, Difficulty: 16, Cost: 16,000 bits. 
   
  Horseshoes of Wall Walking: Those wearing these horseshoes can climb up walls and 
  ceilings like the advanced power of the Spider Climb spell. 
  Spell: Spider Climb, Difficulty: 15, Cost: 15,000 bits. 
   
  Pocketsize Fortress: Usually the fortress itself just looks like a stone cube, 5 cubic 
  inches in size, but once the user says the password, the cube automatically transforms 
  into a stone fortress 20 cubic feet in size and remains where it was summoned. The pony 
  then can say the password again and the fortress will turn back into a square. If there are 
  inanimate objects or others inside the fortress, they are harmlessly forced out as the 
  fortress shrinks to small size. 
  Spell: Transformation, Difficulty: 20, Cost: 80,000 bits. 
   
  Snare Rug: Although it looks like any ordinary 5 feet by 5 feet rug, once any pony steps 
  on it, the rug will automatically wrap itself around the victim, holding her in place. While 
  bound, the victim loses her Agility bonus to AC and incurs a -4 penalty to attack rolls. To 
  notice the trap, the target must make a Perception roll (Difficulty: 25). To avoid getting 
  caught in the rug and escaping the rug requires an Escape Artist roll (Difficulty: 25) and 
  breaking the rug requires a Strength roll (Difficulty: 25). 
  Spell: Snare, Difficulty: 14, Cost: 28,000 bits. 
   
  Spell Whipping Boy: This scare crow-like doll is a device designed to draw spells 
  toward it. Any pony who attempts to cast a spell while standing within 50 feet of the doll 
  must make a Mentation roll (Difficulty 10 + spell level) or else the spell will be directed 
  toward the doll. The doll has a total of 25 HP and if it drops to 0, the doll is irretrievably 
  destroyed, but it can be repaired with the Sewing skill. See section on Medical Treatment 
  for the Non-Living under the Combat section. 
  Spell: Spell Echo, Difficulty: 16, Cost: 32,000 bits. 
   
  Wind Fan: Use this item to generate a powerful gust of wind just like the rudimentary 
  power of Aerokinesis. Just swing it to activate. 
  Spell: Aerokinesis, Difficulty: 12, Cost: 18,000 bits. 
   
   
  
  	
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  List of Potions 
   
  Cure for Lycanthropy: Once drank, this potion will permanently remove the curse of 
  lycanthropy from any pony who was turned into a lycanthrope. 
  Difficulty: 18, Cost: 540 bits. 
   
  Fiery Breath Potion: This potion can enable the drinker to spit fireballs from her mouth, 
  causing two 8-sided dice plus Agility of damage. Range is 5 feet per Agility score. 
  Difficulty: 18, Cost: 540 bits. 
   
  Healing Potion: Drinking the potion can restore three 6-sided dice of HP. 
  Difficulty: 16, Cost: 480 bits. 
   
  Hearts Desire Potion: This potion grants the rudimentary and advanced magic of the 
  Wish spell upon the drinker. 
  Difficulty: 30, Cost: 900 bits. 
   
  Invigoration Potion: Drinking this potion will restore all Aptitude scores to normal if 
  any kind of Aptitude score loss occurred. 
  Difficulty: 17, Cost: 510 bits. 
   
  Full Recovery Potion: Drinking this potion will fully restore the pony’s HP and restore 
  Aptitude score loss and broken bones. 
  Difficulty: 20, Cost: 600 bits. 
   
  Magical Essence Potion: If drank by a unicorn, she will gain three spell points to any 
  one of her spells of her choosing. If the drinker doesn’t have any spells, then nothing 
  happens and the potion is wasted. 
  Difficulty: 13, Cost: 390 bits. 
   
  Reaper’s Spit: Made from a rare nightshade, any pony who drinks this potion must make 
  a Constitution saving throw (Difficulty: 25) or die instantly. If a creature with the Undead 
  Attributes drinks this potion, it restores three 6-sided dice of HP. 
  Difficulty: 20, Cost: 600 bits. 
   
  Resurrection Potion: If this potion is poured into the mouth of a victim who has been 
  dead for no longer than an hour, then the victim is automatically raised from the dead. 
  This potion has no effect on those who have been dead for more than an hour. Upon 
  revival, the pony gains only 10 points of HP. 
  Difficulty: 20, Cost: 600 bits. 
   
  Slick Potion: When poured onto the ground, the potion solidifies into a slippery surface 
  for 5 minutes. See section on Slippery surfaces under hazards. When the potion’s 
  duration expires, it disappears. 
  Difficulty: 12, Cost: 360 bits. 
   
  
  	
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  Stick Potion: When poured onto the ground, the potion solidifies into a sticky surface for 
  5 minutes. Any pony who sticks to the potion on the ground will lose her Agility score to 
  AC and would be unable to move from that spot. To force herself off of the sticky floor, 
  she must make a Strength roll (difficulty 15). When the potion’s duration expires, it 
  disappears. 
  Difficulty: 12, Cost: 360 bits. 
   
  List of Magical Stones 
   
  Animation Amethyst: Any inanimate object that has one of these stones attached to it 
  will behave as if under the affects of the advanced form of the Animation spell. The 
  object will follow the verbal commands of only its owner unless it is willingly passed on 
  to another owner. 
  Difficulty: 14, Cost: 14,000 bits. 
   
  Boom Boom Beryl: This stone is so volatile, it will explode if thrown on the ground, 
  causing three 6-sided dice of damage in a 10 cubic foot diameter. Those hit with the blast 
  are also at risk of catching on fire. See section on Fire under Hazards for details. Once the 
  stone has detonated, the stone itself remains intact and can be used again after it has 
  cooled down 24 hours later. 
  Difficulty: 24, Cost: 24,000 bits. 
   
  Hallow Stone: It repels undead like the rudimentary power of Necromancy, except it 
  works all the time. 
  Difficulty: 12, Cost: 12,000 bits. 
   
  Holey Stone: This stone has a large hole in it that had been naturally eroded into its 
  center. Invisible objects and creatures become visible to the pony who is looking through 
  the hole in the stone, but it doesn’t actually dispel the invisibility. The invisible creature 
  will only be visible to the pony looking through the stone. 
  Difficulty: 12, Cost: 12,000 bits. 
   
  Hover Crystal: When this stone is faceted to an inanimate object, that object will be 
  permanently suspended in the air from which it can be freely moved and positioned 
  elsewhere. This stone’s magic is often used on carriages so they can remain suspended in 
  the air, even when not hooked up to a pegasus. To suspend larger objects and creatures, 
  you need one hover crystal per 5 cubic feet the object/creature takes up. 
  Difficulty: 14, Cost: 14,000 bits. 
   
  Invisibility Crystal: This strange crystal can be hard to find not because of how rare it is 
  but because of the fact that the crystal itself is invisible. Not only that, but any solid 
  object no larger than 10 cubic feet that touches the crystal (whether inanimate or living) 
  will become completely invisible. The crystal has to make constant contact with the 
  object in order to maintain the invisibility. To make a creature invisible, the crystal has to 
  be making contact with the wearer’s flesh. Once a creature turns invisible, all objects she 
  is wearing or holding become invisible as well. When making an inanimate object 
  
  	
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  invisible, only parts that are physically attached to the object are turned invisible. Objects 
  that are just touching or siting on top of it will remain visible. The crystal is often faceted 
  to chests to make it and its contents invisible. Invisibility crystals can only be harvested 
  from invisible walls (see the List of Monsters and Races for details on the invisible wall). 
  Difficulty: 16, Cost: 16,000 bits. 
   
  Sparkling Coral: This seemingly ordinary looking piece of coral actually glows a bright 
  light when one pours a cup of salt water on it. This glow shines a light covering 10 cubic 
  feet in diameter and will last for one hour before going out. To relight it, pour more water 
  onto the coral. 
  Difficulty: 13, Cost: 13,000 bits. 
   
  Spell Crystal: A unicorn can spend a spell point to store one spell she knows into the 
  crystal to be cast later with a password. Any creature with the Spell Casting trait can cast 
  the spell inside the crystal. The crystal can only hold one spell at a time and once the 
  spell stored within is used, a new spell can be placed into the crystal. Only advanced 
  spells can be placed into a spell crystal. 
  Difficulty: 15, Cost: 15,000 bits. 
   
  Spell-Eating Lodestone: This stone can be used to protect the user from magic. 
  Whenever the user is about to be hit with any kind of spell, she gets a +4 bonus to AC or 
  to her Mentation saving throw. 
  Difficulty: 14, Cost: 14,000 bits. 
   
  Spying Silicate: Once this crystal is carefully cut in two, if one half of the crystal is 
  placed onto the pony’s forehead, then she’ll be able to see and hear anything that is 
  happening within 100 feet of the other half of the crystal as if she was really there. How 
  well the user can perceive is based on the user’s senses. For example, a deaf pony can’t 
  hear sounds through the stones nor can a pony without night vision see in the dark. 
  Difficulty: 15, Cost: 15,000 bits (for two halves of one stone). 
   
  Warrior Gemstones: Once faceted to a weapon, the stone will grant the weapon a +1 
  bonus to attack rolls and damage. However, the bonus can increase with each gem 
  applied to the weapon to a maximum of +5. If applied to a range weapon, then the bonus 
  will affect any ammo the weapon uses. 
  Difficulty: 11, Cost: 11,000 bits. 
   
  Water-Repelling Agate: This stone can be used to keep water away from the user, 
  creating a 5 cubic feet in diameter bubble that will keep all water way from the stone. 
  Using this stone will allow the pony to cross any body of water without needing to swim. 
  Difficulty: 16, Cost: 16,000 bits. 
   
  Adding New Magic Items 
   
  Much like with spells, it’s possible to invent your own magic items using the guidelines 
  for creating magic skills minus dividing the spell into rudimentary and advanced powers. 
  
  	
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  Also, with items enchanted by unicorn magic, you need to pick a spell that the item is 
  made with.  
   
  Each item has a Difficulty in order to make it. To determine Difficulty, simply start with 
  a Difficulty of 10 then add all other modifies (listed below) that seem to apply. Bear in 
  mind that this is a guideline and you can bend it a little or add to it if you feel it is 
  necessary. 
  •
  Affects or attacks an area: +2 for every 5 cubic feet 
  •
  Grants bonuses or restores Aptitude, skill, AC, attack rolls, or stats: +1 per bonus 
  •
  Defends or protects without granting score bonuses: +2 
  •
  Active upon command: +2 
  •
  Active while worn or used: +3  
  •
  Weapons and armor: +3 
  •
  Activated by a password: +3 
  •
  Always active: +4 
  •
  Grants knew traits, skills, feats, or attacks: +4 
  •
  Damages/heals one 4-sided dice of HP: +1 each dice 
  •
  Damages/heals one 6-sided dice of HP: +2 each dice 
  •
  Damages/heals one 8-sided dice of HP: +4 each dice 
  •
  Damages/heals one 10-sided dice of HP: +6 each dice 
  •
  Damages/heals one 12-sided dice of HP: +8 each dice 
  •
  Causes Instant death or resurrects the dead: +10 
  •
  Fully recovers HP: +10 
  •
  Construct: +10 
  •
  Replicates a rudimentary unicorn spell: +1 
  •
  Replicates an advanced unicorn spell: +1 to +5 
  •
  It makes a spell permanent or instantaneous: +5 
  •
  Replicates an alicorn level spell: +10 
   
  The list below is a couple of guidelines to help determine price: 
  •
  Potion: Difficulty x 30 bits 
  •
  Magic stones: Difficulty x 1,000 bits 
  •
  Items enhanced by magic stones: Cost of item + the cost of each stone used. 
  •
  Magic weapons/armor: (Difficulty x 1,500 bits) + cost of weapon/armor 
  •
  Miscellaneous Magic item:  
  o
  Worn items or simple items: Difficulty x 1,000 bits 
  o
  Offensive/defensive weapons: Difficulty x 1,500 bits 
  o
  Pony-sized items: Difficulty x 2,000 bits 
  o
  Constructs and large items: Difficulty x 4,000 bits 
   
  Alicorn Magic and Artifacts 
   
  This book doesn’t contain any magic items that are enchanted with alicorn level magic. 
  This is because creatures who wield alicorn level magic are rare and those who spend the 
  
  	
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  time and money to make alicorn level magic items are even rarer. So much so that such 
  items are often one of a kind or ancient artifacts from the distant past like the Elements of 
  Harmony, the Crystal Heart, and the Alicorn Amulet. However, if you still want to make 
  an item with alicorn level spells, you can do so, although such items are probably very 
  powerful and should be used sparingly in your game. 
   
  Hazards 
   
  Acid: Most acids inflict one 6-sided dice of damage if splashed with it and six 6-sided 
  dice of damage per round if submerged in it. 
   
  Aptitude Score Loss: This hazard applies to any situation where a pony’s Aptitude 
  scores are physically lowered. Unlike bonuses and penalties, Aptitude score loss causes 
  lasting changes to a pony’s stats in accordance with the Aptitude loss. For example, if a 
  vampire managed to suck 3 points of Constitution score from Fireball, reducing her 
  Constitution score from 5 to 2, then Fireball’s AC and HP will drop in accordance with 
  the new score. 
   
  There are many different ways to lose Aptitude scores, most commonly through magic. If 
  an Aptitude score drops to zero, the effects can be devastating: 
   
  •
  Zero Strength makes a pony too weak to stand. 
  •
  Zero Agility completely paralyzes a pony. 
  •
  Zero Constitution automatically kills the pony. 
  •
  Zero Intelligence makes a pony brain-dead, reducing her to a vegetable-like trance. 
  •
  Zero Cleverness causes a pony to become catatonic, completely unresponsive to 
  stimuli. 
  •
  Zero Mentation causes a pony to enter a deep sleep that she can’t wake up from. 
   
  The Healing skill can be used (restoring one Aptitude point for every 8 HP the skill or 
  spell would have normally healed) unless it is caused by certain conditions like a disease 
  or dehydration, in which case the loss will instantly be restored only once the condition is 
  removed. The Aptitude score can also restore itself over time, restoring one point per day 
  to all affected Aptitudes. 
   
  Blindness/Deafness: While blind, a pony is unable to perform tasks that require vision 
  such as reading or Perception rolls. The pony gets a -4 penalty to attack rolls. The pony 
  loses her Agility bonus to AC and gets a -4 penalty to Initiative. 
   
  While deaf, a pony is unable to perform any tasks that require hearing such as Perception 
  rolls or understanding spoken dialogue. 
   
  If these conditions are caused by magic, then you need the Dispel spell to reverse them. 
  Otherwise, both conditions can usually be cured with a successful Healing roll 
  (Difficulty: 18). 
   
  
  	
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  Cold Hazards: A pony’s coat is thick enough to provide some warmth from mildly 
  chilly days and light snowfall. However, frigid below 0 degree weather and heavy 
  snowfall is particularly harmful to a naked pony. If a pony is exposed to cold weather for 
  long periods at a time without some sort of warm cloths or a heat source to keep warm by, 
  she is at risk of developing hypothermia. 
   
  While exposed to harsh cold, the pony has 15 minutes per Constitution score to warm up. 
  If she doesn’t get any relief from the cold in time, she develops the symptoms of 
  hypothermia: The pony suffers -4 penalties to all rolls that use the physical Aptitudes: 
  Strength, Constitution, and Agility. There are also -2 penalties to all rolls that use the 
  mental Aptitudes: Intelligence, Cleverness, and Mentation. The pony also starts to suffer 
  from HP loss, losing 1 point per round. The HP loss cannot be healed while the pony 
  suffers from hypothermia. 
   
  Another hazard of cold is ice. When walking on any kind of icy surface (frozen lakes, 
  glaciers, black ice, etc.), the pony must make an Agility roll to cross it. See section on 
  Slippery Surfaces under Hazards for details. Crossing any frozen body of water is 
  especially dangerous because there’s no way of knowing how much weight the ice can 
  support and falling in would be a death sentence. If players cross a frozen body of water, 
  the GM must secretly roll a Percentage Roll every 10 feet to determine how thick or thin 
  the ice is in that area. 
  •
  % Roll 1-30: Can’t support any weight. 
  •
  % Roll 31-60: Can’t support anything heavier than a foal. 
  •
  % Roll 61-80: Can’t support anything heavier than an adult pony. 
  •
  % Roll 81-100: Completely frozen. Can support any weight. 
  The GM doesn’t have to follow the roll of the dice strictly, however. The GM can make 
  changes to the dice rolls or outright ignore them based on the circumstances. For example, 
  arctic climates can have very thick ice everywhere there’s water or places that are 
  warming up like the Everfree Forest in the spring could have very thin sheets of ice. If the 
  pony steps on a surface that cannot support her weight, she must make an Agility roll 
  (Difficulty: 20) every 10 feet or else fall through the ice. Climbing out of the water 
  requires a Strength roll (Difficulty: 25). Any player that gets near enough to help the 
  drowning victim must also make an Agility roll or fall into the water too.  
   
  If the pony is submerged in icy water without a diver’s suit or in an environment that is 
  exceptionally cold, the time it takes to develop hypothermia is shortened to 1 minute per 
  Constitution score and HP loss is increased to 5 HP per round. 
   
  Hypothermia has no effect on constructs, the undead, or anything else that doesn’t have a 
  Constitution score. 
   
  Darkness: There are varying degrees of darkness, which cause varying degrees of 
  penalties. 
   
  
  	
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  •
  Dim: There are some nightlights or a full moon out, providing enough light to see 
  up to 40 feet away. The pony gets a -2 penalty to attack rolls and -4 penalty to 
  Perception rolls. 
  •
  Dark: There are very small lights or a new moon out, providing only enough light 
  to see up to 20 feet away. The pony gets a -4 penalty to attack rolls and -8 penalty 
  to Perception rolls. 
  •
  Pitch-Black: There is no light at all to the point where the pony is blind. The pony 
  gets a -6 penalty to attack rolls. The pony loses her Agility bonus to AC and gets a 
  -4 penalty to Initiative. Perception rolls cannot be done. 
   
  Creatures with the Night Vision trait can negate these penalties. 
   
  Disease: All diseases are passed on through different means and from different sources 
  such as injury, ingestion, physical contact, or inhalation. When a player is exposed to the 
  disease, the GM must make the Constitution saving throw in secret and if the pony is 
  infected, the disease does not take affect right away. The GM must alert the player of 
  their symptoms only after the incubation period has ended. Antidotal herbs and a Healing 
  skill roll can cure some diseases or the Dispel spell can treat diseases that are more 
  magical in nature, although even after a successful treatment, the disease will still linger 
  for one 4-sided dice roll in hours. A disease cannot be treated before the incubation 
  period has passed. If left untreated, a pony can receive bed rest to allow the disease to 
  pass naturally, which the duration also varies depending on the disease. If the pony 
  doesn’t get bed rest, then the duration would take twice as long. The symptoms of some 
  diseases are benign such as simply weakening the pony, while diseases that can reduce 
  Constitution scores can be fatal. All Aptitude score loss and penalties caused by diseases 
  cannot be reversed so long as the disease is still in effect. Diseases have no effect on 
  constructs, the undead, oozes, or anything else that doesn’t have a Constitution score. 
  •
  Bug Out Fever: Those suffering from this disease get a fever, headaches, shivers, 
  and vomiting. In the first hour of infection, the pony gets -1 Aptitude score loss to 
  Constitution. With each hour, the Aptitude score loss continues to drop by -1 until 
  reaching -4. If the pony’s Constitution drops to 0, she dies instantly. As the name 
  suggests, only insect bites and ticks transmit this ailment. Infection: Injury (insect 
  bites, exclusively), Difficulty: 17, Incubation: 2 days, Duration: One 8-sided dice 
  in days, Cure: Antidotal herbs and a Healing roll (Difficulty: 22). 
  •
  Burning Brain Fever: Players with this disease suffer from a burning fever and a -
  4 Aptitude score loss to Intelligence. Infection: Inhalation, Difficulty: 12, 
  Incubation: 1 day, Duration: One 6-sided dice in days, Cure: Antidotal herbs and 
  a Healing roll (Difficulty: 14). 
  •
  Cankerous Convulsions: A pony with this disease will start to get feverish and 
  experience uncontrollable shaking, causing a -6 Aptitude score loss to Agility. 
  Infection: Physical Contact, Difficulty: 13, Incubation: 1 day, Duration: One 6-
  sided dice in days, Cure: Antidotal herbs and a Healing roll (Difficulty: 18). 
  •
  Cutie Pox: Cutie Marks randomly start spreading across the body, forcing the 
  pony to act out the actions of the Cutie Marks and preventing her from taking any 
  full actions or standard actions. Unlike other diseases, it is normally caused by 
  magical means, usually by drinking a poorly prepared potion and failing her 
  
  	
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  Constitution saving throw (Difficulty 20). While under the effects of Cutie Pox, 
  the GM can roll Percentage Roll every minute to determine what action the victim 
  will be forced to do. See the table below for details. Infection: Ingestion (drinking 
  poorly prepared potions, exclusively), Difficulty: 20, Incubation: 1 day, Duration: 
  One 4-sided dice in days, Cure: Dispel spell (Difficulty: 20). 
  o
  % Roll 01-25 Sitting Actions: The pony can’t move as she is forced to sit 
  down to plays games, meditate, read, etc. 
  o
  % Roll 26-50 Moving Actions: The pony can’t stay in one place as she is 
  forced to jog, spin, jump rope, etc. 
  o
  % Roll 51-75 Speaking Actions: The pony can’t talk as she is forced to 
  sing, speak a foreign language, talk backwards, etc. 
  o
  % Roll 76-100 Exercising Actions: The pony is forced to perform various 
  exercises such as push-ups, sit-ups, weightlifting, etc. The pony is subject 
  to fatigue if the exercise goes on for too long. See section on Fatigue 
  under Weights and Measurements for details. 
  •
  Feather Flu: A disease common among pegasi, this disease causes congestion, 
  fever, tiredness, muscle aches, and -4 Aptitude score loss to Agility and Strength. 
  Infection: Physical Contact, Difficulty: 16, Incubation: 2 days, Duration: One 6-
  sided dice in days, Cure: Antidotal herbs and a Healing roll (Difficulty: 20). 
  •
  Jelly Legs Infection: Those suffering from this disease get a fever and a -4 
  Aptitude score loss to Strength. Infection: Injury, Difficulty: 15, Incubation: 4 
  days, Duration: One 4-sided dice in days, Cure: Antidotal herbs and a Healing 
  roll (Difficulty: 17). 
  •
  Maledictive Malady: Symptoms of this disease include tiredness and a -4 
  Aptitude score loss to Mentation. Infection: Injury, Difficulty: 18, Incubation: 3 
  days, Duration: One 4-sided dice in days, Cure: Antidotal herbs and a Healing 
  roll (Difficulty: 24). 
  •
  Monterufolino’s Revenge: This stomach ailment is common with travelers whom 
  are infected by bacteria and diseases they’re not accustomed to. Those who are 
  infected will suffer from diarrhea, stomach pains, vomiting, and get a -4 penalty 
  to Constitution and Strength rolls. Infection: Ingestion, Difficulty: 16, Incubation: 
  4 days, Duration: One 8-sided dice in days, Cure: Antidotal herbs and a Healing 
  roll (Difficulty: 22). 
  •
  Mummy Plague: Every time a mummy’s hooves or teeth hits a pony, the pony 
  must make a Constitution saving throw or else be affected by the disease. Once 
  the disease’s incubation period passes and every day that disease goes on 
  unabated, the pony sustains -1 of Aptitude score loss to Constitution that will not 
  be restored until the disease is cured. If a pony dies from this disease, then the 
  body dissolves away into dust. Infection: Injury (mummy attacks exclusively), 
  Difficulty: 20, Incubation: 1 day, Duration: Lasts until cured or the pony dies, 
  Cure: Dispel spell (Difficulty: 20). 
  •
  No Sight Blight: A pony with this disease will become blind until the disease is 
  treated. Infection: Inhalation, Difficulty: 16, Incubation: 2 days, Duration: One 6-
  sided dice in days, Cure: Antidotal herbs and a Healing roll (Difficulty: 24). 
  •
  Paralyzing Pestilence: This is a disease that is spread from infected plants and raw 
  meats. Those who are infected suffer a -4 penalty to Agility and Constitution rolls 
  
  	
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  as their joints and muscles become stiff. Infection: Ingestion, Difficulty: 12, 
  Incubation: 2 days, Duration: One 8-sided dice in days, Cure: Antidotal herbs 
  and a Healing roll (Difficulty: 15). 
  •
  Pony Pox: A pony with this disease would be completely covered in reds spots 
  and suffer from congestion and a fever. This disease causes -2 Aptitude score loss 
  to Agility, Strength, and Mentation. Infection: Physical Contact, Difficulty: 14, 
  Incubation: 1 day, Duration: One 6-sided dice in days, Cure: Antidotal herbs and 
  a Healing roll (Difficulty: 18). 
   
  There are different ways to catch a disease, which include: 
  •
  Injury: Infections on weapons, natural appendages, and other surfaces that can 
  pierce the skin can spread disease in the blood stream. Such weapons normally get 
  infected by having come into contact with unsanitary conditions and had not been 
  cleaned after uses. Bug bites and stings can also transmit diseases. 
  •
  Ingestion: Any kind of food or water that is not clean or properly cooked can 
  cause stomach infections. 
  •
  Physical Contact: The disease is so contagious that it’s possible to catch it just by 
  touching some pony infected with the disease. 
  •
  Inhalation: Some diseases can float in the air and can affect all who breathe it in. 
  Such airborne diseases are caused by unsanitary conditions, usually areas with a 
  lot of animal fecal matter or pollutions such as sewers, rundown houses, garbage 
  dumps, etc. Wearing a gas mask provides a +4 bonus to the Constitution saving 
  throw. 
   
  There also exist vaccinations that can allow a pony to be immune to the effects of most 
  diseases for the duration of the vaccination. Such vaccinations are readily available to 
  doctors and can be obtained by other ponies for a price. However, vaccinations only exist 
  in modern day Equestria. If playing a game in the past, vaccinations are unavailable. 
  •
  Bug Out Fever Vaccine: Duration: 1 week, Cost: 4 bits. 
  •
  Cankerous Convulsions Vaccine: Duration: 2 years, Cost: 300 bits. 
  •
  Feather Flu Vaccine: Duration: 1 year, Cost: 150 bits. 
  •
  Jelly Legs Infection Vaccine: Duration: 2 years, Cost: 280 bits. 
  •
  Maledictive Malady Vaccine: Duration: 2 years, Cost: 330 bits. 
  •
  Pony Pox Vaccine: Duration: 1 year, Cost: 200 bits. 
   
  Earthquakes: An earthquake is a violent jolt occurring near volcanoes, moving fault 
  lines, and occasionally huge explosions. The cause is always at the epicenter of the 
  earthquake, spreading out shockwaves in all directions like a ripple caused by a pebble 
  hitting the surface of the water. Whenever there is any kind of earthquake, the ponies 
  standing on the ground must make an Agility roll or else be knocked over (Difficulties: 
  15). Once knocked over, the pony loses her Agility bonus to her AC until she gets up 
  onto her hooves. Getting back up requires a full action and another Agility roll. If a 
  character on the ground were to cast a spell, she must make a Concentration roll. 
  Earthquakes can cause caves and tunnels to cave in and buildings to collapse (unless 
  
  	
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  they’re specifically built to withstand earthquakes), dealing eight 6-sided dice of damage 
  from falling debris. Fissures can form in soft earth and landslides can happen. 
   
