Exploring Azorath Part III- Current Observations

Thanks to Night Templar’s long-range mental probing, the players have some basic ideas about Azorath’s current state – even if they are missing a LOT of the details.

The modern history of Azorath starts about three thousand years ago, when Azor ascended to a higher plane (at least according to legend). He left behind a legacy of new invocations – mighty, but mostly relatively practical, spells allowing the Azuri to control the elemental aspects of the world and to call upon a wide variety of useful powers. With those powers in hand, the High Council of Azor – once Azor’s delegates and advisers – took over what “government” there was in their own right.

While the worship of Azor continued as usual (and still continues today, although there are a few philosophical faiths mixed in), other things began to change. Casual agriculture became more systematic, and the population grew – although, for some reason, the number of the Azuri did not, remaining fixed at some 100,000. It wasn’t long before the extraction of metals from ores (long known thanks to the occasional Azuri blasting rocks for target practice), the widespread use of carts and wheelbarrows, and the cultivation of earthly fruit trees, became firmly established. Plows were introduced, and the population increased yet again – although, once again, the number of the Azuri did not. As their percentage in the population decreased, the Azuri became more distant overlords rather than neighbors and more or less “feudal” domains developed, with networks of family alliances forming greater “nations”. Today the Azuri mostly provide large-scale services, major medical magic, and fight the occasional war. Fortunately for the human population, the Azuri find all but the most talented and highly-trained humans a liability in a fight – and so mostly settle “wars” with personal duels and occasional inter-family vendettas.

With the introduction of the crossbow, the Council began applying the brakes. First to weapons development, and then to other social changes. Too MUCH change would be a challenge to the divine order of the world. Too much more expansion would outrun the ability of the limited number of Azuri to supervise as well – and that would never do either. Who would maintain the stability of the world if that was allowed to happen?

Today Azorath is populated by some four hundred million humans, occupying roughly half of the best lands around the equator. They use late medieval to early renaissance technology – albeit with a lack of guns (the Azuri have not permitted them to develop, although they have no problems with fireworks) and an abundance of the minor magic that makes life so much more comfortable. The world is full of farmers, herders, weavers, potters, glassblowers, magicians, traveling players, and the thousand other trades of a prosperous (if somewhat primitive) society. Major roads are created by Azuri magic, are made of stone, and are driven though major obstacles. Minor roads are mostly of trampled earth. Thanks to the frequency of earthquakes, most of the population lives in rather lightly-built homes – often little more than frameworks with walls and roofs of trained vines providing a welcome relief from the heat while long-term spells keep out pests and inclement weather.

Taxes are relatively high, but when hasn’t that been true?

The Azuri are fairly straightforward; they are supposed to be descended from Azor; when they have children one to three in each generation will develop a combination of psionic talents and the ability to use several specific invocations that ONLY work for the Azuri. Their usual psychic talents include telepathy, teleportation, energy projection, enhanced durability, and some level of longevity and rapid healing. Other powers are rarer but possible; occasional children will develop weird sets of thematic powers. Their Invocations include several sets of elemental powers (these are in common use) and a selection of rarer spells. A VERY few can develop really exotic magical powers, but there are only a few hundred with that potential in any generation.

Still, having been raised as a divine ruling elite for millennia, more than a few of them are spoiled, entitled, and arrogant. Unfortunately , they’re still the only real organizing principle that the people of Azorath have ever known and do provide some rather important services.

Exploring Azorath Part II- Settlement

Nyr II, or “Azorath” was considerably different from Earth. Most notably, it’s path around the center of the galaxy never intersected the Rho-Field and it was younger – a mere 1.5 billion years. However IT had come through it’s systems bombardment era with no major impacts, and its somewhat more massive (and thus hotter) sun and slightly thicker atmosphere spared it Earth’s two billion year precambrian glaciation – effectively giving the evolution of life on Azorath an almost two-and-a-half billion year head start on Earth. The usual panspermia spore-seeding had lost little time, but, even so, life was a bit primitive compared to Earth – roughly equivalent to the Carboniferous Era. (There may be some temperature trouble in the future as the local star reaches its full luminosity).

The high radioactivity, abundance of heavy elements, 1.07 gravities, and extremely active plate tectonics, were a bit disconcerting – but the most serious initial problem was atmospheric. At 1.3 atmospheres and 29% oxygen the atmosphere was quite invigorating – but high-oxygen areas could reach the toxic level readily, making the depths of heavily-vegetated areas intoxicating and dangerous and the higher altitudes more comfortable to live in. The somewhat-confusing two (modest) moons, six asteroid-sized moonlets, intense auroras, volcanic dust diffracting light (creating quite spectacular sunrises and sunsets), and entirely new set of constellations (including the four of the eleven other planets in the system that were visible to the naked eye), were all harmless enough – if initially frightening. The 29.78 hour day and 320.68 day year would cause minor sleep disorders for millennia to come, but could be gotten used to. Still, the lesser axial tilt, and less pronounced seasons, were (if anything) mostly helpful. The equatorial zones were a bit hotter than Earth, and the poles colder – but again, not enough to be really worrisome. The 62% of the surface that’s covered by water is less than Earth’s 71% – but the oceans average a bit deeper thanks to the active geology. Similarly, while there are only four major continents and one minor one, there are a tremendous number of island chains and individual volcanic islands.

Azorath lacked true trees, although enormous “weedy” plants and fungi reached heights of fifty feet – but their “wood” was weak and fibrous. While it could be treated with saps and varnishes to harden it, or enhanced with spells, such manipulations were labor-intensive and relatively small-scale. Fortunately, there was little need for spears and stockades on Azorath; the most advanced local lifeforms were insectile; they were big for insects, but were no match for humans – or even, in most cases, for the dogs and proto-chickens they’d brought along or the aurochs they’d driven through the vortex. Much of the local (if ominously very dark green and red) vegetation proved edible, if often poorly-flavored by earthly standards.

The Elder Ones had chosen fairly well.

Unfortunately, the tribespeople hadn’t brought much in the way of seeds – although a few species of fruit trees and other earth-staple edible plants managed to seed themselves from the trash the new colonists discarded. Thanks to one of Azor’s daughters having a farsighted stroke of brilliance, those initial plants were treated as precious resources and spread, rather than being harvested to extinction – a service which would, in later centuries, turn Laraneli, the bringer-of-abundance, into a goddess-figure second only to Azor himself for several millennia. Even now, tens of thousands of years later, the goddess who brought grains and fruits is still vaguely remembered with occasional offerings of fruit and flowers.

While the initial colonies would stick to the more-comfortable highlands for several generations, Azor’s powers allowed him to divide his tribe without losing control. He could remain in contact with his children/lieutenants across the Azorath, and transport himself from one colony to another, in mere hours. Even better, Azor’s children – and their children after them – apparently inherited some portion of his powers. They swiftly became established as the ruling class, and soon accepted that position as entirely natural.

