Character Sheets

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Re: Character Sheets

Post  megaL3 on Fri Aug 01, 2014 4:48 am

I've got an amulet of protection, so thats my temp hp. Also, I did mean to use the skype combat talents. It's for a game over skype with some friends.

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Re: Character Sheets

Post  Anime_stickman on Sun Feb 15, 2015 4:38 pm

my charicter  
i'm kinda new to this so suggestions are welcome.

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Re: Character Sheets

Post  ZamuelNow on Thu Feb 19, 2015 2:17 am

There's some quirks since it looks like you mixed things from Genetic Engineering and Abilities--two different ways to build a character that require some conversion to be compatible. However, the main question for us to be able to help you out comes to this: Why do you feel this character is interesting and unique?
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Re: Character Sheets

Post  Sliverbrony on Sat Apr 11, 2015 12:00 pm

Well I´m pretty new to the Ponytales system, but I wanted to get some opinions on my first character Assassin 26-64 and also ask if there are any campaigns looking for players.

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Re: Character Sheets

Post  A1C Bronymous on Sat Apr 11, 2015 3:11 pm

Well I'm not a huge fan of Changelings personally, but mechanics wise it looks solid. However, I'm not sure how your combat strategy is intended to play out, but you seem to be pretty limited with regards to building pips. I'd look at whatever talent is least necessary and maybe swapping it for a +4 or so, just to keep you rolling through turns.

I'm not sure what games are open presently, the only one I can think of is the Marker's March, which might be, but might also not fit your changeling.
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Re: Character Sheets

Post  Sliverbrony on Sat Apr 11, 2015 4:04 pm

well the idea was to build up Energy using Arching bolt/fireball for fights against many enemies or to use Critfisher to change into the form of the panther and then use stalk/razor claws to build up energy. And then use either Inferno or Payday when I have enough energy. I didn´t take any [+4] talents because I didn´t like having combat abilities which have such drawbacks.

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Re: Character Sheets

Post  Crystalite on Tue Jan 05, 2016 1:27 pm

I would like to share a build idea, which I would love to turn into a character sometime:

Derp Averted
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Re: Character Sheets

Post  jaguargamma on Fri Feb 26, 2016 12:59 pm

I've got a character idea to review. This is intended for play via Skype, once I get in a group. My profile’s still too new to post URLs, so just copy the address to your address bar.

Chassis Brassrivet
drive.google.com/file/d/0BwanN2r3t4EHcHBFT2psX0tkZEk/view?usp=sharing

Chassis's backstory is adapted from the real-life events surrounding the cancellation of City of Heroes, and her bitterness toward the unnamed NCSoft analog echoes that of a lot of former CoH players I've encountered even years after the fact. Her getting over her hard feelings is my intended goal for her character arc.

For combat, my intended playstyle with Chassis will be primarily in a support role, with a few attacks to manage self-defense.

Mossburg
drive.google.com/file/d/0BwanN2r3t4EHM1libzVDX0RPNWM/view?usp=sharing

Her companion Mossburg is based on the original character's Assault Bot henchman from same game, pictured in my avatar. Unlike the Assault Bot, this Mossburg is a dedicated industrial machine with no combat applications whatsoever. The part about "anomalous emergent behaviors" is basically giving the GM a free excuse for Mossburg to have a personality and the occasional character moment.

Used Adobe Creative Suite CS5 to create the character sheets from scratch. The images for Chassis's Cutie Mark and Mossburg were both done in Illustrator, and the sheets themselves were drafted in InDesign.


Last edited by jaguargamma on Sat Feb 27, 2016 2:41 pm; edited 2 times in total
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Re: Character Sheets

Post  Paper Shadow on Sat Feb 27, 2016 8:45 am

I'm not sure where Mossburg's stat line has come from. Companions have base stats of 3 and get 8 points to distribute, but Mossburg seems to have more stat points than even a regular player, as well as an expert skill and training...

The sheets look totally rad though...

