Name: FlameBreaker Gender: Male Age Group: Middle-aged Adult Race: Unicorn Class: General Practitioner Health: 50 Stamina: 150 Resilience: 3 Ferocity: 8 Speed: 1 Awareness: 2 Creativity: 2 Willpower: 8 Cutie Mark: Constantly kept hidden underneath a thin cloak (No armour or anything, just something to hide it), A fireball the dissapear's through the middle, as if crossed out. Gives +5 to all rolls against fire-based abilities, and obstacles. Skills: Quick Cast Iron Mind Empower Magic: Crippling Blast Cauterize (Does this work? I have a feeling I've screwed something up here.) Achievements: Steel will Deadly
Name: X Gender: Male Age Group: Stallion Race: Halflinger Class: Stalwart Health: 100 +50 (Hefty & Toughness) Stamina: 100 +25 (Hefty) Resilience: 7 Ferocity:3 Speed: 2 Awareness: 2 Creativity: 3 Willpower: 7 Skills: Focus Calm Ally Provide Aid Iron Mind Toughness Empower Achieves: Beefy! Steel Will
Name: Dark Shroud Gender: Female Age Group: Young-Middle aged Mare Race: Unicorn Class: Mage (Specified Necromancer) Cutie Mark: A fluorescent green shattered skull with dark purple flames burning from within the eye sockets. (+4 Magic Level in Death Spells) Health & Stamina Health: 25+25 Stamina: 175 Attributes Resilience: 7 Ferocity:0+2 Speed:0+1 Awareness:2+1 Creativity:7 Willpower:8 Passive Skills Unicorn Magic: Allows control of the magic realms. Toughness Type: Passive Acquired: Beefy! Award Once per turn, the user can re-roll one of their d12 used during a Resilience-based check. 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 Crippling Blast Type: Active Combat Death Spell Cost: 8 Stamina Blasts the target with the energy of death. The caster and target both roll 2d12+Willpower. If the caster succeeds, then they choose one of the d12s. The chosen dice deals its damage to the target’s Stamina. The remaining amount is dealt to the target’s Health. Death Blade Type: Active Combat Death Spell Cost: 8 Stamina This calls a spectral blade to slice through the target’s life force. The caster and target both roll 2d12+Willpower. If the caster wins, then they deal damage to the target equal to their roll. Summon Ghost Type: Summoning Death Spell Cost: 12 Stamina, 2 Per Turn Using necromantic powers, the caster calls forth a lost soul to serve them. This ghost will perform the caster’s bidding in what it can do, and will use limited communication to respond. The caster may have one undead summoned for every 3 Willpower. Animate Wight Type: Summoning Death Spell Cost: 20 Stamina, 4 Per Turn Using the powers of necromancy, this spell causes a corpse to rise from the ground as a wight under the caster’s command, gaining ethereal magical armor. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. Active Skills Over-Power Type: Instant Acquired: 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. 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. Achievements Beefy!: 7 or more Resilience Reward: Toughness skill, +25 Health Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Broad Mind: 7 or more Creativity Reward: 2 Skills Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Character Information Dark Shroud, a rather mysterious Unicorn, no pony really knows of her.Well, she's a badplot Necromancer! Just not near Eight. More on the normal Unicorn level. He's just insane with power... Dark Shroud is a pure matte jet black, who has fluorescent dark purple eyes. She has a 2-tone dark purple mane and tail both in the shape of a scythe, both tend to lean to the right. She rather skeptical of everything and tends to keep to herself with magic. She never intends on intruding on other ponies business, as she doesn't like it when others do so too. Her eyes glow a dark purple flame when infuriated or in battle. Along with her body emitting a jet black essence which oozes off into the air. -No Background info at this moment-
Name: Star Flicker Gender: Female Age Group: 16 Race: Unicorn Class: Mage Health: 25 Stamina: 175 Resilience:3 Ferocity:2 Speed:3 Awareness: 2 + 1 Creativity:4 + 2 Willpower: 4 + 3 Skills: Over-Power, (Confused, it says two elemental realm spells, when I'm a mage, not a elementalist. What TIME spells can I use?) Cutie Mark/Talent: A clock/time
@Cyan: Flamebreaker should only have two spells, othwise it looks good. @Nobody X: Looks like you forgot to give yourself the Beefy! And Steel Will achieves! In addition to the skills you get from your class, youalso get Empower, Iron Mind, and toughness, and an additional 25 health! @Dynasty: Um, you seem to be missing the two skills for Steel Will as well, and you only have three other spells and one other skill; you still get another spell/skill from Broad Mind! @Proxy: Ah, I'm guessing that because of her cutie mark she is a time mage? Cause just "mage" is not a class as far as I know. Also, your cutie mark should give you +4 time magic skill, which means you can choose spells that are up to 4 above your willlpower level. And finally, you can't have four spells because you don't have the broad mind achievement, from having 7 creativity. And I don't believe you may use fire spells as a time mage, either.
