Everypony's Role-Play System Characters

Discussion in 'Character Sheets' started by Eight Star, Jan 11, 2013.

  1. Marain

    Marain sexy
    New Pony

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    I like to know why everypony is posting their OC's in this list when you can just make a thred for all your OC's...Like i am doing.

    Sorry...my way seems more easier and well helpful....for me and others
     
  2. rexhyuga

    rexhyuga rawr~
    Discord moderator Veteran

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    they do have a list on the firstpage if that helps
     
  3. Marain

    Marain sexy
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    What i meant was...its helpful towards me...if i had all my OC's in one special place...then in a form where everypony can post...if you know what i mean.
     
  4. rexhyuga

    rexhyuga rawr~
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    I gotcha. yeah totally!
    you're being heard.
     
  5. Marain

    Marain sexy
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    I sense sarcasm here.
     
  6. rexhyuga

    rexhyuga rawr~
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    no not at all
    im sowwie
     
  7. Marain

    Marain sexy
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    Its ok..im sorry...i just get it a lot
     
  8. Digi Juice

    Digi Juice Blank Flank

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    Name:Digi Juice
    Gender: Male
    Age Group: stallion
    Race: Earth Pony
    Class: Bolter

    Health: 75
    Stamina: 125
    Resilience: 4
    Ferocity: 2
    Speed: 3
    Awareness: 7 +1
    Creativity: 1 +2
    Willpower: 1 +3


    Skills:Dodge, Moving Dodge, Endurance Racer
     
  9. BlazingDawn

    BlazingDawn Dead Radio Chairman
    Banned

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    Occupation:
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    Name: Blazing Dawn
    Gender: Male
    Age Group: Stallion
    Race: Pegasus
    Class: Bolter
    Cutie Mark: Fire star (Look to the left)

    Health: 75 /75 Stamina: 125 / 125

    Resilience: 0 = 0
    Ferocity: 4 + 2 = 6
    Speed: 8 + 1 = 9
    Awareness: 7 + 2 = 9
    Creativity: 3 +4 = 7
    Willpower: 2 +3 = 5

    Skills: Pegasus Flight, Dodge, Moving Dodge, Endurance Racer, Dash, Gauge, Spot, Power Shot, Triple Shot, Go For It, Find Truffle

    Items: 880 bits, Short Bow (23 arrows 16 damage), an inventory

    Achievements: Racer, Scouter, Broad Mind (), Expert in Pain, What was That? (Power Shot & Triple Shot), Just Oinkin’ Around, To The Rescue, Time Paradox (Does nothing)

    Background: He used to be on the Wonderbolts team after strenuous training in Cloudsdale by his parents, but in their eternal shame, he left the Wonderbolts. Declaring "These bunch of rule followers are too uptight for me," he left a stadium ablaze. Now, he travels alone, going wherever his wings bring him. After a few years of deserting the Wonderbolts, he came across a few Canterlot guards with a warrant on his head. Picking up and stealing a bow from one of them, he proceeded to swiftly knocking all of them unconscious. Now wanted, he hones his archery skills and seeks the truth behind his arrest warrant.
     
    #209 BlazingDawn, Jun 1, 2013
    Last edited: Sep 21, 2013
  10. Jeff_The_Killerfish

    Jeff_The_Killerfish THE_COW_IS_ALWAYS_WATCHIN G

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    Occupation:
    Your local Milkman.
    Location:
    Cloudsdale
    Name: Flutter Overkill
    Gender: Male
    Age group: stallion
    Race: Changling
    Class: Treasure hunter



    Health: 100
    Stamina: 100






    Resilience: 2
    Ferocity: 4
    Speed: 4
    Awareness: 6
    Willpower: 3+4=7
    Creativity: 6+2=8


    Skills:
    Disable Device
    Type: Active
    Cost: 5 Stamina
    Acquired: Treasure Hunter Class
    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
    Acquired: Treasure Hunter Class
    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
    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.



