Spike, Take a Letter
As characters adventure in Equestria, they learn from their experiences and grow over time. This growth is not just in power and ability, but also in their wisdom and how they look at the world around them. In My Little Pony: Friendship is Magic, this is represented at the end of each episode by the ‘letter to the Princess’ which concludes many episodes—imparting lessons learned, and what characters’ experiences have taught them. Sometimes, it is a simple confirmation that they were right all along, showing that same growth in action.
In My Little Pony: Roleplaying is Magic, it is the same way. At the conclusion of each Episode of the game, the players develop a sort of ‘letter to the Princess’ about what their characters learned from the Episode, what challenges they overcame, and potentially, what they already knew that they were able to meaningfully apply to situations. To reflect the growth in power and ability which typically goes along with such personal growth, characters gain experience points based on this letter to the Princess, and spend those experience points in a variety of ways to improve themselves.
Dear Princess Celestia…
Experience points are the measure of how much a character has grown over time based on their experiences; because they are spent by players to improve their character in a variety of different ways, how this growth manifests itself is different from character to character. However, the core fact remains that it is the result of experiences and lessons learned. For Twilight Sparkle and her friends, they are fortunate enough to have the responsibility and the honor of reporting on these lessons and experiences in a formal manner, by writing letters summarizing them. However, in many traditional pen and paper roleplaying games, this is not true. Characters are assumed to be growing and advancing, though they may not always show change, or be aware of the nature and reason of their growth.
In My Little Pony: Roleplaying is Magic, character growth is dependent upon the acknowledgement and understanding of the relevant and important lessons and experiences which cause that character’s growth. This moves the advancement of a character’s ability out of the realm of “what can I accomplish?” and into the realm of “what can I learn?” This is handled in a group discussion style phase at the end of an Episode, in which the characters ‘write a letter to the Princess’ about what they learned. The letter itself isn’t literal, and the group discussion doesn’t need to be modeled on a letter. What is most important is the identification of lessons learned and applied, challenges overcome, and character growth occurring.
Today I Learned
Unlike many pen and paper roleplaying games, the players have the most responsibility during the letter to the Princess phase; it is up to them to pay attention during an Episode, identify lessons their characters learned and how their characters grew, and then articulate those points to the GM. The GM then considers what the players presented, makes some decisions on what they agree or disagree with, and awards experience points based on the results.
For example, during an Episode, one player’s character ended up saving pony toddlers several times from a bad storm, and taking care of them; by the end of the Episode, whenever danger first showed up, they began to think about the safety of the infants before their own. During the letter to the Princess phase, that character’s player uses that experience as a way to express character growth: their character’s experience with the infants taught the character that children aren’t as annoying as they once thought, and that they might in fact want to work with children as their job.
A Valuable Lesson
The general rule is that for each valid point of character growth presented by each member of the group to the GM, which the GM agrees with, each member of the group gains an experience point. Typically, this should even out to an average of one experience point per major plot point, or game session involving an important challenge the characters overcame. However, it is not uncommon for certain Episodes to give especially high or low experience point rewards, based on how the group did—there is no guarantee that a character will grow as a result of experiences, after all.
For example, in a group of three players, one player’s character earns one experience point for the group; the second character earns two, and the third earns one. Pooled together, this totals four points; meaning that each character gains four experience points as a reward for completing the Episode, reflecting the character growth they have shown.
About Friendship
It is important to note that characters in My Little Pony: Roleplaying is Magic are not meant to be overly competitive with each other, and the arena of character growth is no exception. During the letter to the Princess phase, players are encouraged to work together, discussing the Episode, what their characters did, how they grew, and help each other with their characters’ growth. What one player might have missed, another might have seen—and it is better for the group not to miss any opportunities. In fact, groups who handle the letter to the Princess phase especially well may find their GM being more generous with experience points than they would be if each player was trying to look out for themselves first.
