Night Light

"Uhm...hello?"

Description:
  • Albino Unicorn
  • Level 20
  • Karma: 90
  • Special Talent: Bringing Light to the Dark
  • Virtue: Hope
Vital Statistics
  • Max HP: 320 [100 + ({level+2}x Endurance)]
  • Initiative: 8 + 1d10 [Agi +1d10 +2]
  • Action Points: 94 [55 +(Agi x3) +21]
  • Movement: 7 [(Endurance+{2xAgi})/2-4], 14 Sprint/Charge [Endurance+{2xAgi}-8]
  • Senses: 4 Perception, +2 Perception between 4 pm and 4 am, Ghost Sight/Hearing
Armor and Resistances
  • Damage Threshold: 50
  • Damage Reduction: 20%
  • DT vs Stun: 23 [2x (Endurance -1) +5]
  • Radiation Resistance: 38% [2x (Endurance -1) +40]
  • Poison Resistance: 108% [2x (Endurance -1) +90]
  • Cold & Electricity Resistance: 40%
  • Fire Resistance: 50%
  • Healing Rate: 5 hit points per hour of rest [1 + (Endurance/3, rounded up)]
Special
  • Half damage from explosives and breath weapons.
  • +15 DT vs crits
  • 50% reduced limb damage.
  • Can take one drug or potion for free once per round.
  • Grant allies +7 DT, +21 Resist All, and an effective +1 Endurance and Charisma to resist magic.
Knives of Light
Weapon Attack Damage Range AP Strain
Knives of Light Science 115 8 stars (128 damage) Short 25 AP per action, 2 actions 10 Strain
Mighty Knives (Rank 1) Science 115 13 stars (208 damage) Short 25 AP per action, 2 actions 15 Strain
Mighty Knives (Rank 2) Science 115 23 stars (368 damage) Short 25 AP per action, 2 actions 20 Strain
Mighty Knives (Rank 3) Science 115 43 stars (688 damage) Short 25 AP per action, 2 actions 30 Strain
  • Knives of Light: Conjures 3+Versatility stars that deal (1/2x Potency) +13 damage. The target applies only half of his armor’s DT (rounded down) against the total damage, ignores shields. Counts as magical energy damage. +1d10 vs living, non-mutated creatures. Blessed of Luna increases Knives of Light to 9 stars (144 damage), Mighty (Rank 1) to 15 stars (240), Mighty (Rank 2) to 27 stars (432), and Mighty (Rank 3) to 51 stars (816).
Sunshards
Weapon Attack Damage Range AP Strain
Sunshards Science 115 10 shards (90 damage) Short 25 AP per action, 2 actions 10 Strain
Mighty Sunshards (Rank 1) Science 115 15 shards (135 damage) Short 25 AP per action, 2 actions 15 Strain
Mighty Sunshards (Rank 2) Science 115 25 shards (225 damage) Short 25 AP per action, 2 actions 20 Strain
Mighty Sunshards (Rank 3) Science 115 45 shards (405 damage) Short 25 AP per action, 2 actions 30 Strain
  • Sunshards: Conjures 5+Versatility knives that deal (1/2x Potency) +6 damage. The target applies only half of his armor’s DT (rounded down) against the total damage, ignores shields. Counts as magical energy damage. +1d10 vs living, non-mutated creatures. May divide the damage among up to Potency targets. Blessed of Luna increases Sunshards to 11 shards (99 damage), Mighty (Rank 1) to 17 shards (153), Mighty (Rank 2) to 29 shards (261), and Mighty (Rank 3) to 53 shards (477).
Moonshards
Weapon Attack Damage Range AP Strain
Moonshards Science 115 8 shards Short 25 AP per action, 2 actions 10 Strain
Mighty Moonshards (Rank 1) Science 115 13 shards Short 25 AP per action, 2 actions 15 Strain
Mighty Moonshards (Rank 2) Science 115 23 stars Short 25 AP per action, 2 actions 20 Strain
Mighty Moonshards (Rank 3) Science 115 43 stars Short 25 AP per action, 2 actions 30 Strain
