Yeah, you're like... 4 points over, (yes, I counted the Zebra trait.) As a zebra, your stats can equal up to 26 total. 2+1+4+9+7+7=30 Plus, even though you have those extra 2 points, you're still max 8 to begin.
[FONT="]this is the one of my first OC Name: Prince E[/FONT] [FONT="]Gender: Male[/FONT] [FONT="]Age Group: 9 (+1498 years being imprisoned in stone )[/FONT] [FONT="]Race: alicorn[/FONT] [FONT="]Class: Stalwart[/FONT] [FONT="]Cutie Mark: none[/FONT] [FONT="]Health: 100/100[/FONT] [FONT="]Stamina: 100/100[/FONT] [FONT="]Resilience: 4[/FONT] [FONT="]Ferocity: 4[/FONT] [FONT="]Speed: 7[/FONT] [FONT="]Awareness: 6[/FONT] [FONT="]Creativity: 3[/FONT] [FONT="]Willpower: 6[/FONT] [FONT="]Skills: Alicorn Magic, Focus, Calm Ally, Provide Aid, Dash, Go for it[/FONT] [FONT="]Activements/awards: Racer[/FONT]
Legion is here! Legion Male Unicorn Time Mage 50/50 Health 200/200 Stamina 4 Defense (Wight's Armor) 0 Ferocity 7 Resilience -1 Speed 2 Awareness 12 Willpower 12 Creativity Skills: Over-Power Type: Instant Aquired: Mage Class Usable when casting a spell. This doubles the cost of the spell, and instantly applies it on the same target a second time. The target and caster both get separate rolls for both applications. Toughness Type: Passive Acquired: Beefy! Award Once per turn, the user can re-roll one of their d12 used during a Resilience-based check. Empower Type: Active Cost: 5 Stamina Count: 6 Acquired: Steel Will Award Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that depend on the device. Iron Mind Type: Passive Acquired: Steel Will Award Once per turn, the user can re-roll one of their d12 used during a Willpower-based check. Spells: Slow Type: Support Time Spell Cost: 12 Stamina Cast upon a single target. The target of the spell loses 6 Speed until the end of their next turn. Then they lose 4 Speed until the end of the turn after that. Then they lose 2 Speed until the end of their third turn. Post-Cognition (Locked) Type: Support Time Spell Cost: 15 Stamina, 10 Per Turn Cast upon the realm around them, the caster can see what happened in the past within their line of sight. The caster cannot hear anything from the past, only see visuals. Repeat Offense Type: Combat Time Spell Cost: 15 Stamina Cast upon a target, this repeats the last damage the target received as if the source and rolls were the same. This also repeats conditions associated with the damaging attack Twice the Feeling Type: Support Time Spell Cost: 18 Stamina Cast upon a single target, this repeats the last healing the target received as if the source and rolls were the same. This also repeats any condition curing associated with the skill or spell. Awards: Beefy (Lol, Legion's not beefy, he's resilient) Broad Mind Steel Will Master in Pain (+2 ferocity, +1 awareness, +1 speed) Scroll of Time (+1 Time Spell, unused as of now) Book of Time (+1 willpower, +1 creativity, +1 time spell) Grand Tome of Time (+2 willpower, +2 creativity, +2 time spells) Post-Cognition Award (Unnamed as of now) Awarded: Post-Cognition now costs 1 stamina per turn to upkeep. +1 willpower, +1 creativity, +25 Stamina.
Meloetta: Gender: Female Age Group: Young Mare Race: Pegasus (Glittery Winged Pegasus, Like, Butterfly wings, not temporary ones, permanent ones she was born with.) Cutie Mark: A music note that is wrapped in Staff Lines. Class: Performer Health: 50 Stamina: 100 Resilience: 3 Ferocity: 2 Speed: 3 Awareness: 5 Creativity: 8 Willpower: 3 Skills: Inspiring Song, Dance, Sing---------------- Welp, thats My OC...