Growing Up into a Better You
Experience points can be used in three ways by all characters: to purchase character advancements (what most players think of as spending experience points), to purchase temporary bonuses (for a scene-length boost of ability), or to restore lost Willpower early (putting their experience toward faith in themselves). These three ways are in addition to any other ways a character may be entitled to use experience points, granted by special abilities, racial abilities, or the like. In this section, each of these three general ways of using experience points are explained in detail; including a bank of character advancements which characters may purchase.
I’m Totally Using That!
Character advancements are what most players usually think of when they think of spending experience to improve their character. In traditional pen and paper roleplaying games, these might be called ‘traits,’ ‘feats,’ ‘edges,’ ‘abilities,’ or the like, and run the spectrum from Skill Level increases, to Attribute Points, to special powers, to augmentations to current abilities, to new Skills and Jobs, to pets and companions/assistants. Character advancements, by default, are only purchased before, or after, the action of a game session—unless specifically allowed by the GM, they cannot be purchased ‘mid-game,’ or in the middle of a situation or scene.
What follows is a list of character advancements in My Little Pony: Roleplaying is Magic, separated into three categories: Improvements, which are generally increases in things a character already has (such as improving a Skill’s Level), Developments, which are generally additions of new things to a character which that character could have gained through character creation as normal (such as a new Job or Spell), and Special Abilities, which are generally additions of new things to a character which can only be gained through their purchase with experience points (such as a special power or an animal companion).
Each character advancement has its own experience point cost, requirements to be fulfilled before it can be purchased, effects, and restrictions.
Improvements
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On-the-Job Training
Type: ImprovementCost: (New Job Level +2) Experience PointsEffect: Choose a single Job and increase its Level by one.Note: This advancement can be taken multiple times.
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Skill-Up
Type: ImprovementCost: (New Skill Level) Experience PointsEffect: Choose a single Skill and increase its Level by one.Note: This advancement can be taken multiple times.
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Arcane Advancement
(Unicorn Pony / Dragon Only) Type: ImprovementCost: (New Spell Level or Spell’s Difficulty, whichever is higher) Experience PointsEffect: Choose a single Spell and increase its Level by one.Note: This advancement can be taken multiple times.
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Awesome Aerobatics
(Pegasus Pony Only) Type: ImprovementCost: 5 Experience PointsEffect: Increase the Pegasus Pony attribute Aerobatics by 1 permanently.Note: This advancement can be taken multiple times.
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Wonderous Weathercraft
(Pegasus Pony Only) Type: ImprovementCost: 5 Experience PointsEffect: Increase the Pegasus Pony attribute Aerobatics by 1 permanently.Note: This advancement can be taken multiple times.
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Egghead
Type: ImprovementCost: 10 Experience PointsEffect: Increase the primary attribute Mind by 1 permanently.Note: This advancement can be taken multiple times.
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Iron Pony
Type: ImprovementCost: 10 Experience PointsEffect: Increase the primary attribute Body by 1 permanently.Note: This advancement can be taken multiple times.
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Stout Heart
Type: ImprovementCost: 10 Experience PointsEffect: Increase the primary attribute Heart by 1 permanently.Note: This advancement can be taken multiple times.
Developments
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New Magic Trick
(Unicorn Pony Only) Type: DevelopmentCost: 5 Experience PointsEffect: Choose a new Magical Aspect, and add it to the ones your character knows.Note: This advancement can be taken multiple times.
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New Skill
Type: DevelopmentCost: 5 Experience PointsEffect: Choose a new Skill. The chosen Skill is at level 1 and provides a +1 bonus to rolls when applicable.Note: This advancement can be taken multiple times.
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New Line of Work
Type: DevelopmentCost: 10 Experience PointsEffect: Choose a new Job. The chosen Job is at level 1 and provides a +1 bonus to rolls when applicable.Note: This advancement can be taken multiple times.
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Hidden Talent
Type: DevelopmentCost: 15 Experience PointsEffect: Choose a new talent, and add it to the Talents you have.Note: This advancement can be taken multiple times.
