Rodeo - My Little Pony: Friendship is Magic: the Role Playing Game

## My Little Pony: Friendship is Magic: the Role Playing Game

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### Rodeo

Rodeo is primarily, but not exclusively, an earth pony talent. Non-earth ponies may only take rodeo as a secondary talent. Like flying stunts, rodeo consist of a number of events that must be learned and practiced individually.

Each event attempted using the rodeo talent is a contested action and event has a difficulty level assigned to it, but the storyteller may add additional difficulty modifiers depending on the situation or conditions such as bad weather or a muddy field. Use the normal rules for brilliant deeds and catastrophes should one occur during an event.

Ponies that have a rodeo event talent have the difficulty level of that event reduced by one level for every level of event talent. Ponies with no rodeo talent may participate in any event at the difficulty rating listed in the events description. Each additional level of an event learned reduces the difficulty by one additional level.

An earth pony with a primary talent in rodeo may choose up to four events chosen from the list, or invented with approval of the storyteller. The four rodeo events chosen only count as two levels of secondary talents, so the pony can still choose an additional six levels of secondary talents. Between scenarios, a pony may spend pony points to learn or practice new events.

Fatigue during rodeo events

During a rodeo, each event tends to wear on the participant, costing one point of fatigue. A pony’s fatigue score is equal to her physique score plus her rodeo talent. Once the fatigue score reaches 0, the pony cannot compete in any more events until rested. Fatigue is regained at a rate of one point for every hour of rest.

Rodeo Events

Bale Tossing (sort of hard +1)

Contestants attempt to toss a bale of hay across a marked line about 30 feet away, attempting to out distance the other contestants. Each contestant gets to make two attempts, the pony with the longest toss wins.

Use physique and the rodeo talent to calculate the base chance. Each level of bale tossing reduces the difficulty by one level. When the dice are rolled, the tossed bale will travel one foot past the mark for every one point less than the base chance, or land one foot before the line for every point over the base chance. Apply the difficulty level to the die roll before calculating the distance. A roll that matches the base chance exactly lands on the line. If two or more contestants tie, they toss again until there is a clear winner.

Barrel Racing (varies – see description)

The pony must weave through a series of barrels as fast as possible without touching the barrels. The barrels may be set up in a weaving pattern (hard +2), in a figure eight pattern (hard +2), or a clover leaf pattern (very hard +3) or a double clover pattern (improbable +4). The pony that completes the pattern with the fastest time wins. Bumping a barrel is a five second penalty to the contestant’s final time.

Use agility and the rodeo talent to calculate the base chance. Each level of barrel racing reduces the difficulty by one level. The contestant must make a talent check for each barrel in the pattern. Unlike the normal racing rules, each number the die rolls below the base chance subtracts one second from the base time. A failed check gives the pony a score equal to the base time, but also adds a five second penalty to their final time. A catastrophe results in a barrel being knocked over, disqualifying the contestant. The base times for each pattern are: Barrel Weave: 30 seconds, Figure Eight: 30 seconds, Clover Pattern: 20 seconds, Double Clover Pattern: 40 seconds.

Bronco Bucking (sort of hard +1)

The opposite of bronco busting, this is a contest to see how quickly a pony can buck off a rider. In the TV show, this event was part of the “Iron Pony” competition with Spike as the rider. We’ve had some discussion about who the rider would be in a normal rodeo where they don’t have a baby dragon available. One idea we came up with was to have the rider be one of the rodeo clowns.

Use the rodeo talent level by itself to calculate the base chance. Each level of bronco bucking reduces the difficulty level by one. The contestant must roll the dice until she succeeds. Each roll of the dice counts as 1 second on the clock. The pony that throws the rider with the lowest time wins. If a pony can’t buck the rider in less than 10 seconds, she is disqualified.

Calf Roping (hard +2)

A calf is set loose in the ring, and the pony must chase it down, lasso it, and rein the calf in to a standstill by the pony’s side. The calf is a volunteer from a local herd or farm that will try to avoid capture. Contestants are not allowed to jerk or otherwise be rough with the calf. If the calf falls as a result of the pony’s pulling or jerking on the rope, the contestant is disqualified.

Use the agility attribute and the roping/lasso talent to calculate the base chance. The calf gets to make an agility check to avoid capture on each attempted roping. Use the attribute vs. attribute rules, and continue the contest until the pony wins. The calf has an agility of 4 and an avoid lasso talent of 2. Each roll of the dice counts as five seconds on the clock, the pony that ropes in the calf with the fastest time wins.

Critter Herding (dog & pony) (very hard +3)

To participate in this event, the pony must have a pet dog with a critter herding talent. The pony and her dog are tasked with herding a group of critters (typically sheep or cows) through a preset course and into a pen or corral. The contest is judged on both time and technique, points are deducted for scarring the critters or having critters stray from the herd, or if the dog doesn’t respond properly to commands. A good dog and pony team will appear to work together with very little effort and minimal verbal commands.

Use the pony’s realization score and the dog’s critter herding talent level to calculate the base chance. Subtract one level of difficulty for every level of critter herding (dog & pony). The average time is eight minutes, add one minute for every point the die roll is above the base score and subtract a minute for every point the die roll is below the base score. The team with the best time wins.

Critter Herding (solo) (very hard +3)

This is the same as dog and pony herding except the pony does the herding without the assistance of a trained companion.

Use the pony’s realization and rodeo talent level, and subtract one level of difficulty for every level of critter herding (solo).