  • Moonshards: Conjures 3+Versatility shards that deal (1/2x Potency) +13 damage. For every 15 AP a target expends within short range is targeted by 1 shard. The target applies no DT against the damage, but doesn’t ignore shields. Counts as magical energy damage. +1d10 vs living, non-mutated creatures. Blessed of Luna increases Knives of Light to 9 stars (144 damage), Mighty (Rank 1) to 15 shards, Mighty (Rank 2) to 27 shards, and Mighty (Rank 3) to 51 shards.
Luna’s Wrath
Weapon Attack Damage Range AP Strain
Luna’s Wrath Science 115 8 stars (128 damage) Short 25 AP per action, 2 actions 40 Strain
Mighty Wrath (Rank 1) Science 115 13 stars (208 damage) Short 25 AP per action, 2 actions 60 Strain
Mighty Wrath (Rank 2) Science 115 23 stars (368 damage) Short 25 AP per action, 2 actions 80 Strain
Mighty Wrath (Rank 3) Science 115 43 stars (688 damage) Short 25 AP per action, 2 actions 120 Strain
  • Luna’s Wrath: Conjures 3+Versatility stars that deal (1/2x Potency) +13 damage. The target applies only half of his armor’s DT (rounded down) against the total damage. Luna’s Wrath ignores magical reflection and reduces magical resistance by 5x Potency, but doesn’t ignore shields. Counts as magical energy damage. +1d10 vs living, non-mutated creatures. Blessed of Luna increases Luna’s Wrath to 9 stars (144 damage), Mighty (Rank 1) to 15 stars (240), Mighty (Rank 2) to 27 stars (432), and Mighty (Rank 3) to 51 stars (816).
Weapons
Weapon Attack Damage Range AP
Dual-Missiles BS 80 (300+4d10)x1.1 Long 60 AP
Dual-MER BS 90 (68+4d10+14 Fire)x1.1 +DoT Long 20 AP
Dual-Tranq BS 90 2 Tranq Darts Long 25 AP
  • Dual-Missiles: 5% crit, double DT, -10 to hit dodging targets, +2d10 vs living, non-mutated creatures, crit fail on 96 or above. 3 shots of regular at AoE (15). 1 shot of High Velocity at AoE (15), no penalty to hit dodging targets. 0 shots of Hive at half damage and AoE (45). 1 shots of High-Pulse at (50+6d10) AX damage for disabling PipBucks and cybernetics or (150+12d10) AX damage for disabling robots, magically-powered armor, and turrets at AoE (15).
  • Dual-MERs: 5% crit, quadruple DT, -10 to hit in short range, +4d10 vs living, non-mutated creatures, fire damage of 3d10 for three rounds, magical energy damage, crit fail on 96 or above. 15 shots of regular at -2 DT. 18 shots of overcharged at +4d10, -5 DT, and crit fail on 95 or above. 21 shots of max charge at +8d10, -10 DT, and crit fail on 92 or above.
  • Dual-Tranquilizing Rifles: 2 shots, -10 to hit in short range, night vision, silent.
Combat Modifiers and Special Attacks
  • Critical: 3%
  • Blessed of Luna: +2 Int and +2 Per between 4 pm and 4 am. Increases Science by +4.
Ability Scores
Stat Total Base Armor
Strength 6 6 -
Perception 4 3 +1
Endurance 10 10 -
Charisma 5 5 -
Intelligence 9 9 -
Agility 6 8 -2
Luck 3 3 -
  • Strain: 448 [30+ (Endurance +Int) x(level+2)]
  • Versatility: 5 [Intelligence/2 rounded up]
  • Potency: 5 [Endurance/2 rounded up]
Skills
Skill Total Ranks Ability Luck Permanent Bonus Tagged Conditional
Barter (Cha) 11 0 10 1 0 0
Battle Saddles (End) 80 34 20 1 0 15 +10 from Armor
Explosives (Per) 9 0 8 1 0 0 +4 between 4 pm and 4 am
Firearms (Agi) 13 0 12 1 0 0
Lockpick (Per) 9 0 8 1 0 0 +4 between 4 pm and 4 am
