IRC Ruleset Updated

Pinkie Pie/Pinkamena
Friendship, Art, and Magic (2019) - Celebrated Derpibooru's seventh year anniversary with friends.
Friendship, Art, and Magic (2018) - Celebrated Derpibooru's six year anniversary with friends.
The End wasn't The End - Found a new home after the great exodus of 2012

BASIC IDEA  
All attacks, defenses, and actions that require effort (or are opposed by someone else) are made with a 2d6. Each side rolls and adds any necessary modifiers, and the side with the higher score wins. In the case of a tie, the defender wins.
 
If the check is not being made against an opponent, then a set target number is required based on the difficulty of the action.  
EASY (5), NORMAL (7), HARD (9), BRUTAL (11), IMPOSSIBLE (13). Note that these are guidelines, the actual target number is set by the GM.
 
EX1: Seth rolls to hit Sasha. Seth gets a 6, Sasha gets a 7. Seth misses. Seth would also miss if Sasha had rolled a 6.
 
EX2: Seth goes to force open a door; it’s an EASY check. He rolls and gets a 5, which is just enough to open the door.
 
MODIFIERS  
Various actions or abilities grant a bonus to the final result of one user of the other. For example, if someone has a spell that buffs their character’s speed, they would gain a +1 to any check requiring them to move fast or dodge a physical attack until the spell wore off.
 
ADVANCENOTE: Powerful enemies or certain major buffs for characters provide all-round bonuses to every action they take, making them deadly opponents. Many “boss fights” feature opponents like this.
 
“RAISING”  
If one side scores significantly higher than the other, their action is even more effective than usual. If the action taker exceeds their opponents score by 1-2, they achieve regular success. By 3-4, the effect increases by 1 stage. 5-6, further, and so on…in the case of combat, apply another point of damage.
 
EX1: Seth is trying to scale a cliff faster than Sasha. He rolls an 8, she rolls a 6. Since his result is only 2 higher than hers, he just barely makes it up before she does; she’s hot on his heels. If he had rolled a 9, he would have made it up before her without any problem, and if he had rolled an 11 he’d have time to stop for a drink before she got there.
 
EX2: Seth attacks Sasha and gets a 10; she rolls a 3 for her defense. Since his result is 7 higher than hers, not only does he hit her, but he deals an extra 3 points of damage.
 
 
ATTRIBUTES  
Each character has specific attributes which they use to determine how well they handle combat.  
STRENGTH: Raw brute strength. This determines how much damage a character can deal with physical attacks, as well as providing a modifier bonus to strength-related checks.  
Example uses: Push object, Hold door, Restrain foe. Good for grapplers, strikers, tanks
 
TOUGHNESS: A character’s durability and capacity to soak up pain comes directly from this attribute; in short, it determines HP and helps to resist poisons and diseases. Also a requirement for the “Tough” Feat.  
Example uses: Resist poison/disease, Ignore pain. Good for all, but mostly for in-close types that draw aggro
 
AGILITY: Speed and accuracy. A characters ability to get somewhere quickly, land a physical hit, or sidestep an attack all come from this attribute. Helps less against magic, but better to have than not.  
Example uses: Dash, Avoid/Hit with physical attacks. Good for high-speed fighters and those without Toughness
 
MIND: This determines the characters ability to think quick and react to situations. How observant and/or sneaky a character is relies on this attribute.  
Example uses: Initiative bonus, Spot hidden, Stealth. Mostly non-combat checks, good for wise or sneaky characters
 
MAGIC: Not everyone can use magic aggressively, but that isn’t all this determines. This attribute determines the overall bonus granted to all magical actions by the user, from healing to fireballs to soul-rending, and also determines how easily the character is struck by enemy spells.
 
ATTRIBUTE DISTRIBUTION AND MODIFIERS  
Each attribute is determined by a bonus, going from -2 to +2. This modifier is applied in any circumstance that makes sense, combat or otherwise. Characters start out with -1 in all attributes, and have an additional 6 “points” with which to build up their attributes during initial creation.
 
ADVANCENOTE: Characters may only EVER raise their attributes to +2, +3 is impossible for normal characters.
 
SKILLS AND SPECIALTIES  
If a character is noted to be good at something (climbing, engineering, setting/spotting traps, sneaking, even something like cake making), they receive a bonus to such checks. There are two skill categories: HARD skills and SOFT skills.  
HARD SKILLS: Combat and/or Arc oriented skills, such as Hit: Target type, Magic Proficiencies, Stealth, Perception, Identify, Parry, etc. A point in these skills grant a +1 bonus in a specific circumstance (a noted specialty MUST be applied). Additional points in the same skill only allow for additional specialties to be added; +1 is the maximum bonus from Hard Skills.  
SOFT SKILLS: More character-driven skills, such as Baking, Dancing, Mathematics, Engineering, Painting, Singing, etc. A point in these skills grant a +1 bonus if they find some kind of use whereupon the user feels the need to roll with that skill; they may be raised as high as +3. Successful usage of Soft Skills in a practical manner inside of side arcs, scenes, or full Arcs grant immediate Karma Points.  
SPECIALTIES: A character may note that they are proficient in only a single category of a set Soft Skill, such as an engineer that specializes in repairs instead of all-round mechanics, or a musician that specializes in the guitar above other instruments. This grants the character an additional +1 to that soft skill when using their specialty, but a -1 to that soft skill in all other circumstances.
 
