MrEgret - Oswald the Lucky Rabbit [WAITING]
Oswald the Lucky Rabbit
High Concept: Former Disney Cartoon Star
Trouble: Literally a Heartless Wretch
Toon Physicist
Famous Little Brother
What Would Ortensia Think?
Skills:
Superb (+5): Athletics, Stealth
Great (+4): Crafts, Will
Good (+3): Toon Physics, Shoot
Fair (+2): Lore, Fight
Average (+1): Empathy, Rapport​
Stunts:
Anatomic Separation: Oswald can separate the various parts of his body and control them at a distance. As long as they are in the same zone as his head, Oswald can move any of his body parts without penalty. For every zone of separation, Oswald takes a cumulative -1 penalty to all actions made with that body part. Once the penalty exceeds -3, the body part falls inert and cannot be moved at all. Oswald can automatically "reconnect" all body parts within the same zone. For a fate point, he can pull himself together instantly regardless of zone separation, as long as he can still move the separated body parts.

Cartoon Character: When invoking an aspect that can make a situation more comedic, Oswald gains a +3 bonus rather than a +2 bonus. In addition, when he is compelled to perform humorous actions, he may increase his Armor Rating by 1 for the duration of the scene.

Enhanced Durability-Tier 2*

Flight: Oswald can fly using his ears as a propeller, using Athletics to overcome flight based challenges.

Losing your Head: Oswald's head isn't attached to his body, and so he has no need to breathe. He never suffers physical stress or consequences as a result of not breathing.

Robotics Expert: Oswald is at +2 for all rolls dealing with artificial life forms or body parts.

Roll With the Punchline: When an attack can be considered to be funny, Oswald's defense roll gains a +2 boost.

Soulless: Oswald has no "heart," or soul. He never suffers mental stress or consequences as a result of supernatural attacks upon the soul.

Toon Physics: As a cartoon character, Oswald can alter the fabric of reality in strange and unusual ways. If an application of Toon Physics has the proper comedic "timing," then Oswald's Toon Physics roll gets a +2 bonus. Oswald may use Toon Physics instead of Lore when using a Rote.
  • Behind a Stick: By spending a fate point, Oswald gains the "Hidden Away" boost. As long as this aspect is not invoked, Oswald can make Stealth checks to hide anywhere within a scene, even when he should logically be seen instantly. No one can attack him or make an advantage over him until they make an Investigate check to figure out where he's hiding, at which point the boost goes away.
  • Offscreen Teleportation: As long as Oswald is either alone or completely hidden from view, he may spend a fate point to disappear entirely from a scene. Later on, he may choose to reveal himself at any time, as long as there is a place within the given scene where he could conceivably hide.
  • Fire Cracker: Weapon: 4. Explosion. Roll at -1 to target everyone within a zone.
  • Shadow of Impending Doom: Weapon: 2. Subtract up to -2 from the attack roll to add up to +2 to the damage roll.
  • Hammerspace: For the rest of the scene, all Resources rolls are at +2.
  • Pratfall: Use Toon Physics instead of Fight to create an advantage in a physical conflict.
  • Shadow Detachment: While your attention is focused elsewhere, you may use Toon Physics as an active opposition against physical threats.
Equipment:
Ear Clubs (Fight); Weapon: 2. Unusable without Anatomic Separation

Remote Control (Shoot)**; Weapon: 3

Arm Boomerang (Shoot); Weapon: 2. Unusable without Anatomic Separation
Stress and Consequences
Physical ΟΟΟΟΟΟ
Armor:2 vs all physical stress
Mental ΟΟΟO
Toon Physics (Will-based): OOOO​
Refresh: 16 - 13 = 3

Enhanced Durability-Tier 2
You can casually endure punishments that would kill a normal man.
  • Naturally have Armor:2 against all physical stress
  • Four additional boxes of physical stress capacity.
Remote Control
Aspect: Lightning Can Work Wonders
Weapon: 3
Stunts:
  • Electric Wizardry: The wielder gains a +1 bonus to all checks involving electronics and mechanical systems, and may make such checks on any machinery that can be hit by the Remote.
  • ASSUMING DIRECT CONTROL: For a fate point, the wielder may attempt to seize control of a single complex piece of electronics, such as a computer. Normally, this is an overcome check made with Crafts with a difficulty determined by the complexity of the device being targeted. If the device is sentient, like a robot, or under someone else's direct control, like a cybernetic limb, then an opposed check (Crafts vs. Will) must be made every time the wielder wants to make an action.
 
shubzilla - Red Ranger (R6/6) [IN PLAY]
Jason Lee Scott

High Concept: Original Red Ranger
Trouble: They Were Counting On Me
My Friends Are My Strength
Never Start A Fight, But Always Finish One
Mind Before Might

FP: 7/6
Situation Aspects:

Skills:

(+5) Rapport, Martial Arts (Fight)
(+4) Athletics, Will
(+3) Physique, Empathy
(+2) Shoot, Ride (Drive)
(+1) Academics (Lore), Stealth

Stunts:
Back to Action: Beating on and getting beat on by monsters is part of your weekly routine. Once per session, when starting recovery on a mild or moderate consequence, you can reduce it by one level of severity (moderate to mild, mild to nothing) when you succeed on an appropriate roll. You at least half an hour of downtime with the person you're treating in order for them to receive the benefits of this stunt.
Outnumbered Is Just a Number: Fighting against a mob without getting cornered or tripped up becomes second nature after a while. Nameless NPCs cannot use teamwork against you unless they're being led by a named character.
Won't Fail Again: You've seen friends get hurt and beaten before, and while it always hurts you as well, you've learned to use that pain to drive you to fight even harder. Whenever an ally takes a Consequence, you roll Will against the Provoke of the enemy that inflicted the Consequence plus two more shifts for every level beyond Mild. Enemies without Provoke offer passive resistance only. Failure causes Mental Stress. Success grants a Boost. SwS grants 2 Boosts.
Combined Weapon Fighting: When using two melee weapons to fight, gain +2 to the attack roll, but -2 to Weapon Rating. If both weapons are one-handed, this becomes +/-3. The off-hand weapon contributes no damage beyond its own stunts.

Buff Stunts:
Alacrity - Tier 1
-When recovering from mental consequences, you don't need to succeed at an action that justifies recovery. It begins automatically.
-Out of combat, you recover from mental consequences as if they were one grade lower in severity. Severe recovers in a day to a week with no other justification, Moderate in around 30 minutes to an hour, and Mild disappears when you clear out your stress track.
-You may skip a night of sleep with no ill effects.
-In combat, once per scene, you may clear away a Mild mental consequence as a supplemental action.​

Inventory:
Power Morpher: Stores the Tyrannosaurus and Dragonzord Power Coins.
It's Morphin' Time: Allows the bearer to morph into a Power Ranger.​

Wrist Communicator: What it says on the label.

Stress:
Physical: OOOO
Mental: OOOO
Consequences: [ ] [Took the filter off] [ ]

Red Ranger (1 FP)


Stunts/Aspects:
May the Power Protect You: Power suits only have a single Physical consequence slot. In the event that it is used, you are forcibly demorphed. This clears out the suit's physical stress and absorbs any additional damage, but also causes the Mild mental consequence of Demorphed, which prevents morphing until it is cleared. Mental stress and consequences are applied directly to the wearer.
The Morphing Grid: Items are stored in the transdimensional Morphing Grid until summoned.

Buff Stunts:
Enhanced Strength Tier 1
Enhanced Speed Tier 1
Enhanced Defense Tier 1

Inventory:
Red Battle Bike

Weapons:
Blade Blaster (2)
Adaptable Weapon: Can be used as a Dagger or as a Pistol​
Power Sword (4)
Power Weapon: This weapon can be charged from the Morphing Grid, allowing an additional +4 shifts of damage once per scene against a named character that has taken at least 6 shifts of consequences.
Longsword: -1 Weapon Rating when wielded single-handed​

Armor:
3 against fluids
2 against melee strikes
1 against all other physical damage
(+1 Natural Armor)​

Stress:
Physical: OOOO(OO)

Consequences:
Physical: [Demorph]

Dragonzord Power (2 FP, Requires Red Ranger)

Buff Stunts:
Enhanced Defense Tier 2

Weapons:
Dragon Dagger (3)
Power Weapon: This weapon can be charged from the Morphing Grid, allowing an additional +4 shifts of damage once per scene against a named character that has taken at least 6 shifts of consequences.
Dragon Flute: Playing the Dragon Flute within the Dagger increases the power of the Dragon Shield, to the point where it can even deflect attacks before they strike. +2 to Full Defense; each SwS compels one nameless NPC without a named leader to attack the character playing it instead of granting a boost.​


Armor:
Armor 4 against fluids
Armor 2 against all other physical attacks
(+2 Natural Armor)​

Stress:
Physical: OOOO(OOOO)

Consequences:
Physical: [Demorph]

Jason Lee Scott

High Concept: Original Red Ranger
Trouble: Those Left Behind
My Friends Are My Strength
Never Start A Fight, But Always Finish One
Mind Before Might

FP: 7/9

Skills:
(+5) Rapport, Martial Arts (Fight)
(+4) Athletics, Will
(+3) Physique, Empathy
(+2) Shoot, Ride (Drive)
(+1) Academics (Lore), Notice

Stunts:
Back to Action: The difficulty of Recovery rolls only increases by 1 per level of consequence. Recovery rolls for yourself only carry a +1 difficulty.
Frequently Outnumbered: +2 at resisting enemy advantages based on numerical disparity
Won't Fail Again: Whenever an ally takes a Consequence, you roll Will against the passive Provoke of the enemy that inflicted the Consequence. Failure results in Mental Stress, Success grants a Boost to your damage. Every level of Consequence above Mild adds 2 to the enemy's Provoke and the number of Free Invocations by 1.

