Active abilities

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My Little Pony : Roleplaying is Magic

Big Book of Beasties (Unofficial monster manual)

Season 2 Edition

Spectrum Square (Stephen Lindberg)

2

Table of contents

Contents

Introduction .................................................................................................................................................. 4

Reading creature stat blocks ..................................................................................................................... 4

Name, size, and type ............................................................................................................................. 4

Attributes .............................................................................................................................................. 5

Description ............................................................................................................................................ 5

Active abilities ....................................................................................................................................... 5

Passive abilities ..................................................................................................................................... 5

As a Race ............................................................................................................................................... 5

Brawler Bramble ........................................................................................................................................... 6

Bushwooly ..................................................................................................................................................... 7

Cockatrice ..................................................................................................................................................... 8

Gak .............................................................................................................................................................. 12

Gak (Small) .............................................................................................................................................. 12

Gak (medium) ......................................................................................................................................... 13

Gak (Large) .............................................................................................................................................. 14

Gak variations ......................................................................................................................................... 15

Griffon ......................................................................................................................................................... 16

As a Race: ................................................................................................................................................ 17

Hedge Hog ................................................................................................................................................... 18

Hydra ........................................................................................................................................................... 21

Manticore .................................................................................................................................................... 23

Mimic .......................................................................................................................................................... 24

Cake Mimic .............................................................................................................................................. 24

Portal Mimic ............................................................................................................................................ 25

Treasure Mimic ....................................................................................................................................... 26

Parasprite .................................................................................................................................................... 28

Individual ................................................................................................................................................. 28

3

Parasprite Swarm .................................................................................................................................... 29

Parasprite Variants .................................................................................................................................. 30

Seapony ....................................................................................................................................................... 31

Seapony warrior ...................................................................................................................................... 31

As a Race: ................................................................................................................................................ 32

Timberwolf .................................................................................................................................................. 33

Zombie (variant) .......................................................................................................................................... 35

4

Introduction

This book contains a collection of creatures and their stats to be used with the My Little Pony:

Roleplaying is Magic tabletop roleplaying game system. This particular edition of the Big Book of

Beasties is designed for the Season 2 Edition of the MLP:RiM system, but is not officially part of the system. You can find MLP:RiM and resources for it at http://www.mlprim.com/s2e/.

In general, the creature's entries follow canon from the show, but there are also several creatures I've either reimagined from generation 1 MLP, modified significantly, or made up completely.

In this introduction chapter, I will explain how to read the creature entries.

Reading creature stat blocks

All creatures in this book are listed in alphabetical order.

Name, size, and type

Each creature entry begins with the creature's name. Under its name is its size and types.

A creature's size is listed as one of the following categories:

Tiny

Small

Medium: about the same size as ponies.

Large

Huge: about the same size as a 2-story building.

Titanic: Any creatures larger than huge fall in this category.

A creature's type can be any combination of keywords that specify what category of creature it is, generally for the purpose of effects that affect certain categories of creatures. These types include, but aren't necessarily limited to:

Equine - ponies and other pony-like creatures.

Plant - green and leafy

Bug - creepy and crawly

Dragon - scaly, scary, and magical

Animate - robots, golems, and other nonliving automatons

Undead - zombies and vampires

Reptile - scaly creatures that aren't dragons or fish.

Bird - feathered fliers

Acquatic - lives underwater

Demon - Brimstone-scented underworld dwellers

Elemental - Made of fire, water, wind, earth, or some other elemental force

5

Beast - Non-equine mammals

Ooze - slimes and other gelatinous creatures

Sprite - faeries and other nature spirits

Attributes

Next, the creature's primary and secondary attributes are listed. These attributes have the same function as the primary and secondary for player characters.

Description

This part contains a paragraph or two of lore about the creature.

Active abilities

This section lists abilities the creature has which it can use as Active Tasks. These abilities include attacks, skills, and special abilities which can be used as part of some action performed by the creature.

Passive abilities

This section lists abilities the creature has which are constantly active and don't require any action from the creature to use. These abilities include special properties the creature has such as natural armor or reactions that automatically activate in response to some event.

