Here we go ponies, let's start posting up and correcting them character sheets so we can get this launch sequence under-way! If you don't know what I mean: Does this interest you? Spoiler: Wings [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Wings[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Changeling[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Empath[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]75[/TD] [TD]Stamina[/TD] [TD]125[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]2[/TD] [TD]Ferocity[/TD] [TD]1[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]2[/TD] [TD]Awareness[/TD] [TD]4[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]7[/TD] [TD]Willpower[/TD] [TD]8[/TD] [/TR] [/TABLE] Wings is a changeling that couldn't fly, hence the nickname Wings, but is great at magic. He studied it almost all the time, learning about it and its concepts, & possibilities. Current Title: Seeker Background Option: Broken Wings: Flight removed, but +2 to Power Level in Magic Class Skills: Steal Pain, Instant, 5 Stamina: Usable the moment an ally within line of sight takes damage. The user is able to swap the target’s pain with their own safety, making the user take the damage instead. This is usable once per turn cycle. Spell of Encouragement, Spell, 2 Stamina: Cast upon a single target, this target gets a feeling of appreciation and happiness, and receives a +4 point bonus to their next roll. Emotional Bond, Spell, 10 Stamina: Cast upon a single target, this target feels a strong bond with the caster, and will receive a +4 point bonus to any rolls made while performing actions cooperatively with the caster. (I.E: Building the same house, helping to cook meals together, cleaning a room, attacking the same enemy, protecting the user from an enemy.) This spell lasts until it is broken when the pair are seperated by a distance of at least 20' for more than 4 of the target's turns, or a full minute outside of combat. Awards: Broad Mind: 7 or more Creativity, +2 Skills Steel Will: 7 or more Willpower, Iron Mind and Empower Skills Skills - 4/7 Slots Used: Iron Mind, Passive: Once per turn, the user can re-roll one of their d12 used during a Willpower-based check. Empower, Instant, 5 Stamina: Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that, count or timing depend on the device. Ray of Love, Spell, 12 Stamina: Fires at a single target. The user rolls 2d12+Power Level, while the target may choose to roll 2d12+Willpower (or not.) As long as the target does not resist or get above the user, the target regains Stamina equal to the roll, and if more than 20 points of Stamina are restored this way, the target is Charmed. If the target resisted the spell, they may reduce the restoration by their Willpower. Aura of Happiness, Spell, 10 Stamina, 5 Stamina Per Turn: While active, this gives encouraging feelings to allies in a 20' area around the user, restoring 2 Stamina at the beginning of each of their turns and adding +2 to all of their non-offensive rolls. (I.E: Building a Barn gets a bonus, but Smacking a Pony does not.) Inventory: Seeker's Uniform: Jumpsuit in a dark color of the wearer's choice with a golden stripe along either side of the body. A black cloak is also supplied, but optional, and has a golden stripe down the center, as well as golden trim along the cloak edges and the attached hood lining. When Empowered, this cloak offers +10 Magical Defense for a turn as an instant skill. Focusing Collar: A breast collar used to uplink the user's inner power with the Mysterious' Space Ripper Drive. When Empowered it allows the user to pump energy equal to their Willpower into the drive. This can be used once per turn, has a count 6, and when used through consecutive turns, it appears to retain a constant beam. Spoiler: Starry Vortex [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Starry Vortex[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Unicorn[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Scholar[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]50[/TD] [TD]Stamina[/TD] [TD]150[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]4[/TD] [TD]Ferocity[/TD] [TD]2[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]2[/TD] [TD]Awareness[/TD] [TD]5[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]6[/TD] [TD]Willpower[/TD] [TD]5[/TD] [/TR] [/TABLE] She had a normal childhood growing up in Manehatten. Her father was a banker and her mother was a door to door sales mare for a cosmetics company. Starry had an older sister who went to work as a stylist for a celebrity mare… but Starry wanted adventure, so she enlisted in space flight academy and achieved a passing grade in navigation. She’s white with a black mane and tail that have a navy blue stripe through them. Her mane is styles in a long swoop, and she wears make-up and