Buff Stunts:
Alacrity - Tier 1
-When recovering from mental consequences, you don't need to succeed at an action that justifies recovery. It begins automatically.
-Out of combat, you recover from mental consequences as if they were one grade lower in severity. Severe recovers in a day to a week with no other justification, Moderate in around 30 minutes to an hour, and Mild disappears when you clear out your stress track.
-You may skip a night of sleep with no ill effects.
-In combat, once per scene, you may clear away a Mild mental consequence as a supplemental action.​

Inventory:
Power Morpher: Stores the Tyrannosaurus and Dragonzord Power Coins.
It's Morphin' Time: Allows the bearer to morph into a Power Ranger.​

Wrist Communicator: What it says on the label.

Stress:
Physical: OOOO
Mental: OOOO
Consequences: [ ] [ ] [ ]

Red Ranger (1 FP)


Stunts:
May the Power Protect You: Power suits only have a single Physical consequence slot. In the event that it is used, you are forcibly demorphed. This clears out the suit's physical stress and absorbs any additional damage, but also causes the Mild mental consequence of Demorphed, which prevents morphing until it is cleared. Mental stress and consequences are applied directly to the wearer.
The Morphing Grid: Items are stored in the transdimensional Morphing Grid until summoned.

Buff Stunts:
Enhanced Strength Tier 1
Enhanced Speed Tier 1
Enhanced Defense Tier 1

Inventory:
Red Battle Bike

Weapons:
Blade Blaster (2)
Adaptable Weapon: Can be used as a Dagger or as a Pistol​
Power Sword (3)

Armor:
3 against fluids
2 against melee strikes
1 against all other physical damage

Stress:
Physical: OOOO(OO)

Consequences:
Physical: [Demorph]

Dragonzord Power (2 FP, Requires Red Ranger)

Buff Stunts:
Enhanced Defense Tier 2

Weapons:
Dragon Dagger (3)

Armor:
Armor 4 against fluids
Armor 2 against all other physical attacks

Stress:
Physical: OOOO(OOOO)

Consequences:
Physical: [Demorph]

Name: Agent Tex (No, not that one), or just Tex
Gender: Female
Species: Unicorn/Dragon, she actually doesn't know the dragon bit.
Age: 20
Appearance:

She has magical power armor a little something like this but silver, nothing extra on the legs, and designed for a mare. She's generally seen wearing all of her armor. It also has a sheathe for her sword, and is also designed to protect a horn. It's more magically enchanted than tech, though.
Appearance underneath the armor- (Using the picture as a base, the hair is so stupid in that creator!)
Tex has a short, mid-chest length scarlet and crimson mane, and a tail to match, a black coat, and her eyes are blood red along with her magic, with no apparent pupil despite her ability to see fine. she also shows a pair of fangs somewhat like Chrysalis' when she opens her mouth. Her ears are very slightly more pointed than usual, and she has a broken horn, a cybernetic one replacing that part which is missing. She's an inch or two shorter than most mares.

Of course, wearing her armor like she normally does, you can't see any of this.

Affiliations: D.A.R.T (Discordant Actions Response Team), Equestria. Dislikes Princess Luna.


Stats

Strength: +2
Agility: +2
Intellect: +3
Stamina: +2
Perception: +1
Health/Durability: ±0 (10)
Armor: +4


Skills

Absurd (+5): Singing, Play Instrument (Piano)

Exceptional (+4): Melee: Armed, Fine TK Control

Mastered (+3): , Enchantment, Magic: Earth/Plants, Ice, Teleporting (short range), Melee: Unarmed

Trained (+2): Magic: Repairing, Repairing, Magic: Illusions, Magic: Electricity, Fire, Magic: Barrier

Skilled (+1): Tactical command skills, First Aid, Magic: Teleporting (long range)

Normal: Magic: Water

Subpar (-1): Diplomacy, Magic: Divination

Untrained (-2): Firearms, Magic: Healing

Impaired (-3): Swimming, Confidence

Incapable (-4): Magic: Transformation, Magic: Air

DEAR GOD. WHY (-5): Cooking Without Burning Food

Magic

Ice Needles:
A quick attack, creating shards of ice out of moisture in the air and impaling an opponent with them at a high velocity.

Lightning Strike: A bolt of electricity shooting straight from her horn, meant for a single target and not groups, and so it will not chain from target to target, unless they're touching one another.

Fireball: A simple fireball, explodes where it strikes in a 2 meter radius, made more for crowd control than single target, collateral IS likely.

Root: True to its name, this attack causes several nastily thorned roots to wrap around the opponent's legs and torso, pulling them to a lying down position, any resistance is met with a nasty pain. She can also cast this without the thorns for simple restraint. 3 meter radius attack with multiple targets possible. Causes minor damage.

Boulder Throw: These names really are unoriginal, aren't they? Hurls a boulder a meter wide at an opponent, easy to dodge if they're paying attention, but devastating if it hits.

Heal Minor Wounds: Self explanatory, can staunch heavy bleeding but not close up a deep wound, can heal scratches entirely.

Illusion/Shapeshifting, Appearance: Has a spell which allows her to change her coat and mane colors only, make her eyes look normal, and shifts her ears to a more normal shape, her fangs shrinking down to normal teeth. She still looks like herself, just... more normal, and a different color. She actually doesn't like to use it.

Radar: A divination spell to allow her to keep tabs on all magical signatures around her, and differentiate them between Unicorn, Pegasus, and Earth Pony. Has a range of 30 meters.

Hop-Skip: A 40 foot max quick use teleport, named after Tex's Teleporting mentor. Used for combat rather than transportation. If the destination ends up being inside of matter, she'll be teleported to the nearest open place.

And a Jump!: Tex's long distance teleport, she's far worse at it than the short ranged one, sometimes ending up being as far away as half a mile from where she wanted to be, depending on the distance travelled. If the destination ends up being inside of matter, she'll be teleported to the nearest open place.

Barrier: Self explanatory, a magical dome big enough to cover 3 other humans or 6 other humans, or some combination of the two.

Mend: Tex is able to repair most damaged objects via magic, assuming it's not her own horn on her forehead. She can however repair the original with her backup, or vice versa.

Powers/Abilities

Immunity: Heat
- Tex remains comfortable in temperatures of up to 2300F, the temperature of lava. However, anything on her person isn't so fortunate. And convincing her of this the first time will be rather difficult, she isn't aware she has this ability.

Re-Enchanting- Is practiced in restoring the runes on her armor or sword if they are ever disabled or removed by another Unicorn. She can also repair her artificial horn if the damage isn't too severe.

Overclock- Tex purposefully overloads her horn temporarily with the purpose of casting a particularly potent spell, tripling its effective area and doubling its power, at the cost of her horn being entirely useless for a full minute, and this can only be used three times per hour, and 6 times per day. Any more, and the horn refuses to function for a full hour.

Items

Dart Armor-
Enchanted armor that protects the user from impacts, stabbing, projectiles, magic, and even Chaos Magic. Waterproof, and in a pinch, airtight, using Air Magic to pull in pure air when what's outside isn't desirable. Very sturdy, but due to the ease of taking it on and off for emergencies, an observant Unicorn could potentially spot the clasps, and then pull the helmet off of her head.

Dart Blade- A curved sword magically charged with Electricity, made with the purpose of heavily electrocuting the opponent with an attack, stunning them for the coup de grace if not outright killing them with the blade. Designed for fighting monsters, but it should work on other creatures, though Pegasi may be resistant. Wielded via TK, and if lost, has a chip that Tex's armor can track. Linked to Tex's magical signature, if not being held via her TK, or she chooses not to activate it, the Electric effect deactivates, leaving it a simple sword, and safe to handle. Also specifically enchanted so electricity does not arc from it to other objects until direct contact is made. Makes no sound, but charges the air just slightly around it. Looks higher tech than an actual katana, but it's still streamlined, it feels high tech without leaving the traditional style behind.

Fellowship of the Wing Series- Tex's favorite book series, read to her her whole childhood by her now late father, kept as a precious possession. It's well loved and worn.

Replacement Horn- Tex has a backup of her prosthetic horn in case something happens to the current one, a rather unpleasant surgery must be gone through in order to hook it back up with the bits of the artificial horn in her head, though.

