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Xenthori

25 (DM) Coal Dust [M. Earth Pony Landkeeper] MLPFEMTORPG

Feb 15th, 2014
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  1. Name: Coal Dust
  2. Gender: Male
  3. Race: Earth Pony
  4. Class: Landkeeper (Knight/Shaman)
  5. Talent: Coal Lump (Slam +2)
  6. Hit/Wounds: 8/6
  7. Alignment: True Neutral
  8.  
  9. Skills:
  10. (Free Racial) Tough: passive; Earth ponies take 1 additional hit before becoming helpless as well as 1 extra wound once they become helpless, for a total of 6 hits and 6 wounds without other modifiers. They can also lift, carry and move heavier objects than unicorns and pegasi.
  11. (Racial) Earthly Affinity: Earth ponies have a special connection to the land. Pick one land type, e.g plains, island, swamp, mountain, forest. When on chosen terrain, your rolls to recover from helplessness are DC4 and transversing on your home terrain is automatic. (Land type: Tundra)
  12. (Free Multiclass) Earthbound: passive; while in natural environs, regenerate 1 wound every 2 turns
  13. (Class) Child of Gaia: passive; you gain a +1 bonus to rolls when fighting in natural environs (forests, natural caves, etc.)
  14. (Class) Martial Defender: passive; you take +2 hits before going helpless (if you had 5, you now have 7, etc), and Slam crits on 8+
  15. (Class) Slam: recharge 1; damages the enemy via a crushing body slam. Crits on 9+
  16.  
  17. Inventory:
  18. Large Mattock (Great Weapon)
  19. Side Pouch: Ores, Coal, ect.
  20. Side Pouch: Blasting Caps, Fuse, Bread Loaf, Cheese, Golden Delicious Apples
  21. Whiskey Canteen
  22. Grey Hardhat fitted with a Lantern
  23. Heavy Black Jacket
  24.  
  25. Traits:
  26. Coal Dust is a male Earth Pony. Coal's fur is a dark grey, with a mane the color of his namesake and his eyes an auburn. Coal Dust is an expert miner and winter survivalist. Being on expeditions into the Himaneighas to test ore samples and successfully surviving being trapped in a mine after it collapsed for 36 days, mining his way out before even the rescue crew could. Hardened by his adventures, he recently took up the challenge of trying to explore the northern pole of Equestria, seeing it as yet another adventure he's set to conquer.
  27.  
  28. PILOT SKILLS:
  29. -Ammo Mod- When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
  30. - Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point
  31. -Field Repairs: When on an operation, you are able to freely recover up to 15 points of damage. You may spend the points however you like. 1 Skill point
  32.  
  33. MECHA
  34.  
  35.  
  36. Unit 01K- Tallhorse Pro- An enhanced version of the Tallhorse, reserved for squad leaders.
  37. Damage: 50
  38. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
  39. Wielding points: Left Hand, Right Hand
  40. Weight Points: 14/15
  41. Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
  42. Commander: A unit that performs an action that you tell them to IC gains a +1 on successful rolls.
  43.  
  44.  
  45. Small version of weapon placements:
  46.  
  47. -Left Shoulder: Belt Feeder (6 Weight, Permanent Placement)
  48. -Right Shoulder: Large Heat Weapon [Heat Claymore] (3 Weight, Any Placement)
  49. -Left Hip: HK04 High Magnum (1 Weight, Hip + Hand Placement)
  50. -Right Hip: Extra Ammo (1 Weight, Permanent Placement)
  51. -Left Hand: HK01 Machine Rifle (3 Weight, Hand + Shoulder Placement)
  52. -Right Hand: Drill Arm (0 Weight, Permanent placement)
  53.  
  54.  
  55. Large Version:
  56.  
  57.  
  58.  
  59. Left Shoulder:
  60. Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
  61. Location: Shoulder
  62. Rules: When wielding an HK01 Machine Rifle, this item extends the ammunition from 12 to 30. This weapon cannot be refilled with Extra Ammo, but two of them may be used(i.e. one Belt Feeder runs out of ammo, the second Belt Feeder can be used).
  63. Ammunition: 1
  64. Weapon Category: Small Caliber/Support
  65. Size: Small
  66. Weight Points: 6
  67.  
  68. Right Shoulder: [Heat Claymore]
  69. Large Heat Weapon: A weapon that requires one hand to be held, and may be wielded with two hands. Swords, sabers, rods, staves, axes, etc.
  70. Location: Mounted- Hip/Shoulder, Wielded- Hand/s
  71. Rules: When wielding One-Handed, Roll 1d10+5. When wielding Two-Handed, roll 1d0+6.
  72. Weapon Category: Melee/One-Handed/Two-Handed/Any of the following that apply: Edged, Pointed
  73. Size: Equal to that of the unit it is made for
  74. Weight Points: 3
  75.  
  76.  
  77. Left Hip:
  78. HK04 High Magnum- A revolver-type gun for the Tallhorse unit. It has a satisfying sound when it fires, and can be mounted in a hip-holster for when it's not being used.
  79. Location: Mounted- Hip, Wielding- Hand
  80. Rules: Roll 1d10+5 to determine hit and damage. Add the +5 only if the roll is a success. A 1 is not considered a critical fail.
  81. Ammunition: 6
  82. Weapon Category: Firing/Bullet/Small Caliber/Single Action/One-handed/Dual Wield
  83. Size: Small
  84. Weight Points: 1
  85.  
  86. Right Hip:
  87. Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Weapon Category.
  88. Location: Hip
  89. Rules: When a weapon with the Small Caliber Weapon Category runs out of Ammunition, you may refill it once.
  90. Ammunition: 1
  91. Weapon Category: Small Caliber/Support
  92. Size: Small
  93. Weight Points: 1
  94.  
  95. Left Hand:
  96. HK01 Machine Rifle- A weapon produced by the Highlander-Krush company, this is a standard, handy, reliable assault rifle for intended use by the Tallhorse unit.
  97. Location: Wielding- Hand, Mounting- Shoulder
  98. Rules: Roll Xd2+2, where X is the number of bullets fired. This weapon can fire in single shot, 3-shot, and full spray mode. A 1 is a miss, and a 2 deals 2 damage by default. Rolling a 1 is not considered a critical fail.
  99. Ammunition: 15
  100. Weapon Category: Firing/Bullet/Small Caliber/Single-Action/Semi-Automatic/Automatic/One-Handed
  101. Size: Small
  102. Weight Points: 3
  103.  
  104. Right Hand:
  105. HK06 Drill Arm- A modified Tallhorse Arm that has a drill mounted on the forearm, and is reinforced to be able to handle the drill.
  106. Location: Hand
  107. Rules: Roll 1d10+5 to determine initial damage, then roll 5d2 to determine continued damage. Rolling a 1 stops the damage chain, and every 2 rolled before then deals 2 damage. With this weapon equipped, the Hand that it occupies is unable to wield any other weapon.
  108. Weapon Category: Melee/Pointed/Permanent Wield
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