Pony Tales GM Screen
Pony Tales GM Screen
Name of player
Aptitudes Muscle Mare Stallion Speed Mare Stallion Smarts Mare Stallion
In the tables to the right, the
Earth pony 2 dice 3 dice Earth pony 2 dice 1 die Earth pony 1 die 1 die
extra dice for kind of pony
and mare or stallion are add- Pegasus pony 2 dice 2 dice Pegasus pony 2 dice 2 dice Pegasus pony 1 die 1 die
ed to the basic 1 die for each Unicorn pony 2 dice 2 dice Unicorn pony 1 die 1 die Unicorn pony 1 die 1 die
Aptitude.
Add a total of 8 more Hardiness Mare Stallion Agility Mare Stallion Learning Mare Stallion
dice to Aptitudes, but no Ap- Earth pony 2 dice 3 dice Earth pony 2 dice 1 die Earth pony 1 die 1 die
titude can end up with more
Pegasus pony 2 dice 2 dice Pegasus pony 2 dice 2 dice Pegasus pony 1 die 1 die
than 5 dice in it.
Unicorn pony 2 dice 2 dice Unicorn pony 1 die 1 die Unicorn pony 1 die 1 die
How Big Is a Pony? Height at Withers Weight (Mass) How Far Can a Pony See in Daylight?
Young mare about 30" (75 cm) about 75 lbs. (34 kg) Clear weather Line of sight
Young stallion about 36" (90 cm) about 150 lbs. (69 kg) Light rain 160 yards (146 meters)
Very old pony may be shorter may be lighter or heavier Heavy rain 80 yards (73 meters)
School-age foal 18 to 24" (45–60 cm) up to 50 lbs. (23 kg) Fog or clouds 16 yards (15 meters)
Baby foal less than 12" (30 cm) a few pounds (kg) Light snow 120 yards (110 meters)
Older princess about 60" (150 cm) 400 to 600 lbs. (180–270 kg) Heavy snow 60 yards (55 meters)
Younger princess about 30" (75 cm) 75 to 100 lbs. (35–45 kg) Blizzard 30 yards (27 meters)
How Fast Can a Pony Move? • Moving 5 yards (4.5 meters) per round is about 2 miles (3.3 kilometers) per hour.
Movement per Round Difficulty +1 Yard Moved * Pony with a Talent that includes climbing can climb 10 yards
(9 meters) instead.
Walk 1 to 10 yards (0.9–9 m) 0 —
Trot 11 to 20 yards (10–18 m) 5 — † Pony can gallop up to two rounds to get a running start.
Canter 21 to 40 yards (19–37 m) 10 — If galloping rolls are successful, subtract 5 from jump’s dif-
Gallop 41 to 80 yards (37–73 m) 15 +1 to difficulty ficulty for galloping one round; subtract 10 from jump’s dif-
ficulty for galloping two rounds.
Swim 1 to 5 yards (0.9–4.5 m) 5 +1 to difficulty
Climb 1 to 5 yards (0.9–4.5 m)* 5 +5 to difficulty
Jump† 2 yards (1.8 m) 5 +5 to difficulty
60° Turns in a Round
Trotting 12
Speeding Up and Slowing Down Up to . . . +1 Yard Change Cantering 8
Swimming 10 yards (9 meters) per round +1 to difficulty Galloping 4
Walking, trotting, cantering, galloping 20 yards (18 neters) per round +1 to difficulty Swimming 4
Flying • Moving 20 yards (18 meters) per round is about 8 miles (13 kilometers) per hour.
Flying Actions Difficulty * Pony can gallop up to two rounds to get a running
start. If galloping rolls are successful, subtract 5 from
Take off Jump up to 2 yards (1.8 m)* 5
jump’s difficulty for galloping one round; subtract
Land Jump from height above landing spot 5 10 from jump’s difficulty for galloping two or more
Flying faster than walk before landing† +5 rounds.
Flying faster than trot in before landing† +10
† Relative to landing spot.
Flying faster than canter in before landing† +15
Flying faster than gallop in before landing† +20
Fly 20 yards (18 m) per round 1
For every 20 yards (18 m) per round more +1
Glide Must move at least 20 yards (18 m) per round 5
For every 5 yards (4.5 meters) per round more +1
Basic Maneuvers Counts as moving Side Effect * Add to or subtract from next round’s
movement.
Speed up 20 yards (18 m) faster (can’t while gliding) +1 to difficulty
Slow down 20 yards (18 m) slower — +1 to difficulty † Can make up to 2 turns after a slip.
