*************************************************************************************************************************************** NEW INSANITIES! >The currently unlocked expansions, 4 of 8 in all, are: Construct Madness, Ethereal Plane, Imminent Retrieval, and Medical Lesbians!     ***** NEW FEATURE: >Customizable Companions! Depending on your Companion's skills and combat capabilities, they will be able to equip new clothing, weapons, armor, items, or other devices, by simply asking: "Want to change your outfit/equipment?" >Depending on the standard outfit of said Companion, not all of them will accept bows in their mane or tail. Side effects may include but are not limited to: disappearing clouds, exploding seagulls, and large amounts of wine. >Note: socks may be worn by any species, but you may be subject to foalnado's if applicable.     ***** NEW OPTIONS INCLUDE: >Hoofboots, hoofclaws, hoofspikes, biteblades, and short swords may be equipped by all ponies! >Light Armor may be worn by all ponies! >Single and wing-covering Wingblades, are, of course, still pegasi only! >New item: Wingclaw Armor! Usable only by batponies, Wingclaw Armor can be made to improve DR or provide additional Melee and other skill bonuses! While a bit constraining to free-mango'd batponies, most of them will eventually come to enjoy their new armored claw additions! Go seek out Krinza in the Workshop if you would like to have a pair made! >Light Lances, Halberds, Pikes, and other polearms may be equipped by all ponies, but Heavy polearms may only be equipped by Crystal/Earth ponies and Saddle Arabians! >Medium weaponry may be equipped by all but pegasi! >Medium Armor may be worn by Crystal/Earth ponies and Saddle Arabians! >Heavy weaponry may only be equipped by Crystal/Earth ponies and Saddle Arabians! >Heavy Armor may only be worn by Crystal & Earth ponies! >Friendly Eldritch weaponry may be used by any pony capable of their use! WARNING: certain Eldritch beings may leave you confused, aroused, and lost in the Fortress Courtyard filled with tennis balls!     ***** NEW ENCOUNTERS: >Hostile Eldritch weaponry can be easily tamed by the Five Sisters, or contested alongside your most stalwart Operators and closest Allies! Just don't expect to have everything function perfectly!   >ELITE Operations open! An Operator with a minimum of 51XP may join a Team Operation, but require 71XP to go on a Solo Operation! BE ADVISED~ that while the rewards are FANTASTIC, the dangers are much GREATER than before!   >XL, XXL, & Monstrous enemies have been unlocked! Don't go wandering around the Everfree hoping to stay unmolested, or you will know true pain!   >DRAGONS! The Dragonspine Mountains are now unlocked! Don't go trying to loot any dragon hoards now, you won't even survive one yawning at you!     ***** NEW FEATURES: >You may save at ANY time before performing really dumb shit, like walking off a cliff, wandering off to stand under falling rocks, or attempting to Steal pie!   >Your GM will auto-save you before talking to Mercy and other volatile NPC's! No more errant dismembering, Red Rings of Terror, or White Screens of Death! You may still be subject to booty calls, whistling mares, and waking up covered in pineapples or other sticky fruits.   >SUPPORT ACTIONS! Certain NPC's and Companions may be called upon to deliver supplies, teleport you out of lava, facestomp your enemies, and perform other combat and noncombat actions such as healing/curing allies and picking locks! However, only TWO Support Actions may be taken per operation, so choose whom you want to aid you wisely!     *************************************************************************************************************************************** City & Faction Reputations towards Razorback:   >FACTION:                    STATUS:                   WELL KNOWN INDIVIDUALS: Arkadian Divides:             +10, Friendly.            Simon Anfang & Gryphon Vale:        +100, Fully Ally.         Captain Swe, Simon Canterlot:                    +23, Neutral-Friendly.    Mist Dancer Circle of Assassins:          +25, Liked.               Belltower, Jeff Cloudsdale:                   -25, Unfriendly.           Councilierge:                 -100, ALL ARE CONSIDERED KILL ON SIGHT!       Crystal Imperial Citizens:    -25, Unfriendly.           Crystal Kingdom Citizens:     +100, Full Ally.          Lont, Thrill Detrot:                       +10, Friendly.             Dragon Legions:               +10, Friendly.             Dragonspine Mountains:        +10, Friendly.             Elder Dragon Council:         +50, Ally.                Twisted Wing Germaneigh:                   -25, Unfriendly.           Gryphon Kingdoms:             +75, Trusted Ally.        Captain Swe, Simon Gozka:                        +25, Liked.               Jeff, Belltower Imeron:                       +25, Friendly.            Clemency, Twisted Wing Las Pegasus:                  +50, Ally.                Dante, Hollow, Kraut, Simon Las Pegasus Undercity:        +75, Trusted Ally.        Dante, Hollow, Simon Lishanki:                     -20, Unfriendly.           Lunar Adherents:              +100, Full Ally.          Clemency, Jeff Manehattan:                   +10, Friendly.            Aiutante, Aster Prance:                       +45, Liked.               Twisted Wing Rogue's Circle:               +25, Liked.               Hollow, Simon Rogue Elites:                 +50, Ally.                Dante, Mercy, Simon Saddle Arabia:                +25, Liked.               Twisted Wing Sea's Bounty:                 +50, Ally.                Clemency, Jeff, Simon Solar Adherents:              +10, Friendly.             Stalliongrad Citizens:        -100 to +25, Citizens are from Hostile to Neutral-Friendly status towards Razorback members. Starborn Villages:            +50, Ally.                Clemency, Jeff Tartarus Island:              +35, Liked.               Hollow, Jeff, Kraut, Mercy, Thrill The Citadel:                  +75, Trusted Ally.        Clemency, Jeff The Dynasty:                  +15, Friendly.            Dante The Hive:                     +100, Full Ally.          Hollow The Malurian City-State:      +25, Liked.               Simon The Moors:                    +100, Full Ally.          Clemency, Jeff The Tower Guard:              +37, Liked.               Watch Guard:                  -100, ALL ARE CONSIDERED KILL ON SIGHT!   ***** >PERSONAL INFAMOUS REPUTATIONS:   >FACTION:                     DISLIKED INDIVIDUALS & STATUS: Arkadian Divides:             NONE Anfang & Gryphon Vale:        Spiral: -25, Unfriendly. Canterlot:                    Spiral: -50, Disliked.  Twisted Wing: -75, Untrusted. Circle of Assassins:          Mist Dancer: -50, Disliked. Cloudsdale:                   Mercy & Twisted Wing: -75, Untrusted. Crystal Empire City-State:    NONE Councilierge:                 -100, ALL ARE CONSIDERED KILL ON SIGHT! Detrot:                       Belltower: -70, Disliked. Dragon Legions:               Mist Dancer: -55, Disliked. Dragonspine Mountains:        NONE Elder Dragon Council:         NONE Germaneigh:                   Belltower: -85, Untrusted. Gryphon Kingdoms:             NONE Gozka:                        UNKNOWN Imeron:                       NONE Las Pegasus:                  Mercy, Pikeman: -75, Untrusted. Las Pegasus Undercity:        Pikeman: -75, Untrusted. Lishanki:                     UNKNOWN Lunar Adherents:              Mist Dancer: -65, Disliked. Manehattan:                   Belltower: -80, Untrusted Prance:                       UNKNOWN Rogue's Circle:               Mercy & Pikeman: -75, Untrusted. Stalliongrad Citizens:        UNKNOWN Starborn Villages:            Mist Dancer: -55, Disliked. Sea's Bounty:                 Serra: -80, Untrusted Solar Adherents:              Belltower & Twisted Wing: -85, Untrusted Starborn Villages:            NONE Tartarus Island:              NONE The Citadel:                  Mist Dancer: -65, Disliked. The Dynasty:                  NONE The Hive:                     NONE The Malurian City-State:      NONE The Moors:                    NONE The Tower Guard:              Mist Dancer & Twisted Wing: -25 Watch Guard:                 -100, ALL ARE CONSIDERED KILL ON SIGHT!     *************************************************************************************************************************************** "Awright ponies, gather 'round and listen up! Nah, not you Tips, you just stay there and keep your hooves warm. AHEM! Now, as you all know we're the ones entrusted to keep their stupid asses alive, healthy, and aware of what's going on at all times, so that means I'm making a few big changes to how we work. First off, the mercs, Guards, and Broken Hoof might be a part of the Fortress, but they're doing their own shit, so treat them like you would everypony else. If you have a problem with 'em, take care of it before -I- get involved, got that? Good, good, now, second part's a little harder, especially for those of us with a 'past'. What I want us all to do is: keep in mind they ain't ponies. They don't think, act, reason, or feel like we do, so it might be hard to understand what they're doing or why they're acting funny. Bells and Naliyna, for obvious reasons, are the ones you wanna talk to in case you're having difficulties with 'em. If you need advice otherwise, come talk to me, I won't steer you wrong. Third's about me writing a book for us based off theirs, but there's a problem: I need input. Every scrap of information about our weapons, armor, unicorn casting, Crystal runes, psionics, recovery, alchemy, combat techniques, how and why we judge our priorities, basically everyfuckin'thing about us that they don't or won't know otherwise. What? Uhh.. no? Look, just because I was Starborn don't make me a genius, and I damned sure don't have an eidetic memory. LOOKING AT ALL OF YOU, UNICORNS! I know when to listen and when to make a request, how to deal with hostiles.. that's about it. Fourth: you got something you want to add in, bring it to Denra, me, or one of the Spirals, and we'll toss it in the book as soon as we can. So without further ado.. fillies and colts, stallions and mares alike! Allow me to present: the Pony Hoofbook!" -Starborn General Twisted Wing   *************************************************************************************************************************************** PONY RULES: #1: "Murdering, raping, or ruining the life or lives of sentient and sapient beings are considered crimes worthy of execution, should the burg, village, city, city-state, or country's Judges deem so. That don't mean you should stick your hoof, tongue, or dick, if you're one of those few that have one, in something that can think and don't want it 'cause that might be seen as disgusting, wrong, illegal.. who knows what else. If you're contracted to kill somepony, especially when you're dealing with Shanis or any others, just make SURE they deserve it first or else it might come back and bite us ALL in the ass!" -Starborn General Twisted Wing   #2: "Some of you are young enough to think you don't necessarily need to be around your friends every day or night, and that's right, sometimes. We originated as a herd-based communal species, which means physical, social, and emotional contact are required often in order to keep us stable mentally. When you start feeling down, for any reason, go find one of your friends and sit with them for a bit, or else you're going to start wandering down into depression or worse. Most ponies, excluding Twisted Wing because she's a deviant with a dominance fetish, and by the way you had best stop injuring Clemency or I'm going to sit you in the clinic to teach you proper physical respect for about thirty hours straight! ..where was I? Oh yes; require at least ten minutes of interaction five times a day to be mentally healthy." -Doctor Tipper   #3: "Contracts are.. an ancient form.. of barter.. ing and.. negotia.. tion. Once some.. pony has accep.. ted a contract.. they are required.. to adhere.. to it's rules.. conditions.. and stipula.. tions until.. the contract.. is completed. ..a contract.. should always.. be changed.. and renegoti.. ate due to.. circumstances.. beyond their.. control, or if.. you have been.. unfairly.. contracted. If you.. take on a.. contract.. that you cannot.. fulfill.. later on, it.. is best to.. contact the.. contract giver.. and explain.. the conditions.. as to why. ..doing so is.. not looked.. down upon.. as honesty is.. more valuable.. than hardship. ..earth ponies.. will never think.. about breaking.. a contract.. a vow.. or an oath.. but will.. hold great.. hatred and.. disgust for those.. that break.. either, so.. be cautious.. in this manner." -Mercy, Spirit Walker   #4: "Trust is a very important part of all relationships, more so in business, and far more so in herds. Mercy has spoken on the matter of contracts, and her knowledge is directly linked to this topic, though I would still like for all of you to pay close attention. I have known only four ponies that have broken trust with others during my time in the Honor Guard, and while three of them were eventually forgiven and re-accepted, the last one.. will likely never be. That one decided to pay no heed to others, and acted in manners too selfish and damaging to ever be trusted again. Those of you whom have a connection to a human, like myself, or two in Mercy's case, pay close attention to their reasonings, thoughts, words, and logic. If any of theirs conflicts with yours, those of your herd's, or others that it may effect, then speak up. Be polite, honorable, and most of all, be curious. Do not allow a misjudgement to be made on account of social passivity, as I have seen what occurs when self-pride comes before logic. It is no place for anypony to be." -Mist Dancer   #5: "I should probably have explained this to you a while ago, so I'll start it here: killing is out of place for ponies. Most, that is. Since the majority of us are herbivores, discounting insect-eating batponies and pegasi, our herd structures and social interactions aren't conducive to violence. Sure, mares and stallions will scuffle a bit to prove who's the most dominant from time to time, but that rarely ends in anything more than bruises, sprains, and maybe a bit of lost pride. It takes a willing mind, a hard heart, and the objective reasoning, with some logic and forethought, to take a life. Killing itself isn't a crime because we do have the right to defend ourselves, but murder without necessity or desperation is." -Nightblade Captain Belltower   #6: " " -   #7: " " -   #8: " " -   *************************************************************************************************************************************** COMPANION & NPC UPGRADING: Companions and NPC's can learn a Basic skill for 1XP, and can add a +1 to a +4 modifier, for that skill, for 1XP per increase.   Once a skill is at Basic+4, upgrading from Basic to Expert costs 2XP, with 1XP still required to upgrade from Expert+5 to +8 per point increase.   Once a skill is at Expert+8, upgrading from Expert to Master costs 5XP, and costs 1XP for Master+8 to +10, and remains static at 1XP per point increase beyond.   Grandmaster starts at +10 for NON-physical attacks and abilities, +12 for Casting & similarly related abilities, while Melee abilities become Grandmaster at +15.   1XP can be exchanged for a permanent +1DR for a non-Elite NPC, while 5XP is required for an Elite, typically capping at 2DR for unicorns, 3DR for pegasi & batponies, 4DR for Crystal ponies and Saddle Arabians, and 5DR for earth ponies.   1XP can be exchanged for a permanent +10 MaxHP (non-Elite), while an Elite must spend 2XP for the same amount, typically capping at 120HP for unicorns, 150HP for pegasi, 180HP for batponies, 220HP for Crystal ponies, 260HP for Saddle Arabians, and 300HP for earth ponies.   ***************************************************************************************************************************************   PRIMARY SKILLS: "No, not feathers Mercy, just replace the word 'primary' with the word.. eh fuck, I dunno.. skills we know how to perform? Let's get some explanations on 'em from each of us, eh? Now, you all know you can strike and evade, or try to strike first and take your opponent off guard, but there's a few tricks I've learned over the years. If you have two weapons, one big and one small, like wingblades and hoofboots, AHEM, Mercy's favored pair, you might have a better chance using both instead of just one." -Starborn General Twisted Wing   ***** CASTING: an ability unique to, and can only be performed by, unicorns. The horn is a direct connection between the arcane energies suffusing Tallus and the mental control/bond with said energies, allowing unicorns to effect the world's material and immaterial states with a combination of scientific and magical fact & theory, combining inherent and learned understandings and knowledges of technical matter & non-matter manipulation. Most unicorns cannot pass Master+8 without significant time and resources expended, thus very few ever reach Grandmaster+10.   "Arcane Awareness is one of the least common of unicorn abilities, requiring considerable focus, depth of knowledge, and understandings of esoteric, elemental, and various immaterial states, energies, and beings. When viewed by somepony, the various states I mentioned can be perceived and analyzed for a time before it fades, allowing the caster to see through adverse weather conditions that would otherwise be impossible to see or sense through, and some effects such as being Blinded or Deafened. For obvious reasons it will not function properly if you are suffering from a Concussion, are Charmed, or otherwise incapacitated in similar means." -Mist Dancer   "Barrage is a Master ranked spell, one of the most difficult ones to accomplish due to it's wide area of effect and often antagonistic elemental requirements, though I consider it simple to perform. The caster must create a large number of elemental bolts into a cohesive pattern and release them at a specific area within their line of sight. This is often used to deny an enemy a terrain advantage either due to acidic pools, numerous ice slicks, or causing havoc amongst a lightly armored force and flammable forces.. with flame, of course." -Mist Dancer   "Blind is a simple, Expert level spell, the use and abuse of concentrated atmospheric pressurization techniques to create a minor, or large depending on your skill, colorful detonation, the result bright enough to temporarily disable the ocular organs. Be careful, as allies may be in the vicinity and suffer the same. ..yes, that means the eyes." -Mist Dancer   "Bolt is a fairly simple Basic level