    Is super cool



     
  11. Esy

    Esy A Pony Every Pony Should Know
    Banned Veteran

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    Here we go again! :3

    -
    Name: Elida
    Gender: Mare
    Age Group: Young Adult
    Race: Pegasus
    Cutiemark: A pencil and a paintbrush above a blue circle.
    Class: Warrior

    -

    Health: 175
    Stamina: 50
    (Beefy!: +25 Health)

    -
    Stats:
    Resilience:
    7

    Ferocity: 7
    Speed: 3
    Awareness: 2
    Creativity: 5
    Willpower: 0
    (Pegasus: +3 Speed, +2 Awareness, +1 Creativity)

    -
    Avchievements:
    Deadly: 7 or more Ferocity
    Reward: Intimidate skill, Dual Strike skill

    Beefy!:
    7 or more Resilience
    Reward: Toughness skill, +25 Health


    -
    Inventory:
    N/A

    -
    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.


    Counter
    Type: Instant
    Cost: 5 Stamina
    Acquired: Warrior Class
    Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once between the user’s turns.


    Taunt
    Type: Active
    Cost: 4 Stamina
    Count: 6
    Acquired: Warrior Class
    The user rolls 2d12+Ferocity, while their target rolls 2d12+Willpower.
    Inside of combat, this skill will force the user to be the target’s focus.
    Outside of combat, this will increase the chance of the target initiating a combat with the user.

    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 can be used after a normal attack to make a second attack immediately following it, at a penalty of -4 Ferocity. Usable once per normal attack.


    Toughness:
    Type: Passive
    Acquired: Beefy! Award
    Once per turn, the user can re-roll one of their d12 used during a Resilience-based check.

    [MENTION=2583]Eight Star[/MENTION]
     
    #211 Esy, Jun 3, 2013
    Last edited: Jun 3, 2013
  12. Eight Star

    Eight Star The Old One
    Veteran

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    Digi: Good
    Blazing: You are 1 point short of 24.
    Killer: You're at 31 points for your stats, which is 7 points over.
    Esy: Good
     
  13. ArtyFlyr

    ArtyFlyr Da Artist
    Blank Flank

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  14. aura blitz

    aura blitz super noob

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    Name: aura blitz
    Gender:male
    Age Group:14
    Race:changeling
    Class:bolter

    Health:75
    Stamina:125

    Resilience:3
    Ferocity:1
    Speed:5
    Awareness:6
    Creativity:2+1
    Willpower:2+4

    Skills: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.
    -------------------_-------------------------------------
    Inventory-10 gems
     
    #214 aura blitz, Jun 16, 2013
    Last edited: Sep 2, 2013
  15. Vincencius

    Vincencius New In Town
    Blank Flank

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    Occupation:
    Creative Writer
    Location:
    Wisconsin
    Vladmire Uhl

    name: Vladimir Uhl
    gender: male
    race: unicorn
    age: 29 years old
    Stage: Stallion
    class: Artist
    Cutie Mark: A Quill, achieved when he wrote his first piece of literature. Gives him a +3 bonus to all literature he creates with a quill.
    health: 100
    stamina: 100+50=150
    resilience: 2+1=3
    ferocity: 1+1=2
    speed: 2+1=3
    awareness: 4+2=6
    creativity: 8+3=11
    willpower: 7+3=10
    Medium of artistry - Literature

    Triumphant Display
    Type: Active
    Cost: 5 Stamina
    Acquired: Artist Class
    The artist takes up their turn and shows off their art piece. The artist rolls 2d12 and adds their art’s Quality factor to the roll.
    Outside of combat, the art will attract those in the vicinity, who will approach and either look it over, or read it, depending on the art type.
    In combat, the art will apply a low-level magical effect to allies or enemies. This effect will match the artwork’s emotional element source.