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Re: Character Sheets

Post  jaguargamma on Sat Feb 27, 2016 11:12 am

I'd originally started rolling him as a straight NPC, thinking his concept would be too complex for the Companion rules. I obviously changed my mind on that, but forgot to change the stat numbers in the spreadsheet I was working from for the Companion rules. Should be fixed, now.

The rules for the Specialist ability say a character taking it starts at 3, and then gets 8 extra ability points to spend. The wording on that leads me to think it means 8 ability points on top of the 8 you already get for character creation, for a total of 16. The Companion rules state that companions have the Specialist ability. Mossburg's corrected sheet only uses 8 points; if that's not how Specialist works, I'll leave it there.
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Re: Character Sheets

Post  dolfinboy on Sun Sep 25, 2016 9:12 pm

Iron Hammer, at least until I can post links:
Meet
Iron Hammer
The Pegasus

Iron was born into a tribe of yaks and some assorted ponies, whom he left for reasons he prefers not to talk about. His exploits have been put to song, stories about how he slayed ancient dragons and how he helped to win great battles for the Equestrian nation. Now, though, he’s an old stallion, a grizzled blacksmith who wants little more than to live a quiet life and try to overcome the regrets of his past, despite the fact that his reputation as being some sort of amazing warrior still persists to this day.

Physically, Iron appears to be a pegasus male in his late 40s. His coat is, oddly enough, a brownish, natural color, something that would be more at home on an earth pony than a pegasus. His mane was once a dirty blonde, but is now is now mostly gray, and his face is quite wrinkled. His neutral expression seems to be constantly tired, but he’s in startlingly great shape otherwise. He’s quite muscular,, but said muscles can easily be mistaken for fat, especially around his torso. He's also a good deal taller than the average pony (Think of the horses from Saddle Arabia, in terms of height). He wears a finely kept beard, which is constantly woven into braids, to help keep it from catching fire near the forge. One might also notice that he rarely ever flies-- as a matter of fact, he is incapable of flight, and instead casts spells. How exactly does he do this?... Nobody really knows. (actually, it's because of an enchanted ring that he wears as an earring, which allows the wearer to unlock their magical potential. If you've played TES: Skyrim, it's sort of like the Skeleton Key, but extremely specific. Anyways, it allows him to expend the magical reserves that he would normally use for flight, cloudwalking, and other racial abilities, in order instead to cast spells like a unicorn. Of course, this also renders him flightless...)
His voice is deep and often quiet, as he tends to speak very gently when he doesn’t need to shout.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attributes and Skills
Attributes start at 5, with 8 extra points to allocate, to a maximum of 10 in a single attribute


Brawn: 9
Athletics: 14^
Endurance: 12*
Precision: 5
Acrobatics: 5
Stealth: 5
Mechanics: 5
Knowledge: 9
Arcana: 12*
History: 12*
Heal: 9
Horse-Sense: 5
Perception: 5
Persuasion: 8*
Streetsmarts: 5
Trained: *
Expert Skill (Cutie Mark): ^


Character Features
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic Points: 1
Notes:

Abilities
[9] Survivor (Nine Lives) – 9/Campaign
Iron has survived many, many horrible situations. Up to 9 times in any one campaign, Iron may escape certain death through whatever sheer stroke of luck may be applicable.

[3] Cantrip (Elemental Affinity – Ice, Fire, Lightning) – At Will
Every magician has to start somewhere. Iron, in particular, can summon small puffs of fire, frosty vapor, and arcs of electricity, which can be used to ignite flammable objects, light dark areas, power small devices, freeze small measures of liquid, coat things in ice, etc.

[1] Frostborn – Passive
Iron’s rural, northern heritage renders him immune to all natural sources of cold.

[6] Well-Learned (Freaky Knowledge 2) – Passive
Iron follows the philosophy that states, “knowing is half the battle.” He has a +5 bonus to skill checks involving military tactics, blacksmithing, interrogation, and martial arts.

