Separate names with a comma.
(Due to limitations of character count, I've posted 2 here, and the other 4 basic classes in my last post.) Performer Performers are a must-have! They provide the spice of life which livens this world up! What are you talking about? They do nothing but make up silly songs and dance like crazy ponies. That’s a very simple view of their Creative nature, Chainmail! You should loosen up. I am the Captain of Gallopmere’s Guard! I do not loosen up! Then don’t knock what you don’t understand, you sour grape! Anyway, you can only take this class if you have at least 4 Creativity! Starting Health: 50 Starting Stamina: 150 Starting Skills: Musical Performer Skill of Choice, Inspiring Song, Dancer Musical Performer skills are like... Singer, Banjo, Piano, Violin, Tuba, etc. Taking the skill let's you add your stat to using the instrument properly. Inspiring Song Type: Active Cost: 25 Stamina Acquired: Performer Class The performer goes into a hearty and helpful-sounding song and dance, (or just an instrumental!) This number lasts at least 6 rounds-worth of time. As a result, moods are improved, spirits are lifted, and any ally who makes a defensive roll during the song will gain a bonus of the user’s Creativity. The user doesn’t get this bonus. Outside of combat, the Inspiring Song can be used to create a performance that assists the character in getting their point across to an audience by rolling 2d12+Creativity to see how well they do. (Of course, failing this roll could put you “Over a Barrel.”) Dancer Type: Passive Acquired: Performer Class Allows the performer to use their Creativity stat as a bonus to dancing. Stalwart The stalwart is a must-have for larger groups, especially those who go on adventures. They keep the integrity and general health of a group up, providing moral and physical support. Because of their mental assistance and defenses, Willpower is their main stat. To be a stalwart, a character must have at least 4 Willpower. Starting Health: 100 Starting Stamina: 100 Starting Skills: Focus, Calm Ally, Provide Aid Focus Type: Instant Cost: 10 Stamina Acquired: Stalwart Class Usable whenever the stalwart fails a Willpower check against a detrimental condition. This skill allows them to roll again, immediately making their next check against the status as if they made it on their next turn. Calm Ally Type: Active Cost: 10 Stamina Count: 4 Acquired: Stalwart Class Usable on an ally within melee range. The stalwart automatically clears the ally of any Fear, Berserk, Forgetfulness, or Spacey condition the ally is afflicted with. This does not have any affect if the ally caused the condition themselves. Provide Aid Type: Active Cost: 5 Stamina Count: 4 Acquired: Stalwart Class Usable on any ally within melee range. The stalwart picks the ally up and helps them get a small amount of respite. The user rolls 2d12+Willpower. One of the rolled dice, (user’s choice,) is applied to healing the target’s Stamina. The remaining dice and added Willpower are applied to healing the target’s Health.
These here classes can be utelized by everypony! Though, don't take my word for it, I'll let the book narrator(s) handle it. I'll provide the mentioned skills after each class' information. Also, let me explain what "count" means. For combat actions done on a turn, each action takes a count. Normal attacks have a count of 4, and any pony can use up to their Speed stat in "counts" on each turn. Anything that doesn't have a listed count either takes the same as a normal attack, or has special conditions of usage, (like pairing,) that are listed in the description. Inspiring Song just lasts for at least 6 rounds. (Due to limitations of character count, I've posted 4 here, and the other 2 basic classes on my next post.) That’s right, everypony, on to… Classes! I like to keep things simple, so I compiled an easy-to-read list of classes that- *Ahem!* Uhm… who are you? I am Chainmail, and I believe it is I who am scheduled to read the classes section. Aww… hayseed. Yes, well, I am better suited for talking about these classes anyway! I’ll have you know that I’ve trained and worked with ponies of all sorts of backgrounds. *Eye roll.* Whatever. I’ll just quietly poke at the dirt with my hoof. As you wish! I shall make these stat explanations brief. Worker The most basic of classes, really. Workers can go long hours at their jobs without needing to rest. They can also put extra effort into their chores in order to endure success. Admirable is the pony workforce! Remember, no almost racist comments! Fine! In a group, workers can easily haul the goods, supplies, and equipment for an entire team! Often, they will also know how to use the equipment they haul with their great Resilience! Speaking of which, the class may only be chosen if a character has at least 4 Resilience. Starting Health: 75 Starting Stamina: 125 Starting Skills: Tool-Use Skill of Choice, Take a Breather, Gettin’ It Done Tool-Use Skills are basically you choose a type of tools, (like building tools, or mining tools,) and you get to add your Resilience while using these tools. Take a Breather Type: Active Cost: 5 Stamina Acquired: Worker Class This skill allows the Worker to take a rest for a bit, and end up feeling revitalized. If combat is going on, this skill will take 3 turns, and will only work if they reach the 3[SUP]rd[/SUP] turn uninterrupted. Outside of combat, it just takes 10 minutes or so. After the period, the worker will receive restored Health and Stamina as if they rested for a 4 hour period. This skill can only be used once between actual resting periods. Gettin’ It Done Type: Active Cost: 20 Stamina Acquired: Worker Class This skill allows the worker to add another 2d12 result to another skill that requires a roll, or any general action that requires manual labor. This cannot be used in conjunction with Willpower or Creativity based skills. Warrior A mighty warrior! The warrior is an actively offensive character, relying heavily on their Ferocity. Because they are often the center of attention, this class has heavy Health. The warrior is the main combatant. However, in smaller groups they are usually not as necessary as a Guard. This class may only be chosen if a character has at least 4 Ferocity. Starting Health: 150 Starting Stamina: 50 Starting Skills: Power Strike, Counter, Taunt Power Strike Type: Active Cost: 4 Stamina Acquired: Warrior Class Declared before an attack is rolled in melee. If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina. Counter Type: Instant Cost: 5 Stamina Acquired: Warrior Class Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once between the user’s turns. Taunt Type: Active Cost: 4 Stamina Count: 6 Acquired: Warrior Class The user rolls 2d12+Ferocity, while their target rolls 2d12+Willpower. Inside of combat, this skill will force the user to be the target’s focus. Outside of combat, this will increase the chance of the target initiating a combat with the user. Bolter We use these to get messages to and from the castle. Bolters are good for Speed, and because they often run for long times, they have high Stamina. A bolter is often good for a group because they can often chase ponies down, and for a pegasus, they make good speed fliers. Since a bolter should be fast, one can only consider this class if they have at least 4 Speed. Though… I would hope they have more. Starting Health: 75 Starting Stamina: 125 Starting Skills: Dodge, Moving Dodge, Endurance Racer Dodge Type: Passive Acquired: Bolter Class Whenever defending against an attack, this skill may be used to substitute Speed in place of the Resilience stat. However, if the dodge fails, the user’s Resilience does not reduce the damage he or she takes. Moving Dodge Type: Instant Cost: 5 Stamina Acquired: Bolter Class Whenever a dodge is successful, this skill can be activated to allow the user to move up to 10’ away from their attacker. Endurance Racer Type: Passive Acquired: Bolter Class A bolter does not need to make Resilience checks while running until they have been in gallop-speed for at least 3 consecutive rounds. Scout Scouts are good at keeping quiet, and… yes… scouting ahead. Their main stat is Awareness, and they have a very average mix of Health and Stamina. Good at spotting ambushes, incoming enemies, and hidden treasures. Scouts can also hide while nopony’s looking, and lie in wait. This class can only be chosen if the character has at least 4 Awareness. Starting Health: 100 Starting Stamina: 100 Starting Skills: Spot Hidden, Lay in Wait, Danger Sense 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.
Zombie “Not likely… but possible!” - Spike Easy Undead Pony Health: 50 Stamina: 50 Ferocity: 6 Resilience: 8 Speed: 0 Awareness: -2 Creativity: 0 Willpower: 0 Passive Skills Undead: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Regenerating: As long as the head is intact, the Zombie regains its Resilience in Health and Stamina at the beginning of each turn. Toughness: Once per turn, the zombie can reroll one of its d12 rolled during a Resilience-based check. Active Skills Body Muncher, 10 Stamina, 8 Count: When making a melee attack, if the attack is successful, this skill can be used to increase the zombie’s health by half of the damage dealt. If that takes it over its max health, the new amount becomes its max health.