    Musing
    Type: Active
    Cost: 12 Stamina
    Count: 6
    Acquired: Artist Class
    The artist is able to use this on an ally within melee range of them. They will begin to muse and suggest ideas, and through this they will restore 2d12+Creativity in Stamina to their ally. They can use this on themselves, (and hope they roll higher than the cost.)

    Flame Shield
    Type: Instant Combat Fire Spell
    Cost: 8 Stamina
    Usable at any time the caster, or an ally within line of sight takes a hit. Flame Shield adds the caster’s Willpower to the defensive roll. Double the Willpower is added against Fire and Plant elements. The skill does nothing against Water element.

    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.


    Broad Mind-7 or more creativity= 2 skill points.
    Iron Mind - 7 or more willpower = Iron mind and Empower
    Coffee Addict- for searching desperately for something Coffee and finally finding it - +25 stamina and 1 creativity. (From Legion)
    To The Rescue: Actively drop everything else to save an NPC.Reward: +1 Awareness, +1 Willpower, +25 Stamina
    Good Guys Always Lose: For failing to save Scire AND not getting paid because you tried to! -2 willpower, +1 resilience, start every encounter Depressed (status effect). Not shelvable until you win an encounter! -HARDCORE SHELVING ACTION.-
    Items: 0 bits, a gemstone-set amulet, and some kind of mane tie with beads on it- +1 all stats/beads activate with empower to add +5 to block-equipped, Satchel-equipped, "Courage of the Night"-book 5 quality/Dispel Fear/ in satchel, "Self-Help: Insanity"-book 3 quality/Dispel insanity, "Mentality and Ponykind" - 4 quality/Dispel most mental effects/ in satchel. "Heals here!" - quality 5-heals whole party for 5 health/in satchel, "Amazing Tricks"-Roll 2d12+4 against enemy willpower, if fail, enemy is stunned for one turn/in satchel, a black robe with enchanted robes +2 willpower/creativity, Anklet of Destruction - +5 damage on hit, -2 resil and -1 awareness, " VIOLEEEENCE!!!!" - roll 2d12 + quality against enemy WP Cause to attack the nearest person until the roll is beaten Quality 4, "The Weeping Waters" - roll 2d12 + quality against enemy willpower Cause enemy to uncontrollably cry in depression for 3 turns. They can't do anything until they are attacked. quality 4, "The Nights Edge" roll 2d12 against enemy willpower - Causes Fear of Vlad until roll is beat quality 4, "Why the Enemy Hates US!" Causes everyone in the party's damage to increase by 5 for 1 turn quality 5, a nice owl quill destined to be a pen, half a foot long glass shard,
    His strong point is literature, and he loves to go on adventures. More often than not, he pushes himself and his magic beyond their limits, and he hurts himself by doing so. He is a new recruit among the seasoned veterans.He is willing to try new things, and he enjoys helping others. Solitary confinements helps him recoup his strength and power.
    Origin story here: https://docs.google.com/document/d/18ei4OjxNCjY23qYjtpLpRSP0LQ3GzZsYCZSS75RHiB8/edit

    His magic allows him to write easier. It also gives him a boost with creativity and willpower which help even more with writing.
     
    #215 Vincencius, Jun 16, 2013
    Last edited: Dec 8, 2013
  16. Legion

    Legion Occasionally Seen
    Veteran

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    Lurker
    Location:
    50 BC, Ancient Rome
    Killerfish, also, to be a treasure hunter (If I remember correctly) you need 8 awareness.
     
