Pinkie Pie/Pinkamena
BASIC IDEA
All attacks, defenses, and actions that require effort (or are opposed by someone else) are made with a 2d6. Each side rolls and adds any necessary modifiers, and the side with the higher score wins. In the case of a tie, the defender wins.
If the check is not being made against an opponent, then a set target number is required based on the difficulty of the action.
EASY (5), NORMAL (7), HARD (9), BRUTAL (11), IMPOSSIBLE (13)
EX1: Seth rolls to hit Sasha. Seth gets a 6, Sasha gets a 7. Seth misses. Seth would also miss if Sasha had rolled a 6.
EX2: Seth goes to force open a door; it’s an EASY check. He rolls and gets a 5, which is just enough to open the door.
MODIFIERS
Various actions or abilities grant a bonus to the final result of one user of the other. For example, if someone has a spell that buffs their character’s speed, they would gain a +1 to any check requiring them to move fast or dodge a physical attack until the spell wore off.
ADVANCENOTE: Powerful enemies or certain major buffs for characters provide all-round bonuses to every action they take, making them deadly opponents. Many “boss fights” feature opponents like this.
“RAISING”
If one side scores significantly higher than the other, their action is even more effective than usual. If the action taker exceeds their opponents score by 1-2, they achieve regular success. By 3-4, the effect increases by 1 stage. 5-6, further, and so on…in the case of combat, apply another point of damage.
EX1: Seth is trying to scale a cliff faster than Sasha. He rolls an 8, she rolls a 6. Since his result is only 2 higher than hers, he just barely makes it up before she does; she’s hot on his heels. If he had rolled a 9, he would have made it up before her without any problem, and if he had rolled an 11 he’d have time to stop for a drink before she got there.
EX2: Seth attacks Sasha and gets a 10; she rolls a 3 for her defense. Since his result is 7 higher than hers, not only does he hit her, but he deals an extra 3 points of damage.
ATTRIBUTES
Each character has specific attributes which they use to determine how well they handle combat.
STRENGTH: Raw brute strength. This determines how much damage a character can deal with physical attacks, as well as providing a modifier bonus to strength-related checks.
Example uses: Push object, Hold door, Restrain foe. Good for grapplers, strikers, tanks
TOUGHNESS: A character’s durability and capacity to soak up pain comes directly from this attribute; in short, it determines HP and helps to resist poisons and diseases.
Example uses: Resist poison/disease, Ignore pain. Good for all, but mostly for in-close types that draw aggro
AGILITY: Speed and accuracy. A characters ability to get somewhere quickly, land a physical hit, or sidestep an attack all come from this attribute. It won’t help against magic, though.
Example uses: Dash, Avoid/Hit with physical attacks. Good for high-speed fighters and those without Toughness
MIND: This determines the characters ability to think quick and react to situations. How observant and/or sneaky a character is relies on this attribute.
Example uses: Initiative bonus, Spot hidden, Stealth. Mostly non-combat checks, good for wise or sneaky characters
MAGIC: Not everyone can use magic aggressively, but that isn’t all this determines. This attribute determines the overall bonus granted to all magical actions by the user, from healing to fireballs to soul-rending, and also determines how easily the character is struck by enemy spells.
ATTRIBUTE DISTRIBUTION AND MODIFIERS
Each attribute is determined by a bonus, going from -1 to +1. This modifier is applied in any circumstance that makes sense, combat or otherwise. Characters start out with -1 in all attributes, and have an additional 5 “points” with which to build up their attributes during initial creation; long-established characters have 6 such points.
ADVANCENOTE: Characters that feel they truly excel in one area may choose to raise an attribute to +2 with their points; however, a character may only EVER raise one such attribute in this way.
SKILLS AND SPECIALTIES
If a character is noted to be good at something (climbing, engineering, setting/spotting traps, sneaking, even something like cake making), they receive a bonus to such checks. There are two skill categories: HARD skills and SOFT skills.
HARD SKILLS: Combat and/or Arc oriented skills, such as Hit: Target type, Magic Proficiencies, Stealth, Perception, Identify, Parry, etc. A point in these skills grant a +1 bonus in a specific circumstance (a noted specialty MUST be applied). Additional points in the same skill only allow for additional specialties to be added; +1 is the maximum bonus from Hard Skills.
