Meet

Moonshot

the Unicorn
Saved a lot of name trouble when he joined the night guard

<Subject portrait here (Pony Creator)>

Player: Pingcode / pingcoderpg@gmail.com

Moonshot is the Saint-Trotez Cheveaudarmerie‘s new tower guard, and one of the newest contenders for the post of its most eccentric member. Fancying himself an amateur magician, Moonshot delights in showing off whatever new parlour tricks he’s learned to whoever he can corner, and has a hoofful of reprimands for overly risky trick shots taken when on duty.

Cutie Mark: Fourteen cards arrayed in a tight circle with a bolt of magic streaking through the hole in the middle

Attributes and Skills

Character Features

Racial Abilities

Utility Talents

Utility Items

Element of Laughter

Boons

Destiny

Combat

Combat Talents

Combat Items

Weapon:

Armor:

Trinkets:

Special Ability: Shoot The Moon (Assassin’s Gambit)

Traits


Attributes and Skills

Brawn: 5

Athletics: 5

Endurance: 5

Precision: 9

Acrobatics: 17 (TCM)

Stealth: 9

Mechanics: 9

Knowledge: 6

Arcana: 6

History: 6

Heal: 6

Horse-Sense: 8

Perception: 8

Persuasion: 8

Streetsmarts: 11 (T)

Character Features

Racial Abilities

Freaky Knowledge

+5 to checks involving Magic Tricks and Saint-Trotez

Ponykinesis

Mentally pick up or manipulate an object within 50’ that weighs 25lbs or less, 1 object at a time.

Calculated Attempt  (Predestined)

At the start of each day roll 3 d20s. These results may be used at any time as an interrupt on a skill check.

Utility Talents

Breaking Shot (Sunderblade) [Magic]

Preparation: 30 Seconds
You enter a state of heightened awareness and magical power for the next ten minutes. You can blast through any solid object from soil to steel (effectively gaining +40 to athletics checks involving such actions). You can also destroy magical enchantments, letting you make athletics or acrobatics checks in place of arcana checks to attempt to dispel magical effects (this application does
not benefit from the above-mentioned +40 bonus). Using a breaking shot in combat falls under the purview of the combat talents system.

Too Much Flair (Derp)

1s, 2s, and 3s all count as critical failures. You start the day with 2 Magic Points

Stay Unseen (Stealth Mode) [3/day]

Preparation: 5 seconds

Gain a +10 to stealth for five minutes or until you attack, whichever comes sooner.

Nightwatch

You can see in the dark

Smoke and Mirrors (Illusionary Image) [3/day]

Preparation Time: 6 seconds

The illusion of a creature or object of up to medium size appears within fifty feet of you. It can make sounds and move around as long as it stays within 50 feet. The illusion lasts for the next five minutes or until a creature touches it. A perception check (DC 1d20+15) allows a creature to determine the image is an illusion

Utility Items

Element of Laughter

Giggle at the Ghostie [Magic]

Remove all mind-affecting effects from you and all allies in sight. (This works for psychic, intimidation, fear, mind-control… anything that affects the minds of the characters.)

Boons

Destiny

Combat

Combat Talents

[+3] Shoot the Moon (Critfisher) [Attack]

Roll 2 dice of either d8, d10, or d12. Alternately spend 2 pips and roll 5 dice. This may be in any combination.

[+2] Short Suit (Survival Skills) [Utility]

Regain d12 hp.

[+1] Drop a Heart (Headshot) [Attack]

Deal 1d6 damage to a target creature. On a 5 or 6, this attack deals double damage.

[-1] Break Hearts (Haunting Melody) [Attack]

Roll a d10. Based on result, target suffers one of the following effects (save ends):

1-4: Target suffers 4 ongoing damage

5-7: Target is dazed

8-9: Target suffers vulnerability 2

10: Target is stunned

[-3] Out of Suit (Blast from the Past) [Attack]

You cease to exist and do not participate in combat until the start of your next turn. At the start of your next turn, deal 1d12 damage to target creature and all adjacent creatures.

[-3] The Black Lady (Exploit Weakness) [Attack]

Deal 2d8 damage to target creature, or 3d8 if they are suffering from vulnerability.

[-6] Flush Spades (Daggerstorm) [Attack]

Roll d12s until you get a result of 3 or lower or have rolled five times. Deal damage to target creature equal to the total die results you rolled this way.

[-7] In the Zone (Midnight’s Blade) [Utility]

For the remainder of the encounter reroll all 1s.

Combat Items

Weapon:

Armor:

Trinkets:

Guard Peytral (Iron Shield) - 1000

[0] Endure Pain - Interrupt Utility [1/battle]

Trigger - You would be reduced to 0hp or less.

Effect - You are reduced to 1hp instead.

Sighting Spyglass (Hawkeye) - 2000

[0] In the crosshairs (Predator’s Sight) - Minor Action

Choose a creature you can see. That creature is now your Prey until the end of the battle or you use this ability again. Once per round, you may inflict an additional +1d6 damage on an attack you make against your Prey.

Special Ability: Shoot The Moon (Assassin’s Gambit)

8 on d8: Target creature gains 2 vulnerability to your attacks for the rest of the encounter

10 on d10: You and target creature deal double damage to one another for the rest of the encounter

12 on d12: Roll a d12. On a 12, target creature dies

Traits