- *****
- 'Anon', ???: 10HP, 100DR
- Abilities: Unknown, Grandmaster Negotiation+4
- Appearance: a green skinned humanoid, approximately 7' tall, with a slightly masculine build. Prefers formal suits, but will wear informal if a dismal event occurs. Sometimes wears a mask, also green. Often chides and insults the Operators for poor valor, and rewards them well for exceptional performance. Does not appear to have been in this world very long, but has been noticed by Naliyna at some time in the past. He seems to be some form of gestalt created by the Operators, though that is merely one possibility. It is unknown if he is free, or merely acting in Razorback's shared interests. In such a case, he may be their prisoner, without the Operators themselves knowing it.
- Relationship: 'Anon' seems to have taken a great deal of interest in Thrill's relationship with Naliyna, referring to another being at times in a mildly hostile manner. Although this cannot be considered a relationship per se, there seems to be a heavily vested interest in their shared well being, more so than to the other Operators.
- Unique Item:
- "Ride Ender". A long-barreled, silver .41 Magnum revolver. 5-cartridge cylinder. Considered a very rare firearm on most worlds. First used by an Operator, taken and reshaped for Anon's use. When an Operator commits suicide, the "Ride Ender" replaces the firearm used shortly before the act takes place. It is currently unknown why this occurs, as Anon has expressed great distaste for noting such an action.
- *****
- Belltower, Nightblade: 160HP, 3DR (+1DR from infused Armor Charm)
- (Brawler, Curious, Distrust: Arcane/Eldritch, Elite: Senses, Inquisitive, Natural Charmer, Quick, Sneaky)
- Appearance: a fairly well toned, cheery and bright batpony, an offshoot of the pegasi species with diamond-pupilled eyes and down on their leathery wings. Coat, down, the three claws on each main wingjoint, and hooves are all a dark green. Mane is split in half, left to flop on both sides. Tail is cut medium length and trimmed into a V. Red diamond pupils, hazy forest green eyes. With her tufted ears, constantly curious nature and soft, cashmere-like downy coat, Belltower seems quite out of place as a Nightblade. Was personally hoofpicked by Twisted Wing before becoming a General for her senses, charm, wits, and sisterly attitude to the Guards, whether Day or Night. While she can step into the shadows, she much prefers to enter a fray and smash heads, bring chaos, and generally make a ruckus. Although rarely heard without unleashing puns, Belltower has a serene, contemplative side to her, sometimes drawing immaculate conclusions from sketchy information, or discerning somepony's nature in an instant. As happy go lucky and cheerful as she is, Belltower's confinement in a doll for over two months has left her shaken, untrusting of relics of the past. After a training exercise well over 3 years ago with barely promoted Nightblade juniors, had made it into Baskregg, the Reaper's Crypt without the sealed Void Remnant spotting her or her trainees. Touching a stasis rune as a dare, they left after deciding it could not be harmed. She suspects that the intense want of the doll for her daughter may have triggered the rune into action. Was delivered, in a box with a pair of enchanted gloves, to Jeff on the old train. Discovered she could make lantern gems flicker, and finally spoke up several weeks after, realizing that he was no danger to her, especially since being experimented on by others in the invincible doll's state. A side effect of being handled with the gloves often was the ability to 'stick' to anything with her plush hooves, now transferred to her. Guided Jeff and a team back to Baskregg, where they retrieved her body from a Void Remnant's protection/waiting state. She has a daughter in the Moors, named Malyne. Feels indebted to Jeff and the other Operators for their actions. After learning what Jeff had aided Filth and Hollow with, snapped on him, pinning him and using her weakened venom to incapacitate. Draining some of his blood, she found the source of his erratic actions, and gave him an ultimatum: either take her blood as well and learn to be a better being, or she would leave/mercy kill him, if his degeneration continues. He accepted her offer, in turn gaining her insight into actions, consequences, and her stable, ever-shifting and learning view of the world, viewed from her unique, calmly meditative perspective. Now in the process of guiding Jeff's actions to better himself, as well as Razorback as a whole. Has an exceptional dislike/hatred of arcane or Eldritch artifacts and beings.
