TEXT:  
   
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
  A Roleplaying Game of Spells, Danger, and                   
  Friendship 
   
  Edition 1.16 – 
  Equestria Unwound 
   
   
  
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  Author: 
  Widdle 
  Wuna  
  Email: 
  Abaltovtin@
  gmail.com 
  Steam 
  account: 
  venthief@h
  otmail.com 
  All art 
  copyright 
  their 
  respective 
  artists. 
  All 
  characters 
  copyright 
  their 
  respective 
  owners. 
  This is a 
  work of non-
  profit. 
  
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   Balancing of the Races 
   New Race: Bat Ponies! 
   New Class: Spirit of Chaos, Lord of Insanity. 
   New Advanced Class: Cryomancer, Mistress of Ice. 
   New Advanced Class: Trick-or-Treater, the one who knocks. 
   New Character Sheet (See last page). 
   Adventure’s stance sees some improvement. 
   Huge buff to Loyalty’s level one power 
   Big buff to Illusion, and some rewritten powers for better clarity. 
   Increase in Alchemy’s Utility’s damage. 
   Many tiny nerfs I don’t want to point out. 
   Some beneath-the-hood fixes to formatting that greatly enhance my quality of life when 
  editing. 
   
   Weapons and implements 
   Spirit of Inspiration: Based on Iron Will. This will be CiM’s version of the DnD bard; a leadership 
  class that buffs allies by chanting slogans, striking poses and demoralizing foes by putting on 
  intimidating sneers at them. 
  
  5 
   
   
   
   
   
  Equestria is a gorgeous 
  land filled with brave ponies, 
  dangerous beasts and 
  endless possibilities. 
       But to explore that space 
  requires proper knowledge 
  of the rules. 
       The following chapter is 
  dedicated to explaining: 
        
   
  What rules are different 
  from a standard game of 
  DnD 4.0 
   
  How the new Stat point 
  system works 
   
  How the level system 
  works, what advanced 
  classes are. 
   
  What a new player 
  needs to create their 
  character. 
  
  6 
   
   
   
   
       Courage is Magic makes full use of the standard 
  4.0 DnD system’s combat system. Everything that can be 
  done in that game can comfortably translate to a 
  campaign of CiM. Though there are significant 
  differences. 
   
      A New Stat System has been introduced into 
  Courage is Magic that replaces the DnD one for the sake 
  of streamlining gameplay and allowing new players easier 
  access to the rules. 
   
   
  Instead of six stats there are now four.  
   
   
  Strength remains the same, and is 
  associated with physical melee 
  damage, lifting heavy loads and 
  powering through foes. 
   
  Constitution and Dexterity are now 
  Integrity. This stat determines how 
  much health the player has, how agile 
  they are, the amount of damage they 
  deal with ranged weapons and how 
  hard they are to hit. 
   
  Intelligence is now Knowledge, and is 
  associated with the player’s ability to 
  decipher riddles, puzzle out problems 
  and understand the infinite mysteries 
  of magic. 
   
  Wisdom and Charisma are now 
  Friendship. This stat determines how 
  gregarious the player is, their ability to 
  communicate well with others and 
  understand their natural 
  surroundings. 
  Stats have been simplified too.  
   
   
  Instead of using the 1-20 system that 
  DnD uses, Courage is Magic uses a 1-6 
  system. 
   
  Stat modifiers have been removed, 
  instead replaced by the actual stats 
  themselves.  
   
  Example: In DnD, when you hit 
  someone with a sword, you would add 
  your stat modifier damage. So a 12 
  strength would be +1 modifier: thus 
  +1 damage. 
   
  In CiM, if you hit someone with a 
  sword, you simply add the strength 
  score itself to the damage. So 1 
  Strength is +1 damage. 4 Strength is 
  +4 damage, and so on. 
  The level bonus system has changed too   
   
  Instead of dividing your level by half 
  and rounding down for your level 
  bonus to AC, Damage, Attack and 
  Skills, it is now Equal to your level 
   
  For Example, if you are level 3, you 
  gain +3 to AC, your damage rolls, your 
  attack rolls, and your skills. 
   
  
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      A New Leveling System has been created for 
  Courage is Magic that replaces the 1-30 range that DnD 
  uses.   
   
   
  Players now have a leveling range of 1-10.  
   
  Levels 1-3 are considered equal to 1-
  10 in DnD terms, where characters are 
  discovering their world, and players 
  are learning the game. 
   
  Levels 4-7 are considered equal to 11-
  20 in DnD terms, and players will find 
  their characters significantly more 
  powerful. Magic items become more 
  plentiful, and the leveling slows down. 
   
  Levels 8-10 are equal to 21-30 in DnD 
  terms, and at this point characters are 
  equal in power to essential main 
  characters of the show. Their 
  decisions shape the world around 
  them, and they unlock new abilities 
  that crush the competition. 
  Players enjoy the following benefits when     
          leveling up.   
   
  A health point boost based on the 
  player’s class. 
   
  A merit point every level that they can 
  spend as they wish. 
   
  A Level Bonus to AC, damage, attacks 
  and skills.  
   
  A New Ability every level. 
   
  A Stat Bonus every even numbered 
  level. 
   
  At level 8 players pick an advanced class.   
   
  All advanced classes are dependent 
  on what Spirit your character is. They 
  are listed directly after each Spirit’s 
  section. 
   
  Advanced classes stack with the 
  benefits that come with the base 
  class. So when you reach level 8, 9, 
  and 10, you gain the abilities of both 
  your base Spirit and advanced class. 
   
  At level 8, players may also start 
  spending the merits they gain on 
  Advanced Merits. 
   
  
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      Character Creation in Courage is Magic can be a 
  bit daunting for the new player. But follow this handy 
  guide and you’ll have a pony ready to explore in no time 
  at all! 
   
   
  Print off a copy of the Character Sheet from  
   
  the last page of this booklet 
   
  Consider which race you would like to 
  be. Equestria is full of diverse life, so 
  modify characters as you wish to 
  reach one that suits you. 
   
  Look at the classes (Spirits), and read 
  the introductions. They describe what 
  a character will be good at, whether 
  it’s saving allies, bringing pain to 
  enemies, or controlling combat 
  situations. 
   
  Ask your DM for help! They are the 
  ultimate arbitrator of rules and the 
  world. What they say goes, and that 
  means overriding anything that is not 
  liked or clear in this guide. These types 
  of callings are affectionately known as 
  “House Rules” in tabletop gaming 
  circles, and they are great. 
  Generate your character   
   
  Place the appropriate stats where you 
  need them. Each class has a primary 
  stat that all abilities run off, such as 
  Friendship for Laughter. It is important 
  that you make this stat your highest, 
  and continue to increase it as you 
  level up. 
   
  The stat spread is 4,3,2,2. This means 
  that at character creation one of your 
  stats will be 4, one will be 3, and two 
  will be 2. Consider which skills you’d 
  like to be better in to better decide on 
  your spread. 
   
  Get your bonus and penalty stats, 
  and racial abilities from your race. 
  Besides roleplaying a certain race, you 
  also get cool perks based on which 
  one you choose that will help you in 
  your adventures. 
   
  Get your Health Points (HP) from 
  your class’ first page. This area also 
  tells you which items and armor you 
  can utilize to buff your abilities 
  further. 
   
  Familiarize yourself with your 
  abilities.  Getting into combat without 
  knowing what your character is 
  capable of not only makes your turn 
  longer, but also puts you at a severe 
  tactical disadvantage. It is strongly 
  recommended you read up how the 
  system works in the Dungeons and 
  Dragons 4.0 handbook. 
  
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  Racial Traits 
  Ability Scores: +2 Strength, +1 Integrity 
  Size: Medium 
  Speed: 6 Squares 
  Vision: Normal 
   
   
  Skill Bonuses: +4 Athletics, +2 Endurance, +2 Nature 
  Chords of Muscle: +5 racial bonus to all rolls for 
  lifting, pushing, sliding, or pulling. 
  Muddy Hooves: As long as you have your hooves 
  upon the ground, you receive a +5 bonus to 
  perception checks against a pony making a stealth 
  check within 5 squares. This also allows you to roll 
  against completely invisible characters. 
   
  These rolls may be made reflexively when a 
  stealthed pony enters within five squares of you while 
  Muddy Hooves is active. 
  Firmly Planted: When there is a force that would 
  move you about – a push, slide or pull – you can 
  choose to move 1 square less than the effect’s total 
  dictates. If you were to only move 1 square, you can 
  choose not to move at all. 
   
  In addition, when an attack would knock you 
  prone, you may immediately make a saving throw to 
  avoid falling prone. 
  Strong, reliable ponies that are in 
  tune with the world and try to keep 
  their hooves on the ground 
  The original work horses of Equestria, Earth Ponies 
  proudly make their way in life without the benefit of 
  magic or flight. This doesn’t leave them any less capable 
  than the other races, however. Instead, it has let them 
  develop a close connection with the land, along with the 
  benefit of hardiness that comes from working the earth. 
  A proud and industrious race that is more than willing to 
  trade their crops or crafts to the other races. It is said 
  that where an Earth Pony strikes dirt, a town is sure to 
  follow. 
  Play an earth pony if you want… 
   To be strong, reliable and a leader 
   To advance the culture of Equestria 
   To easily tackle all challenges 
   To be a part of a proud tradition of ponies that 
  work with what they have to make the most of 
  life 
  
  11 
   
  Racial Traits 
  Ability Scores: +2 Integrity, +1 Friendship, -1 Strength 
  Size: Medium 
  Speed: 5 Squares (Ground), 6 Squares (Flight) 
  Vision: Normal 
   
  Skill Bonuses: +2 Athletics, +4 Acrobatics, +2 
  Perception 
  Zippy: +4 racial bonus to initiative rolls. 
  Air Superiority: When in flight, a pegasus deals 3x 
  damage on a critical strike, rather than the regular 2x 
  damage. 
   
  This stacks with items or class skills that 
  increase crit multipliers. 
  Eagle Eyes: You are able to size up an opponent 
  within seconds. Make a perception check versus dc 15 
  + level of enemy (e.g. level 1 enemy 15 + 1 = 16) to 
  perform this ability. 
   
  If you succeed, you may know the enemy’s 
  total life, damage resistance types and speed, plus 
  lore if the DM sees fit. 
   
  Though other races may look at pegasi as aloof or too 
  engaged in seeking thrills to be reliable, they have a 
  tremendous track record on coming to the aid of the 
  other races in times of need. Without any expectation of 
  self-gain, a pegasus would gladly lay down their life to 
  help their friends. 
  Being a creature of the sky leaves the pegasus in the 
  unique position of influencing the weather. This is done 
  through communicating with the clouds, or working in 
  their massive factories dedicated to keeping Equestria’s 
  eco-system strong. 
  Play a pegasus if you want… 
   To be fast, and unhindered by gravity 
   To prove that you are made of the right stuff 
   To blow the competition away 
   To be a part of protecting Equestria selflessly in 
  between finding adventure through influencing 
  the weather and making friends 
   
   
  Dexterous, quick ponies that take 
  delight in the thrills adventure has to 
  offer 
  
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  Intelligent, magical ponies that push 
  the boundaries of magical 
  knowledge while spreading 
  friendship 
  Racial Traits 
  Ability Scores: +3 Knowledge, +1 Friendship, -1 
  Strength 
  Size: Medium 
  Speed: 5 Squares 
  Vision: Normal 
   
  Skill Bonuses: +4 Arcana, +2 History, +2 Insight 
  Focused Student: For every time you level, you gain 
  an extra +1 skill point to two skills of your choice. 
  Magic Kindergarten: You have received basic training 
  in the principles and use of magic. As such you may 
  use telekinesis out of combat at will, regardless of 
  your chosen Spirit. 
  From the Heart: You may sacrifice up to your level in 
  health points once per day to add extra damage to 
  any spell of your choice. This damage is double to the 
  amount of hp you sacrificed.  
   
  For example, if at level 4 you used telekinesis 
  to inflict seven points of damage with a boulder, you 
  could sacrifice 4 hp to increase the damage by 8. 
   
  This damage is permanent until you sleep for 
  six hours or more and cannot be healed in any way 
  before then. 
   
  Out of all the races that reside in Equestria, the unicorn is 
  unique in their ability to manipulate the energy in their 
  souls for casting spells. It is said the bigger the heart of 
  the unicorn, the more powerful the magic they can bring 
  to bear in the defense of their friends. 
  Unicorns are sometimes seen as haughty because of their 
  powerful abilities, but this is hardly the truth. Their magic 
  brings a certain amount of discipline to their life that is 
  needed to be carefully watched over. It is rumored that 
  in times of a unicorn without proper control of their 
  emotions can affect reality around them without 
  realizing it. 
  Play a unicorn if you want… 
   To bring your intelligence to bear on a problem 
   To use your mind to overcome matter 
   To wield magic with sheer will alone 
   To be a part of Equestria’s elite dedicated to 
  furthering the country’s wealth of knowledge for 
  the betterment of all pony kind 
  Intelligent, magical ponies that push 
  the boundaries of magical knowledge 
  while spreading friendship 
   
   
   
   
   
   
   
   
  
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  Racial Traits 
  Ability Scores: +2 Friendship, +1 Integrity, -1 Strength 
  Size: Small 
  Speed: 6 Squares (Ground), 4 Squares (Flight) 
  Vision: Normal 
   
  Skill Bonuses: +2 Acrobatics, +4 Stealth, +2 Thievery 
  Luck of the Draw: You choose earth, pegasus or 
  unicorn at character creation for your type of foal. 
  This affects what type of classes and movement you 
  have. For example: A pegasus foal may fly and pick 
  the Loyalty class. 
  Talent Show: Foals chase after new opportunities 
  with enthuse, but care little for studying and training. 
  You do not train skills at character creation. Instead, 
  after any six hour rest, you pick a skill, and it receives 
  a +10 bonus until you sleep once more. 
  Idolize: You want to be just like your hero! Once per 
  day, after an ally crits, on the foal’s turn, they may 
  make their first successful attack into a crit as well. 
  Sugar Rush: Ever seen a filly drink a Slurpee? Once per 
  day, you may double your movement speed for one 
  round. If you run during this round, you may move in 
  any pattern you desire instead of a straight line. 
  Time to Grow Up: At level 5 or above, you may 
  choose to grow up. You grow into your full race, losing 
  all your Foal traits, and gaining 2 skill trainings. 
  However, you may keep your class. 
   
   
   
   
   
  Never to be dismissed, Colts and 
  Fillies are the future of Equestria, 
  raring to go forth and adventure. 
  Foals hold an important place in pony society because 
  so much relies on them. There is a heavy emphasis put 
  on letting them experience the world and all its 
  wonders in pursuit of their cutie marks, and ultimately 
  their purpose in life. To this end, it is not uncommon to 
  come across adventurous colts and fillies more than 
  willing to take on all challenges life can throw at them 
  without batting an eye. 
  Play a foal if you want… 
   To be the quickest in the party 
   To be flexible in what you pursue 
   To be just like your idol 
   To be a young filly or colt that wants to strike 
  out into the world today for the betterment of 
  all pony kind, rather than tomorrow 
  
  14 
   
  Misunderstood but benevolent, 
  zebras work to better the world 
  through their encyclopedic 
  knowledge of nature. 
  Racial Traits 
  Ability Scores: +2 Knowledge, +1 Integrity, -1 
  Friendship 
  Size: Medium 
  Speed: 5 Squares 
  Vision: Normal 
   
  Skill Bonuses: +2 Arcana, +2 Heal, +4 Nature 
  Vagabond Spirit: A lifetime of being chased out of 
  towns by suspicious residents has made traveling with 
  your home upon your back a necessity. You may make 
  thievery checks on objects equal up to your size 
  without a penalty. This includes hiding objects on your 
  person. 
  Uncivilized: Animals do not innately fear your 
  presence. Predatory creatures and monsters, such as 
  manticores, dragons and tigers will not attack you 
  unless you take a hostile action towards them. 
   
  You may roll a nature check with a DC set by 
  the DM to communicate with an animal. The DC is 
  determined by the complexity of the communication 
  desired. 
  Natural Remedies: Once per battle you are capable of 
  allowing an ally within 10 squares to reroll a failed 
  save as a reactionary free action.  
   
  When they reroll, they may in addition use a 
  healing surge to heal life equal to your heal skill’s 
  total.  
  Zebras are equines in a rare position of being seen as 
  ponies by the rest of Equestria without being accepted 
  by those that makeup the populace. Travelers from 
  distant lands, they are generally seen in small numbers, 
  and outside the restrictive confines of a city. Their 
  penchant for rhyming is near legendary amongst pony 
  aristocracy. 
  Play a zebra if you want… 
   To be mysterious at first brush 
   To be in tune with nature and its benefits 
   To be able to bring unique knowledge to the 
  group 
   To be a zebra that brings an outsider’s view of 
  the world to a party in a refreshing manner 
   
   
  
  15 
   
  Aggressive, intimidating predators 
  that will go to any length to protect 
  those they feel are their friends. 
  Racial Traits 
  Ability Scores: +2 Strength, +1 Integrity, -1 Friendship 
  Size: Medium 
  Speed: 5 Squares (Ground), 5 Squares (Flight) 
  Vision: Normal 
   
  Skill Bonuses: +2 Athletics, +4 Intimidate, +2 
  Streetwise 
   
  Territorial: Each time an ally is damaged within 5 
  squares, a griffon’s critical strike chance is increased 
  by +1. Upon a successful critical strike this bonus 
  resets to 0. 
   
  E.g. Two allies are hit within Territorial range, 
  your regular critical strike of 20 becomes 18-20. You 
  roll an 18, and thus a critical strike. Your critical strike 
  range becomes 20 once more. 
  Lionhearted: At will, as a free action, when you fail a 
  save, you may choose to take 2 damage automatically 
  pass. This damage is permanent until you take an 
  extended rest, and stacks. 
   
   
  One would think that griffons would find it difficult 
  being in a pony dominated world, where they have 
  little influence on the Equestrian society. But the reality 
  is the exact opposite, for these predators love a 
  challenge. In the eyes of a griffon, proving one’s 
  dominance is far more important than maintaining a 
  governmental position. 
  These beautiful, deadly creatures strive to be the best 
  at whatever they put their talons to. They have little 
  use for magic. Instead of relying on little tricks, a griffon 
  often says, it should come down to strength and 
  endurance. 
  Play a griffon if you want… 
   To be an intimidating protector of your friends 
   To prove you are the best around, on earth or 
  in the sky 
   To be a predator amongst herbivores 
   To be a griffon that uses every opportunity to 
  better yourself for the benefit of all around 
  who rely on you 
   
   
  
  16 
   
  Sly, monstrous foes of Order and Good, 
  living in the moment, while preparing 
  for the future of their race. 
  Racial Traits 
  Ability Scores: +1 to Two Stats of Choice, -1 
  Friendship 
  Size: Medium 
  Speed: 5 Squares (Ground), 5 Squares (Flight) 
  Vision: Low-Light 
   
  Skill Bonuses: +2 Arcana, +2 Bluff, +2 Diplomacy 
   
  Monstrous Amalgamation: Changelings may use 
  magic and fly, as long as they have the appropriate 
  body parts associated with these abilities manifested. 
  (IE: A changeling in disguise without a horn cannot use 
  magic) 
  Amore Parasite: Changelings do not sleep, and cannot 
  renew dailies, healing surges or wakefulness by 
  resting. Instead, they must absorb love from a willing 
  subject once per 24 hours (using magical compulsion 
  or other means). 
   
  This drains the victim, leaving them with a 
  stacking -2 penalty to all stats until they sleep. (Stats 
  cannot go below 1). 
  Face Mare: A changeling can shift forms at will. This is 
  a standard action. 
   
  While in disguise, characters may roll arcane 
  to detect the illusion magic around a changeling. If 
  they see a changeling acting differently than what 
  they are trying to be, they may roll perception. For 
  both, the changeling rolls bluff against. 
   
  Unlike the less prolific unicorns, that manifest their 
  power through strength from within, the alien-like race 
  of changelings prey on the emotions of other species 
  for this purpose. 
  This is done all in the name of their Queen Chrysalis, 
  whom they regard with a fervor even the most zealous 
  of ponies find frightening. Perhaps it is also engrained 
  in their very nature, for without powerful love to feed 
  off of, they would just wither away. 
  Play a changeling if you want… 
   To be the sly face of the group you’ve 
  infiltrated 
   To use clever words and tactics to stay hidden 
   To help prepare the way for your Queen’s 
  coming 
   To be one of many changelings working in 
  secret for the betterment of your kind, at the 
  expense of all of Equestria 
  Feeding with Amore Parasite 
  Since changelings cannot rest like a normal creature, 
  they must always be on the search for a new source of 
  love to drain. Even those who willingly give up their 
  emotions to these insects find their strength slipping, 
  skin growing pale and eyes appearing sullen. 
  Happiness becomes a fleeting emotion for them and 
  their dreams become tormented. 
   
  To feed, a changeling typically needs one hour of free 
  time to stalk, entrap and consume love in privacy. The 
  DM is welcome to decide how exactly this works, 
  whether scenes are played out or if it’s just a roll once 
  per day. 
   
  Here is a suggested roll. The player first rolls 
  streetwise to look for their quarry. Then a bluff to 
  determine how well their hunt went. Feel free to 
  include bonuses or penalties based on how the rolls 
  went – or even guards descending on the monster if 
  things go too poorly. 
   
