Separate names with a comma.
Fire Dragons RAWR! Hah, I scare you, right? Hrugar does good dragon roar impersonation. Fire dragons is those kinds of dragons that can breathe fire and swim in lava and eat gems and stuff. Being the most aggressive dragon race, they’re most known out of all dragons. So, let’s go over Fire Dragon Traits. This lets them do many things. First off, it make them a Fire Element Character, meaning they take no damage from fire, have no defenses against water, and double defenses against plants. Secondly, it let them use Elemental Breath as one of their free skills. Thirdly, they can fly, but not land on clouds. Last, they have claws that give them +2 unarmed damage, and climbing without rolls. However, they have Character Expiry to uh… keep playing field even, I’m told. This trait means that they cannot be played as adult characters. Baby dragons have “Young” stats, and can play as the “Youth” class. Baby dragons can’t fly though, so some fifty years of age or so is when they get into ado… adoles… adolescence and about the size of Hrugar. They has stats like an adult then. Adult age for dragons is assumed to be around 100, and that when they get too big for playing field, and unplayable. So, to liven up mood, I bring you their base stats: +2 Resilience, +3 Ferocity, +1 Speed There four other dragons I can think of right now. Water Dragons, which are like Fire Dragons. Except they a Water Element Character, so they take no damage from water, have no defenses against storm, and double defenses against fire. It also give them the ability to dive under and be underwater without any penalties. Otherwise, they being more friendly dragons, have these stats: +2 Resilience, +1 Awareness, +2 Creativity, +1 Willpower Storm Dragons, which are more aerial, so they are Storm Element Characters. This mean they take no damage from storm, have no defense against earth, and double defense against water. They can also reach altitudes that most dragons cannot, and unlike other dragons, they can land on fluffy white things. So being more watchful dragons, they have these stats: +2 Resilience, +1 Speed, +3 Awareness Earth Dragons are slow, but very tough. As Earth Element Characters, they take no damage from earth element attacks, have double defense against storm, and no defense against plant. Earth Dragons only fly half as fast in the air, but have an innate +4 Defense when unarmored. Being slow and strong, they have: +4 Resilience, +2 Creativity Last is Forest Dragons, who are herbivore eaters. I dunno what that word mean. As Plant Element Characters, they take no damage from plant element attacks, have double defense against earth, and no defense against fire. Forest Dragons are able to blend into the forest, and can freely use Lie in Wait in the forest with a +8 bonus. So their stats are: +2 Resilience, +2 Speed, +2 Awareness Elemental Breath Type: Active Cost: 15 Stamina Count: 5 Acquired: Dragon Race With this skill, the user can exert a great breath of elemental pain. The user chooses a cone direction of 15’ long, and rolls 2d12+Willpower. Any unit inside of this radius rolls 2d12+Resilience. Anyone who does not roll over the user takes the damage, minus their Resilience. What type of damage depends solely on what type of elemental creature the user is. Fire = Ignites enemies who roll less than half of the user. Plant = Enemies who roll less than half of the user are put to Sleep. Earth = Covers enemies in Slime, that slows them if they roll less than half of the user. Storm = Stuns enemies who roll less than half of the user, (until the end of enemy’s turn.) Water = Covers enemies in acid, dealing damage to their equipment.
“The best mix of magic and alchemy possible in a very specific purpose of war and pain.” - Eight Star Assault Golem - Claws Hard Construct Health: 300 Stamina: 100 Ferocity: 16 Resilience: 10 Speed: 6 Awareness: 10 Creativity: 0 Willpower: 6 Passive Skills Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina. Monstrous Claws: When hitting in melee combat, +8 damage is dealt. Over-Bearing: This golem can make two separate attacks per turn, one for each claw, and can easily have separate targets. Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects. Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem. Instant Skills Golem Counter, 5 Stamina: 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 per attack against the user. Drag, 10 Stamina: Used when an attack of Fire! hits. This pulls the target 10’ towards the golem. Active Skills Fire!, 5 Stamina, Attack: Fires one of its massive claws at the target, counting as a ranged attack and using Awareness to hit. If the attack hits, it will deal the golem’s Resilience in damage, +8 from its claws. The claw is attached by an indestructible metal chain, and returns to the golem after the attack is made. If the claw is caught, the golem may make Resilience checks to dislodge it, or if all else fails, it may disengage its chain and lose that claw, losing an attack per turn. Assault Golem - Tank Hard Construct Health: 200 Stamina: 200 Ferocity: 10 Resilience: 16 Speed: 6 Awareness: 10 Creativity: 0 Willpower: 6 Passive Skills Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina. Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects. Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem. Instant Skills Protect, 4 Stamina: Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then become the enemy’s target and making the defensive roll instead. Golem Counter, 5 Stamina: 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 per attack against the user. Smash, 10 Stamina: Used when a melee attack hits. This pushes the target 10’ away from the golem. The target then must make a Resilience roll against the total damage received, +10. If they fail, they are Stunned until the end of their next turn. Active Skills Shield Bash, 10 Stamina, Attack: Attacks with the shield as a weapon instead of the regular attack. If this hits, the shield deals half of its blocking bonus as damage, and the target becomes Stunned until the end of their next turn. Circular Strike, 15 Stamina, Attack: Swirls in a circle, making a single melee attack roll that counts against each enemy currently within melee range of the user. Equipment Grand Axe: Equipment, +10 Damage, +2 Count, -2 Speed Grand Shield: +8 Blocking, 40 Armor, 100 Health, -4 Speed Assault Golem - Cannons Hard Construct Health: 150 Stamina: 250 Ferocity: 10 Resilience: 10 Speed: 6 Awareness: 16 Creativity: 0 Willpower: 6 Passive Skills Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina. Acid Cannons: Fires at range, attacking with wads of acidic liquid goo. These deal 28 Water Damage and will deal damage to any armor the target is wearing. Deadly Bayonets: When hitting in melee combat, +8 damage is dealt. Over-Bearing: This golem can make two separate attacks per turn, one for each cannon, and can easily have separate targets. This skill is inactive while it has a melee target. Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects. Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem. Instant Skills Ranged Golem Counter, 5 Stamina: Can be activated after an enemy attacks the user. As long as there is no enemy is within melee range, the user can fire back at enemies who hit it at range with weapons/spells. This can be used once per attack against it. Active Skills Acid Spray, 15 Stamina, Attack: Sprays a 15’ cone of acid in any direction for the golem, dealing 28 Water Damage to anyone caught in the blast. Moving dodge skills can evade the damage. Artillery, 25 Stamina, Dual Attack: Powers up the cannons together into one large attack. This fires against a single target. Should it hit the target, it will deal 28 Water Damage and deal damage to the target’s equipped items, with the largest item taking damage first. The attack will also deal 28 Water Damage to the target and the 25’ radius around the target (regardless of whether or not it hit the initial attack. Moving dodge skills can evade the radius.) This is an acid effect.