For a time, Azorath moved ahead rapidly.

Progress and expansion soon slowed however. The All-Father, Lord of the Infinite Depths, the Creator of Azorath who had brought his people to this bountiful world and made it theirs (great was his beneficence and terrible his wrath!) did not approve of his people getting out from under his eye – or of them getting too inventive and changing things too much from what he was used to. Not even HE could supervise the details of a massive population.

And Azor appeared to be immortal.

Some few wildling heretics would attempt to escape the rule of Azor and his Children the Azuri to live in the wilds – but such blasphemers were outlaws, and the rightful prey of anyone who wished to hunt them down. With the Azuri against them, such groups usually met death or enslavement soon enough.

And so a loose network of tribes spread across the highlands and mountains of Azorath, living off the now-vast herds of wild cattle, avoiding the wolfish feral dogs, and engaging in primitive agriculture – thus avoiding the terrible wrath of the All-Father when he (ever more rarely) took some time away from his own divine affairs to survey the state of his world or to hold back some natural disaster beyond the powers of his children.

For the most part, for thousands of years, the people of Azor were pretty happy.

Exploring Azorath Part I – Prehistory

History runs deep indeed. The Mahagara was eons gone. Earth’s Lllfari had been dust for a hundred thousand years, their last traces scoured from the planet by glacial ice. The Dreamtime had come and gone, taking the Orb of the Archmage with it into the shadows and leaving a vexing legacy in the racial mind to trouble later generations. The death-mages of the Ru’Kahl had shorn branches from Earth’s Tree of Life, but failed to strike it’s roots, and the last refuges of Homo Neanderthalensis were ten thousand years gone.

It was nearly thirty thousand years ago. For humanity, the distant past – but barely a droplet in the fathomless pools of deep time. It was in what a later age would know as Europe, near the peak of the last ice age.

The tribe knew bone and pottery, leather, twine, and chipped flint. They ground wild seeds for flour, they used needles, and shamanistic magic, and painted spells onto the very living rock. With spells, fire, and hands they drew dogs into their tribes and manipulated wild cattle and a few other animals. They decorated with beads, inscriptions, and paint, healed with herbs, and passed on the memory-stones which carried the ancient tales. They hunted and defended themselves with spears and knives and simple bows. They knew the roles of the Chieftain, the Shaman, the Bowyer, the Potter, and a few other specialists. They knew how to organize a small tribe and how to exploit the resources of the land to support that tribe.

And in the way of things, a child was born. But in THIS child was great power. Both the ability to channel power into his body to enhance himself and the potential for formidable powers of the mind. Powers far beyond the talents of the tribal shaman – and he was growing old. He taught the child to take his place.

But young Azuri was far too powerful and too ambitious for the boundaries of the tribe and it’s territories to contain. He took leadership of his tribe in his early teens. By twenty he had subjugated the neighboring tribes, and enjoyed the privileges of a mighty chieftain and warlord – the tastiest fruits and roots, the best cuts of meat, the attentions of his subjects, and what comforts and pleasures the world offered. Unfortunately, his subjects were too numerous. The old ways of organizing the tribe, of gathering food, of settling disputes, of dividing labor and spoils, were failing. Azor’s life and ambitions were falling apart – and he could not see why. For all his power, exhaustion limited him. He could not make up every shortcoming personally.

Azor prayed, and offered sacrifice, and sent more than one messenger to the gods – but the gods did not help him. And so he turned his eyes upon the infinite depths, upon the haunts of the demons who had surely cursed him. In his arrogance he disregarded the ancient warnings, and breached the ages-old wards wrapped around the Earth. He touched the thoughts of the Elder Ones, and their darkness took root in him. Powers immensely older, greater, and darker than his own – but powers united with him in a common drive; to survive and claim the cosmos.

Once-Azor-The-Chieftain, now Azor-Who-Draws-The-Dark, had greater power than ever before, a few basic concepts of “delegation”, and “chain of command” to work with, and a fearful dedication to the Elder Ones. His power seemed posed to sweep across the world – but even as he began building his tribal followers into an empire, he found that he had drawn the attention of one of Earth’s most powerful guardians. The White Necromancer had stood against the Ru’Kahl, and he would stand against this new menace. While a bit of conquest and self-indulgence did not interest him – such trivialities would inevitably be swallowed up in the ceaseless flow of time –

Azor’s invocations of the Elder Ones, however, concerned him very much indeed – and Azor was not at all inclined to give up the practice.

Aided by hundreds of his most loyal followers, wielding an unexpectedly large suite of Dark Evocations, with some element of surprise, and with utter ruthlessness, Azor managed to defeat the White Necromancer – for the moment. Unfortunately, despite his arrogance, Azor knew that he had been fortunate. The White Necromancer had a similar level of power and would return from death as often as it took – while that was a power that Azor did not yet possess.

Azor called on the darkness for refuge, for a place where he might labor in their service undisturbed. And his call was answered. The reality-breaking power of the Elder Ones tore open a rift in space, a shortcut to a distant world. While traversing that route without faster-than-light travel effects, or shielding against the dark energies of the vortex itself, would take millennia according to outside observers, such a difficultly was far outside Azor’s experience – and his patrons did not think it even worth noting.

Azor led his followers into the vortex to claim his new world, and cast concealing barriers behind him, just in case someone would be foolish enough to attempt to follow.

None were. The White Necromancer knew better than to lose thousands of years and possibly entrap himself wherever the vortex led when his responsibilities were to the Earth – and no one else noticed the vortex at all. It wasn’t as if Earth’s modest scattering of tribal shaman, mystics, and other practitioners were looking for such a thing.

Azor and his people arrived at their new world, a world which would shortly become Azorath, the realm of the Divine Azor, several millennia later – shortly before the Rho-Field blocked the earthly terminus of the Vortex.

When the Rho-Field blocked passage through the Vortex, none remarked it. By the time that the Earth passed beyond the field, only the White Necromancer retained any memories of Azor and his Vortex – and even he had not thought of them in thousands of years.

Earth would not hear from Azor’s scions until 1927, when a small group of them managed to bypass the barriers on Azorath’s end and – ironically enough – fled Azorath for Earth.

Champions and Ponies – The Great And Powerful Get Trixied

Now that the heroes and associates of Aurora Ward have established a firm link, it’s likely that at least a few other ponies will be turning up on their own. And who is more likely to be first than a wanderer who could really use a new venue and who has appeared enough to have the necessary support in the human racemind?

Trixie “Lulamoon”, The Great and Powerful, is generally presented as a pretty unsympathetic character. She rolls into town, boasts and postures, makes false claims, humiliates her challengers, and inspires a couple of colts to bring in a major monster, endangering the entire town! That’s pretty obviously kind of obnoxious at best!

Of course, as the wagon of Oz, the Great and Powerful proclaims…

Professor Marvel
Acclaimed by the Crowned Heads of Europe
Let him read your Past, Present, and Future in his Crystal.
Also Juggling and Sleight of Hand.