BECAUSE [SIZE=+1]I[/SIZE] [SIZE=+3]CAN![/SIZE] [SIZE=+1]Formalities[/SIZE] Name: Om'hkow Gender: Male Age Group: Om'hkow not feel obliged to tell little pony Race: Diamond Dog Class: Runecaster Physical Appearance: Fur: Off-White Eyes: Pink Jaw: slightly smaller version of the pokemon Granbull Ears: Small and flopped down Height: About the height of the main dog from the show Arms: Reach all the way to the ground with their length Tail: Stubby and dully spiked [SIZE=+1]Stats[/SIZE] Health: 50/50 Stamina: 175/175 Ferocity:5 + 1 Resilience:6 + 1 Speed:1 + 1 Awareness:7 + 1 Creativity:11 + 1 Willpower:11 + 2 [SIZE=+1]Inventory[/SIZE] 794 bits Odd Silver Coin Blank book (53 pages) "Om'hkow's Worldly Studies" 60 page book. Spoiler: Contents Page 1: Table of contents Page 2: Kelpie (unfinished) Inkwell 2 Quills 3 Ciders Breezie in a jar Pyre Salts (One handful) -Wraithoof's Shroud: +1 to All Stats Ability: Death Shield, 20 Stamina, Instant: Usable when attacked at melee, adds 8 to the roll. If the enemy fails to hurt the wearer, they take the wearer's roll in death damage. -Necromancer's Staff: +1 Ferocity, +2 Willpower, +2 to death damage The Feast: Greater soul gem [SIZE=+1]Runecasting[/SIZE] Source Names: Star Elders Runic Words: Bring - 2 Weaken - 5 Restore - 7 I'm pointing - 8 Wrath - 9 In Your Power - 18 [SIZE=+1]Actual skills[/SIZE] Big Claws Type: Passive Acquired: Racial -+2 to unarmed damage -Add twice resilience to digging or climbing rolls Iron Mind Type: Passive Acquired: Steel Will Award Cost: None -Once per turn, the user can re-roll one of their d12 used during a Willpower-based check. Empower Type: Active Cost: 5 Stamina Count: 6 Acquired: Steel Will Award -Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that depend on the device. Second Wind Type: Instant Cost: 20 Stamina Acquired: Survivor Award -Usable the instant the character reaches zero Health. Roll 2d12+Resilience. If the result reaches at least 24, the character restores that much Health. If the result does not reach 24, nothing happens. Gauge Type: Active Cost: 4 Stamina Count: 2 Acquired: Scout Award -Using this skill allows the user to gauge the difficulty level of the target. It will also allow the user to judge how wounded they are, and how tired they are. Spot Type: Passive Acquired: Scout Award -This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting with the immediate area. [SIZE=+1]Achievements[/SIZE] Broad Mind: 7 or more Creativity Reward: 2 Skills (Restore, Weaken) Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Survivor: Survive a combat with less than 15 Health, but more than zero. Reward: Second Wind skill, +2 Resilience Abraca-Whoops!: Fail a spell-casting roll by 1 point. Reward: +1 Creativitiy, +1 Willpower In-Fighting Quarrel: Attack a fellow ally over a love-related problem, ignoring actual enemies during a combat. Reward: +1 Ferocity, +1 Willpower Good Ideas: Come up with an idea which not only works in favor of the group, but also keeps everyone out of harm and does not slow down the adventure. Reward: +2 Awareness, +2 Creativity Rune Scroll: Be spared by Eight Star. Reward: +1 Runic Word (Wrath) Basic Training: Learn Enchanting. Reward: +Basic Enchantment skill, +25 Stamina Runic Possession: Pacify an enemy using only rune magic. Reward: The user can now make defensive rolls while writing rune spells. +1 Willpower, +1 Creativity, +1 Rune Word (In Your Power)
Yeah, to get to Celestia's level they'd have to have the 20 achievements, and shelf all but the high-level ones.
