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My Little Pony: Roleplaying is Magic Season Three Edition

Ta l l Ta i l James Weimer Know-It-All Samuel Hanson Artsy Heartsy Daniel Oakley Pixel Caytlin Vilbrandt Sketchbook Michael Simpson Emerald Dusk Casey Hayes Serious Business Dominik Makowski Kindle Bright Shannon McMurtry Blue Bolt Silentmatten Silver Lining Alan Baker Legal Disclaimer : Roleplaying is Magic, Season Three Edition is a derivative work of art; My Little Pony, My Little Pony: Friendship is Magic, and all established content and characters therein are the prop- erty of , Inc., and DHX Media. No copyright infringement, explicit or implied, is intended. My Little Pony: Roleplaying is Magic, Season Three Edition is presented for public use and enjoyment on a not-for-profit basis and may not be used for profit without the express consent of Roan Arts LLC and the above-named parties. My Little Pony: Roleplaying is Magic, Season Three Edition Copyright © 2013 Roan Arts LLC All rights reserved Production Credits James Weimer Michael Simpson Project Lead, Lead Designer, Author Illustrator, Graphic Design Assistance

Samuel Hanson Casey Hayes Concept Development, Design Assistance Lead Content Creator

Daniel Oakley Dominik Makowski Layout Artist, Web Designer, Technical Lead Content Creator

Caytlin Vilbrandt Silentmatten Art Direction Lead, Lead Illustrator Vector Artist

Shannon McMurtry Alan Baker Community Manager, Illustrator Editor, Graphic Design Assistance S3E OC Stable Lavender, Goggles, Excelsior, Asana, Winter Solstice, Kludge, Plot Twist, Mbaya Ndoto, Sky Sparkler, Stormdancer, Nocturne, Stormsailor, Rising Chaos, Sodium Fizz, Scarlet O’Mare, Skyflower, Magpie, Rumble Riot, Windrose, Snowfield, Mwai, Muzaji, Sadaka, Jacquelin, Gustaff, Rocket, Shiroyuki Hana- ko, Jellybean, Dream Daze, Lily Heart, Starchild, Crescent, Whistletop, Sugar Dart, Fire Bright, Hemlock, Mad Mare, Dragonheart, Bosstone, Ginger Spice, Pumpkin, Aliella, Zypher, Spindrift, Queen Pegasus, Ruby Blossom, Toybox, Dream Daze, Swift Wind, Baron Von Cirrus, Chaco, Typhoon Wave, Emerald Isle, Gravity, Willow Grove, Hoarfrost, Carronade, Maple Walnut, Barnstormer, Rookwood, Spearmint, Gam- ble, The Contact, Snapdragon, Thistle Fair, Samantha, Siyana, Tale Chaser, Whirligig, Quintessent Rune Playtesting Credits Alan Baker Scott Muir Elena Brutti Emmett “Blue Print” Raymond Christopher Cifani Felix Shepherd Cody Cushenberry Hannah Shepherd Kyle “Smiley Nimbus” DeTar Daniel Simpson Eugene Robert Elzinga IV Matt Stimac Erin Honour Dennis Venner Jeffrey Ly Brad Ward Anders Mejstrick Kestrel Ward Miscellaneous Questions? Comments? Suggestions? DeviantArt Artist Credit: Contact Tall Tail at: [email protected] Pony-Berserker, ZuTheSkunk, Tajarnia, Flizzick, orangel8989, Want More Roleplaying is Magic? DDHyuugaman, Dipi11, Visit MLP:RiM online at: http://www.mlprim.com Shelmo69, Stabzor, Proenix, Special Thanks: Matt Stimac Skeptic-Mousey, turtlelover73, Character Sheet Design Assistance 3luk, JoeMasterPencil Aspiration, Innovation, Motivation I dedicate this book to our fans and players, and to Bronies of every age and nationality. The support of this remarkable community rescued me from the depths of despair, and continues to encourage me every day to pursue my dreams with a hopeful heart. I consider each and every one of you crazy po- nies to be my very best friends. ~ Tall Tail (James Weimer)

Thank you to Lauren Faust and the cast and crew of MLP:FiM for taking a stereotypical, demographically-limited franchise and turning it into an inspi- rational and accessible show. ~ Know-It-All (Samuel Hanson)

This is dedicated to my friends, who’ve always been there to help me. ~ Artsy Heartsy (Daniel Oakley)

This is dedicated to my husband and my parents, who have both supported me thoroughly in everything I do. ~ Pixel (Caytlin Vilbrandt)

I would like to thank the entire Roan Arts team for allowing me to be a part of a wonderful project and for everyone who believed in my abilities as an artist. ~ Sketchbook (Michael Simpson) Special thanks to Eri for starting this whole weird trip, and to Greg for putting the “bro” in Brony. ~ Emerald Dusk (Casey Hayes)

Thanks to my friends, family and my english teacher, who supported me even though my work had to do with pastel colored ponies. ~ Serious Business (Dominik Makowski)

I would like to dedicate this to my mom for her endless kindness and love, and everything she has taught me. Also to my friends Cash and Wes, for sur- viving the Great Pony Invasion. ~ Kindle Bright (Shannon McMurtry)

Working on this project as a vector artist was both fun and challenging at the same time; the work everyone put in is phenomenal, and I hope you all enjoy this book! ~ Blue Bolt (Silentmatten)

I’d like to first thank everyone on the RiM team for welcoming me into their family; it’s been great working with you all! I’d also like to thank my room- mates for understanding the rapid proliferation of pony swag in the apart- ment and that sometimes I needed to work on ponies more than hang out with them. Furthermore, I want to thank everypony from the Montana Brony Association for their support on many fronts and for dealing with me excit- edly dancing around and gibbering about how I’m working on “something awesome” for the past few months. ~ Silver Lining (Alan Baker) Table Of Contents Introduction Character Advancement Welcome! 1 The Letter To The Princess 54 How To Read This Book 2 Milestones & Rewards 56 What You’ll Need To Play 3 The MLP:RiM S3E Team 4 Skills & Edges Who Is Best Pony? 5 Skill List 59 Acrobat Skills 60 Character Creation Actor Skills 60 O.C.T.A.V.I.A. 7 Artist Skills 60 Origins: The Playable Races 7 Ascetic Skills 61 Origins: Character Basics 10 Athlete Skills 61 Origins: Starting Experience 11 Beastmaster Skills 62 Characterization: Guiding Element 12 Counselor Skills 62 Characterization: Character Concept 13 Cowpony Skills 63 Traits: Attributes 15 Detective Skills 63 Traits: Fortitude & Willpower 16 Doctor Skills 64 Advantages: Natural & Special Abilities 17 Engineer Skills 64 Crystal Ponies 19 Fighter Skills 65 Earth Ponies 22 Leader Skills 65 Griffons 25 Magician Skills 65 Pegasi 28 Marksman Skills 66 Unicorns 31 Navigator Skills 66 Zebras 34 Performer Skills 66 Advantages: Edges 37 Pilot Skills 67 Virtue: Doing The Right Thing 38 Professional Skills 67 Interests: Skills 39 Scholar Skills 68 Advancement: Growing Up 40 Scientist Skills 68 Character Creation Example 42 Scoundrel Skills 69 Socialite Skills 69 Playing An Episode Stalker Skills 70 Structure Of Gameplay 45 Translator Skills 70 Making Skill Checks 47 Edge List 71 Damage, Recovery, & Sidelining 49 Virtue Edges 72 Virtue 51 Story Edges 72 Ending An Episode 52 Power Edges 74 Advantage Edges 74 Quarray Eel 121 Luck Edges 75 Timber Wolf 122 Skill Edges 76 Ursa Minor 123 Racial Edges 76 Ursa Major 124 Special Edges 77 Windigo 125 The Rogues’ Gallery 126 Magic & Spellcasting Ahuizotl 126 Casting Spells 79 Prince Blueblood 127 Creating Spells 80 Queen Chrysalis 128 The Canterlot Archives 83 Diamond Tiara & Silver Spoon 129 Season One Spells 84 Discord 130 Season Two Spells 90 The Flim Flam Brothers 131 Season Three Spells 96 Gilda 132 Nightmare Moon 133 Running An Episode King Sombra 134 Your Role As The Game Master 103 “The Great And Powerful” Trixie 135 Getting Things Started 103 Aesthetics Of Gameplay 104 Premade Episodes Collaborative Storytelling 105 Premade Episode Overview 137 Handling Skill Checks 106 Frights And Nightmare Nights 137 Damage & Sidelining 107 Rodeo And Lariette 141 Lessons & Experience 108 The Myth Of Marelantis 150

Bestiary & Adversaries Miscellaneous The Tartarus Bestiary 110 S3E Character Sheet 165 Cerberus 110 Changeling 111 Cockatrice 113 Diamond Dog 114 Dragon 115 Fruitbat 116 Hydra 117 Manticore 118 Parasprite 119 Phoenix 120 Introduction

“All the ponies in this town are CRAZY!” ~ and immersive gameplay experience. Welcome! The system also facilitates easy play over Welcome, fellow Equestrians, to the forums and chat or messaging services, Season Three Edition of My Little Pony: such as Skype, by not requiring peripher- Roleplaying is Magic! It’s hard to believe al materials such as grids, maps, or min- it’s already been a year since the last edi- iatures. Our guiding phrase is “Canon fo- tion, and we’d like to start off by saying cused, fanon friendly,” meaning the core thank you--to returning players and our design of MLP:RiM stays as true to the modest community of fans for sticking original cartoon as possible, while leav- with us and supporting us while we’ve ing enough flexibility for game groups to been working to make this game the best make it their own. The Brony commu- it can be, and especially to new players nity has a robust and dedicated fanfic- for picking up this edition and giving it tion community, ripe for game groups to a chance. My Little Pony: Roleplaying is use for story inspiration and content, and Magic (or “MLP:RiM”) is a labor of love we hope to promote this creative energy for the Brony community, and the great- through roleplaying. est reward our hard-working team could A new edition of MLP:RiM has been ask for is to know that it’s being enjoyed created during and after each season of by others. It is the love and support of the cartoon to incorporate revised canon our fans and players which motivates established by the series, as well as to im- us to continue to improve the quality of prove and alter the design of the game in MLP:RiM and expand its scope. Without our mission to make it the best it can be. you, we wouldn’t be here, and MLP:RiM Currently, MLP:RiM is on its third edi- wouldn’t exist. Thank you all from the tion, following the third season of the bottom of our hearts! cartoon series; hence the current desig- New players may be wondering at nation as the Season Three Edition (or this point, “Just what is MLP:RiM, any- “S3E”). way?” In a nutshell, it’s a -created pen Returning players should be aware and paper tabletop roleplaying game that S3E differs considerably from pre- designed for one to six players and one vious editions of MLP:RiM in several Game Master (GM), and is based on the important ways. First, S3E uses entirely My Little Pony: Friendship is Magic car- d6-powered mechanics; this is to appeal toon series created by Lauren Faust and to a broader audience and grant greater owned by Hasbro, Inc. The MLP:RiM accessibility to inexperienced players project is not officially affiliated with, who may not have the more specialized endorsed by, or licensed by Hasbro; it is dice (such as the d20) used in previous an entirely unofficial fan creation made editions. Second, to facilitate greater by Bronies for our beloved Brony com- game balance, S3E has a pre-set list of munity. The goal of MLP:RiM is to create skills, whereas previous editions used a a roleplaying experience in line with the less-defined method of handling skills. aesthetics, themes, and messages of the Third, S3E incorporates a new core me- original cartoon. MLP:RiM strives to- chanic, Virtue, which consolidates and ward relative mechanical simplicity con- unifies many similar mechanics in pre- ducive to younger or first-time gamers vious editions and brings them all into and/or those who prefer more freeform a more thematically-focused approach. roleplaying, as well as depth and com- Fourth, S3E has more playable races plexity of content to appeal to veteran than in previous editions, and a charac- gamers who look for a more customized ter’s race no longer impacts their core 1 attributes--instead, it defines the unique in the front of the book. set of abilities they have access to. Fifth, In addition to the linear structure of many aspects of gameplay have had their this book, the text is also peppered with focus shifted from individual characters sidebars to give tips and help explain to the group of friends as a whole. The or expand on a given topic, mechanic, most notable example is that characters or gameplay point. These sidebars are do not have individual pools of Experi- themed, pairing their general content ence Points--instead, the entire group with one of the ‘mane six’ characters in shares and advances a single pool of XP the Friendship is Magic cartoon, as fol- and benefits from it equally. There are lows: many other changes from previous edi- tions, but suffice it to say that S3E should be approached by returning players as being an entirely new game, or a ‘spiri- tual successor’ to previous editions, but not a direct mechanical progression from them. New and returning players alike are encouraged to read through this Intro- duction section to help familiarize them- selves with, and prepare themselves for, the S3E system and rulebook. Those who want to jump right in, however, may be Fluttershy’s sidebars typically ad- able to skim through quickly and jump dress the best practices for making right into the next sections and the main sure that everyone in the group has ‘meat’ of S3E. However you choose to fun, and how to avoid pitfalls which proceed, we hope you thoroughly enjoy can undermine an enjoyable col- this game, and you have our most sincere laborative storytelling experience. thanks for giving it a shot! How To Read This Book This rulebook is organized into several Twilight Sparkle’s sidebars typically sections to allow for easy reference navi- deal with charac- gation and to guide players intuitively ter progression, through learning S3E’s mechanics and power, and scale, content. Sections are color-coded, mak- as well as dis- ing it easy to find what you are looking cussing optimi- for when flipping through pages, and the zation and how current section has a symbol as a visual to approach cue as well. The best way to read through character this rulebook is to do so straight through build- from start to finish; as with any RPG ing and rulebook, referencing back and forth handling through sections can be done during challeng- gameplay by using the table of contents es efficiently. 2 Rarity’s sidebars typically focus on memorable and meaningful charac- terization, suggest good roleplaying practices, or give ideas and inspira- tions for Rainbow Dash’s sidebars serve as a h o w quick reminder and reference for to im- players; they are typically found at p r o v e the beginning of important sub- a game sections, providing a short sum- or story mary or overview of the section. in progress. What You’ll Need To Play S3E is relatively light in terms of the Applejack’s sidebars are generally materials necessary for a group to play. forthright and straightforward com- Ideally, a group of players should be able ments on as- to play an adventure (or “Episode”) with pects of S3E’s only a few materials found around most design, and homes. To play an Episode of S3E, you’ll why a given me- need the following things: chanic or rule Some Friends! S3E is meant to be is designed in played with one to six players and one a certain person serving as Game Master (or way as op- “GM”), who runs the Episode and is re- posed to sponsible for bringing it to life around other pos- the characters. sibilities. Six-Sided Dice. You will need at least one, preferably three or more, six-sided dice (or “d6’s”). These can be found in most board games, as their size and col- oring do not matter when playing S3E. Pencils (or Pens) and Paper. Like Pinkie Pie’s sidebars any pen and paper tabletop RPG, there typically give tips and is a certain amount of note-taking and ideas for focusing on bookkeeping involved in playing S3E; the group aspect players will need to keep track of their of gameplay; characters’ amount of various types of S3E is best points and attributes during gameplay. played with Character Sheets. Any player who a coop- will be controlling a character (that is, erative group everyone except the GM) will need a mindset, instead of one dedi- character sheet for their character. The cated to individual power or profit. S3E character sheet is provided in the 3 back of this book. to life. She has gone even further for S3E, This Rulebook. Finally, your group in addition to drawing her webcomic, will need a copy of this rulebook for ref- Walking on Broken Glass. erence and to guide the group through Sketchbook, aka Michael Simpson, is certain parts of gameplay, such as char- an aspiring animator, and illustrator for acter creation, formulating spells, or re- MLP:RiM, who also joined the team as solving Skill Checks. While one copy of part of the Season Two Edition. He cre- this rulebook is all that’s necessary, you ated a trio of beautiful watercolor paint- may wish to have more at hand. ings for the S2E rulebook, and has since returned for S3E, creating and designing the S3E GM’s screen. The MLP:RiM Emerald Dusk, aka Casey Hayes, is the lead content creator for MLP:RiM, S3E Team joining the team for the Season Three Finally, we’d like to take the last part Edition. Under his direction, S3E has of this Introduction section to give a been fleshed out with all kinds of valu- little background and introduce the ten- able content, including spells, creatures, person team behind MLP:RiM, and the characters, and pre-made Episodes ready Season Three Edition. to be played right out of the box. Tall Tail, aka James Weimer, is the Serious Business, aka Dominik project lead of MLP:RiM. As an aspir- Makowski, is a content creator for ing game designer, he has been at the MLP:RiM, also joining the team for the helm of the game’s core design and vision Season Three Edition. Originally a player through each edition, and has sought to of S2E, he was brought on-board to assist improve it each time as he develops his in converting canon from the original own craft in game design in pursuit of his cartoon into three seasons’ worth of us- dream. able content for S3E. Know-It-All, aka Samuel Hanson, is Kindle Bright, aka Shannon Mc- the co-founder of MLP:RiM, as well as Murtry, is the community manager and the co-founder of Roan Arts, LLC, the an illustrator for MLP:RiM. She joined independent development studio which the team for the Season Three Edition to the game is published and copyrighted help manage the increased workload of under. He has helped to design and re- S3E’s expanded scope and depth, and has fine MLP:RiM’s core systems from rough since become vital in interacting with the ideas to working mechanics. player community. Artsy Heartsy, aka Daniel Oakley, is Blue Bolt, aka SilentMatten (Mat- the web / layout artist, and technical lead, thew Hollatz), is the vector artist for for MLP:RiM. He joined the team during MLP:RiM, joining the team for the Sea- the final days of the original Season One son Three Edition. His exceptional vec- Edition, turning it from a basic Google tor work is well-known on DeviantArt, Doc into a well-designed booklet, com- which led to his recruitment to create plete with artwork and, eventually, even vector illustrations to be used to supple- a website to call home. ment S3E’s increased amount of content. Pixel, aka Caytlin Vilbrandt, is the Silver Lining, aka Alan (Alex) Baker, art direction lead and lead illustrator for is the editor for MLP:RiM, joining the MLP:RiM. She joined the team as part team late in the Season Three Edition de- of the Season Two Edition, and created velopment cycle. Originally a playtester dozens of original illustrations to bring it for S3E, he was recruited to lend his ex- 4 perience, expertise, and attention to de- word “crepuscular” in conversation, and tail to ensure that the S3E rulebook is far Twilight delivers. better than previous editions. Serious Business: There’s one pink If you have any questions, comments, maniac that intrigues me most. The one or feedback on MLP:RiM, we’d love to that, while happy, is a great party host; hear from you! Just send us an email alone, when cotton candy melts to pink at [email protected]! In ad- waterfalls, starts talking to turnip buck- dition, if you’d like to join our growing ets in her own four walls. And let me add community of players, or just find out that her darker side, is what helped me more about the project, head over to our finally decide. website at www.MLPRiM.com! Kindle Bright: As far as Best Pony goes I have quite a few favorites, but I Who Is Best choose Pinkie Pie because she and I share the same love of laughter and we both Pony? endlessly enjoy making others laugh. She Our team’s answers to the age-old, shows that so long as you choose to laugh all-important question. Who’s right, and in the face of your fears, nothing can stop who’s foal-ish? You decide! you, and that wisdom can be found in sil- Tall Tail: Cross my heart and hope to liness. fly, my Best Pony’s Pinkie Pie! Blue Bolt: Rarity is Best Pony because Know-It-All: AppleJack’s Best Pony; she is the most generous and gorgeous she’s honest and dedicated to doing the pony of them all. Although looks might right thing. Where others get by on spe- not make the mare, the way her mane is cial powers, Applejack uses good old- styled shows she takes the time to look fashioned willpower and hard work to her best. get things done. Silver Lining: Fluttershy may be Artsy Heartsy: Pinkie Pie and Twi- afraid of a great many things, but she’s light tie for me. Pinkie’s bright, glow- certainly not afraid to be herself, accept ing outlook on all things in life, as well her limitations, and stick to what her as Twilight’s love of helping her friends, heart tells her, even if other pegasi might both click pretty well with me. make fun of her for it. Furthermore, de- Pixel: Best Pony is Sweetie Belle. She’s spite the misguided notions of others in warm, enthusiastic, overwrought, and a the MLP:RiM family, I’m sure she’d let totally different character from her sister, her friends have the title of ‘Best Pony’ which I find to be a... rarity. (Badumtssh.) if it made them happy, and Sketchbook: Fluttershy’s definitely that’s what makes her Best Best Pony (as well as adorable). Even Pony. though she’s timid most of the time, she can show some serious backbone when she needs to! She ‘kills with kindness,’ and I think that that’s the best way to be. Emerald Dusk: I, for one, wel- come our new magical overlord, Princess Twilight. Books and sci- ence are one thing, but I am happy for any given reason to use the 5 Character Creation

“All you have to do is take a cup of flour, add it to the mix...” ~ Pinkie Pie starting Talent, as well as their Fortitude O.C.T.A.V.I.A. and Willpower scores which measure Creating a character in S3E can be their ability to endure hardship. an involved process, depending on the Advantages establishes a character’s type of game you are playing, the level Race-based Natural Abilities and Spe- of play your group is starting at, and cial Abilities, as well as allowing them to the amount of experience you and your choose a starting Edge--a unique bonus group have with pen and paper RPG’s. they have access to. There are many aspects about a charac- Virtue briefly educates you the player ter to consider and define during char- about S3E’s Virtue resource; what it rep- acter creation, from the basics of their resents, how it is gained, how it is used, race and appearance, to their skills and and how it may be lost through character abilities, to the unique advantages they behavior. are entitled to choose. For this reason, Interests establishes a character’s character creation follows the acronym starting Skills; distinct areas of training “O.C.T.A.V.I.A.” to make the whole pro- and ability which are used in many ac- cess linear, easy to follow, and easy to tions a character takes to determine the learn for new players. The following sec- success or failure of those actions. tions will walk you through character Advancement educates the player creation according to this process; but about how Experience Points are earned, first, a quick explanation of what the let- what a character gains as a result of in- ters of the O.C.T.A.V.I.A. acronym stand creasing their group’s Experience Points, for. and what Advancement Rewards a char- acter may gain and apply based on the Starting Experience Tier established in Like the saying goes, the Origins section. “no mare is an is- land, entire of itself.” Character cre- Origins: The ation can be a lot of fun Playable Races when done as a group!

Origins establishes the most basic and fundamental aspects of a character; their Race, Gender, Appearance, Name, and There are six playable Races in S3E: Starting Experience Tier, some of which Crystal Pony, Earth Pony, Grif- are used later in character creation. fon, Pegasus, Unicorn, and Zebra. Each one has its own Natural Abili- Characterization fleshes out a char- ties and Special Abilities to consider acter as more than just numbers and when choosing which Race to play. mechanics, establishing their Guiding Element as well as their Background, The first step of character creation is to Perspective, and Direction for the future. decide which of the playable Races your Traits establishes a character’s initial character will be. In S3E, a character’s Attribute scores through their choice of a Race does not influence their Attributes 7 or restrict their choice of Skills; it sim- ply determines what unique powers and Earth Ponies abilities the character begins with and Earth Ponies are one of the three races may learn or improve over time. Races which migrated from the pony home- also do not carry any penalties; at most, lands of old and founded modern-day a Race may have a ‘trade-off’ of sorts, . They are hard-working and changing how the character performs multi-talented, used to cooperating and certain actions. In this way, every Race finding clever ways of solving their prob- is special and unique. This section will lems due to their lack of magical ability. briefly summarize each of the six Races Like all the pony races, Earth Ponies have to allow you to get a feel for them without a Special Purpose and a cutie mark to go getting into the details of their mechanics with it; performing tasks in line with any more than is necessary; as this chap- this purpose is easier for them than for ter goes on, we will explore the Races and others. They are alsoVirtuous , giving their unique mechanics and abilities in them more inner reserves of strength more depth. and determination to call upon. Many Earth Ponies would consider themselves Crystal Ponies a Workhorse, being ready, willing, and Crystal Ponies are the remnants of the able to endure hardships which would long-lost Crystal Empire, a race which defeat other characters. Likewise, many has endured great hardship in the past Earth Ponies follow The Earth Pony Way, and has only just recently returned to the learning many and varied skills to make world after centuries spent missing due themselves an asset in almost any situa- to an evil magical curse. While Crystal tion. Finally, almost every Earth Pony is Ponies don’t have the arcane magic of Industrious and used to making use of modern spells, they have a power of their tools and machines to effectively accom- own which is tied to their love, faith, and plish whatever task is set before them. joy in life. Like the modern pony races, Crystal Ponies have a Special Purpose Griffons and a cutie mark to go with it; this gives Griffons are an exotic race from across them an inherent ability to do certain the sea, a winged combination of a lion things better than others. Their Recover- and an eagle with a fierce heart and, ing Memory can allow them to ‘remem- sometimes, a quick temper. Griffons are ber’ a skill or ability they knew from their highly accomplished flyers, and can turn long-lost past, coming in handy in a key into a real Speedster for a short time, situation. Having endured ancient hard- moving and acting twice as fast as oth- ships, the inner magic of a Crystal Pony ers. For that matter, a Griffon is a natural gives them a Resonant Recovery ability to Skywalker, able to fly as easily as they can bounce back quickly from hardships they walk or run, and able to walk on clouds. encounter now, and can even help their On the one hand, Griffons have a Lion- friends. Likewise, as long as they keep heart when they or their friends are ex- their spirits up, their inner magic gives posed to harm or hardship, rising to the them and their friends a Reflective Pro- occasion to face down difficulty head-on. tection against hardship and harm in the On the other hand, they also have an Ea- first place. Finally, their affinity for us- gle’s Splendor, driving them to excel in a ing crystals in their daily lives has given variety of skills and capabilities. Finally, a them a kind of Crystal Heart, providing a Griffon’s Wing Power lets them improve bonus whenever they use crystals. their flying abilities to truly impressive 8 levels if they put forth the effort to de- spells with less of a drain on their inner velop them. strength. Finally, by focusing on spell- casting, some Unicorns become Talented Pegasi at doing so--better able to bend magical Pegasi are the winged pony race de- forces to their will in a variety of situa- scended from a proud warrior society, tions. and from their capital in Cloudsdale they serve as the current guardians of the sky Zebras and shepherds of the weather all across Zebras are a rare and unique equine Equestria. Like all the pony races, Pegasi race hailing from distant lands and prone have a Special Purpose and a cutie mark to wandering the wide world in search to go with it, giving them an advantage of knowledge and wisdom. Many char- over others when they perform cer- acters could go their entire lives with- tain tasks. The wings of a Pegasus make out encountering a Zebra, and Zebras them a Skywalker, able to easily fly and often have had experiences most others soar through the sky as well as walk on have not. The Stripes And Sigils adorning clouds. Like the namesake flying group, their body align them with certain skills, a Pegasus can summon their inner pride giving them natural bonuses to certain as a Wonderbolt to push themselves and associated tasks. Because of their inter- pull off a difficult task. Some Pegasi focus est in hidden knowledge, a Zebra is a on their job as part of Equestria’s Weather natural Loremaster, with an inherent gift Patrol, learning how to change, and even for scholarly research. Many Zebras are create, weather patterns and effects. Fi- versed in Alchemy, an exotic art whereby nally, a Pegasus’ Wing Power can allow they can reproduce certain spells with them to truly excel at flight and aerobat- potions, talismans, powders, and the ics if they develop their abilities. like. Among these, some learn to be a Brewmaster, becoming more effective at Unicorns creating alchemical substances and reci- Unicorns are the horned pony race pes. Finally, due to their travels across hailing from their capital of Canterlot, the world, Zebras may be well-versed in who are the guardians and practitioners Exotic Lore, able to remember or discern of arcane magic and spellcasting. In days something about even new or obscure of old, Unicorns were aristocratic and entities and situations. responsible for raising the sun and the moon, but over time they have become Diversity is impor- just as diverse as any other race. Like all tant! When decid- the pony races, Unicorns have a Special ing which Race your Purpose and a cutie mark to go with it; character will be, this gives them an inherent inclination work with the to do some tasks better than others can. other play- Unicorns make use of natural Telekine- ers in your sis, their inborn power to move and ma- group and nipulate objects magically. For Unicorns, your GM, and Friendship Is Magic; by studying magical consider making your group’s aspects and the construction of arcane characters out of a variety of Races; it power, they can learn to cast spells. Cer- will add flavor and versatility to your tain Unicorns are Great And Powerful, group, just like it does in real life! training themselves to be able to cast 9 of aging, or if, conversely, they are obvi- Origins: ously youthful.

Character Basics It can be tempting to give your char- acter a wacky or outlandish ‘center of attention’ appearance, with odd fea- tures and markings in an attempt to be unique. In gen- All characters need to have their eral, gender noted, their physical appear- how- ance created (including their cutie e v e r , mark, if applicable), and last--but a ‘less not least--they need a name and is more’ ap- any nicknames they are known by. proach works best; a rela- The next step in the Origins section tively normal- of character creation is to establish the looking character with just one odd three basic character aspects of gender, feature draws attention just as well, appearance, and name. These have no and there’s nothing wrong with look- mechanical impact on your character, ing ‘normal.’ What matters is how but can potentially be important to an your character behaves, the choices Episode in progress; for example, if a they make and the lessons they learn, witness to the theft of a valuable artifact not how they look on the outside. from a museum gives a description of the thief, it may be important to know what Name means exactly what it says; your character’s physical appearance is your character’s name. It is important, in case it happens to match the thief’s however, to have both their full name, as description, thus adding intrigue to the well as any nicknames they are known Episode. Furthermore, having a good by. By the same token, any notes about idea of who your character is physically their name should be put down as well; can help you feel more in tune with your for example, if they find their middle character. For these reasons, although name embarrassing, and thus no one else they may seem obvious or trivial, these knows it because they never use it. character basics are important. Gender means whether your charac- ter is male or female (or other); as simple as that. Appearance means your character’s physical appearance, from mane and tail color and style, to coat or feather color, facial hair (if any), eye color, height, body shape, cutie mark (if they have one), out- fits they typically wear, accessories they keep with them, and any other distin- guishing marks. In addition, it should be noted if they are showing any signs 10 Origins: Veteran players might ask, why does S3E use ‘Experience Tiers’ instead of Starting Experience classic Lev- els? It’s most- ly a matter of scope and context. S3E is meant to fa- cilitate ro- Instead of classic Levels, S3E has Ex- leplaying perience Tiers; your GM will give over ‘roll- you the Experience Tier your group playing,’ is starting at. This isn’t very impor- a n d tant now, but it will be toward the many de- end of character creation; the im- sign decisions were made to this portant thing is to note the number end. The point of Experience Tiers of Experience Points your group is instead of Levels is so that some- beginning play with, and your char- thing can be created to be ‘suitable acter’s Experience Tier accordingly. for’ an entire Experience Tier, as op- posed to a Level range, which can be The primary measure of a character’s hard to conceptualize. Saying ‘Heroic level of ability and power is the amount Tier’ creates a narratively-oriented of Experience Points their group has, and mental image where ‘Levels 13 to thus the Experience Tier they have at- 16’ typically creates a mechanically- tained. There are seven Experience Tiers oriented one--and in S3E, story is in S3E, and the final step in the Origins emphasized more than numbers. section of character creation is to find out from your GM which one your group The seven Experience Tiers are: is starting at, and note it as well as the Youth (0 XP), which is appropriate number of Experience Points (or “XP”) for characters who are meant to be rela- associated with it. This will determine tively inexperienced and unskilled. what bonuses your character gains in the Adult (30 XP), which is appropriate final step(s) of character creation. In ad- for characters who are meant to be ca- dition, their Experience Tier can provide pable and skilled, but not powerful. some insight into your character’s age Veteran (75 XP), which is appropri- early on, and later, possibly their general ate for characters who are meant to be reputation. capable and slightly powerful. Heroic (140 XP), which is appropri- ate for characters who are meant to have developed some substantial power and ability. Champion (225 XP), which is ap- propriate for characters who are meant to be some of the ‘best of the best.’ Sovereign (325 XP), which is appro- priate for characters who are meant to be in a class entirely of their own. 11 Celestial (425 XP), which is appro- is found in characters who have a deep priate for characters who are meant to be compassion for others, and an accep- almost unmatched and legendary. tance of others for who they are. A kind character seeks not only to do no harm, but also to heal hurts in others, and nur- Characterization: ture them. While they aren’t necessarily Guiding Element as generous, encouraging, or devoted as others might be, a character who embod- ies Kindness has a deep compassion and empathy for others which most do not. They are more aware of someone’s feel- ings and well-being, and how their ac- tions--and the actions of others--might affect them. For this reason, a kind char- Every character chooses one of the acter tends to be reluctant to engage in six Elements of Harmony (Kindness, confrontation and might try to stop it Laughter, Generosity, Honesty, Loy- before it starts, and would be the first to alty, or Magic) to be their Guiding El- make peace afterward and take care of ement, the ideal they strive to uphold. those who were harmed. The main benefit of this is that follow- Laughter: The Element of Laughter is ing it can earn Virtue for a character. found in characters who are optimistic at their core, and seek to use their positiv- The next section of character creation ity and energetic good cheer to make the is Characterization, and the first step is world a better place. A cheerful character to choose your character’s Guiding Ele- tends to be upbeat and rarely discour- ment from the six Elements of Harmony. aged or fearful; even when things are at Each of the Elements of Harmony em- their worst, they can find the silver lining bodies a number of concepts and ideals in the dark clouds. While they can tend which can inform a character’s personal- to be odd or appear to not take things ity and outlook on life, helping them to seriously, this is often not the case; a make decisions and react appropriately cheerful character generally understands to situations. However, it is important to the gravity of a situation, but chooses to note that a character’s Guiding Element focus on the positive and fun aspects of it does not restrict their behavior in any instead of dwelling on the grim and nega- way; a character has aspects of each Ele- tive. For this reason, a cheerful character ment of Harmony within them, to vary- tends to be more apt to encourage others ing degrees. The one they choose as their than to oppose them; they are more likely Guiding Element is simply the one which to throw a party to try to change some- they best exemplify, and most strive to one’s attitude than to argue with them. uphold. Generosity: The Element of Gener- The most important mechanical rea- osity is found in characters who read- son for a character to strive to embody ily make sacrifices for others, giving of their Guiding Element is that it provides their time, effort, possessions, and even an avenue for obtaining points of Virtue, opportunity. While Generosity is simi- which serve many valuable purposes to lar to Kindness, it differs in that while a help characters and groups during an Ep- kind character might nurture someone isode. The six Elements of Harmony are: by making sure that they get the medi- Kindness: The Element of Kindness cal care they need, a generous character 12 would absolutely insist on taking care of While a loyal character shows aspects of the person themselves. It’s not enough the other Elements in the things they do, for a generous character to make sure they usually show them more when serv- someone gets something nice or some- ing their friends. While they might help thing they need; a generous character others and reap the glory for themselves, has a deep need to make, give, or deliver when helping friends they are likely to do it themselves, personally. This can get so even to their own detriment. This is them into trouble by causing them to try the difference between a loyal character to take on too many responsibilities and and anyone else: a loyal character will thus suffer from the ‘weight of the world,’ push themselves far beyond the lengths but it is this theme of personal and dedi- they would normally go to when they do cated self-sacrifice which is the mark of a so out of loyalty to those they care about. generous character. Magic: The Element of Magic is Honesty: The Element of Honesty found in characters who approach the is found in characters who focus on world with an outlook of idealism, faith, personal integrity, responsibility, and and wonder, and strive to see what makes straightforward morality. An honest all things special. A wondrous character character is more than simply someone focuses on the unique and the important, who doesn’t tell lies (in fact, they may lie looking for what makes each pony, each if it serves a higher sense of responsibil- situation, each experience, ‘magical.’ Of- ity); they have an ‘honest heart,’ and try ten, a wondrous character tends to have to be dependable in all aspects of their an innocent, even naive, outlook on life; life. An honest character usually has very they have an optimism which is similar strong self-discipline, and firm convic- to (but more restrained than) a cheer- tions in what they think is right or wrong; ful character’s. A wondrous character they rarely (if ever) cheat, even against approaches situations with a unifying their enemies. To an honest character, a faith in the world around them and their commitment they have made is a sacred friends, and more often than not, it is duty--an oath or vow that they must ful- they who more readily see the ‘magic’ of fill at any cost and by any means neces- friendship for what it truly is. sary. This can lead to an honest character being blind to the assistance others can offer, as they focus on their own personal Characterization: responsibility and how important it is to Character Concept their ‘honest heart’ that they make good on their promises. But it is this depend- ability and firm moral core of steadfast integrity which defines an honest char- acter. Loyalty: The Element of Loyalty is found in characters who place immense value on those who they consider impor- Every character has three basic con- tant, and choose those friends over oth- ceptual areas of development to ers--and even themselves. A loyal char- flesh out: Background (their past acter desires value and acceptance from and history), Perspective (their their friends, and regularly does things views on the present), and Direc- in service to their friends which they do tion (their goals for the future). not--or cannot--do in service to others. 13 The second (and final) step in the general but also specific where the char- Characterization section of character acter has specific views and convictions. creation is to flesh out and develop your Often, a character’s Perspective evolves character’s concept. All well-defined from their Background--how their life characters have three areas in which has shaped their outlook to the present their concept should be developed: their day. It is also informed by their Guiding Background, their Perspective, and their Element. Direction. While these three areas have Direction: A character’s Direction the least mechanical and numerical im- is their aims and goals, both in the long pact on a character, they can have the term and the short term. In general, all most influence on how a character is characters have goals, and these goals of- roleplayed, as well as how they develop ten evolve out of their Background and and grow over time. This informs their Perspective. A character’s Direction can advancement and how they view things be widely varied between aspirations which are important to the story, such as (things to achieve) and passions (things morality and ideology. to spend time doing).