With the return of the Crystal Empire, I, Eight Star, thought it prudent to share some information out of one of my informative tomes. Mana Crystals are magical stones, in a way, which have their own form of sentience - not exactly the kind we understand, but they feel emotions in a different way. From the Mana Crystal known as the Crystal Heart to the Mana Gems known as the Elements of Harmony, each different stone is unique. A mana object is a crystallization of magic through a highly concentrated source. Mana Crystals, the top of the hierarchy, are responsible for the flow of magic within dimensions, and around these grand crystals is where the others will form. After that, the only way they get taken from their parent crystal is from adventurers, magi, those the crystals trust, or other rare events. Mana Crystal – Top Rank When the worlds were born, mana crystals manifested within the stone as it was created, feeding off of concentrated energy poured into the birth of the world. They are sentient, and incredibly intelligent, but only speak through telepathy with skilled mages, or through the implantation of visual memories. These memories come as experiences which convey the message to the target. Each crystal has a specialization, and they create mana for the world by reprocessing the elements they specialize in. The raw element that occurs near the crystal is absorbed, and then processes through them, turning into the energy known as mana. This energy flows through the world then, uninhibited by the shape of the world itself. This energy enters into living beings through the soul, which acts as a conduit. Once inside, a trained person is able to tap into the mana they have within them and focus it into usable magic. Mana Crystal Shard – Second Rank Mana shards are heavily concentrated crystallized energy. They are a part of the parent crystal, and continue to reprocess the element, never running out of power as they pump out mana from the element around them. The mana output of the shard only reaches the immediate stream, so shards alone cannot power a world, but can still power a single mage with ease. Shards do not have a sentience, so there is no means of communication available with one. They can be slotted into numerous items, and they can fuse with physical soul-carrying beings, enhancing their powers greatly. Mana Gem – Third Rank Mana Gems are mana stones which go through a compression process either from hundreds of years next to a mana crystal, or by the powers of a very skilled mage. The process awakens a consciousness within the gem. It can communicate telepathically with anyone who is currently in contact with it, or an item that it has been slotted with. Their personalities are generally much more expressive than the mana crystals, and their intelligence is only limited to what they know. Using telepathy, they don’t understand the concept of other languages. A mana gem is unlike the crystal or shards in that it doesn’t produce mana, but it does feed on it and stores it like a living being. It has the power to do many amazing things with the absorbed mana. It can form relationships with living beings and use “combined abilities” when coupled with someone they trust. Mana Stones – Fourth Rank Mana Stones have no sentience, much like the shards, and work more like enchanted magic stones. They’re able to be channeled through for powerful element-based attacks, or used to enhance armor for specific defenses. Using the power of a mana crystal or an especially skilled mage, they can be awakened to become Mana Gems.
Primary Deity Uriani is really the source of fae magic. So she’s the only deity a fae would listen to. (Except in alternate universe games where the deity of fae is someone completely different.) Because of this, sprites will follow her laws… with their own little verbal spin of interpretation on it. 1: Everything Crumbles with Time – Not something that concerns them often. Sprites do not stop the falling of empires, and refuse to rescue those who are dying of old age. They are to accept death by age, and are not to use their magic to stop such events from occurring. In shorter-lived species, time-based pixies will sometimes de-age those who are willing to pay a fair price, but only a few years. 2: The Law of Pull (Gravity) Must Be Obeyed – For pixies, who fly, this isn’t a bothersome law. The only time this really comes into effect is with space-based pixies. They can’t remove the effects of gravity from someone. They can reverse it, and they can increase it, but they cannot remove it completely. Allowing flightless creatures to levitate free of strain is careless and not in accordance. 3: Do Not Put Into Motion That Which Has No Target – An interpretation of the original Elsendyr script “No Arrow is to Be Fired Without Target.” This law cuts down on a fae’s level of fun-having. Sprites interpret the original script as meaning that they shouldn’t use magic that is doing something effectual without a reason. Nothing lethal is to be fired without a good cause. Nothing curative is to be applied without a reason or to an unknown target. Practice in such things cannot be held without an impending purpose that needs to be practiced for. Luckily, things that really have no impact need no purpose. 4: Do Not Defy Time – Simply put… no time travel is allowed. The lines of time are confusing enough as it is. A time-based fae may slow or fast forward time in a localized area, or on a specific target, but cannot displace targets from the complete time line. They cannot go back in time, and cannot send things back into time. They can reverse the time of a certain target, but they are staying on the same local timeline, meaning that everything around them is still forward, while they are in a state they were for a reverse. Point is… just no timeline displacement… that’s a big no-no, and not just in the eyes of Uriani. So aside from following those four laws to the letter, sprites don’t do much in worship of Uriani other than existing for her. Sure, if they see a chaos born, they will attempt to fulfill their purpose. If she happens to contact them directly, they’ll happily obey. Otherwise, they’re obviously made by her, so by existing and being proof of her awesomeness, they don’t really do anything else for her. Because of the assistance Uriani received from the Ether Mistress in the creation of the sprites and pixies specifically, they will listen to her as well, should they be contacted. However, the Ether Mistress, otherwise known as the Mana Goddess, does not talk often. Background Options (-20) Dual Affinity: This sprite has a secondary elemental base, allowing them to combine and empower effects without entering a Binding ritual. This also means that they can triple (or rarely quadruple) their affinities with a Binding ritual. Of course, combining more elements means more price for the magic. (-5) Chosen: Acting in the belief that they are chosen by Uriani to perform a great task. This allows them to justify more impactful magic “for the cause.” This also allows them to be more focused on the task at hand. (+5) Vice: Most fae actually have a vice, but only some of the sprites really have a vice. This is something that they will go out of their way to obtain. They will happily incur magic costs upon themselves to obtain their vice. No amount of their vice will make them happy; “There’s no such thing as TOO MUCH CHOCOLATE!” (+10) Schizophrenic Dual Affinity: Must be taken in conjunction with Dual Affinity. This background makes it so the double effects are on a switch. When a certain trigger occurs, their elemental bases change from one to the other. If combined with their Vice, if it’s a consumable, they can use that as their switch variable. Otherwise, it’s likely to be an emotional thing. Species Skills Reduce Chaos Cost: 1* SP (Up to Willpower in cost.) This skill, when used in combat, auto-hits a target that has been infected with Vir’Zixl’s chaos. This ability damages the target’s SP for an amount equal to twice the amount spent on this ability. If the target’s SP is reduced to zero, they are then reverted to the state they were in before they were infected with the chaos. This skill ignores the chaos-borns normal immunity to SP damaging attacks. Ritual of the Binding Requirement: 3[SUP]rd[/SUP] Tier Magic-Based Class Mastered Cost: An offering of fresh-picked fruit. This ritual skill takes about a half hour of exchanging vows, and to other species can easily be related to Marriage. However, this ritual binds two target Faekin to one another FOREVER! Both parties must be willing and agree without trickery, (Uriani can tell.) Once bound, they share souls, adding each one’s SP total to the others. When one takes SP damage or spends SP, the other loses the same amount. Any fae that are bound together can use the species skills and fae related magical abilities of one another. If both parties are sprites or pixies, this allows them to combine and mix their Pixie Magic elements. More powerful magic still comes at a higher price, of course. Faekin can only participate in a Binding Ritual once, and cannot use the ritual on themselves, (they have to pick two others.) So to put it plainly; once you’re bound, you can’t bind again… and you can only bind to one other fae. Period. No exceptions. Uriani will smite you otherwise. Portal Pod Requirement: 12 Magic Cost: A Baby Tree or Flower Seed This skill empowers a growing seed with vines that will open a small pond portal. After the plant grows, it’ll have an unexplainable branch with a small watery-looking pool in one of its flowery buds. Only one portal pod can be planted by a single sprite at a time, and smells unique from sprite to sprite. The portal will close when the plant is not in bloom or blossoming. Sprite Portal Requirement: Portal Pod petal opened. Cost: 4 SP This skill opens a sprite-sized portal that leads to this sprite’s portal pod. The portal they open will close when they step through, but other sprites or sprite-sized creatures can hop through it and appear in their Portal Pod before they go through. Going through this portal is like swimming up from underwater. One can travel to the open end of the one-way portal quicker if they have a good Swimming skill. Commune Cost: Remaining WP With this skill, a sprite is able to become a conduit to turn raw elements into mana, much like a mana crystal. This allows them to feed themselves in a bland environment, and allows mages around them to re-charge directly from the sprite. This will convert the elements of the surrounding 20’ around the sprite, but will do no harm to the surrounding raw elements. Purities and Meta-Elements cannot be communed, only natural elements. Commune starts when the sprite enters a meditative sleep, and ends when his or her WP has been refreshed during this resting state. The sprite must have at least 60% of their maximum WP available when starting this skill. Fae-Sleep Passive Skill While asleep, the sprite’s ethereal dream self ends up in the fae-realm, where they are able to communicate with all of their friends and family. They can learn skills and pass information while in fae-sleep, but cannot be awoken by sounds or movement from the natural realm. The only thing that can wake them pre-maturely is actual damage taken to their body. The shock will send them back.
