TEXT: Aptitudes ① ② ③ ④ ⑤ dice
  Muscle
  �
   
  � � � � �
  Hardiness
  �
   
  � � � � �
  Speed
  �
   
  � � � � �
  Agility
  �
   
  � � � � �
  Smarts
  �
   
  � � � � �
  Learning
  �
   
  � � � � �
  Name of pony
  Fill in one of each
  � Mare
  � Earth pony
  � Stallion
  � Pegasus pony
  � Filly
  � Unicorn pony
  � Colt
  � Pony Form �
  Talents
  Talent Names
  ① ② ③ ④ ⑤ dice
  � Earth � Air
  � Spell
  �
   
  �����
  � Fire � Water � Levitation
  �
   
  �����
  � Earth � Fire
  �
   
  �����
  � Earth � Fire
  �����
  � Earth � Fire
  �����
  � Earth � Fire
  �����
  Talent Descriptions
  Illness or Injury
  � Serious: 7–9
  � Bruised: 0 or less � Major: 10–12
  � Stunned: 1–3
  � Mortal: 13–15
  � Minor: 4–6
  � Death: 16 or more
  Cutie mark sketch
  Fatigue (Tiredness) � Tired: –2 dice
  � Winded: –1 die
  � Exhausted: –3 dice
  � Pony Form �
  Physical Description
  Size and build
  Eyes
  Mane
  Tail
  Coat color
  Cutie mark
  Other Description
  Personal weakness
  Name of player
  Important Possessions
  Major Med. Minor
  Saddlebags
  �
  �
  �
   
