For anypony who wants to make their own threads with their own character sheets rather than keep them all here in this thread, you can now make your own personal thread for your OCs in the new EPRP Character Sheets section!
Name: Firefly Blitz Gender: Female Age Group: Adult Race: Pegasus Class: Bolter Health: 75 Stamina: 125 Resilience: 7 Ferocity: 7 Speed: 5 Awareness: 4 Creativity: 1 Willpower: 0 Skills: Dodge, Moving Dodge, Endurance Racer.
Dark Aura Unicorn Mare Adult Class: Mage cutiemark: Two crossed bones +4 Death magic power level Health: 50/50 Stamina: 175/175 Resil: 8 +2 (10) +number of enemies Ferocity: 0 +2 (2) Speed: 0 +1 (1) WP: 8 Creativity: 7 awereness 1 +1 (2) inventory: 100 bits 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. First Spell: Summon Ghost Type: Summoning Death Spell Cost: 12 Stamina, 6 Per Turn Using necromantic powers, the caster calls forth a lost soul to serve them. This ghost will perform the caster’s bidding in what it can do, and will use limited communication to respond. The caster may have one undead summoned for every 3 Willpower. Second Spell: 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. Achievment skills: (BEEFY! (7 or more Resil)) Thoughness: Allows you to reroll one resillience each turn. (STEEL WILL (7 or more WP) Iron mind: Allows you to reroll one Willpower each turn. Empower: Allows the user to activate Items with dormant powers (BROAD MIND (7 or more Creativity)) (2 skills Iron pony: Adds 1 resil for each enemy in combat. 5 enemies =+5 resil. Disable Device: Allows the user to break open locks and that kind of stuff outisde of battle. (Survivor): Survive a combat with less than 15 Health, but more than zero. Reward: Second Wind skill, +2 Resilience (Expert in pain): Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness
Stats are over, they should be a total of 24, 6 are automatically applied (Which you've already done) and 18 are spent to your tastes. Your current total is 30. Thumbs up on that.
Name: Blayke Willow (The new Blayke) Gender: Female Age Group: Young Mare/ 15 Race: Pegasus Class: Scout Appearance: "Young Mare" http://25.media.tumblr.com/085356b19e56fead156106539e5abd77/tumblr_mvxmssUhZZ1s0b6oso1_500.jpg Health: 100 Stamina: 100 Resilience:4 Ferocity:5 Speed:4 Awareness:8 Creativity:2 Willpower:1 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. 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 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. 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. Achievements: Scouter Inventory/Equipment: N/A Cutie Mark: N/A
That's wrong. You get 24 points total, 6 of those are already taken up by racial stats, leaving you a leisurely 18 points to distribute as you wish. Thus 6 racial stat points+ 18 free stat points = 24 stat points.
Yes, your stats are right now, but you do still have an achievement and additional skills. You get the scouter award! ^^ [FONT=Comic Sans MS, serif]Scouter[/FONT][FONT=Comic Sans MS, serif]: 7 or more Awareness[/FONT] [FONT=Comic Sans MS, serif]Reward: [/FONT][FONT=Comic Sans MS, serif]Gauge[/FONT][FONT=Comic Sans MS, serif] skill, [/FONT][FONT=Comic Sans MS, serif]Spot[/FONT][FONT=Comic Sans MS, serif] skill[/FONT] [FONT=Comic Sans MS, serif]Gauge[/FONT] [FONT=Comic Sans MS, serif]Type: Active[/FONT] [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT] [FONT=Comic Sans MS, serif]Count: 2[/FONT] [FONT=Comic Sans MS, serif]Acquired: Scout Award[/FONT] [FONT=Comic Sans MS, serif] 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.[/FONT] [FONT=Comic Sans MS, serif]Spot[/FONT] [FONT=Comic Sans MS, serif]Type: Passive[/FONT] [FONT=Comic Sans MS, serif]Acquired: Scout Award[/FONT] [FONT=Comic Sans MS, serif] This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting with the immediate area.[/FONT]
Name: Mizūmi no reijin Gender: Female Age Group: Adult Race: Unicorn Appearance: Has a medium-long, straight, deep green mane, with a dark blue coat. Class: General Practitioner (Water, Death) Cutie Mark: A drop of water over a crescent moon. +5 to a magic that restores Stamina. (If there is one...) Health: 50 Stamina: 150 Resilience:3 Ferocity:0 Speed:8 Awareness:1 Creativity:4 Willpower:8 Physical Damage: +0 Magical Damage: +0 Physical Defense: +0 Magical Defense: +0 Status Effects/Conditionary Achievements: Normal: You're Alive!!! Spoiler: Skills Spoiler: Quick Cast Type: Passive Acquired: General Practitioner Class This skill makes the normally Count 6 action of casting magic a Count 4, allowing more spells sooner. Spoiler: 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. Spoiler: 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. Spoiler: 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. Spoiler: 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: Magic Spoiler: Ice Shield Type: Instant Combat Water Spell Cost: 8 Stamina Usable at any time the caster, or an ally within line of sight takes a hit. Ice Shield adds the caster’s Willpower to the defensive roll or the damage reduction (one is chosen). Double the Willpower is added against Fire and Water elements. The spell does nothing against the Storm element. Spoiler: Animate Skeleton Type: Summoning Death Spell Cost: 10 Stamina, 2 Per Turn Using the powers of necromancy, this spell causes a corpse to rise from the ground as a skeleton under the caster’s command. 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: Inventory: 100 bits Bones of Ryobo no reijin Bones of Herupā no reijin Spoiler: Achievements: (2) Spoiler: Steel Will Acquired: 7 or more Willpower Reward: Iron Mind skill, Empower skill Spoiler: Racer Acquired: 7 or more Speed Reward: Dash skill, Go For It skill Equipment:
+3 if you want it to be just skills that restore stamina. +5 is if you have a specific skill you want to specialize in.