So, since Equinis Faust are able to opt into being a Breezy, I thought I'd post the second part of their background option. The sprites of TwV. Due to the max in CHARACTER COUNT... I have to spread this among 2 posts. Sprites Classification: Highly Magical Humanoid Faekin For eons, sprites have existed as the covert inserts of Uriani, finding and removing the King’s Plague from those who were inflicted. In the eras beyond the sweep of the curse, the sprites have become less tethered to their task of origin, and now exist to wander dimensions of magic, playing games for their own enjoyment. A sprite has an indeterminable life-span that can last anywhere from a few years to forever. Because of this – their life is spent very aloof and based around their own levels of enjoyment, not really concerned with the issues of other species, deities, or really anything other than their homes. Sprites will often live in colonies situated near a mana crystal. Not just for the high level of magical concentration, (which is delicious, by the way,) but also for the incredible protection it provides. Flying home after some mischief is almost like running back to base in a grand game of tag for them. Lone sprites are often not as lucky, but will sometimes take to another being as a place to live and someone to call “family.” This is usually someone who either thinks a lot like them… or someone who’s easily agitated by their tricks! They will often make their homes in the other being’s travel gear. Or if they have a pet, they might sleep on that. Or if they have long hair, they might just use that. Really, anything that seems comfy or peaceful. Some sprites get chosen by their goddess for incredibly important missions that involve rounding up other beings to do something which basically keeps the fabric of the balance in place! Sprites who are chosen by their goddess will often take their task very seriously and will put any amount of pranks aside to get this sort of thing accomplished! Sprites, by the way, are somewhere between ½” to 2” tall… so accomplishing much can come at quite the high rate of peril. Those looking close enough at a sprite will see they usually resemble elves, but there are many different races of sprite. Some have had faeland troll horns, some have had bug antennae, (the cute kind that curls,) some have been known to have pointy teeth, or no mouth! Some have even had weird alien eyes. Some have tails, and some have leathery wings instead of translucent moth-like insect wings. It all seems to be based loosely on the sentient creatures of the realm they’ve taken residence in. Tiny: Size classification is Tiny, which allows them to have a +20 dodge against melee attacks from creatures of normal size or larger. The downfall is that any physical damage they deal is classified as micro-damage making them fairly poor fighters, (unless their enemies are just as tiny.) They also take impact damage equal to twice an object’s WU whenever they are hit by it in an attack. A sprite needs five times the normal Strength to carry an object with a WU value. Flying: On translucent moth-like wings they flutter. They have a flying movement speed equal to most bugs, (but with a much better sense of direction,) allowing them to travel at half a normal-sized being’s rate for their speed. Ancient Feud: Faekin and Chaos Born do not get along. At all… which makes working together with anything born of Vir’Zixl absolutely impossible. That’s not to say that the raw magical energy of the Chaos Element is an enemy, because it’s not. Just the chaotic deity meddling of Vir’Zixl is rightly unwelcome. Colorful: In conjunction with the Pixie Magic trait, sprites have a glowing aura about them when active, (fluttering, talking, not being sneaky, jumping around,) and this aura is always in the color of mana most relative to their elemental affinity. They also usually have colorful skin, hair, and wings that are related to the elemental color, but it’s not required. The colorful aura can illuminate an area of up to a 10” spherical radius around the sprite. While not as powerful as a torch, it ensures that sprites never really need a light source, (because they are a light source.) Yummy Magic: Sprites live off of mana energy, but can engorge normal food for the taste. They can die of mana separation in a bland dimension after approximately one week’s time. Sometimes they can be lightly restored by raw elements like concentrated moonlight. Refreshing: Due to the powerful nature of the sprite’s soul, they regenerate SP at a rate of 4% per hour, resting or not. They also only take 50% damage from any SP-damaging effect originating from an enemy. Weakness to Glass: Fae of this type share a similar trait; the weakness to glass. A sprite loses access to all of their skills when surrounded by a container that is at least 60% glass. This includes Pixie Magic, and any normal character skills/spells. Often times, a fae will make a pact with someone who is in a position to release them in order to get free. Due to their origins with the deity of law and order, they will become bound by the limitations of verbal agreement with the one they make a pact with. That is as far as a fae is bound, however. While they will not break the wording exactly, they will bend its limits often. They also have no defenses at all from a weapon made of glass. Pixie Magic: Sprites share the same form of fae magic as pixies. Each sprite, by the time they know how to fly on their own, has an elemental affinity. This can be any element from the wheel. They are able to use their Willpower or Magic to manipulate this element as they need to. More Willpower allows for a greater realm of influence over their element. More Magic allows for greater power to be used in their elemental fae magic. Often times they will have to spend MP or SP to manipulate their element, and is usually depends on their offering. ALL FAE MAGIC COMES AT A PRICE! This is not always MP or SP, though. Depending on what they want to do, a fae may have to confer with the realm around him/her in order to understand what they will have to give up as a price to manipulate their element in the means they like. For trivial things, this is often just MP. (I.E: New York, a water-based pixie uses his affinity to conjure a water ball in order to wash himself. This would probably just cost him the same amount as a Waterball spell, but he has no chance of failing with such silly matters.) For more drastic usage of their element, however, a fae may have to pay a much greater cost. (I.E: Prince Carter, a space-based pixie thinks of a perfect prank to play on someone who wishes him to “make their item work.” So he uses his space energy to polymorph their metal detector to have a mouth and search things out by sniffing them down rather than the normal means. He thinks this is hilarious! However, because he has made a rather drastic change to something by allowing it the ability to eat, he has suddenly lost the use of his throat for the next few days, making him unable to swallow food. Of course, since he only eats for the taste as it is, he sees this as an acceptable trade and goes through with it, expending just a bit of MP with the action.) Fae are, however, able to negotiate away their price. Instead of paying for their Pixie Magic on their own, they can have someone else make an even trade within the limitation of just a verbal agreement. (I.E: Texas, a dimension-based pixie, is asked to repair a gnoll’s broken hands. She gets him to agree to “have working hands,” and so she uses her gift to switch his hands with those of a troll. His payment was his hands, and her magic gave him working hands. However, he cannot fully control one of them. She found the trade amusing, but fair.) With Pixie Magic’s variable cost, it is up to the player and the GM to decide upon what price the sprite must pay for their action. Acts which relate to normal spell casts can merely cost the same as the spell, but it’s encouraged that the player of the sprite work out a verbal deal with the GM when necessary. Crystal Affinity: Sprites are able to communicate with mana crystals and their gemstone off-spring with ease. They don’t normally use telepathic means however, and will become very dramatic with their responses when someone else is watching. They can also easily block out annoying crystals. So, for being tiny, magical, and flighty, their stats look like: +4 Magic +4 Willpower +4 Stealth +4 Speed Which is simple, and easy to remember, unlike the laws of Uriani, but for her divine protection, sprites have Four Life Karma.
