PLEASE NOTE THAT THIS TOPIC IS FOR ACCEPTED CHARACTER SHEETS ONLY. PLEASE POST ALL CHARACTER SHEETS IN OOC FOR APPROVAL. I WON'T BE PLEASED IF SOMEONE POSTS THEIR CHARACTER HERE BEFORE IT CAN BE LOOKED OVER AND APPROVED ACCORDINGLY
Character Name here, or get a banner from 1001fonts.com
Age (feel free to be vague with canon character ages) | Race | Sex
◇Physical Description◇
Give a detailed written description regarding your character's appearance. Make sure to go over skin/coat color, eye color, hair style and color, body type, body height, notable marks or scars, and aspects specific to their race (tails, horns, scales, claws, est).
◇Personality Elements◇
No need to write a thesis on your character's personality
That you'll likely forget half of
Just list out general traits
Here
And let their personality show through your writing
In the actual roleplay
◇Biography◇
Tell us the events in your character's life that shaped who they are. We don't need to know what they ate for breakfast every single morning or how many times they collectively wiped their rears. Go over the important aspects while guiding us through the events that lead them where they are at the start of the roleplay.
◇Skills and Talents◇
What your character is knowledgeable and practiced in. If they are a pony then specify their Cutie Mark and the special talent is allots them, provided of course they're not a blankflank.
◇Relics, Spells, and Techniques◇
Write out and detail any magical spells, relics, special techniques (accomplished through martial skill or other means), or natural abilities your character has access to. When it comes to magic (be it Equestrian or Earthly magic) magic users have to specify what spells they know, so they can't continually pull new spells out of their butts at their convenience.
Using magic effectively doesn't mean having a spell for every occasion, it means having a handful of spells you can apply creatively to solve a wide variety of problems.
◇Gear◇
Go over and specify each noteworthy piece of gear your character starts off with. This covers firearms, melee weapons, clothing, armor, books, equipment, medicines, potions, ammunition, medical supplies, and the like. If your character starts with money you are limited to a certain amount.
[center][img]Character Name here, or get a banner from 1001fonts.com[/img][/center] [center][img]wpfreeware.com/wp-content/uploads/201… [center][center][h2] Short summarizing character title here [/h2][/center] [b]◤≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡◥[/b][/center][center][h2][b]Age (feel free to be vague with canon character ages) | Race | Sex[/b][/h2][/center] [h1][center][b]◇Physical Description◇[/b][/center][/h1] Give a detailed written description regarding your character's appearance. Make sure to go over skin/coat color, eye color, hair style and color, body type, body height, notable marks or scars, and aspects specific to their race (tails, horns, scales, claws, est).
[h1][center][b]◇Personality Elements◇[/b][/center][/h1] [list] [*] No need to write a thesis on your character's personality [*] That you'll likely forget half of [*] Just list out general traits [*] Here [*] And let their personality show through your writing [*] In the actual roleplay [/list] [h1][center][b]◇Biography◇[/b][/center][/h1] Tell us the events in your character's life that shaped who they are. We don't need to know what they ate for breakfast every single morning or how many times they collectively wiped their rears. Go over the important aspects while guiding us through the events that lead them where they are at the start of the roleplay. [h1][center][b]◇Skills and Talents◇[/b][/center][/h1] What your character is knowledgeable and practiced in. If they are a pony then specify their Cutie Mark and the special talent is allots them, provided of course they're not a [i]blankflank[/i]. [h1][center][b]◇Relics, Spells, and Techniques◇[/b][/center][/h1] Write out and detail any magical spells, relics, special techniques (accomplished through martial skill or other means), or natural abilities your character has access to. When it comes to magic [i](be it Equestrian or Earthly magic)[/i] magic users have to specify what spells they know, so they can't continually pull new spells out of their butts at their convenience.
Using magic effectively doesn't mean having a spell for every occasion, it means having a handful of spells you can apply creatively to solve a wide variety of problems. [h1][center][b]◇Gear◇[/b][/center][/h1] Go over and specify each noteworthy piece of gear your character starts off with. This covers firearms, melee weapons, clothing, armor, books, equipment, medicines, potions, ammunition, medical supplies, and the like. If your character starts with money you are limited to a certain amount.
Falling Down is a young, human, teenage girl who reeks of adolescent rebellion. Standing 5,7 with a cocky smile and messy unkempt brown hair styled in a crude pixy cut of sorts, she's never far from trouble. Her maroon colored eyes, turned an unnaturally red shade after exposure to the radiant wave following the release of mankind's magical doomsday weapons, either gleam with her typical boisterousness or grow dull in her far more common boredom.
Her constant constant activity has left her with a light athletic build and light but healthily toned skin. Though fair her skin is course and calloused in places, mainly her knees and the palms of her hands. Scars and remnants of recent cuts and scrapes can often be found dotting her hands or legs.
As of her recent transfer between Reform Schools, Falling is dressed in beaten red and white sneakers, battered jeans with the knees worn out and patched, a white t-shirt with a design that's long since faded from vision, and a denim jacket that's got ragged at the sleeves and threatens to fall apart at the slightest provocation.
◇Personality Elements◇
Mistrusting
Disloyal
Lacking Confidence
Lonely
Adventerous
Curious, but easily bored
Passionate
Brave
◇Biography◇
Iris Strich was born in Ontario, Canada to a young upstart police officer and a sleepy eyed office worker. From her seven-year old viewpoint her life was nothing short of idyllic. A pleasant haze of 1st grade elementary school, sugary breakfast cereals, stuffed animals, and nights watching television alone downstairs as her parents failed to show up from work on time to feed her dinner.
Then in a single hour Iris's happy, predictable life was shaken to it's core as her country was thrown into blind panic at the terrible destruction around it.
The Rending had happened.
Law and order dissolved like gasoline soaked paper put to the match as countless people attempted to flee from the chaos and into the wilderness. Transports were taking people to safety, but there was only so much room and so much time.
Her parents rushed on foot from their house to meet one of the last transports, dragging Iris behind them as she went. Being just seven years old Iris slowed them down and seeing they were about to be left behind her parents did something that was forever burned into her mind.
They let go of her hand and ran.
Without a single sign of hesitation Iris parent's abandoned her and hurled themselves onto the transport just as it took off, leaving the little teary eyed girl behind as they disappeared into the clouds above.
Left alone Iris was forced to fend for herself, wandering the lawless streets still in a daze at what had happened. It wasn't long before she met others like her and found what she believed to be friendship. Iris put her trust in those she met, only for them to betray her as soon as she became an inconvenience for them. Embittered and hurt, Iris soon treated everyone she met as if they were inevitably going to throw her away.
However a seven year old who didn't trust anyone wasn't well equipped for survival and Iris was left on the verge of starvation when the Equestrians came. They rounded her and countless other surviving children up, taking them to a secure camp where they were fed and had their injuries mended.
Though she was saved by them Iris only expected the worst from the Equestrians, like she had begun to do with everything else. Eventually the Equestrians began to lead the children away from the group, one by one. Iris grew suspicious but didn't sense any danger as she was lead to a small room with just a chair inside.
Sat down in the chair Iris was told to wait and begrudgingly she did. Time passed and Iris began to feel strange. She began to lose focus, it became hard to think, and the urge to sleep became overwhelming. Closing her eyes Iris fell asleep and when she woke up, she remembered nothing.
Having her memory erased, Iris was given the name "Falling Down" and was happy for a time. As happy as she had been before the chaos, maybe even more so. Yet a few days after the erasing she began to experience odd nightmares. There were times during the day when she was struck with the overwhelming fear of being abandoned. She felt as if everyone was going to cast her aside and turn their backs on the promises they made to her if she became a burden. Though Falling’s memory had been erased she still remembered that someone had betrayed her before…
These memories colored the rest of her life from that point. Falling grew mistrustful of the other kids, distancing herself from them for fear of being hurt. Falling had difficulty doing what she was told and following the advice of the teachers, feeling they would mislead her. She no longer felt safe around them, around anyone. Once she became a teenager Falling became overtly rebellious, disobeying rules, starting fights, and causing a number of problems.
Falling was moved from Reform School to Reform School. Each time she was moved in the hopes of her being able to get a new start and finally get the help she needed to start living her life, instead of simply living in fear. Yet Falling proved uncooperative and her behavior ended up becoming self sabotage.
She’s only recently been transferred to Bellbrooke a week ago. Though Falling isn’t happy with the transfer, it feels like this may be her last chance…
◇Skills and Talents◇
Athletic: Falling is highly athletic. Though she dislikes sports because of the teamwork inherently involved in many of them, her less then acceptable activities around the Reform Schools she's been in have kept her physically active in a multitude of ways. As a result she possesses quick reflexes, enough strength to lift herself, and a superb running speed with stamina to match.
Brawler: Constant mistrust, fear of abandonment, unbridled emotional issues, and delinquent tendencies have gotten Falling into plenty of fist fights and brawls. Though they were usually between other children her age, she's taken enough hits and thrown enough punches to gain a general idea of how to wield violence effectively against her enemies and obstacles.
Sleight of Hand: While Falling has done many unpleasant and inappropriate things, she's largely avoided outright thievery for fear of what the repercussions could be. However she's made a habit of finding and keeping things she really isn't supposed to have. As a result the girl has had some practice with hiding knickknacks, books, sharp objects, and various other things from watchful eyes. Making it seem like she's gotten rid of something when she hasn't has become second nature to her.
Daydreamer:While not exactly a great student Falling is an avid reader. Of fiction. She's read countless adventure stories and is rather knowledgeable on them. Not that knowing the tales of a fictional hero in a fictional world have ever been much used to her, but it makes her a vivid day dreamer who often slips off mentally when bored out of her gourd.