   
   
   
  
  17 
   
  Immortal, influential ponies that 
  adhere faithfully to their laws and 
  past, while leading into the future. 
  Racial Traits 
  Ability Scores: +2 Knowledge, +1 Friendship, -1 
  Integrity 
  Size: Medium 
  Speed: 5 Squares (Ground), 5 Squares (Flight) 
  Vision: Normal 
   
  Skill Bonuses: +2 Arcana, +4 History, +2 Diplomacy 
  Eternal Empire:  You choose earth, pegasus, or 
  unicorn at character creation for your type of Crystal 
  Pony. This affects what type of classes and 
  movement you have. For example: A pegasus Crystal 
  Pony may fly and pick the loyalty class. In addition, 
  you are immortal, sustained by the Crystal Heart. 
  Arcane Attunement: When magic is cast near you, or 
  you are within 5 squares of a magic item, you 
  automatically detect it. In addition, you receive +5 to 
  Arcana rolls to determine what type of spell or magic 
  it is. 
  Shine Bright: Once per day, you may call upon the 
  power of the crystal heart to show your true 
  crystalline form. For an hour you gain +5 to Diplomacy 
  rolls and Damage Resistance (Magic) equal to your 
  level. 
  Crystalline Heart: You are immune to mind control, 
  sleep and fear effects.  
   
   
   
  The Crystal Empire is an enigmatic land, with a people 
  that have been subjugated by evil for millennia. Now, 
  free to follow their hearts’ desires, the world has 
  suddenly opened up to them. 
  It is said that the beautiful crystalline form of a pony 
  represents the inner strength that they resonate in the 
  world. This is seemingly true, as they are capable of 
  being influenced by magic from the outside. Strong 
  diplomats and ponies steeped in tradition, they are 
  masters of building and expanding their empire 
  through peaceful means.  
  Play a Crystal Pony if you want… 
   To bring knowledge of the past to the group 
   To influence the hearts and minds of those you 
  meet while fighting against controlling foes 
   To shine for the Empire over Equestria 
   To play an active role in the shaping of a 
  kingdom that was one lost to time 
  
  18 
   
  Mysterious, dark ponies that are 
  capable of manipulating the 
  shadows who guard the night. 
  Racial Traits 
  Ability Scores: +2 Integrity, +1Strength, -1 Friendship 
  Size: Medium 
  Speed: 5 Squares (Ground), 5 Squares (Flight) 
  Vision: Nightvision 
   
  Skill Bonuses: +2 Intimidate, +2 dungeoneering +4 
  stealth 
  Disregard Gravity: You are capable of standing and 
  walking on any surface regardless of gravity as if it 
  was the natural ground. When contact is lost with the 
  surface, gravity takes over once more. 
  Shadow Master: Bat ponies cannot manipulate the 
  weather like pegassi, instead they may mold shadows 
  in the same fashion a pegasus can move clouds about. 
   
  Once per day, you may spend a full round to 
  drag together darkness that provides full concealment 
  for 1d3 rounds in a close burst equal in size to your 
  level. 
   
  E.g. you are level 3, your congealed shadows 
  concealment would be 3x3 squares big, centered on 
  top of you. 
  Screech: You are capable of breaking glass and 
  windows with your ultrasonic screech. Once per 
  encounter, you may roll an intimidate vs an enemy’s 
  AC as a minor action. If you succeed, they are stunned 
  for 1d3 rounds. 
   
   
   
  Inexorably bound to the will of the Princess of the 
  Night, Bat Ponies have suffered under Luna’s 
  banishment; few in number and relegated to only a 
  minor role in the Equestrian Royal Guard and society. 
  Now with the return of their Princess, these creatures 
  of the night have enjoyed a renaissance where their 
  proficiency in warding off danger during the night has 
  come to recognition. They are stronger than pegassi, 
  though not as quick, and can go where no other 
  creature can. Slowly they are working their way back 
  into acceptance through loyal service above-and-
  beyond the call of duty. 
  Play a Bat Pony if you want… 
   To be a hunter in the dark 
   To show your loyalty to Equestria 
   To make the shadows a friend 
   To lead your companions into the darkest 
  corners of Equestria, and back to safety again 
  
  19 
   
  Racial Traits 
  Ability Scores: +2 Integrity, +1 Strength, -1 Knowledge 
  Size: Medium 
  Speed: 5 Squares 
  Vision: Normal 
   
  Skill Bonuses: +2 Dungeoneering, +4 Endurance, +2 
  Insight 
  Mythical Presence: You receive a permanent +2 
  morale bonus to AC through presence alone. Allies 
  within sight and hearing also receive this benefit, so 
  long as you are conscious. 
   
  This effect does not stack with other 
  minotaur’s Mythical Presence auras. 
  Iron Willed: When you use a healing surge, rather 
  than healing for a quarter of your life, the amount you 
  replenish is equal to your Endurance skill, if it is equal 
  to or higher than a quarter of your life. 
  Labyrinth Sense: A minotaur is never lost, having an 
  innate sense of which direction to head. When you 
  are in a group traveling to a location you have read 
  about, or been to, you may travel at double speed 
  without any chance of losing your way.  
  Boisterous, dominating personalities 
  set these mythical creatures apart 
  from their pony companions. 
   
   
   
   
  Minotaur have etched out a position in Equestria as 
  being the go-to folk for learning how to carry one’s self 
  with sureness. These bipedal creatures completely 
  dominate any world stage they step upon, turning 
  heads and swaying opinions. 
  Though they’re not the fastest, or smartest beings 
  around, minotaur more than overcome these physical 
  handicaps with a natural affinity for controlling 
  conversations and combat through proper motivation 
  and intimidating poses. 
  Play a minotaur if you want… 
   To push your allies to greater heights 
   To push through challenges and limits with a 
  bull-headed attitude 
    To know what makes your friends tick, and 
  work with strengthening their will by a 
  combination of example and words 
  
  20 
   
  Racial Traits 
  Ability Scores: +2 Strength, +1 Integrity, -1 Knowledge 
  Size: Medium 
  Speed: 5 Squares 
  Vision: Ultravision 
   
  Skill Bonuses: +2 Bluff, +4 Nature, +2 Thievery 
  Minecraft: Diamond Dogs move through the ground 
  like a Seapony cuts through the sea. Once per battle, 
  you may leap into the ground and dig up to 10 
  squares away. You may resurface when you desire as 
  a free action, but until you do, you may not take any 
  actions and are untargetable by all attacks. 
  Shovel Claws: Your claws are perfectly suited for both 
  work and combat. Your unarmed strikes now gain a 
  bonus to damage equal to your level.  
   
  This stacks with merits and class abilities that 
  boost unarmed melee strikes. 
  Sensitive Ears: Your perked up ears are well-tuned to 
  finding new creatures to pick on and capture. You 
  receive a +5 Perception on checks that involve 
  hearing. 
   
    
  Long, sharp claws scratch and tear 
  away at the earth beneath the very 
  hooves of those above.  
   
   
   
  Diamond dogs are a world apart from the surface 
  society above. Seldom seen and often dreaded, it is not 
  much of a wonder that their very appearance strikes 
  disbelief of their presence in the pony folks above. 
  As their society does not oft interact with dragons that 
  naturally feed on gems, their obsession with the 
  precious stones has grown exponentially, as their 
  hoards only grow rather than diminish. Though 
  sometimes the pursuit of more gems and the curious 
  nature of the world above draws them out. 
  Play a diamond dog if you want… 
   To mix greed with need 
   To wrangle a group of allies into helping you for 
  your own needs, and possibly theirs 
    To be a mixture of an antagonizing force that is 
  too valuable to extricate from by providing 
  dearly needed strength when it counts 
  
  21 
   
   
   
   
  
  22 
   
   
   
   
   
   
  Class Traits 
  Role: Defender. Your damage reductions and abilities 
  to redirect the enemy’s attention make you the 
  cornerstone of your party. 
  Key Ability Scores: Strength (Primary), Integrity 
  (Secondary). 
    
  Armor Proficiencies: Light, Medium, Heavy 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged, military ranged 
   
  Hit Points at 1st Level: 6 + Integrity 
  Hit Points per Level Gained: 3 
  Healing Surges Per Day: 6 + Integrity 
   
  Play Style: This class is for players that want to be the 
  center of attention in combat and for the party. 
  Honesty’s ability to absorb a massive amount of 
  damage and redirect it lends them to a more wild 
  style of play. But don’t let your seeming 
  invulnerability go to your head, there is always 
  something out there willing to push you past your 
  breaking point. 
  “Ahm gunna learn ya’ how t’er be polite!” 
  Reliable. This is the first word that comes to mind 
  when anypony begins speaks of a pony with the 
  Spirit of Honesty. These souls are always more than 
  pleased to take on the burdens of others without 
  expecting anything in return. 
   
  Whether serving as members of the 
  Equestrian Royal Guard, traveling the countryside in 
  search of a new land or working on the farm, 
  Honesty ponies are the vanguard of Equestrian 
  society in all their roles. 
   
  In the heat of combat, Honesty ponies 
  shrug off blows that would stagger lesser ponies as 
  if they were nothing. They are unswerving in their 
  role as protector – going so far as to come back 
  from the brink of unconsciousness at the merest 
  sign of a friend in need. 
  
  23 
   
  Encounter (Special)  Martial, Weapon 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
  Close burst 1 
  Target: Each enemy in burst 
  Attack: Strength vs. AC 
   
  You laugh as daggers shatter against your hide 
  and arrows bounce off your coat. Your massive 
  chords of muscle beneath layers of armor 
  prevent enemies from doing more than nicking 
  your hide. 
  At Will  Martial, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  you gain Damage Reduction (Physical) equal to 
  your strength. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  6 + 
  integrity 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  Ability 
  Apple 
  Buckin’ 
  Buck 
  up 
  Deter- 
  min- 
  ation 
  Trojan Horse Buy 
  Some 
  Apples 
  Rodeo 
   
   
   
  Fancy 
  Hoof- 
  Work 
   
  Long 
  Mem- 
  ory 
  Triumph of 
  Truth 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
  Apple Buckin’                                         Honesty 1 
  You slide in amongst your enemies and throw 
  your back hooves up wildly. Dust is kicked up 
  and your foes stumble about in a futile 
  attempt to get away. 
  Hit: 1[W] + Strength damage, and the hit 
  enemy is knocked prone. On their next attack, 
  the enemy is forced to attack you. If they are 
  not in range, they must move within range. 
  Increase damage to 2[W] + Strength modifier 
  at 5th level. 
   
  Buck Up                                                  Honesty 2 
  Determination                         (Utility) Honesty 3 
  Mind over matter, or in your case, pure 
  stubbornness to be brought down by the rain 
  of blows falling upon you keeps you going. 
  Daily  Martial 
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, you gain Damage 
  Reduction (Physical) equal to double your 
  strength. This does not stack with Buck Up. 
    
  Trojan Horse                                          Honesty 4 
  You trick your opponents into thinking they 
  have an opportunity to lay a deadly strike on 
  you. But when they attack, it’s too late for 
  them to realize you’re using their inertia 
  against them. 
  Encounter  Martial 
  Standard Action 
  Personal 
   Effect: You run in a straight line up to 
  double your base movement speed. 
   
  If an enemy is capable of attacking you and 
  is in melee range, they must attack. If they 
  hit they take damage equal to your Damage 
  Reduction (Physical) amount. 
   
  
  24 
   
  Hit: You drag the enemy to melee range and 
  deal 2[W] + Strength damage. The enemies are 
  bound up and can’t move until they make an 
  escape check equal to 10 + your damage 
  reduction. 
   
  Unfortunately for others, you’re not the kind to 
  up and forget when one’s done yer wrong. 
  That’s alright though – you’ll take payment for 
  their wrong doing in the form of teeth 
  fragments. 
  Daily Martial 
  Move Action 
  Personal/Melee 
   Effect: You triple your Damage Reduction 
  (Physical) for 3 rounds. All damage reduced 
  during this period is added up into a Memory 
  Pool. 
  At the end of your 3rd round, you must either 
  heal for the total of your Memory Pool, or 
  make a Strength vs. AC attack on an enemy in 
  melee range. If you succeed, they take physical 
  damage equal to your Memory Pool. Your 
  Memory Pool resets after this. 
   
  You are the pinnacle of sturdiness and 
  reliability. Enemies of truth wilt beneath your 
  gaze, and even fear has lost its sway totally 
  over you. 
  Permanent Martial 
  Personal 
   Effect: Your Damage Reduction (Physical) in 
  Buck Up stance doubles 
   
  Every time you are hit in a battle, you gain 1 
  point of Damage Reduction (Physical) until you 
  are knocked unconscious or the battle ends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  <Buy Some Apples>                             Honesty 5 
  You spit out words that would make a 
  Shadowbolt blush. You kiss your momma with 
  that mouth? 
  Daily  Martial 
  Standard Action 
  Close Burst 4 
  Target: Each enemy in burst that can hear you 
  Attack: Strength vs. Intelligence 
  Hit: The enemy is taunted for 1d4 rounds. It 
  must do everything in its power to attack you 
  in melee range for this time duration. 
  If something or somepony is holding them 
  back, they will ravenously attack them until 
  they can move towards you. 
    
  Rodeo                                                      Honesty 6 
  You bring your bronco busting skills to bear. A 
  combination of strength, speed and fancy 
  rope-work that’d make a city slicker gawk 
  brings that stubborn enemy down. 
  Encounter  Martial, Weapon 
  Standard Action 
  Ranged 20 
  Target: 1d6 targets 
  Attack: Strength vs. Intelligence 
   
  Fancy Hoofwork                     (Utility) Honesty 7 
   In the heat of battle, nopony moves quite like 
  you. You easily sidestep even the quickest 
  strikes, making it look as easy as square 
  dancin’ with a box. 
  Encounter  Martial 
  Immediate Reaction  
  Personal 
  Trigger: You are hit 
  Effect: You move up to your speed (Ground or 
  Flight), and ignore the damage and its effects. 
   
  In addition you may use up to two healing 
  surges. 
  Long Memory                                         Honesty 9 
  Triumph of Truth                                Honesty 10 
  
  25 
   
   
   
   
   
   
   
   
   
   
  “Hush now...quiet now. It’s time to lay your sleepy head.” 
  Class Traits 
  Role: Healing Striker. You move about the battlefield 
  at blinding speeds, bringing your allies back to life 
  while destroying your enemies silently. 
  Key Ability Scores: Friendship (Primary), Integrity 
  (Primary) 
    
  Armor Proficiencies: Light, Medium 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged, military ranged 
   
  Hit Points at 1st Level: 4 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 3 + Integrity 
   
  Play Style: This class is for players that want to 
  stealthily move behind the scenes of combat, deciding 
  who lives and dies. You have the potential to bring an 
  enemy to their knees with crippling poisons, or you 
  can fashion these herbs to prop up a bloodied ally. 
  This class is high risk and reward. As such, you will 
  have to make some hard choices on what to do and 
  when. 
  Attentive. Where other ponies dash headlong into 
  action, gathering up valor and the wounds that 
  come with them, you move out of sight, tending to 
  hurt ponies or silencing those boastful enemies. 
  Because nopony hurts your friends. 
   
  Whether studying up on anatomy along 
  with learning new medical treatments, or 
  concocting new strands of virulent poisons with 
  horticulture, Kindness ponies are both saviors and 
  dangerous protectors. 
   
  Kindness ponies are always on the lookout 
  for those that are incapable of defending 
  themselves or in need of a helping hoof, ready to 
  step forward without a selfish thought. Animals of 
  all kinds understand this, and afford these ponies 
  the proper respect they deserve. 
  
  26 
   
  Effect: You gain Stealth that lasts until you 
  take a hostile action, but does not break for 
  non-hostile ones (Tan font abilities). 
   
  While in Meek, hostiles that seek to find a 
  Spirit of Kindness must beat your check of 10 + 
  Friendship + Integrity with a perception roll of 
  their own.  
   
  When breaking out of Meek with a melee 
  attack roll, you receive +1d4 damage and +2 to 
  AC for a round. 
   Increases to +1d6 damage/ +4 AC at level 5 
                        +2d4 damage/+6 AC at level 8 
   
  First Responder                                    Kindness 2 
  In the heat of combat, you seem to descend 
  upon the wounded, an angel of life and healing 
  in a pony’s time of need. 
  At Will  Martial, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  once per turn when an ally is hit you may 
  teleport adjacent to them or the attacking 
  enemy. You may heal your ally for half the 
  damage taken, OR copy the damage and apply 
  it to the attacker (no roll required). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  4 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Meek, 
  Vegetable 
  Stew/Saccharin 
  Brew  
  First 
  Responder 
  Combat 
  Medic 
  Dragon’s 
  Greed/ 
  Cutie 
  Pox 
  Parasprite 
  Friends/ 
  Parasprite 
  Swarm 
  Enthusiastic 
  Cheering/ 
  The Stare 
  Easily 
  Startled 
  On Call 
   
  Mother 
  of 
  Nature 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  Meek                                                       Kindness 1 
  Your angelic features and sweet demeanor 
  mask a cunning, explosive personality that can 
  be brought to bear on belligerent enemies 
  when they least expect it. 
  At Will  Martial 
  Minor Action 
  Personal 
   
  Vegetable Stew/                                     Kindness 1 
  Saccharin Brew                               
  It is a little known fact to anypony but you that 
  Flim-Flam soup served ten degrees hotter than 
  recommended creates a stew that few will 
  walk away from after eating. 
  Encounter (Special)  Martial, Weapon 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
   
  Target: One creature Melee 
  Attack: Integrity vs. AC           Melee Weapon 
  Hit: You deal 1[W] + Integrity damage. 
  You poison the enemy, causing ongoing 2 
  damage (save ends). During ongoing damage, 
  the enemy’s own attack damage is halved 
  (round up). 
   
  Effect: Your ally spends a healing surge, 
  healing ¼ their total life, + your Friendship 
  score. On their next attack, if they hit, they 
  deal extra damage equal to half the amount 
  healed. 
  OR 
  Increase damage to 2[W] + Integrity modifier 
  at 5th level. 
   
  
  27 
   
  Combat Medic                        (Utility) Kindness 3 
  It is more difficult than one can imagine 
  performing medical procedures in the middle 
  of a combat zone. Luckily it doesn’t faze you. 
  Daily  Martial  
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, your bonus damage 
  and AC from breaking Meek doubles and 
  applies to ranged attacks.  
   
  During this time, you heal allies within 2 
  squares for equal to your Friendship score. 
  Encounter  Martial, Weapon 
  Standard Action 
   
  Target: One Creature Melee 
   
  Daily  Martial, Weapon 
  Standard Action 
   
  Target: One Creature Melee 
   
   
   
   
  Dragon’s Greed/                                    Kindness 4 
  Cutie Pox                              
  You give ponies what they desire most, be it 
  originating from a deep well of avarice or a 
  need to be the best at everything without 
  merit. The choice is their own. 
  Effect: For 1d3 rounds, your ally doubles their 
  stats and goes up a size rank (e.g. medium to 
  large). During this time they may take two 
  standard actions per turn. 
  OR 
  Attack: Integrity vs. AC           Melee Weapon 
  Hit: You deal 1[W] + Integrity damage. 
  The enemy takes ongoing 1 damage (save 
  ends). During this time, the enemy grows weak 
  and can be pushed up to your move speed by 
  you (does not provoke attacks of opportunity). 
  If the enemy touches another, the Contagion 
  ongoing damage is applied to the new enemy. 
  Enemies who have suffered from Contagion 
  cannot contract it again in the same battle. 
   
  Parasprite Friends/                               Kindness 5 
  Parasprite Swarm                          
  They are the cutest little critters ever. And with 
  time and attention, you’ve managed to train a 
  handful! Except they keep reproducing, oh 
  dear. 
  Effect: For 1d4 rounds, your ally OR yourself 
  gains +4 AC, and two extra extendable arms 
  with Reach 2. You may make 2 extra basic 
  melee attacks with these arms per round.  
   
  You may forego one or two attacks with the 
  arms per turn. If you do, each attack given up 
  heals half of the Kindness caster’s Friendship 
  score. 
  OR 
  Attack: Integrity vs. AC           Weapon 
  Hit: The enemy is bound up in a ball of living 
  mass. For 1d4 rounds, the enemy cannot take 
  any action and may be pushed about up to 
  your move speed by you (does not provoke 
  attacks of opportunity). If the ball touches an 
  enemy, it soaks them up into the ball. 
   
  When the rounds are up, the ball explodes, 
  dealing 1 ongoing damage per enemy in it to 
  all the enemies affected by the ball (Save 
  ends). 
  
  28 
   
  Enthusiastic Cheering/                         Kindness 6 
  The Stare                              
  You Rock! Woohoo… Did my cheering do that? 
   
  Nobody hurts my friends, nobody! Got that? 
  Encounter  Martial, Weapon 
  Standard Action 
   
  Target: One Creature Melee 
   
  Some ponies call you a scaredy mare but they 
  don’t know how courageous you can b- WHAT 
  WAS THAT SOUND EEP?! 
  On Call                                                   Kindness 9 
   A good nurse understands that emergencies 
  arise at any time, often without notice. 
  Sometimes if there is a dry spell, it never hurts 
  to make a few of your own for practice. 
  Daily  Martial 
  Move Action 
  Personal 
  You are the undisputed pony to go to for 
  attention and needs. Much like nature, life and 
  death are a part of the cycle that you carry out 
  in the world. 
  Permanent Martial 
  Personal 
   
   
   
  Effect: All allies within hearing range are cured 
  of any ongoing damage and negative status 
  effects, and are healed for double your 
  Friendship score. For one round, their first 
  attack that succeeds may be converted to a 
  critical strike. 
   
  Secondary Effect: Allies may spend 3 life at the 
  beginning of their turn to keep this effect 
  going. 
   
  OR 
  Attack: Integrity vs. AC           Weapon 
  Hit: You teleport before an enemy and deal 
  2[W] + Integrity damage.  
   
  Effect: The enemy is transformed into a 
  statue, becoming impervious to damage but 
  incapable of taking action (Save ends). 
   