[2] Enchanting – 3/Day
Stepping Stones – Enchantment [Created by Kajisora]
Preparation time: 5 seconds
Iron may summon up to eight magical stone discs anywhere within 100 feet of him that he can see. The discs can between 3 cm to 1 meter in diameter, and are 1 cm thick. He can keep them suspended in place so that they cannot be moved (including by gravity) except by 2000 lbs or more of force. He may end or resume the suspension effect at will. These disks vanish after 1 hour.

Repair (Macgyver)– Enchantment
Preparation Time: 1 minute
A single object that can fit in a 10-foot cube is completely repaired if the proper materials are available (something smashed to pieces can be reconstructed, but he can’t materialize extra wood for something that burned up.) The object can be physically repaired, but any enchantments on the object can’t be reconstructed this way.

Conjure Bound Cloak (Traveler’s Mantle) – Enchantment
Preparation Time: 5 seconds
Iron and up to five allies gain Bound Cloaks until their next extended rest. Creatures wearing a Bound Cloak gain a +10 bonus on endurance checks made to endure savage weather and similar environmental conditions. This enchantment vanishes after 24 hours.


[1] Celestia’s Light – At Will
Preparation Time: 5 Seconds
Iron summons a beacon of light. This light is normally omnidirectional and may light an area up to 50 feet in diameter, or may be focused into a tight beam that can light objects up to 200 feet away.

[3] Blacksmith (Fabricate) – 2/Day
Preparation Time: 5 Seconds  
Iron uses up to (his Level × 30) cubic feet of material(s) to build one sort into a product that is of the same material(s). Creatures or magic items cannot be created by the Fabricate talent. The quality of items made by this ability is commensurate with the quality of material used as the basis for the new fabrication, thus using rotten wood for construction would result in a rotten wooden bridge. He must make an appropriate skill check to fabricate articles requiring a significant degree of craftsmanship (such as well-crafted weapons or a catapult).

[3] Legate (Sweet and Elite) – Passive
Iron is a Legate in the Royal Army, a general. He is rather well-known as a result, and is generally regarded as a hero by loyal citizens of Equestria.

[2] Leadership Training (I’ve Read a Lot about It) – Passive
Iron has been taught extensively how to convince people to listen to his orders. He is trained in Persuasion.

Element

Vigilance (Loyalty) – Magic
Iron always knows when a friend is in danger, even when he has no way to contact them.

Regroup (Big Adventure) - Iron appears seemingly out of nowhere, near one of his allies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat

HP: 30
Pips: 4
Conditions:

Combat Talents
8 Combat Talents

[–7] Golden Spear (Thunder Hammer) - Minor Utility
You conjure a Sunlight Spear. You can dismiss the Sunlight Spear as a free action. While you are wielding a Sunlight Spear, you cannot use your other combat talents. Instead you may use the combat talents below.

[+3] Thunderous Blow - Standard Attack
Deal 1d8 damage to target creature and you gain a lightning shield until the end of your next turn. Whenever a creature attacks you while you have a lightning shield, that creature suffers 2 damage.

[+1] Ringing Blow - Standard Attack
Deal 1d12 damage to target creature, and that creature is dazed until the end of your next turn.

[0] Throw Spear - Standard Attack
Deal 2d12 damage to target creature and 1d12 to all creatures adjacent to it. The Sunlight Spear is destroyed as it hits the target creature.

[–2] Thunder Blast - Standard Attack
Deal 1d12 damage to up to four enemies. Those creatures are dazed until the end of your next turn.

[–4] Lightning Stake - Standard Attack
Deal 1d20 damage to up to six enemies, and those creatures are stunned until the end of your next turn. The Sunlight Spear explodes as it is tossed into the ground.
Iron summons a spear of crackling, golden lightning.

[–7] Manablade (Flametongue) - Minor Utility
You focus into the blade, enchanting it with destructive power as you channel your own magical energies into it. You can dismiss the enchantment as a free action. While you are wielding a Manablade, you cannot use your other combat talents. Instead you may use the combat talents below.
     