As a Race

Some creatures, with your GM's permission, can be used as playable races for player characters. This section specify's the race's character creation details and special abilities.

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Brawler Bramble

Large plant

Mind

Body

Heart

-

8

1

Energy

Courage

Fortitude

8

--

9

These carnivorous plants hide among trees or bushes in wooded areas and ambush unwary ponies by ensnaring them with their thorny vines. When it catches its prey, it then proceeds to pummel it with fistlike coils of vines.

Active abilities:

Thorn coils +2 (+6 vs grabbed targets. Can attack up to two targets. Targets hit by this attack may become grabbed)

Disguise as Foliage +3

Passive Abilities

Immobile

Thorns (Anypony that escapes its grab without wearing protective armor (natural or manufactured) automatically takes damage from its thorn coils.)

Extended reach

Vulnerable to fire

Mindless (No Mind or Courage stats)

7

Bushwooly

Small Sprite

Mind

Body

Heart

1

2

2

Energy

Courage

Fortitude

3

3

4

These fuzzy hole-dwelling nature spirits are mostly harmless, but can travel quickly by curling into a ball and rolling about.

Active abilities:

Tackle +0

Rollout (This creature can curl up into a compact fuzzy ball. While in ball form, it gains a +4 bonus to rolls involving moving quickly, bouncing, and resisting physical injury. Also while moving in ball form, this creature gains a +2 bonus to tackle attack rolls.)

Burrow (This creature can tunnel through soft dirt)

Passive Abilities

Bouncy (This creature rolls twice to resist physical injury and uses the better result.)

8

Changeling

Medium shapeshifter equine

In their natural form, changelings resemble insect-like equines with a set of translucent wasp-like wings, a jagged unicorn-like horn, and swiss cheese-like holes in their legs and wings. They are also able to take on the form and specific appearance of other ponies, allowing them to carry out the missions of their hive without raising suspicion.

Changeling swarmling

Mind 3

Body

Heart

Energy

3

1

6

Courage

Fortitude

4

4

Active abilities:

Tackle +2

Divebomb +4

Flight

Shapechange (The changeling assumes the form of an earth pony, pegasus, or unicorn of any desired appearance. While in Earth pony or unicorn form, they can't fly, but they do gain the following abilities depending on their form: Earth pony form allows them to reroll critical failures. Unicorn form allows them to use the spell Telekinesis at level 1.)

Passive Abilities

Carapace (While in their natural form, changelings have natural exoskeletal armor that functions as an

Appropriate Tool on rolls made to resist physical injury.)

9

As a Race:

With your GM's permission, you can play a changeling character. Changelings gain the following benefits at character creation based on their age category:

Filly/Colt:

+1 Mind, +1 Body

2 attribute points

Flight : Changelings have a set of translucent wasp-like wings that allow them to fly much like pegasus characters.. Unlike pegasi, changelings do not gain Aerobatics or Weathercraft attributes. However, their wings can be used as an Appropriate Tool for rolls involving flight.

Love-leech: Changelings have a unique ability to drain love from ponies as a way to gain power and sustenance. You may use this ability against an adjacent pony character. If the character is willing, they take a cumulative -1 penalty to Heart rolls (up to their normal Heart attribute) and you gain a Love-leech point. Any time before the end of the scene when you make a roll and are not satisfied with the result, you may expend one or more love-leech points to gain a cumulative

+4 bonus to that roll. Any love-leech points not spent before the end of the scene disappear.

Shapeshifting: Changelings have a natural insect-like equine form, but also possess the ability to change form into an earth pony, pegasus, or unicorn of any appearance. They do not gain the racial abilities of the race they are currently disguised as, but they do gain the following abilities depending on what race they've taken the form of: o Natural form: In their natural form, changelings have natural exoskeletal armor that functions as an Appropriate Tool on rolls made to resist physical injury. o Earth pony: While in any form, the changeling can bank a critical success, much like an eart h pony can. However, they may only use the banked critical success to offset a critical failure while in earth pony form. Changelings lose their wings and can't fly while in earth pony form. o Pegasus: You don't lose your flight ability while in pegasus form. o Unicorn: You can use the spell Telekinesis while in unicorn form. This spell starts at level

1 and can be leveled up in the same way that normal unicorn spells can through character advancement. Changelings lose their wings and can't fly while in unicorn form.