◇Relics, Spells, and Techniques◇
Iris is ignorant in the ways of magic and possesses no magical artifacts or items, but that doesn't mean her interest in such things is by any means low. She searches high and low in the hopes of finding some wondrous thing that will solve all of her problems...
◇Gear◇
Regular Human Clothes: Clothes made before the fall of humanity. On the verge of becoming threadbare in places, but fitting and comforting. Offers little if any protection from ranged, magical, or melee attacks. May attract moths.
Iron Pipe: A four foot length of iron piping with a heavy duty ball valve at the end. Falling picked it up with the intent of making something out of it, but quickly began to use it for hitting things she didn't like while exploring outside the school.
Bolo: Seeing the strange weapon in a half-burnt book she found while exploring outside the school, Iris replicated the weapon using a length of rope and a pair of round brass weights. Swinging the weapon over her head Iris can, supposedly, hurl the weapon and entangle her enemies legs. Provided she can actually hit them.
One-Half a pair of Binoculars: A pair of broken binoculars, made decades ago. Snapped in half Iris uses the remaining mostly functioning half she has as a spyglass of sorts.
Backpack: A teal, medium sized backpack littered with all manner of pockets and straps. It's where Iris stashes everything she finds on her unauthorized trips outside of school.
Lycoris stands 5,7 with pale skin and a light, gaunt figure. At the start of her journey Lycoris had brown eyes and ratty brown hair. However a decade of practicing necromancy, as well as her initial exposure to ambient magical energies released during The Rending, her eyes turned a striking shade of purple and her hair grew into a dark lavender. Always sitting atop her nose are a pair of glasses for her near sighted vision. The pair she has now is her most recent pair, as Lycoris had to scavenge for new glasses over the years as she grew and her sight changed.
While at first glance Lycoris might seem like a somewhat sickly, if normal girl, the numerous scars on her body quickly draw the eyes and worry of others. Streaking across the left side of her forehead is a grievous burn scar that settled into the middle. At the center of the scar amidst the pinkish-red tissue is a clump of jagged black rock sticking up out of her skin.
This is a fragment of meteorite shrapnel that grazed her ten years prior, embedding itself into her skin and fusing to the frontal bone of her skull from the sheer heat it possessed. It was only thanks to the angle of its entry and sheer luck that it didn’t outright pierce her skull or cook her brains.
Her forearms also bare a number of scars, both old and fresh but all seemingly self inflicted. It isn’t what most would jump to the conclusion of however. Lycoris’s necromancy requires blood, requiring her to draw blood from herself. Originally Lycoris tried a couple different methods of getting blood. Needles kept breaking off in her arm, sterile IVs were difficult to find much less keep clean, and extracting and storing blood beforehand proved surprisingly difficult with limited resources.
Other solutions proved too time consuming forcing Lycoris to turn to simply cutting her arms to draw blood for spells in heated situations and battle.
While effective it’s left her arms horribly scarred and given her a rather unpleasant appearance as a result. Lycoris would enjoy covering her arms to avoid being mistaken for a lunatic or an emo edgelord, but doesn’t want to potentially die because she had to waste time rolling up her sleeves to cast a spell.
◇Personality Elements◇
Selfish
Neurotic
Power hungry
Callous
Eccentric
Inquisitive
Well Read
Intelligent
◇Biography◇
Lycoris was born in Australia, the only daughter of an eccentric historian. Growing up she spent most of her time either watched by friends of her father or alone and surrounded by books. From an early age she learned to read and turned to engrossing herself in books to find some kind of comfort. Lacking books for a girl her age Lycoris instead read the books and texts her father kept around the house for research purposes.
The books she delved into were all strangely worded, threatening tombs on magic and necromancy. Pages filled with images of dark deeds and esoteric principles of the spirits and demons that supposedly could bend the world to the practitioner's wishes.
At 7 years old Lycoris was reading translations of the 15th century Cambridge Book of Magic and The Heptameron, while her fellow 2nd graders struggled to read Charlotte’s Web. Her teachers were initially concerned by Lycoris's choice in reading material, but once they realized the girl simply wanted to follow in her father's footsteps they calmed down.
While overly verbose and intelligent for her age, Lycoris was still a little girl and craved her father’s attention and warmth.
Mr. Sparks was a historian, and an expert in the arcane practises of the past. Before Lycoris was born he held a number of theories suggesting that, at one point in time, magic rituals and spells actually worked.
This of course turned him into a laughing stock and brought him to the point of financial ruin. Bunched in with people who tried healing basketball sized tumors with crystals and con men who swore they could speak to dead relatives, it became a struggle to find work. Shortly after marrying the women of his dreams she died giving birth to a baby girl.
Her father did her best to support Lycoris. Going to great lengths to get work, even denouncing his previous theories and sacrificing what little reputation he had left in order to pay the bills.
Lycoris couldn’t help but feel somehow responsible for her father’s misery and misfortune. Wishing quietly that he would somehow be proven right.
It wasn’t until the discovery of Earth by the Equestrian’s that she got her wish.
Realizing magic was an actual powerful practice that could be accomplished with the right means, countless governments and individuals sought Lycoris’s father for his expertise and knowledge. In a short period of time he became incredibly wealthy and was able to spend more time with his daughter.
Though happy to finally have her father’s attention, Lycoris couldn’t escape the feeling her father blamed her for what happened. The man tried to explain he held no ill will towards her and that despite his success, was still somewhat melancholy about the past. He assured her that he would eventually move past the loss of his wife and the years he spent humiliated for his theories.
Lycoris did not believe him however and did not see why it was important to move past anything. Magic had been proven to exist and through magic any problem could be solved.
Breaking into her father’s office she stole an Equestrian tomb that had been lent to him for research purposes by a foreign government. Cross referencing the tomb with a book on necromancy Lycoris began secret preparations for a ritual.
With the influx of money Lycoris’s father had bought a new home and was able to pay to have his wife’s grave moved to their new property. The night it was moved Lycoris snuck out of her room and into the backyard where she dug up and cracked open her mother’s casket.
Guided by the moonlight and the foul oils of a long since rotted corpse, Lycoris drew a circle in chalk dust around the open casket. Clouds began to roll overhead and thunder rang out like screams as she stood over the grave and cut a wound into her arm with a kitchen knife. Her blood trickled down into the grave and Lycoris began to chant the words of an incantation.
Everything seemed to be going just as planned...when the ground shook and the sky lit up for a brief moment. The Rending happened in the middle of her ritual and terrible destruction began to rain down across the world.
Lycoris struggled to keep her incantations clear as the ground shook and terrible noises and flashes rang out in the distance. As cities disappeared and countless people died across the globe something began to go horribly wrong with her ritual.
Hearing the noise Lycoris’s father ran outside and rushed to her side, just as the festering corpse of his wife rose to its near skeletal feet. Animated by a foul force Lycoris’ mother reached out to grab her daughter’s wrist, only meet the hand of her still living husband.
Pulling him into the grave with inhuman strength Lycoris was forced to watch as her ‘resurrected’ mother tore her father apart. Paralyzed by fear and shock all Lycoris could do was stand there, still bleeding from the arm as her mother finished and stepped out of the grave towards her.
Lycoris’s life would have been taken then and there had a blistering light not streaked down from the sky.
A meteorite. One of many magically conjured to wreak destruction on the land, struck her house and obliterated it. Superheated fragments of rock flew out in all directions upon impact, ripping Lycoris’s animated mother apart and immolating her fragile body in a matter of moments.
Lycoris was thrown back by the impact, a small fragment of meteorite grazing her head and leaving a burn painful enough to rob her of consciousness.
She woke up hours later with the sun beating down on the smouldering crater that used to be her home. The dead remains of her mother and father still left strewn about the ground near the grave she dug up. With nowhere to go Lycoris simply turned away from the hellish scene and began to walk.
The traumatized little girl went looking for help only to find everyone in a panic, looking out for no one but themselves. Operating in a kind of dazed autopilot Lycoris scavenged for supplies as she continued to walk. The little girl walked until night fell and she collapsed upon a hillside outside her home town. It was there in the dark that she broke down in screaming tears as the realization of what happened finally registered.
Lycoris blamed herself. The magic had been fine, it should have worked. But it didn’t. And it didn’t because of her. Had she been more skilled in magic her father wouldn’t have died. Her mother would have been returned to life. Perhaps their house could have been saved from the destruction.
Haunted by countless possibilities Lycoris lay curled up under the moonlight, swearing between her sobs that she would do everything it took to become an unquestionable master of magic. She would not stop until every element and trivial force of magic bent their knee to her command.
Lycoris woke up the next morning exhausted and hungry. Where other children searched for food, shelter, and safety Lycoris searched for books. She broke into libraries and colleges looking for texts, tablets, scrolls, and artifacts. Only ever seeking out her needs when the demand became too great to ignore.
Even as the adults began to die and warp into hideous creatures Lycoris continued to travel and research what she could while struggling to survive. When the Equestrian’s arrived and began to round up children, Lycoris put what she learned to use and avoided their detection.
Alone Lycoris traveled wandering the outback, crossed the sea, and began a decade long journey across Asia and into Europe. Years went by and she learned more and more. Her body grew, but her heart remained as cracked and small as it was that night by her mother’s grave.
Despite learning necromancy and surviving years on her own in a world polluted with hellish creatures and magical weapons gone rampant, Lycoris still felt weak and unwise. She wondered if she would ever gain mastery over magic when, while passing by an Equestrian settlement, she heard a rumor about a fabulous power rumored to be in a place called ‘Bellbrooke’.
Intrigued Lycoris set out for the former British Isles and eventually arrived at the settlement...
◇Skills and Talents◇
Multilingual: Lycoris has learned to speak, or at least read and write in a number of different languages. Several of which are archaic and connected to magical scripts and texts on Earth. It isn’t a perfectly grasp of the languages, her pronunciation and translation are off at certain points.
