I'll be adding Songbird and Lydia to the roster when I get on my computer. Anyway; -Approved- (Hell yeah, my first post as a member once again~! I almost forgot to mention; nice Backy style avatar, Poetic. ouo)
Name: Comet Fire Gender: F Age Group: 21 [20-30] Race: Pegasi Class: Scout Resilience: 4 Ferocity: 5 Speed: 5 Awareness: 5 Creativity: 3 Willpower: 2 Skills: Spot Hidden, Lay in Wait, Danger Sense inventory: Zilch (I hope this is alright with you, I had BlazingDawn's help with this o-o)
Name: Broken heart Gender: male Age group: early 20s Race: earth pony Class: worker Health:75 Stamina:125 Resilience:8 Ferocity:7 Speed:4 Awareness :5 Creativity:0 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.
Spirit, the only thing wrong it that your race is Pegasus instead of Pegasi. #nitpicking Shadow...first, you get to choose a tool of your choice to specialize in. Second, Earth Ponies have a base of 2 resil, 2 creativity, 1 willpower and 1 awareness, so you need to have at least 1 willpower and 2 creativity. You'll have to take those out of some other stats. :/ Otherwise, you're good as well!
Hmm, Might as well bring Her back into action! Name: Blaze Wing Gender: Female Age Group: Teenaged Race: Pegasus Class: Scout Health: 150 Stamina: 100 Resilience: 7 Ferocity: 3 Speed: 8 Awareness: 7 Creativity:4 Willpower:3 Inv: 283 bits, 5 ciders, 7 rocks, 1 cloth Achievements: Survivor, Second Chance, Racer, Dashers Call, Beefy, Scout Cutie mark: Cloud and a Bow representing her affinity with hiding and Archery, +4 to a roll if it involves both. Such as, shooting something from a hidden position! Class: Scout: 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. Lay in Wait 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 (SHELVED) 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. Second Wind Type: Instant Cost: 10 Stamina Acquired: Survivor Award Usable the instant the character reaches zero Health. Roll 2d12+Resilience. If the result reaches at least 18, the character restores that much Health. If the result does not reach 18, nothing happens. 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. Dash Type: Passive 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. Toughness Type: Passive Acquired: Beefy! Award Once per turn, the user can re-roll one of their d12 used during a Resilience-based check. 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. Spot 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
Name: Polaski gender: male age group: 20 race: earth pony class: warrior health: 150 stamina: 50 resiliance: 4 speed: 3 creativity: 5 awareness: 3 willpower: 6 ferocity: 3 skills: power strike, counter, taunt equpment/inventory: thats my OC I wish to in role
Err. I'm counting up to 28 on those stats, you can't start with more than 24. Also, you can't start with weapons and armor.
Name: Eluuna Gender: Female Age Group: Young adult Race: Pegasus Class: Stalwart Health: 100 Stamina: 100 Resilience: 4 Ferocity: 2 Speed: 2+3 Awareness: 3+2 Creativity: 2 +1 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. Achievements: Inventory/Equipment:
Oh look, finally you made a character sheet! Hehe. Anyway, a couple of things just need correction and addition: Starting stats for Pegasi are +3 speed, +2 Awareness and +1 Creativity. Also the total is only 20, rather than 24. So you have 4 more points to spend on stats. Once you have that done, I'll send the stat award skills your way, seeing as they aren't put down or nothing on the site.
Phew, you got some errors, sonny. First off, I doubt you can have your cutie mark give you a bonus specifically against rune casters. You might want to clear that with Eight Star. Second, you magical source for runes isn't a physical. It's more of a realm on where your rune's powers are coming from. Our current section is Olympus, Tartarus, Equestrian Crystals, and Star Elders. Third, rune casters doesn't start off with skills. They start off with two words of power. You choices on that are: Bring, Light, My Ally, Please, and Weaken. Forth, you get, Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Broad Mind: 7 or more Creativity Reward: 2 Skills for your stats. Those are achievements by the way. Lastly, you don't get to start off with books that may affect affect gameplay/roleplay/etc.
Ok i know about the errors and i was editing it at the time, now that i think about it i should have just deleted it and done it over, also i was looking for the stuff and i couldnt find much of any of it and i know and thank you for the help
Hey Dynasty, whenever you see this, could you check Blaze, and if she is all clear to be played, move her to the list please?