Gain altitude 20 yards (18 m) higher — –20 yards (18 m)*
Lose altitude 20 yards (18 m) lower — +20 yards (18 m)*
Turn 60° turn 20 yards (18 meters) –20 yards (18 m)*
Slip 20 yards (18 m) slipped† 40 yards (37 meters) –40 yards (18 m)*
60° turn
Slip or half-roll
Icky Stuff
Result Level of Illness or Injury (and effects) * Make a Hardiness roll with a difficulty
of 15. If successful, pony stays con-
0 or less Bruised No effect
scious. If failed, pony is unconscious
1 to 3 Stunned –1 die from all task rolls this round and next for 10 dice of minutes (or rounds, in a
4 to 6 Minor illness or injury –1 die from all task rolls until healed literal game).
7 to 9 Serious illness or injury –2 dice from all task rolls until healed
† Each minute, make a Hardiness roll; if
10 to 12 Major illness or injury –3 dice from all task rolls until healed*
result is less than number of minutes
13 to 15 Mortal illness or injury Unconscious until healed† since suffering mortal illness or injury,
16 or more Death Pony dies immediately pony dies. (A literal game may ignore
this.)
Activity (add to or subtract from Hardiness dice for healing roll) Modifier
Pony is active (for instance, working or adventuring), not resting –1 die
Pony rests for twice as long as the level of injury or illness needs +1 die
Medical Treatment (roll once per day) Difficulty* * Reduce the difficulty if medical supplies are available; reduce it
more if patient is in a clinic or hospital.
From minor illness or injury to healthy 10
From serious to minor illness or injury 15
From major to serious illness or injury 20
From mortal to major illness or injury 25
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Doing Things Weights & Measures
Lifting or Carrying a Load: Look up
How Hard Is the Task? Difficulty the weight the pony’s trying to lift or car-
Routine Task takes no thought or effort; no roll needed 0 or less ry; if it’s between two entries, look at the
Trivial Task takes little thought or effort; roll only if needed 1 to 5 greater weight. (For example, 50 pounds
is between 40 pounds and 60 pounds, so
Easy Task takes little thought or effort unless lacking Talent 6 to 10 look at the entry for 60 pounds.) Right-
Middling Doing the task right takes skill and effort 11 to 15 hand column shows the difficulty for lift-
Hard Should be well-trained in kind of task being done 16 to 20 ing or carrying that much weight.
Very hard Only the best-trained pony has a good chance at task 21 to 25
The table to the
Impossible Succeeding at the task is worth telling stories about 26 or more lbs. kg Diff. left shows light, me-
2 0.9 1 dium, heavy, and very
10 4.5 2 heavy loads; the table
Advantages and Disadvantages (with examples) Add or Subtract 20 9 3 below shows extra-
Huge disadvantage Fixing complex machine without tools add 16 or more 40 18 4 heavy and super-
Big disadvantage Finding another pony in darkness add 11 to 15 60 27 5 heavy loads.
Fair disadvantage Following hoofprints in rain or snow add 6 to 10 80 36 6
100 45 7 tons tonnes Diff.
Small disadvantage Fixing pocket-watch by candle-light add 1 to 5
120 54 8 1.1 1.0 34
Small advantage Springy board to help jump farther subtract 1 to 5 140 64 9 1.2 1.1 35
Fair advantage Sling at the end of a rope to lift a pony subtract 6 to 10 160 73 10 1.3 1.2 36
Big advantage Good tools for job, such as first-aid kit subtract 11 to 15 180 82 11 1.4 1.3 37
200 91 12 1.5 1.4 38
Huge advantage Best tools for job, such as a hospital subtract 16 or more
240 109 13 1.6 1.5 39
280 127 14 1.7 1.5 40
320 145 15 1.8 1.6 41
Taking Extra Time Add Rushing (add to difficulty) Add 360 163 16 1.9 1.7 42
Spend twice as long on task 1 die Spend three-fourths as long 5 400 181 17 2.0 1.8 43
Spend 4 times as long on task 2 dice Spend half as long on task 10 500 227 18 2.5 2.3 44
600 272 19 3.0 2.7 45
Spend 8 times as long on task 3 dice Spend one-fourth as long on task 15 700 318 20 3.5 3.2 46
800 363 21 4.0 3.6 47
900 408 22 4.5 4.1 48
Success! By . . . 1000 454 23 5.0 4.5 49
Barely succeeded; maybe task took longer or pony didn’t get much 0 1100 499 24 5.5 5.0 50
1200 544 25 6.0 5.4 51
Succeeded; pony didn’t do anything special 1 to 4
1300 590 26 6.5 5.9 52
Pony did well and may get something extra 5 to 8 1400 635 27 7.0 6.4 53
Pony did very well and should get something extra 9 to 12 1500 680 28 7.5 6.8 54
Pony did extremely well and should be rewarded by narrator 13 to 16 1600 726 29 8.0 7.3 55
1700 771 30 8.5 7.7 56
Pony did so well others talk about it; should get really good result 17 or more
1800 816 31 9.0 8.2 57
1900 862 32 9.5 8.6 58
2000 907 33 10 9.1 59
Pulling a Load on . . .