I'm going to assume I just drop this here... Name: Shermane Vickers Gender: Male Age Group: Stallion Race: Earth pony Class: Dauntless One Cutie Mark/Talent: Riding Crop/ Leadership Health: 225 Stamina: 200 Resilience: 12 +X (Iron Pony. Remember it. ) Ferocity: 14 Speed: 6 Awareness: 14 Creativity: 13 Willpower: 8 Spoiler: Skills Power Strike Type: Active Cost: 4 Stamina Acquired: Warrior Class Declared before an attack is rolled in melee. If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina. Refuse Type: Instant Cost: 15 Stamina Acquired: Dauntless Class When being affected by a mental status effect, using this skill allows the user to add another 2d12 onto their roll to refuse the condition. Calm Ally Type: Active Cost: 10 Stamina Count: 4 Acquired: Stalwart Class Usable on an ally within melee range. The stalwart automatically clears the ally of any Fear, Berserk, Forgetfulness, or Spacey condition the ally is afflicted with. This does not have any affect if the ally caused the condition themselves. Dual Strike Type: Active Cost: 5 Stamina Acquired: Deadly Award This skill is used with a normal attack to make a second attack immediately following it, at a penalty of -4 Ferocity. Usable once per normal attack. Gauge Type: Active Cost: 4 Stamina Count: 2 Acquired: Scout Award Using this skill allows the user to gauge the difficulty level of the target. It will also allow the user to judge how wounded they are, and how tired they are. Toughness Type: Passive Acquired: Beefy! Award Once per turn, the user can re-roll one of their d12 used during a Resilience-based check. Provide Aid Type: Active Cost: 5 Stamina Count: 4 Acquired: Stalwart Class Usable on any ally within melee range. The stalwart picks the ally up and helps them get a small amount of respite. The user rolls 2d12+Willpower. One of the rolled dice, (user’s choice,) is applied to healing the target’s Stamina. The remaining dice and added Willpower are applied to healing the target’s Health. Protect Type: Active Cost: 4 Stamina Acquired: Guard Class Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then becoming the enemy’s target and making the defensive roll instead. Iron Pony Type: Passive Acquired: Guard Class The owner of the skill gains +1 Resilience for every enemy facing him or her in melee combat. Ferocious Yell Type: Instant Cost: 10 Stamina Acquired: Berserker Class Able to be used once every turn. The user rolls 2d12+Ferocity. Any non-ally within hearing distance rolls 2d12+Willpower. If they roll lower than the user, then they lose 2 points of Resilience and Willpower until the end of their next turn. Iron Mind Type: Passive Acquired: Steel Will Award Once per turn, the user can re-roll one of their d12 used during a Willpower-based check. Empower Type: Instant Cost: 5 Stamina Acquired: Steel Will Award Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that, count or timing depend on the device. Jack's Luck Type: Active Cost: 15 Stamina Acquired: Jack of All Trades Award Allows the user to, by paying, re-roll a 2d12 result. Both dice must be re-rolled, and no re-roll can be taken back. Triumphant Cry Type: Instant Cost: 10 Stamina Acquired: Warlord Class Usable at the beginning of the turn. This skill increases each ally’s offensive rolls by +2 until the end of their turn. This also affects the user. Fury Type: Active Cost: 50 Stamina Count: 2 Acquired: Berserker Using this skill sends the user Berserk, and immediately applies 50 points to their current Health. These 50 points can go over the maximum. This Berserk condition lasts 5 turns, or until the end of combat. While Berserk is active, the user gains 2 Speed. Pre-Emptive Strike Type: Instant Cost: 24 Stamina Weapon Types: Unarmed, Small, or Martial Usable when targeted by an enemy within weapons reach using a normal attack, skill, or spell. This skill allows the user to make a normal attack against the target before they make their action. The user may combine this normal attack with up