Savage Worlds MLP Edition

download Savage Worlds MLP Edition

of 66

Transcript of Savage Worlds MLP Edition

  • 8/6/2019 Savage Worlds MLP Edition

    1/66

    111

    TTThhh eee

    SSSAAAVVVAAAGGGEEEWWWOOORRRLLLDDDOOOFFF

  • 8/6/2019 Savage Worlds MLP Edition

    2/66

    222

    TThh iiss ssyyss tt eemm rr eeqquu iirr ee ss tt hh ee SSaavvaaggeeWWoorrllddss EExxpplloorreerrss EEddiittiioonn tt oo pp ll aayy!!

    This game references theSavage Worldsgame system, available from Pinnacle EntertainmentGroup athttp://www.peginc.com/.Savage Worldsand all associated logos and trademarks are

    copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes norepresentation or warranty as to the quality, viability, or suitability for purpose of this product.

    Module Written by I Ran So Far Away athttp://giftkrieg23.deviantart.com/1

    stEdition, May 2011 Revision

    Cover art by 14-bis athttp://14-bis.deviantart.com/Inner cover art by Elosande athttp://elosande.deviantart.com/

    Thanks to: Lauren Faust and the rest of the team, for making it all possible

    Thanks to the following for play testing: BaronessNopper, Concerned Reader, Delfinch, Indigo,Killerjunglist, Liska, Ohlookaturtle, Saberjackal, and Yum Yum

    Know that I have created this system for the other fans of My Little Pony: Friendship is Magicout there, so that they may use it for good and not for evil.

    http://www.peginc.com/http://www.peginc.com/http://www.peginc.com/http://giftkrieg23.deviantart.com/http://giftkrieg23.deviantart.com/http://giftkrieg23.deviantart.com/http://14-bis.deviantart.com/http://14-bis.deviantart.com/http://14-bis.deviantart.com/http://elosande.deviantart.com/http://elosande.deviantart.com/http://elosande.deviantart.com/http://elosande.deviantart.com/http://14-bis.deviantart.com/http://giftkrieg23.deviantart.com/http://www.peginc.com/
  • 8/6/2019 Savage Worlds MLP Edition

    3/66

    333

    CCChhhaaapppttt eee rrr OOOnnn eee

    PPP ooonnnyyyCCCrrr eeeaaattt iiiooonnn

    Character creation follows the same general steps as the standard Savage Worlds core rules, butthe only character options available are the ones presented below. You cannot choose Skills,Edges, Hindrances, or any other features from the core rules unless specifically stated here.

    PP oonn yy BBrr ee ee ddss There are three types of ponies: Earth,Pegasus, and Unicorn. Choose one for your

    character:EEaarr tt hh PP oonn iiee ss start with six

    points to add when choosingstarting Attributes instead offive, and start with a free PhysicalEdge of your choice.

    PP eeggaassuu ss PP oonn iiee ss start with theWings edge, and whenchoosing their startingAttributes, it costs 2 points toincrease their Vigor.

    UUnn iicc oo rr nn PP oonn iiee ss start with theArcane Background edge, andwhen choosing their startingAttributes, it costs 2 points toincrease their Strength.

    CCuu tt iiee MMaarr kkEach pony character has a Cutie Mark, whichis a symbol or emblem on a ponys flank that

    represents their special talent in life. Mostponies get their cutie marks at a young agewhen they first discover their talent, and it isconsidered to be a sort of rite of passage foryoung ponies to get their Mark. Cutie Markscan be either abstract or literal, but each isunique to the pony. Choose one that you think

    best represents your characters primarytalent or skill in life and draw it in the space

    provided on the character sheet.

    AAtt tt rr iibb uu tt ee ss You start with a d4 in each Attribute, and youstart with 5 points with which to raise them.Raising an Attribute costs 1 point for each dietype you raise it. Raising a d4 to a d6, forexample, costs 1 point. You are free to spendthese points however you want, with one

  • 8/6/2019 Savage Worlds MLP Edition

    4/66

    444

    exception: no Attribute may be raised above ad12 during character creation.

    AAgg iill iitt yy represents your quickness, reflexes,and manual dexterity. It is one of the mostimportant Traits for Pegasus ponies.

    SSmmaarr tt ss represents your intelligence, ability tolearn and interpret information, and collectedknowledge. It is one of the most importantTraits for Unicorn ponies.

    SSpp iirr iitt represents your intuition, willpower,and ability to maintain your focus and recoverfrom being rattled physically or mentally.

    SStt rr ee nn gg tt hh represents your physical fitness,brute strength, and constitution. It is one ofthe most important Traits for Earth ponies.

    VViiggoo rr represents your general health,resilience against harm, and resolve.

    SSkkiill ll ss Skills are learned talents and trades that each

    pony develops and practices over time. Eachskill covers a wide variety of abilities, so thatyou do not have to choose from a needlesslyspecific list of skills.You start with 15 points to distribute amongyour skills, all of which start at zero (no dietype). Each die type costs 1 point as long asthe skill is equal to or less than the attribute itis linked to (listed beside the skill in

    parentheses). For example, it would cost 1point to bring a skill with no die value to a d4.If you exceed the attribute tied to the skill, thecost becomes 2 points per die type. As withattributes, no skill can be raised above a d12.

    DDee rr iivvee dd SStt aa tt iiss tt iicc ss Your character sheet contains a few otherstatistics you need to determine, described

    below:

    PP aacc ee is how fast your pony moves in astandard round. Ponies walk 8 in a round andcan move an additional 2D6 if you run. Write8 on your character sheet next to Pace. Eachinch on the tabletop represents 2 yards of realdistance.

    EEvvaaddee is how hard your pony it to hit. Evadeis equal to 2 plus half of your ponys Dodgeskill, plus any applicable modifiers. This isthe TN to hit your pony. Evade replaces Parryin the Savage Worlds Core Rules.

    CChhaarr iissmmaa represents your ponys appearance,manners, and general likability. YourCharisma is equal to 0 unless you have Edgesor Hindrances that modify it. Charisma isadded to certain rolls to find out how some

    ponies react to your character.

    TToouu gghhnn ee ssss is your ponys damage threshold.Anything over this causes him or her to berattled or worse. Like Evade, Toughness is 2

    plus half of your ponys Vigor, plus any otherapplicable modifiers.

    WWiill ll ppoowwee rr is your ponys drive to succeedand keep going. It is used as a sort of

    alternative to Toughness for Contests of Will(see Chapter 7 for more information).Willpower is equal to 2 plus half of your

    ponys Courage skill.

    EEddgg ee ss aann dd HHiinn ddrr aann cc ee ss Along with any Edges that they start with

    because of their breed, ponies can take Edgesby balancing them out with Hindrances, foundin a complete list later in this booklet. Each

    pony may take one free Background Edge ofyour choice.You can take one Major Hindrance and up twoMinor Hindrances. A Major Hindrance isworth 2 points, while a Minor Hindrance isworth 1 point.

    For 2 points, you can raise an attributeby one rank or gain an Edge.

  • 8/6/2019 Savage Worlds MLP Edition

    5/66

    555

    For 1 point, you can increase a skill byone rank or gain an additionalBackground Edge.

    You may take additional Hindrances if youwish (typically for character flavor purposes),though you do not gain any points for takingHindrances over the normal limit.

    FFiinn iisshh iinn gg TToouu cc hh ee ss Finish your pony by filling in any history or

    background you care to, as well as a physicaldescription, and double check that everythingis as you want it. The Notes section of thecharacter sheet can be used for additionalcharacter description, as well as for detailingsituational modifiers (such as situationalmodifiers to your Charisma from Edges like

    Charming). You are now finished with yourpony!

    AAddvvaann cc eemmeenn tt At the end of each gaming session, the GMawards 1 to 3 Experience points to everyone inthe group based on these guidelines.

    EExxppee rr iiee nn cc ee AAwwaarr ddss

    Award Situation1 The group accomplished very

    little or had a very short session.2 The group had more successes

    than failures and generallyaccomplished their goals

    3 The group succeededtremendously, and theiradventure had a significantimpact on the story

    RRaann kkss As each character gains more ExperiencePoints, they go up in rank. The system is thesame as in the Savage Worlds Core Rules,except that ranks only go up to Heroic,meaning that each character reaches a

    maximum of 80 Experience Points (they get afinal Advance upon reaching 80 experience

    but stay at Heroic rank). At that point, it istime to start anew with another character.Otherwise, the process for Advances andRanks follows the standard rules of the SavageWorlds Core Rules.

  • 8/6/2019 Savage Worlds MLP Edition

    6/66

    666

    CCChhhaaapppttt eee rrr TTTwwwooo

    SSSkkkiiilll lll sss

    This chapter lists the skills available to your character. The skills are meant to be as simple andcomprehensive as possible so you can get on with the game without having to keep track of along list of specific skills. Unless otherwise noted, the skills listed here are the same as in theSavage Worlds Core Rules. Next to each skill is its related attribute in parentheses.

    CCoouu rr aaggee (( SSpp iirr iitt ))

    Courage reflects a ponys bravery, and theymay be called on to make Courage checks

    when they witness frightening events orterrifying creatures. The GM should see theFear table for the effects of failure. Couragereplaces the Guts skill in the Savage WorldsCore Rules.

    CCrr aafftt (( SSmmaarr tt ss ))

    Crafting is a ponys ability to skillfully makesomething of a particular type, and must havean emphasis of some sort which should reflecttheir occupation and background. Examples

    of different emphases are Craft (Cooking),Craft (Sewing), and Craft (Drawing). This skillcan be taken multiple times with differenttimes with different focuses to reflect differentareas of expertise. Craft works the same wayas Knowledge in the Savage Worlds CoreRules.

    DDooddgg ee (( AAgg iill iitt yy))

    Dodge is a ponys ability to move out of theway of danger quickly and defend themselves

    from physical harm. Dodge helps todetermine your Evade statistic and can comein handy in dangerous situations.

    FFiigghh tt iinn gg (( SStt rr ee nn gg tt hh ))

    Unfortunately, some ponies try to resolve theirproblems through force instead of talking andthinking it over, and thats just terrible.Fighting covers a ponys ability to kick,stomp, and thrash in a melee.

    GGrr aacc ee (( AAgg iill iitt yy))

    Grace reflects a ponys ability to movegracefully and elegantly with as little effort asis needed. Grace can be rolled in situationswhere a pony is trying to present themselvesfavorably, such as at a ball or gala.