Ex1: Seth has established that his character is an expert with electronics, and has been so for some time. He uses 3 SP and gets a +3 bonus any time he works with electronic devices. { Electronics +3 }
 
Ex2: Sasha has established that her character is a master of headshots with her sniper rifle; she will get a lessened penalty with called shots to the head (usually -2 to hit, reduced to only -1). { Called Shot: Head +1 }
 
Ex3: Seth has not only established that his character is a well-practiced musician, but that he specializes in the grand piano.. He uses 2 SP and gets a +3 bonus any time he plays the grand piano, and a +1 any time he plays another instrument. { Musical Instruments +1/3 [Grand Piano] }
 
HARD SKILL EXAMPLES:  
Hit/ Target: By defining enemy feature (Tiny, Small, Large, Massive, Flying, Defending, Spellcaster…nothing too broad)  
Stealth: By area or type of stealth (Forest, Urban or Move silently, Hide from sight, etc.)  
Magic Proficiency: By type of magic (Light, Dark, Fire, Illusion, etc.)  
Parry: By specific attack type (Avoid physical ranged, avoid grapple, avoid fire magic, avoid slashing attacks, etc.)  
Perception: By sense (Vision, Hearing, Scent, etc.)  
Identify: By item type (Potions, Machinery, Weaponry, Creature, etc.)  
Defend (Bonus when taking the “Defend” option)  
Guard (Bonus when taking the “Guard” option)  
Sneak Attack (Bonus to hit when attacking from Stealth)
 
INITIATIVE:  
Before starting combat, it is important to know who will be going first. After all, sometimes the first hit is the most important, and sometimes waiting until later can be to your benefit. Each combatant rolls 1d20 and adds double their Mind modifier, as well as any feats or flaws that would affect the check. If a player decides that they do not want to act when their turn arrives, they may choose to ‘hold action’ or ‘bump their initiative’.  
Hold Action: The player chooses an ally or opponent that acts at a later point than they do this round, and instead of taking their action now, takes their action at that point. They take initiative as usual next round.  
Bump Initiative: A player may decide that they are acting too early in the combat round. If so, they may forfeit their turn, gaining a +1 bonus to dodge until their next turn, in order to set themselves at a lower point in the combat wheel; this becomes their new initiative point.
 
Ex1; Seth [Mind - 1] and Sasha [Mind + 2] roll initiative. Seth rolls 1d20 - 2, and Sasha rolls 1d20 + 4.
 
Ex2; Seth is fighting 3 Diamond Dogs along with Sasha; the initiative wheel is [Sasha, Seth, DD1, DD2, DD3]. This gives the enemy 3 attacks in a row, and Seth worries that they might gang up and one-turn KO Sasha or himself; as such, he chooses to ‘Hold Action’ until after DD2, just in case healing is required; his next action afterwards is right after Sasha, as before.
 
Ex3; Sasha can see that the Diamond Dogs are just going to keep ganging up on either her or Seth; she wants to let them see that there’s a wrench in their plans. She skips her turn, gaining +1 to dodge until she can act, and Bumps her initiative to just between DD1 and DD2. The initiative wheel is now [Seth, DD1, Sasha, DD2, DD3].
 
PHYSICAL COMBAT:  
Characters attack with 2d6 as usual, adding their Agility modifiers to their Hit/Dodge check. If either character has a skill or specialty that applies to the circumstance, it is also applied. If a character hits with a physical attack, they deal a base 2 damage. This is modified by their Strength/Mind Attribute, depending on whether the character is using a melee attack [Strength] or a ranged physical attack [Mind]. Upon landing a blow, add 1 point of damage to the final product for every “raise” achieved by the attacker.
 
EX1: Seth (Strength ~~1, Agility + 1) attacks Sasha (Agility -1) in melee; he rolls an 11 (10+1), and she rolls a 7 (8-1). His damage is: 2 ~~ 1 (Strength modifier) + 1 (Raise on attack). Sasha takes 2 damage.
 
EX2: Sasha (Mind + 2, Agility -1) then attacks Seth (Agility + 1) with her gun; she rolls a 9 (10-1), and he rolls a 4 (3+1). Her damage is: 2 + 2 (Mind modifier) + 2 (Two raises on attack). Seth takes 6 damage.
 