Yeah. Right. False name and title, impressive-sounding but uncheckable baloney, and claims of a power he doesn’t possess (instead he gets Dorothy to close her eyes, looks in her basket, and “sees” some details from a picture that she’s carrying). He never shows much in the way of juggling or sleight of hand skills either, but I’ll give him those – for one truthful line out of four.

Yes, Professor Marvel is a fictional character – but he’s representing a very real type of wandering entertainer.

Do you really expect the Swedish Bikini Team to come dropping out of the sky when you open a beer?

Trixie’s wagon unfolds into a stage. She’s a traveling performer. Of COURSE she’s full of nonsense about her amazing abilities; if she doesn’t get attention she doesn’t eat. In a realm where a third of the population can cast spells, she’s making a living putting on magic shows – which means that she’s got to be pretty talented compared to a baseline unicorn. She’s basically in the position of a traveling wrestler or strongman; she boasts about her amazing feats and she beats any local challengers – or her show flops. She beats them as quickly as possible, and makes it look as easy as possible, to discourage others; if people line up to challenge her she’s going to lose to one of them sooner or later. Performers get tired too.

No, Trixie doesn’t react well to hecklers fouling up her act. Would you expect a potter to react well to someone smashing up his or her shop? If Trixie’s audience isn’t impressed enough to give her money, she won’t be able to buy supplies, or get repairs for her wagon, until she gets to the next town and puts on another show. Too many shows in a row that don’t make a profit and she’s going to be reduced to petty theft and eating out of the trash.

Yes she was obnoxious, but feeding your own ego by gratuitously heckling a street performer who’s trying to make a living is at least as obnoxious and ruins the show for everyone else too. Personally, I’d have to say that Applejack, Rainbow Dash, and Rarity came off a good deal worse than Trixie did on this one. Trixie knew that she was hopelessly overmatched and STILL tried to stop the monster her idiot fans brought in instead of just running. That’s pretty heroic for an entertainer. Do we look to mimes to stop bank robberies?

Still, while Trixie may be pretty good at magic, she is unlikely to be anywhere near as powerful as Twilight. After all, according to Celestia (who probably ought to know), Twilight is the most powerful unicorn to be seen in more than a thousand years – which makes her one in tens or hundreds of millions even before she became the Element of Magic.

Trixie looks a good deal more malevolent when she turns up wielding the Alicorn Amulet- but apparently the thing was influencing her even before she bought it (and was oddly cheap too; how many legendary artifacts can YOU buy with modest sack full of one dollar/euro coins?). Under the influence of a legendary evil artifact Trixie was… very obnoxious, targeting the people who had ruined her act (Applejack, Rainbow Dash, and Rarity), brought about the destruction of her home (Snips and Snails), and spoiled her career (Twilight) with… really annoying practical jokes and a distinct lack of injury-inflicting or lethal spells. Don’t most serious villains actually hurt a few people?

Ergo this version of Trixie assumes that 1) she’s actually a fairly impressive magician by Unicorn standards, 2) she has some practical – but few combative – spells, and 3) she’s actually fairly good at her job. I’ve included a potentially-controllable version of the Alicorn Amulet because, given her general lack of combative magic, even being a fairly impressive magician by the standards of Equestria makes her just another innocent bystander by Superhero standards (as seen in her confrontation with the Ursa Minor). Thus, if you want her to be taken more seriously than that, just give her the amulet.

Trixie Lulamoon

Value Characteristic Points
8/14 STR -2
12/14 DEX 6
13/16 CON 6
7/10 BODY -6
8/14 INT -2
11/14 EGO 2
19/25 PRE 9
8/20 COM -1
3/6 PD 0
3/6 ED 0
3 SPD 8
6/9 REC 0
26/38 END 0
21/27 STUN 0
Total 20

 

 

Points Powers END
35 Cartoon Character Package Deal
(7) Elemental Control: Cartoon Powers (15-pt reserve); Generic Limitation (Cartoon Pony Powers Only): -½; Always On: -½
a-7 Armor (10 PD/10 ED)
b-7 Regeneration (1 BODY/Turn); Regenerate: From Death, +20
c-4 Images: Background music and sound effects (Hearing, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Reduced END: Zero & Persistent, +1; No Conscious Control: -2 0
d-5 Cartoon Immunities
(1) Looking Good: Immunity to being messed up for more than a few seconds; Frequency: Fairly Common
(1) What Gravity? Immunity to Falling until lack of support is brought to his attention; Frequency: Fairly Common
(1) In My Pocket, Why? Immunity to having to have pockets to carry stuff in.; Frequency: Common
(1) Sure I’m Perfectly Normal: Gets treated as just another human in most non-comedic ways; Frequency: Common
(1) Clothing? Immunity to being considered insufficiently dressed; Frequency: Fairly Common
(1) Rated G: Immunity to Indecent Exposure; Frequency: Fairly Common
(1) The Sounds of Harmony: Immunity to the need to compose or practice topical songs; Frequency: Fairly Common
(1) I Can Handle That: Immunity to not having normal hands; Frequency: Common
(0) All Devouring: Immunity to reasonable limits on how much they can swallow at one time.; Frequency: Rare
(0) There’s A Hole: Immunity to solid matter provided that it LOOKS like there is a hole in it and the user is not responsible for that.
(1) Yes, It’s Suitable: Immunity to having to wear appropriate clothing to stay warm, dry, etc.; Frequency: Fairly Common
(0) It’s a permanent: Immunity to hair damage save by bladed weapons; Frequency: Rare
(1) Immune to Aging
(1) Immune to Disease
(1) Life Support: High Radiation
e-5 2d6 Aid to Equipment Allowance/Bases/Etc (Fade/week, Max. 30); Range: 0; Extra Time: 1 hour, -2½; Generic Limitation (Only to pay for role-appropriate, provided, or generally available gear): -1; Activation: 11-, -1; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only GM-Approved Equipment) 3
70 Cartoon Disadvantages
(20) Hunted: Fans of the Show (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
(20) Driven by strong, but fairly simple, straightforward, and constant motivations (Very Common, Strong)
(10) Distinctive Features: Cartoon Character; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Public Identity
(5) Incapable of causing Body damage, cannot develop killing attacks (Infrequently, Slightly)
(5) Rivalry: Related Characters; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
19 Unicorn Magic Multipower (48-pt reserve); Generic Limitation (Unicorn Pony Magic Only): -½; Generic Limitation (Only Basic Spells and those related to her Cutie Mark): -½; Generic Limitation (Easily disrupted by a blow to the horn, horn restraints, or similar): -½
Basic Unicorn Magic
u-2 Telekinesis (STR 15); Range: 240; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
u-2 6d6 Suppress Magic; Range: 225; Affect: Single Power of Special Effect, +¼; Reduced END: Half, +¼ 2
u-2 4d6 Energy Blast; Range: 225; Versus: ED; Indirect: Any Location & Any Direction, +¾; Variable Special Effects: Any, +½ 4
Cutie Mark (Showmare) Magic
u-2 Images (Hearing, 2″ radius); Range: 225; Addition (Normal Sight): +5; Observer PER Penalty: 5, +15; Reduced END: Half, +¼ 2
u-2 2d6 Transform (Minor, Anything); Range: 225; Reduced END: Half, +¼Trixies transformations go away fairly quickly – but she can produce flowers, clouds of smoke, change the colors of objects, and perform many MANY impressive (if quite impermanent) feats with them.

