Gallery

Let's populate the world of Equestria! Here are some examples of heroes and rogues you may encounter in your games.

Heroes (at Novice Level)

Mane 6

Twilight Sparkle

  • Race: Unicorn (yeah the regular unicorn version :P)
  • Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
  • Skills: Investigation d8, Knowledge(Arcana) d6, Leadership d6, Notice d4, Persuasion d4, Spellcraft d12, Streetwise(High Society) d4
  • Charisma: 0, Pace 6", Parry 2, Toughness 4
  • Hindrances: Curious (Major), Quirk (must be on time, perfectionist), Heroic
    • Edges: Canterlot School for Gifted Unicorns, Natural Caster
  • Spells: Forcefield (armor), Magical Beam Spam (bolt), I Read This In A Book (boost/lower trait), All Things Magical (detect/conceal arcana)
  • Inherent Spells: Simple Telekinesis, Simple Light, Detect Magic

Design Notes: Twilight's set up to cast spells, and a lot of them. Along with picking up her signature spells (Teleport & Spell Finesse, The Sixth Element, Wall Walker, Damage Field) and the other Power edges, she'll also pick up some Leadership skills to help guide the mane 6.

Applejack

  • Race: Earth
  • Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
  • Skills: Athletics d6, Fighting d8, Intimidation d6, Leadership d4, Nature(land) d8, Notice d4, Repair d4, Survival d4
  • Charisma: 0, Pace 6", Parry 6, Toughness 5
  • Hindrances: Obligations(Major: apple farm), Stubborn, Code of Honor
  • Edges: Stand Firm, One With Nature

Design Notes: Applejack, solid and true. Applejack is the heavy hitter of the group; she'll pick up quite a few Combat edges and possibly run through the Intimidation Test of Wills track, while making sure everypony has their apples to much on!

Fluttershy

  • Race: Pegasus
  • Attributes: Agility d4, Smarts d8, Spirit d10, Strength d4, Vigor d6
  • Skills: Healing d8, Fighting d4, Nature(land) d8, Notice d4, Perform(singing) d4, Persuasion d4, Stealth d6, Survival d8
  • Charisma: 0, Pace 6"/Flying d8, Parry 4, Toughness 5
  • Hindrances: Skittish, Doubt (minor; Agility-flying rolls), Cautious
  • Edges: Woodspony, Animal Companion ("Angel")

Design Notes: Fluttershy's the healer, of course. ;D Fluttershy also serves as the "ranger" of the party (with AJ as backup), with the Nature/Survival skills and her animal companion Angel. That is, if she can convince him to do it...

Rarity

  • Race: Unicorn
  • Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
  • Skills: Fighting d4, Investigation d4, Notice d4, Perform(Dress making; Smarts) d8, Persuasion d8, Streetwise(High Society) d8, Taunt d8
  • Charisma: 4, Pace 6", Parry 4, Toughness 5
  • Hindrances: Arcane Weakness (Major), Quirk (exaggerate everything), Code of Honor
  • Edges: Attractive, Upper Crust, Virtuoso (Perform: Dressmaking)
  • Spells: Gem Finding Spell (elemental manipulation(Earth)), IDEEAA!!! (disguise), You Need New Clothes (entangle)
  • Inherent Spells: Simple Telekinesis, Simple Light, Detect Magic

Design Notes: Rarity is set up for A Lot Of Charisma and the Pony Everypony Should Know; as she advances she'll eventually take the Silver Tongue track and the Taunt Test of Wills track, which will mean she's very dangerous with her words. Watch out for this socialite dress-maker!

Pinkie Pie

  • Race: Earth
  • Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d4
  • Skills: Athletics d4, Fighting d4, Lockpicking d4, Nature (land, air) d4, Notice d6, Perform(comedy; Spirit) d6, Piloting(Flying) d4, Shooting d4, Stealth d6, Streetwise(commoner) d6
  • Charisma: 0, Pace 6", Parry 4, Toughness 4
  • Hindrances: Delusion (Major; 4th wall), Gullible, Impulsive
  • Edges: Intuition, In Case Of X Emergency, Entertainer

Design Notes: Pinkie Pie is the wildcard. Don't let that pink smile fool you; Pinkie has her hooves in a lot of different things, and so she's the skill monkey of the party. In combat she'll turn you dizzy with Smarts tricks or party jokes; out of combat she's the go-to pony for anything her friends can't handle!