spell: the creation of elemental, anti-elemental, or non-elemental projectiles of a small nature, often blunt or rounded to produce greater kinetic impacts, usually ranging from one to twelve inches in length with variable width, weight, and density depending on the situation. It's not common to see spikes or blades on them, but you can be guaranteed if somepony is forming a bolt with them they should be knocked out first." -Celestia   "Confuse is a difficult to learn and even harder to accomplish spell, ranked at Master. The proper method is to create a barrage of distracting, disorienting, and painful sounds directed at a target, combined with a host of distorted images, typically the target's history, mentality, allies, the terrain, nearby features and landmarks, thus making each instance and attempt individual in nature and impossible to reproduce correctly, making it pointless to Confuse the same target twice." -Mist Dancer   "Deafen is an Expert rank spell, much the same as Blind, creating a small, highly charged atmospheric bubble and impacting it with an unstable air elemental detonation. If powerful enough it may deafen a target, or targets, in immediate range. Again, be careful as allies may be in the vicinity and suffer the same results." -Mist Dancer   "Delineation is the art, and I do stress the word ART, of absorbing the energies trapped within a specific room or drawing them from an object in an attempt to see pieces of it's past. While it does have it's uses, it is extremely dangerous as it causes a great deal of harm on the third and further attempts from what we call 'arcane poisoning', or in short, absorbing a greater than normal level of arcane energy. You'd have to learn it from a Master, but it requires some time." -Celestia. The caster utilizing Delineation suffers -50HP upon the third and further uses, cannot be avoided or mitigated.   "Hold is one of the few truly defensive Expert ranked spells, creating a half-corporeal metallic chain to bind an enemy's movements, but can be broken if the target is of sufficient strength. It sees a great amount of use in the Honor Guard, Lunar Guard, Starborn, city militias, among the Dragon Vigilants, yet most city-born unicorns have neither heard of it nor find use for it." -Mist Dancer   "Identify is rather simple: the expansion of a unicorn's inherent senses to perceive an object's arcane status, or to find hidden ones that cannot be seen normally. For example, a weak enchantment will appear to flicker in one's vision or create a tinny sound, whereas a powerful one may produce white or colored spots in vision, and may even deafen the searcher if it is of sufficient strength. The College ranks it as Basic, however, it can be used by even untrained unicorns." -Marquis du Spiral   "Imbue is an Expert level elemental or non-elemental arcane infusion for structuring or restructuring of weapons or armor. Imbuing a shield with runes, glyphs, or wards of resilience, along with a properly dense or durable material, strengthens it to absorb greater force, while doing the same to armor with a rune or glyph of frost can increase both durability and resistance to harm from ice. Imbuing a weapon with strike runes or glyphs increases the potential of harm, while performing the same with a rune or glyph of frost strengthens an already existing offensive enchantment." -Krinza   "Invigorate is a difficult to cast Grandmaster spell, requiring Grandmastery in three other skills: Recovery, Enchanting, and Casting. When subsumed into a living being, they will take less harm from physical and non-physical weaponry, regenerate enough to counter heavy bleeding, as well as resist offensive elements and reactive defenses, including those that somepony would normally be unable to resist. Besides Cadence I do not know of anypony capable of casting it, but I have heard rumors that there is, or was, a Druid capable of doing so, though my knowledge on that may be two years out of date." -Mist Dancer   "Lineation is one of the newest mental capabilities available to unicorns, as.. I believe Cadence came up with the idea. It's purpose is to remove, negate, and soothe mental wounds, exhaustion, and memories. It can also be used to lessen the effects of trauma and shock to living beings, but was mostly designed for ponies. It is difficult to perform on an unwilling being, but can be used without risk on those that aren't aware of their circumstances. It does not have a rank, contrary to most, and must be personally taught by Cadence to somepony that has Mastery in casting, though from what I understand, Wards are capable of learning this quite early on." -Celestia   "Pacify is an inherent Master skill of all druids, combining the essences of soothing sounds, images or scenes, scents, and sensations that one has experienced to lull a target into a state of difficult to refuse comfort. This state is temporary and can only be broken by harming the target. No. ..no. I am not explaining how I know of this, Marquis. And you can keep your ghoulish hooves away from me, too." -Mist Dancer   "Psychokinesis is a skill Expert casters can learn, but is rather complex to use and control. While it has the same functions that a psion can control inherently, for us unicorns it is a bit more crude, we can't exactly hold something perfectly still like they can. It can serve as an effective deterrent for would-be attackers since it doesn't cause our horns to overheat, like elemental spells do, so it makes an acceptable addition to our repertoire of skills." -Doctor Tipper   "Reinforce is a Master rank skill, the use of inherent structural engineering concepts to shape, meld, and alloy materials, most commonly on metal, but works on nearly all materials in existence. By placing a mental diagram of the desired shape and end result with subtle manipulations of molecular bonding, movement, and cohesion, the caster can then form it to their desires, increasing durability and ductility without the normal side-effects of heat or cold resulting from forging and quenching processes." -Krinza   "Shield is an Expert casting skill, the creation, reinforcing, and use of physical, elemental, or non-elemental materials and energies to protect oneself or another from harm. It's not common to see most unicorns use considering it takes a focused mind, moderate willpower, and mental clarity to maintain one." -Mist Dancer   "Shockwave is a mid-difficulty Expert level spell for most unicorns, combining an area wide elemental burst with an air-elemental detonation to increase range, potency, and after-effects. It is most often used as an elementally based stun, but it isn't uncommon to see Commanders and such doing so to damage fortifications." -Celestia   "Snare, another Basic rank casting skill, is one of the most common utility spells available. What it is, most of the time, is a simple elemental lash, vine, or tendril that is used to grasp and slow down or hold an enemy.. or ally, depending on their state of mind. Because of it's propensity to sometimes run amok in a melee, it is often looked down upon for it's less than substantial nature and lack of stellar performance, but against a single opponent it excels in versatility. The more potent the caster, the greater the strength of the snare itself." -Celestia   "Void Sight is a highly uncommon Master ranked spell, taught exclusively by unicorn Nightblades of the Starborn, particularly me, though I'm not positive how Spiral knows it. There's a few others that may teach it if they feel like doing so, but they're usually in active service and won't deal with you unless you're a Lunar faction member. The principle is sink oneself into the Underdark just enough to be considered one of them, that is, indistinguishable, then finding a friendly Void creature to mentally link to, such as Void Divers or a Knife-eye if you happen to be so lucky. This will allow the ability to see through their eyes and senses, but has two problems, namely how long that creature wants to stick around, and how much it dislikes seeing this side of Tallus, so don't expect one to sit and stare in one place for long." -Nightblade Hodch, Master Lunar Lorekeeper   "Wave is a Master ranked spell combining the collection, concentration, and forceful expulsion of one or two elements in tandem. The nature of the wave depends on the element used, and I will by no means state these for cruel uses. Air is used for knocking enemies back or clearing out fragile snares and the like, earth is often used for surrounding oneself and creating a barrier, or barriers, and destroying fortifications, water, of course, for extinguishing flame, slowing down or surprising enemies with excessive cold, lightning for stunning or for defeating Rift constructs, force for doing the same to physical non-construct beings with better results, and.. I would rather not detail the others." -Celestia   ***** CREATIVITY: "Creativity.. many uses, simple name. Speak to others far away, create, change, shift, warp, distort memories, change perceptions temporarily, fool or trick senses, enhance one's pleas- ..excuse me, but may be wrong on some of those." -Tower Guard Master-Captain Broken Hoof "Wait a moment, did I hear you right on that one? 