Race: Unicorn
Cutie Mark/Special Talent: A charred heart, wrapped in burning chains. His talent is destruction, plain and simple. He takes great pleasure in ridding the Wasteland of those that he feels it is better off without.
Virtue: Discordant Loyalty, specifically that which binds communities and especially families together. Ebon Flame is psychologically disturbed from his history, and places little value on anything other than self-preservation and family ties. Like many characters, he kills Raiders on sight, but don't mistake that for a good deed: He loathes raiders with a fiery passion, and wants to see them all suffer in the ways that his parents did. That said, he doesn't limit this activity to Raiders, either. He has violently attacked perfectly sane ponies for transgressions that were accidental or not even understood. At times, he's little better than a raider himself. Still, there's a shred of Harmonious Loyalty left in him: He always repays his debts, and would refuse to break the trust of another individual unless it requires a transgression against his personal code. EDIT: Recent events have caused Ebon much guilt over his past actions, and that "shred" of harmonious loyalty has swollen to surprising proportions.
Appearance: Ebon Flame's pelt was once a vibrant red, but is now stained a foul burgundy color with numerous blackened marks due to bloodstaining and occasional scorching. His blood red-streaked mane is poorly-trimmed with years of neglect, though he cuts it shorter when it begins to grow heavy or interferes with his actions. Or catches on fire.
Photograph Loaded.
Faction: Ebon Flame is very much a loner, though he hails from a small town just north of the Badlands. Any modern visitors would find it little more than ruins and cinders, however.
Skills: Ebon Flame is, first and foremost, a shockingly powerful battlemage, incredibly skilled in Destructive and Necromantic Magic. He can spew forth black flames of unnatural heat, destroy entire swathes of enemies in various creative ways, and he can drain the very vitality of his enemies to repair his own wounds. While he is not incredibly useful in most areas of Defensive and Translocation magic, his telekinesis is of a rare power, and he can maintain a personal telekinetic shield capable of stopping most low-caliber projectiles with ease. A useful side-effect of this shield is that normally invisible threats such as Slaver Moss cannot penetrate it, as small particles simple bounce off of it.
His time alone has also made him an effective survivalist, and Ebon is usually able to find food without immense difficulty. He has developed the ability to go without sleep for long periods of time with no ill effects, though he will need to rest eventually.
Unfortunately, all of this power has some downsides. He has difficulty making friends, even with those willing to tolerate his presence. In more subtly dangerous places, he has difficulty telling who is trustworthy or not, and has been led into traps by smooth-tongued liars before. Finally, he's developed a strong sense of arrogance, bordering on megalomania at its worst. He doesn't use guns or weapons at all if he can help it, though emergency situations are still emergency situations. Finally, he can be incredibly shortsighted. If he gets his mind set on something, he will do it regardless of the injurious consequences, collateral damage, or other disasters in his wake.
Equipment: A pair of mundane brown saddlebags, though they do have the advantage of being fireproof. In them, he has stored away a fair number of caps, some medical supplies, and a pistol, just in case.
EDIT: Since the encounter at the Hippocampus Energy Plant, Ebon now has a Marksman's Carbine and half a clip of 5.56 ammo. Not likely to be relevant, but I'll note it here anyway.
Spells Known:
Destructive:
Energy Beam (Can project fire, ice, plasma, etc.)
Wall of Energy (Pretty much self-explanatory.)
Energy Blast (Explodes in a radius)
Boiling (Imparts heat to a fluid instantly. Can be used to boil water, or blood for the creative. Allows a fortitude save, though. :smalltongue:)
Necromantic:
Enervation (Sucks life from one living creature and gives it to the caster. Can actually work in reverse as well if the caster wills it, so must be used carefully.)
Starbeam (Channels some forbidden star-magic, allowing a lot of really bad things to happen. Not used unless really desperate. Basically license for Deus Ex Machina. Or Diabolus Ex Machina.)
Voidfire (Technically also a destruction spell, Ebon can infuse magical fire with necromantic energy, causing the flames to turn an inky black and radiate an unnatural heat. Victims caught in the effect are harmed not only in body, but in soul as well. Has disturbing similarities to balefire.)
Defensive:
Personal Shield (Already explained, but this is where it belongs.)