Whuh? Mage, not a class? Come now... Any unicorn can technically take any form of magic at a -1 Power Level. Sprite's got magic as a Stalwart. - - Auto Merge - - Let the master handle it... -+-+DECEASED+-+- Spoiler: Name: Axebeak Gender: Male Age Group: Adult Race: Griffon Class: Berserker Health: 100 Stamina: 100 Resilience: 4 Ferocity: 10 Speed: 9 Awareness: 3 Creativity: 2 Willpower: 0 Awards Deadly: Intimidate skill, Double Strike skill Racer: Dash skill, Go For It skill Expert in Pain: +2 Ferocity, +1 Speed, +1 Awareness Skills Fury, 50 Stamina, 2 Count: 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. Ferocious Yell, 10 Stamina, Instant: 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. Furious Charge, 5 Stamina: During a gallop-speed movement, this skill may be used to violently collide with an enemy. This allows the user to make a normal melee attack, but Speed is added to the roll. Dash, 4 Stamina: 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. Dual Strike, 5 Stamina: 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. [Shelved]Intimidate, 5 Stamina, 6 Count: Used to intimidate characters and get your way. The user rolls 2d12+Ferocity, and the target rolls 2d12+Willpower. Outside of combat, the target will automatically submit to the user’s whims as well as they can. In combat, the target will be inflicted with Fear towards the target. This will not cause them to run away from the combat, but they will try to keep away from the user. [Shelved]Go For It, 4 Stamina: 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.
Name: Bloodhoof Gender: Male Age Group: "I'll tell you my age when we are both dead." Race: Unicorn Class: Mage (Necromancer) Health: 50 Stamina: 175 Resilience: 7 Ferocity: 3 Speed: 1 Awareness: 2 Creativity: 7 Willpower: 8 Skills: Over-Power, Magic, Iron Mind, Empower, Toughness, Focus (From Stalwart), Iron pony (From guard) Magic: Death blade, Summon Ghost Achivments: Steel will, Beefy!, Broad mind, Expert in pain. I hope I got nothing wrong.
Name: Chishi Cherrystripe Gender: Female Age Group: Foal Race: Unicorn Class: Youth Health: 25 Stamina: 75 (100) Resilience: 3 Ferocity: 2 Speed: 1 Awareness: 1 Creativity: 2 Willpower: 3 Awards To The Rescue: Actively drop everything else to save an NPC. Reward: +1 Awareness, +1 Willpower, +25 Stamina Absolution Tome: Reward: +1 Willpower, +1 Creativity, +1 Absolution Spell (Absolution Bolt) Skills Junior Adventurer, Passive: At the end of an encounter the Youth is present for, they are allowed to copy and take an achievement that one of the party members acquired earlier. This can be any award, or half award, but no super awards. While being a Youth, they won’t get any bonuses from +1 Stats or +1 Skills, but other stat bonuses are reduced by 1 for any achievements received in any manner until this skill is no longer valid for the character. I Don't Wanna!, 15 Stamina, Instant: Usable the moment they are inflicted with a Mental Status Effect other than Fear. This will negate the need to roll against the status effect, and automatically deny it. Please Don't Hurt Me!, 5 Stamina, Instant: Usable the moment an enemy attempts a melee attack on the youth. They will take an unassuming and pathetically cute begging position that will make it nearly impossible for the enemy to attack them. The Youth rolls 2d12+2d12, and the enemy rolls 2d12+Willpower. If the youth rolls higher, then neither they nor the enemy may attack one another for 3 turns, ending at the beginning of the enemy’s 3[SUP]rd[/SUP] turn. Equipment Blunt Spear: +1 Count
Lol, So Legion can revert characters to Youths if he gets high enough time spells! -evil grin- Yeah, that's right, don't make Legion angry! xD
Name: Zephyrus Gender: M Age Group: Young Adult Race: Pegasai Class: Treasure Hunter Health: 125 Stamina: 100 Resilience: 4 Ferocity: 0 Speed: 4 Awareness: 8 Creativity: 7 Willpower: 3 Spoiler: Skills Pegasus Flight Type: Passive Cost: None The Character is able to fly. Spot Type: Passive This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting with the immediate area. Disable Device Type: Active Cost: 5 Stamina With this skill, the user can try to open a lock, or disable a trap, or other mechanical device, (without smashing it,) by rolling 2d12+Awareness. This roll goes against the device’s complexity. Identify Type: Passive This allows the owner of the skill to identify items on a roll of 