  • 8/6/2019 Savage Worlds MLP Edition

    7/66

    777

    II nn tt uu iitt iioonn (( SSpp iirr iitt ))

    Intuition reflects a ponys ability to senseotherwise hidden elements in any situationwhen he or she must make an educated guess.A successful Intuition roll may tell you if a

    particular path or option feels right andseems reasonable or not.

    KKnnoowwll ee ddgg ee (( SSmmaarr tt ss ))

    Knowledge represents your background andexperience in certain fields, and must have afocus of some sort that reflects the characters

    background and history, such as Knowledge(Science) or Knowledge (History). This skillcan be taken multiple times with differentfocuses to reflect different areas of expertise.

    LLee aaddee rr sshh iipp (( SSpp iirr iitt ))

    Leadership is your ability to inspire and directothers, in order to rally them in times of needor to better focus their abilities in more

    productive ways.

    MMaann nn ee rr ss (( SSmmaarr tt ss ))

    Manners represents your knowledge of howto act appropriately in all situations, whether itcalls for you to be earthy and blunt for somecountry bumpkins or polite and respectful forroyalty. Manners and Speech replace

    Persuasion in the Savage Worlds Core Rules.

    NNaatt uu rr ee (( SSpp iirr iitt ))

    Nature concerns ones experience in dealingwith plants and animals, and a higher Natureskill allows you to interact more readily withanimals and access knowledge about plantssuch as useful herbs and roots. Nature replacesand adds on to Survival in the Savage WorldsCore Rules.

    NNoo tt iicc ee (( SSmmaarr tt ss )) Notice is your general alertness and ability tospot items or clues that might otherwise gounnoticed.

    PP rr oovvookkee (( SSmmaarr tt ss ))

    Your ponys Provoke skill represents theirability to use clever wordplay, one-upmanship, and cruel jokes in order to goad

    others into doing what you want them to do.Provoke replaces Tauntin the Savage WorldsCore Rules.

    PP rr oowwll (( AAgg iill iitt yy)) Prowl is your ability to both move silently andwithout being seen, including performingsleight-of-hoof tricks. Prowl replaces Stealth

    in the Savage Worlds Core Rules.

    RRaacc iinn gg ((AAgg iill iitt yy))

    Racing is the skill concerned with maintainingcontrol and performing complicatedmaneuvers while galloping. It is alsoapplicable to Pegasus ponies when they areflying and attempting complicated aerialstunts. Racing replaces Riding in the SavageWorlds Core Rules.

    SSppee ee cc hh (( SSpp iirr iitt )) Speech concerns your ability to speakeffectively and get an audience to listen towhat you have to say. With a higher Speechskill, you are more likely to sway othersopinions. Speech and Manners replacePersuasion in the Savage Worlds Core Rules.

    SSppoo rr tt (( SStt rr ee nn gg tt hh ))

    Sport reflects your ability to perform invarious team sports and athletic exercises.Sport can be rolled as an opposed roll whendetermining success in a sporting event orgame.

    SSwwaagggg ee rr (( SStt rr ee nn gg tt hh ))

    Some ponies are just more physicallyintimidating than others, and Swaggermeasures your ponys ability to influenceothers through sheer presence. Swaggerreplaces Intimidate in the Savage Worlds CoreRules.

    VVoogguu ee (( SSmmaarr tt ss ))

    Vogue is your knowledge of what is trendyand fashionable at any given time. Ponieswith high Vogue skills are the ones who setthe trends and receive the most attention inhigh society.

  • 8/6/2019 Savage Worlds MLP Edition

    8/66

    888

    CCChhhaaapppttt eee rrr TTThhhrrr eeeeee

    HHHiiinnndddrrr aaannn ccc eee sss

    Hindrances are character flaws and physical handicaps that often make your ponys life harder insome way. Most Hindrances presented here act in the same way as those presented in the SavageWorlds Core Rules, though several new ones have been added, and you may only choose onesfrom this selection.

    AAll ll ee rr ggyy ((MMaajj oo rr oo rr MMiinn oo rr ))

    There is some common substance that your

    pony reacts poorly to, typically things such aspollen, insect venom, nuts, cat hair, etc. As aMinor Hindrance, being in physical contactwith the substance causes a -2 to all trait rolls,while a Major Allergy incurs a -4 penalty.Depending on the substance, simply beingnear it may be enough to trigger your Allergy.

    AArr rr oogg aann tt ((MMaajj oo rr ))

    You dont think you are the best at what youdo you knowyou are the best and most

    deserving. You take every opportunity topreen and flaunt your talents.It is not enough to win, but you must dominateand humiliate anypony that stands in yourway, no matter how petty the issue.

    BBiigg MMoouu tt hh ((MMiinn oo rr ))

    Your pony cannot keep a secret very well, andyou cannot resist gossip. You reveal plans and

    give away things best kept to yourself at theworst possible times.

    BBll aann kk FFll aann kk((MMiinn oo rr )) For some reason, you have not yet received aCutie Mark, and its notable absence is aconstant source of embarrassment in ponysociety when it is noticed. Ponies with theYoung Filly/Colt Hindrance are the ones whomost commonly take this Hindrance, and it

    provides 2 points (instead of 1 as with other

    Minor Hindrances) for spending on Edges andthe like. Upon reaching the Seasonedexperience level, you lose this Hindrance andgain a Cutie Mark automatically.

    BBrr aann ddeedd ((MMaajj oo rr oo rr MMiinn oo rr ))

    You have been charged with a crime at somepoint in your past, and as a result others treat

  • 8/6/2019 Savage Worlds MLP Edition

    9/66

    999

    you with disdain and suspicion. As a MinorHindrance, the crime was somethingnoteworthy but not particularly serious, suchas stealing or destruction of property. As aresult of your crime, your Cutie Mark has lostits color temporarily, and though you havealready paid your debt to society, you arerecorded in the local Sheriffs records as a

    lawbreaker. You receive -1 Charisma whendealing with other ponies who haveknowledge of your past and who would careabout such things. As a Major Hindrance, yourcrime was serious enough to garner theattention of the local Sheriff, such asdisobeying a Royal declaration or violence,and the Charisma penalty increases to -2. Ontop of these penalties, with a Brand you willlikely be watched by the local lawenforcement closely.

    CCaauu tt iioouu ss ((MMiinn oo rr ))

    You are meticulous in your planning and willnever rush into any situation without carefullymulling over your options, even in situationswhere decisive action may be necessary.

    CCll iippppeedd WWiinn ggss ((MMaajj oo rr ))

    You must be a Pegasus pony to take thisHindrance, which is worth 3 Hindrance pointsinstead of the normal 2. Either through someaccident or since birth your Pegasus pony has

    been unable to fly. Their wings may becrippled or atrophied, and while they canmove they are incapable of sustained flight.You cannot fly and cannot use Feats ofDaring, but you may still use your wings tosteady yourself when falling. Once per gamesession you may spend a benny to make aRacing check at -2 in order to glide a distanceequal to your Pace.

    CCll uu ee ll ee ss ss ((MMiinn oo rr ))

    Your pony is not as aware of their world asmost other ponies. You suffer a -2 penalty tomost common Knowledge rolls and all Smartsrolls.

    CCuu rr iioouu ss ((MMaajj oo rr ))

    Your character is easily dragged into anyadventure, and you cannot help but investigateanything mysterious, even if it may beunreasonable or dangerous to do so.

    DDee ll uu ss iioonn ((MMaajj oo rr oo rr MMiinn oo rr ))

    Your pony believes something that isconsidered quite strange by most others.Minor Delusions are mostly harmless, such assuperstitions about stepping on cracks orwalking under ladders: they pose no morethan an inconvenience in most situations. AMajor Delusion affects your activitiessignificantly, and can lead to significantdanger and alienation from others if it gets outof hoof.

    FFoouu rr -- EEyyee ss ((MMiinn oo rr )) Your pony has poor eyesight and relies onglasses to see clearly. As long as you arewearing you glasses, you take no penaltiesfrom this Hindrance. If you lose your glasses(generally a 50% chance when rattled or hitwith physical force or something similar), yousuffer a -2 penalty to all rolls that requirevision, such as Notice. If your glasses have arestraining strap, you only need to make acheck to see if they fall off if you are hit in the

    head (either on a called shot or when you arehit with a physical attack that has at least oneraise on the attack roll).

    GGeeaass ((MMaajj oo rr oo rr MMiinn oo rr )) You are obligated to perform a specific task ormission, and you will do whatever you can tofulfill it. A Minor Geas can be somethingrelatively simple, such as delivering a letter toan important pony or keeping a treasure safe.A Major Geas necessitates a very dangerous

    and/or difficult task, such as recovering astolen artifact from a dragon. At the end ofany session in which you failed to advanceyour progress in completing your Geas whengiven opportunity to do so, you gain one lessExperience Point and start with one fewer

    benny on the next session.

  • 8/6/2019 Savage Worlds MLP Edition

    10/66

    111000

    GGiill ddeedd LLiill ll yy ((MMaajj oo rr oo rr MMiinn oo rr ))

    You are quite fond of exaggerating or outrightfabricating tales that make you sound moreimportant or powerful than you actually are,and you do your best to make sure people

    believe your delusions of grandeur. As a

    Minor Hindrance, you will occasionally haveto make opposed Speech rolls versus theIntuition of skeptics to keep from beingrevealed as a liar. As a Major Hindrance, yourtales will be so fantastic that you will berequired to make Speech rolls frequently, andreceive -2 to the roll. You get -2 to yourCharisma against characters that realize thatyou are a liar.

    HHaarr dd oo ff HHeeaarr iinn gg ((MMiinn oo rr )) For whatever reason, your ponys hearing isnot what it used to be, and you suffer a -2 onall Notice rolls involving hearing, includingwaking upon hearing a loud noise.

    HHee rr oo iicc ((MMiinn oo rr ))

    Despite your better judgment sometimes, youcan never say no to somepony in need. Youalways do your best to come to other ponys

    aid, and you are easily drawn into helpingthose you feel cannot help themselves.

    HHoommee ll yy ((MMiinn oo rr ))

    Your pony is not gifted with the most well-proportioned features, and many would callyou down-right funny lookin. You receive -1to your Charisma when making rolls in whichyour physical appearance comes into play(GMs discretion, but typically includesSpeech and some Swagger checks). This

    penalty applies to Contests of Will as well.