- Status: living at Razorback Fortress. Free Agent.
- Cutie Mark: a tree, cut off at the midsection, with an eye in the shape of bell suspended over it.
- Abilities: Blood Drain+2 (Steals blood from a pinned/stunned target, X result is the HP damage to the target and HP restored to Belltower, can ONLY target living beings!), Venom+2 (A strong painkiller with a euphoric element, roll result is turns lasted, -4 to all actions taken, ONCE per Operation only!), Basic Ambush+1, Basic Intimidation+3, Basic Leadership+3, Basic Negotiation+4, Expert Meditation+3, Expert Stealth+2, Expert Theft+4, Expert Speed+4, Expert Evasion+6, Expert Perception+6, Expert Melee+7
- SHARED ABILITY: ???
- UNIQUE ABILITY: ???
- Relationship: Jeff. Likes his company, though apprehensive due to his actions.
- *****
- Celestia: 600HP, 4DR
- (Efficient, Polite, Scarred)
- Appearance: a light grey alicorn, slightly smaller than Chrysalis. Formerly the sun goddess and one of three princesses of Equestria. Removed herself from her station after allowing her ego as the Solar Tyrant to erupt during a meeting in Canterlot Palace. Went into hiding after realizing that her actions had caused an immense amount of harm, far beyond her reckoning. Spent a month in a secluded, isolated cottage, eating only enough to survive and grieving for her lost adopted daughter, Sharonel. Spent her days wandering through the snow aimlessly, eventually losing the will to continue, spending a week holed up in the cottage, hoping that her suffering would end. Answering a letter written by Filth, Celestia was stunned, afraid of retribution from her actions. Calming her down, Filth requested that she leave with him to the Fortress, acknowledging her worsening condition. After leaving to see the Nightmare, she returned with Filth to the Fortress once more. Unconcerned about her appearance, Celestia is worried that her past crimes will haunt her still. Although her initial reception was quite cold, she has chosen to remain and perform any action, regardless of harm to herself, that may salvage her mind and heart. Deciding to travel to the ruins of Old Canterlot in an attempt to find pieces of her past untouched by the Tyrant, Celestia and Filth encountered an Ethereal Remnant, one she had forgotten was called to Equestria. Directing Filth to the north entrance of the now exposed, underground third level mockup training city and arena, Celestia suffered under the Remnant's focused attacks, allowing Filth to set several charges to cover their escape. Losing her timidity to the event, Celestia is sure that there were actions she had taken outside of the Tyrant's control, though has decided to keep that knowledge quiet for now. Has taken the path leading away from the sun.
- -Historical Findings: 4
- Cutie Mark: a dim, stylized orange and yellow sun with red flames.
- Status: attempting to live at Razorback Fortress.
- Abilities: Resist Damage, Basic Enchanting, Basic Regenerate (Autoheal), Basic Stealth, Basic Speed+2, Expert Casting+4, Expert Melee+4
- SHARED ABILITY: ???
- UNIQUE ABILITY: ???
- Items:
- Sun Basilisk Saddle: a large, specially designed saddle with a golden pommel to hold onto for Filth's usage, due to his new, heavy armor. Created by Krinza from wood, basilisk hide, and a selection of yellow gems, inscribed with gryphon runes and glyphs of the sun.
- Relationship: Filth, likes his company.
- *****
- Esera, AKA: 'Boogie', Unicorn: 80HP, 1DR
- (Frail, Passive-Aggressive, Sadist, Slow)
- Appearance: A young, light grey (almost white) unicorn, with a small and petite frame. Dark brown mane; bright sunglow yellow eyes. Her frail stature makes her appear weak and non-intimidating, although this gives many the precise impression she can use to her own ends. Formerly unkempt, wears a dark grey robe and hood. Usually nervous or aggressive when dealing and conversing with other sentient beings. An enigmatic necromancer cultist with highly anti-social behavior, tends to be easily offended. Tends to be fairly distant with others, although tries her best to get past her anti-social hurdle. Has some very strange tastes and interests. Is well educated in the arts of magic casting and necromancy. Almost always accompanied by her pet bearshark/chimera/thralls. Formerly a necromancer's apprentice, left to complete her ritual of initiation. Returned with Dante and the Operators. Shares a deep personal bond with her herd, Dante in particular, though is slightly ashamed of her mistakes towards him. Has an obvious watersports fetish. Has taken a fucking shower.