  17. Dynasty Charge

    Dynasty Charge Ex-Staff/Memelord
    Regular

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    Location:
    Somewhere in Scotland
    [TABLE="class: grid, width: 200"]
    [TR]
    [TD]Name
    [/TD]
    [TD]Faenix Raptus
    [/TD]
    [/TR]
    [TR]
    [TD]Gender
    [/TD]
    [TD]Male
    [/TD]
    [/TR]
    [TR]
    [TD]Age
    [/TD]
    [TD]23 Years of Age
    [/TD]
    [/TR]
    [TR]
    [TD]Race
    [/TD]
    [TD]Griffon
    [/TD]
    [/TR]
    [TR]
    [TD]Class
    [/TD]
    [TD]Treasure Hunter
    [/TD]
    [/TR]
    [/TABLE]

    So, I'm still waiting on the cross-class for guard and treasure hunter.
    So I'll set it to treasure hunter for now.
    [TABLE="class: grid, width: 500"]
    [TR]
    [TD]Attribute Titles
    [/TD]
    [TD]Race Attributes
    [/TD]
    [TD]Starting/Class Attributes
    [/TD]
    [TD]Achievement Attributes
    [/TD]
    [TD]Equipment Attributes
    [/TD]
    [TD]Total Attributes
    [/TD]
    [/TR]
    [TR]
    [TD]Health
    [/TD]
    [TD]-
    [/TD]
    [TD]+100
    [/TD]
    [TD]+25
    [/TD]
    [TD]-
    [/TD]
    [TD]125
    [/TD]
    [/TR]
    [TR]
    [TD]Stamina
    [/TD]
    [TD]-
    [/TD]
    [TD]+100
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]100
    [/TD]
    [/TR]
    [TR]
    [TD]Resilience
    [/TD]
    [TD]-
    [/TD]
    [TD]+7
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]7
    [/TD]
    [/TR]
    [TR]
    [TD]Ferocity
    [/TD]
    [TD]+3
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]3
    [/TD]
    [/TR]
    [TR]
    [TD]Speed
    [/TD]
    [TD]+1
    [/TD]
    [TD]+3
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]4
    [/TD]
    [/TR]
    [TR]
    [TD]Awareness
    [/TD]
    [TD]+2
    [/TD]
    [TD]+6
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]8
    [/TD]
    [/TR]
    [TR]
    [TD]Creativity
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]0
    [/TD]
    [/TR]
    [TR]
    [TD]Willpower
    [/TD]
    [TD]-
    [/TD]
    [TD]+2
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]2
    [/TD]
    [/TR]
    [TR]
    [TD]Damage
    [/TD]
    [TD]+3
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]3
    [/TD]
    [/TR]
    [TR]
    [TD]Defence
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]-
    [/TD]
    [TD]0
    [/TD]
    [/TR]
    [/TABLE]

    Passive Skills

    Flight: He is able to fly and land on clouds.
    Allowing him to travel faster than earth ponies.

    Spot(Shelved)
    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.

    Toughness(Shelved)
    Type: Passive
    Acquired: Beefy! Award
    Once per turn, the user can re-roll one of their
    d12 used during a Resilience-based check.

    Identify
    Type: Passive
    Acquired: Treasure Hunter Class
    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.

    Active Skills

    Disable Device
    Type: Active
    Cost: 5 Stamina
    Acquired: Treasure Hunter Class
    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.

    Gauge (Shelved)
    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.

    Achievements
    Beefy!: 7 or more Resilience
    Reward: Toughness skill, +25 Health

    Scouter: 7 or more Awareness
    Reward: Gauge skill, Spot skill

    Inventory

    -No Equipment-

    Character Information

    A 23 year-old Griffin, he has absolutely no morals. Nor' does he have a conscious.
    His main body feathers are a steel grey, his plumes being a light grey.
    His beak being a matte black. His fur would be a slightly lighter colour of
    his main body's feathers.

