Player Talents

A Talent is a skill or ability that your character is really good at, or at least better than someone without that talent. Talents can be used for helping overcome tasks, or used in a rollplay scenario to impact the outcome. If you have a talent that you think would apply in a given situation, you may be able to use your talent to reduce the difficulty to sucessfully complete a task. Some talents open up options that wouldn't exist otherwise, and some can even make the difficulty for a task easier, simply because you have specialization in that task.

Note that this page uses modified rules and talents. While most of the changes here involve addressing specific scenarios that are not clear in the core rules, there are a few new talents and functionality changes, too. If you need to reference the core rules, refer to this page for the full list of official talents: Core Rules.

Extra Terms:

DC: Difficulty Class, or the minimum value to meet or beat to succeed a roll.
Advantage: Roll two dice, choosing the higher value between them. For talent Advantage, this means rolling both your Trait die and Talent die and using the higher result from either of them.
Disadvantage: Roll two dice, choosing the lower value between them. For talent Disadvantage, this means rolling both your Trait die and Talent die and using the lower result from either of them.

Talents Summary:

TalentRestrictionDescription
Alchemy-Combine magical items together to create potions that give powerful effects.
Booksmart-Upgrades Mind rolls for book knowledge, degrades Mind rolls for understanding others. Advantage for any intelligence-based Mind roll once per session.
Bulky-Upgrades Body roll for strength, downgrades for Body rolls for agility. Advantage for any strength-based Body roll once per session.
Cloud WranglingPegasusManipulate clouds and other weather-related phenomena.
Crafting-Can create new equipment and objects using discovered resources.
CreationUnicornCan summon physical objects, concentation-based.
Creative Flair-Advantage for all Charm rolls involving specific skill.
Daring FeatsPegasusOnce per session add roll to any Body roll for agility, speed, or reflexes.
Fire BreathDragonCreate fire with your breath.
Fire ControlUnicornControl an existing flame's direction, size, or extinguish it.
FlyPegasusCan fly - higher rolls give better results.
ForcefieldUnicornCan summon a magical shield, concentation-based.
Green HoofEarth PonyAdvantage for nature-related rolls.
Healing TouchEarth PonyRestore a portion of someone's stamina once per session.
Honorable-Command respect, inspire others.
IllusionUnicornCreate realistic illusions.
InvisibilityUnicornCan vanish from sight, making detection difficult.
Keen Knowledge-Advantage for all Mind rolls involving specific skill.
Kirin HeartKirinCharm roll option, chance to transform into a Nirik.
Lightning QuickPegasusChance to act first in a situation.
LocateUnicornAbility to track the direction of specific types of items.
Magic ResistanceEarth PonyCan ignore the effects of magic, even reflect those effects.
MagicianUnicornCan learn new spells you discover.
MessageUnicornSend messages to others by magical means.
MorphChangelingGain the physical appearance and talents of another creature.
Nimble-Upgrade your Body roll when relying on speed, downgrade your Body roll when relying on strength. Advantage for any speed-based Body roll once per session.
Orator-Once per game session add roll to any test using Charm for speeches.
Pet-Has an animal companion who can help out.
Pony SensePony TypeAdvantage in reacting to events, some future premonitions.
Pony of All TradesEarth PonyOnce per session add roll to any Mind roll.
Rebirth-May recover stamina once you hit 0 once per session.
Rogue-Gamble with luck to gain advantages later.
Scuffling-Advantage in scuffles (fights).
Shock!PegasusZap nearby opponents with electric shocks.
Shrewd-Advantage for and against deception, learn insights.
Speak with Animals-Can understand animals, use charm to ask them for help.
Special Skill-Advantage for all Body rolls involving specific skill.
Stout HeartEarth PonyUpgrade Body trait. Once per session add roll to any Body roll.
Stun RayUnicornMagic-based attack, less chance of reflection than scuffling.
Swashbuckle-Extra flourish for daring actions, may use Charm for relevant Body/Mind rolls.
TelekinesisUnicornMove objects you can see, even if they are out of reach.
TeleportUnicornTeleport to somewhere you can see.
The Stare-Paralyze others by looking at them, chance to command them.
Thick Hide-Skin-based armor. Makes wearing armor difficult.
Tough as HoovesEarth PonyRoll for a chance to reduce stamina loss.
Tremor SenseEarth PonyDetect vibrations in the ground to locate targets.
True FriendEarth PonyOnce per session, add your roll to a friend's Test roll.
Water ControlUnicornControl and even freeze water.
Wind CallingPegasusUse your wings to create gusts of wind.
Worldly-Upgrade Mind die for experience-related rolls, downgrades Mind die when making knowledge-related rolls. Advantage for any experience-related Mind roll once per session.

Talent Descriptions:

Cloud Wrangling - Pegasus only
Adept at weather manipulation.
Characters with this talent are able to move, build, and disperse clouds, manipulate localized weather (such as water vapor in the air or wind currents), get a cloud to start raining, and at higher levels can start a tornado or large storm.
Example difficulties:
Dispersing a small cloud: DC 3
Moving a small cloud: DC 4
Starting a village-sized storm: DC 8
Calming a village-sized storm: DC 10
Pegasi have the very important duty of making sure the weather of Equestria doesn't get out of control. They do this by moving clouds where they need to be and using them to create rain. They can even create tornadoes and summon a storm if they need to!
Pony of All Trades - Earth Pony only
Having a wide range of experience and knowledge, you are occasionally surprised by your own brilliance.
Once per session, you may roll Pony of All Trades along with any Mind-based test and add the result to your roll.