- Status: Alive and well. Living at Razorback Fortress.
- Cutie Mark: a green coiled snake around a golden ring.
- Abilities: Basic Perception, Basic Intimidation+1, Basic Negotiation+2, Expert Teleport+2, Expert Conjuration+4, Expert Enchanting+4, Master Casting+6, Master Necromancy+8
- Relationship: Dante & Pella; shares a strong bond with their herd. Unsure and uneasy with the other Operators; hasn't met or conversed with them much.
- *****
- Naliyna, Crystal Pony: 110HP, 1DR
- (Affectionate, Calm, Elite: Senses, Purposeful, Quiet, Slow)
- Appearance: a warm fuchsia-coated Crystal pony covered in scars, with brilliantly shimmering ruby red eyes. Long, dark fuchsia mane with a slight curl, wavy coat. Moves slowly, but in training to regain her former strength and speed. Tries to take care of her coat and mane, though finds it difficult due to the condition her body is in. Half of left ear missing; under left eye, entire head and body covered in deep, slightly sensitive scars. Carries numerous wounds from Sombra's takeover over 1,000 years ago, right Mark having been removed and eaten. Several burns from the Changeling 'incursion' over 1 year ago dot her back. Coat, mane, and eyes sometimes sparkle. Considered the Empire to be her tomb. Through Thrill refusing her request to execute her, Naliyna understood that she had been, essentially, committing suicide in the Empire. Quiet and affectionate, she speaks about her past with no reserve. Mentality and willpower solid. Has an interest in mechanical and technological applications. Unreserved, will speak her mind at all possible opportunities. New favorite hobbies are: being brushed, hoof massages, and long walks around the Fortress. Accepts Thrill's attentions and affection without restraint, takes all opportunities to enjoy their time together. Was part of the largest trading family in the Crystal Empire, travelling constantly to buy, sell, trade, and appraise anything that caught her exceptionally critical eye. Formerly a singer, though has forgotten the majority of her skills and techniques due to damage via the formation of her unique skill, Revenge, under the forced occupation of King Sombra's reign. Has a voyeurism/polygamy fetish...
- Cutie Mark: a coin inlaid on a book under a lens - right Mark missing
- Status: Formerly a street vendor at the Crystal Empire Main Station, now travelling with the Operators. Free Agent.
- Abilities: Resist Damage, Basic Melee+2, Expert Fearless+2, Basic Crystal Runes+3, Expert Bartering+4, Expert Negotiation+4, Expert Perception+4, Master Appraisal+4
- -FEEL NO PAIN: physical harm does not slow, stun, or cripple Naliyna.
- Learned Runes:
- Cover (*Resist Damage, innate. May be used as a shield to defend or attack and stun with)
- Power (+2 to all Crystal Rune rolls)
- Pull (Minor Psychokinesis)
- Refresh (Minor Recovery)
- Items:
- -Water trapping gem
- -Small heatstone
- SHARED ABILITY: ???
- SHARED ABILITY: EXPERT REVENGE: roll 3x 1d6+4. On a 10, gain 1x Revenge token. For each Revenge token saved up, Naliyna may duplicate ANY pony related ability, once per turn, except for pegasi skills requiring wings, or the necessity of a unicorn horn, that she has seen and is capable of performing. She cannot be held or otherwise immobile to do so.
- Relationship: Thrill Collins (Revenge, 3 tokens). Desires his company, though slightly possessive.
