Name: Siren Gender: Female Age Group: Young Race: Changeling Class: Youth Health: 25 Stamina: 75 +25 (100) Damage: +0 Defence: +0 Resilience: 2 Ferocity: 3 +1 (4)+1 (5) Speed: 1 Awareness: 0 Creativity: 2 +1 (3) Willpower: 4 Status Effects: Skills: Junior Adventurer I don't wanna! Please don't hurt me! Ferocious Yell Appearance: In her changeling form she has a black coat (Or exoskeleton..whatever it is?) with a bright pink mane and tail. Her carapace is purple-white with deep lavender eyes. Her preferred pony form is that of a lavender coated Pegasus, sporting the same bright pink mane and tail as her changeling form, having pink eyes. Achievements: (2) (*Due to being a youth, these +Stat's/skills are reduced by 1) *To The Rescue: Actively drop everything else to save an NPC. Reward: +1 Awareness, +1 Willpower, +25 Stamina *Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Inactive Achievements: (0) Inventory: 0 bits Equipment: Lost Bard's Cloak: +10 stamina +1 creativity Lost Berserker's Helmet: +1 Ferocity +Ferocious Yell
S'okay, he might not understand the wording of the achievement. An "Encounter" is like a full adventuring event. Like a festival, solving a mystery, or raiding a dungeon, etc. "A Job Well Done" is reserved for finishing a campaign, which is solving a big problem through resolving many Encounters, which is generally an epic adventure sort. EDIT: I understand why he gave it out, but it's meant for characters who actually participate in each of the events, not those who end up in late. Looks clear.
Name: Moral Bender Gender: Male Age Group: 21 year old Race: Changeling Class: Berserker Cutie Mark: none, since changeling Status effect: none Health: 100/100 Stamina: 100/100 Resilience: 4 Ferocity: 8 +2 (10) Speed: 4 +1 (5) Awareness: 2 +1 (3) Creativity: 2 Willpower: 4 Invertory: 670 bits, magic salt (White), magic salt (Black), Flint (<like...really?) Skills: Furious Charge Type: Active Cost: 5 Stamina Acquired: Berserker Class 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. 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. (side note when the attack suceeds, the defender gains a +fero damage 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. Intimidate Type: active Cost: 5 Stamina Count: 6 Acquired: Deadly Award 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. 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. Activements: Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Expert in pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Armor/Weapons: none
Name : Floating Stars Gender: Female Age :19 year old Race: Pegasus Class : Scout Health: 100 Stamina : 100 Resilience : 5 Ferocity : 4 Speed :6 Awearness : 4 Creativity : 3 Willpower : 2 Skills : 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. 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 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.
AND ANOTHER ABOMINATION ROLLS OF THE ASSEMBLY LINES Name: Goldblum Gender: Female Age Group: Adolescence Race: Storm Dragon Class: Performer Health: 50 Stamina: 175 Resilience: 2 +3 Ferocity: 1 Speed: 2 +4 Awareness: 4 +4 Creativity: 7+2 Willpower: 2 Racial Skills They can fly….Last, they have claws that give them +2 unarmed damage, and climbing without rolls….This means they take no damage from storm, have no defense against earth, and double defense against water. They can also reach altitudes that most dragons cannot, and unlike other dragons, they can land on fluffy white things. (Clouds) Skills Musical Performer Skill of Choice: Barbershop Tenor Signer Inspiring Song Type: Active Cost: 25 Stamina Acquired: Performer Class The performer goes into a hearty and helpful-sounding song and dance, (or just an instrumental!) This number lasts at least 3 rounds-worth of time. As a result, moods are improved, spirits are lifted, and any ally who makes a defensive roll during the song will gain a bonus of the user’s Creativity. The user doesn’t get this bonus. Outside of combat, the Inspiring Song can be used to create a performance that assists the character in getting their point across to an audience by rolling 2d12+Creativity to see how well they do. (Of course, failing this roll could put you “Over a Barrel.”) Dancer Type: Passive Acquired: Performer Class Allows the performer to use their Creativity stat as a bonus to dancing. 