Speed Reader: Books are Lycoris’s meat and potatoes. She loves to read books and can go through them pretty quickly. However her speed reading only applies to scholarly and academic texts. When it comes to story books or works of fiction she can actually be very slow in getting through them. Mostly because Lycoris has to take her time to really grasp the weight of narrative elements and the plights of the characters.
Survivalist: Spending a decade trekking across the ruined, monstrosity polluted world has given Lycoris a tremendous amount of first hand experience in surviving harsh situations. She knows how to scavenge for food, hunt, cure hides, preserve foods, treat harsh injuries on her own, make shelter, and much more.
Rended Expert: Expert is probably too strong a term, but Lycoris considers herself one on the subject of the Rended. The adult humans who didn’t outright die from the magical energies released from the countless weapons during The Rending, slowly lost their humanity and turned into twisted creatures. These beings became known as the Rended and proved a threat to the survivors and the Equestrians who came to help them.
Years of witnessing, fleeing from, and fighting such creatures has allowed Lycoris to accrue a large degree of knowledge on the Rended, their behaviors, and workings.
Intermediate Magic User: Lycoris has worked hard while surviving to learn as much as she can about magic. Though she’s made impressive progress she is still just an intermediate user with a lot to learn. She has some interesting, if not outright dangerous theories for a magic user however...
◇Relics, Spells, and Techniques◇
Necromancy
The arcane practice of understanding and manipulating the forces that separate life from death. Through Necromancy spirits may be understood, powerful forces may be harnessed, and the dead themselves can be turned into tools or outright weapons.
Lycoris is a practitioner of Necromancy but does so in a style she developed on her own with some experience. Typically traditional necromancy is very stationary and time consuming, but by using blood as not only a sacrificial medium but a focus Lycoris can dramatically simplify spells.
By spilling her blood (or the blood of another) and using it in her castings she hastens otherwise time consuming practices. Allowing her to use her Necromancy more offensively and on the fly. While powerful, Lycoris's approach has it's weaknesses. Like most magic associated with the 'dark' her spells are left vulnerable to magic connected to the divine or the light. Her use of blood in her spells also takes a toll on her health as Lycoris must draw her own blood, often through cutting into herself, which risks infection, greater blood loss then intended, and a number of other horrid things.
The spells and rituals Lycoris currently know are:
Create Scroll: Using paper, parchment, or anything sturdy enough to be written on and rolled, Lycoris can prepare certain spells ahead of time by scrawling out the necessary runes in blood to make a scroll. Once made all that is needed is to unfurl the scroll, add additional blood, and recite a brief incantation to activate the scroll. The scroll is destroyed with the activation of the spell, making them single-use only.
Will-O-Wisp Fire: Blue, menacing fire made from concentrated magical essence drawn from the surrounding environment. Though it will not harm the user it burns with an intensity that can flash-heat metal and blacken flesh on contact. To cast the spell Lycoris inscribes runes in blood up the ventral side of one of her forearms until they reach the bottom of her wrist.
Once completed Lycoris utters the following incantation; “Oh unspoken flame allow me to grasp you now so others may suffer at the sight of your light!” and a blue flame ignites in her hand.
Holding the Will-O-Wisp Fire generates bright blue light and gives Lycoris a certain degree of control over its intensity. When confronted by an enemy or obstacle the fire can be thrown. Once the flame leaves the user’s hand another will ignite to take it’s place. This can be done up to four times before the spell must be re-done.
Raise Lesser Zombi: Through necromancy it is possible to restore the body and soul of an individual who has passed from the world. At least in theory. Doing so requires tremendous effort, preparation, and vast arcane knowledge. Even when done correctly a ritual can be utterly ruined by difficult to sense or otherwise unseen factors.
The more offencive abilities of necromancy were born largely out of easy to recreate ‘mistakes’ of trying to return the dead to true life.
One of the most basic, yet difficult spells in necromancy, is raising the dead. There are a number of ways to raise the dead and many forms they can take. The most basic of which is a “Zombi”.
The oversaturated Human media of the 21st century depicted zombies as disease created abominations, brain dead husks driven by instinct to feed. This is largely incorrect as proper Zombis are not merely biological entities but temporary spiritual ones.
To create a Lesser Zombi, Lycoris places a corpse (either fresh or dessicated) inside a blood circle adjusted to the size of the body being used. Once inside the circle she clasps her hands and uses the circle as a focus, chanting an incantation several times to draw the ambient magic from her surroundings to a single point inside the corpse.
There a sort of Promethean flame is lit. A crude, temporary, artificial ‘soul’ is created that animates the zombi. Doing so actually restores some flesh and mass to the zombi’s dead body. Ensuring it is sturdy enough to carry out the wishes of it’s master and weather the blows it will suffer trying to do so.
Lesser zombis are sluggish, motivated only by the weak magical energy binding their body and the will of their master. However they are capable of great feats of strength and unable to feel pain. Unlike what the human movies suggest, destroying the brain of a lesser zombi will not kill them or even slow them down. Only a few things can properly put a zombi down which include:
The total destruction or immobilization of their physical form (blowing them to a red mist or chopping off and then pulverizing each extremity.
Dissipation of the magic binding them through other kinds of magic or magic dispelling seals or items.
Feeding the zombi salt or covering in it.
Lesser zombis may carry out simple tasks given to them but lack the intelligence or consciousness to handle anything too complex. They are easily dispatched by those knowledgeable in the creature’s weaknesses and are repelled by a number of means (salt circles, charms, wards, etc).
Once a circle is down Lycoris can repeat the process of raising lesser zombis in relatively little time. Allowing for her to make and deploy Lesser Zombis in numbers (provided she has a supply of bodies). Unless steps are made to ensure otherwises Lesser Zombis will only remain animated for a few hours under typical circumstances.
Raise Totenkopf: In legends and stories there are different tellings of skeletons, stripped of flesh, rising to attack the living. In Necromancy these creatures are sometimes called Totenkopfs and are a kind of undead. Where Lesser Zombis are reanimated corpses bound by temporary souls, Totenkopfs are far darker and malicious creations.
They are the bones, the mere core of a living creature, held together and strengthened by the residual feelings of hatred and anger left behind by their death. A Totenkopf is more akin to a demon then a simple undead and can be just as dangerous to the necromancer themselves as their enemies.
To make a Totenkopf, Lycoris requires the skeleton or the bones of a creature. If a skeleton is not available Lycoris can take a corpse and start from there. Starting a fire Lycoris casts the bones (or corpse) into the flames and makes an incision in her arm, drawing blood and letting it run into the fire.
As her blood and the flames mix she chants, calling upon the negative energies and wounded spirits to take refuge in the bones so that they may do her will. After a few moments a skeleton rises from the flames. Bleached and tempered by the heat. Ready to serve and to kill at her command.
With no dead tissue to weigh them down Totenkompfs are incredibly agile will still possessing formidable strength. They have no vital organs to destroy, no blood to lose, or muscle to tear. Reduced to what amounts to a wire frame of bone Totenkompfs become difficult to hit with precision ranged attacks. Arrows, crossbow bolts, or bullets often miss or go right through them. as they have less hit surface then a full flesh and blood zombie.
They are highly resistant to injury and will only ‘die’ if their form is shattered. This is most easily accomplished with powerful physical blows with a blunt weapon or rending damage accomplished through explosives or powerful magic.
When armed with a melee weapon Totenkopfs become terrifying close quarters combatants, slicing and pulling apart their adversaries as they suffer mere chips and cracks in their body. A Totenkopf is faster and more motivated than a mere zombie, able to attack quickly and with more ferocity due to the hatred that controls them. However it is this hatred that also threatens the necromancer, as a Totenkopf can potentially escape their control and go wild. Killing everything in sight.
Spirit Sight and Speech:Drawing blood Lycoris spreads it around her eyes and down her throat in runic patterns. Once applied she closes her mouth and eyes and recites an incantation. “Spirits gone forever more whose sight and words escape my own. Rend this veil that separates us so I may see and share your words.”
Upon opening her eyes Lycoris will be able to see spirits and manifestations of the dead who still haunt the material world. She can hear them and they can hear her, allowing Lycoris to communicate and extract information from the dead. Of course this isn’t without it’s dangers but it is a useful spell that lasts an entire day once cast.
Invisibility Ritual (Crude): When one cannot fight, they must hide or die. To disappear from sight is a skill Lycoris found the value of very early on in her career as a Necromancer. Seeking invisibility she discovered what she was looking for in ghosts. Spirits cannot normally be seen by the naked eye unless they wish to be seen or the seeker has magical assistance.
Through practice and several instances of disastrous trial and error, Lycoris developed the means to emulate the makeup of a spiritual entity. Spilling blood and using it to draw runs across her forearms, Lycoris presses her arms together and slowly spreads them apart while chanting. Ambient magical energy is pulled from her surroundings and focused through her arms, creating a thin magical membrane of sorts as her arms spread apart.
Like a bubble blown from a bubble wand, the membrane is eventually freed from her arms becoming a nearly invisible shroud she can drape over herself. While overtop of her Lycoris is almost completely invisible, able to move and operate out of sight. However the shroud isn’t perfect and refracts light in odd, awkward ways at times. Meaning if someone looks hard enough they can spot the faintest of silhouettes as she moves.
On top of that that shroud is very easy to damage and can become covered in dust or sand in unsanitary environments.
◇Gear◇
Wild Clothes: Having spent the majority of her life traveling Lycoris has burned through quite a lot of clothes over the years. Wear and tear, not to mention growing out of clothes, has left her rather accustomed to finding or making new things to wear. During her journey to Bellbrooke she did scavenging and found articles of clothing from before The Rending to make an outfit.