Grapples  
In order to grab hold of an opponent, make the attack as usual; however, the attack hits on a tie and deals no damage. After grabbing an opponent, the attacker can choose to perform one of several maneuvers. Note that when attempting to Grapple a target, type [Grapple] at the end of the attack description. For a secondary maneuver, type [Hold/Submission/Special Maneuver] after the description.  
HOLD: Make a check against a target number of (6/8/10, depending on the size of the enemy), modified by the enemy’s Strength Attribute. If successful, the target takes a penalty to any hit or dodge checks they make before their next action equal to 1 + another 1 for every 2 digits over the target number the [Grapple/Hold] user scored.  
SUBMISSION: Make a regular physical attack check with both sides using Strength instead of Agility. If attacker succeeds, deal damage as usual, and opponent is held for this turn. If not, the attacker breaks free. In the case of a tie, the attack deals no damage but the grapple is held for the time being.  
SPECIAL MANEUVER: Make a regular physical attack check. Regardless of outcome, opponent is freed; but base attack damage is increased by 2.  
Note: MASSIVE creatures cannot be grappled at all, and TINY creatures cannot resist any secondary grapple check unless specifically noted. As an added note, most BOSS enemies are considered 2 TN higher to grapple [Hold].
 
REVERSAL/BREAK FREE: This is not a technique useable by one whom is Grappling another; this is an option open to their present target. If a character is being Grappled, they can make a free check [Strength + Agility + Primary Grapple bonuses gained through Feats] and their opponent does the same. If the result scored by the character being held exceeds the result scored by their Grappler, they may choose to immediately exit out of the hold and go about their turn as usual or ‘reverse’ the hold and make a Secondary Grapple Maneuver of their own, now counted as being the ‘Grappler’.
 
CALLED SHOTS:  
Characters can focus their attack to try and aim for specific parts on the opponents body, looking for a bit of extra effect from each hit at the cost of accuracy. A character must declare making a called shot when they attack, choosing [Head], [Limb (Usually arm or leg)], or [Appendage].  
HEAD: The attack deals +2 damage for striking the head of their opponent. If the head is not actually important to the creature, this attack does nothing.  
LIMB: Usually arm or leg, any specific “Limb” can be attacked to reduce its effectiveness by 1 for two rounds, including the horn or the wings. If the ‘arms’ or equivalent are hit, the result is a penalty to hit; legs, penalty to dodge; horn, penalty to cast; wings, penalty to “Fly” checks, including the bonus defense gained from flying and any check calling on the user to utilize their wings.  
APPENDAGE: Sometimes an enemy has something specific about their body you’d like to neutralize that isn’t a standard limb. Be it spines on their back, a tail to lash you with, or an item they are using, a successful called shot gives anything involving that item/appendage a -2 penalty for 2 rounds.
 
MAGICAL COMBAT:  
Spells are not as easy to avoid as physical blows, and are more flexible. When a character casts a spell, the defender rolls agility -2 against the result shown on the caster’s dice (ignore magic modifiers for dodging purposes). If the defender equals or exceeds the casters result, they dodge the spell entirely.  
If the spell hits, compare the final result against a target number of 7 (modified by the target’s Magic Attribute Modifier). Magical damage is equal to 1 + (half the amount scored over the Target Number, rounded up) + any weakness/resistance to that Spell type
 
“Winded”  
Spellcasters are vulnerable to physical damage, and their capacity to dole out punishment suffers as they do. If a spellcaster is at 50% HP, they get a -1 to their spell checks. At 25% HP, they get a -2.
 
Charging  
Characters may choose to forfeit their turn in order to charge their spells for more power. The first turn a character waits, they gain +1 to hit with their spell. If they wait a second turn, they gain an additional +2 bonus to hit. Each turn spent charging afterwards provides the same additional 2 points.  
EX: A character that spent three turns charging would have a +5 to hit with the spell on the fourth turn.
 
Spell Focus  
Sometimes, a character is just too fast for a caster to hit with aggressive magic; in such cases, a spellcaster may pour some or their natural power into a homing focus. Any spellcaster using an aggressive spell may sacrifice 2 points from their casting bonus to increase the penalty to dodge their spell by -1. They may do this up to twice.
 
Healing Spells  
To heal a pony, a spellcaster must achieve at least a 5 on their roll. The spell heals a number of HP equal to 1 + the amount scored over the necessary target number
 
Buff/Debuff Spells  
In order to grant a target a +/-1 modifier to hit, dodge, damage, defense, magic bonus, magic defense, etc., the spellcaster must achieve at least a 7 on their roll. If the final result is 4 higher than the necessary target number, the modifier changes to +2. Buffs/Debuffs last for 2 turns.
 
Group Spells  
Spellcasters have the capacity to blanket spells at multiple targets, whether attacking, healing, or buffing/debuffing. In order to do this, the spellcaster increases the necessary target number by 1 for each additional target and casts as usual, applying the final result to all targets if successful. If the spell was an attack, compare the result to each target’s MDef, and each target dodges as usual.
 
