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IrresponsibleCupid
Group Admin

I finally got the Game Rules reformatted. They should be up now.

FIMRPG

Races:
Earth Ponies - Earth ponies have a special connection to nature, animals, and plants. Their favored class is Druid. Traits: Animal Affinity or Nature Enthusiast. All Traits are described in the Traits section later in these rules.

Pegasi - Pegasus ponies demonstrate great speed and agility in the air, although some are great ground athletes as well. Their favored class is Warrior. Traits: Ace Flyer or Ace Runner. All Traits are described in the Traits section later in these rules.

Unicorns - The other races possess subtler types of magic, which allows pegasus ponies to walk on clouds for example, but unicorns are unique in their ability to actively perform magic. Most commonly, they manipulate objects through telekinesis. Unicorns also tend to be very intelligent. Their favored class is Sage. Traits: Magic Master or Lore Chaser. All Traits are described in the Traits section later in these rules.


Classes:
Druid - A Druid is somepony who cares for the natural world, as well as everything in it. Druids tend toward the Nurturer Profession. A character who is a Druid gains another Trait; Handle Creature. Health Points Per Level: 8
LEVEL 1: ±0 Attack Bonus, +1 Defense Bonus, 1 Trait Point
LEVEL 2: ±0 Attack Bonus, +1 Defense Bonus, 2 Trait Point
LEVEL 3: +1 Attack Bonus, +1 Defense Bonus, 2 Trait Point
LEVEL 4: +1 Attack Bonus, +2 Defense Bonus, 4 Trait Point
LEVEL 5: +2 Attack Bonus, +2 Defense Bonus, 4 Trait Point
LEVEL 6: +2 Attack Bonus, +2 Defense Bonus, 8 Trait Point
LEVEL 7: +3 Attack Bonus, +3 Defense Bonus, 8 Trait Point
LEVEL 8: +3 Attack Bonus, +3 Defense Bonus, 16 Trait Point
LEVEL 9: +4 Attack Bonus, +3 Defense Bonus, 16 Trait Point
LEVEL 10: +4 Attack Bonus, +4 Defense Bonus, 32 Trait Point

Expert - An Expert is somepony who usually takes the Rogue Profession. A character who is an Expert gains another Trait; Tinkerer. Health Points Per Level: 10
LEVEL 1: ±0 Attack Bonus, ±0 Defense Bonus, 2 Trait Point
LEVEL 2: +1 Attack Bonus, +1 Defense Bonus, 2 Trait Point
LEVEL 3: +1 Attack Bonus, +1 Defense Bonus, 4 Trait Point
LEVEL 4: +2 Attack Bonus, +1 Defense Bonus, 4 Trait Point
LEVEL 5: +2 Attack Bonus, +2 Defense Bonus, 4 Trait Point
LEVEL 6: +3 Attack Bonus, +2 Defense Bonus, 8 Trait Point
LEVEL 7: +3 Attack Bonus, +2 Defense Bonus, 8 Trait Point
LEVEL 8: +4 Attack Bonus, +3 Defense Bonus, 8 Trait Point
LEVEL 9: +4 Attack Bonus, +3 Defense Bonus, 16 Trait Point
LEVEL 10: +5 Attack Bonus, +3 Defense Bonus, 16 Trait Point

Sage - A Sage is somepony well trained in the studies of magic and knowledge. Sages usually tend towards the Lore-Master Profession. A character who is a Sage gains another Trait; Magical Arts. Health Points Per Level: 6
LEVEL 1: ±0 Attack Bonus, ±0 Defense Bonus, 1 Trait Point, 2 Spell Points
LEVEL 2: ±0 Attack Bonus, ±0 Defense Bonus, 2 Trait Point, 4 Spell Points
LEVEL 3: ±0 Attack Bonus, ±0 Defense Bonus, 2 Trait Point, 4 Spell Points
LEVEL 4: +1 Attack Bonus, +1 Defense Bonus, 4 Trait Point, 8 Spell Points
LEVEL 5: +1 Attack Bonus, +1 Defense Bonus, 4 Trait Point, 8 Spell Points
LEVEL 6: +2 Attack Bonus, +1 Defense Bonus, 8 Trait Point, 16 Spell Points
LEVEL 7: +2 Attack Bonus, +2 Defense Bonus, 8 Trait Point, 16 Spell Points
LEVEL 8: +3 Attack Bonus, +2 Defense Bonus, 16 Trait Point, 32 Spell Points
LEVEL 9: +3 Attack Bonus, +2 Defense Bonus, 16 Trait Point, 32 Spell Points
LEVEL 10: +4 Attack Bonus, +3 Defense Bonus, 32 Trait Point, 64 Spell Points