Glass Spider “I build these in my free time when I’m bored. Not that anypony in the Order uses them.” – Eight Star Construct Health: 150 Stamina: 50 Ferocity: 8 Resilience: 2 Speed: 4 Awareness: 6 Creativity: 0 Willpower: 4 Passive Skills Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina. Blade Limbs: When hitting in melee combat, +4 damage is dealt. Thick Glass: When hit by a weapon that is not normally a Crushing weapon, (like a hammer or a mace,) the damage is reduced by ½ (rounded down,) before its resilience is counted. Elemental damage dealt to glass spider is reduced by its Willpower, as well as Resilience. Golem Loyalty: Able to be commanded by a master with a Golem Heart. When commanded by such a master, they are able to transfer their own Stamina to and from targets at their master’s will as a full turn action for their master, or someone authorized by the master. Instant Skills Counter, 5 Stamina: 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. Active Skills Become Armor, Persistent: Forms around the target, giving them the Blade Limbs and Thick Glass traits, as well as adding +2 Defense and +4 Magic Defense. Removes the Glass Spider from initiative until this is deactivated by the target. Only one creature can be armor on a single target at a time.
A sneak peak of one of our newer enemies: Yellow Blob “I used to use these to torture my enemies, but then I realized I was torturing the blobs with my enemies.” – Captain Chainmail Metamorphic Health: 75 Stamina: 175 Ferocity: 2 Resilience: 6 Speed: 0 Awareness: 12 Creativity: 5 Willpower: 11 Passive Skills Storm-Based: Has doubled defense rolls and damage reduction against Water Damage. Takes no damage from Storm Damage. Has no damage reduction or defensive bonuses when rolling against Earth Damage. Normal attacks deal Storm Damage. Instant Skills Stun-Blast, 15 Stamina: Used any time this creature deals damage. A secondary charge of electricity hits the main target of the regular attack. The target gets to make another Resilience check against the damage they took after their defenses. If they fail, they are stunned for one turn, plus one for every ten points of damage they took. Active Skills Recharge, Full Turn: The yellow blob begins to roll in place, generating electricity between the copper flakes in its body. Through this, the blob regains 2d12+Speed Stamina. Electro-Pulse, 10 Stamina, Spell: Fires a ranged blast of lightning. The blob rolls 2d12+Willpower and its target rolls 2d12+Resilience. If the blob beats its target, it deals its roll, minus the target’s Resilience in Storm Damage, and deals its Willpower as damage to the target’s Stamina. Ride the Lightning, 10 Stamina, Spell: Sends out streaks of lightning that travel up to 30', then moves to the end of one of the streaks. Arcanic Blast, 50 Stamina, 2 Turn Spell: Fires a huge blast of lightning at a single target. The blob rolls 2d12+Willpower+Willpower, and the target rolls 2d12+Resilience. If the yellow blob beats the target, it deals its roll in damage to the target. The next closest enemy takes damage equal to the roll, minus one count of Willpower. The second closest enemy takes damage equal to one of the dice used in the roll, plus one count of Willpower. Each enemy reduces the damage by their Resilience, and takes the blobs' Willpower in damage to their Stamina. All damage is Storm Damage. What will you be getting yourselves into?
The most grand magic of all! Absolution! Also known as order, this magic is absolute in its order. It's one of the most expensive, however, and none of the AoEs are party-friendly. However, it has a lot of cancellation effects. The last source in the Purity Realm is… Absolution… the single most powerful source of energy anywhere ever. Absolution doesn’t have any status effects, but its damage is not often able to be resisted, even by Willpower. This form of magic also super-cedes other forms of magic, and has dispelling powers which shut down any continuing magic forms. The only problem with absolution is that there are no lower-power spells, making the list shorter. The list is as follows: 10. Dispel Type: Support Absolution Spell Cost: Variable The spell, when cast, stops a continuing spell or spell effect. This can stop things like Quicksilver if cast before the target of the spell’s turn. It can stop spells like Quicken at any time during its effect. This can also stop any status effects caused by a spell. The cost of this spell is equal to the cost of the spell or spells affecting the target. It can either stop all spells affecting a target, or the spell can target another spell, and just stop that one for its cost. 11. 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. 12. Absolution Bolt 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. 13. Osmosis Type: Combat Absolution Spell Cost: 20 Stamina Cast upon a single target who has recently cast a spell. Osmosis causes the target to lose Stamina equal to the amount they spent on the last spell they cast. The caster of Osmosis then gains half of the amount lost by the target, (rounded down.) If the target reaches or goes below zero Stamina from this spell, they will pass out. 14. Magic Missiles Type: Combat Absolution Spell Cost: 10 Stamina Per Target This spell may have one target for every point of Willpower the caster has. The caster rolls 2d12+Willpower, and fires off many bolts of energy. These home in at their targets, who may also roll 2d12+Willpower. If they do not beat the caster’s roll, then they take magic damage equal to the caster’s roll, minus the target’s Willpower. 15. Mage Blade Type: Combat Absolution Spell Cost: 80 Stamina Creates a blade of energy that grows up to 25’ wide, and then travels along a line of up to 80’ long. The caster rolls 2d12+Willpower, and any character or object in the way of the line takes that damage. 16. Absolution Field Type: Support Absolution Spell Cost: 80 Stamina, 20 Per Turn Creates a magical shield of energy around the group. The caster rolls 2d12+Willpower at the end of each turn. The shield reduces damage dealt to allies in the field by the amount of the roll each turn. 17. Fail Safe Blast Type: Support Absolution Spell Cost: Variable Stamina Cast upon everything the caster can currently see. All active magic within the field of vision is targeted, and the total of cost for each spell is tallied. If the caster has more stamina than the total cost of those spells, all spells are dispelled. If the caster does not have enough, the spell does nothing, and costs 20 Stamina. 18. 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. 19. 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. 20. Anti-Magic Bubble Type: Support Absolution Spell Cost: 50 Stamina, 25 Per Turn Creates a bubble in a 20’ radius around the caster. No magic other than this spell may be cast from within, or cast into this spell’s radius. In casting this spell, all magic in affect within the 20’ radius is immediately dispelled. 