'Enhance one's pleasure'? Now that's strange.. how come I've never heard or thought of doing that? ..wait a minute, this sounds like it came from that brothel o-" Dancing Eyes "NO MORE QUESTIONS! THAT IS ALL!" -Tower Guard Master-Captain Broken Hoof   ***** CRYSTAL RUNES: a unique skill only capable of being utilized by Crystal ponies, using atmospheric and/or individually produced harmonic tones or sounds to create near-instant effects on material objects or living beings, whether by singing or humming. Unskilled Crystal ponies are capable of using basic effects such as pushing a crate, forming a simple barrier shield, or closing simple wounds, whereas skilled singers can create extremely precise and minute effects, such as silencing, deafening, or stunning an opponent without causing harm, shielding a targeted individual's eyes from projectiles, or restoring functionality to damaged internal organs.   "Cover is sometimes called shield, but it's just a layer of harmonized sound waves or compressed air to protect somepony from just about anything.. except for spectrals and some psionic stuff. Low tones make a larger, more absorbent shield that's dark in color, and high tones make a smaller, more deflective shield that's much brighter." -Naliyna   "Hey Twisted! I just remembered another one! Gimme a sec to show you.. okay, there! It's called Fade, been a while since I've used it. It lets us twist, shape, merge, or blend the visible spectrums with.. um, oh, refraction and diffraction mechanisms. It's similar to Stealth in a lot of ways, but I think it's limited to just being unseen." -Naliyna   "Power is.. ..REALLY hard to describe since it's a lot of things I can do, like carve designs in stuff just by thinking of how exact I want the details to be, kinda like Pull, but the etchings and such are permanent, also a lot easier to make. If I want something specific, a bit like casting, I can shout to stun, whistle to make somepony's eyes stop working for a bit, or make a keening sound to deafen. There's probably a lot more to it, but I don't remember it all, so I'll think on the rest later." -Naliyna   "Pull is pretty much the same thing that psions can do, move or push objects with thought and direction based on sound, and do really delicate things, like removing splinters, engraving with a tool, and lots more. Because Pull is based on sound, small sharp notes make precise movements, where low sounds, bass and such, make 'wider' effects. It takes a lot of experience to learn the right ways to control movement this way though, which pretty much requires somepony to be a runesinger for the careful stuff." -Naliyna   "Refresh is a lot like recovery, only without the funny side effects.. sorry Tipper, but feeling ticklish for two hours isn't much fun if I can't get to sleep and spend the entire time giggling! Hum.. well, I'm not sure what causes it to work, but all living beings are affected by soothing sounds, whether it's humming, singing, or instruments, but the pony's body you want to heal does so on it's own much faster than normal." -Naliyna   ***** ELEMENTAL LANCE: an ability that shares some similarities with casting, allowing a unicorn to form elemental weaponry from either the surrounding energies or those stored within the individual, almost always a lance due to it's simple creation and standardization, expulsing it from it's creator's control at difficult to avoid speeds. All unicorns have an elemental alignment, and most have great difficulties when attempting to use any other element than their preferred one, typically capping at Expert+8.   "One of the first known uses of a unicorn's horn was an apparent attempt at recreating lightning, which, if Empress Silver's note taking is correct, was amusingly startling to that particular pony. The reason for using a lance is in it's simplicity, streamlined nature, and tendency to pierce armor. Unlike casting however, elemental lances become very difficult to improve after a certain point, requiring the necessity of learning from an elementalist, that is, a unicorn whom has mastered one or two elements, and often for a high price." -Denra, Veteran Mercenary   ***** ENRAGE: an inherent ability of all ponies that cannot enter the 'flee' or 'flight' mentality stages, whether due to increased danger levels or mental suggestion, that forces a small release of adrenaline, temporarily canceling the digestive process to provide greater blood flow to the body, and negates or nullifies the effects of instinctive fear-based responses. Depending on level of aggravation, rank of combat abilities, and physical strength, ponies will gain a variable +1 to +5 modifier to all combat and Movement rolls, but they suffer a -1 to -5 penalty to all non-combat rolls.   "An angry pony, of any species, whether backed into a corner or simply aggravated enough to warrant an aggression response, can do quite a bit of harm, even to species such as minotaurs. The sudden release of adrenaline makes it much faster for one to calculate and appraise an opponent's weaknesses, or the best approach to simply knock said opponent out, but it also makes trying to articulate thoughts openly much harder due to the lessened response timing of the brain's secondary interactions fouling the translation to the body. I have noticed that the greater the inherent strength, the less the benefit from the adrenaline spike, so somepony such as Twisted Wing could be matched by, say, Belltower or Caliya, at least for a little while." -Doctor Tipper   ***** ILLUSIONARY: "Illusionary.. ..makes illusions. With enough control can make them look real, sound real with telepathy. What else to say?" -Tower Guard Master-Captain Broken Hoof   ***** LUNGE: used by earth ponies and Crystal ponies, counts as both Movement for distance and an offensive attack. Unarmored ponies may use Lunge every turn, lightly armored ponies every 2nd turn, and heavily armored ponies every 3rd or 4th turn, depending on the weight of their equipment.   "Lunging is the bodily preparation and use of a distance covering leap of variable heights, mostly used by earth ponies, from ten to a hundred meters on average, but in a few extreme cases I've seen Triunes clear nearly a hundred fifty. It requires fine muscle control, timing, and is almost exclusively used with a lance. If you see a mare crouching down, especially if she's angry, you should vacate that immediate vicinity.. the alternative is to try and bend your head over your back and kiss your sweet flanks goodbye." -Tower Guard Master-Captain Dancing Eyes   ***** MELEE: pony-only melee weapons have a modifier and can be enchanted as per normal, but do not have any hidden bonuses. Few ponies will take or use a sentient weapon, and will actively avoid them, if not dangerous, or destroy such if found to be dangerous, whenever possible upon being encountered. Ponies will typically have a weapon strengthened to the point where it's difficult to destroy, seeing further refinement or reforging to grandmastery as unnecessary, too expensive to manage, and often time consuming. Ponies rarely see the need for an offensive enchantment, deriding the idea as either costly or time-consuming due to the need of specific items required to transfer their abilities, find it unnecessary in most cases, or find the idea too violent for their taste depending on personal preferences.   "Hoofboots, hoofclaws, hoofblades, biteblades, under-feather wingblades, wing-spanning wingblades, swords, lances.. you name it, anything you use to cause harm to somethin' else. Sure, you can use your own hooves, if you're a Crystal or earth pony, but trying to use your wings as a pegasus is gonna lead to shattering a few bones. Lann over there can demonstrate crushing granite into powder with a careless stomp, but it's better to have some kinda weapon and know how to use it rather than try to get by with as little as possible. Don't know how to use something? Ask around for somepony that does, we're always willing to train an interested mind." -Starborn General Twisted Wing   "Biteblades are the simplest of weapons out there, capable of being created by almost anypony with the materials and a bit of skill. Take a knife or dagger blade, attach it to a mouth guard that won't shatter your teeth when you bite down or for if it gets struck, and that's all there is to it. Earth and Crystal ponies use them because of their greater strength, but some pegasi and unicorns liked them as a backup weapon, or for eliminating a high value target. Most of the time you're going to find a specialized version, such as a triangular trip that pierces armor, a curved blade for destroying the heart, or a spike for destroying the brain, but the basic idea is a sound practice." -Nightblade Captain Belltower   "Hoofboots, hoofclaws, hoofblades.. a normal hoofboot.. is a formidable.. piece of armor and.. doubles as a.. weapon. By protecting.. the entire hoof and.. adding a shock.. absorbing material.. it is possible to.. strike even the hardest.. of materials and remain.. unscathed. By attaching.. from one to five blades.. to pierce armor or hide.. or spikes to mimic claws.. and for non-pegasi.. infusing a float and.. slowfall enchantment.. their potential uses.. are greatly increased.. compared to a basic.. hoofboot." -Mercy, Spirit Walker   "Lances are fairly simple weapons. They're often one and a half to two times longer than the mare using it, normally with a single beam, and attached to either a saddle or armor with snaps, loops, hooks, anything somepony can think of to keep it