Magical Energy Weapons (Per) 9 0 8 1 0 0 +4 between 4 pm and 4 am
Mechanics (Int) 21 0 18 1 0 0 +4 between 4 pm and 4 am
Medicine (Int) 86 54 18 1 11 0 +4 between 4 pm and 4 am
Melee (Str) 13 0 12 1 0 0
Science (Int) 115 78 18 1 3 15 Special Talent, +4 between 4 pm and 4 am
Sneak (Agi) 100 69 12 1 3 15
Speech (Cha) 59 45 10 1 3 0
Survival (End) 50 26 20 1 3 0
Unarmed (End) 21 0 20 1 0 0
Books Read
  • The Wasteland Survival Guide (+3 Survival)
  • Principles of Proper Pony Speech (+3 Speech)
  • Post-War Natural Remedies (+3 Medicine)
  • Pre-War Natural Remedies (+3 Medicine)
  • Pre-War Big Book of Arcane Sciences (+3 Science)
  • Pre-War Zebra Stealth Tactics (+3 Sneak)
Traits
One Trick Pony (Knives of Light) Access to the Mighty Spell perks and gain Rank 1 for free, can only use Eldritch Knives
Wild Wasteland Chaos follows you (see below).
  • Wild Wasteland: You have the propensity for discovering or encountering extremely unusual and “wacky” elements of the Equestria Wasteland.
Perks
Level Perk Name Description
2 Extra Special: Agility (Rank 1/10) +1 Dexterity
3 Extra Special: Strength (Rank 2/10) +1 Strength
4 Extra Special: Strength (Rank 3/10) +1 Strength
5 Hit the Deck! 1/2 Damage from ranged explosions
6 Flesh Wound +15 DT vs crits in Heavy Armour
Trait Bonus Mighty Spell: Eldritch Knives (Rank 1/4) Increase spell to 2x Versatility by spending 1.5x Strain
7 Spell Alacrity (Rank 1/2) -10 AP for casting spells
8 Knight in Shining Armor (Rank 1/3) +4 DT in Heavy Armor
9 Wild Cast Wild cast spells with remaining AP, see below
Quest Cunning Linguistic Can speak Zebra
10 Blessed by Luna +2 Int and +2 Per between 4 pm and 4 am
11 But I want it NOW! Gain a Level
12 Mighty Spell (Rank 2/4) 2x Strain for 4x Versatility
13 Snake Eater +50% Poison Resistance
14 Living Anatomy Show health & DT, +1d10 vs living, non-mutated
15 Knight in Shining Armor (Rank 2/3) +4 DT in Heavy Armor
16 Spell Alacrity (Rank 2/2) -10 AP for casting spells
17 Knight in Shining Armor (Rank 3/3) Mastery: +7 DT in Heavy Armor
18 Mighty Spell (Rank 3/4) 3x Strain for 8x Versatility
19 Action Colt (Rank 1/2) +15 AP
20 Luna Powered Who knows what could happen, should the moon ever rise again
Quest Breakout Success +5 on all skill rolls when freeing slaves
Quest Great and Powerful (Sunshards) Gain access to the Sunshards spell
Quest Great and Powerful (Moonshards) Gain access to the Moonshards spell
Quest Great and Powerful (Luna’s Wrath) Gain access to the Luna’s Wrath spell
Alchemy World Weathering Potion +3 DT, +20 Resist All
Alchemy Nemean Elixir +10% DR
Alchemy Lightning Elixir +6 AP
Alchemy Bone Strengthening Brew 50% limb damage
Alchemy Twitchy Tail Tincture +2 Initiative
  • Wild Cast: At the end of your turn, if you have AP remaining but not enough to cast a spell, you may attempt to cast a spell anyway. To do so, you expend your remaining AP and spend the strain of the spell. You then make a Science skill roll at a penalty equal to the remaining amount of AP necessary to cast the spell. If you succeed, you then cast the spell as normal. If you fail, the casting backfires. You still lose the AP and strain, and you take 1d10 stun damage for every ten points (rounded up) of AP you didn’t have to cast the spell.
Spells
Knives of Light