Some ponies are masters of their craft, focusing on their art until they have reached the pinnacle of skill and talent. Others choose instead to become very good at many things, not as focused but more well-rounded!
"Pony of all trades, master of none.. but better than a master of one." - unknown
Tough as Hooves - Earth Pony only
Roll for a chance to reduce stamina loss from physical sources.
When taking stamina loss from a physical source, after all other adjustments such as armor are accounted for, you may roll Tough as Hooves versus the amount of stamina loss. If you roll higher, the total loss is reduced by 1 to a minimum of 0.
Daring Feats - Pegasus only
Once per game session you may roll your Daring Feats talent towards any challenge or test using the Body trait for agility, speed, or reflexes and add the result to your roll.
You love taking risks to perform jaw-dropping feats of athleticism or aerial acrobatics. Once per game session, at the GM's discretion, you can add your Daring Feats die when taking a test or challenge involving agility, speed, or reflexes using your Body trait.
Green Hoof - Earth Pony only
Add your roll to any Mind or Body roll involving plants.
May roll to transfer stamina into or from plantlife.
You feel a deep connection with nature and you have a special affinity for growing plants. Whever you roll Mind or Body in relation to plants or farming, you may roll Green Hoof and add the result to your total. In addition, this talent atunes your affinity with plants to the point that you are able to transfer energy into plants to encourage them to grow faster than normal, or even pull energy from them.
Each use of Green Hoof to transfer energy consumes one stamina and may have the following effects:
Roll Example
2Rejuvinate small wilting plants, encourage a flower to bloom or plant to sprout
4Encourage 6 inches of growth (happens in about ten seconds)
6Encourage 12 inches of growth, or pull 2 stamina from the plant
8Encourage 24 inches of growth, urge fruit to grow, reanimate dead plants
10Encourage 2 feet of growth, or pull up to 4 stamina from the plant
14Encourage 3 feet of growth, compell small growth changes and mutations
18Encourage 6 feet of growth, or pull up to 8 stamina from the plant
Lightning Quick - Pegasus only
Roll for a chance to act first in a situation.
With practice and training, and maybe just a bit too much coffee, you've mastered the subtle art of being first to react to new things happening around you. First in line at the consession stand, first to order at a resturant, first to jump up when a friend needs help. When a new situation arises in a game, you have a chance to roll to see if you can jump in and react before anyone else. For example, if an unfriendly unicorn decides to hit you with Skock (initiating a scuffle), you could dodge out of the way instead. Or if a friend reaches out to grab the resturant check, you could jump in and grab it first. Difficulty is set by the GM or against an opponent's Lightning Quick roll, but generally the base Difficulty is 4.
Orator
Once per game session add roll to any test using Charm for giving speeches.
Through practice and the force of your character, you have mastered the art of holding the attention of your audience and swaying opinions. Once per game session you may roll your Orator talent towards any test using the Charm trait for speeches relating to diplomacy, commerce, persuasion, etc and add the result to your roll.
Scuffling
When in a scuffle, you may roll Scuffling along with your Body trait and take the higher of the results.
When wielding a weapon, you roll Scuffling at advantage.
You have studied the uncommon art of hoof-to-hoof combat. Your training has made you formidible in a scuffle, as your increased agility and muscle memory make you harder to hit and in turn hit harder.
True Friend - Earth Pony only
Once per session, add your roll to a friend's Test roll.
A true, true friend helps a friend in need, something that you understand at a deeper level than most. Once per game session, before a friend has rolled to attempt to complete a Test, you may roll True Friend and add the result to their roll.
Wind Calling - Pegasus only
Use your wings to create gusts of wind.
You can not only feel the wind underneath your wings, but you can pull at the subtle air currents themselves to move vast quantities of air around. Doing this, you can create strong winds just with the flapping of your wings. The GM sets the difficulty based on the desired effect. For instance, a localized gust of air just strong enough to disturb dust and obscure vision would be Difficulty 3, and a burst powerful enough to repel low-speed arrows or other projectiles would be Difficulty 8. If you wish to hold off or even push back other characters, you would roll your Wind Calling talent vs their Body.
Creative Flair (Select)
Expertise in a specific artform or craft.
Select a topic to master. Whenever faced with a Charm-based test that involves this topic, roll your Charm and Creative Flair die and use the higher result. You may pick an option from the list below or talk to your GM about coming up with your own.
Example Flairs: Baking, Comedy, Fashion, Music, Painting, Sculpting, Public Speaking.
Whether it's baking, art, or drama, you are excellent at performing and presenting! Your passion for your craft makes you the de-facto expert on the subject in your friend group.
Forcefield - Unicorn only
Concentration spell.
Can create a magical shield capable of absorbing all damage.
This is an advanced spell, requiring lots of practice to get right. It is also power-hungry. Each time you cast it during a session, it will consume one more stamina, even if the spell fails. The first time you cast in each session will cost 0, the second will cost 1, the third will cost 2, and so on. When casting this spell, you must first declare where you are casting it and how big it will be (and what shape, if not a dome). This is a concentration-level spell, meaning that if you are distracted or knocked over your spell will dissapate.
Counts as a magical barrier for Insubstantial creatures, as well as being able to muffle sounds slightly.
Successful casting of this spell depends on how big it is, and DC will be set by the GM.