  Secondary Effect: After the enemy breaks out, 
  you may spend 3 life at the beginning of your 
  turn to prevent them from using abilities. 
  Easily Startled                       (Utility) Kindness 7 
   
   
  Encounter  Martial 
  Immediate Reaction  
  Personal 
  Trigger: You are hit 
  Effect: After taking the damage, you teleport 
  up to 10 squares and gain invisibility until the 
  start of your next turn OR after taking the 
  damage, you teleport the enemy up to 10 
  squares. 
  Effect: You may enter meek at will without 
  any action required for 3 rounds. During this 
  time you double backstab damage. All 
  healing done during this time is doubled.  
   
  In addition, you may teleport up to 10 
  squares instead of taking your move action 
  during these 3 rounds. 
   
  Mother of Nature                                Kindness 10 
  Effect: When you use an ability that has a 
  choice in power used (e.g. Enthusiastic 
  Cheering/The Stare) you may use both abilities 
  if you are capable of doing so. 
   
  This does not apply to abilities such as Easily 
  Startled that has a choice of effects. 
  
  29 
   
   
   
  “All the world’s a party, and all the stallions and mares 
  merely guests: They have their exits and entrances…” 
  Class Traits 
  Role: Striker. You deal an extreme amount of damage, 
  wiping out single targets with ease in melee range. 
  Your low defenses and health are countered by 
  mitigating the danger of exposure through your 
  summoned minions. 
  Key Ability Scores: Friendship (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged 
   
  Hit Points at 1st Level: 4 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 4 + Integrity 
   
  Play Style: This class is for players that desire to dole 
  out precision strikes that devastate large enemies, 
  leaving those that aren’t outright destroyed in a 
  woeful state. Their minions allow Laughter to be in 
  multiple places at once in essence, controlling the 
  battlefield’s flow and making the most of 
  opportunities as they arise. 
  Imaginative. This is the first word that other ponies 
  apply to a Spirit of Laughter in reference to their 
  unique abilities. These ponies seem to be 
  somewhere in between this world and another, 
  serving as the bridging point between the two. 
   
  Whether exuberant souls at home in the 
  kitchen, or out scouting exciting new venues and 
  planning events for parties, these ponies bring 
  welcome excitement to everywhere they travel. 
   
  When it comes to taking up arms, Laughter 
  conjures up an entire vanguard of seemingly 
  inanimate objects that strike out when nopony is 
  looking. Hysteria and confusion quickly soar 
  through the enemy’s ranks when they realize 
  swords and bows are no match for the boiling 
  imagination of these energetic souls.  
   
   
  
  30 
   
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  4 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Imaginary 
  Friends/ 
  Prank 
  Dance 
  Comman 
  der 
  March of 
  the toy 
  soldiers 
  Cut the 
  Cake 
  Party 
  Hats 
  Easy 
  Bake 
  Oven 
  Pastry 
  Chef 
   
  Life of 
  the 
  Party 
  Smile, 
  Smile, 
  Smile 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two stats 
  Prank                                                     Laughter 1 
  You’re always up for a good prank. A rose 
  that’s sprays water, or a can of spring-loaded 
  worms always gives you a kick. Though you 
  have been known to pull more sinister ones… 
  Encounter (Special)  Magic, Weapon 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
  Melee Weapon 
  Target: One creature 
  Attack: Friendship vs. AC 
   Hit: You deal 1[W] + Friendship damage. 
   
  You can also choose to detonate any amount 
  of imaginary friends. 
   
  [Detonate]: Close Burst 1 
  No roll to hit is required. Enemies hit by 
  detonate shrapnel take ongoing 1 damage 
  (save ends), and crits you perform on them 
  while they are taking ongoing damage deal 
  triple damage. 
   
  Imaginary Friends that are detonated do not 
  cause loss of life to the player. 
  Increase damage to 2[W] + Friendship modifier 
  at 5th level. 
   
  Imaginary Friends                              Laughter 1 
  You will a small object into sentience, 
  controlled by your thoughts. It can’t take any 
  action, but seems to when other ponies aren’t 
  looking. Ponies only occasionally catch a blur 
  out of the corner of their eyes. 
  At Will  Magic 
  Minor Action 
  Personal 
   Effect: You summon inanimate object minions 
  in free adjacent spaces. Imaginary Friend 
  minions have 1 health and AC equal to yours + 
  your Friendship score. When they die, you lose 
  1 permanent HP until end of encounter 
   
  When you take your move action, you may in 
  addition move any amount of imaginary 
  minions up to your move speed. 
  They do not receive any actions of their own. 
  Imaginary Friend minions can flank, and 
  enemies may not make attacks of opportunity 
  on them when they move. 
  Imaginary Friend minions last until end of 
  encounter. 
   
  Whenever you use a melee ability, or basic 
  melee attack you may channel it through 
  your Imaginary Friend minions, using their 
  melee range. 
   
   
  Dance Commander                               Laughter 2 
  Some ponies lead their troops from the back, 
  watching over patterns of movements on large 
  maps. You dance. 
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  your AC is increased by 2 and your critical 
  strike chance is doubled for each imaginary 
  friend you have in play. (e.g. 3 on field is +6 AC 
  and 12-20 crit chance) 
  Special: You may have 1 Imaginary Friend at level 
  one, 2 at level five and 3 at level eight. 
   
  
  31 
   
  March of the Toy Soldiers    (Utility) Laughter 3 
  Trumpets blare, as a legion of objects roll out 
  of the wood work to take up their battle 
  stations. At least in your mind. 
  Daily  Magic  
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, you double the amount 
  of Imaginary Friend minions you have out in 
  play.  
  In addition, you may switch places with any 
  imaginary friend minion during these rounds 
  by sacrificing your move action. Minions still 
  receive their movement. 
  Oh dear, your tenuous grasp on reality is really 
  starting to get in the way of remembering 
  what a cupcake is. Oh well! 
  Hit: 1[W] + Friendship. If you critical strike, the 
  enemy takes ongoing 2 (save ends). During 
  ongoing damage, any time you would hit the 
  target, it is converted to a critical strike. 
  Encounter  Magic, Weapon 
  Standard Action 
  Melee Weapon 
  Target: One Creature 
  Attack: Friendship vs. AC 
  Special: For this attack, your critical strike 
  chance is doubled.  
   Party Hats                                           Laughter 5 
  Some guests to your shin-dig just don’t seem to 
  have a good attitude! Good thing you brought 
  along some of your famous novelty hats. Who 
  doesn’t want to be a cowboy or an astronaut? 
  Daily  Magic, Weapon 
  Standard Action 
  Melee Weapon 
  Targets: Equal to number of you and 
  Imaginary Friends you have in play 
  Attack: Friendship vs. AC 
  Hit: 1[W] + Friendship. You give the enemy a 
  party hat. For 1d3 rounds they are mind 
  controlled, and count as an imaginary friend. 
  You may not detonate them. At the end of the 
  mind control, their hat detonates, dealing 
  damage equal to half your friendship score. 
  Attacking them will break Party Hat without 
  the hat detonation damage. You do not lose 
  HP when mind control ends. 
   
   
   
   
   
   
   
  Cut the Cupcake                                    Laughter 4 
   
   
  Easy Bake Oven                                   Laughter 6 
  66 Ponies are made of sugar, spice and everything 
  nice! The perfect ingredient for your latest batch 
  of party food. Cupcakes anypony? 
  Encounter  Magic, Weapon 
  Standard Action 
  Melee Weapon 
  Target: One Creature 
  Attack: Friendship vs. AC 
  Hit: You deal 1[W] + Friendship. Your enemy is 
  placed within an oven large enough to contain 
  them, unable to take any action (save ends.) 
  Each turn they are in the oven, you deal 
  damage equal to half your friendship to them. 
  If they are defeated you gain a damage bonus 
  equal to their integrity score until end of 
  encounter. 
   
  Pastry Chef                            (Utility) Laughter 7 
   
  Encounter  Magic 
  Minor Action  Personal 
  You have so much to do, and so little time. If 
  only there were two of you. Then you could get 
  TWICE the baking done! 
  Effect:  You cut a quarter of your maximum 
  health off to summon a second self in an 
  adjacent free space with identical stats and 
  gear for 1d3 rounds. This damage is 
  permanent until end of encounter.  
   
  This self acts on your turn and may move and 
  use any ability you possess. If you have used 
  an ability that has a cooldown 
  (encounter/daily), it cannot use it. It cannot 
  summon Imaginary Friends, but may use yours 
  for channeling abilities through. 
  
  32 
   
  Life of the Party                                   Laughter 9 
  Daily Magic 
  Move Action 
  Personal 
   Effect: Your gain a second action per turn, and 
  vibrate at a frequency that makes all your 
  critical strikes place a stacking ongoing 1 
  damage (Save Ends). In addition, you become 
  immune to attacks of opportunity, along with 
  your Imaginary Friend minions. 
   
  This lasts until the end of the encounter. 
  Smile, Smile, Smile                             Laughter 10 
  Mirth and devastation often go hoof-in-hoof 
  when you pass through. But one thing is for 
  certain, you know how to throw one Discord of 
  a party with a little help from your friends! 
  Permanent Magic 
  Personal 
   Effect: Your Imaginary Friend minions gain 
  basic attacks equal to yours (to hit: Friendship 
  + level), and 1d4 + Friendship damage per hit. 
   
  Every time you lose a minion to detonation, 
  the unarmed damage and to hit of Imaginary 
  Friend minions goes up by 1. 
   
   
   
   
  A party hostess is expected to be everything – 
  entertainer, excellent speaker and 
  accommodating. None can deny you’re all of 
  the above aned more. 
  
  33 
   
   
   
   
   
   
  “You know, that gives me the perfect idea…” 
  Class Traits 
  Role: Leader. Your abilities drain the enemies of vital 
  power, leaving you as a destructive juggernaut or a 
  powerful enabler for your allies. 
  Key Ability Scores: Knowledge (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged, 
  wands, artifacts 
   
  Hit Points at 1st Level: 5 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 4 + Integrity 
   
  Play Style: This class is for players who want to bring 
  enemies to their knees through draining their life and 
  energies. Generosity ponies are bolstered through this 
  fresh influx of power; either divvying it out to allies as 
  they see fit, or hoarding it all for their own benefit. In 
  the proper hooves, this class can be the most 
  devastating on the battlefield, because as Generosity 
  gains more drained ability scores and health, their 
  own attacks are increased. 
  Artistic. Where other ponies see a lump of cloth, 
  you see a world of opportunities that only you are 
  clever enough to bring to life. Through skill and 
  determination, you craft a winning ensemble that 
  turns the ordinary into the extraordinary. 
   
  Whether leading the cutting edge of 
  fashion, or giving of one’s self in the public space 
  for the betterment of others, Generosity ponies live 
  up to their spiritual name. 
   
  Generosity ponies are the master 
  scavengers of Equestria, incorporating aspects of 
  utility while making sure to keep up form in all their 
  designs. It is always sure that when consulting these 
  ingenious mares and stallions that they will have 
  the latest and greatest ready to share. 
   
  
  34 
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  5 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Inspiration Fashion 
  Coord- 
  inator 
  Diva 
  Intellect- 
  ual 
  Theft 
  Melt 
  Down 
  Fashion 
  Police 
  Upstage 
   
  Dead- 
  line 
  Looms 
  Art of 
  the 
  Dress 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
   
   
   
   
   
   
  Inspiration                                          Generosity 1 
  You peer at your foes, with their swagger, 
  terrible stench, and most importantly terrible 
  dress. If only you could incorporate their ideas 
  into your own designs… Eureka! 
  Encounter (Special)  Magic, Implement 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
  Ranged 15 
  Target: One Creature 
  Attack: Knowledge vs. AC 
   Hit: You deal 1[W] + Knowledge damage.  
   
  Choose a stat (Strength, Integrity, Friend, 
  Know), and roll 1d4. The enemy loses that 
  much of that stat, and you gain it until the end 
  of encounter. 
   Increase damage to 2[W] + Knowledge 
  modifier at 5th level. 
   
  Fashion Coordinator                          Generosity 2 
  Amidst the chaos of combat, you stand 
  thoughtfully. You call out helpful commands to 
  your allies, such as “Stand straight! Fix your 
  mane! Wipe that blood off your outfit!” They 
  will thank you later. 
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  you gain 1 points of maximum health every 
  time you deal damage. This bonus health lasts 
  until the end of the encounter. 
  In addition, you heal 1 point of damage any 
  time an ally within 10 squares takes damage.  
   
  Diva                                     (Utility) Generosity 3 
  You’re fabulous. You know it, and now the 
  world knows it. At least your adoring fans do. 
  Daily  Magic  
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, you double the amount 
  of drained stats and drained health you have. 
  During this time, you may give out any amount 
  of drained stats or health to allies within 10 
  squares. Given out stats do not go away until 
  end of encounter. 
    
  Intellectual Theft                               Generosity 4 
  They didn’t deserve these clothes, or that hat, 
  or that fancy new sword anyways. You 
  however... 
   Encounter  Magic, Implement 
  Standard Action 
  Ranged 15 
  Target: One Creature Per 2 HP You Spend 
  Attack: Knowledge vs. AC 
  Hit: 1[W] + Knowledge damage. For every 
  target you hit, you drain 1 stat of your choice 
  that lasts until end of encounter. 
  
  35 
   
  Daily Magic 
  Move Action 
  Personal 
   Effect: You generate 1 point of maximum 
  health per turn. You may spend 5 health to 
  gain an extra action during your turn. 
   
  In addition, every time you are attacked, you 
  reflect back a quarter of the damage taken 
  (rounded down). 
  This lasts until end of encounter. 
   
  Permanent Magic 
  Personal 
   Effect: Your bonuses from equipment (Armor, 
  weapons, wands, etc.) doubles. You now gain 
  2 points of maximum health every time you 
  deal damage in Fashion Coordinator stance. 
  In addition, Diva becomes an encounter 
  power. 
   
   
   
   
  Melt Down                                          Generosity 5 
  Nopony understands the work you put into 
  your dresses. Blood, sweat and tears! Maybe if 
  you wail loud enough they’ll know. 
  Daily  Magic, Implement 
  Standard Action 
  Ranged 15 
  Target: Amount Equal to half of your highest 
  stat (E.g. 8 friendship equals 4 targets) 
  Attack: Highest Stat vs. AC 
  Hit: 2[W] + Highest Stat damage. For 1d3 
  rounds, enemies hit are incapable of using 
  their weaponry, and lose all armor bonuses to 
  their AC. 
   
  Fashion Police                                    Generosity 6 
  Really? You’re going to go let ponies go out 
  into public like that? Not over your dead body! 
  They need a make-over, stat. 
  Encounter  Magic, Implement 
  Standard Action 
  Ranged 15 
  Target: Each enemy that has had stats drained 
  this encounter 
  Attack: Knowledge vs. AC 
  Hit: 1[W] + Friendship damage. Pick a stat, and 
  all enemies hit lose 1 point of that stat a turn 
  (save ends). You or an ally of your choice 
  within 10 squares may gain 2 maximum health 
  for each drained stat point. 
  Save ends this effect. 
   
  Upstage                                (Utility) Generosity 7 
   Who is that pony, and why is everypony paying 
  attention to them? Time for drastic measures! 
  Where is your sofa? 
  Encounter  Magic 
  Immediate Reaction  
  Personal 
  Trigger: An enemy you have drained hits you 
  Effect:  The enemy is knocked prone and you 
  ignore the damage. In addition, you gain 
  maximum health equal to the amount of 
  damage the enemy would have dealt to you. 
   
  Deadline Looms                                  Generosity 9 
  Creating takes time, effort and sacrificing of 
  self. But it is all worth it when ponies look at 
  your work and agree it is perfect. 
  Art of the Dress                                Generosity 10 
  You’ve arrived. You’re recognized on the 
  streets, fans want you to sign their gowns and 
  ponies are beating a path to your door for the 
  latest fashions. How do you feel? 
  
  36 
   
   
   
   
   
  “Something awesome, something flying, with coolness 
  that defies gravity!” 
  Class Traits 
  Restriction: Requires the movement (Flight) 
  Role: Striker. Your abilities let you deal damage in 
  heavy bursts to groups of foes, where the more there 
  are the more powerful you become.  
  Key Ability Scores: Integrity 
   
  Armor Proficiencies: Light, Medium 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged 
   
  Hit Points at 1st Level: 5 + Integrity 
  Hit Points per Level Gained: 3 
  Healing Surges Per Day: 5 + Integrity 
   
  Play Style: This class is for players that want to take 
  on impossible odds with ease. Enemies will find that 
  engaging you in large numbers only brings out a 
  fiercer combatant in you. You zip about the 
  battlefield, tearing through ranks while blasting all 
  foes nearby with devastating winds and arcing bolts of 
  lightning. Loyalty will leave enemies striking the air 
  fruitlessly, as you continue to move faster and faster. 
  Quick. There is no denying it when a pegasus with 
  the Spirit of Loyalty zips by in an explosion of colors 
  that sweep across the sky after this living 
  paintbrush.  
   
  Whether pushing the boundaries on 
  extreme speed, developing new aerial acrobatics, 
  or seeking death-defying thrills, a Loyalty pony is 
  sure to be an exciting spirit that is always there for 
  their friends when they need them most. 
   
  When in combat, it is difficult to keep track 
  of a Loyalty pony, as they burst about the 
  battlefield, pummeling down foes that would hurt 
  their friends. Their natural affinity with weather 
  gives them a large advantage over traditional 
  weaponry and renders most types of armors 
  completely useless against them. 
  
  37 
   
  Academy Record                                     Loyalty 1 
  When a pegasus hits a certain velocity, they 
  tend to start bending the light and leaving a 
  trail of color in their wake. What will your colors 
  be? 
   
   
   
  Permanent Physical 
  Personal 
   Effect: You gain +2 to all forms of movement. 
  When you shift, you may double the amount 
  of squares you shift. 
   
   
  “Already? That’s an academy record! Explain 
  your methods.” 
  How does one explain awesome? 
  Encounter (Special)  Physical, Weapon 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
  Melee Weapon 
  Target: Special 
  Attack: Integrity vs AC 
   Effect: You move up to your movement speed 
  (Flight) in a straight line. After you finish 
  moving, make an attack against every enemy 
  that was passed in melee range. All enemies 
  successfully hit take 1[W] + integrity damage. 
   
  Turbo: You may spend 1 momentum point per 
  enemy hit to daze them. 
  Wing Power                                             Loyalty 1 
  At Will (Special)  Physical 
  Free Action    Personal 
   
  There is nothing more exhilarating to you than 
  leaving neigh-sayers in the dust. The roar of 
  wind over your wings tends to drown out these 
  pests. 
   
  Effect: Each time you are attacked by an 
  enemy, and whenever you make an attack on 
  a foe, whether these are successful hits or not, 
  you receive one momentum point. 
   
  For each momentum point, you receive +1 to 
  your AC.  
   
  You may burn any amount of momentum 
  points at will to boost damage to an attack. 
  For each momentum point burned, increase 
  damage by 2. 
   
  You may also use momentum points to 
  activate the Turbo portion of any ability. 
   
  The maximum amount of momentum points 
  you may have at any moment is equal to 10 + 
  your level. These last until the end of combat. 
   
   
  Rainbow Blitz                                         Loyalty 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
   
   
   
   
   
   
   
   
   
   
  Ability 
  Academy 
  Record, 
  Wing 
  Power, 
  Rainbow 
  Blitz 
  Weather 
  Patrol 
  Young 
  Flyer 
  Compe- 
  titor 
  Ride the 
  Lightning 
  Eye of 
  the 
  Tornado 
  Storm 
  Front 
  Ten 
  Second 
  Flat 
   
  Sonic 
  Rain 
  boom 
  Junior 
  Speed- 
  ster 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  Increase damage to 3 per momentum point 
  burned at 5th level. 
  Increase damage to 2[W] + Integrity modifier 
  at 5th level. 
   
  
  38 
   
  Weather Patrol                                       Loyalty 2 
  Pegasi have a very special place in the pony 
  hierarchy. Being responsible for all the weather 
  in Equestria means you have a lot of 
  responsibility… and power. 
   At Will  Physical, Stance (Special) 
  Minor Action 
  Personal 
   Effect: As long as you remain in flight, when an 
  enemy starts their turn next to you in melee 
  range, they take damage equal to your level 
  plus half your integrity score (Round down). 
  Young Flyer Competitor         (Utility) Loyalty 3 
  You’re so awesome that every pony needs to 
  know it. What would be the quickest way to 
  spread your name around? You know! Winning 
  a flying competition. 
   Daily  Physical  
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, you double the amount 
  of momentum points you generate.  
  In addition, your movement does not provoke 
  attacks of opportunity unless you wish it to. 
  Encounter  Physical, Weapon 
  Standard Action 
  Melee Weapon 
  Target: One Creature 
  Attack: Integrity vs. AC 
  Hit: You deal 1[W] + Integrity damage. Then 
  choose an enemy within 5 squares, or the 
  same one attacked. Teleport adjacent to them 
  in an unoccupied square of your choice. Roll 
  damage again and apply it to this new enemy. 
  If the damage is equal or higher than the last 
  roll, move to another enemy and repeat. 
  Continue until you roll damage lower than 
  your last roll. 
   
  Turbo: You may spend 1 momentum point to 
  reroll any damage roll for this ability.  
   
    
  Lightning clouds are notoriously temperamental 
  things. Wouldn’t it be awful if you passed by 
  one, gave it a kick and then charged past a foe 
  with a lightning bolt in your wake? 
   
  In the middle of a tornado, it is so calm. A great 
  place to have a cup of tea, enjoy the evening 
  sky, and watch those belligerent ponies swirls 
  around you with limbs flailing. 
   Daily  Physical, Weapon 
  Standard Action 
  Special 
  Target: All enemies passed in melee range 
  Attack: Integrity vs. AC 
  Effect: You move up to your total speed 
  (Flight) in any manner you wish. At the end of 
  this movement, attack each foe you passed 
  within melee range. 
   