  Falling/Collision: When a pony falls, she receives one 6-sided dice of damage for every 
  10 feet fallen (maximum of twenty 6-sided dice of damage). If the pony succeeds at a 
  Gymnastic roll (Difficulty: 15), then she lands on her feet and avoids damage for the first 
  20 feet. 
   
  When landing on water, the pony automatically avoids damage for the first 20 feet with 
  no roll necessary, but after that, she takes damage like normal unless she succeeds at a 
  Gymnastic roll (Difficulty: 20). 
   
  If a pony lands on softer surfaces like a balloon or a cloud, there is no damage dealt. 
   
  The rate of falling is usually 40 feet per round unless obstructions to air flow occur. 
   
  Collisions follow the same rules except the amount of damage taken is based on distance 
  traveled instead of distance fallen. Also, the pony has to be traveling at a fast enough 
  speed, typically at least 40 feet per round. 
   
  Fire: When exposed to any kind of fire, there is always a chance the pony or her 
  equipment and clothing will catch on fire. Every time she comes in contact with a live 
  fire, the pony must make an Agility roll (Difficulty: 15). A successful roll means the fire 
  is put out. If she fails, she endures one 6-sided dice of damage that round. To put out the 
  fire, the pony must roll on the ground or smother the flames and make another Agility 
  roll (Difficulty 18). Until she succeeds at an Agility roll, she continues to take fire 
  damage per round. If the pony is carrying any explosive materials (grenades, gunpowder, 
  etc.), add a +2 to the Difficulty for each explosive item cared. If the pony fails her Agility 
  roll, not only will she remain on fire, but all of her explosives will go off, causing 
  explosion damage in addition to the fire damage.. To create a fire intentionally without 
  matches or magic requires a Wilderness Survival roll against a difficulty determined by 
  the method used. 
  •
  Flint and tinder: 10 
  •
  Rubbing sticks together: Difficulty 15 
  •
  Magnifying glass: Difficulty 18 (can only be done outdoors in broad daylight) 
  •
  Electrical sparks: 20 
   
  Heat Hazards: A pony can easily tolerate moderately warm days. However, even a 
  naked pony can’t survive extremely hot and humid climates indefinitely. If a pony is 
  exposed to hot weather for long periods at a time without adequate rest and water, she is 
  at risk of developing hyperthermia. 
   
  While exposed to heat, the pony has 15 minutes per Constitution score to cool off with 
  rest and water. If she doesn’t get rest and water before that point, she develops the 
  symptoms of hyperthermia: The pony receives a -4 penalty to Intelligence, Agility, and 
  Mentation rolls. The pony also gets a -4 penalty to resist fainting from fatigue. See 
  
  	
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  section on Fatigue under Weights and Measurements for details. The pony also starts to 
  suffer from HP loss, losing 1 point per round. The HP loss cannot be healed while the 
  pony suffers from hyperthermia. 
   
  If the pony is pulling heavy loads or doing rigorous exercise without rest or water or is 
  wearing heavy clothing, the time it takes to develop hyperthermia is shortened to 5 
  minutes per Constitution level and HP loss is increased to 5 HP per round. If the pony is 
  trapped in an environment that is exceptionally hot (in an active volcano, in an oven, etc.), 
  the time it takes to develop hyperthermia is shortened to 1 minute per Constitution level 
  and HP loss is increased to 10 HP per round. 
   
  Hyperthermia has no effect on constructs, the undead, or anything else that doesn’t have a 
  Constitution score. 
   
  Hot surfaces can be dangerous if any naked part of the body were to touch it. Any hot 
  object or surface can inflict one 4-sided dice of damage to appendages and two 6-sided 
  dice of damage to the whole body. Boiling water can inflict one 6-sided dice of damage if 
  splashed with it and six 6-sided dice of damage per round if submerged in it.  
   
  Insects: A single bug might not do much harm and can often be dispatched with a simple 
  stomp of a hoof. However, most insects travel in swarms, and when that happens, instead 
  of treating it as a monster encounter one can fight, treat it as a natural disaster that can 
  only be repelled or endured. Most insects are venomous, but otherwise can’t do serious 
  harm individually. However, a swarm of insects can be dangerous and difficult to get rid 
  of without tools, chemicals, or magic to repel or kill the pests. When attacking one insect 
  (i.e. squash it), the insect has an AC of 20 because its small size and fast speed make it 
  harder to hit. A single insect has only 1 HP, so a successful hit means one thing: Splat! 
  Insects can fly at a maximum of 50 feet but not in strong winds. 
   
  While most insects are nothing more than a nuisance, the following bug related scenarios 
  below could cause problems to an adventuring party: 
   
  •
  Destructive Insects: This falls under the classification of any insects that will 
  destroy food supplies and property like locusts and termites. Such insects are 
  naturally drawn to food sources regardless of how small. Repelling insects often 
  requires chemicals (a quart of repellant costs 1 bit), magic (Force Fields, Magic 
  Armor, etc.), or pegasus powered wind. Although termites can be a common 
  problem, locusts are quite rare in Equestria. 
  •
  Stinging and Biting Insects: All flying insects that can sting (bees, wasps, hornets, 
  yellow jackets, etc.) typically travel in swarms and will attack any pony who 
  threatens their nests. If attacked by a swarm, the pony sustains one 6-sided dice of 
  damage per round unless she can escape or repel the swarm. Biting insects like 
  ticks and mosquitos on the other hand will not cause damage, but will often 
  spread the deadly Bug Out Fever, but only in heavily forested areas not controlled 
  by ponies. Those who have natural armor or have some kind of magical or 
  chemical protection are immune to insect stings. Worn armor provides no 
  
  	
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  protection unless the armor is specially designed to protect against insects, i.e. a 
  beekeeper suit. 
  •
  Poisonous Insects: There are some insects and arachnids that can inject poison 
  with a single bite or contain poison in their bodies that can cause harm if eaten. If 
  bitten by a poisonous insect or biting into a poisonous insect (without neutralizing 
  the poison first), a pony can sustain one 4-sided dice of damage per round she 
  fails her Constitution saving throw (Difficulty: 10). See section on Poison under 
  Hazards for details. 
  •
  Flees and Lice: When you have a pony who’s covered with fur and has a long 
  flowing mane, that much hair is very vulnerable to fleas and lice. Whenever a 
  pony comes in contact with an animal or object that has fleas or lice crawling on it, 
  the bugs will automatically crawl on the pony’s body. There’s no saving throw to 
  resist fleas and lice so a pony could accidently come in contact with a dead body 
  or animal with parasites. Every day the pony has flees or lice, the pony must make 
  a Constitution saving throw to resist the effects of the Bug Out Fever. See section 
  on Diseases under Hazards for details. To remove fleas and lice, bathe within 24 
  hours of contact. If the pony gets infected with these insects, it requires bathing in 
  a special flea and lice removing shampoo. One bottle costs 3 bits and is good for 
  two baths for one pony. 
  •
  Parasprites: These insects are particularly dangerous because of how quickly they 
  can replicate into large numbers so long as they have plenty of food to feed off of. 
  A parasprite swarm will double in size every 5 rounds unless deprived of their 
  food source. This can be a problem because even if pegasi were available to 
  create some wind to blow them away, there might not be enough to collect the 
  growing numbers of a parasprite swarm. The most reliable way of getting rid of 
  parasprites is polka music, which they can’t help but follow. Playing a polka song 
  requires a Music roll (Difficulty: 15). 
   
  Invisibility: Invisible objects or creatures cannot be seen visually, not even with night 
  vision. All creatures who are invisible gain a +4 bonus to Initiative. If a pony tries to 
  attack an invisible creature, she gets a -6 penalty to attack rolls and loses her Agility 
  bonus to AC when attacked.  
   
  To see evidence of an invisible creature (such as leaving foot prints, moving objects, etc.) 
  the pony must make a Perception roll (Difficulty: 20 if the creature is moving or 30 if the 
  creature is standing still). 
   
  To hear an invisible creature, the pony must make a Perception roll against the invisible 
  creature’s Stealth roll. 
   
  Invisibility can only prevent the creature from being seen. It does not hinder detection by 
  scent, spells, or spells such as Precognition or Sense Magic. 
   
  Invisible creatures cannot turn other objects invisible, so throwing anything that can cling 
  to body upon the creature (such as paint, water, dirt, etc.) would reveal it. The creature 
  displaces water when it enters it, also revealing its location. 
  
  	
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  Landslide/Avalanche: Whenever rock and dirt slide down a slope, there are two 
  hazardous zones to be aware of: the slide zone and the bury zone. The slide zone is the 
  slope where the rocks, dirt, or snow are sliding down. All those who are in the slide zone 
  must make an Agility roll (Difficulty: 20) or else take three 6-sided dice of damage and 
  slide down into the bury zone. The bury zone is where all the debris fall into. Those 
  caught in the bury zone get no saving throw and they take eight 6-sided dice of damage. 
  The victims trapped there take additional one 6-sided dice of damage until dead or 
  rescued. Freeing herself requires a Strength roll (Difficulty: 30 for rocks and dirt, 20 for 
  snow). Being buried in snow causes the same amount of risk at succumbing to 
  hypothermia as being submerged in freezing water. See section on Cold Hazards under 
  the Hazards section for details. 
   
  Paralysis: There are some conditions and attacks that can temporarily paralyze a 
  character. While paralyzed, the target cannot move, walk, speak, cast spells, attack, 
  defend, or perform any skills for as long as paralysis lasts. A flying creature that’s 
  paralyzed will fall to the ground and a swimmer would sink. The victim also loses her 
  Agility bonus to AC. However, although the victim cannot move, she is still conscious 
  and aware of her surroundings. 
   
  Plants: To a pony, plant life can be a major benefit, providing shade, food, and building 
  materials to live off of. However, most plants can be a hindrance or even dangerous, 
  particularly the magical kinds. Most benign plants will often grow in clusters, particularly 
  in places not cared for by ponies. Plants can slow an adventurer’s movement by half or 
  even pose as a barrier to those who can’t cut or climb over the plants. There also exist 
  plants that are poisonous to the touch or when eaten. Before coming into contact with any 
  plant she can’t recognize, the pony must first make a Botany skill roll to identify if it is 
  safe. 
   
  To cut through thick foliage and branches, the pony must inflict 5 points of HP damage 
  with a slashing weapon (AC 10), typically a sword or an axe. To cut down a tree, a pony 
  must inflict 30 HP of damage (AC 20) with an axe or a saw. 
   
  Then there are the magical varieties of plants, which can be very dangerous or a 
  hindrance to any unsuspecting party:  
   
  •
  Crippling Cacti: This large desert dwelling plant has a unique defense system in 
  its prickly spines. If any pony who does not have some kind of natural or magical 
  armor were to touch the cactus’s spines, she must make a Constitution saving 
  throw (Difficulty: 18) or else be paralyzed. Once paralyzed, roll three 6-sided dice 
  and the number rolled will indicate how many rounds the pony will remain 
  paralyzed. Wearing armor provides some protection, however, it does not cover 
  the entire pony’s body, so if any spines were to poke any exposed skin or through 
  a gap in the armor, it will take effect. Therefore, those who come in contact with 
  the cacti while wearing armor get a bonus to their Constitution saving throw equal 
  
  	
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  to the AC bonus the armor provides. See section on Paralysis under the chapter on 
  Hazards for details. 
  •
  Electric Sea Weed: This highly dangerous plant is frequently found at the bottom 
  of shallow ocean floors. If any pony were to come into contact with the plant, she 
  must make an Agility roll (Difficulty: 20) or else be electrocuted, sustaining two 
  6-sided dice of damage. 
  •
  Kamikaze Banzai: This strange plant has one of the oddest ways of spreading its 
  seeds. The plant itself survives for about a year, but when it comes time to spread 
  its seeds, the plant itself literally explodes, throwing the fireproof seeds in all 
  directions. However, these plants are so volatile, they can even be set off by touch. 
  If a pony comes into contact with a kamikaze banzai, she must make an Agility 
  roll (Difficulty: 12) or else set it off and be blown up with the plant, causing three 
  6-sided dice of damage to all within a 20 foot diameter of the exploding banzai. 
  Those caught in the blast must make an Agility roll (Difficulty: 20) to take half 
  damage. Kamikaze banzai typically grow within close proximity to each other, so 
  if one were to go off, it could cause a chain reaction that will set off all of them if 
  they’re in range of each other’s blast. 
  •
  Lazy Daises: These little flowers may seem harmless, but they hold a little secret 
  that can incapacity an entire party. If a pony were to walk on a field covered with 
  these plants, she becomes subjected to the powerful pollen the plants produce. If 
  exposed to the pollen, she must make a Constitution saving throw (Difficulty: 14) 
  or else fall asleep. Once asleep, roll three 6-sided dice and the number rolled will 
  indicate how many minutes the pony will remain asleep. The pony can be prodded 
  awake prematurely like one would with any ordinary sleeping individual, but only 
  after moving the victim away from the flowers. 
  •
  Mega Rafflesia: This aptly named plant will often grow to 10 square feet in size. 
  Characterized by its nauseating smell, this plant uses its noxious odor to both lure 
  flowering insects to it and to repel threats. Those who come within 50 feet of the 
  plant must make a Constitution saving throw (Difficulty: 15) or suffer one 6-sided 
  dice of damage. Wearing a gas mask will provide a +4 bonus to Constitution 
  saving throws. This power has no effect on the undead, constructs, oozes, or any 
  creatures with a Constitution score of 0. 
  •
  Moving Moon Morel: Although not technically dangerous, these mushrooms can 
  be hard to find if one were to lose sight of them. They look like ordinary 
  mushrooms and are edible like mushrooms, however, on the night of a full moon, 
  the mushrooms automatically teleport to a new location, reappearing onto any 
  solid ground miles away. There, they will remain until picked or until the next full 
  moon. 
  •
  Poison Joke: This strange blue plant has an odd habit of pulling pranks upon those 
  who come in contact with it. Any time a pony touches a field of poison joke, she 
  must make a Constitution saving throw (Difficulty: 18) or else contract the effects 
  of this plant. To see what the plant does to the pony, make a Percentage Roll and 
  whichever number comes up will determine what effect the plant has on the pony. 
  The effects go away after a while (one 6-sided dice roll in days), but can be cured 
  with antidotal herbs and a successful Heal roll (Difficulty: 18). 
  
  	
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  o
  % Roll 1-8: The pony’s tongue swells in size, making it impossible for her 
  to talk. 
  o
  % Roll 9-16: The pony’s voice noticeably changes, incurring a -4 penalty 
  to Bluff, Charm, and Performance rolls. 
  o
  % Roll 17-24: The pony gets too big and heavy, disabling the pony’s 
  ability to gallop and forcing her to move only at her base speed. 
  o
  % Roll 25-32: The pony’s hair becomes long and messy, incurring a -4 
  penalty to Agility and Perception rolls (when using vision). 
  o
  % Roll 33-40: The pony’s hooves grow large and misshapen, incurring a -
  4 penalty to Stealth rolls. 
  o
  % Roll 41-48: The pony’s legs are flipped backwards, forcing the pony to 
  walk backwards. To walk forwards, the pony must make an Agility roll 
  every 10 feet or else trip and fall (Difficulty: 12 to trot, 16 to gallop). 
  o
  % Roll 49-56: The pony’s coat is covered in bright pink and yellow stripes, 
  giving her a -4 penalty to Hide and Disguise rolls. 
  o
  % Roll 57-64: The pony will suddenly feel itchy all over, forcing her to 
  constantly scratch herself and causing a -4 penalty to Mentation rolls and 
  Concentration skill rolls. 
  o
  % Roll 65-72: The pony’s hooves become very sticky, forcing her to stick 
  to the floor and causing objects to stick to anything she touches. If she 
  sticks to something, it requires a Strength roll (Difficulty: 15) to pry her 
  off. The pony would have to make this Strength roll every 10 feet she trots. 
  o
  % Roll 73-80: The pony can only see in prismatic vision, giving her a -6 
  penalty to Perception rolls. 
  o
  % Roll 81-88: The pony will experience a compulsive need to walk on her 
  hind legs, flap her front legs or arms like wings, and cluck and crow like a 
  rooster. Her mane will also stick up into a Mohawk that looks like a comb 
  of a rooster to complete the image. Although she can still trot and gallop, 
  she cannot talk, fight, cast spells, or perform any skills. 
  o
  % Roll 89-100: This effect’s consequences vary depending on the type of 
  pony or creature. To a unicorn or other spell-casting race, her horn or 
  other spell-casting appendage becomes soft and wobbly, disabling her 
  magic. A pegasus or any other flying creatures will have their wings 
  become misshapen, disabling her ability to fly. And an earth pony and all 
  other creatures shrinks in size, incurring a -8 penalty to Strength rolls, and 
  reducing her size to 2.5 cubic feet and her reach to 0 feet. 
  •
  Snare Vines: These trees tend to have long vines that dangle down to the ground. 
  To a casual observer, they seem like ordinary vines, but with a successful 
  Perception roll (Difficulty: 15), she would notice that the vines are tied in knots. If 
  a pony gets under the tree, the vines spring to life and wrap themselves around the 
  pony and around her neck, suffocating her. The pony must break free of the vines 
  or else die of asphyxiation. To avoid getting caught in the snare vine and escaping 
  it requires an Escape Artist roll and breaking the vine requires a Strength roll 
  (Difficulty: 20 for both rolls). 
  •
  Zap Apple Trees: These trees follow a strange and complex series of rituals every 
  time the zap apples are ready to grow their apples. To signal the approach of a zap 
  
  	
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  apple harvest, first comes the howl of timber wolves, then leaves appear, followed 
  by the appearance of crows and flowers, then a meteor shower appears before the 
  day comes when the apples are ripe and ready for picking. When dormant, zap 
  apple trees are harmless, but when their apples are about to appear, the trees 
  themselves are highly electrified and any pony who touches them will sustain one 
  6-sided dice of electrical damage. The only safe time to pick a zap apple is when 
  it is fully ripe (as indicated by its rainbow color), but the apples will disappear 
  after one day so pick them quickly. Zap apple trees can only be found in the 
  Everfree Forest and on Sweet Apple Acres. 
   
  Poison: Although different poisons have different Difficulty levels to resist and can cause 
  different amounts of damage, they all work the same. If a pony gets poison in her system 
  (regardless of the method), she must make a Constitution saving throw to resist it. If she 
  fails, she takes damage. By the next round, she must succeed the next Constitution saving 
  throw or sustain more damage. This process continues every round until the pony dies or 
  finally succeeds at a Constitution roll to overcome the poison. All poisons can be treated 
  with a Healing skill and antidotal herbs. Poison has no effect on constructs, the undead, 
  oozes, or anything else that doesn’t have a Constitution score. 
  •
  Toadstool Extract: Difficulty of 10 for the victim to physically resist. Difficulty of 
  10 to cure with a Healing roll and antidotal herbs. Cost: 90 bits per quart, 
  Damage: one 4-sided dice of damage. 
  •
  Manticore Poison: Difficulty of 15 for the victim to physically resist. Difficulty of 
  16 to cure with a Healing roll and antidotal herbs. Cost: 500 bits per quart, 
  Damage: one 6-sided dice of damage. 
  •
  Chimera Poison: Difficulty of 17 for the victim to physically resist. Difficulty of 
  19 to cure with a Healing roll and antidotal herbs. Cost: 750 bits per quart, 
  Damage: one 6-sided dice of damage. 
  •
  Nightshade Extract: Difficulty of 20 for the victim to physically resist. Difficulty 
  of 23 to cure with a Healing roll and antidotal herbs. Cost: 1,800 bits per quart, 
  Damage: one 8-sided dice of damage. 
  To place poison onto any kind of bladed weapon, the pony must make a successful Apply 
  Poison roll. 
   
  Slippery Surfaces: If a pony stands on ice, steep ledges, grease, marbles, or any other 
  kind of slippery surface, she must make an Agility roll (Difficulty 15) or else fall over. 
  To get up, the pony must spend another full action and succeed at the next Agility roll or 
  else fall over again. If she tries to walk across the surface, she must make an Agility roll 
  every two rounds (Difficulty 15 + 1 for every 5 feet per round the pony is walking) or 
  else fall over. 
   
  Starvation/Dehydration: A pony can last for one day per Constitution score without 
  food. With every day afterward, the pony suffers one point of Constitution loss. This loss 
  will continue each day gone without food until the pony gets sufficient nutrition or dies 
  from starvation. With dehydration, it also takes affect after one day per Constitution score 
  without water, but rather than causing Constitution score loss, it instead causes 
  hyperthermia (see section on Hot Weather under the Hazards section). 
  
  	
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  Starvation/Dehydration only affects creatures who need food and water to survive. 
  Constructs, the undead, or anything else that doesn’t have a Constitution score can’t 
  suffer from starvation or dehydration. 
   
  Suffocation: When drowning in a substance the subject can’t breath or deprived of 
  oxygen, suffocation works the same way. A pony can only hold her breath for about 10 
  rounds plus one round per Constitution score. After that, the pony must make a 
  Constitution roll every round (Difficulty: 10 + 1 per round passed). If she fails a roll, the 
  pony falls unconscious for one round per Constitution score, and if she is not resuscitated 
  before that time allotted, she dies. While unconscious, the pony can only be saved from 
  suffocation if brought to the surface of the water and resuscitated. To resuscitate, the 
  pony must use the Healing skill (Difficulty: 10 + 1 for every round the victim was 
  unconscious). Suffocation only affects creatures who need air to survive. Constructs, the 
  undead, oozes, or anything else that doesn’t have a Constitution score can’t suffocate. 
   
  Traps: All traps can be built or disabled with the Mechanics skill, including ones that are 
  magical in nature, and to see a trap requires a Perception roll. If some pony tries to 
  disable a trap with a Mechanics roll and the roll fails by 10 or under, then the trap is set 
  off, potentially hitting the pony in the process. All traps require a trigger of some kind, 
  usually by requiring the character to stand, walk on, or move something to activate it. 
   
  Reset Trap: Most traps have some means of being reset so they can be used again. 
  •
  None: Once the trap is sprung, it cannot be reset unless it was completely rebuilt. 
  •
  Manual: The trap has to be manually set up, meaning blades have to be put back 
  into place, trap doors have to be latched, and arrows, darts, and spells need to be 
  reloaded by someone else. 
  •
  Automatic: Once the trap has sprung, the trap will automatically reset itself 
  eventually. 
   
  Bypass: As an option, the builder can design a bypass switch to disable the trap so that 
  someone may pass through it safely. Bypass options include: 
  •
  Lock: Can be turned with a Lock Picking roll (Difficulty 30). Adds a 3 to the 
  Difficulty to build the trap. 
  •
  Hidden Switch: Can be found with a Perception roll (Difficulty 25). Adds a 1 to 
  the Difficulty to build the trap. 
  •
  Hidden Lock: Requires a Perception roll (Difficulty 25) to be found and a Lock 
  Picking roll (Difficulty 30) to be opened. Adds a 5 to the Difficulty to build the 
  trap. 
   
  The following is a list of various traps to choose from. 
  •
  Arrow: Once triggered, one to five arrows are fired. Damage: one 6-sided dice 
  per arrow (+15 attack bonus), Perception Difficulty: 20, Disable Difficulty: 20, 
  Reset: manual, Build Difficulty: 20 (+2 per additional arrow), Cost: 1,000 bits. 
  •
  Cold: A cone of freezing cold is spewed out onto an area 20 cubic feet in size. 
  Making a successful Agility saving throw divides the damage in half (Difficulty 
  15). Damage: three 6-sided dice, Perception Difficulty: 25, Disable Difficulty: 25, 
  
  	
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  Reset: manual, Build Difficulty: 20, Cost: 5,000 bits, Magic Spell Required: 
  Cryokinesis. 
  •
  Crushing Walls: Once triggered, a sliding door blocks the exit and a wall or 
  ceiling moves over to crush its victims trapped in the room. The wall moves 5 feet 
  per round. Once it closes on the characters, they sustain ten 6-sided dice of 
  damage as they are crushed to death. After one minute, the wall slides back into 
  place and the sliding door opens again. Perception Difficulty: 34, Disable 
  Difficulty: 34, Reset: automatic, Build Difficulty: 35, Cost: 20,000 bits. 
  •
  Electricity: Bolts of electricity arc out 30 feet away, electrocuting all within its 
  line of fire. Making a successful Agility saving throw divides the damage in half 
  (Difficulty 20). Damage: six 6-sided dice, Perception Difficulty: 25, Disable 
  Difficulty: 25, Reset: manual, Build Difficulty: 25, Cost: 9,000 bits, Magic Spell 
  Required: Electrokinesis. 
  •
  Falling Rocks: Once triggered, heavy objects (usually rocks) fall on the victim’s 
  head if she fails her Agility roll (Difficulty: 25). Damage: six 6-sided dice, 
  Perception Difficulty: 30, Disable Difficulty: 20, Reset: none, Build Difficulty: 30, 
  Cost: 15,000 bits. 
  •
  Fire: A cone of flames is spewed out onto the area 20 cubic feet in size. Making a 
  successful Agility roll divides the damage in half (Difficulty 15). Damage: three 
  6-sided dice, Perception Difficulty: 25, Disable Difficulty: 25, Reset: manual, 
  Build Difficulty: 20, Cost: 5,000 bits, Magic Spell Required: Pyrokinesis. 
  •
  Flooding Room: Once triggered, the room fills with water, drowning its victims. 
  Such traps are usually set up in airtight rooms and usually have a locked door or a 
  portcullis to prevent escape. Perception Difficulty: 30, Disable Difficulty: 20, 
  Reset: none, Build Difficulty: 25, Cost: 6,000 bits. 
  •
  Gas: Gases come in three varieties: poison, sleep, and paralysis. When a pony 
  breaths in the gas, the pony will either get one 6-sided dice of damage, fall asleep 
  for 10 minutes, or be paralyzed for 10 minutes, losing their Agility bonus to AC. 
  To resist the effects of the gas, the pony must make a Constitution saving throw 
  (Difficulty: 17). Perception Difficulty: 20, Disable Difficulty: 20, Reset: manual, 
  Build Difficulty: 20, Cost: 1,000 bits. 
  •
  Light: This trap creates a bright light that can cause permanent blindness to those 
  who don’t win their Constitution saving throw (Difficulty 15). See section on 
  Blindness/Deafness under the Hazards chapter for details. Targets an area 10 
  cubic feet in size. Perception Difficulty: 25, Disable Difficulty: 20, Reset: manual, 
  Build Difficulty: 25, Cost: 8,000 bits, Magic Spell Required: Photokinesis. 
  •
  Net or Snare: Once triggered, the pony is either caught in a rope or a 5 square foot 
  net. Once a target gets within range, the snare is sprung and holds its opponent in 
  place. While bound, the target loses her Agility bonus to AC and incurs a -4 
  penalty to attack rolls. To avoid getting caught in the trap and escaping the trap 
  requires an Escape Artist roll and breaking the snare requires a Strength roll. See 
  section on Breaking Objects under Combat for details. Perception Difficulty: 20, 
  Disable Difficulty: 20, Reset: manual, Build Difficulty: 20, Cost: 1,000 bits. 
  •
  Noise: This trap creates a loud noise that can cause permanent deafness to those 
  who don’t win their Constitution saving throw (Difficulty 15). See section on 
  
  	
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  Blindness/Deafness under the Hazards chapter for details. Targets an area 10 
  cubic feet in size. Perception Difficulty: 25, Disable Difficulty: 20, Reset: manual, 
  Build Difficulty: 25, Cost: 8,000 bits, Magic Spell Required: Audiokinesis. 
  •
  Poison Needle: Once triggered, the victim is struck with flying needles that inject 
  poison. Damage: (+15 attack bonus) See Poison under Hazards, Perception 
  Difficulty: 20, Disable Difficulty: 20, Reset: manual, Build Difficulty: 20, Cost: 
  1,000 bits. 
  •
  Portcullis: A heavy barrier falls over the doorframe, preventing escape. If there is 
  any pony who is under the portcullis, they must make an Agility roll (Difficulty: 
  15) to escape getting crushed. Those who are unfortunate enough to wind up 
  under the portcullis will be trapped under the weight of the portcullis and take two 
  6-sided dice of damage upon impact. Escaping from under the portcullis requires 
  a Strength roll (Difficulty: 20). Perception Difficulty: 25, Disable Difficulty: 20, 
  Reset: manual, Build Difficulty: 20, Cost: 3,000 bits. 
  •
  Trap Door: Once triggered, the victim falls through if they fail their Agility saving 
  throw (Difficulty: 25). If there are other hazards at the bottom of the pit (acid, 
  spikes, etc.) add to the damage in addition to falling damage. Damage: See 
  Falling/Collisions under hazards, Perception Difficulty: 20, Disable Difficulty: 20, 
  Reset: manual, Build Difficulty: 20, Cost: 1,000 bits. 
  •
  Wall Scythe: A huge blade swings out of the wall to slice the intruder in half. The 
  blade slides back into place after one round. Damage: (+20 attack bonus) two 8-
  sided dice, Perception Difficulty: 25, Disable Difficulty: 25, Reset: automatic, 
  Build Difficulty: 25, Cost: 9,000 bits 
   
  Water Hazards: Characters without a boat and who can’t swim or fly may find water to 
  be an obstacle to block their way. Wading in shallow water as well as swimming across 
  deeper water requires no Swim roll so long as the water is still. However, moving across 
  running water requires a Swim roll (Difficulty: 10 [calm water], 15 [rapids], or 20 
  [stormy current or whirlpool]). If she succeeds, then she swims from one point to another 
  safely. If a pony fails, then she is swept down the current, taking one 6-sided dice of 
  damage and moving in the direction of the current as the water’s base speed (typically 20 
  feet per round) or sucked down into the whirlpool. In either case, the pony must make 
  another Swim roll (Difficulty: 25) to get to the surface and regain control. While pulled 
  underwater, she is at risk of suffocation. In cold climates, water could be dangerously 
  cold and can cause hypothermia. Near volcanic regions, water can be dangerously hot 
  and can cause burn damage and hyperthermia. See sections on Suffocation, Heat Hazards, 
  and Cold Hazards under the Hazards section for details. 
   