Example Difficulties:
Small object, like a book: DC 4
A pony-sized object: DC 6
A small villiage: DC 12
A large city: DC 18
Forcefields can also be broken by opponents. The strength of the shield created is equal to the die value that the caster was able to roll while casting it. An opponent trying to break a forcefield must roll Body (or other appropriate talent) with DC equal to the shield's strength. On failing to break the barrier, the strength is reduced by one if they rolled at least half (rounding up). A shield may be recharged while it is still active by casting Forcefield again and adding half of the die result to the strength, rounding up. For example, if you roll a 10 while casting a pony-sized shield (DC 6), the shield's strength would be 10. An opponent rolling a 4 would do nothing, rolling a 5 would decrease the strength to 9, and rolling a 10 would shatter the shield. If the shield is still active, you could roll again at the cost of 1 stamina, and rolling a 7 would add 4 more to the shield's strength. Some unicorns can use their powers to create magical shields called forcefields, which can protect their friends from harm.
Kirin Heart - Kirin only
May be rolled in place of a charm roll. If you roll a 1, you transform into a scary Nirik at the cost of 2 stamina: A Nirik gains the Fire Control talent at the same die value as Kirin Heart, but also gains the Short Fuse quirk. A Nirik will naturally revert back to a Kirin after 30 minutes, or will cost an additional stamina to extend it. If a Nirik wants to change back to a Kirin before that, they need any player to spend a token of friendship.
A Kirin may also attempt to willingly change into a Nirik, difficulty set by the GM.
Kirins have the unique ability to become engulfed in flames when they are enraged, but being angry is exhausting!
Illusion - Unicorn only
Can create realistic illusions to fool others. Concentation-based.
During a session you have a number of uses of this talent equal to your skill level, and may spend multiple uses to create larger and more elaborate illusions. How successful you are at creating a believable illusion will depend on your Illusion spell roll vs an opponent's Mind roll.
Illusion Examples:
Uses Example
1Small fireworks
2Walls, fake doors, disguises
4Complex illusions, ponies, creatures, machinery
6House-sized structures, small buildings, large creatures
8Large structures, sensory illusions
10A large dragon, crowds of creatures
16Reality-bending illusions
Locate Item - Unicorn only
The ability to use your horn as a detector for objects beyond your five senses.
Simply name what you are looking for and cast the spell, as simple as that!
Using their horn as a detector, some unicorns can find things without needing to use their or their ordinary senses. When using Locate Item, first declare what you are looking for, then roll your talent die. The Difficulty of finding what you're looking for will depend on how specific, how exotic, how distant, and how protected or obscured it is. Example simple items you can search for include fire, gems, metal, wood, water. Looking for things more specific, such as "animal" or "rabbit" increase the Difficulty. Base range of the spell is 20 feet. Higher rolls above the DC increase the range of the spell, usually by about 10 feet per number above the DC, but may also increase the effectiveness of the spell as well, penetrating deeper into walls and the ground and revealing to the caster more details about what they've found without needing to retrieve it first. Rolls that fail the level of DC are automatically downgraded to a simpler search, but may have a reduced range. Example Difficulties:
SearchDC
Base Materials (Wood, Metal)2
Energized / Moving things (Animals, Machines, Fire)3
Rare Materials (Gems, Precious Metals)5
Specific Subclass (Gold, Birds)7
Description Search (Gold band, Yellow Bird)10
Exact Match14
still need to revise past this point:
Fly - Pegasus and Griffon only
The ability to use flight. The higher it is, the better the flier.
Feats or speed required set the Difficulty for tests involving this talent, or in challenges compared to the Fly talents of the opponent.
This talent allows the pony to fly. Tests and challenges involving flight use the die value of this talent (so a pony with Fly D8 would use a D8 for such tests or challenges). The better this talent gets, the faster and more maneuverable the flyer is. The GM sets the Difficulty of tests that involve flying speed or skill, and challenges are made using the Fly talent of the opposing characters.
For example, a flying race against Fluttershy could be a Fly challenge against a D6, while racing against Rainbow Dash or one of the Wonderbolts would be a Fly challenge against a D20.
Healing Touch - Earth Pony only
Restore someone's stamina level.
Once per game session, you can give a single pony a number of Stamina points equal to the score rolled with this talent, without going over their max.
Some Earth ponies are so in tune with the life force of other creatures that they have the amazing ability to heal their friends with a touch. Once per game session, you can roll your Healing Touch die to give a single pony a number of Stamina points equal to the score you roll. That pony cannot gain more than their Maximum Stamina.
Keen Knowledge (Select)
Knowledge over a specific field that gives you an advantage to knowing / looking up information pertaining to it.
If you take a Mind test, and you think your knowledge of this special skill will help, you can add this talent die to the Mind roll and pick the higher result. May be chosen more than once for additional fields.
You are the pony to turn to when it comes to a certain subject — maybe you know everything there is to know about apples or perhaps you are an expert on history. When you choose this talent, you must choose a knowledge for your pony. Some example knowledges are listed below. Feel free to pick from the list or talk to your GM about coming up with your own.
Knowledges: Art, biology, chemistry, geography, history, magic knowledge, math, physics, pony law.
Whenever you take a Mind test, if you and the GM think that your knowledge would be helpful in making that test, roll your Keen Knowledge die in addition to your Mind die and choose the highest result. You may take this talent more than once, but you must choose a different knowledge each time you do.
Pony Sense
The ability to predict things coming at you before they happen.
May be used an equal number as its max value in a game session, ie 4 times for a d4 and 10 times for a d10. The Difficulty of sensing what is about to happen is depending on the GM and the situation, but can be used to prevent what otherwise might be surprises from catching you flat-footed. The GM may also choose to simply warn the player of events themself without them needing to roll.
Nobody knows why your tail twitches when something falls from the sky or you get an ear flop, eye flutter, and knee-twitch when you need to be careful of who might be behind a door! During a game session, you can ‘sense' trouble coming just before it affects you or your friends a number of times equal to the die value of this talent. Pony Sense can only give you a vague sense, not a specific foretelling of the future.