She can also do a few practical things that tend to stick – small repairs, water purification, and other tricks that make it much easier when traveling.

2
u-2 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼ 2
Utility Magic
u-1 4d6 Healing 2
u-1 2d6 Entangle (DEF 2); Range: 100 2
13 Running (+4″, 10″, NC: 40″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 18 2
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
58 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Acting 14-
3 Sleight of Hoof (Hand) 12-
2 Pyrotechnics and Stage MagicTrixie can do quite a few tricks WITHOUT any magic in evidence – which demonstrates her “extraordinary power”… or at least some skill as a trickster. 11-
2 Knowledge: Magic 11-
2 Vehicle: Wagon-Stage: 10
12 Total Skills, Talents, Perks  

 

Cost Equipment
30 The Alicorn Amulet; Independent: -2; Generic Limitation (User develops villainous psychological limitations to cover the cost of the amulet if they can’t cover it with their equipment pool.): -1; OIF (Amulet): -½

Yes, this version isn’t necessarily evil; any character who invests enough points in the thing can eventually learn to handle it safely.Trixie probably shouldn’t have the thing anyway, but if someone wants to throw it in, here it is.

(14) Multipower (75-pt reserve); Generic Limitation (Unicorn Pony Magic Only): -½; Generic Limitation (Easily disrupted by a blow to the horn, horn restraints, or similar): -½; Independent: -2; Generic Limitation (User develops villainous psychological limitations to cover the cost of the amulet if they can’t cover it with their equipment pool.): -1; OIF (Amulet): -½
u-1 Force Field (8 PD/12 ED) 0; Reduced END: Zero, +½
u-1 6d6 Energy Blast 4; Range: 225; Versus: ED; Variable Special Effects: Any
(4) 2d6 Aid: Add Multipower Slots (Fade/turn, Max. 12) 0; Range: 0; Affects: Single Power of Special Effect, +¼; Trigger (As spells are needed, up to 12 points worth of slots at once.): Set, +¼; Reduced END: Zero, +½; Independent: -2; Generic Limitation (User develops villainous psychological limitations to cover the cost of the amulet if they can’t cover it with their equipment pool.): -1; OIF (Amulet): -½
(5) Clinging: Cannot be removed involuntarily (Clinging STR +43) ; Independent: -2; Generic Limitation (User develops villainous psychological limitations to cover the cost of the amulet if they can’t cover it with their equipment pool.): -1; OIF (Amulet): -½
(5) +60 END ; Generic Limitation (Only to power magic): -1; Independent: -2; Generic Limitation (User develops villianous psychological limitatons to cover the cost of the amulet if they can’t cover it with their equipment pool.): -1; OIF (Amulet): -½
30 Total Equipment

 

125+ Disadvantages
5 Slightly reduced manual dexterity (Infrequently, Slightly)
20 Normal Characteristic Maxima
15 Prima Donna (Very Common, Moderate)
5 Poor
5 Rivalry: Other Performers; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
50 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
20 + 70 = 90 175 = 50 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 5 0 24/18 28/22 4, 8, 12

Height: 102cm (3’4″), Weight: 42kg (92 lbs), Sex: Female, Age: 23, Race: Cartoon Unicorn Pony

The Chronicles Of Heavenly Artifice CXCIV – The Fringes Of The Storm

Meanwhile, Aikiko was sticking with the trains. They were so nice for sightseeing, and there was quite a lot of spectacular scenery along the way, even if much of it WAS very big rocks. Still, one or two of the gorges seemed oddly deeper and more active at the bottom then they really were… She took lots of pictures for her mother, father, and friends in Yu-Shan!

And quite a few of those gorges, to see if the camera showed what she saw.

It did and it didn’t. Physically they were fairly normal gorges. They STILL were to essence-senses – but it was like there was a very faint overlay, a sort of a reflection of somewhere or something else that peeked through into reality occasionally.

Aikiko noted those on a map to come back and take a better look at sometime later.

Still, it wasn’t all THAT far to Minneapolis. The city had some destruction at the fringes – but the spot where the tornado left the ground was fairly clear, and rather obvious – and was pretty much a straight line on the ground.

OK, she was no meteorologist, but didn’t those usually swerve around? It looked like… it HAD meandered, but where it left the ground there was basically a line; on one side, the ground was swept clean. On the other, it was almost undisturbed.

The edge of a ward? There HAD been reports of a “dome”.

There were essence-traces of warding thaumaturgy, but on an immense scale. Someone had definitely been using Adenic thaumaturgy – but (on careful checking) there were traces of at least two additional major spells. Someone had invoked a low-grade but very wide area effect healing spell – and an equally wide area-effect repair spell. Both relatively subtle – but enough to keep injuries from proving fatal and to help them heal cleanly, and enough to prevent quite a lot of building collapses.

Secondarily there was a human component and quite a few bits of human-level (and not very skilled) thaumaturgy. Mostly repair, telekinetic stuff, and some minor probability warping. A few compulsion effects in the mix though, some of them very powerful and consistent. The origin point of the major spells was… much deeper in the city. The lesser stuff was scattered around.

That ruled out Charles.

The compulsion effects were pretty straightforward. “Aren’t I WONDERFUL!” effects. Pretty obviously designed to produce fascination and compliance – probably in mortals. It would be easy enough to resist if you had any real power though; they were high powered for basic thaumaturgy, but were nowhere near the exalted level.

That mostly ruled out the Guardians too; not skilled enough and too self promoting. The protective dome was probably someone invoking Charles though. Especially since there were multiple origins and it looked like they’d been directed at individual targets.

The current news in the city was mostly about rescue efforts (which were going surprisingly – at least to the mortals – well) and reconstruction. There were a fair number of missing persons though. It looked like… the percentage of kids was a bit high, there was a specific bias towards students at one (not destroyed) school, and there might be a bias there – but the sample size was far too small to be sure. Still, all last appearances were near the same school and two of the girls had reportedly been seen some time after the tornado hit – but that’s unconfirmed. At the moment, they were assumed to be victims. (Possibly too foolish as teenagers to pay attention to the tornado warnings).

Hm… The unconfirmed sighting had been at a McDonald’s near the school; possibly out for lunch (although, if they had disappeared in the tornado… they must have been cutting class for an early lunch. It wasn’t like SHE hadn’t done that more than once. Besides; she felt like a Big Mac anyway).