Remember, less is more! Don’t try to lock in every aspect of your character concept; leave some ‘wiggle room’ for self-discovery and growth over time. Also, re- mem- b e r It’s best to develop your character con- t h a t cept with the other players in your there’s group and your GM, to make sure ev- nothing eryone’s comfortable with each other; wrong with there’s nothing worse than starting an being a ‘nor- Episode only to find that the characters mal’ charac- in the group aren’t compatible with one ter; Applejack another, or aren’t motivated to take is one of the most active, involved, part in the action of the Episode, be- and beloved ponies in Ponyville, cause everyone had a different idea of and she’s as down to earth (par- how the group would work as a whole. don the pun) as anypony can get. Background: A character’s Back- ground is their personal history; the important events and elements of their life which have made them who they are today. A character’s Background doesn’t need to be completely comprehensive; it is often best to leave a little ‘wiggle room’ to allow new things to be ‘discovered’ about their history as the story progress- es. Perspective: A character’s Perspective is their current outlook on life, usually in 14 find solutions nopony else has thought Traits: of, and remember important facts no one else did. They are often natural leaders, Attributes but can also be some of the best advisors and educational characters in any group of friends. Body: The Body Attribute represents a character’s muscular strength and pow- er, as well their toughness, stamina, and ability to resist injury and fatigue. It also Characters have three Attributes: represents their speed, quickness, reac- Mind, Body, and Heart. Each At- tion time, and overall swiftness. Finally, it tribute starts at 1. Choose one represents their agility, dexterity, flexibil- starting Talent, and apply its bo- ity, and bodily coordination--their ability nus, permanently increasing the to maneuver and move gracefully. Char- Attribute score(s) it applies to. acters with a high Body score tend to be stout, strong, athletic, and fast characters. The next section of character creation They approach situations with a mental- is Traits, and the first step is to determine ity of being ready for hard work, and are your character’s starting Attributes by undaunted by difficulty. They are likely to picking their first Talent. Whenever a succeed in a clinch, and can usually be character attempts an action for which depended upon to accomplish any physi- the GM makes them roll to determine cal task set before them. They are often the outcome, the character gets a bonus the go-to characters in many situations, to the roll according to the Attribute it and can be some of the most relied-upon is based on; while rolls are explained in characters in any group of friends. more detail later, the basic rule is that Heart: The Heart Attribute represents each Attribute represents the character’s a character’s charm and force of pres- inherent capability in its area, and the ence: their charisma, determination, and higher an Attribute is, the better it is for bearing. It also represents their sensitivi- the character when they attempt an ac- ty, empathy, compassion, care, and ability tion based on it. There are three Attri- to connect with other creatures. Finally, butes in S3E: it represents their creativity and artistic Mind: The Mind Attribute represents expression. Characters with a high Heart a character’s intellect, reasoning, prob- score tend to be strong-willed, compas- lem-solving ability, logic and analytical sionate, charismatic characters. They ability. It also represents their memory approach situations from their own per- and knowledge: how much they can re- spective, and often help avert disaster member and how much sheer informa- with their personalities. They are likely to tion they have access to. Finally, it rep- make friends and allies with the most un- resents their perception and senses: how expected creatures and characters. They well they see, hear, smell, taste, feel, and are often supporting characters in most notice about those senses. Characters situations, though when they see what with a high Mind score tend to be all- must be done, they can become a rallying around clever, intellectual, and percep- force in any group of friends. tive characters. They approach situations intelligently and rationally, and notice things others do not. They are likely to 15 Starting Talent Each of a character’s Attributes begin Traits: at 1, and are improved by choosing Tal- Fortitude & Willpower ents. A Talent is a bonus package which increases a set Attribute or combination of Attributes by a specific amount. Char- acters are entitled to choose one starting Talent and apply its bonus, permanently increasing the Attributes listed in the Tal- ent by the amount indicated. Characters have two ‘hit point’ pools; Fortitude (for fatigue or physical Talent Name Attribute Increase harm) and Willpower (for mental Egghead +3 Mind or emotional harm). Their maxi- Iron Pony +3 Body mum scores are calculated from the Show Stopper +3 Heart character’s Attributes as follows: Smart Cookie +2 Mind, +1 Heart Fortitude = (Body + Heart) x 5 Willpower = (Mind + Heart) x 5 Student Athlete +2 Mind, +1 Body Prize Pony +2 Body, +1 Mind The second (and final) step of the Daredevil +2 Body, +1 Heart Traits section of character creation is Drama Queen +2 Heart, +1 Body to calculate your character’s maximum Crusader +2 Heart, +1 Mind Fortitude and Willpower scores based on their Attributes. Fortitude and Will- power are two separate pools of points which represent your character’s ability Why Talent packages instead of just to endure various types of hardship and awarding Attribute points for charac- harm before they are temporarily over- ters to spend? whelmed (or “Sidelined”) by damage. Using Talents A character’s maximum Fortitude and instead of At- Willpower are calculated using two Attri- tribute points butes each; as gameplay progresses, any means that time a character’s Attribute scores change characters can’t due to a new Talent being chosen, their be ‘min- maximum Fortitude and/or Willpower maxed’ to scores will change as well. A character’s focus on maximum Fortitude and Willpower are maximiz- calculated as follows: ing one Fortitude - (Body + Heart) x 5 Attri- Fortitude represents a character’s fit- bute to the exclusion of all else. Tal- ness and endurance, as well as their ent packages strike a happy medium resistance to physical harm, wounds, between encouraging customization and injuries. Whenever they are physi- and discouraging ‘power-gaming.’ cally injured, they take damage by losing points of Fortitude. Willpower - (Mind + Heart) x 5 Willpower represents a character’s 16 self-esteem and determination, as well Abilities. These are the unique powers a as their resistance to fatigue and mental/ character is entitled to develop and make emotional harm. Whenever they are dis- use of as a result of their Race. These couraged or scared, they take damage by Abilities are the only restrictions on a losing points of Willpower. character’s development; a character may advance and expand in any other way, As you can tell from the formulas for but they may only make use of the Natu- calculating For- ral and Special Abilities of their Race. titude and Will- Natural Abilities are passive, inher- power, the Heart ent powers which every member of a Attribute helps character’s Race has access to equally. For with both; example, every Pegasus has wings and thus, to maxi- can fly, and every pony race has a Spe- mize your cial Purpose. A character doesn’t need to Fortitude purchase or unlock their Natural Abili- and Will- ties; they have them right from the start. p o w e r Each Race has two Natural Abilities. gain, im- Special Abilities are powers which prove your every member of a Race has the po- Heart score! tential to develop, but not every mem- ber of the Race chooses to develop and make use of them, and even those who Advantages: do may not develop them to the same extent. For example, every Unicorn has Natural & Special Abilities the potential to cast magical spells, but not every Unicorn does; and even among those who do, some develop their spell- casting prowess more than others do. Special Abilities must be unlocked and improved by spending Ability Points, which a character may choose to obtain Each Race has two Natural Abili- as they advance and grow. Each Special ties (free) and three Special Abilities Ability begins at 0, and each Ability Point (which must be bought/improved spent improves a Special Ability by one with Ability Points). Special Abili- point, up to a maximum determined by ties begin at 0, and have a maximum the Special Ability’s type. Each Race has number of Ability Points which can three Special Abilities, of three different be spent to unlock and improve types: Primary, Secondary, and Utility. them (on a one-for-one basis) ac- Primary Special Abilities have a maxi- cording to their type: Primary (max mum of 20 Ability Points which may be 20), Secondary (max 10), and Utility put into them. Typically, they represent (max 6). Characters spend 2 Abil- the central and most prominent, or at ity Points during character creation. least the most powerful, of a Race’s Spe- cial Abilities. The next section of character cre- Secondary Special Abilities have a ation is Advantages, and the first step is maximum of 10 Ability Points which to determine and apply the effects of a may be put into them. Typically, they character’s Natural Abilities and Special represent a non-standard power a Race 17 exhibits, or may supplement or augment your character’s Natural Abilities and a Race’s Primary Special Ability. Special Abilities before playing your Utility Special Abilities have a maxi- character in an Episode. mum of 6 Ability Points which may be put into them. Typically, they represent a simple natural talent, or an area of inher- ent skill, of which a Race usually has the general inclination to make use. Starting Ability Points A character gains 2 Ability Points which must be spent during charac- ter creation to improve their Special Abilities in whatever combination they choose. Each Ability Point spent increas- es a single Special Ability by one point.

Consider working together with the other players in your group and your GM when de- ciding how to spend your Abil- ity Points; as a general rule, it’s smart for a group of characters to be able to cover multiple types of situations by spread- ing out who is capable of doing what.

Natural & Special Abilities By Race Use the following tables and explana- tions of each Race’s Natural Abilities and Special Abilities to make your decision on how to spend your character’s starting Ability Points. A character’s Natural Abil- ities and Special Abilities may require extra work to apply their effects, and/or may alter character creation (if a charac- ter’s Natural Abilities or Special Abilities contradict a rule found anywhere else in character creation, follow the character- specific rule instead of the general rule). Be sure to make adjustments accordingly and perform any other tasks required by 18 Crystal Ponies

Natural Abilities Special Purpose Earth Ponies, Pegasi, Unicorns, and Crystal Ponies all have something special they are naturally inclined toward; something they are meant to do, or something meaningful they are especially inclined to accomplish. This Special Purpose typically manifests itself early in a pony’s life, and eventually becomes represented by a pony’s Cutie Mark. A Special Purpose isn’t a vocation or a profession, but rather more of a philosophical or ‘life mission’ thing. For example, “to bring out the beauty in the world,” or “to care for those in need,” are good Spe- cial Purposes; something like “to be a great baker,” on the other hand, isn’t. During character creation, an Earth Pony, Pegasus, Unicorn, or Crystal Pony player should work with their GM to come up with their character’s Special Purpose. Once set, it does not change over the course of gameplay. At some point before reaching 30 XP, the player should also develop their character’s Cutie Mark, and have it appear on their character’s flank. On any Skill Check in which a character’s Special Purpose reasonably and meaningfully applies, they gain a +2 bonus to the 2d6 roll made to determine the Skill Check’s success or failure.

Recovering Memory Crystal Ponies have been gone for a thousand years, and their memories have faded from the effects of curses and dark magic. While many Crystal Ponies recover their memories over time, it often takes key moments to bring important pieces of information back to them about their lives, their histories, and their abilities themselves. Accordingly, Crystal Ponies do not have to spend Advancements immediately, as other races do. They may, if they wish (they are by no means required to), ‘save’ one Advancement at a time, and spend it at any time during Narrative Mode--the stress and distraction of most Cinematic Mode scenes doesn’t allow them to focus on regaining their lost memories, how- ever; restricting them to spending Advancements only in Narrative Mode. A Crystal Pony character cannot ‘save’ Edges; they must spend them as normal. There is an additional limit to this, however. A Crystal Pony may only have one Advance- ment saved at a time. When they earn a second, they must immediately spend any one saved, so that they only ever have one Advancement saved at any given moment.

19 Special Abilities Primary Special Ability: Resonant Recovery Crystal Ponies are unique in that their inner self is reflected in their outward state directly; the higher their spirits, the stronger and more graceful they appear to be--and likewise, the lower their spirits, the more they seem to be weak and beleaguered. This resonance of their inner state with their outer state can serve as a strong benefit, however--as it means that they may naturally capitalize on their own recovery from hardship, and their friends can benefit from this resonance as well. By putting points into this Special Ability, whenever a Crystal Pony recovers Fortitude and Willpower through the effects of a point of Virtue, they gain bonuses to their recovery. In addition, as more points are put into this Special Ability, the Crystal Pony’s friends begin to gain some benefits of recovery as well whenever the Crystal Pony recovers Fortitude and Willpower with a Virtue point. Ability Points Benefits 1 Ability Point Gain +2 Fortitude and Willpower when recovering with Virtue 2 Ability Points Friends recover 1 Fortitude and Willpower when you heal with Virtue 3 Ability Points Gain +4 Fortitude and Willpower when recovering with Virtue 4 Ability Points Friends recover 2 Fortitude and Willpower when you heal with Virtue 5 Ability Points Gain +6 Fortitude and Willpower when recovering with Virtue 6 Ability Points Friends recover 3 Fortitude and Willpower when you heal with Virtue 7 Ability Points Gain +8 Fortitude and Willpower when recovering with Virtue 8 Ability Points Friends recover 4 Fortitude and Willpower when you heal with Virtue 9 Ability Points Gain +10 Fortitude and Willpower when recovering with Virtue 10 Ability Points Friends recover 5 Fortitude and Willpower when you heal with Virtue 11 Ability Points Gain +12 Fortitude and Willpower when recovering with Virtue 12 Ability Points Friends recover 6 Fortitude and Willpower when you heal with Virtue 13 Ability Points Gain +14 Fortitude and Willpower when recovering with Virtue 14 Ability Points Friends recover 7 Fortitude and Willpower when you heal with Virtue 15 Ability Points Gain +16 Fortitude and Willpower when recovering with Virtue 16 Ability Points Friends recover 8 Fortitude and Willpower when you heal with Virtue 17 Ability Points Gain +18 Fortitude and Willpower when recovering with Virtue 18 Ability Points Friends recover 9 Fortitude and Willpower when you heal with Virtue 19 Ability Points Gain +20 Fortitude and Willpower when recovering with Virtue 20 Ability Points Friends recover 10 Fortitude and Willpower when you heal with Virtue

20 Secondary Special Ability: Reflective Protection Crystal Ponies have a powerful magic within them, tied to their inner spirit and well- being. This magic can resist the effects of evil and darkness, and even protect and empower themselves and their friends--but only if the Crystal Pony hasn’t lost sight of the goodness of the world around them; this power is reflected in their positive emotions of hope and love, which must be maintained for it to function. Accordingly, by putting points into this Special Ability, Crystal Ponies may grant them- selves and their friends a reduction to any Fortitude or Willpower damage they may take (to a minimum of 1 damage per ‘hit’). There is a cost to this power, however; a Crystal Pony must maintain at least one point of available Virtue for these effects to work; if they are reduced to zero points of Virtue for any reason, they and their friends lose the effects of this Special Ability. Ability Points Benefits 1 Ability Point Group damage reduction -1 (to a minimum of 1) 2 Ability Points Group damage reduction -2 (to a minimum of 1) 3 Ability Points Group damage reduction -3 (to a minimum of 1) 4 Ability Points Group damage reduction -4 (to a minimum of 1) 5 Ability Points Group damage reduction -5 (to a minimum of 1) 6 Ability Points Group damage reduction -6 (to a minimum of 1) 7 Ability Points Group damage reduction -7 (to a minimum of 1) 8 Ability Points Group damage reduction -8 (to a minimum of 1) 9 Ability Points Group damage reduction -9 (to a minimum of 1) 10 Ability Points Group damage reduction -10 (to a minimum of 1)

Utility Special Ability: Crystal Heart Crystal Ponies, through a long history of residence in , have developed an intense and personal affinity for crystals themselves. From fashioning clothing and arma- ments out of crystal, to growing and cooking crystal food, to dwelling within crystal struc- tures, even to creating and using crystalline magical artifacts, many Crystal Ponies simply know crystals better than anypony else. Accordingly, a Crystal Pony may gain a bonus to Skill Checks involving crystals, by put- ting points into this Special Ability. At its highest level, this Special Ability also grants the benefit of using an appropriate Tool whenever the character’s task involves crystals, even if they are not actually making use of a Tool. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls involving crystals 2 Ability Points +2 bonus to Skill Check rolls involving crystals 3 Ability Points +3 bonus to Skill Check rolls involving crystals 4 Ability Points +4 bonus to Skill Check rolls involving crystals 5 Ability Points +5 bonus to Skill Check rolls involving crystals 6 Ability Points +6 bonus to Skill Check rolls involving crystals, gain Tool bonus as well 21 Earth Ponies

Natural Abilities Special Purpose Earth Ponies, Pegasi, Unicorns, and Crystal Ponies all have something special they are naturally inclined toward; something they are meant to do, or something meaningful they are especially inclined to accomplish. This Special Purpose typically manifests itself early in a pony’s life, and eventually becomes represented by a pony’s Cutie Mark. A Special Purpose isn’t a vocation or a profession, but rather more of a philosophical or ‘life mission’ thing. For example, “to bring out the beauty in the world,” or “to care for those in need,” are good Spe- cial Purposes; something like “to be a great baker,” on the other hand, isn’t. During character creation, an Earth Pony, Pegasus, Unicorn, or Crystal Pony player should work with their GM to come up with their character’s Special Purpose. Once set, it does not change over the course of gameplay. At some point before reaching 30 XP, the player should also develop their character’s Cutie Mark, and have it appear on their character’s flank. On any Skill Check in which a character’s Special Purpose reasonably and meaningfully applies, they gain a +2 bonus to the 2d6 roll made to determine the Skill Check’s success or failure.

Virtuous Earth Ponies--by and large--are hard-working, forthright individuals who are no strang- ers to overcoming difficulty with their wits and willpower. As such, they tend to bring a hard-working Virtue to any situation. Earth Pony characters begin each Episode with 2 additional points of Virtue.

22 Special Abilities Primary Special Ability: Workhorse Earth Ponies rely on their strength of will and spirit to carry them through situations where others may have special powers to fall back on; as such, Earth Ponies tend to be stur- dier and more reliable, able to weather harm and discouragement better than others. Earth Pony characters, accordingly, may gain bonus Fortitude and Willpower by putting points into this Special Ability, as well as increasing the base multiplier each resource uses when being calculated above the normal x5, yielding even further Fortitude and Willpower gains. Ability Points Benefits 1 Ability Point Gain +5 bonus Fortitude and Willpower (+5 total) 2 Ability Points Gain +5 bonus Fortitude and Willpower (+10 total) 3 Ability Points Gain +5 bonus Fortitude and Willpower (+15 total) Gain +5 bonus Fortitude and Willpower (+20 total) 4 Ability Points Fortitude and Willpower are now calculated at x6 5 Ability Points Gain +5 bonus Fortitude and Willpower (+25 total) 6 Ability Points Gain +5 bonus Fortitude and Willpower (+30 total) 7 Ability Points Gain +5 bonus Fortitude and Willpower (+35 total) Gain +5 bonus Fortitude and Willpower (+40 total) 8 Ability Points Fortitude and Willpower are now calculated at x7 9 Ability Points Gain +5 bonus Fortitude and Willpower (+45 total) 10 Ability Points Gain +5 bonus Fortitude and Willpower (+50 total) 11 Ability Points Gain +5 bonus Fortitude and Willpower (+55 total) Gain +5 bonus Fortitude and Willpower (+60 total) 12 Ability Points Fortitude and Willpower are now calculated at x8 13 Ability Points Gain +5 bonus Fortitude and Willpower (+65 total) 14 Ability Points Gain +5 bonus Fortitude and Willpower (+70 total) 15 Ability Points Gain +5 bonus Fortitude and Willpower (+75 total) Gain +5 bonus Fortitude and Willpower (+80 total) 16 Ability Points Fortitude and Willpower are now calculated at x9 17 Ability Points Gain +5 bonus Fortitude and Willpower (+85 total) 18 Ability Points Gain +5 bonus Fortitude and Willpower (+90 total) 19 Ability Points Gain +5 bonus Fortitude and Willpower (+95 total) Gain +5 bonus Fortitude and Willpower (+100 total) 20 Ability Points Fortitude and Willpower are now calculated at x10

23 Secondary Special Ability: The Earth Pony Way Earth Ponies often learn more, and learn faster, than others. Without the ability to use magic or flight, it is important for many Earth Ponies to make the most of their minds and their inherent talents. As such, some Earth Ponies learn and master many more skills than other ponies do. Accordingly, Earth Pony characters may gain bonus Skill Points by putting points into this Special Ability. Ability Points Benefits 1 Ability Point Gain 5 Skill Points (+5 total) 2 Ability Points Gain 6 Skill Points (+11 total) 3 Ability Points Gain 6 Skill Points (+17 total) 4 Ability Points Gain 7 Skill Points (+24 total) 5 Ability Points Gain 7 Skill Points (+31 total) 6 Ability Points Gain 8 Skill Points (+39 total) 7 Ability Points Gain 8 Skill Points (+47 total) 8 Ability Points Gain 9 Skill Points (+56 total) 9 Ability Points Gain 9 Skill Points (+65 total) 10 Ability Points Gain 10 Skill Points (+75 total)

Utility Special Ability: Industrious Without magic or wings, Earth Ponies rely on their natural ingenuity in creating and us- ing Tools to make tasks easier. Where a Unicorn might use their magic to levitate a heavy object, Earth Ponies might use a crane, or a lever, or other device. While anypony can use a Tool to help with them complete a task, some Earth Ponies are especially talented at making use of many and varied Tools. Accordingly, Earth Pony characters may gain additional bonuses to Skill Checks when they are using beneficial Tools by putting points into this Special Ability. At its highest level, this Special Ability also grants the benefit of using an appropriate Tool, even when the char- acter isn’t making use of a Tool. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls when using an appropriate Tool 2 Ability Points +2 bonus to Skill Check rolls when using an appropriate Tool 3 Ability Points +3 bonus to Skill Check rolls when using an appropriate Tool 4 Ability Points +4 bonus to Skill Check rolls when using an appropriate Tool 5 Ability Points +5 bonus to Skill Check rolls when using an appropriate Tool +6 bonus to Skill Check rolls when using an appropriate Tool 6 Ability Points Gain Tool bonus as well 24 Griffons

Natural Abilities Speedster Griffons have the potential for exceptional feats of speed, if they push themselves. Wheth- er flying or performing other tasks, it is not unheard of for a Griffon to outpace all others for a short time, making use of their naturally strong and speedy physique. A Griffon character may, by spending a point of Virtue, take two Actions in a single round of Cinematic Mode, where others may normally only take one Action per round. This Natu- ral Ability cannot be used more than once per round.

Skywalker Griffons are gifted with feathered wings, allowing them to fly and to interact with clouds as if they were solid objects--walking on them and even swimming in them! While some young Griffons don’t develop their ability to fly until they near adulthood, most show some early talent, and end up flying as easily as walking before long. If a Griffon character loses the use of their wings for any reason, they also lose the effects of this Natural Ability. Griffon characters may fly, hover, and generally maneuver in the air as easily as they can walk or run on the ground. In addition, they may walk on clouds and interact with them in basic ways such as moving them around--though this ability doesn’t allow them to alter the weather.

25 Special Abilities Primary Special Ability: Lionheart Griffons are a passionate race, with the determination of an eagle and the heart of a lion. Because of this, when they become frustrated, stressed, hurt, or are otherwise put into a de- manding situation, some Griffons go into a state of heightened focus, power, and ability. This ‘rush’ of strength and ability is often to stand up to a threat, and is almost always in response to being harmed. Far from cowering in fear, with a proud, defiant roar, a Griffon stands up to their challenges. Accordingly, a Griffon character may gain and improve this effect by putting points into this Special Ability. A certain number of times per Episode, after being dealt a total of at least a certain amount of damage to their Fortitude and/or Willpower, a Griffon character may choose to activate this ability and gain a bonus to all Skill Checks for the duration of the Scene they are in (this Special Ability may only be activated once per Scene). How often they may choose to activate this Special Ability, how much damage they must take before they can do so, and what the Skill Check bonus is, all improve as more points are put into this Special Ability. At its highest level, a Griffon may even activate this ability when a friend takes damage, instead of being restricted to only activating it when they have been damaged themselves. Ability Points Benefits Grants a +1 bonus to Skill Checks for the duration of the current scene 1 Ability Point Usable 1 time per Episode, once 20 or more damage has been taken 2 Ability Points May use once 19 or more damage has been taken 3 Ability Points Usable 2 times per Episode 4 Ability Points May use once 18 or more damage has been taken 5 Ability Points Grants a +2 bonus to Skill Checks for the duration of the current scene 6 Ability Points May use once 17 or more damage has been taken 7 Ability Points Usable 3 times per Episode 8 Ability Points May use once 16 or more damage has been taken 9 Ability Points Grants a +3 bonus to Skill Checks for the duration of the current scene 10 Ability Points May use once 15 or more damage has been taken 11 Ability Points Usable 4 times per Episode 12 Ability Points May use once 14 or more damage has been taken 13 Ability Points Grants a +4 bonus to Skill Checks for the duration of the current scene 14 Ability Points May use once 13 or more damage has been taken 15 Ability Points Usable 5 times per Episode 16 Ability Points May use once 12 or more damage has been taken 17 Ability Points Grants a +5 bonus to Skill Checks for the duration of the current scene 18 Ability Points May use once 11 or more damage has been taken 19 Ability Points Usable 6 times per Episode May use once 10 or more damage has been taken 20 Ability Points May use once any friend has taken 10 or more damage

26 Secondary Special Ability: Eagle’s Splendor Griffons may have many and varied talents, and pride themselves on their innate abilities and accomplishments. This requires that they focus on certain areas in which they wish to excel, to push beyond what even normal training can accomplish. However, once attained, their heightened ability and specialization in a given area tends to give them an edge more reliably than others. Accordingly, a Griffon character may gain inherent bonuses to Skills in categories they select, by putting points into this Special Ability. For each point, a Griffon character may select one profession-titled Skill category and add a permanent +2 bonus to all Skill Checks they make with its Skills from that point on. Skill categories may not be selected more than once for this effect; each time a point is put into this Special Ability, a new Skill category must be selected. Ability Points Benefits 1 Ability Point Choose one Skill category; gain +2 Skill bonus with all Skills within it 2 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 3 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 4 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 5 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 6 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 7 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 8 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 9 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it 10 Ability Points Choose one Skill category; gain +2 Skill bonus with all Skills within it

Utility Special Ability: Wing Power Many Griffons learn to use their wings to aid them in a variety of tasks--from pulling or lifting heavy burdens, to performing feats of aerobatics and speed. Accordingly, Griffon characters may gain bonuses to Skill Checks when they are using their wings in a beneficial way by putting points into this Special Ability. If a Griffon charac- ter loses the use of their wings for any reason, they also lose the effects of this Special Ability. At its highest level, this Special Ability also grants the benefit of using an appropriate Tool to the character when they are using their wings. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls when using wings 2 Ability Points +2 bonus to Skill Check rolls when using wings 3 Ability Points +3 bonus to Skill Check rolls when using wings 4 Ability Points +4 bonus to Skill Check rolls when using wings 5 Ability Points +5 bonus to Skill Check rolls when using wings 6 Ability Points +6 bonus to Skill Check rolls when using wings, also gain Tool bonus

27 Pegasi

Natural Abilities Special Purpose Earth Ponies, Pegasi, Unicorns, and Crystal Ponies all have something special they are naturally inclined toward; something they are meant to do, or something meaningful they are especially inclined to accomplish. This Special Purpose typically manifests itself early in a pony’s life, and eventually becomes represented by a pony’s Cutie Mark. A Special Purpose isn’t a vocation or a profession, but rather more of a philosophical or ‘life mission’ thing. For example, “to bring out the beauty in the world,” or “to care for those in need,” are good Spe- cial Purposes; something like “to be a great baker,” on the other hand, isn’t. During character creation, an Earth Pony, Pegasus, Unicorn, or Crystal Pony player should work with their GM to come up with their character’s Special Purpose. Once set, it does not change over the course of gameplay. At some point before reaching 30 XP, the player should also develop their character’s Cutie Mark, and have it appear on their character’s flank. On any Skill Check in which a character’s Special Purpose reasonably and meaningfully applies, they gain a +2 bonus to the 2d6 roll made to determine the Skill Check’s success or failure.

Skywalker Pegasi are gifted with feathered wings, allowing them to fly and to interact with clouds as if they were solid objects--walking on them and even swimming in them! While some young Pegasi don’t develop their ability to fly until they near adulthood, most show some early tal- ent, and end up flying as easily as walking before long. If a Pegasus character loses the use of their wings for any reason, they also lose the effects of this Natural Ability. Pegasus characters may fly, hover, and generally maneuver in the air as easily as they can walk or run on the ground. In addition, they may walk on clouds and interact with them in basic ways such as moving them around--though this ability doesn’t allow them to alter the weather.

28 Special Abilities Primary Special Ability: Wonderbolt Pegasi are descended from a proud warrior society, and as such, even the most timid Pega- sus has a fiery spirit deep down, waiting to be unleashed in times of need. While a Pegasus might be bold or daring normally, even they have hidden reserves of determination waiting to be tapped to help their friends or face down a powerful adversary. A Pegasus character who puts points into this Special Ability has begun to unlock this hidden strength within themselves. When making a Skill Check, a Pegasus may spend a point of Virtue to activate this Special Ability and gain a bonus to the 2d6 roll. In addition, if the Skill Check is successful, they may immediately recover an amount of Fortitude and Willpower as a ‘second wind’ of encour- agement from their success. This Special Ability may only be activated once per Skill Check. Finally, the activation of this Special Ability must be meaningful to the situation; the GM may deny it if it is frivolous. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check roll when activated 2 Ability Points 1 Fortitude and Willpower restored if empowered Skill Check succeeds 3 Ability Points 2 Fortitude and Willpower restored if empowered Skill Check succeeds 4 Ability Points 3 Fortitude and Willpower restored if empowered Skill Check succeeds 5 Ability Points +2 bonus to Skill Check roll when activated 6 Ability Points 4 Fortitude and Willpower restored if empowered Skill Check succeeds 7 Ability Points 5 Fortitude and Willpower restored if empowered Skill Check succeeds 8 Ability Points 6 Fortitude and Willpower restored if empowered Skill Check succeeds 9 Ability Points 7 Fortitude and Willpower restored if empowered Skill Check succeeds 10 Ability Points +3 bonus to Skill Check roll when activated 11 Ability Points 8 Fortitude and Willpower restored if empowered Skill Check succeeds 12 Ability Points 9 Fortitude and Willpower restored if empowered Skill Check succeeds 13 Ability Points 10 Fortitude and Willpower restored if empowered Skill Check succeeds 14 Ability Points 11 Fortitude and Willpower restored if empowered Skill Check succeeds 15 Ability Points +4 bonus to Skill Check roll when activated 16 Ability Points 12 Fortitude and Willpower restored if empowered Skill Check succeeds 17 Ability Points 13 Fortitude and Willpower restored if empowered Skill Check succeeds 18 Ability Points 14 Fortitude and Willpower restored if empowered Skill Check succeeds 19 Ability Points 15 Fortitude and Willpower restored if empowered Skill Check succeeds 20 Ability Points +5 bonus to Skill Check roll when activated

29 Secondary Special Ability: Weather Patrol While Pegasi don’t have direct spellcasting ability, they do have a connection to the sky, and weather; as such, a Pegasus may learn to control and/or manipulate weather effects through practice and natural talent. Accordingly, a Pegasus character may gain the ability to manipulate weather effects and even create them (or combinations of them) at will through flight, by putting points into this Special Ability. If a Pegasus character loses the use of their wings for any reason, they also lose the effects of this Special Ability. A Pegasus who creates a weather effect (or a combination of weather effects) must pay 1d6 Fortitude or Willpower (their choice) per weather effect to do so, and must know the weather effect(s) to begin with. The creation of weather effects is subject to GM discretion and interpretation. Weather effects are chosen from the following list: Fog, Rain, Hail, Snow, Thunder, Lightning, Rainbow, Aurora, Cloud, Wind. Ability Points Benefits Manipulate known effects 1 Ability Point Learn one weather effect from the list (total 1) 2 Ability Points Learn one weather effect from the list (total 2) 3 Ability Points Learn one weather effect from the list (total 3) 4 Ability Points Learn one weather effect from the list (total 4) 5 Ability Points Learn one weather effect from the list (total 5) Create known effects 6 Ability Points Learn one weather effect from the list (total 6) 7 Ability Points Learn one weather effect from the list (total 7) 8 Ability Points Learn one weather effect from the list (total 8) 9 Ability Points Learn one weather effect from the list (total 9) 10 Ability Points Know all weather effects

Utility Special Ability: Wing Power Many Pegasi learn to use their wings to aid them in a variety of tasks--from pulling or lifting heavy burdens, to performing feats of aerobatics and speed. Accordingly, Pegasus characters may gain bonuses to Skill Checks when they are using their wings in a beneficial way by putting points into this Special Ability. If a Pegasus charac- ter loses the use of their wings for any reason, they also lose the effects of this Special Ability. At its highest level, this Special Ability also grants the benefit of using an appropriate Tool to the character when they are using their wings. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls when using wings 2 Ability Points +2 bonus to Skill Check rolls when using wings 3 Ability Points +3 bonus to Skill Check rolls when using wings 4 Ability Points +4 bonus to Skill Check rolls when using wings 5 Ability Points +5 bonus to Skill Check rolls when using wings 6 Ability Points +6 bonus to Skill Check rolls when using wings, also gain Tool bonus 30 Unicorns

Natural Abilities Special Purpose Earth Ponies, Pegasi, Unicorns, and Crystal Ponies all have something special they are naturally inclined toward; something they are meant to do, or something meaningful they are especially inclined to accomplish. This Special Purpose typically manifests itself early in a pony’s life, and eventually becomes represented by a pony’s Cutie Mark. A Special Purpose isn’t a vocation or a profession, but rather more of a philosophical or ‘life mission’ thing. For example, “to bring out the beauty in the world,” or “to care for those in need,” are good Spe- cial Purposes; something like “to be a great baker,” on the other hand, isn’t. During character creation, an Earth Pony, Pegasus, Unicorn, or Crystal Pony player should work with their GM to come up with their character’s Special Purpose. Once set, it does not change over the course of gameplay. At some point before reaching 30 XP, the player should also develop their character’s Cutie Mark, and have it appear on their character’s flank. On any Skill Check in which a character’s Special Purpose reasonably and meaningfully applies, they gain a +2 bonus to the 2d6 roll made to determine the Skill Check’s success or failure.

Telekinesis Unicorns are born with a magical horn which allows them to utilize magic and cast spells if they study and work hard at it. However, even the most magically-inept Unicorn knows how to move and manipulate objects through the simple use of magic through their horn. Unicorn characters may manipulate, push, pull, and otherwise affect objects they can see through the use of telekinetic magic cast from their horn. This manipulation is the same as if they were manipulating the object (or objects) by hand, and is limited to physical manipula- tion only. They must exert effort to use this ability at any level, though it is usually a minimal amount unless they are attempting to do something extraordinary. Using Telekinesis costs 1 point of Fortitude or Willpower per normal use, but only in Cin- ematic Mode. In Narrative Mode, basic Telekinesis is easy and costs nothing--but the added stress of most Cinematic Mode scenes makes Telekinesis harder to perform. At any time, if the character tries to do something extraordinary, such as attempting to magically lift a very heavy object or a large number of objects, they may incur Fortitude and / or Willpower loss from the strain at the GM’s discretion. If a Unicorn character loses the use of their horn for any reason, they also lose the effects of this Natural Ability.

31 Special Abilities Primary Special Ability: Friendship Is Magic Unicorns are best known for their unique gift of spellcasting and magic. As creating and/ or improvising a spell requires study, and the knowledge of the Magical Aspects which are necessary for any given spell, a Unicorn’s scope and versatility with spellcasting is dependent on how many Magical Aspects they know. Accordingly, a Unicorn character may learn Magical Aspects (both pre-set, and chosen by the character) which they can then use to create and improvise spells, by putting points into this Special Ability. If a Unicorn character loses the use of their horn for any reason, they also lose the effects of this Special Ability. It is important to note that a Unicorn’s magic is typically in line with their Special Purpose; while they might know multiple Magical Aspects, they typically only create spells which are in line with their Special Purpose and other talents. To this end, the GM has final approval over any spell a Unicorn character attempts to cast; the GM may deny the spell on the basis of being inappropriate, in light of the character’s Special Purpose. Ability Points Benefits Target: Individual, Group | Range: Contact, Seen 1 Ability Point Duration: Immediate, Sustained | Function: Standard Effects: Any Two | Subjects: Any Two 2 Ability Points Effects or Subjects: Any One (total 5) 3 Ability Points Target: Area | Effects or Subjects: Any One (total 6) 4 Ability Points Range: Known | Effects or Subjects: Any One (total 7) 5 Ability Points Duration: Temporary | Effects or Subjects: Any One (total 8) 6 Ability Points Function: Chain | Effects or Subjects: Any One (total 9) 7 Ability Points Effects or Subjects: Any One (total 10) 8 Ability Points Target: Mass | Effects or Subjects: Any One (total 11) 9 Ability Points Effects or Subjects: Any One (total 12) 10 Ability Points Range: Unknown | Effects or Subjects: Any One (total 13) 11 Ability Points Effects or Subjects: Any One (total 14) 12 Ability Points Duration: Persistent | Effects or Subjects: Any One (total 15) 13 Ability Points Effects or Subjects: Any One (total 16) 14 Ability Points Function: Genesis | Effects or Subjects: Any One (total 17) 15 Ability Points Effects or Subjects: Any One (total 18) 16 Ability Points Effects or Subjects: Any One (total 19) 17 Ability Points Function: Wonder | Effects or Subjects: Any One (total 20) 18 Ability Points Effects or Subjects: Any One (total 21) 19 Ability Points Effects or Subjects: Any One (total 22) 20 Ability Points Effects or Subjects: Character now knows all Effects and Subjects

32 Secondary Special Ability: Great And Powerful When a Unicorn casts a spell, they must pay an amount of Fortitude and / or Willpower equal to the spell’s level; the more powerful the spell, the more it costs to cast. However, some Unicorns learn to cast spells for a decreased cost through practice and efficient use of the magical energy at their disposal. While nothing can entirely eliminate the cost of casting a spell, it can be diminished considerably to allow for more, and more powerful, spells to be cast before a Unicorn exhausts themselves. Accordingly, a Unicorn character may reduce the amount of Fortitude and / or Willpower they must pay per spell they cast (to a minimum of 1 point per spell) by putting points into this Special Ability; at its highest level, this Special Ability even eliminates the basic cost for using Telekinesis in Cinematic Mode. If a Unicorn character loses the use of their horn for any reason, they also lose the effects of this Special Ability. Ability Points Benefits 1 Ability Point Spellcasting Fortitude / Willpower cost -1 2 Ability Points Spellcasting Fortitude / Willpower cost -2 3 Ability Points Spellcasting Fortitude / Willpower cost -3 4 Ability Points Spellcasting Fortitude / Willpower cost -4 5 Ability Points Spellcasting Fortitude / Willpower cost -5 6 Ability Points Spellcasting Fortitude / Willpower cost -6 7 Ability Points Spellcasting Fortitude / Willpower cost -7 8 Ability Points Spellcasting Fortitude / Willpower cost -8 9 Ability Points Spellcasting Fortitude / Willpower cost -9 Spellcasting Fortitude / Willpower cost -10 10 Ability Points Telekinesis is free to use

Utility Special Ability: Talented Some Unicorns are simply exceptionally talented at the use of magic, and for them, cast- ing spells and using their natural Telekinesis comes more naturally than others who might have to study more to attain the same level of control and power. Accordingly, Unicorn characters may gain bonuses to Skill Checks when they are using magic by putting points into this Special Ability. If a Unicorn character loses the use of their horn for any reason, they also lose the effects of this Special Ability. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls casting spells / Telekinesis 2 Ability Points +2 bonus to Skill Check rolls casting spells / Telekinesis 3 Ability Points +3 bonus to Skill Check rolls casting spells / Telekinesis 4 Ability Points +4 bonus to Skill Check rolls casting spells / Telekinesis 5 Ability Points +5 bonus to Skill Check rolls casting spells / Telekinesis 6 Ability Points +6 bonus to Skill Check rolls casting spells / Telekinesis, plus Tool bonus

33 Zebras

Natural Abilities Stripes And Sigils Where Earth Ponies, Pegasi, Unicorns, and Crystal Ponies have a Special Purpose and Cutie Mark, Zebras instead have a mysterious glyph which forms on their flank, and aligns them with a certain family of Skills. During character creation, a Zebra character chooses one Skill category from each Base Attribute (one Skill category from Mind, one from Body, and one from Heart; three catego- ries total). All Skills which are in the selected Skill categories gain a permanent +2 bonus to the Zebra’s Skill Checks using them.

Loremaster Zebras, by and large, are known for their knowledge and their curiosity to learn about the world; they often are sources of information and wisdom for others to seek out, and typically bring quite a bit of lore-mastery to any community. Accordingly, Zebra characters automatically have all Skills in the “Scholar” category trained to Rank 1 during character creation.

34 Special Abilities Primary Special Ability: Alchemy Zebras are best known for their semi-magical alchemy. Through combining various chemicals, herbs, and reagents, some Zebras are able to create single-use alchemical potions, powders, oils, talismans, and the like, which replicate spells to a certain extent. Accordingly, by putting points into this Special Ability, a Zebra character may gain and improve this unique skill and talent. When a Zebra character puts points into this Special Ability, they learn a Recipe; essen- tially, Recipes are spells they create using any and all Magical Aspects except for Mass, Un- known, Persistent, or Wonder. A Zebra character creates their Recipes before an Episode begins, and may change them between Episodes. Recipes have a maximum Spell Level they may replicate. The spell replicated must be able to be justified as to how it is being performed with alchemy instead of magic, and the GM has final say over all Recipes. While a Zebra may know many Recipes, they are limited by their stock of items. In any Episode, a Zebra character may only make use of a number of alchemical items as deter- mined by this Special Ability. This number of items is depleted with each use of an item, whether it is all the same Recipe, each a different Recipe, or a mix. In essence, it is the Zebra’s “alchemical ammunition” for the Episode. Finally, when a Zebra uses an alchemical item, they make a Chemistry Skill Check in the same way that a Unicorn must make a Spellcasting Skill Check to cast spells. If the check succeeds, the alchemical items works. If it fails, the item was a dud, or didn’t perform its intended effect. If the check is a Critical success, the use of the item doesn’t count toward the Zebra’s total of items for the Episode--it was essentially a ‘free use.’ If the check is a Critical failure, however, it ‘ruins’ that Recipe for the rest of the Episode; no further items with that Recipe can be used that Episode--this represents that the entire ‘batch’ of that Recipe was a dud, instead of only the individual item used. Ability Points Benefits Learn +1 Recipe (total 1); 5 Alchemical item uses per Episode 1 Ability Point Maximum Spell Level for Recipes: (5 + Mind) 2 Ability Points Learn +1 Recipe (total 2); 6 Alchemical item uses per Episode 3 Ability Points Learn +1 Recipe (total 3) 4 Ability Points Learn +1 Recipe (total 4); 7 Alchemical item uses per Episode 5 Ability Points Learn +1 Recipe (total 5) 6 Ability Points Learn +1 Recipe (total 6); 8 Alchemical item uses per Episode 7 Ability Points Learn +1 Recipe (total 7) 8 Ability Points Learn +1 Recipe (total 8); 9 Alchemical item uses per Episode 9 Ability Points Learn +1 Recipe (total 9) 10 Ability Points Learn +1 Recipe (total 10); 10 Alchemical item uses per Episode 11 Ability Points Learn +1 Recipe (total 11) 12 Ability Points Learn +1 Recipe (total 12); 11 Alchemical item uses per Episode 13 Ability Points Learn +1 Recipe (total 13) 14 Ability Points Learn +1 Recipe (total 14); 12 Alchemical item uses per Episode 15 Ability Points Learn +1 Recipe (total 15) 16 Ability Points Learn +1 Recipe (total 16); 13 Alchemical item uses per Episode 17 Ability Points Learn +1 Recipe (total 17) 18 Ability Points Learn +1 Recipe (total 18); 14 Alchemical item uses per Episode 19 Ability Points Learn +1 Recipe (total 19) 20 Ability Points Learn +1 Recipe (total 20); 15 Alchemical item uses per Episode 35 Secondary Special Ability: Brewmaster While many Zebras learn how to create alchemical items and use them, some are excep- tionally good at the brewing and formulation of the items; to not only create more potent items, but also to ensure that their creations function more reliably. Accordingly, by putting points into this Special Ability, a Zebra character may increase the maximum Spell Level of the Recipes they learn, and gain a bonus to the Chemistry Skill Check made when they use an alchemical item. At the highest level of this Special Ability, the ‘bad batch’ effect which ruins a Recipe for the rest of an Episode no longer applies to Critical failures. Ability Points Benefits 1 Ability Point Maximum Spell Level for Recipes: +1 2 Ability Points Maximum Spell Level for Recipes: +2; Chemistry bonus +1 3 Ability Points Maximum Spell Level for Recipes: +3 4 Ability Points Maximum Spell Level for Recipes: +4; Chemistry bonus +2 5 Ability Points Maximum Spell Level for Recipes: +5 6 Ability Points Maximum Spell Level for Recipes: +6; Chemistry bonus +3 7 Ability Points Maximum Spell Level for Recipes: +7 8 Ability Points Maximum Spell Level for Recipes: +8; Chemistry bonus +4 9 Ability Points Maximum Spell Level for Recipes: +9 Maximum Spell Level for Recipes: +10; Chemistry bonus +5 10 Ability Points No ‘bad batch’ effect on a Critical Failure

Utility Special Ability: Exotic Lore Zebras come from a far-off land, and in their long travels often learn more about the wide wild world, lost lore, and nature, than do most others. Accordingly, a Zebra character may gain bonuses to Skill Checks when the Skill Check in- volves knowledge of the wilderness, nature, creatures of the wild world, forgotten or obscure lore, or associated topics at the GM’s discretion, by putting points into this Special Ability. Ability Points Benefits 1 Ability Point +1 bonus to Skill Check rolls dealing with ‘exotic lore’ 2 Ability Points +2 bonus to Skill Check rolls dealing with ‘exotic lore’ 3 Ability Points +3 bonus to Skill Check rolls dealing with ‘exotic lore’ 4 Ability Points +4 bonus to Skill Check rolls dealing with ‘exotic lore’ 5 Ability Points +5 bonus to Skill Check rolls dealing with ‘exotic lore’ +6 bonus to Skill Check rolls dealing with ‘exotic lore’ 6 Ability Points Also gain Tool bonus 36 How Edges Work Advantages: Edges are easy to use; when your char- acter is entitled to gain an Edge, choose Edges one you haven’t chosen before from the list of Edges found in the Skills & Edges chapter and add it to your character’s list of obtained Edges. Edges are individual, self-contained rule modifications which help your character stand out as unique from others. Edges are unique powers, aspects, qualities, rule modifications, and Remember, you can only choose other special advantages which an Edge once- any character can obtain and make -whenever you use of. Characters choose 1 start- get to choose ing Edge during character cre- a new Edge, ation, from the list of Edges found you can’t pick in the Skills & Edges chapter. one you’ve The next step in the Advantages sec- already tion of character creation is to choose chosen your character’s starting Edge. Edges before! are unique features and special qualities which help to set characters apart from one another and make them special- -whether by establishing some narrative or personal aspect of the character, or by slightly altering the rules as they apply to Starting Edge the character. A character must choose one starting Edge from the list in the Skills & Edges chapter during character creation and apply its effects.