21. Absolution Bulwark Type: Support Absolution Spell Cost: 100 Stamina This spell creates a barrier between two points up to 50’ long and 50’ tall. This barrier absorbs heavy amounts of damage like a wall. The caster rolls 2d12+Willpower, and the bulwark’s Health is equal to the roll multiplied by 10. The bulwark stays for a number of turns equal to the roll’s total. The bulwark cannot be dispelled, and cannot be walked through, acting like a wall of translucent energy. 22. Omega Blast Type: Combat Absolution Spell Cost: 150 Stamina This spell targets an area on the field, striking with a 30’ radius from above. This spell destroys ceilings and roofs, and any other form of pony-made structure. This spell does not cut through natural terrain, (exploding above if the combat takes place underground.) As long as the spell hits its target, the caster rolls 2d12+Willpower. Anyone caught in the blast takes the total of the roll as damage to their Health and Stamina. 23. Cut Magic Type: Combat Absolution Spell Cost: 50 Stamina, 10 Per Turn Cast upon a single target. The caster and target both roll 2d12+Willpower. If the caster wins, then neither the caster or target may cast magic for as long as the spell is kept active. 24. Ultima Type: Combat Absolution Spell Cost: All Stamina When cast, the caster becomes a conduit for absolution energy, exploding with it. The spell affects a radius around the caster in feet equal to the Stamina the spell consumed. The spell destroys any pony-made structures or mechanics hit, but does not affect natural terrain. The caster rolls 2d12+Willpower. Any character caught within the blast takes damage equal to the amount of the roll, plus the amount of Stamina consumed by the casting of the spell. The caster recovers 1 Stamina at the end of this spell.
After much prodding from my apprentice, here you have it, in order of power level. Time Magic, a subject reviewed by many unicorns seeking to learn magic, but one only able to be truly grasped by the highest level of spell-caster. In dealing with time, a powerful mage can eventually take themselves, and a number of their own allies outside of the regular flow of time. Also, with the use of aging spells, a mage can perpetually keep themselves in their prime, and force some targets out of theirs. However, these same sort of spells are also available to the source of space for cheaper amounts. Time Magic is, however, one of the most expensive sources of magic to practice, and can quickly tire out an un-prepared practitioner. There are many theories relating to time… and all of them different. Which of course means that in the end – a lot of ponies are going to be gravely disappointed. Time is an un-determined constant, meaning that it is ever-changing. Therefore, there is no means of going forward into time. As history is already determined, there is a means to go back in time. The list is as follows: 1:Quicken Type: Support Time Spell Cost: 10 Stamina Cast upon a single target. The target of the spell receives 2 Speed until the end of their next turn. Then they receive 4 Speed until the end of the turn after that. Then they receive 6 Speed until the end of the turn after that. 2:Slow Type: Support Time Spell Cost: 12 Stamina Cast upon a single target. The target of the spell loses 6 Speed until the end of their next turn. Then they lose 4 Speed until the end of the turn after that. Then they lose 2 Speed until the end of their third turn. 3:Post-Cognition Type: Support Time Spell Cost: 15 Stamina, 10 Per Turn Cast upon the realm around them, the caster can see what happened in the past within their line of sight. The caster cannot hear anything from the past, only see visuals. 4:Repetition Type: Support Time Spell Cost: 15 Stamina Cast upon a target, this repeats the last stat-increasing skill or spell used by or on the target as long as it was not a Time Spell. If the last skill or spell used was a Time Spell, this spell will have no effect. 5:Repeat Offense Type: Combat Time Spell Cost: 15 Stamina Cast upon a target, this repeats the last damage the target received as if the source and rolls were the same. This also repeats conditions associated with the damaging attack 6:Twice the Feeling Type: Support Time Spell Cost: 18 Stamina Cast upon a single target, this repeats the last healing the target received as if the source and rolls were the same. This also repeats any condition curing associated with the skill or spell. 7:Swapping Time Type: Support Time Spell Cost: 20 Stamina, 5 Per Turn Cast upon a single target, the caster swaps their Speed stat with that of the target. If the target wishes to resist, they may attempt to beat the caster in a contest of Willpower at the beginning of their (the target’s) turn. 8: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. 9: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. 10:Replacement Type: Support Time Spell Cost: 14 Stamina Cast upon an ally. This spell immediately swaps the initiative of the caster and the target and ends the caster’s turn, beginning the target’s turn. 11: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. 12:Resituate Type: Combat Time Spell Cost: 25 Stamina Cast upon an enemy target. The caster and the enemy both roll 2d12+Willpower. If the caster wins, they trade initiative with the target at the end of the caster’s turn, continuing the initiative flow without taking the target’s turn. 13:Time Bomb Type: Combat Time Spell Cost: 25 Stamina Cast upon a target, this creates an ethereal bomb of magic that looms over the target. At the end of the target’s next turn, provided the caster is still conscious, the caster will roll 2d12+Willpower. The bomb detonates, dealing the total of the roll to the target, and any enemies of the caster within 10’ of the initial target of the spell. Allies are not damaged by the radius. Any target taking damage loses 1 Speed for every 10 points of damage received until the end of their next turn. 14:Twist of Turns Type: Support Time Spell Cost: 40 Stamina Upon cast, this spell immediately reverses the order of turns in combat initiative, and the flow will now ascend numbers instead of descending. Casting this spell again will make numbers descend again. 15:Future’s Mist Type: Support Time Spell Cost: 50 Stamina This spell allows the caster to peer into the foggy view of the possible future of the surrounding area or a specific character target. The future beyond the present will occur as if the caster is doing nothing beyond the present, and things will seem foggy – as if in a dream. The spell stays active as long as the caster wishes, but the target point in time will not change unless the spell is re-cast. 16:Time Hop Type: Support Time Spell Cost: 100 Stamina This spell, when cast, transports the caster back in time, up to a number of years equal to the caster’s Willpower. This places them near themselves in the past. They can then be seen and heard by characters in the past, but the caster is not able to touch anything. After 5 minutes, the caster is pulled back to the present. 17:Re-Runs Type: Combat Time Spell Cost: 80 Stamina Cast during combat, this spell repeats everything that happened on every other character’s turn since the caster’s last turn, repeating any damage, healing, status effects, or buffs that have occurred. 