  Enemies hit suffer 2[W] + Integrity damage, 
  and on the beginning of their next turn take 
  damage equal to how many moment charges 
  you spent during this turn. 
   
  Turbo: You may spend 1 momentum point per 
  enemy hit to drag them along with your 
  movement. 
   
  Arrange enemies dragged this way in any 
  manner you wish at the end of your 
  movement. 
    
   
   
   
  Ride the Lightning                                 Loyalty 4 
  Eye of the Tornado                                 Loyalty 5 
  
  39 
   
  Ten Seconds Flat                     (Utility) Loyalty 7 
  Being the fastest pegasus in Equestria isn’t 
  enough sometimes. Often you just have to be 
  quicker than the storm at your heels, and the 
  other pegasi trying to keep up. 
   Encounter  Physical, Weapon 
  Standard Action 
  Melee Weapon 
  Target: One Creature 
  Attack: Integrity vs. AC 
  Hit: The enemy is pushed back X squares, 
  where X is equal to your movement. You may 
  follow and end your movement in melee of 
  the enemy. 
   
  The enemy suffers 1[W]+ Integrity damage. 
  Lightning strikes out at all enemies passed 
  within 5 squares of movement along the way. 
  All enemies hit by this lightning suffer damage 
  equal to your integrity score x 3. 
   
  Turbo: You may spend 1 momentum point per 
  enemy to afflict them with 1 damage per turn 
  (Save Ends). During this damage, all your 
  attacks on this enemy are boosted to critical 
  strikes. 
  You once heard about a pegasus that could 
  clear an entire sky of clouds in ten seconds flat. 
  Nice story, but you’re at eighteen seconds and 
  getting better; one day you’ll make it a reality. 
   Encounter  Martial 
  Immediate Reaction  
  Personal 
  Trigger: You are Scared (Bloodied) 
  Effect: You gain momentum equal to half the 
  damage taken (round up). Until the end of 
  your next round, all your attacks that 
  successfully hit are converted to critical 
  strikes.  
  The one most impressive move that had only 
  been done in Equestrian history twice, that is 
  until you figured out how to pretty much do it at 
  will. Yea you’re that awesome. 
   Daily  Physical 
  Move Action 
  Personal 
  Effect: Each time that you move up to half of 
  your movement speed (Flight), you create a 
  Close Burst 1 anywhere you wish along your 
  movement path. 
   
  Enemies caught within the Close Burst suffer 
  damage equal to how many momentum points 
  you possess. 
   
  This ability stacks with others, and can be 
  activated at any point during another power’s 
  use. Lasts until end of the encounter. 
   
  Turbo: You may spend 1 momentum point per 
  enemy to add in damage equal to your 
  Integrity + level. 
  Junior Speedster                                   Loyalty 10 
  Junior Speedsters are our lives 
  Sky-bound soars and daring dives 
  Junior Speedsters it's our quest 
  To some day be the very best! 
  Permanent  Physical 
  Personal 
  Effect: The maximum amount of moment 
  points you can have at all times doubles. 
  When you gain momentum points, the 
  amount doubles (round up). 
    
  Each time you deal damage to an enemy, you 
  gain a stacking +1 bonus to damage until you 
  are knocked unconscious or the battle ends. 
   
   
   
   
  Storm Front                                             Loyalty 6 
  Sonic Rainboom                                      Loyalty 9 
  
  40 
   
   
   
   
   
   
   
   
   
  “All properties of magic ascribe to a specific subset of rules of 
  reality that, once learned, can be manipulated for the benefit 
  of all ponykind.” 
  Class Traits 
  Restriction: Requires the ability to cast magic 
  Role: Leader. You are the most versatile of all classes, 
  providing much-needed strategic support to allies, 
  while being capable of turning the tide of battle 
  single-hoofedly. 
  Key Ability Scores: Knowledge (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged, 
  wands, artifacts 
   
  Hit Points at 1st Level: 4 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 3 + Integrity 
   
  Play Style: This class is for players who desire the 
  freedom to choose what the best route for ability 
  usage is during the flow of combat. Unlike other 
  classes, that are hard-locked into predetermined 
  paths, Magic can virtually facilitate any role on the fly. 
  This great power comes with responsibility in keeping 
  track of the many abilities on the fly. 
   
  Explanation of the Magic System  
   
  Unlike other classes, which possess 
  abilities that are based on encounter or 
  daily use, Magic can use any ability they 
  desire whenever they can as long as they 
  have enough Magic Points. 
   
  For example, if a player of a Magic unicorn 
  wanted to cast Magic Bolt, it states it will 
  cost 1 Magic Point to use. 
   
  However, beneath every spell is a [Boost] 
  ability and description. If the cost of the 
  spell AND the [Boost] cost are spent, the 
  spell switches to the [Boost] ability 
  description. 
   
  For example, if a player of a Magic unicorn 
  cast [Boost] Charged Bolt, they would have 
  to pay 1 Magic Point for Magic Bolt, then 
  an additional 2 for Charged Bolt (3 total). 
  Intelligent. Where other ponies seek adventure or 
  thrills, you have spent your time studying the 
  fundamentals of magic and advanced theorems of 
  its applicability. Everything can be broken down 
  logically, and by applying yourself you’ve made 
  inroads to power other ponies could not dream of. 
   
  Whether developing new spells or 
  unlocking the secrets of the universe and reality, 
  Magic ponies diligently expand the collective body 
  of knowledge for the advancement of all ponykind. 
  They are natural leaders on the field, relying on 
  calculations rather than sailing head-strong into a 
  situation. 
   
  Magic ponies give of themselves to their 
  friends, channeling their strength and will into the 
  weaves of arcana to produce earth-shatteringly 
  strong spells. Woe to any foe that hopes to best a 
  Magic pony upon the hallowed grounds of their 
  sanctuary. 
  
  41 
   
  Nexus of Knowledge                                  Magic 1 
  Absolutely imperceptible to ponies not attuned 
  to the flow of magic are the swirling flows of 
  power whirling about your form and centering 
  upon your horn. You are a walking pinnacle of 
  energy, wielding it at your will. 
   
  Channel Within                                          Magic 4 
  Other ponies cannot comprehend the amount of 
  effort required for you to alter reality with your 
  magicks. Lucky foals. 
  Daily  Magic  
  Minor Action 
  Personal 
   
  Vortex of Power                                         Magic 7 
  In a truly exhausting effort, you concentrate 
  and struggle to draw in all the energy required 
  for a truly remarkable spell. 
  Daily  Magic  
  Minor Action 
  Personal 
   
  Favored Student                                       Magic 10 
  A seeming eternity of studying, locked in your 
  room delving into ancient tomes of knowledge 
  have finally brought the attention you craved. 
  Practicality                                                 Magic 1 
  While studying the arts is important for any 
  unicorn, it is an error to forget that magic is 
  meant to be wielded for the good of others first. 
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  4 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Nexus of 
  Knowledge, 
  Practicality 
   
   
  Channel 
  Within 
   
   
  Vortex of 
  Power 
   
   
  Favored 
  Student 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
   
   
  Permanent  Magic 
  Personal 
   Effect: While in combat, you generate 1 magic 
  point at the beginning of your turn that goes 
  into your magic pool. You may spend magic 
  points in your pool as you see fit for spells of 
  your choice. 
   
   
   
  Increase to 2 magic points at level five, and 3 
  at level eight. 
   
  Effect: For 1d3 rounds, you double the amount 
  of magic points you generate at the beginning 
  of your turn. 
   
   
  Effect: You generate five magic points that 
  must be spent on your current turn, or they 
  are lost at the end of the turn. 
   
   
   
  Permanent  Magic 
  Personal 
   Effect: When you cast a spell, you may elect to 
  double the weapon damage by paying double 
  the Magic Point Cost. 
   
  In addition, you may sacrifice 3 magic points at 
  will during your turn to receive an extra action. 
  This does not stack with Action Points, and 
  only may be done once a round. 
   
   
  Permanent  Magic 
  Personal 
   Effect: You may utilize all non-attack (black 
  heading) spells out of combat without paying a 
  magic point cost. These spells follow DM 
  discretion on their effects, and may be more 
  powerful or different in their results. 
   
   
   
  
  42 
   
  Magic Bolt                                     
  A congealed mass of pure magic crackles from 
  your horn, leaving a whiff of ozone mixed with 
  sugar and a quite charred enemy. 
  Entirely practical is a unicorn’s grasp of 
  teleporting. Careful though, things tend to be 
  dragged along, willing or not. 
  Hoof articulation can be particularly wanting 
  when it comes to manipulating objects 
  precisely. Better use magic!  
   
   
   
  Magic Point Cost: 1 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One Creature 
  Attack: Knowledge vs. AC 
  Hit: 1[W] + Knowledge damage. The target is 
  marked, allowing it to be the target of line of 
  sight spells regardless of line of sight.  
   
  When the marked target takes damage, you 
  receive 1 magic point. 
   
   [Boost] Charged Bolt 
  Magic Point Cost: 2  
   
  Effect: 2[W] + Knowledge damage. In addition 
  to regular Magic Bolt effects, the target is also 
  knocked prone. 
    
  Teleportation                          
  Magic Point Cost: 1 
  At Will Magic, Implement 
  Move Action 
  Personal 
   Effect: You teleport up to your move speed in 
  any direction you desire. For one round after 
  teleportation, your AC increases by how many 
  squares you teleported. 
   
   
   
  [Boost] Along for the Ride 
  Magic Point Cost: 1 Per Ally, 2 Per Enemy 
  Melee 
  Attack: Knowledge vs. AC against Enemies 
   
  Effect: You bring an ally along with your 
  teleport, and they receive the AC bonus for 
  one round in addition to yourself. 
   
  If the target is an enemy, they are stunned for 
  as rounds equal to half the distance you 
  teleported with them.  
  Levitate                          
  Magic Point Cost: 1 Per Item 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
   Effect:  For one round, you levitate a non-living 
  object of your choice, weighing up to ten 
  pounds, up to ten squares away from you. You 
  may use the item as if you were holding it with 
  finesse as part of the Standard Action for 
  Levitate. 
  For example, if you were to levitate two 
  swords, you may move them up to your move 
  speed then attack with each of them. 
   [Boost] Vortex 
  Magic Point Cost: 3 
  Close Burst 2 
  Attack: Knowledge vs AC against Enemies 
   
  Effect: For one round you create a whirlwind of 
  items centering about you. Allies within and 
  you are protected from ranged attacks that are 
  not AOEs. Enemies starting their turn or 
  entering your vortex take 1[W] + Knowledge 
  damage and are knocked prone. 
  
  43 
   
  Conjuration                          
  Given enough time and energy, a unicorn can 
  will materials into existence. Be careful, 
  sometimes magic has a mind of its own. 
  Do a little skip. Swirl your hooves in the air. 
  Whisper the special words backwards. Now that 
  you’ve baked cookies, time to stop a spell… 
  Dispel 
  Time Travel 
  Listen! I came from the future to tell you… No 
  it’s next Tuesday… That isn’t important, look I 
  only have a few seconds and don’t ---… 
  [Boost] Time-Warp 
  Magic Point Cost: 3 
  Ranged 10 
  Attack: Knowledge vs. AC against Enemy 
   
  Effect: The enemy loses their next turn and 
  suffers double damage until they get to act 
  again. 
   
   
   
  Magic Point Cost: 1 Per Size 
  At Will Magic, Implement 
  Standard Action 
  Personal 
   Effect:  You conjure an item into existence, 
  one size rank (starting at tiny) per 2 Magic 
  Points you spend. The item is full-functioning, 
  as long as it is simple. If there are complicated 
  or moving parts (such as a carriage or an exact 
  replica of something real), you must pass a 
  knowledge check with a DC set by the DM. 
  Failure results in a faulty item (DM decision), 
  rather than no item at all. 
   
  This item is permanent, unless dispelled or 
  passing through an Anti-Magic Zone. It gives 
  off an aura of enchantment any magic-
  sensitive pony can pick up on. 
   
  Example: After fixing Smarty Pants up, Twilight 
  decides to summon up a set of garments for 
  the toy mare with real pockets and a cute hat. 
  She spends 1 Magic Point, since they are tiny 
  in size, and has a DC check of 10 set by the DM 
  for the complicated clothes. 
  [Boost] Breath of Life 
  Magic Point Cost: 3 
   
  Effect: You bring forth a summoned item 
  charged with the wild energies of magic. The 
  item is alive and sentient, acting of its own 
  free will.  
  Magic Point Cost: 2 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One Creature or Item 
  Attack: Knowledge vs. AC 
  Hit: You dash the concentration of magical 
  energies about an enemy or object. If the 
  object is magical, it loses its effects for 1d3 
  rounds. If Dispel hits an enemy, they are 
  incapable of using special abilities for 1d3 
  rounds. 
   
  This spell counters effects from other magical 
  spells. For example, if this is cast on a conjured 
  item, the item is destroyed, or also reverses all 
  effects of Alteration magic, amongst other 
  things. 
   [Boost] Anti-Magic Zone 
  Magic Point Cost: 3 
  Close Burst 3 
   
  Effect: You craft a zone that for 1 round 
  completely dispels all hostile magical effects 
  that are within or enter into the zone. 
   
  Magic Point Cost: 5 
  At Will Magic 
  Minor Action 
  Personal 
   Effect: At the end of your turn, you wind back 
  the clock. You return to where you started the 
  turn, remove all damage or negative effects 
  taken during the turn and retake the turn. 
  However, all damage you dealt and abilities 
  you cast stay in effect for both rounds. 
   
  You do not regain any spent Magic Points.  
   
   
   
  
  44 
   
  Alteration                          
  Beneath the fur of any pony lies their true 
  potential. With a little help they can…wait 
  maybe having wings isn’t for everypony. 
  [Boost] Mutation 
  Magic Point Cost: 1 Per Effect 
  Attack: Knowledge vs. AC against Enemies 
   
  Effect: You alter an enemy’s body, giving them 
  one of the following effects for 1d3 rounds. 
   
  Loss of Armor towards AC 
   
  Loss of Move Action 
   
  30% chance to miss on attacks 
   
   
   
   
  Magic Point Cost: 2 Per Effect 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One Ally or Yourself 
   Effect:  You alter an ally’s body or your own to 
  gain one of the following effects for 3 rounds. 
   
  +2 AC and 2 Damage Resistance 
  (Physical) 
   
  Flight 
   
  Reach 2 
   
  Tremor Sense 
   
  +4 Movement Speed 
   
  
  45 
   
  “Ponies assume that time is a strict progression of cause to 
  effect, but actually from a non-linear, non-subjective 
  viewpoint, it’s more like a big ball of wibbly wobbly timey 
  wimey…stuff” 
   
   
   
  -Doctor Whooves 
   
  Sometimes the greatest insight comes from 
  those who have already lived it. But why bother 
  waiting for second-hand knowledge when you 
  can glean the future or alter the past on your 
  own? Be aware though, for altering the time line 
  can create powerful paradoxes that even you 
  cannot rectify. 
  Temporal Monarch              (Utility) Time Lord 8
     
  (Utility) Time Lord 8     
  Magic Bolt                                     
   A side effect of time travel is that one starts to 
  forget where they are meant to be. It is good to 
  stop and smell the roses, no matter the century. 
  Slipstream                                           Time Lord 9 
  It is important when moving through the 
  slipstream of time to wear the proper safety 
  equipment: floaties, goggles and flippers. 
  Magic Point Cost: 6 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One Creature 
  Attack: Knowledge vs. AC 
  [Boost] Double Time 
  Magic Point Cost: 1 
  Ranged 10 
  Target: One Ally 
   
  Effect: Your ally for 1d3 rounds receives 
  double the amount of actions they would 
  normally receive. During this time their critical 
  threat range is doubled. 
   
  Each time they successfully deal damage 
  during these rounds, you receive a Magic 
  Point. 
   
   
  Time Dilation                                    Time Lord 10 
  Resting upon the slipstream of time is the 
  formidable ship U.S.S. Reality. It only takes a 
  little amount of magic to rock the boat. 
  Magic Point Cost: 4 
  At Will Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One Enemy 
  Attack: Knowledge vs. AC 
  [Boost] Cyclical Time 
  Magic Point Cost: 1 
  Ranged 10 
  Target: One Ally 
   
  Effect: At the end of your ally’s next round 
  they double all the damage they dealt during 
  that turn. For every five points of damage 
  dealt, you receive a Magic Point. 
   
   
   
  Permanent  Magic 
  Personal 
   Effect: Time Travel is now useable outside of 
  combat by a Time Lord in conjunction with 
  Practicality. 
  However, you may only Time Travel outside of 
  combat up to three times per extended rest. 
   
  Hit: The enemy winks out of existence for 1d3 
  rounds. During this time they take 1[W] + 
  Knowledge damage at the beginning of each of 
  their turns. 
  Once the rounds are over, you may place the 
  enemy within 10 squares of their original 
  position in a spot of your choice. 
   
   
   
   
  Hit:  The enemy takes 1[W] + Knowledge 
  damage. For 1d3 rounds they move at half 
  speed, deal half damage, lose Integrity bonus 
  to AC, and critical strikes become critical 
  misses. 
   
   
   
  
  46 
   
  “The enemy of Order is a clever foe. They will utilize 
  deception, lies and filth to corrupt the very foundations of 
  our world. Not on my watch.” 
  Order must be maintained for the benefit of the 
  many. Wherever there is a brooding soul hungry 
  for power at the expense of others, you will be 
  there to stop them. For this end, you wield 
  immense power that strips foes clean of their 
  stolen magic in a most humbling lesson. You are 
  the hunter, and they are your prey. 
   
   
   
  Bringer of Order            (Utility) Chaos Hunter 8
     
  (Utility) Time Lord 8     
  Magic Bolt                                     
   To treat an infection, one must first understand 
  the symptoms. Only then, can the source be 
  addressed.   
  Reorder                                          Chaos Hunter 9 
  Reality can best be described as a slowly waving 
  pile of logs. Sometimes it needs to be moved or 
  rearranged to keep the whole stack stable. 
  Magic Point Cost: 2 
  At Will Magic, Implement 
  Move Action 
  Ranged 10 
  Target: One Enemy 
  Attack: Knowledge vs. AC 
  [Boost] Stability 
  Magic Point Cost: 1 
  Ranged 10 
  Target: One Ally 
   
  Effect: Your Ally receives a save roll against all 
  negative magical effects upon them. 
   
  If they have been transformed against their 
  will, they are returned to their real form 
  without a roll required. 
   
   
  Harmony                                     Chaos Hunter 10 
  Society is an orchestra that relies on the 
  instruments being in tune, and all knowing their 
  part. But all is naught without their conductor -- 
  You. 
  Magic Point Cost: 4 
  At Will Magic, Implement 
  Move Action 
  Ranged 10 
  Target: One Enemy 
  Attack: Knowledge vs. AC 
  [Boost] Magical Polarity 
  Magic Point Cost: 1 
  Ranged 10 
  Target: One Ally or Yourself 
   
  Effect: For 1 round, you or your ally gain a 
  shield that reflects the first negative magical 
  spell or status effect back at the caster. 
   
   
   
   
  Permanent  Magic 
  Personal 
   Effect: Dispel is now useable outside of 
  combat by a Chaos Hunter in conjunction with 
  Practicality. 
  In addition a Chaos Hunter becomes immune 
  to all forms of mind control and magical 
  coercion. 
  A Chaos Hunter that views an illusion or 
  polymorph, such as a disguised Changeling 
  gets a reactionary save to see through it. 
   
   
  Hit: The target loses all beneficial magical or 
  status effects. Targets that are utilizing magical 
  items, such as weaponry or armor, lose out on 
  their bonus for 1 round. 
   
  If the enemy is polymorphed or under an 
  illusionary disguise, their disguise fizzles out 
  and they take 1[W] + Knowledge damage. 
   
   
   
  Hit: The enemy takes [Knowledge] damage, as 
  magic flees from them to you. For every Magic 
  Point, and positive magic or status effect the 
  enemy has on them, the damage is doubled. 
   
  For 1 round after, all magic points the enemy 
  would generate go to you. 
   
   
   
  
  47 
   
  “I am the Masked Matter-horn, defender of the innocent, 
  sworn to upholding the laws of Ponytropolis by freezing 
  crime right in its tracks.” 
  Winter is coming. And it is beholden to your 
  whims. Foes of friendship and order shiver 
  figuratively and literally at a cryomancer’s 
  approach. For these ponies such as you are 
  powerful unicorns capable of wielding the most 
  ferocious of the elements to sweep entire villain 
  groups aside with ease. 
   
   
   
  Frost Beams                      (Utility) Cryomancer 8
     
  (Utility) Time Lord 8     
  Magic Bolt                                     
   Magic can be imbued with many properties. 
  Some unicorns put in anything they can 
  imagine, but you prefer tried and true methods.  
  Frozen Path                                      Cryomancer 9 
  How will evil fly from the scene of a crime when 
  their hooves are stuck to the ground, and their 
  wings to their side? 
  [Boost] Lake of Ice 
  Magic Point Cost: 2 
  Area burst 3 within 10 squares 
  Target: Each enemy in burst 
   
  Effect: You create an area that lasts 1d3 
  rounds. Each enemy that starts their turn in or 
  moves into this area suffers a Frozen Path 
  attack (see above). 
   
   
  Magic Point Cost: 4 
  At Will Magic, Implement 
  Standard Action   Area burst 3 within 10 squares 
  Target: Each enemy in burst 
  Attack: Knowledge vs. AC 
  Whiteout                                         Cryomancer 10 
  Justice comes in like a blizzard. Daunting clouds 
  scorch the horizon until nothing else in the sky 
  can be seen. It causes every foe to flee to shelter 
  before its unquestionable might. 
   