Warrior - A Warrior is somepony who is well trained in combat. Warriors tend towards the Bodyguard Profession. A character who is a Warrior gains one of two Traits; Defensive Fighter or Offensive Combat. Health Points Per Level: 12
LEVEL 1: +1 Attack Bonus, +2 Defense Bonus, 1 Trait Point
LEVEL 2: +1 Attack Bonus, +2 Defense Bonus, 1 Trait Point
LEVEL 3: +2 Attack Bonus, +3 Defense Bonus, 2 Trait Point
LEVEL 4: +2 Attack Bonus, +3 Defense Bonus, 2 Trait Point
LEVEL 5: +3 Attack Bonus, +4 Defense Bonus, 4 Trait Point
LEVEL 6: +3 Attack Bonus, +4 Defense Bonus, 4 Trait Point
LEVEL 7: +4 Attack Bonus, +5 Defense Bonus, 8 Trait Point
LEVEL 8: +4 Attack Bonus, +5 Defense Bonus, 8 Trait Point
LEVEL 9: +5 Attack Bonus, +6 Defense Bonus, 16 Trait Point
LEVEL 10: +5 Attack Bonus, +6 Defense Bonus, 16 Trait Point


Professions:
Bodyguard - You gain the Combat Training Trait.
Lore-Master - You get an extra Spell Point each level.
Nurturer - You gain the Handle Creature Trait if you don’t already have it.
Rogue - You gain the Disable Traps and Open Locks Traits.
Adventurer - You gain the Brave Edge as well as the Careless Hindrance.
Treasure Seeker - Whenever you find an item, there is a 5% chance that it is either a magical item or an artifact (Gamemaster’s choice).


Abilities:
All characters have three abilities; Strength, Agility, and Knowledge. When you first create a character, your abilities begin at 8 (±0). You also begin with 12 Ability Points that you then spread over the abilities you want. Every three points added to an ability improves it’s Ability Modifier by one. Example; If you want to spend 6 points to get your Strength score to a 14, it’s Modifier would be a +2. At fifth and tenth level, all characters get another Ability Point to spend in any of their Abilities. These Ability Advancements count as 1.5 Ability Points, meaning that you only need two to improve the Ability’s Modifier.


Leveling:
To gain a level in a class, you must first earn experience by defeating hostile creatures or puzzles. All characters start at level one. When you first create your character, your health point total is double the amount shown above your class’ table. When you earn a level, you also get certain added benefits, as shown in the table below.
Benefits:
LEVEL 4, 8: Speed Increase (+5 ft.), Speed Increase (+5 ft.)
LEVEL 5, 10: Ability Advancement, Ability Advancement


Other Character Details:
Weight - Anywhere from 200 to 400 pounds
Height - Anywhere around 6 feet tall.
Name - Anything you want.
Gender - Mare or Stallion.
Age - 20 to 50 years old.
Speed - 30 feet. (30 foot flight speed as well for Pegasi.)
Special Abilities - Pegasi=Flight, Unicorns=Magic.
Sight - 30 feet.
Defense - 10+Class Defense Bonus+Trait Defense Bonus


Weapons and Who Can Use Them:
Swords - Used by Warriors. Does damage from an 8-Sided Die (1D8).
Short Blades - Used by Experts. Does damage from a 6-Sided Die (1D6).
Clubs - Used by Druids. Does damage from a 6-Sided Die (1D6).
Staves - Used by Sages. Does damage from a 4-Sided Die (1D4).


Armors:
To figure out what your armor adds to your Defense you need to roll a die. The number after the name tells you how many sides are on the die you roll.
Light Armor - 6
Medium Armor - 8
Heavy Armor - 10