18:Montage Type: Support Time Spell Cost: 50 Stamina This spell, once cast, will progress the current day forward for the caster and his or her party like some form of montage. They will be moved through a form of stasis along the time line, and be able to watch themselves performing the day as they would with their original intent. No dialog or combat progresses, and any training continues as normal. The spell will end at the beginning of the next morning or if combat occurs. 19:Regression Type: Support Time Spell Cost: 100 Stamina Cast upon a single target, or the caster. This spell reverses the physical state of the target while leaving their mind unaffected. The caster can, through this spell, remove a number of years up to their current Power Level in Time Magic. They cannot regress a character beyond 1 year young. When cast upon an undead, this can reverse a newer undead back to their living state. However, on targets which have been dead for more than 24 hours, this cannot revive them. 20:That Never Happened Type: Support Time Spell Cost: 100 Stamina Cast upon a single target, or the caster. This spell reverts time for the target, and places them into the same position they were in up to 5 minutes ago. Their Stamina and Health is also reverted to where it was at that time. If the caster uses this on themselves, their Stamina remains as it is after casting this spell. 21:Stop Type: Combat Time Spell Cost: 75 Stamina Cast upon a single target, the caster and target roll 2d12+Willpower. If the caster wins, the target is Stopped until the beginning of the caster’s turn. If the target wins, the caster is stopped until the end of the target’s turn. 22:Out of Time Type: Support Time Spell Cost: 50 Stamina, 20 Per Turn Upon cast, the caster is suddenly taken outside of the time loop, effectively freezing everything around the caster while they do what they like. At the end of every turn taken outside of the flow of time, they must pay the cost of the spell. They may bring others with them outside of time for no extra initial cost, but must pay an extra 20 Stamina at the end of each of their turns. 23:Progression Type: Support Time Spell Cost: 150 Stamina Cast upon a target, or the caster. This spell allows the caster to biologically age the target up to a number of years equal to their current Power Level in Time Magic. This spell cannot kill someone by old age, but through aging them will weaken their immune system, and can make them more susceptible to diseases which can cause death. 24:Back Into the Past Type: Support Time Spell Cost: 100 Stamina Initially targets the caster. For every target beyond the caster, this spell costs 50 Stamina extra. This spell pulls the caster and any additional targets from the flow of time, and erases the current constant of time, then places the caster back into a point chosen by the caster. This time can be up to a number of years equal to their Power Level in Time Magic. No change is made to the caster or any other target of the spell. This effect becomes permanent.
Totally un-related to EPRP. This is just something I wanted to share from my main RP system - TimewarpVortex. Vir'Zixl... the body of the universe and deity of chaos. Also the source of my mark. [imgfloat=left]http://i265.photobucket.com/albums/ii214/ClawsofSlash/VirZixlSymbol_zpsa30cb414.jpg[/imgfloat] Vir’Zixl Alignment: Many. There have been orders devoted to good which have done things in the name of Vir’Zixl, as well as many chaotic groups which have claimed the same purpose. From the Holy Order of Vir’Zixl to the Royal Assassins of Vir’Zixl, there are many different ways to perceive this deity. One thing is strangely persistant with Vir’Zixl; his undying hatred towards fae-kin and elven-kind. While many stories have reasons for this, the truth is that both fae-kin and elves have a direct connection to Uriani, Vir’Zixl’s Jailor. Role: Vir’Zixl’s story pronounces him as “Reality’s Holder.” This basically places him at the top of the list in his pantheon. While he is supposedly magically entrapped within the wall of a mountain, inside of his immortal body is all the power of reality, as well as all that has happened, or all that ever will. There are many stories which predict that if Vir’Zixl were to be destroyed, then reality would shatter like a pane of broken glass, and thus end existence as we know it. Supposedly there are only three beings who will survive this, the Time Lord, the Space Lord, and the Ethereal Mistress. These three will then rebuild a new Vir’Zixl, and restore as much of the fragmented reality as possible within the new shell, restoring things as if nothing had happened at all. Vir’Zixl has many different pieces of literature. These pieces are split into what his followers know of as “Vir’Zixl’s Prophecies.” A series of tales and stories meant to teach people life-time lessons, but in such strange manners that they are open to many different interpretations. Vir’Zixl is said to appear as a large creature of incredible mass with bone shells in certain spots of his body. He is said to have four arms and four legs, and different weapons protruding from strange locations on his body. Inside of his eye sockets one can see the entire universe, the blackness and the stars beyond. Appeasing Sacrifices: Multi-Gendered or Non-Gendered Beings; Swine Livestock; Magical Artifacts; Mana Objects; Aspect Stones; Stolen or Acquired Deity Symbols/Trophies; Lycanthropes; Fae-Kin; Elves. Non-Appeasing Actions: Slaying a Dragon in Cold Blood; Slaying a Chaos Being; Allying With a Planar Angel/Daemon; Holding a Regular Schedule for More Than a Month. Devotion Bonus: Vir’Zixl’s Voice: A command area ability which costs 20 WP and 20 SP to activate, and requires 6 WP and 6 SP in reserves to keep active. This bonus adds 1d20 bonus points 1d8 times to randomly selected statistics, and no single stat may have a bonus twice. This bonus is rolled out before initiative is rolled, and is different for each individual. This affects everyone allied with the user within a 50’ radius, including the user. Each affected ally rolls their bonuses separately. The Prophecies of Vir’Zixl “Forsake your humanity and give in to your animalistic nature, and I shall give you my gifts of power,” Vir’Zixl said to Morgan. The words were seductive, and the power of Vir’Zixl was known to be great. Morgan fell to his knees and opened his arms; “I turn my back to humanity, and release my very soul to you my lord. Please, use me as your vassal of power.” Morgan felt that Vir’Zixl was grinning, but he did not truly know why. He fell forth, suddenly writhing in pain, as his entire body began to ache. He howled like a beast, as he began the transformation, and he felt parts of his body dying. He clawed at his own flesh, ripping some pieces away to see bone in his maddened attempt to try and stay conscious… but to no avail. By the time he awoke, the transformation was complete… “The future holds not but chaos…” “The dimensions shall collapse upon one another, and only those whom have been deemed worthy shall survive the calamity.” “Chaos and change are the only constant realities.” “Wake up and see that nothing is as you believed.” These are all quotes from “Vir’Zixl’s Prophecies.”