Skids or across a smooth, level surface Divide weight by 2
Primitive cart or wagon (include weight of cart or wagon) Divide weight by 10
Modern cart or wagon (include weight of cart or wagon) Divide weight by 20
A train (include weight of train) Divide weight by 100
Fighting
Conditions Effect
Aiming Shooter taking no other action can add 1 die to attack roll for each round aiming at specific target; +3
dice maximum
All-out attack –6 (or –2 dice) from difficulty of attack, and if it hits,
+1 die to injury; can’t take any other actions in round
Crouched target +3 (or +1 die) to difficulty of attack;
+3 (or +1 die) more if crouched target is moving too;
crouched target can move only half as far as normal
Multiple weapons Multi-action penalty if using multiple weapons in round
Prone target –6 (or –2 dice) at point-blank or short range;
+6 (or +2 dice) at medium or long range
Quick draw Attacker can subtract dice from attack roll and add them to initiative roll for a round
Surprise In first round, attacker goes first or gets +1 die to all actions
Unwieldy weapon +5 to difficulty of attack for weapon that is longer than 2 feet (60 cm), hard to grip or throw, or user
doesn’t understand
Fighting
Normal Attack Difficulty Injury * For unicorns: not al- Toughness (with examples) Dice
Punching, butting +0 +1 point* lowed or +2 points Flimsy Plywood door 1
(narrator’s choice).
Boxing, clipping +3 or +1 die +2 points Tough Hard wooden door or a weapon 2
Kicking +6 or +2 dice +1 die Sturdy Bolted steel door or a floor safe 3
Bucking +12 or +4 dice +2 dice Very Sturdy A few layers of steel 4
Biting +3 or +1 die +0 Reinforced Many layers of steel 6
Group Attack: Leader of group rolls Smarts Group Ability (add to or subtract from difficulty of leader’s Smarts roll) Mod.
plus applicable Talent dice to command group
Group will follow leader no matter what –20
in attacking together.
Group’s members will sacrifice themselves for each other –15
Group’s trained a lot to work together –10
Commands (difficulty of leader’s Smarts roll)
Group’s trained a little to work together –5
Simple or general commands 3
Group’s worked together a lot or is willing to None
Easy or specific commands 7
Group’s worked together several times +5
Difficult or very specific commands 12
Group’s worked together only a few times +10
Very difficult or precise commands 17
Group’s never worked together or most of group hates each other +15
Extremely difficult or very precise comm. 22
Group isn’t interested in working together, all of group hates each +20
Exacting commands 28 other, or group’s members can’t communicate with each other
Cover and Visibility (add to or subtract from difficulty) Modifier Scale Examples
Target can’t see at all Subtract 12 (or 4 dice) 40 Full-grown dragon
Light smoke or fog, dim light, twilight, or Add 3 (or 1 die) 24 Building (8 stories)
one-fourth of target hidden 20 Building (4 stories)
Thick smoke or fog, moonlight, or half of target hidden Add 6 (or 2 dice) 14 Building (2 stories)
Very thick smoke or fog, darkness, three-fourths Add 12 (or 4 dice) 10 Train car
of target hidden, or attacker can’t see at all
8 Elephant
Target completely hidden* Can’t hit target directly
6 Large wagon
3 Small cart
* If an attack does more damage than the amount of armor the cover’s worth,
what’s left may hit the target. Most of the time, the cover will have to be de- 3 Sun princess
stroyed before the attacker can hit the target. 0 Adult pony, moon princess
–3 Foal
–3 Medium-size dog
–6 Housecat
Range Distance Example Modifier –6 Breadbox
Point-blank 0 to 3 yards (2.7 m) A few steps away Subtract 5 –9 Rat
Short 3 yards to first range listing Rifle fire across ballroom No modif. –12 Mouse
Medium First to second range listings Pistol fire across ballroom Add 5 –15 Coin
Long Second to third range listings Most shooting outdoors Add 10 –21 Ant