Crystal Grenades x10- A crystal made through experimentation with the odd ones in the caves under Canterlot where the DART HQ is, next to the ley line. It grows through absorbing ambient magic in the air, but can be grown faster by a Unicorn's direct influence if they know what they're doing.

Has the property of absorbing the magic of any spell cast on it or it hits, and exploding violently, sending sharp crystal shards everywhere within 10 meters. Is used to counter a Unicorn's magical barriers or TK, as if it hits a barrier, it absorbs the mana, dispersing the barrier, before exploding, this same effect applies to it being caught via TK a well, it will explode on the spot.

Note: Any shards of an exploded grenade become inert, being normal pieces of pinkish crystal, and through her magic, Tex is able to regenerate 10 per day, so long as she has one left as a base.

Bits: 100

Jason Lee Scott

High Concept: Original Red Ranger
Trouble: Those Left Behind
My Friends Are My Strength
Never Start A Fight, But Always Finish One
Mind Before Might

FP: 10/9

Skills:
(+5) Rapport, Martial Arts (Fight)
(+4) Athletics, Will
(+3) Physique, Empathy
(+2) Shoot, Ride (Drive)
(+1) Academics (Lore), Notice

Stunts:
Back to Action: The difficulty of Recovery rolls only increases by 1 per level of consequence. Recovery rolls for yourself only carry a +1 difficulty.
Frequently Outnumbered: +2 at resisting enemy advantages based on numerical disparity
Won't Fail Again: Whenever an ally takes a Consequence, you roll Will against the passive Taunt of the enemy that inflicted the Consequence. Failure results in Mental Stress, Success grants a Boost to your damage. Every level of Consequence above Mild adds 2 to the enemy's Taunt and the number of Free Invocations by 1.

Buff Stunts:
Alacrity - Tier 1
-When recovering from mental consequences, you don't need to succeed at an action that justifies recovery. It begins automatically.
-Out of combat, you recover from consequences as if they were one grade lower in severity. Severe recovers in a day to a week with no other justification, Moderate in around 30 minutes to an hour, and Mild disappears when you clear out your stress track.
-You may skip a night of sleep with no ill effects.
-In combat, once per scene, you may clear away a Mild mental consequence as a supplemental action.​

Inventory:
Power Morpher: Stores the Tyrannosaurus and Dragonzord Power Coins.
It's Morphin' Time: Allows the bearer to morph into a Power Ranger.​

Wrist Communicator: What it says on the label.

Stress:
Physical: OOOO
Mental: OOOO
Consequences: [ ] [ ] [ ]

Red Ranger (1 FP)


Stunts:
May the Power Protect You: Power suits only have a single Physical consequence slot. In the event that it is used, you are forcibly demorphed. This clears out the suit's physical stress and absorbs any additional damage, but also causes the Mild mental consequence of Demorphed, which prevents morphing until it is cleared. Mental stress and consequences are applied directly to the wearer.
The Morphing Grid: Items are stored in the transdimensional Morphing Grid until summoned.

Buff Stunts:
Enhanced Strength Tier 1
Enhanced Speed Tier 1
Enhanced Defense Tier 1

Inventory:
Red Battle Bike

Weapons:
Blade Blaster (2)
Adaptable Weapon: Can be used as a Dagger or as a Pistol​
Power Sword (3)

Armor:
3 against fluids
2 against melee strikes
1 against all other physical damage

Stress:
Physical: OOOOOO

Consequences:
Physical: [Demorph]

Dragonzord Power (2 FP, Requires Red Ranger)

Buff Stunts:
Enhanced Defense Tier 2

Weapons:
Dragon Dagger (3)

Armor:
Armor 4 against fluids
Armor 2 against all other physical attacks

Stress:
Physical: OOOOOOOO

Consequences:
Physical: [Demorph]


Name: Jason Lee Scott, Red Power Ranger (Saban's Mighty Morphin' Power Rangers)
Appearance: Red T-shirt, Leather jacket, jeans, sneakers or boots.




Stats: (Unmorphed/Red Ranger/Dragonzord Power)

Strength: 1/2/2
Agility: 1/3/2
Stamina: 1/2/3
Intellect: 2/2/2
Perception: 2/2/2
Willpower: 4/4/2
Health: 0/1/2
Armor: 0/2/3

Attributes:
Combat Tactics: Jason has the ability to discover his opponent's weaknesses quicker than most.
Fraternity: Jason gains a bonus to will if fighting to save or avenge a friend, but he will knowingly engage enemies that outclass him to do so.
Pistol Shooter: +1 accuracy if ranged target is within 50 feet, but -1 accuracy if target is over 100 feet away.

Artisan: Unarmed Melee
Mastered: SCUBA Instructor, Karate Sensei
Expert: One Weapon Melee, Ranged Combat, Small Vehicle Operator
Trained: Two Weapon Melee, Leadership, Survival
Skilled: Stealth, First Aid, Combat Tactics
Normal: Mechanical Repair
Subpar:
Untrained: Electronic Repair
Impaired:
Incapable: Magic
DEAR GOD, WHY?:

Inventory:
Wrist Communicator - Originally created by Billy Cranston to allow communication with Zordon's Command Center, he later modified it to work on a variety of frequencies.

Power Morpher - Stores Power Coins and allows the bearer to morph. This gives them a techno-magical suit that enhances their physical abilities.
-Tyrannosaurus Power Coin - Allows Jason to morph into the Red Ranger.
-Dragonzord Power Coin - Although it no longer has the power for a complete morph, it can be used with the Dragon Dagger to place the Dragon Shield and Bracers on whoever holds the coin.

Blade Blaster (3) - Can be switched between a blaster pistol and a short sword

Power Sword (4/5)
Dragon Dagger (4/5)
- The Power Sword and Dragon Dagger synergize and can supercharge, increasing their damage by 1. This energy can be discharged into an arcing ranged energy attack.
Dragon Shield - Provides bonuses to stamina, health, and armor, at a small cost in agility. Because it reminds him of his failure to stop Goldar from stealing the Green Ranger Power, it reduces his willpower as well.

Red Battle Bike - An unarmed motorcycle. Good for getting around.

Name: Steve Rogers, aka Captain America (Unitary Marvel)



Strength: 3
Agility: 3
Stamina: 3
Intellect: 3 for combat-related, -1 for modern technology, 1 for other
Perception: 3
Willpower: 6
Health: 1
Armor: 2

The Super Soldier Serum greatly increases metabolism, giving resistance to cold and toxins, accelerates healing, boosts memory, and allows quick analysis of an enemy's fighting style. Dietary needs are also increased commensurately.

Resistance: Cold
Resistance: Toxins
Quick Healing
Quick Learner

Inspiration- Encourages allies to fight harder and longer, causes fear in enemy mooks that recognize him. Can attempt to shake mind control from an ally.
Shield Guard- With his speed and agility, Steve can attempt to intercept ranged attacks against allies with his shield.
Shield Bash- When engaged in melee combat, Steve can strike with the face of his shield, causing blunt force trauma and disorientation.
Shield Throw- Captain America's signature move. Can ricochet off multiple opponents and terrain before retuning to Steve. Exceptionally quick enemies may deflect the shield to stop it.
Shield Cut- driving the full force of his strength through the edge of his shield, Steve can cut through nearly anything.
Looking the other way- Steve's morals and idealism make it difficult for him to engage in or allow morally ambiguous actions.

Artisan: Shield Throw
Mastered: Shield Guard, Shield Bash
Expert: Melee Combat, Inspiration, Shield Cut
Trained: Ranged Combat, Stealth, Tactical Sense, Parkour
Skilled: First Aid, Survival, Strategic Planning, Pencil Art
Normal: Mechanics
Subpar: Looking the other way
Untrained: Social Interaction
Impaired: Electronics
Incapable: Magic
DEAR GOD, WHY?: Women

Inventory:
Vibranium/Adamantium alloy shield
-Quality: 5
-Indestructable
-Immune to sonic weapons

Colt 1911
-Quality: 3

Ka-Bar
-Quality: 2

Survival Tool
Combat suit- Cap's iconic suit. Kevlar weave with ceramic plates
Stealth suit- A suit with the same build, but subdued colors. Less noticeable; less inspiring.
Locket- Simple; contains a picture of Peggy Carter. Touching it is a good way to lose appendages.