Elementalist On the subject of magic, there are the elementalists, who are skilled in casting magic that comes from the elemental realm. The elements of fire, earth, storm, water, and forest are theirs to command! More concentrated elementalists have at times been called Pyromancers, Teramancers, Storm Summoners, Aquamancers, and Druids. This class requires that you have a cutie mark in the elemental realm, general magic, or one of the sources, and at least 6 Willpower. Starting Health: 50 Starting Stamina: 150 Starting Skills: Elemental Enhancement, Choice of Two Elemental Realm Spells 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. Empath Empaths are magic users who specialize in magic of the emotional realm. At times they are known as charmers, gypsies, and other interesting labels. Their sources of power are six sources that encompass 12 prime emotions. Generosity and Kindness, Greed and Malice, Loyalty and Honesty, Fear and Deception, Love and Happiness, Hate and Depression. These sources hold far greater power to an Empath than most ponies. This class requires that you have a cutie mark in the emotional realm, general magic, or one of the sources, and at least 6 Willpower. Changelings ignore these requirements. Starting Health: 75 Starting Stamina: 125 Starting Skills: Steal Pain, Choice of Two Emotional Realm Spells Steal Pain Type: Instant Cost: 5 Stamina Acquired: Empath Class Usable the moment an ally within line of sight takes damage. The user is able to swap the target’s pain with their own safety, making the user take the damage instead. This is usable once per turn cycle. Mage Mages are specific to the purity realm, where the sources of pure magic reside. Time, space, life, death, chaos, and absolution. These elements are by far the most powerful in their raw form, and far less subtle when making an impact. Mages of Time, Space, and Life are often revered, while Necromancers and Sorcerers are generally looked down upon. This class requires that you have a cutie mark in the purity realm, general magic, or one of the sources, and at least 6 Willpower. Starting Health: 25 Starting Stamina: 175 Starting Skills: Over-Power, Choice of Two Elemental Realm Spells 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. Rune Caster Rune Casters do not call upon the same sources as other mages. Instead, their sources include deities, mana crystals, and strange elders from the stars. Rune Casters don’t have to be unicorns, but it sure helps. Calling upon Olympus, Tartarus, Equestrian Crystals, and Star Elders can be an exhausting and incredibly dangerous practice. Why, I don’t allow any of these types in my barracks at all! The only requirements for this class are at least 7 Willpower and 2 Creativity. Starting Health: 50 Starting Stamina: 150 Starting Skills: Choice of One Source Name, Choice of Two Runic Realm Spells
So this list is getting out of hand, kinda. I want suggestions of what to add. I need to complete achievements for each class skill, achievements with goals specific to the skill, and improve the skill (as long as the achievement isn't shelved.) Also, I ran out of room for one blog, so there are skills I have that aren't listed, but not many. The Stalwart class' skills have awards, but that's about it. Whenever you achieve one of the listed awards, you’ll then be able to acquire the listed bonus! You can actually acquire any award, and are not limited except by the condition. Because of course – if you don’t have the skill for the award, then you can’t get the award! Remember, you only get an award if/when you notice it, and only if you accept it! It’s important to be careful, too. Nopony can have any more than 24 total awards! Which means if you ever earn number 25, you have to get shelf of one of your old awards. Lucky you though, you get to choose which one! Just remember that when removing an award, that whatever stats/skills you got for that award go with it! This does not affect any awards earned with those skills. You can also always swap shelved awards during rest periods, (yay!) Stat Awards! Beefy!: 7 or more Resilience Reward: Toughness skill, +25 Health Deadly: 7 or more Ferocity Reward: Intimidate skill, Dual Strike skill Racer: 7 or more Speed Reward: Dash skill, Go For It skill Scouter: 7 or more Awareness Reward: Gauge skill, Spot skill Broad Mind: 7 or more Creativity Reward: 2 Skills Steel Will: 7 or more Willpower Reward: Iron Mind skill, Empower skill Jack of All Trades: 6 or More in All Stats Reward: Jack’s Luck skill, +25 Stamina Other Awards! Survivor: Survive a combat with less than 15 Health, but more than zero. Reward: Second Wind skill, +2 Resilience Pony of Steel: Survive a combat with three enemies in melee against you without any other allies in melee while using Iron Pony. Reward: Iron Pony skill now heals the user by 2 every time he or she avoids damage. +1 Resilience, +1 Creativity, +25 Health. Team Guard: Take 100 points of damage while using the Guard skill in one combat. Reward: Using the Guard skill is free, and inspires the ally being guarded, restoring 5 points of Stamina. +1 Resilience, +1 Creativity, +25 Health Time Out: Successfully use Take a Breather in combat without interruption. Reward: Take a Breather can now be used twice per rest period. +1 Resilience, +1 Creativity, +25 Stamina Got it Done: Finish up a project using Gettin’ it Done that would normally fail. Reward: Gettin’ it Done now only costs 10 Stamina. +2 Resilience, +2 Creativity Gladiator: Defeat 25 enemies! At least 10 of them must be Medium or harder difficulty. Reward: +1 Ferocity, +1 Resilience, +25 Stamina Not Quite What I Meant: Knock an enemy out by dealing Stamina