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  
  � Creating a Pony �
  Muscle
  Mare
  Stallion
  Earth pony
  2 dice
  3 dice
  Pegasus pony
  2 dice
  2 dice
  Unicorn pony
  2 dice
  2 dice
  Hardiness
  Mare
  Stallion
  Earth pony
  2 dice
  3 dice
  Pegasus pony
  2 dice
  2 dice
  Unicorn pony
  2 dice
  2 dice
  Speed
  Mare
  Stallion
  Earth pony
  2 dice
  1 die
  Pegasus pony
  2 dice
  2 dice
  Unicorn pony
  1 die
  1 die
  Agility
  Mare
  Stallion
  Earth pony
  2 dice
  1 die
  Pegasus pony
  2 dice
  2 dice
  Unicorn pony
  1 die
  1 die
  Smarts
  Mare
  Stallion
  Earth pony
  1 die
  1 die
  Pegasus pony
  1 die
  1 die
  Unicorn pony
  1 die
  1 die
  Learning
  Mare
  Stallion
  Earth pony
  1 die
  1 die
  Pegasus pony
  1 die
  1 die
  Unicorn pony
  1 die
  1 die
  Aptitudes
  In the tables to the right, the 
  extra dice for kind of pony 
  and mare or stallion are add-
  ed to the basic 1 die for each 
  Aptitude.
  Add a total of 8 more 
  dice to Aptitudes, but no Ap-
  titude can end up with more 
  than 5 dice in it.
  Talents
  In the tables to the right, the extra dice are 
  added to the basic 1 die for each Primary 
  Talent.
  Add a total of 3 more dice to Talents, 
  but no Primary Talent can end up with 
  more than 5 dice in it and no Secondary 
  Talent can end up with more than 3 dice 
  in it.
  Primary Talents
  Talents Start With . . .
  Earth pony
  One Earth Talent, one Fire Talent 2 dice in one, 1 die in the other 
  Pegasus pony Air Talent, Water Talent
  2 dice in one, 1 die in the other 
  Unicorn pony Levitation Talent, one Spell Talent 3 dice in one, 2 dice in the other 
  Secondary Talent
  Talent Starts With . . .
  Any pony One Earth Talent or Fire Talent
  1 die
  � Weights and Measures �
  How Big Is a Pony? Height at Withers Weight (Mass)
  Young mare
  about 30" (75 cm)
  about 75 lbs. (34 kg)
  Young stallion
  about 36" (90 cm)
  about 150 lbs. (69 kg)
  Very old pony
  may be shorter
  may be lighter or heavier
  School-age foal
  18 to 24" (45–60 cm) up to 50 lbs. (23 kg)
  Baby foal
  less than 12" (30 cm) a few pounds (kg)
  Older princess
  about 60" (150 cm)
  400 to 600 lbs. (180–270 kg)
  Younger princess
  about 30" (75 cm)
  75 to 100 lbs. (35–45 kg)
  How Far Can a Pony See in Daylight?
  Clear weather
  Line of sight
  Light rain
  160 yards (146 meters)
  Heavy rain
  80 yards (73 meters)
  Fog or clouds
  16 yards (15 meters)
  Light snow
  120 yards (110 meters)
  Heavy snow
  60 yards (55 meters)
  Blizzard
  30 yards (27 meters)
  How Far Can a Pony See in Darkness?
  Modiﬁ er
  Twilight Half distance; 80 yards (73 meters) in clear weather
  +5 to diﬃ  culty
  Night
  One-fourth distance; 40 yards (37 m) in clear weather +10 to diﬃ  culty
  Light
  Day
  Twilight
  Night
  Lasts
  Match
  0 yards (0 m)
  1 yard (0.9 m)
  2 yards (1.8 m)
  4 rounds
  Candle
  0 yards (0 m)
  1 yard (0.9 m)
  3 yards (2.7 m)
  1 hour
  Lantern (360°)
  1 yard (0.9 m)
  2 yards (1.8 m)
  5 yards (4.5 m)
  6 hours
  Lantern (front 30°) 2 yards (1.8 m)
  4 yards (3.6 m)
  10 yards (9 m)
  6 hours
  Flashlight
  5 yards (4.5 m) 10 yards (9 m)
  30 yards (27 m)
  6 hours
  Most Dice Allowed in a Talent
  Any pony’s Primary Talent
  5 dice
  Earth pony’s Secondary Talent
  5 dice
  Other pony’s Secondary Talent 3 dice
  � Live and Learn �
  Bad Conditions for Moving (add to diﬃ  culty of any movement)
  Add
  Uneven surface, small obstacles, choppy water, climbing a tree
  5
  Big obstacles, strong current in water, climbing a rough wall; ﬂ ying sideways, upside-down, or backward
  10
  Lots of big, close obstacles, stormy weather, a few hazards in the air
  15
  Narrow walkway (e.g., rope bridge, cliﬀ  trail), big waves, lots of hazards in the air, climbing a smooth wall
  20
  Collapsing hallway, swimming or ﬂ ying in a hurricane
  25 or more
  