Elemental, Lesser Chaos Aspected Elemental – CR = 8 Size: Average A chaos elemental appears to be a some kind of humanoid, bipedal, or quadraped creature with a swirl of elements shifting through its form. No one element stays in a certain spot for very long. HP: 500 WP: 250 MP: 250 SP: 125 Init: +30 Hit: +20 Dodge: +30 Block: --- Def: 20/0 M.Def: 20/0 Elemental Strike: When the lesser chaos elemental strikes at melee, its chained three attacks deal 3d20*1d8+20 Chaos Elemental Damage to whoever is unfortunate enough to get hit. Chaos Burst: The chaos burst is a random attack that explodes from the frame of the chaos elemental. It twists and coils and finds a random target in combat, (rolled by percentages based on how many participants there are in a battle, not including any chaos elementals,) and explodes on them for 1d8d20+20 Chaos Elemental Damage. This costs the chaos elemental 25 MP, and takes its turn to perform. This effect counts as an auto-hit attack. Body of Many Elements: The elementals of chaos are built of so many things it’s hard to tell just what they might be weak to. Every time an attack is made against the lesser chaos elemental, a roll of 1d12 will be made. If the result is a 1, then it just happened to be weak against that attack in that location at that instant, and has no defenses against it. If the result is a 12, then it will heal the elemental in accordance with healing spell rules. If a spell with the wording “chaos” in it is cast upon one, it will always heal the elemental. Base Stats: Str: 20 End: 20 Mag: 20 Will: 20 Spd: 30 Sth: 0 Per: 20 Kno: 0 Monstrous Lore: Check 70: The elements are very chaotic, and it may be difficult to discern a weakness at any given time. The random composition of the creature allows for no real clue as to how to attack it. The good thing to do is use the biggest attacks and hope for the best. Do not use any kind of chaos attacks. As far as elementals go, these ones have mediocre style stats, but a very varied combat approach.
Silvermane Dragons Classification: Semi-Magical Draconic Reptillian For centuries the Silvermane Dragons were a semi-aquatic and peaceful race of dragons. Their omnivorous diet mostly consists of fish, crustaceans, fish, and fruits. They can eat just about anything, but they don’t enjoy the taste of mammals very much. As a scaled species of dragons, the older members of their species will sometimes be hunted by those who wish to harvest and use their scales, (or sell them.) So silvermanes will, in a world that is more developed, often strike a defensive pact with another sentient species. Their protection in trade for protection. Size-wise, silvermanes don’t become more than “normal” species size until their adult years, but until then they can stand and wander around on their hind legs, and use their claws as hands. Age-wise, silvermanes are closer to other species than most dragons, having a life-time expectancy of only about three times that of a human, as opposed to the thousands of years it takes for other species. Despite their watery playground, silvermanes have a form of fire breath, which has adapted for defense above the surface of water. For appearance, silvermanes are named for the series of silver-color ribbed fins running from the tops of their heads to the tips of their tails. The manes come in a variety of shapes, sometimes even more than one set is on a dragon, but the manes are always short enough to not to get in the way of their wings. The color of their scales are always a silvered version of one or more of the following colors; Blue, Green, or Purple. Some members of the species have been seen with red, but the grey and silver mesh makes it shimmer purple in the light. Tough Scales: As a dragon, a silvermane’s shimmering scales allow them to apply their Endurance to their Defense. They also gain Magic Defense equal to half of their Endurance. Gliding: Silvermanes past the age of 14 have the wing span and strength to glide along wind currents, but have no other control, (except when to dive or glide.) Flight: Any silvermane past the age of 28 has the wing span and power to take full flight, allowing flight on the normal rules table. Swimmers: Silvermanes start with 12 levels in the Strength-Based Misc. Skill Swimming, and can move through water at fish speed. Water-Vision: Silvermanes see a lot easier under water. Under water they no longer have the -25 penalty to perceive things, but above water they have a -15 penalty to any sight-based checks. Diplomacy: Silvermanes gain a bonus of +50% when attempting to learn a new spoken language. They also gain this bonus when learning positive body language. Fish Tongue: Silvermanes can learn to communicate with other aquatic species as well as land species. Dragon Magic: Silvermane mages have access to Dragon Magic, giving them access to more primal magic. This should be a given with their ability to pronounce the Draconic language. Technological No-How: Silvermanes only use half of their total roll made when using or learning to use anything scientific, mechanical, or technological. Size Increase: At the age of 74, the silvermane reaches an age where they become the Horse’s Average, and have to move around on their fours for normal movement. They now move at the mount speed, and can carry a rider of normal size. At the age of approx. 140, the silvermane reaches an age where they become Large at 10’x15’. They at that point have half dodge against normal sized creatures. They can carry a few normal sized creatures at this point, but have a harder time standing on their hind legs without the support of their tail. Silvermanes are a unique look on friendly dragons, and have a very versatile build, allowing them to work well with others, and get along with “most” species. They have, for their diplomatic outlook, earned the interest of the deities, and start with three life karma. Their stats are as follows: +6 Endurance +2 Magic +2 Willpower +2 Knowledge Primary Deity While deities are usually the last things that silvermanes really worry about, they may adopt the same religious views as the species that they integrate with. Background Options Silvermane Dragons cannot take the all-species Juvenile, Adolescent or Past the Prime backgrounds. Any age past 6 years may be chosen for a silvermane player. Each background option is mutually exlusive with the others! (+25) Drake: Born without any wings, webbed feet, or any really special goodies. Loses the following species traits: Gliding, Flight, Swimmers, Water-Vision, and Fish Tongue. (+10) Land Lubber: Born after a few generations on land, they’ve lost the webs in their feet. They’ve also lost the following species traits: Swimmers, Water-Vision, and Fish Tongue. (+10) Wingless: Without the ability to fly, this silvermane has made up in other areas, earning +4 more levels of Swimming and knowledge of an additional spoken language. Species Skills Flame Breath Requirement: At least 9 years old. Cost: Variable WP This breath attack starts off affecting a 5’ Cone. For every 10 WP spent on the attack, the cone grows by 5’. This attack initially deals 1d8 Elemental Fire Damage. For every WP spent on the attack, the damage gains +1. For every WP spent on the attack that is less than or equal to the user’s Endurance, the damage gains an additional +1. At every 8 WP, the 1d8 gains a stacking multiplier. This attack has an RC 70 to hit its targets. This goes up by 5 points for every 10 WP used on the skill. This counts as three normal attacks. (I.E: Razor, a silvermane with 12 Endurance, uses Flame Breath with 10 WP. His attack damage will be 1d8*2+20, and he will hit a 10’ Cone with an RC 75. Matilda, a silvermane with 40 Endurance, uses Flame Breath with 80 WP. Her attack deals 1d8*10+120, and will she will hit a 45’ Cone with an RC 110.) Flame Blast Requirement: At least 6 Magic. Cost: Variable MP This is a variation of the breath attack that is able to be launched at a single target, as opposed to relying on close-range breath. While not a large explosive at first, for every 50 MP spent on it, the blast will gain a 5’ explosive radius. If the initial target is hit by the attack, then anyone caught in the blast would need a Moving Dodge ability to escape the damage. This attack initially deals 1d8 Magic Fire Damage. For every MP spent on the attack, the damage gains +1. For every MP spent on the attack that is less than or equal to the user’s Magic, the damage gains an additional +1. At every 8 MP, the 1d8 gains a stacking multiplier. This attack requires Willpower to hit its targets, not perception. It can be blocked or dodged like a normal magic blast. This attack counts as a spell cast in terms of attacks per turn. (I.E: Matilda, a silvermane with 12 Magic, uses Flame Blast with 10 MP. Her attack damage will be 1d8*2+20 against a single target. Razor, a silvermane with 40 Magic, uses Flame Blast with 80 MP. His attack deals 1d8*10+120, and will explode on the target with a 5’ radius.)