37 knowledge and ability. Characters don’t Virtue: Doing even necessarily have to succeed at moral actions; often enough, making the de- The Right Thing cision to do what’s right as opposed to what might be easier or more efficient is enough. In fact, one of the most reliable ways for a character to obtain points of Virtue is to embody their Guiding Ele- ment whenever possible. On the other hand, characters who show apathy toward those they might S3E’s Virtue system awards points of reasonably help, or take advantage of Virtue to characters who choose to others, or act unfairly or with cruelty, or do the right thing in a given situa- otherwise behave in a knowingly immor- tion. These Virtue points can then be al way, have points of Virtue taken away spent by characters to heal themselves by the GM instead. and their friends, among other things, such as activating certain Edges and Abilities. There’s no limit to how many Virtue points a character can earn during an Episode, but characters be- gin each Episode with 1 Virtue point. The next section of character creation is Virtue, and the first, and only, step is to learn how S3E’s Virtue system works and Virtue is a hard concept to pin how it affects characters. Virtue is a pool down with absolute rules, and mo- of points a character gains (and may lose) rality almost always varies from based on their actions and decisions, and person to person. What exactly which a character spends to heal them- constitutes ‘moral’ and ‘immoral’ selves or their friends--or to activate oth- behavior for the purposes of Virtue er effects they may have access to. is left purposefully undefined, and How Virtue Works should be discussed and explored between the players and the GM. In Equestria, the good that goes around comes around, and genuine in- tegrity, compassion, selflessness, and tol- Starting Virtue erance always seems to be rewarded; on Characters begin each Episode with the other hand, justice always seems to one point of Virtue, regardless of the come to the wicked and the cruel. Char- amount they had at the end of any pre- acters have a pool of Virtue points to rep- vious Episode--in effect, Virtue ‘resets’ resent this effect. every Episode. While this initial amount During an Episode, characters are may be increased by various means, a awarded points of Virtue by the GM for character always begins with at least one doing good deeds, resisting temptation, point, reflecting the belief that in Eques- making the best of a bad situation, help- tria, at their core, everypony is funda- ing and encouraging others, showing mentally good. mercy, and otherwise acting in a moral and ethical manner to the best of their 38 has in a Skill is represented by the Skill’s Interests: Rank. All Skills begin at Rank 0, and are improved by spending Skill Points; one Skills Skill Point increases a Skill’s Rank by one, up to a maximum of Rank 10. The higher the Skill Rank, the better the character is when using that Skill, and the more likely they are to accomplish tasks which are governed by it. Starting Skills S3E has 99 Skills separated into 25 A character must spend 4 Skill Points categories and split between Mind, (split however they choose) during char- Body, and Heart. Every action a acter creation to determine their initial character attempts can be governed Skill Ranks. The list of Skills, and the ex- by a Skill. Skills begin at Rank 0 and planation of what each Skill covers, can may be improved to a maximum of be found in the Skills & Edges chapter. Rank 10, at a one-for-one rate with Skill Points. Spend 4 Skill Points With 99 Skills, there split however you choose to deter- are a lot of things a mine your character’s starting Skills. character might need The next section of character creation to know how is Interests, and the only two steps are to to do at any learn the basics of Skills, including how time; be- to improve them, and to then determine cause of your character’s starting Skills. Skills this, it’s govern the dynamic actions a character a good idea attempts, from building rapport in con- to work with the other play- versation, to casting spells, to perform- ers in your group when figuring out ing feats of acrobatic or athletic prowess- your initial Skills to cover the things -even to baking delicious muffins. your group considers important. How Skills Work Skills are the backbone of character actions in S3E. Whenever a character at- tempts an action which the GM decides has a meaningful chance of failure, the GM will call for a Skill Check based on the Skill which most reasonably governs the type of action being attempted. For this reason, it is important for characters to be trained in the Skills they are most likely to use and/or know based on their character’s concept. There are 99 Skills in S3E, separated by the Attribute upon which they are based, and split into 25 categories for easy ref- erence. The level of training a character 39 Experience Advancement Advancement: Tier Rewards 0 Advancements Growing Up Youth (0 XP) 0 Edges 0 Talents 5 Advancements Adult (30 XP) 2 Edges 1 Talents 9 Advancements Veteran (75 XP) 4 Edges Based on your character’s starting 2 Talents Experience Tier (determined back 13 Advancements in the Origins section), they may be Heroic (140 XP) 6 Edges entitled to choose extra Edges, ex- 3 Talents tra Talents, and/or to spend a num- 17 Advancements ber of ‘Advancements’ to gain ex- Champion (225 XP) 8 Edges tra Skill Points, Attribute Points, 4 Talents or some combination of the two. 21 Advancements Sovereign (325 XP) 10 Edges The final section of character creation 5 Talents is Advancement, and the only two steps 25 Advancements are to find what advancement rewards Celestial (425 XP) 12 Edges your character is entitled to (if any) 6 Talents based on their starting Experience Tier established back in the Origins section, Advancements and then to spend those rewards while Advancements are small packages of learning how later character advance- Skill Points, Ability Points, or a combina- ment will work in the process. tion of the two, representing a character’s progress in training and in developing Starting Experience Tier their unique powers. Each time a char- Based on your character’s starting acter gains an Advancement, they must Experience Tier, they may be entitled choose one of three packages the effects to certain benefits and bonuses as ad- of which they wish to gain; and like all ad- vancement rewards. Normally, as char- vancement rewards, Advancements (and acters earn Experience Points, they reach the Skill Points and/or Ability Points they regular milestones and earn these ad- award a character) may not be saved for vancement rewards slowly, over time. A later--they must be spent immediately character who starts at an increased Ex- upon being gained. The three Advance- perience Tier is getting a head-start, and ment packages are as follows. is assumed to have already earned these advancement rewards over time. This Advancement Reward(s) means that they must now decide all at Training 4 Skill Points once, retroactively, how they were spent. 2 Skill Points Use the following table to figure out the Balance 1 Ability Point advancement rewards your character is entitled to (if any) based on their starting Power 2 Ability Points Experience Tier. 40 Edges Your character may be entitled to ad- Character ditional Edges as a result of their starting Creation Example Experience Tier. Each time your char- acter gains an Edge, they must choose a new one from the list in the Skills & Edg- es chapter and apply its effects. An Edge may only be chosen once, and like all advancement rewards, these extra Edges may not be saved--they must be chosen immediately upon being gained. On the next pages are an example of how a character is created in S3E, to Talents give you a sense of the process and help Your character may also be entitled clarify confusion on the flow of char- to additional Talents as a result of their acter creation by showing it in action. starting Experience Tier. Each time your character gains a Talent, they must choose a new one and apply its Attribute score increase(s) accordingly. Each Tal- ent may only be chosen once, and like all advancement rewards, these extra Talents may not be saved--they must be chosen immediately upon being gained. The list of Talents is as follows.

Talent Name Attribute Increase Egghead +3 Mind Iron Pony +3 Body Show Stopper +3 Heart Smart Cookie +2 Mind, +1 Heart Student Athlete +2 Mind, +1 Body Prize Pony +2 Body, +1 Mind Daredevil +2 Body, +1 Heart Drama Queen +2 Heart, +1 Body Crusader +2 Heart, +1 Mind

41 Character Characterization: This leads to Streak’s Direction, and Tom decides that Creation Example Streak is seeking (in the short term) to Tom and his friends have decided to become a faster flyer, and (in the long play a game of My Little Pony: Role- term) to do something special to make playing is Magic, Season Three Edition. up for his past failure. While his friends are making their char- acters, he sits down to make his. Traits: Tom decides that Streak is an athlete through and through, and Origins: First, he decides that he that he relies more on his courage than wants to play a Pegasus, and that his Peg- his smarts. Because of this, he chooses asus will be male, with a red coat, short “Daredevil” as Streak’s first Talent, mak- golden mane, and blue eyes. His charac- ing his Attribute scores: Mind 1, Body 3, ter will also have a cutie mark of a fiery Heart 2. lightning bolt, and an old saddle bag he carries everywhere. He names his char- Traits: With his initial Attributes es- acter “Streak.” tablished, he calculates Streak’s Fortitude and Willpower scores to be: Fortitude 25, Origins: He finds out from his GM Willpower 15. Because Streak is strong that the group will be starting out in the physically, but has lingering self-doubt “Adult” Experience Tier, which he notes about his past, Tom is satisfied with these for later and sets Streak’s XP at 30 accord- results. ingly. Advantages: Tom reviews the Natu- Characterization: Tom decides that ral Abilities which Streak is entitled to his character Streak’s Guiding Element of as a Pegasus. Skywalker allows Streak to Harmony is Honesty; it’s very important fly, which is to be expected and requires to Streak that he is on-time and always no additional effort, but Special Purpose fulfills his commitments, which are hall- requires that Tom work with his GM to marks of the personal responsibility in- come up with Streak’s special purpose. herent in the Element of Honesty. Together, Tom and his GM decide that Streak’s Special Purpose is “to protect Characterization: For Streak’s Back- others from harm.” ground, Tom decides that Streak used to be a delivery pony who missed a deadline Advantages: With Natural Abilities and something bad happened because of done, Tom moves on to Streak’s Special it, which led to Streak losing his delivery Abilities. He spends Streak’s two Abil- job--Tom leaves the details open for now. ity Points, one in Wing Power to gain a bonus to wing-aided tasks, and one in Characterization: For Streak’s Per- Weather Patrol. The first point in Weath- spective, Tom decides that because of his er Patrol entitles Tom to choose one past failure and its consequences, Streak weather effect Streak knows, from the list has a very strong need to be punctual and provided in the Special Ability descrip- on-time, and will try to keep his word no tion. He chooses “Lightning,” since it fits matter what the cost. Streak’s concept and cutie mark.

42 Advantages: Finally, Tom is entitled Skill in the Cowpony category, making to choose one Edge for Streak. He choos- it Rank 4 (Tom has decided that Streak es the “Weather Witch” Edge, which will learned how to camp out during long de- reduce the costs of manipulating weather liveries across Equestria). effects, as he plans to have Streak use lightning relatively often. Advancement: For Streak’s two Edg- es, Tom chooses the “Noble Soul” Edge Virtue: After reviewing the Virtue re- (which will give Streak an extra point of source and familiarizing himself with the Virtue at the beginning of each Episode) concept, Tom marks down that Streak and the “Determined” Edge (which will will begin each Episode with one point allow Streak to recover from being Side- of Virtue. lined once per Scene by spending Vir- tue). Interests: Tom considers the Skill list and decides that, as a former deliv- Advancement: Finally, for Streak’s ery pony, Streak would need to be able Talent, Tom chooses “Prize Pony,” de- to “get around,” and to “know where he’s ciding that over time, Streak has had to going.” He spends two of Streak’s four learn how to use his mind more--but he’s Skill Points on the Flying Skill in the still an athlete at heart. This increases Athlete category (making it Rank 2), and Streak’s Attributes by three points (+2 two Skill Points on the Direction Sense Body, +1 Mind), to: Mind 2, Body 5, Skill in the Navigator category (making Heart 2. This changes Streak’s Fortitude it Rank 2). and Willpower scores as well (since their base Attributes have changed), to: Forti- Advancement: Tom checks the XP tude 35, Willpower 20. that he marked down for Streak earlier; the starting Experience Tier given by With all of this finished, Streak is his GM was the “Adult” tier, which puts ready to play. Streak at 30 XP. At this step, Tom finds that the “Adult” tier entitles Streak to 5 Advancements, 2 Edges, and 1 Talent.

Advancement: Tom chooses “Pow- er” for two of Streak’s five Ad- vancements, yielding a total of four Ability Points. He spends these on the “Wing Power” Spe- cial Ability, raising it to five total points. He then chooses “Train- ing” for the other three Advance- ments, yielding a total of twelve Skill Points. He spends four on the Flying Skill in the Athlete category, making it Rank 6. He also spends four on the Direction Sense Skill in the Naviga- tor category, making it Rank 6 as well. He spends the last four on the Camping 43 Playing An Episode

“I followed you all the way out here for a ROCK?!” ~ Rarity having less of an impact on moment-to- Structure Of moment gameplay. This style of play is relatively subjective and fluid when com- Gameplay pared to other games in the RPG genre, and is best described with the term The- ater of the Mind. Scenes Individual parts of an Episode of S3E can be separated into Scenes, which are distinct sequences of action and nar- S3E revolves around imagination rative revolving around a central plot and vision, and is thus played out in point. Scenes can be identified by con- the Theater of the Mind in a progres- sidering an Episode of S3E as if it were sion of Scenes, or distinct sequences an episode of the original cartoon: they of action and narrative which revolve could be anything from “talking to po- around a central plot point. Scenes nies around town to find information,” are separated into Narrative Mode, to “confronting the hydra,” to “traveling wherein timing and sequence aren’t through the forest.” Many parts of S3E a major emphasis, and Cinematic revolve around the concept of Scenes, Mode, wherein play progresses in and it is thus important to approach more structured Rounds. Rounds fol- gameplay with Scenes in mind. low “P.I.E.” progression: Presentation (the prompt), Initiative (reactions Narrative Mode and actions), and Effects (clean-up). Scenes in S3E are separated into two S3E is designed to be easy to play, with types: Narrative Mode and Cinematic a loose structure of rules meant to ap- Mode. A Narrative Mode Scene is a peal to beginner and ‘freeform’ roleplay- Scene in which timing isn’t necessarily ers and to encourage collaborative sto- important. It is the ‘exploration’ mode rytelling. There are six important terms of the game. For example, when going to learn and remember, and these are: around town looking for clues, or search- Theater of the Mind, Scenes, Narrative ing a cave for a secret door, or traveling Mode, Cinematic Mode, Rounds, and the through the forest, the moment-to- “P.I.E.” acronym. In this section, each of moment timing of the game isn’t very these terms and how they govern game- important. Thus, those are all Narrative play will be explained. Mode Scenes. Narrative Mode is fast and loose, with the GM Theater of the Mind and the players working S3E falls within the genre of ‘col- together to tell the story, laborative storytelling’ games, which is and the GM keeping things more loosely-governed than other game organized with- types in terms of exactly what a charac- out needing to ter can and cannot do. This means that take gameplay S3E is played primarily with the group’s into the more imagination and interpretation, and with ordered Cin- secondary materials (such as grids, maps, ematic tables, charts, and exact measurements Mode. of range, damage, movement speed, etc) 45 P.I.E. Narrative Mode has a shifting ‘spotlight’ P.I.E. stands for “Presentation, Initia- focus whenever char- tive, Effects.” It is the formula of steps acters are split for resolving each Round of a Cinematic up or are do- Mode Scene. The following will describe ing different each step in detail, and give examples of things at the P.I.E. in action. same time; Presentation: First, the GM will after all, there’s present the scene (or continue the scene only one GM to go around! from the previous round), with a brief Be conscientious and don’t be afraid piece of narration, and, if necessary, will to step back and give everyone else a present a challenge. For example: chance to take part in what’s going on. “You enter the dark banquet hall, moonlight hidden by old, heavy curtains. Cinematic Mode Cobwebs and dust lie heavily over the long table and old chairs. However, after taking The other type of Scene in S3E is Cin- a few steps, the candles and the fireplace ematic Mode. A Cinematic Mode Scene suddenly spring to life, flame flaring to life is a Scene in which timing and book- and illuminating the hall--and the cloaked keeping of numbers are more important, figure seated at the head of the table. “I am and often one in which when danger or pleased you could join me for dinner,” he threat is a focal point of gameplay. For in- says, “I have been hungry for so long, and stance, Cinematic Mode comes into play you look so delicious...” From the rafters, a when the players’ characters are facing an swarm of bats come screeching down to- adversary or handling a tense or difficult ward you, flapping their leathery wings as situation like a sporting competition or they attack!” escaping from Ahuizotl’s latest series of Initiative: Next, the GM will call for traps. A Cinematic Mode Scene is played reactions from selected characters, fol- out in a sequence of Rounds, with a uni- lowed by actions from everyone. First, form order of action and reaction that is those characters who the GM decides are repeated from Round to Round. entitled to reactions get to take a short, Rounds often defensive, action (for example, a re- Rounds are the most organized game- action may be to dodge out of the way of play structure in S3E, and are meant to a falling tree, or to make a reply to an in- be used when a lot of action is taking sult directed at them). The reacting char- place--often in response to danger, dif- acters may act in any order they choose, ficulty, or threat. Rounds are useful in sharing one group ‘turn’, and all of the that they allow the GM and the players to characters’ reactions are resolved at once, keep track of everything going on in the with the results being interpreted by the correct order by making the potentially GM accordingly. If they can’t cooperate chaotic narrative of the story adhere to a to decide on their own action order, the linear progression of action and reaction GM may decide they’ve lost their chance each Round. This progression is abbrevi- to react due to bickering. Usually, only ated into the acronym “P.I.E.” characters who are directly affected by some part of the scene presentation are entitled to a reaction, though this is left up to GM discretion. For example: 46 The GM decides that only three mem- result of the characters’ actions over the bers of the group are in direct danger of course of the round or that should be attack from the bat swarm, and so calls for highlighted for the players’ benefit. This reactions from them. Two characters try to is a ‘clean-up’ step, and may be skipped dodge out of the way, and one tries to blind if the GM decides to move on to the next the bats with a flash of magical light. The round instead. For example: GM resolves all of the reactions, and de- As the characters confront their myste- cides how the combined reaction plays out. rious adversary, the bats, confused by the One of the dodging characters succeeded, tornado, seem to break out of a magical but the other failed--but the character who trance they’ve been kept under and no lon- tried to blind the bats succeeded! The GM ger seem hostile. decides that the blinding light prevents the With the Effects step complete, this bats from harming anyone for the mo- Round ends and a new Round begins ment, and thus the light-wielding char- with its Presentation step. acter’s reaction ‘saved’ the failed dodging character as well. Making Skill After reactions have been resolved, the GM will call for everyone to make Checks a single action. This action can be more complex than a reaction, but still usually only takes a few seconds; the GM and the players should work together to make sure that a given action is neither too short, nor too long, based on the scene at hand. Actions are taken in any order Skill Checks are performed with these the players choose, and are resolved indi- steps: (1) Identify the Skill in use, vidually (not as a group, as reactions are). (2) decide if a Tool is being used, (3) Just as with reactions, if the players can- roll 2d6 (or 3d6, dropping the low- not work together to decide action order, est, if using a Tool), (4) add the cor- the GM may rule that they’ve lost their responding Attribute score, (5) add opportunity. Characters who choose Skill Rank, (6) add Natural Ability and to simply ‘assist’ a fellow character are Special Ability bonuses, (7) add Edge counted as acting at the same time as the bonuses, (8) add +1 for each friend character they are helping. For example: assisting up to five friends max, (9) The characters, with a brief reprieve make the result a Critical if the 2d6 from the bat swarm, decide to take the of- roll was doubles, and (10) give the fensive. A Pegasus tries flying in a circle to GM the Skill Check total to see what summon a small tornado to trap the bats happens. For Opposed and Competi- while the others confront their mysterious tive Skill Checks, also look for whose adversary. It works, and the bats are kept result is higher between characters. busy in the cyclone. The other characters confront the cloaked figure. One steps for- Skill Checks are the backbone of char- ward, and all the others ‘assist’ the group acter actions in S3E. Any time a charac- leader, backing them up as they demand ter attempts a task, the GM may require that he tells them his name, and where he’s that they make a Skill Check to deter- taken Princess Luna! mine if they were successful or not. In Effects: Finally, the GM will narrate general, easy tasks, or tasks with little- any extra effects that either occur as a to-no narrative significance, can be re- 47 solved without requiring a Skill Check; a 5, for a total of 9. however, most tasks a character attempts Step Four: Add the base Attribute which impact the story are good candi- of the Skill being used to the 2d6 total. dates for Skill Checks. Skill Checks are For example, if your Skill’s base Attribute also used to determine the victor in a score was a 3, you would add +3 to the directly opposed action or a competi- 2d6 total. tion between characters. This section will Step Five: Add the Rank of the Skill explain how to perform the three types being used to the 2d6 total. For example, of Skill Checks: Standard, Opposed, and if your Skill’s Rank was a 6, you would Competitive. add +6 to the 2d6 total. Standard Skill Checks Step Six: Add any bonuses from Nat- When making any Skill Check, a high- ural Abilities or Special Abilities you may er result is desirable, as the total of a Skill have to the 2d6 total. For example, the Check is compared to a target difficulty “Special Purpose” Natural Ability adds number. If the total meets or exceeds +2 to the 2d6 total for any Skill Check to the difficulty target, the Skill Check is which the Special Purpose applies. successful; if it doesn’t, it is a failure. To Step Seven: Add any bonuses from make a normal Skill Check, perform the Edges you may have to the 2d6 total. following steps. For example, the “Pony Prodigy” Edge Step One: Describe the action your adds +1 to the 2d6 total for certain Skill character is taking, and work with your Checks involving a Skill of Rank of 1 or GM to decide what Skill best applies to higher. the task. This will also give you the Skill’s Step Eight: Add any bonus from base Attribute, as all Skills fall under an friends assisting with the Skill Check to Attribute. A Skill Check may only in- the 2d6 total. For each friend actively volve one Skill. For example, if trying to helping, gain a +1 to the 2d6 total. No spot someone hiding in the bushes, you more than 5 friends may help with a would use the Observation Skill (in the single Skill Check. For example, if two Detective category), which has Mind as friends were helping with a task, you its base Attribute. would add +2 to the 2d6 total. Step Two: Determine with your GM Step Nine: If the initial 2d6 roll was if your character is using an appropri- doubles, the result (either success or fail- ate Tool for the task being attempted. If ure) will be a “Critical.” A Critical Suc- they are using an appropriate Tool, you cess makes a success even better than will roll an extra d6 with the 2d6 roll in normal, where a Critical Failure makes the next step, and then drop the lowest a failure even worse than normal. How d6 out of the three. For example, if your this is interpreted is up to the GM. For character is trying to pry open a door, example, if the result was a pair of 4’s, the and is using a crowbar to do it, they result will be either a Critical Success or a would be counted as using an appropri- Critical Failure. ate Tool for the task. Step Ten: Give the GM the total of the Step Three: Roll 2d6, or roll 3d6 and 2d6 roll plus all additions and bonuses, drop the lowest d6 if an appropriate Tool as well as whether or not doubles were is in use. For example, you might roll a rolled. The GM will determine the out- 3 and a 4, for a total of 7. If using a Tool, come of the Skill Check based on the fi- you might roll a 3, a 4, and a 5, and drop nal total and the difficulty they set for the the 3, making your effective rolls a 4 and task. For example, after all bonuses, your 48 result might be 21, with doubles having a combination of a Standard Skill Check been rolled. The GM may determine that and an Opposed Skill Check, in that the this is enough to succeed, and because of characters involved must first succeed the doubles, it is a Critical Success. at the difficulty set by the GM, and then their results are compared to decide who Certain special rules may allow char- performed the best. Only the character acters to make use who succeeds against the difficulty of the of certain options task and out-performs their opponent(s) at the end of the is counted as having succeeded at the Skill Check. Competitive Skill Check; all others fail For example, the Competitive Skill Check. the “Lucky” Edge allows Damage, Recovery, a character to re-roll & Sidelining the low- est d6 in a failed Skill Check, effec- tively trying again with the new result.

Opposed Skill Checks Characters may take damage to Forti- Sometimes, characters may attempt tude and/or Willpower, and may spend tasks which are directly opposed to one points of Virtue to restore lost points another; for example, playing tug-of-war, up to their maximum. A character having a race, or hoof-wrestling would who runs out of either Fortitude or all be Opposed Skill Checks. In those Willpower becomes Sidelined, or tem- cases, simply follow the steps for a Stan- porarily defeated. Engaging in focused dard Skill Check, except that in Step Ten recovery outside of a dangerous situa- whichever character has the highest to- tion can restore lost Fortitude and Will- tal succeeds at the opposed Skill Check power as well, at the GM’s discretion. (i.e. winning the tug-of-war, race, hoof- Danger to characters in Equestria can wrestling match, or whatever else was come from all angles, be it from a mon- at stake, as interpreted by the GM). The ster attacking from the Everfree Forest, to other character fails at the Opposed Skill a bully in Ponyville who just won’t leave Check. them alone. Because of this, characters Competitive Skill Checks may take damage to both their physical Sometimes, characters may attempt and emotional state, and damaging either tasks with the intent to out-perform one one may be enough to ‘Sideline,’ or tem- another; for example, two teams each try- porarily defeat, a character. The toughest ing to produce more cider than the other soldier may be emotionally sensitive, and would be a Competitive Skill Check. In the strongest will may come in a physi- these cases, it becomes important not cally frail body. This section will explain just to see who performed better, but how characters are harmed, what hap- also to make sure that the involved char- pens to them as a result of being harmed, acters both succeeded in the first place. and how they recover. This kind of Competitive Skill Check is 49 Taking Damage Willpower for themselves and 1 point for (1d6 + Heart) Fortitude and Willpower Dangerous situations can lead to char- for their friend. acters taking damage to their Fortitude and Willpower, through physical harm (for Fortitude) or mental / emotional Virtue is used for healing in addition harm (for Willpower). The GM deter- to powering certain other special me- mines the type and severity of the harm chanics and being inflicted, which yields a number of rules because d6’s of damage. it is relatively For example, a character doesn’t man- hard to obtain age to get out of the way of a charging buf- and is intended falo. The GM determines that the buffalo to be valuable hitting the character inflicts ‘Heavy’ physi- to char- cal harm, which is 6d6 damage to Forti- acters as tude. When it is rolled, the result is 3, 5, 1, more than 2, 5, and 2, for a total of 18. simply a measure- Recovering With Virtue ment of As long as a character’s Fortitude and their good deeds; it gives moral ac- Willpower totals are above zero, they can tions and decisions a tangible re- spend Virtue to recover lost Fortitude turn and a meaningful benefit. and Willpower, up to their maximum. This may be done as either a reaction or Being Sidelined an action during a round of Cinematic When either of a character’s Forti- Mode gameplay, or at any time during tude or Willpower totals reach zero, the Narrative Mode gameplay. In addition, character becomes Sidelined, and can- multiple points of Virtue may be spent at not recover from being Sidelined unless a time. For every point of Virtue a char- an effect is used which specifically says acter spends, they may either recover that they recover from being Sidelined. A (1d6 + Heart) of their own Fortitude and Sidelined character cannot take normal Willpower, or allow a friend to recover actions, and is effectively ‘out of action’ (1d6 + Heart) Fortitude and Willpower. for the duration of a scene. The only ac- In this way, characters may use Virtue tions a Sidelined character can take are to maintain their own levels of Fortitude ones granted via Edges or Special Abili- and Willpower or may help a friend in ties (for example, the ‘Determined’ Edge need avoid dropping to zero. The Heart allows a character to recover from being score that applies to the recovery is al- Sidelined once per scene)--otherwise, ways the Heart score of the character the GM controls the character until they who spends the Virtue point. decide to return control to the player, or For example, a character who has until the scene is over. If all characters are dropped to 5 Fortitude out of their maxi- Sidelined, the GM may declare that the mum may, by spending 3 points of Virtue, game is over, or may take the story in a recover (3d6 + 3x Heart) Fortitude and different direction. Being Sidelined isn’t Willpower. They might also have spent always the end: it may allow for charac- 3 points of Virtue to recover (3d6 + 3x ters to be captured or for other events Heart) of a friend’s Fortitude and Will- to occur in the story while everypony is power, or may split the expenditure as 2 temporarily incapacitated. A character points for (2d6 + 2x Heart) Fortitude and 50 becomes Sidelined according to the situ- ation at hand and whether Fortitude or Virtue Willpower was reduced to zero. For example, a character participating in a joust who runs out of Fortitude might be knocked out or exhausted, whereas a character who is facing a scary monster and runs out of Willpower might be forced to run away in fear. Either are appropriate Characters gain and lose points examples of being ‘Sidelined.’ of Virtue based on the morality of After-Action Recovery their behavior. Characters can spend The GM may, after a dangerous scene Virtue to heal themselves or their is over, restore all Sidelined characters to friends, as well as to make use of being actively playable, as well as restor- unique abilities they gain from vari- ing them to 1 Fortitude and Willpower ous sources, such as Edges, Natu- and get them ‘back on their feet,’ so to ral Abilities, and Special Abilities. speak. In addition, a character may have Virtue is a unique resource which all (or some, at the GM’s discretion) of characters gain and lose based on their their lost Fortitude and Willpower re- moral behavior and ethical actions, and stored by resting, relaxing, or otherwise which they can spend for various pur- engaging in ‘focused recovery’ between poses. It gives characters who strive to be dangerous scenes or as a result of other the ‘good guys’ a tangible benefit for do- events, at the GM’s discretion. ing so, and helps to promote the central For example, after the dragon has been themes of S3E and the original cartoon in sent on its way from Equestria, the GM gameplay. Virtue is not an alignment me- rules that the scene is over, and the four chanic; characters can be from any and characters who were Sidelined are restored all walks of life, with any kind of view on to 1 Fortitude and Willpower and recover morality and philosophy, and still make from being Sidelined. After returning to use of S3E’s Virtue system. town, the group takes the opportunity to Virtue is a highly subjective concept, relax together from their adventure, and and as such how it manifests itself in the GM rules that this ‘focused recovery’ gameplay will undoubtedly vary from restores everyone to group to group--all that matters is that full Fortitude and Virtue represents characters who try Willpower. to do the right thing, as best they know how. Virtue has already been touched on and explained a bit in character creation, but this section will expand on Virtue in a bit more technical depth. Gaining Virtue Whenever a character does (or ear- nestly attempts) something especially moral or ethical, usually going out of their way or accepting a burden of some kind to do it, the GM should award that character one point of Virtue. While it is possible for the GM to award multiple 51 points of Virtue for exceptionally moral Using Virtue acts, it is not the norm; Virtue is earned Virtue can be spent during gameplay best over time. There is no limit to how to restore a character’s lost Fortitude and many points of Virtue a character has, al- Willpower. This restoration can be used though they do not save points of Virtue on the character spending the Virtue, from one Episode to the next and must or on any other character present in the reset their total at the beginning of each Scene, and multiple points of Virtue may Episode. be spent at the same time by a charac- ter. For every point of Virtue a character Why does Virtue have no maximum, spends, they may recover (1d6 + Heart) of yet also not carry over between Epi- their own Fortitude and Willpower (up to sodes? Virtue their maximum), or allow a friend to re- has no maxi- cover that amount--and each point, even mum because when spent all at the same time, may be it doesn’t make applied to a different character. The Heart sense to limit the score which is used in the recovery is al- amount of good ways the Heart score of the character who a character is spending the Virtue point. can strive Additionally, certain Edges, Natural to do; a Abilities, and Special Abilities give charac- true para- ters other ways to use their Virtue points. gon of morality Ending An can (and should) amass quite a lot of Virtue. By the same token, Virtue re- Episode sets between Episodes to ensure that characters don’t become overpow- ered by Virtue right from the start; doing the right thing should always be more difficult early on than once a character is already in the habit. In addition, this reset allows characters At the end of an Episode, the play- to be more easily transferred between ers discuss their characters’ Let- game groups without breaking a sense ter To The Princess in order to of character and group continuity. earn Experience Points from les- sons their characters learned. Losing Virtue After the action of an Episode is over, Whenever a character does some- there is a final phase of the Episode in thing knowingly immoral, usually for which characters earn Experience Points. their own gain and to someone else’s This Experience Point gain is based on detriment, the GM should penalize that the character growth the character ex- perienced through the lessons that they character at least one point of Virtue. learned from the Episode, and takes the For more wantonly immoral behavior, form of a ‘Letter To The Princess.’ This the GM may dramatically increase this phase of an Episode, as well as Experi- penalty--even taking all of a character’s ence Points and how characters advance Virtue points away at once if the charac- through gaining them, are covered in de- ter does something truly deplorable. tail in the next chapter. 52 Character Advancement

“You’ve come such a long, long way; And I’ve watched you from that very first day.” ~ Princess Celestia perience Points for the Lessons the GM The Letter To feels are representative of meaningful The Princess character growth. Talk about your characters’ Lessons as a group--the Letter To The Princess can be a lot of fun when In the Letter To The Princess phase at everyone the end of an Episode, the players come works on up with the Lessons their characters it together! learned over the course of the Episode Who knows? Maybe turn- and present them to the GM. For each ing it into a discussion can teach Lesson the GM approves, the group of the players a lesson or two as well! characters gets one Experience Point. Identifying Lessons Once the action of an Episode ends, The first step in composing the Letter the problem is solved, and the story is To The Princess is to identify the Lessons finished, there is still one phase left: the the characters learned over the course of Letter To The Princess. Just as in the orig- the Episode. Lessons should be meaning- inal Friendship is Magic cartoon, it’s not ful and represent character growth and only important that a problem is solved- change as a result of their experiences -it’s also important how it was solved and during the Episode. In addition, Les- what the characters learned from the ex- sons should be phrased as a statement, perience. To that end, the basis of char- in a complete sentence. For example, if acter advancement and the accumulation a character spent a considerable portion of Experience Points in S3E is based not of time during an Episode taking care of simply on the completion of the Episode children who seemed to get into all kinds itself, but upon the Lessons the charac- of trouble by showing up trying to help, ters learned from an Episode. Addition- they might learn the Lesson, “It’s impor- ally, just as in the original cartoon, the tant to know your limits so you don’t do method of identifying these Lessons and more harm than good.” Each character’s earning Experience Points from them in individual Lessons are added to the list S3E is for the players to compose their which makes up the Letter To The Prin- characters’ own Letter To The Princess. cess, and any duplicates are removed; The characters’ Letter To The Princess for example, if more than one charac- doesn’t have to be poetic or written in the ter learned “It’s better to narrative format of the letters from the make peace than original cartoon (although there’s noth- to get even,” that ing wrong with doing so); it’s perfectly Lesson would acceptable for a Letter To The Princess to still only be simply be a list of the Lessons the char- added to acters learned from playing the Episode. the Letter Once they are satisfied with their Letter To The To The Princess, the players present it to Princess the GM, who then awards the group Ex- once. 54 Not every character shares the same des- tiny or ambition for their life, and as characters grow and advance, it’s per- It’s best not to try to ‘cheat’ with Les- fectly normal sons by splitting up one Lesson into for their day-to-day interests a bunch of unnecessarily small ones; and activities to diverge from one each one should be a full concept. another. What’s important, however, When in doubt, play fair and be honest. is that they remain friends, even if they fall out of contact for a while. How Lessons Change As a character progresses through meaningful to character growth and de- Episodes, accumulating Experience velopment, the group of characters earns Points and increasing their power and one Experience Point. capability, it’s only natural for the scope All For One, One For All of the Episodes they are participating in Experience Points are earned and to expand and change; in their youth, a awarded as a group, not individually; character might deal with the challenges each character’s number of Experience of being a foal-sitter, where later in their Points is the same as their group’s total. life, they might face the responsibilities of This means that as the group’s XP total ruling an entire kingdom. Because char- increases and reaches the milestones acters gain Experience Points from the which grand advancement rewards, all Lessons they learn during an Episode, it’s the characters in the group gain those important to understand that the nature advancement rewards simultaneously. of the Lessons a character learns changes and matures over time along with them. No character is ever finished learning Why equal advancement and group Lessons about life and the world around XP? S3E is designed to emphasize in- them: it’s just their perspective that shifts dividuality as as they progress, and even a princess part of a group learns and grows--though the Lessons dynamic; to they learn may be different than the ones that end, char- learned by their subjects. acters have many Lessons & Experience Points options open to Once the players have composed the them for de- list of Lessons which comprises their termining characters’ Letter To The Princess, they how they present it to the GM, and each Lesson advance, is discussed: who learned each Lesson, but when what they learned it from, why it’s mean- t h e y ingful, and how the character(s) changed advance is kept standard as a result of learning it. For each Les- and equal within the group. son the GM feels is well-established and 55 Milestones & XP Milestone Rewards Character Creation: Rewards 1 Talent 0 XP (Youth) 2 Ability Points 1 Edge 4 Skill Points 5 XP Advancement 10 XP Advancement, Edge 15 XP Advancement As the group earns Experience 20 XP Advancement, Edge Points, they reach XP milestones. Advancement, In each Experience Tier, there are 30 XP (Adult) Talent four milestones. Every milestone re- wards the characters in the group 40 XP Advancement, Edge with an Advancement, the second 50 XP Advancement and fourth milestones in each Ex- 60 XP Advancement, Edge perience Tier reward them with a Advancement, 75 XP (Veteran) new Edge, and the first milestone in Talent each Experience Tier rewards them 90 XP Advancement, Edge with a new Talent. Advancements, Edges, and Talents can’t be saved for 105 XP Advancement later use -- they must be spent when 120 XP Advancement, Edge they are gained (or at least before Advancement, 140 XP (Heroic) the beginning of the next Episode). Talent As a result of earning Experience 160 XP Advancement, Edge Points, in addition to eventually increas- 180 XP Advancement ing their Experience Tier, a group of 200 XP Advancement, Edge characters will reach certain XP ‘mile- Advancement, 225 XP (Champion) stones.’ These milestones are points at Talent which the group of characters gets a tan- 250 XP Advancement, Edge gible, mechanical reward for the Experi- 275 XP Advancement ence Points they have earned since the last milestone. XP milestones follow a cy- 300 XP Advancement, Edge cle within each Experience Tier, award- Advancement, 325 XP (Sovereign) ing the characters in the group Advance- Talent ments, new Edges, and new Talents. 350 XP Advancement, Edge Each character in the group gains their 375 XP Advancement own advancement rewards, to do with 400 XP Advancement, Edge as they choose; for example, when the Advancement, group reaches a milestone which awards 425 XP (Celestial) a new Edge, each character in the group Talent gets to choose a new Edge individually. 450 XP Advancement, Edge The progression of advancement rewards 475 XP Advancement and XP milestones can be found on the 500 XP Advancement, Edge following table. 56 Advancements Edges Advancements are small packages of Your character may be entitled to ad- Skill Points, Ability Points, or a combina- ditional Edges as a result of their starting tion of the two, representing a character’s Experience Tier. Each time your char- progress in training and in developing acter gains an Edge, they must choose a their unique powers. Each time a char- new one from the list in the Skills & Edg- acter gains an Advancement, they must es chapter and apply its effects. An Edge choose one of three packages the effects may only be chosen once, and like all of which they wish to gain; and like all ad- advancement rewards, these extra Edges vancement rewards, Advancements (and may not be saved--they must be chosen the Skill Points and/or Ability Points they immediately upon being gained. award a character) may not be saved for later--they must be spent immediately Talents upon being gained. The three Advance- Your character may also be entitled ment packages are as follows: to additional Talents as a result of their starting Experience Tier. Each time Advancement Reward(s) your character gains a Talent, they must Training 4 Skill Points choose a new one and apply its Attribute score increase(s) accordingly. Each Tal- 2 Skill Points Balance ent may only be chosen once, and like 1 Ability Point all advancement rewards, these extra Power 2 Ability Points Talents may not be saved--they must be chosen immediately upon being gained. The list of Talents is as follows.

Talent Name Attribute Increase Egghead +3 Mind Iron Pony +3 Body Show Stopper +3 Heart Smart Cookie +2 Mind, +1 Heart Student Athlete +2 Mind, +1 Body Prize Pony +2 Body, +1 Mind Daredevil +2 Body, +1 Heart Drama Queen +2 Heart, +1 Body Crusader +2 Heart, +1 Mind

57 Skills & Edges

“Coolness! Awesomeness! And radicalness!” ~ Rainbow Dash Skill List In this section, you will find the 99 Skills used in S3E, organized alphabetically in their 25 Skill categories. Each Skill category contains a brief description of the basis for the Skills it contains, what the base Attribute for the Skills in the category are, and then individual brief descriptions for each Skill it contains. What follows is a quick reference chart of S3E’s Skills, separated by base Attribute and Skill category. Mind Skills Body Skills Heart Skills Ascetic Category Acrobat Category Actor Category Discipline Balance Deception Meditation Flexibility Disguise Memorization Tumbling Artist Category Detective Category Athlete Category Aesthetics Cryptography Climbing Body Art Investigation Flying Fashion Observation Leaping Gourmet Doctor Category Running Illustration Diagnosis Swimming Photography Surgery Weightlifting Sculpting Treatment Cowpony Category Theatre Engineer Category Camping Writing Blacksmithing Foraging Beastmaster Category Construction Gardening Behavior Electronics Rope Tricks Command Machinery Tracking Riding Software Fighter Category Training Magician Category Finesse Weapons Counselor Category Spellcasting Heavy Weapons Analysis Navigator Category Lashes & Chains Therapy Martial Arts Cartography Leader Category Shields & Armor Direction Sense Banter Professional Category Marksman Category Intimidation Archery Rapport Administration Artillery Swagger Economics Shooting Marketing Performer Category Throwing Scholar Category Comedy Dancing History Pilot Category Aerospace Juggling Law Nautical Musician Literature Terrestrial Oratory Magic & Occult Singing Philosophy Scoundrel Category Politics Forgery Socialite Category Scientist Category Lockpicking Celebrity Pickpocketing Etiquette Archaics Sleight Of Hoof Persuasion Biology Chemistry Stalker Category Translator Category Ecology Concealment Comprehension Geology Incognito Linguistics Mathematics Silent Movement Non-Verbal Physics 59 Disguise Acrobat The art of concealing your identity for anonymity’s sake, or impersonating Skills someone. Skills in the Acrobat category follow For example, changing your voice and the theme of gymnastic prowess and agil- accent, wearing a fake beard, or dying ity, and use the base Attribute Body. your mane to hide yourself.