- *****
- Roust, Vanguard: 500HP, 5DR (100HP, 1DR during post-Molt stage)
- (Armored, Changeling, Inquisitive, Noble, Heavy, Purposeful, Slow)
- Appearance: a massively built, heavily armored Commander Changeling, slightly smaller than QUeen Chrysalis. Her thickly armored hide is much sleeker now, with far more organic, rounded off edges. Roust's back armor seems to be something like a saddle. When she walks, she causes the ground to shake, either from carelessness or amusement. She is very different than the rest of the Changelings as a whole, being the only one to have her mentality split, causing her to think in several dimensions during the attempt to prevent the Empire from being shattered. Due to the loss of nearly all Changelings over 21 years ago, she struggled to keep a majority hold over her fragmented, barely thinking mind. Hollow's aid allowed the noble mind to conquer the royal fragment, which she ultimately deemed a parasite, too weak and selfish to be considered 'the' Roust. Compared to Queen Chrysalis, she lacks a great deal of her Matron's psychokinesis capabilities. Inquisitive, curious, and nearly impossible to startle. Wanders unless kept busy, and eats things she finds interesting. Has a very sensitive stomach, oddly enough. This Vanguard can be considered the penultimate Changeling, next to the Warden. Can sometimes perform a powerful frontal stomp, stunning enemies. Has discovered that learning is a necessity, actively studying whatever crosses her mind first, under Hollow's tutelage. Can now fully complete sentences. Met with Chrysalis and Cadence together once before. Has shed her original armor and made a proper Nest under the Pegasi Tower. Finds it humorous to teach other ponies her knowledge. Constantly plants red, blue, and green hallucinogenic mushrooms growing on the walls for Hollow and herself to trade with. Recently added several types of edible shelf fungus for more variety.
- Cutie Mark: 5 berries (blueberry, raspberry, blackberry, strawberry, dewberry) as a 'bowl', a green apple in the bowl, and a vivid red mushroom on top. Yeap.
- Status: Vanguard, released from the Hive to wander freely. Now a Changeling Noble, title: Lady
- Abilities: Resist Damage+2, Basic Speed+1 (once per 4th turn), Basic Changeling Night Vision+2, Basic Negotiation+2, Basic Intimidate+3, Basic Shapeshifting+4, Basic Recovery+4, Expert Earth Smash+2, Expert Melee+4, Expert Psychokinesis+4
- FEARLESS: cannot be Intimidated or Demoralized normally
- SHARED ABILITY: Basic Vanguard's Fury of the Hive
- Tapping into Roust's finely honed mental processing abilities, as well as her chaotically charged, highly active and enormous reserves of psionic energies, Hollow and Roust can combine their skills, senses, and minds, allowing them to temporarily slow down time for planning an assault against a hardened enemy or fortification. This ability adds a +5 to both Psychokinesis and Evolution of Humanity, removing their limitations while active. May be used twice per Operation, though not consecutively.
- UNIQUE ABILITY: ???
- Relationship: HollowCase. Prefers his company.
- *****
- Sox, Rogue: 120HP, 3DR (5DR with Pegasi Armor)
- (Ambusher, Chatty, OCD, Rogue, Stealthy, Veteran: Thief)
- Appearance: a slightly smaller than usual, mostly athletic pegasus with firmly toned flanks. Light ocean blue coat and mane. Mane is medium length, usually left poofy and slightly unkempt. Several scars on her right flank/Mark, cheek, and side, received from Linara. Wears 3 socks, right rear leg formerly left bare, having given that sock to Sapper. Received a specially colored one from Sapper in the Fortress. Mischief ridden, careless, quick, an excellent thief and and even better at tag, high energy. Brings situations to life with her wonton attitude and amusing ideas. Fearless, wears a quirky smile at all times. Likes apples, loves pineapples, but will eat most fruits or vegetables. Seems to enjoy flying almost as much as her duties of being a rogue, and cares little for speed, instead taking her own time. Sometimes uses weaponry for open combat, but prefers to cause as much confusion and havoc as possible. Will stun enemies for Sapper if possible. Has OCD on overdrive, everything must be sorted by size, shape, weight, and color. Has taken over accounting for Razorback, co-opting an Alpha locker in the new Fortress for storage of Bits and items to trade, though must be convinced to part with such. Is an apt duelist from learning under her half-sister Twisted Wing's harsh mentorship, and is able to utilize her unique skill during periods of extreme stress, lethal harm directed at Sapper, or under the influence of non-alcoholic drugs. Her outer primary feather had changed color to a bright purple on the top and a stark white on the underside. Likes goading Sapper.