25 xp.

Character advancements:

The following additional character advancements are available to changeling characters:

Aerobatics (Ability, 15 XP) You gain the pegasus Aerobatics attribute. It starts at 3, but can be improved with the Awesome Aerobatics advancement.

Weathercraft (Ability, 15 XP) You gain the pegasus Weathercraft attribute. It starts at 1, but can be improved with the Wondrous Weathercraft advancement.

10

Improvised magic (Ability 25 XP) You gain the ability to use improvised magic like a unicorn does, and you start off with two Magical Aspects. You may gain additional Magical Aspects by taking the New Magic Trick adancement.

11

Cockatrice

Small reptilian bird

Mind

Body

Heart

1

3

2

Energy

Courage

Fortitude

4

3 + 2 -> 5

5

A creature resembling a cross between a chicken and a snake. Despite its small size, it is very aggressive and it has a baleful gaze that turns its victims into stone.

Active abilities:

Peck +2

Stone gaze +5 (Target takes a cumulative -1 penalty to rolls involving speed or dexterity as they begin to turn into stone. Deals Energy damage. A target reduced to 0 Energy from this attack turns completely to stone. Damage +1.)

Limited flight (slow, low altitude)

Passive Abilities

Serpent scales (+2 to rolls made to resist physical injury)

Territorial (+2 Courage when it is within the boundaries of its territory)

12

Gak

Gaks are the unofficial generic slime monsters of the MLP world. They are gooey, sticky, barely cognizant and come in many variations with special traits. Most gaks are non-carnivorous scavengers that feed on decomposing plant matter, but they still have a habit of trying to latch onto or engulf other living creatures. Although the smaller ones are pretty weak, they can combine to form larger, more powerful gaks.

Body

Heart

Energy

Courage

Fortitude

Gak (Small)

Small ooze

Mind 1

2

1

3

--

3

Active abilities:

Tackle +2 (Any target hit by this attack takes a cumulative -2 penalty to social interaction rolls due to getting icky, to a maximum -6 penalty)

Combine (Can combine with other gaks to form larger, more powerful gaks.)

Passive Abilities

Poobrain (-5 to all rolls that involve thinking, no Courage stat)

13

Gak (medium)

Medium ooze

Mind

Body

Heart

1

4

1

Energy

Courage

Fortitude

5

--

5

Active abilities:

Tackle +4 (Any target hit by this attack takes a cumulative -2 penalty to social interaction rolls due to getting icky, to a maximum -6 penalty. Also grabs onto the target.)

Combine (Can combine with other gaks to form larger, more powerful gaks.)

Passive Abilities

Poobrain (-5 to all rolls that involve thinking, no Courage stat)

Jelly (Rolls twice to avoid physical injury and uses the better result)

Icky and sticky (Anypony grabbed by this creature takes a -5 penalty to rolls involving speed, moving, or dexterity)

14

Gak (Large)

Large ooze

Mind

Body

Heart

1

8

1

Energy

Courage

Fortitude

9

--

9

Active abilities:

Pseudopod +4 (Any target hit by this attack takes a cumulative -2 penalty to social interaction rolls due to getting icky, to a maximum -6 penalty. Also grabs onto the target.)

Engulf +4 (This attack may only be used against targets this creature has grabbed. The target is engulfed by this creature. While engulfed, the target takes a -8 penalty to rolls related to movement and risks suffocation.)

Combine (Can combine with other gaks to form larger, more powerful gaks.)

Passive Abilities

Poobrain (-5 to all rolls that involve thinking, no Courage stat)

Jelly (Rolls twice to avoid physical injury and uses the better result)

Icky and sticky (Anypony grabbed by this creature takes a -5 penalty to rolls involving speed, moving, or dexterity)

15

Gak variations

Gaks may have a number of special properties, including but not necessarily limited to the following:

Acidic : Deals acid damage on contact. Typically leaves a sizzling, steaming trail behind.

