TEXT: Courtesy of www.ironwolfgames.com. Not for sale or profit. 
  My Little Pony Role Playing Game 
   
  The My Little Pony Role Playing Game is a pen-and-paper adventure game. It 
  works best with three to seven players. One of them acts as the Narrator, who 
  tells the story and resolves disagreements between players. Each other player has 
  a pony, whose breed and attributes are marked on their character sheet.  
   
  Attributes 
  Players can choose strengths and weaknesses for their ponies by giving them 
  points in each of the three attributes listed below. 
   
  Happiness 
   is a pony’s emotional attribute. Its antithesis is Despair 
  . 
  Courage 
   is a pony’s physical attribute. Its antithesis is Fear 
  . 
  Love 
   is a pony’s social attribute. Its antithesis is Bitterness 
  . 
  Unless noted otherwise in their breed, ponies begin play with 2 points each in 
  ,  
  , and 
  , and have 3 free points to distribute as desired. 
   
  Breeds 
  Each breed of pony has different strengths. Choose your breed from this list and 
  note its quirks and special abilities on your character sheet. 
   
  Unicorn Pony 
  Appearance: Unicorn Ponies have a spiral horn in the center of their foreheads. 
  They tend toward bold colors or high contrast combinations. 
  Magic: Unicorn Ponies begin play with two points in magic, the levitate spell, and 
  a choice of one additional spell from the Magic section at the end of this booklet. 
   
  Earth Pony 
  Appearance: Earth Ponies have a special bond with nature. They tend toward 
  earth tones or complementary color combinations. 
  Earth Bond: Earth Ponies gain strength from their connection with the land. They 
  begin play with 3 
   instead of 2. 
   
  
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  Pegasus Pony 
  Appearance: Pegasus Ponies have feathered wings. They tend toward pastel tones 
  or flamboyant color combinations. 
  Cloudwalk: Pegasus Ponies can fly, and can walk on clouds as if they were solid 
  ground. 
   
  Moon Pony 
  Appearance: Moon Ponies have cat-like eyes, dragon wings and distinctively 
  ribbed manes. They tend toward dark or pale colors, often with no contrast.  
  Moon’s Curse: Though traditionally believed to be descended from dragons, many 
  claim that Moon Ponies have Changeling blood, and shun them. Moon Ponies 
  begin play with 1 
   instead of 2. 
  Moon’s Blessing: Moon Ponies may cast the spell Night at will. 
  Cloudwalk: Moon Ponies can fly, and can walk on clouds as if they were solid 
  ground. 
   
  Sea Pony 
  Appearance: Sea Ponies have fish-like tails and fins in place of legs and hooves. 
  They tend toward ocean colors, often with a warm color for contrast. 
  Sing: Sea Ponies may cast the spell Fascinate at will. 
  Breathe Water: Sea Ponies may breathe in water as easily as they do in air. 
  Seabound: Sea Ponies cannot survive long out of water, and cannot walk on land. 
   
  Flutter Pony 
  Appearance: Flutter Ponies have gossamer butterfly wings in jewel-like colors. 
  They tend toward pastels, but vibrant mane colors are common. 
  Cloudwalk: Flutter Ponies can fly, and can walk on clouds as if they were solid 
  ground. 
  Fragile: Flutter Ponies begin play with 1 
   instead of 2. 
  Utter Flutter: Flutter Ponies may cast the spell Gust at will. 
   
  Alicorn Pony 
  Appearance: Alicorn Ponies have wings and a spiral horn, and can be found in any 
  color pattern. 
  Cloudwalk: Alicorn Ponies can fly, and can walk on clouds as if they were solid 
  ground. 
  
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  Magic: Alicorn Ponies begin play with two points in magic, the levitate spell, and a 
  choice of one additional spell from the Magic section at the end of this book. 
  Responsibility: As inheritors of so many pony talents, Alicorn Ponies often feel 
  pressured to succeed. They begin play with 1 
   instead of 2. 
   
  Maneuvers 
  When confronted with a problem, a pony may use any of her attributes to try and 
  solve it. The player must describe how she wants to use the attribute to solve the 
  problem, such as using Love 
   to solve a conflict between two friends by inviting 
  them both to an event and letting them spend time together, or using Courage 
   
  to lift a heavy object and clear the path. The player rolls a number of six-sided 
  dice equal to her 
  , 
  , or 
  , and every roll of four or higher is a success. A roll 
  of six is a double success. The Narrator decides whether the suggested solution 
  might work, and how many successes are needed to solve the problem. If the first 
  attempt does not succeed, a new solution must be suggested before any more 
  successes can be collected.  
   