Bulbasaur

High Concept: Lizard/Plant Hybrid Creature
Trouble: Pyrophobic
Loyal to a Fault
Tiny Bruiser
Level-Headed

Skills:
Superb (+5): Physique, Moves
Great (+4): Athletics, Will
Good (+3): Notice, Rapport
Fair (+2): Crafts, Empathy
Average (+1): Stealth, Lore
Stunts:
Restricted Linguistics (+1): Verbal communications can only be understood by other Pokemon. Communication with anyone else is restricted to tone and non-verbal cues.
A Natural Pokémon (Grass/Poison): You can use Pokémon moves involving that species of Pokémon, with a +1 to attack damage when using Moves of the grass or poison types. You recieve two points of natural armor against all toxins and Quick Healer Tier 1 when in direct sunlight.
Headbutt: W3, SwS forces target to use Full Defense
Reflect: Allows Moves to be rolled during Full Defense
Poison Powder: Area CaA. Causes "Poisoned". SwS causes "Badly Poisoned". Hazmat prevents exposure.
Sleep Powder: Area CaA. Addled Status vs Will. SwS causes Asleep. Hazmat prevents exposure.
Venoshock: W2 +2 if target is Poisoned +4 if target is Badly Poisoned. SwS causes Poisoned.
Leech Seed: Inflicts 1 stress per turn to Leeched enemies. Leeching Pokemon may use this stress to decrease shifts of damage taken.
Solar Beam: W6, 2-turn attack unless in direct sunlight
Vine Whip: W2, Can be used to Grapple non-adjacent targets in the same zone
Razor Leaf: W1, Ignores 2 shifts of Armor. SwS causes "Shredded", reducing protection offered by worn items by 1 shift.
Grass Knot: Area CaA. Causes "Tangled". May be cast on adjacent zones.
Mudslap: W2 Attack. SwS causes "Mud in Eyes"
Flash: Area CaA. Causes "Blinded"
Poisoned/Badly Poisoned: Passive (4/6) attack against Physique every turn until overcome by Physique or Magic.
Addled: -2 to spellcasting: Overcome with Will
Asleep: Taking Damage awakens without Overcome roll
Enhanced Durability Tier 2
Enhanced Strength Tier 1
Chlorophyll - Gains Enhanced Speed Tier 1 in direct Sunlight
Saurian Hide - Gain two points of Physical Armor
Deep Reserves - Gain two PP Stress slots
Plant Affinity - +2 to Crafts when using earth or plants.
Extreme Sunlight: QH2, ESp2, Solar Beam W8
Stress, Armor, and Consequences
Mental ΟΟOO
PP ΟΟOOOO
Physical ΟOOOOOOO
Natural A2
Stunt PA2
Toxin A2
[PP] [P] [ ] [ ] [ ]
 
Last edited:


Miriam Green

High Concept: Former Law Enforcement

Trouble: Distrust of Subordinates

Other Aspects:



Steel Company Leader,

Eager Student of Magic

Wants to do the Right Thing.



Refresh: 8

8/8

Skills



(+5) Provoke

Great (+4): Empathy, Will,

Good (+3): Shoot, Drive, Magic

Fair (+2): Lore, Fight, Notice,

Average (+1): Burglary, Physique, Athletics


Stunts:




Magically Inclined: Has access to Learning and using magic spells.





Antihellicase: Increases the amount of damage that weapons do. Can be cast on weapons used by allies. Not to be used on living beings.

Static: Stuns a target for one turn




Shock: Basic electric attack.

Chain Lightning: Hits up to five nearby targets.

Fireball: Basic fire attack.

C-Beam: A beam of non-elemental energy.

Energy Whip: Learned from Shimmer.



Barrier: A barrier of magic that can block attacks. Learned from Shimmer.




Telekinesis: The force is with me. Learned from Shimmer.

Soundproof Barrier: Learned from Tex.

Transmutation: Learned from Rythian.

Understudy in Space. Miriam has basic understanding of portal and teleportation magic. Learned from Celestia.




Rapid Learning You have a talent for picking up new magics very quickly. Whenever you see a spell fitting your themes being cast, roll Lore against a DC based on the spell's complexity and power. On a success, you may then cast the spell yourself, up to a number of shifts equal to the margin of your success. Removing this limiter requires you to practice the spell more often whenever the opportunity for a breather arises. Simple spells are easier to pick up, while more complex spells are harder- and some of the higher echelons of magic are just completely impossible for you to learn in the field.

A Knack for Magic You've got a talent for learning new spells. You get +2 to Lore whenever you roll it in conjunction with Rapid Learning.

Broadened Horizons You're getting better about picking up new schools of magic! You can learn new spells that aren't part of your themes, though the difficulty of learning them is increased by +2, and you're at -2 to cast them as well.

Tough Girl: You've had more bullets put in you than you can remember but at least that experience has helped you develop pain management techniques. Or it may be deadened nerves. You gain an additional mild consequence slot. This slot can only be used for physical harm.

Suppression: +2 to create advantage rolls with Shoot when you create an aspect relating to suppressive fire.

Riot Officer: Most of your expertise has been in offensive spells, but your decades of using barriers to protect your fellow officers has paid off. Magic trappings include barrier type spells.

Magical Dynamo: You gain an additional mild consequence slot. This slot can only be used for magic.



[/SPOILER]





Equipment:



Assault Rifle: 30 Rounds, accurate, and good stopping power.

TMP Submachine Gun: 32 rounds, relatively accurate

Python Revolver: 6 shot .44 caliber.

Hunting Rifle: 5 rounds per mag. .32 caliber. 5 mags left.



Shotgun: Received from the BMAF)



Shortsword: Not used that much but still a reliable weapon. (Fight: 2)

Enchanted Shortsword (Force) When mana was fed into the jewel socketed in the crossguard, then the blade would simply hit harder.

Enchanted Shortsword (Unknown) A Shortsword of unknown enchantment. Taken from Paper Press.

Foci Staff: A magical staff. Confiscated by the BAMF




CS Grenade: Releases a cloud of pepperspray.. 4 left

Stinger: A grenade that explodes in a shower of rubber balls 5 left.

Flashbang: Unleashes a bright light when detonated. 5 left.

Frag Grenade: . 2 left

Incendiary Grenade: A grenade that sets an area on fire. 2 left.

Olfactory Grenade: A polite way of saying "Stink Bomb" Used for area denial during riots. 5 left.

Philosopher's Stone: A Transmutation artifact. Can freeze and melt water and lava, transmute gold into iron, and more.






Armor:

HAZMAT Suit; Armor 4 versus fluids and gases; value halved if the wearer takes physical stress other than 'blunt', disappears entirely when a physical consequence from such damage is taken.



NanoArmor Vest: Armor 3 versus ballistic and blades.



Stress and Consequences

Mental: ΟΟΟΟ

Physical: ΟΟΟ



+1 mild physical consequence
 
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ORKS ORKS ORKS ORKS ORKS ORKS ORKS

Grimlugg Trukksmasha
High Concept: Da Big Ork Mek
Trouble: Cannot Into Empathy
Itchin' Fer a Fight, Violence is Always the Answer, Me Stuff's Me Pride 'n' Joy

Skills
+5: Crafts, Physique
+4: Driving, Lore
+3: Fight, Shoot
+2: Athletics, Provoke
+1: Resources, Will

Stunts

Explodey Bitz

From your first fungus beer still to the bombs you make now, you've had a penchant for making (and using) explosives. You can use Crafts to create explosives, and Thrown or Crafts to throw or set them.

Scrapyard Salvager
The junkyard is your best friend. You may use your Craft skill in place of Notice when scavenging for 'bitz and gubbinz' among junk for parts and materials.

Orktech
Your skill in crafting comes from a combination of unconscious ork biology, trial-and-error, and dumb luck. All items made by you may be treated as one quality rank higher than they actually are; if so, and if they fail, they fail spectacularly.

Mek's Tool Box
This dirty box chained to your armor contains all of your usefull wrenches, grinders, screwers, gibbits, energy readers, power couplings, and other bitz for your craft. So long as a it relates to your crafts skill you do not need do spend a fate point to declare you have the necessary tools for a particular job so long as your are not separated from your Mek's Tool Box.

Weaponsmith (Burnas)
You love two things: buliding and fighting. You've gotten very good at combining the two in new and destructive ways. You get +1 to Crafts as long as you're creating something with the express purpose of war, such as a shoota, burna, choppa, et cetera... In addition, pick a specific weapon you really love; you get an extra +1 when crafting that weapon type.

Enhanced Strength-Tier 1
You're stronger than humans should be. You're able to lift more and hit harder than normal humans can.
  • Gain a +3 to your Physique score whenever rolling to overcome an obstacle.
  • Gain a +1 to Physique when rolling it in order to create and advantage on an opponent; this also allows you to inflict a 2-stress hit as a supplemental action.
  • With attacks that depend on muscular force, stress you inflict is increased by +2 on a successful hit.
Enhanced Durability-Tier 1
You're unusually tough and have incredible fortitude. You can take more punishment.
  • Naturally have Armor: 1 against all physical stress
  • Two additional boxes of physical stress capacity.

Stress
Physical: 000000
Armor: 1
Mental: 000
Consequences: [ ] [ ] [ ] [ ] (Extra Consequence for Physical harm)
Refresh: 9/9

Weapons and Gear

Blitz-Boom [4]: Blitz-Boom is an up-gunned shoota built for heavy fire fights. Slaved to her bottom, a rack carrying a trio of missiles stand ready to be launched into the thick of the fray, no matter how glitchy and random it's targeting cogitator may be.

Hazard Armor [4]: Due to the horsefolk tendency to field their strange gaseous elixir bombs, this armor was built to not only provide the rough brutal protection of armor 'eavy armor, but the qualities of Hazmat gear. Squig leather and studded steel plates are the main source of protection while visible hoses wheeze and breath to filter out oxygen and toxins.