Cryo: Absorbs great amounts of heat energy and may cause frostbite on contact. Typically leaves behind a slick frozen trail.

Electro: Generates electricity and may deliver an electric shock on contact.

Glow-in-the-dark : Produces dim light.

Magma: Generates an intense amount of heat and burns things on contact.

Magnetic: Attracts metal objects. Usually also has the Metal property.

Metal: Conducts electricity and is hard to damage.

Slimey: Leaves behind a slippery slime trail.

Stretchy: Attacks have extended reach.

Translucent: Almost transparent and difficult to spot.

16

Griffon

Medium bird beast

Griffons are a proud, strong race resembling a cross between an eagle and a lion. They typically live in cities among the clouds or built into the cliffsides of tall mountains, and their culture is strongly influenced by past warrior traditions.

Griffon Warrior

Mind 2

Body

Heart

Energy

Courage

7

5

5

3

Fortitude 8

Active abilities:

Claws +4

Beak +2

Intimidate +4

Prehensile tail

Flight

Passive Abilities

Eagle eyes (Rolls twice on any rolls to notice things by sight and uses the better result. Also can see much further than ponies can.)

17

As a Race:

With your GM's permission, you can play a griffon character. Griffons gain the following benefits at character creation based on their age category:

Adult:

+2 Body, +1 Heart

3 attribute points

Flight : Griffons have a broad pair of feathery wings that allows them to fly like pegasi characters. Unlike pegasi, griffons do not gain Aerobatics or Weathercraft attributes. However, their wings can be used as an Appropriate Tool for rolls involving flight, and they can stand on clouds as if they are solid objects if they choose, like pegasi can.

Claws: Griffons have a pair of sharp claws that can be used an Appropriate Tool for the purpose of gaining a Tool bonus to any roll for which using claws would be appropriate.

Eagle Eyes: Griffons roll twice to notice things by sight and use the better result. They can also see much further than ponies.

30 xp.

18

Grimalkin

Small Beast Sprite

Mind

Body

Heart

4

1

4

Energy

Courage

Fortitude

5

8

5

This magic-wielding nature spirit would often be mistaken for an ordinary cat if it didn't go around dressed in a robe and witch's hat. While they may be small and meek, you'll find that they're shrewd and can also speak.

Active abilities:

Claws +2

Beak +2

Faerie magic +5 (A grimalkin can cast spells much in the way that a unicorn does. It typically knows spells and aspects related to illusions, light, plants, and animals.)

Passive Abilities

Cat's grace (Grimalkins are very agile and get a +2 bonus to rolls made to resist physical injury. They also never take damage from falling)

Ward from harm (Grimalkins are well-prepared for the dangers of the natural world and maintain a variety of protective spells on themselves. The first time a Grimalkin takes damage to any

Secondary Attribute during a scene, that damage is reduced by 3. The GM may come up with additional magical effects the grimalkin has cast around itself for protection, within the limits of its faerie magic ability.)

19

Hedge Hog

Medium plant beast

Mind

Body

Heart

2

4

1

Energy

Courage

Fortitude

6

3

5

A type of monster resembling a hedge bush in the shape of a wild boar. It is usually very aggressive and fights tenaciously. However, they are also smart for animals and it is not unheard of for some ponies to tame them and use as guards or use them to sniff out and dig for truffles.

Older hedge hogs can grow to become very large, and some of the most ancient ones are sometimes mistaken for small hills.

Active abilities:

Tusks +3

Hide +3

Burrow (This creature can quickly dig small holes and may choose to hide in them)

Tree phase (As part of its movement, this creature can move through trees, brush and other plants as though they aren't there if it chooses. However, this ability does not allow it to move though plants created as magical effects.)

Passive Abilities

Thick skin (+3 to rolls made to resist physical injury)

Foliage stealth (rolls twice on rolls involving stealth in wooded areas and uses the better result)

20

Ferocity (rolls twice on rolls to resist intimidation or to intimidate others and uses the better result)

Scent (This creature has a very strong sense of smell.)