- Cutie Mark: A pair of black wings carrying a coin by the feather tips
- Status: Veteran rogue of Ferron raider clan travelling with the Operators. Free Agent.
- Abilities: Basic Speed, Basic Intimidate+1, Basic Perception+1, Expert Life of The Party+1 (restores Morale/resists Intimidation for entire group), Expert Fearless+1, Expert Ambush+2, Expert Lockpick+2, Expert Melee+2, Expert Sleight of Hoof+2, Expert Stealth+3, Expert Bartering+4, Expert Evasion+4
- SHARED ABILITY: Basic Silent Duo
- Sapper has spent enough time Sox to understand her stealth mentality and combat abilities, teaching him how to further delve into the spectrums of this world, as well as sharing her skills of how to steal while attacking, or just to steal regardless! This ability gives Sapper an inherent Basic Steal skill.
- Commando Carrier:
- -When carrying Sox, add +1 to all Stealth/Ambush rolls. The highest of Ambush or Stealth from either is taken into effect after both Sapper and Sox roll. What this means is that if Sapper rolls a 5 on Ambush, and Sox rolls a 6, the higher one is taken.
- Carrier Commando:
- -When either Sox or Sapper follows the other under stealth, they gain a +1 to Speed rolls, allowing them to strike first and evade faster.
- Silent Commando:
- -When either Sox or Sapper have taken damage, they may attempt to reStealth and Ambush in combat, rolling their normal Stealth/Ambush rolls and a 1d6. If result is 1-2, no Stealth is applied. If result is 3-4, no Stealth is applied, but gain those Ambush rolls. If result is 5-6, automatically stealthed and cannot be targeted by an opponent without already using Arcane Awareness. This ability may only be used ONCE per Operation.
- UNIQUE ABILITY: EXPERT DOOM RIDE (I'M HERE~!)/(GOT IT~!)/(LATER~!) - Roll 3x 1d6+4. All successes above 2 are counted as damage, bypassing armor. After 1st turn, roll 1d6 & 3x 1d6+4. If 1st roll is 1-3, Sox exits combat after dealing DOOM RIDE's damage and automatically stealing any items the targeted enemy has. If 1st roll is 4-6, will continue to stay in combat. May use all other skills while DOOM RIDE is active. This ability may not last longer than 3 turns, once the 3rd turn is reached, Sox will leave for 2 turns to recover, and then return.
- Items:
- -Lockpick set
- --Custom Fit Radio+Headset: created by Kraut, finished and miniaturized, as well as made invisible, by Spiral.
- -Raider Sock: if available to do so, Sapper may roll 1d6. Sox will then come to his aid, stunning enemies and stealing Bits & items for that number of turns.
- -Worn Bangle: a gift from Sapper. Treasured fiercely.
- -Pegasi Armor: Adds 2DR when worn. Black and purple woven silk and cotton armor, the exterior hardened, yet still flexible enough to move around in easily. Further improved by an armor strengthening charm. Covers all but her hooves and halfway up her neck, custom fit for her.
- -Enchanted Blacksteel Hoofclaws: a quartet of hoofboots forged by Gryphon Vale master forgers, with four sharp, 90' angled claws up front for digging into trees, or enemies. Adds +1 damage to Melee attacks and +1 to all Stealth rolls, Float enchanted.
- -Enchanted Steel Biteblade: an enchanted, 8" blade attached to a mouthpiece used for fast attack ambushes and charges. Taken from Linara. Adds +1 damage to Melee attacks with [1d6] <Shadow element.
- -Lunar Wingblades: a number of large, heavily enchanted thin blades with a hook to anchor around the base of Sox's primary feathers, used in aerial combat. Created from the Lunar lance discovered in Baskregg, inscribed with Luna's Mark and sigils of the moon. Adds +2 to Melee attacks, and the choice of [1d6] <Ice or <Shadow.