    Background Information

    -Background Information still to come-
     
    #217 Dynasty Charge, Jun 22, 2013
    Last edited: Jun 23, 2013
  18. Marain

    Marain sexy
    New Pony

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    Sorry I had to...
    [​IMG]
     
  19. Marain

    Marain sexy
    New Pony

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  20. Pillowfluff

    Pillowfluff Party Dweller and Bed Apparatus

    Joined:
    Apr 6, 2013
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    256
    Bro hoofs Received:
    0
    Occupation:
    Supervisor at IGA :I
    Location:
    In your pillows. Duh.
    Feather Fire

    Feather Fire
    Mare
    Early 30's to Late 30's
    Alicorn
    Elementalist
    Her cutie mark is a flaming feather, showing that she is gratly attenuated fire, and possibly pigeons! +4 Fire Powerlevel
    [TABLE="class: cms_table_grid, width: 500"]
    [TR]
    [TD]Attribute Titles[/TD]
    [TD]Race Attributes[/TD]
    [TD]Starting/Class Attributes[/TD]
    [TD]Achievement Attributes[/TD]
    [TD]Equipment Attributes[/TD]
    [TD]Total Attributes[/TD]
    [/TR]
    [TR]
    [TD]Health[/TD]
    [TD]-[/TD]
    [TD]+50[/TD]
    [TD]+25+25+25[/TD]
    [TD]-[/TD]
    [TD]125[/TD]
    [/TR]
    [TR]
    [TD]Stamina[/TD]
    [TD]-[/TD]
    [TD]+150[/TD]
    [TD]+175[/TD]
    [TD]-[/TD]
    [TD]325 [/TD]
    [/TR]
    [TR]
    [TD]Resilience[/TD]
    [TD]-[/TD]
    [TD]+9[/TD]
    [TD]+1[/TD]
    [TD]+2[/TD]
    [TD]12[/TD]
    [/TR]
    [TR]
    [TD]Ferocity[/TD]
    [TD]-[/TD]
    [TD]-[/TD]
    [TD]+12[/TD]
    [TD]+2[/TD]
    [TD]14[/TD]
    [/TR]
    [TR]
    [TD]Speed[/TD]
    [TD]-[/TD]
    [TD]-[/TD]
    [TD]+7[/TD]
    [TD]+5[/TD]
    [TD]12[/TD]
    [/TR]
    [TR]
    [TD]Awareness[/TD]
    [TD]-[/TD]
    [TD]+5[/TD]
    [TD]+8[/TD]
    [TD]-[/TD]
    [TD]13[/TD]
    [/TR]
    [TR]
    [TD]Creativity[/TD]
    [TD]-[/TD]
    [TD]+6[/TD]
    [TD]+6[/TD]
    [TD]-[/TD]
    [TD]12[/TD]
    [/TR]
    [TR]
    [TD]Willpower[/TD]
    [TD]+6[/TD]
    [TD]+4[/TD]
    [TD]+11[/TD]
    [TD]+4[/TD]
    [TD]26[/TD]
    [/TR]
    [TR]
    [TD]Damage[/TD]
    [TD]-[/TD]
    [TD]-[/TD]
    [TD]+ 6 to Absolution Bolt.[/TD]
    [TD]+4 [/TD]
    [TD]4 [/TD]
    [/TR]
    [TR]
    [TD]Defense[/TD]
    [TD]-[/TD]
    [TD]-[/TD]
    [TD]-[/TD]
    [TD]+2[/TD]
    [TD]2[/TD]
    [/TR]
    [/TABLE]



    Limberwolf Cub
    Child Wood-beast


    “Well aren’t you the cutest wooden wolf to ever try and bite my hoof off?” –Merril Vestrid, researcher of ‘cute’ monsters.

    Health: 25
    Stamina: 50
    Ferocity: 3
    Resilience: 3
    Speed: 3
    Awareness: 8
    Creativity: 0
    Willpower: 3


    Forest Child
    This creature receives no bonus against fire and fire-based spells/abilities. In addition, all fire damage against this creature is doubled. Plant damage heals this creature for the damage that would be dealt, and other elemental abilities deal half damage.

    Wild Regeneration
    At the end of this creature’s turn, it rolls a 1d6. If the result is 6, it fully regenerates health lost in the since this creature’s last turn. This ability cannot be used while ignited.