    LLaammee ((MMaajj oo rr ))

    You have a permanent injury that ofteninterferes with your mobility. When you takethis Hindrance, if you have the Wings Edge,you may specify whether you have a lame legor wing. With a lame leg, your ponys basePace on the ground is reduced by 2 and theirrunning dice are reduced to a pair of d4s.With a lame wing, your base flying Pace isreduced in the same fashion (but not yourwalking Pace).

  • 8/6/2019 Savage Worlds MLP Edition

    11/66

    111111

    MMeeaann ((MMaajj oo rr oo rr MMiinn oo rr ))

    Your character is contentious and has a hardtime getting along with others, even if they aretrying to be friendly. As a result, you suffer a -1 to your Charisma for the Minor Hindranceand -2 for the Major Hindrance. This penaltyapplies in situations where your positivedisposition comes into play (GMs discretion,

    but typically includes some uses of Speechand Manners). This penalty applies toContests of Will as well.

    NNee rr vvoouu ss NNee ll ll iiee ((MMaajj oo rr )) Some ponies just arent as brave as the others,and you make even these ponies seem heroicin comparison. You are rather squeamish andeasily frightened. You receive a -1 penalty toall Courage checks and -1 to your Willpower.

    OOuu tt ss iiddee rr ((MMiinn oo rr ))

    Your pony is from a far away land and you areimmediately recognizable as an outsider tomost other ponies, who may treat you withsuspicion and fear. You receive a -1 penalty toCharisma when interacting with ponies notfrom your land. This penalty applies insituations where your ability to relate to other

    ponies comes into play (GMs discretion, buttypically includes some uses of Speech and

    Manners). This penalty applies to Contests ofWill as well.

    OOvvee rr cc oonn ffiiddee nn tt ((MMiinn oo rr )) Your character feels as if there is little she orhe cannot do, and you will not retreat from achallenge. You will take on almost anychallenge and refuse to back down even whencommon sense dictates otherwise.

    PP aacc iiffiiss tt ((MMiinn oo rr ))

    Even by pony standards, you are gentle andnon-violent to an extreme. You will dowhatever you must do to avoid harming otherliving beings and you will avoid physicalconfrontation as much as possible.

    PP ee rr ffee cc tt iioonn iiss tt ((MMiinn oo rr ))

    Everything must be absolutely perfect for yourpony, and many consider you obsessive about

    meaningless details. You will go out of yourway to make sure that everything you do, nomatter how petty or unimportant, is done withexacting precision. As a result, you aresometimes quite tiring to deal with.

    PP hhoobb iiaa ((MMaajj oo rr oo rr MMiinn oo rr ))

    Your pony has an overwhelming and irrational

    fear that has been with them their entire life.Example Phobias are spiders, public speaking,dark, etc. When in the presence of your

    phobia, you receive a -2 penalty to all traitrolls with a Minor Phobia or a -4 with a MajorPhobia.

    PP rr aann kkss tt ee rr ((MMaajj oo rr oo rr MMiinn oo rr ))

    You love a good practical joke, and sometimesyou have a hard time saying no to humiliatingsomepony else. As a Minor Hindrance, you

    are prone to playing more or less harmlesspractical jokes on your friends. As a MajorHindrance, you will attempt to prank other

    ponies at very inopportune times, and you arefond of particularly cruel or embarrassing

    pranks that can easily anger and alienate thevictim.

    QQuu iirr kk ((MMaajj oo rr oo rr MMiinn oo rr ))

    While each pony is unique, you are moreunique than most. You have a noticeable,strange habit or mannerism that typicallyresults only in minor inconvenience, but it canquickly get on the nerves of those around you.As a Minor Hindrance, the quirk is noticeable

    but not particularly off-putting (constantchewing, walking in place, boring small-talk)that gives you a penalty of -1 Charisma tothose who notice. As a Major Hindrance, thequirk is difficult to ignore and will make many

    ponies actively avoid talking to you, and theCharisma penalty increases to -2. This penaltyapplies in situations where your ability torelate to other ponies comes into play (GMsdiscretion, but typically includes some uses ofSpeech and Swagger). This penalty applies toContests of Will as well.

  • 8/6/2019 Savage Worlds MLP Edition

    12/66

    111222

    RRiivvaall ((MMaajj oo rr oo rr MMiinn oo rr ))

    Somepony out there dislikes you and willactively try and undermine or embarrass you.Whether or not their dislike of you is justified,they will be a constant thorn in your side. As aMinor Hindrance, your rival will typically beanother pony who will attempt to impede youand your work. As a Major Hindrance, yourrival is a powerful foe (even an intelligent non-

    pony creature) who puts a good deal of timeinto making your life miserable.

    SShhaatt tt ee rr ee dd HHoo rr nn ((MMaajj oo rr ))

    You must be a Unicorn pony to take thisHindrance, which is worth 3 Hindrance pointsinstead of the normal 2. Either through someaccident or since birth your Unicorn pony has

    been unable to use magic, as their horn is non-

    functioning, damaged, or missing. You cannotuse or learn new spells, though you may stillhave Power Points and ranks in Knowledge(Magic). At the GMs option once per gamesession, you may spend a benny to use thespell Magic Trick at a -4 penalty to theKnowledge (Magic) roll.

    SSiicc kkll yy ((MMiinn oo rr ))

    Your pony easily falls sick, and you have ahard time resisting fatigue and exhaustion.

    You receive a -2 penalty to all rolls forresisting fatigue and effects such as poison anddisease.

    SSmmaall ll ((MMiinn oo rr )) You are much shorter than other ponies ofyour age, and you never seem to be able tocatch up. You receive -1 to your Toughness.

    SStt oooogg ee ((MMaajj oo rr oo rr MMiinn oo rr ))

    Your pony is obsessed with another pony and

    will follow them around, gushing over theirgreatness. Aside from viewing you aspathetic, the recipient of your attention willtypically either ignore you or take advantageof your fawning obedience. As a MinorHindrance, you always listen to and follow theadvice of another particular character, and youwill carry out their whim with little to nocomplaint. As a Major Hindrance, you will

    follow the other character around like a traineddog and will happily lay in the mud so thatthey can walk on you and not dirty theirhooves.

    SStt uu bb bb oo rr nn ((MMiinn oo rr ))

    Your pony refuses to second guess his or herdecisions, and always demand their way. You

    refuse to back down, even when it is obviousthat you have made a mistake.

    TThh rr ee ee LLee fftt LLeegg ss ((MMaajj oo rr ))

    Gracefulness has never been one of yourstrong points, and you have to constantlyworry about tripping and falling. You receivea -1 penalty to all Strength and Agility rolls aswell as any skills associated with those Traits.

    TTrr aauummaatt iicc RRee ssppoonn ssee ((MMiinn oo rr ))

    You do not react to physical injury nearly aswell as some, and the threat of physical injurycan quickly demoralize you. Whenever yousuffer a Wound, you also immediately suffer aDaunt.

    UUnn ll uu cc kkyy ((MMaajj oo rr ))

    Fate does not shine on you or your endeavors,and you seem to never catch a break. Youdraw one less benny per game session thannormal. You cannot take the Lucky Edge aslong as you have Unlucky.

    WWee iirr dd MMaaggnn ee tt ((MMaajj oo rr oo rr MMiinn oo rr ))

    No matter where you go or what you do,strange and unlikely things seem to gravitatetowards you like moths to a fire. These thingsare not necessarily harmful, but they aretypically unexpected and awkward for thosearound you. As a Minor Hindrance, the eventsare mostly harmless and inconvenient. As aMajor Hindrance, you are plagued with

    potentially dangerous events that can easilycause harm to those around you.

    WWee ll ll ,, II NNeevvee rr !! ((MMiinn oo rr ))

    You view cleanliness and proper manners ashigh virtues, and things such as vulgar speechor dirt offend your delicate sensibilities. Your

  • 8/6/2019 Savage Worlds MLP Edition

    13/66

    111333

    rarified attitude can both cause inconveniencefor you and to those around you.

    YYoouu nn gg FFiill ll yy//CCoo ll tt ((MMaajj oo rr )) Quite simply, you are still a very young pony,and likely do not even have a Cutie Mark yet.While smaller and less experienced, you aregenerally luckier than the older ponies around

    you and make up in gumption what you lack insize and mettle. This Hindrance is worth 3Hindrance points instead of the normal 2.When creating your pony, you receive a poolof only 4 points to distribute among your

    Attributes and 10 skill points, but you startwith one more Benny per game session thannormal. If you take this Hindrance withUnlucky, you do not receive the bonus Bennyfrom this Hindrance. In addition, playing aYoung Filly/Colt will affect how certaincharacters interact with you, as many arelikely to disregard you for being childish.

    Consult with the GM before building acharacter with Young Filly/Colt.

  • 8/6/2019 Savage Worlds MLP Edition

    14/66

    111444

    CCChhhaaapppttt eee rrr FFFooouuu rrr

    EEEdddgggeee sss

    Edges are qualities and special advantages that your character has, and are grouped here by type.Unless otherwise stated, Edges cannot be taken more than once. Edges, Ranks and ImprovedEdges function the same way as in the Savage Worlds Core Rules, except that Combat Edgeshave been replaced with Physical Edges.

    BBaacc kkgg rr oouu nn dd EEddgg ee ss Background Edges are hereditary and

    background advantages that can usually onlybe chosen when creating the character for thefirst time. If at some point the GM decides itwould be appropriate for a character to have anew Background edge open to them, the

    player can choose the Edge when spendingAdvances as normal. A character that hasspent a good deal of time living in andexperiencing the ins and outs of Ponyville, forexample, could gain the Hometown(Ponyville) Background.

    AArr cc aann ee BBaacc kkgg rr oouu nn dd

    Requirements: Novice, Unicorn PonyUnicorns start with this Edge for free, and itallows them to cast magical spells using theirhorn as a focus. You use Knowledge (Magic)as the primary skill for this Background. SeeChapter Seven for more information.

    CCaann tt ee rr ll oo tt Requirements: NoviceYou have either grown up in or lived in the

    town situated inside Canterlot Castle, whereyou lived and worked either with or in close

    proximity to the Royal University or RoyalCourt. Because of your manner and privilege,you gain a +1 to your Charisma when dealingwith subjects of Equestria, but not againstoutsiders or other creatures. This bonusapplies to most rolls when your background orstatus comes into play (GMs discretion, buttypically includes Manners, Speech andVogue). This bonus also applies to most

    Contests of Will.