Conjures a swarm of brilliant stars of crystalline light around the caster which are then mystically directed to attack a single target. The stars strike with a single attack roll dealing (Potency /2) +13 magical energy damage per star. The target applies only half of his armor’s DT (rounded down) against the total damage. Knives of Light ignores shields. Each star sheds light as per a candle while being conjured, thus this spell cannot be used in a stealth attack. This spell takes two casting actions to cast.

Basic (Cost 10): Short range (50 ft). Creates (Versatility + 3) stars.

Sunshards

Conjures a swarm of brilliant crystalline shards of light around the caster which are then mystically directed to attack. The shards strike as a single attack, dealing (Potency/2)+6 magical energy damage per shards. Targets apply only half of their armor’s DT (rounded down) against the total damage. Sunshards ignore shields. The crystalline shards embed into targets struck by this spell and radiate light, brightly illuminating an area of 2xPotency yards (with lesser effects beyond that). Creatures struck by the sunshards suffer a -20% penalty on stealth checks (on top of being in a brightly lit area), ranged attacks, and all checks involving sight. The shards remain for Potency rounds. This spell cannot be used in a stealth attack. This spell takes two casting actions to cast.

Great and Powerful (Cost 10): Short range (50 ft). Creates (Versatility + 5) shards. May be targeted at up to Potency targets, dividing knives as equally as possible between them. Roll attack rolls separately for each target.

  • Moonshards: Conjures a swarm of silvery crystalline shards of light around the caster which ready to mystically lash out at those nearby. Until the beginning of the caster’s next round, for every 15 AP an enemy expends within short range, 1 shard lash out at them. Each shard deals (1/2x Potency) +13 damage. The target applies no DT against the total damage, but doesn’t ignore shields. Each shard sheds light as per a candle while being conjured, thus this spell cannot be used in a stealth attack. This spell takes two casting actions to cast.

Great and Powerful (Cost 10): Short range (50 ft). Creates (Versatility + 3) shards.

Luna’s Wrath

Conjures a swarm of radiant blue and silver stars of crystalline light around the caster which are then mystically directed to attack a single target. The stars strike with a single attack roll dealing (Potency /2) +13 magical energy damage per star. The target applies only half of his armor’s DT (rounded down) against the total damage. Luna’s Wrath ignores magical reflection and reduces magical resistance by 5x Potency, but doesn’t ignore shields. Each star sheds light as per a candle while being conjured, thus this spell cannot be used in a stealth attack. This spell takes two casting actions to cast.

Great and Powerful (Cost 40): Short range (50 ft). Creates (Versatility + 3) stars.