  Characters may combine their efforts to solve a problem, and make their 
  maneuver rolls together or separately. However, if any pony is using a different 
  attribute than the others, they must explain their solution separately as well. 
  Players may suggest solutions which conflict with each other; when this is the 
  case, successes cancel each other out. 
   
  In some cases, ponies will encounter challenges which have a 
  , 
  , or 
   
  rating. These challenges may only be countered with the corresponding positive 
  attribute. If a challenge has more than one of these, either opposing attribute 
  may be used. To counter these challenges, dice are rolled just as in a normal 
  challenge, but the Narrator rolls one six-sided die for each point of 
  , 
  , or 
   
  the challenge has. Each success on the Narrator’s dice cancels one of the player’s 
  successes. Any leftover successes lower the challenge’s attribute.  
   
  
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  For example: Northern Lights faces a Windigo, which has 
   
  . Northern Lights 
  has 
   
   
  , so she tells the Narrator that she is going to confess her love for 
  Wind in His Mane and rolls three dice. She gets a 3, a 1, and a 6, for a total of 2 
  successes. The Windigo counters by reminding Wind in His Mane that Northern 
  Lights’ grandfather stole a family heirloom thirty years ago. It rolls 
   
  , and 
  gets a 4 and a 2. Its 1 success cancels out one of Northern Lights’ successes. The 
  remaining success is subtracted from the Windigo’s 
   
  , leaving it with 
  . The 
  next time it tries to counter a 
   maneuver, it will only have one 
   to counter 
  with. 
   
  Challenges or enemies may also initiate a maneuver with their 
  , 
  , or 
  , 
  while ponies defend with their 
  , 
  , and 
  . If a challenge or enemy loses all of 
  its attribute points, the challenge is cleared. Ponies always get the first chance to 
  maneuver. 
   
  Recovery 
  When ponies lose attribute points in an encounter, they regain them at a rate of 
  one per hour. However, if any pony loses all of her points in one attribute, 
  recovery becomes more difficult. To regain points, her friends must successfully 
  maneuver with that attribute, accumulating at least the number of successes that 
  the afflicted pony lost. If this does not happen within one hour, the pony instead 
  gains 
  , 
  , or 
   in its place and begins a transformation into a Changeling. 
   
  A pony who loses all of her 
   becomes apathetic, and loses her ability to care 
  about other people. She may succumb to feelings of jealousy or spite. 
   
  A pony who loses all her 
   can no longer fight, and collapses. She may fall into a 
  deep sleep and become unwakeable. 
   
  A pony who loses all her 
   grows sorrowful and loses her faith in the world. She 
  may lose sight of herself, causing her cutie mark to fade away. 
  
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  If a pony loses all of her points in an attribute and is taken by the Changelings, her 
  friends must embark on a quest to get her back. This quest must be specific to the 
  pony in question and to the attribute lost, at the Narrator’s direction. 
   
  Learning 
  As ponies use their skills, they gain attribute shards. Every time a pony uses a 
  particular attribute to successfully solve a problem, she gains one shard in that 
  attribute. When a pony collects six shards of any one type, she gains a point in 
  that attribute, and her shards are reset to zero. The Narrator determines how 
  many attribute shards to give out during an adventure. 
   
  If a pony seems to be lagging behind in her progress compared to her friends, the 
  Narrator should allow that pony to be the focus of a personal quest. During this 
  quest, her friends should encourage her use her own talents, rather than doing 
  the work for her. 
   
  Currency  
  Bits are the currency of choice in Equestria. They are used to pay for goods and 
  services, though barter is fairly common. A decent meal averages three bits. 
   
  Gems are occasionally used for trade as well, though their value is somewhat less 
  than those of bits because they can be found fairly readily throughout Ponyland. 
   
  Enemies 
  Many creatures prowl the Everfree Forest, some of them dangerous and some 
  benign. Here is a small sampling of them which the Narrator may use. 
  Note: When creating new creatures, be sure to assign them a special ability as 
  well as attribute points. 
   
  Changelings: 
   
   
   
   Mimic - Imitate the physical appearance of one 
  creature. 
   maneuvers with fewer than 3 successes have no effect on 
  Changelings. 
  Diamond Dogs: 
   Dig - Dodge a maneuver by digging into the ground.  
  