    4 Mechanical Spider Leg things
    +1 Damage for melee
    +15 damage if thrown!

    Spell Scroll! (Shelved as Achievement)
    -Absolution Bolt

    Speed Enchanted Amulet
    +5 Speed

    Silver Willpower Hoof Ring
    -Needs to pay back for, she owes Dyn big time!
    +4 Willpower

    Silver Resilience Hoof Ring
    -+2 Resilience

    481 Bits
    -"Who wants... some lint?"
    Pike
    +3 damage +2 Count
    +Extended Melee

    IQ4 Double handed Sword-Flamberge ( Given to Shermane )
    +4 Damage +2 Count

    Sciere's box
    -No clue
    -Gem shape thing to open

    -Most likely in Fairweather's possession half of the time

    1 Sharp Rock
    +1 Damage

    8 Rocks
    +3 damage each

    A set of Red Robes
    +2 Ferocity


    A corpse's head from an island that Feather has! Best place to visit!


    Spell Scroll: Quicksilver
    + Quicksilver Spell.

    Tome of Absolution
    +1 Willpower +1 Creativity +Absolution Ray!

    Only One Blast Needed
    -Using Absolution Ray, deal more than 125 damage in one casting.
    -The separated rays add Willpower once to their damage. The main target takes and extra 2d12 damage.

    +1 Ferocity, +1 Creativity, +2 Willpower,+25 Stamina, +1 Absolution Spell.

    One Shot!
    -Defeat an enemy from full HP in one attack. The enemy must have had at least 75 Health.
    +1 Ferocity, +1 Speed, +1 Awareness, +1 Willpower, +25 Health, +25 Stamina

    Worse Than it Looks
    -Use Absolution Bolt to deal 50 damage in one cast.
    -Absolution Bolt now costs 5 less Stamina and deals +6 damage.

    +1 Ferocity, +1 Willpower, +1 Absolution Spell
    .

    Damage Dealer
    -Deal 150 or more damage across one turn.
    +1 Ferocity, +1 Speed, +1 Awareness, +1 Willpower

    Gladiator
    -Defeat 25 enemies!
    -At least 10 of them must be Medium or harder difficulty.

    -+1 Ferocity, +1 Resilience, +25 Stamina

    Master in Pain
    -Deal 100 or more damage in one hit!
    +3 Ferocity, +2 Speed, +1 Awareness, +25 Health

    Jack of All Trades (Shelved)
    -+6 or More in All Stats
    +Jack’s Luck skill, +25 Stamina

    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.
    +2 Awareness, +2 Creativity

    Subjugation
    -Take down a boss without killing them/it!
    +1 Awareness +1 Creativity +1 Willpower

    Why Did We Listen?
    -Come up with a dangerous idea, somehow convince a group of 4 or more to go along with it, and then utterly fail in a way that gets at least half of them hurt.
    +1 Creativity, +1 Willpower

    To The Rescue-Actively drop everything else to save an NPC.
    +1 Awareness, +1 Willpower, +25 Stamina

    Expert in Pain
    -Deal 25 or more damage in one hit.
    +2 Ferocity, +1 Speed, +1 Awareness

    Well that could have gone better
    +1 Willpower +1 Ferocity

    H4XX02Z
    +1 fero, +2 speed +1 willpower

    Broad Mind
    -By Having 7 or more Creativity
    +2 Skills (Firejet + Provide Aid)

    Steel Will
    -By Having 7 or more Willpower
    -Iron Mind skill, Empower skill

    Scouter (Shelved)
    - By Having 7 or more Awareness
    -Gauge skill, Spot skill

    Beefy!
    -By Having 7 or more Resilience
    -Toughness skill, +25 Health





    Energy Shackles
    Type: Combat Absolution Spell
    Cost: 40 Stamina, 10 Per Turn
    Cast upon a single target. Any time the target uses a spell or skill that costs Stamina, they receive Stamina and Health damage equal to the Stamina cost of the spell or skill. This damage counts at the end of their turn.