  How Fast Can a Pony Move? • Moving 5 yards (4.5 meters) per round is about 2 miles (3.3 kilometers) per hour.
  � Weights and Measures �
  Movement per Round
  Diﬃ  culty +1 Yard Moved
  Walk
  1 to 10 yards (0.9–9 m)
  0
  —
  Trot
  11 to 20 yards (10–18 m)
  5
  —
  Canter 21 to 40 yards (19–37 m)
  10
  —
  Gallop 41 to 80 yards (37–73 m)
  15
  +1 to diﬃ  culty
  Swim
  1 to 5 yards (0.9–4.5 m)
  5
  +1 to diﬃ  culty
  Climb 1 to 5 yards (0.9–4.5 m)*
  5
  +5 to diﬃ  culty
  Jump† 2 yards (1.8 m)
  5
  +5 to diﬃ  culty
  *  Pony with a Talent that includes climbing can climb 10 yards 
  (9 meters) instead.
  †  Pony can gallop up to two rounds to get a running start. 
  If galloping rolls are successful, subtract 5 from jump’s dif-
  ﬁ culty for galloping one round; subtract 10 from jump’s dif-
  ﬁ culty for galloping two rounds.
  Speeding Up and Slowing Down
  Up to . . .
  +1 Yard Change
  Swimming
  10 yards (9 meters) per round +1 to diﬃ  culty
  Walking, trotting, cantering, galloping 20 yards (18 neters) per round +1 to diﬃ  culty
  60° Turns in a Round
  Trotting
  12
  Cantering
  8
  Galloping
  4
  Swimming
  4
  Flying Actions
  Diﬃ  culty
  Take oﬀ Jump up to 2 yards (1.8 m)*
  5
  Land
  Jump from height above landing spot
  5
  Flying faster than walk before landing†
  +5
  Flying faster than trot in before landing†
  +10
  Flying faster than canter in before landing†
  +15
  Flying faster than gallop in before landing†
  +20
  Fly
  20 yards (18 m) per round
  1
  For every 20 yards (18 m) per round more
  +1
  Glide
  Must move at least 20 yards (18 m) per round
  5
  For every 5 yards (4.5 meters) per round more
  +1
  *  Pony can gallop up to two rounds to get a running 
  start. If galloping rolls are successful, subtract 5 from 
  jump’s diﬃ  culty for galloping one round; subtract 
  10 from jump’s diﬃ  culty for galloping two or more 
  rounds.
  † Relative to landing spot.
  Basic Maneuvers
  Counts as moving
  Side Eﬀ ect
  Speed up
  20 yards (18 m) faster (can’t while gliding)
  +1 to diﬃ  culty
  Slow down
  20 yards (18 m) slower
   —
  +1 to diﬃ  culty
  Gain altitude 20 yards (18 m) higher
  —
  –20 yards (18 m)*
  Lose altitude
  20 yards (18 m) lower
  —
  +20 yards (18 m)*
  Turn
  60° turn
  20 yards (18 meters)
  –20 yards (18 m)*
  Slip
  20 yards (18 m) slipped† 40 yards (37 meters)
  –40 yards (18 m)*
  Advanced Maneuvers
  Counts as moving
  Side Eﬀ ect
  Half-loop
  180° turn, gain or lose 40 yards altitude
  20 yards (18 meters)
  –40 yards (37 m)*
  Full loop
  No change in hex
  40 yards (37 meters)
  –80 yards (73 m)*
  Half-roll
  20 yards diagonally forward left or right
  20 yards (18 meters)
  –20 yards (18 m)*
  Barrel roll
  20 yards diagonally forward one direction, 20 
  yards diagonally forward opposite direction
  40 yards (37 meters)
  –40 yards (37 m)*
  Zoom-dive
  Turn horizontal move into lost altitude†
  —
  1 diﬃ  culty per 
  40 yards (37 m)
  of zoom
  Level zoom
  Turn lost altitude into horizontal move
  —
  Zoom-climb
  Turn horizontal move into gained altitude†
  —
  *  Add to or subtract from next round’s 
  movement.
  †  Can make up to 2 turns after a slip.
  *  Subtract from next 
  round’s movement.
  †  Gravity 
  subtracts 
  extra altitude: 240 
  yards (219 m) per 
  round, each round.
  Flying • Moving 20 yards (18 meters) per round is about 8 miles (13 kilometers) per hour.
  
  � Fatigue and Rest �
  *  Pony can’t exert herself
   any more until rested.
  Tiredness Rest for . . .
  Rolls
  Winded
  Half as long as exertion
  –1 die
  Tired
  As long as exertion
  –2 dice
  Exhausted*
  Twice as long as exertion –3 dice
  Modiﬁ ers to Diﬃ  culty of Exertion Roll
  Hot weather
  +5
  Very hot weather
  +10
  More than one exertion: roll for heaviest exertion and add modiﬁ er 
  for each extra exertion (example: cantering is heavy work; carrying 
  medium load is moderate exertion — roll for heavy work and add 5)
  +5
  Doing only light work may be treated as a trivial task
  No roll
  Level of Work (with examples)
  Roll Every
  Light
  Walking, carrying (or levitating) a light load
  hour
  Moderate
  Trotting, jumping a few times a minute, ﬂ ying up to 
  250 yards (228 meters) a round, carrying medium load
  ten minutes
  Heavy
  Cantering, swimming, climbing, jumping constantly, 
  ﬂ ying more than 250 yards (228 yards) a round but 
  slower than sound, ﬁ ghting, carrying heavy load
  minute
  Maximum 
  Eﬀ ort
  Galloping, ﬂ ying faster than sound,
  carrying load that’s at least very heavy
  round
  � Sample Hexagon Grid With Example Maneuvers �
  60° turn
  Slip or half-roll
  Barrel roll
  Starting point
  