the more dressy style of the uniform, much to the appreciation of the other bridge crew. She is generally adventurous and friendly, but has a dislike for the “valley filly” type, even though she acts as posh as a proper mare. Current Title: Junior Navigator Cutie Mark Talent: +3 to rolls relating to Astonomy, Navigation, reading Star Maps, etc. Class Skills: 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, 4 Count, 5 Stamina: A 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, 2 Count, 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.) Awards: Skills - 0/7 Slots Used: Inventory: Thermal-Resistant Jumpsuit: Jumpsuit in a taffeta ribbon color with a red stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. Starry's version of it usually has a dress layer over the jumpsuit. Unfortunately, the dress is not as flame-proof as the jumpsuit. Data Pad: A grey bar that expands with a green screen which displays all sorts of information. Can be touch-screen or unicorn levitation activated. Links up with main computer consoles, but can't run as much data through at once as the main computer. While on Equestria, it does have connections to the EGIN, (Equestrian Government Information Network,) which is restricted from public access. However, in space it'll be restricted to games of solitaire and information entry programs without a hard connection to another computer. Spoiler: Bliss [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Bliss[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Changeling[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Scout[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]100[/TD] [TD]Stamina[/TD] [TD]100[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]4[/TD] [TD]Ferocity[/TD] [TD]3[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]3[/TD] [TD]Awareness[/TD] [TD]4[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]4[/TD] [TD]Willpower[/TD] [TD]6[/TD] [/TR] [/TABLE] When Bliss was born, there was a lot of competition. You see, so many changelings are born every year, that it was just too crowded. So, to solve this, siblings began to fight. Eat each other, to be exact. Bliss was horrified, but stayed with her family, until the day she saw one of her 194 sisters, chewing on the liver of her mate. Bliss, naturally, fled. View attachment 6820 View attachment 6821 Current Title: Private Scout Class Skills: Spot Hidden, Passive: 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, 5 Count, 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. 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, Passive: 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. Awards: Skills - 0/7 Slots Used: Inventory: Thermal-Resistant Scout's Jumpsuit: Jumpsuit in a medium color of the wearer's choice with a sky blue stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. Environmental Scanner: A functional data computer worn over one eye. This device uplinks to the wearer's brain waves in order to functionally direct its scanning at the object the wearer is focusing on. It will give biological and graphical information about any subject or substance. This can also give a statistical approximation of the health and stamina of a target, as well as their general level of power in relation to a normal pony. Powered by a small cyan crystal. Spoiler: Crackerjack [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Crackerjack[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Pegasus[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Worker[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]100[/TD] [TD]Stamina[/TD] [TD]125[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]8[/TD] [TD]Ferocity[/TD] [TD]4[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]6[/TD] [TD]Awareness[/TD] [TD]2[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]4[/TD] [TD]Willpower[/TD] [TD][/TD] [/TR] [/TABLE] Current Title: Junior Repairman Cutie Mark Talent: +3 to Preparing Snack Foods Class Skills: Take a Breather, Active, 5 Stamina: 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 3rd 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, Active, 20 Stamina: 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. Hammatiem, Passive: While not known to excel at a single project, Crackerjack is apprently good at working with a hammer. Awards: Beefy!: 7 or more Resilience, +25 Health, +Toughness Skills - 1/4 Slots Used: Toughness, Passive: Allows a reroll of 1d12 in any 2d12 result that involves Resilience. Only usable once per turn. Inventory: Thermal-Resistant Cargo Suit: Jumpsuit with pockets in a pastel orange color with a white stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. This suit also has pockets for hammers and other equipment. Tool Box: Seriously, who carries around 5 different types of hammer? Crackerjack, that's who. There are