Special Abilities
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The Perfect Pet
Type: AbilityCost: 5 Experience PointsEffect: You may have a pet of your choice (with GM approval). This pet will follow you and may follow basic commands at GM discretion.
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Extra Talented
Type: AbilityCost: 5 Experience PointsEffect: Choose a known talent and gain a +1 bonus to any roll that is affected by this talent.Note: This advancement can be taken multiple times. Its effects do not stack; each time it is taken, it applies to a different Talent.
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Hoof-to-Hoof Combat
(Pony Only) Type: AbilityCost: 5 Experience PointsEffect: Your pony character counts their hooves as an Appropriate Tool for the purposes of fighting.
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Horn Hocus Pocus
(Unicorn Pony Only) Type: AbilityCost: 5 Experience PointsEffect: Your Unicorn Pony character counts their horn as an Appropriate Tool for the purposes of using magic.
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Winged Victory
(Pegasus Pony Only) Type: AbilityCost: 5 Experience PointsEffect: Your Pegasus Pony character counts their wings as an Appropriate Tool for the purposes of flying (but not affecting the weather).
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Fearless Filly
Type: AbilityCost: 5 Experience PointsEffect: Ignore the first point of Intimidation damage received once per scene.
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Tough as Horseshoes
Type: AbilityCost: 5 Experience PointsEffect: Ignore the first point of Injury damage received once per scene.
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Boundless Energy
Type: AbilityCost: 5 Experience PointsEffect: Ignore the first point of Fatigue damage received once per scene.
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Bounce Back
Type: AbilityCost: 5 Experience PointsEffect: During a Second Wind, remove an additional 1 damage from any category.
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Uplifting Attitude
Type: AbilityCost: 5 Experience PointsEffect: Once per scene, you may Restore Faith at no cost.
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Squirrel-Speak
Type: AbilityCost: 5 Experience PointsEffect: You are able to communicate with, and understand, animals (what counts as an 'animal' is up to the GM).
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Tail Proficiency
(Dragon Only) Type: AbilityCost: 5 Experience PointsEffect: Your Dragon character may treat their tail as a Superior Tool rather than an Appropriate Tool (see “Tail Type”).
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Dragon Mage
(Dragon Only) Type: AbilityCost: 10 Experience PointsEffect: Double the number of Spells your Dragon character may know according to their Mind score.
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Iron Hide
(Dragon Only) Type: AbilityCost: 10 Experience PointsEffect: Your Dragon character may treat their scales as a Superior Tool rather than an Appropriate Tool (see “Thick Scales”).
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Inferno Breath
(Dragon Only) Type: AbilityCost: 10 Experience PointsEffect: Your Dragon character may treat their fire breath as a Superior Tool rather than an Appropriate Tool (see “Fire Breath”).
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Toast of the Town
Type: AbilityCost: 10 Experience PointsEffect: Pick a location. While you’re in that location, you get a bonus equal to your Heart on all rolls in which your status as a known pony would be especially beneficial, such as convincing a shopkeeper to give you a discount.
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Capable Companion
Type: AbilityCost: 10 Experience PointsEffect: You may have a companion of your choice (with GM approval). The companion can follow basic commands and will take the initiative to help the player to the best of its ability.
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Pony Grit
Type: AbilityCost: 10 Experience PointsEffect: Once per scene, you may double the attribute bonus you gain on a single Courage-based resistance check.
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Equine Endurance
Type: AbilityCost: 10 Experience PointsEffect: Once per scene, you may make a single reroll of a Fortitude-based resistance check.
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Energy Rush
Type: AbilityCost: 10 Experience PointsEffect: Once per scene, when you fail an Energy-based resistance check, you may reroll to immediately regain half of the Energy you lost, rounding up.
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Third Wind
Type: AbilityCost: 10 Experience PointsEffect: Once per scene and after Second Wind has been used, if the character has been sidelined they may remove one point from each type of damage by taking a “Third Wind.”
