The Art of Flying - My Little Pony: Friendship is Magic: the Role Playing Game

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

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### The Art of Flying

Although flying is the primary means of travel used by pegasus ponies, performing stunts or other feats while flying is a talent that must be learned just like any other. Casual flying from place to place under calm conditions does not require a talent check, however flying in a storm, chasing some pony, or dodging trees are all considered contested actions and will require a roll of the die against the ponies agility and flying talent. A pegasus has to practice to become a great flyer.

The Storyteller can require a flying talent check from ponies that perform contested actions while flying. There may be a difficulty modifier applied to this roll according to conditions like distractions, carrying a passenger, the weather (particularly wind and rain, or performing difficult stunts or maneuvers.

Flying condition Difficulty

Unfavorable Weather (rain, light wind) Sort of Hard +1

Very Unfavorable Weather (heavy rain, strong wind) Hard +2

Hostile Weather (violent wind, storm) Very hard +3

Carried load (package, pet) Sort of Hard +1

Important cargo (heavy package, passenger) Hard +2

Delicate Maneuver (passing under a bridge) Sort of Hard +1

Difficult Maneuver (sharp right angle) Very hard +2

Extraordinary Maneuver (dead stop, half-turn in flight) Improbable +4

If the roll is successful, no problem, the pegasus flies without any difficulty. If the roll fails, the consequences are left up to the storyteller.

Fatigue while flying

Each stunt performed during a flight, or race, causes a physical strain on the pegasus. A pegasus has a fatigue rating equal to her Physique score plus her flying talent level. Each attempted stunt, successful or not, cost the pony one point of fatigue. When fatigue reaches 0, the difficulty of any stunt becomes improbable, and the pegasus will not be able to use the speed sub-talent until she rest. Fatigue points are regained at a rate of one point per hour of rest.

Brilliant deeds in flying

If a player rolls a double "1" the pegasus carries out a brilliant deed! She is in good form and the difficulties of all subsequent rolls of flying during her current flight are reduced by one level (for example, a hard maneuver becomes average).

Catastrophes in flying

If a player rolls a double "6," it is a catastrophe! The pony may crash, or drop her equipment or passenger, or she may hit an obstacle.

Stunts and Maneuvers

Pegasus ponies with a talent for flying may learn and practice specific aerial maneuvers to use in competitions or just to show off. Each stunt maneuver is a separate sub-talent that must be learned in order to be really good at it.

Each stunt 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 obstacles whenever a pegasus attempts a stunt. Level of a stunt reduces the difficulty stated in the stunts description by one level. Each additional level of the stunt learned reduces the difficulty level of the stunt by one additional level. Any pegasus may attempt to perform a stunt that the pony does not “know” or hasn’t practiced at the difficulty level listed in the stunt’s description.

A pegasus with a primary talent in flying begins the game with up to four stunts as described in the character generation section. Between scenarios, a pegasus may spend pony points to learn or develop new stunts.

Stunt Maneuvers

Eights on pylons (hard +2)

A basic figure eight pattern flown around two pylons. A pylon does not have to be a specific pylon set up for the stunt; it can be any object the flyer uses as a marker for completing the figure eight pattern, like a clock tower, a tree or a cloud.

Eights on Pylons

Half-Eight (very hard +3)

The pegasus starts with a level flight then climbs in a half loop, ending up upside down at the top, the flipping right side up and diving back down to a level flight, heading in the opposite direction from where she started.

Half- Eight

Reverse Half-Eight (very hard +3)

For the reverse half-eight the pegasus pony climbs into the air and then flips upside down before diving through a half loop, ending right side up in level flight in the opposite direction from where she started.

Reverse Half-Eight

Formation Flying (improbable +4)

Being able to follow and keep up with the lead pegasus in a formation, all while staying in sync with all of the other members of the team and maneuvers takes precision timing and a lot of practice. The leader of the formation does not have to make a formation flying check, but all other pegasi in the formation must make a check for each display or stunt the formation leader makes.

Hammerhead Turn (very hard +3)

The pegasus flies straight ahead, and then makes a sharp turn to a vertical climb. After reaching the desired altitude, the pony “stalls” or stops, turning her body 180 degrees to dive straight down, then makes a last minute right angle turn back to a level flight. A great maneuver for building up speed.

Hammer Head Turn

Inverted Flight (sort of hard +1)

This maneuver gives the pegasus the ability to fly upside down for extended distances.

The Immelman (hard +2)

Similar to a half-eight, except the pegasus climbs vertically and then levels out at the top, flips right side up and then flies off in the opposite direction.

The Immelman

Knife Edge (sort of hard +1)

The ability of the pegasus to fly sideways, with her wings at a 90 degree angle to the ground.

Loop Maneuver (inside loop) (hard +2)

A basic loop, with the pegasus being upside down at the top of the loop.

Inside Loop

Loop Maneuver (outside loop) (very hard +3)

The flyer starts the loop at the top, and is upside down at the bottom of the loop.

Outside Loop

Pylon Turning (very hard +3)

A tight turn around a pylon or obstacle in which the pegasus swings her tail out, keeping her nose somewhat pointed towards the pylon. This allows the pegasus to turn in a smaller circle at a higher speed.

Slow Roll/Barrel Roll (sort of hard +1)

A series of two or more rolls turning upside down then right side up in a twisting ribbon like pattern.

Slow Roll or Barrel Roll

Speed (n/a)

A pegasus that wants to be truly fast has to practice, and learn how to position her head and legs just right to get the maximum amount of speed during flight. The speed talent is used during racing and may increase the difficulty level during stunts or maneuvers as described in the racing rules section further on.

Split S (very hard +3)

The split S is essentially an Immelman turn flown in reverse. The pegasus flies level, then flips upside down before making a sharp vertical dive, then pulls up near the bottom and levels out. Similar to a reverse half-eight except that the maneuver starts and ends at different altitudes.

The Split S

Pylon Weaving (hard +2)

A maneuver in which the pegasus weaves back and forth, banking around a series of pylons or other obstacles.

Pylon Weaving

Specialized Flying Maneuvers/Unique Stunts/Signature Moves (improbable +4)

Any type of maneuver that is unique to a specific pegasus or has a component involving some sort of special effect falls under this category. Examples from the show include the sonic rainboom, the buccaneer blaze, the filly flash and the super speed strut. Each of these moves should be crafted individually and described in cooperation with the storyteller.

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