Name: Blacklight Gender: Male Age Group: young Race: Earth pony Class: Youth Health: 25 Stamina: 75 Resilience: 3 Ferocity: 1 Speed: 1 Awareness: 2 Creativity: 2 Willpower: 3 Skills: Junior Adventurer Type: Passive Acquired: Youth Class – Restricted At the end of an encounter the Youth is present for, they are allowed to copy and take an achievement that one of the party members acquired earlier. This can be any award, or half award, but no super awards. While being a Youth, they won’t get any bonuses from +1 Stats or +1 Skills, but other stat bonuses are reduced by 1 for any achievements received in any manner until this skill is no longer valid for the character I Don’t Wanna! Type: Instant Cost: 15 Stamina Acquired: Youth Class – Restricted Usable the moment they are inflicted with a Mental Status Effect other than Fear. This will negate the need to roll against the status effect, and automatically deny it. Please Don’t Hurt Me! Type: Instant Cost: 5 Stamina Acquired: Youth Class – Restricted Usable the moment an enemy attempts a melee attack on the youth. They will take an unassuming and pathetically cute begging position that will make it nearly impossible for the enemy to attack them. The Youth rolls 2d12+2d12, and the enemy rolls 2d12+Willpower. If the youth rolls higher, then neither they nor the enemy may attack one another for 3 turns, ending at the beginning of the enemy’s 3rd turn. Achievements: Inventory/Equipment: 150 bits Other: he is blind
Name: Treveylan Gender: Male Age Group: Young Adult Race: Griffon Class: Performer Health: 50 +10 (60) Stamina: 150 +10 (160) Resilience: 4 Ferocity: 4 Speed: 5 Awareness: 4 Creativity: 4 Willpower: 3 Skills: Musical Performer: Multi-Voiced Theremin Inspiring Song Dancer Achievements: "I'm Competent!" Acquired: Learn how to do EPRP and defeat the tutorial monsters. Reward: +10 Health, +10 Stamina Inventory: Nothing
( I wanted a character who just screamed “CRAZY”, so I took inspiration from Krieg from Borderlands. In order to make him more original and to make him fit more in an MLP setting, I removed Krieg's "KILL KILL KILL" mentality, and made him less random. The background story was made from scratch, as well as the attire. The personality had a TON of tweaks to further seperate him from Krieg, but the overall inspiration is still there.) Name: CUHRAYZEE Gender:Male Age Group: Young Stallion Race: Earth Pony Class:Berserker Health:100 Stamina:100 Resilience:2 Ferocity:8 Speed:5 Awareness:2 Creativity:5 Willpower:2 Skills:Crazed Charge, Fury, Ferocious yell Achievements: Deadly Inventory/Equipment: ILOOKGOOD: Cuhrayzee's signature top-hat, he got it almost immediately after breaking out of the asylum Cuhrayzee wasn’t always an insane pony, he used to be a regular pony named Zee who merely worked at the Manehattan mental asylum. He worked as an assistant for the doctors, until one day, one of the more dangerous patients jumped onto the medicine cart, started mixing random potions, and then poured it all onto Zee’s face. Zee was immediately put into a emergency lockdown, but the doctor’s left the door open. Zee, now lacking fear, ran out into the hall. He escaped the mental asylum to go live his new life . Cuhrayzee’s has a very weird personality. He talks in a sing-song voice a lot, and tends to see things that aren’t there. He is easily angered, but never loses the happy tone of his voice. Usually, he never thinks before acting. He is usually nicer to mares and foals than he is to grown male ponies, even going as far as to stop fighting mid-battle because he sees the stallion is friend’s with a mare or child. This is more or less an instinct of the female/child not being a threat to him, this 'instinct' leads him to be easily defeated by hostile mares . He is not a 'kill anything you see' character. He's actually chaotic neutral most of the time. And the social aspect of RPing, when socializing with this character, sometimes, we'll all be laughing our butts off as the characters try to decipher what he is saying, due to the fact that he speaks in sentence fragments, but other times, it's rather obvious. He DOES show emotion in his own special psychotic, completely random way. I'm not saying he'll always act this insane, but here's an example. Some pony in extremely sad,and in order to cheer them up, he purrs up against them like a cat. Other times, when he is FURIOUS at a pony who is on his side, instead of starting a mutiny or yelling at them, he might just walk up to them, slap them, scoff, and then walk away after saying what he was mad about. As for the fighting aspect of the RP, Cuhrayzee does have a tendency to pick fights. But he has a certain goal in mind when he does, these goals range from something as pointless as who gets the first cup of cider, to something as important as saving somepony's life. In combat, a lot of Cuhrayzee's attack decisions are completely random, and he is completely unpredictable. (I've taken extra precautions to make sure he doesn't always start fights, in a more social setting RP, he will be that weird pony who makes everything awkward.) His cutie mark is a broken wire . alluding to his overall craziness He wears a ski mask and top hat to hide his identity, wanting nothing to do with his past life.
Not exactly sure that 'Myspecialthingy' would be allowed, you can not start off with a weapon or other item that will aid in an EPRP~ Like a sock! I have literally seen a sock as a weapon~ Trippy! But regardless, I am not sure that's allowed! You'd also Get the Deadly achievement and probably the stuff that comes with that Chevie! Also! I am going to be keeping all my characters very far away from this one! XD And yeah, you also might want to add a Cutie Mark bonus to that! Dunno what it is... probably +1 or something that involves complete and utter craziness but meh!