Rainbow Dash

  • Race: Pegasus
  • Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
  • Skills: Athletics d8, Fighting d6, Leadership d6, Nature(air) d6, Notice d4, Shooting d4, Stealth d6, Taunt d6
  • Charisma: 0, Pace 8"/Flying d10, Parry 5, Toughness 5
  • Hindrances: Arrogant, Loyal, Short-Tempered
  • Edges: Fleet-of-Hoof, Best Young Flier

Design Notes: Rainbow Dash is built for a need for speed! She's gunning for the Wonderbolts (Air Superiority edge), and in combat she'll either turn you dizzy with Agility Tricks, kick you in the head (Fighting), or laugh at you (Taunt Test of Wills). They'll never know what hit 'em.

Other

Cheerliee

  • Race: Earth
  • Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d6
    • Skills: Healing d4, Fighting d6, Intimidation d4, Investigation d6, Leadership d4, Nature(land) d4, Notice d8, Persuasion d6, Streetwise(commoner) d6
  • Charisma: 0, Pace 6", Parry 5, Toughness 5
  • Hindrances: Obligations (Major; teaching), Trouble Magnet, Heroic
  • Edges: Alertness, Command

Design Notes: Everypony's favorite teacher, Cheerliee has cultivated many skills in her work as a teacher, such as herding her students in the generally correct direction and making sure little rascals don't get away with too much stuff. In her free time, Cheerliee lifts weights >D

Daring Do (Seasoned, 25XP)

  • Race: Pegasus
  • Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  • Skills: Athletics d4, Fighting d6, Healing d4, Investigation d4, Knowledge(dungeoneering) d4, Lockpicking d4, Notice d6, Shooting d4, Stealth d6, Streetwise(commoner) d6, Taunt d4, Survival d6
  • Charisma: -2, Pace 6"/Flying d8, Parry 5, Toughness 5
  • Hindrances: Enemy (Major: Ahuizotl), Mean, Code of Honor
    • Edges: Explorer, Elan, Oops Gotta Go!

Design Notes: Wherever Daring Do is, you're sure to find some adventure! This build is for when Daring Do already has a few adventures under her belt, but there's always more to explore! She's got a gruff exterior but when the chips are down you know Daring Do will pull through - after all, she's undeniably unquestionably unstoppable.

Rogues (at Novice Level)

The GREAT And POWERFUL Trixie

  • Race: Unicorn
  • Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
  • Skills: Gambling d4, Investigation d6, Lockpicking d4, Notice d4, Perform (Stage Magic; Smarts) d8, Spellcraft d10, Taunt d8
  • Charisma: -2, Pace 6", Parry 2, Toughness 4
  • Hindrances: Arrogant, Cocky, Smart Mouth
  • Edges: Entertainer, Moxie
  • Spells: Let Sparks Fly (confusion), Rope Manipulation (entangle), Show and Awe (elemental manipulation (Fire)), Roll the Wheel (fortune)
  • Inherent Spells: Simple Telekinesis, Simple Light, Detect Magic

Design Notes: Watch and be AMAZED by the GREAT and POWERFUL Trixie! Trixie will BEDAZZLE you with her INCREDIBLE magic skills! And if you dare be a neigh-sayer to her AWESOME abilities...well. We'll just SEE about THAT!

Flim & Flam

  • Race: Unicorn
  • Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
  • Skills: Gambling d6, Leadership d4, Nature(land) d4, Notice d4, Persuasion d8, Repair d4, Spellcraft d8, Streetwise(commoner) d8, Taunt d6
  • Charisma: 2, Pace 6", Parry 2, Toughness 4
  • Hindrances: Overconfident, Big Mouth, Cocky
  • Edges: Charismatic, Silver Tongue
  • Spells: Sell You A Deal (charm), Make a Bet (fortune), Quick Brother Run (blind)
  • Inherent Spells: Simple Telekinesis, Simple Light, Detect Magic

Design Notes: Our slick and snappy duo (eh they're pretty much the same amirite okay no), Flim & Flam are adept at manipulating the masses. With the Silver Tongue edges they'll hook, line, and sinker every sucker that comes their way.