Deep Cuts (Searing Heat) - Trait
Whenever you trigger one of your Special Moves, target creature suffers 5 ongoing damage (save ends).

[+3] Swipe (Fireslash) - Standard Attack
Deal 1d10 damage to target creature.

[+1] Soul Burn (Burning Wound) - Standard Attack
Roll a d8. Deal that much damage to target creature, and it suffers that much ongoing damage (save ends).
     
[–1] Curse (Scorched Earth) - Standard Utility
Up to six enemies suffer 5 ongoing damage (save ends)

[–2] Flurry (Blazing Blade) - Standard Attack
Deal 2d10 damage to up to six enemies.

[–4] Moonlight Vortex (Cremate) - Standard Attack
Deal 4d8 damage to target creature and your next attack single target attack can target up to 4 creatures instead. The enchantment is expended to fuel this attack.
Iron's weapon attains an unnatural glow, as if it were sheathed in moonlight.

[+1] Swipe (Stab) – Standard Attack
Deal 1d10 damage to target creature.
Iron swings his sword at the target.

[-6] Drill Sergeant (IT IS NOT THIS DAY!) – Standard Utility
Target unconscious ally immediately gains 1d4 HP and performs one of their three Special Moves (their choice).
Iron refuses to allow any of his soldiers to slack off, especially not in the middle of battle.

[-6] Command: Attack (Go Get the Bastard!) – Standard Utility
Target ally may immediately use the following combat talent.

   [0] Sir, Yes Sir! - Free Attack
Deal 3d12 damage to target creature. For each 12 you roll, you may trigger your special attack twice instead of once.
Iron gives a commanding order, in his most commanding tone of voice. Commandingly.

[-5] Cooperation (Pincer Maneuver) – Standard Utility
You and target ally can each take a standard action.
Some of the best things in life were a result of some simple teamwork.

[-7] Water Dancing (Hurricane Blade) – Minor Utility
You take an evasive stance. You can return to a normal stance as a free action. While you are in the Water Dancing stance, you cannot use your other combat talents. Instead you may use the combat talents below.

   [+3] Confusing Speed - Standard Utility
Flip a coin for each enemy. If you win that flip, that enemy is dazed (save ends).

   [0] Flash-Step - Minor Attack
   Deal 2 damage to target creature.

[–2] River Slash - Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

[–2] Parry and Riposte - Interrupt Attack
Trigger - An enemy damages you with an attack that only targets you.
Effect - The attack does not affect you. Deal 1d10 damage to the triggering enemy.

   [–4] Hurricane - Standard Attack
Blow target creature and all creatures adjacent to it away from the battle, removing them from combat for one round (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain energy). You may choose to deal 1d12 damage to a creature thrown this way. Your Water Dancing ends.


[+3] Soothing Melody (Sanctity of Faith) – Standard Utility
You gain regeneration 2 (save ends)
Iron hums a lullaby from his childhood.

Special Move  - Crippling Blow
8: Blind target enemy (save ends)
10: Blind and weaken target enemy (save ends both)
12: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Combat Traits
0 traits at level 1, gained at level 2

Trait Name (Original Trait Name, if reflavored)
Trait Description Here
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Items
3000 Gold at level 1, can equip 1 Weapon, 1 Armor and 3 Trinkets

Blade of the Pale (Spellbook) - 500 Gold
Weapon
This saber’s blade is made of the sharpened tooth of a great dragon, with a steel frame to connect it to the hilt. The sword is covered in subtle, arcane carvings, enchanted to allow the blade to link to the wielder's will, allowing it to be swung around through telekinesis, as well as being able to focus magical energies into the blade itself.

You may bring all 8 of your Talents to any given encounter while wielding this.


Royal Legion Uniform (Bladesman’s Chainmail) - 2000 Gold
Armor
Full plate barding with gold and royal blue trimmings, this armor allows the wearer to move freely in combat, while still providing protection.

Gives 3 temporary HP to the wearer upon making a single-target attack.


