This is for Game Night. Changes to the characters will show up as they happen in the game, so if you're wondering about points left, costs, skills, etc, come check any time.
Around the Table:
Eight Star: Your esteemed game master. Rather dramatically wearing his black cloak.
Quill Inkwell: Not from the same role-playing group as the other ponies, he seems rather excited to be getting to play.
He is playing Rexar Fire-Eye, the Diamond Dog Adventurer..
Rexar Fire-Eye
Species / Race: Crystal Kobold "Diamond Dog"
Class: Adventurer
Current CR: 2
Level: 0
Experience: 32
CP: 1/50
HP: 8/8
WP: 4/4
MP: 8/8
Quill's SP: 9/10
Strength: 8
Endurance: 6
Magic: 2
Willpower: -4
Speed: 2
Stealth: 6
Perception: 6
Knowledge: 2
Night-Vision: Diamond Dogs see fairly well in the dark, and have rather shiny eye-gems.
Expert Digger: +25 to Digging Rolls
Good Scent: +5 to Smell Checks
Skills:
Jack's Luck: Able to re-roll a 1d100 check once per.
Digging level 5: +25
Haggling level 5: +20
Spear Skill; Lunge, Level 1 (2 WP) Step into close melee while making an attack. Attack deals +10. Must have movement space to get into close.
Inventory:
Diamond Dog Spear: 4 WU, 1d8*2 Damage, Extended Melee
Small Magic Book: 1/12 Pages Filled; Light Level 0
100 Bits
Dark Shine: The calm thinker of the crew. He brings his Griffon Fighter character, Rifter to the table.
Rifter
Species / Race: High Griffon
Class: Fighter
Current CR: 2
Level: 0
Experience: 32
CP: 0/26
HP: 15/15
WP: 7/7
MP: 1/1
Dark Shine's SP: 9/10
Strength: 14
Endurance: 6
Magic: -4
Willpower: -4
Speed: 10
Stealth: 6
Perception: 10
Knowledge: 0
Excellent Vision: With eagle vision, griffons get a +25 bonus to vision-based perception checks. They also get a +5 bonus to ranged attacks and diving (from the air) attacks.
Flight: Griffons can fly. ^_^
Talons: While making an unarmed melee attack, the griffon can choose to add on an additional 1d8 for every attack they make. This counts as chained with their main strike.
Skills:
Mastery in Combat
Fury Strikes Level 1 (4 WP) – Make an additional melee strike this turn.
Claws – Rend Level 1 (2 WP) – Adds an additional +4 damage to a hit.
Unarmed Stance - Overbearing R Rank – Each consecutive turn attacking the same target gives the user a bonus of +2 to hit, damage, and defense. This stacks up to 10 times.
Inventory:
100 Bits
Aurora Heart: Who takes her time to unwind from thrashing around to sit and play a little tabletop RPG. Daress, the Pegasus Adventurer, sits before her...
Daress
Species / Race: Equinis Faust - Pegasus (-15% EXP)
Background Options: Lineage (-5% EXP gain) +1 Trained CR split as applicable. Starting Equipment replaced with family arms & armor.
Class: Adventurer
Current CR: 3
Experience: 26
Level: 0
CP: 0/50
HP: 8/8
WP: 4/4
MP: 8/8
Aurora's SP: 9/10
Strength: 12
Endurance: 14
Magic: -4
Willpower: 4+6
Speed: 10
Stealth: 2
Perception: 8
Knowledge: 2
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Aspect of Honor: +2 Willpower for every trained CR.
Demoralization: This effect (the Willpower bonus) reverses if the character is looked upon as dishonorable, and they will seek to either disappear, or restore their honor.
Active Skill: For Great Cause: Able to be activated at any time while the character is not under the effects of Demoralization.
For every 1 WP spent on this skill, the character is able to increase any roll by +2. If this skill is used to take the character to -1 WP, they pass out after the action is performed. Further WP cannot be used once the amount reaches -1.
For every 1 SP spent on this skill, the character is able to increase any roll by +5. If this skill is used to take the character to 0 or less SP, it is seen as a Sacrifice, and the roll will automatically perform the intended action, but the character’s soul will be shattered as per the rules of lost SP.
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Skills:
Jack's Luck: Able to re-roll any 1d100 roll once every so often.
Noble Socialization Level 8: +24
Map Reading Level 4: +20
Survival - Forest Level 4: +16
Combat Skill, Circle Slash Level 1 (5 WP) Using her broadsword, Daress can make a single melee attack against all enemies surrounding her. An Endurance Roll Challenge is then made against 30 after the skill is used, or one later action must be used to recover from the spin and regain balance.
Inventory:
Crest of Arms of Family Dagnarek
20 Bits
4 WU, Family Blade, Steel Broadsword: D4*10 Damage
8 WU, Family Crest Ornate Plate: +22 Defense
Map of Canterlot
Map of Ponyville
Map of Canterlot Surrounding Area
Legion: The mysterious pony with little bother about his past. He brings Texas, the Pony Fighter to the game to help with any encountered trouble..