Mek's Tool Box: A cacophony of conventional and unorthodox tools, spare parts, spikey bits, pieces, and other gubbinz.

Radio Walky Talky Vox: A crude communications devices spitting static as it functions.

Kustom Big Choppa [3]: The unholy love child between an axe and a chainsaw. Doubles as a giant wrench occasionally.

Kustom Tellyporta: Orks are surprisingly advanced in the field of teleportation technology. Once per scene, you may instantly transport yourself and/or nearby boyz and gitz to a location up to three zones away. If treated as a Great item, you may teleport up to four zones away, but risk dragging a Warp Daemon along or ending up somewhere else.

Kustom Forcefield: Orks are also surprisingly advanced in the field of forcefield technology. Once per scene, you may make a personal energy shield with three physical stress boxes to absorb damage done to you. If treated as a Great item, the shield has four physical stress boxes, but risks overloading if the shield breaks.
 
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Threadmarking~

Name: Agent Tex (No, not that one), or just Tex
Gender: Female
Species: Unicorn/Dragon, she actually doesn't know the dragon bit.
Age: 20
Appearance:

She has magical power armor a little something like this but silver, nothing extra on the legs, and designed for a mare. She's generally seen wearing all of her armor. It also has a sheathe for her sword, and is also designed to protect a horn. It's more magically enchanted than tech, though.
Appearance underneath the armor- (Using the picture as a base, the hair is so stupid in that creator!)
Tex has a short, mid-chest length scarlet and crimson mane, and a tail to match, a black coat, and her eyes are blood red along with her magic, with no apparent pupil despite her ability to see fine. she also shows a pair of fangs somewhat like Chrysalis' when she opens her mouth. Her ears are very slightly more pointed than usual, and she has a broken horn, a cybernetic one replacing that part which is missing. She's an inch or two shorter than most mares.

Of course, wearing her armor like she normally does, you can't see any of this.

Affiliations: D.A.R.T (Discordant Actions Response Team), Equestria. Dislikes Princess Luna.


Stats

Strength: +2
Agility: +2
Intellect: +3
Stamina: +2
Perception: +1
Health/Durability: ±0 (10)
Armor: +4


Skills

Absurd (+5): Singing, Play Instrument (Piano)

Exceptional (+4): Melee: Armed, Fine TK Control

Mastered (+3): , Enchantment, Magic: Earth/Plants, Ice, Teleporting (short range), Melee: Unarmed

Trained (+2): Magic: Repairing, Repairing, Magic: Illusions, Magic: Electricity, Fire, Magic: Barrier

Skilled (+1): Tactical command skills, First Aid, Magic: Teleporting (long range)

Normal: Magic: Water

Subpar (-1): Diplomacy, Magic: Divination

Untrained (-2): Firearms, Magic: Healing

Impaired (-3): Swimming, Confidence

Incapable (-4): Magic: Transformation, Magic: Air

DEAR GOD. WHY (-5): Cooking Without Burning Food

Magic

Ice Needles:
A quick attack, creating shards of ice out of moisture in the air and impaling an opponent with them at a high velocity.

Lightning Strike: A bolt of electricity shooting straight from her horn, meant for a single target and not groups, and so it will not chain from target to target, unless they're touching one another.

Fireball: A simple fireball, explodes where it strikes in a 2 meter radius, made more for crowd control than single target, collateral IS likely.

Root: True to its name, this attack causes several nastily thorned roots to wrap around the opponent's legs and torso, pulling them to a lying down position, any resistance is met with a nasty pain. She can also cast this without the thorns for simple restraint. 3 meter radius attack with multiple targets possible. Causes minor damage.

Boulder Throw: These names really are unoriginal, aren't they? Hurls a boulder a meter wide at an opponent, easy to dodge if they're paying attention, but devastating if it hits.

Heal Minor Wounds: Self explanatory, can staunch heavy bleeding but not close up a deep wound, can heal scratches entirely.

Illusion/Shapeshifting, Appearance: Has a spell which allows her to change her coat and mane colors only, make her eyes look normal, and shifts her ears to a more normal shape, her fangs shrinking down to normal teeth. She still looks like herself, just... more normal, and a different color. She actually doesn't like to use it.

Radar: A divination spell to allow her to keep tabs on all magical signatures around her, and differentiate them between Unicorn, Pegasus, and Earth Pony. Has a range of 30 meters.

Hop-Skip: A 40 foot max quick use teleport, named after Tex's Teleporting mentor. Used for combat rather than transportation. If the destination ends up being inside of matter, she'll be teleported to the nearest open place.

And a Jump!: Tex's long distance teleport, she's far worse at it than the short ranged one, sometimes ending up being as far away as half a mile from where she wanted to be, depending on the distance travelled. If the destination ends up being inside of matter, she'll be teleported to the nearest open place.

Barrier: Self explanatory, a magical dome big enough to cover 3 other humans or 6 other humans, or some combination of the two.

Mend: Tex is able to repair most damaged objects via magic, assuming it's not her own horn on her forehead. She can however repair the original with her backup, or vice versa.

Powers/Abilities

Immunity: Heat
- Tex remains comfortable in temperatures of up to 2300F, the temperature of lava. However, anything on her person isn't so fortunate. And convincing her of this the first time will be rather difficult, she isn't aware she has this ability.

Re-Enchanting- Is practiced in restoring the runes on her armor or sword if they are ever disabled or removed by another Unicorn. She can also repair her artificial horn if the damage isn't too severe.

Overclock- Tex purposefully overloads her horn temporarily with the purpose of casting a particularly potent spell, tripling its effective area and doubling its power, at the cost of her horn being entirely useless for a full minute, and this can only be used three times per hour, and 6 times per day. Any more, and the horn refuses to function for a full hour.

Items

Dart Armor-
Enchanted armor that protects the user from impacts, stabbing, projectiles, magic, and even Chaos Magic. Waterproof, and in a pinch, airtight, using Air Magic to pull in pure air when what's outside isn't desirable. Very sturdy, but due to the ease of taking it on and off for emergencies, an observant Unicorn could potentially spot the clasps, and then pull the helmet off of her head.

Dart Blade- A curved sword magically charged with Electricity, made with the purpose of heavily electrocuting the opponent with an attack, stunning them for the coup de grace if not outright killing them with the blade. Designed for fighting monsters, but it should work on other creatures, though Pegasi may be resistant. Wielded via TK, and if lost, has a chip that Tex's armor can track. Linked to Tex's magical signature, if not being held via her TK, or she chooses not to activate it, the Electric effect deactivates, leaving it a simple sword, and safe to handle. Also specifically enchanted so electricity does not arc from it to other objects until direct contact is made. Makes no sound, but charges the air just slightly around it. Looks higher tech than an actual katana, but it's still streamlined, it feels high tech without leaving the traditional style behind.

Fellowship of the Wing Series- Tex's favorite book series, read to her her whole childhood by her now late father, kept as a precious possession. It's well loved and worn.

Replacement Horn- Tex has a backup of her prosthetic horn in case something happens to the current one, a rather unpleasant surgery must be gone through in order to hook it back up with the bits of the artificial horn in her head, though.

Crystal Grenades x10- A crystal made through experimentation with the odd ones in the caves under Canterlot where the DART HQ is, next to the ley line. It grows through absorbing ambient magic in the air, but can be grown faster by a Unicorn's direct influence if they know what they're doing.

Has the property of absorbing the magic of any spell cast on it or it hits, and exploding violently, sending sharp crystal shards everywhere within 10 meters. Is used to counter a Unicorn's magical barriers or TK, as if it hits a barrier, it absorbs the mana, dispersing the barrier, before exploding, this same effect applies to it being caught via TK a well, it will explode on the spot.

Note: Any shards of an exploded grenade become inert, being normal pieces of pinkish crystal, and through her magic, Tex is able to regenerate 10 per day, so long as she has one left as a base.

Bits: 100

Jason Lee Scott

High Concept:
Original Red Ranger
Trouble: Those Left Behind
My Friends Are My Strength
Never Start A Fight, But Always Finish One
Mind Before Might

Skills:
(+5) Rapport, Martial Arts (Fight)
(+4) Athletics, Will
(+3) Physique, Empathy
(+2) Shoot, Ride (Drive)
(+1) Academics (Lore), Notice

Stunts:
Back to Action: The difficulty of Recovery rolls only increases by 1 per level of consequence. Recovery rolls for yourself only carry a +1 difficulty.
Frequently Outnumbered: +2 at resisting enemy advantages based on numerical disparity
Won't Fail Again: Whenever an ally takes a Consequence, you roll Will against the passive Taunt of the enemy that inflicted the Consequence. Failure results in Mental Stress, Success grants a Boost to your damage. Every level of Consequence above Mild adds 2 to the enemy's Taunt and the number of Free Invocations by 1.