Lycoris’s current attire is made of a purple hole ridden undershirt, shorts that once used to be jeans, panty hose, tattered steel toed military boots, and a dirty white overcoat with the sleeves cut or fallen off completely.
They provide the minimal warmth needed for the season and the region while being lightweight and comfortable. Lycoris’s wild clothes possess no protective properties from physical or magical attacks, and aren’t even that sturdy.
Leather Backpack:A sturdy leather backpack that has served Lycoris well over the years. It can hold quite a lot and its leather, although old and worn, is still surprisingly strong. The straps that go over her shoulders also have a knife sheath for her ritual blade and a short chain to attach books to so she doesn't drop and potentially ruin them.
Ritual Knife: Originally an everyday kitchen knife, the steel blade eventually broke after a few years of heavy use. Lycoris managed to replace the blade with a smaller, but sturdier knapped obsidian blade that she fixed and lashed to the handle of the kitchen knife. It works almost like a scalpel, excellent for use as a weapon and for rituals.
Sterilized Bandages: Crude, but sanitized bandages made from old cotton cloth sterilized in an even older oven. Lycoris learned to make them when she was young and currently has a roll on hand for stopping any excessive bleeding she may experience.
Personal Tomb: A large leather bound pook with hundreds of parchment pages. It’s filled with countless entries dating all the way back from the start of her journey. The book has a number of details, notes, theories, spell instructions, and information on countless magical schools that Lycoris has recorded over her travels. Some of the information is very dark and holds great potential for abuse in the wrong hands.
Bag of Salt: Inside a crude hide sack with a leather drawstring Lycoris keeps a healthy supply of salt on her person at all times. Just in case...
Bag of Rat Bones: Lycoris goes to great lengths to hide a bag full of rat bones in the event that she is ever captured. With the bones she can raise a small, skeletal rat and send it out of any cell she might be thrown in to free her.
Lightning Flash stands at a tall height of six feet, dwarfing those around him. He has a rather muscular build thanks to the training he had undergone to join the Grand Guard. Because of his initial exposure to the magical radiation produced during the Rendering, his light brown hair turned snow white - which is usually unkempt most of the time. However, his lime green eyes didn't appear until much later - after he had started to dabble in the arts of electromancy.
For someone who spends a lot of time outside, he has a rather fair complexion - adding to his handsome facial features. He seems to take good care of his body - or at least, anything that anyone could see. Thanks to his nature, he abhors any dirt on his features as he quickly wipes them down. His skin in immaculately free from scars that can be seen.
Because of his position in the Guard, he was able to get hold of some rather nice clothing. A white overall trench coat with Equestrian armor underneath to protect him from attacks, plating on his sleeves, gloves, plates slacks and boots.
◇Personality Elements◇
Charming
Friendly
Chaotic - he loves destroying things
Violent at times
Doesn't care about anything else but his own twisted kind of fun; psychopathic
Surprisingly, he's good at following orders as long as it aligns with what he wants - usually it does
◇Biography◇
Lightning Flash was a name given by his Equestrian masters. No, his real name was Jonathan Morrey. Let's take a small trip back to the past of the destructive human of the Guard. Jonathan was a normal boy back then, happily living with his family. His parents were caring and his older sister did more than just adored him. They were a relatively well-off family and they wanted nothing more than to just stay close and stay happy. His father was a scientist and his mother a doctor.
Everything had been normal until Twilight Sparkle had established contact with Earth. Enamored with what the Equestrians had to offer - his parents spent time working tirelessly on their research of magic, working with government teams to weaponize this magic.
It took a while, but his mother opened her eyes to the truth. They were creating mass weapons of destruction again, instead of turning their head to the other side to create machines made with magic to heal. She argued with his father and then with the team, but she ended up being kicked out of the team.
His mother said goodbye to Jonathan and his older sister, vowing that she would return and make things right. Jonathan didn't know what happened to her mother after that. There were rumors that she then went on to learn healing spells herself with the aid of the Equestrians. Jonathan, himself, had already gotten acquainted with the magic - Electromancy. Hiding from his older sister and his father, he had successfully stolen an ancient text about it along with some Electrum. He practiced on and on, away from his the presence of anyone he knew.
Then, the Rending happened. Ten years ago, when he was fifteen, everything went to hell. Jonathan and his older sister managed to survive. His father made his way back to them. However, he soon died from mass organ failure - horrifying that two. Having only suffered minor injuries, the two set out to find some help. Any help.
It took months for someone to find them, and Jonathan had been undergoing some... problematic changes. He seemed to have lost the skill of empathy and seemed to love bringing harm to others which was sated by destroying various things in their already destroyed world. His older sister worried about this change, but there was nothing she could do about it. There was one thing that should be noted, Jonathan never brought harm upon his sister. Not even once.
They were both placed in a sort of Reformation School and he was given the name Lightning Flash - mostly likely in reference to one of them seeing that he was carrying Electrum with him. He was a rather good kid in the school, happy and content with being with the others but showed problematic signs of psychopathy but they chalked it up to merely the nature of humans to be destructive and it never really harmed anyone.
Lightning Flash graduated with flying colors and went on to join the Grand Guard. Meanwhile, he as having flashbacks of his past - a past he did not remember living. He remembered a name - Julianna - and the feeling of warmth around him. As time passed, he began remembering more and more. Faces popping up, serene places, the feeling of power in his hands. He even remembered his name, Jonathan.
When he had joined the Grand Guard, he was the perfect role model. Friendly, charming and willing to go to lengths to protect - Lightning Flash was the Guard everyone thought would be Captain at one point.
But he never yearned for the position. Every proposal was rejected, keeping him at a relatively low position with a relatively average payout. He patrolled the borders of the walls - willing to go outside and brave the monsters, and whatnot.
One time, as he was patrolling the area outside the walls, he had come across a dying adventurer. Knowing that he wouldn't make it, the adventurer talked with Lightning Flash who humored the dying man. He spoke of tales of magic and how the power of the heavens was under his control. Just before he drew his final breath, he handed Lightning Flash a bag of Electrum and a leather-bound book that recounted his journey. Keeping these for himself, Lightning Flash then went on to report the dead body to the higher-ups.
Lightning Flash found himself a natural at Electromancy - old practices worming to his mind, controlling his body movements to cast the spell. When the Guard found out that he could do Electromancy, the initial reaction was to throw him back to reformation school but was quickly convinced that he could use the power to help stop the monsters more effectively. The presence of the electric-powered human seemed to put unease into the citizens of Bellbrooke, but they have now come to accept him.
◇Skills and Talents◇
Guard Training: Thanks to his training with the guard, he has been able to master the way of the sword and is rather proficient with the spear as well. He's been trained in firearms, but he never found himself good with it. He continues to train himself with a sword and often spars with others.
Survival Instinct: He's survived months with his sister after the Rendering, encountering the Rendered and avoiding them. This ingrained something in his mind - a natural instinct of sensing danger, honed to protect him. He is hyperaware of anything dangerous around him, though it sometimes fails or activates without rhyme or reason.
Athletic: Even before his Guard training, and even before the Rendering, he had always been the star athlete in school. He's come around to using free running/parkour. It is a rather useful skill when chasing down the bad guys. Though shooting them with lightning sometimes does the trick too.
Magical Prowess: He's nowhere near master level, nor high level. He uses it frequently, yes, but he doesn't have the information to constantly make magical theories to test out. Lightning would usually get around to making one when he gets inspiration to do so.
Acting and Manipulation: Why do you think he was able to enter the Guard despite his destructive nature? He convinced them that he has changed and that he is doing everything for the 'greater good'. He joined the Guard so that he has an excuse to fight the monsters while still being given supplies (as adventuring would mean he would have to fend for himself).
◇Relics, Spells, and Techniques◇
Electromancy
Pyromancy. The magic of the flame. Primal and Promethean in nature. This means of manipulating and creating such a base element influenced countless other schools of magic throughout the ages. One of which was Electromancy.
With years of practice and the book given to him by the adventurer, Lightning has been most curious about finding a way to make it easier for him to cast lightning. He's turned to using catalysts every now and then when he truly needs it, but rarely blood.
By using several catalysts, Lighting has been able to increase the versatility on the usage of his spells. No long is he bound to the ground as he chants his spells. His favored catalyst is 'memories', for they are mostly useless to him. As long as he knows who he is, it is fine with him. Though he seem to not want to erase the memory of a girl named Julianna, whoever she is. Obviously, the drawbacks are that he forgets things that might be important in the future - names, events, weaknesses and the likes. It must be known that he doesn't always use catalysts - only when he is desperate.
Spells currently known:
Lightning Bolt: After giving their hands a dusting of powdered electrum or gold the caster plants their feet firmly on the ground. Widening their stance they clench their fists and move their arms to their sides. They make a series of specific, timed gestures before reaching skyward. Opening their hand they stretch their arm as far as they can raise it and grasp something.
Suddenly sparks begin to fly as a shaking, brilliant coil of lighting becomes trapped within their grasp straightening out into a threatening spear. Once in hand the user may rear back and throw the bolt at whatever they desire. Though the lightening bolt provides some propulsion to itself, the accuracy and distance it goes is dependent largely on the user.
The bolt is capable of blowing holes through buildings, singeing muscles and flesh, or outright stopping the hearts of living creatures with its intense power.
While powerful however the Lightning Bolt spell is somewhat telegraphed and since the user must plant their feet, they cannot move and cast the spell. Of course, using a catalyst would speed up the process of obtaining the lightning bolt - but it takes a heavy price as well.
Lightning Web: After taking only a bit of Electrum, the caster plants their feet on the ground. The user then closes her eyes and then takes a deep breath before making a short series of timed movements before spreading their arms sideward.
A web of electricity appears around him in a five meter radius - trapping anyone within it whether it be friend or foe. The trapped would feel a sort of tingling feeling that would numb the longer they are within the web.