Avi’yark The Avi’yark are the titans of the Shadow Realm. It is a beast of 6 legs, and any one of them can be used as a hand with powerful claws. It has a long neck with a head that closely resembles a lion’s with 6 eyes. It has a thick mane that runs from its head and down along its spine to the tip of its long, powerful tail. Thick wooly fur covers its entire body, with an unknown array of colors and patterns Timeless, eternal, immortal, the Avi’yark hate the Shadow Realm, and will attempt trickery, hypnotism, false friendliness, or even seduction to get out. The shadow realm has turned their once lovely coat into an inky blackness, and their lovely eye gems have become nothing but a white glow, and so they will stop at nothing to acquire a shadow mana object, the only known key to unlocking their wretched cell and endless torment. Summoner beware; these gargantuan beasts will do anything to get what they want – and your summoning contract won’t save you forever. It is highly un-recommended to summon an avi’yark from the 35th circle of magic. One such creature anchored itself to its summoner and eliminated half of a world’s population on its quest for vengeance and freedom before three deities intervened to send it back to its realm. It is not recommended that one ever summon an avi’yark. Semi-Magical Beast – CR: 12000 Size: 100’x80’ HP: 1,600,000,000 WP: 800,000,000 MP: 200,150,000 SP: 100,075,000 Init: Multi-Phase 14: +764 (+11) Hit: +28000 (+437) Dodge: +12000 (+187) Block: +34000 (+531) Def: 40000/40000(80000) M.Def: 34000/34000(68000) I thought I'd just interject a moment and mention that deities in TwV have a CR between 500 (for lesser,) and 3000 (for greater.) The avi'yark makes the very deities cringe at its power. Quite Boring, Really: If summoned into the normal realm, it won’t do anything unless the summoner shows a willingness to help it in escaping the shadow realm. Otherwise, they’ll merely stand and give commentary on how boring everything is, even in the midst of a furious combat. The only time it’ll attack is if someone deals more than 1,000 points of damage in a single hit, (because that’s about where they feel it,) at which point they will promptly step on the annoyance. This trait is negated against deities, as they will go into a rage against deities, looking to steal power to fuel their escape! When they are talked into fighting, they have no regard for the safety of their summoner, (whether they agreed to help them or not,) and will freely use AoEs with reckless abandon. Taunting: Unless directly ordered to kill an enemy, they would much rather taunt them. Lifting them daintily and looking creatures over as they flail helplessly is a form of amusement. They will taunt beings about their short lives, and their flaunting ways, and how one day they shall unlock the shadow realm, and woe comes unto the world as they will obliterate every last one of the puny creatures on the normal realm. Fly Swat: Power-swiping down onto an opponent that has less than 100 current CR (like a warehouse falling on your head,) will cause instant death. They will look completely un-amused at the act. This is often their first reaction when a summoner goes through all the talking of helping them out… and then just asks them to kill one person. The same can go for just smashing one building. What a bore. Arcane Breath of the Ancients: Much like dragon breath, an avi’yark can expel a deathly energy from its mouth. The breath initially hits a fan of 20’, and deals 3d6*5 neutral magic damage. For every 5 MP, or 1 SP used on this ability, it gains 5’, and raises the multiplier to the damage by 1. For 6000 MP, it can add +Magic onto the end of the damage, (after the multiplier.) Host for My Anchorage: If summoned at 100% power, an avi’yark will use this ability first. It binds their soul to the soul of the caster, making them able to stay in the normal realm without the caster’s upkeep. This is usually when they bite off the caster’s limbs to prevent dispelling, and then string them around their neck like a charm as they hunt down shadow mana objects. Aura of Absolute Power: All allies, opponents, and non-participants within a mile of this creature have the bonuses adding to their initiative rolls, offensive rolls, and defensive rolls all divided by 64, (including this creature.) Bite: When making a bite attack against a big target, they deal 1d20*12000+400000 Crushing Damage. They can take this action up to 16 times in a turn, if they wish. Devour: When attacking a smaller creature, the avi’yark can simply eat them. After a successful hit roll, the target will begin to digest, taking 40,000 acidic damage each turn until either dead, or the avi’yark is defeated/regurgitates them. Spell Casters: Avi’yark can cast any spell ever… any spell… with the exception of the Summon Shadow Slave spell. They can only cast up to one level below the level used to summon them. Avi’yark summoned with level 33 or higher may often-times use the spell to summon their mate from the shadow realm, bringing a second one of these creatures into the normal realm. They also have access to all Magic Skills. Transmutation: Avi’yark can transform their bodily form into something more friendly-appearing if they need to, but they are forever cursed with the inky blackness on their body with white eyes. Illusion spells are doomed to fail to hide their ancient branding. Transmuting into another form also gives them their species traits or monstrous skills on top of their own. Stats do not change. They can become anything. Skill Users: Avi’yark can use any skill at any time that they have the pre-requisites for the skill. After all, they know them all. They know all the fighting arts, too. This is especially useful for when they use Transmutation. They also have access to all Class Skills. Multi-Vision: Avi’yark have three sets of beautiful eyes, all clouded in wretched white. One set sees in night-vision. One set sees in infra-vision. One set sees with ultra-vision and truesight. Avi’yark are experts at closing sets to see from others, but have no trouble seeing out of all of them at once. Ultra-Hide: With an incredibly thick hide, this is the source of their Defense and M.Def. Racial Hatred: Avi’yark enjoy torturing and killing ryzzixi slowly. They will even befriend them, only to shatter their dreams as soon as they are free. They enjoy it when a ryzzixi summons them, because they know that such a creature was made to put them in, and they can be talked into summoning them at full power. At full power, they will take great pleasure in linking themselves, and slowly pulling the arms off of their summoner, cauterizing their wounds with the hottest metals the land has to offer before they even think of searching for a shadow crystal. Only Weakness: Avi’yark have no defense against light magic, and apply double their perception to the effects. Base Stats: Str: 40000 End: 40000 Mag: 12000 Wil: 34000 Spd: 12000 Sth: 16000 Per: 28000 Kno: 10000
Pff... I got nothing. So have some more slimes. These are the more advanced versions. Golden Blob Metamorphic – CR = 2 (Before Absorptions) HP: 50 WP: 25 MP: 25 SP: 12 Init: +0 Hit: +6 Dodge: +0 Block: --- Def: 6/0 M.Def: 6/0 Lash: The metamorphic bio-liquid is able to twist and lash out at anything in melee range for 1d20+6 Damage. Absorption: The golden blob can absorb any other blob-class Slime. This will add all of the other blob’s stats onto it, (base stats, HP, WP, MP, and SP,) and the highest basic attack damage is kept. Damage dealt to either blob remains. Any combination abilities are included into the new mass. The golden blob can continue consuming more. Absorption takes up one attack. Special defense properties do not carry over. Combination: When absorbed by another metamorphic-type creature, all of the powers and stats it gained from earlier absorption will carry over with it. Base Stats: Str: 6 End: 6 Mag: 0 Will: 6 Spd: 0 Sth: 0 Per: 6 Kno: 8 Monstrous Lore: Check 50: The golden ones are able to absorb the other blobs and turn into something much more powerful. The golden blobs alone are easy to destroy, making them a good first target. Aside from this, not much information is known about these strange creatures. -------------------------- Red Blob Metamorphic – CR = 4 HP: 200 WP: 100 MP: 50 SP: 25 Init: +0 Hit: +14 Dodge: +0 Block: --- Def: 20/0 M.Def: 10/0 Lash: Able to twist and lash out at anything in melee range for 1d20*3+12 points of Elemental Fire Damage. Red Hot: Their biological mass thrives on its own situation of boiling hot temperatures. Because of this, they have no defenses against any kind of ice attacks. However, they have doubled defenses against both fire and water attacks. Combination: When absorbed by another metamorphic-type creature, the creature gains Flamethrower: Deals 1d12 Elemental Fire Damage in a 15’ Cone with a RC 80 dodge chance. The damage is multiplied by the number of absorbed Red Blobs. This can be used once per turn as a free attack. Base Stats: Str: 12 End: 20 Mag: 4 Will: 10 Spd: 0 Sth: 0 Per: 14 Kno: 4 Monstrous Lore: Check 50: These red blobs, also known as “pyro slimes” have biological liquid surrounding their membrane which is always as hot as boiling water. (This is better learned by a knowledge check than it is from getting hit by it.) When consumed by bigger blobs, their biological mass combines with the new membrane to produce streams of flame. -------------------------------- Blue Blob Metamorphic – CR = 4 HP: 200 WP: 100 MP: 50 SP: 25 Init: +4 Hit: +11 Dodge: +4 Block: --- Def: 16/0 M.Def: 14/0 Lash: Able to twist and lash out at anything in melee range for 1d20*3+10 Elemental Ice Damage. Ice Cold: Their biological mass thrives on its own situation of below zero temperatures. Because of this, they have no defenses against any kind of fire attacks. However, they have doubled defenses against both ice and water attacks. Combination: When absorbed by another metamorphic-type creature, the creature gains Ice Shards: Forming icicles from the biological ooze, it can launch them at targets like arrows from a bow. One ice shard can be launched per turn for each blue blob absorbed, as long as the mass has attacks left, as it takes the time of one attack. The attacks deal 1d8+Willpower, multiplied by the amount of blue blobs absorbed in Elemental Ice Damage. When a blue blob is absorbed, it will nullify all absorbed red blob abilities, but leave the stats. Base Stats: Str: 10 End: 16 Mag: 4 Will: 14 Spd: 4 Sth: 0 Per: 11 Kno: 5 Monstrous Lore: Check 50: These blue blobs, also known as “cryo slimes” have an ooze around them that has properties close to those of liquid nitrogen, just far more viscous. The temperature is somewhere around -320 degrees, which makes their attacks freeze most things solid.