- Relationship: Sapper. Prefers his company.
- *****
- Spiral, Beast Hunter: 90HP, 2DR
- (Eidetic Memory, Hunter, Intellectual, Natural Speaker, Noble)
- Appearance: a bright red unicorn, often dressed in woven spider silk vests. Seems to like cigars from the Vilgren family in the Crystal Empire. An expert on the Everfree Forest and a master of nearly every scientific discipline, Spiral acts as if he knows it all. He does, however, which leads many to believe that his arrogance is unfounded. He does not normally approve of necromancy, and open disdained Princess Luna for having used such in history. Has created a new discipline called 'Magitek' during a shared-mind process with Kraut, and is attempting to adjust to the knowledge of Strangereal worlds and Kraut's memories. He finds it somewhat difficult to accept due to his normally peaceful demeanor, and had been suffering from the information/processing overloads. Fairly calm, though sometimes prone to outbursts of mania when events go terribly, as well as slightly erratic behavior when drawing up schematics or working on projects. Is highly protective of, and can be violently opposed to, anyone, anypony, or anything threatening or defaming the Operators. While otherwise a noble, Spiral has been relenting on his normally refined manners and speech, adopting a somewhat inquisitive, impulsive, albeit knowledgeable, personality in his interim state. Has enjoyed the Hunt Operations immensely, and is actively seeking to expand his worldview. Now a Hunter. Spiral is, technically, an elemental being, though still retains a normal lifespan for a unicorn. Due to the infusion of five contained elemental relics recovered from a Lunar-Solar War era site in the Everfree, Spiral's original body was stripped apart and destroyed. He has made mentions of 'returning' from the deathless state, though is highly reluctant to explain the circumstances of how or why.
- -Fatigue Counter: 10 (May only perform 3 actions per round/Scene, otherwise must expend 1 Fatigue Counter)
- -Empathic Link: Kraut. Can sometimes detect emotional or psychological shifts from Kraut, though Spiral may not be able to understand whom such changes are directed at. Kraut can receive the same, depending on proximity and strength of such felt.
- Cutie Mark: white rimmed spectacles layered over several circles
- Status: Formerly of Canterlot Library Underground. Left Canterlot while the Lunar Princess took over, and joined the Operators at Razorback Fortress, building an underground laboratory and aiding the Operators in their day to day lives. Is their resident hunter, intellectual, archivist, historian, researcher, therapist, main armorer, and main weapon smith.
- Abilities: Basic Taunt (Causes an enemy to target Spiral ONLY with a high enough roll, or dedicate most of it's attention to him), Expert Cooking (Shared), Expert Engineering (Shared), Expert Negotiation+3, Expert Research+7, Expert Elemental Lance+8, Master Translocate+8, Grandmaster Teleport+10, Grandmaster Casting+11, Grandmaster Enchanting+11
- Relationship: A close friend to Cu'Nir and Kraut. Prefers aiding the Operators.
- SHARED ABILITY: Kraut - Basic Magitek. Magitek is a combination of casting, aggressive quantum & string theory logic, as well as basic technical tools & engineering skills. While this skill does not allow Kraut to enchant items, it does allow him to perform all other basic effects, such as: melding different materials together solidly without a welder and flux, though nowhere near as easily as McSister can, replacing electrical systems with battery/power gem conduits, and modify inputs such as those of a GPS, wireless headset, or a cell phone with objects that would normally be unsuitable.
- UNIQUE ABILITY: Expert Elemental Form+10. Spiral has long studied the effects of the five infused elements on himself, and is very capable at drawing an essence to take over his form, granting him well defined advantages when sorely pressed. This ability may only last 3 turns. If dropped to 2 or less Fatigue Counters, Spiral will automatically teleport himself to a safe distance. If Spiral no longer has any Fatigue Counters, he will pass out, only waking up when the Operation is over. While using Elemental Form, Spiral is limited to his form specific abilities, but may use his normal abilities for 1 Fatigue Counter apiece, or 4 Fatigue Counters when enraged or snapped. When asleep, the 'main' element Spiral has used for that day may exit his form, going around to complete projects on hold.