SOFT SKILLS: More character-driven skills, such as Baking, Dancing, Mathematics, Engineering, Painting, Singing, etc. A point in these skills grant a +1 bonus if they find some kind of use whereupon the user feels the need to roll with that skill; they may be raised as high as +3. Successful usage of Soft Skills in a practical manner inside of side arcs, scenes, or full Arcs grant immediate Karma Points.
Ex1: Seth has established that his character is an expert with mechanical repair, and has been so for some time. He uses 3 SP and gets a +3 bonus any time he repairs electronic devices.
Ex2: Sasha has established that her character is a master of headshots with her sniper rifle; she will get a lessened penalty with called shots to the head (usually -2 to hit, reduced to only -1).
HARD SKILL EXAMPLES:
Hit/ Target: By defining enemy feature (Tiny, Massive, Flying, Teleporter…nothing too broad)
Stealth: By area or type of stealth (Forest, Urban or Move silently, Hide from sight, etc.)
Magic Proficiency: By type of magic (Light, Dark, Fire, Illusion, etc.)
Parry: By specific attack type (Avoid firearm rounds, avoid grapple, avoid fire magic, avoid slashing attacks, etc.)
Perception: By sense (Vision, Hearing, Scent, etc.)
Identify: By item type (Potions, Machinery, Weaponry, Creature, etc.)
PHYSICAL COMBAT:
Characters attack with 2d6 as usual, adding their Agility modifiers to their Hit/Dodge check. If either character has a skill or specialty that applies to the circumstance, it is also applied. If a character hits with a physical attack, they deal a base 2 damage. This is modified by their Strength Attribute. Upon landing a blow, add 1 point of damage to the final product for every “raise” achieved by the attacker.
EX: Seth (Strength ~~1, Agility +1) attacks Sasha (Agility -1); he rolls an 11 (10+1), and she rolls a 7 (8-1). His damage is: 2 ~~ 1 (Strength modifier) + 1 (Raise on attack). Sasha takes 2 damage.
Grapples
In order to grab hold of an opponent, make the attack as usual; however, the attack hits on a tie and deals no damage. After grabbing an opponent, the attacker can choose to perform one of several maneuvers.
HOLD: Make a check against a target number of (5/7/9, depending on the size of the enemy), modified by the enemy’s Strength Attribute.
THROW: Make a check against a target number of (5/7/9, depending on the size of the enemy).
SUBMISSION: Make a regular physical attack check with both sides using Strength instead of Agility. If attacker succeeds, deal damage as usual, and opponent is held for this turn. If not, the attacker breaks free.
SPECIAL MANEUVER: Make a regular physical attack check. Regardless of outcome, opponent is freed; but base attack damage is increased by 2.
MAGICAL COMBAT:
Spells are not as easy to avoid as physical blows, and are more flexible. When a character casts a spell, simply make a check against a target number of 7 (modified by the target’s Magic Attribute Modifier and possible weakness/resistance to that Spell type). Magical damage is equal to 1 + the amount scored over the necessary target number
“Winded”
Spellcasters are vulnerable to physical damage, and their capacity to dole out punishment suffers as they do. If a spellcaster is at 50% HP, they get a -1 to hit with their spells. At 25% HP, they get a -2 to hit.
Charging
Characters may choose to forfeit their turn in order to charge their spells for more accuracy/power. The first turn a character waits, they gain +1 to hit with their spell. If they wait a second turn, they gain a +2 bonus to hit. Each turn spent charging afterwards provides the same additional 2 points.
EX: A character that spent three turns charging would have a +5 to hit with the spell on the fourth turn.
Healing Spells
To heal a pony, a spellcaster must achieve at least a 5 on their roll. The spell heals a number of HP equal to 1 + the amount scored over the necessary target number
Buff/Debuff Spells
In order to grant a target a +/-1 modifier to hit, dodge, damage, or defense, the spellcaster must achieve at least a 7 on their roll. If the final result is 4 higher than the necessary target number, the modifier changes to +2. Buffs/Debuffs last for 2 turns.
Group Spells
Spellcasters have the capacity to blanket spells at multiple targets, whether attacking, healing, or buffing/debuffing. In order to do this, the spellcaster increases the necessary target number by 1 for each additional target and casts as usual, applying the final result to all targets if successful. If the spell was an attack, compare the result to each target’s MDef.