They SEEM so insignificant, but I have one in storage just in case one of my agents comes across a cursed magical item. Oh my, that reminds me of the day Pickpear came back with the Lantern of Ferocity. Oh you should've seen the sour look on her face. I was happy to wipe it away with my solution! Gremlin Slime Metamorphic – CR = 1 HP: 15 WP: 7 MP: 10 SP: 5 Init: +0 Hit: +2 Dodge: +0 Block: --- Def: 1/0 M.Def: 0/20 Latch: Able to lash out with green tendrils made from its sticky mass and grapple an enemy. This will initiate a strength battle. If the slime over-powers the target, they latch on, otherwise the slime is brushed aside and loses its turn. Gremlin slimes will attempt to target magical items as a grapple location. Bite: Gremlin slimes usually have animal skulls or similar in their mass which they use to attack. If latch is successful, they can use this skill immediately as a grab skill. This can also be used as a normal attack. This attack can deal 1d6*2+8 Crushing Damage to an affected target. If they bite a magical item, (which they will go out of their way to do,) the damage dealt will reduce the enchantment amount point for point. If an enchanted item reaches zero enchantment in this manner, the item becomes broken. Ether-Plasma Composition: With a liquid body comprised of a mix of both physical and ether fluid, they earn the name “gremlin slime” by being able to absorb any attacks from an enchanted item. This includes anything from enchanted melee weapons to a wizard’s staff attack. For every point of damage absorbed, they gain 1 current and max HP. They are also unaffected by any secondary effects caused by an enchanted item. This composition is what offers 20 Magic Defense. Power-User’s Folly: If a Gremlin Slime reaches 300 HP, they reach critical mass and instantly explode! This deals 1d20*5+300 Absolution Damage to everyone within a 10’ radius. This does not count as defeating the slime, and does not reward XP. For those of you who care to wonder; Absolution Damage is magical damage which takes away from a target's MAXIMUM HP. Making it, literally, the nastiest form of damage. Some fear it more than plain Unblockable Damage. Base Stats: Str: 8 End: 1 Mag: 0 Will: 0 Spd: 0 Sth: 0 Per: 2 Kno: 1 Monstrous Lore: Check 30: One of the puniest species of slimes, they’re known for their hunger for magical items. When they attack, they’ll try to latch on and nibble away at an item that’s enchanted rather happily. Fortunately, they are easy to smash before they get that close with enough applied force. Check 90: However, should a powerful hero get too cocky, and feed a gremlin slime too much energy, it could lead to their forced retirement.
A double-post because I almost forgot to post at all. You know, in case anyone still watching... Freezie Metamorphic – CR = 2 HP: 50 WP: 25 MP: 25 SP: 12 Init: +2 Hit: +10 Dodge: +2 Block: --- Def: 10/0 M.Def: 10/0 Snow Ball: For the cost of 4 MP, the freezie can roll up a ball of snow and fire it high-speed at a target, using its Willpower roll to hit. If it hits, the speed of the snow ball is so great that it deals 1d6*5+4(magic) Ice Elemental Damage to the target. Snow Body: Every 10’ of movement made on normal ground makes them lose 1 MP. Every 5’ of movement made in snow or water gives them 1 MP. If it reaches 0 MP, it cannot move until it’s rested long enough to gain a point back. Ice Cold: Their biological mass thrives on its own situation of a frosty temperature. Because of this, they have no defenses against any kind of fire attacks. However, they have doubled defenses against both ice and water attacks. Combination: When absorbed by another metamorphic-type creature, the creature gains Snow Regen: While in wintery conditions, or moving through snow, this creature gains 1 MP per round per freezie absorbed. Base Stats: Str: 2 End: 10 Mag: 4 Will: 10 Spd: 2 Sth: 0 Per: 2 Kno: 2 Monstrous Lore: Check 50: This ball of snow rolls around with a mind of its own. Controlled by a small meta-brain with tendrils in the center, this creature hates fire. It tries to stay in the cold as often as possible. It loves snow ball fights, but are often feared by kids and hated by parents, as they don’t know their own strength. If it runs out of ammo, it’s completely harmless. ---------------------------- Torchie Metamorphic – CR = 2 HP: 50 WP: 25 MP: 25 SP: 12 Init: +6 Hit: RC 70 Dodge: +6 Block: --- Def: 10/0 M.Def: 4/0 Fire Burp: As its main action, the gooey is able to burst out a stream of fire to deal 1d6*5+4(magic) Fire Elemental Damage to anyone hit. This affects a 10’ cone, and anyone in the radius can make a dodge at RC 70 to take half damage, (unless they have a moving dodge skill.) This attack costs 4 MP. Burning Torch: Their biological mass is made of a black oily goo that is very hot to the touch. When attacked in melee, it will light on fire, and deal 1d6*5+4 Fire Elemental Damage to everyone in un-extended melee. Flaming Body: They have no defenses against any kind of water attacks. However, they have doubled defenses against both fire and ice attacks. Any time that they are attacked in melee or attacked by fire, they will regain 2 MP. Combination: When absorbed by another metamorphic-type creature, the creature gains Burn Shield: When attacked in melee, this creature deals 4 Fire Elemental Damage to everyone within un-extended melee, this damage multiplies for every Torchie absorbed. Base Stats: Str: 2 End: 10 Mag: 4 Will: 4 Spd: 6 Sth: 0 Per: 4 Kno: 2 Monstrous Lore: Check 50: Lesser slimes, torchies are made up of small brains in the middle of the gooey mass which controls the metamorphic body through little fuzzy tendrils. Their mass doesn’t mix well with water, however, and they avoid water at all costs, but are happy to barbecue anything that looks edible. If torchies run out of flame, they’re harmless.