some nails and other miscelaneous tools inside of the box, but the hammers make it heavy for ponies with low Resilience to carry in their mouth. Communicator: Able to send short-range communications with others on the network frequency. While on the ship, it's strengthened to span the whole distance. Outside of the ship, the range is only about 500'. Spoiler: Light Showers [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Light Showers[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Unicorn[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Stalwart[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]100[/TD] [TD]Stamina[/TD] [TD]100[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]3[/TD] [TD]Ferocity[/TD] [TD]2[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]4[/TD] [TD]Awareness[/TD] [TD]4[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]5[/TD] [TD]Willpower[/TD] [TD]6[/TD] [/TR] [/TABLE] Working his whole life to try and help others feel better, he did virtually nothing but train his medical knowledge. When he heard about the voyage, he decided that they would probably need a good doctor with them, and signed up. Current Title: Medic Cutie Mark Talent: +5 to Healing Effects specifically. Class Skills: Focus, Instant, 10 Stamina: Usable whenever the stalwart fails a Willpower check against a detrimental condition. This skill allows them to roll again, immediately making their next check against the status as if they made it on their next turn. Calm Ally, 4 Count, 10 Stamina: 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. Provide Aid, 4 Count, 5 Stamina: 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. Awards: Skills - 0/5 Slots Used: Inventory: Thermal-Resistant Medic's Jumpsuit: Jumpsuit with pockets in a white color with a sea blue stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. This suit also has pockets for stims and other equipment. Medical Kit: This kit may be small, but it's packed to the brim with the needed items for immediate injuries and some field surjury. Contains 6 Crystal Regen Injectors, which heal 2d12+12 to a target injected with them. Communicator: Able to send short-range communications with others on the network frequency. While on the ship, it's strengthened to span the whole distance. Outside of the ship, the range is only about 500'. Defense Crystal: A crystal shard that, when focused on, takes 5 of the weilder's Stamina to fire a neutral magic bolt at a target. If focused differently, it can project a field around the user which will take 5 Stamina from the weilder if they're attacked, but add +8 to their defensive check. Spoiler: Cloud Chaser [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Cloud Chaser[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Pegasus[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Scholar[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]50[/TD] [TD]Stamina[/TD] [TD]150[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]4[/TD] [TD]Ferocity[/TD] [TD]2[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]3[/TD] [TD]Awareness[/TD] [TD]2[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]6[/TD] [TD]Willpower[/TD] [TD]7[/TD] [/TR] [/TABLE] He has always had a hunger for information, and used to be found at the Royal Library in Canterlot frequently. After the deaths of the princesses, he looked through almost every book in the Library, trying to find an answer for the movement of the Sun and the Moon. When he heard about the space program, he signed up immediately. With his practical knowledge of technology, mechanics, and magic, he figured he could help as a technician. Current Title: Junior Technician Cutie Mark Talent: +5 to Inspection and Reverse Engineering Class Skills: 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, 4 Count, 5 Stamina: A 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, 2 Count, 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.) Awards: Steel Will: 7 or more Willpower, +Iron Mind, +Empower Skills - 2/6 Slots Used: Iron Mind, Passive: Once per turn, the user can re-roll one of their d12 used during a Willpower-based check. Empower, 5 Stamina: Activated an artifact, enchanted item, runes, magical device, etc. Any rolls required beyond that, as well as count and timing depend on the device. Inventory: Thermal-Resistant Technician's Jumpsuit: Jumpsuit in a medium color of the user's choice with a green stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. Communicator: Able to send short-range communications with others on the network frequency. While on the ship, it's strengthened to span the whole distance. Outside of the ship, the range is only about 500'. Data Pad: A grey bar that expands with a green screen which displays all sorts of information. Can be touch-screen or unicorn levitation activated. Links up with