It is possible to escape from the web with enough effort. It will disappear around five minutes, but the caster must keep his stationary for this amount of time.
Explosion: By harnessing enough electrical energy through a series of movement and a bit of electrum, the caster can aim at a certain point and make it explode. However, the potency of the explosion is heavily dependent on how long the caster has been casting.
Explosion had always been a charge up move. It takes a long time for it to reach its full potency - capable of bringing an entire building down by striking the base. It has been outlawed in use back before the Rendering even began. But that didn't stop people from using it.
Lightning Flash learned about this through the book of the adventurer, and also learned how it can be shortened or cut off mid-chant but still let out a form of explosion. It decreases it potency, yes, but it would sometimes be useful in kicking up dust for distractions or whatnot.
Lightning Rune: It is basically imbuing an object with the power of lightning. Lightning Flash favors imbuing his sword with the element. It is done by holding the object on the right hand and then performing a series of movements. It ends with closing the left hand to trap the electricity and then running the hand through the object that one wishes to imbue lightning with.
It increases the potency of weapons, and gives a shocking effect to it after. Though it may not instantaneously kill anyone, being repeatedly hit by it might make the heart stop or make someone convulse. However, the rune only lasts around seven hits before it needs to be reapplied.
Lightning Arrow: It functions and is activated around the same way as the lightning bolt - but it has decreased potency and a shorter chanting span. Its aim is to incapacitate - not to kill, hence how it is accepted to be used against human criminals.
Multiple arrows can be created and launched given the proper sequence of movements. It then turns into a Lightning Barrage which is used to put down bigger monsters that should not be killed.
◇Gear◇
Guard Clothing: His clothing has been heavily modified with paddings to protect him. It keeps him light on his feet but able to withstand some form of damage so that he wouldn't get killed immediately.
Because of his position in the Guard, he was able to get hold of some rather nice clothing. A white overall trench coat with Equestrian armor underneath to protect him from attacks, plating on his sleeves, gloves, plates slacks and boots. His trench coat has a rather big pocket inside where he will sometimes put his book, and also houses his bag of electrum.
Sturdy Backpack: Whenever he goes out of the wall, he is given a backpack which contains essentials or anything that he needs to bring. It has served him well as it is the same backpack he used from the very start. He has already taken it from the Guards and carry it around even off-duty. It usually contains some gold, copper and other metals he can salvage.
Sword: A sturdy silver sword given to him when he joined the Guard. He has refined this sword to increase durability and fixed it time and time again. It is found sheathed on his waist.
Spear: It would usually be found on his back. It's a rather normal spear with nothing note-worthy to speak of. Though, sometimes, Lightning Flash uses it as a pole to vault himself over something. He isn't exactly the best in the way of using a spear.
Bag of Electrum and Gold: After his initial showing of magical powers, he was then able to procure Electrum when he formally asks for it from the Guard. However, on his day-offs, he would usually venture out of the walled city to try and find some extra metals to use. He knows that he can't keep on relying on the Guards since they also have a limited supply and they might not even give him enough anymore. They're usually in his trench coat for easy access.
Adventurer's Journal: It would seem that the adventurer knew more than he was letting on. It accounted his numerous travels and magic spells that he had learned, and described it thoroughly. Lightning Flash has been adding numerous entries as well. He still has a lot to learn from the Adventurer's journal as it contains spells he hasn't been able to do yet.
Purple fur, blue eyes, short mane and tail (and short, scruffy beard) darker blue than eyes. Slightly taller than average (roughly average for male). Decidedly non-muscular. Cutie mark is a dotted outline of a pony. Magic aura indigo. Neutral expression appears unfriendly.
◇Personality Elements◇
Cranky
Sarcastic
Has trouble with social interaction
Generally remains quiet unless he has something to say
Introverted
Thirst for knowledge
◇Biography◇
After proving less than capable at interacting with his fellow foals, Crepuscular Rays began to prefer being ignored over the embarrassment of actually talking to other ponies. One day, he was so desperate to be left alone, he channeled his magic with the wish “Please just ignore me”. Rays was astonished when the other foals suddenly behaved as if he weren’t there. When his impromptu spell finally broke, he found a cutie mark adorning his flanks. Rays spent many days and nights using his new privacy to study magic and history and folklore (with detours into fiction when he felt like a change of pace). He grew to crave exploration and discovery. When he heard about the new world discovered by Twilight Sparkle, he was excited beyond measure, only to become horrified by the thought of all the destroyed knowledge during humanity’s decline. When Earth became a colony of Equestria, Rays knew that somepony needed to find and protect what was left of humanity’s legacy before even more of it was lost forever. That somepony might as well be him.
◇Skills and Talents◇
Crepuscular Rays is well versed in magical theory, as well as the history and folklore of his homeworld. His knowledge of pre-Equestrian Earth is second to few, though still frustratingly minimal. Rays is a fairly adept woodsman, which serves him well while exploring. He has decent horn-flow, though his reservoir is only slightly-above-average at best. His specialty, however, is spells that reduce his presence (like the one that got him his cutie mark).
◇Relics, Spells, and Techniques◇
Rays can use telekinesis at the level of an average adult unicorn. He can also use prestidigitation, magic sight, and dancing lights. His specialty spells are, in ascending order of cost, Notice-Me-Not, See-Me-Not and Hear-Me-Not, Remember-Me-Not, and Touch-Me-Not. Due to his proficiency with these, he can combine them freely as modular components, though it costs more energy to use them this way. Aside from spells, Rays is also capable of firing a blast of raw magic at a target (like any unicorn can), but has no training in doing so safely. As such, he runs the risk of harming his magical pathways or overexerting his mana supply. Magic blast is therefore reserved for extreme emergencies only.
Telekinesis: The inborn unicorn ability to manipulate objects with magical force. Negligible mana cost. Cost increases with distance and weight of objects.
Prestidigitation: A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. (from Pathfinder Core Rulebook) Minimal mana cost.
Magic Sight: Allows user to see and identify magical auras. Requires some concentration. Minimal mana cost.
Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps). The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. (from Pathfinder Core Rulebook) Minimal mana cost.
Notice-Me-Not: The caster becomes extremely uninteresting to other nearby creatures. Becomes less effective if target(s) already aware of caster's presence or actively searching for caster. Can be broken by subject actively drawing attention to itself. Does not affect machines or other mindless things, such as mindless undead. Minor mana cost. Cost can be raised to increase radius of effect.
See-Me-Not: The caster and carried gear become entirely transparent to light (though not to magic). Can be cast on others. Moderate mana cost.
Hear-Me-Not: The caster and carried gear do not radiate sound. Can be cast on others. Moderate mana cost.
Remember-Me-Not: All other creatures within 60 ft. forget caster’s existence. Memory loss temporary, returns once out of range. Does not affect machines or other mindless things, such as mindless undead. High mana cost.
Touch-Me-Not: Caster becomes intangible. Concentration required to maintain. Can be cast on others. High mana cost.
◇Gear◇
Cloak: Dark grey, hooded, waterproofed, lined with pockets. Saddlebags: Brown, waterproofed when closed, enchanted to double holding capacity. Canterhorn hiking staff: Magically toughened, enchanted for reduced weight, enchanted with recall charm (within range of 100 miles, bonded unicorn [Rays] may cast specialized cantrip, staff teleports to bonded unicorn’s possession). Very expensive (it was a graduation present). Survival gear: Pocket knife of the Swiss persuasion, canteen, flint & steel, emergency blanket (salvaged), rope (50 ft.), compass, binoculars, small mirror, tinder, small hatchet. First aid kit: Barely used yet. Identification materials (whatever form those take in this setting). Reference books: Titles TBD, no more than 5. Currency: 107 101 bits
Edit: Bits updated, spells clarified, aura color adjusted, compressed behind hider to save space.
Thundering Cloud (Cloud to her friends) stands at 5 feet and eleven inches tall and with a build that looks like it may have been softer once. Nowadays, all the softness has been chiseled away, and while she isn't flat by any means, her build leans more towards boyish. Her skin is a light coffee color, topped with neck-length curly black hair that she usually keeps in a tight bun. Despite her build, her facial features remain soft, and she has expressive green eyes that always seem to be slightly widened.
She has a small scar that runs alongside and above her left eyebrow, as well as a gunshot scar just a few inches above her navel.
◇Personality Elements◇
Loyal to her friends and superiors.
Open-hearted and minded.
Still believes there's good in the world.
Distrustful of those from outside the Equestrian colonies.
Haunted by memories.
Light smoker.
Terrified of centipedes.
Has conflicted feelings about the re-education programs, however she understands it's the only solution so far.
Secretly a bit of a sadist. (There's just something about pulling the trigger and dropping a threat that brings her a measure of peace.)
◇Biography◇
Cloud was born into a military family, to a mother that worked at ONI (US Office of Naval Intelligence) and a father who was stationed in Florida at the time of The Rending. She spent most of her time with her father, living and going to school wherever he was stationed. She had trouble making friends, and as such was mostly withdrawn and more concerned with being independent. By the time she was 13, she could cook and clean for herself, and her father had given her an M1911 handgun for her 14th birthday for her to own when she "got older."
She only knew of her mother because her father had told her. Apparently, she'd chosen a career at ONI over the family life.
Cloud had just turned 13 when the Equestrians made first contact, and her life became a blur at that point. Her father was redeployed every few months as US Command struggled to address the novel issue that foreign entities could now teleport directly into their cities. Unsurprisingly, she found herself fascinated by the Equestrians and their magic.
She was 14 and home alone when the world was plunged into terror. When the screams died down enough outside, she waited for her father. For anyone, really, but nobody came, and after several days of hiding indoors, she was forced to leave the house to survive. She took the gun her dad gave her for her 13th birthday and braved the horrors of the outside world.
