Also, the fact that the "Race" column has Pegasus stats. That's why I am confused. You say Earth Pony, but took Halflinger's Hefty and the Pegasus Starting Stats.
Name: Zzerna Gender: Female Age: young-adult Race: Zebra Class: Shaman HP: 125 Stamina: 75 Ferocity: 8 Resilience: 4 Speed: 4 Awareness: 5 Willpower: 7 Creativity: 5 Skill: Situation Prediction: Player may roll 2d12 once on theirturn during a situation. As long as they make a lucky doubles roll, they willgain a hint of what will happen next. Tribal Cutie Mark: +1 more to 2 separate stats when gettingcreated, and they have a +1 bonus when doing anything that relate to wildernesssurvival or living off the land. Job: Shaman Herbal Remedy Type: Active Cost: 10 Stamina Count: 2 or 5 Acquired: Shaman Class Always seeming to have something on hand to treat what ailsthose around them. If used on an themselves or an ally within melee, this skillcounts as a normal inventory action, taking 2 count. Herbal remedy can also bethrown for 5 count, and if thrown, then the base roll needs to make minimum forthe range it’s thrown at. The user rolls 2d12+Willpower, and the target heals theamount rolled. They are also cured of one level of Poison and one stack ofItchy. This healing counts as Plant Based, and won’t work on Fire Basedcreatures. Furious Charge Type: Active Cost: 5 Stamina Acquired: Berserker Class During a gallop -speed movement, this skill may be used to violently collide with anenemy. This allows the user to make a normal melee attack, but Speed is addedto the roll. 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 themget a small amount of respite. The user rolls 2d12+Willpower. One of the rolleddice, (user’s choice,) is applied to healing the target’s Stamina. Theremaining 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 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 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. 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 Achievements: Subjugation Award, for taking down a boss without killing! +1 awareness, +1 creativity, +1 willpower Steel Will Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Inventory: Amethyst Axe Pendant of Souls: +5 damage resistance, -2 ferocity, -1 willpower 1450 bits
Well, I'm sorry I'm on holiday, enjoying myself and getting a Tan with little to no connection and this has all happened while I'm on Holiday. P.S. I'll be back today.
I looked at when the original post was last edited and it was like in the spring, so I figured it just wasn't being updated anymore... I wasn't trying to be mean
Name: Z Gender: Stallion Age Group: 19-20 Race: Pegasi Class: Berserker Health:100 Stamina:100 Resilience: 5 Ferocity: 8 Speed: 3 Awareness:2 Creativity:1 Willpower:5 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. 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. 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. Achievements: Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Inventory/Equipment: Pike. CM: A magnet. Adds +2 to ferocity and +3 to Resilience.
here is mine Name:Zachel Gender:Stallion Age Group:Young Adult Raceony Class:Warrior Health:150 Stamina:50 Resilience:6 Ferocity:4 Speed:2 Awareness:3 Creativity:4 Willpower:5 Skillsower Strike,Counter,Taunt Achievements: Inventory/Equipment:
Ammie (Nickname) Female Unicorn Stalwart Cutie Mark: A Magic Staff, representing healing! (Whenever she heals a pony besides herself, heals +4 stamina or hp. If both are healed by the same action, then +2 to each.) 100/100 Health 100/100 Stamina 0 Ferocity 2 Resilience 0 Speed 8 Awareness 8 Willpower 6 Creativity Skills: 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. 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, Insanity, or Spacey condition the ally is afflicted with. This does not have any affect if the ally caused the condition themselves. 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. 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. 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. Spells: Awards: (2) Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Inventory:
Name: RainbowBolt Gender:female Age Group:young adult Raceegasus Class:bolter Health:75 Stamina:125 Resilience:5 Ferocity:7 Speed:9 Awareness:3 Creativity:5 Willpower:4 Skills: dodge, moving dodge , flight , endurance racer Inventory/Equipment: Compass rope Arrow and bow
Sorry bro, but stats add up to 33. You can only have 24 points, and 6 should be reserved by your racial stats. That, and you don't get to start out with items. Unless someone bought them for you.