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. Pilfer Type: Active Cost: 10 Stamina Acquired: Treasure Hunter Class 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. Elemental Breath Type: Active Cost: 15 Stamina Count: 5 Acquired: Dragon Race With this skill, the user can exert a great breath of elemental pain. The user chooses a cone direction of 15’ long, and rolls 2d12+Willpower. Any unit inside of this radius rolls 2d12+Resilience. Anyone who does not roll over the user takes the damage, minus their Resilience. What type of damage depends solely on what type of elemental creature the user is. Storm = Stuns enemies who roll less than half of the user, (until the end of enemy’s turn.) 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. 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. Achievable Broad Mind: 7 or more Creativity Reward: 2 Skills Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Are You Listening?: Successfully use Inspiring Song for 6 turns in a row without interruption in a combat with at least 4 enemies. Reward: Inspiring Song can now be used to increase to-hit rolls instead of defensive rolls. This bonus does not apply to damage. +1 Speed, +1 Creativity, +1 Skill Protector: Protecting party members at least 5 times by the bonus provided with an activated buff skill. Reward: +1 Resilience, +1 Creativity, +25 Stamina At Least I Tried: Participate in a race with less than average chances, and beat more than half the racers. Reward: +1 Speed, +1 Awareness Inventory 600 Bits
Name: Wither106 Gender: male Age group: 15 Race: Dragon, Moose, Unicorn Class: Adventuer Health: 70 Stamina: 160 Speed: 10 Awareness: 14 Creativity: 20 Willpower: 40 Fly speed: 40 Skills Shapeshifter able to fly able to dig able to put mine bombs anyware Type: hostile always attacks on odds takes 1 health every time it attacks gains 1 health every time eats a twinkie produces a twinkie every 2 attacks
May I join? Took a bit to work out, but... Name: Oblivion Gender: Male Race: Alicorn Cutie mark: dark tendrils(black. Absolution +2) Talent: Dark absolution Class:Mage Health: 50 Stamina: 175 Resilience: 7 Ferocity: 9 Speed: 1 Awareness: 1 Creativity: 6 Willpower: 10 Skills: Overpower,Toughness, Crippling Blast, Absolution Sheild, Empower, Iron Mind, Dual Strike, Intimidate Achievements: Beefy!, Steel Will, Deadly, Expert in Pain Bits: 280
Okay... not quite sure what's going on in your skills area. What are Death 7 spells (level 11) and Absolution 7 spells (level 11)? You'd also have to shelf them the moment you choose, as you have 0 creativity.
Name: Killer Race: Alicorn Gender: Male Age group: stallion Class: Guard Health: 125 Stamina: 75 Resilience: 8 Ferocity: 4 Speed: 10 Awareness: 2 Creativity: 2 Willpower: 4 Skills: Iron pony, protect, guard duty Was in the air fore and is a expert flyer Cutie mark= <<thats my cutie mark Full Wight Armor (Reduces damage by 4, reduces speed by 2, fearful black armor that covers the body
Name: Speedy Gender: Male Age Group: Stallion Race: Pegasus Class: Speedster Cutie Mark: Lightning Bolt. It represents his speed and agility. Quicker than lightning! Health: 50 Stamina: 150 Resilience: 3 Ferocity: 4 Speed: 8 Awareness: 2 Creativity: 3 Willpower: 4 Skills: Backing Dodge, Full Throttle, Acrobatic Run Backing Dodge Type: Passive Acquired: Speedster Class Whenever defending against an attack, the owner may use Speed instead of Resilience. As long as they succeed, they will be forced into a 5’ move away from the enemy. If they fail their roll, no Resilience is applied to reduce the damage dealt. Full Throttle Type: Passive Acquired: Speedster Class When in galloping-speed, the user is able to transition up into Full Throttle speed, moving their modifier up to *3. They must still transition back down to gallop speed before they can stop. Acrobatic Run Type: Passive Acquired: Speedster Class During galloping-speed, the owner of this skill is able to react and use non-attack active skills. Achievements: Racer: 7 or more Speed Reward: Dash skill, Go For It skill Dash Type: Active Cost: 4 Stamina 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. Go For It 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.