  Weather: Like many of the natural phenomena in Equestria, the weather is controlled by 
  the pegasi and the weather effects the PC’s can encounter is often scheduled and 
  announced to the public (unless the pegasi have some kind of animosity toward the earth 
  ponies and unicorns below or other problems occur). However, places where there are no 
  pegasi to control the weather (such as outside of Equestria) tend to operate independently 
  and can change quite suddenly, especially in moist climates. 
   
  
  	
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  On calm days, weather is never a problem, but sometimes, pegasi can bring about really 
  destructive weather that can be a hindrance to the party. Normally it’s due to accidents or 
  for benign reasons such as catching up on a late rainstorm schedule, although sometimes 
  pegasi would use weather as a tactical advantage. 
   
  •
  Fog: Whether it is by a cloud, smoke, dust, or other means, fog can cover an 
  entire area and prevent a player from seeing beyond 5 feet away. All objects 
  beyond become obscured and hard to see. When attacking an opponent with a 
  range weapon beyond 5 feet away, the attacker gets a -4 penalty to attack rolls. 
  The -4 penalty also applies to Perception rolls (when it comes to seeing the object 
  in the cloud) to objects and creatures beyond 5 feet 
  •
  Lightning: During an electrical storm, roll one 10-sided dice and the result will be 
  the time in which the next lightning strike will occur in minutes. Lightning will 
  strike the object closest to the clouds, and those above the clouds are unaffected. 
  Once struck, the player takes two 10-sided dice of damage. 
  •
  Precipitation: Rain, snow, sleet, and hail have similar effects depending on the 
  severity. 
  o
  Light: Small fires will be extinguished. 
  o
  Moderate: Small fires will be extinguished. Upon all characters in the rain, 
  they get -2 penalty to ranged weapon attack rolls, Perception, and 
  Perception rolls. 
  o
  Strong: Large fires will be extinguished. Upon all characters in the rain, 
  they get -4 penalty to ranged weapon attack rolls, Perception, and 
  Perception rolls. 
  o
  Storm: All fires will be extinguished. Upon all characters in the rain, they 
  get -8 penalty to ranged weapon attack rolls, Perception, and Perception 
  rolls. Storms also incur the penalties associated with strong wind. 
  •
  Wind: Wind can impair the attack rolls of range weapons and potentially blow a 
  pony off her hooves depending on the force of the wind. Creatures that are in 
  flight are more vulnerable to strong winds than those who are standing on solid 
  ground. Those who successfully roll their Aerobatics roll will be able to move 
  freely for as long as the wind lasts. Those who fail their Aerobatics rolls are 
  blown away in the direction and approximate speed of the wind, completely at the 
  mercy of the wind. 
  o
  Light: Speed: 0-12 mph (5 ft per round), Range Weapon Penalty: None, 
  Strength Roll (Land): None, Aerobatics Roll (Flight): None. 
  o
  Moderate: Speed: 13-21 mph (10 ft per round), Range Weapon Penalty: 
  None, Strength Roll (Land): None, Aerobatics Roll (Flight): None. 
  o
  Strong: Speed: 22-36 mph (15 ft per round), Range Weapon Penalty: -2, 
  Strength Roll (Land): None, Aerobatics Roll (Flight): 10. 
  o
  Severe: Speed: 37-54 mph (20 ft per round), Range Weapon Penalty: -4, 
  Strength Roll (Land): 10, Aerobatics Roll (Flight): 15. 
  o
  Windstorm: Speed: 55-63 mph (25 ft per round), Range Weapon Penalty: 
  -8, Strength Roll (Land): 15, Aerobatics Roll (Flight): 20. 
  o
  Hurricane: Speed: 64-73 mph (30 ft per round), Range Weapon Penalty: 
  Impossible, Strength Roll (Land): 20, Aerobatics Roll (Flight): 25. 
  
  	
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  o
  Tornado: Speed: 74+ mph (35 ft per round), Range Weapon Penalty: 
  Impossible, Strength Roll (Land): 25, Aerobatics Roll (Flight): 35. Unlike 
  other kinds of wind, tornados are funnels of swirling air and those who fail 
  their Strength or Aerobatics rolls are actually blown toward the tornado 
  rather than away. Tornados can stand in one spot or move 10 feet per 
  round in any direction the pegasus who created it designates. 
   
  Volcanoes: Whenever a volcano erupts, it often can cause earthquakes and dust clouds 
  which functions like a fog. See section under Earthquakes and Fog for details. The 
  magma causes two 6-sided dice of damage if splashed with it and six 12-sided dice of 
  damage per round if submerged in it. Creatures immune to fire are unharmed. 
   
  Monsters 
   
  The word “monster,” for the purposes of this game, simply is a catchall term for any 
  creatures that are not ponies. Of course, that’s a bit of a misnomer because this term can 
  also apply to other sentient animals like buffalo and zebra. Monsters can be used as 
  NPC’s that the players can either interact with or fight. Although many of the creatures 
  on this list were based off of creatures seen on the show, there are some of my own 
  creations here. 
   
  Making Monsters: As always, I do encourage the GM to make her own monsters. To 
  make your own monsters, simply follow the guidelines for making a pony, although you 
  can be a little more loose about following the rules such as changing how much HP the 
  monster has, adding more feats, etc. 
   
  List of Monsters and races 
   
  Air Elemental 
  These elementals typically look no different from clouds. However, at will, they can shape 
  their bodies to approximate arms and legs for the sake of picking up objects and 
  attacking. The only clues that they are living thing are the two orbs of gray cloud that are 
  its eyes. 
   
  (Foal Level Air Elemental) 
  Strength: 2, Constitution: 2, Agility: 5, Cleverness: 2, Intelligence: 2, Mentation: 4. 
  Level: Foal, HP: 21, AC: 12, Base speed: 20 ft (Gallop 45 ft), Initiative: 9. Feats: Greater 
  Initiative (+4 Initiative), Adeptness (+4 skill points). Skills/Spells: Aerokinesis 4, Control 
  Weather 4. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 6-sided dice of damage. 
  —Flight 
  —Spell Casting 
  —Elemental Attributes: See section on Air Elemental Attributes. 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
   
  
  	
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  (Adult Level Air Elemental) 
  Strength: 2, Constitution: 2, Agility: 10, Cleverness: 4, Intelligence: 4, Mentation: 6. 
  Level: Adult, HP: 45, AC: 17, Base speed: 40 ft (Gallop 90 ft), Initiative: 14. Feats: 
  Greater Initiative (+4 Initiative), Swift Hooves (+10 feet base speed), Adeptness [x2] (+8 
  skill points). Skills/Spells: Aerokinesis 8, Control Weather 8. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 8-sided dice of damage. 
  —Flight 
  —Spell Casting 
  —Elemental Attributes: See section on Air Elemental Attributes. 
   
  (Alicorn Level Air Elemental) 
  Strength: 3, Constitution: 3, Agility: 15, Cleverness: 8, Intelligence: 8, Mentation: 15. 
  Level: Alicorn, HP: 75, AC: 23, Base speed: 50 ft (Gallop 125 ft), Initiative: 19. Feats: 
  Greater Initiative (+4 Initiative), Swift Hooves (+10 feet base speed), Adeptness [x4] 
  (+16 skill points). Skills/Spells: Aerokinesis 18, Control Weather 16. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 10-sided dice of damage. 
  —Flight 
  —Spell Casting 
  —Elemental Attributes: See section on Air Elemental Attributes. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
   
  Automaton  
  These constructs are made of a clear and hard plastic and come in three varieties: earth 
  pony, pegasus, and unicorn. Each type is shaped like the type of pony they represent. To 
  create one, use the Automaton spell. 
   
  (Earth Pony Automaton) 
  Strength: 10, Constitution: 0, Agility: 6, Cleverness: 0, Intelligence: 0, Mentation: 4. 
  Level: Adult, HP: 35, AC: 19 (+8 natural armor), Base speed: 20 ft (Gallop 50 ft), 
  Initiative: 6. Feats: None. Skills/Spells: Grapple 8. 
  Traits: 
  —Equine Combat 
  —Natural Armor: +8 to armor class. 
  —Damage Reduction: Because an automaton has a Constitution score of 0, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Construct Attributes 
   
  (Pegasus Automaton) 
  
  	
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  Strength: 6, Constitution: 0, Agility: 10, Cleverness: 0, Intelligence: 0, Mentation: 4. 
  Level: Adult, HP: 35, AC: 23 (+8 natural armor), Base speed: 30 ft (Gallop 80 ft), 
  Initiative: 10. Feats: None. Skills/Spells: Weather Control 8. 
  Traits: 
  —Equine Combat 
  —Carriage Levitation 
  —Flight 
  —Natural Armor: +8 to armor class. 
  —Damage Reduction: Because an automaton has a Constitution score of 0, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Construct Attributes 
   
  (Unicorn Automaton) 
  Strength: 4, Constitution: 0, Agility: 6, Cleverness: 0, Intelligence: 0, Mentation: 10. 
  Level: Adult, HP: 35, AC: 19 (+8 natural armor), Base speed: 20 ft (Gallop 50 ft), 
  Initiative: 6. Feats: None. Skills/Spells: Petrify 2, Recovery 3, Teleportation 3. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  —Natural Armor: +8 to armor class. 
  —Damage Reduction: Because an automaton has a Constitution score of 0, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Construct Attributes 
   
  Banshee 
  Mares who died horrible deaths can sometimes come back as angry and vengeful spirits 
  who attack the living with their haunting screams. 
   
  Strength: 2, Constitution: 0, Agility: 9, Cleverness: 1, Intelligence: 1, Mentation: 10. 
  Level: Adult, HP: 35, AC: 14, Base speed: 30 ft (Gallop 75 ft), Initiative: 9. Feats: None. 
  Skills/Spells: None. 
  Traits: 
  —Sonic Scream: One 6-sided dice plus Agility of damage. 
  —Incorporeal 
  —Invisibility 
  —Flight: All ghosts can fly like pegasi can regardless of their species in life. 
  —Telekinesis: All ghosts can use telekinesis like unicorns can regardless of their species 
  in life. 
  —Fearsome Presence: Difficulty 13 to resist. See description under List of Traits for 
  details. 
  
  	
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  —Paralyzing Touch: As a standard action, a banshee can touch a corporeal target, and the 
  target must make a Constitution roll (Difficulty 15) or else become paralyzed. Roll one 4-
  sided dice to determine how long the paralysis lasts in rounds. See section on Paralysis 
  under Hazards for details. 
  —Undead Attributes 
   
  Buffalo 
  The buffalo live in nomadic tribes in the deserts on the outskirts of Equestria. They’re 
  normally indifferent toward ponies, but give them a slice of apple pie and you might win 
  their hearts. Episode Appearance: Over a Barrel. 
   
  Strength: 6, Constitution: 6, Agility: 3, Cleverness: 2, Intelligence: 5, Mentation: 4. 
  Level: Adult, HP: 83, AC: 14, Base speed: 20 ft (Gallop 35 ft), Initiative: 3. Feats: Heat 
  Tolerance, Archery, Throwing Weapon Proficiency, Athletic, Swift Hooves (+10 feet 
  base speed). Skills/Spells: Wilderness Survival 8, Art 4. 
  Traits: 
  —Equine Combat 
  —Head-Butt: The horns and skull of a buffalo are quite strong, enabling them to deal one 
  8-sided dice of damage. When charging, a buffalo can deal one 12-sided dice of damage. 
  —Bonus HP: Adult buffalo get +8 bonus to HP while their calves get only +4 bonus to 
  HP. 
  —Bonus Feat: Heat Tolerance 
  —Skill Specialty 
  Items: 
  —Long Bow: Range of 5 feet per Agility score, Damage: one 8-sided dice plus Agility of 
  damage, Bonus to Attack rolls: +6. One quiver with 20 arrows. 
   
  Cancer 
  A giant crab with an impenetrable armor and a short temper, it is able to crush ponies 
  with its giant claws and has a penchant for taking down ships who sail too close to its 
  shore. 
   
  Strength: 17, Constitution: 20, Agility: 3, Cleverness: 3, Intelligence: 3, Mentation: 20. 
  Level: Alicorn, HP: 160, AC: 28 (+6 scale armor), Base speed: 10 ft (Gallop 25 ft), 
  Initiative: 7. Feats: Brawny Pony [x5] (+10 Strength), Greater Imitative (+4 Imitative). 
  Skills/Spells: Wilderness Survival 10, Grapple 4, Disarm 4. 
  Traits: 
  —Claw Combat: A cancer can attack with its claws, causing one 10-sided dice plus 
  Strength of damage. 
  —Amphibious 
  —Shell Armor: +6 to armor class. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Capricorn 
  
  	
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  A goat from the waist up and a fish from the waist down, a capricorn is a strange thing to 
  find in the sea. When fighting, they will often gore their opponents or possibly try to 
  drown them. 
   
  Strength: 16, Constitution: 10, Agility: 16, Cleverness: 3, Intelligence: 5, Mentation: 3. 
  Level: Alicorn, HP: 136, AC: 31, Base speed: 40 ft (Gallop 120 ft), Initiative: 16. Feats: 
  Adeptness (+4 skill points), Athletic Pony [x2] (+4 Agility), Vigor [x2] (+16 HP). 
  Skills/Spells: Wilderness Survival 10, Zoology 8, Sense Magic 6, Perception 10. 
  Traits: 
  —Equine Combat: Can attack with fins, tail, and horns for one 10-sided dice plus 
  Strength of damage. 
  —Amphibious 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Centaur 
  Half man, half horse, these creatures tend to be more tribal and aggressive than ponies, 
  especially to those who invade their forests. 
   
  Strength: 3, Constitution: 6, Agility: 7, Cleverness: 4, Intelligence: 2, Mentation: 4. 
  Level: Adult, HP: 65, AC: 18, Base speed: 20 ft (Gallop 55 ft), Initiative: 7. Feats: 
  Archery, Far Shot, Multiple Shots. Skills/Spells: Wilderness Survival 5, Stealth 3, Hide 6, 
  Perception 6. 
  Traits: 
  —Equine Combat: Can attack with fists and hooves for one 6-sided dice plus Strength of 
  damage. 
  Items:  
  —Long Bow: Range of 5 feet per Agility score, Damage: one 8-sided dice plus Agility of 
  damage, Bonus to Attack rolls: +6. One quiver with 20 arrows. 
   
  Changeling 
  They mostly existed as a secretive and illusive species until the day their queen launched 
  a full scale take over of Canterlot only to be defeated by Cadance and Shining Armor. 
  Their whereabouts are unknown and with their shape-shifting powers, they could be 
  anywhere. Episode Appearance: A Canterlot Wedding, part 2 
   
  Strength: 3, Constitution: 4, Agility: 4, Cleverness: 6, Intelligence: 3, Mentation: 5. 
  Level: Adult, HP: 55, AC: 13, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Adeptness [x4] (+16 skill points). Skills/Spells: Bluff 5, Hide 5, Charm 5, Cocoon 2 
  (details below), Enfeeblement 2, Teleport 3, Spell Echo 2, Linguistics 1 (languages 
  known: Equestrian and Mimic). 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  
  	
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  —Telekinesis 
  —Transform: As a full action, a changeling can transform into any type of four-legged 
  animal just like the Transformation spell and remain in that form for as long as desired. 
  While transformed, almost all of the changeling’s traits are replaced with that of the new 
  form, however, they still retain the Transform and Drain Love traits regardless of what 
  form they take on. While transformed, the changeling gets a +10 bonus to Disguise rolls. 
  A changeling cannot transform into any creature with the Ooze Attributes, Construct 
  Attributes, or Undead Attributes. If she it is ever killed, she reverts back to her primary 
  form. 
  —Drain Love: As a full action, changelings can drain the love of others (which translates 
  into Mentation) at a range of 0 feet. If the changeling manages to make physical contact 
  with its target, the target and the changeling must make a Mentation roll. If the 
  changeling wins, then it manages to inflict one 4-sided dice of Mentation score loss upon 
  the target. 
  Spells: 
  Cocoon 
  Range: 5 feet per Mentation level 
  Duration: Instantaneous 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: As a free action, the caster can open any cocoon (even ones she did not 
  create herself) in order to let out the prisoner inside or to try to force a victim into it. To 
  get a new victim in the cocoon, the caster must first lure or force the target into the 
  cocoon, then force him in with a successful Grapple skill roll against the target’s 
  Outmuscle skill roll. It’s also possible for some pony else to force the target inside while 
  the caster opens the cocoon. Because the cocoon nullifies magic for all within it, this 
  spell cannot be used by the caster to free herself. 
  Advanced: The caster can create a green colored cocoon that is 5 cubic feet in size and 
  can hold one creature that is small enough to fit inside. To create the cocoon, the caster 
  can summon the cocoon from any empty space within range. However, if she wishes to 
  try to trap a target inside of the cocoon, she can cast the spell upon one target. If the 
  target fails her Mentation roll, the cocoon materializes around her, trapping her inside. If 
  she wins her Mentation roll, the cocoon is still created, but the target is instead pushed 
  aside to any empty adjacent space the target chooses. The cocoon has an AC of 15 and an 
  HP of 35 and will only be destroyed (and subsequently disintegrates into nothing) once 
  it’s HP reaches 0. The cocoon nullifies all spells from within, preventing the prisoner 
  from casting any spells and any pony from casting a spell upon the prisoner. However, 
  the cocoon is designed to allow changelings to use their Drain Love on the prisoner. The 
  cocoon can also be used on inanimate objects that are small enough to fit inside the 
  cocoon. 
   
  Chimera 
  This creature looks like a lion with a goat head coming out of its spine and a snake for a 
  tail. All of which can act together to form a freakish but formidable opponent. 
   
  
  	
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  Strength: 7, Constitution: 6, Agility: 5, Cleverness: 1, Intelligence: 6, Mentation: 5. 
  Level: Adult, HP: 73, AC: 16, Base speed: 20 ft (Gallop 55 ft), Initiative: 13. Feats: 
  Improved Claw Attacks, Greater Initiative [2x] (+8 Initiative), Mystical Pony (+2 
  Mentation). Skills/Spells: Wilderness Survival 4, Perception 10. 
  Traits: 
  —Claw and Teeth Combat: One 8-sided dice plus Strength of damage. 
  —Poison Fang Combat: If the snakehead manages to bite an opponent behind the 
  chimera, it inflicts one 6-sided dice plus Strength of damage. If a pony were to be injured 
  by a snakebite, the pony must make a Constitution roll to resist the poison (Difficulty: 17). 
  If the pony fails, then she is poisoned, causing one 6-sided dice of damage per round 
  poisoned. See section on Poison under the Hazards section. 
  —Breath Attack: Chimeras can expel smoke and fire from the goat’s mouth, creating 
  enough fire to cover an area 5 cubic feet in size and at 5 feet per Agility score, causing 
  one 6-sided dice plus Agility of damage. If struck with the flames, the target must also 
  make an Agility roll (Difficulty: 15) or else she catches on fire. See section on Fire under 
  Hazards for details. 
  —Acute Sense of Smell 
  —Wild Creature Attributes 
   
  Cockatrice 
  You may laugh at the idea of a monster with the head of a chicken and the body of a 
  snake, but your laugh will be frozen on you face once you look at this beast in the eye. 
  Episode Appearance: Stare Master. 
   
  Strength: 2, Constitution: 4, Agility: 8, Cleverness: 1, Intelligence: 3, Mentation: 7. 
  Level: Adult, HP: 55, AC: 17, Base speed: 20 ft (Gallop 60 ft), Initiative: 12. Feats: 
  Greater Initiative (+4 Initiative), Athletic Pony (+2 Agility), Improved Claw Attacks. 
  Skills/Spells: Wilderness Survival 4, Stealth 8.  
  Traits: 
  —Claw and Beak Combat: One 6-sided dice plus Strength of damage. 
  —Gaze attack: Works like the spell Petrify at the 5th level, but it is used as a gaze attack. 
  See section on Gaze Attacks under Common Monster Traits. 
  —Wild Creature Attributes 
   
  Cow/Bull 
  These slowwitted but good-natured bovines provide plenty of milk for the ponies of 
  Equestria. Episode Appearance: The Ticket Master. 
   
  Strength: 8, Constitution: 8, Agility: 5, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Adult, HP: 91, AC: 18, Base speed: 30 ft (Gallop 70 ft), Initiative: 5. Feats: Vigor 
  [x3] (+24 hp), Swift Hooves (+10 ft base speed). Skills/Spells: Perception 8. 
  Traits: 
  —Equine Combat 
  —Head-Butt: The horns and skull of a bull are quite strong, enabling them to deal one 8-
  sided dice of damage. When charging, a bull can deal one 12-sided dice of damage. Cows 
  do not have horns. 
  
  	
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  — Bonus HP: Adult cow/bull get +8 bonus to HP while their calves get only +4 bonus to 
  HP. 
  —Skill Specialty 
   
  Diamond Dog 
  These strange canines live like moles and crave diamonds like bandits. They may not be 
  very bright, but their formidable strength and sharp claws will rend the mightiest of 
  warriors...assuming their stench doesn’t knock them out first. Episode Appearance: A 
  Dog and Pony Show. 
   
  Strength: 7, Constitution: 7, Agility: 3, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Adult, HP: 86, AC: 19 (+4 diamond dog armor), Base speed: 10 ft (Gallop 25 ft), 
  Initiative: 3. Feats: Swordplay, Bleeding Critical Hits, Cleave, Blind Sight. Skills/Spells: 
  Gemology 8, Metallurgy 4. 
  Traits: 
  —Claw and Teeth Combat: One 6-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Bonus Feat: Blind Sight 
  —Bonus HP: Adult diamond dogs get +8 bonus to HP while their pups get only +4 bonus 
  to HP. 
  Items: 
  —Diamond Dog Armor: Most diamond dogs wear metal plated armor specially made for 
  diamond dogs. +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. Cost: 140 bits. 
  —Short Sword: +4 attack bonus, one 8-sided dice of damage. 
   
  Donkey 
  You will never find an animal more stubborn than a cranky donkey. Episode Appearance: 
  Cranky Doodle Donkey and Matilda from A Friend in Deed. 
   
  Strength: 6, Constitution: 4, Agility: 7, Cleverness: 3, Intelligence: 4, Mentation: 4. 
  Level: Adult, HP: 71, AC: 18 (+2 natural armor), Base speed: 20 ft (Gallop 55 ft), 
  Initiative: 11. Feats: Athletic Pony [x2] (+4 Agility), Vigor (+8 HP), Greater Initiative 
  (+4 Initiative), Stave Off Death, Improved Natural Healing 
  . Skills/Spells: Gymnastic 2, Perception 6. 
  Traits: 
  —Equine Combat 
  —Skill Specialty 
  —Natural Armor: +2 to Armor Class 
  —Bonus HP: Adult buffalo get +8 bonus to HP while their foals get only +4 bonus to HP. 
  —Bonus Feats: Stave Off Death and Improved Natural Healing 
   
  Dragon 
  One of the most powerful and ill-tempered creatures in the world is the mighty dragon. 
  They lounge wherever they want, take what they want, and care little for friendship or 
  family, although, some of the younger dragons can be more friendly. Episode 
  
  	
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  Appearance: Dragon Shy, Owls Well That Ends Well, Dragon Quest, and any episode 
  that features Spike. 
   