As there was little to no reception with everypony's choice of Changelings, I brought back the Razormanes. Dragons, again. This time they have grown up a little, and so everypony can see the progression of dragons and their aging cycles. Young Adult Razormane Draconic Reptillian – CR: 24 Size: Large (10’ x 15’) HP: 7000 WP: 3500 MP: 500 SP: 250 Init: +96 Hit: +65 Dodge: +48 (Size) Block: --- Def: 50/50 (100) M.Def: 50/0 Snap: Snapping out with their beak, they can deal (1d4*50)+120 (double Strength,) Crushing Damage. This counts as a single attack against their total number per round, (which they have 9 of.) Slash: Razormanes have a twitch movement with their claws, and can swing both of their claws in a furious blur. Striking out, they can deal (2d8*25)+60 Damage. These two strikes count as a single attack against their total number of attacks allowed. They may split the two into separate attacks with the usual penalties. Stab: The tip of their tail can punch through armor much like a spear, and they will use it for just that. If they hit, they can deal (1d8*40)+60 Penetrating Damage. This counts as a single attack. Sleep Miasma: This is their rarely used breath attack. These gasses are stored within sacks in their glands which produce the fumes during their digestion. The may choose how much of the miasma to expel at a time, and as a desperation attack; they usually expel all of it. The miasma takes from their MP to expel. Initially, the miasma affects a 25’ Fan in front of the razormane. For every 25 MP expended, the fan’s radius grows on all edges by 5’. The miasma lingers for 1 Round per 50 MP expended. On the initial use of this attack, and each time someone starts their initiative round inside of the lingering miasma’s radius, they will take 1d8+20 (Magic) Dissipating Gas-Based WP Damage. For every 6 MP expended, this damage gains an increasing multiplier. (I.E: At 6 MP, the damage will be (1d8+20)*2. At 24 MP, the damage will have gained the multiplier 4 times, making it (1d8+20)*5.) Activating this skill counts as a full action. Razormanes use this skill when a fight appears it will be fatal to them, and will often retreat after using it, because their own breath stinks, and doesn’t make food taste very good. Razormanes are immune to this skill. Flight: At this point in their lives they’ve learned how to take flight. Some can even carry one passenger. Or two tiny passengers. They follow the normal flight rules. Thick Hide: Their Endurance counts additionally as Defense. Base Stats: Str: 60 End: 50 Mag: 20 Wil: 50 Spd: 96 Sth: 42 Per: 65 Kno: 12 Monstrous Lore: Check 80: As a dragon grows older, they develop their skills in flight and combat further. The Razormane in particular grows faster on land and in the air, but continues to retain its furious melee aptitude. These jungle-born dragons are more inclined to rip their targets apart with tooth and claw rather than use their breath attack, (it spoils their meal.) So at a range, they are much less dangerous, but they are too fast to be kept at bay by mere distance, and too smart to be easily distracted. Only a well-trained group could make this easy. Adult Razormane Draconic Reptillian – CR: 32 Size: Large (15’ x 25’) HP: 12000 WP: 6000 MP: 1200 SP: 600 Init: +10, 2 Phase Hit: +80 Dodge: +60 (Size) Block: --- Def: 80/160 (240) M.Def: 70/0 Gnash: Crushing an opponent with their beak, they can deal (1d10*50)+140 (double Strength,) Crushing Damage. This counts as a single attack against their total number per round, (which they have 11 of.) Slam: A charging attack, often used on an opponent they’ve knocked back previously. This attack deals (1d12*50)+70(Strength)+380(WU) Crushing Damage, and causes knockback on the target equal to 1’ for every 10 damage taken. If the target hits terrain, they take an additional 120 Impact Damage, and are stunned against an Endurance RC 120. This attack deals 380 Bonus Damage against a target that is stunned before the initial blow is dealt. Rend: For 200 WP, the razormane makes a strike at the target’s vital organs. This deals (1d12*50)+70(Strength)+240 Breaching 20 Damage. Damage dealt causes Dissipating Bleeding Damage and weakens the target by 2 Strength and Endurance for every 50 damage taken. This counts as a single attack. Heart-Seeker: At the end of their tail is a dangerous spear-like blade. For the cost of 150 WP, they can thrust it at an enemy within extended melee (3) in a deadly attack that can only be meant to kill. If it hits, this deals (1d8*100)+280 (Four Times Strength) Penetrating Damage. Any target that survives the attack must make an Endurance RC against the amount of damage taken, or be Stunned for one round per 100 damage taken. Surviving targets also suffer Knockback equal to 1’ for every 10 damage taken. This counts as four attacks against its total. Sleep Miasma: This is their rarely used breath attack. These gasses are stored within sacks in their glands which produce the fumes during their digestion. The may choose how much of the miasma to expel at a time, and as a desperation attack; they usually expel all of it. The miasma takes from their MP to expel. Initially, the miasma affects a 25’ Fan in front of the razormane. For every 25 MP expended, the fan’s radius grows on all edges by 5’. The miasma lingers for 1 Round per 50 MP expended. On the initial use of this attack, and each time someone starts their initiative round inside of the lingering miasma’s radius, they will take 1d8+40 (Magic) Dissipating Gas-Based WP Damage. For every 6 MP expended, this damage gains an increasing multiplier. (I.E: At 6 MP, the damage will be (1d8+40)*2. At 24 MP, the damage will have gained the multiplier 4 times, making it (1d8+40)*5.) Activating this skill counts as a full action. Adult razormanes will use this skill when they have exhausted all other options, and will often leave their unconscious targets in someplace dangerous, since their gasses make them about the worst to eat. Razormanes are immune to this skill. Flight: Easily able to fly by normal rules, and carry a few passengers. Strong Hide: Their Endurance counts twice as additional Defense. Base Stats: Str: 70 End: 80 Mag: 40 Wil: 70 Spd: 120 Sth: 42 Per: 80 Kno: 20 Monstrous Lore: Check <30: (Fear RC 70) Dragon! Run for the hills, he’ll eat all the men, women, and children in all the land! Check 90: Now this is a real dragon! Her bladed hide and warrior stance suggest a member of the razormane family of dragons, and with no mixed breeds! A real dangerous beauty. Pacify her quickly, or you’ll watch as she tires herself out by devouring your entire group!