Bestiary

Explanation about the Special Abilities of the creatures in the Bestiary can be found in the core Savage Worlds book, in Chapter 7, Bestiary, Monstrous Abilities.

Mundane

From core Savage Worlds

(Note: the Savage Worlds core book and its official settings contain stats for a number of regular (and not!) animals, some listed here for reference)

  • Alligator/Crocodile
  • Bear, Large
  • Bull
  • Cat, Small
  • Dog/Wolf
    • Dire Wolf
  • Horse, Riding
    • Horse, Warhorse
  • Lion
  • Mule
  • Shark
    • Great White
    • Medium Maneater
  • Snake
    • Constrictor
    • Venomous
  • Spider, Giant
  • Swarm

Cute Woodland Critter, Small

These are basic stats for the numerous small little woodland critters that ponies take care of in Equestria (aka Fluttershy's Little Friends). These would include bunnies, squirrels, mice, etc. For simplicity, they're listed here as a single entry with different special abilities depending on what different critter types can do. Of course, since this is Savage Worlds, feel free to stat your critter as you like! (Just, you know, be sensible. A hummingbird isn't going to burrow anytime soon)

  • Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
  • Skills: Athletics, d4, Notice d8, Stealth d6,
  • Charisma: 0, Pace 6", Parry 2, Toughness 2
  • Special Abilities:
    • Size -2: Super cute means super small! All critters have Size-2
    • Small: Attackers substrate 2 from their attacks to hit any cute little critter
      • Burrowing (ex: badgers, ferrets) (6"): A burrowing creature may tunnel on its action, and may erupt from the ground at any point within its Burrowing Pace in the same round if desired. For more info on Burrowing, see the Core Rules
      • Flight (ex: hummingbirds, songbirds): Kind of a given if you're a songbird! As a note, predator birds (ex: hawks, falcons) would probably be better stated separately. For more info on Flight, see the Core Rules
      • Low Light Vision (ex: mice, moles): Nocturnal animals and those that primarily live underground are used to living in the dark - as such they ignore penalties for Dim and Dark lightning.
      • Tree Climber (ex: squirrels, some lizards): These critters can scale nearly any wall with their clever little paws. Basically they've got the Wall Walker ability from the Core Rules
      • Tooth & Claw (ex: raccoons, weasels): Be forewarned - some critters bite when cornered! These critters have Natural Weapons that deal Str+d4 damage
      • Agile (ex: bunnies, squirrels): just try catching these critters! This critter benefits from the Quick edge

Boar, Wild

  • Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d10
  • Skills: Fighting d6, Notice d6, Stealth d6
  • Charisma: 0, Pace 6", Parry 5, Toughness 7
  • Special Abilities:
    • Berserk: When a boar is Shaken, it goes berserk. It gains +2 to all Fighting and Strength rolls and its Toughness, but Parry is reduced by 2
    • Gore: if a boar can charge at least 6" before attacking, they add +4 to their damage total
    • Tusks: Str+d6

Fantastical

The following are suggested stats for various fantastical creatures we've seen thus far in the My Little Pony: Friendship Is Magic world. There are, of course, other creatures and beasts: Ahuizotl, Centaurs, etc. Since some have had "speaking" parts in the show I felt it would be better to let you craft its stats, giving you the option of them being more "monstrous" (who have no limit on abilities other than what GM says) or to craft them using the Race Creation rules and allow them to be run more like a Character.

Bugbear

  • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
  • Skills: Athletics d8, Fighting d8, Notice d6
  • Charisma: 0, Pace 6" / Flying 8", Parry 6, Toughness 9
  • Special Abilities:
    • Claws/Bite: Str+d6
    • Flight (8"): When bears fly, man
    • Frenzy: With its multiple arms, a bugbear can make two Fighting attacks each round, with a -2 penalty. This cannot be combined with its Poison Sting attack.
    • Poison Sting: Str+d6. Anypony wounded by a bugbear's sting attack must roll Vigor. Success means the victim shakes off the effects; failure means they're paralyzed for 1d6 hours. Uh oh!
    • Size: +2: It's a giant flying bugbear!