to one skill, and may use this skill up to once per turn. Spoiler: Achievables Current Count:21 Unlucky: Get two double one results within a five-turn span. Reward: +1 Resilience, +1 Willpower, +25 Health Dasher's Call: Participate or Spectate in Dasher's Ball Competition! Reward: +1 Resilience, +1 Speed, +1 Awareness, +1 Creativity Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Good Ideas: Come up with an idea which not only works in favor of the group, but also keeps everyone out of harm and does not slow down the adventure. Reward: +2 Awareness, +2 Creativity Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Beefy!: 7 or more Resilience Reward: Toughness skill, +25 Health Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Not Quite What I Meant: Knock an enemy out by dealing Stamina damage with Power Strike. Reward: Power Strike skill now costs 8 Stamina, but adds 2d12 instead of 1d12 to the damage. +1 Ferocity, +1 Creativity, +25 Stamina To The Rescue: Actively drop everything else to save an NPC. Reward: +1 Awareness, +1 Willpower, +25 Stamina Junior Gumshoe: +1 Awareness, +1 Creativity +1 Skill Broad Mind: 7 or more Creativity Reward: 2 Skills All of the Will, None of the Way: Roll a crit on an attack the target is immune to Reward: +1 Awareness, +1 Resilience Big Game Hunter: Defeat Your First Monstrous difficulty enemy! Reward: +2 Ferocity, +2 Resilience, +25 Health, +25 Stamina Melee Combat Scroll: Get nearly murdered by Eight Star. Reward: +1 Skill I Find This Battle Outrageous: Reward: +1 Awareness, +2 Creativity, +1 Willpower Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Final Blow: Land the last hit on a boss enemy in a group of at least 6 players, and deal a total of at least 1/4th of the boss’ health in total. Reward: +1 Ferocity, +1 Creativity, +25 Health Jack of All Trades: 6 or More in All Stats Reward: Jack’s Luck skill, +25 Stamina Leeroy Jenkins: Make a charge attack against a Monstrous difficulty enemy and land a Critical Hit. Reward: +2 Ferocity, +1 Skill Tome of Combat: +1 Resilience, +1 Creativity, +1 Combat Skill Bad Luck Magnet: Be effected by all of Kismets jinxes at the same time. +1 skill Spoiler: Misc Physical Description: An olive colored earth pony with light blue eyes, a shaved mane, and short black tail. Constantly wears military BDUs or fatigues with a Lunar Republic officer’s cap. Background: Enlisted into the Royal Guard, Sherman was involved in several conflicts that were kept hidden form the public and proved to be a strong leader under pressure. He became mentally scarred after losing his entire squad from a surprise attack and was soon forced into a very early retirement. The New Lunar Republic soon hired him as a military adviser. Spoiler: Inventory 439 bits
Name: Fire Bolt Gender: Male Age Group: Stallion Race: Pegasus Class: Berserker Health: 50 Stamina: 150 Resilience: 4 Ferocity: 6 Speed: 3 (+3) Awareness: 2 (+2) Creativity: 3 (+1) Willpower: 1
@ SPT: There is an award for having 7 Resilience, it gives you +25 health and a skill. I see you listed the +25 but not the achievement or skill, just wondering if you knew and all. @ Crimson: Uh. Have any of those things been approved by Eight Star? Like, I've never heard of the class blood-mage or any of those skills (Bloodlust, Crimson-Spark, Blood Spire Graveyard)...also, health and stamina only come in increments of 25, so 145 max health is impossible...also, what is an 8% spellvamp? Also, there is an achievement for having 7 or more willpower, it gives you two skills, Empower and Iron Mind. It seems like you made this up on your own; that's fine and all, just please don't use it until it's Eight Star approved/tweaked. You will end up confusing a lot of ponies. @ Rev: Uh, I think Berserker requires 8 Ferocity. And I uh, don't think that they only have 50 health. That's like, low low health, like mage health. I think you have 125 health and 75 stamina there, either that or 150 health and 50 stamina. I don't remember which.
