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Poor Unfortunate Foals
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== Mechanics == ''Dice sizes are liable to change, for balance reasons'' When a PC tries to do something that could have consequences for failure, roll 2d6. You’re trying to beat a challenge rating for the action the GM already knows in his head (that devious fucker). Or, if you’re going up against something living (or unliving), then you’ll be trying to beat the number the GM has rolled for that creature's action (which probably involves your horrible demise). Maybe the antagonist will fail miserably and trip up on her own coat made from severed cutie marks. But probably not. If the action you’re attempting falls under one of your skills (and the GM agrees that it does), you get to roll one extra d6. Sweet, right? However, if you’re attempting an action which may be affected by one of your weaknesses, you may only roll a single d6, because you’re a useless little filly with no parents who nobody likes. In the unlikely event that both your weakness and skill come into play at the same time, treat it as a normal (2d6) roll. But, surprisingly, there is also an upside to running around the Everfree Forest being hunted by ancient forces of evil. If you roll the 3d6 for an action affected by your skill, and the dice ''ALL'' come up as sixes, not ''ONLY'' do you succeed the roll (unless you’re up against something almost truly unbeatable, in which case, what the fuck are you doing?!), but you can choose to find your ''cutie mark in'' that talent. If you accept, then from that point on when rolling for that skill, you can add ANOTHER DICE. That’s FOUR BUCKING DICE, MOTHERBUCKER. HOLY BITS, YOU ARE AN UNSTOPPABLE FRIENDSHIP MACHINE.
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