  Dragon (baby) 
  Strength: 4, Constitution: 4, Agility: 3, Cleverness: 1, Intelligence: 1, Mentation: 3. 
  Level: Foal, HP: 27, AC: 14 (+2 natural armor), Base speed: 10 ft (Gallop 25 ft), 
  Initiative: 3. Feats: Improved Claw Attacks. Skills/Spells: Gemology 2, Wilderness 
  Survival 2. 
  Traits: 
  —Claw and Bite Attack: One 6-sided dice plus Strength of damage. 
  —Breath Attack: Dragons can expel smoke and fire from their mouths, blasting a small 
  ball of fire at one foot per Agility score, causing one 4-sided dice plus Agility of damage. 
  If struck with the flames, the target must also make an Agility roll (Difficulty: 15) or else 
  she catches on fire. See section on Fire under Hazards for details. 
  —Immune to the affects of fire, both naturally and magically. 
  —Natural Armor: +2 to Armor Class 
   
  Dragon (adolescent) 
  Strength: 6, Constitution: 6, Agility: 6, Cleverness: 1, Intelligence: 3, Mentation: 4. 
  Level: Adult, HP: 68, AC: 21 (+4 natural armor), Base speed: 20 ft (Gallop 50 ft), 
  Initiative: 6. Feats: Improved Claw Attacks, Powered Attack, Athletic Pony (+2 Agility). 
  Skills/Spells: Gemology 4, Wilderness Survival 4. 
  Traits: 
  —Claw and Bite Attack: One 8-sided dice plus Strength of damage. 
  —Breath Attack: Dragons can expel smoke and fire from their mouths, creating enough 
  fire to cover an area 5 cubic feet in size and as far away as 5 feet per Agility score, 
  causing one 6-sided dice plus Agility of damage. If struck with the flames, the target 
  must also make an Agility roll (Difficulty: 15) or else she catches on fire. See section on 
  Fire under Hazards for details. 
  —Flight 
  —Immune to the affects of fire, both naturally and magically. 
  —Natural Armor: +4 to Armor Class 
   
  Dragon (fully grown) 
  Strength: 15, Constitution: 15, Agility: 7, Cleverness: 1, Intelligence: 4, Mentation: 12. 
  Level: Alicorn, HP: 143, AC: 33 (+6 natural armor), Base speed: 20 ft (Gallop 55 ft), 
  Initiative: 15. Feats: Improved Claw Attacks, Powered Attack, Greater Initiative [x2] (+8 
  Initiative), Mystic Pony [x2] (+4 Mentation), Athletic Pony (+2 Agility). Skills/Spells: 
  Gemology 8, Wilderness Survival 10. 
  Traits: 
  —Claw and Bite Attack: Two 10-sided dice plus Strength of damage. 
  —Breath Attack: Dragons can expel smoke and fire from their mouths, creating enough 
  fire to cover an area 10 cubic feet in size and as far away as 5 feet per Agility score, 
  causing two 6-sided dice plus Agility of damage. If struck with the flames, the target 
  must also make an Agility roll (Difficulty: 15) or else she catches on fire. See section on 
  Fire under Hazards for details. 
  
  	
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  —Flight 
  —Immune to the affects of fire, both naturally and magically. 
  —Natural Armor: +6 to Armor Class 
  —Swallow Whole 
  —Giant Size: 40 cubic feet with a reach of 25 feet. 
   
  Earth Elemental 
  All earth elementals are essentially beings made of rocks, minerals, crystals, and sands 
  all molded together in a soft clay. The monster typically looks like a pile of rocks, but 
  when attacking, parts of it can stretch out to act like limbs for grabbing and attacking. 
  Two red gems faceted to the front function as its eyes. 
   
  (Foal Level Earth Elemental) 
  Strength: 5, Constitution: 5, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 4. 
  Level: Foal, HP: 38, AC: 13 (Natural Armor +2), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: Stave Off Death, Vigor (+8 HP). Skills/Spells: Terrakinesis 4. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 6-sided dice of damage. 
  —Spell Casting 
  —Seismic Sense 
  —Elemental Attributes: See section on Earth Elemental Attributes. 
  —Natural Armor: The earth elemental’s rock hard body gives it a +2 bonus to AC. 
  —Damage Reduction: Because an earth elemental is made of stone and dirt, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
   
  (Adult Level Earth Elemental) 
  Strength: 8, Constitution: 8, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 6. 
  Level: Adult, HP: 99, AC: 18 (Natural Armor +4), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: Stave Off Death, Vigor [x3] (+24 HP). Skills/Spells: Terrakinesis 8. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 8-sided dice of damage. 
  —Spell Casting 
  —Seismic Sense 
  —Elemental Attributes: See section on Earth Elemental Attributes. 
  —Natural Armor: The earth elemental’s rock hard body gives it a +4 bonus to AC. 
  —Damage Reduction: Because an earth elemental is made of stone and dirt, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
   
  (Alicorn Level Earth Elemental) 
  
  	
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  Strength: 16, Constitution: 16, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 14. 
  Level: Alicorn, HP: 180, AC: 28 (Natural Armor +6), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: Stave Off Death, Vigor [x5] (+40 HP). Skills/Spells: Terrakinesis 18. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 10-sided dice of damage. 
  —Spell Casting 
  —Seismic Sense 
  —Elemental Attributes: See section on Earth Elemental Attributes. 
  —Natural Armor: The earth elemental’s rock hard body gives it a +6 bonus to AC. 
  —Damage Reduction: Because an earth elemental is made of stone and dirt, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
   
  Fairy 
  Tiny sprites who often like to cause mischief at the expense of others. They’re humanoid 
  in shape, but have small dragonfly wings that they can use to fly by. 
   
  Strength: 1, Constitution: 1, Agility: 5, Cleverness: 3, Intelligence: 2, Mentation: 5. 
  Level: Foal, HP: 18, AC: 11, Base speed: 20 ft (Gallop 55 ft), Initiative: 5. Feats: Spell 
  Pool. Skills/Spells: Pyrokinesis 1, Electrokinesis 1, Cryokinesis 1, Sleep 1. 
  Traits: 
  —Fisticuffs: Can attack with hands and feet for one 4-sided dice plus Strength of damage. 
  —Spell Casting 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
   
  Fire Elemental 
  These beings are not made of fire. They are fire. Fire elementals typically look humanoid 
  in shape, but they come across as molded flames given a solid shape and two blue 
  flaming orbs for eyes. They can be found in deserts where there is plenty of sunlight or 
  near active volcanoes where they typically attack any who invade their territory. 
   
  (Foal Level Fire Elemental) 
  Strength: 5, Constitution: 2, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 4. 
  Level: Foal, HP: 21, AC: 11, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Deadly 
  Strike, Adeptness (+4 skill points). Skills/Spells: Pyrokinesis 4, Photokinesis 4. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 6-sided dice of damage. Those who are hit by the fire elemental’s body slam might 
  catch on fire. See section on Fire under Hazards for details. 
  —Spell Casting 
  —Natural Luminescence: All fire elementals can naturally light up an area up to 5 feet 
  per Mentation level. This light goes out once the monster is killed. 
  —Elemental Attributes: See section on Fire Elemental Attributes. 
  
  	
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  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
   
  (Adult Level Fire Elemental) 
  Strength: 10, Constitution: 2, Agility: 5, Cleverness: 1, Intelligence: 1, Mentation: 5. 
  Level: Adult, HP: 45, AC: 12, Base speed: 20 ft (Gallop 45 ft), Initiative: 9. Feats: 
  Deadly Strike, Greater Imitative (+4 Initiative), Adeptness [x2] (+8 skill points). 
  Skills/Spells: Pyrokinesis 8, Photokinesis 8. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 8-sided dice of damage. Those who are hit by the fire elemental’s body slam might 
  catch on fire. See section on Fire under Hazards for details. 
  —Spell Casting 
  —Natural Luminescence: All fire elementals can naturally light up an area up to 5 feet 
  per Mentation level. This light goes out once the monster is killed. 
  —Elemental Attributes: See section on Fire Elemental Attributes. 
   
  (Alicorn Level Fire Elemental) 
  Strength: 15, Constitution: 2, Agility: 15, Cleverness: 1, Intelligence: 1, Mentation: 15. 
  Level: Alicorn, HP: 70, AC: 22, Base speed: 40 ft (Gallop 115 ft), Initiative: 19. Feats: 
  Deadly Strike, Greater Imitative (+4 Initiative), Adeptness [x4] (+16 skill points). 
  Skills/Spells: Pyrokinesis 18, Photokinesis 16. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 10-sided dice of damage. Those who are hit by the fire elemental’s body slam might 
  catch on fire. See section on Fire under Hazards for details. 
  —Spell Casting 
  —Natural Luminescence: All fire elementals can naturally light up an area up to 5 feet 
  per Mentation level. This light goes out once the monster is killed. 
  —Elemental Attributes: See section on Fire Elemental Attributes. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
   
  Fruit Bat 
  After eating all the fruit from a tree, these bats will disguise themselves as the fruit they 
  ate, living inconspicuously in the trees. Episode Appearance: Apple Family Reunion. 
   
  Strength: 1, Constitution: 3, Agility: 5, Cleverness: 1, Intelligence: 2, Mentation: 5. 
  Level: Foal, HP: 24, AC: 13, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 feet base speed). Skills/Spells: Wilderness Survival 1, Perception 2, Hide 1. 
  Traits: 
  —Claw and Teeth Combat: Fruit Bats attack using their teeth and claws, dealing one 4-
  sided dice plus Strength of damage. 
  —Flight 
  —Wild Creature Attributes 
  —Acute Sense of Smell 
  —Night Vision  
  
  	
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  —Fruit Camouflage: All fruit bats resemble one type of fruit, which they can use to 
  disguise themselves. If they’re lying on a flat surface unmoving, it gets a +3 bonus to its 
  Hide rolls. If it hides in the trees or bushes where its associated fruit grows (Ex: A lemon 
  bat hiding in a lemon tree), the bat gets a +6 bonus to its Hide rolls. Fruit bats come in 
  various types of fruit such as grape, strawberry, lemon, orange, lemon, apple, pear, etc. 
  There are even some who resemble fruit in different regions such as banana bats living in 
  tropical climates and prickly pear bats in desert climates. 
   
  Gargoyle 
  A gargoyle is a creature that may look like a statue when standing still but in actuality it 
  is a living monster with a hide as hard as rock. 
   
  Strength: 10, Constitution: 5, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 4. 
  Level: Adult, HP: 76, AC: 14, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Improved Claw Attacks, Vigor [x2] (+16 HP). Skills/Spells: Hide 8. 
  Traits: 
  —Claw Combat: Can deal one 6-sided dice plus Strength of damage with its claws and 
  teeth. 
  —Hold Position: As a free action, a gargoyle can stand perfectly still indefinitely, giving 
  it the appearance of a statue. To see the gargoyle, the pony’s Perception roll must 
  overcome the gargoyle’s Hide roll, although while using Hold Position, it gets a +5 bonus 
  to its Hide roll. 
   
  Gelatinous Sphere 
  Unlike most oozes that are too slow to chase a fleeing opponent, this creature has a 
  unique way of getting around: rolling. Like a boulder made of green slime, it will roll 
  around and chase down its prey as opposed to waiting in ambush. 
   
  Strength: 10, Constitution: 0, Agility: 9, Cleverness: 0, Intelligence: 0, Mentation: 1. 
  Level: Adult, HP: 35, AC: 14, Base speed: 30 ft (Gallop 75 ft), Initiative: 9. Feats: None. 
  Skills/Spells: Perception 8. 
  Traits:  
  —Acid Damage: To attack, a gelatinous sphere must first Grapple its opponent. If the 
  Grapple roll was successful, then for as long as the target is still in the ooze’s grasp, she 
  will sustain three 6-sided dice of acid damage. Unlike most grapplers, once a gelatinous 
  sphere has a , it does not need to remain in one place as it grapples. It can roll away while 
  the target is trapped inside. 
  —Seismic Sense 
  —Blind 
  —Deaf 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Ooze Attributes 
   
  Genie 
  Although they resemble unicorns except with hands and gaseous legs, they are actually 
  ancient beings who wield powerful magic, sometimes used to the service of others, 
  
  	
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  although some are more interested in causing mischief. You can identify a genie by the 
  smoke or fire that seems to dance around their bodies in a light haze. 
   
  Strength: 13, Constitution: 13, Agility: 9, Cleverness: 5, Intelligence: 7, Mentation: 16. 
  Level: Alicorn, HP: 125, AC: 29 (+2 leather armor), Base speed: 30 ft (Gallop 75 ft), 
  Initiative: 9. Feats: Sword Proficiency, Cleave, Spell Pool, Evasion, Blinding Critical 
  Hits. Skills/Spells: Recovery 10, Wish 20. 
  Traits: 
  —Fisticuffs: Can attack with hands and feet for one 10-sided dice plus Strength of 
  damage. 
  —Flight 
  —Spell Casting 
  —Timelessness 
  Items 
  —Leather Armor: +2 armor class. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage. 
   
  Ghoul 
  While most zombies are normally just shambling corpses, there are some that develop a 
  thirst for flesh and blood to the point that they mutate into a new creature. Ghouls tend to 
  resemble drowned corpses with blue, discolored bodies. They are often found around 
  cemeteries or crypts, looking for graves to rob to slate its hunger. 
   
  Strength: 7, Constitution: 0, Agility: 6, Cleverness: 0, Intelligence: 0, Mentation: 7. 
  Level: Adult, HP: 35, AC: 11, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Greater Initiative (+4 Initiative). Skills/Spells: Perception 8. 
  Traits: 
  —Equine Combat 
  —Devour the Dead: A ghoul can regenerate three 6-sided dice of HP from eating one 
  corpse. Eating a whole corpse normally takes five minutes. A ghoul cannot have more HP 
  than its maximum limit. 
  —Paralyzing Touch: Any time a character is hit with a short-range attack from a ghoul, 
  she must make a Constitution roll (Difficulty 15) or else become paralyzed. Roll one 4-
  sided dice to determine how long the paralysis lasts in rounds. See section on Paralysis 
  under Hazards for details. 
  —Damage Reduction: Because a ghoul has a Constitution score of 0, damage inflicted 
  upon it with a slashing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Undead Attributes 
   
  Ghost Pony 
  Disembodied spirits of the restless dead haunt Equestria, never truly departing into the 
  afterlife. 
   
  
  	
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  Strength: 0, Constitution: 0, Agility: 6, Cleverness: 3, Intelligence: 3, Mentation: 8. 
  Level: Adult, HP: 35, AC: 11, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: None. 
  Skills/Spells: None. 
  Traits: 
  —Incorporeal 
  —Invisibility 
  —Flight: All ghosts can fly like pegasi can regardless of their species in life. 
  —Telekinesis: All ghosts can use telekinesis like unicorns can regardless of their species 
  in life. 
  —Undead Attributes 
   
  Golem 
  A pony-shaped clay statue that has been magically brought to life for the purposes of 
  serving the unicorn or alicorn that made it. 
   
  Strength: 10, Constitution: 0, Agility: 1, Cleverness: 0, Intelligence: 0, Mentation: 9. 
  Level: Adult, HP: 43, AC: 20 (+14 natural armor), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: None. Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Damage Reduction: Because a golem has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Construct Attributes 
  —Natural Armor: +14 bonus to armor class 
  —Bonus HP: All golems get a +8 bonus to HP. 
  —Building a Golem: Building a golem requires the Masonry skill, clay, rock, masonry 
  tools, an Animation stone, and a week of time to work, and the pony must succeed at a 
  Masonry roll (Difficulty: 22) to succeed in building it. If the pony fails the roll, then she 
  must work an additional day to get a retry. All together, a golem costs 88,000 bits to 
  make. To restore a golem’s HP, a pony must use the Masonry skill. See section on 
  Medical Treatment for the Non-Living under Combat for details. 
   
  Griffin 
  Proud and determined, the griffins are on par with the pegasi when it comes to 
  dominating the skies. They live in their own kingdom outside of Equestria, but some do 
  make a peaceful living amongst ponies in present day despite the fact that in the days 
  before Equestria, ponies were once a delicacy amongst griffins. Episode Appearance: 
  Gilda from Griffin the Brush Off and Gustave le Grand from MMMystery on the 
  Friendship Express. 
   
  Strength: 6, Constitution: 7, Agility: 5, Cleverness: 1, Intelligence: 3, Mentation: 2. 
  Level: Adult, HP: 70, AC: 17, Base speed: 40 ft (Gallop 60 ft), Initiative: 5. Feats: 
  Improved Claw Combat, Swift Hooves [x2] (+20 ft base speed). Skills/Spells: Aerobatics 
  4, Control Weather 3, Linguistics 1 (languages known: Equestrian and Griffic). 
  
  	
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  Traits: 
  —Clawed Combat: Fight with claws and beak, one 6-sided dice plus Strength of damage. 
  —Flight 
  —Carriage Levitation 
   
  Harpy 
  Part woman, part bird, these creatures are frequently violent and deadly, eager to feast 
  on the flesh of ponies. 
   
  Strength: 4, Constitution: 4, Agility: 7, Cleverness: 6, Intelligence: 1, Mentation: 3. 
  Level: Adult, HP: 55, AC: 16, Base speed: 20 ft (Gallop 55 ft), Initiative: 7. Feats: 
  Improved Claw Attacks, Archery, Far Shot, Multiple Shots. Skills/Spells: Bluff 4, 
  Aerobatics 4, Perception 8. 
  Traits: 
  —Claw Combat: Can deal one 6-sided dice plus Strength of damage with its claws and 
  teeth. 
  —Flight 
  Items: 
  —Short Bow: +4 bonus to attack, one 6-sided dice plus Agility of damage. She also has a 
  quiver with 20 arrows. 
   
  Hippogriff 
  These creatures bare a close resemblance to the pegasi, the main difference being that 
  they don’t have Cutie Marks and their faces are more bird-like, almost giving them the 
  appearance of a griffin. Because of this, it is often theorized that a tribe of griffins and 
  pegasi had mated together and formed the hippogriffs. 
   
  Strength: 2, Constitution: 2, Agility: 6, Cleverness: 5, Intelligence: 6, Mentation: 4. 
  Level: Adult, HP: 45, AC: 13, Base speed: 30 ft (Gallop 60 ft), Initiative: 6. Feats: Swift 
  Hooves (+10 base speed), Alertness, Evasion. Skills/Spells: Aerobatics 5, Shape Clouds 2, 
  Control Weather 1. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
   
  Homunculus 
  This creature is a small humanoid figurine carved out of wood. When inanimate, it looks 
  like a puppet, but when animated with a unicorn’s Animation spell, it’s able to move on 
  its own. Homunculi are designed to serve the unicorn who animated it, typically doing 
  menial tasks. 
   
  Strength: 2, Constitution: 0, Agility: 5, Cleverness: 0, Intelligence: 0, Mentation: 5. 
  Level: Foal, HP: 15, AC: 14 (+4 natural armor), Base speed: 20 ft (Gallop 45 ft), 
  Initiative: 5. Feats: None. Skills/Spells: None. 
  Traits: 
  
  	
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  —Fisticuffs: A homunculus can cause one 4-sided dice of damage with its wooden hands. 
  —Construct Attributes 
  —Damage Reduction: Because a homunculus has a Constitution score of 0, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Natural Armor: +4 bonus to armor class 
  —Small Size: 1 cubic foot with a reach of 0 feet. 
  —Inanimate: A homunculus is simply an inanimate puppet that only comes to life when a 
  unicorn casts the Animation spell on it. Once the spell is cast, the puppet can act upon the 
  unicorn’s commands for as long as the spell duration lasts. 
  —Retrofit Magic Stones: There’s an indentation in the homunculus’s chest where magic 
  stones can be physically attached to it, giving it magical powers based on the stone used. 
  —Building a Homunculus: Building a homunculus requires the Carpentry skill, wood, 
  screws, carpentry tools, and a week of time to work, and the pony must succeed at a 
  Carpentry roll (Difficulty: 14) to succeed in building it. If the pony fails the roll, then she 
  must work an additional day to get a retry. All together, a homunculus costs 200 bits to 
  make. To restore a homunculus’s HP, a pony must use the Carpentry skill. See section on 
  Medical Treatment for the Non-Living under Combat for details. 
   
  Hydra 
  This rare four-headed beast will eat any living thing within reach of its long necks. 
  However, the heads can move independently of one another, and clashes between the 
  four heads can cause a hydra to lose sight of its prey. Episode Appearance: Feeling 
  Pinkie Keen. 
   
  Strength: 11, Constitution: 15, Agility: 1, Cleverness: 1, Intelligence: 9, Mentation: 11. 
  Level: Alicorn, HP: 135, AC: 21, Base speed: 10 ft (Gallop 15 ft), Initiative: 21. Feats: 
  Greater Initiative [x5] (+20 Initiative). Skills/Spells: Wilderness Survival 8, Perception 
  10. 
  —Teeth Combat: Attack with teeth, one 8-sided dice plus Strength of damage. 
  —Four Heads: Hydras are allowed one action per head in one round as if the heads were 
  their own separate entity even though they all share the same stats. The actions have to be 
  actions that can be reasonably done with a head, though. To use actions that involve other 
  parts of the body (i.e. stomp with the feet), it involves spending the actions of all the 
  heads for that round. For example, a hydra with four heads can either attack four times 
  with the heads or stomp on the ground once. 
  —Stomp: Smash any smaller opponent with large feet, causing one 12-sided dice plus 
  Strength of damage. 
  —Swallow Whole 
  —Giant Size: 40 cubic feet with a reach of 25 feet. 
  —Wild Creature Attributes 
   
  Ice Mare 
  This strange elemental looks more like a pony-shaped ice sculpture. Animated to life by 
  strange natural forces, the ice mare is a creature made entirely of ice. With razor sharp 
  
  	
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  icicles for hooves, the ice mare is a very dangerous creature that cut opponents to pieces 
  and preserves the corpse in a block of ice. 
   
  Strength: 6, Constitution: 6, Agility: 4, Cleverness: 1, Intelligence: 4, Mentation: 7. 
  Level: Adult, HP: 65, AC: 15, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Ice 
  Skating, Spin Attack, Mystical Pony (+2 Mentation). Skills/Spells: Grapple 4, Hide 4. 
  Traits: 
  —Ice Hooves: The hooves of an ice mare are very sharp, so sharp in fact that it can cause 
  one 8-sided dice of damage to a target. Not only that, if any pony is hit by these hooves, 
  she must make a Mentation roll against the ice mare’s Mentation roll. If the ice mare 
  wins, then the target sustains an additional one 10-sided dice of damage caused by a 
  magically created frostbite. 
  —Elemental Attributes: See section on Water Elemental Attributes. 
  —Amphibious 
   
  Invisible Wall 
  This oddity of a monster is completely invisible thanks to a small magic crystal in its 
  center. The monster itself is a large coin-shaped mass of stone that rolls around and 
  crushes anything it can hit. For a huge hunk of rock, it is very agile, able to flip itself 
  upright if knocked onto its side. Thanks to their invisibility, a party who tries to enter 
  what appears to be an open door will only get crushed under this invisible attacker. That 
  is why royalty and crime lords often use these monsters as sentries. 
   
  Strength: 7, Constitution: 5, Agility: 9, Cleverness: 1, Intelligence: 1, Mentation: 10. 
  Level: Adult, HP: 60, AC: 23 (+4 Natural Armor), Base speed: 30 ft (Gallop 75 ft), 
  Initiative: 9. Feats: Blind Sight, Athletic Pony [x2] (+4 Agility). Skills/Spells: Perception 
  8. 
  Traits: 
  —Body Slam: An invisible wall attacks by striking a target with parts of its body, causing 
  one 8-sided dice of damage. 
  —Blind: All invisible walls are completely blind. This makes them unable to perform 
  Perception rolls to see and forces them to rely on their Seismic Sense to sense incoming 
  targets. 
  —Seismic Sense 
  —Invisibility 
  —Elemental Attributes: See section on Earth Elemental Attributes. 
  —Natural Armor: The earth elemental’s rock hard body gives it a +4 bonus to AC. 
  —Blind 
  —Invisibility Crystal: The secret behind an invisible wall’s invisibility powers is an 
  invisible crystal inside its center. To obtain the crystal, the monster must first be killed, 
  then the digger must inflict 20 points of HP damage (AC 9) in order to dig up the crystal 
  from the center of the wall. See Invisibility Crystal under the Magical Stones section for 
  details. 
   
  Iron Golem 
  
  	
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  While regular golems are made of clay and masonry, the iron golem is heavily armored 
  and operates more like a tank. It looks like a huge pony-shaped suit of solid armor with 
  large glowing crystals where its eyes are located. They’re typically built for royalty to 
  guard castles and fortresses. 
   
  Strength: 20, Constitution: 0, Agility: 1, Cleverness: 0, Intelligence: 0, Mentation: 20. 
  Level: Alicorn, HP: 76, AC: 30 (+24 natural armor), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: None. Skills/Spells: None. 
  Traits: 
  —Iron Hooves: An iron golem typically fights with its iron hooves, inflicting one 12-
  sided dice of damage. 
  —Construct Attributes 
  —Damage Reduction: Because an iron golem has a Constitution score of 0, damage 
  inflicted upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows 
  and arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, 
  spells, etc.) inflict damage like normal. 
  —Natural Armor: +24 bonus to armor class 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Bonus HP: All iron golems get a +16 bonus to HP. 
  —Building an Iron Golem: Building an iron golem requires the Blacksmithing skill, iron, 
  bolts, blacksmith tools, an Animation stone, and a week of time to work, and the pony 
  must succeed at a Blacksmithing roll (Difficulty: 30) to succeed in building it. If the pony 
  fails the roll, then she must work an additional day to get a retry. All together, an iron 
  golem costs 120,000 bits to make. To restore an iron golem’s HP, a pony must use the 
  Blacksmithing skill. See section on Medical Treatment for the Non-Living under Combat 
  for details. 
   
  Kraken 
  A terror of the seas, this mighty octopus is infamous for leveling ships with a single 
  thwack of its mighty tentacles. Unlucky sailors who come across this monster may 
  sometimes mistake it for an island only to come ashore to find a big surprise. 
   
  Strength: 18, Constitution: 12, Agility: 10, Cleverness: 1, Intelligence: 1, Mentation: 17. 
  Level: Alicorn, HP: 144, AC: 24, Base speed: 30 ft (Gallop 80 ft), Initiative: 18. Feats: 
  Greater Initiative [2x] (+8 Initiative), Vigor [x3] (+24 HP). Skills/Spells: Wilderness 
  Survival 14, Grapple 16, Hide 10. 
  Traits: 
  —Beak and Tentacle Combat: one 12-sided dice plus Strength of damage. 
  —Aquatic 
  —Swallow Whole 
  —Giant Size: 20 feet x 40 feet x 20 feet with a reach of 40 feet. 
  —Wild Creature Attributes 
   
  Lich pony 
  Some unicorns are so driven by the pursuit of magic that they wind up transforming 
  themselves into an undead abomination just so they can last forever and pursue 
  
  	
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  expanding their knowledge of dark magic. Liches resemble zombies with skeletal bodies 
  and withered flesh, but they maintain their intelligence and traits they had in life. Liches 
  can be made from any creature with the Spell Casting trait. Once the transformation is 
  complete, the creature will gain the Undead Attributes trait upon creation. However, the 
  secret to transforming some pony into a lich is closely guarded and very hard to discover. 
   
  Strength: 3, Constitution: 0, Agility: 6, Cleverness: 7, Intelligence: 11, Mentation: 20. 
  Level: Alicorn, HP: 92, AC: 11, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Maximize Spell, Extend Spell Range, Extend Spell Duration, Spell Pool, Vigor [x2] (+16 
  HP). Skills/Spells: Necromancy 8, Disintegrate 8, Teleportation 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  —Bonus HP: All liches get a +16 bonus to HP. 
  —Damage Reduction: Because a lich has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Undead Attributes 
   
  Living Cloud 
  Much like its land-based counterpart, the living puddle, the living cloud looks like an 
  ordinary cloud and any who try to stand on it will only get eaten. Because they can’t see 
  or hear, a living cloud normally ambushes its prey or chases it down, tracking it by smell. 
   