2d12+Awareness. Successful identification tells of what the item does, and how much it is worth. Pilfer Type: Active Cost: 10 Stamina This skill is used to take a loose object without anypony noticing that the user took it, rather just making it disappear without the user needing to go into hiding. The user of this skill rolls 2d12+Creativity. Anyone around the user rolls 2d12+Awareness. As long as nobody rolls above the user, they get away with it. Gauge Type: Active Cost: 4 Stamina Count: 2 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. Lay in Wait Type: Active Cost: 4 Stamina 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. Power Shot Type: Active Cost: 8 Stamina Declared before an attack is rolled in range. If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina. Achievements: Scouter: 7 or more Awareness Reward: Spot Skill and Gauge Skill. Unlucky: Get two double one results within a five-turn span. Reward: +1 Resilience, +1 Willpower, +25 Health Broad Mind: 7 or more Creativity Reward: 2 Skills Cutie Mark- Winged Golden Horseshoe - Represents an excessive abundance of stamina he's achieved and maintained from years of chases through treasure related shenanigans. Inventory: 7 Bits Aquamarine Bracelet- Negates all negative stat effects from being in water. Necklace of Daydreams- Uses 15 stamina and causes the target to become spacey if they roll lower than 20 on a willpower check. Crowbar - Useful for opening crates. +2 to attacks. Shortbow - 18 Damage (51 Arrows)
Seeing as nopony else will, this class is officially hipster class. I have been labelled hipster at school recently, so may as well. [size=+1]Welcoming Commitee[/size] Name: Quality Control Gender: Male Age Group: Young Stallion Race: Alucorn (Because everything about this character has to be unused :L) Cutie Mark: A plant growing a page instead of a flower (Creation of books) Class: Scholar (If anyone asks, he does wear glasses, but has 20/20 vision.) [size=+1]Stats[/size] Health: 50 Stamina: 150 Resilience: 3 Ferocity: 2 Speed: 0 Awareness: 10 Creativity: 8 Willpower: 7 [size=+1]Awards[/size] Broad Mind: 7 or more Creativity Reward: 2 Skills (Ghost of the Past, Twice the Feeling) Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill [Size=+1]Skills[/size] Know-It-All: Passive. Scholars gain +2 to rolls pertaining to the following subjects: Zoology (non-sapient animals), Botany, Chemistry, Meterology, Tactics, and Mathematics. Chessmaster: 5 Stamina. The Scholar, as an action, may roll 2d12+Awareness to predict the enemy encounter's next action(s). Unlike Situation Prediction, the Scholar needs only to roll greater than 20 for a successful prediction. This skill cannot be used during the same turn as Situation Prediction. Glasses Come Off: 15 Stamina. Having studied at least some form of combat, a Scholar, in a pinch, can become a passable front-line fighter. For the next three rounds, the Scholar gains +2 Resilience and +2 Ferocity. This skill can only be used once in between rest periods. (Note: The Scholar need not actually wear glasses to use this skill, but it certainly looks cooler if they do.) Alicorn Magic: Passive. Enables flight and innate magic. 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: 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. Gauge Type: Active Cost: 4 Stamina Count: 2 Acquired: Scouter 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: Scouter 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. Ghost of the Past Type: Support Death Spell Cost: 15 Stamina This spell summons the soul of a deceased (within 24 hours,) to enter the caster, or another target, and show them requested memories that they have experienced. Casting this spell keeps control of the spirit until the expiration of their soul. 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.
You're thinking of Pink Fizz. Although Cherrystripe, in my opinion, is slightly less hyperactive and just as annoying.
thanks, beware the day when eight decide to make HER a npc in a game. damn I just remembered your doing casual chat rp versions now. so dont get any ideas.
Corpsetaker Unicorn Death Mage Cutie Mark: +4 to Death Magic level. 50/50 Health 175/175 Stamina Ferocity: 2 Resilience: 7 Speed: 1 Awareness: 6 Willpower: 8 Creativity: 6 Skills: Over-Power, Iron Mind, Empower, Second Wind, Toughness Spells: Animate Zombie, Death Blade Awards: Steel Will, Survivor, Expert in Pain, Beefy!