Here is My EPRP character. I hope I have done it right... Name: Blaze Wing Gender: Female Age Group: Teenaged Race: Pegasus Class: Scout Health: 150 Stamina: 100 Resilience: 7 Ferocity: 3 Speed: 8 Awareness: 7 Creativity:4 Willpower:3 Inv: 283 bits, 5 ciders, 7 rocks, 1 cloth Achievements: Survivor, Second Chance, Racer, Dashers Call, Beefy, Scout Skills: Archery and Hiding Cutie mark: Cloud and a Bow Class: Scout: Spot Hidden Type: Passive Acquired: Scout Class The scout automatically gains +4 to spotting anything that has been hidden by somepony else. This includes hidden characters, objects, traps, etc. This does not automatically give them their awareness stat as a bonus, which requires Spot. Lay in Wait Type: Active Cost: 4 Stamina Acquired: Scout Class Hides the scout, who makes a 2d12+Creativity check. This skill only works if nobody is actually looking at the scout at the time. To be spotted by another character, the other character has to beat the scout’s initial roll. If somepony passes close by, or looks for the scout at a distance, they may roll 2d12. If somepony looking for the scout passes close by, or has Spot and is looking for the scout, they may roll 2d12+Awareness. If the scout makes an action against a pony who is nearby and has not spotted the scout, they do not get a defensive roll. If the scout makes an action against a pony at range who has not spotted them, then the stat that would normally be used for the target’s defensive roll will be the target number for the scout. Danger Sense (SHELVED) Type: Passive Acquired: Scout Class While the scout is not in the company of allies, they are extra-aware of their surroundings. This allows them to spot enemies at a greater distance, and in a way “sense” where they are coming from. This won’t help for noiseless traps and the like, though. However, this does allow the scout the timing needed to spot a good place to hide and Lay in Wait. Second Wind Type: Instant Cost: 10 Stamina Acquired: Survivor Award Usable the instant the character reaches zero Health. Roll 2d12+Resilience. If the result reaches at least 18, the character restores that much Health. If the result does not reach 18, nothing happens. Go For It (SHELVED) Type: Active Cost: 4 Stamina Acquired: Racer Award After finishing a full movement, the user is able to use this skill to try and move an extra 5’. The user rolls 2d12+Awareness. As long as they reach at least 12, they make the extra distance. This can be used consecutive times in a turn, but for every extra use, a stacking -2 penalty is applied to the roll. Dash Type: Passive Acquired: Racer Award Allows the user to make a gallop-speed movement from a full stop. This doesn’t mean they can make a full stop from a gallop. During combat, the user can’t make any actions before a Dash. Toughness Type: Passive Acquired: Beefy! Award Once per turn, the user can re-roll one of their d12 used during a Resilience-based check. 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
Um, you should have two more skills from 7 awareness. Also, you have the Beefy! and Scouter Achieves too, you should list those and give yourself the skills. And what is dasher's call achieve? Never heard of it. How much have you played with this character?? I mean those are...higher than beginner level stats.
Dasher's Call is one of those campaign specific awards. I believe this character was used for both EPRPs this past Saturday, since they were consecutive.