MLP- Adventure is Magical OOC/CS

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MLP- Adventure is Magical OOC/CS

Postby Kuragari » Wed Jul 17, 2013 7:21 am

My Little Pony-Adventure is Magical RPG
System-Home Brew system

Premise- One day in Ponyville, a strange poster was plastered on every available surface possible. This poster was put up by none other than Professor Demens, a very…odd unicorn stallion who was seeking, to quote the poster, “A gang of wily and springy adventurers to take part in a quest full of wonder, exotic locals, friendly (hopefully) natives and untold riches (first dibs!)” The poster states that those who wish to partake in what is apparently “To be the adventure of a lifetime though maybe not this one”, all they need do is enquire at Sugar Cube Corner, where Demens will be staying in the local broom closet plotting out the course of his mad journey.

So, denizens of Ponyville, who will take up this strange offer? Who will leave behind their life in Ponyville to go on a grand journey to strange new places and meet friends the likes of which they could never have dreamed of?

Rules-
This is a mostly social interaction adventure RP. However, combat and use of skills will be determined by five stats and a 20 sided dice. A 10 or above is a success, while below 10 is a failure.

Character Sheet-

Name-Your name, duh
Age-How old your character is. Highest I’m going to allow is 75, at least that’s how high before I start giving some negative modifiers.
Gender-Duh
Race-What your race is. Races are listed further below.
Class-This can be your profession, job, type of adventurer, etc.
Alignment:-(optional)
Description-Another easy one, this is what your character looks like.
(Pony only) Cutie Mark-This represents what makes your character special. Be it representing their special talent or just something representing who they are, this is important to ponies. Cutie Marks pertaining to say a skill or ability or such will get a reroll option for any failed roll regarding said ability (example: Twilight is trying to craft a new spell to help her friends out with a particularly daunting task. Her special talent is magic. [GM rolls and gets a 4, but because her special talent is magic, she can reroll. New roll is a 13, she succeeds in crafting the spell.])
Bio-Describe your characters past, personality, etc.
HP- Your hit points. All character start with 4 + stamina bonus. Some races may get a bonus point as well. They regenerate at one per 12 hours in game.
SP- Your spirit points. This is what you use for magic or special abilities. All characters start with 1 + Spirit Bonus and any race bonus. They regenerate at the same rate as HP. All abilities/spells cost 1 point of spirit.

Stats-
There are six stats. Each one will determine your general skill at anything involving that stat. You have 18 points to put between everything, with a max in one stat of ten. Every two points equals a +1 to a die roll. So say you’re trying to clobber somepony, and you have a STR of 6. You have +3 to your rolls to damage your opponent.

Strength-Your physical strength, eg how hard you can hit things and how much you lift/carry etc yada yada
Agility- How fast and maneuverable you are, as well as how good you are at long range. This decides who goes first in a fight as well.
Stamina- Your endurance, eg how many hits or how much pain and stress your body can go through before you collapse or die. This will also affect your HP.
Intelligence-How smart and cunning you are, this is important for anyone who wants their character to be good at a bunch of skills that would require such.
Spirit- This reflects the characters mental/emotional endurance, as well as their ability to use magic or special abilities. This affects your SP.
Charisma-This is your ability to influence others through appearance and speech. It also represents how good you are at leading others
Skills/Spells

This is where you list any skills or spells your character may know. Starting limit is four major skills and six minor skills. The main difference between major and minor is GM discretion. A minor skill or spell will have a higher chance of not succeeding when it’s really important than say a major one would.

Here is also where you’ll list your special ability. The special ability mostly pertains to combat abilities, like say Berserk or oh I don’t know, Twister (eg creating a miniature tornado to use on your enemies or some such) It is not necessary for it to however be combat oriented. Say a character whose an Alchemist could have an Special Ability called “Stroke of Genius” which lets them spend a SP to give a bonus to creating a potion, possibly even making something better than what they were aiming for.

NOTE: It is not necessary to have a special ability, it is an optional thing. As an incentive, those who chose not to have a special ability will get two extra points to put towards stats.

Also, for the Earth Ponies, any ability involving the ponies inherent connection to nature will cost a point in SP. For Pegasi, weather manipulation or flight abilities will do the same.

Spirit points are used only when casting spells or using a special ability.

Races:

These are the playable races in this RP. All the races have some sort of difference between each other, so pick wisely.

Earth Pony-
Spoiler (click to show/hide):

These are the most common ponies in Equestria. They are hardy and tough, and have a natural inclination towards managing the earth and its creatures. They also possess Prehensile tails for some odd reason. They receive 1 bonus HP.