Cross Country (varies, see description)

A race course set up on the rodeo grounds designed to challenge the racers with obstacles of the type they might find in the wild. Obstacles can be things like ponds and streams, dips and embankments, mud, logs or large rocks. The obstacles are set up at increasing difficulty levels. The pony earns points for placing and for clearing each obstacle.

Use the racing rules. A cross country race typically has twenty lengths of which half are jumps. The difficulty level of the first jump is elementary -4, and the difficulty level is increased by one level for each successive jump. The difficulty level of each jump is reduced by one level for every level of cross country talent; however no jump can have a modifier below elementary -4. First place earns 20 points, second earns 15, third earns 10 and fourth earns 5. No points are awarded for placing below fourth. Each jump successfully cleared earns 5 points as well, but a missed jump reduces the score by 5 points. A brilliant deed (perfect form on a jump) earns 10 points, while a catastrophe (falling or knocking over an obstacle) deducts 10 points from the score.

Hog Tying (very hard +3)

Sort of like calf roping, except the goal is to tie a hog’s feet so it can’t move. Hog tying is a little harder because the pony has to chase the hog down in the mud.

Use the agility attribute and rodeo talent to calculate base chance. The hog gets to make an agility check to avoid capture on each attempted roping. Use the attribute vs. attribute rules, and continue the contest until the pony wins. The hog has an agility of 5 and an avoid lasso talent of 2. Each roll of the dice counts as five seconds on the clock, the pony that ties the hog with the fastest time wins.

Long Jump (hard +2)

A short sprint followed by a jump from specified launch point into a sand pit, the pony that jumps the furthest distance wins.

Use agility and the rodeo talent to calculate the base chance. Each level of long jump reduces the difficulty by one level. The contestant will jump a number of feet equal to her twice her physique score plus one foot for every one point the die roll is less than the base chance, or one foot less than double her physique score for every point the roll is over the base chance. Apply the difficulty level to the die roll before calculating the distance. A roll that matches the base chance exactly lands means the pony jumped a number of feet equal to twice her physique score. If two or more contestants tie, they jump again until there is a clear winner.

Pole Bending (varies, see description)

Similar to barrel racing, except instead of barrels the pattern is laid out with narrow poles set into the ground. This makes the turns required to complete the course much tighter. The goal is to pass as close as possible to each pole without touching it to complete the pattern in the quickest time possible. The difficulty for the patterns are as follows: weaving pattern (very hard +3), figure eight (very hard +3), clover pattern (improbable +4) and double clover pattern (improbable +4)

Use agility and the rodeo talent to calculate the base chance. Each level of pole bending reduces the difficulty by one level. The contestant must make a talent check for each pole in the pattern. Unlike the normal racing rules, each number the die rolls below the base chance subtracts one second from the base time. A failed check gives the pony a score equal to the base time, but also adds a five second penalty to their final time. A catastrophe results in the pony knocking over a pole, disqualifying the contestant. The base times for each pattern are: Weave: 25 seconds, Figure Eight: 25 seconds, Clover Pattern: 15 seconds, Double Clover Pattern: 30 seconds.

Roping/Lasso (n/a)

Unlike other sub-talents, this skill does not reduce the difficulty level of any other event. Instead it is used to increase a pony’s base chance in events like calf roping, hog tying, and team roping. When used as a regular talent outside of rodeo events, the base chance for lassoing is calculated using the pony’s agility score and roping/lasso talent level. The difficulty of a lasso attempt is determined by the storyteller based on the circumstance.

Show Jumping (varies, see description)

Similar to cross country, except each competitor runs the course solo. The obstacles are fences and poles set at increasingly high levels. The pony earns points for each cleared jump, with a perfect score being 460 points. The first and second jumps, the lowest, are worth 10 points each. The third is worth 20 points and the point goes up by 10 points for each jump after that, with the last jump being worth 90 points. Each obstacle successfully jumped (success) earns the pony the appropriate number of points. Exceptionally good form on a jump (brilliant deed) doubles the points. If the pony taps a fence slat or pole (failure) she loses 10 points from her score. Knocking a slat or pole off (catastrophe) takes 30 points off her score.

Use the pony’s agility score and rodeo talent. Each level of Show Jumping reduces the difficulty by one level. There are 10 jumps. The difficulty level of the first two jumps is elementary -4, and the difficulty level is increased by one level for each successive jump.

Speed (n/a)

A pony can learn to run fast, but it requires a lot of practice. The speed talent is used during racing and may increase the difficulty level during events or overcoming obstacles as described in the racing rules section further on.

Team Roping (very hard +3)

A pony needs a partner for this event. In team roping, both ponies will try to lasso a steer. One, known as the header, will try to lasso the steer by the horns, the other, known as the footer, by the rear legs. The header may catch the steer by both horns, only one horn, or around the neck, but the footer must catch both rear legs. A penalty is added to the team’s time if only one foot is caught.

Each team member uses their agility score and roping/lasso talent to calculate their base scores. The volunteer steer has a chance to dodge each lasso attempt, and has an agility score of 6 and an avoid lasso talent of 2. If the header is successful, roll 1d6. A roll of 1 or 2 captures the steer by both horns. A roll of 3 or 4 captures only one horn and a roll of 5 or 6 lassos the steer around the neck. If the footer is successful, roll 1d6. A roll of 1 to 4 captures both legs; a roll of 5 or 6 captures only one leg. A brilliant deed always capture either both horns or both legs. Each time the team members roll, 5 seconds is added to the time. They must continue to roll until both are successful on the same turn. If the footer only catches one leg, a 5 second penalty is added to their time.

A catastrophe means that one of the team members (the one rolling the catastrophe) has broken out of the boundaries of the contest and is disqualified.

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