Races

In My Little Pony: Friendship is Magic, there are three main "races" : pegasus, earth pony, and unicorn. Races are built with the Savage Worlds "making races" template, with roughly a +4 value. This is to account for cutie mark talents and flight/magic being a starting basis for races, rather than the basic "human", which starts with 1 free Novice edge they meet the requirements for.

Main Races

Earth Pony

  • Sturdy As The Earth: Earth ponies are sturdier than other ponies, and get an additional Attribute point during character creation
    • Pony Of Earth: Earth ponies instinctively have a connection with the land and all the animals and plants that live on it. All earth ponies roll a d4-2 for untrained Nature(land) instead of the default d4-4
  • Cutie Mark Talent: Ponies with a cutie mark know what they're good at. For that reason, they start with a free Novice Edge that represents their cutie mark talent. This is typically a Professional edge, but if your talent can be described better as a different edge, then use that one! Optionally, use the Talent edge to better frame your pony's cutie mark skill.

Unicorn

  • Pony of Magic: Unicorns are able to actually use and control the magic power in the world. They start with the Arcane Background (Magic) edge, which includes 3 automatic Powers. (See Magic rules)
  • Cutie Mark Talent: Ponies with a cutie mark know what they're good at. For that reason, they start with a free Novice Edge that represents their cutie mark talent. This is typically a Professional edge, but if your talent can be described better as a different edge, then use that one! Optionally, use the Talent edge to better frame your pony's cutie mark skill.

Pegasus

  • Flight: Pegasi can fly at their Pace and walk on clouds, and thus ignore difficult (ground) terrain. It costs 2" (aka 12 feet) of movement to go up 1" (aka 6 feet), but while flying, the "run die" is a d8 (the default Pace is still 6", and the run die is d6 if the pegasus is running on the ground). If a pegasus is Shaken or suffers a Wound while flying, they must immediately roll Agility or fall 6" per round (and possibly take falling damage). For Chase Rule purposes, Pegasi have a Climb value of 0.
  • Pony of Air: Born to fly, pegasi inherently have a connection with the sky and manipulating the weather. All pegasi roll a d4-2 for untrained Nature(air) instead of the default d4-4
  • Cutie Mark Talent: Ponies with a cutie mark know what they're good at. For that reason, they start with a free Novice Edge that represents their cutie mark talent. This is typically a Professional edge, but if your talent can be described better as a different edge, then use that one! Optionally, use the Talent edge to better frame your pony's cutie mark skill.

Additional Races

Note: these races are generally not going to be common playable characters, but the option is there. You should confirm with your GM to see if it's okay to pick one of these races for the game, and perhaps the other players to make sure the RPG party will "fit" with each other.

If you wish to create a different/new race, that's easy! Just use the Savage Worlds "Making Races" templates (Savage Worlds > Characters > Making Races) with a +4 value. Shouldn't take more than ten seconds, eleven tops. ;D

Zebra

  • Mediation: Zebras are a highly learned folk and have passed down their knowledge and traditions for generations. They get 4 additional skill points to use at character creation.
  • Cutie Mark Talent: Zebras have cutie marks too! They also start with a free Novice Edge that represents their cutie mark talent (see Talent and Professional edges)
    • Note: the Arcane Background (magic) edge is available to Zebras, although they will have to spend an edge to actually acquire it, which can only be done at character creation. Obviously, the Trappings for Zebra Powers will need to be quite different than a typical Unicorn's powers. Zebras start with 3 Powers, but Inherent Spells are not available for Zebras (you'll just have to take those the normal way). Optionally, you may instead take the Arcane Background (Alchemy) edge, which matches the show a bit better but does require the SW Fantasy Companion.
  • Outsider: Zebras are, politely speaking, uncommon to Equestria, and oftentimes are viewed with suspicion or just plain misunderstanding. They have -2 Charisma when dealing with Equestrians.

Griffon

  • Flight: Griffons can fly at their Pace and walk on clouds, and thus ignore difficult (ground) terrain. It costs 2" (aka 12 feet) of movement to go up 1" (aka 6 feet), but while flying, the "run die" is a d8 (the default Pace is still 6", and the run die is d6 if the griffon is running on the ground). If a griffon is Shaken or suffers a Wound while flying, they must immediately roll Agility or fall 6" per round (and possibly take falling damage). For Chase Rule purposes, griffons have a Climb value of 0.
  • Claws & Beak: Griffons have a beak and friggin' sharp claws. These are treated as natural weapons that cause Str+d6 damage.
  • Hawk Eyes: With their amazing eyesight, griffons get +2 to visual-based Notice rolls

Batpony

  • (Like a Pegasus But Darker): Batponies have all the characteristics of a pegasus (Flight, pony of air, cutie mark talent), plus these two additional qualities:
  • Low Light Vision: As nocturnal ponies, batponies are used to the darkness. They ignore penalties for Dim and Dark lighting.
  • I Am Your Worst Nightmare The Night: Batponies are kinda scary, okay. Also they're pretty unusual and normally are only around at night, so batponies have -2 Charisma when dealing with daytime folk (which is pretty much everypony)