  � Icky Stuﬀ  �
  *  Add to Hardiness roll for resisting injury from 
  attacks. For each die of protection, add 1 to the 
  diﬃ  culty of any task that uses Speed or Agility.
  *  Reduce the diﬃ  culty if medical supplies are available; reduce it 
  more if patient is in a clinic or hospital.
  Result
  Level of Illness or Injury (and eﬀ ects)
  0 or less
  Bruised
  No eﬀ ect
  1 to 3
  Stunned
  –1 die from all task rolls this round and next
  4 to 6
  Minor illness or injury
  –1 die from all task rolls until healed
  7 to 9
  Serious illness or injury –2 dice from all task rolls until healed
  10 to 12
  Major illness or injury
  –3 dice from all task rolls until healed*
  13 to 15
  Mortal illness or injury Unconscious until healed†
  16 or more Death
  Pony dies immediately
  Barding (armor) Protection*
  Leather
  1 die
  Mail (chainmail)
  2 dice
  Plate
  3 dice
  Natural Healing
  Roll After*
  Diﬃ  culty
  From stunned to healthy
  1 minute
  Automatic
  From minor illness or injury to healthy
  3 days (minutes)
  6
  From serious to minor illness or injury
  3 days (minutes)
  6
  From major to serious illness or injury
  2 weeks (hours)
  6
  From mortal to major illness or injury
  5 weeks (hours)
  8
  Activity (add to or subtract from Hardiness dice for healing roll)
  Modiﬁ er
  Pony is active (for instance, working or adventuring), not resting
  –1 die
  Pony rests for twice as long as the level of injury or illness needs
  +1 die
  Medical Treatment (roll once per day)
  Diﬃ  culty*
  From minor illness or injury to healthy
  10
  From serious to minor illness or injury
  15
  From major to serious illness or injury
  20
  From mortal to major illness or injury
  25
  *  The referee of a literal game may want to use the time periods in 
  parentheses.
  *  Make a Hardiness roll with a diﬃ  culty 
  of 15. If successful, pony stays con-
  scious. If failed, pony is unconscious 
  for 10 dice of minutes (or rounds, in a 
  literal game).
  †  Each minute, make a Hardiness roll; if 
  result is less than number of minutes 
  since suﬀ ering mortal illness or injury, 
  pony dies. (A literal game may ignore 
  this.)
  OPEN GAME LICENSE Version 1.0a •  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
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  15. COPYRIGHT NOTICE: Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  My Little Pony Friendship is Magic is a trademark of Hasbro, Inc.
  Pony Tales • Narrator’s Screen • by Dave Bryant • Version 2: 24 September 2011
  