Balance Being able to maintain, or regain, your Artist balance in situations where this is diffi- cult to do. Skills For example, walking a tightrope, Skills in the Artist category follow the standing on top of a flagpole, or ice skating theme of practicing various artistic tal- without falling over. ents, and use the base Attribute Heart. Aesthetics Flexibility Interior decorating, landscaping, and Twisting, bending, stretching, tucking, other pursuits involving designing or and other acts of preternatural contor- interpreting (but not necessarily execut- tion. ing) artistic endeavors. For example, fitting inside a hollow log, For example, designing a Hearts & or stretching to let a foal skateboard be- Hooves Day card, or choosing the right tween your hooves. curtains to go with a carpet. Tumbling Body Art Executing flips, rolls, cartwheels, bar- Mane, tail, and coat dyes, body pierc- rel rolls, and other acts of gymnastics. ings, tattoos, mane-cuts, and other body For example, twisting in mid-air to land beauty. on your hooves, rolling in a somersault, or For example, dying someone’s mane a bouncing from a wall. complex pattern of bright neon colors and cutting it in a cool style.

Fashion Actor Designing both formal and casual clothing, as well as accessories and full Skills ensembles. Skills in the Actor category follow the For example, sewing a beautiful sun- theme of stagecraft and being a thespian, dress and picking the best big floppy hat to and use the base Attribute Heart. go along with it.

Deception Gourmet The art of making someone believe Creating and following recipes for you when you aren’t necessarily being cooking delicious, nutritious, and eye- entirely honest. catching food. For example, being believable when you For example, baking a colorful and say that you haven’t seen someone, when award-winning Marzipan Mascarpone you actually have. Meringue Madness cake. 60 Illustration Writing Drawing and sketching with various Using words, phrasing, poetry, and tools, as well as painting in a variety of prose, to create works of literature and mediums. language. For example, using watercolor paint For example, writing a song or a poem, to make a portrait, or drawing a horse- fashioning a novel, or putting together a drawn carriage with a pencil. letter to a princess. Ascetic Skills Skills in the Ascetic category follow the theme of mental discipline and self- control, and use the base Attribute Mind. Discipline Maintaining conscious command over your emotions, despite your external situation. For example, keeping a handle on your fear even when faced with a pack of Tim- ber Wolves. Photography Meditation Taking photos and pictures, whether Achieving a trance, allowing you to on static photographic film or motion control your body to a greater degree picture film. than normal. For example, shooting a sequence of For example, focusing on slowing your glamorous production photos of Eques- heart rate and breathing so as to appear tria’s next star fashion model. unconscious. Sculpting Memorization Creating physical artwork such as stat- Committing things to memory, and ues, whether realistic or more abstract in remembering things you’ve observed or style. experienced. For example, carving a full-body or For example, trying to remember the bust statue of a heroic pony, or erecting a words to a magical rhyme you heard once more symbolic sculpture. as a young foal.

Theater Athlete Designing an entertaining presenta- tion, including pageantry, spectacle, and Skills procession. Skills in the Athlete category follow For example, putting together a parade, the theme of strength and physical con- throwing a party, or directing a Hearth’s ditioning, and use the base Attribute Warming Eve pageant. Body. 61 Climbing Ascending, descending, or clinging Beastmaster to a surface or object which can support weight. Skills For example, climbing up a rope, scal- Skills in the Beastmaster category fol- ing a wall, climbing down a cliff face, or low the theme of interacting with ani- clinging to a dragon. mals, and use the base Attribute Heart.

Flying Behavior Using wings--or occasionally, magic- Being able to tell what an animal is -to hover, maneuver, and move through thinking, feeling, or experiencing via in- the air. teraction. For example, flying through cloud For example, knowing that a bear is hoops, hovering upside-down, or creating carrying stress in its shoulders, or under- a Sonic Rainboom. standing a duck’s quacking.

Leaping Command Jumping, whether for height or for dis- Getting animals to follow your direc- tance, as well as bouncing and skipping tions and do what you instruct them to along. do. For example, trying to bounce up and For example, staring down a group of touch the ceiling, or long-jumping in an unruly chickens in order to get them to go iron pony contest. back into their pen. Riding Running Using various animals as a means of Galloping along the ground, both for conveyance and transportation with speed as well as maneuvering. their consent. For example, running a slalom of bar- For example, being carried along by a rels at a rodeo, or sprinting ahead to take swarm of butterflies, or riding a tortoise the lead in a race. through Ghastly Gorge. Training Swimming Teaching an animal to behave in a cer- Treading water, diving, and paddling tain way or to perform certain tricks on along in both turbulent and calm bodies command. of water. For example, teaching a dog to bark For example, staying afloat in a raging when chickens have gotten loose, or to help river’s rapids, or diving all the way to the herd stampeding cattle. bottom of a deep pond. Counselor Weightlifting Using muscular power to push, pull, Skills drag, lift, throw, and catch heavy objects. Skills in the Counselor category follow For example, pulling an ox-cart, push- the theme of understanding others men- ing a snow-plow, lifting a boulder, or tally and emotionally, and use the base throwing aside a tree trunk. Attribute Heart. 62 Analysis Rope Tricks Being able to tell someone’s mental Tying loops and knots, twirling a lasso and emotional state, whether apparent or and throwing it accurately, and other subtle. rope use. For example, knowing at a glance that a For example, hog-tying a sheep, lasso- friend is depressed or that they aren’t act- ing a runaway bull, and dancing through ing like themselves. a spinning rope for fun.

Therapy Tracking Being able to alleviate someone’s men- Reading hoof-prints and other signs tal and emotional state to a limited de- of passage, and following hard-to-spot gree. game trails. For example, making someone who’s For example, noticing bent grass as a scared calm down or cheering up someone sign of passage, and being able to follow who is depressed. game through the woods. Cowpony Detective Skills Skills Skills in the Cowpony category follow Skills in the Detective category follow the theme of living on the frontier of the the theme of investigation and deductive wilderness, and use the base Attribute logic, and use the base Attribute Mind. Body. Camping Cryptography Clearing and assembling a suitable Cracking codes, puzzling out ciphers, campsite, gathering materials, and mak- and picking patterns out of complex sys- ing camp. tems. For example, erecting a sturdy tent, For example, noticing that a bunch of building a fire and extinguishing it, build- fallen candy has scattered in a vaguely ing a makeshift shelter, etc. star-shaped pattern.

Foraging Investigation Searching the wilderness for any num- Actively searching an individual or ber of various useable materials and re- your surroundings to find hidden or ob- sources. scured things. For example, finding good firewood, For example, searching a house to find picking berries, digging up roots, and har- a missing locket, or an individual to find vesting wild honey. doughnut crumbs.

Gardening Observation Planting crops, tending to their needs Passively using your five senses to dis- for growth, and harvesting them at the cern basic information about your envi- right time. ronment. For example, planting a row of corn, For example, watching someone to no- fertilizing and watering a patch of herbs, tice they have a limp, or smelling freshly- and harvesting wheat. baked pie nearby. 63 Construction Doctor Designing and assembling buildings and other architecture out of various ma- Skills terials. Skills in the Doctor category follow For example, building a tower into a the theme of practicing medicine and castle wall, a hut in the woods, or a bridge healing, and use the base Attribute Mind. over the river.

Diagnosis Electronics Using observation, experimentation, Assembling and modifying electronic and gut instinct to determine someone’s devices of varying levels of sophistica- condition. tion. For example, being able to tell whether For example, building a device that someone has the Feather Flu, or just a case reads brainwaves or a printer which shows of Lazy-itis. the results.

Surgery Machinery Operating on someone to fix internal Assembling and modifying physical or external injuries requiring direct in- machinery of varying levels of sophisti- tervention. cation. For example, repairing a fractured For example, building a treadmill de- wing, pulling a broken tooth, or stitching vice which presses apples for cider or a a wound closed. wagon to haul it.

Treatment Software Using non-invasive methods to repair Using programming to create or injuries which do not require direct in- modify software to direct the function of tervention. computers. For example, identifying and admin- For example, programming a robot to istering the right medicine to cure a bad carry out specific commands or modifying case of Hay Fever. it to stop doing so. Engineer Skills Skills in the Engineer category follow the theme of building, modifying, break- ing, and repairing, and use the base At- tribute Mind. Blacksmithing Using a forge, hammer, and anvil to work metal or other basic materials into basic objects and devices. For example, beating golden steel into a spear and a suit of armor for the Canterlot Royal Guard. 64 Fighter Leader Skills Skills Skills in the Fighter category follow Skills in the Leader category follow the the theme of engaging in hoof-to-hoof theme of being the focal point of a situ- combat, and use the base Attribute Body. ation, and use the base Attribute Heart.

Finesse Weapons Banter Wielding a variety of weapons which Using wit, charm, and personal mag- rely on your precision and speed to per- netism to turn social situations in your form well. favor. For example, parrying and thrusting For example, giving a witty rebuttal to with a rapier or sticking somepony with a an insult which makes the one who said it dagger or needle. look foolish instead.

Heavy Weapons Intimidation Wielding a variety of weapons which Inspiring fear and unease in others in rely on your strength and power to per- order to coerce them into doing what you form well. want them to do. For example, bashing down a door with For example, taunting someone into a heavy mallet or chopping down a tree leaving or making them give you some- with a logger’s axe. thing out of fearful compliance.

Lashes & Chains Rapport Wielding a variety of weapons which Establishing camaraderie with others rely on a skilled use of momentum to to inspire trust, friendship, and respect. perform well. For example, convincing someone that For example, cracking a whip to make they can count on you to get a certain job a team of oxen move or swinging a flail at done--and done right. somepony.

Martial Arts Swagger Fighting with your hooves, talons, Projecting a confident and self-assured wings, head, and any other natural bodily attitude in order to evoke a response weapons. from others. For example, head-butting, slashing For example, bragging about one’s deeds with a talon, bucking an apple tree, or in order to inspire awe and hero-worship wrestling with somepony. from those around you.

Shields & Armor Wielding a variety of protective gear Magician such as shields, helmets, armor, and pad- ding. Skills For example, blocking a spear thrust Skills in the Magician category follow with a shield or trusting armor to deflect the theme of arcane study and spellcast- a bolt of magical fire. ing, and use the base Attribute Mind. 65 Spellcasting Using arcane power and mystical Navigator study to cast spells and manipulate magi- cal forces. Skills For example, opening a door magically Skills in the Navigator category follow or casting a spell to turn an apple into an the theme of orientation and pathfind- orange. ing, and use the base Attribute Mind.

Cartography Marksman Using maps, globes, and other re- sources to determine location, path, and Skills destination. Skills in the Marksman category fol- For example, using a map of a moun- low the theme of hitting a target at range, tain to plot the best route to the dragon’s and use the base Attribute Body. cave at the summit.

Archery Direction Sense Striking a target with a variety of Using landmarks, the stars, and other weapons which use muscle power for methods to discern your relative loca- propulsion. tion. For example, knocking, drawing, and For example, figuring out that you are a firing longbows or shortbows, as well as few miles northeast of the destination you slings and slingshots. are trying to reach. Artillery Performer Striking a target with a variety of weapons which only require aiming for Skills guidance. Skills in the Performer category follow For example, firing a party cannon’s the theme of entertaining others with contents onto a table accurately or firing a your actions, and use the base Attribute catapult or trebuchet. Heart. Shooting Comedy Striking a target with a variety of Telling jokes or amusing anecdotes, weapons which use non-muscle power making puns, slapstick comedy, and oth- for propulsion. er humor. For example, aiming and firing a cross- For example, telling ‘knock-knock’ bow, squirt gun, fire hose, flame-thrower, jokes, or when all else fails, dumping a bag or firearm. of flour over your head.

Throwing Dancing Striking a target with something Making graceful and rhythmic mo- you’ve thrown, tossed, or otherwise tion, whether a formal routine or an im- hurled yourself. provised one. For example, flinging a knife, throwing For example, dancing a perfect waltz or darts, hurling a grappling hook, or pitch- tango, break-dancing to a beat, or just ‘get- ing a baseball. ting down’ at a party. 66 Juggling Throwing, catching, balancing, and Pilot otherwise deftly manipulating objects in mid-air. Skills For example, juggling flugelhorns, toss- Skills in the Pilot category follow the ing bowling pins back and forth, or bal- theme of driving and maneuvering ve- ancing spinning plates. hicles, and use the base Attribute Body.

Musician Aerospace Playing any number of musical instru- Correctly handling all manner of air- ments, as well as being a competent disc borne craft, as well as various kinds of jockey. spacecraft. For example, running a DJ booth for For example, flying a hot-air balloon, a wedding reception or playing the cello / airplane, or gyrocopter, as well as maneu- double bass / fiddle. vering a rocket ship.

Nautical Correctly handling seafaring and aquatic vehicles, which includes sub- mersible vessels. For example, navigating a raft, jet-ski, canoe, or yacht, as well as piloting a deep- sea submarine.

Terrestrial Correctly handling ground vehicles, from trains and wagons to scooters and skates. For example, ice-skating, conducting a locomotive, crossing town on a scooter, or guiding a wagon.

Oratory Telling stories, reciting lines in a play, Professional or giving an inspirational and moving speech. Skills For example, telling the story of the Skills in the Professional category fol- headless horse or acting in the Hearth’s low the theme of business management, Warming Eve pageant. and use the base Attribute Mind. Singing Making music vocally and melodi- Administration cally, including lyrical singing and even Managing employees and directing the whistling. organization and activities of a company. For example, singing a country song, For example, setting up an efficient whistling Flight of the Valkyries, or belting management structure or running a com- out ‘99 Buckets of Oats.’ pany day-to-day. 67 Economics Magic & Occult Understanding the value, profitability, Knowing about spells and the practice and economic impact of a product or of magic, mythology, mysticism, rituals, strategy. and curses. For example, being able to tell if cherries For example, being able to explain the are worth two bits or how to capture the workings of an amniomorphic spell to wholesale market. someone.

Marketing Philosophy Coming up with, and implementing, Knowing belief systems, religion and effective advertising and marketing cam- spirituality, and how to explore an out- paigns. look on life. For example, coming up with a new For example, knowledgeably debating jingle or a flashy new logo to get people in- the differences between objective and sub- terested in your goods. jective morality. Scholar Politics Knowing the workings of the political Skills and governing process and the ruling hi- erarchy. Skills in the Scholar category follow For example, knowing that a mayor the theme of academic research and reports to a governor or that Celestia and knowledge, and use the base Attribute Luna rule Equestria. Mind. History Scientist Knowing historical figures, important past events, and notable places and civi- Skills lizations. Skills in the Scientist category follow For example, recalling that King Som- the theme of knowledge and proficiency bra once ruled over the Crystal Empire in science, and use the base Attribute with an iron hoof. Mind. Law Archaics Knowing the procedures and inner The study of ancient things, whether workings of jurisprudence and the law of they are people, places, or objects of in- the land. terest. For example, knowing that jaywalking For example, discovering that an arti- is illegal in Canterlot or when you can ob- fact is over a thousand years old and from ject in court. the Crystal Empire.

Literature Biology Knowing stories, both fiction and Flora, fauna, and the study of the ana- non-fiction books, local legends, prov- tomical processes which create and sus- erbs, and fables. tain life. For example, remembering which book For example, discerning that a strange would contain information on the Alicorn and wondrous creature evolved from an Amulet. extinct animal. 68 Chemistry Forgery The formation and interaction of Creating counterfeit copies of things, chemicals, gasses, and other foundation- from fake bits to a duplication of a sig- al elements. nature. For example, being able to properly For example, making a fake passport to formulate alchemical items and identify let you cross a border or faking a parent’s volatile ingredients. signature at school.

Ecology Lockpicking The systems and cycles of nature, in- Opening locks and other security de- cluding geography and climate / weather vices without having the correct key to patterns. do so. For example, knowing that a certain For example, using a hair pin to unlock cloud pattern will mean rain or that the a door or unlatching a locked chest using a zap apples are coming. bent fork’s tines.

Geology Pickpocketing The study of earthly minerals, from Snatching an item or object off of sand and stone to metallurgy and pre- someone else without them noticing that cious jewels. it’s gone. For example, telling the difference be- For example, plucking a few bits from tween tungsten and platinum or a normal someone’s pocket in passing or taking a ruby and a fire ruby. locket while they sleep.

Mathematics Sleight Of Hoof Probability, statistics, calculus, alge- Hiding something on your person or bra, geometry, trigonometry, and other doing something tricky without being higher math. noticed. For example, being able to calculate the For example, using your tail to steal an odds of something occurring or solving a apple from an apple cart or hiding a key in complex equation. the curls of your mane.

Physics The study of motion, energy, gravity, Socialite magnetism, and how fundamental forces interact. Skills For example, figuring out a rocket ship’s Skills in the Socialite category follow best trajectory or the attractive strength of the theme of fitting into a social setting, a magnetic field. and use the base Attribute Heart.

Celebrity Scoundrel The innate talent of being regarded highly upon first impression in a social Skills setting. Skills in the Scoundrel category follow For example, being viewed with respect the theme of thievery and spycraft, and when you are introduced to someone for use the base Attribute Body. the very first time. 69 Etiquette Incognito Being able to discern and intuit the The art of vanishing into a crowd or rules and hierarchy of any given social otherwise making yourself seem incon- setting. spicuous. For example, knowing to eat the salad For example, blending in with a crowd first at a dinner party or to wait until the of tourists disembarking a train, so as to host sits before you do. seem like one yourself.

Persuasion Silent Movement The ability to sway a social setting ac- The art of moving and performing ac- cording to the direction you wish to take tions while making as little sound as pos- it in. sible. For example, when viewing a few pieces For example, quietly sneaking down- of artwork, getting others to agree with stairs at night or creeping up on someone you on which is better. to surprise them. Translator Skills Skills in the Translator category follow the theme of communicating with oth- ers, and use the base Attribute Heart.

Comprehension Understanding foreign languages and alphabets, both written as well as spoken. For example, deciphering a strange in- scription on a cave wall or understanding a new spoken language.

Linguistics Stalker Speaking and writing new and foreign languages so as to be correctly under- Skills stood. Skills in the Stalker category follow the For example, being able to speak in the theme of stealth and avoiding detection, Zebra language even after just recently and use the base Attribute Body. hearing it for the first time.

Concealment Non-Verbal The art of using your physical sur- Using body language, non-language roundings to camouflage yourself and go sounds, and gestures to be understood unnoticed. by others. For example, hiding inside a fallen For example, nodding toward a door to log or moving unseen behind a thicket of indicate that someone is waiting inside the bushes and brambles. adjacent room. 70 Edge List In this section, you will find the 52 Edges in S3E, organized alphabetically and by type. What follows is a quick reference chart of S3E’s Edges. Edge Type Edge Name Courageous Determined Virtue Edges Enlightened Inspirational Lucky Big Crown Thingy Diamond In The Rough Fan Club Fantastic Family Far And Wide Fortune’s Favor Story Edges Home Sweet Home Jester, Sailor, Soldier, Spy Mare Of Mystery Masterful Mentor Number One Assistant Perfect Pet Studious Student Bits And Bobs Dire Straits Musical Number Power Edges Share And Care Signature Move Words Of Wizardry Doubly Mirrored Good Natured Lead Pony Advantage Edges Noble Soul Spirited True, True Friend Wing Pony Daring Doings Last Chance Luck Edges Maverick Stacked Deck General Training Pony Prodigy Skill Swap: Ballistics Training Skill Swap: Method Actor Skill Edges Skill Swap: Natural Equilibrium Skill Swap: Need For Speed Skill Swap: Stage Presence Skill Swap: Wild Talent Alchemical Genius Blaster Caster Pride Of The Skies Racial Edges Quick Learner Total Recall Weather Witch Code Of Honor Special Edges Fatal Flaw Magic Trick 71 Inspirational Virtue Activate on your turn. You may spend a point of Virtue to cause any and all Edges friends who have been Sidelined to re- Courageous cover from being Sidelined, and all friends (Sidelined or not) immediately Activate on your turn. You may spend regain 3d6 Fortitude and Willpower each a point of Virtue and roll 1d6. For the (roll once and apply the result to every- duration of this scene, any ‘damage d6’ one). You may not use this Edge if you rolled by the GM to deal damage to you, are Sidelined, and you may not spend which does not result in a number equal more than one point of Virtue per Scene to or higher than your initial roll, does for this effect. not deal damage to you. You may not spend more than one point of Virtue Lucky per Scene for this effect. (For example, Activate on your turn. You may spend you spend a point of Virtue and activate a point of Virtue to re-roll the lowest this Edge, rolling 1d6. If you rolled a 4, single d6 on any failed Skill Checks you any ‘damage d6’ rolled against you in this make this Scene, and take the new result scene resulting in a 3 or below is discarded; instead. You may not spend more than in other words, you can only be harmed by one point of Virtue per Scene for this ef- 4’s, 5’s, and 6’s.) fect.

Determined Story Activate on your turn. You may spend a point of Virtue to recover from being Edges Sidelined, and immediately regain 5d6 Fortitude and Willpower. This Edge can Big Crown Thingy only affect you; it may not be used to al- You possess some mystical artifact, low other characters to recover from be- magic item, or other object with unique ing Sidelined. You may not spend more qualities. Work with your GM to deter- than one point of Virtue per Scene for mine the details, and the limitations, if this effect. any, of this artifact. This Edge requires GM approval. Diamond In The Rough Enlightened You are notably attractive, especially Activate on your turn. You may spend pretty or handsome. Work with your GM a point of Virtue to reduce the level of to determine the details. At the GM’s dis- any spells you cast for the duration of cretion, this Edge may impact the story this Scene by half (rounded up), thus de- in a positive or negative way. This Edge creasing the amount of Fortitude and / requires GM approval. or Willpower you must pay to cast them. You may not spend more than one point Fan Club of Virtue per Scene for this effect. This You have a group of admirers, or per- effect takes place before any other reduc- haps one or two die-hard fans. Work with tion to the cost of casting your spells. your GM to determine the details. At the (For example, when casting a spell of level GM’s discretion, this Edge may impact 31, you reduce its level by half, rounded the story in a positive or negative way. up--in this case, to 16.) This Edge requires GM approval. 72 Fantastic Family Masterful Mentor You have an immediate family mem- You have a teacher, mentor, or patron ber who will generally help you when who has your best interests at heart. you call on them, if they are able to. Work While they may not always be able to with your GM to determine the details. provide direct assistance, they can help This Edge requires GM approval. you with guidance and advice at the GM’s discretion. This Edge requires GM Far And Wide approval. You are fairly well known as a celebrity for something or other. Work with your GM to determine the details. At the GM’s discretion, this Edge may impact the Number One Assistant story in a positive or negative way. This You have an assistant in your service Edge requires GM approval. (the exact nature of which should be worked out with the GM); they can carry Fortune’s Favor out reasonably complex commands and You are more wealthy than normal are able to assist you with reasonably characters, within reason. Work with complex tasks at the GM’s discretion. your GM to determine the details. At the Your assistant has a mind of its own, GM’s discretion, this Edge may impact however, and may disobey you or cause the story in a positive or negative way. trouble on its own. This Edge requires This Edge requires GM approval. GM approval. Home Sweet Home You have a dwelling which you own, and which is suited to your purposes. Perfect Pet Work with your GM to determine the You have some small, lesser animal details. At the GM’s discretion, this Edge as a loyal pet (the exact nature of which may impact the story in a positive or should be worked out with the GM); they negative way. This Edge requires GM ap- can carry out simple commands and are proval. able to assist you with basic tasks at the GM’s discretion. In general, your pet will Jester, Sailor, Soldier, Spy obey whatever you tell it to do, and will You hold some office, rank, or station avoid causing trouble on its own. This above normal characters. Work with Edge requires GM approval. your GM to determine the details. At the GM’s discretion, this Edge may impact the story in a positive or negative way. Studious Student This Edge requires GM approval. You have a student, apprentice, or some other kind of character who looks Mare Of Mystery up to you as a mentor and may come to You have a secondary persona, an al- you for guidance or advice. Work with ter-ego, which you can make use of free- your GM to determine the details. How ly. This affords you anonymity when you this Edge may impact the story is up to need it, but must be kept secret! Work the GM’s discretion, as you do not con- with your GM to determine the exact na- trol your student--they are a separate ture of this alter-ego. This Edge requires entity under GM control. This Edge re- GM approval. quires GM approval. 73 Signature Move Power Work with your GM to develop a special power that only your character Edges has, as well as its effects. This Edge cor- Bits And Bobs relates to the in-show abilities of Flutter- shy’s Stare, Pinkie Pie’s Pinkie Sense, and Once per Episode, you may declare Rainbow Dash’s ability to produce Sonic that your character brought “just the Rainbooms, among others. Once per Ep- thing” for the situation at hand. Work isode, by spending a point of Virtue, you with your GM to determine what object may use it. or Tool your character then pulls from seemingly nowhere. Words Of Wizardry Choose a single spell your character can already cast, and assign this Edge to it. Once per Episode, your character may Dire Straits recite a mystical rhyme as part of cast- Once per Episode, when you are dealt ing the chosen spell. These magic words damage which would Sideline you, you contain the power necessary to sustain may use this Edge. If you do, you are pre- the spell, reducing its Level (and thus, its vented from being Sidelined by the dam- cost to cast) to zero. (Actual recitation of age; instead, you are reduced to one point a rhyme by players is optional, but encour- of Fortitude and / or Willpower, which- aged!) ever type would have otherwise been re- duced to zero. Advantage Edges Musical Number Doubly Mirrored Once per Episode, your character may Immediately gain and spend two Ad- break into an inspiring musical number; vancements. this allows your entire group to recover Good Natured all of their lost Fortitude and Willpower When you spend a point of Virtue for as if they had been able to make a focused any reason, roll 1d6. If the result is a 5 recovery. This ability may not be used in or a 6, you gain the benefit of the point Cinematic mode, or when facing danger as normal, but the Virtue is not actually or a direct threat. (Actual singing by play- spent. ers is optional, but encouraged!) Lead Pony If at least one friend is assisting you in a Skill Check, you gain an additional +1 Share And Care bonus to the Skill Check. This is only ap- Once per Episode, you may ‘sacrifice’ plied once, even if multiple friends assist, any amount of Fortitude and/or Will- and the maximum of 5 assistants still ap- power, and give that much of each to a plies (though this way the total bonuses non-Sidelined friend to heal them. For- may exceed +5). titude replaces Fortitude, and Willpow- er replaces Willpower; the types must Noble Soul match. You may even Sideline yourself if You begin each Episode with 1 extra you sacrifice too much! point of Virtue. 74 Spirited Maverick When you spend a point of Virtue to You have a more direct tie to Lady Luck restore Fortitude and Willpower, you than most. This Edge modifies the “Criti- gain the effects of having spent two cal Doubles” rule for your character, points of Virtue instead. You may spend adding a chance for automatic successes each in any way you choose, between and automatic failures. By default, even yourself or friends. if your character rolls high doubles, they may fail a check, and the doubles would True, True Friend make that ‘high failure’ a critical failure. Once per Scene, when a friend would By the same token, if your character rolls take damage, you may elect to “take the low doubles, they may still succeed at a hit” in their place. You are dealt half of check, and doubles would make that ‘low the damage your friend would have tak- success’ a critical success. This Edge al- en, rounded down; your friend takes no lows a character to have a small chance at damage. automatically succeeding on a double-six Wing Pony high roll, but also automatically failing Whenever you assist a friend with a on a double-one low roll. From now on, Skill Check, you grant them an addition- add the following to the Critical Doubles al +1 bonus. The limit of 5 maximum as- rule for your character: sistants still applies (though this way the On a Double 6’s result: Your character total bonuses may exceed +5). automatically critically succeeds at the task they are attempting. On a Double 1’s result: Your character Luck automatically critically fails at the task Edges they are attempting. Daring Doings Stacked Deck Once per Episode, before rolling a You are able to make the most of your Skill Check, you may force it to be treated good luck, by saving it for a more op- as a Critical result regardless of the sub- portune time. Whenever you achieve a sequent dice roll. This may turn the result Critical success at a Skill Check, you may into a Critical success or a Critical failure choose to ‘bank’ the ‘Critical’ part of the depending on what the outcome of the success, saving it for later. This converts Skill Check is as normal. your Critical success into a normal suc- cess instead, but allows you to ‘spend’ Last Chance the saved Critical in one of two ways at When things are at their absolute any point during the rest of the Episode. worst, sometimes you may get one last You may spend the saved Critical to ei- chance to save the day. Once per Epi- ther improve a normal success (yours or sode, when everyone in your group has someone else’s) to a Critical success, or to been Sidelined, you may choose to take change a Critical failure (yours or some- a ‘last chance’ and make a 1d6 roll. If this one else’s) into a normal failure instead. roll is a 1, nothing happens. Otherwise, You may choose to make this change af- on a roll of 2 through 6, you immediately ter the GM has determined the outcome recover from being Sidelined and are re- of the Skill Check. You may only have stored to full Fortitude and Willpower. In one Critical saved like this at any time, either case, the ‘last chance’ is used up, and at the end of the Episode, you lose and you may not use this effect again for the saved Critical; it does not carry over the rest of the Episode. into the next Episode. 75 Skill Racial Edges Edges General Training Alchemical Genius Choose one Skill category; increase This Edge may only be chosen by Ze- any Skills below Rank 10 in that category bra characters. by one Rank. (For instance, if you chose You may make use of Recipes involv- the “Doctor” category, the Skills Diagnosis, ing the normally-restricted Magical As- Surgery, and Treatment would all increase pects of Mass, Unknown, Persistent, and by one Rank.) Wonder (Recipes are still subject to GM discretion and approval) from this point Pony Prodigy on (including any Recipes you learn at Choose either Mind, Body, or Heart. the same time you gain this Edge). When Any of your Skills based on the chosen you make use of a Recipe involving one Attribute which are Rank 1 or above or more of these Magical Aspects, that grant an additional +1 bonus to Skill use counts as one additional Alchemi- Checks with them. cal Item use for the Episode for each of these Magical Aspects it involves. (For Skill Swap: Ballistics Training example, if you used a Recipe which in- All Skills in the “Marksman” category volved the ‘Mass’ and ‘Unknown’ Magical use the base attribute Mind instead of Aspects, you would expend three Alchemi- Body. cal Item uses instead of the normal one.) Blaster Caster Skill Swap: Method Actor This Edge may only be chosen by Uni- All Skills in the “Actor” category use corn characters. the base attribute Mind instead of Heart. At the beginning of an Episode, you gain a unique pool of “Energy” points equal to your Fortitude or Willpower Skill Swap: Natural Equilibrium score, whichever is higher. These Energy All Skills in the “Ascetic” category use points may be spent in place of Fortitude the base attribute Body instead of Mind. and / or Willpower points for the purpos- es of paying the cost of casting spells only. They are not used for any other Skill Swap: Need For Speed purpose. Energy points are All Skills in the “Pilot” category use only refilled at the begin- the base attribute Heart instead of Body. ning of an Episode or at the GM’s discretion. Skill Swap: Stage Presence All Skills in the “Performer” category use the base attribute Body instead of Heart. Skill Swap: Wild Talent All Skills in the “Magician” category use the base attribute Heart instead of Mind. 76 Pride Of The Skies This Edge may only be chosen by Grif- Special fon characters. When you activate the ‘Lionheart’ Edges Special Ability, you now also gain a re- Code Of Honor duction to any Fortitude and Willpower Work with your GM to come up with damage amounts you take while it is ac- a few behavioral rules your character tive, equal to twice the Skill bonus the Li- follows as a ‘Code Of Honor.’ If they are onheart Special Ability grants you. (For put into a situation where upholding example, if the Special Ability grants you this Code Of Honor would make things a +3 Skill bonus, you gain damage reduc- significantly and meaningfully more dif- tion of -6 as well.) This damage reduction ficult for them (at the GM’s discretion), cannot reduce the damage you take to 0, if they choose to uphold their Code Of only to a minimum of 1 point per ‘hit.’ Honor and take on the consequences, Quick Learner they may earn a point of Virtue. This Edge may only be chosen by Earth Pony characters. Fatal Flaw You gain half-again the number of Develop a flaw or fault with your Skill Points you would normally gain GM that your character struggles with. from Advancements you choose. For ex- Whenever your character meaningfully ample, if you chose Training, you would overcomes their flaw (at the GM’s discre- gain 6 Skill Points instead of the normal tion), they may earn a point of Virtue. 4. Likewise, if you chose Balance, you would gain 3 Skill Points instead of the Magic Trick normal 2. This effect does not apply to Create a single spell, with a Spell Level Skill Points gained in any other way be- no higher than (Mind + Heart + 4). You sides Advancements, and is not retroac- know and may cast this spell at will, pay- tive. ing its cost and making the appropriate Spellcasting Skill Check as normal, even Total Recall if you cannot normally cast spells. This This Edge may only be chosen by ‘magic trick’ must be approved by the Crystal Pony characters. GM. The ‘Recovering Memory’ Natural Ability now also allows you to ‘save’ one Edge at a time, in the same way that you may save an Advancement. In addition, you may now save up to two Advance- ments at a time. Weather Witch This Edge may only be chosen by Peg- asus characters. Instead of spending 1d6 points of For- titude or Willpower per weather effect to utilize the ‘Weather Patrol’ Special Ability, you instead only pay 1 point per weather effect. 77 Magic & Spellcasting

“Magic is as magic does; it’s just funny that way.” ~ Granny Smith paid in order to even make the attempt in Casting the first place. If paying the cost of a Spell would reduce a character to exactly zero Spells Fortitude or Willpower (or both), they are Sidelined as normal immediately fol- lowing their attempt to cast it; however, if paying the cost of a Spell would reduce them to less than zero Fortitude and/or Willpower, they are unable to cast the Spell in the first place, lacking the inner stamina and focus to try harnessing the To cast a Spell, first pay its cost as an magical energies at all. amount of Fortitude and/or Will- power (in whatever combination you Spellcasting Check choose) equal to its Spell Level. Then Once the cost of the Spell has been make a Spellcasting Skill Check to see paid, a character must make a Skill if you can make the Spell accomplish Check with the Spellcasting Skill to de- the purpose you intend it to carry out. termine if the spell succeeded in the pur- pose the character intended it to accom- Magic in Equestria is a powerful and plish. Spells are always cast for a specific personal force; those who can wield it are purpose; for example, it is not enough to a breed apart from others, and a charac- say that a character casts a wall of fire-- ter who truly understands the intrica- you should instead say that they cast the cies of magic and spellcasting is a rare wall of fire attempting to frighten away a individual indeed. Mechanically, cast- pack of Timber Wolves. The purpose of ing a Spell is a simple process, though it the Spell is a necessary part of casting it, draws upon a character’s inner strength as it lets the GM determine what the dif- and stamina and can drain them of their ficulty target is for the Spellcasting Skill precious Fortitude and Willpower. This Check to succeed, as well as what effects section will cover how to cast a Spell for an unsuccessful Skill Check may have. those characters with the ability to do so. Cost Of A Spell To cast a Spell, you must first be able Why have both a cost to attempt cast- to pay its cost, split however you choose ing and a Skill Check to see if casting between Fortitude and Willpower. The succeeds? Any cost of a Spell is determined by its Spell Spell creation Level. Later in this chapter it will be ex- system is, by plained how to determine the Spell Level definition, flex- of a Spell when you are creating one, but ible, and so, to for the purposes of casting a Spell, what keep this high is important to know is that the cost of a degree of Spell is equal to its Spell Level and that a versatility character must be able to pay the Spell’s in check, cost with any combination of their Forti- S3E Spells tude and Willpower points in order to try both have casting it. Whether or not the character a cost and succeeds in casting the Spell is irrelevant require a Skill Check to paying its cost; the Spell’s cost must be to keep the system from being abused. 79 Magical Aspects Creating Every Spell requires a few components to be created; the first of these is the list Spells of the Magical Aspects which are involved in the Spell. There are six Magical Aspects every Spell needs: Target, Range, Dura- tion, Function, Effect(s), and Subject(s). Each Magical Aspect is chosen from a list, as follows.

To create a Spell, it needs six Magi- Target cal Aspects: Target, Range, Duration, Target determines what the Spell is try- Function, Effect(s), and Subject(s). ing to affect. A Spell’s Target may be any Each of these contributes to the Spell one of the following: Level, and thus, the cost to cast the Spell. Individual means a single target; one person, one boulder, one sheet of paper, The ability to create Spells is what etc. makes magic such a versatile asset; char- Group means more than a single in- acters who can harness magic are often dividual target; a group of people, all the able to do so not just by learning Spells, apples on an apple tree, etc. but by creating their own and thus tailor- Area means everything in an area, not ing their use of magic to their personal necessarily specifically targeted; everyone strengths, preferences, and the situation who is in a house, or enters it, etc. at hand. Creating Spells, however, can be Mass means everything reasonably a complex process for players who are able to be visualized; all Pegasi, every new to it; for this reason, there is an ar- adult, the entire sky, etc. chive of pre-created, ready-to-use Spells from the original cartoon included at the end of this chapter. For players who want Range to dig right into Spell creation, read on. Range determines the connection be- tween the caster and the most inaccessible target. A Spell’s Range may be any one of the following: Contact means that the target is the caster themselves or is in direct physical contact with the caster. Seen means that the target can be easily seen by the caster at the time the Spell is cast (line of sight). Creating a Spell should be done with Known means that the target is known your GM; they can help you to create it well by the caster; it may be a friend, a fa- efficiently and effectively, and you can miliar object, etc. help them understand what the Spell Unknown means that the target isn’t is supposed to do at the same time. necessarily Familiar to the caster but still may be targeted by the Spell.

80 Duration Effect(s) Duration determines how long the Effect(s) determine the basic effect of Spell’s effects are meant to last. A Spell’s the Spell. A Spell’s Effect(s) may be any Duration may be any one of the following: one or more of the following: Immediate means that the Spell is in- Animate governs physical manipula- stantly resolved and completed, such as a tion of something, whether through con- flash of light or teleportation. centration or by self-manipulation. Sustained means that the Spell lasts as Combine allows for the merging, or long as the caster focuses on it, such as a fusion, of multiple elements into a whole, shield bubble or an illusion. or a functional hybrid. Temporary means that the Spell lasts Deceive obscures or hides things from for a short time without needing to be fo- detection, or gives things false character- cused on, such as temporary wings. istics. Persistent means that the Spell lasts Diminish makes something a ‘less for a long time without needing to be fo- perfect’ version of itself, damages it, or cused on, such as sealing a chest. even eliminates it entirely. Forge creates something from nothing, Function or improves something, making it a ‘more perfect’ version of itself. Function determines the scope and im- plications of the Spell. A Spell’s Function Modify gives something a property or may be any one of the following: ability it does not normally have accord- ing to its function or normal capabilities. Standard is where most Spells fall; as long as a Spell is not meant to be especially Reveal reveals hidden things and im- powerful or unique, it is Standard. parts knowledge about things. Chain means that the Spell represents Separate splits things into their com- a succession of Spells being cast, such as ponent parts to various degrees of speci- using multiple spells to build a mansion. ficity. Genesis means that the Spell is at- tempting to imbue something with self- Subject(s) direction, such as making a chair ‘come Subject(s) determine the basic area of to life.’ composition the Spell is affecting. A Spell’s Wonder means that the Spell is do- Subject(s) may be any one or more of the ing something incredible, such as lifting a following: castle or turning Discord to stone. Spells Air encompasses atmosphere, gases, with the Wonder Function may require smoke, and other gaseous materials. some extra component, impose some spe- Animal encompasses lower animals cial effect or cost, or have some additional such as cats, dogs, and birds--animals condition to fill in order to be successfully which cannot speak. cast, at the GM’s discretion. Body encompasses the physical bod- ies (but not the minds) of higher creatures with the ability to speak. Construct encompasses manufac- tured objects, some with multiple inter- acting component parts. Earth encompasses stone, dirt, sand, metal, gemstones, and other non-living 81 solid material found underground. Energy encompasses pure non-magi- Target cal energy and energy-like effects, such as Individual (Spell Level +1) electricity, magnetism, and radiation. Group (Spell Level +2) Force encompasses solid barriers of Area (Spell Level +4) Mass (Spell Level +4, Total x2) magical energy, like impassable shields and force fields. Range Heat encompasses thermal matters Contact (Spell Level +1) such as warmth and coldness, as well as Seen (Spell Level +2) fire, melting, and freezing. Known (Spell Level +4) Unknown (Spell Level +4, Total x2) Light encompasses pure light, but not elements which naturally give off light, Duration such as fire. Immediate (Spell Level +1) Magic encompasses pure magical Sustained (Spell Level +2) power and the mystical energies which Temporary (Spell Level +4) make up spell effects. Persistent (Spell Level +4, Total x2) Mind encompasses the minds of high- Function er creatures with the ability to speak. Standard (Spell Level +1) Plant encompasses natural plants and Chain (Spell Level +2) flora, as well as plant creatures. Genesis (Spell Level +4) Shadow encompasses tangible shad- Wonder (Spell Level +4, Total x2) ow-stuff, physical darkness, and gloom Effect(s) made manifest. Animate (Spell Level +1) Sound encompasses noise and per- Combine (Spell Level +1) ceived sound, including music, voices, Deceive (Spell Level +1) and other tones. Diminish (Spell Level +1) Forge (Spell Level +1) Space encompasses vectors and spatial Modify (Spell Level +1) dimensions; it deals with areas of material Reveal (Spell Level +1) reality such as gravity. Separate (Spell Level +1) Time encompasses the temporal di- Subject(s) mension of reality and the persistence or passage of time. Air (Spell Level +1) Animal (Spell Level +1) encompasses all fluids and Water Body (Spell Level +1) physical liquids, not only water itself. Construct (Spell Level +1) Weather encompasses natural weather Earth (Spell Level +1) effects, including clouds, lightning, wind, Energy (Spell Level +1) rain, snow, thunder, and hail. Force (Spell Level +1) Heat (Spell Level +1) Light (Spell Level +1) Spell Level Magic (Spell Level +1) Next, calculate the Spell Level of the Mind (Spell Level +1) Spell you are creating. The Spell Level is Plant (Spell Level +1) determined from the Magical Aspects you Shadow (Spell Level +1) selected to construct the Spell, according Sound (Spell Level +1) to the following table. Space (Spell Level +1) Time (Spell Level +1) Water (Spell Level +1) Weather (Spell Level +1) 82 Spell Description Finally, the Spell needs a description of Because the Spells in this section were what it does, any limitations it has, details created using the on how it carries out its effects, and/or any same Spell cre- other information which is important to ation system the Spell for the purposes of gameplay. which play- ers have access The Canterlot to, they can be easily modi- Archives fied and altered to The rest of this chapter con- suit an tains 98 pre-created Spells individ- based on the Spells seen in ual char- the original cartoon. These acter’s needs. Spells are ready to use for any spellcasting charac- ter, as if they had created them them- selves.