The polls are in, and so I shall release my version of the changelings! Oh how the queen shall not be pleased, but no matter! She, in particular, I believe, is a highly powered changeling who has the first two background and Own Authority, and has taken so much power that she has those slits in her eyes from some of her forms. Mutoequus Affectus Raptor Classification: Metamorphic Monstrous Arthropod Equinoid Often known as Changelings for short, the land that they originate from is filled with Equinis Faust, who only know of these kinds of changelings. This of course has caused them to never earn a “Simple Name” beyond their dimensional science name, and so many other inter-dimensional species just call them Muto Ponies. These creatures are external parasitic monsters who seek out a vulnerable member of the Equinis Faust species and through diabolical plots, will take the place of that which they love most, and slowly feed off of their prey’s emotions until they become nothing but an emotionless husk. At that point, the Affectus Raptor will change back to their true form and seek out a new target. In their true form, they have a black flesh-like exoskeleton and glowing single-color eyes. They have tattered looking ears and tails, torn web-like manes, a horn in place for a unicorn, insect wings, and large saber teeth. Hive Mentality: While not connected under the same thought process, changelings are far more confident when running in groups. It is rare to find a changeling alone, as they are afraid of working without numbers. They are usually under a monarchy ruled by a single Queen. While in the presence of one another, a mutoequus gains +2 to every d100 roll per other member of their hive within 40’. Form Shift: Mutoequus can change their form to match that of any other playable Equinoid. To do this, they must first find a target to take the form of. Once in this new form, they can gain up to 1 CR from the stats of their target. They can also use all of the species traits that their target had. They also have the option to “falsify” the form, where they will not gain any CR or traits, in case there are negative traits they wish to not have. At this point, if they are able to over-power their target with their skills, they are well on their way to feasting on emotions. This is a polymorph, and only a Stone of Truesight will allow anyone to see the true form behind it. Emotion Parasite: When in a place of high emotion, (funerals, parties, weddings, etc,) they regain 5% of their max HP and WP per turn. When causing mental conditions, (like Fear, Confusion, Charm, etc,) they regain a flat 5% of their max HP and MP back. While in combat with a successfully drained emotion husk as an ally, they gain 5% to all of their offensive and defensive rolls, including damage. Flight: The insect wings on their backs allow them to fly. While taking a form without wings, they can still fly, (and it’ll look just a bit strange to everypony else.) Handless: They do not have hands, but instead have hooves. They can cast magic using their horns as if they were hands, and can carry some things in their mouths. While taking an alternate form that does not have a horn, they can still use their magic. Tough Shell: Having a tough outer shell, they gain half of their current endurance as bonus defense. This counts as a lower layer armor, and any armor worn over this will supersede it as per the rules of “wearing more than one set of armor.” Mutoequus are an interesting way of playing a multi-shaped creature. One alone could easily infiltrate the stocks of society to break it apart, but their fear of working alone makes it difficult to do. Their low presence leads to them only having Two Life Karma. However, due to their need for Stealth and Dominating Willpower, their species stats are as follows: +2 Strength +4 Endurance +8 Willpower +2 Speed +6 Stealth +2 Perception Primary Deity Mutoequus don’t really believe in deities as a higher power, which is why so few really watch them. It’s rare for one to look to a deity unless they are currently posing as somepony else. Background Options (-10) Boosted Energy: With this background, any time this mutoequus uses Energy Blast they deal +15 Damage for every SP obtained through Emotional Bond or Devour. The cost of Energy Blast increases by 2 MP for every SP obtained through Emotional Bond or Devour. Loner: Removes Hive Mentality, and eliminates their fear of working alone. This must be taken before Own Authority or Loner from the all-species background options. (+10) Confused: This mutoequus has taken a form a long time ago and at some point got amnesia, or in some other means lost the memory of their life before being what they are now. So they live their life without doing anything they can do as a changeling, and if they ever learn the truth they will believe themselves cursed, and will always try to “find a way to remove the curse.” From rules perspective, this will make their Hive Mentality work only with the host they were feeding on from the form they were in, and if they are in a form without a Horn or Wings, then they will not realize they have them. (Unless dropped off a cliff, then their instincts might kick in.) Species Skills Energy Blast Requirements: In True Form Cost: 10 MP This attack fires off a beam of energy from the user’s horn. The beam is a Willpower to-hit, and deals 1d12+Willpower Neutral Magic Damage. A target hit by Energy Blast must make a Willpower RC against three times the damage taken, or suffer from Charm. Devour Requirements: In True Form Cost: 2 WP This is a melee attack where the mutoequus makes a biting attack on the target. The to-hit is normal, but if the hit succeeds it deals 1d12+Strength+Magic Breaching 12 Damage, and if any damage bypasses the target’s defense, the target will take 1 SP Unblockable Damage, and the user will restore 5 HP and MP multiplied by the Target’s CR. If this attack deals more than 50 damage, the target must make a Willpower RC 75 or suffer from Fear. Memory Read Requirements: Form Shifted Cost: 1 WP per Target CR One a successful Gaze, this ability may be used on any target that has memories of the creature the user has Form Shifted into, including the original owner of the form. The user must win a Willpower Battle with the target, and if they do then they will gain all of the target’s memories of the current form. Emotional Bond Requirements: Form Shifted Cost: 2 WP per Target CR This ability is able to be used on any target that has a Strong Emotional Bond with the form the user has taken. Using this ability on the target will place them under a Charm condition, causing them to further believe and obey anything the user says. This Charm lasts one hour for every point of Willpower the user has, and lasts one hour less for every point of Willpower the target has. During this effect, the target loses 1 SP for every hour, and will not recover SP during the effect. If they reach 1 SP during this bond, they will be permanently under the effects of Charm until the user of the ability is destroyed or releases them from it. Confuse Requirements: 20 Willpower Cost: 20 MP Usable without casting a spell, the user must succeed at a Gaze attack. If they do, then the target must beat the user in a Willpower Battle or suffer from Confusion. The user has a bonus of 50% to their Willpower while using this skill.
Some of my personal minions. When all other ponies fail, I turn to necromancy. Muhuhahahahaha~! Basic Skeleton Equine Undead – CR = 1 Size: Average HP: 20 WP: 10 MP: 5 SP: 0 Init: +0 Hit: +0 Dodge: +0 Block: +0 Def: 22/0 M.Def: 0/0 Charge: As long as they're in charging range, they'll try it. Should they hit, they deal a flat 28 Damage to the target. Clobber: Rearing up on their hind legs, the skeletons swing their hooves at a melee target. This deals 1d10+12(150% Strength) Crushing Damage. Especially Weak: All damage that it takes from life magic damage is doubled. Base Stats: Str: 6 End: 22 Mag: 0 Will: 0 Spd: 0 Sth: 0 Per: 0 Kno: 0 Monstrous Lore: Check 25: An especially weak equinoid skeleton. Compared to other undead, it’s a cakewalk to destroy. Pink mana is definitely the easy way to make these pests crumble. Check 75: An undead that can be created just by stray dark purple mana, and does not always require a necromancer’s touch. With such a small amount of energy holding them together, they are not known to pursue their targets far, and have no knowledge of tactics. While some would think they need necromancy, you at least know that all which is required is a decayed and dried out corpse, and some stray energy. Check 100: Most common on old battlefields or giant underground burials. These undead tend to pop up in locations where no one’s really looking. Their animation doesn’t bring them any kind of actual conscious thought, and they retain no essence from what they once were. The energy of death’s command within them, however, gives them a natural will to attack any living thing that comes close to them without a moment’s pause or thought. They may patrol, and they may wander from time to time. Sometimes they are eventually picked up by a wandering necromancer, dominated by the control of darkness, only to be dropped off in a group somewhere else to antagonize travelers. As they are undead, they have no physical weak-spot, as everything is connected by the energy of dark purple mana. Only enough damage, or pink mana energy can bring them eternal destruction. ----------------------------- Skeletal Soldier Equinoid Undead – CR = 3 Size: Average HP: 100 WP: 50 MP: 50 SP: 0 Init: +8 Hit: +6 Dodge: +8 Block: +30 Def: 24/12 (36) M.Def: 10/0 Gore: Wearing a metal helm with a blade in the place a unicorn's horn would be, they can slash it at a target for 1d8*2+12 Breaching 8 Damage. Charge: As long as they're in charging range, they'll try it. Should they hit, they deal 1d8*2+12(Strength)+28 Damage to the target. Skella-Plates: The helm also has large rounded parts that work as a shield with 48 defense on it. If the helm takes pink mana damage, its blocking areas are immediately destroyed, leaving the skeletal soldier without the ability to block. Decrepit Armor: Wearing armor, (where the 12 defense is from.) Death Thrust: At the cost of 10 MP, it can add +6 to its to-hit roll on one strike, and if it hits, then it will deal all death magic damage with a bonus of +6 points of damage. Base Stats: Str: 12 End: 24 Mag: 0 Will: 10 Spd: 8 Sth: 0 Per: 6 Kno: 2 Monstrous Lore: Check 50: Known as the foot soldier of the undead army. While these undead came originally from the bodies of soldiers, it quickly became known that it was truly the dark purple magic which was giving them the strength to continue in that manner. Now, necromantic arts have come up to the point where any body felled and raised by the dark purple magic can be brought back as a skeletal soldier. As with all undead, pink magic is the best offense. Check 76: These are known to be the weakest skeletal undead which require a necromancer’s touch, which also means that one knows when they are defeated. A lone soldier, or just a few soldiers, usually means a trap… or they are such a waste of materials that they weren’t worth keeping in the army. As they are undead, they have few weak spots, and even less with the armor on them. Striking the skeleton with pink mana directly will bypass its defenses.