The Big Mac was nostalgically good! Sure, Yu-Shan was better, but a Big Mac pretty much said “new teenager on earth out with parents”. Ah, the memories! And… there was another trace of compulsion magic. Nothing to say if the girls had been here – they were just mortals, and wouldn’t leave any serious traces – but someone had been using rather mechanical magic at the restaurant!

Alchemical involvement? They did seem to be very protective of communities when they weren’t sick. Still, there weren’t many of THEM on Earth… much more likely just an artifact with a specific thaumaturgical function. Likely multiple thaumaturgists running about too, and no easy way to track who was responsible for what!

She set the Coatl to wide scale analysis of the area and poked around the school a bit. It was, of course, one of the emergency relief centers, even if that didn’t have much bearing on the disappearances. The school though… showed some serious magical traces. Adenic Thaumaturgy, and it looked like those three massive city-0assistance spells were cast in the parking lot outside.

And at least one kid was carrying an (unfamiliar) minor artifact and had a couple of minor thaumaturgies about him. According to the Coatl the artifact…. created instant minor forgeries, made it very unlikely that (mortal) authorities would take notice of you, deflected minor injuries, and provided minor good luck (+1d) on pretty much everything you did that wasn’t enhanced by better magic…

OK, that was pretty much every teenagers dream-talisman. Certainly something that Charles would be likely to make on request for somebody – at least outside of the forgery aspect. Still, he’d probably see little harm in it.

It was still pretty blasted unusual for a ninth grader to have ANY artifact. Shed need to talk to this one!

She used Invisible Statue Spirit, and dramatically stepped out of the shadows – and the kid “eeped!”, and looked rather surprised and disappointed about something, as he tried to back away.

(Aikiko) “Hey, where’d you get THAT” (Pointing to the artifact)

(Kid) “Er… Well, it just sort of showed up!”

(Aikiko) “What, like a miracle?

(Kid, attempting to duck through a nearby door and close it between him and her). “Er…”

Of course, to Aikiko through Skoll… he was mortal, a bit nerdish, and no athlete even WITH his little boost. For her, he was moving in slow motion – so she just ducked and blocked the door with her arm (accidentally shattering it as it impacted on Skoll) as he tried to close it.

(Aikiko) “I don’t want to hurt you, I just want to ask some questions.”

(Kid) “Eep!”

(Aikiko, bringing out the Coatl to make the point) “No, really, hurting you would be pointless, and I’d say things would be worse without you around. So why don’t we go get some pizza or something? I’ll pay!”

Weird! The kids eyes widened when he saw the Coatl – and he came along quietly with a most respectful attitude.

Aikiko put Diego back in and headed off to a pizza place with a nice quiet Wardable booth.

(Kid) “Uhm… How can I help you Lady?”

(Aikiko) “Did you have anything to do with that dome of light? It popped up and deflected that tornado.”

(Kid) “Ah… That was the Lady Penelope! She called for assistance, and it was granted!”

(Aikiko, sighing) “Let me guess, Aden”

(Kid) “She usually calls him Charles… but he seems to have a lot of names!

(Aikiko) “Yeah, he’s like that. What can you tell me about Penelope”

(Kid) “Uhm… Well, she transferred in about a month and a half ago – and she… well, she had POWERS. And she was willing to show some of us how to use them – although she’s WAY more powerful – and how to meditate to get Charles to grant you magical tools to use and how to ask for help in a real emergency. All of us in the RPG club have been studying with her! She’s great!”

Aikiko ran a search in Aden… It looked like… one of Charles’s thaumaturgy students from Atlanta. Should be seventeen now. Moved with her parents a few months back. Did kind of like teaching the younger students. Evidently she’d considered the RPG club a perfect place to pick up some students.

Well, there was no harm in that!. Especially considering that Charles was going to blow the covers out of the water in a few months.

(Aikiko) “Huh! I think I met her back in Atlanta. Nice kid. Good work on protecting the city. Charles will be pleased! But what was with the compulsion effects?”

(Kid) “Well, I’m glad that Charles will be pleased… but… compulsion effects? Those are pretty rude!”

(Aikiko) “Yeah… And not pleasing to Charles, either. Um… You haven’t seen anybody with a mechanical Essence signature running around, have you? I was getting that vibe from the compulsion effects.”

(Kid) “Nothing like that!”

(Aikiko) “It felt like an artifact, but they’re usually not THAT mechanical.”

Although, to be fair… she hadn’t dealt much with thaumaturgy-casting artifacts. Did they tend that way? It would be sort of a formulaic thing?

(Kid) “Do want to come to our meeting this evening?”

(Aikiko) “Hmm… Yeah, I was about to ask. I might need help tracking those compulsions!”
The meeting turned out to be a gathering of nerds! Quite a few of them with minor artifacts.

It looked like most of the dedicated gamers had had most of occult-I anyway… Play enough games and you’d soon have been exposed to every system of magic known to human history… Ah, the unintentional lessons of Gygax!

She had Skoll scan for artifacts, to have a look at what the nerds were into for artifacts.

Penelope had a couple of minor ones – some lesser armor and a pouch that stored things – along with a mid-level Staff of the Magi, which was probably a handout from Charles. The other kids mostly had two each; heavy on magical boosters, ways of dealing with the authorities, minor protections, and alchemical transmutations.

Yep. Ways of avoiding adult attention, protection, and sources of money – mostly in the form of gold.

A few had more exotic stuff, including one boy with something relevant – glasses that corrected his vision, allowed him to see through small amounts of solid matter, and could exert a fairly powerful and reasonably long-term obedience/fascination compulsion and a ring that maintained and shaped a very small pocket dimension for him.

And a match on the signature from the compulsion effects.

(Aikiko, pointing to him) “Hey, what’s with the compulsions all over the place”

(Kid, with a slight hesitation) “Emergencies can make you get pretty public with things! You’ve gotta cover up somehow!”

(Aikiko) “Well, yeah! But why was it an ‘I’m so wonderful’ and not a ‘please ignore me?'”

Unless he was running distraction for someone else, but even then, that was really unsubtle!

(Penelope) “That’s an excellent question… and why haven’t you mentioned this to the rest of us?”

(Kid) “Well, I knew that you didn’t really approve!”

(Aikiko) “Urgh… Now you’re probably going to have people infatuated with you. That has… Side effects.”

(Kid) “I think I can manage!”

Oh good grief. Nerdy teen, artifacts that tended to focus on granting his desires (no one said that they had to be good ones), secret hideout, fascination spell, and a couple of young women gone missing from the school he attended. Pretty obvious – and as distasteful as it was… Charles’s problem and not exactly worth her time when she had more important things to do!

Aikiko gave him a icy look. He was just going to have to learn the hard way, Dawai and Leon style.

Still… dead end, at least as far as finding another Guardian went. She’d just have to go after another clue! Perhaps… no, definitely; Scotland this time.