Translocation:
Telekinesis (All unicorns without broken horns or similar have this, though Ebon Flame is strong enough to use it with little tax on his energy.)
Teleportation (Learned by studying a Purple Alicorn during the process of doing so. Not nearly mastered, but he's at least capable of performing the effect to some degree.)
Stat Sheet!
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Ebon Flame (Lvl. 10 Unicorn)
SPECIAL: Strength: 4, Perception: 6, Endurance: 7, Charisma: 5, Intelligence: 9, Agility: 8, Luck: 8
Traits:
Gifted: Your natural capabilities are above and beyond those of a typical specimen, giving you a natural +1 to all of your SPECIAL statistics! Unfortunately, this has given you the tendency to spend less time on developing your skills, giving you a reduction in skill points per level.
Spontaneous: You are good at improvising, but not quite as good at real planning. When performing actions that require improvisation, quick thinking, or crafting a plan on the fly, you gain a temporary +2 to your Luck!
Unfortunately, this tendency to improvise has left you somewhat hotheaded, and Murphy's Law hits your plans more often. You temporarily lose 2 Luck when performing a previously laid, organized plan.
Weird Brain Alignment: Someone or something has been messing around in your head! Literally! You get a -1 penalty to charisma and a small penalty to the Speech skill due to some speech center damage. On the bright side, having your mind aligned differently gives you some additional resistance to Beguilement and other mental attacks! (This one was gained by surviving direct assault from an Alicorn fond of causing cerebral hemorraging. And then nearly immediately fixed by Pure Touch.)
Perks:
Racial Perk (Magic Use): You're a unicorn, and thus can use magic as you damn well please! You have access to all magic skills except Necromancy.
Cutie Mark (Destruction): You have a raw talent for destructive magic unsurpassed by most others! You gain a large bonus to the "Destruction Magic" skill! If you have access to the "Necromancy" skill, you gain a small bonus to that, too!
Star-Touched: You have been empowered by your unwitting tryst with the darkness of the void! You gain access to the "Necromancy" skill and gain a small bonus to it!
Mighty Telekinesis: Your telekinesis is a notch above that of the average unicorn. You can lift heavier objects for a longer time than you could otherwise!
Mighty Telekinesis II: Your telekinesis is not just above and beyond that of a typical spellcaster, but easily on the caliber of an elite Battlemage. Your ability is still superseded by that of the greatest Archmages and Alicorns, but few aren't.
Pyromaniac: You like Fire. You REALLY like Fire. In fact, if Fire is at all a good option, you prefer to use fire. All this practice with fire has made you quite good at using fire. You do an additional +50% Damage when using fire-based weapons or attacks.
Finesse: You have very precise control over your attacks and abilities, and deal damage in an efficient fashion; You have a higher chance of dealing a critical hit to opponents in combat.
Swift Learner: You are really good at picking up skills and such quickly! From now on, you gain an additional 10% xp on top of whatever you would normally get!
Battlemage: You are particularly adept at turning an enemy's magical attacks against them; You are not only somewhat resistant to magical assault, but you can regain some magical energy by absorbing a portion of them!
Telekinetic Defense: You have become so adept and precise with your Telekinesis that you are capable of easily diverting rockets, grenades, and other slow-moving projectiles.
Ferocious Loyalty: Your sense of loyalty is astonishing, and when acting in the defense of an ally, you gain such discipline and determination that you actually draw strength from the Element of Loyalty to fuel your attacks and to defend yourself from the attacks of others. (This one was gained shortly after the Battle at Old Appleoosa.)
Tag Skills: Destruction Magic, Necromancy, Translocation Magic
Skills invested in but not tagged: Survival, Defensive Magic
For the hell of it, Ebony's stat sheet too!
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Ebony, Sister of Unity (Lvl. 14 Blue Alicorn)
SPECIAL: Strength: 6, Perception: 7, Endurance: 8, Charisma: 8, Intelligence: 9, Agility: 9, Luck: 8
Traits:
Gifted: Your natural capabilities are above and beyond those of a typical specimen, giving you a natural +1 to all of your SPECIAL statistics! Unfortunately, this has given you the tendency to spend less time on developing your skills, giving you a reduction in skill points per level.