main computer consoles, but can't run as much data through at once as the main computer. While on Equestria, it does have connections to the EGIN, (Equestrian Government Information Network,) which is restricted from public access. However, in space it'll be restricted to games of solitaire and information entry programs without a hard connection to another computer. Spoiler: Kazzie [TABLE="class: grid, width: 300, align: left"] [TR] [TD]Name[/TD] [TD]Kazaul[/TD] [/TR] [TR] [TD]Race[/TD] [TD]Water Dragon[/TD] [/TR] [TR] [TD]Class[/TD] [TD]Scout[/TD] [/TR] [/TABLE] [TABLE="class: grid, width: 300"] [TR] [TD]Health[/TD] [TD]100[/TD] [TD]Stamina[/TD] [TD]100[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]2[/TD] [TD]Ferocity[/TD] [TD]3[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]4[/TD] [TD]Awareness[/TD] [TD]8[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]3[/TD] [TD]Willpower[/TD] [TD]4[/TD] [/TR] [/TABLE] Kazzie, much like a certain other, more famous dragon, was raised from an infant by a pony scientist by the name of Evening Breeze. Breeze taught Kazzie many of the finer points of being a filly, and this has carried over into her own mannerisms and speech. (For instance, one of her favorite exclamations is "GCM" or Great Celestia's Mane.). However, Kazzie was soon taken by the traditional dragon wanderlust, and with Breeze's permission, signed aboard the ESC Mysterious. Current Title: Private Scout Class Skills: Spot Hidden, Passive: 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, 5 Count, 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. 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, Passive: 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. Awards: Scouter: 7 or more Awareness, +Gauge, +Spot Skills - 2/3 Slots Used: Gauge, 2 Count, 4 Stamina: 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, how tired they are, and what their weakness is. Spot, Passive: This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting within the immediate area. Inventory: Thermal-Resistant Scout's Jumpsuit: Jumpsuit in a medium color of the wearer's choice with a sky blue stripe along either side of the body. This jumpsuit offers +10 fire resistance, and +2 defense. The jumpsuit is fire-proof itself, and the wearer cannot take Ignited damage. Environmental Scanner: A functional data computer worn over one eye. This device uplinks to the wearer's brain waves in order to functionally direct its scanning at the object the wearer is focusing on. It will give biological and graphical information about any subject or substance. This can also give a statistical approximation of the health and stamina of a target, as well as their general level of power in relation to a normal pony. Powered by a small cyan crystal.
Name: Starry Vortex Gender: Female Age Group: Mare Race: unicorn Class: Scholar Health: 50 Stamina: 150 Resilience: 4 Ferocity: 2 Speed: 2 Awareness: 4+1 Creativity: 4+2 Willpower: 2+3 Skills: 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. A 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.) Now the non EPRP Stuff: Class: Bridge crew Position: Private Appearance: White with a black mane and tail with a dark blue stripe through them. Her mane is styled similar to fleur de lis. She wears make-up and mainly the dress version of the uniform. Cutie mark: vortex with stars around it (quite knowledgable about galaxies and stars) Backstory: normal pegasus childhood in manehatten. Her father was a banker and her mother was a door to door sales mare for a cosmetics company. Starry had a older sister who went to work as a stylist for fleur de lis. Though she wanted adventure. So she enlisted in space flight academy and passed. That's where she is today. Personality: adventurous, friendly and hates Valley girls. Although she's posh and acts like a proper mare.
Name: Bliss Gender: Female Age Group: Erm.. Mare, I suppose? Race: Changeling Class: Scout View attachment 6826 View attachment 6827 Health: 100 Stamina: 100 Resilience: 4 Ferocity: 3 Speed: 3 Awareness:4 Creativity: 2 + 2 Willpower: 2 + 4 Skills: Spot Hidden Type: Passive 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 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 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. Job on Ship: Scout Private Personality: Bubbly, a little... daft, tougher than she looks. Backstory: When Bliss was born, there was a lot of competition. You see, so many changelings are born every year, that it was just too crowded. So, to solve this, siblings began to fight. Eat each other, to be exact. Bliss was horrified, but stayed with her family, until the day she saw one of her 194 sisters, chewing on the liver of her mate. Bliss, naturally, fled. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yes, so this is incomplete, but it's the best I can do.