    RRooyyaall UUnn iivvee rr ss iitt yy** Requirements: Canterlot, ArcaneBackgroundYou attended the Royal University of Magicin Canterlot, which is directed by PrincessCelestia herself. You start with an additional

  • 8/6/2019 Savage Worlds MLP Edition

    15/66

  • 8/6/2019 Savage Worlds MLP Edition

    16/66

    111666

    the bonus one from Lucky at the beginning ofeach game session.

    NNeeww FFeeaatt Requirements: Novice, Feats of Daring orFeats of StrengthPonies with the Feats of Daring or Feats ofStrength Edges can gain additional Feats (of

    their specific type only) by taking this Edge(which can be taken multiple times). Gain anew Feat of your rank or lower.

    NNoobb ll ee

    Requirements: NoviceYou are descended from a family that hasconnections to the Royal line. Though no

    pony in your family has a claim to the throne,your relatives are likely fixtures of the RoyalCourt. You gain a +1 to your Charisma when

    dealing with subjects of Equestria, but notagainst outsiders or other creatures that haveno special regard for the legitimacy of theThrone.

    RRooyyaall **

    Requirements: Novice, Noble

    You are not only of noble birth, but yourfamily are only one or two steps removed fromthe royal line itself. You have likely appearedin the Royal Court on more than one occasion,and your family is part of high society inEquestria. Your Charisma is increased by anadditional +1 when dealing with subjects ofEquestria.

    OOuu tt ll aann ddee rr Requirements: NoviceYou grew up either in one of the many smalltowns dotting Equestrias borders or in awilderness community far removed from the

    big cities. You receive -1 Charisma whendealing with nobility and those of higherstatus, but you may also choose one of thefollowing skills to gain an additional rank in(unless it is already a d12): Nature, Notice,

    Prowl, or any relevant Craft or Knowledgeskill to your background. For example, youmay choose Knowledge (Farming) if you grewup on a remote frontier farm. The Charisma

    penalty applies to certain rolls in which yourbackground or standing would come into play(GMs discretion, but typically includes rolls

  • 8/6/2019 Savage Worlds MLP Edition

    17/66

    111777

    such as Speech and Manners). This penaltyapplies to Contests of Will as well.

    WWiinn gg ss Requirements: Novice, Pegasus PonyPegasus ponies start with this edge for free,and it allows them to fly at the incrediblespeeds that pegasi are famous for. Your Pace

    while flying is equal to twice your Pace onland, and when flying you use the same rulesas with Mounted Combat (See the SavageWorlds Core Rules, Chapter 5: SituationalRules). You are considered to be the mount inthis situation for movement, being targetedwhile moving, and charging. You areconsidered to be a Trained Horse, and whenyou are Wounded or Shaken while flying youmust make a Racing roll to stay balanced orfall. In addition, you can walk on clouds as if

    they were solid ground.

    PP hhyyss iicc aall EEddgg ee ss Physical Edges put your pony ahead of othersin terms of stamina and athletic prowess.Earth ponies start with a free Physical Edge,representing their inherent sturdinesscompared with other types of ponies.

    AAddrr eenn aall iinn ee SSuu rr gg ee

    Requirements: Novice, Vigor d6+In stressful and potentially dangeroussituations, you become more decisive and ableto ignore fear. Once per game session, youcan spend a benny to automatically pass aCourage check.

    CCaatt ss BBaall aann cc ee

    Requirements: Seasoned, Agility d8+You always seem to be able to keep your

    balance and move with fluid grace. You gain

    +1 to your Prowl rolls when trying to movequietly, and if you fall you get +2 to Agilityrolls to land upright and without takingdamage.

    FFll ee ee tt -- oo ff-- HHoooo ff

    Requirements: Novice, Agility d6+You are exceptionally fast, and your base Paceis increased by 2. In addition, you roll d8swhen running instead of d6s.

    II rr oonn PP oonn yy

    Requirements: Seasoned, Strength d8+,Agility d8+You are a paragon athlete, able to run for milesand perform just about any feat of stamina orspeed. Once per game session you may re-rollany one Strength or Agility check, and whenyou spend a benny to re-roll any Strength orAgility check or any skill tied to thoseAttributes, you get a +1 to the new roll.

    SStt ee ee ll PP oonn yy**

    Requirements: Veteran, Iron PonyWhen making Fighting attacks in combat, youmay act as if you had a weapon that deals Str +d6 damage. You may also ignore up to 1 pointof penalties from Fatigue or Wounds.

    LLeevvee ll --HHeeaaddeedd Requirements: Seasoned, Spirit d8+You can keep your calm and focus and recoverquickly from shock. You receive a +2 bonusto your Spirit roll when rolling to recover from

    being Shaken.

    LLiigghh tt hhoooo ff

    Requirements: Novice, Agility d6+You have a very soft hoofprint, and you areable to walk daintily without disturbing theterrain. You gain a +2 bonus to checks madeto avoid dangerous terrain or other hazards,such as not causing an avalanche whilewalking along rocks or not sinking into thickmud when trying to walk across it.

    QQuu iicc kkRRee ffll ee xxee ss Requirements: Novice, Agility d8+

  • 8/6/2019 Savage Worlds MLP Edition

    18/66

    111888

    When dealt a card for initiative, if yours is a 5or below you may discard it and be dealt a newcard until you get one that is higher than a 5.

    SStt oonn ee ss EEnn dduu rr aann cc ee

    Requirements: Veteran, Strength d8+, Vigord8+You are as unmovable as a mountain, and

    there is little in the way of physical hardshipthat you cannot endure. You gain +1Toughness.

    SStt rr oonn gg BBaacc kkRequirements: Novice, Strength d8+You are extremely sturdy, and you can ignoreup to 1 point of penalties from carrying weightover your load limit, and you suffer no

    penalties from equipment.

    II mmpprr oovveedd SStt rr oonn gg BBaacc kk** Requirement: Seasoned, Strong BackYou can now ignore up to 2 points of penaltiesfrom carrying weight over your load limit.

    TTuu nn eedd II nn

    Requirements: Veteran, Spirit d8+

    Though you cannot explain it, you have anuncanny ability to read your internal clock andsenses. At any given time, you are aware ofthe current time of day, temperature, and whatdirection is north. Gain a +1 to all Noticerolls.

    LLeeaaddee rr sshh iipp EEddgg ee ss Leadership Edges aid your pony in guidingyour friends and working effectively as a teamto overcome challenges. Leadership Edgesaffect all of your Wildcard allies and Extrasthat can see and hear you, though no one ponycan benefit from more than one instance ofany one Leadership Edge at once (for exampleif two ponies in your party had Lead byExample, their allies would gain bonuses fromonly one).

    EEll eemmeenn tt aarr yy TThh iinn kkiinn gg

    Requirements: Novice, Smarts d6+, Noticed6+While others may miss important details andfacts, you are able to easily spot even minordetails and quickly come up with solutions toalmost any mystery at hand. When spotting

  • 8/6/2019 Savage Worlds MLP Edition

    19/66

    111999

    hidden or obscure details, you get a +1 to yourNotice rolls. In addition, you can makeSmarts rolls for additional possible clues

    provided by the GM in certain situations.

    II nn sspp iirr iinn gg

    Requirements: Novice, Smarts d6+Your presence reassures your allies and makes

    them more confident in their abilities. As longas they are within eyeshot and can hear you,they receive a +1 to their Willpower.

    LLee aadd bb yy EExxaammpp ll ee

    Requirements: Seasoned, Smarts d6+Your ponys success can influence yourfriends and aid them in their tasks. Once pergame session, when you make a successfultrait roll, each of your allies gains a +1 bonusto their roll of the same type on their next

    attempt.

    SSpp iirr iitt oo ff HHaarr mmoonn yy

    Requirements: SeasonedYou are able to help your friends not onlyutilize the Elements of Harmony that theyembody, but you can share their power withothers. Any of your allies (including you) canallow another willing pony to use theirEmbodiment of Harmony edge power once

    per game session.

    TTee aamm LLeeaaddee rr

    Requirements: Novice, Spirit d6+Each of your allies benefits from yourreassurance and help, and you are an effectiveleader. You may share your bennies amongyour allies.

    PP oowwee rr EEddgg ee ss Power Edges are only available to those with

    the Arcane Background edge, and allow you toexpand your magical prowess.

    AAgg iill ee SSppee ll ll cc aass tt ee rr Requirements: Veteran, Arcane BackgroundIntense training has allowed you cast multiplespells at once, allowing you to quickly channelarcane energy. The multi-action penalty for

    casting spells is reduced by 2 for each spell(for example, casting 2 spells at once wouldincur no penalty on each instead of -2).

    CCoonn tt iinn gg eenn cc yyRequirements: Seasoned, Smarts d8+,Arcane BackgroundAt the beginning of each game session, you

    may choose one power of Novice level, andyou immediately spend power points as if you

    just used the power. This is your Contingencypower. Until the end of the game session, youmay spend a benny in order to immediatelyuse the power as a Free Action on your turn oras an immediate response to any action(resolve the spell before the action takes

    place). You can only use the Contingencypower once per game session.

    II mmpprr oovveedd CCoonn tt iinn gg eenn cc yy** Requirements: Veteran, ContingencyYou may choose a power of Seasoned or

    Novice level, and you may spend a benny touse the Contingency power a second time pergame session if the power is of Novice level.

    NNeeww PP oowwee rr Requirements: Novice, Arcane BackgroundA character with the Arcane Background maylearn a new power by choosing this Edge(which may be taken multiple times). Youmay choose a single power of the same rank asyour character, or two powers of a lower rank(both of these can be of different rank as longas each is of a lower rank than your character).

    PP oowwee rr PP oo iinn tt ss

    Requirements: Novice, Arcane BackgroundThis Edge grants your pony an additional 5

    power points. You may take this Edgemultiple times, but only once at each Rank.

    RRaapp iidd RRee cc hhaarr ggee Requirements: Seasoned, Spirit d6+, ArcaneBackgroundWith this Edge, your pony recovers 1 power

    point every 30 minutes of game time.

  • 8/6/2019 Savage Worlds MLP Edition

    20/66

    222000

    II mmpprr oovveedd RRaapp iidd RRee cc hhaarr ggee**

    Requirements: Veteran, Rapid RechargeYour pony now recovers one power pointevery 15 minutes of game time.