  Strength: 10, Constitution: 0, Agility: 1, Cleverness: 0, Intelligence: 0, Mentation: 9. 
  Level: Adult, HP: 35, AC: 6, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: None. 
  Skills/Spells: Perception 8. 
  Traits:  
  —Acid Damage: To attack, a living cloud must first Grapple its opponent. If the Grapple 
  roll was successful, then for as long as the target is still in the ooze’s grasp, she will 
  sustain three 6-sided dice of acid damage. 
  —Flight 
  —Hold Position: As a free action, a living cloud can remain perfectly still indefinitely, 
  giving it the appearance of a cloud. To see the living cloud, the pony’s Perception roll 
  must overcome the living cloud’s Hide roll, although while using Hold Position, it gets a 
  +5 bonus to its Hide roll. 
  —Blind 
  —Deaf 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Ooze Attributes 
   
  Living Puddle 
  These monsters are especially dangerous because they look like ordinary puddles of 
  water, but in actuality, they are a living creature that will devour anyone who gets too 
  
  	
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  close. Because they can’t see or hear, a living puddle normally ambushes its prey or 
  chases it down, tracking it by smell. 
   
  Strength: 10, Constitution: 0, Agility: 1, Cleverness: 0, Intelligence: 0, Mentation: 9. 
  Level: Adult, HP: 35, AC: 6, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: None. 
  Skills/Spells: Perception 8. 
  Traits:  
  —Acid Damage: To attack, a living puddle must first Grapple its opponent. If the 
  Grapple roll was successful, then for as long as the target is still in the ooze’s grasp, she 
  will sustain three 6-sided dice of acid damage. 
  —Hold Position: As a free action, a living puddle can remain perfectly still indefinitely, 
  giving it the appearance of a small body of water. To see the living puddle, the pony’s 
  Perception roll must overcome the living puddle’s Hide roll, although while using Hold 
  Position, it gets a +5 bonus to its Hide roll. 
  —Blind 
  —Deaf 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Ooze Attributes 
   
  Lycanthrope 
  Even the nicest of ponies can fall victim to the power of the moon. Any pony that is a 
  lycanthrope will transform into a half-pony/half-wolf monstrosity who aggressively hunts 
  others. Beware the bite of a lycanthrope for it can transform you into a lycanthrope too. 
   
  Lycanthrope Traits: The following traits are common to all lycanthropes regardless of 
  their species in life. 
  —Claw and Teeth Combat: While in her original form, she can only use the combat trait 
  of her original form, i.e. Equine Combat for ponies. While in wolf form, she can use 
  Claw and Teeth combat to inflict one 8-sided dice plus Strength of damage unless her 
  already existing Claw and Teeth Combat trait from her original form inflicts more 
  damage. Any time a pony sustains a critical hit from a lycanthrope’s teeth or claws, she 
  must make a Mentation roll against the lycanthrope’s Mentation roll. If she fails the roll, 
  then she will automatically change into a werewolf every full moon unless she drinks a 
  Cure Lycanthropy potion. 
  —Night Vision 
  —Acute Sense of Smell 
  —Regeneration: Heals 5 HP per round. See description under List of Traits for details. 
  —Wolf Form: All lycanthropes can come in two forms. The first is their original form, 
  which comes with all the typical traits of their species. The second is their werewolf form 
  where not only do they obtain the traits of their original species but also the traits that 
  come with lycanthropy (Night Vision, Acute Sense of Smell, Claw and Teeth Combat, 
  and Wolf Form). Lycanthropes come in two varieties: natural lycanthropes and created 
  lycanthropes. Although the only difference is when they change form, how they’re made, 
  and how they behave in wolf form. A natural lycanthrope is either born a lycanthrope or 
  is created through some kind of permanent magic. All natural lycanthropes can change 
  between their two forms at will at any time and will maintain their minds and free will 
  
  	
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  while in wolf form. Created lycanthropes are those who were turned into a lycanthrope 
  when bitten by a lycanthrope. A created lycanthrope can only change involuntarily into 
  her wolf form at night during a full moon. While in wolf form, she has no memory of 
  who she is and will instead attack any living thing like a rabid wolf. In any case, the 
  transformation into and out of wolf form takes a full action. 
   
  (Earth Pony Lycanthrope) 
  Strength: 6, Constitution: 10, Agility: 5, Cleverness: 1, Intelligence: 3, Mentation: 4. 
  Level: Adult, HP: 93, AC: 20, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Deadly Strike, Blind Sight, Alertness, Vigor (+8 HP). Skills/Spells: Wilderness Survival 
  4, Perception 4, Grapple 4. 
  Traits: 
  —Equine Combat 
  —Claw and Teeth Combat 
  —Connection to the Earth 
  —Skill Specialty 
  —Night Vision 
  —Acute Sense of Smell 
  —Regeneration 
  —Wolf Form 
   
  (Pegasus Lycanthrope) 
  Strength: 6, Constitution: 5, Agility: 10, Cleverness: 1, Intelligence: 3, Mentation: 4. 
  Level: Adult, HP: 60, AC: 20, Base speed: 30 ft (Gallop 80 ft), Initiative: 10. Feats: 
  Deadly Strike, Blind Sight, Alertness. Skills/Spells: Wilderness Survival 4, Perception 3, 
  Control Weather 1.  
  Traits: 
  —Equine Combat 
  —Claw and Teeth Combat 
  —Flight 
  —Carriage Levitation 
  —Night Vision 
  —Acute Sense of Smell 
  —Regeneration 
  —Wolf Form 
   
  (Unicorn Lycanthrope) 
  Strength: 5, Constitution: 5, Agility: 5, Cleverness: 1, Intelligence: 3, Mentation: 10. 
  Level: Adult, HP: 60, AC: 15, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Deadly Strike, Blind Sight, Alertness. Skills/Spells: Wilderness Survival 4, Perception 3, 
  Recover 1. 
  Traits: 
  —Equine Combat 
  —Claw and Teeth Combat 
  —Spell Casting 
  —Telekinesis 
  
  	
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  —Night Vision 
  —Acute Sense of Smell 
  —Regeneration 
  —Wolf Form 
   
  Manticore 
  Although manticores are often ferocious and deadly, if you can get on its good side, it 
  can be surprisingly cuddly and kind like a big house cat. Episode Appearance: 
  Friendship is Magic, part 2. 
   
  Strength: 5, Constitution: 7, Agility: 5, Cleverness: 1, Intelligence: 4, Mentation: 6, 
  Level: Adult, HP: 70, AC: 17, Base speed: 40 ft (Gallop 60 ft), Initiative: 5. Feats: 
  Improved Claw Attacks, Swift Hooves [x2] (+20 ft base speed), Athletic Pony (+2 
  Agility). Skills/Spells: Wilderness Survival 7, Stealth 5. 
  —Claw and teeth Combat: Attack with claws and teeth, one 8-sided dice plus Strength of 
  damage. 
  —Poison Tail: If a pony were to be injured by a manticore’s tail, the pony must make a 
  Constitution roll to resist the poison (Difficulty: 15). If the pony fails, then she is 
  poisoned, causing one 6-sided dice of damage per round poisoned. See section on Poison 
  under the Hazards section. 
  —Flight 
  —Wild Creature Attributes 
   
  Medusa 
  A monstrous woman who will turn ponies to stone with a mere stare. Beware her 
  venomous snakes for hair and her terrible gaze. 
   
  Strength: 9, Constitution: 6, Agility: 11, Cleverness: 5, Intelligence: 5, Mentation: 12. 
  Level: Alicorn, HP: 90, AC: 24 (+2 leather armor), Base speed: 30 ft (Gallop 85 ft), 
  Initiative: 19. Feats: Archery, Multiple Shots, Greater Initiative [x2] (+8 Initiative), 
  Extend Spell Range, Maximize Spell. Skills/Spells: Enfeeblement 4, Sleep 5, Pyrokinesis 
  5, Electrokinesis 4. 
  Traits: 
  —Venomous bite: The snakes on a medusa’s head can bite an opponent, causing one 6-
  sided dice plus Strength of damage. If hit, a pony must make a Constitution save 
  (difficulty 19) or be poisoned, taking one 10-sided dice of damage per round poisoned. 
  See section on Poison under Hazards. 
  —Gaze Attack: Works like the spell Petrify at the 10th level, but it is used as a gaze attack. 
  See section on Gaze Attacks under Common Monster Traits. 
  —Spell Casting 
  Items: 
  —Leather Armor: +2 to AC 
  —Long Bow: +8 bonus to attack, one 8-sided dice plus Agility of damage. She also has a 
  quiver with 20 arrows. 
   
  Mermaid 
  
  	
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  These playful and shy creatures will often live in the warm and shallow waters of distant 
  islands. They rarely encounter ponies but are usually friendly to them. 
   
  Strength: 3, Constitution: 3, Agility: 4, Cleverness: 5, Intelligence: 2, Mentation: 2. 
  Level: Foal, HP: 23, AC: 12, Base speed: 20 ft, Initiative: 4. Feats: Ingenious Pony (+2 
  Cleverness). Skills/Spells: Perception 4. 
  Traits: 
  —Fisticuffs: A mermaid can deal one 4-sided dice of damage with her fists. 
  —Amphibious 
   
  Minotaur 
  These creatures are all horn and muscle with the temper of a bull. However, the 
  humanoid side of their character often causes them to walk a razors edge between being 
  a civil and rational citizen and a ferocious beast. Episode Appearance: Iron Will from 
  Putting Your Hoof Down. 
   
  Strength: 10, Constitution: 9, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Adult, HP: 120, AC: 20 (+2 natural armor), Base speed: 10 ft (Gallop 30 ft), 
  Initiative: 4. Feats: Vigor [x3] (+24 HP), Stave Off Death, Improved Natural Healing, 
  Extraordinary Resilience. Skills/Spells: Grapple 6, Trip 2. 
  Traits: 
  —Hoof and Horn Combat: Minotaur can inflict one 10-sided dice of damage with his 
  hands, hooves, and horns. 
  —Natural Armor: +2 to Armor Class 
  —Bonus HP: Adult minotaur get +16 bonus to HP while their calves get only +8 bonus 
  to HP. 
  —Bonus Feats: Stave Off Death and Improved Natural Healing 
   
  Mummy Pony 
  Wrapped in linen cloth, these zombies were magically preserved and meant to rise from 
  their sleep to attack all who dare enter their tombs. 
   
  Strength: 5, Constitution: 0, Agility: 5, Cleverness: 0, Intelligence: 0, Mentation: 10. 
  Level: Adult, HP: 35, AC: 10, Base speed: 20 ft (Gallop 55 ft), Initiative: 9. Feats: 
  Greater Initiative (+4 Initiative). Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Undead Attributes 
  —Damage Reduction: Because a mummy has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Mummy Plague: Every time a mummy’s hooves or teeth hits a pony, the target must 
  make a Constitution saving throw or else be affected by the disease. Once the disease’s 
  incubation period passes and every day that disease goes on unabated, the pony sustains -
  1 of Aptitude score loss to Constitution that will not be restored until the disease is cured. 
  
  	
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  If a pony dies from this disease, then the body dissolves away into dust. Infection: Injury 
  (mummy attacks exclusively), Difficulty: 20, Incubation: 1 day, Duration: Lasts until 
  cured or the pony dies, Cure: Dispel spell (Difficulty: 20). See section on Diseases under 
  the Hazards chapter for more details on how diseases work. 
   
  Naga 
  These creatures are large humanoid sea serpents that live in underwater cities and will 
  sometimes breach the surface to attack sailors who pass by. 
   
  Strength: 6, Constitution: 6, Agility: 5, Cleverness: 3, Intelligence: 3, Mentation: 6. 
  Level: Adult, HP: 71, AC: 14, Base speed: 20 ft (Gallop 55 ft), Initiative: 9. Feats: 
  Improved Claw Attacks, Greater Initiative (+4 Initiative), Club Proficiency, Spell Pool. 
  Skills/Spells: Wilderness Survival 4, Disarm 4, Hydrokinesis 4, Enfeeblement 2, Sleep 2. 
  Traits: 
  —Fisticuffs: Can attack with hands and tail for one 6-sided dice plus Strength of damage. 
  —Amphibious 
  —Spell Casting 
  Items: 
  —Club: +2 bonus to attack rolls, one 10-sided dice plus Strength of damage. 
   
  Phoenix 
  These fire birds are rare and hard to find, making them prized pets for the wealthy and 
  the royal. Episode Appearance: Philomena from A Bird in the Hoof and Dragon Quest. 
   
  Strength: 2, Constitution: 2, Agility: 16, Cleverness: 6, Intelligence: 7, Mentation: 17. 
  Level: Alicorn, HP: 70, AC: 23, Base speed: 40 ft (Gallop 120 ft), Initiative: 24. Feats: 
  Improved Claw Attacks, Extend Spell Range, Maximize Spell, Adeptness (+4 skill 
  points), Greater Initiative [x2] (+8 Initiative). Skills/Spells: Pyrokinesis 14, Recovery 8. 
  Traits: 
  —Beak and Talon Combat: One 6-sided dice plus Strength of damage plus Strength score. 
  —Flight 
  —Night Vision 
  —Spell Casting 
  —Elemental Attributes: See section on Fire Elemental Attributes. 
  —Wild Creature Attributes 
   
  Quarray Eel 
  These creatures mostly live in holes along mountainsides. They rarely leave their holes, 
  preferring to just stay in place and pounce upon any prey that comes within reach. 
  Episode Appearance: May the Best Pet Win! 
   
  Strength: 14, Constitution: 17, Agility: 17, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Alicorn, HP: 145, AC: 34, Base speed: 50 ft (Gallop 135 ft), Initiative: 17. Feats: 
  Adeptness [x3] (+12 skill points), Blind Sight, Brawny Pony (+2 Strength). Skills/Spells: 
  Wilderness Survival 12, Stealth 18. 
  Traits: 
  
  	
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  —Teeth Combat: Attack with teeth, one 10-sided dice plus Strength of damage. 
  —Swallow Whole 
  —Giant Size: 10 feet x 40 feet x 10 feet with a reach of 10 feet. 
  —Wild Creature Attributes 
   
  Questing Beast 
  The questing beast is a rare and bizarre monstrosity, said to inspire fear in some of the 
  bravest of ponies just by looking at its mélange of body parts: it has the head of a snake, 
  the body of a leopard, the haunches of a lion, and the hooves of a deer. When it roars, it 
  sounds like the collective barks of many dogs. 
   
  Strength: 12, Constitution: 12, Agility: 6, Cleverness: 4, Intelligence: 4, Mentation: 12. 
  Level: Alicorn, HP: 152, AC: 23, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Alertness, Vigor [x4] (+32 HP). Skills/Spells: Wilderness Survival 10, Hide 8. 
  Traits: 
  —Claw and Hoof Combat: One 10-sided dice plus Strength of damage. 
  —Poison Fang Combat: If the questing beast manages to bite an opponent, it inflicts one 
  8-sided dice plus Strength of damage. If a pony were to be injured, the pony must make a 
  Constitution roll to resist the poison (Difficulty: 17). If the pony fails, then she is 
  poisoned, causing one 6-sided dice of damage per round poisoned. See section on Poison 
  under the Hazards section. 
  —Acute Sense of Smell 
  —Fearsome Presence: Difficulty 13 to resist. See description under List of Traits for 
  details. 
  —Giant Size: 20 cubic feet with a reach of 10 feet. 
  —Wild Creature Attributes 
   
  Robot 
  A steampunk creation of metal that can actually act on command and move on its own 
  without the need for magic. It is shaped like a pony and has some of the basic traits of a 
  pony. 
   
  Strength: 10, Constitution: 0, Agility: 9, Cleverness: 0, Intelligence: 0, Mentation: 1. 
  Level: Adult, HP: 43, AC: 22 (+8 natural armor), Base speed: 30 ft (Gallop 75 ft), 
  Initiative: 9. Feats: None. Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Construct Attributes 
  —Damage Reduction: Because a robot has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Natural Armor: +8 bonus to armor class 
  —Bonus HP: All robots get a +8 bonus to HP. 
  —Building a Robot: Building a robot requires the Mechanic skill, plenty of parts and 
  materials, mechanic tools, a week of time to work, and the pony must succeed at a 
  
  	
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  Mechanic roll (Difficulty: 22) to succeed in building it. If the pony fails the roll, then she 
  must work an additional day to get a retry. All together, a robot costs 80,000 bits to make. 
  To restore a robot’s HP, a pony must use the Mechanic skill. See section on Medical 
  Treatment for the Non-Living under Combat for details. 
   
  Roc 
  A giant eagle that is so massive, it can blanket the skies with its wings and carry 
  elephants home to feed its chicks. 
   
  Strength: 19, Constitution: 7, Agility: 11, Cleverness: 15, Intelligence: 5, Mentation: 7. 
  Level: Alicorn, HP: 95, AC: 23, Base speed: 30 ft (Gallop 85 ft), Initiative: 11. Feats: 
  Improved Claw Attacks, Ingenious Pony [x2] (+4 Cleverness), Brawny Pony [x3] (+6 
  Strength). Skills/Spells: Wilderness Survival 8, Perception 10. 
  Traits: 
  —Beak and Talon Combat: Two 6-sided dice plus Strength of damage plus Strength 
  score. 
  —Flight 
  —Night Vision 
  —Swallow Whole 
  —Giant Size: 20 feet x 30 feet x 10 feet with a reach of 10 feet. 
   
  Saddle Arabian 
  These regal desert dwelling horses live in a far away land outside of Equestria. They live 
  like Earth ponies, often relying on griffins for weather control and maintaining 
  relationships with the nomadic zebra tribes. Episode Appearance: Magic Duel. 
   
  Strength: 5, Constitution: 4, Agility: 6, Cleverness: 4, Intelligence: 4, Mentation: 3. 
  Level: Adult, HP: 55, AC: 15, Base speed: 30 ft (Gallop 60 ft), Initiative: 10. Feats: Swift 
  Hooves (+10 feet base speed), Greater Initiative (+4 Initiative), Heat Tolerance, Earthen 
  Spiritualist. Skills/Spells: Wilderness Survival 3, Art 3, Herbalism 3, Diplomacy 2, 
  Linguistics 1 (languages known: Equestrian and Equaggian). 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Sea Serpent 
  Normally, only sailors encounter these creatures. However, on rare occasions, ponies 
  will encounter one in fresh water. An example of this is that one time the Mane Six met a 
  sea serpent named Steven Magnet who was unusually fussy about his hair. Episode 
  Appearance: Friendship is Magic, part 2. 
   
  Strength: 14, Constitution: 8, Agility: 10, Cleverness: 7, Intelligence: 3, Mentation: 7. 
  Level: Alicorn, HP: 108, AC: 20 (+2 natural armor), Base speed: 30 ft (Gallop 80 ft), 
  Initiative: 10. Feats: Improved Claw Combat, Vigor (+8 HP), Adeptness [x3] (+12 skill 
  points). Skills/Spells: Grapple 9, Hide 9, Perception 5, Wilderness Survival 7. 
  
  	
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  Traits: 
  —Bite: A river serpent’s bite causes one 10-sided dice of damage. 
  —Constrict: The river serpent attacks by attempting a Grapple roll on one or more 
  opponents. Once it has a hold of its , it will then squeeze the target to death. While 
  constricted, the target sustains two 12-sided dice of damage per round and will suffer 
  from suffocation. See Suffocation under Hazards for details. 
  —Swallow Whole 
  —Natural Armor: +2 to Armor Class 
  —Giant Size: 25 feet x 5 feet x 5 feet (while lying on its belly) with a reach of 5 feet. 
   
  Skeleton Pony 
  Animated skeletons of dead ponies brought to some semblance of life by necromancy. 
   
  Strength: 3, Constitution: 0, Agility: 10, Cleverness: 0, Intelligence: 0, Mentation: 7. 
  Level: Adult, HP: 35, AC: 15, Base speed: 30 ft (Gallop 80 ft), Initiative: 14. Feats: 
  Greater Initiative (+4 Initiative). Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Damage Reduction: Because a skeleton has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Undead Attributes 
   
  Specter 
  While most ghosts are relatively harmless apparitions of the deceased, there are some 
  creatures that died violently to the point that they return as creatures of revenge who 
  curse the living. Specters tend to look more horrific than they did in life; often having 
  fangs, a skeletal face, and claws 
   
  Strength: 2, Constitution: 0, Agility: 5, Cleverness: 5, Intelligence: 5, Mentation: 6. 
  Level: Adult, HP: 35, AC: 10, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: None. 
  Skills/Spells: Perception 8. 
  Traits: 
  —Drain Health: At a range of 0 feet, a specter can drain one 8-sided dice plus Mentation 
  of HP with a touch, even upon corporeal and incorporeal targets. 
  —Incorporeal 
  —Invisibility 
  —Flight: All ghosts can fly like pegasi can regardless of their species in life. 
  —Telekinesis: All ghosts can use telekinesis like unicorns can regardless of their species 
  in life. 
  —Sunlight Vulnerability: When exposed to sunlight, the specter takes one 6-sdied dice of 
  damage per round exposed. When hit with a Photokinesis spell, the specter takes an 
  additional 3 points of damage. 
  —Undead Attributes 
   
  
  	
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  Sylph 
  Imagine a hurricane made solid and turned into a humanoid form. That is a sylph. Sylphs 
  are essentially air elementals that live among the clouds and rarely interact with 
  creatures on ground level. 
   
  Strength: 2, Constitution: 2, Agility: 7, Cleverness: 4, Intelligence: 5, Mentation: 7. 
  Level: Adult, HP: 45, AC: 14, Base speed: 20 ft (Gallop 55 ft), Initiative: 11. Feats: 
  Adeptness (+4 skill points), Spell Pool, Greater Initiative (+4 Initiative). Skills/Spells: 
  Aerokinesis 4, Photokinesis 2, Audiokinesis 2, Control Weather 5, Shape Cloud 5. 
  Traits: 
  —Fisticuffs: Can attack with hands and feet for one 6-sided dice plus Strength of damage. 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Elemental Attributes: See section on Air Elemental Attributes. 
   
  Timber Wolf 
  Although they’re made of wood, they hunt prey like real wolves. If you smell their breath 
  in the Everfree Forest, prepare to run because their wooden bodies make them difficulty 
  to fight off. Episode Appearance: Family Appreciation Day and Spike at Your Service. 
   
  Strength: 6, Constitution: 5, Agility: 5, Cleverness: 1, Intelligence: 5, Mentation: 6. 
  Level: Adult, HP: 60, AC: 15, Base speed: 20 ft (Gallop 55 ft), Initiative: 5. Feats: 
  Improved Claw Attacks, Knowledgeable Pony [x2] (+4 Intelligence), Adeptness (+4 skill 
  points). Skills/Spells: Wilderness Survival 6, Perception 6. 
  Traits: 
  —Claw and Teeth Combat: With its teeth and claws, a timber wolf can inflict one 6-sided 
  dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Night Vision 
  —Fire Vulnerability: If hit with a fire spell or natural fire, the timber wolf sustains 3 
  additional points of damage. 
  —Timber Wolf Breath: All timber wolves have a foul breath that is detectible from 30 
  feet away (60 feet upwind and 15 feet down wind), even by creatures with a rudimentary 
  sense of smell. 
  —Immune to poison and disease 
  —Disassemble: As a free action, timber wolves are made of various pieces of wood that 
  can come apart and reassemble every time they’re injured. As such, any time they’re 
  injured, they only sustain half of the total amount of HP loss. There are some exceptions 
  to this rule that include fire, acid, electricity, explosives, and magic. 
  —Merge: When three timber wolves are together, they have the power to merge into an 
  even larger form called an alpha timber wolf (See description of it below). The process of 
  merging takes 3 rounds to complete and can be cancelled if one of the three wolves are 
  killed during the merging. Once the wolves merge together, their HP is restored to 
  maximum and all negative effects like Aptitude score loss, spells, and crippling injuries 
  
  	
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  are undone. The original three timber wolves become one separate creature and will 
  remain that way permanently. 
  —Wild Creature Attributes 
   
  Timber Wolf (Alpha) 
  In the rare instance when a pack of three or more timber wolves are put in a desperate 
  circumstance, all three wolves can come together and form an even bigger timber wolf. 
  Episode Appearance: Spike at Your Service. 
   
  Strength: 14, Constitution: 9, Agility: 9, Cleverness: 1, Intelligence: 9, Mentation: 10. 
  Level: Alicorn, HP: 105, AC: 23, Base speed: 30 ft (Gallop 75 ft), Initiative: 9. Feats: 
  Improved Claw Attacks, Improved Natural Healing, Deadly Strike, Knowledgeable Pony 
  [x2] (+4 Intelligence), Adeptness (+4 skill points). Skills/Spells: Wilderness Survival 14, 
  Perception 8. 
  Traits: 
  —Claw and Teeth Combat: With its teeth and claws, an alpha timber wolf can inflict one 
  8-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Night Vision 
  —Fire Vulnerability: If hit with a fire spell or natural fire, the timber wolf sustains 3 
  additional points of damage. 
  —Timber Wolf Breath: All timber wolves have a foul breath that is detectible from 30 
  feet away (60 feet upwind and 15 feet down wind), even by creatures with a rudimentary 
  sense of smell. 
  —Immune to poison and disease 
  —Disassemble: As a free action, timber wolves are made of various pieces of wood that 
  can come apart and reassemble every time they’re injured. As such, any time they’re 
  injured, they only sustain half of the total amount of HP loss they normally would have. 
  There are some exceptions to this rule that include damage from fire, acid, electricity, 
  explosives, and magic. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Troll 
  These creatures are large, hulking giants that typically like to use their green skin to 
  blend in with foliage or algae and ambush prey. Trolls almost look like large green 
  gorillas thanks to their extra long arms and the way they hunch over and drag their 
  knuckles as they walk. Although their bodies are large and muscular, their heads are 
  small with their noses long and pointy like the face of a crow. 
   
  Strength: 10, Constitution: 10, Agility: 1, Cleverness: 3, Intelligence: 1, Mentation: 1. 
  Level: Adult, HP: 101, AC: 18 (+2 leather armor), Base speed: 10 ft (Gallop 15 ft), 
  Initiative: 1. Feats: Club Proficiency, Vigor [x2] (+16 HP). Skills/Spells: Wilderness 
  Survival 2, Intimidation 2, Climb 2, Hide 2. 
  Traits: 
  —Fisticuffs: Can attack with hands and feet for one 6-sided dice plus Strength of damage. 
  
  	
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  —Night Vision 
  —Regeneration: Heals 5 HP per round. See description under List of Traits for details. 
  —Giant Size: 10 cubic feet with a reach of 10 feet. 
  Items 
  —Leather Armor: +2 armor class. 
  —Hammer: +1 attack bonus, one 8-sided dice of damage, range of 0 feet. 
   
  Ursa Major 
  Even the most powerful alicorns would shake in fright at the prospect of fighting this 
  giant. Originating from outer space, these beasts are the brute power and ferocity of the 
  universe made manifest on Earth. Never provoke an ursa major for they will destroy 
  everything on sight. Episode Appearance: Boast Busters. 
   