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  Windigoes: 
   
   Sap Courage - Each time 
   is rolled, Windigoes recover one 
  . 
  Parasprites: 
   Eat - Parasprites will eat anything, but prefer actual food. 
  Parasprites always swarm in groups of five or more. 
  Timber Wolves: 
   
   Howl - The howl of a Timber Wolf saps one 
   from each 
  target who hears it. A pony may only be affected by Howl once per hour. 
   
  Magic 
  Unicorn and Alicorn Ponies have an additional attribute, Magic 
  , which is used 
  just like any other attribute. Some other creatures have magic as well.  
   
  Spells are a very personal thing for many Unicorn Ponies. Though many of them 
  never develop their talents in this direction, every Unicorn has at least one 
  specialty spell. Below is a sampling of spells which Unicorn Ponies have 
  developed. Most of these can be found in common spellbooks throughout 
  Equestria. Players may feel free to develop spells of their own, with the Narrator’s 
  assistance. 
   
  When a pony gains a point in magic, she always gains mastery of a new spell. She 
  also gains strength in the spells she has previously mastered. Any pony with magic 
  may attempt a spell she has not mastered, but the spell will not always work as 
  expected.  
   
  Unlike the other attributes, 
   can be used up during a maneuver. The strength 
  of a spell is normally determined by the number of successes on the caster’s 
   
  roll, but when using magic against an opponent who has magic as well, 
   points 
  may be drained. 
   
  A pony with magic decides how many points to use during the maneuver, then 
  rolls that many six-sided dice. For every success, the spellcaster keeps those 
  points after the maneuver. For any failures, she loses those points and must 
  regain them one per hour. 
  
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  If all of a pony’s 
   is used up, she may not cast spells until she has recovered. 
   
  Spells:  
  Animate - Cause an object to come alive and follow basic commands. 
  Blast - Use magic to perform a maneuver against another magic user. 
  Break - Break an object. 
  Cloudwalk - The subject can walk on clouds like a Pegasus Pony. 
  Counterspell - Defend yourself from enemy magic or break an enchantment. 
  Familiar - You have a wizard’s familiar who can speak and assist you with tasks. 
  Fascinate - Targets become fascinated with the subject of the spell. 
  Find - Find a particular object or class of objects. 
  Fire - Create a flame that does your bidding. 
  Fly - You grow wings and may temporarily fly. 
  Grow - A plant, animal or object grows larger (may be reversed). 
  Gust - Manipulate wind. 
  Illusion - Change the appearance of an object, pony, or location. 
  Invisibility - Hide an object or creature from sight. 
  Levitate - Manipulate objects as if you had hands, but with greater reach. 
  Light - Create lights in any color or pattern. 
  Lightning - Create a bolt of lightning and direct it where you wish. 
  Night - Create darkness in an area or blind one creature. 
  Passwall - Walk through walls. 
  Shield - Make forcefields to protect a target or create a barrier. 
  Teleport - Transport the target a short distance. 
  Transmute - Turn the target into something else. 
  Water - Control or create water. 
   
   
   
   
   
   
   
   
   
   
  
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  My Little Pony Character Sheet 
   
  Player:___________________________ 
   
  Name:___________________________ 
  Breed:___________________________ 
  Gender:__________________________ 
  Talent:___________________________ 
  Mane 
     Color:__________________________ 
     Style:__________________________ 
  Tail 
     Color:__________________________ 
     Style:__________________________ 
  Coat:____________________________ 
  Cutie Mark:_______________________ 
  Other Markings:___________________ 
  Eyes:____________________________ 
   
  Happiness 
     O O O O O O O O O O 
  Lost:                   O O O O O O O O O O 
  Shards:              O O O O O O 
   
  Courage 
     O O O O O O O O O O 
  Lost:               O O O O O O O O O O  
  Shards:           O O O O O O 
   
  Love 
     O O O O O O O O O O 
  Lost:         O O O O O O O O O O  
  Shards:    O O O O O O 
   
  Magic 
     O O O O O O O O O O 
  Spent:         O O O O O O O O O O  
  Shards:       O O O O O O 
  Special Abilities:______________________ 
  ____________________________________
  ____________________________________
  ____________________________________ 
  Spells: ______________________________ 
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________ 
  
SOURCE: textdata/thevault/My Little Pony (MLP)/My-Little-Pony-Rpg.pdf