    SSiiggnn aatt uu rr ee SSppee ll ll

    Requirements: Seasoned, Smarts d6+,Arcane BackgroundThere is one spell in your repertoire that youhave studied so much that you can cast iteasily and without expending much energy.Choose one power you have: the cost of that

    power is reduced by one power point (cannotbring the cost below 0). In addition, youreceive a +2 to the Knowledge (Magic) roll tosuccessfully cast your Signature Spell.

    II mmpprr oovveedd SSiiggnn aatt uu rr ee SSppee ll ll **

    Requirements: Veteran, Signature SpellChoose an additional power, other than theone you chose for Signature Spell. The cost ofthat power is reduced by one power point(cannot bring the cost below 0). In addition,you receive a +2 to the Knowledge (Magic)roll to successfully cast your alternate

    Signature Spell.

    SSppee ll ll DDiisscc iipp ll iinn ee

    Requirements: Seasoned, ArcaneBackgroundWhen you first choose this Edge, choose oneof your spells. Replace this spell with anotherspell one rank higher than it (but no greater

    than your current rank). Each time youachieve a higher character rank, you may re-train another spell in this fashion (you maytrain up the same spell that you chose whenyou first took this Edge).

    TTrr aann ss ffee rr PP oowwee rr

    Requirements: Novice, Arcane BackgroundAs an action, you can touch another unicornwith your horn and transfer power points tothem. The target must be able to normally

    have and use power points. For every 5 pointsyou wish to transfer (or fraction thereof), thisaction costs 1 power point. For example,transferring 3 power points would cost you atotal of 4 points (3 being transferred + 1 intransfer costs).

  • 8/6/2019 Savage Worlds MLP Edition

    21/66

    222111

    PP rr oo ffee ss ss iioonn aall EEddgg ee ss Professional Edges represent years of

    practicing a particular trade or activity, andhelp create a character who is far morecompetent in their chosen field than others.You normally can only take ProfessionalEdges at character creation, but a pony can

    pick up a new one with practice and patienceover the course of their adventures. As in theSavage Worlds Core Rules, bonuses provided

    by multiple Professional Edges do not stackwith one another.

    AArr tt iiss tt Requirements: Novice, Smarts d8+You are devoted to a single craft or art formthat you have practiced tirelessly for years,and your experience has paid off. Choose asingle form of artistic expression (painting,dressmaking, etc), and you get a +1 to all Craftand Knowledge rolls concerning your art.

    EExxpp ll oo rr ee rr

    Requirements: Novice, Vigor d6+, Natured8+You do not have a permanent home, and youare constantly drawn to new places and newlands by your inherent wanderlust. You have

    a +1 to rolls when resisting the effects ofFatigue, and you get +1 to all Nature rolls.

    HHee rr aall dd

    Requirements: Seasoned, Noble, Agility d8+,Spirit d8+As a Royal Herald, you have been tasked withtraveling to different parts of Equestria todeliver notices, letters, and proclamations tothe more remote areas of the Kingdom. Yougain an additional +1 to your Charisma bonus

    granted from Noble, and an additional +1 toyour Manners, Speech, and Vogue rolls.

    PP ee aacc eemmaakkee rr

    Requirements: Novice, Smarts d6+, Spiritd10+Among your friends you are the go-to ponywhen settling disputes, and you are able to

    fairly and impartially resolve almost everydispute. You get +2 to your Charisma whenrolling Contests of Will in order to preventconflict or violence.

    PP ee rr ffoo rr mmee rr

    Requirements: Novice, Smarts d6+, Graced8+

    You are devoted to a particular form ofexpression, whether it is dance or music oracting. Choose a single form of performance,and you get a +1 to all Knowledge rollsconcerning your discipline. In addition, selectone of the following skills related to your

    performance art: Knowledge (Music) (formusic), Grace (for Dancing), Speech (forActing). You get a +1 to all rolls with this skillwhen practicing your discipline.

    PP oonn yy--OOff-- AAll ll -- TTrr aaddee ss Requirements: Novice, Smarts d10+You have studied almost every subjectimaginable, and you have a talent for pickingup skills on the fly. There is little you cannotdo without a little bit of luck. Any time youmake an unskilled roll for a Smarts-basedskill, you may ignore the negative penalty for

    being untrained.

    SScc hhoo ll aarr

    Requirements: Novice, d8+ in affected skillsYou have spent many an hour studyingvarious areas of scholarly knowledge. Youhave become an expert on several subjects,and rarely fail to answer questions in your

    particular areas of expertise. Pick any twoKnowledge skills that you have a d8 or betterin. Add +1 to your total whenever these skillsare rolled.

    SShhee rr iiffff

    Requirements: Seasoned, Smarts d6+, Spiritd8+, Vigor d6+, one or more CityBackgrounds (Ponyville, Trottingham, etc)You have been appointed as the Sheriff of a

    particular city or region of Equestria by Royalmandate and it is your duty to uphold peaceand order. You settle local disputes and

  • 8/6/2019 Savage Worlds MLP Edition

    22/66

  • 8/6/2019 Savage Worlds MLP Edition

    23/66

    222333

    each ally that can see and hear you +1 to theirCharisma for one turn.

    CCooddee oo ff HHoonn oo rr Requirements: Novice, Noble, Spirit d8+You are beholden to a strict code of honor,which you must follow to the letter at all timesor risk losing this Edge. You will always tell

    the truth and defend the honor of othernobility, and when dealing with other Nobilityyou gain +2 Charisma. When dealing withother ponies, you receive a +1 bonus toCharisma.

    EEmmppaatt hhyy

    Requirements: Novice, Smarts d6+, Spiritd6+The feelings of others are easy to read andinterpret, and as a result you gain a +1 bonus

    to Intuition, Provoke, and Speech rolls.

    FFrr iiee nn ddsshh iipp iiss MMaagg iicc

    Requirements: Novice, Spirit d8+Your sense of friendship and friendliness ruboff even on animals and others who mightotherwise treat you with suspicion. You get+1 to your Charisma when dealing with anycreature that is not inherently evil.

    SStt rr oonn gg WWiill ll ee dd

    Requirements: Novice, Provoke d8+ orSwagger d8+Others have a hard time resisting your sheerforce of will, and your steely stares and cuttingwords can easily unnerve even the most stoicopponent. You gain a +1 to your Provoke orSwagger rolls and a +1 to your Spirit orSmarts rolls when in Contests of Will (chooseone of each of these two pairs when you firsttake this Edge). You also gain +1 Willpower.

    TTee aamm PP ll aayyee rr

    Requirements: Novice, Spirit d8+You have a special bond with your friends andallies, and you are able to lead them withstrength and compassion. You may freelygive your bennies to any other Wild Card ally

    you can communicate with, representingwords of encouragement and support.

    WWee iirr dd EEddggee ss Weird Edges are mysterious, borderlinesupernatural abilities that some ponies seem tomanifest. Weird Edges are typically chosen

    only at character creation, though with a goodstory any of them can be gained during anadventure.

    AAbb ssoo rr bb MMaagg iicc Requirements: Novice, Spirit d8+Magic seems to be strangely ineffectiveagainst your pony, whether or not it is friendlyor unfriendly. You gain a +2 to rolls to resistmagical effects, and you act as if you have 2

    points of armor when considering damage

    from magical effects. These apply even if themagic is affecting you with your consent.

    DDaann gg ee rr SSeenn ssee

    Requirements: Novice, Notice d6+Your pony has an uncanny sense that tells himor her when something bad is about to happen.Any time your pony is about to be the target ofan unpleasant surprise or ambush, you get animmediate Notice roll at -2 just before theevent occurs. If successful, you know

    something terrible is about to happen and areable to act accordingly. This means you are onHold for the first round of combat if combatoccurs.

    OOnn ee wwiitt hh NNaatt uu rr ee

    Requirements: Novice, Nature d8+Animals seem to gravitate to you and respectyou, and you are able to communicate withthem on a basic level. You gain a +2 toCharisma when attempting rolls to influence

    or communicate with animals, and you areable to communicate with them in a limitedfashion (allowing you to use skills such asSpeech and Leadership against them).

    PP aatt tt ee rr nn ss iinn CChhaaooss

    Requirements: Novice, Intuition d6+

  • 8/6/2019 Savage Worlds MLP Edition

    24/66

    222444

    To others, your actions and predictionssometimes make very little sense, and you areconsidered to be a bit more random than

    perhaps what is healthy. Despite this, evensome of your more unhinged predictions orideas tend to either come true or work betterthan it seems that they should. It is up to theGM as to exactly how to use this Edge, but

    typically you can make Intuition rolls to findout random but useful facts about a situation,even ones that seem anachronistic (predictingthe future either purposefully or accidentally).

    SSeecc oonn dd SSiigghh tt

    Requirements: Novice, Smarts d6+, Noticed6+You have a strange ability to perceive thingsthat are not there and sense things thatnormally go unnoticed. The effect is eerie but

    useful once you understand how to interpret it.At any time, you can spend a benny to turnon your Second Sight, which lasts until theend of the current scene. While Second Sightis on, you may make Notice rolls at -2 to spotseveral different things: you can spot wherespells have been used and with a raise what

    kind of spell, where powerful creatures havebeen (such as dragons or very powerful ponies)and with a raise what kind of creature, andhidden or invisible creatures hiding usingmagical means (including magical disguises).You see trails of these things as hazy,shimmering clouds that float in the air. If youfail the roll, you do not spot anything out of

    the ordinary.

    WWiill ddcc aarr dd EEddgg ee ss Wildcard Edges are effects that only come into

    play when you are dealt a Joker whendetermining Initiative. These are in additionto the normal effects of being dealt a Joker.

    PP oowwee rr SSuu rr ggee Requirements: Wild Card, Seasoned,

    Knowledge (Magic) d10+When you are dealt a Joker, you recover 2D6power points, which cannot bring you overyour maximum.

    DDoouu bb ll ee tt iimmee

    Requirements: Wild Card, Veteran, Agility

  • 8/6/2019 Savage Worlds MLP Edition

    25/66

    222555

    d10+When you are dealt a Joker, you may take anadditional turn at the end of the currentinitiative order for the current round only.

    JJ ee ss tt ee rr '' ss LLuu cc kk

    Requirements: Wild Card, SeasonedWhen you are dealt a Joker, you immediately

    gain a benny.

    HHee rr oo iicc EEddgg ee ss Heroic Edges are reserved for only the most

    powerful characters, and they are for ponieswho have achieved significant fame andexperience.