  [Boost] General Winter 
  Magic Point Cost: 1 
  Close burst 5 
   
  Effect: All allies within 3 squares critical 
  strike on their next attack if they successfully 
  hit. In addition, their attacks cause Frostbite 
  (Save Ends). 
  Magic Point Cost: 4 
  At Will Magic, Implement 
  Standard Action 
  Close burst 3 
  Target: Each enemy in burst 
  Attack: Knowledge vs. AC 
   
   
   
  Permanent  Magic 
  Personal 
   Effect: Magic Bolt no longer costs magic points 
  to cast, but still costs 2 Magic Points to boost. 
   
  In addition, each time an enemy is hit by one 
  of your Magic Bolts, they receive Frostbite 
  (Save Ends). While an enemy is affected by 
  Frostbite, they take damage equal to your 
  Knowledge stat when they move more than 1 
  square in a turn. 
  Hit: 3[W] + Knowledge damage. 
  All enemies that are hit by this power receive 
  Frostbite (Save Ends). While an enemy is 
  affected by Frostbite, they take damage equal 
  to your Knowledge stat when they move more 
  than 1 square in a turn. 
  Hit: 2[W] + Knowledge damage. 
  All enemies that are hit by this power receive 
  Frostbite (Save Ends). While an enemy is 
  affected by Frostbite, they take damage equal 
  to your Knowledge stat when they move more 
  than 1 square in a turn. 
  Effect: A blizzard surrounds you for 1d3 
  rounds. Any enemy caught in melee range and 
  affected by Frostbite takes damage equal to 
  your Knowledge. 
   
  
  48 
   
   
   
   
  “You remembered to bring the scuba gear so we can 
  look for underwater treasure, right?” 
  Class Traits 
  Restriction: Foal Only 
  Role: Defender. Your Armor Class improving 
  abilities and damage capabilities make you a priority 
  for enemies. 
  Key Ability Scores: Friendship (Primary), Integrity 
  (Secondary) 
    
  Armor Proficiencies: Light, Medium, Heavy 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged, military ranged 
   
  Hit Points at 1st Level: 5 + Integrity 
  Hit Points per Level Gained: 3 
  Healing Surges Per Day: 4 + Integrity 
   
  Play Style: This class is for players who desire to be 
  the focus of combat, while having a toolbox of 
  abilities to pick from to respond to the flow of 
  combat. Adventure is not bound to one style of play, 
  allowing you to adapt to changing party 
  compositions without sacrificing any power. You 
  rely on massively high AC to stay alive, but can 
  dump excess AC for brute force power. 
  Energetic. This is the first word that comes to 
  mind when anypony begins speaks of a pony with 
  the Spirit of Adventure. These souls burst with 
  irrepressible enthusiasm for all things in life, and 
  for being with their best friends. 
   
  Whether taking up the mantle of being a 
  bold explorer, a treasure seeker or just a young 
  pony on the lookout for thrills, an Adventure 
  pony lives up to their name fearlessly. 
   
  When it comes to combat, Adventure 
  ponies zip around the defenses of their enemies 
  with ease. Weapons sink into the soil where these 
  foals were standing mere moments before 
  uselessly. Before an enemy can recover though, an 
  Adventure pony will quickly bring them to their 
  knees. 
  
  49 
   
  Pester                                                   Adventure 1 
  Endless Possibilities                           Adventure 2 
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  5 + 
  integrity 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
   
  Ability 
   
  Pester 
  Endless 
  Possibili 
  ties 
  Catch 
  Me If 
  You Can 
  Look 
  What I 
  Can Do 
  Center of 
  Attention 
  Show 
  Stopper 
  No Tag- 
  Backs 
   
  Let’s 
  Pretend 
  Future 
  Belongs to 
  the Youth 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  You’re a fount of questions, wild gesticulations 
  and bounding leaps that nopony could possibly 
  ignore. 
  Encounter (Special)  Martial, Weapon 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 
  8 you can use this power three times per 
  encounter. 
  Standard Action 
  Close burst 1 
  Target: Each enemy in burst you can see 
  Attack: Friendship vs. AC 
   Effect: You gain +4 AC for one round. 
  Hit: 1[W] + Friendship damage. On their 
  next attack, the enemy is forced to attack 
  you. If they are not in range, they must move 
  within range. 
  Increase damage to 2[W] + Friendship 
  modifier at 5th level. 
   
  You strike a powerful pose with arms raised 
  menacingly! Wait no, you strike a low one so 
  you can zip around. Or even better, you roll 
  around. Yea, they’d never expect that! 
  At Will  Martial, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  you gain one of the following choices. 
   
  +2 Movement (Ground, Air), Ignore 
  attacks of opportunity, and gain +4 to Hit 
   
  Your AC Integrity bonus changes to 
  Friendship. Terrain around you is 
  considered difficult for enemies. 
   
  You deal extra damage equal to 
  double your level whenever you 
  successfully damage an enemy. 
   
  Catch Me If You Can          (Utility) Adventure 3 
  What pony doesn’t like a game of tag! But those 
  mean creatures after you don’t know you’re the 
  champion runner of the playground. 
  Daily  Martial 
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, your Friendship score 
  doubles. During this time, when an enemy 
  misses you, they take 2 damage. 
   Increases to 3 damage at 5th level. 
  Increases to 4 damage at 8th level. 
   
  Look What I Can Do                         Adventure 4 
  You perform feats of agility and energy that 
  blow the minds of those watching. Or bores them 
  to death. 
  Encounter  Martial 
  Standard Action 
  Close Burst 2 
  Target: Each enemy in burst that can see you 
  Attack: Friendship vs. AC 
  Hit: 1[W] + Friendship damage. Roll a 1d4, 
  and for this many rounds enemies hit by this 
  ability are immobilized. During this period of 
  time, you deal 4 damage a turn (no roll 
  needed) to all enemies who are immobilized 
  within 2 squares. 
  
  50 
   
  Daily Martial 
  Move Action 
  Personal/Melee 
   Effect: You gain a damage aura until the end 
  of the encounter. Enemies who enter within 
  melee distance of you or start off their turn 
  within melee distance of you take 1 point of 
  damage. 
   
  Every time you are attacked and missed, this 
  damage increases by one. 
   
  Permanent Martial 
  Personal 
   
   
   
   
   
   
  Center of Attention                            Adventure 5 
  You seem to draw everypony in around you, 
  whether they want to be there or not. It really is 
  all about you! 
  Daily  Martial 
  Standard Action 
  Close Burst 4 
  Target: Each enemy in burst that can see you 
  Attack: Friendship vs. Intelligence 
  Hit: The enemy is blinded (grant combat 
  advantage, can’t see targets, -10 to 
  perception checks, and can’t flank an enemy) 
  for 1d4 rounds. During this time they move 
  directly away from you at their move speed 
  minus two. If they bump it anything living, 
  they will attack it relentlessly until they can 
  keep moving or the blindness ceases. 
  Show Stopper                                      Adventure 6 
   
  Costume? Check. Make-up? Check. Wild hair? 
  Check. Singing skills? Errr… ROCK ON! 
  Encounter  Martial 
  Standard Action 
  Close Burst 2 
  Target: Each enemy in burst radius 
  Attack: Friendship vs. AC 
  Hit: 2[W] + Friendship damage and the 
  enemy takes ongoing 2 fire damage. While 
  the enemy is taking ongoing damage, they 
  are incapable of moving. 
  Save ends this effect. 
  No Tag-Backs                      (Utility) Adventure 7 
   
   
  You can’t seem to get those other ponies to 
  understand that you called no tag-backs the last 
  time you tapped them. Time to set the rules right 
  Encounter  Martial 
  Immediate Reaction  
  Personal 
  Trigger: You are scared (bloodied) 
  Effect:  You gain +5 AC for 1d3 rounds. 
  During this time enemies cannot enter the 
  space surrounding you.  
   
  Let’s Play Pretend                             Adventure 9 
  Anytime is a good time to hunker down, close 
  your eyes and imagine you’re whatever it takes 
  to beat the odds, and those meany heads. 
  Future Belongs to the Youth          Adventure 10 
  Finally, after everything you have been through, 
  you realize that being an adult is about not 
  compromising, but embracing everything. 
  Effect:  While you are in your Endless 
  Possibilities stance, you gain all the effects at 
  the same time. 
   
  
  51 
   
  “Don’t you like my costume? I worked really hard on it 
  all summer! I even had my friend who traveled to the 
  Mareabbians bring me back some real pirate bits to 
  complete the outfit!” 
   
  All summer you’ve prepared for Nightmare Night 
  with the perfect costume that will leave your 
  friends screaming with jealousy and adults 
  gasping at your ingenuity. Sure you might have 
  gone a little overboard on the make-up, but it’s 
  only one evening a year, right? Unless you take 
  the show on the road, so everyone can enjoy 
  your hard work. Maybe you can make Nightmare 
  Night a year-long affair? 
  Time is Candy            (Utility) Trick-or-Treater 8
     
  (Utility) Time Lord 8     
  Magic Bolt                                     
   When those older ponies answer the door, and 
  start complimenting your costume, remind 
  them enough chitchat, time is candy! 
  Effect: Each time you are attacked and missed, 
  you gain a piece of Candy. You may spend 
  three pieces of Candy at any time to gain an 
  extra action. 
  You may spend an action point on the same 
  turn you gain extra actions from Candy 
   
   
   
  Give a Fright                             Trick-or-Treater 9 
  “Nightmare Night, what a fright, give us 
  something sweet to bite!” 
   
  Hit: 2[W] + Friendship damage and for 1d4 
  rounds the enemy will do everything in its 
  power to attack you, ignoring everything else 
  around them regardless of danger. 
   
  Each time the enemy attacks and misses, you 
  may make a free basic attack against them. 
  These attacks deal double damage. 
   
   
   
  Costume Contest                     Trick-or-Treater 10 
  Costumes are a very important part of 
  Nightmare Night. Otherwise, how else would 
  you let your inner pirate out? 
  Hit: 2[W] + friendship damage and for 1d4 
  rounds the enemy takes damage equal to your 
  friendship score. 
   
  Until the end of encounter, every time an 
  enemy takes damage from Costume Contest, 
  you gain a +1 morale bonus to your AC that 
  stacks up to your character level. 
  You lose 1 morale bonus to your AC each time 
  an enemy attacks you and misses until they 
  are all depleted. 
   
   
  Permanent  Martial 
  Personal 
   
   
   
   
  Encounter  Martial 
  Standard Action 
  Close Burst 4 
  Target: Each enemy in burst that can see you 
  Attack: Friendship vs. AC 
  Daily  Martial 
  Standard Action 
  Close Burst 4 
  Target: Each enemy in burst that can see you 
  Attack: Friendship vs. AC 
  
  52 
   
  Class Traits 
  Role: Controlling Leader. Your abilities wreak havoc 
  upon the enemy lines, denying their carefully laid 
  out plans by wrenching away control of their 
  actions, and stacking damage that eats through their 
  defenses slowly but surely. Meanwhile, your brews 
  bring fortifying energies to your allies, launching 
  them to new heights of power. 
  Key Ability Scores: Knowledge (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged, 
  military ranged, fetishes 
   
  Hit Points at 1st Level: 5 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 4 + Integrity 
   
  Play Style: This class is for players who desire to 
  shore up the needs of their party by boosting their 
  teammates with new powers. On the other hoof this 
  class is capable of mercilessly bringing entire groups 
  of enemies to their knees in preparation of 
  retribution for their allies. 
  Mysterious. This is the first word whispered by a 
  pony speaking about a Spirit of Alchemy. Often 
  feared and misunderstood, these zebras however 
  are always respected. Rumors abound about these 
  mystical equines spending long nights over 
  bubbling cauldrons bring a shiver to those that 
  oppose them. 
   
  Whether searching for new and more 
  potent ingredients for their brews, or researching 
  more effective methods of affecting weak minds, 
  an Alchemy zebra is at the forefront of pushing 
  the envelope for practical knowledge. 
   
  When it comes to combat, carefully 
  prepared brews and bombs wreck the enemy lines. 
  Chemicals seep into the enemy’s flesh, burning 
  both their form and mind. Allies, however, look to 
  an Alchemy zebra to provide potions capable of 
  producing wondrous mutations and strength. 
   
   
  Explanation of the Ingredient System  
   
  Accompanying some abilities of the Spirit 
  of Alchemy is a portion of text beneath 
  these powers labeled [Ingredient]. 
   
  When the player uses Witch’s Brew, they 
  select any number of abilities with an 
  [Ingredient] component. Those abilities 
  picked are put on cooldown. 
   
  The benefits the [Ingredients] provide are 
  put into one big potion that is chucked 
  up to 10 squares away. 
   
  For example: If the player were to cast 
  Witch’s Brew, and sacrifice Boiling Hate 
  Bomb and Bubble Flank Brew, they 
  would create a cloud within 10 squares. 
  Allies within that cloud would gain melee 
  damage shields, flight, and all enemies 
  would have a 50% miss chance on them. 
   
    
  “A drip is grand, a drop even more… Give it a quaff, 
  don’t be a bore!” 
  
  53 
   
  Witch’s Brew                                         Alchemy 1 
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  5 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Witch’s Brew, 
  Devil’s Laugh Draft 
  Voodoo 
  Priestess 
  Tote 
  Cauldron 
  Boiling Hate 
  Bomb 
  Foolish Foals’ 
  Liquid Gold                    
  Bubble 
  Flank Brew 
  Cayenne 
  Pepper 
   
  Haunting 
  Visage Dust 
  Evil 
  Enchantress 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  A dash of this,  
  A dot of that, 
  Ingredients as useful 
  As a woolen hat. 
   At-Will  Magic 
  Standard Action    Area burst X within 10 squares 
  Target: Each ally and yourself in burst 
   
  Effect: Upon activating this power, pick any 
  number of abilities you possess with an 
  [Ingredient] component. You sacrifice these 
  abilities, putting them on cooldown.  
   
  All the [Ingredient] effects are placed into 
  one potion. That potion is tossed, creating an 
  area burst X within 10 squares, where X is 
  twice the number of [Ingredients] in the 
  potion. 
   
  Allies standing in this area gain all the 
  combined abilities from the [Ingredients]. 
  This cloud lasts for X rounds, where X is the 
  number of [Ingredients] in the potion. 
   
   
  Devil’s Laugh Draft                              Alchemy 1 
  In their eyes, 
  The fear of sheep, 
  When their hope, 
  Begins to seep. 
  Encounter (Special)  Magic, Fetish 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. These rules apply to [Ingredient] as 
  well. 
  Standard Action    Area burst 2 within 10 squares 
  Target: Each enemy in burst 
  Attack: Knowledge vs. AC 
   Hit: You deal 1[W] + Knowledge damage. 
   
  The enemy takes ongoing 1 damage (Save 
  ends). During this ongoing damage, they lose 
  1 point in their primary stat at the beginning 
  of their turn. 
  [Ingredient] Poison Joke 
   
  Effect: You and your allies roll a d6 and 
  receive a bonus based on what is rolled. 
   
  1)You grow double your size. You deal +1d4 
  damage, but lose 2 AC 
  2)You shrink down to the size of a mouse. 
  You deal -4 damage, but gain +2 AC 
  3)You become rubbery. When you take 
  damage, it is rounded down by half and you 
  are pushed back one square. 
  4)Your hooves become like stilts. You may 
  occupy the space of another pony and you 
  gain Reach 2 
  5)You become ghost-like. Enemies have to 
  roll a Perception against your Sneak to 
  attack you. 
  6)Your choice of any ability from the above 
  chart. 
  Increase damage to 2[W] + Knowledge 
  modifier at 5th level. 
   
  
  54 
   
  Voodoo Priestess                                   Alchemy 2 
  There are tales woven most tragic, 
  Of fools with lack of faith in your magic. 
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   Effect: As long as you remain in this stance, 
  you may sacrifice 2 health to continue an 
  ongoing effect that an enemy within 10 
  squares has saved against. This damage is 
  permanent until end of encounter. 
   
  In addition, if you are within the affective 
  burst of a Witch’s Brew, you may spend a 
  move action to cancel it before it runs out. If 
  you do, you recollect the [Ingredients], and 
  may reuse all the abilities sacrificed to make 
  that potion. 
  Tote Cauldron                         (Utility) Alchemy 3 
  Horseshoes, cloak, dagger, boat, 
  There is nothing as useful as a cauldron tote. 
  I must confess, there is no greater pain, 
  Than a friendship severed in twain. 
  Foolish Foals’ Liquid Gold                   Alchemy 5 
  Akin to a dream from a child, 
  The fancy of wealth drives lesser foals wild. 
   
   
   
  Daily  Magic 
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, your Knowledge score 
  doubles.  
   
  During this time, while in Voodoo Priestess 
  stance, you may recollect your [Ingredients] 
  as a minor action, as opposed to a move 
  action. 
    
  Boiling Hate Bomb                               Alchemy 4 
  Encounter  Magic, Implement 
  Standard Action    Area burst 2 within 10 squares 
  Target: Each enemy in burst 
  Attack: Knowledge vs. AC 
   Hit: 1[W] + Knowledge damage. 
   
  The enemy takes ongoing 1 damage (Save 
  ends). During this ongoing damage, enemies 
  writhe in agony and rage. They will attack 
  the closest living person to them, regardless 
  of friend or foe. 
   
  [Ingredient] Distilled Dragon’s Breath 
   
  Effect: You and your allies burst into flames. 
  Enemies within melee range take damage 
  equal to half of your Knowledge score at the 
  beginning of their round, and upon entering 
  melee range. 
    
  Daily  Magic, Implement 
  Standard Action    Ranged 10 
  Target: One Creature 
  Attack: Knowledge vs. AC 
   Hit: 
  The enemy becomes encased in gold for 
  rounds equal to ¼ your Knowledge score. 
  They are unable to take any action during 
  this time. 
   
  All enemies that have line of sight to the 
  encased gold enemy will scramble over to 
  claim the statue. However, upon contact 
  with the statue, an enemy will be zapped for 
  damage equal to your knowledge score and 
  thrown back a square before trying again. 
   
  Upon the rounds being over, the gold on the 
  statue will explode off, sending out shrapnel 
  in a Close Burst 2 that provides Ongoing 1 
  (Save ends) damage to all enemies within 
  range, no roll required. 
  [Ingredient] Distilled Foal Dreams 
   
  Effect: You and your allies critical strike 
  whenever you would regularly hit an enemy. 
   
  
  55 
   
  Bubble Flank Brew                               Alchemy 6 
  A gray pegasus, one who forgot, 
  Paid me in muffins, in other words squat. 
  Cayenne Pepper                     (Utility) Alchemy 7 
   
  It is said that crushed cayenne pepper, 
  Can bring pain even to an unfortunate leper. 
  Effect: Your brew is too spicy for some ponies 
  to handle! Enemies entering the burst area, 
  and at the start of their turn take damage X, 
  where X is the number of [Ingredients] 
  within the brew times your level. 
  For example: 3 ingredients at level 10 would 
  equal 30 damage a turn. 
  Haunting Visage Dust                          Alchemy 9 
  A dash of this on Nightmare Night, 
  Was useful for telling the Princess’ plight. 
  Daily Magic 
  Move Action 
  Personal 
   
  Evil Enchantress                                 Alchemy 10 
   
  She’s an Evil Enchantress, she does evil dances, 
  Look her in the eyes, and she’ll put you in trances! 
  Permanent Magic 
  Personal 
   Effect: When an enemy is within line of sight 
  of you, their ability to make saving throws is 
  reduced by 50%. (a 11-20 success becomes 16-
  20) 
   
  For every five points of ongoing damage you 
  perform, your knowledge goes up by one until 
  the end of the encounter. 
  Bubble Flank Brew                               Alchemy 6 
  Cayenne Pepper                     (Utility) Alchemy 7 
   
  Haunting Visage Dust                          Alchemy 9 
  Evil Enchantress                                 Alchemy 10 
   
   
   
   
  Encounter  Magic, Implement 
  Standard Action    Area burst 2 within 10 squares 
  Target: Each enemy in burst 
  Attack: Knowledge vs. AC 
   Hit: 1[W] + Knowledge damage. 
   
  The enemy takes ongoing 1 damage (Save 
  ends). During this ongoing damage, enemies 
  suffer a lack of gravity, floating up to five 
  feet off the ground. Enemies floating cannot 
  take actions, and can be pushed about by you 
  and your allies up to your move speed. 
   [Ingredient] Gray Pegasus Feather 
   
  Effect: You and your allies gain Flight (5). 
  Enemies that attempt to attack you have a 
  50% chance of missing on successful strikes. 
    
  Encounter  Magic 
  Free Action  
  Personal 
  Trigger: You cast Witch’s Brew 
  Effect: You toss green powder into an empty 
  space next to you. It takes the form of a 
  nightmarish medium creature of your choice. 
   
  The creature has an AC equal to yours plus 5, 
  and life equal to your Knowledge stat plus 
  20. It moves up to 5 squares (Ground, Flight) 
  on your turn, and has no actions. 
   
  Every time you deal ongoing damage, your 
  creature gains a Nightmare token. On your 
  turn, you may spend any amount of 
  Nightmare tokens.  
   
  For each token spent, your creature may send 
  an enemy of your choice within 5 squares 
  that can see it into a panic. On their turn, the 
  enemy will flee at their full run speed, losing 
  both standard and move actions. 
  [Ingredient] Stale Nightmare Night Candy 
   
  Effect: You and your allies get quite the 
  sugar rush! You receive an extra standard 
  action and move at double speed. 
  