Buff Stunts:
Alacrity - Tier 1
-When recovering from mental consequences, you don't need to succeed at an action that justifies recovery. It begins automatically.
-Out of combat, you recover from consequences as if they were one grade lower in severity. Severe recovers in a day to a week with no other justification, Moderate in around 30 minutes to an hour, and Mild disappears when you clear out your stress track.
-You may skip a night of sleep with no ill effects.
-In combat, once per scene, you may clear away a Mild mental consequence as a supplemental action.​

Inventory:
Power Morpher: Stores the Tyrannosaurus and Dragonzord Power Coins.
It's Morphin' Time: Allows the bearer to morph into a Power Ranger.​

Wrist Communicator: What it says on the label.

Stress:
Physical: OOOO
Mental: OOOO
Consequences: [ ] [ ] [ ]

Red Ranger (1 FP)


Stunts:
May the Power Protect You: Power suits only have a single Physical consequence slot. In the event that it is used, you are forcibly demorphed. This clears out the suit's physical stress and absorbs any additional damage, but also causes the Mild mental consequence of Demorphed, which prevents morphing until it is cleared. Mental stress and consequences are applied directly to the wearer.
The Morphing Grid: Items are stored in the transdimensional Morphing Grid until summoned.

Buff Stunts:
Enhanced Strength Tier 1
Enhanced Speed Tier 1
Enhanced Defense Tier 1

Inventory:
Red Battle Bike

Weapons:
Blade Blaster (2)
Adaptable Weapon: Can be used as a Dagger or as a Pistol​
Power Sword (3)

Armor:
3 against fluids
2 against melee strikes
1 against all other physical damage

Stress:
Physical: OOOOOO

Consequences:
Physical: [Demorph]

Dragonzord Power (2 FP, Requires Red Ranger)

Buff Stunts:
Enhanced Defense Tier 2

Weapons:
Dragon Dagger (3)

Armor:
Armor 4 against fluids
Armor 2 against all other physical attacks

Stress:
Physical: OOOOOOOO

Consequences:
Physical: [Demorph]


Name: Jason Lee Scott, Red Power Ranger (Saban's Mighty Morphin' Power Rangers)
Appearance: Red T-shirt, Leather jacket, jeans, sneakers or boots.




Stats: (Unmorphed/Red Ranger/Dragonzord Power)

Strength: 1/2/2
Agility: 1/3/2
Stamina: 1/2/3
Intellect: 2/2/2
Perception: 2/2/2
Willpower: 4/4/2
Health: 0/1/2
Armor: 0/2/3

Attributes:
Combat Tactics: Jason has the ability to discover his opponent's weaknesses quicker than most.
Fraternity: Jason gains a bonus to will if fighting to save or avenge a friend, but he will knowingly engage enemies that outclass him to do so.
Pistol Shooter: +1 accuracy if ranged target is within 50 feet, but -1 accuracy if target is over 100 feet away.

Artisan: Unarmed Melee
Mastered: SCUBA Instructor, Karate Sensei
Expert: One Weapon Melee, Ranged Combat, Small Vehicle Operator
Trained: Two Weapon Melee, Leadership, Survival
Skilled: Stealth, First Aid, Combat Tactics
Normal: Mechanical Repair
Subpar:
Untrained: Electronic Repair
Impaired:
Incapable: Magic
DEAR GOD, WHY?:

Inventory:
Wrist Communicator - Originally created by Billy Cranston to allow communication with Zordon's Command Center, he later modified it to work on a variety of frequencies.

Power Morpher - Stores Power Coins and allows the bearer to morph. This gives them a techno-magical suit that enhances their physical abilities.
-Tyrannosaurus Power Coin - Allows Jason to morph into the Red Ranger.
-Dragonzord Power Coin - Although it no longer has the power for a complete morph, it can be used with the Dragon Dagger to place the Dragon Shield and Bracers on whoever holds the coin.

Blade Blaster (3) - Can be switched between a blaster pistol and a short sword

Power Sword (4/5)
Dragon Dagger (4/5)
- The Power Sword and Dragon Dagger synergize and can supercharge, increasing their damage by 1. This energy can be discharged into an arcing ranged energy attack.
Dragon Shield - Provides bonuses to stamina, health, and armor, at a small cost in agility. Because it reminds him of his failure to stop Goldar from stealing the Green Ranger Power, it reduces his willpower as well.

Red Battle Bike - An unarmed motorcycle. Good for getting around.

Name: Steve Rogers, aka Captain America (Unitary Marvel)



Strength: 3
Agility: 3
Stamina: 3
Intellect: 3 for combat-related, -1 for modern technology, 1 for other
Perception: 3
Willpower: 6
Health: 1
Armor: 2

The Super Soldier Serum greatly increases metabolism, giving resistance to cold and toxins, accelerates healing, boosts memory, and allows quick analysis of an enemy's fighting style. Dietary needs are also increased commensurately.

Resistance: Cold
Resistance: Toxins
Quick Healing
Quick Learner

Inspiration- Encourages allies to fight harder and longer, causes fear in enemy mooks that recognize him. Can attempt to shake mind control from an ally.
Shield Guard- With his speed and agility, Steve can attempt to intercept ranged attacks against allies with his shield.
Shield Bash- When engaged in melee combat, Steve can strike with the face of his shield, causing blunt force trauma and disorientation.
Shield Throw- Captain America's signature move. Can ricochet off multiple opponents and terrain before retuning to Steve. Exceptionally quick enemies may deflect the shield to stop it.
Shield Cut- driving the full force of his strength through the edge of his shield, Steve can cut through nearly anything.
Looking the other way- Steve's morals and idealism make it difficult for him to engage in or allow morally ambiguous actions.

Artisan: Shield Throw
Mastered: Shield Guard, Shield Bash
Expert: Melee Combat, Inspiration, Shield Cut
Trained: Ranged Combat, Stealth, Tactical Sense, Parkour
Skilled: First Aid, Survival, Strategic Planning, Pencil Art
Normal: Mechanics
Subpar: Looking the other way
Untrained: Social Interaction
Impaired: Electronics
Incapable: Magic
DEAR GOD, WHY?: Women

Inventory:
Vibranium/Adamantium alloy shield
-Quality: 5
-Indestructable
-Immune to sonic weapons

Colt 1911
-Quality: 3

Ka-Bar
-Quality: 2

Survival Tool
Combat suit- Cap's iconic suit. Kevlar weave with ceramic plates
Stealth suit- A suit with the same build, but subdued colors. Less noticeable; less inspiring.
Locket- Simple; contains a picture of Peggy Carter. Touching it is a good way to lose appendages.

Posting all of them was unnecessary, and actually makes this post a little bit more annoying to reference back to. Especially since I'm going to need to keep track of your stress tracks shifting with form.

Could you remove the ones you're not actually using? And put Jason's refresh score (9) in there somewhere.

Miriam Green
High Concept:Former Law Enforcement
Trouble: Distrust of Subordinates
Other Aspects:

Steel Company Second in Command,
Eager Student of Magic
Wants to do the Right Thing.

Skills
Great (+4): Empathy, Will, Provoke
Good (+3): Shoot, Drive, Magic
Fair (+2): Athletics, Fight, Notice
Average (+1): Lore, Burglary, Physique

Stunts:

Magically Inclined: Has access to Learning and using magic spells.

Antihellicase: Increases the amount of damage that weapons do. Can be cast on weapons used by allies. Not to be used on living beings.
Static: Stuns a target for one turn
Shock: Basic electric attack.
Chain Lightning: Hits up to five nearby targets.
Fireball: Basic fire attack.
C-Beam: A beam of non-elemental energy.
Energy Whip: Learned from Shimmer.

Barrier: A barrier of magic that can block attacks. Learned from Shimmer.
Telekinesis: The force is with me. Learned from Shimmer.
Soundproof Barrier: Learned from Tex.
Transfiguration: Learned from Rythian.


Magically Inclined: You have access to the Magic skill, and may use it to cast spells keeping in with your background. You have a +2 bonus to performing overcome rolls using Lore when attempting to understand a new spell or magic type.

Police! On Your Knees!: Sometimes, you need to get someone to come quietly. And sometimes, the way to do that is to yell at the top of your lungs. Garnered from your experience as a police officer, you are at +2 to stress inflicted(as if your threats had Weapon:2) when using Provoke on a criminal, or someone outnumbered by your group.

Tough Girl: You've had more bullets put in you than you can remember but at least that experience has helped you develop pain management techniques. Or it may be deadened nerves. You gain an additional mild consequence slot. This slot can only be used for physical harm.

Adrenaline Rush: A short burst of adrenaline slows time to a crawl, allowing more accurate shooting and faster movement. Once per scene, you may add a +1 to Athletics for purposes of dodging, and a +1 to attack with Shoot.

Quick Regen: Mana reserves regenerate unnaturally quickly. However, reserves are are smaller than usual. Your Mana stress bar can't exceed ΟΟ, but for every stress box in mana that you would have lost, you may clear away a mild mana consequence once per scene as a supplemental action.