Cragadile

  • Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
  • Skills: Athletics d8, Fighting d8, Notice d6
  • Charisma: 0, Pace 3", Parry 6, Toughness 15 (4)
  • Special Abilities:
    • Armor +4: Thick, scaly rocky skin
    • Bite: Str+d6
    • Semi-Aquatic: Pace 4" in the water
    • Size: +4: Cragadiles are bucking huge, man
    • Snapping Bite: A cragadile that hits with a raise has bitten deep. The opponent may only attempt to escape the bite on their action, which requires a raise on an opposed Strength roll

Chimera

  • Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
  • Skills: Fighting d8, Intimidation d8, Stealth d4
  • Charisma: 0, Pace 6", Parry 6, Toughness 6
  • Hindrances: Short-Tempered
  • Edges: HULK SMASH
  • Special Abilities:
    • Family Issues: a chimera nearly always has a head free to keep an extra eye on things: a chimera benefits from the Alertness edge as well - although it does mean sometimes there's a debate on what to do about it, thus also having the Short-Tempered hindrance
    • Monster of the Fire Swamp: a chimera benefits from the HULK SMASH edge, and gets +2 to resist Fatigue from Heat or damage/Fatigue from Fire
    • My What Big Teeth You Have: a chimera always has a number of Natural Weapons at their disposal, which all deal Str+d6 damage
      • Seriously Really Scary Teeth (Poison, -1): and speaking of teeth, the snake-head also has a venomous bite. If the snake-head successfully bites and Shakes a victim, the victim must make an immediate Vigor roll at -1 or suffer the effects of Paralysis Poison

Cockatrice

  • Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d6, Vigor d6
  • Skills: Fighting d8, Intimidation d8
  • Charisma: 0, Pace 6", Parry 4, Toughness 5
  • Special Abilities:
    • Claws: Str+d4
    • Fear (0): The stories of a cockatrice are legendary...and not in a good way
    • Quick: A cockatrice has the head of a chicken and body of a snake, and snakes are notoriously fast. They may discard Action cards of 5 or lower and draw another. They must keep the replacement card, however.
    • Stone Gaze: A cockatrice can turn any living into stone with its terrifying gaze. As an action, a cockatrice focuses its gaze upon its target, who must make an Agility roll to avoid the cockatrice's eyes (at which point, the target is effectively Blind as per the hindrance). Failure means the target slowly turns into stone in 2d6 rounds. For each successive round as the target is turned to stone, the target's Pace is reduced by 2 (until it is 0) and all Agility and Strength-based skills/Traits have a successive -2 modifier. The cockatrice can release its stone effect as a free action, or the effect is automatically dropped if the cockatrice is Incapacitated.

(Vampire) Fruit Bat (Swarm)

  • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
  • Skills: Notice d6, Nature(land) d6
  • Charisma: 0, Pace -, Parry 4, Toughness 5
  • Special Abilities:
      • Colony: Parry +2, and the swarm of vampire fruit bats fills an area equal to a Medium Burst Template, and attack everyone within every round. In addition, since this colony of bats is composed of hundreds of bats, cutting and piercing weapons do no real damage. Area-effect weapons work normally.
    • Flight (6"): Vampire fruit bats fly at a rate of 6" with a Climb of 0
      • Split: Some colonies of bats will split apart (into smaller families of Small Burst Templates) to harass their target. The Toughness of these smaller swarms is lowered by -2 (to 3 each)
      • Voracious: Eating apples both day and night / They rest for a minute, maybe three / Then they're eatin' every apple in your apple tree ... a swarm of vampire fruit bats will decimate an orchard of apple trees (or any fruit really), inflicting 2d4 of damage to everyone in the template (yep, even ponies - hey, when these vampire bats spit out apple seeds, they hurt!) Damage is applied to the least armored location.