83 Bad Hair Day Season One Spells Target: Individual The following 33 Spells are from the Range: Seen first season of the original Friendship is Duration: Temporary Magic cartoon. Function: Standard Effect: Deceive Spell Name Spell Level Subject: Body, Plant Bad Hair Day 11 Spell Level: 11 Description: A mean Spell used to Cloudwalker 13 humiliate others, especially those who Dress-Up 7 care for fashion. When cast, it turns the Emergency Teleport 10 target’s mane or tail into what looks like Fireworks Picture Show 12 strands of dark, greenish, wet seaweed. It Flashy Teleport 13 is only an illusion, however, and does not truly damage the hair in a physical way. Gem Seeker 11 Improvised Dress-Up 11 Cloudwalker Instant Manliness 10 Target: Individual Light 7 Range: Seen Light Form 11 Duration: Temporary Lip Zip 10 Function: Standard Magic Surge 7 Effect: Change, Forge Subject: Body, Magic, Weather Magical Holding 10 Spell Level: 13 Magical Melody 12 Description: The Spell allows char- Mend Hair 6 acters who can’t walk on clouds to gain Mend Wood 7 the ability to do so. This Spell only works for 3 days and--while it doesn’t allow for Mouse Mount 12 flight up into the clouds--can come in Mist Form 11 handy when visiting a city like Clouds- No Food For You 28 dale. Rope Charmer 11 Small Area Teleport 9 Dress-Up Target: Individual Spread Your Wings 26 Range: Seen Summon Door 8 Duration: Immediate Summon Storm Cloud 9 Function: Standard Throwback 10 Effect: Diminish Thunderbolt 8 Subject: Space Spell Level: 7 Topiar y 11 Description: This Spell allows anypony Transmute Suit 12 to don clothing and/or armor instantly. Up The Sleeve 9 When cast on a piece of clothing or ar- Vegetable Carriage 12 mor, it vanishes and reappears on the caster’s, or somepony else’s, body. Warp Flame, Lesser 12 You, Robot 13 84 Emergency Teleport Gem Seeker Target: Individual Target: Area Range: Known Range: Seen Duration: Immediate Duration: Sustained Function: Standard Function: Standard Effect: Modify Effect: Reveal Subject: Body, Space Subject: Earth Spell Level: 10 Spell Level: 11 Description: This Spell can be cast Description: This simple Spell is used even when under extreme stress and to reveal the locations of gemstones that needs almost no concentration. It tele- are near the surface of the ground. The ports the caster immediately to a place effects of this Spell are not noticeable to he considers safe, as long as it’s within a bystanders. reasonable distance.

Fireworks Picture Show Improvised Dress-Up Target: Area Target: Individual Range: Seen Range: Seen Duration: Sustained Duration: Temporary Function: Standard Function: Standard Effect: Forge, Animate Effect: Modify, Combine Subject: Light Subject: Construct Spell Level: 12 Spell Level: 11 Description: This Spell creates a color- Description: The caster uses what- ful animated light show in the sky. The ever fabrics are nearby (curtains, rugs, illusion looks like a stop motion anima- bed sheets) to create a decent dress. The tion made from neon lights and is a great materials will be cut, sewed, glued, and way to tell a message to an entire group pressed together by magic to make a of ponies. sturdy, but temporary, piece of clothing.

Flashy Teleport Instant Manliness Target: Individual Target: Individual Range: Known Range: Seen Duration: Immediate Duration: Temporary Function: Standard Function: Standard Effect: Modify, Forge, Animate Effect: Forge Subject: Space, Light, Sound Subject: Body Spell Level: 13 Spell Level: 10 Description: A modified version of Description: A simple Spell for grow- a standard teleportation. The caster ap- ing a moustache, beard, and any other pears at his destination accompanied by type of facial hair. It can be used as a joke a victorious tune played on trumpets, or to disguise oneself. The effect is only and a colorful fireworks show. temporary and any hair grown will van- ish into nothingness after a day or some time with a razor. 85 Light Magic Surge Target: Individual Target: Individual Range: Contact Range: Seen Duration: Sustained Duration: Immediate Function: Standard Function: Standard Effect: Forge Effect: Forge Subject: Light Subject: Magic Spell Level: 7 Spell Level: 7 Description: The caster’s horn lights Description: More of a tool, this Spell up with a small, but bright, light to illu- is the spark that is needed to power any- minate his path. thing that needs magical Energy.

Light Form Magical Holding Target: Individual Target: Individual Range: Contact Range: Contact Duration: Temporary Duration: Temporary Function: Standard Function: Standard Effect: Modify Effect: Forge, Modify Subject: Body, Light, Space Subject: Space Spell Level: 11 Spell Level: 10 Description: The caster bursts into an Description: This Spell sends one ob- orb of bright light. While in this form, he ject to magical storage, which can be re- can travel almost instantly to any single trieved later by simply casting the Spell location the light shines upon. again. This Spell can’t magically store an object larger than the caster themselves.

Lip Zip Magical Melody Target: Individual Target: Area Range: Seen Range: Seen Duration: Temporary Duration: Sustained Function: Standard Function: Standard Effect: Modify Effect: Forge Subject: Body Subject: Weather, Sound Spell Level: 10 Spell Level: 12 Description: When cast on somepony, Description: The wind blows gently their mouth will instantly be closed by a across the area, accompanied by a sweet metal zipper. The Spell can be easily bro- calming tune. The melody comes out of ken by zipping the mouth open again and seemingly nowhere, and is seemingly therefore is best used simply to make a played on wind chimes and string instru- point in conversations. ments. It could even make a raging mon- ster sleepy... 86 Mend Hair Mist Form Target: Individual Target: Individual Range: Contact Range: Contact Duration: Immediate Duration: Temporary Function: Standard Function: Standard Effect: Combine Effect: Modify Subject: Body Subject: Body, Magic, Air Spell Level: 6 Spell Level: 11 Description: A Spell to repair and Description: The caster bursts into a sometimes lengthen the mane, tail or small cloud of colorful mist. While in even moustache. It molds hair together this form, he can travel at great speeds even if the hair strands are from different and is able to pass through even the tini- origin or color, the hair flowing smoothly est holes and slits. together.

Mend Wood No Food For You Target: Individual Target: Mass Range: Seen Range: Known Duration: Immediate Duration: Immediate Function: Standard Function: Standard Effect: Forge Effect: Modify, Deceive Subject: Plant Subject: Animal, Mind Spell Level: 7 Spell Level: 28 Description: This Spell repairs bro- Description: The Spell affects a group- ken wood. Cracks in planks heal like -or even an entire swarm--of creatures, wounds in a matter of seconds, and bro- changing their anatomy so that they can ken branches can be reattached to trees digest otherwise inedible things, like to bloom once again. wood or stone. It also changes the crea- tures’ way of thinking, tricking them into believing that they dislike normal food, and prefer materials which would nor- mally be inedible to them. Mouse Mount Ropecharmer Target: Group Target: Individual Range: Seen Range: Seen Duration: Temporary Duration: Sustained Function: Standard Function: Genesis Effect: Modify, Forge Effect: Animate Subject: Animal Subject: Construct Spell Level: 12 Spell Level: 11 Description: This Spell changes a Description: The caster brings a piece group of normal mice into beautiful of rope to life, making it move and dance horses. These horses retain some of their at their command. The rope moves with original features, such as long teeth and the grace of a snake, and is able to grab whiskers. The Spell lasts until midnight, and tangle anything the caster wants it to, after which everything returns to normal if it’s long enough. again. 87 Small Area Teleport Summon Storm Cloud Target: Group Target: Individual Range: Seen Range: Seen Duration: Immediate Duration: Sustained Function: Standard Function: Standard Effect: Modify Effect: Forge Subject: Space, Light (or Weather) Subject: Weather, Energy Spell Level: 9 Spell Level: 9 Description: The caster vanishes in a Description: This Spell summons a flash of light (or mist) and reappears in a small storm cloud which the caster can chosen location within reasonable range, move around and use to zap things with taking all small objects that surround its lightning. The electrical charge is a him with him. very weak one, but it works as a great prank or distraction. Spread Your Wings Target: Individual Range: Seen Throwback Duration: Persistent Target: Group Function: Standard Range: Seen Effect: Forge, Modify Duration: Sustained Subject: Body, Magic, Animal Function: Standard Spell Level: 26 Effect: Animate Description: This Spell allows non-fly- Subject: Magic, Force ing characters to fly in the sky like their Spell Level: 10 winged counterparts by creating a pair of Description: As long the caster con- wings similar to a butterfly’s. These wings centrates, all projectiles hurled at him are very fragile, and will break or burn if slow down before reaching him and are flying too fast or too close to the sun. aligned next to him. The caster can then either end the Spell, letting the objects Summon Door fall to the ground, or he can concentrate Target: Individual on a target and throw the projectiles Range: Seen back, which ends the Spell as well. Duration: Sustained Function: Standard Effect: Forge Subject: Construct Spell Level: 8 Thunderbolt Description: This Spell summons a Target: Group free-standing door nearby, often right in Range: Seen front of someone they are talking to. Be- Duration: Immediate cause the door is created only for a mat- Function: Standard ter of moments, it not suited for use in Effect: Forge construction, but is rather used as a visu- Subject: Energy al effect in conversations for making your Spell Level: 8 point clear. The door may be spawned Description: Lightning strikes from locked, unlocked, or even open (for the seemingly out of nowhere, hitting a purpose of slamming it somepony’s face, whole group of creatures and harming or naturally). stunning them at the caster’s choice. 88 Topiar y Vegetable Carriage Target: Area Target: Individual Range: Seen Range: Seen Duration: Immediate Duration: Temporary Function: Standard Function: Standard Effect: Forge, Modify Effect: Modify. Forge Subject: Plant Subject: Plant, Construct Spell Level: 11 Spell Level: 12 Description: This Spell changes simple Description: This Spell changes a bushes and trees into beautiful topiaries. mundane vegetable into a beautiful car- riage. The shape and design of the car- riage depends on what vegetable it was created from, and it will loosely match the shape of the original produce. This Spell lasts until midnight, after which ev- Transmute Suit erything returns to normal again. Target: Group Range: Seen Duration: Sustained Warp Flame, Lesser Function: Standard Target: Group Effect: Modify, Forge Range: Known Subject: Plant, Earth, Construct Duration: Immediate Spell Level: 12 Function: Chain Description: This Spell creates clothes Effect: Modify and accessories from junk, like sticks and Subject: Space, Magic stones. The objects only have to match in Spell Level: 12 shape loosely--like a stick for a cane, and Description: First, the caster chooses a stone for a hat. The biggest drawback is someone they know to be the receiving that one has to concentrate on the Spell target. This Spell burns a chosen object to sustain it, or the objects revert to their or objects in a magical green fire, and the original form. smoke vanishes with the wind, flying in a matter of seconds to its target, and the burned object appears before them.

You, Robot Up The Sleeve Target: Individual Target: Individual Range: Seen Range: Known Duration: Temporary Duration: Immediate Function: Genesis Function: Standard Effect: Animate Effect: Modify Subject: Construct Subject: Space Spell Level: 13 Spell Level: 9 Description: A Spell that is simple to Description: This Spell allows to to cast, but hard to control, bringing any instantly bring up any object the caster machine to life--which will then proceed had hidden somewhere on their person. to do whatever the caster orders it to do, The object could’ve been hidden under a but from then on won’t take any new or- cape, in a saddlebag, or the like. ders (including the order to stop!). 89 Animate Season Two Spells Target: Group The following 33 Spells are from the Range: Seen second season of the original Friendship Duration: Immediate is Magic cartoon. Function: Genesis Effect: Animate, Forge Spell Name Spell Level Subject: Construct, Mind, Body or Animate Toy 14 Animal Spell Level: 14 Arrest Movement 8 Description: By casting this Spell on a Break Chains 7 toy, doll, or other object that is similar in Cloak Of Bats 13 shape to a living creature, the caster im- Create Darkness 10 bues that object, or group of objects, with Enthrall 10 life. After casting, however, the caster has no direct control over what their new Failsafe Spell 28 creations do. Fire Of Friendship 64 Force Bolt 8 Force Shield, Greater 60 Force Shield, Lesser 10 Group Teleport 13 Arrest Movement Kindle Love 28 Target: Individual Range: Seen Levitation 8 Duration: Sustained Lockdown 18 Function: Standard Magic Beam 10 Effect: Animate Mass Repair 13 Subject: Body Spell Level: 8 Mind Restoration 8 Description: By concentrating on an- Moonwalker 20 other being, the caster can hold that be- Move The Heavens 84 ing in place with this Spell. Mystic Image 9 Mystic Mist 7 Rejuvenation 6 Scry Speak 11 Scrying 26 Break Chains Target: Individual Speed Read 8 Range: Seen Summon Couch 10 Duration: Immediate Sunbeam 13 Function: Standard Telekinetic Throw 9 Effect: Diminish Teleport Other 9 Subject: Construct Spell Level: 7 Turn Back The Clock 26 Description: By applying a burst of Want It, Need It 28 energy to a mundane chain or lock, the Warp Flame, Greater 28 caster can break the device, releasing whatever was held or locked inside. 90 Cloak Of Bats Failsafe Spell Target: Individual Target: Area Range: Touch Range: Mass Duration: Temporary Duration: Immediate Function: Chain Function: Standard Effect: Animate, Combine, Separate Effect: Diminish, Modify, Reveal Subject: Animal, Construct Subject: Magic Spell Level: 13 Spell Level: 28 Description: When cast, the user’s out- Description: This Spell negates all un- most layer of clothing, typically a cloak natural magical effects in the surround- or cape, dissolves into a swarm of flutter- ings that shouldn’t be there. It interrupts ing bats around them. While such a dis- any working Spells, reverses any unwant- play can be intimidating, the bats will try ed changes and reveals what should not not to interact with any being other than be hidden or obscured by an illusion. the caster, preferring to simply fly away This Spell may prove useless against es- into the night. pecially powerful effects. Create Darkness Fire Of Friendship Target: Individual Target: Area Range: Seen Range: Seen Duration: Temporary Duration: Persistent Function: Standard Function: Wonder Effect: Diminish Effect: Forge Subject: Light Subject: Magic Spell Level: 10 Spell Level: 64 Description: For the scene, the light in Description: The legendary Spell craft- an area is extinguished, leaving the area ed by the founders of Equestria to warm in total darkness. While the source of the the winter chill and their own hardened darkness is magical, the darkness itself is hearts, the Fire Of Friendship Spell is not, and any creature naturally capable of often cast as a ritual at the end of each seeing in the dark can still see as normal. year, an affirmation of friendship and unity which drives away ill will and the Enthrall negativity that some creatures feed upon. Target: Individual Because of its unique nature, this Spell Range: Seen cannot be cast unless at least two other Duration: Temporary friends are assisting the caster. Function: Chain Effect: Modify Force Bolt Subject: Mind Target: Individual Spell Level: 10 Range: Seen Description: The caster takes tempo- Duration: Immediate rary control of the mind of another be- Function: Standard ing and bends it to their will. The target Effect: Forge remains under the control of the caster Subject: Force, Magic for the remainder of the scene or until Spell Level: 8 released, dispelled, or reminded of their Description: The caster fires a bolt of true nature, similar to a dragon resisting concentrated magical energy, damaging becoming a monster. whatever it strikes. 91 Force Shield, Greater Kindle Love Target: Mass Target: Group Range: Contact Range: Seen Duration: Temporary Duration: Persistent Function: Wonder Function: Genesis Effect: Forge Effect: Forge Subject: Force Subject: Mind Spell Level: 60 Spell Level: 28 Description: The caster creates a mas- Description: Like a shot from Cupid’s sive force field, large enough to protect an golden arrow, a pair struck by this Spell entire city from invaders. So long as the will experience an amplification of posi- caster regularly re-casts this Spell, only tive regard for each other. Unlike Love those who the caster deems appropriate Poison, which creates unhealthy obses- can pass through the barrier. All others sion, this Spell creates genuine emotion are shoved to the edge of the barrier, or without negative side effects. The pair further at the GM’s discretion. this Spell is cast on must have some basis for the emotions being amplified for this Spell to work; complete strangers must at Force Shield, Lesser least find each other attractive. Target: Area Range: Touch Levitation Duration: Sustained Target: Individual Function: Standard Range: Seen Effect: Forge Duration: Sustained Subject: Force Function: Standard Spell Level: 10 Effect: Animate Description: By concentrating, the Subject: Body caster can form a small bubble of force Spell Level: 8 around themselves, blocking entry by Description: A specific and powerful anypony the caster does not want ap- version of the unicorn’s standard power proaching. Any opponents caught in the of telekinesis, Levitation allows a unicorn path of the expanding shield are pushed to lift themselves or another through to the edge of it immediately. magic. The subject moves at a normal walking speed through the air, and their flight is under the control of the caster. Group Teleport Lockdown Target: Group Target: Individual Range: Known Range: Touch Duration: Immediate Duration: Persistent Function: Chain Function: Standard Effect: Modify Effect: Forge Subject: Body, Magic, Space Subject: Construct Spell Level: 13 Spell Level: 18 Description: The caster is able to tele- Description: Upon casting this Spell, a port an entire group of characters, them- door, lock, chest, or other item is magi- selves included, to somewhere any char- cally locked, and will only respond to the acter in the group is familiar with. magical energy of the caster. 92 Magic Beam Moonwalker Target: Individual Target: Individual Range: Seen Range: Touch Duration: Sustained Duration: Immediate Function: Standard Function: Wonder Effect: Forge Effect: Modify Subject: Force, Magic Subject: Space, Weather Spell Level: 12 Spell Level: 20 Description: A concentrated beam of Description: This Spell allows the magical energy capable of striking multi- caster to use the moon as an aid in tele- ple enemies, or holding back other beam portation. By flying toward the moon, Spells. the caster can travel through the image of it to anywhere its light touches on the world below.

Mass Repair Move The Heavens Target: Area Target: Mass Range: Seen Range: Known Duration: Immediate Duration: Temporary Function: Chain Function: Wonder Effect: Combine, Forge, Separate Effect: Animate Subject: Construct Subject: Air, Space, Time, Weather Spell Level: 13 Spell Level: 84 Description: This Spell allows the cast- Description: When cast, the caster er to multitask when building or repair- gains control of either the sun or the ing objects, or to repair massive objects, moon for a short time, allowing them to such as a collapsed dam. cause it to rise or set.

Mystic Image Target: Individual Range: Seen Mind Restoration Duration: Sustained Target: Individual Function: Chain Range: Touch Effect: Deceive Duration: Immediate Subject: Air Function: Standard Spell Level: 9 Effect: Diminish, Reveal, Separate Description: By manipulating smoke Subject: Mind or vapor in the air, the caster can create Spell Level: 8 an image in any shape they can imagine. Description: By touching a creature The illusionary figure moves as the caster under the effects of a mind-affecting commands, but dissolves upon physical power, the caster can undo the effects of contact with any living being. Most com- that power with this Spell. monly, this Spell is used in conjunction with the Mystic Mist Spell, which creates plenty of smoke and mist to shape into illusions. 93 Mystic Mist Scrying Target: Individual Target: Area Range: Seen Range: Unknown Duration: Immediate Duration: Sustained Function: Standard Function: Standard Effect: Forge Effect: Reveal Subject: Air Subject: Space Spell Level: 7 Spell Level: 26 Description: By blowing a small Description: By looking into a mir- amount of powder into the air, the caster ror, crystal ball, or other reflective sur- can create a large amount of billowing face, the caster may view another place, green smoke which obscures the area. whether they have seen it before or not. This mist is frequently used to create il- Their sight of the area is maintained only lusions with the Mystic Image Spell, but as long as their concentration holds and can also be useful any time a smoke- the reflective surface being used to scry screen is needed. remains intact.

Rejuvenation Speed Read Target: Individual Target: Individual Range: Touch Range: Seen Duration: Instantaneous Duration: Instantaneous Function: Standard Function: Standard Effect: Forge Effect: Reveal Subject: Body Subject: Mind, Construct Spell Level: 6 Spell Level: 8 Description: A simple healing Spell Description: By casting this Spell, the which allows a character to recover from caster can quickly move through the pag- being Sidelined and restores them to at es of a book, finding any passages which least one point of Fortitude and Will- contain information on the topic they are power. searching for.

Scry Speak Summon Couch Target: Individual Target: Individual Range: Known Range: Known Duration: Sustained Duration: Immediate Function: Chain Function: Standard Effect: Reveal Effect: Animate Subject: Space Subject: Construct, Space Spell Level: 11 Spell Level: 10 Description: This Spell allows the Description: This Spell pulls a couch, caster to may speak to others in an area seat, or other sitting surface over to the they are scrying on, as if the caster were caster, regardless of range. The Spell has in that area as well. little use outside of dramatic flair, but can still be used to catch the caster as he or she falls. 94 Sunbeam Turn Back The Clock Target: Individual Target: Individual Range: Seen Range: Touch Duration: Sustained Duration: Temporary Function: Genesis Function: Wonder Effect: Forge Effect: Modify Subject: Energy, Heat, Light Subject: Space, Time Spell Level: 13 Spell Level: 26 Description: This Spell creates a beam Description: For a very brief period of of pure sunlight, encompassing all of the time, the caster can travel back through majesty and wrath of the noonday sun. time to any specific moment they choose. Anypony casting this Spell should be careful not to meddle in the affairs of the past, as the effects of time travel are un- known. Curiously, a caster may only cast Telekinetic Throw this Spell once; once it is used, it cannot Target: Individual be cast by the same character again. Range: Seen Duration: Immediate Want It, Need It Function: Standard Target: Individual Effect: Animate, Forge Range: Seen Subject: Construct or Body, Energy Duration: Persistent Spell Level: 9 Function: Chain Description: By supercharging their Effect: Forge, Deceive telekinetic abilities, the caster can hurl Subject: Construct, Mind a character or object with far more force Spell Level: 28 than normal. This Spell is normally used Description: When cast on a specific for offense, but can be used for more item, that thing becomes an object of in- practical purposes as well, such as sling- tense affection and desire to everypony ing ropes over large obstacles. who sees it. Warp Flame, Greater Target: Individual Range: Known Teleport Other Duration: Immediate Target: Individual Function: Wonder Range: Seen Effect: Modify Duration: Immediate Subject: Magic, Space, Construct or Function: Standard Body Effect: Modify Spell Level: 28 Subject: Body, Magic, Space Description: More powerful than its Spell Level: 9 lesser cousin, this Spell allows the caster Description: By concentrating, the to send objects, or even living beings, caster can teleport another being from through flames more efficiently. Upon one location within sight to another. This casting, the target of this Spell is sur- Spell, however, is prone to misfiring and rounded, then engulfed, by crackling, teleporting unintended individuals as green flames before being sent to a loca- well. tion of the caster’s choosing. 95 Age Spell Season Three Spells Target: Group The following 32 Spells are from the Range: Seen third season of the original Friendship is Duration: Persistent Magic cartoon. Function: Wonder Effect: Modify Spell Name Spell Level Subject: Body, Mind Age Spell 60 Spell Level: 60 Description: All chosen targets are Agony 11 modified in age to any point in natural Alarm Barrier 38 life, from foal to old grey mare. This Spell Apples To Oranges 8 is notoriously difficult, and only the most Arcane Cartography 10 accomplished and powerful magicians Arcane Trap 20 can perform it. Banishment 10 Creeping Shadow 8 Crystal Heart 76 Agony Crystal Prison 13 Target: Individual Dance, Puppet, Dance 10 Range: Seen Dancing Door 18 Duration: Sustained Dark Crystal 13 Function: Genesis Effect: Diminish Dark Infection 12 Subject: Body Darkest Despair 30 Spell Level: 11 Dreamwalk 68 Description: A fierce lightning bolt Gravity Shift 22 is fired by the caster, causing the struck Horn Fuse 12 target unbearable agony each round it is maintained. Levitation Carnival 9 Lingering Despair 84 Mute Button 20 Alarm Barrier Pimp My Ride 9 Target: Area Refill 6 Range: Known Releasing Spell 24 Duration: Persistent Smokescreen 8 Function: Genesis Effect: Forge, Reveal Snowfall 12 Subject: Force Summon Instruments 10 Spell Level: 38 Summon Parasprite 7 Description: This Spell creates a pow- Tickle Torture 8 erful, nearly-unbreakable force field Water Walking 8 around an area the size of a small town. In addition, any attempt to touch or Weather Control 24 break the barrier sends an alert message Wild Growth 10 to the caster, who knows exactly where in the barrier the attempted breach is com- ing from. 96 Apples To Oranges Banishment Target: Individual Target: Individual Range: Seen Range: Seen Duration: Immediate Duration: Immediate Function: Standard Function: Standard Effect: Modify Effect: Diminish, Modify Subject: Animal, Plant Subject: Body, Mind, Space Spell Level: 8 Spell Level: 10 Description: This Spell transfigures Description: This Spell, when cast on an object (or small animal of similar any sort of summoned object or creature, size) into an orange (or, in the case of an returns it from whence it came. animal, a functioning animal/orange hy- brid).

Arcane Cartography Creeping Shadow Target: Individual Target: Individual Range: Seen Range: Seen Duration: Temporary Duration: Sustained Function: Standard Function: Standard Effect: Reveal Effect: Forge Subject: Space Subject: Shadow Spell Level: 10 Spell Level: 8 Description: By casting this Spell on Description: A shadow sweeps over an object, the caster creates a temporary the target, creating a darker (and possibly map of the area the target object was tak- more sinister) version of itself. en from.

Arcane Trap Crystal Heart Target: Individual Target: Area Range: Touch Range: Known Duration: Persistent Duration: Persistent Function: Chain Function: Wonder Effect: Modify Effect: Forge, Diminish Subject: Magic Subject: Magic Spell Level: 20 Spell Level: 76 Description: By casting this Spell on Description: Love and hope rejuve- an object, location, or other (relatively) nate the area, cleansing it of any ill ef- immobile target, the caster can place a fects. This Spell is extremely powerful, contingency Spell, often a trap of some and often requires the coordinated effort kind, on the target which activates when of many characters, as well as a unique the target is interacted with. magical focus of some kind, in order to function. 97 Crystal Prison Dark Crystal Target: Individual Target: Individual Range: Touch Range: Touch Duration: Temporary Duration: Temporary Function: Chain Function: Chain Effect: Forge, Diminish Effect: Forge, Diminish Subject: Earth, Magic, Shadow Subject: Earth, Shadow, Magic Spell Level: 13 Spell Level: 13 Description: The target is surrounded Description: Strange black crystals in a wall made of black crystal, which erupt from the target, weakening Spells blocks magic and teleportation out of in the area which do not include the the area of the Spell’s effect, though it “Shadow” Subject. If cast on a unicorn, does not restrict normal physical escape the crystals grow from their horn, pre- (though it does present the normal chal- venting them from casting any Spells lenge of being a wall). until the curse can be reversed. Although this Spell has a range of Touch, it can be cast through the Creeping Shadow Spell.

Dance, Puppet, Dance Dark Infection Target: Individual Target: Area Range: Seen Range: Touch Duration: Temporary Duration: Sustained Function: Standard Function: Chain Effect: Animate Effect: Forge Subject: Body Subject: Shadow, Mind Spell Level: 10 Spell Level: 12 Description: The target begins to Description: An area is infected with dance uncontrollably, which lasts until an aura of dark despair, slowly convert- the end of the scene, at most. ing it into darkness and shadows.

Dancing Door Darkest Despair Target: Individual Target: Individual Range: Touch Range: Touch Duration: Persistent Duration: Persistent Function: Standard Function: Genesis Effect: Animate Effect: Deceive, Forge, Modify Subject: Construct Subject: Mind, Shadow Spell Level: 18 Spell Level: 30 Description: Whenever the enchant- Description: The target is thrust into ed door, gate, or other entranceway is an illusionary world in which their worst opened without the proper key, (be it a fears come to pass, leaving their body in a physical key, a password, or a specific state of waking nightmare. Unless grant- Spell) the door will not only refuse to ed outside help, the target may never es- open, but rapidly move to a new location. cape from the nightmare world except through extraordinary force of will. 98 Dreamwalk Levitation Carnival Target: Group Target: Group Range: Unknown Range: Seen Duration: Temporary Duration: Sustained Function: Wonder Function: Standard Effect: Modify, Reveal Effect: Animate Subject: Mind Subject: Animal Spell Level: 68 Spell Level: 9 Description: Once this Spell is cast, the Description: The caster takes a group caster (and their friends) are free to wan- of animals into the air in controlled, lev- der the collective dreamscape, entering itation-based flight. As long as the caster into the dreams of sleeping characters maintains concentration, the group of and manipulating those dreams freely. animals can be launched into several Occasionally, a particularly strong feel- spectacular formations. ing, such as fear, elation, or despair, may guide the caster towards a specific dream. Lingering Despair Gravity Shift Target: Mass Target: Individual Range: Known Range: Seen Duration: Persistent Duration: Sustained Function: Wonder Function: Wonder Effect: Modify, Forge Effect: Modify Subject: Body, Mind, Shadow Subject: Space Spell Level: 84 Spell Level: 22 Description: A curse is laid upon an Description: For as long as this Spell is entire nation, sapping the inhabitants of maintained, the target treats their source their minds and energy. While in this de- of gravitational pull as somewhere other pressive state, only concentrated effort to than normal; up is down, left is up, or any fight back against the curse can provide other combination, so long as the target relief (and even then, potentially only remains in sight of the caster. temporarily). Horn Fuse Mute Button Target: Group Target: Individual Range: Seen Range: Seen Duration: Temporary Duration: Persistent Function: Standard Function: Standard Effect: Modify Effect: Diminish Subject: Body, Magic Subject: Body Spell Level: 12 Spell Level: 20 Description: The caster targets two Description: The target’s muzzle is characters with horns, and causes their dragged-and-dropped into a magical re- horns to fuse together at their tips. While cycling bin, which prevents them from fused, neither target can use their horn, speaking until the Spell is lifted. and only one can be in control of move- ment at any given time. These effects last until the end of the scene. 99 Pimp My Ride Smokescreen Target: Individual Target: Group Range: Touch Range: Seen Duration: Temporary Duration: Immediate Function: Standard Function: Standard Effect: Forge Effect: Forge Subject: Construct Subject: Air Spell Level: 9 Spell Level: 8 Description: By touching a vehicle, the Description: The caster whips up a caster can upgrade it into a bigger, flash- small magical smokescreen which con- ier, and all-around nicer vehicle for the ceals a small area from view for a few sec- scene. The new vehicle must be roughly onds--just long enough to perform quick the same kind as the original. For exam- switcheroos or make a speedy escape. ple, a small chariot can be changed into a royal float, but not an airship.

Refill Snowfall Target: Individual Target: Area Range: Touch Range: Seen Duration: Immediate Duration: Immediate Function: Standard Function: Standard Effect: Forge Effect: Forge, Diminish Subject: Water Subject: Heat, Weather Spell Level: 6 Spell Level: 12 Description: This Spell fills a touched Description: The water vapor in the air cup, mug, or other drinking vessel with is flash into a thick layer of snow the last non-magical liquid to fill it, such which blankets the target area, making as tea, cider, water, or another beverage. the terrain more difficult to traverse.

Releasing Spell Summon Instruments Target: Individual Target: Individual Range: Seen Range: Seen Duration: Immediate Duration: Temporary Function: Wonder Function: Standard Effect: Animate, Modify Effect: Forge Subject: Body, Magic Subject: Construct Spell Level: 24 Spell Level: 10 Description: This Spell releases a being Description: The caster summons sev- trapped by another Spell or effect, up to eral musical instruments, which disap- and including beings sealed away by the pear at the end of the scene. Elements of Harmony themselves.

100 Summon Parasprite Weather Control Target: Individual Target: Mass Range: Seen Range: Seen Duration: Immediate Duration: Immediate Function: Standard Function: Chain Effect: Forge Effect: Modify Subject: Animal Subject: Air, Weather Spell Level: 7 Spell Level: 24 Description: The caster summons a Description: The caster weaves the single ravenous Parasprite, which vora- clouds, tailoring the weather in the gen- ciously eats what it can before splitting eral area to their whim. Other attempts and reproducing. If left unattended, this to modify the weather force the caster to single Parasprite can form itself into an assert control or else cede control to the entire swarm. other force.

Tickle Torture Wild Growth Target: Individual Target: Individual Range: Seen Range: Seen Duration: Sustained Duration: Temporary Function: Standard Function: Standard Effect: Diminish Effect: Modify Subject: Mind Subject: Body Spell Level: 8 Spell Level: 10 Description: Several feathers are sum- Description: The caster causes one part moned to tickle the victim of the Spell, of a creature’s body to grow wildly out of who is at the very least distracted, and proportion with the rest of its body, po- may even take Willpower damage each tentially causing all kinds of difficulty for turn the Spell is sustained. the creature until the end of the Scene.

Water Walking Target: Individual Range: Touch Duration: Sustained Function: Standard Effect: Separate Subject: Body, Water Spell Level: 8 Description: As long as the caster con- centrates, the target may walk on liquid water as though it were ice. Should the caster’s concentration be broken, how- ever, the Spell’s effects immediately end. 101 Running An Episode