Spells:
Telekinesis - Cantrip. Spell Point Cost: 0. Telekinesis allows the caster to lift up to 100 pounds without physical effort.
Magic Bolt - Minor Spell. Spell Point Cost: 1. Magic Bolt does a 6-Sided Die (1D6) worth of damage.
Blink - Moderate Spell. Spell Point Cost: 3. Blink allows the caster to move rapidly over a short distance. Also allows the caster to move on air or water as long as the 20 foot movement ends on land.
Pyrotechnics, Lesser - Minor Spell. Spell Point Cost: 1. Lesser Pyrotechnics allows the caster to summon small amounts of fire.
Pyrotechnics, Greater - Major Spell. Spell Point Cost: 9. Greater Pyrotechnics allows the caster to fire a fireball 40 feet that explodes on impact. The explosion has a blast radius of 10 feet and does 2 6-Sided Dice (2D6) worth of fire damage, as well as 1 6-Sided Die (1D6) worth of concussive damage.
Cloak - Moderate Spell. Spell Point Cost: 3. Cloak allows the caster to conceal themselves in shadow, making it look like they are invisible as long as they do not move.
Heal - Moderate Spell. Spell Point Cost: 3. Heal allows the caster to cure up to 3 ponies of 2 8-Sided Dice (2D8) worth of damage.
Conjure Food - Cantrip. Spell Point Cost: 0. Conjure Food allows the caster to summon enough food to feed themselves and 5 other ponies for a whole day.
Prestidigitation - Cantrip. Spell Point Cost: 0. Prestidigitation allows the caster to perform minor tricks.
Restrain - Moderate Spell. Spell Point Cost: 3. Restrain stops any one creature of the caster’s choice from moving for 3 turns or until the target beats a Strength Roll Difficulty of 10.


Edges and Hindrances:
Each Edge comes with a corresponding Hindrance, with the Edge being the positive half and the Hindrance being the negative half. Every character gets one Edge & Hindrance at first level in addition to any granted by Professions.
EDGE - BENEFIT: HINDRANCE - EFFECT
Brave - You cannot be frightened. : Careless - Your immunity to fear makes you unaware of true danger. -1 Defense against creatures above Level 5.
Focused - You gain +1 Spell Damage. : Oblivious - Attacks against you have a +1 bonus.
Farsighted - You can see 50 feet instead of 30. : Half-Deaf - You can only hear what somepony says if they’re right next to you.
Cunning - You can read somepony’s face to tell if they are lying. : Honest - You always tell the truth, no matter how painful.
Intelligent - +2 Intellect. : Weak - -2 Strength.



Traits:
Each character gets 2 Traits at 1st Level as well as any Traits granted by your Profession, Race, or Class. A Trait is a unique ability that gives you a certain bonus. Trait Points can be spent to buy a Trait at a higher level. Each Trait costs 3 times your level Trait Points.
TRAIT: BONUS - RESTRICTIONS
Ace Flyer: +5 Foot flight speed. - Pegasi Only
Ace Runner: +5 Foot ground speed.
Animal Affinity: Can tell whether an animal is in pain or not.
Combat Training: +1 Attack and Defense.
Defensive Fighter: +1 Defense.
Disable Traps: Can disable any traps with a successful 20-Sided Die (1D20) roll.
Handle Creature: Can get an animal to help you with a minor task.
Lore Seeker: Your Intellect goes up by one point when in a town with a library.
Magical Arts: You gain an extra Spell Point at 1st level.
Magic Master: You gain an extra Spell Point at each level you would get more.
Nature Enthusiast: You can grow plants suddenly to create a barrier that can only be destroyed after two turns.
Offensive Combat: +1 Attack.
Open Locks: Can open any lock with a successful 20-Sided Die (1D20) roll.
Stealthy: Can hide from others with a successful 20-Sided Die (1D20) roll.
Tinkerer: You can create minor objects and improvised weapons.


Combat:
Combat in FIMRPG is different than in, say, Savage Worlds. The way a battle is started is by everybody playing rolling 2 6-Sided Dice (2D6). The person who rolls the highest has the first turn. Turns then pass in the order of the highest rolls. Monsters go after all the players. On their turn, each character has 4 options; Melee Fight, Ranged Fight, Move, or Delay. A character may do each of these only once per turn. When a character uses their Melee Fight option, they roll a 20-Sided Die and add their Strength Modifier. The result of this is what the character uses to try and beat their opponents Defense. If they win, the character rolls their damage and adds their Strength Modifier. when they use their Ranged Fight option, they do the same thing, only they use their Intellect instead of their Strength. Damage is the Spell’s damage, if any, plus the character’s Intellect Modifier. When a character uses their Move option, they move their speed in any direction they choose. When a character uses their Delay action, they wait to use their turn and get to choose, when they use the option, who’s turn they go after. They then go after that person for the rest of the battle.


Magical Items and Artifacts:
This is a list of the Magical Items and Artifacts that can be found in Equestria.
+1 Weapons: What the name says. These weapons give the character a +1 bonus to attack and damage.
Speed Items: Increase the character’s speed by 5 feet.
The Alicorn Amulet: Gives Unicorns immense power but corrupts them in the process.
The Elements of Harmony: Only usable by certain ponies, but gives the bearers immense power when used in synchronization.
There may be more, but they are yet to be discovered.