Power Points  
Spellcasters fight with their emotions and their spirits; they have a back-up reserve of power just waiting to spill out. Spellcasters have a total of 5 “Power Points” which they can spend when casting spells. 1 PP must be used to cast any healing spell. 1 PP used to boost a spell gives it a +2 modifier. Only one PP can be spent per spell (beyond the 1 PP necessary to cast healing spells).  
2 PP return when the character rests for a full amount of time (6-8 hours); once again, this is a guideline. The actual restoration rate is determined by the GM.
 
EX1: Seth casts a fireball spell at Sasha; he has a specialization in Fire magic + a Magic of + 0, and she has [Agility + 1, Magic + 1]. He rolls 2d6+ 1 and gets a 10 (9 + 1), so Sasha rolls 2d6-1 (-2 for dodging magic, + 1 for Agility) to try to dodge the spell, requiring a result of 9 (the result shown on Seth’s dice). She rolls a 6 (7-1), so the attack hits.  
Seth’s result of 10 subtracts Sasha’s Magic TN of 8 to find 2, which divided in half is 1. Adding the base 1 for using magic, Sasha takes 2 damage.
 
EX2: Seth casts a group buff spell on his team, trying to give them all a boost to their damage; he has a Magic of + 1 and a specialty in Buff spells, for a total bonus of + 2. He wants to buff a total of 4 characters, making the necessary target number 10. He rolls 2d6 + 2 and gets a 14 (12 + 2); not only does the spell work, but since the result is four points higher than necessary, each member gets a +2 to damage for the next two turns.
 
EX3: Sasha is looking to heal herself and her party members, having just taken a severe beating. She is at less than 25% of her maximum HP, giving her a -2 penalty to cast, and she needs to heal herself and three allies…not looking good. Her magic is + 1 but she has no specialty in Healing magic, making her total casting modifier -1 with a target number of 8. She decides to spend 1 PP beyond the PP needed to cast a healing spell, making her total modifier + 1 (+ 1 magic, -2 winded penalties, + 2 PP). She casts the spell and rolls an 8 (7+1), and restores 1 HP to herself and each of her three allies.
 
EX4: Sasha is trying to tag a particularly fast enemy with her magic, but no matter what she does she just can’t land a hit with her powerful + 7 bonus. She decides on a new tactic; she casts her spell as usual, but sacrifices 4 points from her casting bonus (dropping to + 3), and further lowers the target’s Magic dodge check by 2, making the total dodge penalty - 4.
 
ADVANCENOTE: Some characters and enemies have specific weaknesses and/or resistances to certain types of attacks; more often than not, these are elemental, making the need for flexible and creative magic HUGE. These resistances typically grant the target permanent modifiers against any damage made by that attack type…they must be watched for.  
Ex1: GRAVITY, a demon of the Earth, would have a +3 Earth resist. Many earth spells would do little to him.  
Ex2: ESCAPE, a demon of the Sky, might have a -1 weakness to Earth magic and a +5 Lightning resist. Practically nothing remotely related to Lightning could hurt him at all.
 
COUNTERS  
If an attackers final result is at least 4 digits lower than the defenders, the defender makes a “counterattack”, automatically landing a blow for base damage on the target. For every additional 2 digits above the “counter” target number, increase the damage by 1.
 
EX: Seth attacks Sasha and rolls a 5; Sasha rolls a 10 on her dodge check. Since her result is 5 above is, she counters and deals her base physical damage to him. If the difference had been one greater, she would have achieved a raise and dealt an extra point of damage.
 
DEFENSE  
If a character feels they are in danger or wishes to defend another character from harm, they can take a “Defend” or “Guard” action.  
  • The character may give up their action to get a + 2 bonus to all defense checks until their next action. They may choose to move during this time, but as soon as they do the bonus is reduced to + 1.  
  • The character may choose, after taking an action, to guard another character from attack. If their charge is attacked, the Guarding character may immediately choose to make a defense check to intercept; if they fail, the attack is made against its intended target. If they succeed, the attack hits them; damage is reduced by 1 for every 2 points the user scores over the attacker, and counterattacking is only possible at 6+ over.  
    (Note: These two options can be combined to greater effect)
     
  • Guarding against Magic: Sometimes a character will wish to guard against a Magic attack, which play by different rules. In this case, the character makes a Guard check just like they would otherwise, making certain to include the usual dodge penalty for trying to avoid a spell. If the result would bypass the result shown on the dice (usually a dodge), the spell is applied against the Defender instead of the intended target. Damage is applied as usual, with damage resistance applied against the actual spell result.
     
    EX1: Seth is low on HP, and he sees the enemy charging an attack. He takes no action and goes on defense, gaining a +2 to any dodge checks he has to make before his next turn.
     
    EX2: Seth wishes to defend Sasha from incoming attacks. After attacking, he declares that he is guarding her from attacks. An enemy attacks and rolls an 8; he decides to Guard, rolls and gets a 7, and the attack goes through against Sasha. Another enemy attacks and rolls a 4; Seth chooses to Guard again rolls a 10 and takes the hit for Sasha, reducing the damage to himself by 3 and just barely counterattacking.
     