damage with Power Strike. Reward: Power Strike skill now costs 8 Stamina, but adds 2d12 instead of 1d12 to the damage. +1 Ferocity, +1 Creativity, +25 Stamina I Am A Distraction!: Successfully taunt every enemy in a single combat with at least 4 enemies and 4 allies. Reward: The Taunt skill now leaves enemies in the Taunt condition until they can beat the original roll with their Willpower at the end of their turn. +1 Ferocity, +1 Awareness, +1 Willpower, +1 Creativity Star Counter: Using the Counter skill, roll double 12s, and defeat the enemy. Reward: The Counter skill now costs 10 Stamina, but if it hits, it adds the user’s Ferocity to damage a second time. +1 Ferocity, +1 Creativity, +25 Stamina Berserker: Defeat all of the enemies in a single battle that has at least 4 enemies while in a group of at least 4 players. Reward: Ferocious Yell skill now reduces affected enemies’ Stamina by the amount of points they rolled under the user. +1 Ferocity, +2 Speed, +1 Creativity Big Game Hunter: Defeat 10 Monstrous difficulty enemies! Reward: +2 Ferocity, +2 Resilience, +25 Health, +25 Stamina Too Slow: Dodge a cumulative of 100 points of damage in a single combat. Reward: Successfully using the Dodge skill reinvigorates the user and restores 5 Stamina. +2 Speed, +1 Awareness, +1 Creativity Can’t Catch Me!: Moving Dodge from 4 different attacks between a single turn cycle. Reward: Moving Dodge now allows the user to pay twice the cost to move twice the distance away. +1 Resilience, +1 Speed, +1 Awareness, +1 Creativity No Escape: Defeat 5 enemies who tried to run away. Reward: Chase Down skill, +1 Speed, +1 Ferocity Main Target: Take more than 400 damage in a single combat and still win. Reward: +50 Max Health Beheadder: Take out a zombie by knocking its head off! Reward: +1 Ferocity, +1 Awareness, +25 Stamina Dangerous Ideas: Come up with an idea that works in the favor of the group while simultaneously putting at least half of your team at high risk. Reward: +2 Ferocity, +1 Awareness, +1 Creativity Unlucky: Get two double one results within a five-turn span. Reward: +1 Resilience, +1 Willpower, +25 Health 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. Reward: +2 Awareness, +2 Creativity To The Rescue: Actively drop everything else to save an NPC. Reward: +1 Awareness, +1 Willpower, +25 Stamina Expert in Pain: Deal 25 or more damage in one hit. Reward: +2 Ferocity, +1 Speed, +1 Awareness Entangled Unfortunately: Entangled for an entire battle. Reward: +1 Resilience, +1 Awareness, +25 Health Protector: Protecting party members at least 5 times by the bonus provided with an activated buff skill. Reward: +1 Resilience, +1 Creativity, +25 Stamina Extra Crispy: Survive being Ignited for five turns in a row. Reward: +2 Resilience, +25 Health Just Oinkin’ Around: Speak only in Pig Latin for one whole encounter, in and out of character. Reward: +2 Creativity, Find Truffle Skill Trouble: Tie twice or more, and reroll both dice to achieve two 12s. Reward: +1 Creativity, +1 Willpower, +1 Skill Desperate Much?: For damaging an ally with the sole intention of healing the damage back. Reward: +1 Willpower, +1 Creativity In-Fighting Quarrel: Attack a fellow ally over a love-related problem. Reward: +1 Ferocity, +1 Willpower Changeling Practice: As a changeling, inflict 5 different Willpower-Based Status Effects on different targets. Reward: Inflicting a status effect restores 1d12 Stamina instantly for every target affected. +1 Resilience, +1 Creativity, +2 Willpower
Oooga-booga-booga! Ghosts! Ghost “Vengeful spirits are exactly what the name implies. Full of hatred… and danger. I find them quite useful.” – Eight Star Easy Undead Health: 50 Stamina: 100 Ferocity: 4 Resilience: 0 Speed: 0 Awareness: 0 Creativity: 4 Willpower: 8 Passive Skills Undead: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Ethereal: Unable to be hit or take damage from physical attacks or weapons. Fearful: Any time a ghost deals damage, anyone who took damage must roll 2d12+Willpower and try to beat the damage they took in Health. If they do not, they are under the effects of Fear, and must make the same roll at the end of each turn to try and make the effects go away. Active Skills Death Blast, 20 Stamina, Spell: Cast on a single target, the ghost rolls 2d12+Willpower, and the target rolls 2d12+Willpower. If the ghost rolls higher, then they choose one dice from the two. The chosen dice deals damage to the target’s Stamina, also dealing the same Stamina damage to anyone in melee with the target. Anyone who interacts with the target in a healing capacity before the end of the target’s turn will lose Stamina equal to the chosen die. The remaining roll deals damage to the Target’s Health. Death Slash, 10 Stamina, Spell: Cast on a single target, the ghost and the target roll 2d12+Willpower. If the ghost rolls higher, then it deals damage equal to its total to the target’s Health.
Skeleton "I can make the dead rise and dance to the dirge of death." - Wraithoof Easy Undead Pony Health: 50 Stamina: 50 Ferocity: 4 Resilience: 4 Speed: 0 Awareness: 4 Creativity: 0 Willpower: 4 Passive Skills Undead: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Re-Assemblage: As long as they have positive Health, they cannot have any broken limbs. Death Fires: When making melee attacks, they gain +4 melee damage. Instant Skills Shriek, 5 Stamina: When successfully defending, this skill can be used against an opponent. The skeleton rolls 2d12+Ferocity, and the target, now the enemy it defended against, rolls 2d12+Willpower. If the skeleton beats the target's roll, the target's Willpower and Resilience are reduced by 2 until the end of their next turn.