  Weights & Measures
  Lifting or Carrying a Load: Look up 
  the weight the pony’s trying to lift or car-
  ry; if it’s between two entries, look at the 
  greater weight. (For example, 50 pounds 
  is between 40 pounds and 60 pounds, so 
  look at the entry for 60 pounds.) Right-
  hand column shows the diﬃ  culty for lift-
  ing or carrying that much weight.
  The table to the 
  left shows light, me-
  dium, heavy, and very 
  heavy loads; the table 
  below shows extra-
  heavy 
  and 
  super-
  heavy loads.
  Modiﬁ ers for Lifting or Levitating Things
  Lifting or pushing with one hoof, two hooves, head, or wings
  +5 to diﬃ  culty
  Each object unicorn is levitating
  +1 to diﬃ  culty
  Each yard (0.9 meter) from unicorn farthest levitated object is
  +1 to diﬃ  culty
  Pulling a Load on . . .
  Skids or across a smooth, level surface
  Divide weight by 2
  Primitive cart or wagon (include weight of cart or wagon) Divide weight by 10
  Modern cart or wagon (include weight of cart or wagon)
  Divide weight by 20
  A train (include weight of train)
  Divide weight by 100
  lbs.
  kg Diﬀ .
  2
  10
  20
  0.9
  4.5
  9
  1
  2
  3
  40
  60
  80
  100
  120
  140
  160
  180
  200
  18
  27
  36
  45
  54
  64
  73
  82
  91
  4
  5
  6
  7
  8
  9
  10
  11
  12
  240
  280
  320
  360
  400
  109
  127
  145
  163
  181
  13
  14
  15
  16
  17
  500
  600
  700
  800
  900
  1000
  1100
  1200
  1300
  1400
  1500
  1600
  1700
  1800
  1900
  2000
  227
  272
  318
  363
  408
  454
  499
  544
  590
  635
  680
  726
  771
  816
  862
  907
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  tons tonnes Diﬀ .
  1.1
  1.2
  1.3
  1.4
  1.5
  1.6
  1.7
  1.8
  1.9
  2.0
  1.0
  1.1
  1.2
  1.3
  1.4
  1.5
  1.5
  1.6
  1.7
  1.8
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  2.5
  3.0
  3.5
  4.0
  4.5
  5.0
  5.5
  6.0
  6.5
  7.0
  7.5
  8.0
  8.5
  9.0
  9.5
  10
  2.3
  2.7
  3.2
  3.6
  4.1
  4.5
  5.0
  5.4
  5.9
  6.4
  6.8
  7.3
  7.7
  8.2
  8.6
  9.1
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  � Doing Things �
  How Hard Is the Task?
  Diﬃ  culty
  Routine
  Task takes no thought or eﬀ ort; no roll needed
  0 or less
  Trivial
  Task takes little thought or eﬀ ort; roll only if needed
  1 to 5
  Easy
  Task takes little thought or eﬀ ort unless lacking Talent
  6 to 10
  Middling
  Doing the task right takes skill and eﬀ ort
  11 to 15
  Hard
  Should be well-trained in kind of task being done
  16 to 20
  Very hard Only the best-trained pony has a good chance at task
  21 to 25
  Impossible Succeeding at the task is worth telling stories about
  26 or more
  Advantages and Disadvantages (with examples)
  Add or Subtract
  Huge disadvantage
  Fixing complex machine without tools
  add 16 or more
  Big disadvantage
  Finding another pony in darkness
  add 11 to 15
  Fair disadvantage
  Following hoofprints in rain or snow
  add 6 to 10
  Small disadvantage Fixing pocket-watch by candle-light
  add 1 to 5
  Small advantage
  Springy board to help jump farther
  subtract 1 to 5
  Fair advantage
  Sling at the end of a rope to lift a pony
  subtract 6 to 10
  Big advantage
  Good tools for job, such as ﬁ rst-aid kit subtract 11 to 15
  Huge advantage
  Best tools for job, such as a hospital
  subtract 16 or more
  Taking Extra Time
  Add
  Rushing (add to diﬃ  culty)
  Add
  Spend twice as long on task
  1 die
  Spend three-fourths as long
  5
  Spend 4 times as long on task 2 dice
  Spend half as long on task
  10
  Spend 8 times as long on task
  3 dice
  Spend one-fourth as long on task
  15
  Success!
  By . . .
  Barely succeeded; maybe task took longer or pony didn’t get much
  0
  Succeeded; pony didn’t do anything special
  1 to 4
  Pony did well and may get something extra
  5 to 8
  Pony did very well and should get something extra
  9 to 12
  Pony did extremely well and should be rewarded by narrator
  13 to 16
  Pony did so well others talk about it; should get really good result
  17 or more
  