- Air: Expert Melee+8 + 1d6+6 <Wind damage, Expert Evasion+8, 1d6+20 Gryphon Claw (On a critical hit, causes Bleeding status to enemy for next turn ONLY, once per Operation), extremely fast movement, may not use Research.
- Earth: Auto-Regen+4, Resist Damage+8, Expert Melee+6, 1x Elemental Lance: Ancient Earth+20 (On a critical hit, stuns enemy for next turn ONLY, once per Operation), very slow movement.
- Flame: Expert Melee+10 + 1d6+6 <Burn damage, 1x Elemental Lance: Magma Diver+20 (On a critical hit, causes Burn damage of 20 for next turn ONLY, bypasses DR on most enemies), slow movement.
- Ice: +200 HP/+5DR (Temporary until destroyed), Resist Damage+4, 1x Elemental Lance: Ice Crag+20 (On a critical hit, reduces enemy evade/movement by 1/2 for next turn ONLY, once per Operation), cannot move.
- Poison: Expert Evasion+6, Expert Melee+4 + 1d6+6 <Poison damage, 1x Elemental Lance: Poison Fang+20 (On a critical hit, causes Poison damage of 20 for next turn ONLY, bypasses DR on most enemies), rapid movement but loses all DR, may not use Research.
- Shadow: Demoralize 1d6+6, Expert Melee+6 + 1d6+6 <Drain Life effect, 1x Elemental Lance: Warp Blade+20 (On a critical hit, cuts enemy DR in 1/2 for next turn ONLY, once per Operation), instant movement, may not use Research.
- Items:
- -Communication Gem: a long ranged, one-way communication item. If available to do so, Kraut may roll 1d6 to summon Spiral. He will come to his aid for that number of turns.
- Unique Item:
- Vindicator (Artifact, Elemental Scourge, Indestructible, Legendary, Unique - Ignores Basilisk DR) - A 15 foot long Basilisk Lord (right) fang, forged into a perfectly tapered, smooth elementally imbued lance. The rear of the weapon where it was carved off the Basilisk Lord is engraved with Spiral's name in gryphon runes. Runes and glyphs of strength, power, and vindication have been extensively carved into this weapon by Krinza, as well as a gryphon translation of Spiral's few (those that he will state) achievements. The tip was shaped into a triangle, one side with the inscription 'Vindicator', second with 'Hunter', the third is blank. Too heavy to be used as a normal weapon, Vindicator can only be controlled by Spiral's immense bond with his weapon, owing to imbuing it with his own elementally-charged blood. Adds +2 to all Elemental Lance attacks, as one of the five can take over control temporarily. While Vindicator's sole purpose is to combat elemental beings, it has no animosity towards it's master. Whether this is due to Spiral's intense focus, or merely crippling boredom or carelessness, is unknown. Adds a 1d6+20 <Scourgebane roll against elemental opponents, able to stun on a max critical ONCE every 4th turn.
- -Quirk: Boredom - Major Syndrome
- -Will poke holes in the ground/nearby objects, inscribe glyphs and runes on buildings or anything left in the open, flatten out piles of snow/dirt, spin in the air and change element randomly, form element specific shields, wander the Fortress, etc. whenever not busy.
- *****
- Twisted Wing, The Executioner: 350HP, 8DR
- (Anti-Authority, Elite: Combat, Fearless, Natural Leader, Quick)
- Appearance: a dark, royal blue coated pegasus with a short mane. Piercing, bright hyacinth blue eyes. Twisted is the same height and length, though with a much more muscular build, than Princess Cadence. Carries few scars. A somewhat stern, demanding, anti-authority driven General of the Night Guard, as her title was never revoked, nor rescinded. Often hides thin blades beneath primary feathers as weapons. Dislikes Night Guard and leadership figures, though uses her own extensive knowledge to aid her allies. Paid for 15 Enchains to enlarge her body beyond it's natural limits, hardening and strengthening her skeleton and musculature, granting her far greater longevity, vitality and resistance to harm than any 'normal' pony could achieve, as well as replacing her hooves and teeth with heavy diamondine. Was discovered by Princess Luna having a relationship with a female pegasus Captain of the Royal Guard, before being disgraced after said Captain lied about the event. Her left wing joint was crippled afterwards by one of the Night Guard Captains after fleeing from the Garden of the Stars, and is bent at a strange angle when unfolded. Able to perform a poorly understood, sonic-barrier shattering burst of speed with a rider, or alone. Leaves tracers behind from feathers whenever moving. Displays several violent neuroses near Canterlot, the Crystal Empire, and nobles or royals, Spiral/Roust excluded. Can use her heavy wings to deal non-lethal stunning blows. Somewhat brusque, Twisted speaks her mind freely, with a partially masculine demeanor and mannerisms. Master of insults and swearing. Older half-sister and mentor relationship to Sox, often finds herself at odds with the bandit's carefree manners. Has a domination fetish...
- *Major Psychosis: Candy Coated: Twisted always sees her body as some form of candy, depending on the situation. This rarely affects her mental state, unless under the influence of drugs. *Extreme Psychosis: Disgust: Nobles/Royals: envisions Nobles and Royals as monsters.
- -Twisted Wing LITERALLY sees Nobles/Royals as monsters trying to eat her, proclaiming that they're trying to take her sugary self for themselves. She's able to deal with Roust and Spiral normally however, since she rarely if ever spends much time around them.
- Cutie Mark: a pair of wings crossing each other, feathers replaced with serrated blades. There is a thin scar running top to bottom on each, self-inflicted.
- Status: former General of the Night Guard. Commander of the Ferron clan raiders, friend of the Matriarch. Free Agent with Razorback.
- Abilities: Resist Damage+1 (Grounded/unable to fly, uses wings as a shield), Basic Intimidation+4, Expert Theft, Expert Bartering+2, Expert Leadership+3, Expert Ambush+4, Expert Interrogation+4, Expert Evasion+4, Expert Stealth+4, Master Melee+15: +1/+2 (6 maximum) melee attacks if Inspired via Aviation, Master Speed+5
- -FEARLESS: cannot be Intimidated or Demoralized normally
- -GRANDMASTER EXECUTIONER - 4x 1d6+20 melee damage, only useable once per Operation, must exit combat for 2 turns afterwards. If used after being summoned, Twisted will leave after intimidating enemy.
- SHARED ABILITY: EXPERT AIRSTREAM - Twisted has become much closer to Clemency upon giving him the opportunity to prove his aviator status, and aiding her in sorting through her past, allowing him to see the absolute Airstreams of this new world. At any point after being summoned or entering combat, Clemency gains 1x Melee attack at 1d6+3 <Airstream along with any +X melee weapon modifiers, and 2x 1d6+2 movement/evasion/dodge rolls while she is in combat, ending 1 turn after she leaves due to using Grandmaster Executioner or is knocked out/leaves otherwise. Twisted herself gains a 1d6+4 <Airstream Evade from Clemency's extensive knowledge of jet combat.
- UNIQUE ABILILTY: ???
- Items:
- -Custom Fit Radio+Headset: created by Kraut, finished and miniaturized, as well as made invisible, by Spiral's Shadow form.
- -Primary feather: if available to do so, Clemency may roll 1d6+3 to summon Twisted Wing. She will come to his aid for that number of turns.
- -XL Pegasi Wingblades: a large number of enchanted, black, thin blades with a hook to anchor around the base of her primary feathers, used in aerial combat and as a shield to protect her when grounded or otherwise unable to fly (Resist Damage). They have little trouble piercing most armor. Adds +2 to Melee attacks. It takes roughly two hours to remove and clean them all each week.
- -Trophies: Cloth Fragments, Vitriole Drake skull, Stalliongard Watch Guard Skull
- Relationship: Clemency (Aviation). Prefers his company.