“Everypony has to play, or the game is over--and I win!” ~ Discord takes precedence over the rules--and it Your Role As is here that S3E takes a firm stance: the story takes precedence over the rules. The Game Master This all serves to sum up the GM’s role There’s one particular phrase which in S3E: The GM is somewhere between a not many GMs hear nearly enough, director, a referee, and a supporting ac- whether because their players are too tor, guiding the players whenever nec- exhausted from playing a long game ses- essary and letting them have the spot- sion, or are too preoccupied with what’s light whenever possible. The GM’s most going on and what they think is going to important concern is ensuring that the happen next, to remember to say it. story is engaging, meaningful, and fun-- That phrase is “Thank you.” and to that end they are fully empowered The GM easily has the most difficult (and even expected) to bend or break the job at the game table, from acting out all rules, if doing so helps to make the story the non-player characters, to handling all better. the Skill Checks and damage for the play- The most important part of playing er characters, to setting the scene and S3E is to have fun; if your game group making things interesting and engaging, (yourself included) is having fun, then to establishing the story and helping to whatever you as the GM did to make that bring it to a satisfying conclusion; the happen was the right thing to do. And if GM has a dozen things to think about nopony else remembers to say it, allow us and consider from moment to moment to say it on their behalf: during a game session (and often outside Thank you. of one, too). This is true of any pen and paper tabletop roleplaying game, and Getting Things the more complicated a particular game system is, the more difficult it is to GM. Started S3E is designed to be relatively simple in So, you’ve gotten a group of players to- terms of its systems and mechanics, to al- gether to play an Episode of S3E, you’ve low a GM to focus on what we believe is helped guide them through character the most important part of a GM’s job: creation, and you’re prepared to GM the working with the players to tell a fun, en- game. How do you get things off to a gaging, and meaningful story. good and interesting start? There is a long-standing debate among In television and film, there’s a com- GMs as to what the role of a GM should mon technique called a “cold open” be; whether a GM should be more which is used to great effect to involve ‘hands-off’ and reactive to what the the audience immediately and concisely players do (a more ‘sandbox’ approach) set up the plot. Chances are good that or more ‘hands-on’ and active in direct- you’ve seen this effect yourself as it’s used ing the players through the experience extensively in the original Friendship is (a more ‘railroad’ approach). Most GMs Magic cartoon: the episode begins, some find their own balance somewhere be- initial plot hook, punchline, or inciting tween those two ideals, and S3E is de- incident gets your attention, and then signed to work for either style and any- the opening credits roll. In literary terms, where in-between. But there is a second this is sometimes called a “hook.” What- debate which often arises in the middle ever term is used, there’s a simple idea of gameplay about whether the rules take behind it--get the attention and interest precedence over the story, or the story of the audience and get them emotional- 103 ly invested so they’ll stay with the show/ by “gameplay aesthetics.” An aesthetic is film/book to its conclusion. a core principle of a designed experience Ideally, the opening moments of your (such as a game) and is thus something Episode should achieve a similar effect. which it should reflect and explore when Consider the type of Episode you’re run- it is in action. Likewise, a gameplay aes- ning and try to construct an opening that thetic is an aesthetic which is intended establishes the style and atmosphere you to come through in a player’s experience want for the rest of the game. If your Epi- with a given game. This section will list, sode is comedic, open with a funny situa- explain, and explore four of S3E’s most tion and end your opening with a punch- important gameplay aesthetics; these are line or silly outcome. If your Episode is important to understand as the GM, as it dramatic, mysterious, or scary, consider is the GM’s job to help ensure that they opening by setting up the mystery or are reflected in the players’ experience ending the opening with a cliffhanger. during an Episode. There are more aes- There are many techniques thetics which are part of S3E’s design, for establishing an Episode, but these are the most important and every GM four. and group of All for one, and one for all. players develops In S3E, every character is unique; their own style, even those with similar mechani- but for new GMs cal advantages and capabilities (or those who are new are likely to have different to MLP:RiM, at least), the motivations and goals. original cartoon can serve But this diversity is as a helpful guide. at its best when it Once your opening is es- is just one aspect tablished, it’s a good idea to of a unique and take a very short break--a minute cooperative group. or two, to let everyone at the table Players’ characters are referred to get something to drink, for example; as “friends” for just this reason--it’s this lets the style of the Episode sink assumed that the characters of all in for your players, and lets every- the players around the table know pony prepare for running the full Epi- each other and get along with each sode with a better understanding of their other (or at least that they will, soon after characters. the Episode starts). Selfish and self-inter- ested characters, who put themselves and Aesthetics Of their own interests before the well-being of their friends, are contrary to this aes- Gameplay thetic, and it’s generally going to be more Chances are good that if you’re fun for everyone if the players’ charac- GM’ing an Episode of S3E, you’ve GM’ed ters help each other and get along. Most a pen and paper tabletop RPG before or of S3E’s design is intended to promote a at least have a strong interest in narrative group approach and teamwork. gameplay and collaborative storytelling. For every problem, a solution. Ev- In either case, it’s important for any GM erything is solvable, everything is fixable, to understand the intended gameplay and any challenge can be met--even if aesthetics of S3E. the solution is difficult or isn’t what you First, an explanation of what is meant might expect it to be normally. This aes- 104 thetic manifests itself in many ways, but just what happens; it’s what we feel about most notably in the lack of an organized what’s happening and how it influences combat system in S3E. Take the example us that are important. In S3E, this is me- of the dragon in the episode ‘Dragonshy.’ chanically reflected in that Lessons are In dealing with the core challenge of the how a group of characters earns Experi- episode, the main characters tried sev- ence Points, but it’s also part of the GM’s eral approaches, even including combat, job to reflect the importance of the story and each was ineffective until they found as it relates to the characters personally. what worked. The dragon wasn’t a pool of This can be difficult to do, but opportu- hit points and defense scores to be beat- nities usually end up presenting them- en, it was a puzzle to be solved--like ev- selves to foster an emotional attachment ery problem, there was a unique solution between the players, characters, and the to be found (of course, this shouldn’t be story itself; it’s important to understand taken too far as an example; sometimes, that these opportunities are crucial to the solution to a problem is to stand up enjoyable gameplay, and to learn to rec- and fight). Try not to present your play- ognize and capitalize on them when they ers with many insurmountable chal- arise. lenges (if any), and let them explore and experiment to find their own solutions. Collaborative What goes around, comes around. Heroes get rewarded, and villains get Storytelling what’s coming to them; in S3E, it’s a core At the beginning of this book, as well aesthetic that everypony eventually gets as throughout its various sections, S3E what they deserve. This is embodied me- has been referred to as a “pen and paper chanically in the Virtue system, but it tabletop RPG.” This is true, but there’s can (and should) be handled narratively also more to it from the perspective of as well; characters who strive to be good the GM. It’s important for the GM to and go out of their way to help others in keep in mind that S3E is also a vehicle for need often find others coming to their collaborative storytelling and to under- aid when they need help. Similarly, char- stand what that means as it applies to the acters who alienate and take advantage of gameplay experience. others often find that nopony’s willing to When players start to pull a story away help them when their self-destructive be- from its originally-intended progression havior puts them between the proverbial with unique ideas, it’s a natural tendency rock and a hard place. This is a classic of many new (and sometimes experi- aesthetic in many genres of fiction, and enced) GMs to take a firm stance with the collaborative storytelling of S3E is no their players of “that’s not how it works exception. in my world.” While this usually comes Every journey is a personal one. from a noble intention of preserving the Journeys are important, and are almost integrity of the story, it’s important to always symbolic of a character’s personal, also remember that the players are craft- inner journey; this isn’t just true in fiction ing the narrative along with the GM; it is (where the concept of the hero’s journey the very nature of characters in a story to is a classic part of many great works), alter the direction of that story to make it but is also true in life. An experience is personal to themselves--and S3E is cer- memorable because of its personal im- tainly focused on the personal journey of pact and the emotional attachment and the characters. investment someone feels for it. It’s not By the same token, as any veteran GM 105 can attest, it’s entirely possible for things providing when they reflect on it later. to get chaotic and out of hand--and it’s It’s an ideal, win-win scenario--and the part of the GM’s job to keep a rein on greatest strength of truly collaborative things and prevent that kind of discord storytelling. by guiding some of the players’ actions without overtly controlling them (and Handling Skill consequently removing the point of hav- ing players at all). One of the best ways to Checks do this is to use players’ (and characters’) As the Episode progresses, you will in- emotional attachment to parts of the sto- evitably need to call for, and handle, Skill ry in order to appeal to them and guide Checks. These are the backbone of S3E, them toward (or away from) a particular and knowing how to handle Skill Checks course of action. For example, the advice effectively can be the difference between of a trusted non-player character can of- being a good GM and a great GM. This ten turn a group of players toward a par- section will discuss some of the prin- ticular path or train of thought; likewise, ciples of Skill Checks in S3E, and give if doing something would risk the well- some insight into how to handle them being of a beloved place or character, effectively. players will often avoid it as an option. Essentially, there are two schools of The GM’s role should ideally shift flu- thought when it comes to Skill Checks. idly between giving the players direc- The first is the ‘technical’ method, and tion and focus and then letting them the second is the ‘dramatic’ method. take the spotlight and lead themselves Either one is valid (though S3E was de- once they’ve gotten a handle on where signed based on the ‘dramatic’ method), they’re going in the story. Take cues from and both have their advantages and dis- your players as their characters’ dynam- advantages; more often than not, GMs ics emerge; for example, if one character end up using a combination of the two. seems to be naturally taking on a lead- The ‘technical’ method is based on ership role, shift the interactions of the context and technical detail; if building story to help reinforce that leadership a barn is X difficulty, it should always role. Similarly, if two characters seem to be X difficulty, unless technical factors, be locking horns over different ways they which should modify the X difficulty by think situations should be handled, ad- Y amount, come into play. This method just the choices the group comes across is usually math-intensive and can break during the Episode so that it plays on that the immersion many roleplayers seek to dynamic. preserve, but it is also consistent, which Good players will create their own fun many players highly value because it and make the story personal, and it’s an gives them a firm understanding of their important part of the GM’s job to help character’s capabilities in any given situ- create opportunities for them to do so. ation. While you may have conceived of the The ‘dramatic’ method is based on original premise and plot of the Episode, narrative impact and action significance; you’re the only one who knows how it if it is very important that a character fly was originally intended to be played; let- fast enough to escape a collapsing cave, ting your players take the spotlight can the GM will make that task less difficult help to make for an even better and more (or make the Skill Check itself an auto- memorable story in the long run--a fun, matic success despite its actual result). meaningful, and rewarding experience This method requires implicit trust on which your players will credit you for the part of the players in the GM’s fair- 106 ness (not to mention some bluffing on the part of the GM), but it also has the Damage & possibility to create a more dynamic sto- ry in the long run. Sidelining Most GMs use both methods in com- Equestria can be a dangerous place, bination, but tend to lean more toward and eventually, characters will suffer one or the other. Whichever method harm. Whether this harm is physical or you favor, S3E can accommodate. When emotional in nature, it’s an important a character attempts a task which has component of challenge which serves to enough narrative significance for you to make an Episode more meaningful--as call for a Skill Check, that Skill Check long as it’s not excessive or unfair. Just as will be based on a difficulty target num- with Skill Checks, there is a ‘technical,’ ber. Players are not required to know the consistent method and a ‘dramatic,’ con- difficulty target; only the GM is required textual method of handling how much to know it so as to relate the success or damage to deal to a character when failure of the attempted task (based on the inevitable occurs. Just as with Skill the Skill Check result as compared to the Checks, both methods are viable and can difficulty target). be accommodated by S3E, though S3E This can allow for considerable ‘wiggle was designed with the ‘dramatic’ method room’ at any time; if the story needs a Skill in mind. Check to succeed, you can use the Skill Luckily, there’s an element of chance Check result as it would translate to a dif- involved in dealing damage to a char- ficulty target to determine the degree of acter, which keeps things unpredictable. success. For example, if a character needs Damage is dealt in a number of d6’s in- to escape a collapsing cave, you may de- stead of as a set amount. This means that termine that the Skill Check will succeed two of the same effects, set at the same no matter what its result is. If its result is number of damage d6’s, may not (and high, you might relate that the character probably won’t) deal the same amount of escaped with time to spare; if the result damage to a character. Because of this, it is low, you might relate instead that they frees you to set damage amounts without just barely made it out (and maybe only worrying about being unfair; as the say- then due to a lucky break or after taking ing goes, “let the dice fall as they may.” some minor damage). The player never When a character becomes Sidelined needs to know (and shouldn’t be told!) from damage--even when the entire that they couldn’t have failed the Skill group becomes Sidelined--it’s not nec- Check in the first place. essarily the end of the game, and it can Below is the table of difficulty target even be a way to reinforce a plot point. numbers for Skill Checks, along with For example, say the characters tried to some example tasks for context. storm a dragon’s cave, and were Sidelined Difficulty Target Context Example Tasks Basic (10) Cutie Mark Crusaders Climbing onto a shelf, hiding at night Average (15) Ponyville Citizen Memorizing script lines, baking a cake Challenging (20) Small-Town Champion Creating a small tornado, applebucking Advanced (25) Best In The Big City Setting a rodeo record, teleporting Daunting (30) Top Ten In Equestria Flying fast to cause a Sonic Rainboom Heroic (35) A True Master Summoning the Fire Of Friendship Legendary (40) Princesses / Discord Banishing an adversary to the moon 107 when facing the dragon itself. There’s no mechanically-enforced narrative conse- quences of being Sidelined, so you are free to say that the dragon merely kicked the group out of its cave and was content with leaving them alone after that. This not only means that the Episode can keep going, it also means that the players have the direct experience that they can’t take on the dragon face-to-face, and it may prompt them to look for another solu- tion. Below is the table of damage d6 amounts for various levels of damage and examples of effects which might deal those levels of damage. Damage Level Fortitude Example Willpower Example Light (1d6) Tripping and landing face-first Being called a Blank Flank Average (3d6) Tumbling down a tall hill Getting pranked or frightened Heavy (6d6) Being stung by a swarm of bees Facing a uniquely scary monster Severe (10d6) Getting hit by a dragon’s tail Being shunned by your mentor Extreme (15d6) Flower pot, anvil, wagon, piano Banished and thrown in a dungeon Firstly, a group of characters who Lessons & have very few Lessons at the end of the Episode; for example, a group of six with Experience only one or two Lessons between them. The basis for how a group of characters This can be remedied by having a discus- earns Experience Points is the identifica- sion with the players about the Episode, tion of Lessons those characters learned, and bringing up Lessons which you may and listing these Lessons in the ‘Letter To have seen reflected in their characters. The Princess’ phase at the end of an Epi- There’s no reason you can’t help your sode. As the GM, ultimately the decision players (after all, the GM isn’t the en- of whether or not to award XP for a given emy), and not all players are good at (or Lesson is up to you, so it’s important to comfortable with) discussing personal have an understanding of how to fairly character growth. award XP for Lessons. Conversely, a group of characters who In essence, the GM should consider have a very large number of Lessons at each Lesson in the light of the character’s the end of the Episode; for example, actions during the Episode itself. Any a group of three with six or seven Les- Lesson which has a basis in the character’s sons between them. This is often a sign of actions has most likely had a meaningful overly-intricate analysis, and can be rem- impact on that character (and hopefully edied by consolidating similar Lessons. the player, too), and is a good candidate Normally, a group of characters should for awarding XP. There are two scenarios, have one or two Lessons per character; however, which you should look out for five Lessons is a significant increase, -al during the Letter To The Princess. though the pace of character advance- ment is ultimately up to you as the GM. 108 Bestiary & Adversaries

“You won’t believe what I found at the edge of the Everfree Forest!” ~ Fluttershy ests, to its arid deserts and snow-capped The Tartarus peaks, many dangerous creatures await those who adventure in the wide, wide Bestiary world. This section contains information Equestria is far from a safe and care- on some of the creatures which charac- free land; from its dark jungles and for- ters in S3E might encounter.

Cerberus The guardian of Tartarus, this power- heads of Cerberus can operate indepen- ful beast serves as warden of Equestria’s dently, and each head is possessed of in- greatest evils. credible strength. The dog’s body is also Cerberus looks like a fierce black bull- incredibly strong, and capable of with- dog, dwarfing ponies with his house- standing the huge amounts of force the sized frame. Two extra heads, identical denizens of Tartarus are able to dish out. to the first, grow out of the neck, each As the guardian of Tartarus, Cerberus’ with a maw filled with razor sharp teeth. goals and tactics are simple; keep any- The beast exudes a stench of decay, hint- thing from getting in, or more impor- ing at his otherworldly origins (or that he tantly, getting out--by any means neces- rarely has the chance to bathe). sary. However, while Cerberus is a giant, Cerberus is, primarily, the guardian legendary canine, he is still just a canine. of Tartarus. As such, the beast is well- Rarely, Cerberus will be distracted from trained in keeping anything from enter- his post, appearing in the wild. When ing or leaving his domain. In addition to this happens, all bets are off. Without the training, Cerberus also has the strength gates of Tartarus to guard, Cerberus will and skill to back up his charge. All three wander aimlessly until led back to Tarta- 110 rus. Getting him there, however, can be a Pulling the guardian away from the gates challenge in and of itself. opens the door for any number of hor- Cerberus is intensely powerful, al- rors to erupt from Tartarus. Even worse though he can be easily distracted with is the plan of getting past Cerberus to get food or toys, just like any other dog. into Tartarus, which, in addition to the However, distracting Cerberus is a dan- unknown horrors of the abyss, involves gerous prospect, especially distracting another confrontation with Cerberus on him from guarding the gates of Tartarus. the way back out again.

Changeling Not much is known about the enig- Changeling’s eyes glow with a strange, matic Changelings, save that they can hollow blue and lack a pupil or iris. transform into nearly any other pony- The first, and most notable, ability of like form and use that form to feed off the Changelings is that of transformation. A energy of those their victim loves and are Changeling can, in the blink of an eye, loved by in return. transform themselves into a perfect copy The most frightful aspect of a Change- of almost anypony who is roughly their ling is its ability to assume the appear- same size, right down to their victim’s ance of others. However, a Changeling’s voice. While transformed, a Changeling default form is quite gruesome in and of can feed off of the love their victim had itself. In this form, the Changeling looks for others, as well as the love showered like a black Unicorn, with a few excep- upon them by unsuspecting friends and tions. The legs of a Changeling are rid- family. Through enough of this feeding, a dled with holes, leading to an eerie, in- Changeling can become almost unstop- complete look. On the Changeling’s back, pably powerful. a thick layer of carapace conceals a set of Even without transforming, a Change- translucent, insectoid wings. Finally, the ling still poses a potent threat. While not 111 quite as magical as Unicorns, Change- in love and friendship, feeding on the lings still contain a bit of magic in their unsuspecting ponies who care for them. horns. While attacking, Changelings Changelings, at first glance, seem an often supplement dive-bomb attacks by almost impossible foe to overcome. Be- coating their horns in sickly green fire, tween their flight, limited magical abil- adding to the power of their ramming ity, shapeshifting, and the ability to grow charges. Particularly powerful Change- more powerful the longer they go unno- lings, such as Queen Chrysalis, can man- ticed and feed, a Changeling poses a ter- ifest more varied magical effects. rible threat to the wellbeing of everypony Finally, Changelings are reasonably around them. However, the Changeling skilled fliers, thanks to the wings on carries a few weaknesses which can help their back. While the beetle-like wings ponies overcome their myriad strengths. make them less maneuverable than the First, a single Changeling, caught by more sturdy-winged Pegasi and Griffons, itself, is physically unimpressive. With- Changelings use those wings to great ef- out the chance to grow stronger from fect in setting up aerial charges and dive- feeding on love, a single Changeling pos- bombs. es little threat against brave ponies dedi- The tactics of a Changeling are varied, cated to stopping it. Additionally, due to and depend on the situation they are in. the hive mentality of Changeling colo- A Changeling will, if at all possible, at- nies, Changelings are usually not terribly tempt to blend in with a community and bright, occasionally making obvious mis- gain power from its love before making takes which could tip off the observant to any sort of overt show of aggression. If their true nature. caught in its true form, a Changeling will Lastly, though a Changeling feeds pri- rapidly try to change form, becoming marily on love, they do not seem to truly family, friends, or loved ones of their op- understand it. To most Changelings, love ponent (provided the Changeling knows is merely a source of food and power, not what they look like), or even mimicking the powerful force it truly is. This lack of the opponent themselves in order to un- understanding leads to a dismissal of the nerve them. If possible, Changelings at- power of love; a mistake which can, and tack in large groups, using numbers and has, cost Changelings an otherwise as- swarm tactics to their advantage. sured victory. If given enough space, Changelings will take to the air on their wings, setting up aerial dive-bombs in order to knock senseless anypony on the ground caught in the way. Despite the lack of maneuver- ability in their wings, Changelings can reach very high speeds while moving in a straight line. All of this, of course, assumes that the Changeling is caught in its true form at all. While disguised, a Changeling will attempt to divide and conquer, sowing seeds of distrust and attempting to dis- credit anypony who suspects that the Changeling may not be who they claim to be, all while surrounding themselves 112 fying stare. When an unfor- tunate creature looks into a Cockatrice’s eyes, it turns to stone in a matter of seconds. Only the Cockatrice itself can break the curse, and con- Cockatrice vincing it to cooperate is not an easy task. Half-bird, half-reptile, and feared for Some believe that there are other ways, its petrifying stare, the Cockatrice is a but if that’s true, they are hidden in long- danger to any living creature who makes forgotten books. the mistake of looking into its eyes. A Cockatrice will hide in tall grass and Cockatrices largely inhabit the Everfree bushes, only peeking out with its chicken Forest--yet another reason to fear that head, and wait for a victim. If a creature peculiar place. that is too big or strong to qualify as a A Cockatrice has the head and upper meal stumbles upon the snake-shaped body of a chicken, and the disproportion- beast, the Cockatrice will attempt to lock ately large lower body of a snake. Even eyes with it and turn it into stone instead. though the creature has small wings and The stare of a Cockatrice is deadly, but feet resembling those of a chicken placed it can be easily avoided by closing one’s near the head, they serve little purpose; eyes or looking at the ground--provided, it is too heavy to fly, and the feet are lift- of course, that one noticed what it is they ed off of the ground by the snake body are dealing with. While it’s not that easy most of the time. The only way of telling to tell apart a normal chicken from a apart a real chicken head and the head hiding Cockatrice, a thinking pony can of a Cockatrice is its red, gleaming eyes easily notice the fake just by asking one (though this can be easily overlooked). simple question: “What is a single chick- A Cockatrice’s most distinctive and en doing in the Everfree Forest anyway?” fearsome ability is, of course, its petri- 113 even having opposable thumbs. If their ‘hands’ are free, they support themselves with them just like a gorilla would. In addition to the good hearing and sense of smell all canines usually have, Diamond Dogs also possess strong arms, which they use to dig their tunnels and mine for gem- stones. Their claws make it possible to dig through very hard ground and even split rocks. Diamond Dog Diamond Dogs love gems--not only Diamond Dogs are the gem-loving, their valuable namesake stones, but all dog-like creatures who live in complex sorts of gemstones. Be it sapphires, ru- tunnel systems they dig in the under- bies, emeralds, or amethysts, the Dia- grounds of Equestria. While harming mond Dogs want them and will do anypony isn’t exactly one of their pri- anything to get them. To this end they orities, they won’t hold back from any mainly by creating extensive mines and course of action which would help them excavations. They have no magic or su- attain their goals. pernatural senses with which to find Big eyes, a huge mouth with very them, so they often dig randomly or by sharp teeth, and pointed ears are just instinct. If there were a better method some of a Diamond Dog’s distinctive available for finding their treasure, they features. There are many races of Dia- would surely try to seize it. mond Dog, but unlike ponies, the dif- Diamond dogs have sensitive ears, so ferences are purely cosmetic. Some are a good way to scare them off is to make bigger, some are smaller, some are wider, a lot of unbearable noises (whining in a some are slimmer, and their fur comes in high tone proves to be exceptionally ef- a great variety of color, but all have one fective). Also, Diamond Dogs would do feature in common: long, muscular arms. anything to get their paws on gemstones, Diamond Dogs walk in a semi-upright so they can be easily used as a diversion- stance on their hind legs, and their front -like throwing a stick for a regular dog--if 114paws are adapted to grabbing things, one is ready to sacrifice a gem or two. Dragon These legendary winged liz- ards come in many forms, and all of them are creatures to be feared. A single Dragon can endanger whole towns simply by snoring smoke. A particularly mighty Drag- o n could destroy a whole country if he injury. Another deadly feature of a Drag- had reason to, but thankfully, most adult on are its sturdy teeth, able to crush gem- Dragons mind their own business and stones and even diamonds (the preferred are not hostile unless provoked. diet of a Dragon) with ease. Dragons differ in color, size, types of Thankfully, most Dragons only care scales, and many other aspects. While about sleeping and eating. Adult Drag- a young Dragon can be smaller than a ons leave their families and search for pony, when they grow up they can flat- a cave to live in, then begin to gather a ten whole buildings with a single stomp. hoard of treasure--mostly gold and gems. While the shape and color of a Dragon’s While the gems serve as a food source for scales differ from Dragon to Dragon, the Dragon, why they also hoard gold is mostly these features are inherited. unknown; it’s said that gold may be com- A Dragon’s most evident advantage is fortable for a Dragon to sleep on--or per- their size and strength; there are only a haps they just like shiny things. few other living creatures that can match Dragons are fearsome beasts, and a Dragon’s raw power. Most Dragons fighting them directly is a very bad idea. (with a few exceptions) have powerful A whole army would be needed for such wings which allow them to fly at great a feat, and even then it would be difficult height and speed. Dragons are also fire- to say the least. The best way to deal with proof; they can withstand the hottest a Dragon problem is to persuade or trick flame and even swim in lava without any them into leaving or changing their ways. 115 Fruitbat Fruitbats are small, colorful flying mediately take flight and either move to mammals which feed on fruit the color another location or just return at a later of their own fur. While not really threat- time. Fruitbats always fly in a certain pat- ening, they can surely be a troublesome tern, forming a straight, wide line and distraction if one crosses their path. naturally grouping according to color, There are several types of Fruitbats, each the overall formation resembling a gi- representing a color of the rainbow, and ant rainbow. They aren’t vicious or ag- each type has its own unique features re- gressive, but they will throw themselves sembling a fruit, such as ears that look headlong at any food source they lay eyes like leaves, or claws like twigs and sticks. on. Unlike normal bats, Fruitbats can see Fruitbats are not hostile, so the best well, and don’t need to make use of echo- option is just to avoid startling them in location. Their color perception is even the first place; but if a swarm is on the better than most other animals. In ad- horizon, the best option is just to hide dition, their size and low weight makes beneath something or lay them quick and agile fliers; catching low on the ground. a Fruitbat would be hard even for the As long as some- swiftest Pegasi. pony doesn’t have Fruitbats live in fruit trees (or some- fruit with them, the times bushes) and usually only leave Fruibtats will likely their hiding place when they get hun- leave them alone. gry. If the colorful Fruitbats get startled by something, a whole swarm may im- 116 Hydra A Hydra is a four-headed beast living and waiting for prey to come by. When near swamps and bogs. It is one of the any suitable prey is found, the Hydra will more aggressive beasts, and will attack wait for the perfect time to strike and anypony as soon as it has the chance to. then try to take its victim by surprise. If A Hydra has four heads with very long that doesn’t work, the Hydra will chase necks on top of a big round body and a after its target. Even though all the heads tail at its back. Brown-yellow scales cover share one stomach and it makes no dif- its body from head to toe, and it has three ference which head actually devours the pairs of red spikes on each head. It has prey, the heads often compete against two strong legs and no arms--though its each other in catching it, as only one will multiple heads more than make up for actually get to taste it. that. The four heads, which act indepen- Everypony should be cautious when dently from one another, make the Hy- near swamps, because there is no better dra practically four enemies in one. The way to handle a Hydra than to not fight it heads themselves are, in comparison to in the first place. When engaged in battle the clumsy lower body, quite agile, main- with a Hydra, it’s best to take advantage ly because of their flexible necks. of the fact that the heads each act on their Despite its enormous size, a Hydra own and do not always get along. A good can hide itself in the muddy waters of solution is to either tangle the heads with swamps so that only one head will stick each other, or to provoke one of them to out, but that much can be hard to notice act against the others. due to its natural body color. Hydras sit most of the time hidden in their swamps 117 Manticore One of the many wonders of the Ever- though it is far less effective on larger free Forest, and easily one of the most targets. Lastly, while a Manticore’s bat- dangerous ones, the Manticore is a hy- like wings are too small to actually let brid of several animals’ unique strengths the creature fly, they do allow it to jump and abilities. How such an unbelievable higher and over longer distances than it crossbreed came to be in the first place would be able to otherwise. is a mystery. For all their deadly advantages, Manti- A Manticore has the body of a lion, cores are generally peaceful creatures by with large bat wings and a scorpion nature. They live in the forest and spent stinger at the end of a long tail. Its head most of their time protecting their ter- also has the long, pointed ears of a bat. Its ritory and their children or hunting for forelegs are much stronger than its hind food. If a potential threat invades its ter- legs, built more like those of a bear. Over- ritory, a Manticore will try to chase it all, a Manticore has a light yellow-brown away rather than take more drastic ac- coat of fur with a red mane. Its stinger, tion; but if somepony just won’t leave it as well as the inside of its wings, are also alone, or endangers its young in any way, red. then it is more than capable of showing A Manticore has the strength of a lion, its true, fearsome power. complete with its sharp teeth, which can easily break branches and bones. The stinger on its tail contains a potent paralyzing poison that can immobilize any foe smaller than the Manticore itself, 118 Parasprite The Parasprite, not much more in ap- immediately. It’s method of reproduction pearance than a cute insect-winged ball is quite unique (if more than a little dis- with large eyes, may look harmless--but gusting): parasprites vomit a small fuzzy looks can be deceiving. Only a few know ball, roughly the size of their own bod- of their true destructive potential; if left ies, which forms into a new, completely unchecked, a swarm of Parasprites can functional Parasprite after a few seconds. strip a region of all its food in a relatively A Parasprite’s goals are simple: to eat short span of time. as much as possible, as fast as possible, Parasprites look like colorful spheres and then reproduce. While a single Para- roughly the size of a tennis ball, with two sprite may be practically harmless (as pairs of insectoid wings on their back long as it’s controlled), a swarm of the and four very tiny legs. Both their bodies pesky little creatures can purge a village- and their eyes vary in color from creature -or even a whole city--of everything ed- to creature; only their wings and legs are ible in a matter of hours. always the same (white and black, re- Parasprites are small, fast, and always spectively). This, and the fact that they growing in numbers. Trying to get rid always seem to be smiling, makes them of a swarm is very difficult, but there look cute and harmless--which often is at least one sure-fire method to do leads to making the mistake of taking so. For some unknown reason, Para- them in and treating them as a pet. sprites respond to music. Any musically- The two most distinctive features of a skilled individual can control a swarm Parasprite are their enormous appetite of Parasprites by playing the right tune. and their incredible rate of reproduction. Whether it must be a specific song, or if A single Parasprite can easily devour a any rhythmic song will do as long as it’s hundred times its own weight in food played right, is unknown. and subsequently replicate itself almost 119 Phoenix When healthy, a Phoenix is a large nixes possess a great deal of intellect gar- bird, slightly smaller than a pony, with nered from their many, many years of life. resplendent, fire-like plumage. The While a fully-grown Phoenix is function- chest feathers of a male Phoenix create ally immortal, a hatchling is not as resil- a small flame-like pattern absent in the ient. Having not come into their magical female, while the female has a series of abilities, nor lived long enough to accrue three small antennae in place of a crest. wisdom, Phoenix chicks need to be pro- Toward the end of a Phoenix’s cycle of tected by their parents. Additionally, as a life, its feathers begin to molt, giving it a Phoenix’s rebirth does not happen until sickly, ragged appearance until it finally adulthood, chicks are far more vulner- bursts into flame to renew itself and be- able to than their parents--though they gin its next life. are quick and agile even from an early The most famous ability of the Phoe- age, and can often evade and confound nix is this undying nature. When a Phoe- predators. As such, Phoenixes guard nix is ready to die, the bird immolates it- their nests carefully from intruders, and self, leaving behind only ash. Soon after, chase away any who threaten them with however, the ash reconstitutes into a new, their flaming wings. If pursued, a Phoe- fully-grown Phoenix. nix will use its ability to create light to Additionally, a Phoenix has some lim- blind its pursuer and use the opportunity ited control over fire. When enraged, a to escape. In general, Phoenixes are not Phoenix’s body and wings will catch fire, aggressive; any hostile action a Phoenix making them more threatening to preda- takes is usually in self-defense or to pro- tors. In addition, a Phoenix can emit tect somepony they care for. a blinding light from its body, a tactic which it often uses to throw off pursuers. Due to their immortal nature, Phoe- 120 Quarray Eel Inhabiting the cracks in quarries, can- to leave the cave they reside in; if poten- yons, and other rocky places, Quarray tial prey can escape the range of the eel’s Eels are a fearsome threat to any who body, there is not much more the eel can would venture into places such as Ghast- do but snap irritatedly at it. Quarray Eels ly Gorge. also possess relatively low intelligence, A Quarray Eel is a massive beast, making them fairly easy to outsmart. which hides its magenta body in the cracks of canyon walls. A large purple tuft of fin sits on top of the eel’s head, and its mouth is lined with razor sharp teeth. A Quarray Eel has little in the way of abili- ties, save for its incredible strength and speed, given its massive size. The beast can erupt from out of a canyon wall with lightning precision, with only the most agile foe being able to escape its jaws. The primary tactic of a Quarray Eel is to wait inside their holes, eagerly await- ing anything edible to wander into the range of the eel’s bite. Quarray Eels fight like crocodiles, lashing out quickly from hiding, hoping to ensnare any prey be- fore it leaves their range. If provoked, Quarray Eels fight to defend their homes, but rarely travel out of their holes. Their size leads them to be unlikely to be able 121 bling their individual bodies--or even combining into a single, massive Tim- Timber Wolf berwolf. Living in the Everfree Forest, Timber Timberwolves resemble dry sticks Wolves are canine beasts which hunt for and branches, which makes them hard weaker creatures in packs of five to ten to spot in the forest. A lying and/or hid- individuals. Folk tales say that, because ing Timberwolf is almost impossible to they share a strong connection to the distinguish from a pile of wood--a fact trees around them, when these wooden they often use to their advantage. A pack wolves howl at the moon, the Zap Apple of Timberwolves will often hide in plain Harvest is coming. sight, waiting for the right moment to Timberwolves look like piles of sticks ambush their prey. If their first assault and branches somehow brought to life; doesn’t work, they will then pursue their they are nearly twice the size of an adult prey up to the edge of their territory (and pony (and even larger in their ‘combined’ sometimes beyond). Combining their form, explained later). Their long wood- bodies to create a larger, composite Tim- en snouts are filled with lines of sharp berwolf is generally their last resort. teeth which resemble small palisades in- Due to their sensitive ears, Timber- side their mouth, and right above them wolves are vulnerable to loud noises and is a pair of sinister, dark yellow glowing will try to run away from them if not es- eyes. pecially hungry or provoked; but what Despite their crude and ungraceful truly makes a Timberwolf panic (and look, Timberwolves are very fast and could be called its one major weakness) dexterous beasts, able to outrun all but is--for obvious reasons--fire. When con- the swiftest prey. Like other types of fronted with fire, be it magical or mun- wolves, Timberwolves have an outstand- dane, even an entire pack of Timber- ing sense of smell as well as hearing, and wolves will scramble and try to escape as use both to hunt. However, perhaps their fast as possible, abandoning any attempt most powerful advantage is that they to catch the prey. Thus, while spending cannot be truly defeated except by fire. the night in the Everfree Forest (or any Even when smashed to pieces, a pack of forest, for that matter), it is always wise Timberwolves are capable of reassem- to sleep near a campfire. 122 beasts are named after. An Ursa Minor Ursa Minor is huge; twice the height and width of an An Ursa Minor is a bear-shaped ‘con- average house. stellation beast,’ one of only two types Like all beasts of great size, an Ursa known to exist. It inhabits dark caves Minor is very strong. It can crush a small all around Equestria, most often some- building with its paw, and if given time where deep in a forest. Even though an and reason it could completely devastate Ursa Minor is a powerful and terrifying a small village. The Ursa Minor is also creature, it is a young cub in comparison very tough--mainly because of its sheer to its fully-grown counterpart, the Ursa body mass. Major. Ursa Minors are technically young Like all constellation beasts, an Ursa children, and as such they spend most of Minor looks like somepony cut a frag- their time sleeping in the safety of their ment of the night sky and shaped an cave with their mother. They rarely leave animal out of it. They have a semi-trans- their cave on their own, though they can parent body with twinkling stars all over easily be provoked into doing so. While it, and can be a truly beautiful sight--at a wandering through a forest, it is more distance. Some of the stars are bigger and likely that travelers will come across an brighter and form the constellation the Ursa Major than an Ursa Minor (which is not necessarily a good thing). Even though they are big and scary, Ursa Minors are essentially babies, and behave as such; they can be lulled to sleep by a soothing song, or easily dis- tracted by anything they find interesting. Aggressive behaviour is strongly discour- aged, for it only enrages an Ursa Minor more; even if it is driven off, it may call for its mother--and that’s when the real trouble starts. 123 Ursa Major Many tend to mistake an Ursa Minor comes incredible toughness, and in fact for an Ursa Major; and it’s no wonder- an Ursa Major wouldn’t even notice most -after all, when an Ursa Minor is so large mundane attempts to harm it any more it can smash a house with its paw, no- than a normal bear would notice the pony imagines there could be something buzzing of flies. even bigger. Normally, Ursa Majors are quite pas- The Ursa Majors are the true giants, sive (thank goodness); they are largely some of them growing to the size of a content to stay in their caves and take castle. Their bodies look like a fragment care of their cubs. This is their highest of the night sky given form, complete priority--even though their ‘babies’ are with shining stars and the constellation strong enough to defend themselves, which ‘bears’ their name, much like their if something were to happen to their younger counterparts. Their color is dif- young, an Ursa Major could get furious ferent from an Ursa Minor’s, however, and go on a truly catastrophic rampage. being closer to purple than blue. A rampaging Ursa Major will general- An Ursa Major’s size can reach the ly try to simply trample smaller creatures point where they could easily go paw-to- with their enormous paws; while even a claw with a fully-grown dragon, and like single hit would be critical, the advan- those great reptiles, it would take a whole tage smaller creatures have is their rela- army to deal with such a beast’s rampage. tive speed and ability to evade--after all, A single swipe of its paw could deal a great size does not often come with great mortal blow to the architecture of even speed or agility. The probability that an a well-fortified castle, and an individual Ursa Major will attack a given settlement struck by such power would be instantly is very low, but if it occurs, it’s generally knocked unconscious (or, very probably, useless to stand and fight. much worse). With their titanic size also 124 Windigo Fierce spirits of hatred and cold from of its victim, a Windigo can seal a pony the dark ages of pony history, Windigoes forever in a block of ice, preserving their are terrible beasts which thrive on con- hatred as sustenance until the Windigo is flict and sap the warmth, literally and destroyed or driven away from the area. figuratively, from the lands they haunt. A Windigo is an incredibly dangerous A Windigo is equine in appearance, foe, largely because of the subtlety of its taking the form of a large ghostly horse actions and the self-absorbed nature of with a wispy tail of wind. The eyes of the the hatred and anger they inspire; by the beast glow with a pale, unearthly blue time most victims realize that something light which, along with their howl, can be is wrong, it is often nearly too late to fight the only way to identify them on a cold, back. The weakness of a Windigo is found winter’s night. in friendship and compassion, however. The Windigo is famous for its ability A Windigo feeds on hatred, and can be to freeze the hearts of those in strife. A repelled by camaraderie and warm feel- Windigo feeds on hatred and becomes ings, particularly if the Fire of Friendship more powerful by spreading anger and can be summoned. Cities all over Eques- contention. Where Windigoes go, win- tria typically hold Hearth’s Warming ter follows. Snow and ice cover the lands Eve pageants in order to create the Fire that Windigoes inhabit, killing off plant of Friendship. This stands as both as a life and crops, causing famine, discon- symbolic affirmation of their dedication tent, and unending winter. When Win- to one another and as an ancient rite to digoes are near, they project an aura of ward away the threat of the Windigo. The unease, leading to arguments and brew- more isolated areas of Equestria, how- ing resentment in anypony affected by ever, particularly in the frozen north, are it. When somepony’s heart is truly cold still sometimes vulnerable to the effects towards those around it, the Windigo’s of these terrifying creatures. final attack begins. By freezing the heart 125 lains, which can serve as adversaries in The Rogues’ an Episode. Not all adversaries are grand and world-threatening, of course; some Gallery are smaller in scale, and not all of them In addition to having its fair share of are truly evil. This section contains infor- dangerous creatures, Equestria is also mation on some of the adversaries which home to several good old-fashioned vil- characters in S3E might encounter.