Shoot, SPT, I did forget about telling you of that achievement. No, Legion, he gets that +25 Health for "Unlucky." SPT, there's an achievement called "Beefy!" that gives you +25 Health and the Toughness skill, (which lets you reroll one of your dice during a resilience check once per turn cycle. Crimson... I'm not sure what to say about them yet. Gimmie some more time to think about it. Blood magic and ponies didn't really seem like such a good mix to me, but it might be a cross class for Berserker and Practicioner. Rev, check out the Berserker class here. Requires 8 Ferocity, as Legion said, and it's a 100/100 split for Health/Stamina.
Name: Dust-Shot (Dusty) Gender: Male Age Group: Stallion (19) Race: Pony Class: Bolter Health: 75 Stamina: 125 Skills: Dodge, Moving Dodge, Endurance Racer Dodge Type: Passive Acquired: Bolter Class Whenever defending against an attack, this skill may be used to substitute Speed in place of the Resilience stat. However, if the dodge fails, the user’s Resilience does not reduce the damage he or she takes. Moving Dodge Type: Instant Cost: 5 Stamina Acquired: Bolter Class Whenever a dodge is successful, this skill can be activated to allow the user to move up to 10’ away from their attacker. Endurance Racer Type: Passive Acquired: Bolter Class A bolter does not need to make Resilience checks while running until they have been in gallop-speed for at least 3 consecutive rounds. Resilience: +1 (2) Ferocity: +3 Speed: +7 Awareness: +3 (2) Creativity: +2 (1) Willpower: +2 (1) Appearance: View attachment 6598 Bio: Dusty was born and raised in Appleloosa. He was given a rifle at the age of 12 and has been shooting it till this very day. He is a skilled tracker and marksman when it comes down to it, but being raised as a hard-working pony (much like big mac) he doesn't seem to be much of a talker, only when it comes down to someone directly talking to him. He always has the urge to help others, so he sometimes gets himself in trouble. Cutie Mark: 30.06 bullet. Shows his marksman skill, allowing him to line up shoots with ease and precision. Inventory: 30-30 rifle model 1954. +19 dmg. Ignores up to 6 points in defense. (Gives dusty ranged attacks, after 5 shots must reload though). Racer: 7 or more Speed Reward: Dash skill, Go For It skill
Well, I guess it works. Your pistol does 22 damage if you hit with it, and you have 10 extra bullets for it, (aside from the 5 in it.) Bullets cost about 3 bits a piece, since the methods of making bullets back then were pretty time-consuming. However, as you are an equine, the gun wouldn't be trigger fire. You would actually fire it by pulling the hammer back and letting it go, (since even though they can "hold objects," they still don't have the fingers to pull triggers.) This is just a point of technicality. Anyway, you can get the Racer achievement for the 7 Speed. - - Auto Merge - - Name: Wrekkit Gender: Male Age Group: Young Adult Bulldog Race: Diamond Dog Class: Worker Health: 100 Stamina: 125 Resilience: 8 Ferocity: 8 Speed: 1 Awareness: 4 Creativity: 3 Willpower: 0 Skills Wrecker Tools - Proficient in using the kinds of tools made for tearing down buildings. Hammers, crowbars, etc. Take a Breather Type: Active Cost: 5 Stamina Acquired: Worker Class This skill allows the Worker to take a rest for a bit, and end up feeling revitalized. If combat is going on, this skill will take 3 turns, and will only work if they reach the 3[SUP]rd[/SUP] turn uninterrupted. Outside of combat, it just takes 10 minutes or so. After the period, the worker will receive restored Health and Stamina as if they rested for a 4 hour period. This skill can only be used once between actual resting periods. Gettin’ It Done Type: Active Cost: 20 Stamina Acquired: Worker Class This skill allows the worker to add another 2d12 result to another skill that requires a roll, or any general action that requires manual labor. This cannot be used in conjunction with Willpower or Creativity based skills. Awards Beefy!: +25 Health, Toughness Deadly: Intimidate, Double Strike
Bolt action, no hammer action? Hmm... some design modifications would need to be made for it to be feasable to non-unicorn ponies.
Why not change it to a 1954, 30-30 hammer-lever. They have hammers and side action reload slots. I don't mind the change, a weaker round but more penetration.