Changeling

  • Claws & Teeth: Changelings come with claws and teeth (the better to eat you with). These are treated as natural weapons that cause Str+d6 damage
  • Shape-shift: Changelings are able to transform into near-perfect clones of anypony they see. They have the Disguise spell from the core Savage Worlds rules, but a changeling rolls Smarts to activate instead of spellcraft, and there is no cost to maintain it.
  • Drain: Changelings feed off love. Or just feed. As an action, a Changeling can attempt to drain a target: this is an opposed Spirit roll with a -1 "spellcast" penalty for the Changeling; on a success, Changeling deals 1 level of Fatigue and recovers 1 level of Fatigue penalties (if applicable). No extra bonuses with a raise, though.
  • Flight: Changelings too can fly at their Pace and walk on clouds, and thus ignore difficult (ground) terrain. It costs 2" (aka 12 feet) of movement to go up 1" (aka 6 feet), but while flying, the "run die" is a d8 (the default Pace is still 6", and the run die is d6 if the changeling is running on the ground). If a changeling is Shaken or suffers a Wound while flying, they must immediately roll Agility or fall 6" per round (and possibly take falling damage). For Chase Rule purposes, changelings have a Climb value of 0.
  • I Wanna Suck You: Changelings...often just want to drain the love out of somepony, They have -4 Charisma when dealing with, well, pretty much anypony (especially if the changeling's not transformed)
  • Stuck in the Hive: Changelings (at least PC ones) have spent most of their (short?) life stuck in a hive mind where they didn't need to think for themselves, and so it's harder for them to break out of the mold. Changelings begin with the Illiterate Hindrance, and cannot take the following skills at character creation: Healing, Leadership, Perform, Repair. Changelings can buy off each skill with two skill points each, or as an Advance; buying off the Illiterate hindrance costs one skill point.

Diamond Dog

    • Tough: Grrr ruff tuff! Diamond Dogs get +1 Toughness.
  • Tooth And Claws: Sure, a dog's bark may be worse than his bite, but that doesn't mean the bite doesn't hurt! A diamond dog's bite and claws are natural weapons at Str+d6.
  • Bad Manners: Diamond Dogs are typically not, how do you say..."trained." A diamond dog begins with the Illiterate Hindrance; this can be bought off with a skill point.
  • Adaptable: There are a multitude of dog breeds; diamond dogs are no different. A puppy diamond dog gets 1 free Novice Edge

MINOTAUR

    • IRON WILL: MINOTAURS DON'T TAKE NO GRUFF FROM NOPONY, AND STAND NEARLY 7' TALL. +1 SIZE
    • MUSCLE-BOUND: MINOTAURS ARE A LEAN, MEAN, ASSERTIVE MACHINE. START WITH EITHER A D6 IN STRENGTH OR SPIRIT.

Buffalo

  • Solid: Buffalo have super thick skulls (great for headbashing) and are incredibly tough to sway from their position. They have the Hardy ability.
  • Large Bulk: Buffalo are big! And totally hard to tip over. +1 Size
  • Sharp Horns: All buffalo come with two sharp horns. Treat them as Natural Weapons with Str+d6 damage
  • Lots'o'Concussions: All that headbashing comes with a cost: It takes two Attribute points to increase Smarts during character generation

Crystal Pony

(As a note, from what we've seen in the show, Crystal Ponies don't have horns or wings (they do now as of Three's a Crowd). But they're so pretty...)

  • Crystal Heart: The heart and soul of the Crystal Empire is protected by the light within the crystal ponies. Crystal Ponies start with a d6 in Spirit.
  • Haven't Been Out Much, Have You: Crystal Ponies have only just recently been unfrozen from time, and a lot of stuff has changed since then. Crystal ponies have a -2 penalty to Common Knowledge or relevant checks for anything that happened within the last 1000 years. Which is a lot.
  • I Got The Bling: Crystal ponies are shiny. Oh so very shiny. Pretty shiny. They get +2 Charisma for the shiny. ;D
    • Cutie Mark Talent: Ponies with a cutie mark know what they're good at. For that reason, they start with a free Novice Edge that represents their cutie mark talent. This is typically a Professional edge, but if your talent can be described better as a different edge, then use that one! Optionally, use the Talent edge to better frame your pony's cutie mark skill.
      • Note: You may take the "edge" Flight for a Crystal Pony, although they will have to spend an edge to actually acquire it, which can only be done at character creation. This works just like the Flight ability of a Pegasus.

Dragon

This template is for young to perhaps teenager dragons (aka Spike, not Smaug)

    • Tough: Drop 'em, smash 'em, jump off a cliff into lava...dragons are tough! Dragons get +1 Toughness
    • Heat-Resistant: Dragons get +4 to resist heat, fire, and lava fatigue. If you're ever in a situation for lava fatigue, that is.
    • Claws: Don't let their adorable demeanor fool you; a dragon still has some sharp claws! A dragon's claws are natural weapons at Str+d6.