  56 
   
   
   
  “Is that all you can lift? Cute. Now let a real expert 
  show you how it’s done.” 
  Class Traits 
  Role: Defending Striker. You are an embodiment of 
  fury on the battlefield. Not only are you capable of 
  single-clawedly shutting down entire regiments of 
  troops, the longer combat goes on, the stronger you 
  get. 
  Key Ability Scores: Strength (Primary) 
    
  Armor Proficiencies: Light, Medium, Heavy 
  Weapon Proficiencies: Simple melee, military melee, 
  simple ranged, military ranged 
   
  Hit Points at 1st Level: 6 + Integrity 
  Hit Points per Level Gained: 3 
  Healing Surges Per Day: 6 + Integrity 
   
  Play Style: This class is for players who desire to 
  rapidly deal immense amounts of damage, or switch 
  to defensive abilities on the fly. Contest is a high-
  risk, high-reward style of play, where being boosted 
  by allies really brings them into their full, 
  frightening fruition. Use your rage wisely in bursts 
  for maximum effect. 
  Domineering. Where the ponies that surround you 
  try for subtle tactics, or use their magical powers 
  to shield themselves from foes, you simply crush 
  the competition through sheer might. 
   
  Personal knowledge in the superiority of 
  their species keeps a griffon going – others must 
  witness your own might to acknowledge it. 
  Wounds that would fell a pony simply are ignored, 
  for they are beneath your attention. A Contest 
  griffon simply has too much pride on the line to 
  fail at whatever they put their talons to. 
   
  Contest griffons are always on the watch 
  for exciting new opportunities to prove they are 
  indeed the fiercest predators around. Of course, it 
  never hurts to travel with a cadre of comrades 
  who can exult in your presence, right?  
   
   
  Explanation of the Rage System  
   
  Spirit of Contest is a close kin to Spirit of 
  Magic, in that it too does not get many 
  abilities based on the classic structure of 
  at-will, encounter and daily. 
   
  Instead, a Spirit of Contest player uses a 
  rage system. Contest may use any ability 
  as long as they have enough rage and 
  actions to perform them. 
   
  For every single point of damage received 
  and dealt, you get a rage point. 
   
  For example, you are hit for 5 points of 
  damage, and then on your turn deal 11 
  damage. For both of these you would 
  receive 16 points of rage total. 
   
  Rage points accumulate, but are lost at 
  the end of an encounter. 
  
  57 
   
  Claws have their advantages. They help count to 
  ten, make it easy to open the jam jar, and if curled 
  up, make a great Hearth’s Warming present for 
  your foe’s face. 
  Encounter  Physical 
  Minor Action 
  Personal 
   
  Simmer Within                         (Utility) Contest 1 
  When ponies ask what you are so angry about all 
  the time, it’s easy to lie. But deep down within, 
  all you have to do is think back to when you 
  dropped that ice cream cone… 
  Daily  Physical 
  Minor Action 
  Personal 
   
   
  Explosive Temper                    (Utility) Contest 5 
  Roses are red, 
  Violets are blue, 
  Shut up now, 
  Before I hurt you. 
  Permanent  Physical 
  Personal 
   Effect: Your unarmed strikes become 1d6 
  damage, and you are considered armed for 
  abilities at all times. Equipment and armor 
  that boosts this damage stacks with Natural 
  Predator. 
   
   
  Increase to 1d8 damage at level 4, and 2d6 at 
  level 8. 
  Natural Predator                                     Contest 1 
  Party Crasher                                         Contest 10 
  Sure you weren’t invited to this party, but you’re 
  simply too cool to not attend anyways, right? Show 
  those bouncers the door! 
  Permanent  Physical 
  Personal 
   
   
   
   
  W 
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  6 + 
  integrity 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  +3 
  Ability 
  Natural 
  Predator, 
  Simmer 
  Within 
   
   
   
   
  Explosive 
  Temper 
   
   
   
   
   
   
  Party 
  Crasher 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
  Effect: You generate 5 Rage points. 
   
   
   
  Effect: For 1d3 rounds, you generate double 
  the amount of Rage points. 
   
   
   
  Effect: When you receive damage from a 
  single-target attack, you may elect to 
  sacrifice the rage gained from that attack to 
  reflect half the damage back to the attacker. 
   
  For example: If you took 10 points of damage 
  from an attack, you would receive 10 Rage 
  points normally. Now, you may choose to not 
  receive those 10 Rage point. Instead, the 
  enemy takes the 5 points of damage instead 
  of you. 
   
  
  58 
   
  Sometimes you just want to make a monologuing 
  bad guy shut the hey up.  
  Sucker Punch                                     
  Rage Point Cost: 5 
  At Will Physical, Unarmed 
  Standard Action 
  Melee 
  Target: One Creature 
  Attack: Strength vs. AC 
  Hit: 1[W] + Strength damage. The target 
  suffers 1 ongoing damage (save ends). During 
  this time, when you hit the enemy, they 
  suffer +1d4 damage. 
   
    
  Rage Point Cost: 3 Per Stat Boost 
  At Will Physical 
  Minor Action 
  Personal 
   
  Ponies are so soft, small and delicate. And they 
  kind of look like ants. At least that’s how they 
  appear when you stand up here on this pile of 
  defeated foes. 
  Effect: For one round, your strength score is 
  boosted by 1 per 3 Rage points spent.  
   
   
   
  Unstoppable Bruiser                        
  Utter Disregard                          
  Some ponies would be stunned by taking a stab 
  wound to the chest from a royal guard. Not you 
  though. It isn’t even worth your attention. 
  Rage Point Cost: 3 Per Health 
  At Will Physical 
  Free Action 
  Personal 
   Effect: For every 3 Rage points spent, you 
  heal 1 point of damage. 
   
   
  Toss Out the Trash                                     
  You actually learned this maneuver while 
  volunteering to watch some volunteer firefighter 
  mares at work. 
  Rage Point Cost: 4 Per Square of Distance 
  At Will Physical, Unarmed 
  Standard Action 
  Melee 
  Target: One Creature 
  Attack: Strength vs. AC 
  Hit: You toss the enemy up to one square per 
  4 Rage points spent in a straight line. The 
  enemy stops in an adjacent square upon the 
  first object of equal size or larger it hits. If 
  the thrown creature hits any enemies they 
  are carried along the full distance.  
   
  The thrown creature suffers 1[W] + Strength 
  damage, while enemies it hits suffer half the 
  damage rolled. If the thrown creature hits a 
  hard surface, they take an extra [W] damage. 
  All creatures affected are knocked prone. 
   
   
   
  Griffon-Hug                                     
  Social familial gatherings for griffons tend to be 
  full-contact events. It is not uncommon for 
  griffons to bring along a guest doctor pony, just 
  in case. 
  Rage Point Cost: 8 
  At Will Physical, Unarmed 
  Standard Action 
  Melee 
  Target: One Creature 
  Attack: Strength vs. AC 
  Hit: The enemy takes 1[W] + Strength 
  damage. Until the beginning of your next 
  turn, you move into the enemy’s space and 
  occupy the same square. If you move, they 
  are carried along with you. The enemy you 
  have grabbed is immobile, but may make 
  basic attacks and use abilities; however they 
  have a -3 on all attacks. 
   
  All attacks on you from foes other than the 
  held one have a 50% chance of the held 
  enemy instead.  
   
   
   
   
   
  
  59 
   
  Rend Asunder 
  Unlike the ponies that cutely munch on little bits 
  of leaves like rabbits, you hunger for a different 
  kind of fare. However, sometimes your prey 
  doesn’t have the same idea in mind. 
  Rage Point Cost: 10 
  At Will Physical, Unarmed 
  Standard Action 
  Melee 
  Target: One Creature 
  Attack: Strength vs. AC 
  Hit: You deal 1[W] + Strength damage.  
   
  You then perform a strength roll and the 
  enemy performs an endurance roll. You deal 
  1 additional damage for every point over the 
  enemy’s total.  
  Additional damage generates double the 
  Rage amount. 
   
  Explosive Outburst 
  All these ponies around you, shouting and 
  calling you names. It’s enough to make a 
  griffon go mad. Shut UP! 
  Rage Point Cost: 6 Per Square 
  At Will Physical, Unarmed 
  Standard Action 
  Close Burst X (1 
  Square for Every 6 Rage) 
  Target: All Enemies in Burst 
  Attack: Strength vs. AC 
  Hit: You deal damage equal to your strength 
  score to all effected enemies. They are thrown 
  up and back into the air one square an equal 
  distance to the close burst size. 
   
  Enemies suffer full fall damage and are 
  knocked prone. 
  Out of Whack 
  You actually learned this move watching the 
  older griffons arm-wrestle back when you were 
  an egglet. Of course, there were less broken bones 
  when they did it. 
  Rage Point Cost: 10 
  At Will Physical, Unarmed 
  Standard Action 
  Melee 
  Target: One Creature 
  Attack: Strength vs. AC 
  Hit: The enemy takes 1[W] + Strength 
  damage, and the player chooses an arm or 
  leg/wing to dislocate. 
   
  A dislocated arm forces the enemy to deal 
  half damage and take 2 damage when 
  attacking (Save ends). 
   
  A dislocated leg/wing forces the enemy to 
  move at half speed and take 2 damage when 
  moving (Save ends). 
   
   
  
  60 
   
  Class Traits 
  Restriction: Changeling Only 
  Role: Elusive Striker. You are a focused, deadly 
  assassin that embodies the worst nightmares of all 
  your foes. A deadly parasite, you absorb strength 
  while your foes flee in terror. 
  Key Ability Scores: No Primary Stat 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged. 
   
  Hit Points at 1st Level: 5 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 4 + Integrity 
   
  Play Style: This class is for players that want to deal 
  out tremendous amounts of damage in limited bursts 
  at targeted foes. Your plethora of abilities work in 
  conjunction with your Metamorphosis ability to 
  attack where the enemy is weakest, while at the 
  same time preventing damage towards yourself. This 
  class requires a bit of planning and forethought; the 
  effective use of boosting stats and draining others is 
  paramount to being successful. 
  Nightmarish. These foolish ponies all about can’t 
  even fathom the horrors that will be brought as 
  you cut a path of destruction through Equestria. 
  But they will do for now as your temporary allies, 
  and perhaps as minions in the future. 
   
  Whether paving the path that your Queen 
  will tread to the ultimate victory in the heartland 
  of pony-kind, or creating winding plans that will 
  eventually come to fruition, Deception 
  changelings are dangerous parasites that should 
  nerve be trifled with. 
   
  Deception changelings are always seeking 
  the upper-hoof in any encounter. This could be 
  something as simple as bartering with a 
  shopkeeper, all the way to the complexities 
  required for the eventual overthrowing of an 
  entire empire. For in the end, you need the 
  powerful emotions of ponies to live, and what 
  could be more full of fervor than complete 
  despair? 
   
   
   
   
  “When my Queen marches in to the final victory, I shall 
  be there at her side, lifted up in glory for my deeds.” 
  
  61 
   
  Encounter (Special)  Magic, Implement 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 
  8 you can use this power three times per 
  encounter. 
  Standard Action 
  Ranged 10 
  Target: # of Targets is Equal to 
  Metamorphasis + 1 
  Attack: Stat of Choice vs AC 
   
  Metamorphosis                                    Deception 1 
  Venus Ponytrap                                  Deception 2 
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  5 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Horrific 
  Come-
  Apart, 
  Meta- 
  morphosis 
  Venus 
  Pony- 
  trap 
  Benevo- 
  lent 
  Growths 
  Discom- 
  bobulate 
  Bodily 
  Detent- 
  ion 
  Catching 
  Water 
  Four 
  Horses of 
  the 
  Apocalypse 
   
  Body 
  Snatch 
  Silencer 
  Of 
  Joy 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  Horrific Come-Apart                           Deception 1 
  Sometimes it just feels like you are going to 
  come apart at the seams. Perhaps you could give 
  your fellow ponies there a hand? Or maybe a leg? 
  Or how about a spare rib? 
  Hit: You deal 1[W] + Stat of Choice damage. 
  You rip off your limbs and toss them as fast 
  as you grow them. 
   
  Every round, the enemy loses 1 point in the 
  stat the player chose to attack with (Save 
  ends). 
  Ponies evolve through generations and 
  centuries. Why bother waiting, when you can do 
  better right now? Show them the future they will 
  never see. 
  At Will (Special)  Magic 
  Free Action    Personal 
  Effect: When you use an ability, you gain a 
  metamorphosis point. You gain a bonus that 
  lasts until the end of the Encounter based on 
  which stat you used for the attack. 
   
  Strength - +1 Regeneration 
  Integrity - +1 AC 
  Knowledge - +1 to Critical Strike Chance  
  Friendship - +1 Damage Resist 
   
  These last until end of the encounter, and 
  accumulate, making up your total 
  Metamorphosis score. 
  Increase damage to 2[W] + Stat of Choice 
  damage at 5th level. 
   
  Ever seen a Venus flytrap? It secretes such a 
  sweet odor that little insects can’t help but gently 
  crawl into its hungry grasp. I suppose cupcake 
  scented perfume will work for your purposes. 
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   Effect: Enemies that miss you are thrown 
  back x squares equal to ½ your 
  Metamorphosis score, rounded up.  
   
  In addition, Enemies that hit you take 
  damage equal to your Metamorphosis score. 
  
  62 
   
  Benevolent Growths            (Utility) Deception 3 
  Just because you are a parasite doesn’t mean 
  you can’t have some symbiotic relationships with 
  whatever is growing under your own flesh. What 
  is that by the way? Smells of soap… 
  Daily  Magic  
  Minor Action 
  Personal 
   Effect: For 1d3 rounds, the bonuses gained 
  from all your Metamorphosis points doubles. 
  This also doubles your Metamorphosis score 
  for the purposes of abilities. 
   
  For example, if you had 2 Metamorphosis 
  with +4 AC, it would become 4 
  Metamorphosis with +8 AC. 
  Warning: Slippery When Deadly. 
  Encounter  Magic, Weapon 
  Standard Action 
  Close Burst X (X is 
  Equal to Metamorphosis Score) 
  Target: All Enemies in Burst 
   Effect: You melt into a puddle of an 
  unspeakable mass equal to the size of your 
  Close Burst X. For a round, all enemies that 
  start their turn or enter the spaces you 
  occupy take 1[W] + Stat of Choice damage. 
  Enemies lose a point of the Stat you chose for 
  the damage. 
   
  For every point of Stat damage done, your 
  max HP increases by 1. Damage this round 
  from all non-burst attacks deals half damage 
  to you.  
   
  You may take no actions besides movement 
  while Discombobulated, and cannot be 
  grappled, grabbed, or pushed. 
  Bodily Detonation                              Deception 5 
  It is a little known anatomical secret that 
  changelings are filled with a chemical that reacts 
  violently to yeast. That is why a bakery is the 
  safest place against a changeling invasion.  
  Daily  Magic, Implement 
  Standard Action 
  Close Burst X (X is 
  Equal to Metamorphosis score) 
  Target: All enemies in burst 
  Attack: Start of Choice vs AC 
  Hit: You explode with violent force. Enemies 
  take 2[W] + Stat damage. They are knocked 
  back equal to # of Metamorphosis you have. 
  At beginning of their turn, they take 1 
  ongoing damage in the stat the player chose 
  to attack with (Save ends).  
   
  If an enemy is defeated while taking ongoing 
  stat point damage, they detonate Close Burst 
  1 for damage equal to half of the damage 
  they took.  
  You are the herald of desolation that will bring 
  this world to its knees in the name of your 
  almighty Queen Chrysalis. Surely, she will 
  reward your efforts.  
  Effect: For 1d3 rounds, you split into 4 
  perfect copies that all move on your turn how 
  you desire. You may use your standard and 
  minor actions from the clone of your choice. 
  When one of the clones is hit, there is a 25% 
  chance of it being the real you. If the wrong 
  one is hit, it violent erupts for 1[W] + Stat 
  damage. 
   
   
  Catching Water                    (Utility) Deception 7 
  Famously quoted in the Princess’ guard 
  handbook, uncovering a changeling deep under 
  cover is like ‘trying to catch water with your bare 
  hooves: impossible, and messy’ 
  Effect: You gain X Metamorphosis points, 
  where X is equal to half the total damage 
  taken in the attack that scared (bloodied) 
  you. This number is rounded down. 
   
  After 1d3 rounds you lose these bonus 
  Metamorphosis points. 
   
   
   
   
  Discombobulate                                   Deception 4 
   
  Four Horses of the Apocalypse          Deception 6 
  Encounter  Magic 
  Standard Action 
  Personal 
   
   
  Encounter  Magic 
  Immediate Reaction 
  Personal 
  Trigger: You are scared (bloodied) 
   
  
  63 
   
  Body Snatch                                        Deception 9 
  Queen Chrysalis prefers to keep her victims alive 
  and spirited away, where they can suffer 
  knowing the fate of their loved ones. You don’t 
  have that particular luxury. 
  Daily  Magic, Weapon 
  Standard Action 
  Melee 
  Target: One Creature Melee 
  Attack: Stat Choice vs AC 
  Hit: You force yourself into an enemy 
  through their pores, leaving them bloated 
  and ill looking. The host moves and attacks 
  under your control on their turn.  
   
  Until the effect ends, you lose your turn. You 
  cannot use any of your own abilities, but you 
  have access to the host’s abilities. 
   
  Every turn you remain in the host, their 
  organs dissolve and they take damage equal 
  to ¼ their remaining life (round up). 
   
  All hits against you hit the host instead. If 
  you deal damage to your host, you sustain 
  double the damage the host takes. 
   
  If the host dies with you in it, you melt their 
  body and absorb it, gaining X 
  Metamorphosis Points equal to number of 
  rounds spent in the host. 
   
  At the beginning of each turn, the host rolls a 
  save to purge you. 
  Silencer of Joy                                   Deception 10 
  Silent Night… 
  Holy Night… 
  Shepherds quake at the sight… 
  Permanent Magic 
  Personal 
   Effect: Any time a transformation point is 
  gained, you receive double the amount. (ie: if 
  you used a strength attack, you would 
  receive +2 regeneration, instead of +1) 
   
  Anytime you cause stat damage, the amount 
  is doubled. 
   
   
   
  
  64 
   
   
   
   
   
  “Watch in Awe, as the Great and Powerful Trixie performst he 
  most sepctacular feats of magic ever witnessed by pony eyes!” 
  Class Traits 
  Restriction: Requires the ability to cast magic 
  Role: Striker. You create massive spikes of damage 
  over short periods of time that are best when 
  coordinating with teammates.  
  Key Ability Scores: Knowledge (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged, 
  wands, show supplies 
   
  Hit Points at 1st Level: 4 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 3 + Integrity 
   
  Play Style: This class is for players that want to steal 
  the spotlight with high damage numbers. Illusion is 
  capable of blasting enemies away with ease, focusing 
  on single targets for short bursts of explosive 
  pyrotechnics, rather than spreading lesser damage 
  over a crowd of foes. When it comes to a boss battle, 
  Illusion excels in bringing down even the toughest 
  enemies with practiced ease. 
  The Great and Powerful Trixie will be writing her 
  introduction, as only she is capable of describing 
  her own grace, beauty, and magical prowess.  You 
  too could be like Trixie, if you are willing to follow 
  her lessons. 
   
  Trixie is the greatest stage performer the 
  world has ever known. Ponies from all of Equestria 
  come to watch her explosive performance that 
  leaves all in gasping in awe. There is no doubt that 
  any pony, or upstart would-be Princess could 
  outside Trixie. 
   
  Simply read this guide and listen to the 
  intelligent commentary that Trixie provides, and 
  you can leave your foes quivering at the very sight 
  of your traveling wagon. Remember, a performer 
  always has to be ready to take on startup magicians 
  at they come along to prove that they have what it 
  takes to rule the stage. 
  
  65 
   
  Mistress of Mysteries                               Illusion 1 
  Trixie has been performing magic since she 
  was a filly, and has developed many 
  techniques to wow the audience. She will now 
  show you a few, though you don’t deserve it. 
  At Will (Special)  Magic 
  Free Action    Personal 
  Effect: When you deal damage to an enemy 
  with an ability, you also deal an equal amount 
  of Illusionary damage.  
   
  Illusionary damage is temporary and vanishes 
  after one round unless the enemy takes 
  additional illusionary damage the following 
  round Otherwise it acts like normal damage. 
   
  For Example: If you use an ability and damage 
  a foe for 30 points of damage, they also take 
  30 points of illusionary damage, for 60 
  damage total. 
   
  But the illusionary damage vanishes after the 
  end of your next round if you do not deal 
  additional illusionary damage, leaving them at 
  30 damage total. 
  Magic Trick                                              Illusion 1 
  Encounter (Special)  Magic, Implement 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Knowledge vs AC 
   
  When you fail to wow the audience, quickly 
  move onto the next part of your act with a 
  bigger smile and more flash. Not that Trixie 
  has ever had to do this of course… 
   
  Special: For this ability, you may reroll your 
  attack as many times as you wish until you hit. 
  For each reroll, you take 1 point of damage 
  that lasts until the end of combat and cannot 
  be healed. 
   
  Hit: The enemy takes 1 [W] + Knowledge 
  damage.  
  Stage Performer                                       Illusion 2 
  Trixie has found that life on the stage in front 
  of an admiring crowd of ponies is the most 
  exhilarating time of her life. You will learn soon 
  enough what Trixie means. 
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   Effect:  Each time you deal damage with an 
  ability, you may choose an additional enemy 
  within 10 squares of your target. 
   
  Copy the amount of illusionary damage you 
  just dealt and apply it to this target as well . 
  Increase damage to 2[W] + Knowledge 
  damage at 5th level. 
   