Suppression: +2 to create advantage rolls with Shoot when you create an aspect relating to suppressive fire.
[/SPOILER]


Equipment:

Assault Rifle: 30 Rounds, accurate, and good stopping power. 5 Mags Left. (Shoot: 3)
TMP Submachine Gun: 32 rounds, relatively accurate. 3 mags left. (Shoot: 3)
Python Revolver: 6 shot .44 caliber. 30 spare bullets. (Shoot: 2)
Hunting Rifle: 5 rounds per mag. .32 caliber. 5 mags left. (Shoot: 3)
Shortsword: Not used that much but still a reliable weapon. (Fight: 2)
CS Grenade: Releases a cloud of pepperspray.. 4 left
Stinger: A grenade that explodes in a shower of rubber balls 5 left.
Flashbang: Unleashes a bright light when detonated. 5 left.
Frag Grenade: . 2 left
Incendiary Grenade: A grenade that sets an area on fire. 2 left.
Olfactory Grenade: A polite way of saying "Stink Bomb" Used for area denial during riots. 5 left.
Philosopher's Stone: A Transmutation artifact. Can freeze and melt water and lava, transmute gold into iron, and more.


Armor:
HAZMAT Suit; Armor 4 versus fluids and gases; value halved if the wearer takes physical stress other than 'blunt', disappears entirely when a physical consequence from such damage is taken.

NanoArmor Vest: Armor 3 versus ballistic and blades.

Stress and Consequences
Mental: ΟΟΟΟ
Physical: ΟΟΟ
Mana: ΟΟ
+1 mild physical consequence

Refresh is 10. Put it somewhere, please.


Sheet looks great. Your Refresh is 9.
 
Thanks so much to @Xellos for help with this.

.

Maddy (Fennekin)
High Concept: Flaming Fox Girl
Trouble: I Just Want To Go Back
Aspiring Hero
No Goodbyes
Changed Twice​
Skills:
Superb (+5): Moves
Great (+4): Lore, Notice
Good (+3): Physique, Will
Fair (+2): Athletics, Deceive, Empathy
Average (+1): Fight, Investigate, Rapport, Resources, Stealth​
Stunts:
Pokémon Moves: (Placeholder until Cyreni has something to say.)
Blaze: When you have taken at least one physical consequence, add a +2 to damage when attacking with Fire Moves.
Extra Burn: One per scene, when you force an opponent to take a consequence with a Fire attack, you can spend a fate point to increase the consequence's severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Enhanced Speed-Tier 1*​
Equipment
Leather Armor; Armor:1​
Stress
Physical ΟΟΟΟ
Armor:1 vs physical stress
Mental ΟΟΟΟ​
Refresh: ?

Maddy's stats if nothing else.
 
Thanks so much to @Xellos for help with this.

.

Maddy (Fennekin)
High Concept: Flaming Fox Girl
Trouble: I Just Want To Go Back
Aspiring Hero
No Goodbyes
Changed Twice​
Skills:
Superb (+5): Moves
Great (+4): Lore, Notice
Good (+3): Physique, Will
Fair (+2): Athletics, Deceive, Empathy
Average (+1): Fight, Investigate, Rapport, Resources, Stealth​
Stunts:
Pokémon Moves: (Placeholder until Cyreni has something to say.)
Blaze: When you have taken at least one physical consequence, add a +2 to damage when attacking with Fire Moves.
Extra Burn: One per scene, when you force an opponent to take a consequence with a Fire attack, you can spend a fate point to increase the consequence's severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Enhanced Speed-Tier 1*​
Equipment
Leather Armor; Armor:1​
Stress
Physical ΟΟΟΟ
Armor:1 vs physical stress
Mental ΟΟΟΟ​
Refresh: ?

Maddy's stats if nothing else.

Hm.

I'll have to work with you on this one later. It's still very incomplete. Not a big deal at the moment, since it'll be a long while before new characters enter the game board(other than AMCS upcoming swap), but it'll need to be done.

Ah...'cause that was almost, if not truly, word for word a Godstiel quote.

I'm sure he was quoting Godstiel at the time. :V

Ask yourself how many memes you know games you've never played, or shows you've never watched. I'm sure you can't even count them.
 
Hm.

I'll have to work with you on this one later. It's still very incomplete. Not a big deal at the moment, since it'll be a long while before new characters enter the game board(other than AMCS upcoming swap), but it'll need to be done.



I'm sure he was quoting Godstiel at the time. :V

Ask yourself how many memes you know games you've never played, or shows you've never watched. I'm sure you can't even count them.
Just PM me whenever you want to work on it. I probably won't be keeping up with this thread.
 
Just PM me whenever you want to work on it. I probably won't be keeping up with this thread.
To be honest, I'm curious on why you didn't just steal what Xellos and I came up with.
A Natural Pokémon (Pikachu, Electric): You can use Pokémon moves involving that species of Pokémon, with a +2 to attack damage when using Moves of the electric type. The Moves Skill can also be used over Lore for Rotes involving Pokémon moves.
 
Just PM me whenever you want to work on it. I probably won't be keeping up with this thread.

Being serious, that kind of reads as a sign I probably shouldn't bother.

Player selection is based on GM Choice, not position in the waitlist. The wailtist is alphabetical. GM Choice will generally be based on the player's activity and personality, and whether or not their character fills a needed position in the roles of PC's.

Just putting this out there, Maddy's role at the moment is 'pyromancer', which the current team is the exact opposite of lacking in.

If there's no activity from you here, I can't get a good read on how you'll act when in play (except in cases like Hornet, who I've played with before). That's a miss on all the most important qualities.

It makes you very unlikely to be selected in comparison to, say, MrEgret.
 
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Being serious, that kind of reads as a sign I probably shouldn't bother.



Just putting this out there, Maddy's role at the moment is 'pyromancer', which the current team is the exact opposite of lacking in.

If there's no activity from you here, I can't get a good read on how you'll act when in play (except in cases like Hornet, who I've played with before). That's a miss on all the most important qualities.

It makes you very unlikely to be selected in comparison to, say, MrEgret.
Which is pretty understandable. I simply don't have the time to keep up 100% with this while I'm waitlisted, and if that postpones me I can deal with it. All I'd request is to check with Umbra, who knows how I play.
 
Should I post my incomplete sheet here till I can fix it?

Please do. I'll just tag it as [INCOMPLETE] instead of [WAITING] in the Threadmarks.

Which is pretty understandable. I simply don't have the time to keep up 100% with this while I'm waitlisted, and if that postpones me I can deal with it. All I'd request is to check with Umbra, who knows how I play.

If Umbra vouches that at least leads to something other than total failure, but it's still not good. A 33% isn't passing.

Still, no hard feelings if you genuinely don't have the time. Just don't be holding your breath for an open spot.
 
Dude. I hadn't watched MLP since I started this RP. And to this day, I still haven't.

It'll be a while before new players can join up, but go ahead and make a character sheet. I'm sure you'll enjoy the game.

It shouldn't be a problem.

Just go ultimate scrub and read tv tropes recap pages and then pretend you watched the show or something if you feel lost.

Alright, now I need to decide who I will play as!
 
Please do. I'll just tag it as [INCOMPLETE] instead of [WAITING] in the Threadmarks.



If Umbra vouches that at least leads to something other than total failure, but it's still not good. A 33% isn't passing.

Still, no hard feelings if you genuinely don't have the time. Just don't be holding your breath for an open spot.
I'm not. If I was, I'd be in the thread more. Thanks for understanding.
 
Cyrus 21 - Kamen Rider Discord [WAITING]
Please do. I'll just tag it as [INCOMPLETE] instead of [WAITING] in the Threadmarks.



If Umbra vouches that at least leads to something other than total failure, but it's still not good. A 33% isn't passing.

Still, no hard feelings if you genuinely don't have the time. Just don't be holding your breath for an open spot.
Got it, here it is:

Gallant/Kamen Rider Blade
Draconequus Kamen Rider
Trouble: The Fuck Was I Serving?
Code Of Honor, I Fight For Justice, Every Day is Tuesday​
Skills:
+5: Fight, Will
+4: Drive, Lore
+3: Magic, Crafts
+2: Athletics, Physique
+1: Shoot, Rapport, Notice​
Stunts:
Strength I
Durability I
Draconequus Magic [-2]
As a member of the modern day Draconequus race, you've got your own particular brand of magic. While its inherently chaotic nature allows for a far wider variety of effects than regular, themed pony magic, it is also far more unpredictable. You may cast spells in line with your theme of Equestrian chaos, both Physical and Mental (With humourous side effects to be decided by the GM in case things go wrong (Or right)). You can also fly using Athletics, because what fun is there in following boring laws like gravitation?
Mend Wounds: When cast, removes a consequence from either yourself or a person who you are touching, if you match or beat a consequence's DC.
Teleportation: Instantly move a number of zones up to your Moves roll, ignoring most obstacles.
Telekinesis: Use Will to manipulate objects. Can be used as a Shoot attack, but has no weapon rating on its own.
Charge spell: When cast, recharges a battery operated device to full if you meet or beat it's DC.