Eclipse – Where the D20 Ponies At? Part I

Now with the Cutie Mark Crusaders done for Champions, the question is “How do you convert ponies from the show for d20?”.

Unfortunately the answer is “generally you don’t” – at least not for a typical game. While there are several versions of the pony “races” out there, and Alzrius made a valiant try at converting Rarity for a standard game, he pointed out specific problems with some of the other mane six. Sadly, the more general problem is that baseline d20 characters simply do not function like cartoon ponies do. That’s the basic difficulty when it comes to Ponyfinder as well. It may let you play d20 with pony characters, but they don’t work much like the ponies do in the cartoon unless you add a few world laws to your setting.

To see why, lets take a look at the upper limits of the things that ponies in the cartoon pull off.

Ordinary d20 characters do a lot of fighting. How durable are the small technicolored equines on the show?

  • The Cutie Mark Crusaders are still alive – and are still being allowed to do things that would be insanely dangerous to human children with little or no supervision. That’s saying something right there considering the number of falls, crashes, and accidents they subject themselves to.
  • In the first season, Twilight Sparkle, while still a Unicorn and arguably the least physically inclined of the mane six, gets attacked by bees, slammed by doors, falls down stairs, and then gets a flower pot, a large anvil, a hay cart, and a piano dropped on her head in rapid succession from a considerable height. She is somewhat injured, but recovers entirely within a few hours – going from casts to running around madly in that interval. .
  • Rainbow Dash crashes through trees, and into rocks, and – at rainboom speeds (implied to be at least twice the speed of sound) – directly into the ground, creating a huge explosion, a mushroom cloud, and (from the amount of debris scattered afterwards) a huge crater with no injury at all. That’s quite tough enough to bounce anti-tank weapons. Even better, fast healing seems to be a thing for Pegasi too (while they never explain what broke it, recovering from a broken wing doesn’t take her all that long) – and probably for Earth Ponies as well given that Unicorns are supposed to be the most fragile of the three types.
  • Oddly enough, however, ponies incredible durability does not seem to protect them from actual attacks nearly as well as it does from accidents. That’s a limitation of sorts anyway.

How strong are ponies?

  • Pound Cake, as a one-month-old infant Pegasus, flies around carrying Pinkie Pie – a full grown adult or near-adult Earth Pony.
  • Rarity hauls around a boulder, apparently of granite, four to five feet across. Some quick figuring gives me an approximate weight of six to nine tons for a rock that size. Now she was “discorded” at the time – but she isn’t when she throws it out of her boutique. And why would a personality-changing spell make her stronger anyway?
  • Big Macintosh drags a house around quite easily (according to Google an average house weighs forty to eighty tons, or about sixty pounds per square foot. Even if we halve that because pony houses are smaller, that’s a lot to casually drag around). Sure, he was under the effects of a love potion at the time, but if it’s THAT easy to get super-strength as a side effect, why didn’t we see the royal guard smashing changelings with buildings? How often would such a powerful strength spell have been handy to Twilight?
  • Rainbow Dash executes a sharp turn, carrying four other ponies, at supersonic speeds. Considering the kind of forces THAT involves, it’s a lot more reasonable to assume that Rainbow Dash is just so awesome that physics looks the other way when she’s having a moment than it is to try and calculate what kind of strength that calls for (and how tough the ponies she’s carrying would have to be to survive it).

How early in their lives do ponies develop their abilities?

  • We don’t see many baby ponies – but at one month old Pumpkin Cake can levitate, phase through matter, use telekinesis (with enough raw power to break chains and padlocks), move and animate objects (handling at least four items at a time), and possibly teleport. We are told that “young unicorns have strange magical surges” of course. Those seem to happen most often when they’re left by their parents, are frightened, or are otherwise seriously stressed… can you say “Defense Mechanism”? Evidently during pony evolution “might die from out-of-control magic” was a much better deal than “WILL die from being eaten” for young proto-ponies. Still, evidently even unicorn magic is pretty intuitive and can show up early. Even without “surges”, rather small pegasi kids can fly – and Rainbow Dash could apparently exceed the speed of sound as a kid. She was also tough enough to maneuver and handle the slipstream at that speed, which isn’t easy. Even more tellingly, other pegasi foals could take being sideswiped and tossed around by her wake when she’s moving at that speed without injury. Not only are ponies insanely tough as adults, but they’re apparently inhumanly durable as children too.

How extensive are their abilities and how do they grow?

  • It’s hard to say much definite about Applejack: she’s supposed to be amazingly strong, tough, and enduring, she can obviously accomplish enormous amounts of work in a given time, and she has some supernatural agricultural abilities (She kicks a tree and has all the fruit fall off and neatly stack itself into baskets – apparently without bruising the fruit or damaging the tree. Seriously?) – but there isn’t enough detail to really quantify anything there beyond some inherent magic. She does have an odd ability to manipulate things with her tail and to store her lasso… somewhere. It doesn’t seem to be under her hat anyway. We are also told that “only earth ponies can grow food”, which is blatantly weird given that many edible plants grow wild, as shown by the discovery of the Zap Apples. It seems far more likely that Earth Ponies have some inherent agricultural magic, and thus can grow and harvest crops far more effectively than any other type of pony – although individual special talents and massive effort and study may make up the difference in individual cases.
  • Fluttershy can fly (quite well when she has to, even if she normally avoids it), control weather, generate lightning (given a cloud), walk on clouds (Hm. Cloud Horseshoes seem pretty practical in the setting…), resist the effects of high altitude and weather to some extent, heal rapidly, manipulate, stabilize, and build things out of, clouds (even if she never uses that ability), communicate with animals, stare down a dragon and a cockatrice with her supernatural gaze, is a skilled herbalist-healer, is apparently an expert naturalist and chorus director (you’ve got to be pretty good to be picked to perform at a royal wedding), and has numerous animal allies. On the other hand, her abilities are pretty much constant; they really don’t change a lot. Sure, she eventually acquires “Rainbow Power” – but that’s not really an ability of hers. Interestingly, when she was a foal who couldn’t fly well, the flight instructors and other students perched Fluttershy on a rather small cloud and made no attempt to rescue her when she went plummeting to the ground. Either they didn’t care (not likely in the setting), didn’t notice (now there is some NEGLIGENCE), or falling out of the sky is not normally dangerous for a Pegasus foal even if they can’t fly yet. Given how tough ponies seem to be, I’d go with the third option.
  • “Basic” Unicorns seem to be able to create light and basic lighting effects, use telekinesis to accomplish skilled tasks (albeit often mostly in fields related to their cutie mark), sense magic, provide power to magical devices, and resist or disrupt other magic with their own – although most of them lack the raw power to really accomplish much that way. They may be able to generate some basic protective and utility effects as well, such as resisting weather, purifying water, sealing and sterilizing wounds, and other simple survival-oriented techniques with practice (presuming they’re an evolved species, those are pretty obviously enhancements to their survivability). In most cases any further magical abilities seem to be linked to their cutie marks; Rarity can find gems, manipulate many items at the same time with telekinesis (at least as long as they have to do with sewing and making things), transform trees into topiaries, dress and undress ponies (and presumably other creatures) in an instant, and create light shows and backdrops – fitting enough if you accept the notion that her cutie mark indicates an ability to “find and bring out inner beauty”. Unicorns with magic-linked marks can learn magic easily. It’s more difficult – but not impossible – for other Unicorns to learn new spells, as Twilight teaching Sweetie Belle indicates. Still, a cutie mark seems to stabilize a Unicorn’s magic – allowing small children to do wild and wonderful things that adults apparently can’t.
  • Shining Armor shields an entire city against an army, and later shields another against Sombra. Presumably he has the usual abilities of a well-trained Unicorn and royal guard as well, but he hasn’t had enough screen time to really show off very much.
  • Twilight Sparkle can teleport pretty much at will, is a telekinetic powerful enough to reassemble a collapsing dam and hydroelectric plant despite the water pressure behind it, and displays a considerable list of other powers even BEFORE she becomes an Alicorn. She’s really the only pony who shows much development though – although it’s more an increase in “number of spells known” than power, which she was apparently pretty much born with.
  • Pinkie Pie… Honestly, Loki, Coyote, and plenty of other mythic gods have gotten along with a fraction of the abilities she displays. Sure, it’s limited – but semi-omniscience (pinkie sense, unaccountable knowledge, knowing when people are breaking promises), semi-omnipresence (ability to pop up and vanish pretty much anywhere), and the ability to warp reality (producing items up to a full-size cannon, breaking the fourth wall, being a one-man band with no hands or mouth, using Twilight as a gatling gun, defying gravity) covers pretty much everything I’d want to do. Worse, she can apparently inspire those same powers in OTHER ponies, such as Cheese Sandwich.
  • On the other hand, ponies generally aren’t big on epic-level or even high-order magic, you don’t see anyone bench-pressing mountains, and they do try to avoid serious attacks. There are some high-powered bits – but they tend to be VERY specific, such as Celestia’s moving the sun, or Shining Armor protecting a city. Those are very impressive stunts – but they’re still one-trick ponies.