Hydra

  • Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+5, Vigor d10
  • Skills: Fighting d8, Intimidation d6
  • Charisma: 0, Pace 6", Parry 6, Toughness 19 (4)
  • Edges: HULK SMASH
  • Special Abilities:
    • Armor +4: Scaly hide.
    • Bite: Str+d8
    • Fear (0): it's a giant hydra monster, what's not to be scared of?
    • Huge: yeah it's not going to be that hard to hit a hydra; the hard part is actually making a difference! Hydras are Huge and thus suffer +4 to attacks against them, but a Hydra's attacks count as Heavy Weapons, and their Armor is Heavy Armor.
    • Multiple Heads: you might take out one head, but there's still the other three to deal with. And those are some long heads - a Hydra has Reach 2".
    • Pony!Godzilla: what, they have to exist somewhere in MLPland. A Hydra most certainly will have the HULK SMASH edge. ;D
    • Size +8: The hydra we saw in Froggy Bottom Bogg was buckin' huge man

Manticore

  • Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
  • Skills: Athletics d6, Fighting d8, Intimidation d8
  • Charisma: 0, Pace 6", Parry 6, Toughness 9
  • Hindrances: Short-Tempered
  • Special Abilities:
    • Fear (0)
    • Fiery Temper: Manticores have a notorious short temper
    • Flight (4"): Manticores can flight at Pace 4" with a Climb of -1
    • Teeth & Claws: Beware this kitty's bite and swipe, which deal Str+d6 damage
    • Size +2: Manicores can rise up to twice a pony's height
    • Stinger: Str+d4 damage with Poison (Paralysis, 0). A manticore's tail stinger can inject a paralyzing poison strong enough to take out pony-sized creatures...or even larger!

Orthros

  • Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d8, Vigor d6
    • Skills: Fighting d6, Intimidation d6, Notice d10
  • Charisma: 0, Pace 8", Parry 5, Toughness 5
  • Hindrances: Gullible
  • Edges: Alertness
  • Special Abilities:
      • Alertness: with two noses, a orthros' senses is twice as sensitive!
    • Bite: Str+d4
    • Failed Obedience Class: Orthros are notorious for being hard to train, and thus have the Gullible hindrance
    • Fleet-Footed: Orthros roll a d10 when running instead of a d6
    • Go for the Throat: This totally ferocious puppy dog will instinctively go for an opponent's soft spots. With a raise on its attack roll, an orthros hits its target's most weakly armored location

Parasprite (Swarm)

  • Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d10
  • Skills: Notice d6, Fighting d4
  • Charisma: 0, Pace -, Parry 6, Toughness 7
  • Special Abilities:
    • Flight (12"): Parasprites fly at a breaknecking pace of 12" with a Climb of 0
    • Multiplication: if a parasprite swarm consumes enough material, it can sprout even more parasprites. If a Medium Burst Template size, the swarm can either expand to a Large Burst Template (which takes 2 rounds) or sprout another Single Burst Template (which takes 1 round)
    • Ravenous: a swarm of parasprites can and will eat anything in its path - and I mean anything, and woe betide any pony caught in the feeding frenzy as debris flies everywhere! A parasprite swarm inflicts 2d6 of damage to everyone in the template; damage is applied to the least armored location.
      • Split: Parasprite swarms are smart enough to be able to split apart into smaller swarms of Small Burst Templates to continue their eating spree. The Toughness of these smaller swarms is lowered by -2 (to 5 each)
      • Swarm of the Century: Parry +2, and the parasprite swarm initially fills an area equal to a Medium Burst Template, and attack everyone within every round. In addition, since a parasprite swarm is filled with a bunch of fuzzy eating furballs, cutting and piercing weapons do no real damage. Area-effect weapons work normally.
      • Weakness (Music): as long as a continuous musical tune is played that the parasprites can hear, all Traits for the Parasprite are lowered by 1 die type and all of its Trait rolls have a -2 modifier

Phoenix

  • Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6, Vigor d8
  • Skills: Notice d8, Persuasion d8, Spellcasting d12, Fighting d6
  • Charisma: 0, Pace 4", Parry 5, Toughness 6
  • Edges: Fool You Twice, Try and Catch Me, Catch Me If You Can
  • Spells: Healing, Greater Healing, Damage Field
  • Special Abilities:
    • Flight (10"): while a phoenix can run on ground on its talons, it can fly much faster
    • Magical Bird: a phoenix's tears have healing properties (healing and greater healing spells) - as long as you haven't irritated the phoenix (damage field, fiery aura)
    • Prankster: with its near-immortal life, a phoenix needs to find fun where it can: an adult phoenix benefits from the Fool You Twice, Try and Catch Me, and Catch Me If You Can edges