  Strength: 20, Constitution: 20, Agility: 13, Cleverness: 5, Intelligence: 16, Mentation: 20. 
  Level: Alicorn, HP: 600, AC: 43 (+5 Natural Armor), Base speed: 20 ft (Gallop 60 ft), 
  Initiative: 17. Feats: Improved Claw Attacks, Deadly Strike, Stave off Death, Blind Sight, 
  Greater Initiative (+4 Initiative). Skills/Spells: Wilderness Survival 19, Precognition 13, 
  Sense Magic 16, Perception 16. 
  Traits: 
  —Claw and Teeth Combat: Six 6-sided dice plus Strength of damage. 
  —Breath Attack: Ursa majors can expel searing heat and light with the intensity of the 
  sun out of their mouths, creating enough heat to cover an area 20 cubic feet in size and as 
  far away as 5 feet per Agility score, causing two 12-sided dice plus Agility of damage. 
  Those who are hit by the light must make a Constitution roll (Difficulty 20) or become 
  blind. See section on Blindness/Deafness under Hazards for details. 
  —Natural Armor: +5 to Armor Class 
  —Swallow Whole 
  —Fearsome Presence: Difficulty 18 to resist. See description under List of Traits for 
  details. 
  —Regeneration: Heals 40 HP per round. See description under Traits for details. 
  —Receives a +10 bonus to its Mentation roll to resist spells. 
  —Giant Size: 60 cubic feet with a reach of 25 feet. 
  —Wild Creature Attributes 
   
  Ursa Minor 
  Even the young of an ursa major can raze an entire village. If you encounter such a beast, 
  be prepared to sooth it with a sweet lullaby or else run like a bat out of Tartarus. Episode 
  Appearance: Boast Busters. 
   
  Strength: 11, Constitution: 15, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 15. 
  Level: Alicorn, HP: 135, AC: 26 (+2 Natural Armor), Base speed: 10 ft (Gallop 30 ft), 
  Initiative: 4. Feats: Improved Claw Attacks, Deadly Strike, Stave off Death. Skills/Spells: 
  Precognition 2, Perception 16. 
  Traits: 
  —Claw and Teeth Combat: One 12-sided dice plus Strength of damage. 
  —Natural Armor: +2 to Armor Class 
  
  	
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  —Swallow Whole 
  —Regeneration: Heals 10 HP per round. See description under List of Traits for details. 
  —Giant Size: 15 cubic feet with a reach of 5 feet. 
  —Wild Creature Attributes 
   
  Vampire Pony 
  Even a pony can be converted to the undead if their blood can be drained away by one of 
  these blood-sucking monsters. There are different stats for the three verities of ponies. 
   
  Vampire Traits: The following traits are common to all vampires regardless of their 
  species in life. 
  —Vampire Attributes: Vampires cast no reflection or shadow. They also cannot cross 
  any body of running water or approach garlic, although it can’t actually hurt a vampire 
  when she touches water or garlic. 
  —Natural Armor: +3 to armor class. 
  —Suck Blood: When a vampire wants to suck blood, she must first make a successful 
  Grapple roll (except on helpless targets).  For every round the vampire maintains the 
  grapple, the vampire manages to inflict one 4-sided dice roll of Aptitude score loss to the 
  target’s Constitution score. If a pony’s Constitution drops to 0, the target dies and—if the 
  body is not burned first—she will become a vampire in 24 hours after death. Once 
  changed into a vampire, the pony obtains the Suck Blood, Vampire Attributes, and 
  Undead Attributes traits along with the traits the pony had in life. 
  —Damage Reduction: Because a vampire has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Undead Attributes 
   
  (Earth Pony Vampire) 
  Strength: 10, Constitution: 0, Agility: 5, Cleverness: 3, Intelligence: 3, Mentation: 5. 
  Level: Adult, HP: 51, AC: 13 (natural armor +3), Base speed: 20 ft (Gallop 55 ft), 
  Initiative: 9. Feats: Vigor [x2] (+16 HP), Greater Initiative (+4 Initiative), Alertness. 
  Skills/Spells: Grapple 4, Disarm 4, Stealth 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
  —Vampire Attributes 
  —Natural Armor: +3 to armor class. 
  —Suck Blood 
  —Damage Reduction 
  —Undead Attributes 
   
  (Pegasus Vampire) 
  Strength: 6, Constitution: 0, Agility: 10, Cleverness: 3, Intelligence: 3, Mentation: 5. 
  Level: Adult, HP: 43, AC: 18 (natural armor +3), Base speed: 20 ft (Gallop 60 ft), 
  
  	
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  Initiative: 12. Feats: Vigor (+8 HP), Greater Initiative (+4 Initiative), Alertness. 
  Skills/Spells: Grapple 4, Weather Control 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Vampire Attributes 
  —Natural Armor: +3 to armor class. 
  —Suck Blood 
  —Damage Reduction 
  —Undead Attributes 
   
  (Unicorn Vampire) 
  Strength: 3, Constitution: 0, Agility: 5, Cleverness: 3, Intelligence: 5, Mentation: 10. 
  Level: Adult, HP: 43, AC: 13 (natural armor +3), Base speed: 20 ft (Gallop 55 ft), 
  Initiative: 9. Feats: Vigor (+8 HP), Greater Initiative (+4 Initiative), Alertness. 
  Skills/Spells: Grapple 4, Sleep 2, Invisibility 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  —Vampire Attributes 
  —Natural Armor: +3 to armor class. 
  —Suck Blood 
  —Damage Reduction 
  —Undead Attributes 
   
  Water Elemental 
  These creatures are humanoid in shape but are made of water that has been jellified into 
  a semisolid humanoid shape. Two round orbs of ice function as their eyes. These 
  monsters are often found underwater or in areas where there are lots of water and/or ice. 
   
  (Foal Level Water Elemental) 
  Strength: 2, Constitution: 5, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 4. 
  Level: Foal, HP: 30, AC: 14, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Improved Natural Healing, Adeptness (+4 skill points). Skills/Spells: Hydrokensis 4, 
  Cryokinesis 4. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 6-sided dice of damage. 
  —Engulf: If a water elemental makes a successful Grapple roll, then the target is sucked 
  inside and takes one 6-sided dice of crushing damage each round until she can break free. 
  If the target can’t breath water, then she is also at risk of suffocation. See section on 
  Suffocation under Hazards for details. When grappling a larger opponent, a foal level 
  water elemental will always aim for the head. 
  —Spell Casting 
  
  	
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  —Amphibious  
  —Elemental Attributes: See section on Water Elemental Attributes. 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
   
  (Adult Level Water Elemental) 
  Strength: 2, Constitution: 10, Agility: 6, Cleverness: 1, Intelligence: 1, Mentation: 5. 
  Level: Adult, HP: 93, AC: 21, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Improved Natural Healing, Vigor (+8 HP), Adeptness [x2] (+8 skill points). Skills/Spells: 
  Hydrokensis 8, Cryokinesis 8. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 8-sided dice of damage. 
  —Engulf: If a water elemental makes a successful Grapple roll, then the target is sucked 
  inside and takes one 6-sided dice of crushing damage each round until she can break free. 
  If the target can’t breath water, then she is also at risk of suffocation. See section on 
  Suffocation under Hazards for details. 
  —Spell Casting 
  —Amphibious  
  —Elemental Attributes: See section on Water Elemental Attributes. 
   
  (Alicorn Level Water Elemental) 
  Strength: 2, Constitution: 15, Agility: 15, Cleverness: 1, Intelligence: 1, Mentation: 15. 
  Level: Alicorn, HP: 143, AC: 35, Base speed: 40 ft (Gallop 115 ft), Initiative: 15. Feats: 
  Improved Natural Healing, Vigor (+8 HP), Adeptness [x4] (+16 skill points). 
  Skills/Spells: Hydrokinesis 18, Cryokinesis 16. 
  Traits: 
  —Body Slam: An elemental attacks by striking a target with parts of its body, causing 
  one 10-sided dice of damage. 
  —Engulf: If a water elemental makes a successful Grapple roll, then the target is sucked 
  inside and takes one 6-sided dice of crushing damage each round until she can break free. 
  If the target can’t breath water, then she is also at risk of suffocation. See section on 
  Suffocation under Hazards for details. 
  —Spell Casting 
  —Amphibious  
  —Elemental Attributes: See section on Water Elemental Attributes. 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
   
  Windigo 
  These creatures of legend nearly froze all of pony-kind into blocks of ice. Only the 
  friendships of Equestria’s first settlers staved off their freezing cold. No pony knows 
  where they are now but they might be deep in the arctic waiting for a chance to strike. 
  Episode Appearance: Hearth’s Warming Eve. 
   
  Strength: 4, Constitution: 8, Agility: 16, Cleverness: 3, Intelligence: 9, Mentation: 20. 
  Level: Alicorn, HP: 100, AC: 29, Base speed: 50 ft (Gallop 130 ft), Initiative: 20. Feats: 
  Improved Bare Hoof Strike, Stave Off Death, Greater Initiative (+4 initiative), Maximize 
  
  	
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  Spell, Extend Spell Range, Swift Hooves (+10 ft base speed). Skills/Spells: Cryokinesis 
  10, Control Weather 20, Linguistics 5 (languages known: Equestrian, Equaggian, 
  Dragonic, and Elemental Speak). 
  Traits: 
  —Equine Combat: One 10-sided dice plus Strength of damage when attacking with 
  hooves. 
  —Breath Attack: Windigos can expel frozen air and ice from their mouths, creating 
  enough ice to cover an area 10 cubic feet in size and as far away as 5 feet per Agility 
  score, causing one 8-sided dice plus Agility of damage. 
  —Flight 
  —Carriage Levitation 
  —Elemental Attributes: This elemental is a combination of both air and water. It is 
  immune to the affects of water- and cold-damage, both naturally and magically, and it is 
  unaffected by strong winds and strong currents. If hit with a fire- or electric-attacks, the 
  windigo sustain 3 additional points of damage. 
  —Summon Winter: Windigos can use Control Weather to summon a snow storm in any 
  environment, even in areas where it is too hot, too dry, and where there are no clouds. 
  See sections on Cold Hazards and Weather under the Hazards section for details. 
  —Regeneration: Heals 20 HP per round. See description under Traits for details. 
  —Timelessness 
  —Giant Size: 10 cubic feet with a reach of 0 feet. 
   
  Wyvern 
  Small dragon-like creatures that make up for their short stature by their fierce temper. 
   
  Strength: 6, Constitution: 6, Agility: 6, Cleverness: 2, Intelligence: 2, Mentation: 3. 
  Level: Adult, HP: 83, AC: 17, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: Swift 
  Improved Claw Attacks, Vigor (+8 HP), Alertness. Skills/Spells: Wilderness Survival 6, 
  Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 8-sided dice plus Strength of damage. 
  —Flight 
  —Carriage Levitation 
  —Wild Creature Attributes 
   
  Zebra 
  They live in far away savannahs and deserts. They’re highly skilled witchdoctors and 
  magicians. Their skills and their strong sense of community enable them to survive in the 
  harshest of environments. Episode Appearance: Zecora from Bridle Gossip, Luna Eclipse, 
  Magic Duel, etc. 
   
  Strength: 3, Constitution: 3, Agility: 7, Cleverness: 5, Intelligence: 6, Mentation: 4. 
  Level: Adult, HP: 50, AC: 15, Base speed: 30 ft (Gallop 65 ft), Initiative: 7. Feats: Heat 
  Tolerance, Swift Hooves (+10 ft base speed), Knowledgeable Pony (+2 Intelligence), 
  Adeptness (+4 skill points). Skills/Spells: Botany 8, Herbalism 6, Dowsing 2. 
  Traits: 
  
  	
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  —Connection to the Earth 
  —Equine Combat 
  —Skill Specialty 
   
  Zombie Pony 
  A necromancer can bring a corpse to life and command it to do the sorcerer’s bidding. 
   
  Strength: 10, Constitution: 0, Agility: 3, Cleverness: 0, Intelligence: 0, Mentation: 7. 
  Level: Adult, HP: 35, AC: 8, Base speed: 10 ft (Gallop 25 ft), Initiative: 7. Feats: Greater 
  Initiative (+4 Initiative). Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Damage Reduction: Because a zombie has a Constitution score of 0, damage inflicted 
  upon it with a stabbing weapon (swords, axes, etc.) or a piercing weapon (bows and 
  arrows, guns, etc.) is reduced by half. Any other weapons (bludgeoning weapons, spells, 
  etc.) inflict damage like normal. 
  —Undead Attributes 
   
  List of Animals 
   
  Bear 
  Strength: 8, Constitution: 8, Agility: 5, Cleverness: 1, Intelligence: 6, Mentation: 1. 
  Level: Adult, HP: 75, AC: 18, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Robust Pony [x2] (+4 Constitution). Skills/Spells: Wilderness Survival 2, Climb 2, 
  Perception 4. 
  Traits: 
  —Claw and Teeth Combat: One 6-sided dice plus Strength of damage plus Strength score. 
  —Acute Sense of Smell 
  —Wild Creature Attributes 
   
  Bird (small) 
  Strength: 1, Constitution: 1, Agility: 5, Cleverness: 1, Intelligence: 2, Mentation: 3. 
  Level: Foal, HP: 18, AC: 11, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Wilderness Survival 2, Perception 2. 
  Traits: 
  —Flight 
  —Small Size: 1 cubic foot with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Bird (large) 
  Strength: 2, Constitution: 2, Agility: 5, Cleverness: 1, Intelligence: 2, Mentation: 4. 
  Level: Foal, HP: 21, AC: 12, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Wilderness Survival 2, Perception 2. 
  Traits: 
  —Beak and Talon Combat: One 4-sided dice plus Strength of damage plus Strength score. 
  —Flight 
  
  	
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  —Night Vision 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Cat (small) 
  Strength: 2, Constitution: 2, Agility: 5, Cleverness: 1, Intelligence: 3, Mentation: 5. 
  Level: Foal, HP: 21, AC: 12, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Mystical Pony (+2 Mentation). Skills/Spells: Wilderness Survival 1, Gymnastic 1, 
  Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 4-sided dice plus Strength of damage. 
  —Night Vision 
  —Acute Sense of Smell 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Cat (large) 
  Strength: 5, Constitution: 5, Agility: 5, Cleverness: 1, Intelligence: 5, Mentation: 5. 
  Level: Adult, HP: 68, AC: 15, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: 
  Mystical Pony (+2 Mentation), Swift Hooves (+10 ft base speed), Vigor (+8 HP). 
  Skills/Spells: Wilderness Survival 2, Stealth 2, Hide 2, Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 6-sided dice plus Strength of damage. 
  —Night Vision 
  —Acute Sense of Smell 
  —Wild Creature Attributes 
   
  Crustacean 
  Strength: 1, Constitution: 2, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Foal, HP: 21, AC: 11 (+4 shell armor), Base speed: 10 ft (Gallop 15 ft), Initiative: 
  1. Feats: None. Skills/Spells: Wilderness Survival 4. 
  Traits: 
  —Shell Armor: +4 to armor class. 
  —Water Breathing 
  —Small Size: 1 cubic foot with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Dog 
  Strength: 5, Constitution: 2, Agility: 3, Cleverness: 1, Intelligence: 4, Mentation: 1. 
  Level: Foal, HP: 29, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: Vigor 
  (+8 HP). Skills/Spells: Wilderness Survival 2, Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 6-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
  
  	
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  Elephant 
  Strength: 10, Constitution: 10, Agility: 1, Cleverness: 1, Intelligence: 7, Mentation: 1. 
  Level: Adult, HP: 85, AC: 16, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: 
  Knowledgeable Pony [x3] (+6 Intelligence). Skills/Spells: Wilderness Survival 4, 
  Perception 4. 
  Traits: 
  —Tusk Combat: One 8-sided dice plus Strength of damage. 
  —Giant Size: 10 feet x 5 feet x 10 feet with a reach of 0 feet. 
   
  Fish 
  Strength: 1, Constitution: 1, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Foal, HP: 18, AC: 7, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: None. 
  Skills/Spells: Wilderness Survival 4. 
  Traits: 
  —Aquatic 
  —Small Size: 1 cubic foot with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Monkey 
  Strength: 5, Constitution: 2, Agility: 4, Cleverness: 2, Intelligence: 3, Mentation: 2. 
  Level: Foal, HP: 21, AC: 11, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Brawny 
  Pony (+2 Strength). Skills/Spells: Wilderness Survival 1, Gymnastic 1, Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 4-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Mouse 
  Strength: 2, Constitution: 2, Agility: 5, Cleverness: 1, Intelligence: 1, Mentation: 5. 
  Level: Foal, HP: 21, AC: 12, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Wilderness Survival 1, Gymnastic 1, 
  Perception 2. 
  Traits: 
  —Claw and Teeth Combat: One 4-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Small Size: 1 cubic foot with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Octopus 
  Strength: 5, Constitution: 2, Agility: 3, Cleverness: 1, Intelligence: 5, Mentation: 2. 
  Level: Foal, HP: 21, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: Athletic 
  Pony (+2 Agility). Skills/Spells: Wilderness Survival 1, Stealth 1, Grapple 1, Hide 1. 
  Traits: 
  —Beak and Tentacle Combat: One 6-sided plus Strength dice of damage. 
  
  	
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  —Aquatic 
  —Wild Creature Attributes 
   
  Porpoise 
  Strength: 4, Constitution: 2, Agility: 5, Cleverness: 2, Intelligence: 5, Mentation: 1. 
  Level: Foal, HP: 21, AC: 12, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: Brawny 
  Pony (+2 Strength). Skills/Spells: Wilderness Survival 2, Perception 2. 
  Traits: 
  —Teeth Combat: One 6-sided dice plus Strength of damage. 
  —Aquatic: Although it lives underwater, it still breaths air. 
  —Acute Sense of Smell 
  —Wild Creature Attributes 
   
  Shark 
  Strength: 5, Constitution: 5, Agility: 2, Cleverness: 1, Intelligence: 2, Mentation: 3. 
  Level: Foal, HP: 30, AC: 12, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Mystical Pony (+2 Mentation). Skills/Spells: Wilderness Survival 1, Grapple 1, 
  Perception 2. 
  Traits: 
  —Teeth Combat: One 8-sided dice plus Strength of damage. 
  —Aquatic 
  —Acute Sense of Smell 
  —Wild Creature Attributes 
   
  Snake 
  Strength: 3, Constitution: 2, Agility: 3, Cleverness: 1, Intelligence: 1, Mentation: 4. 
  Level: Foal, HP: 21, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 6. Feats: Greater 
  Initiative (+4 Initiative). Skills/Spells: Wilderness Survival 2, Stealth 1, Hide 1. 
  Traits: 
  —Fang Combat: One 4-sided dice plus Strength of damage. In addition, if a successful 
  hit was made, the target must make a Constitution roll (difficulty: 15) or become 
  poisoned. See section on Poison under Hazards. 
  —Acute Sense of Smell 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Tortoise 
  Strength: 2, Constitution: 5, Agility: 1, Cleverness: 1, Intelligence: 5, Mentation: 4. 
  Level: Foal, HP: 30, AC: 15 (+4 shell armor), Base speed: 10 ft (Gallop 15 ft), Initiative: 
  1. Feats: Robust Pony (+2 Constitution). Skills/Spells: Wilderness Survival 4. 
  Traits: 
  —Shell Armor: +4 to armor class. 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Weasel 
  
  	
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  Strength: 2, Constitution: 2, Agility: 3, Cleverness: 3, Intelligence: 4, Mentation: 4. 
  Level: Foal, HP: 21, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Mystical Pony (+2 Mentation). Skills/Spells: Wilderness Survival 2, Escape Artist 2. 
  Traits: 
  —Claw and Teeth Combat: One 4-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  —Small Size: 2.5 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Whale 
  Strength: 7, Constitution: 8, Agility: 4, Cleverness: 1, Intelligence: 9, Mentation: 1. 
  Level: Adult, HP: 75, AC: 17, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Knowledgeable Pony (+2 Intelligence), Brawny Pony [x2] (+4 Strength). Skills/Spells: 
  Wilderness Survival 4, Perception 4. 
  Traits: 
  —Teeth Combat: One 6-sided dice plus Strength of damage. 
  —Aquatic: Although it lives underwater, it still breaths air. 
  —Giant Size: 20 feet x 40 feet x 20 feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Mane 6 
   
  Applejack 
  Strength: 8, Constitution: 8, Agility: 6, Cleverness: 1, Intelligence: 4, Mentation: 1. 
  Level: Adult, HP: 75, AC: 19, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: Apple 
  Family Traditions, Element of Honesty (details below), Knowledgeable Pony (+2 
  Intelligence), Adeptness (+4 skill points). Skills/Spells: Farming 6, Husbandry 3, 
  Cooking 4, Animal-Handling 3. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
  Feats: 
  Element of Honesty 
  Prerequisites: Must bond with the Element of Honesty. 
  If someone uses the Bluff skill on Applejack, she gets a +5 bonus to her Outwit roll to see 
  through the lie. She also gets a +5 bonus to her Diplomacy rolls because of how 
  trustworthy she is. 
   
  Fluttershy 
  Strength: 3, Constitution: 4, Agility: 2, Cleverness: 3, Intelligence: 7, Mentation: 5. 
  Level: Adult, HP: 55, AC: 13, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Element of Kindness (details below), The Stare Master (details below), Talk to Animals. 
  Skills/Spells: Animal-Handling 3, Husbandry 3, Healing 2. 
  Traits: 
  —Equine Combat 
  
  	
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  —Flight 
  —Carriage Levitation 
  Feats: 
  Element of Kindness 
  Prerequisites: Must bond with the Element of Kindness. 
  Fluttershy gets a +5 bonus to all Healing and Husbandry rolls. 
   
  The Stare Master 
  Prerequisites: Must be born with this power. 
  Fluttershy has a variation of the Intimidation skill known simply as The Stare and it 
  involves intimidating others with her piercing gaze and stern voice. The Stare works like 
  a gaze attack and if one were to look into Fluttershy’s eyes, Fluttershy would gain a +5 
  bonus to her Intimidation roll. To avoid the affects of The Stare, the pony can avoid eye 
  contact, but suffer a -4 penalty to attack rolls and AC in doing so. 
   
  Pinkie Pie 
  Strength: 4, Constitution: 3, Agility: 5, Cleverness: 6, Intelligence: 4, Mentation: 4. 
  Level: Adult, HP: 50, AC: 13, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Element of Laughter (details below), Ice Skating, Pinkie Sense (details below), 
  Adeptness (+4 skill points). Skills/Spells: Party-Planning 4, Performance 4, Precognition 
  1, Music 3, Cooking 2, Mischief 2. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
  Feats: 
  Element of Laughter 
  Prerequisites: Must bond with the Element of Laughter. 
  +5 bonus to Performance, Party Planning, Music, and Mischief rolls. 
   
  Pinkie Sense 
  Prerequisites: Must be born with this power. 
  This feat is a variation of the Precognition skill where she senses any kind of unexpected 
  surprise (not just danger), but otherwise follows the same rules laid out in the description 
  of the Precognition skill. She gets a +5 bonus to her Precognition roll every time she uses 
  her Pinkie Sense. 
   
  Rainbow Dash 
  Strength: 6, Constitution: 4, Agility: 9, Cleverness: 4, Intelligence: 1, Mentation: 1, 
  Level: Adult, HP: 55, AC: 18, Base speed: 40 ft (Gallop 85 ft), Initiative: 9. Feats: 
  Element of Loyalty (details below), Swift Hooves (+10 ft base speed), Sonic Rainboom 
  (details below). Skills/Spells: Aerobatics 5, Control Weather 3. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  
  	
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  Feats: 
  Element of Loyalty 
  Prerequisites: Must bond with the Element of Loyalty. 
  When she’s fighting to protect or serve someone else, she gains a +3 to her attack rolls. 
  She also gets a +5 to Intimidation rolls if she standing up for the sake of someone else. 
   
  Sonic Rainboom 
  Prerequisites: Must be born with this power. 
  This feat can allow Rainbow Dash to break the sound barrier and cause a Sonic 
  Rainboom. To do so, she must be flying in a straight line at her maximum speed for one 
  round. Once the conditions are right, she must make an Aerobatics roll (Difficulty: 25). If 
  she fails, then she must make an Agility saving throw (Difficulty: 15) to avoid 
  plummeting from the sky, causing falling damage. See section on Falling/Collision under 
  the Hazards section. If successful, Rainbow triples her speed on the next round and she 
  successfully creates a Sonic Rainboom. Such an event is a very powerful force. Not only 
  can it create a huge rainbow that can be seen for miles, but the explosion itself can cause 
  a massive shock wave that can cause an earthquake up to 100 feet away from the 
  epicenter (located directly below where the explosion happened) and lasts for three 
  rounds. See section on Earthquakes under the Hazards section for details. Due to the 
  massive amount of strain the Sonic Rainboom can cause on Rainbow Dash, she can only 
  successfully do it once per day. The boost in speed only lasts for one round. 
   
  Rarity 
  Strength: 2, Constitution: 3, Agility: 2, Cleverness: 9, Intelligence: 6, Mentation: 5. 
  Level: Adult, HP: 50, AC: 10, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Element of Generosity (details below), Ingenious Pony [x2] (+4 Cleverness). 
  Skills/Spells: Gemology 3, Sewing 4, Terrakinesis 1. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  Feats: 
  Element of Generosity 
  Prerequisites: Must bond with the Element of Generosity. 
  Whenever Rarity performs any skill roll solely for the benefit of someone else and not 
  herself, she gets a +2 bonus no matter what the skill is. 
   
  Twilight Sparkle  
  Strength: 2, Constitution: 3, Agility: 2, Cleverness: 1, Intelligence: 8, Mentation: 10. 
  Level: Adult, HP: 50, AC: 10, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Canterlot Graduate (+2 magic skill points and +1 Mentation), Element of Magic (details 
  below), Spell Pool. Skills/Spells: Astronomy 1, Spell Craft 1, Teleportation 6, 
  Apportation 2, Enchant 4, Dispel 4. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  
  	
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  —Telekinesis 
  Feats: 
  Element of Magic 
  Prerequisites: Must bond with the Element of Magic. 
  +10 bonus allocable skill points used toward magical spells. 
   
  Twilight Sparkle (newly ascended alicorn) 
  Strength: 2, Constitution: 3, Agility: 2, Cleverness: 1, Intelligence: 8, Mentation: 10. 
  Level: Adult, HP: 50, AC: 10, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Canterlot Graduate (+2 magic skill points and +1 Mentation), Element of Magic (details 
  below), Spell Pool, Newly Ascended Alicorn (details below). Skills/Spells: Astronomy 2, 
  Spell Craft 2, Teleportation 7, Apportation 3, Enchant 5, Dispel 5, Control the Stars 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Telekinesis 
  —Timelessness 
  Feats: 
  Element of Magic 
  Prerequisites: Must bond with the Element of Magic. 
  +10 bonus allocable skill points used toward magical spells. 
   
  Newly Ascended Alicorn 
  Prerequisites: Element of Magic feat and solve Star Swirl’s unfinished spell. 
  By achieving control of highly advanced magic, Twilight has unlocked some of the 
  powers of an alicorn. Although she hasn’t achieved alicorn level status (yet), she gains 
  the Flight, Carriage Levitation, and Timelessness traits as well as +10 bonus skill points. 
   