Ahuizotl Ahuizotl is a huge blue beast, dressed in Aztec decor. Two beady eyes peer out from the end of his snout where nostrils should be, and a prehen- sile tail topped with a strange humanoid the loot is hand waves eerily from behind his back. secured, Ahuizotl is a cunning beast, capable of Ahuizotl cares little for the un- sophisticated speech and devious traps. fortunate souls he robbed, often leaving He is familiar with most lost places, and them at the mercy of the wilds or death no remote jungle ruin is beyond his traps left within the most dangerous ru- reach. Additionally, Ahuizotl has an im- ins. pressive command of animals, often em- While Ahuizotl is cunning, strong, ploying several fierce jungle cats (as well and stealthy, he has one notable weak- as house cats) to do his bidding. ness: Ahuizotl is in love with his own vil- Ahuizotl strives for riches and relics lainy. Whether it be precious time spent from a forgotten age, and finds that the monologuing, leaving his minions to easy way of acquiring such treasures is deal with enemies, or leaving defeated to take it from tired adventurers as they foes in unwatched, unattended, slowly haul their prize back to civilization. After moving traps, Ahuizotl is prone to classic trailing these adventurers, Ahuizotl sets Bond-villain levels of error. With a bit of up ambushes outside dungeons and ru- skill, luck, and talent, an adventurer can ins, seeking to pillage any loot brought outsmart Ahuizotl, or even escape from out of the place with his minions. Once his traps to turn the tables. 126 much in the way of goals. After all, what Prince Blueblood does a pony need when he already has Prince Blueblood is a handsome white everything? However, Blueblood’s habit Unicorn with an expertly styled blond of acting like a spoiled child may cause mane. He bears a compass rose as his him to make enemies, or cause him to Cutie Mark, possibly to represent his declare others as enemies if they have of- unerring stride. The stallion carries him- fended him in some way--even acciden- self with a weight of royalty, where each tally. Blueblood carries enough political move he makes is deliberate and chosen. power and influence to keep somepony The first thing almost anypony would who has offended him from setting hoof notice about the prince is the effort put in Canterlot ever again, except for the into making him look his best. exceptionally skilled in political maneu- Prince Blueblood is powerful not be- vering or somepony who has their own cause of personal strength, but because friends in high places. of station. Similarly, he is dangerous Blueblood’s biggest strength and his not from any sort of ill will, but rather a biggest weakness are one and the same: complete lack of social grace. Blueblood the fact that he wields far more clout than wields his title like a club, relying on the he can responsibly use. While trying to fact that nopony will call him out to make overcome the prince in a direct political up for any lack of tact. This fear is fairly showdown is nearly impossible, there well-founded, as the prince is not afraid are ways around his influence. For one, to use his significant political power to although nopony will directly acknowl- ruin any who would offend him, should edge the prince’s arrogance, ponies will their slight be egregious enough to rouse be inclined to help take the prince down him from his life of leisure. a peg--provided they won’t be targeted Normally, Blueblood doesn’t possess for it. 127 Queen Chrysalis In her true form, Chrysalis is a terri- right, Chrysalis releases the swarm, over- fying sight. The Changeling Queen looks running cities with a hunger to match the much like a regular Changeling in ap- most ravenous Parasprite swarm. pearance, with a strange mix of equine Chrysalis’ biggest strengths are her and insectoid features. A gnarled, fragile- shapeshifting and her swarm, both of looking black horn erupts from her fore- which must be handled in different and head, and her legs and wings are riddled careful ways. Chrysalis’ shapeshifting with holes, creating an off-putting ap- is almost impossible to notice. Almost. pearance. Chrysalis’ stringy green mane While her imitation is physically flawless, falls flat over her head, with large green the Changeling Queen has been known eyes peering out from underneath. to slip up on occasion, missing a cue that Chrysalis possesses much the same might lead to her unmasking (particu- power as her Changeling minions; larly if the victim of her impersonation shapeshifting, flight, magic, and the abil- if found). ity to feed on love. Any power a regular As for the swarm, while Chrysalis her- Changeling has, however, Chrysalis has self has a keen mind for strategy, such ad- a more powerful version. Of particu- vanced thinking is somewhat beyond the lar note is Chrysalis’ ability to feed on standard Changeling grunt, who is typi- love. When fully fed on a stream of love, cally content to bash its head against Chrysalis is nigh-unstoppable, capable of a wall until the wall falls. Chrysalis toppling even Princess Celestia in direct also tends to get caught up in the magical combat. thrill of conquest and victory, Added to this is Chrysalis’ outstand- allowing subtle ponies to ing aptitude for shapeshifting. While all act without her noticing- Changelings can shapeshift, none can -an oversight match the impeccable quality with which that could eas- Chrysalis can assume the identities of ily cost her the others. Where the average Changeling battle and her can create a passable facade, Chrysalis meal. creates a copy nearly indistinguishable from reality, capable of fooling even her target’s closest companions. In addition to the standard Changeling goal of feeding on love herself, Chrysalis possesses a motherly instinct to feed her hive’s macabre hunger. To accomplish their goal, Chrysalis leads raids on civi- lizations ripe with love, subverting them and conquering them to be left as food supplies for her Changeling horde. Chrysalis often infiltrates a civilization, wearing away at its de- fenses while her hive waits on her signal. When the time is 128 Diamond Tiara & Silver Spoon Diamond Tiara is a pink filly with a nipulation and social pressure instead of periwinkle and white striped mane, and a brute force. cutie mark of a crown like her namesake. Diamond Tiara and Silver Spoon work Silver Spoon is a gray filly with white hair differently depending on the age of those and similarly named with her cutie mark. facing them. Against a group of young, The trait both of them share is the sense school-age colts and fillies, the pair try to of arrogance and entitlement each one intimidate, scorn, and otherwise harass radiates. They are thus often encountered their way to getting whatever petty thing together. they want. As such, they can be defeated Being young, school-age fillies, Dia- largely by standing up to them. By not let- mond Tiara and Silver Spoon pose al- ting themselves get pushed around, Dia- most no threat to an adult pony; but to mond and Silver’s victims gain strength. a foal, particularly a blank flank, the pair For adults, it is an entirely different can be the most frightening part of any matter. While the pair--as mentioned- day. While physically unimpressive, these -hold no sway outside the schoolyard, two fillies rule the school in Ponyville, what power they hold there can leak dis- and will make life miserable for anypony turbingly into the town at large. Whether they think worthy of scorn (which usu- it be a personal issue, such as a younger ally includes anypony who doesn’t bow sibling or child coming home in tears down to them). and unwilling to go to school, or some- Diamond Tiara and Silver Spoon have thing far greater, such as an ill-conceived very simple motives: tear down the self revenge attempt during a town parade, esteem of others in order to increase these two bullies carry a frighteningly their own. They are nothing more than large potential for causing disaster. common schoolyard bullies, using ma- 129 Discord Discord is the one known example of a mysterious species known as a Dra- conequus, which, as the name suggests, is a bizarre cross-breed of draconic and equine features. While he is a powerful shapeshifter capable of taking on nearly any form that suits him, Discord prefers apolo- assembling himself as a hodge- gised for podge mix of several creatures, his previous, sporting a goatlike head, grif- evil ways and fon claws, lion’s paws, hooves, joined with Princess horns, and wings. The only as- Celestia for some unknown pect that carries over no matter cause. However, all is not necessar- what form he takes is a set of eerie, ily well. After all, before, Discord yellow and red eyes. was strangely predictable: As the primal spirit of chaos and cause chaos, take over the disharmony, Discord’s abilities border on world. Now that he no the omnipotent. The draconequus’ talent longer aims for that goal, he for causing chaos is unmatched: animat- has become even more unnervingly cha- ing objects, defying gravity, changing otic. After all, where’s the fun in making the weather in natural and unnatural sense? ways, twisting the bodies and minds of Discord’s strength is seemingly unlim- animals, and even effortlessly controlling ited, although he does carry a few weak the sun and moon are only a small sam- points. First, the draconequus is a pride- ple of his true power. In short, if it can ful creature, letting would-be opponents cause chaos in any way, shape, or form, swing futilely at him before shooing them odds are Discord has a way of doing it. away. However, with the right magical Discord’s main goals were to reclaim punch from the right source, such as the his hold on the world and reshape it back Elements of Harmony, that one chance into its primal chaos. With his near limit- to strike might be all that’s needed. Addi- less power and the ability to turn friends tionally, Discord has been known to take against each other by social and magi- favor, and even show compassion, to- cal means, this would be a trifling task wards those who treat him with respect without the intervention of the Elements and kindness, and may just possibly be of Harmony. However, Discord’s mo- willing to put the needs of others above tives seem to have changed. He recently his own--for a little while, anyway. 130 The Flim Flam Brothers Flim and Flam are nearly identical fore anypony is the wiser. Typically, the Unicorn stallions, with only Flam’s mus- pair will arrive with some new invention tache and their different cutie marks to and a con to cut costs or get materials for differentiate them. Both brothers have a the device for free. However, anything yellow coat with red and white manes, of- the brothers can soak from the town is ten covered by straw hats and barbershop fair game. If challenged, the brothers will vests which give them a trustworthy, All- gladly put their machine to the test, hop- Equestrian look. Flim is clean shaven, ing to show the legitimacy of their inven- with a green apple slice for a cutie mark, tion. while Flam is mustachioed, with a red The Flim Flam Brothers’ greatest apple missing a slice for his mark. strength is their ability to work a crowd. The Flim Flam Brothers are consum- Within minutes, the pair can get an en- mate conponies, capable of turning a tire town on their side, even rallying crowd to their cause with ease and trap- against one of their own. While most of ping unwary ponies into shady deals and this ability stems from Flim and Flam’s impossible-to-win competitions. More excellent charisma and stage presence, a dangerous, however, is the twins’ legiti- good portion comes from the legitimate mate genius when it comes to magical impressiveness of their machines. technology, creating amazing magic- However, the brothers have a tendency fueled marvels that could--in the right to get overconfident with their machines, hooves--improve the lives of ponies ev- and should that confidence be shaken, erywhere. Unfortunately, the brothers’ the brothers crack under pressure. For- hooves are anything but the right ones. tunately, Flim and Flam know when the The Flim Flam Brothers’ goals are jig is up, and do not hesitate to make a simple: ride into town, con some bits out swift exit (stage left) if the crowd turns of the population there, and get out be- against them. 131 Gilda Gilda appears as most griffons do, Gilda somewhat complacent in her sta- with an eagle’s head planted on a lion’s tus as top dog. When a pony does stand body and strong feathered wings grow- up to her, Gilda is often unsure exactly ing from her back. Her eyes are fierce, how to proceed, short of more threats of and her beak betrays a confident, almost violence. Additionally, Gilda does harbor cocky, smirk. She is a skilled flyer, on par some affection for Rainbow Dash as a with Rainbow Dash. Beyond that, Gilda friend, and might be able to see reason if has all the talents most griffons do: sharp Dash (or possibly anypony else who has eyes and equally-sharp claws. Gilda is managed to earn also known for her supreme confidence, her respect) a talent which helps her strongarm her is the one to way through the less charismatic. speak with Gilda’s goals are simple: to get what she her. wants at any given time, stepping over whoever she needs to in order to reach it. Typically, she achieves this goal with bullying and intimidation, using her size, power, and raw charisma to cow whoev- er would stop her from taking what she wants, when she wants it. Gilda possesses a unique combina- tion of power and charisma that makes it very difficult for many ponies to stand up to her. However, this easy life makes 132 frontation until her enemies are upon her. If forced into a direct confrontation, Nightmare Moon prefers to fight her Nightmare Moon battles with social combat, using her own Nightmare Moon is a tall, elegant supreme confidence to sow the seeds of black mare, with a slender frame con- doubt in the minds of her enemies. Only cealed behind gleaming dark armor. A when their wills are broken will Night- wispy mane infused with starlight flows mare Moon resort to physical force. through the top of her armored helm. Nightmare Moon is a powerful spell- Her eyes shine with a malevolent gleam, caster, one of the most powerful in and each move she makes carries the Equestria. Between her spells and the weight of arrogance. social graces learned from her time as First and foremost, Nightmare Moon royalty, Nightmare Moon is dangerous still holds the spirit of her true self, Prin- in both physical and social combat. To cess Luna, within her. As such, Night- make matters worse, Nightmare Moon is mare Moon possesses all the powers of an aspect of Princess Luna, and the mere her uncorrupted self, save for control fact of her existence removes Luna as a over the Elements of Harmony. As an possible ally for dealing with the threat. Alicorn, Nightmare Moon also possesses However, as the saying goes, the big- potent magical abilities, with significant ger they are, the harder they fall. Night- control over all aspects of spellcasting. mare Moon’s power has made her proud, Nightmare Moon is above all else and prone to making mistakes. Despite haughty, and supremely confident in her power, Nightmare Moon flaunts her her ability to succeed. As such, she en- skills, preferring to play with her enemies joys playing games with those who try for far longer than is tactically sound, and thwart her plans, attacking at range and monologuing when she really should with her magic and avoiding direct con- be dealing the finishing blow. 133 is severed from the whole. King Sombra Ever since his return, Sombra seeks King Sombra’s appearance varies, de- only two things: to reclaim his rule over pending on his power. After being sealed the world, and to enslave all who oppose away in antiquity, Sombra’s form appears him. Despite his megalomaniacal goals, more as a sentient shadow than anything however, Sombra still possesses a cun- else. Should his power grow (with the ning mind. Sombra’s favorite tactic is to weakening of the Crystal Heart), how- set traps and defenses, ready to strike ever, the ancient Unicorn king can take against anypony foalish enough to enter on a form closer to what he was in days his realm. Sombra plays the long game, gone by. In the past, Sombra was a large, waiting for his enemy’s strength to wane dark grey Unicorn with a flowing black before surging forward with overwhelm- mane. His horn pulses with a malevo- ing force. lent red glow, occasionally crackling with Any place already under Sombra’s ominous black lightning. On his back, control is held with an iron hoof, with Sombra wears a kingly red ermine-lined its inhabitants kept in a state of constant cape, paired with steel barding to protect disenchantment and despair. Without him from any who would try and disrupt hope or love, the captured populace has his rule again. no chance of defeating the evil king with- Sombra possesses every ounce of the out outside intervention. magical ability one would expect of a Sombra is strongest when entrenched millennia-old Unicorn king. He favors in his own territory, capable of laying shadowy spells, making particular use traps to wear down the strength of those of black crystals. In addition, Sombra’s who would oppose him. Furthermore, condition as a “living shadow” make him Sombra’s powers of regeneration make cloudy and insubstantial, not only allow- him nearly impossible to defeat without a ing him to avoid most physical harm, but powerful source of magic such as the Ele- also to regenerate any part of himself that ments of Harmony or the Crystal Heart. 134 “The Great And Powerful” Trixie Lulamoon Trixie is a young blue Unicorn mare with long, sil- ver hair. Her cutie mark, a wand crossing a cape in the shape of a crescent moon, is often covered by her favorite purple, star pattern cloak. herself Finishing her outfit is a large, impressive in order to wizard’s hat which matches the cloak. increase her Trixie is a skilled spellcaster (al- renown. If though not as skilled as she confronted, would have you believe). By Trixie will combining spell effects typically chal- in creative ways, Trixie possesses lenge those op- the unique skill of appearing as a highly posing her to a game and attempt to use competent caster. In truth, most of the magic in whatever way will show up her magic she is capable of performing turns opponent in front of the crowd. If defeat- out to be no more powerful than a par- ed, Trixie will pack up quickly, mending lor trick, however visually impressive it her pride and convincing herself that she looks. is still the greatest and most powerful in Trixie’s more subtle, and more danger- all of Equestria. ous, ability lies in her talent for working Trixie’s greatest strength, as has been a crowd. She may be a liar and a braggart, already mentioned, is her magical skill, but there’s no denying a certain level of particularly at deception. When per- charm she possesses, a force of personal- forming, Trixie’s deceptions allow her ity which draws crowds and fans to her to appear to have a much wider range of wherever she goes. Her showboating power than she really has, which is useful ways may annoy some, but at the very for impressing spectators and intimidat- least, they draw an impressive crowd. ing “Neighsayers.” Trixie’s goals are simple and straight- Additionally, Trixie’s magnetic per- forward: amass fame and fortune to match sonality pulls other ponies to her out her “astounding” abilities. She travels of admiration, and an encounter with from place to place in her cart, putting Trixie usually means an encounter with on a show, charming the ponies of the her fanbase as well. However, these fans town, and getting out of town before any- are frequently more trouble than they’re pony can realize her game. Wherever she really worth. is, she attempts to spread rumors about 135 Premade Episodes

“I like helpin’ the pony folks... an’ stuff...” ~ Applejack for a game group and help a new group Premade Episode get into the style of S3E. Secondly, they are written in different themes and styles, Overview with different emphasis between them, to This chapter contains three premade show not only that creating an Episode Episodes which are ready to play; a for S3E can be done in several ways ac- CMC-style Episode, a Slice Of Life-style cording to your personal tastes, but also Episode, and an Adventure-style Epi- that given Episodes can have very differ- sode. These premade Episodes serve two ent themes and structures of organiza- purposes: first, they can provide content tion and still work. Frights And Nightmare Nights A Canon-themed Cutie Mark Crusader-style Episode suitable for beginner players and characters of Youth tier. Created and written by Emerald Dusk.

The Intro The Village Square “It’s Nightmare Night in Ponyville! The “The square is filled with events set up full moon rises ominously in the sky as you for Nightmare Night. The air is filled with all meet outside Sugar Cube Corner. Po- dance music, played by a live band on a nies in all manner of costumes pass on by, stage set up to one side of the square. Fill- as other groups of foals travel from house ing the rest of the square are several games to house, collecting candy. Several games being run by Applejack, who is currently have been set up in the town square. Some dressed as a pumpkin. Over by the band, groups of ponies head into the Everfree a sign advertises a dance contest, set to be Forest, where Zecora the Zebra has been starting soon.” telling a new version of the tale of Night- mare Moon.” The games available to play are the Spi- der Toss (a Throwing Task, Difficulty 10 At this point, the PCs are free to decide to hit the web), Pumpkin Chunkin’ (an exactly what they want to do. Friendly Artillery Task, Difficulty 10 to work out neighbors hand out candy at houses, the angle on the catapult) and Bobbing and the PCs are encouraged to get some for Apples, (no roll needed, as the player candy that they can leave as an offering to gets an apple eventually.) If the PCs win Nightmare Moon later on. In the square, at any of the games, they receive a bit of several games and events are set up. extra candy from Applejack. 137 The Dance Contest which the second will reply “No, it was a medusa!” The third chiming in “You’re If the PCs choose to participate in both wrong, it was a chimera!” All three the dance contest, they find themselves of them are right, and wrong. For more competing against a few other ponies in information, see “The Monster” below. groups of three. The contest itself is an Right now, the goal is to set the scene for opposed Dancing Task (choose the par- the encounter with the monster later on. ticipant with the highest Heart, with the other two contributing a Harmony bo- Zecora, The Everfree Forest, nus), with the highest group winning the And The Mantichimera contest. Feel free to give out extra bonuses Eventually, whether to investigate the to the group if they give a good descrip- monster or to visit Zecora, the party will tion of their performance. The other two want to travel to the Everfree Forest. teams have an effective Dancing score of Pinkie Pie, dressed again as a chicken, +5 and +7, including Harmony bonuses. is guiding a group of foals through the The group sizes, and consequently the group, or the party can choose to go by scores, may be altered to accommodate themselves. larger or smaller parties. Each member of the winning team is given a shiny gold The Monster: About halfway down medal for the contest. the path from Ponyville to the statue of Nightmare Moon, the group is attacked Rainbow Dash by a strange and terrible creature. Flying around the town square is Rain- bow Dash, dressed as a Changeling, who “A terrible monster jumps out of the is playing pranks and scaring ponies, bushes, surrounded in a strange, green as usual for Nightmare Night. If Dash smoke. The beast has the body of a lion, sneaks up on the PCs, she’ll attempt to with a scorpion’s tail, much like a man- scare them. Have the players make a Dis- ticore. Unlike a manticore, however, the cipline roll against Dash’s Thunderclap. lion’s mane is made up of a writhing mass (Difficulty 12). On a success, the charac- of snakes. Additionally, two other heads, a ter is slightly startled by the loud noise, goat and a dragon head, spring out from but otherwise unaffected. On a failure, either side of the lion’s head. As it emerges, the character is scared by the thunder, all three heads give off a fearsome roar!” and loses 1d6 points of Willpower. The party must make a Discipline Scared Friends check to resist the monster’s roar. If trav- At some point while the players are eling with Pinkie and her group, Pinkie enjoying the different events during the and the other foals traveling with her will night, several scared ponies, classmates flee immediately. The chaos and confu- of theirs from school, run up to them. sion add to the fright (Difficulty 13). On a failed roll, a character takes 3d6 Will- “A monster!” power damage, and still takes half even “A ghost!” on a successful roll. “A ghost of a monster!” After the initial shock, the party has a chance to strike back against the mon- The foals tell the PCs about a monster ster, aid others in the group who may of some kind lurking in the Everfree For- have been sidelined by the monster’s est. When asked about the monster, the roar, or any other task they feel is ap- first will reply “It was a manticore!” to propriate. On its turn, the monster will 138 try to frighten the party, growing more Zecora: If the monster is defeated, fierce each round for three rounds or so, the party can ask Zecora for help. When at which point it will vanish. The beast it- the monster is described to her, Zecora is self is an illusion, caused by a young Uni- skeptical. She claims she has never seen a corn colt named Spooky Shivers hiding monster quite like that before, and chalks in the bushes, and any physical interac- it up to childish imagination (which, to tion with it will dispel it. Should the party be fair, it is). Given a bit of convincing avoid being routed for three rounds, or (Persuasion Difficulty 13), Zecora will dispel the monster, Spooky will retreat admit that perhaps the monster is some- back into the forest to avoid being found. thing she just hasn’t seen. If the green Where the story progresses from here smoke, or the monster’s sudden disap- depends on how the party did fighting pearance is mentioned, however, Zecora the monster. is a bit more keen on the situation. She Routed: If the entire party’s Will- shows the party an illusion of Nightmare power was Sidelined by the monster, Moon, using her own magic, which car- they drop everything they were holding, ries the same strange green smoke. She including their candy, and flee back into tells the PCs that the monster is an illu- town. Back in the town square, the group sion, which means that somewhere near- has the opportunity to rest and regain a by, there must be an illusionist. bit of Willpower from their ordeal, and Spooky’s Cave: After following the make a new plan. If the group is stuck, trail of candy, the party reaches a cave on offer Rainbow Dash’s assistance: the other side of a small ravine. Getting across the ravine is a relatively simple “Hey, squirts. You guys look pretty task, resolved in whatever way the PCs shocked, even for Nightmare Night. You see fit (jumping, making a log bridge, see a ghost, or something?” vine swing, etc.)

Dash eventually agrees to come along “As you approach the cave, you are star- with the party back to where they found tled by the sudden rush of bats fluttering the monster. In the clearing, they find out of the mouth of the cave. Peering in, that all their candy is gone, and can in- you see only darkness, even with the light vestigate the scene. of the full moon shining down into the Victory: Should the monster be dis- maw of the earth in front of you.” pelled, whether by Spooky retreating or physical interaction, the party is free to The darkness in the cave is magical, do a few things. First off, if the group to mask Spooky’s lair from anyone who doesn’t investigate the cause of the mon- comes snooping around. When Spooky ster, and simply goes on claiming they hears the party coming through the cave, defeated it, soon enough new reports of he hides behind some rocks and con- the monster returning to terrorize ponies jures up another illusion to try and scare start coming up, putting the party back the party from the darkness. Just like on square one. The party can investigate Spooky’s other illusions, however, this the area, and a good check (Investigation one can be dispelled by physical interac- Difficulty 10) will uncover hoofprints in tion, and if the party was able to defeat the mud off the beaten path, as well as a the first illusion, they receive a bonus die, trail of candy leading through the for- as if they had an appropriate Tool, on est. Following this trail leads to Spooky’s their Discipline rolls to resist fear. Once cave. the party makes their way through the 139 darkness, they are met with the follow- Zecora’s Tale ing sight: Gather round, children, and learn of a tale “The darkness gives way suddenly to Of how even the mightiest sometimes the light of a small lantern perched upon a can fail. rock. Scattered around the cave are several Long ago, the princess of the moon, bags of candy, much more than a single Decided to play by her own tune. pony could eat. Two books, “Creatures of Banished was she for one thousand the Everfree Forest” and “Old Mares’ Tales: years Scary Stories to Tell by the Light of the A millennium filled with her rage and Moon” sit open by the lantern.” her tears. When she returned from her banish- This area is Spooky’s lair, where he ment once centuries past set up shop to hoard the candy he had She found that the customs had been collecting from all the ponies he changed, and changed fast. had scared on the road. Should the party She’d become a figure of fear and deri- make it this far, Spooky realizes that the sion jig is up, and surrenders. He explains And so she decided to make a revision. himself, and the party is free to take She took up some fangs, and illusions Spooky, and the candy back and return it and more, to its rightful owners. To set about scaring ponies who stepped Spooky’s Story out their door. A week or so ago, Spooky Shivers dis- So beware, for fair Luna yet lurks in the covered his Cutie Mark, a ghost repre- night senting his skill in scaring ponies. One To fill you with fear on this dark Night- day, he plans to become a famous horror mare Night. movie director in Applewood, but until then, there’s Nightmare Night, and all the candy that comes with it. Spooky realized that he could use his talent on Nightmare Night to get huge amounts of candy by scaring it off of all the other foals. Setting up shop on the path to Nightmare Moon’s statue, a path he knew would be busy with foals taking candy offerings, Spooky conjured up his illusions whenever a group walked by with candy, and once they had run off, took the candy back to this cave to hide.

140 Rodeo And Lariette A Fanfiction-themed Slice Of Life-style Episode suitable for intermediate players and characters of Adult tier. Created and written by Emerald Dusk.

The Intro visit the various stalls set up in the plaza and sign up for the Rodeo. “The normally urbane city of Canter- lot bustles with country flair as cowpo- The Stalls nies from all over Equestria arrive for the The plaza outside the Coliseum is Equestrian Rodeo Competition. The high loaded down with stalls selling different class fashions the city is usually known for items and equipments. Quality ropes, have been swapped out for Stetsons and spurs, and other tools for wrangling are leather boots. For your own reasons, you available at one, delicious foodstuffs are have found your way to Canterlot Coli- available at several others, from apples to seum, the center of the chaotic country cherries to pies to fritters and an almost western show. uncountable amount of other food stalls. The Coliseum is filled with ponies, all From one stall, a set of shrill young voic- working on various tasks to prepare for es cry out for customers. the coming championship. A line has al- ready formed at the registration booth just Cutie Mark Crusader outside the stadium’s entrance, and several Culinary Cart Clerks! food carts are set up around the walkway Should the party investigate the voices, leading in, each selling different, but uni- they will quickly discover that the CMC formly delicious-looking, fare.” have set up shop in the Apple family’s stall, trying to sell a host of different Each of the PCs should have some rea- apple-related dishes. If pressed on why son for attending the competition; selling they are running the shop, as opposed to goods or food at the event, watching a anyone else, Apple Bloom cheerfully ex- friend or family member compete, com- plains that AJ is off on some important peting themselves in the competition, or business for the Princess (if AJ isn’t one just being there to spectate are all viable of the PCs, that is), and that Big Mac is reasons, as well as any other logical ex- competing in the Championship in her planation. place/alongside her. With Granny unable As soon as the group arrives at the to make the train ride to Canterlot, that gates, the immediate things to do are to leaves Applebloom and her friends to 141 work the stall. about the fight as the others of their fam- The CMC can be a valuable ally to par- ily). Calamity can answer any questions ties who ask for their help. The three will the PCs might have about the two fami- travel around the Rodeo in shifts, per- lies, as well as the Rodeo in general. forming whatever minor tasks the group asks them to do, usually yelling some Who were those ponies? variation of “CUTIE MARK CRUSAD- “Those families were the Mountagues ERS WHATEVER OUR JOB IS!” before and the Canterlets, also known as the big- running off. The CMC will succeed at gest pain in mah flank since I started run- any mundane, easy task, but asking any- nin’ this competition. See, the Canterlets thing complicated or specific of them, come from a pretty well-to-do family here such as setting a trap, will most likely fail in Canterlot, and they raise sheep and the in a humorous way--somehow involving like for high quality fabric to sell in the tree sap. city. The Mountagues, on the other hand, The Mountagues And The see this as some sort of insult to the Earth Pony Way of doin’ things, and ain’t exactly Canterlets happy with some Unicorns comin’ in and After the party has had some time competin’ against ‘em with magic.” to acquaint themselves with the Rodeo Grounds, the party hears several loud, What about the foals? angry voices, and notice a small crowd “Well, the colt’s Rodeo, the Mountagues’ gathering around the registration booth. youngest. It’s his first year competin’ in the At the center of the crowd, the party finds Championship. As for the filly, that’s La- the source of the yelling; two families, riette, the Canterlets’ youngest. Magic or one of Earth Ponies, one of Unicorns. no, she’s the one to watch when it comes Face to face between the two families (the to a rope.” Mountagues and the Canterlets), heads nearly locked, are two middle aged stal- What are the rules of the Rodeo? lions seemingly leading the argument. “The Championship is goin’ te be run over the next three days, with three events “Our family’s business is precisely as each day. Whoever’s got the most blue legitimate as yours!” The Unicorn stallion ribbons after the three days’ events will yells. be crowned Equestria Rodeo Champeen. Easy as fallin’ off a log.” “Please. You highfalutin’ Unicorn fancies don’t know anythin’ about real What sort of events can we expect? ranchin.” The Earth Pony stallion replies. “Well, I can’t give too much away, but there’ll be the usual; Bull Ridin’, ropin’, The two families keep arguing until racin’, as well as a few other special events.” they are broken up by either the PCs, or Calamity Mane. Calamity is running The First Day’s Events the Rodeo this year, and is in no mood That afternoon, the first day of the Ro- to deal with the feuding families. Both deo events begins with the Hurdles, the the Mountagues and the Canterlets sulk Hay Throw, and the Wrangling Competi- off shortly after. (A DC 20 Observation tion. check notes that two young ponies, a colt Participating in the tournament, other among the Mountagues, and a filly with than any PC who wishes to join, are: the Canterlets, seem a bit less enthused 142 Rodeo Mountague Hay Throw Lariette Canterlet Several tightly bound bales of hay line Big Macintosh (if not a PC) the edge of the center field, on the edge “Wild” Bull Hickok of a ruled line. “Each contestant gets two Sawdust throws!” Jane shouts into her loudspeaker. Brawny Boulder “Furthest throw wins the gold!” Cherry Cobbler Their modifers for each event will The Hay Throw is probably the most be listed at the bottom of the event, al- straightforward contest in the Cham- though GMs are encouraged to modify pionship, but also one of the ones most these numbers or add new contestants as likely to start a fight. Each contestant gets they see fit. two chances to throw the hay bale as far Hurdles as they can, using a competitive Throw- The outer edge of the Coliseum is lined ing check. Lariette, however, takes a dif- with hurdles and small ditches. The con- ferent approach: using her control over testants line up at a starting line, where ropes, Lariette uses her magic to teleki- Calamity Mane stands with a large bell. netically throw her bales, (adding her “Three Laps around!” Calamity shouts Talented racial trait into her throwing into a loudspeaker as the contestants fin- scores.) This use of magic, in the Moun- ish lining up. “Five second penalty for each tague’s eyes at least, constitutes cheating, hurdle missed! That clear? Good. Three! and the family will raise a massive fuss Two! One! GO!” after the event is completed, especially if Lariette wins. Each lap of the race requires two Ath- letics checks, one flat Leaping roll of 15 Rodeo: +6 Throwing to clear the hurdles successfully, and one Lariette: +10 Spellcasting competitive Running roll against the oth- Big Macintosh: +7 Throwing er contestants to determine who is in the “Wild” Bull Hickok: +6 Throwing lead. If a contestant doesn’t clear the hur- Sawdust: +5 Throwing dles, the penalty sets them back 1 point Brawny Boulder: +6 Throwing from their final lap score for each num- Cherry Cobbler: +5 Throwing ber under the DC 15 required to clear Bull Riding the hurdles. (For example, Big Macintosh As the sun begins to set on the first rolls only a 12 on his Athletics check to day of the competition, the coliseum has clear the hurdles, and a 17 on his Athlet- been converted into an arena. The mark- ics check for the lap. Meanwhile, Rodeo ing lines from the Hay Throw have been rolls a 16 on his roll to clear the hurdles, stripped away, and a powerful-looking but only a 14 for the lap. Big Mac’s pen- bull waits in a small corral made out of alties, however, bring his speed down to one of the arena’s entrances. Calamity sits 14, neck and neck with Rodeo.) in an observation box on the edge of the arena, speaking once more into her loud- Rodeo: +5 Leaping, +6 Running speaker. “Whoever can keep themselves on Lariette: +6 Leaping, +5 Running ol’ Durham there longest without gettin’ Big Mac: +4 Leaping, +7 Running bucked wins the gold!” “Wild” Bull: +3 Leaping, +8 Running Sawdust: +4 Leaping, +5 Running Each round, Durham’s bucking gets Brawny: +5 Leaping, +6 Running more intense, hoping to knock off each Cherry: +6 Leaping, +5 Running 143 contestant. For every three seconds on sure no one is following him. Waiting for the bull, the rider must make either a him there is Lariette, eager to see him Balance check or a Riding check in order again. As long as the PCs don’t make to stay on his back. On the first check, the themselves known, the pair spend about DC is 12. Every three seconds, the DC an hour being together, complementing increases by 1 until the rider is unseated. each other on their performances during If two or more contestants last until the the competition, being lovey-dovey, etc, same round, the highest result denotes before splitting up with a kiss and return- closer times. (For example, Rodeo and ing to their families’ camps. If confronted Big Mac both last 4 rounds against Dur- when together, Rodeo looks panickedly ham. Rodeo’s last Riding check was a 17, at the PCs and begs them not to tell their while Big Mac’s last Balance check was a parents. The pair explains their situation 15. The end result was that Rodeo stayed and once again pleads for secrecy. on for 13 seconds, while Big Mac stayed The Lovers’ Story on for 12 seconds). The Mountagues and the Canter- lets have been feuding for generations, Rodeo: +8 Balance / Riding and so the young Rodeo and Lariette Lariette: +8 Balance / Riding had been meeting in secret for the last Big Macintosh: +6 Balance / Riding several years. They met at the Champi- “Wild” Bull: +6 Balance / Riding onship about 5 years ago as a complete Sawdust: +8 Balance / Riding accident. Both had been playing under Brawny Boulder: +7 Balance / Riding the bleachers of the arena, down in the Cherry Cobbler: +7 Balance / Riding basements, when they met. Each year After The First Day’s Events since, while their families fought in the Almost immediately after the first coliseum above, the pair would meet day’s events end, another ruckus breaks each night in the basement to spend time out between the Mountagues and the with their forbidden friend. Eventually, Canterlets. While the families are argu- romance blossomed between the two. ing about Lariette’s use of magic during (Something about the forbidden nature the Hay Throw, have the PCs make an of the relationship, mixed with a hint of Observation check at Difficulty 18. If teenage rebellion, they think--although successful, the PC notices a bit of non- Rodeo quickly amends his answer to in- verbal communication from Lariette to clude Lariette’s beauty and wit.) The pair Rodeo. At Non-Verbal Difficulty 23, the now find themselves in a tricky situation. PC picks up the gist of it: “Meet me to- They would love to get married, with Ro- night in the Coliseum basement.” deo living on the Canterlet’s ranch as a cowpony. Their families, however, would The First Night never allow that. The Mountagues would Allow the PCs some free time to do never accept their son living with their whatever they please after the first day hated enemies, the Canterlets would of the competition. At some point dur- never let an “enemy agent” live on their ing the night, however, A DC 14 Obser- property, and both families would balk vation check notices Rodeo sneaking off at the concept of marriage. As it stands, during the night. If Rodeo is confronted, the mere mention of the lovers’ plight to he’ll make some minor excuse, going to their parents would be tantamount to a the outhouse, getting a drink, etc, and declaration of war. scurry off. If followed, Rodeo heads to What the PCs intend to do with this the basement of the Coliseum, once he’s information is up to them, although as 144 the lovers point out, their families would contestants make opposed Weightlifting riot in the streets if the lovers’ secret was rolls until one wins three times. The win- exposed. The best course of action would ner goes on to face the next pony in the be to sit on the information until an op- bracket. portunity presents itself. The Second Day’s Events: Bracket A Rodeo: Weightlifting +2, versus Roping Lariette: Weightlifting +4 As soon as the morning’s competitions (Lariette will win this match) start, the first event, the Roping compe- tition, is already set up. Three moving Big Mac: Weightlifting +8 versus targets are set up in increasing distances “Wild” Bull: Weightlifting +9 from the start line, at increasing inter- vals. Each contestant, Calamity explains Bracket B through her bullhorn, will receive two Sawdust: Weightlifting +5 versus attempts to rope each target. The closest Brawny Boulder: Weightlifting +6 target is worth 1 point (DC 10), the mid- dle target is worth 3 points (DC 15), and Cherry: Weightlifting +4 versus the farthest target is worth 5 (DC 20). The PC: Weightlifting (+X)

Rodeo: +5 Rope Tricks If more than one PC is competing, ar- Lariette: +16 Spellcasting range extra matches or buys as needed. Big Macintosh: +7 Rope Tricks Either way, notice that Rodeo and La- “Wild” Bull Hickok: +6 Rope Tricks riette must face each other, and Lariette Sawdust: +5 Rope Tricks will win. Perceptive PCs will note that Brawny Boulder: +3 Rope Tricks Rodeo looks distracted by his choice in Cherry Cobbler: +6 Rope Tricks opponent, and his family sees it as well. After their match, the Mountagues will If Lariette wins the contest, (which begin complaining again that the “Can- she likely will, given her gift with ropes), terlet floozy” is trying to seduce their the Mountagues will nearly rebel at the son. prospect of Unicorn magic being used Pie Eating to “cheat” in the contest. Lariette will of- The third event of the day is the pie fer to do the event without use of magic eating contest, which never truly gets (which will reduce her bonus to +7, with- underway. Calamity yells into her micro- out the aid of her Talented racial ability- phone at the start of the match: -still enough to be more than compe- tent.) Regardless of the outcome of the “A Champeen’s gotta have a steady eye, scuffle, both families will be on edge for a straight shot, and a strong hoof. But that the rest of the day, a situation which can doesn’t mean they can’t pack away the pie, quickly escalate if the PCs don’t act. too! Whoever eats the most pies in 15 min- Hoof Wrestling utes, wins! And of course, no hooves! Or At the beginning of the second event horns!” of the day, each contestant is lined up on either side of a long table in the middle The PCs note that both Rodeo and of the Coliseum grounds for the Hoof Lariette are missing during the event, Wrestling competition. The rules, from a and that the pair’s fathers have taken mechanics perspective, are simple: both their places. The contest, as scheduled, 145 would be determined by a series of three Several events go on the second Gourmet checks, with every 10 points of night, and it’s largely up to the PCs to the total roll representing one full pie. do a little investigation work to figure However, the contest never reaches its out what’s going on before things get conclusion. About 5 minutes into the out of hand in the final day’s events. If competition (after the first roll is made,) the PCs don’t initially want to get in- the contest is thrown into shambles. Ei- volved with investigation, give them ther Mountague or Canterlet, whoever a few hooks to maybe catch their in- is further behind at the moment, makes terest. Tybit and Mountague may an impulsive decision, and throws one be caught sneaking about the rodeo of the cherry pies at the other. The oth- grounds at dusk, yelling may be heard er angry stallion returns fire, tables are from the Canterlet camp, and so on. flipped, more contestants get involved, Don’t railroad the PCs into investigat- and the conflict escalates to a full-scale ing, but know that a lack of info now pie fight if the PCs don’t intervene (that can lead to a much harder time later. said, they may not want to stop the com- motion... hint-hint, if anyone’s playing Grounded Lovebirds Pinkie Pie...). Both Rodeo and Lariette have been After about 3 rounds of fighting, Ca- completely forbidden from wandering lamity Mane steps out onto the field, try- the fairgrounds that night, which leads ing to calm the scene, and promptly get- to an argument between Lariette and her ting hit with pies from both sides. When father regarding the place of a young filly the pies run out one round later, Calam- in her family, and a young mare’s place ity is furious, ejecting both Mountague in the world at large. Rodeo however is and Canterlet from the competition, more reserved, as he sits plaintively by his and allowing only Rodeo and Lariette family’s campfire. If he spots one of the to compete in the final days’ events. Any PCs, he surreptitiously calls one of them more funny business from either side, over, (preferably a PC who was caught in and both families are banned from the the crossfire during the pie fight earlier). Championship forever. Under the pretense of apologising for his family’s behavior in the arena, he hands Mountague: +2 Gourmet the PC a letter marked for Lariette with a Canterlet: +2 Gourmet pleading glance. Big Macintosh: +3 Gourmet “Wild” Bull Hickok: +3 Gourmet Rodeo’s Letter Sawdust: +5 Gourmet My dearest Lariette, Brawny Boulder: +2 Gourmet I can’t stand the pressure of this any- Cherry Cobbler: +7 Gourmet more; the constant fighting, the constant pressure of keeping our love a secret. The Second Night Please, for the good of us both, let us end The second night is largely a time for this feud tomorrow. After the Champion- PC investigation, setting up the events ship is over, once we get a free moment, of the next day, and an attempt for the let us ensure that, regardless who wins the PCs to learn enough information to avert tournament, we win the day. Run away tragedy. Listed here are all the events that with me, Lariette. Leave behind all this happen on the second night that PCs senseless fighting. I have enough stashed might stumble across during their down- away to get us to Hollow Shades, and my time: friend Marecutio can help us out from 146 there. Meet me at the train station at dusk, deny everything, and their relationship and we’ll seek our own destinies, rather with the PCs will degrade. If the plot is than being tied to one of pointless fighting. brought to Calamity Mane’s attention, Your beloved, she will be worried, but without proof, Rodeo there is nothing she can do. She does of- fer to search the bullpen in the morning What the PCs do with this letter is ul- (which will reveal nothing as Tybit plans timately up to them, although delivering on installing the trap while leading the the letter to Lariette is the ideal choice. cows in before the event starts) and sug- Alternatively, the letter could be used to gest adjusting the roster so that Rodeo or leverage either the Mountagues or the a competing PC is up first. If presented Canterlets. It’s a Daunting Challenge to with evidence, Calamity is livid. Not get either family to budge, although the only does she cancel the last days events, letter counts as an Appropriate Tool for but calls attention to the plot during the any checks made to convince the fami- morning ceremonies, which has its own lies to stop fighting, at least in regard to consequences. Lastly, the PCs can try and their children, with one caveat: if the let- solve the problem themselves and hope ter is used on a failed check, the resulting that they can avert crisis before it strikes failure will count as a Critical Failure, re- the next morning. gardless of what was actually rolled. Both families are furious with the prospect of The Final Day’s Events their child eloping with the enemy, and The final day of the competition can furious at the PCs for interloping. The vary quite a bit with what the PCs have family refuses to speak further with the learned over the last two days. At the PCs (and may destroy the letter, if they very least, it should be obvious by now get their hooves on it). to any party that the families are feuding, The Mountagues’ Plot and that young Rodeo and Lariette are getting caught in the crossfire. What they Perceptive PCs might notice Moun- may or may not know is exactly how Ro- tague sneaking around with another colt, who the PCs may know as Tybit, during deo and Lariette plan to run away, or the the evening. The pair make their way Mountague’s plan to humiliate and/or to the Coliseum basement, where, after injure Lariette. As such, there are a great making sure they weren’t followed, begin many things that could change how the to plot. Mountague gives Tybit a small events of the final day play out. As such, box filled with rubber snakes, as well as this section will detail what happens on a large bag of bits. Tybit is instructed to the third day without any intervention set the box above the bullpen before the from the PCs. It will then describe ways Wrangling competition the next morn- the PC’s can alter the course of events ing. When the gate is opened for Lari- with the “Star Crossed” sidebar, and ette to compete, the snakes will fall from finish up with an overview of the final the ceiling, the box connected by string events which will not be reached without to the gate, and the panicked cattle will stampede, creating a situation that La- invervention to prevent the Mountagues’ riette won’t be able to handle. What the plot to disrupt the competition. PCs do with this info is, like the letter, up to them. They now sit on a reasonable pile of information, and have the initia- tive. If confronted, the Mountagues will 147 Wrangling Star-Crossed The first day’s events start bright and This version of events is the “Bad early with the Wrangling competition. End,” so to speak; the worst possible Unfortunately, it will also be the last turn of events that could have hap- event of the day. Lariette is slated to com- pened. The stampede could be pre- pete first, and she takes her place on the vented in a number of ways, although field. Meanwhile, that morning, while most depend on the PCs uncovering the cows were being herded into the bull- the plot beforehand. If the PCs were pen for the event, Tybit set up a small to bring proof of the plot to Calam- trap in the bullpen’s gate. When the gate ity Mane, she will cancel the event, in is opened, a box of rubber snakes will fall which case, a near version of the Af- from the ceiling above the gate, frighten- termath takes place. If the PCs bring ing the cows into a stampede. Normally, the plot to Calamity’s attention, but the Wrangling contest would, mechani- don’t have some sort of proof to back cally, be a simple test of three Rope Tricks up their claim, Calamity will suggest or Command rolls, with the winner be- switching the order of the contes- ing the contestant with the highest total. tants. This will put a competing PC The stampede rampaging through the in the first slot. This gets Lariette out arena however, will be out of Lariette’s of harm’s way, but puts the PC right control. Within 2 rounds of actions, La- in the center of it. The stampede is riette is Sidelined from the damage she a Daunting Task to control, and ev- takes trying to control the stampede. One ery round a character spends caught round after the stampede begins, Rodeo in the stampede, they receive Severe will wrestle free of his family’s grip and (10d6) Fortitude damage and Heavy jump onto the field to help Lariette, and (6d6) Willpower damage from the be Sidelined one round after she is. constant trampling and collisions, as well as the fear and chaos of the scene. Rodeo: +11 Rope Tricks / Command If the PCs contact Rodeo or La- Lariette: +9 Rope Tricks / Command riette and tell them in advance of the Big Mac: +10 Rope Tricks / Command plot, Lariette will laugh it off, claiming Wild Bull: +9 Rope Tricks / Command that she “can handle anything those Sawdust: +7 Rope Tricks / Command Mountague losers can throw at her.” Brawny: +8 Rope Tricks / Command Rodeo will take the threat slightly Cherry: +7 Rope Tricks / Command more seriously, however. When the The Aftermath event begins, he will be ready, and When the dust settles, if nothing was joins the fray 1 round earlier. Between done to avert disaster, both of the lovers his ability to work with animals, and will be sidelined. Neither have suffered Lariette’s roping skills, together, they the ultimate grim fate, but both are badly are able to overcome the stampede. injured. At this point, the Rodeo is called Lastly, skilled parties can undo the off, and any chances of repairing the re- trap in the brief window after it is set, lationship between the families is next to but before Lariette competes. If the nil. A skilled speaker may still yet be able trap doesn’t go off, the event contin- to reconcile the families, citing the devo- ues as advertised, and Lariette easily tion their children had for each other, but wins the competition. This causes its at this point, it will be a herculean task to own problems, however, as another accomplish. fight between the Mountagues and 148 Canterlets will break out just after Lastly, if the event is cancelled due the event ends. How exactly this fight to the claims of sabotage brought for- ends is up to you as the GM, as well ward by the PCs, the scene is treated as how the PC’s dice roll, but one just as it would be if the plot were thing is for certain: this is the oppor- discovered during the event. The tunity Rodeo and Lariette were look- families fight, the lovers slip away, and ing for, and they will use it to escape. the PCs are left to clean up any loose If the lovers are alerted to the plot ends that may still remain. Howev- and the stampede is prevented, they er the story ends is up to the PCs at will each have a few choice words for this point. As of the second night, the their families once the event is over. PCs should have agency over what Bolstered in confidence by each oth- exactly happens. Will the PCs be suc- er’s backup, the pair explain to their cessful, or will the Mountagues and families the situation, and plead for Canterlet’s rivalry escalate into war? an end to the pointless feud (which That’s all up to the PCs to decide! the PCs are encouraged to help out with). Both Mountague and Canter- The Third Day’s Events let relent, and the games continue As written, the third day of the rodeo as scheduled for the rest of the day. is upended by the Mountague’s plot, but If the plot was foiled, whether by should the party avert disaster, some changing the order of the contestants groups may still be interested in seeing or sabotaging the sabotage, there will who wins the Championship. The two still be a fight to deal with once the remaining events of the day, the Barrel smoke clears. The Canterlets, who Weave and the Bronco Buck, can still be knew Lariette was set to go first, will held if the families are brought together be furious if something happens to peacefully. the new first contestant, and the im- The Barrel Weave is a simple test, run pulsive Mountagues will incriminate pretty much identically to the Hurdles themselves if the sabotage doesn’t competition, with two exceptions. First, go off as planned. Either way, a bit there are only two “laps” of the race, one of diplomacy, possibly with the aid to the end of the row of barrels, and one of Rodeo and Lariette, is required back. Second, instead of making a DC if the families are to be reconciled. 15 Leaping check to clear hurdles, the Of course, parties are free to simply contestants must make another DC 15 give the lovers time to escape in the Running check to successfully clear the scuffle. While the story ends happily slalom, (making effectively a total of four for Rodeo and Lariette, their families Running checks for each contestant: two are less than pleased. The elopement for speed, two for accuracy). causes an even bigger rift in the fami- The Bronco Buck involves trying to lies, escalating from an unfriendly shake off a young dragon named Blaze. rivalry to an all-out feud. What hap- Blaze has a Balance score of +10, and pens here is beyond the bounds of makes opposed checks against each con- this Episode, but stopping the war be- testant’s Martial Arts, or any other skill tween the families should be a difficult a PC thinks is appropriate for removing task, likely involving tracking down an unwanted rider. Each unsuccessful the lovers and bringing them back attempt to unseat Blaze counts as three to help speak out to their families. seconds of in-game time. Whoever’s time is lowest is the winner. 149 The Myth Of Marelantis A Fanfiction-themed Adventure-style Episode suitable for experienced players and characters of Veteran tier or higher. Created and written by Serious Business.