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  4 + 
  integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Mistress of 
  Mysteries, 
  magic trick 
  Stage 
  Performer 
   
  Dreaded 
  Ursa Minor 
  Tarot 
  Cards 
  Sword 
  Cabinet 
  Vanishing 
  Act 
   
  Saw 
  Horse 
  T.G.A.P. 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to Stats 
   
  +1 to 
  two stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  
  66 
   
  Audience Volunteer                  (Utility) Illusion 3 
  Sometimes The Great and Powerful Trixie needs 
  a helping hoof to truly shine at her peak best. 
  Though let’s face it, the audience still loves Trixie 
  instead of so no-name loser. 
  Daily  Magic 
  Minor Action 
  Personal 
   Effect:  For 1d3 rounds, when an enemy 
  suffering illusionary damage deals damage to 
  an ally, the amount of illusionary damage the 
  enemy has doubles. 
   
  During this time, you may use enemy healing 
  surges as action points, as long as they have 
  illusion damage on them. 
  Dreaded Ursa Minor                                Illusion 4 
  Encounter  Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Knowledge vs AC 
   
  Has Trixie told you of the time she defeated the 
  dreaded Ursa Major? Single-hoofedly, and 
  without any help from that no-good Twilight 
  Sparkle. 
  Hit: Enemy suffers 1[W] + Knowledge damage. 
  You produce from your hat an ursa minor that 
  you toss on the foe. At the beginning of each 
  of their rounds, they take damage equal to 
  your Level + Knowledge. 
   
  The ursa minor has AC equal to 15 + your 
  Knowledge skill, has 1 HP, and takes up the 
  same space as the opponent. It lasts until end 
  of encounter, or is slain. 
   
  If the foe is knocked unconscious while the 
  ursa minor is alive, choose an enemy within 10 
  squares of the fallen enemy to attach the ursa 
  minor to.  
  Tarot Cards                                              Illusion 5 
  Trixie finds it easy to tell the future, no matter 
  who asks. Trixie just has to look in a mirror and 
  say that she will be only more famous and 
  beautiful soon enough. 
  Daily  Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Knowledge vs AC 
   Hit: Enemy suffers 2[W] + Knowledge damage, 
  and then they roll a d6. The following effects 
  can happen based on what they roll: 
   
  1) The Fool: The enemy’s next attack is 
  aimed at themselves. You and your 
  allies are immune to all negative 
  effects of the attack, and receive all 
  beneficial ones of it. 
  2) The Lovers: The enemy donates a 
  healing surge for every member of 
  your party within 3 squares of them. 
  You and your allies heal for a quarter 
  of your life. 
  3) Justice: All the enemy’s stats are 
  lowered to equal their lowest one and 
  they lose five AC. These effects last 
  until the end of encounter. 
  4) The Hermit: The enemy is incapable of 
  dealing critical strikes, and may only 
  take one action per turn. 
  5) The Hanged Mare: The enemy cannot 
  take any action unless they pay a 
  healing surge first. 
  6) Death: The enemy vanishes from 
  existence. Their items are left behind, 
  and they are counted as defeated. The 
  player may bring them back within 48 
  hours at will. 
   
   
   
   
  
  67 
   
  Sword Cabinet                                          Illusion 6 
  Trixie developed this trick after one day being 
  stuck in her mother’s broom closet for the whole 
  evening. It still gives Trixie nightmares… The Great 
  and Powerful Trixie does not trust brooms.  
  Encounter  Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Knowledge vs AC 
   Hit: Enemy suffers 1[W] + Knowledge damage.  
   
  For 1d3 rounds the enemy cannot take any 
  action. When they suffer damage during these 
  rounds from any source, an equal amount of 
  illusion damage is also applied. 
  Vanishing Act                           (Utility) Illusion 7 
  Sometimes it is best to get away from an angry 
  audience. Simply point behind them, shout “There 
  is Trixie!” And flee. Of course they will have to 
  look, wanting to catch a glimpse of Trixie. 
  Encounter  Magic 
  Immediate Reaction  
  Personal 
  Trigger: An enemy you have illusionary         
                  damage on hits you. 
  Effect: You disappear in a cloud of smoke and 
  you ignore the damage. Move 5 squares away 
  and the enemy who attacked you takes 
  illusionary damage equal to the damage you 
  would have received.  
  Saw Horse                                                Illusion 9 
  Trixie is not responsible for any loss of horn or tail 
  while performing this act. If you mess it up, it is 
  obviously because you are not up to Trixie’s 
  caliber, and she understands completely. 
  Daily  Magic, Implement 
  Standard Action 
  Ranged 10 
  Target: One creature 
  Attack: Knowledge vs AC 
   Hit: Enemy suffers 1[W] + Knowledge damage.  
  They are split into two copies, each with half 
  their remaining HP, stats and each occupying a 
  separate square. 
   
  Both copies act on the same turn, and each 
  only receives one action. This effect lasts until 
  end of encounter. 
  The Great and Powerful                        Illusion 10 
  At last you have earned the right to call yourself 
  The Great and Powerful, just like your mentor, 
  Trixie. Remember, Trixie is owed 25% of all your 
  show income. 
  Permanent  Magic 
  Personal 
   Effect: Each time you deal damage, you gain a 
  +1 bonus to your Knowledge stat that lasts 
  until end of the encounter. 
   
  (This applies when you deal illusionary 
  damage with the stage performer stance, 
  giving you another +1 per attack). 
   
   
  
  68 
   
  “Now if you’ll excuse me, I’m missing some excellent Chaos 
  here!” 
  Class Traits 
  Role: Controller. Your abilities disable foes, bringing 
  big foes down to size while causing strife amongst 
  enemy forces so your friends can strike with impunity 
  and ease. 
  Key Ability Scores: Friendship (Primary) 
    
  Armor Proficiencies: Light 
  Weapon Proficiencies: Simple melee, simple ranged, 
  gags, artifacts 
   
  Hit Points at 1st Level: 4 + Integrity 
  Hit Points per Level Gained: 2 
  Healing Surges Per Day: 3 + Integrity 
   
  Play Style: This class is for players who want to stop 
  enemies from not only acting in a coordinated way, 
  but creating so much chaos that they can’t create a 
  coherent battle plan to execute. Chaos ponies 
  sacrifice damage for the ability to corrupt foes; their 
  strengths turning to weaknesses, as the opposing 
  forces consume their ranks from within. The more 
  enemies there are the more fun Chaos gets to have. 
  Insane. Where other ponies get their strength from 
  intense training or intelligent plans placed into 
  action, you revel in the randomness that life can 
  bring. When the world is lacking cohesion you excel 
  as you guide this chaos into the lives of those who 
  deserve it. 
   
  Whether it’s telling wonderful jokes that 
  have ponies groaning, or showing others the sides 
  of themselves they didn’t know exist, you are the 
  muse of madness that the world can’t help but stop 
  and gawk at. Even those who loosely align 
  themselves with you must be careful not to be 
  swept up in your antics. 
   
  Still, you can be a force for good if carefully 
  directed by those with a good heart. Evil can stand 
  up to the righteous, but what will they do when 
  they can’t stop floating upside down or find 
  themselves pelted with chocolate rain? You’ll have 
  to find out while having a grand giggle.  
   
   
   
  
  69 
   
  Laughing Stock                                          Chaos 1 
  So my cousin comes running in, completely in a 
  fit, throwing his hooves around and shouting, 
  “I’m a laughing stock!” I turned to him and 
  said, “Go on. I’m invested in you now!”  
  Permanent  Magic 
  Personal 
  Special:  When you deal damage to an enemy, 
  you generate one Giggle that lasts until end 
  of battle. These are cumulative up to 5 + 
  your level + Friendship score.  
   
  Anytime during your turn, you may spend 5 
  Giggle points to [Corrupt] in an enemy within 
  10 squares of your choice as a free action. 
   
  [Corrupt] 
  Effect:  You Corrupt an enemy, giving them 
  the following status effects until combat 
  ends. Enemies may suffer from multiple 
  Corruptions at the same time. 
   
  Killing Joke                                                 Chaos 1 
  Stop me if you’ve heard this one… 
  “See, there were these two mares in a lunatic 
  asylum and one night, one night they decide they 
  don’t like living in an asylum anymore…” 
  Hit: You deal 1[W] + Friendship damage.  
   
  The enemy takes ongoing 1 damage (Save 
  ends). During this ongoing damage, they lose 
  their movement action due to fits of laughter. 
  Increase damage to 2[W] + Friendship 
  damage at 5th level. 
   
  Encounter (Special)  Magic, Gag 
  Special: You can use this action twice per 
  encounter, but only once per round. At level 8 
  you can use this power three times per 
  encounter. These rules apply to [Ingredient] as 
  well. 
  Standard Action    Area burst 2 within 10 squares 
  Target: Each enemy in burst 
  Attack: Friendship vs. AC 
   
  Corruptions 
  The Liar: When the enemy uses a healing surge, 
  they lose AC equal to their primary stat 
   
  The Grump: When an enemy deals damage, 
  they deal equal damage to one enemy of your 
  choice within 10 squares. 
   
  The Hoarder: The enemy steals the move action 
  of an enemy of your choice within 10 squares, 
  getting two moves a turn. 
   
  The Brute: When the enemy starts their turn 
  within 3 squares of another enemy, they must 
  make a free strike against them. 
   
  The Deserter: The enemy cannot buff their 
  allies, flank enemies, nor assist on rolls. 
   
  The Failure: All critical strikes by the enemy 
  automatically drop to misses unless they give 
  up their entire next turn. 
   
   
   
   
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
  Level 7 
  Level 8 
  Level 9 
  Level 10 
  Health 
  4 + 
  Integrity 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  +2 
  Ability 
  Laughing 
  Stock, 
  Killing 
  Joke 
  Puppet 
  Master 
  Storm 
  of 
  Chaos 
  Chocolate 
  Rain 
  Insanity’s 
  Throne 
  A Game 
  of Puns 
  Blue Flu 
   
  Turn to 
  Stone 
  Entropy 
  Merit 
  Points 
  2 
   
  1 
   
  1 
   
  1 
   
  1 
   
  Bonus 
  to 
  Stats 
   
  +1 to 
  two 
  stats 
   
  +1 to two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
   
  +1 to 
  two 
  stats 
  
  70 
   
  Puppet Master                                            Chaos 2 
  When everypony’s eyes are turned onto the 
  performer singing and dancing on the world 
  stage, their eyes often glance over the strings 
  pulling at the useful idiot. 
  Effect: At the beginning of your turn you 
  may designate an enemy that has been 
  Corrupted by you as a Puppet. 
   
  When it is the Puppet’s turn, you may pick 
  where they move instead of themselves after 
  they take their standard action. This 
  movement does provoke attacks of 
  opportunity from your allies. 
   
  You may only have one Puppet at a time. 
   
  At Will  Magic, Stance 
  Minor Action 
  Personal 
   
  Storm of Chaos                                           Chaos 3 
  Every hurricane has an eye. The same goes with 
  the swirling madness of Chaos brought on by you. 
  For in the center of the checkerboard landscape 
  and emerald sky stands you looking pretty. 
  Effect: For 1d3 rounds, the amount of Giggles 
  you generate doubles. During this time, you 
  may spend 3 giggles as an action point 
   
  Chocolate Rain                                           Chaos 4 
  Chocolate Rain 
  Some stay dry and others feel the pain 
  Chocolate Rain 
  A baby born will die before the sin 
  Hit: You deal 1[W] + Friendship damage.  
   
  The enemy takes 1 ongoing damage (Save 
  Ends), and causes the enemy to become too 
  slick with chocolate milk. When they move, 
  or are pushed, they move in a straight line at 
  their run speed. 
   
  All foes that the enemy passes through on 
  their movement are knocked prone and suffer 
  damage equal to your Friendship score. If the 
  enemy hits a hard surface that stops its 
  movement short, it takes damage equal to 
  your Friendship score. 
  Encounter  Magic, Gag 
  Standard Action    Ranged 10 
  Target: One Creature 
  Attack: Friendship vs. AC 
   
  Insanity’s Throne                                       Chaos 5 
  What has four legs, can be moved around and 
  has a nice cushion that you can plop your rump 
  on when tired? 
  A pony! What, did you think I meant? 
  Hit: You deal 1[W] + Friendship damage. 
   
  The enemy transforms into a throne fit for a 
  God of Chaos, for a number of rounds equal 
  to half your Friendship score. They are 
  unable to take any action during this time, 
  but may be attacked. 
   
  You may teleport into their square and sit 
  upon them at any time during your turn as a 
  free action. While on the Throne you may 
  Corrupt one enemy a turn for free. 
   
  Upon the rounds being over, the throne 
  transforms back into the bewildered enemy’s 
  original form. You may teleport up to 5 
  squares where you’d like instantly after 
  placing three Corruptions on this enemy for 
  free. 
  Daily  Magic, Gag 
  Standard Action    Ranged 10 
  Target: One Creature 
  Attack: Friendship vs. AC 
   
   
   
   
  Daily  Magic 
  Minor Action 
  Personal 
   
  
  71 
   
  A Game of Puns                                          Chaos 6 
  A legendary pundster, Sir Laughs-A-Lot the 
  Third was once beaten to death by an angry mob 
  for the pun of it. 
  That joke wasn’t very punny, was it? 
  Hit: You deal 1[W] + Friendship damage.  
   
  For 1d3 rounds, the enemy loses all 
  semblance of sanity. They stand around 
  babbling to themselves out loud, telling awful 
  puns, losing their turns. 
   
  Any other foes that are within five squares 
  that can hear the puns will attack their 
  insane friend, ignoring all danger to get at 
  them. 
   
  Any of these attacks by the insane foe’s allies 
  that are successful count as critical strikes for 
  damage and effects. 
  Encounter  Magic, Gag 
  Standard Action    Ranged 10 
  Target: One Creature 
  Attack: Friendship vs. AC 
   
  Blue Flu                                       (Utility) Chaos 7 
  Every blue moon, you feel a little blue, under the 
  blue evening sky, when you realize you didn’t 
  quite wash your claws and hooves well enough as 
  instructed. In fact, you blue it.  
  Effect:  You sneeze on the enemy before they 
  get their hit in, spreading your illness to 
  them. They float off the ground harmlessly, 
  without inflicting damage on you. They lose 
  out on their next turn entirely. 
   
  Turn to Stone                                              Chaos 9 
  Outside the Royal Canterlot Castel lies a garden 
  where all kinds of lovely statues in so many 
  poses. If only those amused subjects knew where 
  they came from, they’d be horrified.  
  Hit: Stone slowly encases the enemy from the 
  ground up until they are frozen grotesquely 
  before their companions permanently.  
   
  Enemies that can see the statue must make a 
  save at the beginning of their turn or suffer 
  complete terror, losing all their actions. 
   
  The newly created statue may be freed once 
  this magic has been dispelled. They are aware 
  of their surroundings and immortal until this 
  occurs. 
  Entropy                                                     Chaos 10 
  Though chaos may seem random, there is actually 
  an eloquent way to measure it, as once described 
  by the great Magician Starswirl the Bearded. He 
  shortly went mad after realizing this. 
  Permanent  Magic 
  Personal 
  Effect:  You now generate a Giggle point at 
  the start of your turn, and always begin 
  combat with 4 Giggle points.  
   
  When you Corrupt an enemy, you gain a 
  stacking +1 Friendship that lasts until end of 
  the Encounter. 
  Daily  Magic, Gag 
  Move Action    Ranged 10 
  Target: One Creature 
  Attack: Friendship vs. AC 
   
   
   
   
   
  Encounter  Magic 
  Free Action 
  Personal 
  Trigger: An enemy that has been Corrupted 
  hits you. 
   
  
  72 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  73 
   
   
   
   
  Name 
  Prerequisites 
  Benefit 
  Rock Farm 
  N/A 
  A base of operations that provides bonuses 
  Have Tuba, Will Travel 
  Friendship 3 
  You are able to entrance a crowd of ponies 
  Jill-of-All-Trades 
  Taken at Character Creation 
  +3 to all skills, no skill training 
  Go-Getter 
  N/A 
  +4 to initiative rolls, can act when woken up 
  Night Pony 
  N/A 
  Can see in perfect darkness, fight blind 
  Good Vibrations 
  N/A 
  Allow allies to reroll critical failures w/bonus 
  Living Armory 
  Strength 3 
  No penalty from armor, may sleep in armor 
  Air-Head 
  Acrobatics 5 
  Standing leaps equal to running, no fall damage 
  Light Sleeper 
  N/A 
  Half time required to sleep, perception bonus 
  Resolute Soul 
  N/A 
  Bonus to HP, rolls against neg. status effects 
  Lucky Dog 
  N/A 
  Chance to dodge traps, bonus to gambling 
  One Crazy Weekend of Studying 
  N/A 
  Skill training, bonus to trained skills 
  That’ll be a Snap 
  N/A 
  Skill check treated as if 20, reroll failed skill check 
  I Was so Assertive! 
  Integrity 3 
  Bonus against fear, intimidate, mind-control 
  We Were Making a Table? 
  N/A 
  Add skill bonus to ally’s check, auto-pass assists 
  Bounce back 
  N/A 
  Heal when 0 HP, bonus to defense when scared 
  Mare of Action 
  N/A 
  Bonus action points, AP gives standard/move 
  Paranoid Pony 
  N/A 
  Can’t be flanked, act on enemy surprise rounds 
  Making It up as You Go 
  N/A 
  Can use improved weaponry, skills w/o items 
  Radiant 
  Unicorn 
  Create light, blind enemies, dazzle ponies 
  Lots of Construction Goin’ on 
  N/A 
  Bonus to moving objects, block LoS for ranged 
  Triple Talk 
  N/A 
  Reroll Bluff/Diplomacy, minus to enemy insight 
  Saddle Sore Loser 
  N/A 
  Bonus to attacks after missing enemies 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  74 
   
   
   
   
   
   
   
   
   
  Rock Farm 
  Prerequisite: N/A 
  Benefit: You possess a farm, or a small house that you 
  use as a base of operations. In addition to providing 
  space for you to put items, and house NPC companions, 
  when you, or a friendly ally rests in your home, you 
  receive a +2 morale bonus to all rolls for the following 3 
  days. 
  Air-Head 
  Prerequisite: Acrobatics 5 
  Benefit: You are capable of making leaps standing still 
  equal to that of a running start. When you fall, you may 
  choose to decelerate to the speed of a feather. In 
  addition, you take no fall damage. 
  Living Armory 
  Prerequisite: Strength 3 
  Benefit: You ignore the penalties to skills and 
  movement when wearing armor heavier than light 
  class. In addition, you may sleep in your armor without 
  rolling endurance when determining whether you have 
  a full night’s rest or not. 
  Lucky Dog 
  Prerequisite: N/A 
  Benefit: You have a 50% chance that traps sprung 
  against you will not harm you in any fashion. In addition, 
  when you’re gambling, you may roll two d20’s instead of 
  one and choose which result you wish to use. 
  Resolute Soul 
  Prerequisite: N/A 
  Benefit: For every time you take this merit, you gain a 
  permanent 5 health points. In addition, you get +2 to 
  rolls to determine if you get rid of a negative status 
  effect. 
  Have Tuba, Will Travel 
  Prerequisite: Friendship 3 
  Benefit:  You may roll a perform check (Friendship vs 
  Integrity) against any non-hostile crowd within earshot. 
  If you succeed, they may not take any actions beyond 
  listening intently or dancing along unless a hostile 
  action is taken within perception range.   
  Light Sleeper 
  Prerequisite: N/A 
  Benefit: You only require half amount of the time 
  normally needed for a full night’s rest. In addition, you 
  may make perception rolls as if you were awake for the 
  purpose of spotting a creature while sleeping. 
  Special: Changelings cannot take this merit. 
  Go-Getter 
  Prerequisite: N/A 
  Benefit: You have a +4 to initiative rolls. In addition, you 
  may act on the same round you wake-up from sleep. 
  Special: This stacks with the pegasus racial feat.  
  Night Pony 
  Prerequisite: N/A 
  Benefit: Your eyes are so well adjusted for darkness 
  that you can see perfectly in pitch-black night up to 
  sixty feet away. In addition, you do not suffer any 
  penalties when counted as blind in combat.  
  One Crazy Weekend of Studying 
  Prerequisite: N/A 
  Benefit: For each rank of this merit, you may choose a 
  skill and add training in it (+5). In addition, all skills you 
  have training in receive a permanent +1.  
  Good Vibrations 
  Prerequisite: N/A 
  Benefit: You are capable of allowing one ally within 10 
  squares of you to reroll a critical failure (1) once per 
  day. In addition, their next roll has a bonus equal to 
  your level added to it.  
  Jill-of-All-Trades 
  Prerequisite: Taken at Character Creation 
  Benefit: You receive a +3 to every skill. All skills are 
  considered trained for the purposes of rolls and 
  abilities. 
  Special: You do not receive +5 skill training bonuses at 
  character creation.  Foals cannot take this merit. 
  