  List of Canon NPC’s 
   
  Apple Bloom 
  Strength: 5, Constitution: 5, Agility: 3, Cleverness: 4, Intelligence: 2, Mentation: 1. 
  Level: Foal, HP: 30, AC: 13, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: Apple 
  Family Traditions, Robust Pony (+2 Constitution). Skills/Spells: Carpentry 4, Farming 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Babs Seed 
  Strength: 5, Constitution: 4, Agility: 3, Cleverness: 4, Intelligence: 1, Mentation: 1. 
  Level: Foal, HP: 35, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Improved Natural Healing, Vigor (+8 HP). Skills/Spells: Outwit 3, Intimidation 3, Bluff 
  2. 
  
  	
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  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Big Macintosh 
  Strength: 9, Constitution: 9, Agility: 5, Cleverness: 1, Intelligence: 5, Mentation: 1. 
  Level: Adult, HP: 80, AC: 19, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: Apple 
  Family Traditions, Robust Pony (+2 Constitution), Knowledgeable Pony (+2 
  Intelligence), Adeptness (+4 skill points). Skills/Spells: Farming 6, Husbandry 4, 
  Animal-Handling 2. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Bon Bon  
  Strength: 5, Constitution: 9, Agility: 3, Cleverness: 9, Intelligence: 3, Mentation: 7. 
  Level: Adult, HP: 80, AC: 19, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Robust Pony [x2] (+4 Constitution), Mystical Pony [x2] (+4 Mentation). Skills/Spells: 
  Cooking 8, Outwit 8, Perception 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Cadance 
  Strength: 2, Constitution: 9, Agility: 6, Cleverness: 9, Intelligence: 10, Mentation: 15. 
  Level: Alicorn, HP: 80, AC: 20, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Canterlot Graduate (+2 magic skill points and +1 Mentation), Maximize Spell, Spell Pool, 
  Extend Spell Range, Extend Spell Duration. Skills/Spells: Spirit of Love 7 (details below), 
  Recovery 6, Control the Stars 1, Healing 6. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Telekinesis 
  —Timelessness 
  Spells: 
  Spirit of Love 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One minute per spell level (when it comes to bonuses to Mentation) and 
  instantaneous (when reversing Aptitude score loss) 
  Opponent’s Saving Throw: Mentation + 20-sided dice (Harmless) 
  
  	
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  Target: 1 target per spell level within range 
  Rudimentary: Through the power of love, Cadance can grant a +4 Aptitude score bonus 
  to Mentation that lasts for the duration of the spell. 
  Advanced: With this spell, Cadance can increase a pony’s Mentation score to its 
  maximum possible level. For example, a foal’s Mentation would increase to level 5, an 
  adult’s Mentation would increase to 10, and an alicorn’s Mentation would increase to 20. 
  In addition, this spell can completely reverse the effects of Mentation Aptitude score loss 
  and penalties. While the effects of the increased Mentation score only lasts for the spell’s 
  duration, the reversing of Aptitude score loss is instantaneous. 
   
  Carrot Cake 
  Strength: 4, Constitution: 4, Agility: 7, Cleverness: 8, Intelligence: 8, Mentation: 3. 
  Level: Adult, HP: 55, AC: 16, Base speed: 20 ft (Gallop 55 ft), Initiative: 7. Feats: 
  Ingenious Pony [x2] (+4 Cleverness), Knowledgeable Pony [x2] (+4 Intelligence). 
  Skills/Spells: Cooking 8, Childcare 8. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Celestia 
  Strength: 4, Constitution: 7, Agility: 5, Cleverness: 9, Intelligence: 10, Mentation: 15. 
  Level: Alicorn, HP: 95, AC: 17, Base speed: 20 ft (Gallop 45 ft), Initiative: 5. Feats: 
  Spell Pool, Extend Spell Range, Extend Spell Duration, Extend Telekinesis, Princess of 
  the Day (details below). Skills/Spells: Control the Stars 20, Astronomy 20, Spell Craft 10, 
  Teleportation 10, Dispel 14, Recovery 7. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Telekinesis 
  —Timelessness 
  Feat: 
  Princess of the Day 
  Prerequisites: Must earn the title of Princess of the Day after her coronation. 
  During the daylight hours, Celestia’s Mentation score increases by +5. 
   
  Cerberus 
  Strength: 18, Constitution: 10, Agility: 12, Cleverness: 1, Intelligence: 10, Mentation: 7. 
  Level: Alicorn, HP: 126, AC: 27, Base speed: 30 ft (Gallop 90 ft), Initiative: 16. Feats: 
  Vigor [x2] (+16 HP), Greater Initiative (+4 Initiative), Deadly Strike, Stave Off Death. 
  Skills/Spells: Wilderness Survival 4, Perception 8, Grapple 4. 
  Traits: 
  —Claw and Teeth Combat: One 10-sided dice plus Strength of damage. 
  —Acute Sense of Smell 
  
  	
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  —Giant Size: 10 cubic feet with a reach of 0 feet. 
  —Wild Creature Attributes 
   
  Cheerilee 
  Strength: 3, Constitution: 4, Agility: 3, Cleverness: 5, Intelligence: 10, Mentation: 5. 
  Level: Adult, HP: 55, AC: 12, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Adeptness [x2] (+8 skill points), Knowledgeable Pony [x2] (+4 Intelligence). 
  Skills/Spells: Writing 7, Mathematics 7, Art 6. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Chrysalis 
  Strength: 2, Constitution: 4, Agility: 8, Cleverness: 15, Intelligence: 8, Mentation: 17. 
  Level: Alicorn, HP: 80, AC: 17, Base speed: 30 ft (Gallop 70 ft), Initiative: 8. Feats: 
  Queen of the Changelings (details below), Summon a Changeling Swarm (details below), 
  Extend Spell Range, Extend Spell Duration, Spell Pool. Skills/Spells: Bluff 10, Hide 9, 
  Charm 12, Spell Craft 10, Dispel 10, Disintegrate 5, Enfeeblement 12, Spell Echo 12, 
  Spell Leach 7, Teleportation 6, Linguistics 1 (languages known: Equestrian, Equaggian, 
  and Mimic). 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Telekinesis 
  —Transform: As a full action, Chrysalis can transform into any type of creatyre just like 
  the Metamorphose spell. She can remain in that form for as long as she wants. While 
  transformed, almost all of Chrysalis’s traits are replaced with that of the new form, 
  however, she still retains the Transform and Drain Love traits regardless of what form 
  she takes on. While transformed, she gets a +10 bonus to Disguise rolls. If she it is ever 
  killed, she reverts back to her primary form. 
  —Drain Love: Chrysalis can drain the love of others (which translates into Mentation) at 
  a range of 0 feet. If she manages to make physical contact with her target, the target and 
  Chrysalis must make a Mentation roll. If Chrysalis wins, then she manages to inflict one 
  8-sided dice of Mentation score loss upon the target. 
  —Timelessness 
  Feats: 
  Queen of the Changelings 
  Prerequisites: Must earn the title Queen of the Changelings after her coronation. 
  As queen of the changelings, Chrysalis possesses powers that no other changeling has 
  such as having the Timelessness trait and having her Transform trait based on the alicorn 
  level spell Metamorphose. This feat also increases the amount of Mentation she can drain 
  with Drain Love to one 8-sided dice. Not only can she drain away an opponent’s 
  
  	
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  Mentation, but she can also store the points into her own mind and she can spend the 
  points she steals to do any of the following: 
  •
  Restoration: Restore 20 HP per point spent. 
  •
  Boost Spell Level: When casting a spell, she can increase the spell’s level by +1 
  per point spent. 
  •
  Use as Spell Point: Each of the Mentation points she drains can be used as a spell 
  point for casting a spell. 
  •
  Enthrallment: Every time Chrysalis manages to drain a target’s Mentation level to 
  0, the target becomes a mindless drone who will follow her commands without 
  question. While the pony is being controlled, Chrysalis will automatically know 
  where she is from up to 5 feet per Mentation level away. The only way to break 
  her hold on a target is to restore the target’s Mentation level to 1 or higher with a 
  Healing skill roll. However, the target will actively resist any attempt to restore 
  Mentation, thus at least one other player has to hold her in place while another 
  attempts the Healing roll. 
   
  Summon a Changeling Swarm 
  Prerequisites: Queen of the Changelings feat. 
  Once per hour, Chrysalis can teleport 10 + one 20-sided dice roll of changelings to serve 
  her. 
   
  Cup Cake 
  Strength: 7, Constitution: 7, Agility: 3, Cleverness: 8, Intelligence: 8, Mentation: 1. 
  Level: Adult, HP: 70, AC: 15, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Ingenious Pony [x2] (+4 Cleverness), Knowledgeable Pony [x2] (+4 Intelligence). 
  Skills/Spells: Cooking 8, Childcare 8. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Derpy Hooves 
  Strength: 2, Constitution: 2, Agility: 4, Cleverness: 5, Intelligence: 5, Mentation: 7. 
  Level: Adult, HP: 45, AC: 11, Base speed: 30 ft (Gallop 50 ft), Initiative: 4. Feats: 
  Alertness, Swift Hooves [x2] (+20 ft base speed). Skills/Spells: Mischief 3, Outwit 3, 
  Control Weather 2. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
   
  Diamond Tiara 
  Strength: 3, Constitution: 4, Agility: 2, Cleverness: 5, Intelligence: 2, Mentation: 4. 
  Level: Foal, HP: 27, AC: 11, Base speed: 10 ft (Gallop 20 ft), Initiative: 6. Feats: 
  Ingenious Pony (+2 Cleverness), Greater Imitative (+4 Initiative). Skills/Spells: Mischief 
  4, Intimidation 4. 
  
  	
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  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Dinky 
  Strength: 2, Constitution: 2, Agility: 2, Cleverness: 3, Intelligence: 3, Mentation: 5. 
  Level: Foal, HP: 21, AC: 9, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: Alertness. 
  Skills/Spells: Mischief 2, Outwit 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Discord 
  Strength: 3, Constitution: 5, Agility: 2, Cleverness: 15, Intelligence: 13, Mentation: 20. 
  Level: Alicorn, HP: 85, AC: 12, Base speed: 10 ft (Gallop 20 ft), Initiative: 10. Feats: 
  Greater Initiative [x2] (+8 Initiative), Magic Surge, Spell Pool, Extend Spell Duration, 
  Extend Spell Range. Skills/Spells: Spell Craft 10, Enchant 10, Transformation 10, 
  Apportation 14, Teleportation 10, Unbridled Chaos 20 (details below), Elements of 
  Disharmony 20 (details below). 
  Traits: 
  —Claw Combat: Attack with claws and horns, one 8-sided dice plus Strength of damage. 
  —Flight 
  —Spell Casting 
   
  —Timelessness 
  Spells: 
  Unbridled Chaos 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: An invisible sphere 5 feet per spell level in diameter conjured within the spell 
  range. There are some exceptions, see descriptions for details. 
  Rudimentary: This spell causes chaos by producing a random effect every time it is cast. 
  A Percentage Roll chooses what happens within the targeted area. Most spells create an 
  invisible sphere 5 feet per spell level in diameter anywhere within range. The effects of 
  the spell will affect all characters and objects within the sphere as described below. If the 
  spell is cast again within the same area, Discord can roll again to replace the effects of the 
  previous spell. If the dice roll lands on the same outcome that is already plaguing the 
  targeted area, then Discord can re-roll again to get a new outcome. To see what are the 
  spell effects, consult the chart below: 
  •
  % Roll 01-16 Haphazard Colors: The colors of inanimate objects in the area will 
  completely change, reducing the area into a Technicolor nightmare of bright 
  colors, causing   -2 penalty to Hide skill rolls. 
  
  	
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  •
  % Roll 17-32 Random Sounds: All those within the targeted area can hear random 
  sounds and voices coming from nowhere, causing -2 penalty to Perception skill 
  rolls when trying to hear. 
  •
  % Roll 33-48 Bizarre Flora: This spell does odd things to the plant life, causing 
  strange phenomena such as fruit growing quadruple their size, corn popping into 
  popcorn, etc. 
  •
  % Roll 49-64 Bizarre Fauna: All creatures with the Wild Animals Attribute will 
  behave strangely (up to one animal per spell level), causing the animals to grow 
  strange proportions and behave in a way that is not natural to them such as 
  predators eating plants, fish walking on land, etc. 
  •
  % Roll 65-80 Cardboard Buildings: All buildings and pony-made structures are 
  turned into cardboard, making each building very fragile. All it takes to break 
  through a cardboard building is a Strength roll (Difficulty: 8). When the spell ends, 
  all buildings will revert back to the way they were, including reversing damage 
  caused to the building while it was made of cardboard. 
  •
  % Roll 81-100 Night and Day: The sky will change from day into night or vice 
  versa. Unlike the other effects, this one has an instantaneous duration. 
  Advanced: Same as the rudimentary spell except Discord rolls a Percentage Roll and uses 
  the chart below to determine the outcome: 
  •
  % Roll 01-08 Cotton Candy Clouds: This spell creates a cotton candy cloud 5 
  cubic feet per spell level in the sky that will rain chocolate milk upon the land. 
  These clouds can neither be moved nor controlled by the Control Weather skill. 
  While it rains, its effects are the same as strong precipitation. See section on 
  Weather under Hazards for details. 
  •
  % Roll 09-16 Soapy Roads: The ground in a 5 feet per spell level area becomes 
  completely covered in soap. All who stand on it must make an Agility roll 
  (Difficulty: 10 + spell level) or else fall over. To get up, the pony must spend 
  another full action and succeed at the next Agility roll or else fall over again. If 
  she tries to walk across the road, she must make an Agility roll every round 
  (Difficulty 10 + spell level + 1 for every 5 feet per round the pony is walking) or 
  else fall over. 
  •
  % Roll 17-24 Inconsumable Food: This spell creates an invisible sphere 5 feet per 
  spell level and all within the spell cannot physically eat or drink anything. That 
  includes medicines and potions. However, every time a pony puts an empty plate, 
  bowl, or cup to her lips, whatever she drank or ate will magically reappear in the 
  container, although the effect is only an illusion that will disappear when taken 
  out of the sphere. 
  •
  % Roll 25-32 Enfeebling Cloud: This spell creates a cloud 5 cubic feet per spell 
  level that covers the area. All those trapped in the cloud will be paralyzed and 
  unable to walk. To escape, the pony must make a Strength roll (Difficulty: 10), 
  but the odd thing about the cloud is that it actually responds to weakness so the 
  Strength roll actually has to be under the Difficulty, not equal or over it. 
  Otherwise, the fog works like an ordinary fog except it can’t be moved with 
  Control Weather. See section on Weather under Hazards for details. 
  
  	
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  •
  % Roll 33-40 Chaotic Sounds: This spell creates an invisible sphere 5 feet per 
  spell level where there can be heard random and loud noises such as voices, 
  chimes, echoes, music, etc. This background noise causes a -8 penalty to 
  Perception rolls when trying to hear. 
  •
  % Roll 41-48 Light Becomes Darkness: This spell creates an invisible sphere 5 
  feet per spell level where all artificial light sources (such as fire, lanterns, torches, 
  Photokinesis, etc.) within the sphere would suddenly cast a field of darkness, 
  blinding all within it in a pitch-black haze. See section on Darkness under 
  Hazards for details. 
  •
  % Roll 49-56 Freezing Heat: This spell creates an invisible sphere 5 feet per spell 
  level where the area will become as hot and as dry as a desert, forcing the players 
  to make Constitution saving throws against hyperthermia if they stay in the area 
  too long. All liquids will turn to ice that can’t be thawed, making them 
  undrinkable, including potions and medicines. See section on Heat Hazard and 
  Cold Hazards under the Hazards section for details. 
  •
  % Roll 57-64 Rubber Rock: This spell creates an invisible sphere 5 feet per spell 
  level where anything made of rock or metal will become soft and will bounce 
  harmlessly off of others. This negates any kind of damage caused by falling or 
  from metal weapons. 
  •
  % Roll 65-72 Air to Water: This spell creates an invisible sphere 5 feet per spell 
  level where all air within the sphere will become water and all water will become 
  air bubbles. Those who are trapped in the water suffer the same penalties they 
  would experience in normal water, including the risk of freezing in cold water, 
  requiring successful Swim rolls, and suffocation. When the spell ends, all 
  previous air and water will revert back to their original state. 
  •
  % Roll 73-80 Antigravity: This spell creates an invisible sphere 5 feet per spell 
  level where everything will become weightless and float a foot off the ground like 
  a balloon. A pony floating off the ground can only move at their base speed unless 
  they can fly. 
  •
  % Roll 81-88 Plant Ponies: This spell affects one target per spell level within 
  range. Any pony who is hit with this spell must make a Mentation roll against 
  Discord’s Mentation roll. If the targets fail the roll, they will be forced onto solid 
  ground and roots will spring out from their hooves, attaching them to the ground. 
  Leaves, fruit, and branches will grow out of their manes and tails. The pony will 
  remain completely unconscious and paralyzed, growing like a tree for the duration 
  of the spell. 
  •
  % Roll 89-100 Wild Magic: This spell creates an invisible sphere 5 feet per spell 
  level where all who attempt to cast a spell within the sphere must make a 
  Mentation roll (Difficulty: 10 + the level of the spell being cast) to cast the spell 
  successfully. If the roll fails, roll a one 6-sided dice and consult the table below to 
  see what happens. 
  o
  % Roll 01-20 Spell Failure: The spell doesn’t work and the spell point is 
  wasted if any are spent. 
  o
  % Roll 21-36 Magic Flowers: Flowers will inexplicably spring from the 
  tip of the unicorn’s horn. The flowers can be pulled off with a Strength 
  roll (Difficulty 10). The spell point is wasted if any are spent. 
  
  	
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  o
  % Roll 37-52 Electrical Discharge: Lightning will shoot from the horn, 
  causing one 10-sided dice of damage to all within range (5 feet per 
  Mentation level). The spell point is wasted if any are spent. 
  o
  % Roll 53-68 Costly Spell: An advanced spell will work like normal, but 
  the unicorn must spend twice as much in spell points as she normally 
  would. If she doesn’t have enough spell points, then the spell fails and the 
  remaining spell points are wasted. Rudimentary spells will not work. 
  o
  % Roll 69-84 Detonated Spell: The spell blows up in the caster’s face, 
  inflicting one 10-sided dice of damage to the caster. The spell point is 
  wasted if any are spent. 
  o
  % Roll 85-100 It Didn’t Happen: The spell doesn’t work but the spell 
  point is not spent. 
   
  Regardless of the outcome, all of the effects listed with this spell will not affect Discord. 
  If Discord spends three spell points instead of one, he can choose the outcome of the spell. 
   
  Elements of Disharmony 
  Alicorn Level Casters Only 
  Range: 5 feet per Mentation level 
  Duration: One hour per spell level 
  Opponent’s Saving Throw: Mentation + 20-sided dice 
  Target: Only 1 target within range 
  Rudimentary: If a target under the influence of this spell were to attack or use a skill on 
  Discord, Discord can cast this spell as a free action to cause a -4 penalty to the attack or 
  skill roll. 
  Advanced: Discord represents the corruption of the virtues of the Elements of Harmony. 
  So much so that with this spell, Discord can curse any pony to behave out of character. If 
  a target is affected with this spell, roll a 6-sided dice. Whichever number is rolled 
  determines which curse the target is affected with. While under the effects of this spell, 
  the target will turn gray in color and behave in accordance with the curse she is saddled 
  with. If hit with the spell again before it wears off, then the target can potentially change 
  to a different curse. 
  •
  1 Deceit: The target will use the Bluff skill every time she tries to talk to 
  somebody, making up any kind of lie with every sentence. 
  •
  2 Bitterness: The target will become rude and angry with anybody and anything 
  as well as become uninvolved with any activity, even ones she would normally be 
  glad to be a part of. If she tries to use any skill that uses Cleverness, that skill roll 
  will get a -8 penalty. 
  •
  3 Greed: The target will feel a compulsive need to steal and hoard anything of 
  value, frequently using the Pick-Pocket skill to take whatever she can. 
  •
  4 Untrustworthiness: The target will always run from any fight or anything that is 
  potentially dangerous, preferring to save herself at all costs, even abandoning her 
  friends. If the pony attempts a Diplomacy roll, it will automatically fail. 
  •
  5 Maliciousness: This curse actually grants the target a +8 bonus to Mischief, 
  Intimidation, and Outwit rolls, which the target will frequently use to pester, taunt, 
  
  	
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  and humiliate any pony nearby. If the pony attempts a Diplomacy roll, it will 
  automatically fail. 
  •
  6 The Taint of Disharmony: This power is perhaps Discord’s most wicked curse 
  of all. The target’s magic, willpower, and even perceptions will be weak, causing 
  any and all skill rolls that use Mentation to automatically fail. This curse also 
  disables a unicorn’s ability to cast spells. 
   
  If Discord spends three spell points instead of one, he can choose the outcome of the spell. 
   
  Dr. Whooves 
  Strength: 4, Constitution: 4, Agility: 2, Cleverness: 6, Intelligence: 10, Mentation: 6. 
  Level: Adult, HP: 55, AC: 11, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Knowledgeable Pony [x3] (+6 Intelligence), Adeptness (+4 skill points). Skills/Spells: 
  Astronomy 4, Mechanic 4, Zoology 2, Archeology 2, Chemistry 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Fancy Pants 
  Strength: 4, Constitution: 4, Agility: 4, Cleverness: 7, Intelligence: 2, Mentation: 6. 
  Level: Adult, HP: 55, AC: 13, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Spell 
  Pool, Adeptness [x2] (+8 skill points). Skills/Spells: Charm 3, Diplomacy 3, 
  Teleportation 3, Dispel 3, Apportation 2, Sleep 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Featherweight 
  Strength: 2, Constitution: 2, Agility: 5, Cleverness: 4, Intelligence: 2, Mentation: 2. 
  Level: Foal, HP: 21, AC: 12, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Control Weather 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
   
  Flash Sentry 
  Strength: 3, Constitution: 5, Agility: 5, Cleverness: 1, Intelligence: 5, Mentation: 6. 
  Level: Adult, HP: 60, AC: 19 (+4 plated armor), Base speed: 20 ft (Gallop 45 ft), 
  Initiative: 5. Feats: Archery, Adeptness [x2] (+8 skill points). Skills/Spells: Perception 6, 
  Outwit 5, Precognition 1, Control Weather 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  
  	
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  —Carriage Levitation 
  Items 
  —Plated Armor: +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage 
  —Short Bow: +4 bonus to attack, one 6-sided dice plus Agility of damage. He also has a 
  quiver with 20 arrows. 
   
  Gilda 
  Strength: 4, Constitution: 6, Agility: 10, Cleverness: 6, Intelligence: 1, Mentation: 1. 
  Level: Adult, HP: 65, AC: 21, Base speed: 40 ft (Gallop 90 ft), Initiative: 10. Feats: Swift 
  Hooves (+10 base speed), Athletic Pony [x2] (+4 Agility). Skills/Spells: Aerobatics 8. 
  Traits: 
  —Clawed Combat: Fight with claws and beak, one 6-sided dice plus Strength of damage. 
  —Flight 
  —Carriage Levitation 
   
  Granny Smith 
  Strength: 3, Constitution: 3, Agility: 1, Cleverness: 7, Intelligence: 10, Mentation: 4. 
  Level: Adult, HP: 50, AC: 9, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: Apple 
  Family Traditions, Adeptness [x2] (+8 skill points), Knowledgeable Pony (+2 
  Intelligence). Skills/Spells: Farming 7, Husbandry 7, Herbalism 2. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Little Strong Heart 
  Strength: 5, Constitution: 4, Agility: 6, Cleverness: 1, Intelligence: 5, Mentation: 5. 
  Level: Adult, HP: 63, AC: 15, Base speed: 20 ft (Gallop 50 ft), Initiative: 10. Feats: Heat 
  Tolerance, Archery, Throwing Weapon Proficiency, Vigor (+8 HP), Greater Initiative 
  (+4 Initiative). Skills/Spells: Wilderness Survival 6, Navigation 6. 
  Traits: 
  —Equine Combat 
  —Head-Butt: The horns and skull of a buffalo are quite strong, enabling them to deal one 
  8-sided dice of damage. When charging, a buffalo can deal one 12-sided dice of damage. 
  —Bonus HP: Adult buffalo get +8 bonus to HP while their calves get only +4 bonus to 
  HP. 
  —Bonus Feat: Heat Tolerance 
  —Skill Specialty 
   
  Luna 
  Strength: 4, Constitution: 8, Agility: 7, Cleverness: 5, Intelligence: 11, Mentation: 15. 
  Level: Alicorn, HP: 100, AC: 20, Base speed: 20 ft (Gallop 55 ft), Initiative: 7. Feats: 
  Spell Pool, Extend Spell Range, Extend Spell Duration, Extend Telekinesis, Princess of 
  
  	
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  the Night (details below). Skills/Spells: Control the Stars 20, Astronomy 20, Spell Craft 
  10, Teleportation 8, Dispel 12, Recovery 9. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  —Spell Casting 
  —Telekinesis 
  —Timelessness 
  Feats: 
  Princess of the Night 
  Prerequisites: Must earn the title Princess of the Night after her coronation. 
  During the night hours, Luna’s Mentation score increases by +5. 
   
  Lyra Heartstrings 
  Strength: 2, Constitution: 4, Agility: 4, Cleverness: 6, Intelligence: 5, Mentation: 6. 
  Level: Adult, HP: 55, AC: 12, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Ingenious Pony (+2 Cleverness), Adeptness [x2] (+8 skill points). Skills/Spells: 
  Audiokinesis 5, Photokinesis 2, Music 4, Anthropology 5 (see below). 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  Skills: 
  Anthropology 
  Intelligence (trained only) 
  This skill pertains to all knowledge concerning the zoology, ecology, and evolution of 
  human beings...whatever they are supposed to be. 
   