    EX3: Sasha has noted that there is a powerful opposing spellcaster that has charged up an attack. She chooses to forfeit her action and Defend, and selects Seth as her Guard target. Sure enough, the spellcaster uses a powerful blast of fire on Seth, and Sasha chooses to Guard for him. The spellcaster rolls a 7 on the dice with a modifier of + 3, for a final result of 10. Sasha rolls to avoid the attack, taking a - 2 penalty for avoiding a spell and a + 2 bonus for Defending, and she gets a final result of 11. She successfully intercepts the spell (as she surpassed a 7), but she applies the full result of (10) against her Magic TN as damage, since her result was not 12 or more (12 being 2 points over the total spell result of 10).
     
    STEALTH  
    Characters occasionally don’t want to be seen/heard by someone else. To achieve this goal, the character makes a Mind check + applicable Sneak specialty, opposed by any opponents with the capacity to spot them at that point in time. As long as the character stays hidden, they use their stealth check, which is opposed by any opponents that begin to search the area for them.  
    IN-COMBAT STEALTH  
    Sneaking is usually not possible in the middle of a combat situation; everyone is much too aware. A sneak check may usually only be attempted in combat if the battlefield terrain is arranged in such a way that the character can realistically disappear from all notice and find a place to obscure themselves.  
    A character may also take a Feat or a Tech to allow themselves to make a sneak check in combat, but such checks always require a circumstance or payment of some kind and are always made at a -1 penalty.
     
    EX: Seth [Mind + 1] is hurt badly and wants to avoid being spotted. He sinks into the shadows, using his Skill (Sneak + 1 [Visual]) and rolls 2d6 + 2, getting a 10 (8 + 2). The enemies make perception check (Mind + Visual perception bonuses) to find him, and for every turn that they continue searching they are looking to achieve a target number of (10). Seth may choose to remake his check at any time when his opponents are searching for him, but that could turn out better…or worse.
     
    SNEAK ATTACKS: After spending a turn hidden from foes (successful sneak check), characters may make an attack on a target that has not spotted them at +4 to hit.
     
    EX: Sasha [Strength + 1, Agility + 2] sneaks into the shadows while approaching an enemy. Her sneak check beats their perception, so they never see her coming; on her next action, she strikes from the shadows with a longsword, making her total bonus to hit + 6 (+ 2 from agility, + 4 from the sneak attack). She rolls a 16 (10 + 6) and her target rolls a 5 (5 + 0), giving her a total of 11 over the target; she deals 8 damage total (2 base + 1 Strength + 5 from Raises).
     
    SPECIES MODIFIERS  
Note: “Toughness” in this case references a modifier to HP based on the Toughness attribute. From -1 to +1, the modified amount is equal to the Toughness attribute. For every point above +1 or below -1, further modify the character’s HP by 2 HP.
 
Ex: Toughness +1 gives +1 HP. Toughness +2 gives +3 HP. Toughness -2 gives -3 HP.
 
Earth Pony: (Base 11 HP + Toughness, 7 SP, 3 Feats)  
Pegasus: (Base 7 HP + Toughness, 5 SP, Flight, starts with “Catch Projectiles” + one other Feat)  
Unicorn: (Base 9 HP + Toughness, 4 SP, Magic, starts with feat “Sense Magic” + one other Feat)
 
ADVANCENOTE: The following species are also playable, but have more to consider when doing so.  
Changeling: (Base 7 HP + Toughness, 4 SP, Flight, Magic, Ignore 1 point of Slashing damage, -1 weakness to extreme temperatures, 1 Feat)  
Alicorn: (Base 7 HP + Toughness, 4 SP, Flight, Magic. The user’s Magic attribute is always altered by the number of associates, close friends, followers and the like they have…anything from a -3 penalty [unknown recluse] to a bonus of +5 [glorified Deity])
 
NOTE/ Fleshed Out Characters: All characters get 2 free Soft Skill points; these cannot be changed over, transferred into anything else, or altered in any way; use them or don’t.  
NOTE/ My Special Talent: Every character has a special talent (a cutie mark, for ponies); this gives them 1 free Hard skill point in a skill of their choosing OR 2 free Soft skill points in a skill of their choosing.
 
FLYING: While flying, characters gain __2 to avoid Melee attacks. If hit with a physical attack, make a Mind __ Agility check at TN 5 + damage taken to avoid falling from the sky.  
If the flying character is hit with magic, the check is TN 7 plus damage taken.  
Damage taken is 1 per 10 feet…if the character falls more than 50 feet, they continue to fall and make an additional check on their next turn at +1 difficulty to recover, and the fall damage dealt is doubled. This continues to happen for every additional multiple (or fraction of a multiple) of 50 feet). If they recover at some point while falling, they must spend turns equal to half the turns spent falling (rounded up) to return to the combat.  
NOTE: In typical ground combat, simply roll 1d2 for damage; it is unlikely a character were fly more than 10 - 20 feet off the ground for such circumstances as there would be no point.
 