    AAsscc ee nn ddaann cc ee

    Requirements: Heroic

    You have achieved a level of harmony andpower that few ever reach, and you are both ahero and leader to every citizen of Equestria.Any Attributes currently below d8 are broughtto a d8, and you gain +2 to your Charisma.

    EExxeemmppll aarr oo ff HHaarr mmoonn yy

    Requirements: Heroic, Embodiment ofHarmonyYou have lived your representative Element ofHarmony to its fullest potential. The bonus

    granted by Embodiment of Harmony isincreased to +6, and once per game sessionyou can spend two bennies to use it again.

    LLiivviinn gg LLeeggeenn dd

    Requirements: Heroic, InspiringYour deeds are sung across Equestria, andyour very presence is enough to rally even themost timid and frightened pony. Increase the

    bonus granted by Inspiring by an additional+2.

    PP rr oo ffee ss ss iioonn aall

    Requirements: Heroic, affected trait at d12You have become exceptionally skilled in a

    particular area. The trait is increased to d12+1.You may choose this Edge multiple times, butyou may not select the same trait twice.

    EExxppee rr tt ** Requirements: Heroic, Professional inaffected traitAs above, but the affected trait becomes d12+2

    MMaass tt ee rr **** Requirements: Wild Card, Heroic, Expert inaffected traitThe characters Wild Die becomes a d10 whenrolling the affected trait. You may choose thisEdge multiple times, but you may not select

    the same trait twice.

    SShh iiee ll dd oo ff FFaatt ee

    Requirements: HeroicYou seem to be protected from harm by fate.Increase your Toughness by +1.

    II mmpprr oovveedd SShh iiee ll dd oo ff FFaatt ee**

    Requirements: Heroic, Shield of FateIncrease your Toughness by an additional +1.

    SSiiddee kkiicc kkRequirements: Wild Card, HeroicYour exploits are such that they have becomean inspiration to others, and now a youngcrusader has joined you in your cause. Yougain a Novice rank sidekick who is a WildCard, gains experience as a character, and hasabilities that complement or mimic yourcharacters abilities. Create the sidekick asyou would any new character.The sidekick is controlled just like any other

    allied character, though they can occasionallycause you more problems than they are worth.

  • 8/6/2019 Savage Worlds MLP Edition

    26/66

    222666

    CCChhhaaapppttt eee rrr FFFiiivvveee

    GGGeeeaaarrr

    Unlike most Savage Worldssettings, My Little Ponysees very little in the way of specializedequipment that the player characters use. Weapons are unheard of in Equestria outside ofceremonial parade accoutrements, so the following is a simple list of some items that charactersmay find useful. These items follow the same guidelines as in the Savage Worlds Core Rules

    BBiitt && RRooppee

    A comfortable bit attached to a loop of rope.

    This allows a pony to tie off and drag or liftobjects easily. It provides +1 to Strength rollswhen dragging or lifting something.

    CCaarr tt

    A small wooden cart that can be towed using aharness. The cart reduces a ponys Pace byhalf, but it allows them to carry up to 1000

    pounds of equipment or materials. Pegasi canfly and tow the cart behind them, which floatsas if it were still on the ground.

    CCee rr eemmoonn iiaall AArr mmoo rr

    Unknown of outside of the Royal Guards, thisarmor is elegant and made for style rather thanfunctionality. It provides an Armor bonus of+3, but is heavy and incurs a -1 penalty toAgility rolls as well as skills associated withAgility.

    CCll oo tt hh iinn gg

    Ponies occasionally wear different types ofclothing, typically only on special occasions or

    when it is necessary for safety or comfort.Clothing can range from cloaks and wraps tokeep warm in the cold or opulent costumesmade to wear at fashion shows and parties.Proper clothing gives the wearer a +1 to rollsfor resisting the effects of weather andtemperature relevant to the clothing.

    FFoouu ll WWeeaatt hhee rr GGee aarr

    More cumbersome and uncomfortable thanmost clothing, Foul Weather Gear is clothing

    made for extreme environments, such as heavycanvas mackintosh coats or fur-lined cloaks.Proper Foul Weather Gear provides a +2 to thewearer for resisting the effects of weather andtemperature relevant to the clothing, but incursa -1 penalty to all Agility rolls and rolls madewith Agility-based skills, as it is usually bulkyand uncomfortable.

  • 8/6/2019 Savage Worlds MLP Edition

    27/66

    222777

    HHaarr nn ee ssss

    A large harness made from wood, leather, andbrass. A harness allows ponies to easily pullthings such as carts and plows, provides +1 toStrength rolls when dragging or liftingsomething. A Harness also incurs a -1 penaltyto all Agility rolls and rolls made with Agility-

    based skills, as it is usually bulky anduncomfortable.

    HHoorr ssee sshhooee ss

    While many ponies wear horseshoes forpractical or fashionable purposes, it is

    perfectly possible to go without them. Ponieswith Horseshoes can more easily run overrough ground without stumbling or hurtingthemselves. A pony with horseshoes acts as ifthey are using a weapon with Str + d4 damage,mostly for the purpose of breaking objects or

    barriers. In addition, you gain a +1 to all rollsagainst Bumps and Bruises.

    PP aacc kk SSaaddddll ee Ponies typically need to carry a variety ofgoods, and a Pack Saddle is a saddle with twoor more bags that let a pony carry variousloose items.

  • 8/6/2019 Savage Worlds MLP Edition

    28/66

    222888

    CCChhhaaapppttt eee rrr SSSiiixxx

    CCCooommmbbb aaattt AAAnnnddd SSSiiittt uuu aaattt iiiooonnn aaalll RRRuuu lll eee sss

    The rules for combat and situational rules are mostly unchanged from the Savage Worlds CoreRules, but actual violent conflict in My Little Ponyis both rare and discouraged. Tasks should

    be completed and challenges overcome through teamwork, cooperation, and most importantly,friendship. As a general rule, a group of characters receives only the minimum 1 Experience

    point at the end of any session in which they resorted to violence, no matter the outcome of theiractions. If they failed to fully achieve their objectives, the GM might even decide that theyshould receive no Experience points.

    CCoonn tt ee ss tt ss oo ff WWiill ll As an alternative to combat, in My Little Ponyyou are encouraged to use the modified rulesfor tests of will presented here. This system ofcontests of will allows for a more theatric

    presentation of conflict that lets charactersdefeat monsters and other antagonists withteamwork and skill rather than violence. Youmay use this in addition to normal tests of will,which can often be combined to set up acontest of will on a later turn.

    All creatures (Wild Cards, player characters,extras, etc) have a Willpower score, which actsas a sort of alternative to Toughness forcontests tests of will. You can make a contestof will attack as normal using severaldifferent skills against a targets opposed roll

    (as per the Savage Worlds Core Rules), which

    are listed here:

    Attack Skill Resisted ByProvoke SpiritSpeech SmartsSwagger StrengthManners SmartsGrace Agility

    Each of these skills can be used to intimidate,unnerve, or otherwise reduce a creatures

    willingness to continue to oppose you. Thecharacter making the roll should either justifyor act out how they are implementing the testof will to affect their target. The roll isopposed by the targets trait listed above, butthe target of the contest of will does not rolltheir Wild die (if any) with their resistedroll.

  • 8/6/2019 Savage Worlds MLP Edition

    29/66

    222999

    Example: Rainbow Dash faces a dreadedManticore, and attempts to distract anddishearten it with a show of her supremeagility and grace. She rolls Grace and beatsthe Manticores Agility roll, and also exceedsits Willpower. The show is successful, and thefoul creature is frustrated and confused at its

    failure to catch the rainbow blur zippingaround its head!

    The GM can opt to apply modifiers to theserolls based on the situation, though eachcharacters Charisma is typically added totheir opposed roll. If you successfully beat thetarget in the opposed roll, compare your resultagainst the targets Willpower. If you matchor exceed it, the target has been brought downa notch by your show of will and is Shaken. If

    the target is already Shaken and you roll asuccessful contest of will against it, it does notsuffer a wound. Instead, it suffers a Daunt,which is treated similarly to a Wound. TheGM may also rule that certain tests of will areineffective against certain creatures (livingSlimes do not react to Speech as they are oflimited intelligence), and some of the listingsfor monsters in the last chapter of this bookspecify certain kinds of tests of will that areineffective against certain creatures.A raise against an Extra causes them toautomatically suffer a Daunt, whichimmediately incapacitates them (they are outof the fight for reasons specific to the Dauntthat took them out). For each raise against aWild Card, roll an additional d6 and add it tothe rolls total when comparing it against theirWillpower (these dice can Ace as well).

    DDaauu nn tt ss Each character and creature has a maximumnumber of Daunts: Extras can sustain a singleDaunt, while Wild Cards can sustain threeDaunts (the fourth Daunt puts them atIncapacitated). Each Daunt adds a cumulative-1 penalty to all Trait rolls (like Wound

    penalties affecting Pace and Trait rolls) and toyour Willpower score. Each time a Wild Card

    recovers from Shaken and rolls at least oneraise, they automatically lose a Daunt if theyhave any.

    Characters who are Incapacitated from Dauntseither flee from their antagonist or simply giveup; either way they are out of the currentencounter as if they had been Incapacitated by

    Wounds. Outside of combat and initiativeorder, characters lose Daunts with a short restat a rate of one per hour.

    MMoouu nn tt ee dd CCoommbb aatt When engaging in physical combat, ponycharacters are treated as a normal characterand not a mount (despite being a horse). Poniesmay Charge as if they were the mount.

    FFee aarr Fear works slightly differently than in theSavage Worlds Core Rules. Use the Courageskill in place of Guts in all instances whendealing with Fear.

    FFee aarr//NNaauu ssee aa

    The effects of Fear/Nausea work the same wasas in the Savage Worlds Core Rules, exceptthat a character who is already Shaken andfails their Courage roll against Fear/Nauseareceives a Daunt in addition to the -1 penalty.

    TTee rr rr oo rr

    The effects of Terror work the same was as inthe Savage Worlds Core Rules, except that acharacter who fails their Courage roll againstTerror receives a Daunt in addition to rollingon the Fright Table.

    HHaazz aarr ddss The rules for Hazards are unchanged from theSavage Worlds Core Ruleswith the exceptionof those presented below.

    DDrr oowwnn iinn gg

    Since there is no Swimming skill, make allSwim checks as if the pony character wasuntrained in Swimming.