Cloud could never have prepared herself for what she'd witness. She kept to herself, spending most of her time hiding and scavenging when it was quiet. She avoided other kids as well, but she couldn't stay hidden forever. a month before she was found by the Equestrians, her little hideaway was discovered by a band of looters. She managed to escape with her life, having to shoot one of the deranged adults to escape. The rest of the group vengefully pursued her for a couple of weeks before giving up the hunt.
When the Equestrian search parties looking for survivors found her, she was in depressing shape. Malnourished, traumatized from months of a living nightmare, and desensitized to the horror.
After reform and re-education, Cloud decided she wanted to help the Equestrians reclaim her world. At least, that's her goal. She managed to get into the Guard and not a single step higher.
Cloud's 21st birthday rolled around and she joined the Guard and started training. Initially, she didn't quite take to fighting head-on with a spear, but in time she got the hang of it and started her service. She quickly found to enjoy the few times she was deployed outside of the settlement, even though she came back with a bullet in her stomach the last time.
Over the years, the memories have started to trickle back in. She remembers "Charlotte" but she doesn't know who's name it is yet. She remembers she had a family, but she cannot recall anything about her mother. She knows, at least, that her father was a soldier. She doesn't remember why a handgun was among her possessions, but she's also inexplicably fond of it. She deals with the memories as they come.
Currently, she has around three years of service in the Guard, and has some experience fighting mutated horrors and bandits, although she's more used to helping keep the peace. Overall, her service record is quite good, although she has made the occasional slip-up in the past.
◇Skills and Talents◇
Thundering Cloud is a soldier above all. She knows how to read a situation and make the right call, and has a solid mind for tactics. She's proficient with the use of the spear and her handgun. She also knows how to survive outside the settlement for extended amounts of time, an instinct retained from before her reformation.
◇Relics, Spells, and Techniques◇
Cloud has her "survivor's endurance." She survived The Rending and the months after by her lonesome, and just when things seemed bleakest and death seemed to call her name, she pulled through and survived. In dire situations, Cloud can keep herself extraordinarily calm or tank through serious injuries (although she has her limits), and if pushed too far she might do something irrational in her desperation.
She also retained small bits of her paranoia from the time of The Rending, and many can attest to how difficult it is to catch her by surprise. She has a knack for noticing things at the last second or catching particularly small sounds.
◇Gear◇
-Guard Armor sized for a human. -Respirator -Worn belly rig (She uses most of the pockets and magazine pouches for random stuff, but she is also currently carrying two magazines for her M1911 -Sturdy spear -A Trusty M1911 Handgun chambered for .45 ACP. -Pack of old cigarettes (currently has four) -Slightly rusty Ka-Bar bayonet (Usable as a backup weapon/utility knife.) -Soldier's rucksack for whenever her duties take her beyond the settlement's boundaries (Bedroll, compass, weapon maintenance kit, journal, water canteen.) -3 pairs of adjustable cuffs. (Usable on humans/ponies) -1 Unicorn horn-dampener (for apprehending those dang unicorns)
Sorry for jumping the gun on you like that. I had these unshakable assumptions that there'd probably be a decent amount of human military stuff left over but I was wrong and it's fixed now hopefully.
Beeline is a unicorn pony with a somewhat stocky, muscular build. His coat is light brown, and his mane is a sandy blond. He’s grown a chin strap beard, which he keeps trimmed fairly short. He doesn’t put too much effort into styling his mane or tail, and they’re often left to become scraggly messes. His eyes are dark green. His cutie mark is a black and yellow arrow, with a dotted line trailing after it.
◇Personality Elements◇
Vigilant
Curious of others.
Values intelligent life.
Practical
Fond of telling stories.
Howdy y’all!
◇Biography◇
The discovery of Earth brought many things for the changelings, new opportunities chief among them. The Rending only made the jump to Earth even more attractive. Impressionable minds, individuals in need. The many external threats were a perfect distraction for more than a few changelings to slip in unnoticed.
One particular changeling warrior happened upon Beeline on his own in the wilderness, slew him, and took his place. He made his way to the nearest settlement, pretending to have lost his memories to a monster created by The Rending.
This new, amnesiac Beeline spent several years integrating into a group of scavengers and making a name for himself as one of the proportionately few civilians to successfully hunt and slay monsters. He fed off the group’s camaraderie for one another and reveled in the praise he received for slaying monsters in the defense of others.
The rumors of a great and powerful something in Bellbrooke have attracted his host group to the British Isles, just as they have attracted many others.
◇Skills and Talents◇
The original Beeline’s special talent was marksmanship. The changeling version is far from perfect, but has honed his skills and reached a very high level of accuracy, given his weapon of choice.
Years of hunting experience have taught him how to track other creatures and set traps, using both his tools and his magic.
Due to the nature of his species, he’s an excellent actor.
◇Relics, Spells, and Techniques◇
As a changeling, Beeline sustains himself by passively absorbing the positive feelings others direct toward him. Because of its necessity to life, his magical capacity and throughput are both very high, for better or worse.
Transform: Beeline can transform into any living creature of a similar size to their own—provided they have a visual reference to base their new form off of. Maintaining the form is a subconscious act, and slowly drains their magical reserves. Halting the flow of magic in any way will cause the transformation spell to fail.
Siphon: Forcibly feed off another living, feeling being. It’s flashy, unpleasant, and entirely obvious what’s happening, both to the victim and to any observer.
Plant Emotion: Essentially the opposite of his siphoning spell, raw emotions (e.g terror, loathing) can be forced into the mind of a single target.
Levitate: Beeline can lift and manipulate objects in the same way a unicorn can. He’s had plenty of practice utilizing this skill, and can control several objects at once—most easily demonstrated when using his rifle.
Fire Portal: A powerful spell that creates a doorway between two solid surfaces. While the entrance and exit need not be in direct eyesight of one another, portals placed by estimate in unfamiliar surroundings can lead passengers to places far, far away from their intended exit...like inside a rock, or on the surface of Pluto. If either end of the portal closes on a solid object, said object will be split in two.
Conjure Illusion: Use moderate amount of energy to create the illusion of an object. The amount of magic used to increase duration and complexity of the image scales multiplicatively.
Cloak: It is not perfect invisibility; light twists and bends around him, and his silhouette is very easy to recognize if any sudden movements are made.
Smoke Bomb: Low-effort spell that conjures a cloud of smoke around the caster.
Shield: A relatively simple shield spell that takes the form of a curved field of solid magical energy. It catches objects and deflects them away from the caster. The more magic poured into the shield, the stronger it is.
◇Gear◇
A flask-sized, metal container, filled with photographs of himself and his hunting party. He’s never without it, in case he ever has to modify or temporarily abandon his disguise.
A massive, 2 bore double rifle with a falling block action. It was made specifically to be used by a unicorn, and lacks the grips or shape that would allow it to be (safely) operated by anything else.
20 2 bore cartridges, along with the manual and tools to make more.
A long, thin bayonet.
Travel Bags: A pair of large saddlebags, combined with a third bag on his back.
Hunting Armor: A combination of armor and reinforced clothing meant to protect the wearer from teeth and firearms in equal measure. Three massive, shaped durasteel plates cover his chest and sides, hidden beneath a leather coat with a layer of kevlar and padding sewn into it. More durasteel plates cover his joints and hooves. One last plate fits onto his hat, to protect his horn from any sudden frontal impact. Each plate has a circular engraving where it was shot to confirm that it is, in fact, bulletproof.
Prince Blueblood is a young, golden maned Unicorn with a striking pure white coat and piercing sapphire blue eyes. He stands well groomed with no signs of scars, blemishes, or even chips on his hooves. His posture is straight and his mannerisms refined, giving him the smell or stinkof high class nobility. The Prince is usually dressed down in a virgin white suit with a blue tie and grey lapels. However due to the near identical color of his own coat it usually looks like he's simply wearing the collar of a suit with a tie around his neck, making him appear as foolish as it does refined.
◇Personality Elements◇
Selfish
Callous
Manipulative
Uncaring
Schemeing
Worried
◇Biography◇
Prince Babaron Blueblood was born the far, far, far, farremoved relative of the rulers of Equestria, Princess Celestia and Princess Luna. Despite the almost laughable disconnect between his family and the Alicorns that governed the lands, the connection left many feeling they were entitled to respect and a certain degree of involvement in the land's affairs. It didn't take long for that entitlement to become reciprocated in the family and Blueblood was no different.
From an early age he lived a life of high privilege and grew up being told he was important and deserved much given his bloodline. Blueblood was the youngest of four children and the most bullheaded on the matter of his noble entitlement. As a child he was as greedy, selfish, and emotionally toxic as even the rich brats in stories about the value of sharing.
As he grew older and matured into an able bodied unicorn, Blueblood's attitude became less childish and more refined while still being nearly unbearable to virtually everyone who wasn't paid to suffer him. While he became popular amongst the other nobles for his sporting good looks and 'prince charming' like outer shell, his siblings all held greater responsibility and power then him.
The situation deeply confused him yet no explanation anyone was willing to give him really sank in. It wasn't until after the Grand Galloping Gala and being told off by a particularly well dressed mare that he came to realize his position was a gilded one.
He held no real power, or authority, or even respect outside of what his reputation and good looks earned him at first glance. Blueblood realized that those would not last forever. One day he would wither and grow old, and no one would want anything to do with him. The thought horrified him and for the first time in his life he began to lose sleep.
If he wanted to be happy he needed power.
That was what Blueblood felt and quickly became his sole focus.
He still attended parties and lived lavishly, but as he did he worked to gain connections. Dirt on important people. Working himself into greater and greater positions of power over time. Eventually the discovery of a new world and a new race began to dominate everyone's thoughts. Blueblood was first disinterested, but when an all out war to take back the strange world from disaster sprung up the Prince was the first of his siblings to begin supporting the efforts on Earth.