Kree Female Griffon Assassin Health: 100 Stamina: 100 Resilience: 2 Ferocity: 8 Speed: 2 Awareness: 6 Willpower: 0 Creativity: 6 Skills: Assassinate Type: Active Cost: 15 Stamina Acquired: Assassin Class Weapon Types: Bladed Weapons To use this skill, the user must be undetected by the target, and the target must be in melee. This skill allows the user to hit for free, and using a normal attack roll they may add twice their Ferocity and Weapon Damage to the blow. The enemy may not apply any damage reduction to the hit. Dual Strike Intimidate Flight Talons Achievements: Deadly Inventory/Equipment: A bit of other stuff: She's trained in hand to hand and ranged combat, and she's very stealthy and intelligent. However, she is cowardly at heart, preferring not to face anything not natural in form, and also having no qualms about slipping away and abandoning her comrades if the battle is being lost. She is also rather slow, both for an assassin and for a Griffon.
Curled Ribbon Blade Dancer Pegasus 23 Cutie Mark: A pair of ribbons entwined, and the entwined ribbons making a circle! Allows her to add +2 to a roll that involves her Dancing! (( Circle Slash and Dancing Rolls )) [TABLE="class: cms_table_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]+100[/TD] [TD]-[/TD] [TD]-[/TD] [TD]+100[/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]-[/TD] [TD]+1[/TD] [TD]-[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Ferocity[/TD] [TD]-[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+2[/TD] [TD]+12[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]+3[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+4[/TD] [TD]+14[/TD] [/TR] [TR] [TD]Awareness[/TD] [TD]+2[/TD] [TD]-[/TD] [TD]+2[/TD] [TD]+2 [/TD] [TD]+6 [/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]+1[/TD] [TD]+6[/TD] [TD]+1[/TD] [TD]-[/TD] [TD]+8[/TD] [/TR] [TR] [TD]Willpower[/TD] [TD]-[/TD] [TD]-[/TD] [TD]+1[/TD] [TD]-[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Damage[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Defence[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]+1[/TD] [/TR] [/TABLE] Spoiler: Skills 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. 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. Circle Slash Type: Active Cost: 10 Stamina Count: 8 Acquired: Blade Dancer Class Weapon Type: 1H Weapons Twirling the weapon in a circle, the user makes a normal attack against every unit within melee, rolling only once while each target has a separate defensive roll. 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 6 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.”) 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. Whirling Dervish Type: Full Turn Active Cost: 15 Stamina Acquired: Broad Mind Weapon Types: 1H Weapons, Unarmed Usable at the beginning of the turn, the user rolls 1d12. At that point, the user has the number of attacks in their turn, equal to the number rolled. Combat skills may be used for these attacks, except those that give more attacks. Black Jack’s Luck Type: Instant Cost: 21 Stamina Usable on a dice result involving the user, this causes the final result to equal 21. This cannot be used on a roll where 21 would be impossible. (Targets with bonuses of 19 or higher.) If this causes a roll-off, the changed result is completely re-rolled, the opposing roll still has to re-roll lowest dice.) Pegasus Flight Well duh! Spoiler: Chevies! Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Blackjack: In a group of 2 or more, every ally rolls 21. Reward: Black Jack’s Luck skill, +1 All Stats Racer: 7 or more Speed Reward: Dash skill, Go For It skill Broad Mind: 7 or more Ceativity Reward: 2 Skills, Dodge and Whirling Dervish Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Spoiler: Inventory A bit of dust, a few cobwebs, and a spider! Maybe in a hundred years that will be able to be made into spider silk clothing! 6Throwing Knives -+14 Base damage. -+1 Damage Melee 12 Storm Enchanted Throwing Knives -+14 Base damage. -+3 Storm Damage A dull Knife -A good paperweight Ribbon's Sexy As All Hell Scarf -+2 Awareness A Short Tail Bow -+ 2 Ferocity Leather Armour -Nice and light! Great for dancing! -+1 Defense 2 Shortswords -+2 Damage each +3 Fire damage to ONE -Probably Dual Wielding them! Long Blue Ribbons -+4 Speed 36 bits - A little Money~ A Dead Daffodil -Very plant! Was very vicious!! Some Ghostly looking Flowers! -They Make tinkling bell sound! Eight Dead Roses! -Very plant! Was very vicious!! Spoiler: Background Ribbon was always an special foal. She grew up with a nice rich and almost harp-like voice, and a graceful step, this was probably why at the first opportunity, her parents enrolled her into the Canterlot Dance Academy .. from there she dropped her singing. Although she is still quite the singer. She was quite into the dance. At 16 she graduated with honours! Even better... there were no openings for any dance rolls. And Poledancing in public does not count as a job! So she decided to do what a few ponies did, at 19 she moved to Ponyville in order to be one of those 'questers' and now...