Power Points
Spellcasters fight with their emotions and their spirits; they have a back-up reserve of power just waiting to spill out. Spellcasters have a total of 5 “Power Points” which they can spend when casting spells. 1 PP must be used to cast any healing spell. 1 PP used to boost a spell gives it a +2 modifier.
2 PP return when the character rests for a full amount of time (6-8 hours).
EX1: Seth casts a fireball spell at Sasha; he has a specialization in Fire magic + a Magic of +0, and she has a Magic of +1. He rolls 2d6+1 against a target number of 8, and gets a 10 (9+1). He deals a total of 3 damage to Sasha.
EX2: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
EX3: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
ADVANCENOTE: Some characters and enemies have specific weaknesses and/or resistances to certain types of attacks; more often than not, these are elemental, making the need for flexible and creative magic HUGE. These resistances typically grant the target permanent modifiers against any damage made by that attack type…they must be watched for.
Ex1: GRAVITY, a demon of the Earth, would have a +3 Earth resist. Many earth spells would do little to him.
Ex2: ESCAPE, a demon of the Sky, might have a -1 weakness to Earth magic and a +5 Lightning resist. Practically nothing remotely related to Lightning could hurt him at all.
COUNTERS
If an attackers final result is at least 4 digits lower than the defenders, the defender makes a “counterattack”, automatically landing a blow for base damage on the target. For every additional 2 digits above the “counter” target number, increase the damage by 1.
DEFENSE
If a character feels they are in danger or wishes to defend another character from harm, they can take a “Guard” action. There are two ways to do this.
All attacks, defenses, and actions that require effort (or are opposed by someone else) are made with a 2d6. Each side rolls and adds any necessary modifiers, and the side with the higher score wins. In the case of a tie, the defender wins.
If the check is not being made against an opponent, then a set target number is required based on the difficulty of the action.
EASY (5), NORMAL (7), HARD (9), BRUTAL (11), IMPOSSIBLE (13)
EX1: Seth rolls to hit Sasha. Seth gets a 6, Sasha gets a 7. Seth misses. Seth would also miss if Sasha had rolled a 6.
EX2: Seth goes to force open a door; it’s an EASY check. He rolls and gets a 5, which is just enough to open the door.
MODIFIERS
Various actions or abilities grant a bonus to the final result of one user of the other. For example, if someone has a spell that buffs their character’s speed, they would gain a +1 to any check requiring them to move fast or dodge a physical attack until the spell wore off.
ADVANCENOTE: Powerful enemies or certain major buffs for characters provide all-round bonuses to every action they take, making them deadly opponents. Many “boss fights” feature opponents like this.
“RAISING”
If one side scores significantly higher than the other, their action is even more effective than usual. If the action taker exceeds their opponents score by 1-2, they achieve regular success. By 3-4, the effect increases by 1 stage. 5-6, further, and so on…in the case of combat, apply another point of damage.
EX1: Seth is trying to scale a cliff faster than Sasha. He rolls an 8, she rolls a 6. Since his result is only 2 higher than hers, he just barely makes it up before she does; she’s hot on his heels. If he had rolled a 9, he would have made it up before her without any problem, and if he had rolled an 11 he’d have time to stop for a drink before she got there.
EX2: Seth attacks Sasha and gets a 10; she rolls a 3 for her defense. Since his result is 7 higher than hers, not only does he hit her, but he deals an extra 3 points of damage.
ATTRIBUTES
Each character has specific attributes which they use to determine how well they handle combat.
STRENGTH: Raw brute strength. This determines how much damage a character can deal with physical attacks, as well as providing a modifier bonus to strength-related checks.
Example uses: Push object, Hold door, Restrain foe. Good for grapplers, strikers, tanks
TOUGHNESS: A character’s durability and capacity to soak up pain comes directly from this attribute; in short, it determines HP and helps to resist poisons and diseases.
Example uses: Resist poison/disease, Ignore pain. Good for all, but mostly for in-close types that draw aggro
AGILITY: Speed and accuracy. A characters ability to get somewhere quickly, land a physical hit, or sidestep an attack all come from this attribute. It won’t help against magic, though.
Example uses: Dash, Avoid/Hit with physical attacks. Good for high-speed fighters and those without Toughness
MIND: This determines the characters ability to think quick and react to situations. How observant and/or sneaky a character is relies on this attribute.
