Now you have 2 too many stats :3 - - Auto Merge - - Hi Eight. :3 - - Auto Merge - - Looks good now, Briar.
Name: Lyssea Gender: Female Age Group: Adult Race: Earth Pony Cutie Mark/Special Talent: Helmet, symbol for a skill in crafting ( +1 ). Class: Scout Spoiler: Stats Health: 100 Stamina: 100 Resilience: 2 Ferocity: 1 Speed: 4 Awareness: 8 Creativity: 8 Willpower: 1 Spoiler: Description/Image ( Drawing made by Umbrora Glow ) Spoiler: Personality Lyssea is a rather affectional and very friendly pony. She will often show her liking of another pony by showering them in hugs or other physical signs of affection. She will usually assume the best of everyone to start with, treating them as good friends even though she only just met them - including plenty of hugs. In danger her instincts are to run or hide, avoiding fighting if at all possible. This doesn't mean she will abandon friends if danger threatens. She will stay behind and do her best to help, just not really in any aggressive way. Attacking anyone or anything is really a sign she is not just scared, but backed so far into a corner there is no other option. Spoiler: History This mare grew up in one of the many villages all over Equestria. Her life was a simple and quite peaceful one, with the most horrible things happening to her being the occasional little fight in the family - things which happens in any family at one point or another. She had two siblings, an older sister and a younger brother, both of whom she got along with as well as anyone might ask for. Her mother was the local blacksmith and her father the woodworker of the village, giving her plenty of opportunity to get used to the tools they used. This was also how she found her talent for crafting, now symbolized on her flank with a figure of the helmet she was making at the time. Of course she did not just spend her days training her skills in crafting, but spent plenty of her time with other fillies and colts while exploring both the area around the village as well playing plenty of games - such as Hide and Seek, a game she turned out to be quite good at. Unfortunately a village of that size really can't support another artisan and with parents in good health there really wasn't a free spot for such work as she came close to moving from home. Not that she was bothered by it, for even though she stayed a short while in the village after reaching adulthood in her own little place she soon left to explore the world together with Celestia and Luna - her two favorite plushies. She will often write back home about her adventures. Spoiler: Skills Spot Hidden Type: Passive 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 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 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 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 This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting with the immediate area. Endurance With Endurance, any time a normal pony rolls lucky doubles while using a skill, the skill costs no Stamina! I think that’s cheating! Disable Device Type: Active Cost: 5 Stamina 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. Picking the Bones Type: Passive Scavengers will often find more materials that smiths can use to make weapons and armor. They will also find bonus ammo for weapons when recovering them. Scavengers can often find usable materials off of any monster. Spoiler: Achievements Scouter: Gauge skill, Spot skill Broad Mind: Two selectable non-achievement skills. Spoiler: Inventory/Equipment Saddlebags. Food for 2 days Water-flask. Small pile of letter-parchment. Inkwell. Wooden pen. Needle and Thread for Repairs. Small box with stamps. Stack of Envelopes. Luna-Plushie Celestia-Plushie
Here my character.. wooo! Name:Skylir Gender: Male Age Group:20 to 30 Race: Unicorn Cutie Mark/Special Talent:Mark of a Dragon holding a orb in each paw one of a star the other of several animals. +2 to melee offensive rolls while enchanted. Class: Rune Caster Health: 50/50 Stamina: 150 Resilience: 0 Ferocity:4 Speed:4 Awareness:3 Creativity:7 Willpower:6 Skills: Source name: Myself Runic Spells: Enchant, Restore -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. -Limitless Counter Type: Instant Cost: 5 Stamina Acquired: Pugilist 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 at -2 Ferocity. For every time this skill is used, another -2 Ferocity penalty is applied. The penalty resets when the user takes their turn. Achievements: Broad Mind: 7 or more Creativity Reward: 2 Skills Inventory/Equipment: 3 potions of healing Healing Potion (19 Health 8 stamina) Healing Potion (17 health 11 stamina) Healing Potion (22 Health 7 Stamina)
Bloody Cyan and giving away them potions~ Looks good though! [MENTION=2413]Legion[/MENTION] Need you to teach me how these silly Runes work in the chat! You can Start with equipment?! Looks awesome anyways! *licks* :3 Okai, I
Not like I'm starting with armor or weapons ^.^; Just flavor-things! *licks back* If the Big People say it gotta go I'll remove it though.
Feather, you can't approve characters lol, here's why: First of all, Night is using the runic spells wrong. He doesn't have the power level to use Restore, and certainly not Enchant. Second of all, your source would not be yourself, it would be either Mana Crystals, Tartarus, Olympus or Star Elders. Third of all, you need a Plea word, an Action word, and a Target word for the spell to work. Otherwise, well, the GM can insert ANY word of that type in where you don't have one, or a random one gets picked. Which is to say, it will probably hurt you rather than help you. So you need a Source, and at least three words to be able to cast a complete rune spell. Right now you have no source, no plea, two actions and one target.
YO! ANYPONY WHO READS THIS! MY APPROVAL IS JACK *BLEEP* Just Ignore it, I just like to feel important! :3 There Weegin, now everypony should know it!