  75 
   
   
   
   
  That’ll be a Snap 
  Prerequisite: N/A 
  Benefit: Once per day, you may treat one skill check as 
  if you had rolled a natural 20 before you roll. Or once 
  per day, you may reroll a failed skill check. You may not 
  use both abilities in one day. 
  Paranoid Pony 
  Prerequisite: N/A 
  Benefit: Enemies do not gain Combat Advantage 
  against you when flanking. In addition, you may roll 
  initiative during an enemy’s surprise round, and act 
  during that round. 
  Making It up as You Go 
  Prerequisite: N/A 
  Benefit: You may use improvised weaponry without 
  taking a penalty to attack rolls. In addition, you may 
  make skill checks that require tools or ingredients 
  without having them, as long as you can use something 
  else in their place. 
  Radiant 
  Prerequisite: Unicorn Only 
  Benefit: You can light up a 10-square area centered on 
  you at will, or focus the light into a 15-square cone in 
  the direction you're facing. Once per encounter, you 
  can direct the light on an opponent's face with a 
  Knowledge VS AC roll as a move action, blinding them 
  for 1D4 rounds. In addition, once per day, you may 
  create a vibrant and colorful light show with your horn, 
  dazzling onlookers within 10 squares for 1D4 rounds 
  with a successful Knowledge VS AC check. 
  Lots of Construction Goin’ on 
  Prerequisite: N/A 
  Benefit: You gain +5 to all rolls for lifting, pushing, 
  sliding or pulling. In addition, you may construct a 5 
  square barrier once per day that blocks Line of Sight for 
  ranged attacks for 3 rounds. 
  Special: This stacks with the Earth Pony racial ability, 
  Chords of Muscle. 
  Triple Talk 
  Prerequisite: N/A 
  Benefit: You may reroll failed Diplomacy or Bluff skill 
  checks at the same DC with a -5 penalty to your roll. 
  When a creature is attempting an Insight roll on you 
  while you are talking, they receive a -5 penalty to their 
  roll. 
  I Was so Assertive! 
  Prerequisite: Integrity 3 
  Benefit: You gain a resistance against mind-controlling 
  effects, fear checks and intimidation checks equal to 
  your integrity score. In addition, once per day when you 
  succeed against one of these checks, your allies within 
  10 squares auto-succeed against that check as well. 
  We Were Making a Table? 
  Prerequisite: N/A 
  Benefit: Once per day, when an ally of yours within 10 
  squares attempts a skill check, you may add your skill 
  bonus to theirs. In addition, when you attempt to assist 
  an ally with a skill check, you automatically succeed. 
  Bounce Back 
  Prerequisite: N/A 
  Benefit: Once per day, when your Health Points would 
  be reduced below 0, you may spend a healing surge 
  without losing consciousness. In addition, when you are 
  Scared, you gain +2 to AC. 
  Mare of Action 
  Prerequisite: N/A 
  Benefit: You now have a minimum of two action points 
  when you rest.  In addition, when you spend an action 
  point during combat, you gain both a standard and a 
  move action. 
  Saddle Sore Loser 
  Prerequisite: N/A 
  Benefit: You receive a cumulative +1 to attack rolls for 
  each time you attack an enemy and miss. Upon your 
  first successful attack, this resets to zero. 
  
  76 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment helps to 
  amplify the abilities of ponies 
  and their allies who wish to 
  stand up to the evils of the 
  world. 
       For players to take their 
  characters to the next level, 
  having the right items is 
  necessary for that goal. 
       The following chapter is 
  dedicated to: 
   
   
  What kind of items 
  are there and how to 
  use them. 
   
  What kind of slots a 
  character has for 
  using gear. 
   
  How to make their 
  character even more 
  diverse, or focused 
  with armor and 
  weapon 
  customizations. 
        
  
  77 
   
   
   
   
  Heavy Armor 
  Armor 
  Bonus 
  Health 
  Bonus 
  Minimum 
  Level 
  Skill Check 
  Speed 
  Price (Bits) 
  Weight 
  Plate Armor 
  +4 
  +4 hp 
  - 
  -2 
  -1 
  50 
  25 lb. 
  Canterlot 
  Steel Armor 
  +5 
  +8 hp 
  4 
  -2 
  -1 
  Special 
  25 lb. 
  Equestrian 
  Guard Armor 
  +6 
  +12 hp 
  7 
  -2 
  -1 
  Special 
  25 lb. 
  Medium 
  Armor 
  Armor 
  Bonus 
  Health 
  Bonus 
  Minimum 
  Level 
  Skill Check 
  Speed 
  Price (Bits) 
  Weight 
  Tree Bark 
  Armor 
  +2 
  +6 hp 
  - 
  -1 
  - 
  25 
  15 lb. 
  Ever Free Tree 
  Bark Armor 
  +3 
  +12 hp 
  4 
  -1 
  - 
  Special 
  15 lb. 
  Zap Apple 
  Tree Bark 
  Armor 
  +4 
  +18 hp 
  7 
  -1 
  - 
  Special 
  15 lb. 
  Light Armor  
  Armor 
  Bonus 
  Health 
  Bonus 
  Minimum 
  Level 
  Skill Check 
  Speed 
  Price (Bits) 
  Weight 
  Linen Dress 
  +1 
  +8 hp 
  - 
  - 
  - 
  1 
  4 lb. 
  Silken Dress 
  +2 
  +16 hp 
  4 
  - 
  - 
  Special 
  5 lb. 
  Cloud 
  Weave Dress 
  +3 
  +24 hp 
  7 
  - 
  - 
  Special 
  3 lb. 
  Armor is the first line of defense for a pony against those who would seek to harm them. Every class is given a 
  list of armor types to choose from:  
       Armors are now grouped into only three categories. 
   
  Light armor provides little defense against attacks, but increases the wearer’s health significantly. 
   
  Medium armor is a good balance of bonus to defense and health with little sacrifice to skill checks. 
   
  Heavy armor is cumbersome, but makes sure the wearer can stand up to all sorts of evils. 
  
  78 
   
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: Resist 3 Cold, Acid, Necrotic 
   
      Level 4: Resist 5 Cold, Acid, Necrotic 
   
      Level 7: Resist 7 Cold, Acid, Necrotic 
   Benefit: Once per combat, when you are hit by 
  an ability that does Cold, Acid, or Necrotic, you 
  ignore the damage and heal an amount equal 
  to your resist score.  
  Nothing more comfortable than a nice layer of 
  donated bunny fur in the dead of winter. 
  One time a Diamond Dog told you if you painted 
  your armor red, you could go faster. 
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: +1 square when shifting 
   
      Level 4: +2 squares when shifting 
   
      Level 7: +3 squares when shifting 
   
  Shed Fur-Lined                                         Level 1+         
  Tailor-Fitted                                             Level 1+         
  Benefit:  Once per combat, you may run at 
  three times your base speed, rather than just 
  twice. 
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: Regen 1 
   
      Level 4: Regen 2 
   
      Level 7: Regen 3 
   
  Benefit: Once per combat, when you perform 
  a critical strike, add damage equal to your 
  level to the damage total. 
  Gem Inlaid                                                Level 1+         
  Pinkie Pie once told you to ‘shine on, you crazy 
  diamond’. Maybe this is what she meant? 
   
   
   
   
  Customizations help a pony feel more comfortable in their gear by adding a personal flair to their ensemble. 
  After all, what is the point of saving all of Equestria if you can’t look fabulous doing it? 
       Armor Enchantments are now Armor Customizations. 
   
  All customizations may now be put on a piece of armor when it is crafted, and worn from level one. They 
  add no cost to the creation of the equipment. 
   
  Benefits from the customizations stack on top of the piece of armor.  
   
  For example, you may take a Light Armor, such as a Linen Dress, which has +1 to armor class, and 
  add the Customization Shed Fur-Lined.  From levels 1 to 3, your Customization adds +1 to AC, making your 
  piece of armor a total of +2 to AC. A Cloud-Weave Dress, which has +3 to AC requires you to be level 7 to 
  wear. With Shed Fur-Lined added to it, which has an AC bonus that goes up to +3 at level 7 as well, you 
  now have a +6 to your AC with that Cloud-Weave Dress. 
  
  79 
   
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: +5 to Acrobatics 
   
      Level 4: +10 to Acrobatics 
   
      Level 7: +15 to Acrobatics 
   Benefit: Once per combat, when you are hit, 
  you may bounce the enemy back an amount of 
  squares equal to your level. This movement 
  does not trigger attacks of opportunity. 
  Spring loaded shoes put a bounce in your step. 
  What would spring loaded armor do? 
  Spring Loaded                                           Level 1+         
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: +3 AC against Ranged Attacks 
   
      Level 4: +5 AC against Ranged Attacks 
   
      Level 7: +7 AC against Ranged Attacks 
   Benefit: Once per combat, when an enemy 
  misses you with a single target ranged attack, 
  you may take an extra Standard Action your 
  next turn. 
  Brown paint on the face, and leaves on your 
  clothes are so last year. Now purple stripes... 
  Artistically Camouflaged                         Level 1+         
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: +2 to Attack Rolls 
   
      Level 4: +4 to Attack Rolls 
   
      Level 7: +6 to Attack Rolls 
  Benefit: Once per combat, you may add your 
  Knowledge stat to how much damage you deal 
  on top of regular damage. 
  Magic is a living thing that comes from within; 
  even those without a horn can learn to harness it 
  Magically Infused                                     Level 1+         
  Lvl 1  +1 
   
  Lvl 7    +3 
  Lvl 4    +2 
  Armor: All 
  Enhancement: AC 
  Property: Level 1: Resist 2 AoE damage 
   
      Level 4: Resist 4 AoE damage 
   
      Level 7: Resist 6 AoE damage 
  Benefit: Once per combat, when you are hit by 
  an Area of Effect attack, you may shift squares 
  equal to the damage taken as an immediate, 
  free action. 
  Hey, this outfit cost a dozen bits! Keep it out of the 
  mud, blood and rain, or there will be heck to pay 
  Expensive Cloth                                       Level 1+         
   
   
   
  
  80 
   
  Masquerade! Paper faces on parade. Masquerade! 
  Hide your face so the world will never find you 
  Masquerader’s Visage                                 Level 4         
  Item Slot: Head 
  Property: +3 to Thievery checks, +5 to 
  Thievery checks when creating a disguise. 
   
  Power (Daily): Standard Action. You roll your 
  Thievery skill against a target creature’s Insight 
  skill. If you exceed their roll, they forget all 
  details about you. 
     You may only perform this action on 
  creatures that are within 5 squares and are 
  aware of your presence. 
  Political masks are always popular. Many foals 
  choose to ward off the night with a Celestia one. 
  Nightmare Night Mask                               Level 6        
  Item Slot: Head 
  Property: +3 to Stealth checks, +5 to Stealth 
  checks inside of combat. 
   Power (Daily): Free Action. When you are 
  struck by a melee attack, you may pick a 
  creature within 10 squares that you have line 
  of sight to. 
     You switch places with the creature in a 
  burst of smoke. That creature suffers all 
  damage and effects of the attack instead of 
  you. 
  These are the real deal! I only paid 50 bits for mine, 
  and it even has Soarin’s Cutie Mark on it. 
  Licensed Wonderbolt Goggles                   Level 2        
  Item Slot: Head 
  Property: +3 to Acrobatic checks, +5 to 
  Acrobatic checks for stunts. 
   Power (Daily): Free Action. You may turn a 
  successful  attack of opportunity into a critical 
  strike. 
   
   
   
  Slot Items are an integral part to a character’s growth. They improve one’s power and open new avenues while 
  providing an outward expression of personality through accessorizing. 
       Slot names have been changed for flavor purposes, but remain functionally the same. 
   
  Ponies possess a limited number of slots. Every player has a Head, Fore hoof, Back Hoof, Horseshoe, 
  Saddle, and Legs slots. You may only equip one item per slot, and be of necessary level to use them. 
   
  Benefits from slot items stack with armor, armor customizations, weapons, weapon customizations, racial 
  and class skills. 
   
   
  
  81 
   
  Wildly popular after the first Daring Do novel was 
  released, it is said wearing one is euphoric. 
  Beige Safari Hat                                          Level 1        
  Item Slot: Head 
  Property: +3 to Dungeoneering checks, +5 to 
  Dungeoneering checks for detecting Clues. 
   Power (Daily): Minor Action. You may reach 
  into your hat and produce a tool necessary to 
  complete a skill check. 
     Lock picks, a rope, or some flint and tender 
  are just a few of the possibilities that can 
  surface. 
  “The appearance of a nurse is often more important 
  than their actual skills at medicine.” -Placebo Effect 
  Crisp Nurse’s Cap                                        Level 2        
  Item Slot: Head 
  Property: +3 to Heal checks, +5 to Heal 
  Checks for First Aid checks. 
   Power (Daily): Minor Action. Give an ally 
  within 5 squares an immediate roll to pass a 
  saving throw. Add +2 to this roll. 
  Cutie marks on headphones let the audience know 
  that you are here to rock them, while looking rad. 
  DJ Personalized Headphones                    Level 3        
  Item Slot: Head 
  Property: +3 to Streetwise checks, +5 to 
  Streetwise checks when influencing crowds. 
   Power (Daily): Standard Action. You may call 
  out to a crowd of creatures, informing them of 
  a single and simple command that does not 
  harm them or go against their nature. 
     Roll a Streetwise skill check, and for every 
  point is one creature that decides to follow 
  your command. This lasts for 1d3 rounds. 
  Royal guards scoff at the scarves they are issued 
  when recruited, but quickly learn to love them. 
  Comfortable Scarf                                       Level 1        
  Item Slot: Head 
  Property: +3 to Endurance checks, +5 to 
  Endurance checks when resisting harmful 
  weather effects. 
   Power (Daily): Standard Action. You may 
  travel through the world at double speed 
  without having to roll an endurance check. 
     This effect lasts 1d3 hours, during which you 
  do not suffer any penalties to movement 
  based on terrain and can tell the direction by 
  holding your scarf up to the wind. 
  Griffons favor facial paint for their feathers in 
  absence of their cutie marks. And griffons are scary. 
  Face Paint                                                    Level 3        
  Item Slot: Head 
  Property: +3 to Intimidate checks, +5 to 
  Intimidate checks for demoralizing foes. 
   Power (Daily): Move Action. You roll your 
  Intimidate against an enemy’s Integrity. 
     If you succeed, that foe may not use their 
  weapon for 1d3 rounds, though they may 
  make unarmed attacks and use their abilities 
  as normal. 
  Useful for fumigating Changelings, as well as for 
  Changeling fumigators 
  Changeling Fumigator’s Mask                   Level 4        
  Item Slot: Head 
  Property: +3 to Nature checks, +5 to Nature 
  checks when identifying monsters. 
   Power (Daily):  Free Action. When you strike a 
  foe that you have successfully identified with a 
  Nature check, you may convert your attack 
  into a called shot. 
   
   
   
  
  82 
   
  "Where the brambles are thickest / There you will 
  find / A pond beyond the most twisted of vines! / 
  And into her own reflection she stared / Yearning for 
  one whose reflection she shared / And solemnly 
  sweared not to be scared / At the prospect of being 
  doubly mared!" 
  Mirror of Mirror Pond                                 Level 3         
  Mythical Item 
   Power (Daily): Standard Action. You stare 
  deeply into the mirror, and a copy of yourself 
  materializes within 10 feet. 
    Your copy lasts for up to 1d3 minutes, and 
  may take the following actions on your turn: 
  interacting with small objects up to hoof sized, 
  or conversing with others. 
    Your copy has 1 HP, an AC of 10 and may only 
  take a standard action per turn. When it is 
  slain, or time runs out, it disappears with a 
  splash of water. 
  An elegant hourglass that harkens to an ancient 
  era that seems to ignore the passage of time on 
  its silver finish. Occasionally the light refracts to 
  show a pony’s face in the sand, looking on with 
  horror. 
  The Eternal Hourglass                               Level 6         
  Mythical Item 
   Power (Daily): Standard Action. You flip the 
  hourglass after calling out a creature or pony’s 
  name that you can see. 
    That creature or pony vanishes from the 
  time-line until you turn the hourglass back 
  upright, whereupon they reappear within 50 
  squares in the condition they disappeared. 
    You may only have the hourglass upright or 
  flipped over, allowing only one creature to be 
  held within. The creature stuck in the 
  hourglass is immune to all status effects, does 
  not age, and has full knowledge of the 
  surroundings of the hourglass. 
  It is said that every star has a name known only 
  to the Princess of the Night. Sometimes though, 
  in their wanderings of the sky, they get lost. 
  Perhaps if you’ll help one on its way, it will 
  whisper its secret to you. 
  Fallen Star                                                   Level 4         
  Mythical Item 
   Power (Consumable): Standard Action. You 
  toss the star into the air, setting it free 
  towards the heavens. 
     You may make a wish in its wake that adds 
  +2 to a stat of your choice. All those who look 
  on to the event within 50 yards receive a +1 to 
  a stat of their choice. 
   
   
   
  Mythical Items are the stuff of legend; the kind of stories that fill up books for fillies and colts, and read to 
  them by a loving parent before bed. They can’t possibly be real, can they? 
       Mythical Items work the same as Wondrous Items from Dungeons and Dragons. 
   
  These items take up no slots. A player is free to collect as many as they can get their hooves on. 
   
  Some of these items are Consumable. Once activated and used, they disappear from a player’s inventory, 
  and cannot be reclaimed. One has to seek out another copy of the item to use it again. 
   
   
  
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  Dragons have been the keepers of magical 
  flames for millennia. But every so often, they 
  craft a clawful of fireworks that bring their 
  magic to the ponies below. 
  Dragon King’s Fireworks                           Level 1         
  Mythical Item 
   Power (Consumable): Minor Action. You light 
  a firework, launching it high into the sky. It 
  explodes, sending gorgeous sparks in the 
  shape of an elder fire dragon. 
     For 1d3 rounds, all creatures touched by the 
  light of the fireworks are cured of all status 
  effects, and do not take damage. All 
  polymorphs and transformations are removed. 
  From the Tome of Down Home Recipes by Granny Smith, 
   
  “Zap apples are magical in nature and 
  flavor. Whisper sweetly to the bees, and water the 
  tree roots with the finest berry juices. When love 
  goes into your product, it shows as brightly as the 
  rainbows above.”  
  Zap Apple Jam                                            Level 2         
  Mythical Item 
   Power (Daily): Standard Action. You throw a 
  jar of Zap Apple jam, which explodes into a 
  colorful storm of electricity and rainbows. 
     You create a size 3 burst within 5 squares 
  that lasts 1d3 rounds. Any creature starting 
  their turn or entering the zone during these 
  rounds suffers 1d6 damage, and is stunned. 
   
   
   
  
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  Change Log 
  Change Log: 1.02  
   
  -Started change log. 
  – Made levitation Rank 1 not require a magic point. 
  Change Log: 1.03 
   
  -Added chapter 8: Merits 
   
  -Added Merits 
   
  -Added chapter 7: Origins 
   
  -Added Origins 
   
  -Added Chapter 9: The World 
   
  -Added Road of Eternity 
   
  -Changed Earth Pony stats 
  Change Log: 1.03b 
   
  -Added HP amounts to each class 
   
  -Added character sheet. 
  Change Log 1.04 
   
  -Added game lore, histories, introduction 
  Change Log 1.04a 
   
  -Added merits, fixed some classes, added HP to Spirit of Magic 
  Change Log 1.04b 
   
  -Updated to do list 
   
  -Changed Honesty’s level 2 stance. Renamed the level 1 ability to better suit its function. 
   
  -Increased damage penalty for Loyalty’s weather patrol, and decreased its range from 3 squares to 2. 
   
  -Removed the Electric Personality merit from the game. 
   
  -Added page numbers. 
   
  -Removed Chapter 9: The World to make way for modular worlds 
   
  -Balancing on Companionship 
   
  -Added charts to beginning of every class to make it easier to read gains. 
  Change Log 1.05 
   
  - Completely revamped Races and their formatting. Changed animal companions to small size. Laid down the 
   
  groundwork for future changes 
  Change Log 1.06 – The Triumph of Truth 
                -Completely revamped Honesty and its formatting. 
  Change Log 1.07 –The Future Belongs to the Youth 
   
  -Added new class: Spirit of Adventure 
   
  -Added new race: Foal 
  Change Log 1.08 – Art of the Dress 
   
  -Completely revamped Generosity and its formatting. 
   
  -Fixed some flavor text. Balanced some class skills. 
  Change Log 1.09 – Smile, Smile, Smile! 
   
  -Completely revamped Laughter and its formatting. 
   
  -Balanced a lot of class skills. 
  Change Log 1.10 – Mother of Nature 
   
  - Completely revamped Kindness and its formatting. 
   
  -Balanced Idolize 
  Change Log 1.11- Favored Student 
   
  -Completely revamped Magic and its formatting. 
   
  -Removed irrelevant spells chapter. 
   
  -Changed Telekinesis racial merit for Unicorns. 
  Change Log 1.12 – Evil Enchantress 
   
  -Added Zebra Race. 
  
  85 
   
   
  -Added Spirit of Alchemy. 
   
  -Changed Channel Within from Encounter to Daily, as originally intended. 
   
  - Balanced Endless Possibilities based on play testing. 
   
  -Changed Earth Pony racial feat from Homesteader to Muddy Hooves 
   
  -Fixed No Tag Backs to keep enemies away as intended, rather than keeping them near. 
  Change Log 1.13 – Invasion 
   
  -Added Griffon race and Changeling race. 
   
  -Added Spirit of Contest and Spirit of Deception. 
   
  -Added Advanced Classes for Spirit of Magic (Chaos Hunter and Time Lord) 
   
  -Changed Bird is the Word to allow for more RP interaction as an Animal Companion. 
   
  -Balanced Kindness and Magic abilities. 
   
  -Racial changes to Unicorn to accommodate new magical races.  
  Change Log 1.14 – Loyal to the Empire 
   
  -Completely revamped Spirit of Loyalty 
   
  -Tons of balancing. Reworked a few skills and classes, such as nerfing Spirit of Contest, buffing pegassi, Honesty. 
  Earth ponies, Unicorns, changed how Changelings eat, removed Companions/Companionship in preparation for new 
  focused classes 
   
  -MERITS! 
   
  -New Races: Crystal Ponies, Minotaurs  
   
  -New chapter: Rules 
  Change Log 1.15 – Armored Perfection 
   
  -New race: Diamond Dog 
   
  -New chapter: Equipment. Focused on armor and head slot items 
   
  -Lots of Merits 
   
  -Removed restrictions on almost all classes. 
   
  
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SOURCE: textdata/thevault/My Little Pony (MLP)/Courage is Magic/Courage is Magic 1.16.pdf