Example uses: Initiative bonus, Spot hidden, Stealth. Mostly non-combat checks, good for wise or sneaky characters
MAGIC: Not everyone can use magic aggressively, but that isn’t all this determines. This attribute determines the overall bonus granted to all magical actions by the user, from healing to fireballs to soul-rending, and also determines how easily the character is struck by enemy spells.
ATTRIBUTE DISTRIBUTION AND MODIFIERS
Each attribute is determined by a bonus, going from -1 to +1. This modifier is applied in any circumstance that makes sense, combat or otherwise. Characters start out with -1 in all attributes, and have an additional 5 “points” with which to build up their attributes during initial creation; long-established characters have 6 such points.
ADVANCENOTE: Characters that feel they truly excel in one area may choose to raise an attribute to +2 with their points; however, a character may only EVER raise one such attribute in this way.
SKILLS AND SPECIALTIES
If a character is noted to be good at something (climbing, engineering, setting/spotting traps, sneaking, even something like cake making), they receive a bonus to such checks. There are two skill categories: HARD skills and SOFT skills.
HARD SKILLS: Combat and/or Arc oriented skills, such as Hit: Target type, Magic Proficiencies, Stealth, Perception, Identify, Parry, etc. A point in these skills grant a +1 bonus in a specific circumstance (a noted specialty MUST be applied). Additional points in the same skill only allow for additional specialties to be added; +1 is the maximum bonus from Hard Skills.
SOFT SKILLS: More character-driven skills, such as Baking, Dancing, Mathematics, Engineering, Painting, Singing, etc. A point in these skills grant a +1 bonus if they find some kind of use whereupon the user feels the need to roll with that skill; they may be raised as high as +3. Successful usage of Soft Skills in a practical manner inside of side arcs, scenes, or full Arcs grant immediate Karma Points.
Ex1: Seth has established that his character is an expert with mechanical repair, and has been so for some time. He uses 3 SP and gets a +3 bonus any time he repairs electronic devices.
Ex2: Sasha has established that her character is a master of headshots with her sniper rifle; she will get a lessened penalty with called shots to the head (usually -2 to hit, reduced to only -1).
HARD SKILL EXAMPLES:
Hit/ Target: By defining enemy feature (Tiny, Massive, Flying, Teleporter…nothing too broad)
Stealth: By area or type of stealth (Forest, Urban or Move silently, Hide from sight, etc.)
Magic Proficiency: By type of magic (Light, Dark, Fire, Illusion, etc.)
Parry: By specific attack type (Avoid firearm rounds, avoid grapple, avoid fire magic, avoid slashing attacks, etc.)
Perception: By sense (Vision, Hearing, Scent, etc.)
Identify: By item type (Potions, Machinery, Weaponry, Creature, etc.)
PHYSICAL COMBAT:
Characters attack with 2d6 as usual, adding their Agility modifiers to their Hit/Dodge check. If either character has a skill or specialty that applies to the circumstance, it is also applied. If a character hits with a physical attack, they deal a base 2 damage. This is modified by their Strength Attribute. Upon landing a blow, add 1 point of damage to the final product for every “raise” achieved by the attacker.
EX: Seth (Strength ~~1, Agility +1) attacks Sasha (Agility -1); he rolls an 11 (10+1), and she rolls a 7 (8-1). His damage is: 2 ~~ 1 (Strength modifier) + 1 (Raise on attack). Sasha takes 2 damage.
Grapples
In order to grab hold of an opponent, make the attack as usual; however, the attack hits on a tie and deals no damage. After grabbing an opponent, the attacker can choose to perform one of several maneuvers.
HOLD: Make a check against a target number of (5/7/9, depending on the size of the enemy), modified by the enemy’s Strength Attribute.
THROW: Make a check against a target number of (5/7/9, depending on the size of the enemy).
SUBMISSION: Make a regular physical attack check with both sides using Strength instead of Agility. If attacker succeeds, deal damage as usual, and opponent is held for this turn. If not, the attacker breaks free.
SPECIAL MANEUVER: Make a regular physical attack check. Regardless of outcome, opponent is freed; but base attack damage is increased by 2.