  � Fighting �
  Conditions
  Eﬀ ect
  Aiming
  Shooter taking no other action can add 1 die to attack roll for each round aiming at speciﬁ c target; +3 
  dice maximum
  All-out attack
  –6 (or –2 dice) from diﬃ  culty of attack, and if it hits,
  +1 die to injury; can’t take any other actions in round
  Crouched target
  +3 (or +1 die) to diﬃ  culty of attack;
  +3 (or +1 die) more if crouched target is moving too;
  crouched target can move only half as far as normal
  Multiple weapons Multi-action penalty if using multiple weapons in round
  Prone target
  –6 (or –2 dice) at point-blank or short range;
  +6 (or +2 dice) at medium or long range
  Quick draw
  Attacker can subtract dice from attack roll and add them to initiative roll for a round
  Surprise
  In ﬁ rst round, attacker goes ﬁ rst or gets +1 die to all actions
  Unwieldy weapon +5 to diﬃ  culty of attack for weapon that is longer than 2 feet (60 cm), hard to grip or throw, or user 
  doesn’t understand
  Special Attack
  Eﬀ ect
  Disarm
  Attacker tries to knock weapon or object from target’s grip; target can use an action to roll Muscle 
  (or Levitation) against “injury” roll in a contest to keep a grip on weapon or object
  Entangle
  Attacker tries to tangle up target with lasso, net, whip, etc.; target isn’t injured, but can’t take any 
  actions besides trying to break free in a contest against “injury” roll; slipping out is an Agility roll, and 
  breaking weapon is a Muscle roll
  Grab: choke, ﬂ ip, 
  hold, slam, or throw
  +6 (or +2 dice) to diﬃ  culty of attack; trying to escape is a Muscle contest with attacker and counts as 
  an action; every round target is grabbed, attacker can use strength bonus
   Choke
  Attacker cuts oﬀ  target’s air, using strength bonus on ﬁ rst round; after that, use general Grab rules
   Flip
  Attacker yanks target into falling; target suﬀ ers 3 injury dice from hitting round and then is prone
   Hold
  Attacker holds target; subtracts 3 or more dice from injury
   Slam or throw
  Attacker lifts and slams or throws target into nearby object; lifting and throwing/slamming are two 
  actions; both need lifting rolls; injury is equal to toughness roll for object; attacker’s strength bonus 
  may damage object, resisted by toughness roll
  Knockdown/trip
  Attacker’s Muscle (plus Talent) must be greater than target’s; +6 (or +2 dice) to diﬃ  culty of attack; if 
  successful, target falls but is not injured; target must take a full action to stand up
  Push
  Attacker’s Muscle (plus Talent) must be greater than target’s; +3 (or +1 die) to diﬃ  culty of attack; if 
  successful, –2 dice from target’s next Agility roll, but target is not injured
  Lunge
  Attacker rushes target; add half a yard (45 cm) to range of attack, +3 (or +1 die) to diﬃ  culty of attack, 
  –1 die from injury
  Sweep
  Roundhouse blow or leg sweep; –6 (or –2 dice) from diﬃ  culty of attack and –1 die from injury
  Tackle
  Attacker tries to grab target’s body; +3 (or +1 die) to diﬃ  culty of attack, normal injury dice ﬁ rst round, 
  strength bonus after
  Defense
  Diﬃ  culty of Attack
  Passive
  Free action; no special eﬀ ort to avoid attacks
  10
  All-out
  Only action allowed; doing nothing but dodge Agility + Talent roll + 10
  Normal Dodging and trying to take other actions
  Agility + Talent roll
  Block
  Trying to stop attacks from getting through
  Agility + Talent roll
  Parry
  Trying to deﬂ ect attacks aside
  Agility + Talent roll
  