As told by Hrugar, the Diamond Dog. Zebra I met one of these once. She talk funny and live alone. Not all of them talk funny… or live alone… but this one did… or do. Anyway, I told zebra am good at travelin’ around like some kinda gypsy-type. So, zebra look a lot like pony, so they still four-legged and stuff, but they only come in two color – black and white. Also, they got some crazy styles. Very out-landy. Zebras has something called Tribal Style Mark which am totally different and nothing like pony cutie mark. With this mark, zebras get +1 more to 2 separate stats when getting created, and they have a +1 bonus when doing anything that relate to wilderness survival or living off the land. Also, instead of cute picture, zebra mark look better ‘cause it more like pretty pattern instead. Zebra also have some kind of Situation Prediction. With this skill, the zebra can roll 2d12 once on their turn during a situation. As long as they make a lucky doubles roll, they will gain a hint of what the others will do next. Any other result just leaves it up to the zebra’s guess work. Zebras is weird, but here’s what they start off with: +1 Resilience, +2 Awareness, +2 Creativity, +1 Willpower Griffons Half lion, half giant loud bird, griffons are scary, flying, loud, and do not fall easy when I throw rocks at them. Harsh brawlers, quick fliers, and perceptive creatures, griffons usually have that “better than you” attitude. They have Flight of course. Their form of flight is just like them pegasai and can land on fluffy white stuff in the sky! They still build up speed and stuff like a pegasus. Then they have Talons, which is crazy sharp. These talons give griffons the ability to scale any surface they can dig into. They also has a bonus of +3 Melee Damage when unarmed, which kinda scare me a little if I think about it. Good thing I don’t think about it. As for stats: +3 Ferocity, +1 Speed, +2 Awareness Diamond Dogs So, this part my specialty! *Flexes his muscles.* Diamond dogs is bigger than puny ponies. We stand on two legs, and has two arms. We has feet and big beefy hands, as well as these tails with smashy things on the end of them. We like big scary dogs who can talk same as ponies. We has our own language, but ponies no understand that. We has big claws that are good for digging and fighting and climbing and stuff. Also, we really likes diamonds. That’s where our name came from. We live and tunnel underground all the time lookin’ for more diamonds. ‘Cause of this, we can see in the dark, and have heightened directional senses. So yeah… we has Big Claws. This allows us to add twice our Resilience when we dig holes or climb things, rather than just base Resilience. We also get a +2 Melee Damage Bonus when we have no weapon! So you see, we strong and scary! We also has Underground Sense! It work more than just underground, but we has vision in the dark, bein’ able to see on really… really low light. Ponies need light spells where we don’t! It so great. Also, we can easily tell which way is out when we’re inside. So, we get: +2 Resilience, +1 Ferocity, +1 Speed, +2 Awareness Changelings I thought these things went home, but apparently not all changelings is bad nasty bug ponies. Some is nice nasty bug ponies. So I heard, instead of needing to eat food all the time, these nasty bug ponies just need to feed on strong emotions. Feelings of love, hate, and intense jealousy are most delicious to them. Then the scary thing is that they can take different forms! Take shape of your girlfriend and suck out your love while turning you into some kind of mind-slave. So this may take long time to describe, so let’s start with their basic skill. Flight! They can fly like pesagai, except they don’t land on fluffy clouds like a pegasai unless they in the body of a pegasai or alicorn pony. So, now we talk about Changeling Magic. This am their big skill, what make changeling a changeling. Kinda like how cutie marks make the ponies… ponies. Changelings have the ability to cast magic from the Emotions realm, and so have the Empath class available to them. Changelings also get the ability to change their shape with their magic. They can imitate any pony they see, down to the look of the cutie mark, but they don’t change any of their stats or skills, just their appearance and voice. Changing shape for ponies is instant, but changing shape for other races takes like… fifteen minutes. They can also change appearance and voice to look like an original pony, but their body size won’t change then, and they will have no cutie mark! Blank flank, hah-ha! Uh, stats: +4 Willpower, +2 Creativity
Ponies We start with regular ponies! Because they everywhere… for now. Basic ponies trot around on four hooves and have their society above ground… on ground. Sometimes they farm good food, and keep some delicious animals! Most of them are just useless little ponies, though. Hah! Basic ponies are hard to tire out though. I think it’s because they have four legs, and no wings or horn to tire themselves out. Oh yeah, they come in all sorts of colors, too. Once I saw pony that was neon pink! Pretty weird, huh? All types of silly ponies come in silly colors. All types of silly ponies also come with Cutie Marks, which are funny symbols on their flanks that represent what they good at. Sometimes it still hard to guess. I saw one with a half-eaten sandy-witch, and guessed he good at not finishing meals. Turns out he good at making yummy sandy-witches. Also, there are bigger silly ponies, but they called Halflingers. They just stronger ponies, still on the ground. Some of them have pretty hoof fuzzy stuff though. Other than big body, that easiest way to recognize them. I once did mining with one. He okay at pulling cart, but not as good at digging as Hrugar! Then there silly ponies with wings! They is Pegasai. They kinda like ground ponies, but has wings, so they fly like birdies. When I see them, I try throwing rocks at them. It funny. They not as good at labor as ground ponies, but they usually faster. Okay, then there horn-ned ponies called Unicorns. I hates unicorns! They always use magic. It makes their horn go all glowie and then they do some voodoo that I hates. They not as tough as other ponies, though, so I push them over when I can. One time, I met Seapony, which am some kinda weird. They only has two hooves, and bottom half is fishy tail. So they stay in water, but they swim good. I wonder how they taste. There also story about fairy ponies called Breezies. I don’t believe them, but they on list to be talked about. Breezy pony is tiny like butterfly, and have wings like butterfly, and can cast some magic like unicorn. They puny though, so they squish easy. Ugh… last am leader ponies called Alicorns. That not right name, it actually Alucornius, but ponies forget over time. Alicorn is the material unicorn horns is made of, but no pony actually care. They just forget which word which. Stupid ponies! Hah! Them leader ponies is powerful though. Since they live forever, they can have great power and stuff. If I were da story leader, I wouldn’t let these guys in. Now, I tell you all about the uh… Racial Skills for each pony. Starting with… Cutie Mark A ponies get these. Flank stamps, I call ‘em. Each one is a simplified representation of their talent. There’s a wide variety of talents. Coverin’ like… everything! Talents that are really general, like uh… “plays music well,” would give a pony +1 to all rolls for playing musical instruments or singing. Talents that are not as general, like “plays string instruments,” would give a pony +3 to playing musical string instruments. Like