  Octavia 
  Strength: 3, Constitution: 3, Agility: 4, Cleverness: 8, Intelligence: 7, Mentation: 1. 
  Level: Adult, HP: 50, AC: 12, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Adeptness [x2] (+8 skill points), Musical Instrument Proficiency (string instrument), 
  Bard Songs. Skills/Spells: Performance 10, Music 10. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Pound Cake 
  Strength: 2, Constitution: 2, Agility: 2, Cleverness: 1, Intelligence: 1, Mentation: 1. 
  Level: Foal, HP: 21, AC: 9, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: None. 
  Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Flight 
  
  	
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  —Carriage Levitation 
   
  Prince Blueblood 
  Strength: 3, Constitution: 3, Agility: 3, Cleverness: 5, Intelligence: 5, Mentation: 7. 
  Level: Adult, HP: 50, AC: 11, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: Spell 
  Pool, Adeptness [x2] (+8 skill points). Skills/Spells: Teleportation 4, Dispel 4, Enchant 3, 
  Charm 5. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Pumpkin Cake 
  Strength: 2, Constitution: 2, Agility: 1, Cleverness: 1, Intelligence: 1, Mentation: 2. 
  Level: Foal, HP: 21, AC: 8, Base speed: 10 ft (Gallop 15 ft), Initiative: 1. Feats: None. 
  Skills/Spells: None. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Royal Guard Crystal Ponies 
  Strength: 5, Constitution: 5, Agility: 4, Cleverness: 1, Intelligence: 4, Mentation: 6. 
  Level: Adult, HP: 68, AC: 21 (+4 plated armor, +1 helmet, +2 crystal armor), Base 
  speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Vigor (+8 HP), Adeptness [x3] (+12 skill 
  points). Skills/Spells: Perception 6, Outwit 5, Precognition 5, Sense Magic 4. 
  Traits: 
  —Equine Combat 
  —Crystal Magic 
  Items 
  —Plated Armor: +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. 
  —Helmet: +1 armor class. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage 
   
  Royal Guard Earth Pony 
  Strength: 8, Constitution: 7, Agility: 3, Cleverness: 1, Intelligence: 3, Mentation: 4. 
  Level: Adult, HP: 78, AC: 20 (+4 plated armor, +1 helmet), Base speed: 10 ft (Gallop 25 
  ft), Initiative: 3. Feats: Vigor (+8 HP), Adeptness [x3] (+12 skill points). Skills/Spells: 
  Perception 6, Outwit 5, Healing 4, Trip 3, Disarm 3, Grapple 3. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
  Items 
  
  	
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  —Plated Armor: +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. 
  —Helmet: +1 armor class. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage 
   
  Royal Guard Pegasus 
  Strength: 5, Constitution: 5, Agility: 6, Cleverness: 1, Intelligence: 3, Mentation: 5. 
  Level: Adult, HP: 60, AC: 20 (+4 plated armor, +1 helmet), Base speed: 20 ft (Gallop 50 
  ft), Initiative: 5. Feats: Archery, Adeptness [x2] (+8 skill points). Skills/Spells: 
  Perception 6, Outwit 5, Control Weather 5. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
  Items 
  —Plated Armor: +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. 
  —Helmet: +1 armor class. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage 
  —Short Bow: +4 bonus to attack, one 6-sided dice plus Agility of damage. He also has a 
  quiver with 20 arrows. 
   
  Royal Guard Unicorn 
  Strength: 4, Constitution: 5, Agility: 4, Cleverness: 1, Intelligence: 3, Mentation: 8. 
  Level: Adult, HP: 60, AC: 19 (+4 plated armor, +1 helmet), Base speed: 10 ft (Gallop 30 
  ft), Initiative: 4. Feats: Adeptness [x3] (+12 skill points). Skills/Spells: Perception 2, 
  Outwit 1, Detect 4, Dispel 5, Force Field 3, Recovery 5. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
  Items 
  —Plated Armor: +4 armor class, an Agility roll penalty of -2, and a maximum Agility 
  bonus to AC of 6. 
  —Helmet: +1 armor class. 
  —Great Sword: +8 attack bonus, one 12-sided dice of damage 
   
  Scootaloo 
  Strength: 3, Constitution: 3, Agility: 5, Cleverness: 4, Intelligence: 1, Mentation: 1. 
  Level: Foal, HP: 24, AC: 15, Base speed: 30 ft (Gallop 55 ft), Initiative: 5. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Aerobatics 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
   
  
  	
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  Shining Armor 
  Strength: 3, Constitution: 5, Agility: 6, Cleverness: 1, Intelligence: 6, Mentation: 10. 
  Level: Adult, HP: 72, AC: 14, Base speed: 20 ft (Gallop 50 ft), Initiative: 6. Feats: 
  Maximize Spell, Knowledgeable Pony [x2] (+4 Intelligence). Skills/Spells: Force Field 
  10, Magic Armor 3. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Silver Spoon 
  Strength: 3, Constitution: 4, Agility: 4, Cleverness: 4, Intelligence: 4, Mentation: 3. 
  Level: Foal, HP: 27, AC: 13, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Mystical Pony (+2 Mentation), Ingenious Pony (+2 Cleverness). Skills/Spells: Outwit 4, 
  Intimidate 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Snails 
  Strength: 4, Constitution: 4, Agility: 4, Cleverness: 1, Intelligence: 1, Mentation: 3. 
  Level: Foal, HP: 27, AC: 13, Base speed: 20 ft (Gallop 40 ft), Initiative: 4. Feats: Swift 
  Hooves (+10 ft base speed). Skills/Spells: Photokinesis 2, Detect 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Snips 
  Strength: 4, Constitution: 4, Agility: 2, Cleverness: 4, Intelligence: 1, Mentation: 2. 
  Level: Foal, HP: 35, AC: 11, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: Vigor 
  (+8 HP). Skills/Spells: Terrakinesis 2, Enchant 2. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Sombra 
  Strength: 7, Constitution: 7, Agility: 10, Cleverness: 5, Intelligence: 9, Mentation: 20. 
  Level: Alicorn, HP: 95, AC: 22, Base speed: 30 ft (Gallop 80 ft), Initiative: 10. Feats: 
  Extend Spell Range, Extend Spell Duration, Spell Pool, Magic Surge, Shadow Form 
  (details below). Skills/Spells: Spell Craft 10, Dispel 10, Disintegrate 10, Enfeeblement 10, 
  Teleportation 10, Enthrall 10, Magic Shockwave 10, Force Field 10, Metamorphose 10. 
  Traits: 
  —Equine Combat 
  
  	
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  —Spell Casting 
  —Telekinesis 
  Feats: 
  Shadow Form 
  Prerequisites: Must be cursed by the Elements of Harmony. 
  As a full action, Sombra can assume a shadow form. While in shadow form, he becomes 
  a black cloud 50 cubic feet in size. While in this form, he can see in all directions and 
  cast spells from anywhere within his shadow form and within spell range outside of his 
  shadow form.  His shadow form makes him completely incorporeal, making him immune 
  to physical attacks and can be only hurt with magic. This form also prevents him from 
  physically attacking, but he can still use his magic and telekinesis to manipulate objects. 
  While in shadow form, all solid objects can pass through him like a cloud. Sombra can 
  change back into his solid form as a full action. 
   
  Spike 
  Strength: 3, Constitution: 3, Agility: 2, Cleverness: 3, Intelligence: 4, Mentation: 3. 
  Level: Foal, HP: 24, AC: 12 (+2 scale armor), Base speed: 10 ft (Gallop 20 ft), Initiative: 
  2. Feats: Fire Teleportation (details below). Skills/Spells: Writing 4. 
  Traits: 
  —Claw and Bite Attack: One 6-sided dice plus Strength of damage. 
  —Breath Attack: Spike can expel smoke and fire from his mouth, blasting a small ball of 
  fire at one foot per Agility score, causing one 4-sided dice plus Agility of damage. If 
  struck with the flames, the target must also make an Agility roll (Difficulty: 15) or else 
  she catches on fire. See section on Fire under Hazards for details. 
  —Scale Armor: +2 to Armor Class 
  Feats: 
  Fire Teleportation 
  Prerequisites: Breath Attack trait. 
  This feat allows Spike to magically send any kind of documentation by setting it aflame. 
  He can receive letters by belching them up. 
   
  Spitfire 
  Strength: 5, Constitution: 4, Agility: 9, Cleverness: 4, Intelligence: 4, Mentation: 5. 
  Level: Adult, HP: 55, AC: 18, Base speed: 30 ft (Gallop 75 ft), Initiative: 9. Feats: 
  Athletic Pony [x2] (+4 Agility), Mystical Pony (+2 Mentation). Skills/Spells: Control 
  Weather 6, Aerobatics 6, Diplomacy 4. 
  Traits: 
  —Equine Combat 
  —Flight 
  —Carriage Levitation 
   
  Sunset Shimmer 
  Strength: 2, Constitution: 2, Agility: 3, Cleverness: 1, Intelligence: 8, Mentation: 10. 
  Level: Adult, HP: 45, AC: 10, Base speed: 10 ft (Gallop 25 ft), Initiative: 3. Feats: 
  Canterlot Graduate (+2 magic skill points and +1 Mentation), Maximize Spell, Spell Pool. 
  
  	
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  Skills/Spells: Spell Craft 1, Electrokinesis 3, Teleportation 4, Pyrokinesis 2, Enchant 4, 
  Dispel 4. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Sweetie Belle 
  Strength: 2, Constitution: 2, Agility: 2, Cleverness: 5, Intelligence: 1, Mentation: 5. 
  Level: Foal, HP: 21, AC: 9, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Adeptness (+4 skill points). Skills/Spells: Music 4, Audiokinesis 4. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Trixie 
  Strength: 2, Constitution: 2, Agility: 4, Cleverness: 6, Intelligence: 5, Mentation: 8. 
  Level: Adult, HP: 45, AC: 8, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: Spell 
  Pool, Extend Spell Range, Ingenious Pony (+2 Cleverness). Skills/Spells: Apportation 4, 
  Teleportation 1, Performance 3. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  Twist 
  Strength: 3, Constitution: 4, Agility: 2, Cleverness: 5, Intelligence: 5, Mentation: 1. 
  Level: Foal, HP: 27, AC: 11, Base speed: 10 ft (Gallop 20 ft), Initiative: 2. Feats: 
  Knowledgeable Pony (+2 Intelligence), Adeptness (+4 skill points). Skills/Spells: 
  Cooking 5, Mathematics 4, Writing 4. 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Vinyl Scratch (DJ Pon3) 
  Strength: 2, Constitution: 2, Agility: 4, Cleverness: 8, Intelligence: 2, Mentation: 7. 
  Level: Adult, HP: 45, AC: 11, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Musical Instrument Proficiency (electric instrument), Adeptness [x2] (+8 skill points). 
  Skills/Spells: Performance 5, Music 6, Audiokinesis 5. 
  Traits: 
  —Equine Combat 
  —Spell Casting 
  —Telekinesis 
   
  
  	
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  Zecora 
  Strength: 3, Constitution: 3, Agility: 4, Cleverness: 6, Intelligence: 6, Mentation: 6. 
  Level: Adult, HP: 50, AC: 12, Base speed: 10 ft (Gallop 30 ft), Initiative: 4. Feats: 
  Adeptness [x3] (+12 skill points), Mystical Pony (+2 Mentation). Skills/Spells: Botany 5, 
  Healing 5, Herbalism 5, Meditation 5, Linguistics 4 (languages known: Equestrian, 
  Dragonic, and Equaggian). 
  Traits: 
  —Equine Combat 
  —Connection to the Earth 
  —Skill Specialty 
   
  Changing the Possibilities 
   
  Much of this game assumes that you are playing a game that is faithful to the established 
  world of the show. However, some of you may want to think outside the box (or inside a 
  chimney) and try adding in aspects and scenarios that in some way go against canon. 
  Bear in mind that going against canon does take some work because you would need to 
  establish what’s different to the players, bend the rules in a way that’s fair, and come up 
  with new material. Otherwise, I say go nuts and you can even follow some of my 
  suggestions. 
   
  Play a cartoony game: The game is designed to be played in a consistent and reality-
  based fashion, but since it’s based on a cartoon, then perhaps you may want to bend the 
  rules to allow more cartoony exaggerations of physics. For example, you can ignore rules 
  concerning death and injury, alter or remove restrictions to skills and magic, exaggerate 
  physical actions, break the fourth wall, etc. 
   
  Add new monsters: According to Twilight Sparkle, ghosts and zombies don’t exist, but 
  that doesn’t have to stop you from putting them in. In fact, you could throw in robots, 
  aliens, sea ponies, and even human beings if you want. As long as you could logically 
  work them in and determine balanced stats, then it could work. 
   
  Add new magical possibilities: You could try altering what kind of magic is possible 
  such as psychic powers, ritual magic, time travel, etc. Of course, this doesn’t have to 
  apply only to unicorns. The following feats can grant other ponies magical abilities and 
  make alicorn level spells more readily available if the GM allows them to be used. 
  However, think carefully about whether or not you want to make these feats available 
  because a player playing a unicorn may feel inadequate if other ponies can use telekinesis 
  and magic too. Furthermore, granting adult level players the power to use alicorn level 
  spells might make the game feel out of balance. If the GM allows these feats to be used, 
  everyone must agree to allow it. The optional feats include: 
   
  Magician 
  Prerequisites: 2 level or higher Mentation. 
  Any creature without the Spell Casting trait can obtain this feat to gain the ability to learn 
  and cast spells like a unicorn. However, in order to cast a spell, she would need access to 
  
  	
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  a magic wand, which can be purchased at any magic store and cost 20 bits each. The 
  pony with this feat can also use it to obtain temporary spells through the Spell Craft skill 
  and through spell crystals. 
   
  Psychokinetic 
  Prerequisites: 2 level or higher Mentation. 
  A pony with this feat can use telekinesis even if she doesn’t have the Telekinesis trait. To 
  use telekinesis, the pony must first successfully make a Mentation roll (Difficulty 15) on 
  the round she intends on using it. If the roll succeeds, she can continuously maintain the 
  telekinesis for up to 1 round per Mentation score. Maintaining the telekinesis longer than 
  that or failing the Mentation roll cancels the telekinesis and the Mentation roll would 
  have to be made again another round. 
   
  Proficiency with Alicorn Magic 
  Prerequisites: 7 level or higher in Spell Craft. 
  An adult level spell caster can learn one alicorn level spell by spending at least one skill 
  point into the spell to achieve a spell level. This feat can be taken multiple times, 
  allowing the caster to take one other alicorn level spell each time. 
   
  Have settings in different time periods: If the peaceful life of present day Equestria 
  doesn’t provide good enough adventures, how about you have an adventure in another 
  time period. Before Equestria was founded, prejudice was rampant between the three 
  pony races and they had no government outside their tribes. As such, there could have 
  been a lot of violence between them, making crossing over into hostile territory a real and 
  exciting possibility. Or perhaps an adventure could take place after Equestria’s founding 
  but before the princesses, a time that may still have had conflicts as the three tribes tried 
  to learn how to get along, but it allows for more interactions between the ponies without 
  taking away the prospect of adventuring in a new and undeveloped land fraught with 
  danger and new discoveries. Or you could have it take place during Discord’s reign, a 
  time of suffering at the hands of Equestria’s tyrannical ruler. In a setting like this, 
  survival would be tougher as Discord’s fun and games over the laws of nature causes 
  both the natural order of the world and magic itself to be unpredictable and nonsensical. 
  Of course, as Discord puts it, “what fun is there in making sense?’ You could even try an 
  adventure in the distant future and have access to futuristic technology. Whenever you do 
  an adventure in a new time, you might want to consider the technological limitations of 
  the time (See The Magical Land by Catspaw for ideas) as well as the normal social 
  standards. For example, before peace was established between the three pony races, it 
  probably was rare for adventuring parties to have mixed species of ponies, so if you have 
  a mixed party, have a good explanation for it. 
   
  Add adult content: Being a kids show, My Little Pony is devoid of adult content such as 
  graphic violence, drug use, swearing, and sex. Of course, there‘s no reason not to try and 
  make My Little Pony more adult. It could be something benign such as adults drinking 
  alcohol on occasion and having sex for the sake of starting a family. Of course, you can 
  go all out, incorporating drug dealers, gangs, prostitutes, and all manor of depravity. 
  Swear words and violence can be easily implemented. For drugs, you can certainly put in 
  
  	
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  real drugs like alcohol, marijuana, cocaine, heroin, opium, etc. You could also include 
  more fanciful or magical drugs. However, when putting in drugs, you need to first 
  determine the cost of these drugs, how legal they are, how obtainable they are, and the 
  effects of these drugs, which are probably temporary reductions of Intelligence and 
  Mentation scores (Constitution roll to resist). If you want to add in sex, then there needs 
  to be guidelines on how to handle the possibility of pregnancy if characters don’t use 
  birth control. 
   
  Play as royalty: One thing I thought was lacking in Pony Tales is the option to play as an 
  alicorn. With this option, you could handle more powerful adversaries and bigger 
  problems. You can even be rulers of Equestria, shaping and building the kingdom in any 
  way you see fit. See section on Alicorns below for details. 
   
  Tips on Conducting a Game 
   
  Handling mobs or swarms: Most monsters tend to travel in groups or gather into a 
  swarm. In that case, it can slow the game down if you have stats for each and every 
  individual NPC. My advice would be to simply give each individual NPC the same stats 
  as others in the group. For example, you have twelve diamond dogs surrounding the PC’s. 
  Instead of making stats for each NPC, you could simplify matters by giving each 
  diamond dog the same stats. Another instance to consider is how to handle swarms. 
  Creatures like parasprites come in the hundreds or thousands. When that happens, treat 
  the swarm as its own separate entity and just combine the HP of all the parasprites into 
  one.  
   
  Reuse: Don’t be afraid to occasionally reuse your own creations. If you go through the 
  trouble of making your own map of Ponyville, then feel free to reuse it. If you have made 
  up your own NPC’s, then reuse them. Saving your notes and creations for later can be a 
  useful timesaver. 
   
  Get creative with playing pieces: It’s always a good idea to have access to a wide 
  variety of pieces to make it easy for PC’s to distinguish each other and to distinguish 
  NPC’s. However, it might be hard to find a miniature piece of a diamond dog or a 
  parasprite. In that case, you might have to get creative. Perhaps a plastic bug could be a 
  parasprite or a small dog figurine could be a diamond dog. If all else fails, you could try 
  making your own figures out of Sculpey or just cut out a piece of a cereal box and draw a 
  picture of a monster. 
   
  Get creative with maps: If characters are in a place that’s familiar to them like Ponyville, 
  feel free to use completely drawn maps. However, when adventuring in a place they’ve 
  never been to before, the players should draw the maps as they explore it based on the 
  GM’s description of the dungeon. For example, the GM says there’s a parallel tunnel to 
  the left and right, so that is what the PC’s draw on the map. 
   
  Be careful about integrating canon characters into a game: The idea of interacting 
  with canon characters in an RPG may sound like fun, but a GM needs to be careful to 
  
  	
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  make sure that the PC’s don’t hinder the game. The hazard with integrating canon 
  characters is that PC’s may feel tempted to treat them in ways that could potentially hurt 
  a GM’s intentions or hinder the fun of the other characters. For example, if a GM puts 
  Discord in a game, players might feel tempted to try and fight him since they want to take 
  down a major villain. If that was the GM’s intention, then that’s fine, but if it wasn’t, the 
  GM would have to engage in a fight he or she was not prepared for. Or another scenario 
  is the PC’s interact with Fluttershy and one of them so happens to be a fan of hers, so 
  instead of helping out, he winds up spending the whole game trying to ask her out on a 
  date. Again, if that was the intention, that’s fine, but if it wasn’t, it might get annoying for 
  the PC’s and the GM. Before integrating canon characters, the PC’s must agree not to do 
  anything silly like that or the GM must embrace the PC’s interactions with canon 
  characters. If that can’t be done, then the GM should reconsider including canon 
  characters. 
   
  Only the PC’s control their characters, not the GM: The GM is not allowed to dictate 
  the thoughts, actions, and emotions of the party without a good reason. The GM can 
  make suggestions or perhaps try to nudge the party to go in a certain direction, but he 
  can’t flat out control them. This includes minor instances. For example, a GM can’t say 
  to a player “You feel an irresistible urge to run as fear takes hold.” The GM can say that 
  if the character is under some kind of Paranoia spell or fear effect, but if the player is still 
  in full control of her character, then only the player has the authority to say how the 
  character is feeling. Although, the GM can still mention minor physical reactions like 
  “You feel a sudden shiver run down your spine as a cold wind blows by.” When 
  describing what the characters’ perceive, describe it from the PC’s perspective. For 
  example, if a PC fails a Perception roll, say “You can’t see anything out of place” not 
  “There’s nothing there.”  
   
  The GM should be prepared for the PC’s to do something unexpected: A GM should 
  be flexible enough to embrace whenever the players do things that the GM hadn’t 
  intended. A PC might choose not to go down a specific path, kill a character important to 
  the story, choose to break the law, etc. When this happens, the GM should be willing to 
  make decisions on the fly as opposed to try to force the players into going down a path he 
  or she wanted them to go. Allowing PC’s some freedom can open up a lot of adventure 
  and story possibilities. 
   
  Beware of Mary Sue characters: A Mary Sue is any kind of character who is favored 
  highly by her creator and is overly idealized because of that fact. Mary Sue characters 
  tend to be overly powerful, overly perfect, and generally never lose. The character 
  creation rules are specifically designed to prevent Mary Sue characters and to keep it fair 
  for other players. However, if you want to make a Mary Sue character, I certainly can’t 
  stop you. After all, I made this game so it can be enjoyed in a wide variety of ways, and 
  probably every pony has made a Mary Sue at some point in their lives. So if you want to 
  make an uberbadass alicorn with over 20 spells and a Mentation score of 50, you can do 
  that, just remember that such characters are more well suited for self-indulgence as 
  opposed to playing a fair and stimulating game. 
   
  
  	
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  Offer a wide variety of treasures: If all your monsters are carrying nothing but bits or 
  the same weapons and treasure, it can get monotonous. Be sure to get creative with the 
  treasures. Throw in money, weapons, magic items, potions, magic stones, food, clothing, 
  or anything else the party might need. This could also be important when it comes to 
  weaponry. There should be a wide variety of weapons or else a player might feel gipped 
  when other players get what they want and she doesn’t. For example, if you have a player 
  who specializes in clubs, it might be frustrating if every dungeon she’s been in only has 
  swords. That doesn’t mean you should spoil your PC’s or make the treasures too easily 
  obtainable, but if the characters wind up surviving an incredibly tough dungeon, it might 
  be disappointing if all they get is the same treasures they got in all other dungeons. 
   
  Put a continuous story into your games: When playing games with the players, the GM 
  should keep an eye out for adventure hooks once the game is over. For example, at the 
  end of one game, the party managed to steal a lot of money from a unicorn named 
  Cadaver. However, Cadaver makes himself stronger by turning himself into a lich and 
  used his newfound powers to imprison the party into a labyrinth out of revenge, setting 
  up the scenario for the next adventure. So the party plays through the adventure and kills 
  the lich, but not before Cadaver manages to put a curse on them, so the next adventure 
  would be to have the party go out and find a cure for their curse. This kind of continuous 
  story telling can help generate adventuring ideas and makes the PC’s feel like they are 
  actually characters in an ongoing story. That’s what role-playing is all about: the game 
  itself is essentially a movie, the GM is the director, and the PC’s are the stars. Living out 
  your fantasies in an evolving story can be a lot of fun. In a non-adventure, you could treat 
  each play session as an episode in the show. 
   
  Anticipate your PC’s desires: Some PC’s tend to have their own desires when it comes 
  to being in an RPG. If it’s possible, the GM should oblige. If the PC’s want futuristic 
  technology, give them a futuristic setting. If they want action, throw in more monsters. If 
  they want more role-play, throw in more characters. So long as every pony is happy, then 
  there’s no harm in doing it. 
   
  Look at published adventures for ideas: Many games have premade adventures, which 
  is a good place to start if you’re a beginner. You could try looking at some published 
  games and try to adapt it for My Little Pony Adventures by adding in pony NPC’s, 
  changing stats and treasures, placing or altering monsters, etc. 
   
  It’s usually best to think in game terms rather than reality terms: Picture this 
  scenario: A pegasus named Silver is captured by a sylph on top of a cloud and she is tied 
  up in ropes. The sylph then pushes Silver off a cloud and she falls 100 feet to the ground 
  because the ropes bind her wings. According to the rules, she takes ten 6-sided dice of 
  damage once hitting the ground. However, at the time, she has 54 HP and, and due to an 
  extraordinary amount of luck, she only got 50 HP of damage. The fall leaves her with 
  only 4 HP, but otherwise, she survives. Also, according to the rules, a pony only sustains 
  broken bones due to an intentional attack from an opponent, so she is able to walk away 
  once she gets out of the rope. As such, she doesn’t receive any broken bones. In real life, 
  that can’t happen. No matter how tough you are, a fall from that height would kill any 
  
  	
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  pony or at the very least break bones. However, like any tabletop RPG, it’s not meant to 
  be 100% realistic but it is instead a game-adapted version of real life, and one based off 
  of a cartoon show at that. It’s usually best to stretch reality a little when in a questionable 
  circumstance like this, especially when you don’t want to bog down the game with too 
  many petty details. 
   
  Role-play when using skills: Imagine a scenario like this: 
   
  GM: You encounter a guard outside of the castle who asks you, “Do you have an 
  invitation?” 
  Player: I use the Bluff skill. 
  GM: (GM rolls the player’s Bluff roll against the guard’s Outwit roll) Player gets a 6. 
  Guard gets an 11. Guard wins. 
  Player: I bribe the guard with 50 bits and use Charm to convince him to take it. 
  GM: (GM rolls the player’s Charm roll against the guard’s Outwit roll) Player gets a 14. 
  Guard gets 12. Player wins. The guard takes your money and lets you in. 
   
  If you thought this was boring to read, imagine how boring it is to play a game like that. 
  Whenever using a skill, try to role-play. Don’t just roll the Bluff, actually come up with 
  dialogue for your character to say or actions to do. Be creative and even be as outlandish 
  at times. Take this for example: 
   
  GM: You encounter a guard outside of the castle who asks you, “Do you have an 
  invitation?” 
  Player: “Invitation? Don’t you know who I am? I’m Sir Peanut Butter Struddle, the 
  stallion who saved Hoofington from an army of diamond dogs with my hoof behind my 
  back. I’m a close friend to Princess Celestia herself. How dare you suggest that I need an 
  invitation.” I use the Bluff skill. 
  GM: (GM rolls the player’s Bluff roll against the guard’s Outwit roll) Player gets a 6. 
  Guard gets an 11. Guard wins. “You’re just a lying little foal.” 
  Player: “Well, is there any other way I can convince you to let me in? Maybe in exchange 
  for a little offering in return.” I slyly slide 50 bits onto the counter. I use Charm. 
  GM: (GM rolls the player’s Charm roll against the guard’s Outwit roll) Player gets a 14. 
  Guard gets 12. Player wins. “Okay, Mr. Struddle, come right in.” The guard takes your 
  money and lets you in. 
   
  Be loose with continuity: A common problem with any RPG with an established 
  continuity is determining how closely the game follows the show’s continuity. It might be 
  tempting to be completely faithful to the show, but there are two hazards with this idea. 
  First of which, it can make the players feel like slaves to the continuity, unable to fully do 
  what they want to do because there’s something from the show or the comic books that 
  just doesn’t fit with the game. The second problem is that it takes away the surprise. Any 
  pony who’s seen the show knows what’s going to happen. They already know who’s 
  good and who’s bad. They know how outcomes to certain events will end up. There’s just 
  little surprise. The solution: Try an alternate continuity, one that’s controlled by the 
  actions of the GM and the PC’s. That way, the players can have more surprises and take 
  
  	
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  stories down different directions. There’s so many possibilities you can try such as have 
  the PC’s replace the Mane 6 with their own characters, or have an alternate reality where 
  Luna banishes Celestia for a thousand years, or rewrite Discord into a goodhearted 
  prankster, or explore what would happen if Queen Chrysalis took over Canterlot. Under 
  the Changing the Possibilities section, I’ve listed plenty of suggestions for how you can 
  screw around with continuity so be creative and make the world of Equestria your own. 
  
SOURCE: textdata/thevault/My Little Pony (MLP)/Heroes of Equestria/Heroes-of-Equestria-Roleplay.pdf