EX1: Seth is struck by a ranged physical attack in the air, taking 3 damage. His check to stay airborne is 5 + 3 = 8. He rolls Agility (+ 2) plus Mind (- 1) plus his Flight skill (+ 1) for a total of 2d6 + 2, and gets a 9; he’s safe and he doesn’t crash.
 
EX2: Sasha is struck with a spell while flying, and takes 4 damage; her check to stay airborne is 7 + 4 = 11. She rolls Agility (+ 1) plus Mind (+ 0), and has no flight skill. She rolls an 8, nowhere near enough, and she is presently 120 feet in the air…she falls 50 feet the first turn. On her next turn, she makes another check, aiming for TN 12, and the damage goes from (1 damage per 10 feet) to (2 damage per 10 feet). If she falls the entire 120 without getting caught or catching herself, she’ll take (3 damage per 10 feet); or in other words, she’ll take 36 fall damage and likely immediately die.
 
LIST OF POSSIBLE FEATS/FLAWS (Feel free to pose other options). Take a FLAW to gain either a Feat or 2 SP. In addition, you are not bound to use the names posed below for Feats/Flaws, the effect is what matters.  
FEATS  
Tough: +2 HP (Note: In order to take this Feat or any additional stacks of it, the character is required to have a Toughness Attribute of at least +0.)  
Damn Tough: +2 HP  
Ironhide: Ignore 1 point of slashing damage  
Iron Muscle: Ignore 1 point of bashing damage  
Iron Shell: Ignore 1 point of piercing damage  
Elemental Resistance: Ignore 1 point of damage from a chosen element  
Elemental Barrier: Ignore another 1 point of damage from the same element  
Catch Projectile: +1 to avoid Physical Ranged attacks  
Tech Block: Counterattack 1 digit lower than usual  
Return Blow: +1 damage when making a Counterattack  
Quick Thinker: +5 to all initiative checks, Mind counted as +1 when determining ties  
Magical Prodigy: +2 PP  
Magically Resistant: All magical effects on target are at -1 effectiveness (including healing and buffs)  
Masochist: +1 to hit with the next attack every time user is damaged before their turn (stacks)  
Executioner: +1 to hit enemies below 50% HP  
Eagle Eye: +2 to all visual perception checks  
Ninja: +2 to all stealth checks made in darkness  
Sadist: Make a free attack at +1 to hit after reducing an enemy to 0 or less HP (once per round)  
Bear Wrestler: +1 to all Grapple checks  
Will to live: Character is not unconscious when reduced to 0 or less HP. They remain aware and functioning until after their next action is made, then fall unless they were healed. Once per combat.  
Juggernaut: Character cannot be moved by any attack dealing less than 6 damage, and is 2 digits harder to Grapple/Hold  
First Attack: +3 to hit, +1 damage on user’s first physical attack in a combat.  
Purple Shield: +3 to dodge, resist +1 damage the first time user is physically attacked in a combat.  
Battle Rush: User has a +1 to hit/dodge and damage against foes that score a lower initiative than their own during the first round of combat.  
Instinct Guard: User has a +2 to dodge and resists 1 damage against foes that score a higher initiative than their own during the first round of combat.  
Sense Magic: Character automatically makes perception checks with (Magic modifier) to sense magic in an area just like characters usually make regular Perception checks. They gain a + 1 to all such checks, and select a specific magic type with which they gain a natural bonus (another + 1). If not a common spell type, the character must already be able to use that type of magic in order to be able to sense it.  
FLAWS  
Lightweight: -2 HP  
Elemental Weakness: Take +1 damage from a chosen element  
Crippling Elemental Weakness: Take another +1 damage from the same element  
Fragile: +1 damage from all a specific type of physical attack (Bashing, Slashing, Piercing, Physical Ranged)  
Slow to React: -5 to all initiative checks, Mind counted as -1 when determining ties  
Magic Frailty: All magical effects on the target are at +1 effectiveness. This does not apply to buffs or healing.  
Pacifist: Cannot willingly kill enemies except in extreme cases…simply being in great danger is not enough
 
SPECIAL TOUCHES  
Not everything about a character can be defined with set stats and standardized attributes. Some characters have specific resistances, strengths, weaknesses, or other things that simply need to be brought up. In addition, certain abilities may need to be balanced before use. In such cases, please bring such things to the attention of one of the primary GMs in PlotRP; Sasha, Confetti, or Trixie to name a few.
 