MAGICAL COMBAT:
Spells are not as easy to avoid as physical blows, and are more flexible. When a character casts a spell, simply make a check against a target number of 7 (modified by the target’s Magic Attribute Modifier and possible weakness/resistance to that Spell type). Magical damage is equal to 1 + the amount scored over the necessary target number
“Winded”
Spellcasters are vulnerable to physical damage, and their capacity to dole out punishment suffers as they do. If a spellcaster is at 50% HP, they get a -1 to hit with their spells. At 25% HP, they get a -2 to hit.
Charging
Characters may choose to forfeit their turn in order to charge their spells for more accuracy/power. The first turn a character waits, they gain +1 to hit with their spell. If they wait a second turn, they gain a +2 bonus to hit. Each turn spent charging afterwards provides the same additional 2 points.
EX: A character that spent three turns charging would have a +5 to hit with the spell on the fourth turn.
Healing Spells
To heal a pony, a spellcaster must achieve at least a 5 on their roll. The spell heals a number of HP equal to 1 + the amount scored over the necessary target number
Buff/Debuff Spells
In order to grant a target a +/-1 modifier to hit, dodge, damage, or defense, the spellcaster must achieve at least a 7 on their roll. If the final result is 4 higher than the necessary target number, the modifier changes to +2. Buffs/Debuffs last for 2 turns.
Group Spells
Spellcasters have the capacity to blanket spells at multiple targets, whether attacking, healing, or buffing/debuffing. In order to do this, the spellcaster increases the necessary target number by 1 for each additional target and casts as usual, applying the final result to all targets if successful. If the spell was an attack, compare the result to each target’s MDef.
Power Points
Spellcasters fight with their emotions and their spirits; they have a back-up reserve of power just waiting to spill out. Spellcasters have a total of 5 “Power Points” which they can spend when casting spells. 1 PP must be used to cast any healing spell. 1 PP used to boost a spell gives it a +2 modifier.
2 PP return when the character rests for a full amount of time (6-8 hours).
EX1: Seth casts a fireball spell at Sasha; he has a specialization in Fire magic + a Magic of +0, and she has a Magic of +1. He rolls 2d6+1 against a target number of 8, and gets a 10 (9+1). He deals a total of 3 damage to Sasha.
EX2: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
EX3: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of +1 and a specialty in Power-up spells, for a total bonus of +2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6+2 and gets a 14 (12+2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
ADVANCENOTE: Some characters and enemies have specific weaknesses and/or resistances to certain types of attacks; more often than not, these are elemental, making the need for flexible and creative magic HUGE. These resistances typically grant the target permanent modifiers against any damage made by that attack type…they must be watched for.
Ex1: GRAVITY, a demon of the Earth, would have a +3 Earth resist. Many earth spells would do little to him.
Ex2: ESCAPE, a demon of the Sky, might have a -1 weakness to Earth magic and a +5 Lightning resist. Practically nothing remotely related to Lightning could hurt him at all.
COUNTERS
If an attackers final result is at least 4 digits lower than the defenders, the defender makes a “counterattack”, automatically landing a blow for base damage on the target. For every additional 2 digits above the “counter” target number, increase the damage by 1.
DEFENSE
If a character feels they are in danger or wishes to defend another character from harm, they can take a “Guard” action. There are two ways to do this.
- The character may give up their action to get a +2 bonus to all defense checks until their next action. They may choose to move during this time, but as soon as they do the bonus is reduced to +1.
- The character may choose, after taking an action, to guard another character from attack. If their charge is attacked, they immediately get to make a defense check to intercept; if they fail, the attack is made against its intended target. If they succeed, the attack hits them; damage is reduced by 1 for every 2 points the user scores over the attacker, and counterattacking is only possible at 6+ over.
(Note: These two options can be combined to greater effect)
EX1: Seth is low on HP, and he sees the enemy charging an attack. He takes no action and goes on defense, gaining a +2 to any defense checks he has to make before his next turn.
EX2: Seth wishes to defend Sasha from incoming attacks. After attacking, he declares that he is guarding her from attacks. An enemy attacks him and rolls an 8; he rolls and gets a 7, and the attack goes through against Sasha. Another enemy attacks and rolls a 4; Seth rolls a 10 and takes the hit for Sasha, reducing the damage to himself by 3 and just barely counterattacking.