Blueblood feigned interest in helping the humans on Earth, gaining greater appeal and a more potent reputation as a result.
Years passed and a smarter, more competent Prince found himself on the verge of becoming a proper Duke. Everything seemed to be going his way when one of his siblings was chosen over him. Confusion turned to outrage as he discovered his siblings had begun to sabotage them.
They had 'concerns' about his behavior and how he intended to use his position. It was nothing but simple betrayal in Blueblood's eyes and he swore to make them pay. None of his siblings took the threat seriously though. One even went so far as to offer him a position at a reform school, either believing the Prince actually cared or simply doing it to mock him.
In an act that surprised nearly everyone...Blueblood accepted it.
Packing his many, many bags Blueblood traveled to Earth where he was given the 'accredited' position of headmaster of the Bellbrooke Reform School. He accepted the position, not because he cared, but to get his foot into a world where his family had no sway. He did his best to worm his way into the local politics of the settlement and gain power.
But it was slow, tiring task. Blueblood quickly grew to hate the human children he was forced to contend with. In front of the public and and important officials he was all smiles. But when alone with the humans the Prince was anything but kind, the total opposite of the teachers and aides who legitimately cared for them.
Craving some kind of escape from the hole he was seemingly trapped in Prince Blueblood began to quietly embezzle funds from the school's budget. Funding expedition after expedition into the surrounding wilderness in search of greater wealth and magical power.
For a year now he has searched for something, anything to help him. Rumors of some fabulous power have pushed the Headmaster of the Reform school to take even more underhanded measures to ensure he achieved real power...
◇Skills and Talents◇
Blackmail: Upon awakening to his need for power Blueblood discovered the importance of knowing the things no one wanted others to know. He became skilled at collecting information or outright setting up situations where he would have incriminating or reputation destroying evidence he could use to lord over others. During his time in Bellbrooke he's collected dirt on the mayor and other individuals of mild importance.
Appraisal: Blueblood always demanded the finest things out of his life. However he began to take efforts to really understand the worth of things. To gather wealth and riches he had to be able to see the value in things. Studying up as a grueling experience for him but he actually found he had a knack for identifying objects, valuable metals, and to a limited degree magical artifacts.
Charisma and Lying: Blueblood's charming looks and princely nature gives him a visual edge over most. Upon realizing the importance of using others Blueblood learned to actually act nice and appease the egos of others, even though he wanted to have his own desires appeased. He's become good at lying, or so he thinks, and can hide his true intent to a degree.
Sport Shooting: Hearing the elation and sense of power many nobles got from hunting on Earth, Blueblood put down good money for double barrel 4-bore rifle and instruction on how to use it. Though he found hunting too dirty and tiring, something about owning a firing a gun appealed to him. He has grown accustomed to using and firing rifles, with some mild skill in striking distant targets.
◇Relics, Spells, and Techniques◇
UNICORN MAGIC
Blueblood never put much effort into learning magic when he was younger beyond the bare minimum of what was expected of him. He felt he didn't need to have magic at his disposal when his station entitled him to so much. Yet as he matured and slowly realized his powerlessness, he began to put more effort into learning spells in the hopes of using them to gain some kind of leverage. He's since become frustrating at the effort required and has been looking for short cuts.
Basic Telekinesis: The spell most unicorns learn at some time or another. Allows for the lifting and wielding of various small to medium sized objects without much exertion.
Ignite: Blueblood has learned hot to light small fires with his horn. It takes a great deal of concentration but he can spark torches, or even the clothes of nearby teacher, creating potentially dangerous fires from small flames
Chill: Largely learned out of a frustration from a lack of properly chilled wine, Blueblood took the chill spell to heart. Concentrating Blueblood can significantly drop the temperature of an object or spot. He can freeze water to create ice or injure someone, potentially giving them frostbite on the spot he focuses his magic.
RELIC
SUNLIGHT PIN: One of the only things of value gotten from his funded expeditions into the wilderness surrounding Bellbrooke. A golden needle, slightly smaller then a knitting needle. Fragile and covered in intricate engravings the needle provides protection from the rays of the sun as well as sun and light based magic.
As long as the user has the needle in their possession they are immune to such spells, unless they contact base or rely on something that physically touches the user of the relic.
Though valuable and seemingly useless, Blueblood has kept the needle instead of selling it.
◇Gear◇
White Suit: An expensive custom tailored white suit with grey lapels and a royal blue tie. Prince Blueblood is almost never seen out of it, wearing it for formal occasions and while working as headmaster. Though he enjoys how it looks many often get confused, assuming he is simply wearing a lapel and a tie due to how the rest of the suit matches his own white coat.
4-Bore Double Barrel Rifle: A large caliber, break action rifle made by humans before the Rending. Blueblood had the weapon recovered and restored to a degree, keeping it and a least 20 brass shells around whenever he needs or feels the urge to shoot something.
Blackmail Files: A collection of photographs, notes, and other evidence that Blueblood can use to blackmail various individuals within Bellbrooke. From the mayor of the settlement to a certain star-flyer of the Wonderbolt Special Forces stationed in town...
Worried is a young adult that is entering the prime of his life, through the bags under his eyes tell a story of a mind that is plagued by fears and concerns that others aren't. He is a tall but wiry man, standing at around 6'5 feet tall with fair skin and short blond-brown hair and blue (through often glassy) eyes. The outfits he wears tend to be simple things (basic t-shirts and loose fitting jeans with a belt) but he is almost never seen without some kind of vest or jacket on. As he has joked before, he seems to be naturally cold blooded and not really bothered by the rare warm days that come along.
During his waking hours, he is always seen to be wearing a pair of glasses that he requires to see the world in more then just blurs. He doesn't clean them as often as he really should, but he goes to great lengths to take care of them and not lose them. Whenever he is out and about in the outside world, he is almost always seen wearing a pair of worn work boots with steel caps protecting the toes.
◇Personality Elements◇
Tired
Impulsive
Obsessive
Generous
Paranoid
Curious.
◇Biography◇
Andrew Macdonald was born and lived most of his life in Australia. He was the youngest in the family, growing up with three older sisters and two loving parents. While everyone in the family noticed as he was growing up that Andrew was different, it wasn't until a bit later on in his life that a reason for his behavior was actually given; He was deemed to have aspergers, through he was high functioning. Unwilling to admit that there might have been something mentally wrong with their child, his parents simply treated him like any of their other children and while this caused friction at times, all in all they raised their son right.
They had been taking a long awaited vacation to visit the United Kingdom (Starting their holiday in England) when the Rendering began.
Worried... doesn't remember what happened during this period of time. At least, not properly. Between the efforts of the Equestrian Reformation Schools and his own minds desire to try and not think about such a chaotic and painful time of his life, the view times he tried to remember his life before waking up as Worried Mind all he could remember is a haze that made him feel sick to his stomach. While the fact that he could remember anything about the Rending at all worried the ponies running the Reformation School, Worried surprised them by requesting that he be allowed to keep the sickening fog of 'memory' that remained. His exact words were "I am happy to forget the details but... I did things. Horrible things in order to be here today. Forgetting those things and pretending they never happened... doesn't feel right."
Despite several attempts over the years to change his mind, the ponies that worked with Worried respected his desire to bare the weight of his guilt and instead worked to help him accept it and live with it in a healthy manner.
When he graduated from the Reform School, Worried Mind dived into researching the ruins of human technology. He never really had the mind for magic in either form, but there was something about non magical tech that clicked in his head and he desired to seek it out wherever he could.
However, looking through the ruins of human history and technology brought with it knowledge... strictly speaking, knowledge of nuclear weapons and the vast number of Polaris and Trident missiles that Britain had stockpiled around the nation before the Rending... and hadn't been dismantled in the days after the discovery of magic and the lead up to the Rending. In fact, with the destruction of the former human government and... well, most of the United Kingdom the exact locations of where these world ending weapons were was lost.
This knowledge keeps Worried Mind awake at night, pouring through whatever information that he can get that trickles into the settlements trying to pick out likely locations that these deadly weapons might be stored in order to track them down before something bad happens because of them. A decade without maintenance, abandoned to whatever conditions that their solos suffered... with creatures and people out there that might come across one and decide to try and use it for their own ends. Hell! Even if they were left alone and Celestia willing didn't malfunction and explode of their own, just the poisonous effect that they could have on their surroundings if they just started to leak...
◇Skills and Talents◇
Objective focused: Worried works best when he is given a list of tasks that need to be done. He will see that they are done and that they are done in the correct order without question unless he notices something that is truly ineffective and can be improved in some way.
Knack with Technology: Not everyone has a mind that can understand how various pieces of human technology works, but Worried seems to have a knack for understanding how the pieces are meant to fit together... almost like solving a puzzle.
Some knowledge of history: Unlike many humans currently alive (and most others from Equestria), Worried actually does have some knowledge about human history before the Rending. He seeks to learn more of it through.
Basic Firearm Training: While it doesn't happen often, sometimes Worried has to leave the relative safety of the few civilized places left for pony and human kind. Considering all the nasty things currently roaming the world, being able to operate a firearm is rather useful.
◇Relics, Spells, and Techniques◇
None. Worried Mind doesn't understand magic in the slightest and doesn't have the mind in order to really understand or use it. Honestly, he kind of hates how chaotic and senseless the rules behind it seem to be and would honestly rather live in a world where it doesn't exist.
◇Gear◇
Pony Made Clothing: Worried's clothing is pony made and is thus pretty well put together. Currently, he favors wearing a white t-shirt, a warm blue hooded jumper and a pair of loosely fitting dark blue jeans with a black belt. He also wears a pair of black (if somewhat worn) workboots with a steelcap in the toe area.
Backpack: A simple backpack, you never know when one will be useful.