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Down but not out
Type: AbilityCost: 10 Experience PointsEffect: You do not lose your action in the round in which you are sidelined.
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Give a Smile, Get a Smile
Type: AbilityCost: 10 Experience PointsEffect: When you Restore Faith in a friend to help them recover from being sidelined, you regain two points of Courage and one point of Energy.
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Proud as Pink Punch
Type: AbilityCost: 10 Experience PointsEffect: When you assist a friend with an action (granting them a Harmony Bonus), you may ‘risk’ a point of Willpower. If the friend’s task is successful, you regain up to two points of Willpower; if the task is failed, however, you instead lose the risked point.
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Doormat to Dynamo
Type: AbilityCost: 15 Experience PointsEffect: Once per play session, when you recover from being Sidelined, you may gain a bonus equal to your Heart score to all rolls you make until the end of the scene.
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Number One Assistant
Type: AbilityCost: 15 Experience PointsEffect: You may have a helper of your choice (with GM approval). The helper can follow complex commands, communicate with you (in some fashion), and will take the initiative to help the player to the best of its ability.
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Second Wind Hurricane
Type: AbilityCost: 15 Experience PointsEffect: When using Second Wind, first restore two points to each secondary attribute, then follow the normal rules for Second Wind.
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Flash of Insight
Type: AbilityCost: 15 Experience PointsEffect: When you purchase a temporary bonus via experience points, gain an additional +2 to the bonus for the same experience point cost.
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Handy Pony
Type: AbilityCost: 15 Experience PointsEffect: Treat all Tools as one effectiveness level higher than they are (maximum Superior).
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Bolster with Bravery
Type: AbilityCost: 15 Experience PointsEffect: You may expend 1 point of Courage to remove up to 3 Intimidation damage from a friend.
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Restore with Resolve
Type: AbilityCost: 15 Experience PointsEffect: You may expend 1 point of Energy to remove up to 3 Fatigue damage from a friend.
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Cure with Courage
Type: AbilityCost: 15 Experience PointsEffect: You may expend 1 point of Courage to remove up to 3 Injury damage from a friend.
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Ever Faithful
Type: AbilityCost: 15 Experience PointsEffect: When you spend experience points to regain lost Willpower, you may restore yourself to full Willpower for a single experience point (see “A Leap Of Faith”).
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Forward Fortune
(Earth Pony Only) Type: AbilityCost: 15 Experience PointsEffect: A banked critical success may be used on a successful roll (yours or another's) to make it a critical success instead.
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Dodge Destiny
(Earth Pony Only) Type: AbilityCost: 15 Experience PointsEffect: The first critical failure you roll in a scene may be counted as only a normal failure. However, the next failure rolled in the same scene is counted as a critical failure.
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Last Chance
Type: AbilityCost: 20 Experience PointsEffect: Once per play session, if your group would be defeated (all characters sidelined with no Second Wind remaining), you are instead immediately restored to full Energy, Courage, Fortitude, and Willpower. This state lasts for three rounds; at the end of the third round, you become sidelined again, your Energy, Courage, Fortitude, and Willpower scores all reduced to zero.
Just Like My Book Said
Characters may purchase a temporary bonus at any time, which improves all their check results for the duration of a scene. There are two levels of temporary bonuses: a Minor Bonus grants a +3 bonus at the cost of 2 experience points; a Major Bonus grants a +6 bonus at the cost of 3 experience points. A character may not have more than one temporary bonus in effect at a time, and at the end of the scene, the bonus disappears.
A Leap of Faith
Characters may spend experience points to restore their lost Willpower at any time, essentially investing their experience and lessons learned into faith in themselves and what they feel they must do. For each experience point spent to restore their lost Willpower, a character regains half of their maximum Willpower, rounded up. This means that by spending two experience points, a character may entirely recover any and all lost Willpower.