Name: Fireball Setna Gender: Stallion Age Group: Young Adult Race:Alicorn Class: Berserker Health: 100 Stamina: 100 Resilience: 7 Ferocity: 8 Speed: 4 Awareness: 4 Creativity: 1 Willpower: 6 Skills: Crazed Charge, Fury, Ferocious Yell, Dual Strike, Toughness Achievements: Deadly, Beefy Inventory/Equipment: None
Name: Shadow Warp Gender: Male Age Group: Not too old Race: Unicorn Class: Death Mage Curie Mark: A skull and a swirling blackness behind it, Represents Necromancy. +4 Power Level [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]+25[/TD] [TD]-[/TD] [TD]-[/TD] [TD]25[/TD] [/TR] [TR] [TD]Stamina[/TD] [TD]-[/TD] [TD]+175[/TD] [TD]-[/TD] [TD]-[/TD] [TD]175[/TD] [/TR] [TR] [TD]Resilience[/TD] [TD]-[/TD] [TD]+5[/TD] [TD]-[/TD] [TD]-[/TD] [TD]5[/TD] [/TR] [TR] [TD]Ferocity[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [/TR] [TR] [TD]Speed[/TD] [TD]-[/TD] [TD]+8[/TD] [TD]-[/TD] [TD]-2[/TD] [TD]6[/TD] [/TR] [TR] [TD]Awareness[/TD] [TD]+1[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]1[/TD] [/TR] [TR] [TD]Creativity[/TD] [TD]+2[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]2[/TD] [/TR] [TR] [TD]Willpower[/TD] [TD]+3[/TD] [TD]+5[/TD] [TD]-[/TD] [TD]-[/TD] [TD]8[/TD] [/TR] [TR] [TD]Damage[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [/TR] [TR] [TD]Defence[/TD] [TD]-[/TD] [TD]-[/TD] [TD]-[/TD] [TD]+4[/TD] [TD]4[/TD] [/TR] [/TABLE] Spoiler: Skills Over-Power Type: Instant Acquired: Mage Class Usable when casting a spell. This doubles the cost of the spell, and instantly applies it on the same target a second time. The target and caster both get separate rolls for both applications. 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 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. 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 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. 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. Unicorn Magics Spoiler: Spells Death Blade Type: Active Combat Death Spell Cost: 8 Stamina This calls a spectral blade to slice through the target’s life force. The caster and target both roll 2d12+Willpower. If the caster wins, then they deal damage to the target equal to their roll. Animate Wight Type: Summoning Death Spell Cost: 20 Stamina, 10 Per Turn Using the powers of necromancy, this spell causes a corpse to rise from the ground as a wight under the caster’s command, gaining ethereal magical armor. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower. Spoiler: Achievements Racer: 7 or more Speed. +Go for it +Dash ( skills ) Steel Will: 7 or more Willpower. +Empower +Iron Will (skills) Spoiler: Inventory Wight Armor + 4 defense -2 Speed Page Beautification By Feather Fire! She is da best!
Looks good [MENTION=7451]Shadow Warp[/MENTION] Hmm... I can't seem to find you the stats and stuff for Wights! *stares at anypony with GM stuff*
Name: Trazule Gender: Male Age group: Teen ultRace: Diamond Dog Class: Bolter Resilience 2 Ferocity 3 Speed 6 Awareness 5 Creativity 2+1 willpower 4+1 Starting Health: 75 Starting Stamina: 125 Skills: Dodge TypeassiveWhenever 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 ClassWhenever a dodge is successful, this skill can be activated to allow the user to move up to 10’ away from their attacker Endurance Racer 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.
Looks good, as Feather said :3 Yep, hopefully that information will be available to everypony soon! No worries! That looks good, Briar! ^^
Name: Rosethorn Gender: female Age Group: young adult Race: Earth pony Class: Warrior Health: 150 Stamina: 50 Resilience: 6 Ferocity: 5 Speed: 4 Awareness: 3 Creativity: 2 Willpower: 4 Skills: Cutie Mark A bundle of rose wrapped together with a thorned vine: To represent both her a finite for flowers and plants as well, as her determination to protect those that she cares about Endurance With Endurance, any time a normal pony rolls double 11s or double 12s while using a skill, the skill costs no Stamina! I think that’s cheating! 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. Achievements: Inventory/Equipment: Name: Lavender sky Gender: female Age Group: young adult Race: Pegagus Class: Bolter Health: 75 Stamina: 125 Resilience: 4 Ferocity: 2 Speed: 5 Awareness: 5 Creativity: 5 Willpower: 3 Skills: Cutie Mark three symbols for the wind connecting with each other. To signify her ability to control the wind around her. Pegasus Flight Duh! This lets them fly, and land on clouds. They can go through the clouds if they move fast enough though. They still gotta build up speed as if they on ground though. 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. Achievements: Inventory/Equipment: 150 bits finnaly finished these too!
Name: GreyMagus Race: Earth Pony Class: Bolter Ferocity: 0 Resilience: 4 Speed: 8 Awareness: 6 Willpower: 5 Creativity: 1 Health: 75 Stamina: 125 Skills Dodge Moving Dodge Endurance Racer Endurance Dash: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 ItShelved) 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. Awards Racer: 7 or more Speed