Glasses: He wears glasses during all of his waking hours unless he is asleep or bathing. They are prescription glasses and he needs to visit an optometrist every few years in order to have them adjusted.
Equestrian made Rifle: The world is a dangerous place outside of the towns... and even in the towns when the Rendered launch a serious attack. Even if an Equestrian rifle would have been more at home in the early days of WW1, it's still useful for protecting oneself.
Romt is a tall, frightening figure. Standing more than a few inches over six feet tall, nearing seven feet even. Romt is built heavily in the physical department as can be seen by the bulky, muscular build his body has. His arms are especially strong in appearance, with rough hands that have spend a fair amount of years digging through stone, and colliding with the earth as he walked. He has somewhat small back paws compared to his hands, but they seem to carry him well enough.
He has red fur from his floppy ears all the way down, with black nails at the end of his hands; As well as yellow eyes which observe everything he finds interest in. His attire consists of a brown ten gallon sheriff's hat, a gray collar decorated with pieces of obsidian, and the seemingly traditional Diamond Dog vest; Colored black.
Romt has scars across his body; Cuts and bruises from combat, his most permanent injuries being his stubbed tail, and left eye: Which seems to only stay about halfway open nowadays, and never opens any further.
◇Personality Elements◇
Kind - Generally, anyways. Surprisingly good with kids. Don't tick off the mutt...
Intimidating
Calm
Intelligent
Aggressive
Protective - Especially of the children of Bellbrooke.
◇Biography◇
Romt was always a step above his pack, both in talent and intelligence; Actually, he was quite a few steps above them in intelligence, but he didn't often tell them that. While most of his species preferred to look for shiny diamonds, rubies, and emeralds, Romt had a preference for obsidian. It sounded a bit boring, but there was a certain attractiveness to it that just won him over; And it made him look strange in front of his family as they judged his actions every step of the way.
The entirety of a Diamond Dog's life is usually the same. Dig in dirt and rock, find your preferred stone, hoard it. Eat, sleep, bathroom, repeat. It's a dull life, but one that most of the low-intelligence dogs wouldn't notice. But Romt noticed it; Oh, yes he did. It was grueling; So boring that he could bite his own fur off in frustration. He wanted more than just digging; He wanted to see what else was out there. And that's what his youth was; Exploring the unknown, and becoming a much more functional member of society than almost any Diamond Dog that came before him.
He was civil; Thoughtful, with some tact. He was generally quiet, and it made him a great listener; He was able to get along with ponies after the ice broke between him being a giant, terrifying beast and them being, well, tiny colorful ponies. He traveled; Finding places to learn about the world, new places to dig in search of interesting new stones, and much more. Over time he became quite a wise individual for a Diamond Dog; Something that even some scholars were impressed by.
When the connection with Earth began, Romt kept his ears to the ground to get any information he could. Some of the scholars he knew stayed up in Canterlot; So he occasionally grabbed a bit of news. Though, nothing truly critical had hit his ears up until THE RENDING had happened. Horrified by the thought of the transpired events, he managed to tag along with his scholar companions whom joined into the aiding effort; Ponies being kind of wary of having a huge beast at their sides, but also finding themselves comforted because that huge beast was fighting for them.
Romt was a wonderful addition to Equestria's forces: Nopony probably ever thought of how powerful Diamond Dogs were, but they witnessed it as Romt whacked and smashed his way through The Rended to secure positions and protect others. He was somewhat terrifying for the children to witness, but cool, as well.
Romt devoted ten years to aiding Earth, and at one point found himself residing in Bellbrooke without his old comrades; Some having died, others having ran away out of fear. He doesn't have a home, or at least, not a traditional one. He has his own dugout living space, which secondarily operates as a shelter in case of something going terribly wrong topside.
At times he's not home, though. Romt spends time roaming the outskirts of Bellbrooke; Digging in search of minerals of Earth for him to study, while also scavenging for technology to return to Bellbrooke for mass-research. He keeps a close eye in case of a Rended attack, and tends to just linger on occasion to talk with the others, or to see how the children are progressing.
He has a long life ahead of him, and as long as there are children to protect from the horrid dangers on Earth, he'll remain, loyally, until his final breath.
◇Skills and Talents◇
Gem Knowledge: Romt has a vast knowledge of gemstones, as most Diamond Dogs do. He has a firm belief that there are meanings behind many of them. He could go on for hours about it.
Equestrian Knowledge: Romt spent a long time studying Equestria before the last ten years happened; He's extremely fond of Equestria's history, and is quick to correct others when they state things incorrectly.
Digging: Romt has the ability to easily burrow through dirt and stone with his strength, allowing him to excavate areas underground and also dig out living or storage spaces if need be. He can also use it in combat to surprise opponents; Or yank them underground and trap them.
Savage Fighting: Romt is an absolute monster when it comes to fighting: He can easily pick up ponies and Rended, tossing them about or smashing them into the ground. He's also of capable of using heavy, blunt objects as weapons. He's fairly quick, too. So you better hope you can run fast if you're looking to get away from him once you start a fight.
Village Puppy: The younger children have always refer to him as a giant puppy. He has embraced this and occasionally just plops down, allowing the children to pet him. Truth be told, it's relaxing donwtime, and a bit heartwarming. He especially likes it when they scratch behind his ears.
◇Relics, Spells, and Techniques◇
Romt usually doesn't solve problems that don't involve punching things. That probably explains enough about this. He is smart enough to see the benefits in something if he finds it, though.
◇Gear◇
Satchel: Romt's trusty satchel. He keeps mostly everything in it.
Notepads & Pens: Romt occasionally writes things down that he finds nifty, or important. He has a hard time holding pens, but whatever, it works. Except when he accidentally snaps them in half.
Medical Supplies: Romt has a small collection of medical supplies in his satchel, just in case. Only basic things, though: Like Bandaging, disinfectant, and things for wound-cleaning.
Water Flask: Diamond Dogs get thirsty, too. ... What, didn't know that?
Sledgehammer: When a stick just doesn't cut it, use a hammer instead. Romt's strength makes wielding it a breeze, and therefor makes him extremely dangerous with it. He could probably just dig through whatever he'd smash open with it, but it sure hurts when it connects with the Rended. Celestia help you if you're a pony or human getting whacked with this thing...
Ms Meadows bears her age well, and likes to think she can still turn heads even though her warm colors are reminiscent of a certain Equestrian hero, a fact that she plays off with good humor. Her body the classic pegasus body type, lean and compact, with patches of fur that can fluff up when she's cold.
Her cutie mark depicts a bird feeding its chick a worm, symbolic of her desire to help the younger generation.
◇Personality Elements◇
Kind
Lighthearted
Just a little bit of a smart-alack
Knows how to dig her hooves in
◇Biography◇
Summer was born and raised near the city of Baltimare, the oldest child of a very large family. While the family was poor in money as she grew up, they made it up with love, and hard work. Almost as soon as she walk to school, she helped her parents care for her many brothers and sisters. From cooking meals to helping with homework, she gladly took on the nickname "Mama Goose". Thus it wasn't a surprise that she kept on going in this role long after her father's hardware store finally took off.
By the time she reached adulthood, she knew she wanted to work with children. At the recommendation of her own teachers, she studied to be a counselor, smoothly earning her credentials. When the portal to Earth opened up, she eagerly took a position at one of the few Equestrian schools established around the portals, a slice of Equestria on Earth. She was visiting her family when the Rending happened, and while she wasn't initially part of initial wave of staff assigned to the reform schools, she was offered the job of Head Counselor at Bellbrooke as the scope of the project stretched the more experienced talent pool thin. Despite her inexperience, she was able to adapt to the job well, having fulfilled her role without complaint for years.
◇Skills and Talents◇
Cutie Mark Talent: Bird feeding a Chick - Ms. Meadow's special talent is caring for others, specifically children. For her, the greatest joy is seeing those under her care grow and thrive, physically, emotionally, and spiritually.
Diplomatic: - Ms. Meadows has a way with words, able to deescalate situations and calm people down. This is, of course, relevant in her day job.
Athletic: - In addition to being a certified flight instructor, Ms. Meadows keeps herself in shape with regular exercise, and has subbed in for the physical education teacher on several occasions.
First Aid: - As part of her certifications, she had to take a First-Aid course, and maintain the certification. While she is by no means a doctor, she does know how to apply first aid for Equestrians and Humans alike.
Slight of Wing: - Meadows is quite dexterous with her wings and is good with her hooves. She often carries pencils, purses, and other small items in her mane and tail, and can pull them out at a moment's notice.
◇Relics, Spells, and Techniques◇
- Cloudwalking, flight, and weather manipulation: As a Pegasus, Ms. Meadows is able to access the typical compliment of Pegasus magic. While she isn't the most talented at using her weather manipulation, she is a certified flight instructor, and is registered as an auxiliary weather-pony should the need arise.
◇Gear◇
- 'Reading' Glasses: Always wears them, but a few students and staff claim that they are just an affectation and are non-corrective. - Messenger Bag: This is where she keeps most of her small belongings when walking around. It is a plain green canvas messenger bag with a daisy clasp - Stationary kit: A distinctly Equestrian quirk, she still uses her own molted quills and ink to write, though she has moved more towards the modern practice of pencils and erasers as they became cheaper. She still sharpens her quills and pencils with a pen knife. - Lighter and a pack of Cigarettes: Kept near the bottom of her bag, she can sometimes be seen furtively flying off to smoke in the clouds with other flighted staff members. - Keychain: Apart from the keys to her own office, living space, and other staff areas, she also has one of the few keys to the locked file cabinets containing a copy of every student's file. - First Aid Kit: The best thing for boo-boos since kisses. Normally kept in her office, it contains a few bandages, styptic, and other items that can patch someone up enough to get them to the infirmary for proper treatment.