21

Hydra

Huge dragon

Mind

Body

Heart

1

14

5

Energy

Courage

Fortitude

15

6

19

A fearsome amphibious monster with thick scales and several heads at the end of long, flexible necks. It primarily lurks deep within swampy areas, but can sometimes be found in mountainous areas. Despite its many heads, it is not known to be very intelligent.

Active abilities:

Stomp +3

Bite +5 (Extended reach. Can attack as many targets as it has heads. Anypony reduced to 0 Fortitude by this attack is swallowed whole. Damage +1)

Tail +2

Swamp gas +4 (Breath attack creates a cloud of thick, poisonous fog. Deals initial Energy damage and repeated Energy damage every minute)

Hide in water +4

Intimidate +4

Passive Abilities

Amphibious (Can breathe both air and water. Can also swim)

Mostly armless (Has no arms)

22

Ferocity (Rolls twice on rolls to resist intimidation or to intimidate others and uses the better result.)

Many-headed (Hydras have many heads, and therefore many (but tiny) brains. Mind-influencing effects have no effect on the hydra unless they affect all of the heads.)

23

Manticore

Large beast

Mind

Body

Heart

2

8

5

Energy

Courage

Fortitude

10

7

12

A fierce but normally gentle creature resembling a lion with broad leathery wings and a venomous scorpion's tail. Despite its ferocity, it is typically a gentle beast if approached peacefully.

Active abilities:

Claws +4 (Damage +1)

Venomous tail +2 (Deals initial Energy damage and repeated Energy damage every minute)

Bite +2

Intimidate +5

Flight(clumsy)

Jump + 5

Climb +4

Passive Abilities

Ferocity (Rolls twice on rolls to resist intimidation or to intimidate others and uses the better result.)

24

Mimic

Mimics are a type of shapechanging demon that assumes the form of inanimate objects. They are patient and cunning, and they entice their prey to draw closer with illusions of riches and snacks. They are intelligent and can speak.

Cake Mimic

Small Demon Shapechanger

Mind

Body

Heart

Energy

3

3

3

6

Courage

Fortitude

6

6

This delectable devil's food cake is a danger in disguise!

Active abilities:

Pseudopod frosting +3

Bite +4

Delicious disguise (Cake mimics can shapechange to disguise themselves as any type of large dessert. In addition to appearance, their disguise also includes scent and taste. As a result, the cake mimic gets a +10 bonus to any roll made to pretend to be a dessert.)

Illusion party (Cake mimics can create illusory images and sounds in its surrounding area to deceive characters that there is some sort of party going on. Its illusions are convincing and it receives a

+5 bonus rolls made to deceive characters with it.)

Passive Abilities

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Adhesive (Cake mimics' fronsting is incredibly sticky, and anypony that touches one becomes stuck to it.

Each round they remain attached to the cake mimic, they must roll to avoid taking Energy damage as the mimic tries to sap their vitality. Characters take a -4 penalty to rolls to try to break free from the frosting.)

Edible (It is possible to defeat a cake mimic simply by devouring all of it. It is a very big cake though and typically requires several ponies to eat it all.)

Regeneration (A Cake Mimic's shapechanging properties allow it to slowly regenerate itself as long as it is not completely destroyed (or eaten). It replenishes its fortitude at a rate of 1 point per 5 minutes.)

Portal Mimic

Large Demon Shapechanger

Mind

Body

Heart

Energy

Courage

2

8

2

10

4

Fortitude 10

These types of mimics resemble large doors, gateways, or sometimes magic portals.

Active abilities:

Bite +3 (Damage +1)

Adhesive tongue +5 (Extended reach)

Portal pretender (Portal mimics settle halls or empty doorways and shapechange into a form of door, archway, or other portal that they deem is suitable to the theme of their envirionment. In addition to appearance, this disguise also simulates scent. They get a +10 bonus to rolls made to pretend to be objects of these types.)

26

Passive Abilities

Lethargic (Portal mimics almost always remain rooted to one spot, though they may sometimes get up and move to someplace where prey traffics more frequently. They move very slowly when they do.)