Texas
Species / Race: Equinis Faust
Class: Fighter
Current CR: 2
Level: 0
Experience: 32
CP: 1/26
HP: 15/15
WP: 7/7
MP: 1/1
Legion's SP: 9/10
Strength: 14
Endurance: 16
Magic: -6
Willpower: -2
Speed: 6
Stealth: 0
Perception: 8
Knowledge: -4
Aspect of the Pugilist: +CR*2 to Hit, Dodge, and +CR*5 Unarmed Damage in melee.
Skills:
Mastery in Combat: Able to trade critical damage hits for new combat skills.
Find Known Pony Level 3: +12
Fighting Art, Blind Fighting, R-Rank: Penalty to blind fighting reduced to -20.
Fighting Art, Pony Fu, R-Rank: +5 To Hit, +5 Init, -10 vs Mental Effects (Fighting Arts are activatable at the beginning of an initiative round, and can be turned on/off during combat between turns.)
Skill, Power Kick Level 1 (4 WP) With a hind kick, this skill can allow the hit to deal +10 damage.
Skill, Hoof to Face Level 1 (2 WP) While in Pony Fu, able to use this skill to make an attack with forehooves. Counts as a normal unarmed attack, adds +5 to damage if the hit connects.
Inventory:
200 Bits
J: The sun-bleached work pony, taking some time off from working to bring some chips and Habanero dip to the table. When he heard diamond dogs were playable, he made Norm, Diamond Dog Apprentice, aspiring to be a mix rogue and spell-caster.
Norm
Species / Race: Crystal Kobold "Diamond Dog"
Class: Apprentice
Current CR: 2
Level: 0
Experience: 32
CP: 2/30
HP: 4/4
WP: 2/2
MP: 12/12
J's SP: 9/10
Strength: 6
Endurance: 4
Magic: 8
Willpower: 2
Speed: 0
Stealth: 4
Perception: 6
Knowledge: 2
Night-Vision: Diamond Dogs see fairly well in the dark, and have rather shiny eye-gems.
Expert Digger: +25 to Digging Rolls
Good Scent: +5 to Smell Checks
Skills:
Read From the Book
Spells:
Heal Level 0 – 4 MP – Heals 1d6+4
Light Level 0 – 2(1) MP – Illuminates 5’
Rehydration Level 0 – 4 MP – Heals 1d6+4 WP
Magic Armor Level 1 – 4(4) MP – Creates Armor that grants +6 Defense
Inventory:
Apprentice's Mage Orb: 22/30 MP
Diamond Dog Magic Rod: +4 to Casting Rolls, Active Ability: Gemseeker - 4(4) MP) - Detects precious stones within 5’ of the rod.
Magic Hat: +2 Magic Defense, +2 to Casting Rolls
Leather-Corded Magic Book: 4 Pages
100 Bits
Tyro the Fox: Whom, being a fox, is sitting at his own little table with an excitedly energy-drink enduced look on his cute furry face, and Arc Gust, the Pony Strider before him.
Arc Gust
Species / Race: Equinis Faust
Class: Strider
Current CR: 2
Level: 0
Experience: 32
CP: 0/26
HP: 12/12
WP: 6/6
MP: 4/4
Tyro's SP: 9/10
Strength: 10
Endurance: 16
Magic: -6
Willpower: -2
Speed: 10+2
Stealth: 2
Perception: 6
Knowledge: -4
Aspect of the Gale: +1 Speed per 1 Trained CR. Activate Skill: 4 WP, increase number of attacks by 1, and make extra attacks deal elemental wind damage. Can be used once a turn for every 10 Speed.
Skills:
Striding: +1 Base Movement, permanently.
Climbing Level 5: +25
Marathon Running Level 1: +3
Fighting Art, Pony Fu, R-Rank: +5 To Hit, +5 Init, -10 vs Mental Effects (Fighting Arts are activatable at the beginning of an initiative round, and can be turned on/off during combat between turns.)
Inventory:
200 Bits
Jhera: Who happily brings along Power Surge, the pony rogue with a few issues of his own...
Power Surge
Species / Race: Equinis Faust
Class: Rogue
Current CR: 2
Level: 0
Experience: 32
CP: 0/30
HP: 10/10
WP: 5/5
MP: 6/6
Jhera's SP: 9/10
Strength: 8
Endurance: 14
Magic: -5
Willpower: -2
Speed: 8
Stealth: 5
Perception: 8
Knowledge: -2
Aspect of Lightning: +5 Lightning Elemental Defense and Melee Damage (Optional) for every 1 Trained CR. Active Skill: 4 WP - Harness Lightning - Activatable any time Power Surge takes electrical damage, any damage dampened is added onto his next attack.
Skills:
Thief's Hooves: +5% to any monetary amount "found."
Critical Blow Level 3: 9% Chance
Find Traps/Secrets Level 1: +15 Bonus
Disarm Trap Level 1: +15 Bonus
Disguise Level 1: +15 Bonus
Pick Lock Level 1: +15 Bonus
Sneak Level 1: +15 Bonus
Hide Level 1: +15 Bonus
Inventory:
Conductive Rod: Bristling with Power Surge's inner energy.
200 Bits