  • 8/6/2019 Savage Worlds MLP Edition

    30/66

    333000

    CCChhhaaapppttt eee rrr SSSeeevvveeennn

    AAArrr ccc aaannn eee BBBaaaccc kkkggg rrr ooouuu nnnddd

    The rules for magic, powers, and the Arcane Background are more the less the same as in theSavage World Core Rules, except that the primary skill used is Knowledge (Magic).

    AArr cc aann ee BBaacc kkgg rr oouu nn dd Arcane Skill: Knowledge (Magic)

    Power Points: 4 + Smarts (increase yourPower Points as your Smarts goes up)Starting Powers: 1 + half of Knowledge(Magic)Unicorns can cast a variety of spells usingtheir horn as a focus. Most unicorns learn onlya handful of spells that they utilize in theirday-to-day lives as no more than useful tools.Some, however, work to better their skills andlearn more about magic itself. The RoyalUniversity in Canterlot specializes in training

    unicorns to expand their magical potentials,and is the best source of recorded magicalknowledge and research in Equestria.Backlash: When you roll a 1 on yourKnowledge (Magic) die when using a powerthat costs more than 1 power point to use(regardless of your Wild Die), the spell failsand you are automatically Shaken. If you are

    already Shaken, you suffer a Daunt instead ofa Wound.

    PP oowwee rr ss

    Listed here are all the spells available to those

    with an Arcane Background, and are otherwisefunctionally identical to powers in the SavageWorlds Core Rules.

    SSppee ll ll bb ooookkss

    Many spells are recorded in books for later useand reference, and these spellbooks allow

    ponies with the Arcane Background to usepowers they do not already have.A spellbook can contain any number of

    powers that can be used by any pony or

    creature with the Arcane Background edge.You can use a power from a book that is of ahigher rank than your character: for each rankabove your own that the recorded power is,add a -4 penalty to your Knowledge (Magic)roll to successfully cast the power. You still

    pay all power points necessary for the power,plus an additional 2 power points for using it

  • 8/6/2019 Savage Worlds MLP Edition

    31/66

    333111

    out of a book. To use a spellbook, you musthave some way to clearly read it while casting(such as having it on a pedestal or table) andyou must remain in place while using the

    power.Spellbooks are valuable and rare, and areusually only held in important libraries, suchas the one in the Royal University in Canterlot.

    NNoovviicc ee PP oowwee rr ss

    AAiidd//HHiinn ddee rr Power Points: 2Range: SmartsDuration: 3 (1/Round)Trappings: Glowing pale blue (Aid) or red(Hinder) aura around recipientThis spell either raises (Aid) or lowers (Hinder)

    one of the targets traits by one die type. Thisspell cannot drop the trait below d4, but it canraise it over d12 (each step over d12 adds +1 tothe trait total). On a raise, the trait can beraised or dropped by two die levels. If you aretrying to lower a trait, the Knowledge (Magic)roll is opposed against the targets Spirit. Notrait can be affected by this spell more thanonce at a time.

    AAnn iimmaall FFrr iieenn dd

    Power Points: SpecialRange: Smarts x 100Duration: 10 minutesTrappings: Pale green aura around thecasters hornAnimal Friend lets you both communicatewith and control an animal for a short periodof time. The animal must be real and mundane(non-magical). The animal will answer yourquestions and perform basic, non-dangeroustasks that you request of it. This spells cost is

    3 plus twice its Size for animals with a Sizegreater than 0. The animal will not doanything it would not normally do and cannot

    be ordered to do harm to any other livingthing, directly or indirectly.

    EEaarr tt hh TTrr aavvee ll Power Points: 3Range: Smarts x 2Duration: 3 (1/Round)Trappings: Dissolving into the ground and

    reappearing elsewhereEarth Travel allows a unicorn to meld into the

    bare ground and either remain melded orappear in another spot within range on eachturn that the spell lasts (you may make acombination of moving or hiding over theduration of the spell). If the ground isdisturbed while you are melded, you reappearunharmed instantly on the surface abovewhere you were hidden.

    FFrr ee sshh AAiirr//AAiirr EEnn vvee ll ooppee Power Points: 1/4Range: Large Burst Template centered on youDuration: 5 (1/Round) / 1 dayTrappings: Sweet-smelling breeze blowing ina sphere around youFresh Air creates a zone of pleasant, clear airaround the caster upon being used. Anysmoke or other airborne pollutants areinstantly removed from a sphere around you,and as long as the spell is maintained the

    bubble of air will not mix with anythingoutside of the spells radius. As Air Envelope,the spell works in the same fashion, but costs 4

    power points and lasts for a whole day. AirEnvelope can be used underwater and even inthe vacuum of space to create breathable airfor the target, and can be cast on both thecaster and other ponies.

    HHeeaall

    Power Points: 3Range: TouchDuration: InstantTrappings: Touching the target with yourhorn

  • 8/6/2019 Savage Worlds MLP Edition

    32/66

    333222

    Heal repairs physical damage or sicknesssustained within the last hour of in-game timeon either the caster or another creature. ForWild Cards, each use of Healing removes aWound from the target or two on a raise. Theroll suffers a penalty equal to the targetswound penalty (on top of your own). Heal canalso cure poison and disease within the sametimeframe.

    II nn ffrr aavviiss iioonn

    Power Points: 2Range: Smarts x 2Duration: 3 (1/Round) or 1 hour (1/hour)Trappings: Eyes glowing slightly red whilein effectInfravision allows the caster to see in theinfrared light spectrum, effectively allowingthem to see in the dark. Living creatures andsurrounding terrain within the spells radiusappear as a light mauve color, even in pitch

    black. While the spell is in effect, you canignore penalties for darkness within the radius.

    LLaayy oo ff tt hhee LLaann dd

    Power Points: 1Range: SelfDuration: Instant

    Trappings: Faint green glow in a circlearound the casterThis spell allows you to find out basicinformation about your surroundings. Uponcasting this spell, you are immediately able todiscern any two of the following things (orthree on a raise): direction of north, time ofday, nearest source of water, nearest source offood, or direction of nearest wild animal.

    LLiigghh tt

    Power Points: 1Range: SelfDuration: 10 minutes (1/minute)Trappings: Horn glowing brightly with warmlightThis spell causes the casters horn to glow

    brightly, illuminating an area equal to a LargeBust Template with an equivalent amount oflight as a bright torch. With a raise on theKnowledge (Magic) roll, recover any power

    points spent casting this spell.

    LLoocc aatt ee OObbjj ee cc tt

    Power Points: 1Range: Smarts x 100Duration: Instant

  • 8/6/2019 Savage Worlds MLP Edition

    33/66

    333333

    Trappings: Slight glitter effect around thecasters hornLocate Object allows the caster to learn the

    precise location of a single non-living objectthat they know about within the spells radius.The caster must have had extended contactwith the object (study, physical contact) withinthe last month and they must know what it

    looks like. On a successful roll, the objectappears to glow through any intervening

    barriers in the casters vision for a fewseconds.

    MMaagg iicc BBooxx

    Power Points: 2Range: SelfDuration: InstantTrappings: Burst of blue light from thetargeted container

    Magic Pouch is a common spell amongUnicorns, as it has a variety of practical uses.On a successful roll, the caster designates asingle small bag, container, purse, or othersimilar container. That container nowcontains a single small non-living, non-magical object of no more than a few ouncesin weight that the caster selects. The objectcontinues to exist for an hour after beingsummoned. Common choices are things likeneedles, scissors, glasses, magnifying glasses,or other small tools or implements.

    MMaagg iicc TTrr iicc kk

    Power Points: 0-1 or 3Range: TouchDuration: 10 minutes (1/minute) or PermanentTrappings: Target sparkles and glows faintly

    pinkThis spell is the most common utilized byunicorns in Equestria for its wide variety ofuses. Magic Trick does not cost any PowerPoints if you are successful in casting it. Youcannot fail in casting it: failure of theKnowledge (Magic) roll only means that itcosts a power point. Magic Trick allows youto: levitate and move small objects weighingless than a pound, create harmless sensoryeffects (flashes of light, sounds, scents), color

    or clean/soil objects such as cloth or paint, ormake a small object disappear for a fewseconds (sleight of hand). The spell can haveother effects with the GMs permission, and ifyou spend 3 Power Points on the effect it is

    permanent until dispelled.

    MMiinn oo rr WWoonn ddrr oouu ss II tt eemm

    Power Points: 4Range: SelfDuration: 1 dayTrappings: Burst of silver light around thecasterThis spell creates a magical item from thin airthat persists for a single day, at which point itvanishes in a flash of silver light. Each of theobjects counts as a magical effect, and can bedetected with Sense Magic, changed bySpellhack, etc. With a successful roll, choose

    one of the following items to summon:Spellglue: Summons a small glass vial full ofviscous, purple glue. There is enough glue fora total of a square foot of adhesive. It can glueany two solid surfaces together for theduration of the spell, and can support a weightof Smarts x 50 lbs of weight or force.Invisible Ink: Summons a single ink pot filledwith what looks like opaque pink ink. The inkis only visible to the caster, who can write withit on almost any surface. The caster may alsowrite the full name of any pony next to anynote or letter written in the ink, and the named

    pony can read the invisible ink.Convenience Stick: Summons a nondescriptwooden dowel about 6 inches in length. Anycreature or pony can touch the dowel andexpend a power point in order to change it intoany similarly sized and shaped object madeout of any common material such as a key,

    paintbrush, pencil, knife, or whistle. It can betransformed into a key for a specific non-magical lock by making a successful Smarts 2 roll when transforming it. If the roll fails,you must spend another power point andattempt to transform it again.

    SSeenn dd TThhoouu gghh tt ss Power Points: 1

  • 8/6/2019 Savage Worlds MLP Edition

    34/66

    333444

    Range: VisualDuration: 3 (1/Round)Trappings: No visible effect, target feels aslight chillSend Thoughts allows you to communicatesilently and telepathically with a singlecreature that understands your language thatyou can see. The target can respond back

    telepathically, and each round you maintainthe spell allows for a few lines of dialogue.You and the target each hear each othersvoices as if you were whispering in eachothers ears.

    SSeenn ssee//CCoonn cc ee aall MMaagg iicc

    Power Points: 2Range: SightDuration: 3 (1/Round) or 1 hour (1/hour)Trappings: Glowing circle flashing around

    the casterThis spell allows the caster to sense invisibleor magically concealed creatures and objectsor magical effects within sight. As ConcealMagic, this spell can magically conceal themagical nature of a single creature, object, or

    effect. The duration for concealment is 1 hourper point spent to maintain the effect. Thosewho wish to see through Conceal Magic usingSense Magic roll an opposed Knowledge(Magic) roll against your Knowledge (Magic).The detecting character can only attempt oneSense Magic roll per fresh casting of yourspell.