stable. While the tips are usually rounded or blunt, sometimes they have a design like Broken Hoof's does. Hm? No, mine was a charging minotaur, entirely unrelated. By the way, pointed tips are generally used by assassins and the sort, so if you do see one in that configuration, knock out or kill them quickly. Pegasi ambushers favored lances in the past, though theirs were twin beamed, separated halfway to allow lessened shock and greater penetration with a more substantial chance of killing quickly, and with much less pain, in the first blow." -Tower Guard Master-Captain Dancing Eyes   "Swords, for ponies, are simply a one or two edged blade attached to a larger mouth guard, almost always created with both an anti-shock and a sticky enchantment. Earth ponies are the primary users, though I have seen a few unicorns using one, or two, controlling them an extension of their casting abilities. Minotaurs and several biped species have their own version with a handle and one or two guards for additional protection." -Mist Dancer   "True wingblades cover the entire spread of a pegasi's wings, protecting from where the wing's joint is attached to the body above the shoulder and all the way to the tips of the primaries, the front edge rolled over for attachment and comfort with either a series of blades or one single cutting surface across the face. Most of 'em are thick enough you can use as a shield, but might make you fly a little slower. Makes up for the tradeoff, I say." -Starborn General Twisted Wing   "Wingblades are an upgrade of a biteblade. Fashion a blade that matches the size and shape of a pegasi's feathers, have a sticky enchantment on 'em, or the pony, and you got an easy to conceal weapon. You use 'em by flicking them around using each feather, a little trick that doesn't take long to learn, and swiping at an enemy. Large ones like mine, or huge ones like Twisted's can be folded together, making a resistant large scale blade, sorta, or an absorbent semi-shield if layered enough." -Lucky, Rogue's Circle Owner   "Wing darts are small little.. well.. darts that are folded into a pegasi's secondary covert feathers. All it takes is a quick flick of the wing and you can send one hurling at whoever or whatever! Mine are really sharp with a barb on them that can cause more harm if you don't pull them out the right way, but some others prefer a type of poison applied. I tend to lose a lot, because nopony likes to pull them out and just run away. That's okay, because they're relatively easy to make, so I've got plenty of spares!" -Nightclaw Steel Blitz   ***** MIND'S EYE: a projected psionic construct with multiple uses, and can function as an Arcane Perception ability. The roll result/rank = the modifier used to project small directed bolts of force that functions as a [1d6+X], while the roll result*5 = amount of HP the Mind's Eye is created with. A Mind's Eye cannot have any DR as it is a temporary, immaterial creation.   "The Mind's Eye is a psionic creation used to scout unknown paths, buildings, or other areas. It always has a central eye but may have more, and the size depends entirely on the psion's abilities. They can see in complete darkness or when a psion is blind, and they can attack with small bolts of force. They're pretty weak though, as I've learned.. oh, yeah, they are kind of a copy of the Eyes of Saddle Arabia, but I'm not sure why we're taught to create extra eyes on them. Probably redundancy, but who knows." -Tower Guard Master-Captain Dancing Eyes   ***** MIND'S VORTEX: functions as an anchor that vastly increases the range a psion may utilize their abilities without having to be in line of sight. The roll result indicates the number of close by living beings that are detected upon spawning, and will continue to detect that number of living beings each turn. This also allows a specific individual to be focused on and scanned for much more complete information than if the user was at extreme range.   "The Mind's Vortex is another psionic creation, usually learned at the same time as the Eye. It establishes a grounding tether for psions to link their mind to, letting them operate at extreme range, or in dangerous areas that they can't visit. It collects neutral energies for the psion to use, lessening the overall strain and direct focus. While the colors are usually metals: copper, bronze, iron, steel, silver, gold, platinum, or anything else, they don't have a meaning. ..no, I'm sure, no meaning to it at all. ..are you even listening to me?" -Tower Guard Master-Captain Dancing Eyes   ***** RECOVERY:   "Oh come on, this is an old topic I've already explained, but I suppose it's for a good cause. Recovery is an alternate form of Casting really, drawing omnipresent beneficial arcane energies from most Planes of existence, like Fire, Water, Earth, even Lightning, and I suppose from the others as well, into a unicorn's body. After a certain amount has been stored, the energetic mass is directed through the horn and infused into a living being. While this almost can't fail, there can be some odd side effects such as: heightened sensitivity to the skin, which happens an awful lot of the time to Crystal ponies and Changelings, a watery effect in the eyes, temporal lapse confusion, basically losing track of one's internal clock, losing how to sense one's own spatial inertia or movement, and so on. Unicorns that have no proficiency with Recovery can use it as a function of Casting, but it's both inefficient and has a chance to cause other short term side-effects, nothing permanent though. Are you happy now Twisted?" -Doctor Tipper   'Psionic healing is much the same, but weaker, takes more time, and does not confer the same benefits of restoration that a unicorn is capable of. It is also remarkably painful to be healed by a Changeling, and from what I understand trace essences of our inherent acidic psychokinetic properties are transferred through the recovery process. Painkillers seem to help, but it is still not a good idea.' -Vanguard Roust   "I greatly appreciate your request for extra information General, some of what Tipper and Roust know I did not. Much of this very new to me, especially working with an entirely new species that seems to have a distaff incoherency with magic, but I am getting off track. In addition to our natural skills of healing, Wards such as myself, if you have not yet noticed by my eyes and bright coloration, expand the healing process in a subconsciously directed manner. We are granted a gradual understanding of the body's memory, using that knowledge to over time remove permanent damage, like I am doing with the injury to Mercy's throat vocal cords, and the scars carried by Caliya. For several reasons that I am unsure how to explain, a lost limb is impossible to restore, unfortunately, but I do know there are alternatives. Golem shapers can create a stone or gem replacement for example, though they are quite heavy, and there are rumors of a unicorn that lived in Las Pegasus whom could fashion flawlessly functioning mechanical limbs. I do not know that one's name, however, but she was quite a legend some years ago." -Nova Flicker, Contract Ward   ***** THIEVERY: "You... steal stuff. That's it. Nothing more to explain. And you can stop yourself right there, I'm gonna get some tea and mosey on back to my place before these questions get weirder." -Lucky, Rogue's Circle Owner "Really? Look, you just.. nick somepony's pouch when they're not looking, or stare at them really hard until you find something that looks shiny enough to take.. aaand I'm gone for a mango, kekekeya later~!" -Nightblade Captain Belltower "....why did I think drinking vodka before midnight was a good idea again?" -Starborn General Twisted Wing   ***** VENOM: "Ehhhh... fine. Some batponies, doesn't matter what subspecies, have hollow fangs with a set of poison glands located in the back of the mouth, much like snakes do, but it's considerably rare from what I know. Ours is a fast acting painkiller with a debilitating euphoric element, sometimes causing vertigo or hallucinations depending on the size of the target. Even if I wanted to experience it, we're supposedly immune to our own venom." -Nightblade Captain Belltower   *************************************************************************************************************************************** SECONDARY SKILLS:   ***** AMBUSH: the act of physically and mentally preparing and conserving enough energy and confidence to perform an additional strike, or series of strikes, before combat, combined with a trained mental command to release a small spike of adrenaline to temporarily improve physical performance. Same function as Operator Ambush.   "Ambushing a target takes hard thought. Have to know what you want to strike, why, where, how, when. Once you know what you want to do, prepare mind and body, relax mind, focus thoughts, calm breathing. Once prey in range, strike hard and fast, don't be afraid of expending energy for better chance at taking target down quickly." -Caliya   ***** COVER:   "You all probably noticed me and Twisted's wingblades by now, how you can make 'em look like a fan if curled up, yeah? Well, if you're a pegasus and you can do it just right they can act like a shield, at least until the opponent figures out how to nullify it one way or the other. Of course, while it doesn't stack up to a real shield, anything that keeps your wings safer and your blood IN your body where it belongs is a good thing." -Lucky, Rogue's Circle Owner   ***** CRYSTAL ENGINEERING: a special type of forging known as crystal-forging, performed by aligning, harmonizing, and engraving crystalline materials, which creates effects similar to those produced by casting, enchanting, glyphs, or runes, but is much easier to perform and reproduce, requiring little more than an expert singer's voice and the knowledge of Crystal rune shapes.   "I'm pretty sure I explained a little bit of this, but Crystal ponies have excellent skills when it comes to working with gems, of any kind really, just not pearl or coral, those are much too different. We can use Power to shape crystalline structures pretty much how we want, but making stuff like the hololith requires a lot of time, patience, and carving in a few thousand precise runes for storing pictures and voice. I remember how to do some of it, so it wouldn't take me more than an hour to make, say.. a small clock about yay high would be easy, but it'd take me a week to do anything intricate, like a grandfather clock or that size." -Naliyna   ***** COUNTER: a unique ability inherent to all fruit-eating batponies, the ability to fold the three claws on their main wingjoint, otherwise called the carpal joint, into an armored 'fist' in order to punch weapons or shields aside with little or no harm done to them. Required skill for fruit-eaters, scales with Melee.   "Counter is a skill most batponies can learn, except it's much more difficult for insect eaters and almost impossible for those with a blood drinker aspect. See my wingclaws, how sharp and thin they are? Watch me fold them into a fist.. like this, see? They're not large enough to fold together tightly, so I chose not to learn it. Since most batponies are fruit eaters-" "Like me." -Malyne "Yep, that's my little mango! Now, see how much more rounded her claws are compared to mine? Watch how she does it.. just like that. When she gets a little older her claws are going to be larger than mine, so her 'fist' will be too, which'll let her parry weapons or shields much easier than trying to stop with a hoof or her head." -Nightblade Captain Belltower "But what if I want to headbutt a shield?" -Malyne "....have you ever tried doing that?" -Nightblade Captain Belltower "Hum... no, but I would like to try." -Malyne   ***** ENCHANTING: " " -Krinza, Grandmaster Smith   ***** FEARLESS: " " -Caliya " " -Naliyna   ***** INTIMIDATION: the art of intimidating living and certain non-living beings via speech, sounds, gestures, and body language, intended to force a hostile opponent to back down, or for a target to provide information with threats of violence or foul conditions. Same function as Operator Intimidate. " " -Allys " " -Princess Luna, the Nightmare " " -Starborn General Twisted Wing   ***** LEADERSHIP: the application of well timed psychological 'pushing' combined with the knowledge and direction giving of one's allies to heighten the effects of their capabilities and actions with inspiration and proper encouragement. Same function as Operator Leadership.   "Well.. leading a team is required for all Nightblades, so we're pretty much forced to learn how everypony thinks, how to apply mental stimulation through voice and command, and figuring out what can goad them into performing better. I try not to most of the time unless it's something I specialize in, like blending with a crowd, speaking or bartering... or sneaking up to the Tower and sticking mango slices on Twisted's heatsto-" -Nightblade Captain Belltower "SO THAT WAS YOU?! YOU CRAFTY LIT- DON'T YOU TRY TO FLY AWAY FROM ME BELLS! GET BACK HERE YOU LITTLE KEK MONSTER, I'M GONNA SLAP YOUR ASS UNTIL YOU APOLOGIZE!" -Starborn General Twisted Wing   ***** MOVEMENT: same functions as Operator Movement.   EVASION: the art and knowledge of evading attacks via rapid movement. Same function as Operator evasion, but more effective due to pegasi and batpony agility.   "Evading a hoof or wing is the first thing pegasi and batponies alike learn before understanding combat principles. Ducking under, dodging over, throwing yourself left, right, backwards or forwards, using our greater speed and agility to keep from getting hit is what us fliers are known for.. not that I have much a need for it mind you, but it's always better to be safe than sorry!" -Pella   SPEED: the art of rapid physical movements and intuitive muscle conditioning in order to act faster than an opponent, causing stated opponent to immediately defend if successful.   "Combat doesn't just revolve around blocking, evading, or riposting an attack, and sometimes your best, or only, option is to act first. Relax, take a deep breath, then throw yourself into a charge, or put on a burst of speed in the air, y'know, flap those wings harder than you've ever flapped before! If that fails, go for low blows through their defenses, try to throw them off by shouting you're going to stick your hoof in their ass.. or call me and tell me there's a fight going on!" -Starborn General Twisted Wing "That is a.. very poor.. alternative.. if you cannot.. be reached.. but very.. good if it.. works." -Mercy, Spirit Walker "Now THAT'S the spirit! See, if you can't beat 'em, BEAT 'EM HARDER WITH ME! Now, I'm gonna grab a few bottles of whiskey, get drunk, and try to fly straight for a while, see ya all!" -Starborn General Twisted Wing "...sometimes.. she worries.. me. ..sometimes." -Mercy, Spirit Walker   ***** PERCEPTION, SCOUTING, & WILDERNESS SURVIVAL: Same function as Operator Perception/Scouting/Wilderness Survival.   "Perception is what you make of it. Using your eyes, ears, nose, hooves, and your tongue if you have to, to find more information about food, an area, an enemy or enemies, pretty much anything really." -Nightblade Captain Belltower   "Scouting is all about numbers! Basically what you're looking for is anything that you can estimate: formations, weapons, armor, boxes, you name it. Once you have an idea of the first thing, look at the area and try to determine how large it is, then multiply the first number, the uh, what you need to know about, to fill in the vacant spots. It's also good for spotting and using landmarks, like big piles of rocks, mountains, trees, and by figuring out how far away you are and what direction you're facing, you can usually tell where you're at. There's also cartography which is a lot more involved, and it's only used by mapmakers and scouts like me!" -Vanil, Scout   "Wilderness Survival " -Caliya   ***** PSIONICISM: " " -Tower Guard Master-Captain Dancing Eyes ' ' -Vanguard Roust   ***** REFLECT MAGIC: " " -Meridian Veil   ***** RESIST: a psychological conditioning of the body to resist harm originating from elemental, spiritual, Otherworldly, or Spectral beings, though due to it's spiritual nature it is difficult to rely upon for long. Caps out at Basic+4.   "Resist refers to.. an ability to.. resist the harm.. of elemental.. spiritual.. otherworldly.. or spectral.. forces that one.. would normally.. be unable to deal.. with, by preparing.. the mind and.. body to.. accept that they.. will be harmed. ..it is.. not a simple.. task to do.. and cannot provide.. as much protec.. tion as good.. armor will.. but it is.. better than no.. thing for those.. like myself.. whom do not.. like being.. weighed down." -Mercy, Spirit Walker   ***** RESIST DAMAGE: " " -Tower Guard Master-Captain Dancing Eyes ' ' -Vanguard Roust   ***** RUNE-FORGING: a counter to typical pony or minotaur forging, yet considerably more specialized. Functions the same as Smithing, and has numerous similarities to unicorn enchanting.   "You vish to know of Rune Forging, General Tvisted? My vings?....[purring intensifies] Very vell, since you asked. Rune Forging is the main method for Gryphons to imbue magical properties into objects or beings, there are two camps for this, the Forgers and Runers. Forgers' mainstay is metalsvorks, from pouring liquid metal to set into casts and scribing runes onto the burning yellow surface as it cooled to vell... vhat I asked them to do to my vings. The Runers however are a different story, they claw runes into or onto something and let the runes do the vork for them. Vant that bolder reduced to neat stone cubes? Vant the ground beneath your paws and claws to turn into a set of stairs going into the earth? Don't vant to lift a claw and be a lazy Catbird that vould make Varlord Ri'Vahz greener vith envy- VHAT?! ...oh, I apologize. As I vas saying, there are two vays to do Rune Forging. The right vay, and the lazy vay." -Huntsmaster Cu'Nir   ***** SCREECH: " " -Malyne   ***** SHAPESHIFTING: ' ' -Vanguard Roust   ***** STEALTH: same function as Operator Stealth. " " -Caliya   ***** TAUNT: the proper use, and abuse, of the psychological triggers for anger, rage, and/or disgust in order to force a target or enemy to either shift part of their attention or their complete attention to the user.   " " -Nova Flicker, Ward   ***** TELEPORTATION:   " " -Marquis du Spiral " " -Nova Flicker, Ward   ***** TRANSLOCATION:   " " -Marquis du Spiral   *************************************************************************************************************************************** TERTIARY SKILLS:   ***** ALCHEMY: Same function as Operator Alchemy.   " " -Dancing Eyes   ***** APPRAISAL:   " " -Naliyna   ***** Bartering:   " " -Naliyna   ***** Crafting:   " " -Lann   ***** Cooking: Same function as Operator Cooking.   " " -Mist Dancer   ***** Negotiation: Same function as Operator Negotiation.   " " -Denra, Veteran Mercenary   ***** Research:   " " -Doctor Tipper   " " -Marquis du Spiral   ***** Smithing:   " " -Krinza, Grandmaster Smith     *************************************************************************************************************************************** SPECIAL ABILITIES:   ***** Earth Smash:   " " -Lann   ' ' -Vanguard Roust   ***** Fearless: functions similarly to Operator Iron Will, but is much more specific to ponies, used to lessen and possibly prevent long term effects resulting from Intimidation, Fear, and Horror.   "Being Fearless means having an unshakeable, dedicated core of your mind that can prevent you from cracking under stress.. uh, or in Sweet's case, can never be bothered long enough to be concerned about somethin' you may not understand. Y'can still be Intimidated, frightened, or scared for a little while, but once you start focusing it's not gonna work as well. From my experience there's only two ways to achieve permanency: long, cruel years of improving mental discipline.. or living through the worst that Tallus has to offer. I'd say take your pick 'cause neither one's pleasant, and I ain't a fan of seeing somepony crack just because one of sixty eye-dicks just stared in your direction at the worst angle." -Starborn General Twisted Wing   ***** Feel No Pain:   " " -Naliyna   ***** Golem Mastery:   " " -Denra, Veteran Mercenary   ***** Golem Shaping:   " " -Denra, Veteran Mercenary   ***** Shattered Earth:   " " -Lann   " " -Tower Guard Master-Captain Dancing Eyes   ***************************************************************************************************************************************                                                         QUIRKS:   Addicted: a pony or other being with an addiction is typically characterized by a physical, mental, or physiological 'need', or an actual need, for a certain substance, either natural or chemical in nature. This may also apply to performing certain actions as a 'reward' addiction, ie: adrenaline junkies.   Affectionate: ponies or other beings that find a certain fondness for a particular being will be more open with them, as well as more caring and devoted. Expect them to rub, hug, cuddle, and kiss you lovingly. You cannot escape from the love.   Aggressive: an aggressive pony or other being that will tend to be abrasive in conversation, or even 'pushy' in small physical altercations. In combat, they will use brunt force out of anger or rage, and will often throw away any defensive tactics to focus solely on their enemy. They may also be somewhat violent in order to get what they want. ANYTHING... especially when assaulting phalluses.   Ambusher: a pony or other being specifically classed, or having great natural prowess. Ambushers will normally scope out a situation, or track a target, before attacking from the shadows when one would least expect it. Usually have high Ambush and Stealth skills, and will use them generously or as often as possible.   Amiable: an amiable pony or other being will usually have or display a friendly and overall pleasant manner. They have no issues in walking up to somepony they don't know and attempt to befriend them, or will act very likeable when striking up a conversation with others.   Anti-Authority: ponies or other beings that are anti-authority may not agree with certain leaders or organizations, based on their individual core viewpoints. May openly scold and berate one they do not like, and even be more prone to physically attack them or an associate. Not to be confused with anarchism.   Armored: a pony or other being that is naturally or artificially armored, or physically thick skinned. Their defenses are difficult to penetrate with physical attacks, requiring either extreme physical measures to overcome or devising tactics to bring down. Also weigh more, and will be resistant to being knocked down.   Aware: ponies or other sentient beings that are concerned and well-informed about a particular situation or development. Combining this with other quirks can: narrow or widen the particular's range of knowledge, and can even be morphed into a Compulsion.   Blunt: ponies or other beings that are blunt get right to the point in a conversation, and have no issue saying exactly what they're thinking, usually disregarding manners or whomever is around them. They may also be slow in understanding and may have poor timing, if any at all.   Brawler: ponies or other beings that have no problem charging headlong into a fight, their wits steeled and hooves ready to kick some flank! Do not take their eagerness for an open scuffle as poor tactics, as they are usually well versed in close-quarter play; Melee is complimented by impressive Movement or Counter abilities, typically along with options to quickly incapacitate enemies.   Brash: ponies or other beings that may come off as self-assertive in a rude, noisy, or arrogant way. When they are interested, they are usually energetic to the point of overbearing. Can also be overly self-confident, and may toss personal safety aside to prove it.   Brazen: a brazen pony or other being is particularly shameless in its quests, or conquests, and in times of dire or embarrassing situations would rather endure than admit defeat. This can be costly, as some would rather die than give up or surrender, even when facing unbeatable odds.   Bold: ponies or other beings with boldness will show themselves with solid confidence and courageousness. They will gladly take a risk when asked or required, but do understand when a situation gets out of hoof or hand. Their presence is normally vivid and striking, impacting those around them in one way or another. Will most likely have the Leadership skill.   Calm: a pony or other being that (most) always has a tranquil and untroubled personality. They will go out of their way to sooth and pacify others, either avoiding violence or subtly manipulating troubling issues out of existence.   Careful: a careful pony or being attempts to avoid potential danger, mishap, or harm, showing meticulous thought, foresight, and attention to their actions, though this does not mean this will hinder them from doing such. May also be part of a Compulsion.   Cautious: unlike carefulness, a cautious pony or other being not only attempts to avoid possible hazards, but is also characterized by the desire to avoid potential problems altogether. May also be part of a Compulsion.   Challenger: a pony or other being with an unmatched competitive nature. They will accept any challenge brought to them, whether it be a job or competition. Combined with other quirks they can be extremely dedicated to a challenge, researching and improving to the point where they are confident that will they come out on top.   Changeling: the being is a Changeling. They can be easily recognized as having very pony-like bodies with black, chitinous carapaces, green translucent wings, a cavitated black horn & legs, and solid blue or green eyes. There are several varieties, but these are the most prevalent.   Chatty: chatty ponies or other beings will probably not stop talking, especially when it's on a subject they know well, or one they want to know more about. Or just tell you about something that happened to them that day, or someone they know... or something they heard about. Are most likely not stealthy, due to obvious reasons, and can probably be convinced into giving up information easier than other ponies. Combined with a Compulsion, and they just might NEVER shut up.   Cheerful: noticeably happy and optimistic, cheerful ponies or other beings are always lighthearted and agreeable with a skip in their step and a smile on their face. Their sunny disposition can sometimes even be contagious.   Clueless: almost painfully oblivious, a clueless pony or other being will even have the simplest ideas and concepts sail right over their heads. Either from ignorance, inability to mentally grasp a situation or concept, you'd have an easier time teaching a bat pony NOT to eat a mango given to them.   Compulsion: a pony or other being with a compulsion has an irresistible urge to behave in a certain way, especially against their conscious wishes. This can refer to a specific type of knowledge, or an action they are usually always either talking about or perform. Certain compulsions can lead to OCD.   Cold-Blooded: ponies or other beings that are cold blooded do not think in terms of loss, whether they disregard physical possessions, monetary losses, or living beings, though it's rare that one would disregard all three. Generally a pony or other being's cold blooded nature renders them difficult to deal with in terms of negotiation, and is often encountered by those that are Scarred or Vindictive.   Cool-Natured: tolerant and easy going, cool-natured ponies or other beings allow little to normally get to them. They take what they're given in strides, and rarely make any drastic changes from their personality and normal routine. May have one or more other relatable quirks to accentuate this mentality.   