Adhesive (Portal mimics coat themselves in a strong and nearly invisible adhesive. Anypony that touches one becomes stuck to it. Each round they remain attached to the cake mimic, they must roll to avoid taking Energy damage as the mimic tries to sap their vitality. Characters take a -8 penalty to rolls to try to break free from it.)

Regeneration (A Portal Mimic's shapechanging properties allow it to slowly regenerate itself as long as it is not completely destroyed (or eaten). It replenishes its fortitude at a rate of 1 point per 10 minutes.)

Solid framing (Its dense composition gives it a +2 bonus on rolls to resist physical injury. In addition, it rolls twice on such rolls and uses the better result.)

Treasure Mimic

Medium demon

Mind

Body

Heart

Energy

Courage

3

5

2

8

5

Fortitude 7

The classic treasure chest resembling mimic used by evil GMs to trick greedy characters.

Active abilities:

Bite +5 (Damage +1)

27

Engulf +3 (The mimic can only use this against a creature caught in their adhesive. The mimic swallows the target, trapping it inside. A character inside the mimic takes a -10 penalty to rolls made to break free and each round it must roll to resist taking Energy damage as the mimic saps their vitality.

Loot loogie +3 (Short-range attack. The treasure mimic spews out a pile of material resembling treasure coated in its powerful adhesive. To characters who aren't experts in the appraisal of treasures, the material is convincing and the mimic receives a +8 bonus to rolls to deceive such characters into believing it's real. A treasure mimic typically litters its lair with piles of this "treasure")

Chest charlatan (Treasure mimics can shapechange into the form of most kinds of treasure-containing vessels including chests, boxes, and pots. In addition to appearance, this disguise also simulates scent. They get a +10 bonus to rolls made to pretend to be objects of these types. However, experts with knowledge of these sorts of vessels can easilly tell that they're fake. Mimics do not receive this bonus to deceive such individuals.)

Passive Abilities

Adhesive (Treasure mimics secrete a strong adhesive than resembles the shiny, glistening polish of most kinds of metalic loot. Characters take a -5 penalty to rolls to try to break free from it.)

Regeneration (A treasure Mimic's shapechanging properties allow it to slowly regenerate itself as long as it is not completely destroyed (or eaten). It replenishes its fortitude at a rate of 1 point per 10 minutes.)

Dense (Its hard composition gives it a +2 bonus to rolls made to resist physical injury.)

28

Parasprite

Tiny bug

These adorable little pests have a ravenous appetite and multiply very quickly.

Individual

Mind 1

1

2

Body

Heart

Energy

Courage

Fortitude

2

3

3

Active abilities:

Flight (slow, but maneuverable)

Passive Abilities

Adorable

Ravenous

Rapid multiplication (if left unchecked with a enough food, a single parasprite can multiply into a big swarm in only a few hours)

Entranced by music

29

Parasprite Swarm

Mind

Body

Heart

Energy

1

6

2

7

Courage

Fortitude

3

8

Active abilities:

Engulf +4 (Deals Courage damage)

Flight (slow, but maneuverable)

Passive Abilities

Ravenous

Noisy chittering

Immune to single-target actions

Vulnerable to area-of-effect actions

Rapid multiplication

Entranced by music

30

Parasprite Variants

Gaks may have a number of special properties, including but not necessarily limited to the following:

Ruinous (Eats wood instead of normal food)

Carnivorous (Eats meat. Swarm's engulf ability deals Fortitude damage instead.)

Magovorous (Feeds on magical energy and is immune to most spells)

Firesprite (Glows like a firefly, but can set fire to flammable objects)

31

Seapony

Medium aquatic equine

Seaponies are an underwater equine race resembling ponies with the bottom half of a seahorse and fins instead of hooves. If needed, they can also move about on land by temporarily transforming their fins into hooves.

Seapony warrior

Mind 2

Body

Heart

Energy

Courage

6

5

4

3

Fortitude 7

Aquabatics 6

Torrentcraft 3

Active abilities:

Trident use +3

Prehensile tail (While in their natural form, a seapony can use its tail to grip objects)

Bubble and Jet (Seaponies can swim in water as effortlessly as pegasi can fly in the air. They can also produce and manipulate underwater weather effects.)