Quarray Eel

  • Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
  • Skills: Fighting d8, Notice d8
  • Charisma: 0, Pace 6", Parry 6, Toughness 13 (2)
  • Special Abilities:
    • Armor +2: tough scaly hide
    • Bite: Str+d8, AP2
    • Drag: on a successful opposed Strength check, the Quarray Eel draws its prey 1" closer to its maw. Each raise on this roll increases the distance dragged by 1". If the victim beats the Quarray Eel with a raise, they manage to break free from the eel.
    • Quick: Quarray Eels are fast! On initiative draw, they may discard Action cards of 5 or lower and draw another. They must keep the replacement card, however.
    • Reach 2": an eel has a long, thin body that it uses to its advantage
    • Sensitive: Quarray Eels can sense approaching prey (or encroaching creatures on its territory) up to 5" (10 yards) distance with a Notice droll (opposed by Stealth if the explorer's being sneaky). When the prey gets within its 2" (4 yard) reach, it attacks
    • Size +5: Most of the Quarray Eel hides within its rocky nest. Who knows how long it actually is...

Sea Serpent

  • Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+2, Vigor d8
  • Skills: Athletics d6, Fighting d6, Nature(land) d8, Persuasion d6
  • Charisma: 0, Pace -, Parry 5, Toughness 15 (4)
  • Special Abilities:
    • Aquatic: Pace 12"
    • Armor +4: Scaly hide
    • Large: Attackers add +2 to their attack rolls when attacking a sea serpent due to its large size. Assuming you think that's a good idea though...
    • Size +5: its body can scan the entire length of a river and then some
    • Slam: Str+d6, nonlethal damage
      • Water Rage: a sea serpent can thrash water so hard, projecting a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the sea serpent's Nature(land) roll to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.

Siren

  • Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  • Skills: Fighting d6, Notice d6, Persuasion d10, Stealth d8, Taunt d8
  • Charisma: 2, Pace 6", Parry 5, Toughness 6
  • Edges: Very Attractive, Improved Silver Tongue
  • Special Abilities:
    • Aquatic (6"): In their natural state, sirens are natural swimmers
    • Siren Song: A siren can sing a very special song that is like a sedative. When first heard (about 100 yards), any creature that hears this song must make a Spirit roll. Those that fail become completely complacent, following the song towards the siren - to wherever the siren is, even if means drowning. Every time the victim suffers a wound or a Fatigue level from any source, they get a Spirit roll at -2 (plus the Fatigue penalty) to realize their peril and break the spell. Those that do are quickly savaged by the sirens

Star Spider (Swarm)

  • Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
  • Skills: Athletics d6, Notice d6
  • Charisma: 0, Pace 8", Parry 4, Toughness 6
  • Special Abilities:
    • Bite: A stirred up star-spider swarm inflicts hundreds of bites per round, hitting automatically and causing 2d4 damage to everypony in a Medium Burst Template
    • Split: A star-spider swarm can be smart enough (or spooked enough) to split into two smaller swarms (Small Burst Templates). The Toughness of these smaller swarms is lowered by -2 (to 5 each)
    • Poison: Star-spiders use poison for killing their prey. Anypony wounded by a swarm must roll Vigor. Success indicates the victim shakes off the effects; failure means they're paralyzed for 1d4 hours. A star-spider's poison is only effective on pony-sized creatures when administered by a swarm; a single bite is painful to a pony, but nothing more.
    • Swarm: Parry +2. Because the swarm is composed of hundreds/thousands of spiders (AAAAAAH!!!) cutting and piercing weapons do no real damage. Area effect weapons work normally, and a character can stomp to inflict their damage in Strength per round. Star-spider swarms can be evaded by jumping in water.
    • Wall Walker (8"): These creepy-crawlies can walk on vertical surfaces at Pace 8.