Curious: eager to know or learn something, ponies or other beings will sometimes latch onto a particular subject or whatever seems interesting to them at the time. This eagerness can sometimes blind them from care, and innocently put themselves or others in harms way; but they usually mean well. Can possibly lead to a Compulsion.   Defuser: a pony or other being who's first priority is to always keep fights from breaking out between friends and allies, wherever possible. Usually has a high Speech and Negotiation skill, and knows how to pick their words carefully in order to appease both side of an altercation.   Determined: a determined pony or other being whom will make firm decisions and, being resolute, will be very difficult about not changing it. When they put their mind to their goal, almost nothing will stop them until it has been completed. Only the best use of speechcraft can even attempt to sway their mind once it has been set. Determined ponies or other beings may also be Competitive, and could possible morph into a Compulsion if their task is prolonged and daunting.   Diplomat: ponies or other beings that know how to deal with others in a sensitive and effective way. They will attempt friendly relations between two contending parties, first, before any other options. Alternatively a diplomat could literally be a 'diplomat': an emissary from another nation, very knowledgeable on foreign policy and affairs.   Direct: direct ponies or other beings are very straight forward and candid with themselves and others. Their actions are immediate and personal, rather dealing with a problem themselves than having somepony else do it for them. They tend to ignore intervening opinions, influences, and factors that are not their own.   Distrust: ponies or other beings with a Distrust have the opinion that someone or something cannot be relied on, and regard it with scrutiny and suspicion. They will refuse to deal with anything associated to the Distrusted and, if no other choice is available, WILL begrudgingly help... but will not enjoy it one bit, and typically such an action will almost always require a significant Speech attempt (or bribery) to sway them.   Droll Wit: having a peculiarly whimsical, or odd sense of humor. A rather blanket term, ponies or other beings can be either hilarious to ridiculous. Their wit may not exactly makes sense you, but it does to them! Not the same as Dry Wit.   Dry Wit: ponies or other beings with a dry wit will come off as uncharacteristically unchanging when expressing humor or cleverness. Where the intent is there, sarcastic, blunt, etc, it is almost always lost in their deadpan presentation. Dry-witted ponies have the issue of coming off as funny when they didn't want to be, and visa-versa.   Dutiful: ponies or other beings that will conscientiously or obediently carry out a task. They are motivated by devotion, responsibility, or personal views rather than desire or enthusiasm. At most times, the pony does not even enjoy that task they are given. Although they will appear to be rather adamant, they can be persuaded into dropping their current task altogether, if given the correct counter-motivation.   Efficient: efficient ponies or other beings strive to achieve maximum productivity with minimum wasted effort or expense. They arrange their routine in a well-organized and competent way and, if a physical object, prevent the wasteful use of a particular resource. They are always methodical and systematic in their practices. Can possibly morph into OCD.   Eidetic Memory: an ability to recall images, sounds or objects in memory with high precision at any time, usually for a small period of time to complete an extremely specialized task, allowing them to store vast amounts of information, but this doesn't necessarily mean they are all-knowing or correct. Appears to be mostly found in unicorns, whether their natural magic ability is a factor or not. Comes in three flavors: photographic, capable of remembering all they have seen; crystal: capable of remembering everything, but takes time in order to recall; eidetic: can remember everything near instantly.   ELITE: a pony or other being with the ELITE quirk has at least one skill that has been upgraded to Elite status, characterizing them as a true Master or Grandmaster in their abilities. Immense devotion to their craft is required, as they must expend a vast amount of resources and time to achieve this status. Ponies or other beings, after achieving ELITE status require considerably more XP to upgrade, as well as the cost to increase HP/DR. Ponies or other beings with an ELITE skill can teach it to another for a permanent +1 modifier to said skill. ELITE ponies or other beings may only gain a +1 to that particular skill through the use of Leadership, as they are penultimate beings in their chosen field of study, craft, or physical capabilities.   Fearless: ponies or other beings with the Fearless quirk are unnerving in the face of danger. They can easily resist most normal Intimidation and Demoralization attempts, and are only affected by those unnaturally gifted in either one. If it's 2pooky4you, it certainly isn't for them.   Focused: focused ponies or other beings are able to hone in and pay particular attention to particular objects and details. This can also mean that they are heavily absorbed in a certain area, and are usually well-skilled or knowledgeable in it. Should not be confused with a Compulsion, as they are willingly Focused.   Forgetful: ponies that are absent-minded and are not likely remember what they have been told, or were even doing. They tend to be very disorganized, vague in explanation, and can be air-headed and easily distracted.   Gentle: ponies that are mild in temperament or behavior, and are or tender and understanding to other's needs. They are moderate in action, effect, or degree and are never harsh or severe, typically working as healers or mediators.   Guardian: a pony or other being who legally or voluntarily guards, protects, and preserves another's life. Legally: is entrusted by law with the care of the pony or property, or both, of another, as a minor or someone legally incapable of managing their own affairs. Voluntarily: can be out of obligation, duty, affection, etc. Those whom they guard are protected fiercely; any hostile attempts will result in a Guardian becoming an unrelenting foe, incapable of hesitating to unleash everything miserable in their arsenal upon the offender.   Hard-Working: hard-working ponies generally put a very considerable amount of time, effort, and resources into their line of work. They can, and will, work themselves to the point of exhaustion, if not stopped by someone else.   Healer: healers generally aid any and all injured back up to one-hundred percent. Depending on their speciality, healers can be proficient in physical or/and psychological wounds, with plenty of knowledge to treat correctly. their jobs range from hospital and clinic workers, to combat medics and travelling physicians; they are always in demand as somepony always gets hurt in some way.   Heavy: relatively self-explanatory. Heavy ponies are either naturally or artificially heavier than the standard, either from armor, or eating too many sticks of butter. May have the Slow quirk, as well, having a deplorable Movement skill. Seriously... just lay off the butter.   Honorable: upright in accordance with or characterized by principles of honor. Usually guided by a code of conduct or action, they will go out of their way to uphold it, and in some cases allow an opponent an advantage if they believe that it will level the playing field to satisfy the requirements of their code. While normally not a Compulsion, some Guardians & Steadfast ponies or other beings may become Vengeful and/or Vindictive if they are dishonored enough.   Hostess: a mare, or other female, that knows just to how entertain guests, whether it be a restaurant, nightclub, or dance hall, they are usually very organized and efficient in their work. Most know how to cook, as well.   Humorous: entertaining and light-hearted ponies or other beings, usually either causing laughter and amusement wherever they go. They know how to tell a good joke or do something comical to brighten up a room or situation.   Hunter: hunters stalk their prey or target, waiting for the precise moment to strike. Normally, they have the characteristics of an Ambusher, as well as abilities to survive in the wilderness and track whatever may lurk in it. Usually have impressive skills in Perception and Stealth.   Hyper-Efficient: much like Efficient, but at an even heightened state. All possibly energy is stored, and every little action is done with the utmost precision and meticulousness.   Inquisitive: a form of curiosity. Usually a pony or other being that will go out of their way to be intrusive, snoop, and eavesdrop to learn what they're looking for. May be casual trouble-makers, as a simple 'no' will not ward them from continuous prying.   Intellectual: a pony or other being that engages in critical study, thought, and reflection. The normal day-to-day routine may not concern them, as their thought process is normally on much higher problems.   Intuitive: a pony or other being with a sense of intuition can sometimes feel out a situation without even using conscious reasoning. If asked, they'll claim it to be a 'gut-feeling' or a 'instinct.' They will simply claim it has saved their hides, certainly more than once. Allows a [1d6]