Adapt to Land (When on land, a seapony can shapechange its fins into hooves and its tail into a typical pony's tail matching their mane color and style. If sidelined, the seapony reverts to its natural form. )

Passive Abilities

Amphibious (A seapony can breathe both air and water)

32

Armor (A seapony warrior typically wears metal armor which functions as an Appropriate Tool for resisting physical injury.)

As a Race:

With your GM's permission, you can play a seapony character. Seaponies gain the following benefits at character creation based on their age category:

Young adult:

+2 Heart, +1 Body

2 attribute points

Bubble and Jet: Seaponies have fins that let them swim through water as easily as pegasi can fly through air. They also gain two additional attributes: Aquabatics and Torrentcraft. Aquabatics functions the same as a pegasus's Aerobatics attribute, except that it is used to perform special movement maneuvers underwater. Torrentcraft functions the same as a pegasus's Weathercraft attribute, except that it is used to manipulate and create underwater weather such as currents, bubbles, and whirlpools and it doesn't allow them to treat clouds as solid objects.

Aquabatics begins with a score equal to the seapony's Body attribute score, and Torrentcraft begins with a score equal to the seapony's Mind attribute score. The seapony character may then spend a number of attribute points equal to their Heart attribute score, split as they choose between Aquabatics and Torrentcraft, to improve them further. Although the starting scores of Aquabatics and Torrentcraft are based on a seapony's Primary Attributes, improving their Primary Attributes later does not change the score of Aquabatics or Torrentcraft; after character creation, they effectively become their own independently advanced Primary

Attributes.

Amphibious: Seaponies can breathe both air and water.

Adapt to Land: While on land, a seapony may shapechange its fins into hooves and its tail into a typical pony's tail matching their mane color and style. If the seapony becomes sidelined, they automatically revert back to their natural form.

Prehensile tail: While in their natural form, sea ponies have a seahorse-like tail that can be used to grip objects.

25 xp.

33

Timberwolf

Medium plant beast

Mind

Body

Heart

1

4

2

Energy

Courage

Fortitude

5

3

6

A dangerous forest spirit formed of sticks, bark, and leaves roughly in the shape of a wolf. They hunt in packs and try to surround their prey.

Active abilities:

Bite +3

Trip +2

Jump + 5

Hide +4

Intimidate +4

Form Timberzord (several sidelined timberwolves can sometimes regenerate together to form a mighty

Timberzord)

Passive Abilities

Pack Circle (Timberwolves gain a +1 bonus to rolls to resist intimidation or intimidate others per member of their group. They also receive a +1 bonus to rolls made to attack for each other timberwolf in their group attacking the same target to a maximum of +4)

Regeneration (Unless destroyed, a timberwolf that has been sidelined by having its Fortitude reduced to

0 can regenerate very quickly, in just a matter of minutes or even in just a few rounds)

34

Vulnerable to fire

Woody exoskeleton (+2 to rolls made to resist physical injury)

35

Zombie (variant)

Undead

Mind

Body

Heart

--

-1

--

Energy

Courage

Fortitude

-1

--

-1

Standard mindless, rotting, undead hordes. This is a variant that can be applied to almost any type of creature, adjusting its stats and abilities.

Active abilities:

Contagious Bite +2 (Anypony reduced to 0 Fortitude by this attack who does not receive immediate medical treatment by the end of the current scene will rise as a zombie with half their Fortitude restored.)

Passive Abilities

Tireless

Fearsome presence (Despite having no Heart score to represent any force of personality, zombies are scary, especially in large groups. They can intimidate nearby creatures without having to take an action to do so. Zombies get a +4 bonus to rolls made to intimidate others.)

Mindless (No Mind, Heart or Courage stats)

Relentless (Doesn't become sidelined due to being reduced to 0 Fortitude unless completely destroyed)

Shamble (Zombies move at a slow gait and take a -4 penalty to all non-attack rolls involving movement or dexterity)

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