Chaos Magic:
Chaos Cloak: (A shield of swirling colors that blocks attacks) Armor 3, Chaos Magic,
Scramble: (kinetic bolt that can scramble a target's senses)Weapon 3, Confusion status vs Will, Chaos Magic, Shoot
Riot: (Makes opponents attack each other) Rage status vs Will, Chaos Magic, Shoot AOE
Rain of Chaos: A blast of chaotic energy that ravages a area. After use, you have to wait two turns between uses, and cannot cast magic till the recovery time is complete. Weapon 5, AOE, Chaos Magic, Shoot
Rider Jump
It's a-me, Gallant! You may add +2 to your Athletics whenever you can overcome obstacles through jumping.​
Quick and Clean
Whenever you inflict a consequence, you may spend a FP to increase the severity of the consequence by two shifts.​
You've Got the Touch
You may add +2 to your Magic whenever you're rolling to recover from consequences, both on yourself and others.​
Stuff:
Rider System [+1][-3 total]

A belt buckle used to transform the wearer into Kamen Riders via Undead sealed in a deck of playing cards. You may suit up into Ace form as a normal action, and with another action, upgrade to Jack or King form. All forms are environmentally sealed. As a number of stunts require you to transform, Rider System refunds you one FP.
Deck of Undead: You can use the deck of Rouze cards to enhance your fighting prowess. For each turn you've spent fighting this scene, as a CaA action, you may use a Rouze card to add that number of shifts to your defend, overcome and other CaA actions until the end of the scene, or add that number of shifts to your next attack. You may only spend shifts generated from combat turns once.
Ace Form [-2]: Adds +2 to Notice, and +1 to Athletics and Physique, for the purpose of overcome obstacles. Your armor increases to [3].
Jack Form [-1]: Adds +2 to your Athletics and Physique for the purpose of overcoming obstacles. As half of these bonuses are already found in Ace Form, Jack Form only costs [-1]. Your armor increases to [3]. Also grants flight in Armored form.
King Form [-1]: Adds +1 to your Athletics and +3 Physique for the purpose of overcoming obstacles. As some of these bonuses are already found in Ace Form, King Form only costs [-1]. Your Armor increases to [5]​
Blayrouzer; W3 [-1]
Upgrade!: As long as you're in King Form, Blayrouzer's weapon value increases by two shifts (Becoming Kingrouzer).​
Hammerspace Pocket
This is Gallant's personal Hammerspace Pocket, handy for carrying luggage, gear, Personal items and my motorcycle.
Misc Stuff:
Random items like Changes of clothes, some pocket change, a wedding ring (For good luck), and some photos of family. And a broken version of the Glaive Buckle and the Change Keberos Rouse card.
Blue Spader
It's your prized motorcycle, and main form of transportation.

S&C:
Phys: [1]OOOOO
Ment: OOOO
Cons: [2][2M][4][6]
[2C][2C][2C]​


Refresh: 4
 
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Dalek Ix - Lady Valerie (R7/7) [IN PLAY]
Lady Valerie
High Concept: Medieval Gardevoir Knight.
Trouble: Not Actually Speaking
Aspects: Knightly Ideals, I Feel Your Pain, My Mind Is Also a Blade
Skills:
  • Superb (+5): Empathy, Will.
  • Great (+4): Moves, Fight.
  • Good (+3): Athletics, Rapport.
  • Fair (+2): Phisique, Notice.
  • Average (+1): Lore, Investigate
Stunts:
  • A Natural Pokémon (Gardevoir, Psychic/Fairy): You can use Pokémon moves involving that species of Pokémon, with a +2 to attack damage when using Moves of the types matching yours. The Moves Skill can also be used over Lore for knowledge of Pokémon moves.
    • Moonblast; Weapon 4, Fairy, Shoot. On succeed with style, may cause a 2-stress hit to any Will-based stress track instead of receiving a boost.
    • Stored Power; Weapon 1, Psychic, Shoot. Weapon rating increases by 1 for every beneficial create advantage currently on the user.
    • Future Sight; Weapon 5, Psychic, Shoot. Hits the target two rounds after it is used.
    • Psychic; Weapon 3, Psychic, Shoot. Can be used as a Physical or Mental attack.
    • Dream Eater; Inflicts a Mental consequence on a sleeping target, and instantly recovers a Physical or Mental consequence of the user one grade lower in severity. Only usable on a sleeping(aka helpless) target.
    • Disarming Voice; Weapon 1, AOE, Fairy, Shoot. Inflicts Mental damage. Athletics cannot be used to defend. Sound-based, so requires target to hear. Requires target to have emotions.
    • Telekinesis: Psychic. Use Will to manipulate objects. Can be used as a Shoot attack, but has no weapon rating on its own.
    • Teleport: Instantly move a number of zones up to your Moves roll, ignoring most obstacles.
    • Misty Terrain: Create Advantage Fairy Mist on environment. Fairy Mist cancels out other temporary environmental aspects, and can be invoked to defend against hostile create advantages. Does not differentiate between friend and foe.
    • Calm Mind: Create Advantage Calm Mind on self, invocable for mental defense and Psychic attack.
    • Imprison: Create Advantage Immobile on a single target.
    • Wish: 'Weapon' 3. Removes a consequence equal to or lower than its 'hit' on the target two turns after it is activated, or with a slight delay out-of-battle. Cannot be used to remove Extreme Consequences.
  • Synchronize: Should you be come under the effect a poison, paralysis, or burned Aspect(or similar aspects), the one that created that aspect on you will also receive that aspect, as if you had successfully used Create An Advantage on them to inflict it.
  • Trace: Once per scene, by spending a fate point, you can copy a stunt off an enemy. This copied stunt will persist for half an hour of in-universe time, during which no other stunts can be copied. It cannot copy a stunt costing more than 1 refresh.
  • Telepathy: Using the Empathy skill, you can perceive the thoughts and emotions of those around you and broadcast your own to them. This means that you get advance warning on attacks(roll Empathy as Defend or a perception skill), can accurately gauge the moods and intentions of those around you, and you can also communicate without regards to any language barrier. On the downside, telepathy has no effect on mechanical entities, has limited range and is useless when someone is communicating by radio.
  • I Use The Whole Sword: You are an expert at the art of fighting developed in the battlefields of medieval Europe. You're good at moves such as grabbing your sword mid-blade to maneuver the point, or using it as a club or a hook, or grabbing your opponents blade to pull them off balance. With your medieval fighting skills, you gain a +2 to create advantage rolls when the enemy is not very familiar with your style of combat.
  • Enhanced Speed-Tier 1
    You are very fast, just past the edge of human capability.
    • Your Notice is at +4 for the purpose of determining turn order.
    • All your Athletics checks are made at +1, including dodging.
    • Whenever moving as part of another physical activity, you may move one zone without taking a -1 penalty for the supplemental action.
    • Difficulty factors from moving are reduced by 2 when rolling Stealth
  • Dragon Slayer: Through being part fairy-type and personal experience, you are excellent in dispatching dragons. You gain a +2 to damage rolls with your Fairy-type moves when facing draconic foes.
  • Last Stand: When protecting a downed, grievously wounded, or otherwise helpless ally, you can spend a fate point to concentrate your psychic powers to create a Small Black Hole. This Small Black Hole is a Weapon 6, Psychic, Shoot AOE "move" that can devastate a very large area. Regardless of the outcome of the attack, you then automatically take the moderate consequence Cracked Horn, which will reduce your Will and Empathy scores to 0 until it can be healed.
  • Lady Knight: As a knight, you were taught various things since an early age in preparation for your duties, including the finicky and sometimes complex subtleties of court and society. And while the age of knights is long, long past, the knightly virtues are still attractive. You gain a +2 to Create Advantage to Rapport rolls so long as your image and reputation remain intact.
Equipment:
  • Knight's Armour [2]: A set of protective armour tailored to fit your physique, consisting of thick, padded tunic and pants, "boots", mail, and full plate of tempered steel made by armourers in Milan. The armour provides excellent protection (by period standards) yet is surprisingly manoeuvrable. It also includes an additional armoured skirt to be work over Valerie's natural "skirt". Unfortunately, it's protection is at expense of vision, reducing your Notice rolls when the visor is down.
  • Sword [3]: A longsword once wielded by your master, now it is in your hands. It is both a symbol of your office as a Knight, and a deadly weapon capable of inflicting grievous wounds even without the blade.
  • Bec du Corvain [3]: A weapon consisting of a pole with a metal tip on one end, and a "head" on the other. The head has a pointed tip, a thick, armour-piercing curved "beak", and a hammer head. Designed specifically to defeat foes in armour.
  • Rondel Dagger [1]: A small dagger with no edge, but a sharp point meant to be stabbed between the armour plates of a downed opponent.
  • Misc. stuff: (Civilian wear, food, waterskin, coin, etc.)
Stress:
  • Physical ΟΟO
  • Armor [2] vs most physical stress
  • Mental ΟΟΟΟ
  • +1 mild mental consequence
  • PP ΟΟΟΟ
  • +1 mild PP consequence
Refresh: 7
 
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