Unity: You are a part of Unity! This offers numerous advantages, including effective immortality, perfect recall of not only memories attached to oneself but the rest of Unity as well, and the side bonus of being a pony race that was considered literally divine at one point. This comes with some costs though, including a major weakness to necromancy, a loss of one's previous identity (including Cutie Mark), general hatred from the rest of the wasteland, and the fact that the Goddess can override you anytime she feels like doing so.
Perks:
Racial Perk (Unicorn/Pegasus/Earth Pony): You're an alicorn, and thus combine the powers of all three Pony races! You can use magic as you damn well please, fly like a Pegasus at will, and shrug off injuries the same way an Earth Pony can! You have access to all magic skills except Necromancy, have unlimited flight, and gain bonuses to strength and endurance.
Racial Perk (Blue Alicorn): In addition to the abilities bestowed by the perks of the other pony races, you gain a significant bonus to charisma due to your Godlike elegance and ethereal beauty. Furthermore, you are completely immune to further modification by Taint and the negative effects of radiation poisoning. In fact, Radiation empowers you and restores your magical reserves at an accelerated rate! As a Blue, you also have access to a rare and valuable prewar spell that has been otherwise forgotten: Invisibility.
Cutie Mark (Destruction): You have a raw talent for destructive magic unsurpassed by most others! You gain a large bonus to the "Destruction Magic" skill! If you have access to the "Necromancy" skill, you gain a small bonus to that, too!
Star-Touched: You have been empowered by your unwitting tryst with the darkness of the void! You gain access to the "Necromancy" skill and gain a small bonus to it!
Mighty Telekinesis: Your telekinesis is a notch above that of the average unicorn. You can lift heavier objects for a longer time than you could otherwise!
Mighty Telekinesis II: Your telekinesis is not just above and beyond that of a typical spellcaster, but easily on the caliber of an elite Battlemage. Your ability is still superseded by that of the greatest Archmages and Alicorns, but few aren't.
Pyromaniac: You like Fire. You REALLY like Fire. In fact, if Fire is at all a good option, you prefer to use fire. All this practice with fire has made you quite good at using fire. You do an additional +50% Damage when using fire-based weapons or attacks.
Finesse: You have very precise control over your attacks and abilities, and deal damage in an efficient fashion; You have a higher chance of dealing a critical hit to opponents in combat.
Swift Learner: You are really good at picking up skills and such quickly! From now on, you gain an additional 10% xp on top of whatever you would normally get!
Battlemage: You are particularly adept at turning an enemy's magical attacks against them; You are not only somewhat resistant to magical assault, but you can regain some magical energy by absorbing a portion of them!
Telekinetic Defense: You have become so adept and precise with your Telekinesis that you are capable of easily diverting rockets, grenades, and other slow-moving projectiles.
Ferocious Loyalty: Your sense of loyalty is astonishing, and when acting in the defense of an ally, you gain such discipline and determination that you actually draw strength from the Element of Loyalty to fuel your attacks and to defend yourself from the attacks of others. (This one was gained shortly after the Battle at Old Appleoosa.)
Mighty Telekinesis III: Your telekinesis is Twilight-Sparkle tier; Effectively the peak for the potential of unicorn magic. Only Alicorns and other Mutants actually have the potential to go any higher than this.
Immovable Object: Your shield spell has reached an incredible level of power, capable of essentially ignoring small arms fire in general. Heavier weapons such as rockets, railguns, and grenades still have some effect, as do the more powerful types of Magical Energy Weapon. It is still possible to bring such a shield down with concentrated fire from multiple directions from smaller weapons as well.
Star-Touched II: Your place in the machinations of Unity has granted you some significant resistance to the necromantic magic of the stars that you would otherwise be incredibly vulnerable to. You are certainly not immune to the effects of necromantic spells, but you have gained a measure of defense. (This partially balances out the negative effects of the Unity trait, but would offer an actual net boost if said trait were removed.)
Empowered Magic: Your magic has become significantly stronger in all areas, and your pool of magical energy that you draw from to cast spells has been greatly expanded. Gain a small bonus to all magical skills, and double your maximum mana pool.
Tag Skills: Destruction Magic, Necromancy, Translocation Magic
Skills invested in but not tagged: Survival, Defensive Magic