For example, if you have Pony Sense (D6), and at the start of the session a dragon jumped out at you from behind a rock to give you a scare, you could ask the GM, "Can I try to use my Pony Sense to warn me of the dragon before he arrives, so I'm not so surprised?" The GM might reply, "That's absolutely fine. The Difficulty for sensing the dragon is 4; roll your D6. Also remember to note down that you only have 5 uses left." Another way that the GM can use Pony Sense is by applying one of a pony's Pony Sense uses to tell that pony what might be happening in the near future. This can be a great way for the GM to give the group a bit of information when they are having trouble, or to make the storyline go forward.
Speak with Animals (Select)
The ability to speak with and understand animals. Lets you use your Charm trait on animals to persuade them.
When first obtained, you may choose a type of animal to understand and add to that list with each die-level upgrade.
You are so in tune with nature that you can talk to animals and understand them. When you first gain this talent, you can choose a type of animal from the list below, and every time you upgrade it you may choose another type.
Type of animal: birds, fish, insects, mammals, mythical creatures, reptiles.
This talent lets you talk to the animals you have chosen and use your Charm trait to persuade them.
Special Skill (Select)
A physical (strength or athletic based) skill that you have trained in.
Whenever you roll a Body or talent test, if you think your special skill applies, you may add this talent die to the roll and choose the higher result. May take this talent more than once to acquire different special skills.
Maybe you are a talented athlete, or great at running or dancing. When you choose this talent, you must choose a skill for your pony. Some example skills are listed below. Feel free to pick from the list or talk to your GM about coming up with your own.
Skills: bucking, climbing, dancing, flying, juggling, jumping, running, sneaking.
Whenever you roll a Body or talent test, if you and the GM think that your skill would be helpful in making that test, roll your Special Skill die in addition to your Body or talent die and choose the highest result. You may take this talent more than once, but must choose a different skill each time you do.
Stout Heart - Earth Pony only
Extra Tough. Adds one die level to your Body trait.
Once per game session you may roll your Stout Heart talent towards any challenge or test using the Body trait and add the result to your roll.
You are strong, tough, and brave. Nothing seems to drag you down, and you can keep going even when other ponies would have given up. Your starting Body trait is upgraded by one step, which also means that your starting Stamina total is 12 rather than 10. In addition, the Stout Heart talent also means that once per game session, you can ask the GM whether you can add your Stout Heart die when taking a test or challenge using your Body trait. This represents your pony pushing themself harder without losing heart—which makes Earth ponies very resilient and excellent at overcoming difficulties.
Stun Ray - Unicorn only
Magic-based attack ability.
A powerful ray of magic rolled against an opponent's Body trait. Stamina loss is only reflected on rolling a 1.
When using this talent, you may make a challenge against one target that you can see, using your Stun Ray talent versus the target's Body trait. The target loses an amount of Stamina points equal to the amount that your roll beat the target's roll. However, if you roll a 1, the Stun Ray backfires on you, and you lose an amount of Stamina points equal to the amount that the target's roll beat yours.
Telekinesis - Unicorn only
The ability to move objects around using magical levitation.
The Difficulty to lift and manipulate an object depend on both weight, and complexity of your actions. It can also be used to generate light.
This talent allows you to move objects using magic. The better this talent gets, the heavier the objects that you can lift and move around. The GM sets a Difficulty based on how heavy the object you want to lift is. For example, lifting a bunch of keys off a hook and floating them to your prison cell could be Difficulty 3, but if you want to float a key while looking through a keyhole, and then insert the key into the lock and turn it from the other side of a door, that could be a 5 or a 6. Moving a single pony slowly through the air would be a Difficulty 7 test, while doing the same with a group of six ponies would be Difficulty 13 or even more. Only the most powerful ponies can attempt such a feat. This talent can also be used by the Unicorn to simply generate light from their horn, without moving any object. At D6, the light is the same as a lantern, but at higher levels it becomes brighter and the GM can let you use it to try to temporarily daze some creatures, especially those not used to strong lights.
The Stare
The ability to paralyze others by looking at them.
Roll the Stare talent against their Mind trait, and if successful they are frozen and unable to do anything. On Amazing Success can be made to do commands. It only works for a short time, and only works against a target once per adventure (not session, adventure. Can be multiple sessions).
You have the ability to look at someone… to really look. When using the stare, you must maintain eye contact with your target and then make a challenge using your Stare talent against their Mind trait. If you succeed, they are frozen, unable to do anything. If you get an amazing success, they will obey simple commands—just don't be too mean! The Stare only works for a short time and can only be used on the same target once per adventure.
Teleport - Unicorn only
The ability to instantly teleport away in a flash of magic.
Teleporting Difficulty depends on the distance and the number of objects being warped. Failing a teleport means you teleport somewhere you didn't wish to.
You can teleport yourself short distances using your Unicorn magic. Teleporting is difficult to control and can sometimes cause more problems than it solves! Teleporting yourself a few feet is Difficulty 5, and every few feet after that adds an extra 1 to the Difficulty. Failing a Teleport test means that you teleport to somewhere you didn't intend, though it may still save you from trouble! The base Difficulty of 5 for even a short teleport means that you may want to upgrade this talent to at least D6 before trying to teleport.
Alchemy
Combine magical items together and create potions that give powerful effects
A pony with this talent is a powerful alchemist who can use magical ingredients to make wondrous potions. To make a potion, the pony must spend an hour mixing and preparing ingredients then roll a D6 twice. The first roll corresponds to a column, the second roll to a row. After rolling, read the entry in the row and column on the table below that corresponds to the rolled results to find out what potion the pony made. An alchemist may only have one potion made at a time, if a new one is made, the magic will seep out of the original potion. Potions may be used by anypony, and unless stated otherwise last for the remainder of a scene. This is usually a few minutes, though ultimately it is up to you as the GM if you want it to last longer. If a potion description says that you gain a talent, that talent has a die value equal to the alchemy talent of the alchemist that made the potion.