    Absolution Ray
    Type: Combat Absolution Spell
    Cost: 100 Stamina
    Cast upon a single target, the caster rolls 2d12+Willpower+Willpower+Willpower. The target of the spell takes the total of the roll. The ray then separates and hits up to 2 additional targets, dealing the amount rolled by the 2d12, not adding the Willpower.

    Absolution Shield
    Type: Support Absolution Spell
    Cost: 30 Stamina
    Cast upon a single target, the caster rolls 2d12+Willpower. The target then gains a shield that blocks the next incoming damage equal to the caster’s total roll. This spell can last up to a number of turns equal to the caster’s Power Level in Absolution Magic.

    Fire Jet
    Type: Active Combat Fire Spell
    Cost: 12 Stamina
    The caster fires a ray of flame at the target. The caster uses 2d12+Power Level+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element.

    Absolution Bolt (Shelved)
    Type: Combat Absolution Spell
    Cost: 30 Stamina
    Cast upon a single target, the caster rolls 2d12+Willpower. The target then takes damage equal to the caster’s total roll.

    Flame Shield
    -Instant Combat Fire Spell
    -8 Stamina
    -Usable at any time the caster, or an ally within line of sight takes a hit. Flame Shield adds the caster’s Willpower to the defensive roll. Double the Willpower is added against Fire and Plant elements. The skill does nothing against Water element.

    Incinerate
    -Active Combat Fire Spell
    -75 Stamina
    -The caster roasts a single target with a flash of high-intensity flames. The caster uses 2d12+Willpower+Willpower+Power Level as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll- target's resilience. This spell Ignites the target, unless they are a Water or Stone element.

    Quicksilver
    Type: Support Time Spell
    Cost: 25 Stamina
    Cast upon a single target, the caster rolls 2d12+Willpower. The target gains Speed equal to the total 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
    Dash (Shelved)
    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 (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

    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.

    Elemental Enhancement
    Type: Instant
    Cost: 10 Stamina
    Acquired: Elementalist Class
    This skill may be used whenever a spell cast by the user succeeds in applying an Elemental Status Effect. The user of this skill rolls 1d12 and adds the result to the power of the effect.

    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: 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.


    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.

    Toughness
    Type: Passive
    Acquired: Beefy! Award
    Once per turn, the user can re-roll one of their d12 used during a Resilience-based check.

    Spot
    Type: Passive
    Acquired: Scout Award
    This skill allows the user to make checks at any give

    Okay, I have not got too much to show or tell about until I have finished a picture of her... so yeah...

    One question many have wondered and even asked, is an alicorn born or what? And some have asked Feather that. They all got the same answer. "How could i remember? That was years ago!" But from what she is aware of, she was transferred from house to house as a filly. For whatever reason, she did not know. She suspected it was for safety. Who knows what somepony, with dreams of power, could do with an alicorn servant! For a couple of years this continued, how many years is not known to her!
    Eventually the moving stopped and she just lived with a very... odd family. Mainly focused on books! They were probably Librarians, but Feather did not notice. They introduced her into the wonders of reading! From which she got bored! Until she found some books on magic. Fire magic! A dozen major fires and a huge lecture later, she could call herself an adept! But! When being lectured she was told, "You have great power, phenomenal amounts of it, and you must guide and use it wisely"
    From there a pyromaniac psycho was made!
    Of course, later on she went to schools as per she should, even making it to the school for Magic Academy or whatnot! Before starting a fire! Going to schools was okay for her, excluding the stares she got, she passed with soaring colours! And a few burning assignments.
    Graduation was quite dull for her and she looked for more in life, leaving her 'family' and wondering about. Making more enemies than friends, she grew short tempered and quite violent. And then... well she went to Ponyville!

     
    #220 Pillowfluff, Jun 30, 2013
    Last edited: Jun 13, 2014

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