Name: Crackerjack Gender: Male Age Group: Stallion Race: Pegasus (Jhera made a pegasus character? WHAT SORCERY-) Class: Worker Health: 75 Stamina: 125 Resilience: 8 Ferocity: 4 Speed: 6 Awareness: 2 Creativity: 4 Willpower: 0 Skills: 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 3rd 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. Something Something Tool of Choice Gimme a hamma. Pegasus Flight AUMG WINGS
No, I've actually been trying to work on the items list for this. I was hoping to have more sign up, but I guess 4 is good enough to start a hoof on, right? Edit: Jhera, can you help Eluuna with skills?
Already on it, Eluuna these are your scout skills: Spot Hidden Type: Passive 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 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 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.
Basically just follow the info and links from this thread: http://www.everypony.com/forums/showthread.php?9130-Everypony-s-Role-Play-System-Characters And transfer it to this one.
Below the links to everyones characters there is a little guide to it. I'll transfer the info to here:
Ah, thank ye Robin Name: Light Showers Gender: Male Age Group: Stallion Race: Unicorn Class: Staff Position: Private (only position available) Appearance:A white coat, pale red mane, blue eyes Cutie mark: A red cross Backstory: Worked his whole life trying to help other's feel better, doing virtually nothing but training his medical knowledge. When he heard about the voyage, he decided that they would probably need a good doctor with them so he decided to join up. Class: Stalwart Health: 100 Stamina: 100 Resilience:2 Ferocity: 2 Speed: 3 Awareness: 3 Creativity: 4 Willpower: 5 Skills: Focus Type: Instant Cost: 10 Stamina Acquired: Stalwart Class Usable whenever the stalwart fails a Willpower check against a detrimental condition. This skill allows them to roll again, immediately making their next check against the status as if they made it on their next turn. 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. 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. -some additional info: He's a medic/doctor.
lso remembered this extra bit: Class: Security - Ensuring everything goes without a hitch. Not afraid to get into combat. Seeker - The casters of magic. Put aboard the Mysterious in search of the Universal Magic Source. They get pretty good treatment aboard the cruiser, and usually get kinda cocky. Scout - Used for searching new areas before anypony else goes at risk. They end up being the most active of the crew, but often get proper respect from the Captain. Technician - Few and far between, these ponies have an understanding of the workings of the Mysterious. They keep the ship running. Bridge Crew - The term for pilots, navigators, etc. As a private, any player in this spot would be watching and learning, not flying unless something were to happen to the original crew member. Staff - A term for the floor sweepers, mess hall cooks, doctors, and other misc. staff. Position: Private (only position available) Appearance: Cutie mark: Backstory:
Oh dear. I apologize, but I have two questions. 1. Is this a chat RP? 2. Are the scout skills in addition to the ones I created, or are they replacing? Thank you, and sorry!
To answer those questions: 1) this is not a chat rp. 2) those stats replace the ones yôu created. Seeing as they werent approved and made offical by eight
Name: Cloud Chaser Gender: Male Age Group: Late Teenage/Young Adult Race: Pegasus Cutie Mark: A book, pair of glasses, and an inkwell with a quill. (Talent: Rather knowledgeable and inquisitive.) Class: Technician Position: Private Appearance: Is an image okay? Backstory: Has always had a hunger for information. Can usually be found at the Royal Library in Canterlot. (His parents got him full access to the library. How they did it, he's never found out.) After the deaths of the princesses, he looked through almost every book in the Library, trying to find an answer for the Sun and Moon problem. When he heard about the space program, he signed up immediately. With his practical knowledge of technology, mechanics, and magic, he figured he could help out as a Technician. This is where the story begins. (...Right?) Health: Technician default? Stamina: Technician default? Resilience: 4 Ferocity: 2 Speed: 3 Awareness: 2 Creativity: 6 Willpower: 7 Skills: I don't know where to find the skills for Technician... I have NO idea where the special class stuff is... It's probably so obvious, you want to hang yourselves to keep from dealing with my stupidity... ;_;