EXAMPLE CHARACTER:  
Name: Giggles  
Species: Earth Pony  
STRENGTH: -1  
TOUGHNESS: -1  
AGILITY: +2  
MIND: +0  
MAGIC: +1  
HP: 8  
Hit/Dodge bonus: +2
 
Skills  
Fourth Wall Mastery +3, Baking +3, Pouncing +1, Cuddles +2, Cheering Others +2 (Cutie Mark)
 
Feats/Flaws  
[Flaw] Lightweight (-2 HP)  
[Flaw] Still Learning (Poor with mathematics, science, and some social standards)  
[Feat] Gotta make you Smile! (Gains a +2 bonus when her action goes directly towards the cheer and happiness of someone around her)  
[Feat] Quick Like a Bunny…er, Pony (Has a +1 to Dodge while at 50% or more HP)  
[Feat] Wobbly Wonder (Takes -1 damage from Counterattacks)  
[Feat] Rule of Funny (Has access to anything she wishes from the fourth wall, providing it does not immediately provide a solution to a problem)  
[Feat] Fourth Wall -> GM couldn’t think of one she’s such a silly billy (Has the power of cute stop taking over my page Giggles Nope! Heya everyp -DONE NOW.)
Morfean

And Sasha’s rules for normal pone NPCs;  
Base HP: -2, Base PP (If applicable): -2, Base Attributes: -1, Base SP: -1, Base Feats: -1  
Overflow HP: Halved, rounded down. [[ Other: If a regular pony is reduced to less than -1 HP by anything but Bashing attacks, they begin losing 1 HP every two turns until they die ]]
 
I’m Morfean and this is my favorite forum post on the Citadel :3
Morfean

Partial bump with her new Sci-Fi rules ^^
 
 
SHIFTS IN CHARACTER SHEET  
All characters have: -2 max HP/PP (if applicable), 1 less Feat, 4 attribute points, and cannot have more than one attribute at +2. In addition, there is NO MAGIC ATTRIBUTE*.  
This is in addition to ‘normal’ characters; if you choose to play such, you still have -2 HP/PP, -1 Feat (going into flaws if necessary), -1 attribute, -1 skill point, and half bleed-out HP.
 
Characters may not have more than 7 Feat points gained from taking flaws, though they may take as many flaws as they wish; in addition, no more than 2 Feats can stack into the same bonus with each other.
 
Hard Skills may now include the special skill [Training], indicating a training in a specific type of weapon; a character may spend 1/4 SPoint(s) to get [Training +1/2] in a specific type of weapon (Knives, Swords, Assault Rifles, Plasma Pistols, Plasma Rifles, Bolters, etc.); anything that works pretty much the same as something else applies unless it is a Tier-3 weapon, which are designed fundamentally differently.
 
> Unicorns: Remove the ‘Sense Magic’ feat. Unicorns have the Magic attribute as well as 1 additional attribute point; they also have 1 additional skill point. All target numbers for attack spells/debuffs is assumed to be [6], buffs and healing are [7/5] as usual, and since magic is so rare, spells have a total of -3 to dodge them. Unicorns also inherently have the Flaw [Extreme High Priority].
 
> Tech Trees: Due to a more hard-core style of play, a tech tree gives only 5 special techs instead of 6. Characters may take up to 2 trees, but the second gives only 3 special techs.
 
 
WEAPONS  
Unless a character is using a proper weapon, their base damage is reduced to 1 + Attribute modifier, and all raises are 1 digit more difficult to attain.
 
Example; A character (Strength +0) untrained in using their hooves in combat [does not have “Feat: Martial Artist”] goes to punch another character. They roll a 10 against the enemy’s 7; they deal 1 Bashing damage.
 
Example 2; A character (Mind __2) is desperate, being chased…they locate a worn out, rusted pistol. Their opponent bursts through the door and they turn and fire, rolling a 12 to their opponents 2; an amazing hit! That said, the sub-par weapon means they still use the base low damage; they end up dealing 6 damage to their opponent. [3 __ three raises]
 
TIER-1: Anyone using Tier 1 weaponry follows the most basic combat rules. 2 base damage and raises as usual.
 
TIER-2: Tier-2 weaponry is more accurate and more powerful, giving a +1 to both hit and damage for the user.
 
TIER-3: Tier-3 weaponry is very dangerous. +2 to hit, +1 to damage, scoring raises 1 digit lower and dealing +1 damage when scoring a raise, Tier-3 weapons are also highly upgradeable. The best defense is not being shot.  
Or Power Armor u
 
 
PARRYING  
Guns are typically considered the way fighting takes place. However, a gun doesn’t do you any good when someone has a knife three inches from your face. Hence, different actions take place under different circumstances.  
RANGED > MELEE: The defender takes a -2 penalty unless they are in cover and may not counter. If defender was in melee range of the attacker on their last action, they ignore the penalty and may counter as usual.  
RANGED > RANGED: The defender takes a -2 penalty unless they are in cover, and may counter as usual.  
MELEE > RANGED: The defender makes a free attack on the attacker (no penalty applied), and if the attacker is still conscious the defender takes a -2 penalty to dodge unless they have a weapon they can use to defend with. Defender may not counter.  
MELEE > MELEE: Attack as usual.  
MELEE > UNARMED: Defender takes a -2 penalty.
 