Ok so then I will need a list then of runic spell separate by the groups Pleas, actions and target words, also their power level since there no sheet yet that provide that kind of info on the forums. As for the source. I was tol something different and that can easily be fixed. but a list of the rune words available would be great and thanks.
Well yes...I would put them on the forums but they aren't exactly fully worked out yet. I can give you the words, but each combination does something different and well, not all of them have been determined. So you'll have to bug Eight to find out what everything does. I'll post them in the EPRP section right now, so they'll be there for ya.
Here is my redone character sheet. Hope this is better Name:Skylir Gender: Male Age Group:20 to 30 Race: Unicorn Cutie Mark/Special Talent:Mark of a Dragon holding a orb in each paw one of a star the other of several animals. +3 to melee offensive rolls while using Magical Embodiment. Class: War Mage Health: 100/100 Stamina: 100 Resilience: 0 Ferocity:7 Speed:2 Awareness:2 Creativity:7 Willpower:6 Skills: Magical Embodiment Type: Active Cost: Variable Count: 2 Acquired: War Mage Class Upon using this skill, the user spends stamina equal to their Willpower. This skill increases their Ferocity by half of their Willpower rounded down, and reduces their Willpower by the same amount. For every 2 Ferocity increased in this way, 1 Resilience is also added. Cancelling this effect is an instant. 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 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. 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. Burning Out Type: Instant Cost: Variable Acquired: Warlock Class When dealing damage at melee, this skill may be activated to immediately cast a spell following the attack. The spell must be a single-turn spell, and may not cost any stamina more than the damage the enemy received (after their defenses.) This skill can activate a spell cast while Berserk, but the spell will cost twice its normal amount. -Limitless Counter Type: Instant Cost: 5 Stamina Acquired: Pugilist Class 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. 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 at -2 Ferocity. For every time this skill is used, another -2 Ferocity penalty is applied. The penalty resets when the user takes their turn. Spells- School of choice: Time Magic known Spells: Repeat Offense Achievements: Broad Mind: 7 or more Creativity Reward: 2 Skills Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Inventory/Equipment: 3 potions of healing Healing Potion (19 Health 8 stamina) Healing Potion (17 health 11 stamina) Healing Potion (22 Health 7 Stamina) Backstory- The path to something better is paved with several roads. Many have gifts to make thier journey easier and others have to work hard for what they which to achieve. Skylir was but a simple traveler, telling of fortunes and making simple tricks to get by. During one of his shows he happen upon the passing of the royal guards. his tricks seem to pale in the sight of the golden armor, the strong demeanor and the powerful presence. His show came to a halt, but a young female voice urge him to finish his show. He performed to the best of his ability and ended with several clops. As he collected his bit one of the royal guard handed him a small bag and said his performance was grand. Skylir thank him but then ask he always wanted to join the royal guard in his youth. He was going to continue but the guard stop him telling him that for one to be part of the guard it a very serious service, you have to being something to one that you have to earn your way in. Skylir felt defeated at the moment, but the guard told him that there are several paths to the royal guard, bring something unique then you may have a chance. Skylir thought about this for a long while, as he continue his travels. He began to hear rumors of unicorn becoming and alicorn but was unsure if that was possible for one as himself. In his recent journey he saw a jaguar in combat and he got some inspiration. This land has many creatures that has differnt ways of self defense, if he can adopt thier style and blend it into one style, with his magic, perhaps he can 'earn his wings' thus surely making him a proper canidate for the guard and no more travel, no more simple ticks he can serve royaly and be happy. Thus began a style of Sho-shu, the 12 animals fighting style. This path he chosen and hope it will lead him to having a banner and a helmet of the royal guard.