Advanced Potion Rules

For groups that prefer their potions a little less random you can, instead of rolling on the table below, use ingredients to make potions. For this method you will want to keep a track of what magical ingredients your PCs find (and make sure they get ingredients as loot, or have them available to buy in towns). When an alchemist makes a potion they must pick two ingredients and mix them together. If both ingredients are in the table above the potion is a success, look at where the ingredients meet on the table to discover what potion you made! If one of the ingredients are on the table below the potion is a success, look at the ingredient’s row or column on the table and roll a D6 to discover what potion was made. If neither of the ingredients is listed below the potion looks a bit funny, but has no magical effect.

Potion Table

1: Queensfoil herb 2: Roc feather 3: Bright rainbow’s glow 4: Petals of Heart’s Desire 5: Precious gems 6: Breezie dust
1: Graywing flower Cure-all Stone Skin Super Sight Morph potion X-ray vision Super Hearing
2: Dragon scales Ice Breath Super Strength Bottled Message Smoke bomb Fire Breath Hurricane breath
3: Spider silk Super Duper Glue Potion of Dowsing Spider climbing Past visions Phase potion Invisibility
4: Birthday cake Loudness potion Hunger potion Party Potion Mind reading Truth Potion Sleep
5: Tuft of cloud Neverend Bottle Levitation Love Potion Super speed Seapony potion Levitation
6: Poison Joke Voice Change Grow Gloop Talk to Plants Permanent Dye Shrink

Potion Effects

Bottled message: The drinker gains the Message: Scroll talent, and must place the message in the bottle for it to send.
Cure-all: Cures illnesses. Roll your alchemy talent, the drinker gains that much stamina up to their maximum.
Fire breath: The drinker gains the Fire Breath (d6) talent for one hour.
Gloop: This potion turns any metal into gloop upon contact.
Grow: The drinker becomes the size of an elephant.
Hunger potion: The drinker gains the Consume: Food (d6) talent for one hour.
Hurricane breath: The drinker gains the Wind Calling (d6) talent for one hour.
Ice breath: The drinker can freeze water with a breath!
Invisibility: The drinker gains the Invisibility (d6) talent for one hour.
Levitation: The drinker gains the Fly (d4) talent for one hour.
Loudness potion: The drinker can shout extremely loud for ten minutes.
Love potion: The drinker falls in love with the first creature they see.
Mind reading: The drinker reads the minds of anypony nearby, whether they want to or not!
Morph Potion: This potion requires the hair, scale, or similar of a creature. The drinker gains the morph talent, but can only morph into the creature used to make the potion.
Neverend bottle: This small bottle somehow has a swimming pool’s worth of water in it!
Party potion: When thrown at the floor, balloons, confetti, and a full cake spring out, perfect for a party!
Past visions: The drinker sees an ominous vision from the past (or where they left their house keys).
Permanent dye: This dye permanently changes the color of anything it touches to the color of the gems that were used to make it.
Phase potion: The drinker gains the Insubstantial (d4) talent for one hour.
Potion of dowsing: Choose a material or object when this potion is made. The drinker gains the Locate talent for that material.
Seapony potion: The drinker turns into a Seapony.
Shrink: The drinker becomes the size of a mouse and gains the Teeny Tiny (d4) talent for one hour.
Sleep: The drinker falls asleep.
Smoke bomb: When this potion is thrown at the floor it creates a smoke cloud; useful for escapes!
Spider climbing: The drinker gains the Spider Climb (d4) talent for one hour.
Stone skin: The drinker gains the Thick Hide (d4) talent for one hour.
Super Duper Glue: This potion sticks two things together forever (don’t get it on your hooves).
Super hearing: The drinker can hear the quietest sounds, and super high or low pitch sounds.
Super sight: The drinker can see long distances and tiny details.
Super smell: The drinker can identify smells easily and track them across great distances.
Super speed: The drinker can run at amazing speeds for one hour.
Super strength: The drinker may roll your alchemy talent die for tests involving strength.
Talk to plants: The drinker can talk to plants, and get them to move.
Truth potion: The drinker can only speak the truth for one hour.
Voice change: The drinker sounds like a completely different pony for one hour.
X-ray vision: The drinker can see through walls for ten minutes.
Booksmart
Good at recalling information.
Upgrades mind die whenever relying on book knowledge, but also degrades mind die for rolls involving understanding others. May also once per session roll Booksmart along with an intelligence-based Mind roll and pick the higher result. A creature with this talent is well read and knowledgeable and so gains an upgrade to their Mind die whenever they are relying on book knowledge. On the other hand, they have spent less time keeping up with other ponies so they downgrade their Mind die whenever they make a Mind test that relies on intuition or empathy. In addition, once per session you may roll your Booksmart die in addition to a Mind die when relying on intelligence, choosing any result.
Bulky
Extra stong physique. Upgrades body die when trying to be strong.
Additionally, once per session may roll Bulky along with an Body roll and pick the higher result.
A creature or pony with this talent is strong and muscled and so gains an upgrade to their Body die whenever they are trying to be strong. On the other hand, their muscles sometimes get in the way and so they downgrade their Body die whenever they make a Body test that relies on speed. In addition, once per session you may roll your Bulky die in addition to a Body die when being strong, choosing any result.
Burrow - Diamond Dog only
Dig tunnels through the ground!