Pegasus Pony-
Spoiler (click to show/hide):

Pegasi are the ponies possessing the ability to fly and manipulate the weather. They are at home in the skies, and are not all that prevalent on the ground. They receive 1 bonus SP

Unicorn Pony-
Spoiler (click to show/hide):

The ponies with the most obvious form of magical control, Unicorns are the ponies who are reknown for their precision and eye for detail. They are rather common all across Equestria, but are concentrated specifically in the older cities with well-known nobility. They receive 3 bonus SP

Pegacorn Pony-
Spoiler (click to show/hide):

The rather rare result of a Unicorn and Pegasus mating, Pegacorns are ponies who possess the attributes of both Unicorn and Pegasi. It should be noted that they are NOT Alicorns, which are beyond rare. Pegacorns are generally known for being competent in abilities pertaining to either of their parent races, but are rarely incredibly gifted in either. They receive 2 bonus SP

Griffon-
Spoiler (click to show/hide):

A creature combining the body of a lion and an eagle. Griffons are uncommon within Equestria, in part due to their overall aggressive demeanor in comparison to Ponies. While they are capable of weather manipulation, they are not as refined at it as Pegasi are, and tend to just let nature (or Pegasi) manage it. They receive 1 HP bonus

Donkey-
Spoiler (click to show/hide):

A species similar to Ponies, Donkeys are a race of effectively non-magical creatures. They can use magical items, but as far as anyone can tell, they have no innate magical ability. They are however considerably strong and sturdy, usually more so than Earth ponies. Receives 2 bonus HP

Diamond Dog-
Spoiler (click to show/hide):

A semi-bipedal race of sapient dogs, the Diamond Dogs are generally considered a nuisance to most Equestrians, and to some an enemy that needs stomped out. Not much is known about the Diamond Dogs by the general populace, but they are known to be extremely loyal to those they befriend or care about. Diamond Dogs are capable of using magic, but it requires the ingestion of gems to do so. Diamond dogs gain 1 HP and 1 SP bonus, but start with 0/X SP points. To gain SP points, they must consume gems.

Changeling-
Spoiler (click to show/hide):

Of any species that is both mysterious, not well known, and feared, the Changeling is this. While there are stories of befriended changelings popping up (Such Changlings are usually referred to as Liberatur, as they’ve been liberated from the hive mind of the Swarm) they are generally not well received by ponies. All Changeling characters start off with the Shapeshift ability (major or minor up to the player) and receive 2 bonus HP and 3 Bonus SP. However, Changeling magic feeds off love, so Changelings start with 0/X SP and to raise it must feed off love. Whether it is love freely given or love stolen does not matter. Also, maintaining a different form costs 1 SP per every 12 hours (exception is at the beginning unless the player doesn’t mind having their changeling out in the open) While in their normal form, Changelings also receive a -2 to any charisma related rolls.

Drakeling-
Spoiler (click to show/hide):

Drakelings are Dragons that have not yet grown to adulthood, and generally lack wings. In Equestria proper they are incredibly rare sights, though on Equestria’s frontiers this is not as true. Generlly greedy and rude, they tend to interact with Ponies only when they feel it’s necessary. Receives 4 bonus HP

Goat-
Spoiler (click to show/hide):

An uncommon sight, Goats hail from the same far-off land as the Minotaurs. However, unlike the Minotaurs, they are unable to speak Equestrian…or any other language than goat. However, they can understand other languages with ease. Goats seem to mostly trend towards Chaos Magic, for reasons not fully understood by Equestrian magicians. Receives no bonus points, but may start with the skill Minor Chaos Magic.
Note: Chaos Magic as an ability, minor or major, produces generally random results, which may or may not make things better (thought certainly stranger) A fair warning to those who take the ability that the GM may decide to do just about anything with it should one decide to use it.

Quilin-
Spoiler (click to show/hide):

Quilin are the union of an Equestrian and Dragon mating. Their appearance varies, as does whether they possess a horn, wings, or both. They possess the personality traits of both Dragons and Equestrians, though with both sides toned down generally. Some or known to also retain the ability to breathe fire. May start with ability Firebreath, and has a 1 HP and SP bonus

Minotaur-
Spoiler (click to show/hide):

Strange creatures from the far off land that is native to Goats, Minotaurs are bull like creatures with bipedal traits. Incredibly strong and tough physically, they like unlike goats do not possess an innate magical ability. However, they are the only known race on Equus to use what has been termed “Blood Magik”. By sacrificing the blood of themselves or others, they can wield magic as well if not sometimes better than a Unicorn Mage. May start with either Berserk or Blood Magik ability, and receive a 2 Bonus HP. Must sacrifice blood to cast spells only.


Example Character
Spoiler (click to show/hide):

Name- Bob the Goat
Age- 27
Race- Goat
Gender-Male
Class- Chaos Apprentice
Alignment- Chaotic Good
Description- A Black goat with one horn having been painted yellow and periwinkle stripes, while the other has purble dots painted down it. He wears what he would call a robe, but others would call a disaster, his robe being made up of various different cloaks, dresses, and rags.
Bio- Bob the Goat hands you a card saying “Water Buffalo” and then proceeds to tickle your ears when you inquire about his past.
HP- 5/5
SP- 4/4
STR-3
AGI-2
STA-2
INT-4
SPI-6
CHA-4
Skills List:
Major Morse Code
Major Tracking
Minor Chaos Magic
Minor Close Quarters Combat
Minor First Aid
Special Ability:
Create Distraction- Bob uses his chaos magic and his own general silliness to draw attention of enemies away from his allies and towards him. Enemies within the combat area must roll a die to see if they are distracted or continue to focus on their current target. However, Allies must also make a roll to do so as well.


If anyone has any questions, thinks something in this doesn't work, or think I might have missed something important, please don't hesitate to ask.

EDIT: Oh and yes, sex can occur, but is not required.
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Kuragari
 
Joined: Mon Jul 25, 2011 9:27 pm
Location: Indiana, USA

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