Name: Mana Tatsumiya Gender: Stallion Race: Unicorn Age: Adult Class: Elemental Background: Mana never liked anyone. He comes from a warzone, a place far away from Equestria, seeing death and murder toughened the mind of this stallion, growing up he had to learn how to be very fast to avoid being killed like so many of the other unicorns by the sea-ponies, his folk were natural fire mages at birth and were at a disadvantage. In the last battle only a few unicorns made it out alive, but as far as Mana knows, he is the last survivor of his entire clan. While wandering the endless jungles being careful to not light anything on fire, Mana remembered reading books about a legendary place called Equestria where ponies lived in happiness and peace, all he knew was that that the magical land was somewhere far off to the setting sun according to the legend. After 5 years of travel, Mana had finally reached Equestria. There he discovered his passion for music and listening to it, although he very much did wish he was talented enough to make music. To this day Mana still tends to avoid other ponies, they make him nervous and he is very shy and tries to avoid people as his very nature frightens them. He would want to talk to a unicorn with a battle-broken horn and is prone to lighting things on fire? Description: Broken horn that tends to spark with a flame every now and then when Mana's emotions run high, fire red coat and blue mane and tail CM: Vinyl Disc on Fire (+3 to offensive fire spells) Health 50 ---- Stamina 150 --- Resiliency: --- 1 Ferocity: ---- 2 Speed: ------ 8 Awareness: -- 3 Creativity: --- 2 Willpower: --- 8 Skills: 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. 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. Flame Bolt Type: Active Combat Fire Spell Cost: 5 Stamina Fires a bolt of fire at a target. The caster uses 2d12+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 Plant element enemies. 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. 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. Achievements: Racer: 7 or more Speed Reward: Dash skill, Go For It skill Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill
Dark End Tumbles Name: Dark End (Nickname of "Tumbles") Gender: Male Age Group: (About 24) Race: Bat Pony Cutie Mark/Special Talent: A dagger right in the back of some poor Pony (effect +4 damage with assassinate with daggers) Class: Assassin Health: 100 Stamina: 100 Resilience: 1 Ferocity:8 Speed:2 Awareness: 3 (7) Creativity: 5 Willpower:1 Skills: Gone Batty. This allow them flight. Can't land on clouds. +1 to Awareness in an enclosed area. +1 to Combat Rolls at night. -1 to Combat Rolls during the day. -1 to Awareness in areas with heavy noise. Lastly, their vision works normally at night or in darkness, but receive negatives in bright light that are normally reserved for the darkness. 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. Lay in Wait Type: Active Cost: 4 Stamina Acquired: Scout Class - chosen assassin 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. Fury Type: Active Cost: 50 Stamina Count: 2 Acquired: Berserker - chosen assassin 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. 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. 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: Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Inventory/Equipment: two daggers +1 each, (One equipped) Backstory- To come later Irrelevant. Roasted to Death By Feather. Deceased
Wow it's been so long!~ Welp, here's my moma's boy: Henry! Name: Henry Mortuusanni <--(Deadgears in English) Gender: Stallion Age Group: Adult Race: Unicorn Cutie Mark/Special Talent: Henry's cutiemark is a steam-punk blue wizard staff with a dark purple magically aura. Creating machinery powered by only magical spells is his special talent. It gives him a +5 when constructing machines. Class: General Practitioner Health: 50 Stamina: 150 Resilience: 2 Ferocity: 2 Speed: 3 Awareness: 2 +1 Creativity: 7 +2 Willpower: 8 +3 Skills: 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. Flame Bolt Type: Active Combat Fire Spell Cost: 5 Stamina Fires a bolt of fire at a target. The caster uses 2d12+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 Plant element enemies. Start Flame Type: Support Fire Spell Cost: 2 Stamina This spell is able to be used to light a fire. It can light a match with ease, or start a fire under a put that has appropriate kindling and logs. Weakness Type: Active Combat Death Spell Cost: 4 Stamina Targets a single opponent, the caster can roll 2d12+Willpower, and the target will roll 2d12+Willpower. If the caster succeeds, the target loses 1 Ferocity and Resilience until the end of combat. 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. Restore Type: Support Time Spell Cost: 10 Stamina Cast upon a single target, this spell replaces the stamina the target used for their most recent skill or spell. This cannot be cast upon the caster. Regenerate Type: Support Time Spell Cost: 20 Stamina Cast upon a single target, this spell restores the target’s Health equal to their Resilience, plus 9. 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. Achievements: -Broad Mind -Steel Will Inventory/Equipment: - A dark orange tie -A white long sleeve shirt -A pair of black glasses -A small man purse which is used to carry his sketch book, 60 bits at least and some pencils. Appearance: http://www.ezimba.com/work/140128C/ezimba16944681637100.png (Drew it myself.~) Backstory: Henry was born to Danni Skylark. A adventurer and guard from Trottingham. While his father, a voodoo shaman simply named Nota; who left his mother the night that Henry was convinced and was never found since. She was currently adventuring through the unexplored lands of The Zebra Savannah during the time, and to her surprise that Nota was the only pony in miles to manged to survive to adult hood. Danni's line of work often meant that she was sent to distant lands far beyond Equestria. He was born in the Zebra Savannah due to the neglect that Danni had on her end. He was raised for the first five years of his life there, often staying in the care of the Kickuyu tribe due to him always being ill then moved back to Equestria a the age of five. When his mother moved them two to Canterlot, ponies in his school started teasing him a lot due to him being to skinny and not being able to speak fluent Equestrian at the time. Which resorted to him moving from school to school and him becoming more socially out casted. He often stayed home and studied magic, as well as fuel his secret passion for inventing. At the age of sixteen and still with no cutiemark. His mother forced him to go out and do other things that he didn't like one bit. Danni noticed that he liked machines. When he was locked up in his room, he would make little steampunk themed toys and use his magic to make them come to life. Danni would often come in and stand in the background while he worked on his inventions using his blueprints expertly drawn by his own two fore hooves. Danni got her son into art, all though he was good at drawing and making sculptures but it wasn't apparently cutiemark worthy. So Danni dared her son Henry to make her a tea pot that heats the tea without using fire. Henry, finding this a challenge he was waiting for, spent three days to create such a device then presented it to his mother. Using his magic to power the pot to make some herbal tea. The look on Danni's face was priceless when she saw her son had finally earned his cutiemark at the age of 18 years old. Better late then never. Soon after he earned cutie mark, Henry graduated Celestia's school with good marks and is currently in Graduate school at the age of 28. Hoping to become a professor someday; but he still lives with his mom though.