Creatures:
This is a list of all the creatures that the characters may encounter while adventuring through Equestria. It is recommended that characters are either the same level or one level higher before taking on an opponent.
Cerberus: 50 Health Points, 15 Defense, +3 Attack, 1D8+3 Damage, Level 5
Changelings: 16 Health Points, 13 Defense, +2 Attack, 1D8+2 Damage, Level 2
Cockatrice: 10 Health Points, 12 Defense, Gaze Attack, 1D4+1 Damage, Level 1
Diamond Dogs: 24 Health Points, 14 Defense, +2 Attack, 1D6+2 Damage, Level 3
Draconequus: 70 Health Points, 18 Defense, Manipulation Attack, 1D4+3 Damage, Level 7
Dragons: 100 Health Points, 20 Defense, +5 Attack, 1D8+5 Damage, Level 10
Fruit Bats: 4 Health Points, 10 Defense, Swarm Attack, 1D8+1 Damage, Level 1
Griffons: 40 Health Points, 14 Defense, +2 Attack, 1D6+2 Damage, Level 4
Hydras: 60 Health Points, 16 Defense, +3 Attack, 1D6+3 Damage, Level 6
Manticores: 24 Health Points, 13 Defense, +2 Attack, 1D8+2 Damage, Level 3
Minotaurs: 80 Health Points, 17 Defense, +3 Attack, 1D6+3 Damage, Level 8
Parasprites: 8 Health Points, 12 Defense, Swarm Attack, 1D8+1 Damage, Level 1
Phoenixes: 72 Health Points, 15 Defense, +4 Attack, 1D6+4 Damage, Level 9
Quarray Eels: 40 Health Points, 13 Defense, +3 Attack, 1D8+3 Damage, Level 4
Sea Serpents: 40 Health Points, 14 Defense, +2 Attack, 1D6+2 Damage, Level 5
Timberwolves: 42 Health Points, 15 Defense, +3 Attack, 1D6+3 Damage, Level 7
Ursa (Major/Minor): 90/70 Health Points, 18/16 Defense, +4/+3 Attack, 1D8+4/+3 Damage, Level 9/7
Windigo: 80 Health Points, 15 Defense, +3 Attack, 1D8+3 Damage, Level 8



Experience:
When awarding Experience (XP), you divide the “XP Awarded” by the number of Player Characters (PCs) you have in your game. This table shows how much Experience (XP) is needed to level up.
LEVEl 1: 0 XP Needed
LEVEl 2: 1500 XP Needed
LEVEl 3: 3000 XP Needed
LEVEl 4: 6000 XP Needed
LEVEl 5: 12000 XP Needed
LEVEl 6: 24000 XP Needed
LEVEl 7: 48000 XP Needed
LEVEl 8: 96000 XP Needed
LEVEl 9: 192000 XP Needed
LEVEl 10: 384000 XP Needed
Cerberus: 500 XP Awarded
Changelings: 200 XP Awarded
Cockatrice: 100 XP Awarded
Diamond Dogs: 300 XP Awarded
Draconequus: 700 XP Awarded
Dragons: 1000 XP Awarded
Fruit Bats: 100 XP Awarded
Griffons: 400 XP Awarded
Hydras: 600 XP Awarded
Manticores: 300 XP Awarded
Minotaurs: 800 XP Awarded
Parasprites: 100 XP Awarded
Phoenixes: 900 XP Awarded
Quarray Eels: 400 XP Awarded
Sea Serpents: 500 XP Awarded
Timberwolves: 700 XP Awarded
Ursa (Major/Minor): 900 XP Awarded/700 XP Awarded
Windigo: 800 XP Awarded


Character Sheet

Name:
Player:
Race:
Class:
Weight:
Height:
Gender:
Age:
Speed:
Sight:
Special Abilities:
Weapon/Damage:
Spells:
Edges/Hindrances:
Traits:
Profession:
Abilities: Strength - , Agility - , Intellect -
Level:
Attack:
Defense:
Health Points:
Spell Points:

So I'm going to take a wild guess and that this does not take place in the current era of MLP

IrresponsibleCupid
Group Admin

841843
Well, it's up to the Gamemaster, really. It can be in the current era or it can be in the past or in the future. That's not for me to dictate.

EDIT: Actually, it could take place in the current era but I think it would be slightly before then.

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