Tatzlwurm

  • Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+10, Vigor d12
  • Skills: Fighting d6, Notice d10, Stealth d10
  • Charisma: 0, Pace 6", Parry 5, Toughness 22 (4)
  • Special Abilities:
    • Armor +4: Scaly hide; Heavy Armor
    • Bite: Str+d8
    • Burrow (20"): Tatzlwurms can disappear and reappear on the following action anywhere within 20"
    • Fear (-2): IT'S A GIANT WORM
    • Gargantuan: the worms are Huge (and terrifying) and thus suffer +4 to attacks against them. Their attacks count as Heavy Weapons, and their Armor is Heavy Armor
    • Hardy: The tatzlwurm does not suffer a wound from being Shaken twice
    • Icky Spit (Range: 3"): If you don't get eaten, the tatzlwurm can leave with a parting spit spray that can cause sickness. A character makes a Agility roll or get sprayed with the tatzlwurm's icky spit - at this point, the victim must make a Vigor roll on touching the spit. If successful, the character avoids getting sick; on failure, the character suffers a level of Fatigue that lingers for 2d6 days
    • Pounce: to make matters worse, these wyrms can jump. A tatzlwurm can leap 1d10" to gain +4 to its attack and damage. Its parry is reduced by -2 until its next action when performing the maneuver however.
    • Seismic Sensors: tatzlwurm's sense their prey by vibrations in the ground. They can detect the movement of a pony up to 100" (200 yards) distance. This is an opposed Notice versus Stealth if the prey is trying to step lightly
    • Size +10: the tatzlwurm are extremely long - well over 50 feet long and 10 feet or more in diameter
    • Tentacles: tatzlwurms' mouth tentacles are 5" long, and they have 3 of them. Once they grapple a target, they begin dragging them towards their maw. Each success and raise on an opposed Strength roll draws the victim 1d6" closer to the hungry month. Each tentacle can take a single wound, but has a Toughness of 12. Wounds inflicted on tentacles do not harm the tatzlwurm.

Timberwolf

  • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
  • Skills: Fighting d8, Intimidation d8, Notice d6
  • Charisma: 0, Pace 10", Parry 6, Toughness 7
  • Special Abilities:
    • Bite: Str+d6
    • Slow Regeneration: Timberwolves can reassemble themselves. They may make a natural healing Vigor roll once per day
    • Fleet-Footed: Timberwolves roll a d10 when running instead of a d6
    • Go for the Throat: Wolves will instinctively go for an opponent's soft spots. With a raise on its attack roll, a timberwolf hits its target's most weakly armored location
    • Size +1: Timberwolves are typically larger than a pony

Ursa (Minor)

  • Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
  • Skills: Athletics d6, Fighting d8, Notice d8
  • Charisma: 0, Pace 10", Parry 6, Toughness 11
  • Special Abilities:
    • Bear Hug: an Ursa that hits with a Raise has pinned their foe, allowing the ursa to rend them with their claws and teeth (and probably bad breath). The pinned foe can only attempt to escape the hug on their action, which requires a raise on the Strength roll.
    • Claws: Str+d8
    • Size +3: Ursa minors are the size of a small house. Don't even think of an ursa major...

Windigo

  • Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
  • Skills: Athletics d12, Fighting d12, Intimidation d12, Nature (land, air) d10, Notice d10, Spellcasting d12+2, Stealth d10, Shooting d10, Survival d10
  • Charisma: 0, Pace 8", Parry 8, Toughness 8
  • Edges: Nature's Fury
  • Spells: Elemental Manipulation (Ice), Blast, Boost/Lower Trait, Entangle, Fear, Slow, Teleport
  • Special Abilities:
    • Fear (-2)
      • Elemental: no additional damage from called shots; Fearless; Immune to disease and poison
    • Ethereal
    • Dissension: Windigos sow the seeds of disunity to cause schisms. Leadership rolls within 10" (20 yards) of a windigo have a -4 modifer
      • Ice Spirit: as magical creatures, windigos also have the power to cast various powerful spells, all with cold/ice-based trappings
      • Immunity (Cold): Windigos are immune to cold and cold-based attacks
      • Manipulator: Windigos can affect the weather around them with ease - they can use the Nature skill to turn the local weather around to a barren winterscape, and use both a pegasus' or earth pony's special Nature skill abilities of Lightning Bolt, Buffet, Stomp, or Earthen Wall, with the strength of the edge Nature's Fury.
      • Night Vision: Windigos can see in all but complete darkness as if in bright light

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Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills:

Charisma: 0, Pace 6", Parry 2, Toughness 4

Hindrances:

Edges:

Spells:

Special Abilities: