"Full Party WIP" By Vigilance99 (https://pastebin.com/u/Vigilance99) URL: https://pastebin.com/77Fku6WE Created on: Thursday 5th of July 2018 11:12:02 PM CDT Retrieved on: Sunday 25 of October 2020 10:10:51 AM UTC Onyxia: HW: 5/5 [25 HP] Talent: Partial Shapeshifting, Instant/Automatic: Shapeshifting can only be used on a single body part, but can be shifted into any sort of object. Skills: -Crystal Emotions -I Made This -Engineering -Sentry Upgrades: -Masterwork Smithing; can create +1 Masterwork Weapons [Monster Island] -Transmutation: spreading your crystalline-form over the surface of a non-biological object, you can force its rearrangement of shape or form with a roll using your shape-shifting powers -Fusion; Instant Automatic Recharge 2: Pull inorganic material into your body using your shape-shifting powers, fusing it with your entire being and granting a variety of bonuses based on the material -Lifestream [Modified] Magic Items: -Steel's Shadowscape Cape;: on a successful [not instant or automatic] roll lets her delve into the Shadowscape and essentially 'Vanish' (though this is really treated more as Steel's item out on loan to her more often than not) -Regeneration: Recharge 3, instant/automatic: Restore a Wound in any environment. -Pheremone Mask [Immunity to Changling Mind Control] Southern Point: HW: 6/6 [36 HP] Talent: Any enemy wrangled by Trap becomes a Minion* instead of going Helpless. If all Minion slots are full, Trapped foes go Helpless as normal. Skills: -Toughness -Earth Pony Way [Trap] -Unseen Foe -Trap -Backstab Upgrades: -Camouflage -Masterwork Clothing: passive, automatic; In calm moments, non-combat, Southern can use her thread of dreamstone to create an article of clothing (dress, hat, scarf, etc) that retains a fraction of its magic, making it masterwork [+1 Hit]. Assign 2 points. 1 Point: -Add Possessed -Add a permanent Inure of your choice -Add +1 additional Hit -Add DR/1 [damage resistance, stacks with self] 2 Points: -Add a racial -Add Protect -Improved Trap; +2 to Trap, block attacks that it Traps -Unspent 1 SP Upgrade Magic Items: -Copper (Minion) 16 hit points Skills: Cloaking Device (skill), Masterwork Equipment Masterwork Equipment : Can be used to forge a piece of equipment with only one of the following passive effects >Drain X (Absorbs Damage from X, where X is a specific type of attack; the Damage X would have done is restored as Hits to the user. Wounds are restored if Hits are full. Restores only 1 Wound unless Damage is at least twice that of the user's Max Hits.) >Repel X (Reflects Damage from X back to attacker) >Recycle X (Nullifies Damage from X, and applies X's roll bonus to user's next action) -Old Cloaking Device Recharge 3, instant, on a success if you roll a critical failure, can negate the penalties by slipping away unseen for a few moments (though the action still fails). Lukewarm: HW: 5/5 [25 HP] Talent: Perfect Mix: instead of healing an extra wound, on crit Natural Remedy gives a single immunity to going helpless. Skills: -Unicorn Catalyst -Unicorn Telekinesis -Dowsing: Alcohol -Innocent -Stealth -Natural Remedy -Child of Gaia [Also works in Bars] Upgrades: -Jean the Cat -Brotherhood -Animal Mastery Magic Items: -Necklace of Persistence: Instant, Automatic: Recharge 2, on a failed action (including critfail), you can give up 3 hits to make the action automatic. --Solar Chaos Mode: recharge 8; automatic/instant, spell. Every turn you must roll 1d10 as an instant action. This 1d10 cannot be modified by bonuses or penalties. You gain a penalty or bonus ranging from -5 to +5 on all rolls that turn based on the result. You may also count your unarmed strikes/Unicorn telekinesis as any weapon tag when you attack with them, but may only use one tag at a time. You may end this ability at any time as an automatic/instant action. Honey: HW: 5/5 [25 HP] Talent: Deliquint's Pride: When you're running from the law, you gotta make sure you don't mess up. She and her mech have -1 to their crit fail range when using Cleave and both are able to recover from helpless as an Instant action. Skills: -Pegasus Flight -Bounce -Spell Emulator [Magic Bolt, Night] -Mechanical Minion Upgrades: -Shrink Ray: Recharge 1, on a hit the target is shrunken down to the size of a mouse. They are considered 'helpless' and take wounds on hits, and cannot counter-attack. The shrinkage lasts a number of turns equal to the number over the DC of the target (ex. DC of 6, roll of 7, two turns) Out of Combat: May be used to shrink a willing target indefinitely within close proximity to the user, leaving the user will cause the effect to subside. -Magi-Tech: You are able to combine the unpredictability of magic and the practicality of technology to create tools and weapons on a whim from scrap powered mainly by your belief that it does. Roll to create or upgrade an object (such as applying weapon tags). Any creation made by this skill automatically bears the Spell Tag, and the user gains +1 to all spells. DC-1 to repair rolls made to Crumple, and successful repairs are more effective. -Combat Experience (Weapon Versatility): Having spend a lot of time in the field and with ponies using a multitude of weapons, Honey has picked up some tricks to use if she finds herself out of Crumple. When Honey uses a melee weapon, her next ranged attack will have a +2. This bonus carries over if her next attack is melee, and again if the one after is ranged. This sequence can be started with a ranged attack as well. If she performs a second of a same type attack (two ranged attacks in a row), or an action that doesn't deal damage (such as repair Crumple), then the bonus is immediately lost and not applied. -Heal Magic Items: -Gonzo's Growing Flail (Great Weapon, crit-range 8+. Recharge 4, Automatic Instant: The Mace can grow to the size of a wrecking ball with a tap, and when thrown with Cleave the critfail range is the usual number divided by half rounded up (EG: 9 or 10 foes would be 5- instead of 10-) -Gregory's Dual Spear (Dual Weapon, Recharge 3, Instant: for any skill with a recharge you make this turn, roll against DC 6. Reduce the recharge for the ability by the number of points over.) -Crumple the Raging (Provides +1 wound and the Huge racial) -Lunar Honor Guard Armor (+1 to hits) Nero: HW: 10/7 [8/6] Talent: +1 Social rolls Skills: -Strength of an Empire; passive: +4 Actions/+3 Allied Actions, all actions autocrit, all weapons count as Masterwork -Blast: Anything [Recharge 1] -Divine Defenses: Immunity to Compulsions/Disease/Poison/Climate Items: -Nero's Khopesh; Masterwork/Single, An enemy hit on a crit/autocrit takes -2 to all rolls next turn -Nero's Shield: Masterwork, +2 Hits/+1 Wound, recharge 3 automatic instant allows you to take all damage for another party member for the round, only incurs one wound if combined attacks cause helplessness while doing so. -Gem of Bamman: --Absolute Defense: Recharge 4; Instant/Auto, Negate one attack, counterattack, or other source of damage. Dual-Attacks count as seperate attacks. This effect can be activated while Helpless. --Resist Death: passive; Nero cannot die on a turn he begins with more then 0/1 HP. If he begins a turn with more then 0/1 HP, any combination of damage brings him to 0/1. -Nero's Chariot: Flying Vehicle, +3 Movement