Worn Locket (Amulet of Protection) - 500 Gold
Trinket
A silver locket, worn with use over the years. If the locket is opened, it reveals a sepia photograph of a white mare with a darker mane, a happy smile on her face as she winks at the camera.

You begin battles with 4 temporary HP while wearing this.






~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Destiny

Protector (Very Best Friend)
After having lost too many good friends, Iron dedicates himself to protecting the people he has left.

Level 4 – Encouraging Ally (Everyone’s Favorite Person)
Watch Out For Your Friends – 5/Day
Trigger – An ally you can see would fail a skill check
Effect – The triggering ally rerolls the check and takes either result.

Level 7 – Silent Guardian (Best Friends Forever)
The Power of Friendship – 5/Day Interrupt
Trigger – An ally makes a skill check
Effect – Give that check a +3 bonus. You may use this power multiple times on the same check.


Level 10 – I Am Your Shield (Smile Smile Smile)
Never Falter! – At Will
Trigger – An ally you can see rolls a natural 1 on a d20.
Effect - The triggering ally can reroll the die with a +5 bonus.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boons

Level 3 - Boon Name
Boon Description

Level 6 - Boon Name
Boon Description

Level 9 - Boon Name
Boon Description


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miscellaneous Character Notes


Last edited by dolfinboy on Mon Sep 26, 2016 2:48 pm; edited 3 times in total (Reason for editing : Makes things a little easier to read, in my opinion)
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Re: Character Sheets

Post  jaguargamma on Mon Sep 26, 2016 12:18 pm

I don't think you'll have much luck getting a DM to admit a human-in-Equestria character concept. Most campaigns here stick to the basic rule that humans aren't a thing in Equestria, and everyone's of a race or species that's appeared or been mentioned in the show.

What you could do is adapt Iron Hammer into an Earth Pony with the same backstory and character build. Earth Ponies are traditionally the pony race adept at living off the land and taming the wilderness, which works well with the retired hero-adventurer concept it looks like you're going for. For his more magic-based abilities, you could have them cast from relics he collected in his life as an adventurer, or possibly imbued into equipment he forged himself as a blacksmith using magic runes. Or, if you want to borrow from Skyrim, have them tied to ancient words of power taught to him in his younger days.
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Re: Character Sheets

Post  dolfinboy on Mon Sep 26, 2016 1:58 pm

jaguargamma wrote:I don't think you'll have much luck getting a DM to admit a human-in-Equestria character concept. Most campaigns here stick to the basic rule that humans aren't a thing in Equestria, and everyone's of a race or species that's appeared or been mentioned in the show.

What you could do is adapt Iron Hammer into an Earth Pony with the same backstory and character build. Earth Ponies are traditionally the pony race adept at living off the land and taming the wilderness, which works well with the retired hero-adventurer concept it looks like you're going for. For his more magic-based abilities, you could have them cast from relics he collected in his life as an adventurer, or possibly imbued into equipment he forged himself as a blacksmith using magic runes. Or, if you want to borrow from Skyrim, have them tied to ancient words of power taught to him in his younger days.

Actually, that was a thing in a different point in time. I used to play him as using a lot of enchanted items, specifically weapons that were enchanted to float around at will (as if he had a unicorn's telekinesis)

(The whole words of power thing would work perfectly too, but I kinda like the idea of him knowing a touch of magic, but not being extremely skilled with it due to not being a unicorn.)

He was a pegasus in one incarnation of the character, and there was this whole thing where pegasi subconsciously use magic to fly around and do all of their weather things, and the explanation for that was that Iron was using those same energies to cast spells and create enchantments, at the cost of not being able to fly or walk on clouds for a while after he does anything magic-y. Of course, whether that makes any sense or not is entirely up to DM discretion-- I'm just saying, I'm not opposed in any way to making him a pony. In fact, I was gonna edit things anyway due to some mistakes I noticed regarding abilities...

EDIT: Well, there it is. Not too hard, just some phrasing changes here and there. I'm rather happy with him now, and I feel like he could be used in most campaigns.
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Re: Character Sheets

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