  Scale Examples
  40
  Full-grown dragon
  24
  Building (8 stories)
  20
  Building (4 stories)
  14
  Building (2 stories)
  10
  Train car
  8
  Elephant
  6
  Large wagon
  3
  Small cart
  3
  Sun princess
  0
  Adult pony, moon princess
  –3
  Foal
  –3
  Medium-size dog
  –6
  Housecat
  –6
  Breadbox
  –9
  Rat
  –12
  Mouse
  –15
  Coin
  –21
  Ant
  Range
  Distance
  Example
  Modiﬁ er
  Point-blank 0 to 3 yards (2.7 m)
  A few steps away
  Subtract 5
  Short
  3 yards to ﬁ rst range listing
  Riﬂ e ﬁ re across ballroom No modif.
  Medium
  First to second range listings Pistol ﬁ re across ballroom Add 5
  Long
  Second to third range listings Most shooting outdoors
  Add 10
  Cover and Visibility (add to or subtract from diﬃ  culty)
  Modiﬁ er
  Target can’t see at all
  Subtract 12 (or 4 dice)
  Light smoke or fog, dim light, twilight, or
  one-fourth of target hidden
  Add 3 (or 1 die)
  Thick smoke or fog, moonlight, or half of target hidden Add 6 (or 2 dice)
  Very thick smoke or fog, darkness, three-fourths 
  of target hidden, or attacker can’t see at all
  Add 12 (or 4 dice)
  Target completely hidden*
  Can’t hit target directly
  *  If an attack does more damage than the amount of armor the cover’s worth, 
  what’s left may hit the target. Most of the time, the cover will have to be de-
  stroyed before the attacker can hit the target.
  Group Ability (add to or subtract from diﬃ  culty of leader’s Smarts roll) Mod.
  Group will follow leader no matter what
  –20
  Group’s members will sacriﬁ ce themselves for each other
  –15
  Group’s trained a lot to work together
  –10
  Group’s trained a little to work together
  –5
  Group’s worked together a lot or is willing to
  None
  Group’s worked together several times
  +5
  Group’s worked together only a few times
  +10
  Group’s never worked together or most of group hates each other
  +15
  Group isn’t interested in working together, all of group hates each 
  other, or group’s members can’t communicate with each other
  +20
  Commands (diﬃ  culty of leader’s Smarts roll)
  Simple or general commands
  3
  Easy or speciﬁ c commands
  7
  Diﬃ  cult or very speciﬁ c commands
  12
  Very diﬃ  cult or precise commands
  17
  Extremely diﬃ  cult or very precise comm. 22
  Exacting commands
  28
  Group Attack: Leader of group rolls Smarts 
  plus applicable Talent dice to command group 
  in attacking together.
  Called Shot Diﬃ  culty
  Injury
  Eﬀ ect of Injury
  Head
  +3 or +1 die
  +12 or +4 dice –1 from Smarts, Learning, init. rolls
  Heart
  +12 or +4 dice +12 or +4 dice No actions in next round
  Arm
  +2 or +1 die
  –2 points
  –1 from rolls using injured arm
  Leg or wing
  +3 or +1 die
  –1 point
  –1 from Agility, Speed, init. rolls
  Normal Attack
  Diﬃ  culty
  Injury
  Punching, butting +0
  +1 point*
  Boxing, clipping
  +3 or +1 die
  +2 points
  Kicking
  +6 or +2 dice
  +1 die
  Bucking
  +12 or +4 dice +2 dice
  Biting
  +3 or +1 die
  +0
  Toughness (with examples)
  Dice
  Flimsy
  Plywood door
  1
  Tough
  Hard wooden door or a weapon
  2
  Sturdy
  Bolted steel door or a ﬂ oor safe
  3
  Very Sturdy A few layers of steel
  4
  Reinforced
  Many layers of steel
  6
  *  For unicorns: not al-
  lowed or +2 points 
  (narrator’s choice).
  � Fighting �
  
SOURCE: textdata/thevault/My Little Pony (MLP)/PonyTales/Pony Tales GM screen.pdf