    SShhaappee NNaatt uu rr ee Power Points: 1Range: Smarts x 2Duration: InstantTrappings: Multicolored glow from thecasters hornWhen you first choose this power, choose oneof the four elements to control with thisspell: Air, Earth, Plant, or Water. You cantake this power multiple times, each time

    picking a different element. You can nowperform basic tricks with this element:Air: You can create small currents of air to

    blow out candles, fan flames, or blow flagsand drapes dramatically. You can cool your

    body or others in stifling heat (+1 to a single

  • 8/6/2019 Savage Worlds MLP Edition

    35/66

    333555

    Fatigue roll caused by heat).Earth: You can open 1 cubic yard-sized holesin soft earth (or half that size in stone) andcreate sprays of sand or earth that may grantyou a +1 in Trick rolls.Plant: You can restore wilted plants and causeflowers and other pleasant flora to sprout insmall clumps.

    Water: You can conjure up a quart of watersomewhere within line of sight (not insidesomething like a living creature) or purify agallon of water to make it fresh and drinkable.

    TTee ll ee kkiinn ee ss iiss

    Power Points: 4Range: SmartsDuration: 3 (1/Round)Trappings: Shimmering, purple concentricrings spinning around the casters horn

    This spell allows you to move a single objectwith your mind with a weight of 10 poundstimes your Spirit die type, or 50 pounds timesyour Spirit die type on a raise. Unwillingtargets being lifted can resist with animmediate opposed Spirit roll. If successful,they are unmoved. The target may alsoattempt to grab on to something with anopposed Strength roll against the castersKnowledge (Magic) skill to avoid beingmoved.

    TTuu rr nn HHaarr mm

    Power Points: 2Range: TouchDuration: 3 (1/Round)Trappings: Faint swirling gust of windaround the recipient that occasionally sparklesTurn Harm creates a magical shield againstharmful physical effects, and causes a -2

    penalty against all effects (attacks andwhatnot) targeting your Evade, or -4 on a raise.Incoming missiles and attacks are harmlesslyredirected away from your body or the body ofthe recipient.

    SSee aassoonn eedd PP oowwee rr ss

    BBee cc aall mm//BBee ffuu dddd ll ee Power Points: 3Range: SmartsDuration: 3 (1/round)Trappings: Faint golden glow around targetThis spell remotely affects the targets

    perception and senses, and can be used toeither clear or cloud their mind. As Becalm,on a successful roll the target receives a +1 toall Tests of Will (and +1 to rolls to recoverfrom being Shaken on a raise) for the durationof the spell. As Befuddle, the target receives a-1 penalty to all Tests of Will (and -1 to rolls torecover from being Shaken on a raise) for theduration of the spell.

    CChhaann gg ee SShhaappee

    Power Points: SpecialRange: SelfDuration: 1 minute (1/minute)Trappings: Bright glow and transformationChange Shape allows you to magicallytransform yourself into a mundane animal fora short period of time. You can only transforminto animals of the appropriate rank, and thecost in power points is dependent on the

    animal as well.Shape Change Table

    Cost Rank Animal Types3 Novice Hawk, rabbit, cat4 Seasoned Dog, wolf, deer5 Veteran Lion, tiger, Pony6 Heroic Bear, crocodile

    While transformed, any equipment you werecarrying is assumed into your form and returns

    to you when you change back to normal. Youretain your own Smarts and Spirit, and take onthe animals Strength and Agility, and youtake the higher of your or the animals Vigor.You cannot speak or use powers (but you canmaintain powers previously activated) and youcan perform basic physical tasks (using a few

  • 8/6/2019 Savage Worlds MLP Edition

    36/66

    333666

    limited skills chosen by the GM) as if youwere untrained.

    CCll oouu ddwwaall kk

    Power Points: 2Range: TouchDuration: 1 day (2/day)Trappings: Swirling clouds and yellowglowing from the casters hornThis spell allows non-Pegasus ponies to walkon clouds as if they were solid ground for theduration of the spell. Treat clouds as clearterrain.

    CCoommmmuu nn ee ffrr oomm AAffaarr

    Power Points: 3Range: 1 mile x SmartsDuration: 3 (1/round)Trappings: Cloud of smoke that forms intothe shape of the creature being communicatedwithCommune from Afar allows the caster tocommunicate with another creature or pony ata great distance. The spell creates a cloud ofsmoke that forms into the other creature thatthe caster is communicating with, and at the

    same time a similar form of the caster appearsto the recipient of this spell. For the durationof the spell, the two can speak and see eachother clearly.

    DDoowwss iinn gg Power Points: 1Range: 5 x SmartsDuration: 3 (1/round)Trappings: Glowing orb of white lightaround casters hornDowsing allows a unicorn to magically locatecertain substances that exist in large enoughconcentrations. Before you cast this spell,name a substance or material. On a success,you know the location of each concentrationof that substance or material of at least a cubicfoot or more within the spells radius for itsduration. On a raise, the radius increases to 10x Smarts and you can locate concentrations assmall as a few cubic inches in total volume.

    FFee aatt hhee rr ffaall ll

    Power Points: 3Range: TouchDuration: 1 hour (3/hour)

  • 8/6/2019 Savage Worlds MLP Edition

    37/66

    333777

    Trappings: A burst of floating, glowingpurple feathers around the recipientThe recipient of this spell is not made lighter,

    but if they should ever fall they fall as if theywere a feather. The effect of this is that whilethe spell is in effect, the target takes nodamage from falling and can easily land afterfalling any distance.

    II ll ll uu ss iioonn Power Points: 4Range: SmartsDuration: 1 minute (4/minute)Trappings: A faint greenish glow for a fewsecondsThis spell creates an illusion that affects all ofthe senses and is no larger than a small bursttemplate. The illusion can be over an area(such as an illusionary pit or wall) or over an

    object or character (an illusionary disguise orcovering). All who see the illusion have tomake an opposed Intuition roll against yourKnowledge (Magic) or believe it is real.Interaction with the illusion physically allowsfor an additional opposed Intuition roll +4against your Knowledge (Magic) to spot if it isfake or not. Creatures that believe the illusionis real treat it as if it were real but cannot beharmed by it in any way.

    II nn sspp iirr ee//RReemmoovvee CCoouu rr aaggee

    Power Points: 3Range: TouchDuration: InstantTrappings: Touching the target with yourhornInspire Courage allows you to aid those whoare panicking or disheartened, and bolsterstheir confidence and morale. Inspire Courageremoves a Daunt from a Wild Card or two on araise. The roll suffers a penalty equal to thetargets Daunt penalty (on top of your own).Any target that has had this spell usedsuccessfully on them receives a +1 to theirWillpower for the next 10 minutes. Nocreature can have a Willpower bonus of morethan +2 from this spell at any time.

    As Remove Courage, this spell costs anadditional 1 power point and lets you make anopposed Knowledge (Magic) against thetargets Spirit. On a success the target isShaken, and the target receives a Daunt on araise.

    II nn vviiss iibb iill iitt yy

    Power Points: 5Range: SelfDuration: 3 (1/round)Trappings: A brief silvery flash around youroutlineBeing Invisible has many advantages, andrenders you almost totally invisible (as well asanything you are wearing or carrying). With asuccess, you are transparent but a faint outlineis still visible. Characters that have reason todo so can make a Notice roll at -4 to spot you.

    Once spotted, other characters or creatureshave a -4 to all rolls to affect you (attacks andwhatnot). On a raise you are totally invisibleand the penalty to spot or hit you increases to -6. When moving while invisible, you mustmake Prowl rolls to avoid making noise as youmove: a failure results in those around you

    being able to make Notice rolls as above.

    JJ aauu nn tt Power Points: 3Range: SightDuration: InstantTrappings: A flash of bright white light and aslight percussive wave radiating out fromwhere you stoodJaunt lets you teleport instantly to a clear andopen spot that you can see, which counts asmovement for the round. You cannot enterinto an area you cannot clearly see or a solidobject, even if you tried. Enemies adjacent toyou when you reappear do not get free attacksagainst you.

    MMaagg iicc aall LLoocc kkPower Points: 2Range: TouchDuration: 1 hour

  • 8/6/2019 Savage Worlds MLP Edition

    38/66

    333888

    Trappings: Glowing silver lock around thetargeted container or doorMagical Lock creates a phantasmal lock on adoor, container, or other similar object. Thelock is appropriate to the targeted object andappears as if it was built into it. The lock canonly be opened by the caster, and has aToughness of 10 for the purpose of resisting

    damage.

    SSppee ee dd Power Points: 2Range: TouchDuration: 3 (1/round)Trappings: Blurred motion that trails whitesparklesSpeed increases the targets movement speedfor a short period of time, allowing them to runand fly faster than normal as they become a

    blur to onlookers. With a success, the targetsPace is doubled; on a raise running becomes afree action, ignoring the normal -2 running

    penalty.

    TThhoouu gghh tt PP aaiinn tt iinn gg

    Power Points: 3

    Range: SelfDuration: SpecialTrappings: Paint appearing in thin air as if

    brushed onto an invisible floating canvasThought Painting is a strange spell that lets thecaster create a visual representation ofthoughts in thin air. On a successful roll, thetarget can touch another creature (requiring a

    touch roll if the target is hostile). Over thenext minute, a small painting of the targetsthoughts appears next to the caster in the air.If the target is cooperative, they can mentallydesignate what the painting will be (such asmaking a painting of somepony that they sawor a different vision). If the caster selects anobject, the painting will be of the last livingcreature to touch the object. The painting isrealistic and appears only as floating pigment.It can be touched to a blank canvas or paper to

    preserve it and is otherwise non-magical. Ifleft alone, it will disappear after an hour. Foreach die rank of Knowledge (Painting) thecaster has, the cost of this spell is reduced by 1

    point (minimum of 1) and the size of thepainted image increases in size and detail.

  • 8/6/2019 Savage Worlds MLP Edition

    39/66

    333999

    UUnnddoo MMaagg iicc

    Power Points: SpecialRange: SmartsDuration: InstantTrappings: Crackling bolts of pale blue lightshot towards the target from the tip of thecasters hornUndo Magic allows you to disrupt and negatespells and magical effects, but has no effect oninnate magical abilities such as a