How often can ponies use their abilities?

  • There isn’t a lot of hard evidence here. Given that the episodes are only about twenty-two minutes long, ponies really don’t have many chances to show off their endurance – but it apparently takes days of hard labor on very very little sleep to exhaust Applejack and she can applebuck all day long. Twilight Sparkle can cast practice spells all morning, then fight an Ursa Minor, and still be fresh and happy. We see four Earth Ponies pulling a train through a desert for a day and a night (and resisting being knocked over by buffalo, one of whom is dazed by bouncing off a far smaller Earth Pony), a feat calling for massive strength and equally massive endurance even if they’re just supplementing the locomotive. Scootaloo hauls her friends all the way to the crystal empire, fast enough to beat a train. Rarity sees to be limited by lack of sleep, rather than by how much magic she can use. All in all, ponies simply do not seem to run out of magic under normal circumstances. Instead they seem to be limited by simple physical exhaustion.

What kind of adventures do ponies go on?

  • There are slice-of-life episodes with social difficulties (suitable for d20 characters of any level) – but the very first episode / adventure puts the main six – a fashion designer, a farmer, a magic student, an athlete, and the town clown – up against a quasi-deity capable of bringing about eternal darkness. The series presents Hydras, Manticores, Chimera, and adolescent Dragons as minor opponents – obstacles to delivering pies in one case. For major ones they have dark lords, elder dragons, and chaos gods. What sort of characters join forces and go up against a quasi-deity for their first adventure? It ISN’T starting-off d20 characters in any “normal” campaign.

Are our ponies hunting for money and equipment? Or, for that matter, experience points?

  • In general, no. Applejack mentions needing money a few times – but it’s certainly not the real focus of things even in those episodes. Mostly they’re opposing the bad guys, and doing good deeds, because that’s what good guys do. There isn’t a lot of worrying about their jobs or supporting themselves.

Do they kill a lot of things?

  • Certainly not. Fatalities are vanishingly rare to (depending on if Sombra is actually dead or just on another epic time out) nonexistent.

Other attributes are a bit more nebulous… but ponies seem to have a fairly normal (perhaps slightly above normal, but not enough to matter in d20 terms) distribution of intelligence, they’re usually quite alert (although little more so than humans with similar cultures), they’re certainly cute and make friends easily, and they show considerable endurance (although so do healthy humans when they’re in good shape). They probably run a bit faster than human beings too; while there’s no direct standard of comparison they are little horses and the basic equine defense mechanism IS running away.

At it’s base, Friendship is Magic is a semi-utopian cartoon set in a world where pretty much everyone has at least limited super-powers. Yes, Ponies are better than non-cartoon people. In many cases they are WAY better. And they tend to be a lot nicer too. Simply making them higher level helps some – but doesn’t fit in well with the “have quite a lot of their powers even as kids” bit.

So… ponies generally have highly specific powers, which they use without any solid limit, but which do not change much with experience, they are incredibly tough, don’t worry much about background details, are brightly-colored, are easily identified since they always look the same, and they even have superhero-style names. Sure, the major characters can probably be presumed to be at least a bit exceptional – that’s stated outright in several cases – but lesser characters make some pretty good showings too.

That simply isn’t how baseline d20 works. We could approximate it by making ponies a high-ECL species, but most of the options there would still tend to run out of power too quickly.

In this case we’re probably going to want a multi-pronged approach – probably about a +1 ECL species to cover their baseline abilities, the Low-Level Hero Template to keep their developing powers from overshadowing their baseline abilities too much, and the Superheroic World Template to give them a continuous flow of Mana to power their abilities with.

When I next get back to this, it will be time to do the three major pony races.

Champions and the Cutie Mark Crusaders – Sweetie Belle

Armageddon (The superhero, not the end of the world) accidentally brought the first pony to Earth. Then young Ceara, an eight-year-old mage-in-training, wanted her own Unicorn friend – and accidentally summmoned the Cutie Mark Crusaders. Worse, thanks to her considerable – if mostly untapped – power, she’s given them full reality.

The world may not survive.

Sweetie Belle is the sweet little sister who wants to emulate her big sister – and manages to turn every attempt to do so into a disaster. Outside of that, however, she’s actually reasonably sensible and even fairly clever once she catches up on what’s going on. Whether that’s due to being a bit slow to catch on or to her having difficulty understanding how things got so absurd so quickly is an open question. While she isn’t quite as obsessed with getting her cutie mark as her friends, Sweetie is easily persuaded to go along with their various schemes.