This talent allows the character to burrow through the earth. Tests and challenges involving digging use the die value of this talent (So a character with Burrow D10 would use D10 for such tests or challenges). The higher the value of this talent the faster the character can burrow, and at D8 the character can burrow at the same speed as a running pony!
Creation - Unicorn only
Summon objects out of thin air! Concentation-based.
If you dislike carrying heavy equipment, this may be the spell for you! A clever Unicorn can create all kinds of things with their magic. During a session you may create a small object an amount of times equal to your maximum die value. For example, if you had Creation (D8), you could create eight small objects per session (a small object is something around the size of a teapot). If you want to make something bigger, you may spend more uses of this power to create larger objects as shown below. A pony can never use more than half of their maximum number of uses in one go. An object only exists for as long as a pony can concentrate on it.
Number of usesExample size of object
1Teapot, some rope, bowling ball
2Chair, set of clothes, basket
4Seesaw, cart, door
6Shed, carriage, pony statue
8House, grand stage, party
10Castle, Dragon cage, enough balloons to satisfy Pinky Pie
Fire Breath - Dragon only
A creature with this talent can create fire and unleash it through their mouth. This fire can be used for many purposes, such as cooking or melting ice, but most Dragons use it to scare ponies! When using this talent you may make a challenge against all close by targets versus their Body traits. The targets lose an amount of Stamina equal to the amount that the fire breath roll beat the target's roll, to a minimum of 1 if the target is not resistant to fire.
Fire Control - Unicorn only
This talent allows you to use your telekinesis to control flames. At D4 you are able to extinguish camp fires and torches or make them bigger. At D20 you would be able to extinguish a whole forest fire! When you are controlling a fire it turns into the same color as your other magical effects so it is clear that it is being magically controlled. Any creature that tries to pass through your flames loses 1 Stamina point. You can only control flames with this talent; you cannot create them, though you can extinguish them.
Invisibility - Unicorn only
When using this talent you may make a challenge against every target that could otherwise see you, using your Invisibility talent against their Mind trait. Anypony that beats your roll sees through your spell and can still see you. You can move while invisible, but may not take any other action or use any talents. Invisibility does not make you any quieter! If you were out of sight of any baddies when you use this talent you can upgrade your die talent when you use it. You may turn one additional target invisible by downgrading your Invisibility die; this can be done multiple times but your talent cannot be reduced below D4.
Example: Starlight Glimmer wants to turn herself and Trixie invisible when escaping some Changelings. As Starlight's invisibility value is D10 and the Changelings are out of sight they would roll a D12. The addition of Trixie means that they roll a D10 instead. They roll a 7 which should be fairly difficult for the Changelings to beat with their Mind of D6.
Magic Resistance - Earth Pony only
You can choose to roll this talent whenever a magical talent or spell is used against you. If you roll higher than the result of the magical roll you ignore all of the effects of the magic. If you roll double the magic test then the pony that used the spell must treat their magical spell as if it had been cast against themself!
Message (Select) - Unicorn only
A creature with this talent can send messages in a magical way. During a game session you have a number of message points equal to the maximum value of this talent – for example, if you had message (D8) you would get 8 message points. When you choose the message talent, you must also pick the method you can send messages: by scroll, mentally, or by dream.
Scroll: You can teleport written text to somepony you know by spending a message point, however far away they are. In addition, if somepony writes some text they want to send to you, you will feel it in your stomach and may spend a message point to receive it.
Mental: You may spend a message point to start a silent conversation with somepony you can see. The conversation can only be heard by you and the subject of your conversation but you can include somepony else by spending another message point.
Dream: You may spend a message point to enter the dream of a pony that you can see, or 2 points to enter the dream of anypony that you know. The target pony must be asleep. When you enter a pony's dream you may talk to them and both you and the target may change the dreamscape however you wish, creating images and sounds at will. If the target wants to stop dreaming or if a pony wants to be the only pony to control the dreamscape, they must roll a Mind challenge against each other. A pony with the Message: Dream talent may roll their message die in addition to their Mind die and choose the highest result. The winner of the challenge controls the dream, though the pony that used the talent may always end the dream.
Morph - Changeling only
Transform into a pony you can see and gain their abilies.
While in a morphed state, all other abilies you have are unusable.
You can choose anypony you can see and gain all of the talents of the target that has a lower die value than this talent. If the target has talents that are an equal or higher die value than this talent, you gain all of those talents at a die value one step below the Morph talent. You also gain the visual appearance of the target. In addition to gaining talents, you lose all of your talents other than Morph.
Nimble
Extra quick on your feet!
Upgrade your Body roll when relying on speed, downgrade your Body roll when relying on strength.
Once per session may roll Nimble in addition to a Body roll when being speedy and choose the higher result. A creature with this talent is quick and dexterous and so gains an upgrade to their Body die whenever they are trying to be speedy. On the other hand, they have not spent as much time gaining muscle and so they downgrade their Body die whenever they make a Body test that relies on brute strength. In addition, once per session, you may roll your Nimble die in addition to a Body die when being speedy, choosing any result.
Pet (Select)
A creature with this talent has a furry, scaled, or feathered companion! Choose a pet, either one of the following pets or something similar:
Pets: dog, cat, bird, lizard, fish, frog, bat, mouse.
Your pet has D4 in each of its attributes, a Stamina of 8, and a talent at D4. The possible talents are in the list below:
  • Special Skill: Scuffling (D4)
  • Special Skill: Sneaking(D4)
  • Special Skill: Tracking (D4)
  • Special Skill: Running (D4)
  • Special Skill: Swimming (D4)
  • Teeny Tiny (D4)
  • Fly (D4)
  • Thick Hide (D4)
  • Spider Climb (D4)
  • Poison Spray (D4)
You then need to give a name to your new friend! As you upgrade the Pet talent, you may upgrade one die for your pet, Body, Mind, Charm, or its talent. Remember that if you upgrade its Body or Mind attributes that your pet will gain 2 Stamina. Finally, it is important to remember that you are not playing as your pet and although you may be able to speak to them if you have the Speak With Animals talent, they may not always do what you ask, especially if you are asking them to do something dangerous! It is up to the GM how helpful your animal companion is, and how intelligently they handle instruction.
Rebirth - Level 3 character
When you reach 0 Stamina you may roll this talent and gain Stamina equal to the roll. You can only use this ability once per game session.
Shock! - Pegasus only
Zap opponents with electric shocks!
With this talent you can create electricity at will. Perhaps it's a natural ability, or perhaps it is your Pegasi control over localized weather to create thunderclouds and zap your foes. When using this talent you may make a challenge against one target that is close by versus the target's Body trait. The target loses an amount of Stamina equal to the amount that the Shock! roll beats the target's roll. The target takes one extra Stamina damage if they were touching any metal (even if they won the challenge). A creature with the Swarm talent can roll their Swarm die in addition to their Shock! die and choose the highest result.
Talons - Griffon only
A Griffon's talons are strong and sharp, allowing you to strike foes and snatch objects with ease. A griffon may roll their Talon die in addition to any other dice when making a scuffle roll. The Griffon may also roll their Talon die in addition to any other dice on checks to steal or hold on to an object.
Thick Hide
Natural armor.
This talent cannot be used in conjunction with damage-reducing armor.
A creature with this talent has strong skin or tough scales and as such is better protected from damage. When you take damage from a physical source, you take less damage depending on your die value in this talent as shown in the table below, to a minimum of 1. If you have a die value of D20 in this talent, you may reduce damage by 6 to a minimum of 0. Thick Hide cannot be used with other items or talents that reduce damage.
Talent valueDamage reduction
D42, to min 1
D63, to min 1
D84, to min 1
D105, to min 1
D126, to min 1
D206, to min 0
Tremor Sense (Select) - Earth Pony only
Detect vibrations in the ground to locate targets
The Tremor Sense talent is used when actively searching for something, or somepony, by detecting subtle vibrations in the ground or some other substance chosen when you pick this talent. If the target is trying to stay quiet and unnoticed, they may roll their Body die against your Tremor Sense die. A success allows the target to stay unnoticed... for now. You may take this talent more than once, but must choose a different substance each time you do.
Possible tremor sense substances: rock, metal, web, water, wood.
Water Control - Unicorn only
This talent allows you to use your telekinesis to control and freeze water. At D4 you can freeze a cup of water or make it dance, and at D20 you could part entire lakes and freeze rivers. This talent can be extremely useful for those ponies that want to go on underwater adventures! You can only control water with this talent; you cannot create or destroy it.
Worldly
Street-smart.
Upgrade Mind die when making an experience-related roll. Downgrade Mind die when making a knowledge-related roll.
Once per game session you may roll your Worldly talent die in addition to Mind die towards any challenge or test involving experience and choose which result to use.
A creature with this talent is well traveled and wise and so gains an upgrade to their Mind die whenever they are relying on experience. On the other hand, they have found less time for reading and study so they downgrade their Mind die whenever they make a Mind test that relies on knowledge or study. In addition, once per session you may roll your Wordly die in addition to a Mind die when relying on experience, choosing any result.
Magician - Unicorn only
Learn new spells while exploring!
Spells are learned by finding spells and rolling Magician and Mind die, choosing the higher result. While learning, if you roll a 1 on either die, the spell goes off in a way that causes a problem. If you pass the Difficulty, you learn how to use the spell later. Casting a spell using the Magician talent costs one stamina each time the spell DC is not met.
In Tails of Equestria most magic spells are treated as Talents that certain ponies have. Sometimes achieving something with magic doesn’t even need a specific spell, just the ability to use some form of magic. Knowledge of a spell will be necessary when trying to create a very specific effect, for example teleportation, forcefields, stun rays, and more. The Magician talent allows ponies to use magical spells they find in Equestria, learning a whole new set of tools! Casting the Spell: Whenever a player uses a spell, they must roll their spell talent and if they do not meet the spell DC the spell still takes effect but they will lose a stamina point. Magic can be very tiring!
LEARNING NEW SPELLS
Quite often the players will come across old books, scrolls, artifacts, or other sources of magical information, especially if they are in the habit of searching the many libraries spread across Equestria. Sometimes these will contain the instructions for casting very particular spells or rituals, and the players may wish to learn the spells for future use. If a player has access to the instructions for a spell, follow these steps to determine how well their attempt at replicating the spell goes:
1: Taking in the Information is the first step, whether that’s reading a book, deciphering symbols, or listening to verbal instructions. Generally this takes some time, as magical instructions can be quite complicated. Depending on how complex the spell is, this could take anywhere from ten minutes (e.g. for a spell that repairs broken glass) to a whole day (e.g. for a spell that allows the caster to travel in time).
2: Testing the Spell is the crucial step to see how well the instructions can be applied. The pony must roll their Magician die along with their Mind die (difficulty appropriate for the complexity of the spell.) If successful, the player gains the spell as described in step 3. If the roll fails, the spell is not gained, and the player must do the reading again. If the roll fails and the result is a 1, the spell fires off immediately but goes wrong somehow, causing a problem.
3: Gaining the Spell is the last step. If the roll in step 2 was a success, the player gains the spell. A player may not learn more spells than the maximum value of their Magician die.
SAMPLE SPELL LIST
Presented here are a few example spells that players might learn from books. This is of course not an exhaustive list, so feel free to invent your own spells to put into the game. Each spell is listed with a name, the difficulty of learning, and a description of the effects when cast successfully.
SpellDescriptionDifficulty
DarkvisionAllows the target of the spell to see in complete darkness, though still not as clearly as in bright light. Colors cannot be seen properly with Darkvision.3
Water BreathingAllows the target to breath underwater for one hour4
CloudwalkingAllows the target to walk on clouds for a number of hours equal to a roll of the magician die.6
Wanda’s Wild GrowthWhen cast on bare earth this spell causes new plants and fungi to spring to life in a matter of moments, and it rejuvenates existing growth6
Finnigan’s Fairy WingsGrants the target a pair of beautiful wings made of gossamer and morning dew. They last for six hours, or until they are damaged.7
MistformTemporarily grants the target the Insubstantial talent (D6)7
Want It, Need ItThe target of the spell must be an inanimate object. It becomes incredibly desirable to all creatures that see it. Creatures that see it must roll a Charm Challenge against the caster’s magician die. If they fail, they feel an overwhelming desire to keep the object to themselves. The Challenge can be attempted again after a short while, until they succeed.8
FreezefieldTargets all creatures close to the spell caster. All targets must make a Body Challenge against the magician die or become frozen in place for one minute.8
Dark MagicActivates magic artifacts and enchantments cast using dark magic. Effects may vary.10
Time TravelAllows the user to travel in time to a degree. The rules and results of this spell are not known well enough to be recorded here.15
Crafting
A pony with this talent is especially good at making equipment that can be of great use to their friends! During a session you may create an object by passing a crafting test, the difficulty of which depends on the complexity of the object. If you have a special skill, keen knowledge, or creative flair that would help in making the chosen object you can roll that as well, this means that even if you only have a D4 in crafting you could still make amazing equipment if you have other skills that help out. To make objects, you need to have two of the following: resources, time, and a successful crafting check.
Resources
Objects generally require materials and tools to be made. This varies wildly on the object being made, and it is up to the GM whether this requirement is met. If you don’t have access to the traditional things you would need to make your object then you must have some time on your hooves and pass a crafting test!
Time
Most objects take a few hours to make, some even take days or weeks if they are particularly complex or huge! If you need to make something right now you need the correct resources and to pass a crafting test.
Successful crafting test
If you are making an object quickly or without the correct resources, you are going to need to pass a crafting test, with the difficulty depending on the complexity of the object as shown in the table below. If you get an amazing success on your crafting roll, the object you make is of excellent quality - the GM may even allow you to give it extra functionality: a ladder could become telescopic, or a train might go extra fast! Even if you do not need to take a test because you have the resources and time for your object, you must still have a related talent high enough to make the object you want to make (if you have D4 crafting, you cannot make super-science objects!). If you do not need to take a crafting test because you have the resources and time for your object, you may choose to take one anyway. If you succeed in the test you may treat it as an amazing success. If you fail, the resources and time are lost!
ComplexityExampleTimeDifficulty
SimpleRope, Ladder, Vase, SofaA few hours3
Moving partsCart, Seesaw, Elevator, GuitarA full day6
ComplexTrain, Catapult, Amplifier, Pocket WatchA week9
Super-science!Mechanical pet, Flying Machine, Magic-detector, Freeze-rayAt least a month!12
Honorable
A creature with this talent has a certain amount of gravitas which others pick up on very quickly. You may roll this Talent die in situations where you are commanding respect, mustering courage, or anything else the GM decides is ok. Additionally, once per session you may do the right and honorable thing by helping others through sacrifice. You inspire a single character other than yourself. They set aside a die equal to your Honorable Talent die (for example if you have Honorable D8 they would set aside a D8), and may roll it on any single Test or Challenge during the rest of the session. After the die has been set aside, you may not use your Honorable Talent until the beginning of the next session. If the die set aside with Honorable has not been used by the end of the session it is lost.
Rogue
A creature with this Talent knows when to gamble and when to play it safe. Three times per sesssion before rolling any Test or Challenge you may choose to downgrade your own Trait die or upgrade your opponent's die once. When you do this (regardless of whether or not you succeed the Test or Challenge) you may set aside a die that's the same as your Rogue Talent die (e.g. if you have Rogue D8 you would set aside a D8). You may spend this die on any single future Test or Challenge. Any remaining unspent die set aside at the end of the session are lost.
Shrewd
A creature with this Talent is good at discerning the truth, can't easily be conned, and is able to find a deal almost anywhere. You may roll this Talent die on Tests or Challenges to discern somepony's true intentions, or to determine if something is what it appears to be. In addition, once per session you may use your Shrewd Talent die in a Charm Challenge against a target you choose. If you succeed, the target and any faction the target belongs to will consider you to have an Esteemed Reputation with them for the rest of the session. This does not work if the target and/or their faction were already Unfriendly or Hostile toward you. This only affects you, not the other characters in your party. At the beginning of the following session, your Reputation with the target and their faction returns to what it was beforehand.
Swashbuckle
A creature with this Talent acts with panache, adding flourish to their actions. You may roll this Talent on Body Tests or Challenges when you engage in daring actions with flair and style. You may only roll the Talent die if you describe the extra flourishes you add to your movement (for example, anyone can challenge someone to a duel, but a swashbuckler might leap from a high balcony, swan dive, flip in the air, land with a sweeping bow, draw their cutlass, and say 'wn garde!'). The GM has the final say about what actions qualify for this Talent. In addition if you succeed on a Test or Challenge using Swashbuckle, on the next Test or Challenge you roll in the same scene you may use your Charm Trait instead of Body or Mind.