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
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.
Nameigi 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 Skillsodge, Moving Dodge, Endurance Racer
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.
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
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]
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
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 Skillsodge 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
Vladmire Uhl Spoiler: Name, Gender, Class, and Race 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. Spoiler: Attributes 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 Spoiler: Abilities 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. Spoiler: Achievements 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.- Spoiler: Items/money 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, Spoiler: Backstory and extra information 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.
[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] Spoiler: Still waiting on that cross-class. 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] Spoiler: Passive Skills 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. Spoiler: Active Skills 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. Spoiler: Achievements Achievements Beefy!: 7 or more Resilience Reward: Toughness skill, +25 Health Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Spoiler: Equipment/Inventory Inventory -No Equipment- Spoiler: Character Information 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. Spoiler: Background Information Background Information -Background Information still to come-
Oh yeah Eight... I did up the stats for Hiven. http://www.everypony.com/forums/showthread.php?10135-Carson-Marain&p=394934&viewfull=1#post394934
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] Spoiler: Feffur's Pet!! 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. Spoiler: Inventory 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! Spoiler: Achievements 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 Spoiler: Spells 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. Spoiler: Skills 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. Spoiler: Passive Skills 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 Spoiler: Appearance Okay, I have not got too much to show or tell about until I have finished a picture of her... so yeah... Spoiler: Background 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!