SPECIES MODIFIERS
Earth Pony: (Base 10 HP + Toughness, 7 SP, 3 Feats)
Pegasus: (Base 6 HP + Toughness, 5 SP, Flight, +1 to avoid physical ranged attacks, 1 Feat)
Unicorn: (Base 8 HP + Toughness, 4 SP, Magic, starts with feat “Sense Magic” + one other Feat)
ADVANCENOTE: The following species are also playable, but have more to consider when doing so.
Changeling: (Base 6 HP + Toughness, 4 SP, Flight, Magic, Ignore 1 point of Slashing damage, -1 weakness to extreme temperatures, 1 Feat)
Alicorn: (Base 6 HP + Toughness, 4 SP, Flight, Magic. The user’s Magic attribute is always altered by the number of associates, close friends, followers and the like they have…anything from a -3 penalty [unknown recluse] to a bonus of +6 [glorified Deity])
LIST OF POSSIBLE FEATS/FLAWS (Feel free to pose other options). Take a FLAW to gain either a Feat or 2 SP
FEATS
Tough: +2 HP
Damn Tough: +2 HP
Ironhide: Ignore 1 point of slashing damage
Iron Muscle: Ignore 1 point of bashing damage
Iron Shell: Ignore 1 point of piercing damage
Elemental Resistance: Ignore 1 point of damage from a chosen element
Elemental Barrier: Ignore another 1 point of damage from the same element
Catch Projectile: +1 to avoid Physical Ranged attacks
Tech Block: Counterattack 1 digit lower against standard Physical attacks
Tech Cancel: Counterattack 1 digit lower against Grapple attacks
Return Blow: Counterattacks deal +1 damage
Quick Thinker: +3 to all initiative checks
Magical Prodigy: +2 PP
Magically Resistant: All magical effects on target are at -1 effectiveness (including healing and buffs)
Masochist: +1 to hit with the next attack every time user is damaged before their turn (stacks)
Executioner: +1 to hit enemies below 25% HP
Eagle Eye: +2 to all visual perception checks
Ninja: +2 to all stealth checks made in darkness
Sadist: Make a free attack at +1 to hit after killing an enemy (once per round)
Bear Wrestler: +1 to all Grapple checks, and all checks made from grapples
Will to live: Character is not unconscious when reduced to 0 or less HP. They remain aware and functioning until after their next action is made, then fall unless they were healed. Once per combat.
Juggernaut: Character has +2 to resist being Grapple/Thrown and cannot be moved by any attack dealing less than 5 damage.
First Attack: +3 to hit, +1 damage on user’s first attack in a combat.
Sense Magic: Character may make perception checks with (Magic modifier) to sense magic in an area
FLAWS
Lightweight: -2 HP
Elemental Weakness: Take +1 damage from a chosen element
Crippling Elemental Weakness: Take another +1 damage from the same element
Fragile: +1 damage from all physical attacks
Slow to React: -3 to all initiative checks
Magic Frailty: All magical effects on the target are at +1 effectiveness. This does not apply to buffs or healing.
Pacifist: Cannot willingly kill enemies except in extreme cases of self-defense…simply being in great danger is not enough
SPECIAL TOUCHES
Not everything about a character can be defined with set stats and standardized attributes. Some characters have specific resistances, strengths, weaknesses, or other things that simply need to be brought up. In addition, certain abilities may need to be balanced before use. In such cases, please bring such things to the attention of one of the primary GMs in PlotRP; Sasha, Confetti, or Trixie to name a few.
EXAMPLE CHARACTER:
Name: Giggles
Species: Earth Pony
STRENGTH: -1
TOUGHNESS: -1
AGILITY: +1
MIND: +0
MAGIC: +1
HP: 7 (9 – 2 for flaw)
Hit/Dodge bonus: +1
Skills
Fourth Wall Mastery +3, Baking +3, Pouncing +1
Feats/Flaws
Lightweight (-2 HP)
Still Learning (Poor with mathematics, science, and some social standards)
Gotta make you Smile! (Gains a +2 bonus when her action goes directly towards the cheer and happiness of someone around her)
Rule of Funny (Has access to anything she wishes from the fourth wall, providing it does not immediately provide a solution to a problem)
Fourth Wall -> GM couldn’t think of one she’s such a silly billy (Has the power of cute stop taking over my page Giggles Nope! Heya everyp -DONE NOW.)