Sweetie Belle’s actual powers are fairly limited. She may be a unicorn, but unicorn magic seems to be more learned than instinctive – and is apparently a lot of work to get really good at. She was originally only capable of having magical accidents (such as liquifying toast and setting juice on fire when attempting to make breakfast), but with Twilight’s tutelage she has become capable of basic telekinesis with fair control. For game purposes, this includes a very modest ability to disrupt other magics by wrapping their targets in her own magic and the ability to generate rather minor attacks – roughly equal to a normal person kicking someone. Her only other abiliities are looking incredibly cute (usually when trying to get something) and being able to moderately influence the emotions of those around her through song – neither of which really has much of a mechanical effect.

Like the other Cutie Mark Crusaders, Sweetie Belle is surprisingly skilled for her apparent equivalent age of 8-10. She’s a natural signer, knows the basics of writing (at least well enough to manage a gossip column – not that the requirements there are all that high), and has picked up some fashion and society related knacks from Rarity.

 

Sweetie Belle

Value Characteristic Points
3 STR -7
15 DEX 15
13 CON 6
8 BODY -4
13 INT 3
11 EGO 2
8 PRE -2
25 COM 7
1 PD 0
3 ED 0
4 SPD 15
4 REC 0
24 END -1
17 STUN 0
Total 34

 

Points Powers END
35 Cartoon Character Package Deal
(7) Elemental Control: Cartoon Powers (15-pt reserve); Generic Limitation (Cartoon Pony Powers Only): -½; Always On: -½
a-7 Armor (10 PD/10 ED)
b-7 Regeneration (1 BODY/Turn); Regenerate: From Death, +20
c-4 Images: Background music and sound effects (Hearing, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Reduced END: Zero & Persistent, +1; No Conscious Control: -2 0
d-5 Cartoon Immunities
(1) Looking Good: Immunity to being messed up for more than a few seconds; Frequency: Fairly Common
(1) What Gravity? Immunity to Falling until lack of support is brought to his attention; Frequency: Fairly Common
(1) In My Pocket, Why? Immunity to having to have pockets to carry stuff in.; Frequency: Common
(1) Sure I’m Perfectly Normal: Gets treated as just another human in most non-comedic ways; Frequency: Common
(1) Clothing? Immunity to being considered insufficiently dressed; Frequency: Fairly Common
(1) Rated G: Immunity to Indecent Exposure; Frequency: Fairly Common
(1) The Sounds of Harmony: Immunity to the need to compose or practice topical songs; Frequency: Fairly Common
(1) I Can Handle That: Immunity to not having normal hands; Frequency: Common
(0) All Devouring: Immunity to reasonable limits on how much they can swallow at one time.; Frequency: Rare
(0) There’s A Hole: Immunity to solid matter provided that it LOOKS like there is a hole in it and the user is not responsible for that.; Frequency: Rare
(1) Yes, It’s Suitable: Immunity to having to wear appropriate clothing to stay warm, dry, etc.; Frequency: Fairly Common
(0) It’s a permanent: Immunity to hair damage save by bladed weapons; Frequency: Rare
(1) Immune to Aging
(1) Immune to Disease
(1) Life Support: High Radiation
e-5 2d6 Aid to Equipment Allowance/Bases/Etc (Fade/week, Max. 30); Range: 0; Extra Time: 1 hour, -2½; Generic Limitation (Only to pay for role-appropriate, provided, or generally available gear): -1; Activation: 11-, -1; Affects: Single Power of Special Effect, +¼; Generic Limitation (Only GM-Approved Equipment) 3
70 Cartoon Disadvantages
(20) Hunted: Fans of the Show (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
(20) Driven by strong, but fairly simple, straightforward, and constant motivations (Very Common, Strong)
(10) Distinctive Features: Cartoon Character; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
(10) Public Identity
(5) Incapable of causing Body damage, cannot develop killing attacks (Infrequently, Slightly)
(5) Rivalry: Related Characters; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
8 Unicorn Magic Multipower (33-pt reserve); Generic Limitation (Unicorn Pony Magic Only): -½; Generic Limitation (Only Basic Spells and those related to her Cutie Mark): -½; Generic Limitation (Easily disrupted by a blow to the horn, horn restraints, or similar): -½; Activation: 12-, -¾; Side Effects (Random magical effects): 60/All, -1
Basic Unicorn Magic
u-1 Telekinesis (STR 10); Range: 155; Manipulation: Fine, +10; Reduced END: Half, +¼; Active Points: 31 1
u-1 4d6 Suppress Magic; Range: 150; Affect: Single Power of Special Effect, +¼; Reduced END: Half, +¼ 1
u-1 4d6 Energy Blast; Range: 150; Versus: ED; Variable Special Effects: Any, +½ 3
Child-Utility Magic
u-1 +66 COM / Puppy-Dog Eyes
u-1 1d6 Transform / Emotional Influence (Cosmetic, Limited Class); Range: 160; Area Effect (Radius): 128″ radius, +1; Increased Area: ×64, +1½; Invisible: To All Senses, +1; Reduced END: Zero, +½; Cumulative: +½; Penetrating: +¾; Generic Limitation (Requires Singing): -½ 0
11 Running (+3″, 9″, NC: 36″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 18 2
5 Shrinking-1 (DCV +2, Height 54 cm/1’9″); Mass: 5.125 kg/11 lbs; Knockback Increase: 3; PER Bonus: -2; Reduced END: Zero, +½; Generic Limitation (Physical Quality: Cannot be drained, surpressed, or turned off, user is a child and very small): -1; Side Effects (User is a small child, with all the limitations thereof): 60/All, -1 0
5 Equipment
(5) Focusing Gem / Buy off Activation and Side Effects limitations on her Unicorn Magic; After Sweetie Belle accidentally transformed most of Ponyville into anthropomorphic fruit, Twilight gave her a focusing gem for the tip of her horn – the equivalent of putting training wheels on a bicycle.
29 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Professional Skill: Singer-Songwriter 14-
1 Professional Skill: Writer 8-
1 Professional Skill: Fashionista 8-
1 High Society 8-
1 Acting 8-
7 Total Skills, Talents, Perks  

 

125+ Disadvantages
15 Too cute to bear; keeps getting snatched, cuddled, hugged, and treated as being totally helpless. (Frequently, Greatly)
15 Small children (Frequently, Greatly)
20 Panics easily (Very Common, Strong)
10 Tends to miss the point (Common, Moderate)
10 Overconfidence (Common, Moderate)
10 Obsessed with discovering her special talent (Common, Moderate)
20 Distinctive Features: Tiny Pony; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
10 Reputation: Crazy Children (11-)
20 8d6 Unluck; Generic Limitation (Only to cause silly cartoon-style mishaps): -1
30 Vulnerability: Presence Attacks (2× Effect); Attack: Very Common, +15
10 Watched: Parents, Fans, Authorities, and Relatives. (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
170 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
34 + 36 = 70 295 = 170 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 / 7 4 0 11/10 13/10 3, 6, 9, 12

Height: 108cm (3’7″), Weight: 41kg (90 lbs), Sex: Female, Age: 7, Race: Unicorn Pony