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Xenthori

60 Morph [Mimic Knight] MLPFEMTORPG

Sep 17th, 2014
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  1. Name: Morph
  2. Gender: Genderless
  3. Race: Mimic (Goo Pony)
  4. Class: Knight
  5. Talent: Master of Disguise (+2 Shapeshifting)
  6. Hit/Wounds: 8/6
  7. Alignment: Chaotic Neutral
  8.  
  9. Skills:
  10. (Free Racial) Goo: passive; You're able to change your form to better transverse small areas like under doors or in cracks. You are also able to store things inside yourself. In combat you take a DC-1 to free yourself from grapples and effects. You can also chose to remain in your base pony form with a DC4 making you appear as just another pony. Falling helpless always reveals your nature
  11. (Racial) Toxic Slime: passive; A specialty of the cult of Smooze and the main reason why goo ponies are treated with caution and skepticism. Your slimy body is now poisonous and all your unarmed attacks have the poisoned tag and deal direct wound damage. You can also poison weapons of your own or a willing ally with a DC6. Poisoning weapons will last a successful roll - 5. (i.e. 1 turn on 6, 2 turns on 7 etc.)
  12. (Class) Cavalier: passive; A rider and steed are a dominating sight on the battlefield. Being part of such a pair allows you to pick three points of the following:
  13. (Animal Husbandry) 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.
  14. (Animal Husbandry) Shapeshifting: spell, recharge 3; A Changeling can imitate almost anything the same size as itself. This acts as disguise, but can copy any specific person/object on success, with higher success rolls giving better quality to the shapeshift. The disguise is removed when knocked helpless, rolling a critical failure when attacking, or when dispelled by magic. Purchasing the disguise skill causes this ability to autocrit , but you cannot benefit from it otherwise. Changelings can tell each other apart via pheromones and can automatically see through any disguise you use.
  15. (Animal Husbandry) Adaptability: On a successful roll, this racial is replaced until the end of the session by a chosen racial of the race you’re currently imitating.
  16. (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+
  17. (Class) Slam: recharge 1; damages the enemy via a crushing body slam. Crits on 9+
  18.  
  19. Inventory:
  20. Crystalline Core: Spellcasting Catalyst
  21.  
  22. Traits:
  23. Morph is a genderless mimic. In it's base form, the mimic is a silvery, gooey mass with an unnervingly large set of sharp, pointy teeth and a glowing crystalline core in the center of it's body. Morph is a curious creature. It's diet consists of literally everything, absorbing everything it engulfs slowly. Sitting in the center of the goo that is Morph is a glowing crystal, a magical artifact that both holds Morph's goo together in a cohesive shape and gives him his transformative abilities. These shapeshifting abilities are used as a predatory system, often posing as storage devices in houses and dungeons to attract the wandering adventurer in search of treasure.
  24. Morph, however, is quite different from the average mimic. Unlike it's brethren, Morph has developed intellectually and socially to where it's not just a simple monster that wishes to eat everything that moves (or doesn't move, Mimics don't discriminate). Instead, over time, Morph decided it wanted to adventure like the prey it consumed. It learned basic communication, decided it would be best not to eat *everything* it sees (deciding to limit itself to normal pony foods, and the occasional pony that annoys it), and gave itself the name Morph.
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