Adventure Background where she had gone, but none of them re- vealed her identity (more so, they make Windsoar was a flying fortress-city it look like it was Daring Doo and not back in the time before Equestria. It was Ditzy Doo to the players). a strategic location, for it floated right First, Ditzy got a Waterbreathing spell over the Equestrian Ocean, unassailable that works for 24 hours. Then, follow- by any Earth Pony army or the magi- ing a series of ancient clues, Ditzy found cal might of the Unicorns. The city was her way to Marelantis and got inside. Commander Hurricane’s home and base However, after the spell ended, Ditzy of operation. After the events of “Hearth’s was trapped inside the sunken city, in Warming Eve,” the Windigoes vanished a closed room whose air supply would and the warmth finally returned to shortly be used up. Equestria. This change in climate proved fatal for the city, as the returning warm Cast Of Characters winds met the old cold winds and trans- Jacques Hoofsteau - An old Earth formed to a horrific water tornado. The Pony sailor who chased legends and Maelstrom tore Windsoar down from myths when he was younger. Sadly, he the heavens and sunk it underwater. The never made any breakthrough, and the pegasi all escaped the catastrophe and legends remained legends. soon began their new lives in the united land of Equestria, but the city was lost, Ditzy Doo - A mailmare that works along with many secrets still trapped for the Equestrian Post Service. While a within. little bit silly, and often forgetful, she is a Thousands of years later, a young filly caring mother and would do everything named Dinky Doo wrote a letter to the just to make her daughter happy. At the Seaponies and wanted her mom, a mail- beginning of the adventure, she has been mare, to deliver it. Hearing tales of the missing for about a day. Seaponies herself, and the mystical lost Past Endeavour - The keeper of the city of Marelantis, Dizty Doo set off to Museum of Pony History. Always sad fulfill her daughter’s wish. During her ad- that all the ponies are more interested in venture, Ditzy scattered various clues to magically moving wax figures and other 150 gimmicks than actual historic relics (like the Helmet of Commander Hurricane, the 3 hats of the former leaders). She is is missing from the collection. They also delighted to see the players are interested notice that the pedestal was moved just in her collection. recently, and further investigation re- Libra - The librarian at the Great veals that somepony tried to find the hel- Canterlot Library. A shy and quiet pega- met and an epic saga to find Marelantis sus who only opens up when something begins. interesting caught her attention. De- On their way, the party meets Jacques scendant of Aquarius, the Marelantean Hoofsteau - a former sailor, legend lov- scholar. er, and wannabe writer after retirement Captain Junkcrab - An old sailor, Jacques’ rival for all eternity. While of naval duty, whom they help to settle working as a Junk merchant, selling a lifelong dispute with his old rival Cpt. whatever he salvaged from sunken ships, Junkcrab. In the end the PCs will uncov- he often laughed at Jacques for believing er the real story behind the sunken city, in childish myths. He was the one who find its location, and save a very adven- found the wreck of the legendary sunken turous pegasus. “Costa Discordia” and became rich this way. Nevertheless, he still doesn’t believe Prologue in other legends, and mocks Jacques for “It’s Equestrian History Day, and the it to this day. Canterlot National Museum of Pony His- Canabi the Fortune Teller - A Ze- tory is overflowing with ponies eager to bra, originally traveling from a far far see the museum’s newest exhibition. A set away land to research the Equestrian cul- of magically animated wax historical fig- ture and flora. However, after seeing the ures are being shown on this special day plethora of magical ingredients and re- for the very first time. The plaza outside agents that passed through the port city the museum is also bustling with activity. of Manehattan, she decided to stay a bit The museum has set up a market where longer. Canabi is quite skilled in alchemy, the employees sell souvenirs and various and specialises in water aspected Magic. Waterbreathing, Waterwalking, and Bot- foods, while dressed as ponies from times tled Rainclouds are just a few of the spells long gone, but they are not the only ones. she regularly sells. She is much valued by Some city folk are dressed up too, to take the local sailors, especially for her sea part in the festivities. Everypony is cel- sickness cures. In short, she sell sea spells ebrating.” by the sea shore. Her nickname “The for- tune teller” comes from her spooky ap- The PCs have come to Canterlot to pearance. She doesn’t actually read other take part in the Equestrian History Day, ponies futures. a festival where entering the museum is Adventure Summary free of charge and many ponies in Can- The players come to visit the Mane- terlot dress up to look like their ances- hattan Museum of Pony History. After tors. The PCs have probably each their meeting the curator, Past Endeavor, the own reasons of coming here. Going to the players have the opportunity to get a free market, getting something to eat, or even professional tour of of the old relics from setting up a tent themselves, but clearly Past herself. During the tour, the play- the main attraction is the premiere of the ers learn that a certain artifact, namely Moving Wax Figure Exhibition. 151 Market Fire of Friendship, the dis/appearance of The market is set up on the circular the Crystal Empire or Sombra’s reign of plaza in front of the museum build- terror. ing. It consists of many colorful tents Past Endeavor and wooden booths where one can buy While almost everypony is interested various souvenirs and gifts, like wooden in the new wax gimmicks, the corridors swords, pieces of fake armor and cos- leading to the rest of the museum seem tumes, primitive instruments, but also almost empty. In one of them a single something to eat and drink. If a PC wants mare in a fancy suit stands in front of an to set up their own booth, they are free old painting and sighs heavily. to do so. A prospective shopkeeper just The mare is Past Endeavour, the cura- has to ask one of the guards for a suitable tor of the museum. She is frowning be- place to set up shop. Afterwards, after the cause nopony pays attention to what she sun sets, there will be a bonfire and danc- considers “real” history anymore. She ing in the centre of the plaza. hoped that at least half of the ponies that If the players spend too much time in came to see the figures will take a look the market, a pony will announce that at the rest of the exhibits, especially con- the museum will be closing soon and sidering admission was free, yet nopony that this is the last chance to see the fig- cares. ures for today. If the PC won’t approach her, she will Museum notice them and call out to them herself. “The museum is a bit crowded, or at She’ll ask them if they enjoy their visit, least the Wax Figure exhibit is. A set of in- all while forcing herself to smile. Past will credibly lifelife wax statues line the halls, talk with a hint of despair about how to- with several ponies at each exhibit fasci- day’s ponies are only interested in fancy nated by the scene before them. Each is displays, but not the history behind those enchanted to carry out a set of actions be- displays. She will happily talk with the fore stopping for a moment and repeating PCs about any history topic they come everything all over again. In one exhibit, up with and whether they talk to her or Starswirl the Bearded looks through a not she will offer them a free personal telescope and writes down some notes. IN tour around the Museum. another, the princesses stand next to each The Tour other, lowering and raising the celestial The tour will encompass such things bodies, represented by a yellow and blue as clothing, tools, armor, weapons, paint- light shining on them from above. Dis- ings and many other objects and all of cord repeatedly awakens and turns back them are decades and centuries old. Ex- to stone again. The most recent event in hibits might include relics from the battle the exhibition is the coronation of Princess between Celestia and Nightmare Moon, Twilight Sparkle.” farming tools used by early and medieval Earth Ponies, possibly even records of The PCs may wander around and look the city of Windsoar, adding some fore- at some more of the exhibits which the shadowing to the adventure to come. GM can describe to them. Some other At the end of the tour, Past will show ideas for wax scenes might include The them the headwear of the three great banishment of Nightmare Moon and founders of Equestria, or rather two her later reunion with her sister, The thirds of them. Hearth’s Warming Eve scene with the 152 “In a circular room filled with paintings it! There’s an old legend, the story of and statues of the three founders stand Marelantis. Thousands of years ago, back three pedestals. On the first lies the crown during the time of the Three Founders, of Princess Platinum. On the second rests there was said to be a city that sank into the hat of Chancellor Puddinghead. The the Equestrian Ocean! If the helmet were third pedestal, labeled as containing the there, then that would explain the source helmet of Commander Hurricane, is con- of the rumors of the helmet being lost at spicuously empty, however.” sea! Oh, but where would you find a city like that? It’s not like we could just drain When asked about the missing helmet, the ocean and find it...Please, help me. You Past will tell them everything she knows. are the first ponies in ages who haven’t just When the museum was built, the third ignored the other displays! You can help pedestal was, obviously, built to house me. If we were to find the helmet, it would the helmet of Commander Hurricane. be the archeological find of the century! While the other two items were eas- Of course, I don’t expect you to find it for ily found, however, the helmet has never free. The museum is willing to pay a small been recovered. There are assumptions mountain of gems for the recovery of the that the helmet was lost forever in the artefact. I have far too much administra- depths of the Equestrian ocean. There tive business to deal with here, especially if also is a legend tied to this, but Past can’t a new major exhibit is going to be opened. recall it. Will you be my field researchers?” On the ground near the pedestals lies a torn note. While not really hidden, it is Past will advise the PCs to search the easy to miss. A Difficulty 15 Observation Canterlot Archives for more information check will let the PCs notice the note. If on the lost city, as well as a more direct this should fail there is still the possibility lesson from sailors. She recommends to notice that the pedestal was moved re- an old acquaintance, Jacques Hoofsteau, cently, which can be deduced from traces who has spent his life investigating lost in the dust, with a Difficulty 20 Investiga- legends of the sea. She mentions that tion check. If the players tell Past about Hoofsteau lives in Manehattan now, it she will go past the barriers to take a working at the docks. closer look. While Past Endeavor is offering a valuable reward for the recovery of the The Note helmet, characters, particularly those How the players obtain the note is not with the Fortune’s Favor Edge, may want important, but what is written on the other, more unorthodox rewards. Such note is. The note is messily written and it rewards might include free admission looks torn on the left side. It reads: to the museum for life, or to be part of the new exhibit of the finding of the hel- the sunken city is real, met, or even to have their own swanky formation from animated statue. GMs are encouraged to ources: be creative in what rewards can pique the people interest of different parties. Museum This concludes the events of the Pony nterlot Library History Day. The players should return rom the docks to wherever they are staying, be it a hotel or their own homes, if they live here. To- “The sunken city is real... Wait! That’s morrow they should visit the library. 153 ACT ONE The Canterlot Library Gathering Information After entering the library the PCs will be greeted by the librarian, Libra. First of all, the PCs should gather some A shy and usually calm Pegasus mare information. The local citizens of Canter- that spends way too much time reading lot won’t actually be any help. The legend books instead of seeing the world on her of Marelantis is an old sailor’s tale, and own. When the PCs approach, she will with Canterlot having no docks, there offer them her help. is little hope of finding somepony how There are various topics the players might know it. Yet if the players somehow should look into in order to come to a manage to contact a more knowledgeable conclusion in the end. Below is a list of pony (maybe through use of an Edge) those topics, the books that will contain they might discover that Marelantis was them, and fragments of texts inside them. once a city somewhere in the Equestrian ocean. Granted, the entire legend should The legend of Marelantis (the be taken with a grain of salt, as most of it is fiction, to which each new storyteller sunken city) only adds more fiction. From the book “Myth and Tales” “Once high, now low. That is the curse that befell the proud ponies of the enlight- The Myth Of Marelantis ened city of Marelantis. The city where fountains spewed forth milk and honey. Long ago, during the time of the Where roads were made of marble and Three Great Founders, there lay the pearl. Where everypony lived in peace. great city of Marelantis. The Marelan- Yet happiness cannot last forever, and teans were superior beings, surpass- one fateful day the city vanished into the ing all ponies with their immortal, depths. Now the city lies buried under- wondrous forms. They actually say water and the inhabitants were changed that Princess Celestia and Princess into beasts. Half pony, half fish, destined Luna are the last of the Marelanteans. to live forever in the darkness, for swim- One day, however, there was a great ming back to the surface was impossible. catastrophe that sank the great city. the water itself would turn against them.” The Marelanteans were dragged down to the depths, but unable to die, they waited. They transformed. Now, these The helmet or Commander Hurri- days, the Marelanteans have become cane in general what they call Seaponies. The legend From the book “Pre-Equestrian His- of Celestia being the last of the Marel- tory” anteans is complete and utter fiction, “... After the dispute between the three but there is still the possibility that the clans, Commander Hurricane left her party believes it, and has the resources home and moved to Windsoar, the flying to speak with Celestia or Luna on the city-fortress, taking her troops and the en- matter. Celestia and Luna laugh off any tire armory with her. Everypony knew that accusations of being a Marelantean. the commander was paranoid, yet many They mention that the tale of Marelan- saw this as an act of cowardice” tis predates even them, and point the party in the direction of the library. Windsoar (The flying fortress) From the book “Glorious Cloud Ar- chitecture” 154 “..Windsoar was a massive cloud fort constantly asks questions. These ques- with massive walls and other fortifications tions might help the players get on the that floated above where Manehattan now right track. For example, if the PCs read stands. Windsoar’s significance was that it about Hurricane and don’t know what to was a true masterpiece of Pegasus mason- do next, she might ask what happened to ry. Walls, roofs, and floors were so made the city.) Page knows exactly what book dense (through secrets lost to us today) to read if you’re looking for a specific bit that not even a heavy thrown stone could of information. pass through them. Every surface was styl- Putting all the pieces together and un- ized and engraved with symbols and reliefs derstanding the whole story is not nec- of the proud ancient culture of the Pegasi. essary. The most important information Yet the biggest architectonic achievement is the little note left behind in the book was a enormous roof in the shape of two about the Equestrian Ocean, but under- spread wings that covered the entire city. standing it will help the PC’s later on This is an architectural anomaly, for tradi- when persuading Jacques to help them. tional Cloud Cities never had a roof. All was lost, however, as the whole city The Map disappeared in one night, never to be seen The note will direct the PCs back to again. Some say it was blown away, but the museum. Past will listen to what the considering the size of the city, this is very players found with great excitement and unlikely. The strength of the wind to blow confirm that the museum indeed has a away such a flying fortress would need to map that belonged to Hurricane. She will be the equivalent of at least 10,000 wing- gladly get the map for them. power, and such strong winds don’t occur n a t u r a l l y.” “The map is old and a bit torn here and there. Past Endeavour reminds you Equestrian Ocean to be very careful when dealing with the map while handing it to you. ‘It is invalu- From the book “The Waters of Eques- able, and restoration would be nearly tria” impossible.’ She adds. The map itself is re- “... The Equestrian Ocean is very stormy ally delicate. It looks almost as if it would due to often occurring warm and cold crumble into pieces when even slightly wind fronts. As such, no colonies or settle- touched. It is, of course, hoof drawn and ments were ever raised on the many small has many notes and symbols on it. Most islands across the ocean. Cloud cities are of them are easily understandable like ‘Be- also not possible. Their delicate structure ware of the forest’ or ‘Food resources here’ would be blown apart instantly. Due to yet as you gaze upon the northeast corner these hazards, nopony ever tried to cross of the map, you can see a symbol marked the Equestrian Ocean, leading to the nick- “Windsoar. Right next to the icon you no- name ‘the Blue Barrier’.” tice it is circled and something is written The part “Cloud cities are also not pos- above it: DCCCNMNW.” sible” is underlined in the book in pencil and a note is added on the border. “Hur- DCCCNMNW is a code. NW means ricane’s map says otherwise” obviously North-West. M means miles, but what is DCCC? The symbols are Ro- If the players get stuck, Page might be man numerals for 800. This translates to able to help them. (Roleplay her as a very 800NMNW or “eight hundred nautical curious character that, when interested miles north-west”. This is exactly where in something, gets over her shyness and the pegasus army moved the city, and 155 where it was caught by the tornado and stories about his earlier life as a sailor and dragged down into the ocean. Of course various legends he heard here and there. one of the characters could solve this Right now, he is telling the tale of the puzzle with a successful Cryptography Shimmering Serpent, a monster that is or Cartography skill at Difficulty 20, but supposed to live in the Equestrian Ocean. this takes the fun away, so let them try it for themselves. “Twenty meters long and thick as a tree After the riddle is solved, the PCs have trunk, with scales bright and shiny like enough information to pursue Marelan- polished silver, it lurks in the ocean wait- tis. They know where to find it, now they ing for an unlucky sailor to drag down into just need to get to it. Fortunately, Past has the depths, along with his whole ship. No- just the right fella for the job. She once pony can escape!” knew a courageous adventure-loving sailor in Manehattan, but they parted Immediately after he finishes, one of ways a long time ago and they never saw the kids from the audience asks how he each other again. Past still believes he knows about the serpent in the first place lives there and he can help the players. since nopony who encounters it can es- Unfortunately the only information is his cape it. Jacques just proclaims that de- name: Jacques Hoofsteau. tails are not important as long the story is interesting, and all the other kids agree If The PCs Have A Boat with him. It is possible that the players already The PCs may only approach him after have someone in their team that has he finishes his story. If they try to inter- a boat or other means of water trans- rupt, he orders them to wait until he’s portation on hoof. in this case skip the done. Once the PCs get a chance to speak part where they need get a boat and with him, Jacques proves a very polite just let them search for Jacques. Af- pony who has no problems with making ter all they still could use an old sea- new acquaintances. While he loves talk- veteran, and nopony loves adventur- ing about legend and will happily discuss ing an legends as much as this fellow. them with the players, as soon as they mention that they want to actually find ACT TWO Marelantis, he will be a little saddened. He’ll explain that he spent half his life in- Jacques Hoofsteau vestigating and chasing such myths and With only a name and a location as treasures. He never found any hard evi- broad as “Manehattan,” the players have dence of it’s existence and finally gave up no other option than to just ask the lo- after many years. The fact that his rival cal ponies after arriving in the city. If the has always mocked him for this never players have any contacts or other means helped either. Jacques will refuse to help of gathering information, now would the players. be a great time to use them. If they ask This is where the team’s socialite comes around the city, sooner or later some- into play. The team needs to convince pony will direct them towards the docks, Jacques to go on one last expedition with and from there to the “Dusty Cider Keg,” them. If the players found all the clues a bar very popular with the local sailors. in the library and figured out the whole When the players first enter the bar, truth about Windsoar and Marelantis, they will notice an elderly pony sitting then the party is treated as though they by the fireplace, around him various had an Appropriate Tool for any check younger ponies gathered to listen to his to convince Jacques. Another way is to 156 keep talking about his younger years and some convincing and barter skills and reminding him how he loved sailing and even then, it would cost extra. Only a searching for treasures. Sooner or later, character with the Fortune’s Favor edge he will finally agree if only to get this one could afford it. last chance at proving that all these years Another way would be to use the an- were not wasted. In the end, Jacques will cient art of seduction and make pretty agree to help, but he sold his boat a long eyes to a sailor or maybe sweet talk a time ago and so the PCs will have to rent cute mare. This, of course, can lead to or borrow one. He also mentions that he the problem that the owner will want has a back up plan if the players are un- to come along. This can result in many lucky, but he would rather try other pos- problems, from potential future damsels sibilities first. (if the players already have in distress to traitors that might want to one, then read the sidebar above.) keep the treasure of Marelantis to them- One more thing Jacques needs the selves. players to acquire is a way to breathe Should the players mention Jacques or underwater. If there is an Unicorn In a treasure hunt while asking around, the the team, it will be a lot easier, for they solution to their problem will find them can just go to a library and try to find a instead. Cpt. Junkcrab will show up, book with the appropriate spell. While lured by the rumor that Jacques wants to not necessarily the easiest spell to cast, go on an adventure again. it’s surely one of the most useful ones, If the PCs had no luck getting the boat especially in a port town like Manehat- themselves and didn’t bring up the rea- tan. Another way is to go visit Canabi the son why they actually need it, they can Fortune Teller, who usually resides in her return to Jacques and let him handle it. tent set up next to the Mermare Inn. He won’t be happy about it, but in the What the PCs want to do first is their end he knew it would come to this. He own choice. will then take the party along and visit Food his old rival Cpt. Junkcrab. The players will need some sup- The Rival plies. This should be no problem at all. Cpt. Junkcrab is Jacques’ old rival. Manehattan has a big market and this is Both started sailing at roughly the same the perfect time to relax a bit before the time, and both were seeking fame and journey and go shopping. If the PCs have fortune at sea. While Jacques dreamed anything else they want to get done be- of ancient treasures, Junkcrab tried more fore setting out, now is the time. practical methods, namely he exploiting the bottom of the ocean for valuable re- Getting The Boat sources. Fate was cruel to Jacques. One Manehattan has an enormous dock day Junkcrab found an ancient sunken with many bigger and smaller boats be- ship, the Costa Discordia, that carried longing to the various sailors around. gold. This made him one of the richest Actually getting one of those boats to and most famous sailors in Manehattan. venture out into the tumultuous Eques- Yet Jacques, whose dream and purpose in trian Ocean is much harder. There are life was searching for exactly that kind of many vessels for rent here, but mostly treasure, was destined to never find any- for no longer than a weekend trip, and by thing. What Junkcrab’s role will be de- the PCs’ best reckoning, the journey will pends on how the PCs acquired the boat. take two weeks. They could try to make If the players have a boat to begin a non-standard deal, but this would take with, or if they acquired it themselves, 157 Junkcrab will show up right before set- and seawater. Canabi will greet the play- ting sail to Marelantis. He heard that his ers with a “I was already awaiting you. old rival wants to try his luck again at You are late.” even if only for fun. When treasure hunting and he just had to mock asked for the Waterbreathing potion, she him about it. The captain will remind will gladly make them a few vials, but for Jacques of past failures, like how he mis- a small favor. took a sunken fisherboat for the legend- Canabi just finished a new recipe, but ary “Costa Discordia” or when he bought needs somepony to test it. She will brew a fake map to Colt Dorado for his last the potions if one of the players agrees to bits and didn’t even have enough money be the test subject. Whoever accepts the for food. Once he brings up Hoofsteau’s offer will have to swallow a dark green biggest failure, namely Junkcrab’s discov- potion that smells of water lilies, but not ery of the Discordia before Jacques could before signing a scroll with a hoofprint do it, Hoofsteau flips out. The sailor gets and signature. angry and swears he is going to find the The scroll reads: “I hereby declare that sunken city if it is the last thing he does. I’m fully aware of what I’m doing and will He also makes a bet: If he will find Marel- not blame Canabi for any side effects that antis then Junkcrab will have to give him may or may not occur after drinking the back the ship Jacques lost in their last bet. experimental potion.” If not, then he will work for an entire year The potion works instantly. The sub- as Junkcrab’s personal servitor. jects mane and tail will immediately turn Now, should the PCs have no luck in green and wavy, looking like wet seaweed acquiring the vessel themselves and the rather than actual hair. Canabi will laugh captain will be the one who finds them at that result and assure that the effect and offers to sponsor their expedition, will wear off in a few days. After this she then nothing much changes, and the bet will brew the players one waterbreathing will still happen. The only addition is that potion for each and two extra, for unex- Jacques will take Heavy Willpower Dam- pected emergencies. age from the shame that he has to depend on his rival. Waterbreathing Potion Yet the worst case scenario is that the Spell Level: 10 players return to Jacques and tell him to Magical Aspects: Individual, Con- use his back-up plan. Now Hoofsteau will tact, Temporary, Standard, Modify, have to go to Junkcrab by himself and Body / Water PLEAD him to get his boat back for one Description: After consuming the last journey. In this case Junkcrab will be potion, the user is able to breathe un- the one to propose the bet, and that if his derwater. The effect lasts for about 24 rival fails, he will have to work for the rest hours. of his life. And of course, they won’t even get the boat if they don’t agree to it. This Anyone in the room can make Obser- takes its toll on Jacque’s sanity. He will be vation check at Difficulty 20. Those who depressed during the whole trip unless succeed will notice that between many kept busy by a charismatic friend. other scrolls lies one with a very recent Canabi date. It is from two days ago, and it is signed. “D. Doo” in a very shaky hand- Canabi the zebra won’t be hard to find. writing. Another Investigation check Everypony knows her around these parts DC25 allows to identify the handwriting and can easily show the way to the PCs. as the same as on the note left behind in Inside her tent smells of various herbs 158 the museum. If asked about it, Canabi fect to make the storm milder. For every will refuse to give any information. She 2 effects eliminated the DC of the pilot- swore an oath to protect her customers’ ing skill is lowered by 5. However, flying personal information. in the storm and trying to influence it is dangerous itself. For every try at ma- ACT THREE nipulating the weather from up close, Finally the time has come to hoist roll against Flying DC25 to avoid getting the anchor and set the sails. The wind average damage. (this DC is also lowered is strong and the weather is clear over for every 2 effects eliminated)Any Uni- Manehattan, where the Weather patrol corn with access to the Weather aspect controls it. can help as well, replacing Flying with a The Journey Spellcasting roll. However, in exchange The average speed of such a boat is for safety, affecting the weather from afar about 6 to 8 knots, so it will take about 6 is much more difficult. Unless a Unicorn’s days to get there. The first two days will special purpose is affecting the weather, be uneventful, with a clear sky, a nice the Difficulty is increased by 5. breeze and plenty of time to relax and If a skill check succeeds, the crew man- talk. If the PCs haven’t told Jacques why aged to maneuver through the storm and they are searching for the sunken city, is making progress. If it fails the ship will now is a good time. Jacques will be happy come off track and will need to find a way to hear from his old friend and he is glad back again, this will cost a bit of time, and that now he is also helping her. If he’s in the end, 6 hours are lost but they can not wallowing in despair, he will explain try again. A Critical Failure means that about how Past had given him some food somepony fell into the water and the back during the incident with Colt Do- party will have to fish them out. The vic- rado, and that they’ve been friends ever tim will also suffer Average damage from since. light hypothermia and gets cold and wet The problems begin on the third day. as a bonus (even pegasi can’t fly with wet While the weather in Equestria is strictly feathers.) After 4 successful rolls, the par- controlled by Pegasus weather patrols, ty managed to conquer the storm and is the weather out here, miles away from out of the danger area. the nearest city, is not as pleasant. It The rest of the trip will be more or less simply doesn’t pay to govern the sky for uneventful again. (This the perfect time those few who are brave enough to sail for some cozy moments inside the ship’s out this far. The sky covers in dark storm cabin by night. Drying yourself is also a clouds, the wind grows stronger with good idea.) every second, and controlling the boat Deep Diving becomes harder and harder. The charac- “Finally, you arrive at your destina- ter with the highest Nautical skill makes tion... or at least the map and compass the roll and the others are assisting him. say so, because this place looks exactly the For this purpose, Jacques has a Nautical same as every other part of the ocean. No skill of +14. Rolls are made every 6 hours land on the horizon, just the blue water, from now on, against a DC of 30. the blue sky, and you. According to the Any Pegasi or Unicorns in the par- map, compass, sextant, and navigator, you ty they can also help in their own way. should be just above the sunken city.” The storm consists of 5 weather effects: cloud, wind, thunder, lightning and rain. Now it’s time to use the waterbreath- The pegasi can try to manipulate the ef- ing potions and finally go see the city. 159 The water temperature is bearable and The current encompasses the whole the weather couldn’t be better. sunken city and is too strong to go While slowly sinking to the bottom against it, even for the best swimmer. The of the ocean, the party will notice many PCs will just have to wait until they arrive mirrors floating in the water. The light in Marelantis and when they do, the first from above is reflected by those “mir- thing they will notice is the city’s over- rors” thus creating a beautiful underwa- whelming beauty. The whole cloud city ter light show. Of course, these are no is trapped in pillar shaped coral reef. The normal mirrors. After taking a closer once marvelous wings of the city have look, they resemble polished scales, and folded in around the city, giving the ruin if the PCs payed at least a little bit of at- the appearance of a giant raindrop when tention, they will know what’s coming. If seen from above. Between many houses, the players won’t get it, then Jacques will the buildings that catch the party’s eyes inspect one of the “mirrors” and after re- are: an expansive set of barracks, a big alizing what they are he’ll panic. factory, a triangular fort with a garden (completing the form of yet another rain- “Suddenly from the dark depth emerges drop), an enormous park in the middle a terrible beast. A 20 meter long serpent with a statue at its center, and a cloudi- coated in silvery scales. Like a thrown seum at the peak of the raindrop shape. harpoon, he lunges right at you from the The city is illuminated by small accumu- darkness.” lations of luminescent corals, which from above look similar to street lamps. There are two ways to handle this. If Now the party is practically free to ex- there is a beastmaster in the team he can plore the City. try to soothe the beast. With a Difficulty 20 Behaviour roll, a character discovers The Sunken City that the serpent isn’t really hostile, its just Like mentioned above, the whole city trying to protect “something”, maybe its resembles a raindrop overgrown by cor- territory. Alternatively, a Difficulty 30 als. The raindrop shape is omnipresent in Command roll will make it stop attack- the city; Streets, districts, and even some ing. It is not currently possible to train of the buildings are shaped to resemble or command the beast in any other way. it. Like any other city it is made from The serpent will just swim away into the clouds, or rather, WAS made of them. darkness when stopped by the Beastmas- Through the years, the reef overtook the ter. The PCs will then just continue to city and created a strange, Cloud-coral sink until they reach the downward spi- hybrid. It is stable enough for even a non- ral current. Pegasus pony to stand on. The PCs can also try to fight it, Though In the middle of the city is a roughly that is ill-advised. The serpent’s hide is circular plaza that was once a Park and a tough as diamond, and its teeth are sharp marketplace in one, yet lacks a building as spears. The beast can take a fair beat- that could be a town hall (the Fort took ing, and the players don’t have much this function). In the center of the plaza, time, either. After the 4th cinematic a 4-meter tall statue of Commander Hur- round, everypony gets caught in a strong ricane towers above the park in a heroic downward current. While the serpent is pose, as though she is watching over the strong enough to swim against the flow, place like a battlefield. the players are not. They will be dragged The glowing corals can be broken off down to the bottom and separated from from the main clusters with a bit of ef- the serpent. fort. They may come in handy, because 160 the light of the natural growing corals sometimes glowing at night?” - This can’t reach inside some of the buildings. diary is signed ‘Aquarius’ who was Li- bra’s ancestor. The book is full of cri- Paper Trails tiques, reviews and personal memos Sometimes the PC’s can come of other books Aquarius had read. across left-behind notes and diaries of the former residents. Whenever The Barracks searching through a barracks room One of the biggest living arrangements or a civil house, there is a 50% chance in the city is the barracks, spanning six that the PCs come across one of those low-to-the-ground buildings. In each notes: of the buildings are 20 cozy medium 1. “After my friend was moved to sized rooms. The entire barracks was not a different platoon, our bond slowly flooded and most of the windows, as well faded. My father always said that ev- as the entrance, grew over with corals erything has its end, like Alpha and and is inaccessible. As such, the inside of Omega. A and Z... but what if there’s the buildings are completely dark, save something more? After all, there are for one light in the distance. Only appro- things that don’t end, like numbers. If priate tools could clear the layers of cor- A would be 1 and Z would be 26. Then als blocking the entrance. Such tools can what would be our next step? A 27th be found in the Air Dock. Some of the letter of the alphabet?” rooms are locked. Searching for the keys 2. “I don’t really know what to think would be pointless for they are probably about the recent actions of the Com- gone with the inhabitants. Picking the mander. Either she really is very con- locks, or bashing them open, is the only fident and thinks she doesn’t need a real way in. bodyguard, so she chose Priv. Pansy, (which I highly doubt because we all Commander Hurricane’s Room know how paranoid she is) OR the ru- Should the party make their way to mors are true and our commander re- the single lit room, they are met with a ally does has a weakness for her.” strange sight. On the ground lies a col- 3. “The race-war is tiring, my be- lapsed entrance, recently moved, next to loved one. We can’t be allowed to be a door completely overgrown with coral. together just because you lack a pair On the other side of the door, the sound of wings like mine? That’s absurd. I’m of a sobbing mare can be heard. really starting to think that the Com- Ditzy Doo came here after notic- mander has a heart of stone. She will ing that her waterbreathing potion was never be able to love somepony.” wearing off because this room still had a 4. “This could really be dangerous. fairly large pocket of air remaining. Un- I was swimming right under our city fortunately, after she had entered, a bump and a current almost took me under. with the delicate coral cave that had led I was lucky to escape it. Memo to my- her into the room caused the entire thing self. I should warn the others about it.” to collapse. Trapped in the room at the 5. “Why did she chose me!? I’m not bottom of the sea, with no way out and complaining, at least now I can be dwindling air, Ditzy collapsed into a heap with her... but I always thought I only crying while clenching her daughter’s let- hindered her. I’m not really a good sol- ter in her hoof. dier.” Should the party wake her, Ditzy won’t 6. “Is it just me, or is the ocean believe at it at first. After realizing, how- ever, that not only are her saviours real 161 but also have a spare potion, she will easy to control an entire army, but so hard embrace them and cry again, this time to control myself when I’m near her?” of joy. She will tell them the whole sto- ry with her daughter and the Seaponies Inside the room lies also a small gold- (which can be found in the adventure en key. This is the key to the chest in the background). armory. If the players mention that there is no way of returning because of the current, The Fort Ditzy will already have a plan prepared. In this military city, the Fort doubles After all, she had a lot of time to think as a town hall. It has two stories and about it in this room. They can go to the rather big rooms. There is a Conference Airship Dock and use one of the balloons room (in which is a big map of the city there to float to the surface. The current inscribed on water-resistant paper,) a few is strong, but not enough to stop a gi- offices and archives with many maps and ant balloon from rising to the surface. old documents, and some private rooms. But first, Ditzy will beg the PCs to help One is especially interesting. The one her with one last goal. While she was ex- with “Commander Hurricane” written ploring the city, she had discovered the on the door. young sea serpent in the cloudiseum. She Inside the room are various papers believes the serpent cannot be evil if its lying around, many of them scattered trying so hard to save his child. It spent across the room. Most of those papers the last 2 days by its child’s side, trying to are just reports and complaints. Those get the young serpent out of the banners papers are not addressed to Hurricane, and decorations, fighting off other crea- but Quartermaster. On the bed lies a di- tures that might come near it and harm ary labeled “Pansy”. The most recent en- the child. try reads; This room itself belonged to Com- mander Hurricane, and inside lies is her “The commander walked up to me diary. The Diary itself is messily written, stressed as always and offered ordered me but a few passages can be deciphered. to move to her room. I can’t really com- plain about it. The Commander’s room is “I can feel how some of my own soldiers really luxurious. Yet, it bothers me that she are talking behind my back. ‘Why would didn’t even want to take my house for the she chose her as her bodyguard? She is time instead. She insisted on moving to weak and angsty!’. Why you ask? Because the barracks. Number 305 I believe? ...now there is not a single other pony in this that’s weird, at least...” world that I could trust more than her.” “Hurricane really should go see a doc- “I always wanted to change the pass- tor. It’s completely understandable that she word to her name, but others would rebel is a nervous when our country is in war, against that. I just have to make it less ob- but there is only so much a pony can bear v i o u s .” before it turns into complete paranoia.”

With a successful investigation DC25 There is yet another big locked door check. one more message can be deci- in the fort and the sign says it leads to phered: the Cloudiseum. The lock is quite bigger than usual locks. “Maybe some of them are right? Maybe I just wanted to have her near me, but I couldn’t admit it to myself? Why is it so 162 The Armory like the workers evacuated immediately The armory is inside the fort, behind and without a second thought. Those a password-locked door. Ten sliders with tools can be used to clear the entrance small numbers on them have to be ar- of the barracks. With a Difficulty 30 Ob- ranged in line. This password is the name servation check, the party can find a few “Pansy” after converting the letters to remaining containers of lifting gas, just numbers (16-01-14-19-25). Rusted ar- enough to bring one of the balloons ris- mor and weapons hang from the walls ing surfaceward. and lie in wooden racks. One particular Cloudiseum object catches the eye, however; a big The cloudiseum is a big arena. It has metal chest with Hurricane’s name en- three entrances, two of which are bur- graved on it. it is locked with a big sturdy ied under rubble and the last entrance, lock and cannot be opened without the which leads into the lobby, only accessi- appropriate key (found in Hurricane’s ble through a closed door in the fort. The room in the barracks). Cloudiseum’s lobby is a very big place, Inside the chest lies Hurricane’s hel- filled with broken out windows peering met, along with her entire set of armor into the arena. and another, much larger, key. Every- In the center of the arena, struggling to thing in the chest is remarkably well pre- escape a tangle of banners and other de- served, compared to the rusted out junk bris, is a small serpent, only slightly larg- in the rest of the room, kept safe by the er than a pony. Frequently, the Shimmer- air trapped in the sealed chest. The key ing Serpent will attempt to free its child, fits into the door to the Cloudiseum. but to no avail. It was here that Ditzy first Houses saw the serpent from above, and will lead the party here to help if they can. The houses of the common folk are filled with left behind furniture, personal The Serpent Returns items and much more. The Pegasi had to How the serpent reacts depends on flee in a hurry and only took what was what happened earlier. If the players at- dearest to them. Some of those houses tacked it then the serpent won’t let the even didn’t get flooded due to rein- PCs near the child. There is still a pos- forced doors and windows. (Those were sibility to free it, but then somepony has mostly soldiers’ houses) When searching to distract it somehow while the rest frees through a house, there is a 50% chance the child. Even when the PCs succeed the to find an additional note. Some of the serpent and the child will just cease fight- houses are locked, and like the rooms of ing and swim away. the barracks, can only be opened with If the players resolved the first encoun- a skilled set of picks or a strong set of ter peacefully, then now the serpent will hooves. trust them. It will try begging them for Great Airship Dock help, and guide them to her child. If the child is now freed by the players, the Ser- The great airship dock lies right be- pent will be thankful and will allow the hind the barracks. It’s not very different PCs to hold unto her while she brings from the docks found in Manehattan, them to the surface (this is by far the best save for the fact that the ships within ending, or at least the most exciting for have giant balloons instead of sails. In- Jacques. To ride a beast he was telling leg- side, total chaos reigns. Tools lie aban- ends about and to break the surface just doned everywhere, and many of the fly- as the sun sets. That said, flying home in ing boats lie unfinished. The scene looks a Marelantean airship isn’t too shabby.) 163 Surfacing is overjoyed to see the helmet, as well as However the players may return to the any other relics, the party brings back. surface, their adventure is now over, and A special ceremony is held at the end of they will return to Equestria as heroes. the week, and for the first time in ages, the entire museum is filled with eager Epilogue ponies. Past thanks the party for their When the party makes their trium- great service to not only the Canterlot phant return to Manehattan, the news- National Museum of Pony History, but to papers hear about it almost immediately. her. The museum is busier than she’s ever Phoenix Quill, a reporter for Equestria’s seen, all thanks to the publicity stirred up biggest newspaper tracks the PCs down from the discovery of Marelantis. shortly after their return to get their sto- About a week after the party’s return, ry to the world. Captain Junkcrab, upon a simple letter is found amongst the daily reading the paper, swallows his pride and mail of one of the PCs. Inside is a picture brings the deed to Jacques’ ship, although of the PCs underwater, scrawled in cray- he isn’t too pleased with having to admit on, with Ditzy and the Seaponies around that Jacques was right, for once. If the them. On the back of the picture, written party managed to bring any books that in unsteady writing, is a short note: they found to the Canterlot Archives, Libra will be thrilled to find them, par- “Thank you for saving my mommy! ticularly Libra’s journal. Past Endeavor - Dinky Doo”

164 Name Fortitude Egghead Guiding Iron Pony Element Show Stopper Willpower Smart Cookie Gender XP Student Athlete Mind Body Heart Prize Pony Virtue Daredevil Drama Queen Crusader

Crystal Pony Earth Pony Griffon Pegasus Unicorn Zebra

Natural Abilities Special Abilities Primary AP

Secondary AP Edges Utility AP Skills

Once upon a time, in the magical land of Equestria...

With the Season Three Edition, My Little Pony: Roleplaying is Magic has returned with greatly expanded content, new and improved character options, and a more cohesive, streamlined design to appeal to Bronies of all ages. Whether you’re a veteran gamer seeking an innovative and fulfilling experience, or a relative newcomer to roleplaying, you’ll find a unique game within these pages; one crafted with care to stay true to the beloved source material, while dedicated to allowing enough freedom that the stories being told, the challenges being faced, and the lessons being learned, are your own.

So saddle up, round up your very best friends, and prepare to set off on an adventure to discover the magic of friendship!