violin… or guitar. Talents that are really specific, like “plays guitar” give ponies +5 to playing guitar. This applies to anything but Magic cutie marks. Since those are so special, the info on those is later, in the magic section. Now, normal ponies get the skill… 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! Halflingers get Hefty This skill just gives Halflingers an extra 25 Health and Stamina. See, they just harder to keep down. Work longer, take more pain, but no bonus to mining. Silly ponies! Pegasai get 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. Unicorns get Unicorn Magic, who woulda thought? This lets them cast magic from those magical realm thingies that are talked about later on. Unicorn Magic also lets them use Levitation from the Space Source of the Pure Realm, and Light from the Fire Source of the Elemental Realm. Also, unicorns can cast magic spells that is agreeably relevant to their talent, if their mark am not magic. I dunno what it means, I just reading the cue now. I gonna throw that away and keep going though. Seaponies Live Underwater Yeah, surprisin’, right? They can breathe and swim underwater as fast as a fishy! They can even come above water for a little bit, but not long. I hear they live off of seaweed and stuff. Yuck! I hate seaweed. I like fishies though. So, these Breezy things. They got some kind of Fairy Magic. Aside from being ably to fly like butterflies, they can also cast magic from any of the realms just like a unicorn, as long as they got the right cutie marks. Or cast spells that am agreeably relevant to the talent they got. Having this much power has downfall though, being tiny. They only get and receive half of the normal Health. Okay, so last there’s Alicorns… Alicorn Magic allows them to have all the bonuses of both Unicorns and Pegasai. In addition, Alicorns start with 6 more points to spread to their stats, and can have up to 10 in a single stat to start! Their only downfall is that they can only have up to 20 achievements, instead of 24. Oh, whoop-de-doo. They still super-dooper. The old ones have so much power in that Space source that they can move the sun and moon to their will. That’s why if I ever find baby Alicorn, I gonna adopt it and train it to make me life forever. Err, live. Okay, I calm down. Now I give you starting stats for each pony type! Pony: +2 Resilience, +2 Awareness, +1 Creativity, +1 Willpower Halflinger: +3 Resilience, +1 Creativity, +2 Willpower Pegasus: +3 Speed, +2 Awareness, +1 Creativity Unicorn: +3 Willpower, +2 Creativity, +1 Awareness Seapony: +2 Resilience, +2 Speed, +1 Awareness, +1 Creativity Breezy: +3 Creativity, +3 Willpower Alicorns: +6 Willpower
Artist … Okay, here. Yay! So, an artist is a pony who has the ability to create what they see in their own mind’s eye, bringing their emotions out and into the world they live in! It’s very exciting! To be an artist, a character needs to have an 8 Creativity. Starting Health: 100 Starting Stamina: 100 Starting Skills: Choice of Medium in Artistry, Triumphant Display, Musing Medium of artistry can include pastels, literature, composition, etc, etc. 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.) General Practitioner Magic… one of the most powerful sources of energy we can call upon is magic. Within every Unicorn is innate magic which they are born with. However, not every unicorn can use this magic to cast any spell. Many are limited to only a few to serve the purpose of their cutie marks. However, those that specialize in magic itself are able to practice it. A General Practitioner is a magic-capable character who has a general-realm talent, allowing them to use magic from any realm at a lower capability. Who are you? Shoo, this is my section! Ahem… this class requires that you have a cutie mark in general magic, and that you have an 8 in Willpower. Starting Health: 50 Starting Stamina: 150 Starting Skills: Quick Cast, Choice of Two Sources from two different realms. Quick Cast Type: Passive Acquired: General Practitioner Class This skill makes the normally Count 6 action of casting magic a Count 3, allowing more spells sooner. Magical Sources count as individual skills on their own. To get them, a character must be able to cast magic to begin with. Unicorns, Breezies, and Alicorns can cast any magic that they acquire the skill for, and Chngelings can cast Emotional Sources that they get the skills for. The realms will get posted in a little while.
Guard A personal favorite of mine. This class’ main stat is Resilience, and has a good mix of Health and Stamina. A guard is the main protector of a group, taking on many enemies on at a time in melee, and standing in the way of many of their attacks. Because of this, the class may only be chosen if a character has an 8 Resilience. Starting Health: 125 Starting Stamina: 75 Starting Skills: Iron Pony, Protect, Guard Duty Iron Pony Type: Passive Acquired: Guard Class The owner of the skill gains +1 Resilience for every enemy facing him or her in melee combat. Protect Type: Active Cost: 4 Stamina Acquired: Guard Class Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then becoming the enemy’s target and making the defensive roll instead. Guard Duty Type: Passive Acquired: Guard Class During rest periods, a guard can stay up and keep watch without losing any stamina due to lack of sleep. A guard may miss up to two consecutive rest periods. After that, they must rest, or face sleep depravity penalties. Berserker A scary, but sometimes necessary class. Berserkers hold nothing back as they charge into the midst of their enemies and wreak havoc. Ferocity is their main stat, and they benefit from a high speed to keep their damage coming. To be a berserker, a character must have an 8 Ferocity. Starting Health: 100 Starting Stamina: 100 Starting Skills: Crazed Charge, Fury, Ferocious Yell 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. Speedster This character is fast. Just, really quite fast. Usually with this speed comes arrogance, or so they say. Speedsters are usually racers, or… racers. Really, do I need to spell it out? Speed is in their name, after all. To be a speedster, a character needs to have an 8 Speed. Starting Health: 50 Starting Stamina: 150 Starting Skills: Backing Dodge, Full Throttle, Acrobatic Run Backing Dodge Type: Passive Acquired: Speedster Class Whenever defending against an attack, the owner may use Speed instead of Resilience. As long as they succeed, they will be forced into a 5’ move away from the enemy. If they fail their roll, no Resilience is applied to reduce the damage dealt. Full Throttle Type: Passive Acquired: Speedster Class When in galloping-speed, the user is able to transition up into Full Throttle speed, moving their modifier up to *3. They must still transition back down to gallop speed before they can stop. Acrobatic Run Type: Passive Acquired: Speedster Class During galloping-speed, the owner of this skill is able to react and use non-attack active skills. Treasure Hunter Those who search after the hidden treasures of ruins, castles… somepony’s home. Treasure Hunters have a great knack for finding and identifying interesting things, making Awareness their main stat. They have the uncanny ability to disable traps and open locks, as well as making items vanish right out in the open. Though, they’d only take something if they’ve discerned it to be valuable enough to them, first. In fact, to be a treasure hunter, a character needs to have an 8 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: Disable Device, Identify, Pilfer 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.