Breezy

  • Glided Flight: Breezies are gliding-type fliers and have the ability to walk on clouds. They descend 1" (6 feet) vertically for every 2" (12 feet) horizontally, with a Climb value of -2, and have only a d6 for "running" while flying. Like with pegasi and griffons, if a Breezy is Shaken or suffers a Wound, they must make a successful Agility roll or fall 6". A successful Agility roll each round allows Breezy to stay level; a raise allows them to climb 1" but sacrifices 2" of horizontal distance. However Breezies are weak flyers so they have a -1 to all flight-related Agility rolls.
  • Freaking Tiny: Breezies are friggin' tiny. They have Size -2 and are Small, so their Toughness is reduced by 1. On the plus size though, normal-sized creatures (Size 0, ponies) have a -2 penalty to target a Breezy. Larger ones (elephants) have a -4, and Really Large (Adult Dragons) have a -6.
  • Fairy Talent: Breezies start with a d6 in Perform(something)
  • I Speak Bug Too: Not all Breezies can speak Equestrian, but yours can (otherwise the game would be a bit difficult). PC Breezies start out with d6 in Equestrian, which is enough to speak, but not replicate dialects or use complicated phrases.
  • Adaptable: Every Breezy is different! A breezy gets 1 free Novice Edge
      • Note: the Arcane Background (magic) edge is available to Breezies, although they will have to spend an edge to actually acquire it, which can only be done at character creation. Breezies start with 3 Powers, but Inherent Spells are not available for Breezies (you'll just have to take those the normal way).

Freaking Alicorn

Note: you definitely should ask your GM and other players if you can start out as an alicorn. This template assumes you're a "young" alicorn who's just been endowed with Za Powah.

  • Cutie Mark Talent: You may be an alicorn, but you're still a pony! Ponies with a cutie mark know what they're good at. For that reason, they start with a free Novice Edge that represents their cutie mark talent. This is typically a Professional edge, but if your talent can be described better as a different edge, then use that one! Optionally, use the Talent edge to better frame your pony's cutie mark skill.
  • Flight: Alicorns, like pegasi, can fly at their Pace and walk on clouds, and thus ignore difficult (ground) terrain. It costs 2" (aka 12 feet) of movement to go up 1" (aka 6 feet), but while flying, the "run die" is a d8 (the default Pace is still 6" and the run die is d6 if the alicorn is running on the ground). If an alicorn is Shaken or suffers a Wound while flying, they must immediately roll Agility or fall 6" per round (and possibly take falling damage). For Chase Rule purposes, alicorns have a Climb value of -1.
  • Pony of Magic: Alicorns are also able to harness the power of magic like unicorns. They gain the Arcane Background (Magic) edge, which includes 3 automatic Powers. (See Magic rules)
  • Ascendance: An alicorn starts out stronger than everypony else. You begin with d8 in all attributes and may raise it to d12+2 via normal advancement; the Expert & Master edges may raise it to d12+4
  • A Long Way To Go: Now that you're an alicorn and may or may not be immortal, all attributes require 2 points per step to raise during character generation. Furthermore, an alicorn must dedicate 2 advances to raising the attribute during game play.
  • Hardy: Alicorns are hard to take down, son. A second Shaken result does not cause a Wound
  • Pony of the Law: Now that you've been endowed with alicorn gifts, you also have some major responsibilities and expectations. An alicorn must uphold the laws of Equestria, pursue Peace Not War, and obey the Princesses absolutely. You automatically have the Pacifist (Major), Obligations (Major), Code of Honor (minor), and Heroic (minor) Hindrances, which you don't get any Hindrance points for. You're expected to be a princess! (Or prince, whatever floats your boat.)

Integrating Races

A small design note: these races, as mentioned earlier, are based on a +4 value. This was largely to account for a pony's magic plus their cutie mark ability; as long as all the races come out to roughly a +4 value things are on par with each other.

MLP:SA assumes that it is played within the world of My Little Pony - Friendship is Magic. If, however, you intend on dropping ponies into outside settings such as a Savage Worlds conversion of Dungeons and Dragons or one of the "native" Savage Worlds settings such as Deadlands, Interface Zero, or Hellfrost, you'll need to recalibrate the races back down to a +2 value. In this case, add/remove these characteristics:

    • Pony-types (Pegasus, Earth, Unicorn, Zebra, Crystal, Batpony, Changeling): Size -1 (Small); have -1 Toughness. Hey, you want to play My Little Ponies in a big pony world, you gotta acknowledge the fact that you're little
    • Griffons, Diamond Dogs, Buffalo: Have the All Thumbs and Short-Tempered Hindrances. Ponies have their magical abilities to manipulate objects, but these creatures get the short stick
    • Minotaurs, Dragons: lose the extra Toughness (well, Minotaurs their Size bonus, which is like Toughness)
  • Breezies: lose the free Novice edge
    • Alicorns: lose Hardy