 
ARMOR  
If a character is not wearing armor, a weapon will quickly reduce them to shambles. Any weapon, no matter how basic, deals extra damage to anyone not wearing armor equal to the Tier being used. So Tier-2 weapons always deal +2 damage to those not using any armor.
 
Armor typically gives the wearer at least one of 3 bonuses.  
1: Ignore the ‘no armor’ penalty when attacked by a weapon (always given by armor).  
2: Grants the wearer additional HP.  
3: Negates damage of certain types dealt to the user.
 
Example Armor Types:  
Cloth Armor, Crude Leather: +0 HP  
Leather Armor: +1 HP  
Flak Jacket: +2 HP, resists 1 damage from Physical Ranged, Physical Ranged Raises against wearer are 1 point harder  
Quicksilver Jacket: +1 HP, resists 2 damage from Heat or Cold  
Static Suit: +1 HP, resists 1 damage from Electricity, deals 1 Electrical damage to anyone striking user in melee  
Combat Vest: +3 HP, resists 1 physical damage, raises against user are 1 point harder  
Power Armor Alpha: +15 HP, resists 4 damage from any source, raises against user are 4 points harder  
Power Armor Omega: +22 HP, resists 6 damage from any source, raises against user are 6 points harder, user has -2 Agility and takes a -2 to all perception checks while wearing
 
 
MODDING  
Gear can be ‘modded’ at the discretion of the GM. A single bonus of a single kind can be acquired from an appropriate modifications expert, usually at cost of coin or trade, per Tier of equipment. For example, most armors will only be able to take 1 upgrade; some will take 2, and those that the characters are never likely to own can take 3. Weapons are much the same; tier = number of upgrades applicable.
 
The better the upgrade, the more it costs, and upgrades aren’t cheap:  
+1 weapon damage  
+1 to hit  
Weapon deals elemental damage instead of base
 
+1 resistance: Bashing, Slashing, Piercing, Physical Ranged, An Element  
Deals 1 elemental damage when struck in melee  
1 point harder to score raises against
 
 
FEATS/FLAWS to consider for the setting; others may work as well, of course  
Feats:  
+Aim: The character may charge for a turn and gain a +1 to hit with their next attack; may stack up to 3 times  
+Ambidextrous: The character may hold a weapon in one arm and another weapon in the other, allowing them to make either kind of attack without spending a turn to switch weapons  
+Bladecatcher: The character does not take penalties for having no weapon when attacked in melee.  
+Burstfire: The character may make 2 Physical Ranged attacks with one action; each is made at a -4 penalty to hit  
+Furious Charge: The character may always counter Physical Ranged attacks with their melee weapon [So long as they can realistically reach the attacker within 6 seconds]  
+Lightning Reflexes: The character gains a +2 bonus to dodge pre-emptive attacks against them when they attack a target using a Ranged Weapon in melee  
+Martial Artist 1: The character is trained in the use of their Hooves as weapons. Their hooves now deal damage as Tier 1 weapons during combat.  
____+Martial Artist 2: The character is well trained in the use of their body as a weapon. Their hooves now deal damage as Tier 2 weapons during combat.  
________++Martial Artist 3: The character is a weapon. Their hooves now deal damage as Tier 3 weapons during combat. [NOTE: This is only possible for characters with some sort of applicable augmentation].  
+Second Step: The character takes 1 less penalty point for having no cover against Physical Ranged attacks  
+Weapon Block: The character gains a +1 to defend against melee attacks while armed with a melee weapon
 
Flaws:  
–Battle Panic: The character is a noncombatant; they freeze up the second fighting happens. The character misses their first turn in any combat.  
-Corporate Slave: The character is under contract from a company, Nimbus, Terminus, or some other employer. If they are called on or confronted by said employer, they must either find a valid reason to keep on or immediately stop what they are doing and adhere to what they are being told. If the character rebels against their employer, they may lose benefits associated with that organization in game. At worst, they are in BIG trouble; replace this flaw with [Hunted].  
-High Priority: The character has something about them that makes them a valid target to be attacked. During random attack rolls, the character is assigned an additional slot number to be attacked.  
–Extreme High Priority: The character has something about them that makes them an EXTREMELY valid target to be attacked. During random attack rolls, the character is assigned two additional slot numbers to be attacked, and may be pestered about this outside of combat as well.  
-Known: The character is known, somehow…something they did, someone they worked for, somehow the character is on the lists of those you’d rather not be on the list of. Any time the character enters a new scene, there is a 3% chance that someone will recognize them and do something about it, whether the character knows it or not.  
–Hunted: The character screwed someone over. Someone with connections, someone not to be trifled with easily. And that someone is looking for them, be it the law, a gang, an organization, anything. Any time the character enters a new scene, there is an 8% chance that someone will recognize them and do something about it, whether the character knows it or not.  
-Technodumb: The character just never meshed well with technology, from vehicles to vending machines. -1 penalty to any check made when dealing with technology.
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