Equipment
Slot Item Effect Quality
Head Reinforced Cloak Hood +1 Per, +1 DT, can produce light Perfect
Face Night Vision Goggles +1 Per in dark, halved darkness penalties Good
Back Shadowbolts Environmental Cloak +1 DT, +20% Resistance Perfect
Body Leviathan Salvaged Power Armor 30 DT, 10% DR & Fire Resistance, -2 Agi, +10 BS Perfect
  • Prototype Mark IV Environment Suit (Perfect)
  • Radiation Suit (Good)
  • Pristine Pre-War Tuxedo
  • Love Station Battle Saddle with dual-linked Missile Launchers (Perfect)
  • 16x Standard Missiles
  • 2x High Velocity Missile
  • 2x High-Pulse Missiles
  • Love Station Battle Saddle with dual-linked Magical Energy Rifles (Perfect)
  • 27x Magic Fusion Cells
  • 36x Overcharged Magic Fusion Cells
  • 42x Max Charge Magic Fusion Cells
  • Gauss Rifle (Perfect)
  • Antimaterial Rifle (Perfect)
  • 12×50 MG
  • Battle Saddle with dual-linked Tranquilizer Rifles (Used)
  • 4x Tranq Darts (-1 Agi/turn for 5 turns)
  • PipBuck
  • Auto-Injector
Medicine and Food
  • 2x Saddle Bags
  • 25x Pre-War Food
  • 2x Full Canteens (10 doses pure water)
  • 3x Bandages
  • 2x Arcane Gauze
  • 7x Healing Potions
  • 5x Healing Potions (in a canteen)
  • 12x Super Res Potions
  • 10x Super Res Potions (in 2x canteens)
  • 3x Antivenom
  • Doctor’s Kit
  • 4x Rad-away
  • 3x Rad-safe
  • 12x Painkillers
  • 9x Dash
  • 3x Rainboom
  • 4x Flash
  • 7x Buck
  • 3x Balefire Benders
  • 17x Mint-als
  • 10x Vodka
  • 2x Sparkle-cola RAD
  • 1x Party-time Mint-als
  • 5x Turpentine
  • 20x Sparkle-Cola
  • 20x Canned Pears
  • 30x Sparkle-Cola RAD
  • Radioactive Isotope
Miscellaneous
  • Sterling Silver wedding Braclet and Necklace
  • 48x Green Herbs
  • 10x Red Herbs
  • 30x Blue Herbs
  • 14x Gray Herbs
  • 10x Smoke Bombs
  • Unicorn Power Armor (Perfect, Ah Fixed It; In Room)
  • Broadcaster
  • Pipbuck Key
  • Partially Deactivated Sprite-Bot (No propulsion, no weaponry)
  • Flight cage with hoof clamps for six ponies, straps adjustable for any size between pegasus or size 2 dragon.
  • Sowing Kit
  • Red Button Framed Poster
  • 1x Red Button Shirt
  • 6x Bobby Pins
  • Screw
  • Lantern
  • Glass Cutter
  • White Paint
  • Gold Paint
  • Black Paint
  • Picture of Muddie (with the now-demolished pegasus tower in the background)
  • Pre-war Rubber Chicken
  • Pre-war map with all 6 Ranger Stations mapped
  • Mesh remnants from stable security armor
  • Nice shampoos, conditioners, and full grooming kit
  • Really Nice Pillow
  • Sweetie Belle Poster in Waterproof Container (stolen from Shattered Hoof Re-educational Stockyard)
  • Rebuilt Astronomy Book
  • Apple Farmers Almanac (maps of old Equestria)
  • The Wasteland Survival Guide
  • Zebra Stealth Tactics
Equipment Abilities
  • Winterized Leviathan Reinforced Salvaged Power Armor: 10% DR, -2 Agi, +10 Battle Saddles, Ah’ Fixed It for +2 DT, Leviathan Reinforcement for +6 DT and +10% Fire Resistance and double movement penalties, Perfect Condition for a net +30 DT. Enchanted with an Expert Spirit of Loyalty (SA 7) which grants allies +7 DT, +21 Resist All, and an effective +1 Endurance and Charisma to resist magic. Painted White and Gold with Night Light’s Cutie Mark on the side.
  • Reinforced Hooded Love Station Scribe’s Cloak: +4 DT. Hood grants +1 Perception.
  • Reinforced Love Station Scribe’s Cloak: Perfect for +4 DT.
  • Shadowbolts Environmental Cloak: +20 Elemental, Radiation, and Poison Resistance. Perfect for +1 DT.
  • Proto-type Mark IV Environment Suit: A reinforced adult sized Mark IV Environment Suit, granting +1 Strength (to a max total of 5) and +40 Elemental, Radiation, and Poison Resistance. Contains an integrated spell matrix of unknown properties, other abilities of the suit may or may not function. The suit is in Perfect condition (DT 12) and must be repaired very carefully if the matrix is to remain intact, matrix repair is in progress.
  • Battle-Saddle with Missile Launchers (Perfect): 50 AP, singe shot. Has a jambuster (clear for 15 AP), 5 ammo feeds, and ammo loaders.
  • Battle-Saddle with Magical Energy Rifles (Perfect, Ah Fixed It ): 20 AP, 24 mag, beam splitter, scoped (+10 to hit for all but short range), +2 damage per beam. One gun is shamaned for a net +14 Fire damage and +3d10 Fire damage per round for 3 rounds. Has a jambuster (clear for 15 AP) and 3 available ammo types.
  • Battle-Saddle with Tranquilizer Rifles: 25 AP, 8 mag, night scope (+10 to hit for all but short range, night vision), and silenced.
  • PipBuck: A PipBuck effectively grants the wearer the following spells at no strain: Light (brightly illuminating an area of 1 yard), Locate Object (1000 yards, tagged objects whose tagged codes I know), and Organize (accessing inventory items costs 10 AP less). These spells are considered to be cast at Expert level, but with a Potency and Versatility of only 1 each. Activating any of these abilities is a 10 AP action. A PipBuck will also use its Automapping feature to map areas as you travel, and allows access to the radio which may be listened to out-loud or with the built-in earbloom.
  • Auto-Injector: Connected to a PipBuck peripheral and installed as a modification to a suit of armor, the auto-injector allows a pony to automatically gain the benefits of of a single drug or potion once per round for free.
Information in Pipbuck
  • Overmare’s Harddrive from Stable 47 (including a document on rearing dragons and a record of dragons within Stable 47)
  • Records from Silence Station
  • Tags for Muddy, Red Button, Viewing Glass, Sweet Tooth, Fire Wall, Street Smarts, Little Pip
  • Watcher’s location
  • Schematic for Auto-Injector, Railway Rifle, Nuka-Grenade, Dash Auto-Injected, Sparkle-Cola Clear
  • Notes to make Wings, Nuka-Cola Rainboom, and Living Legends (+10 HP, +5 AP for 5 minutes)
  • Sequester spell, Time Jaunt spell, Gravity Manipulation spell, Sunshards spell, Moonshards spell, Luna’s Wrath spell
Albinism
  • Sun Vulnerability: Because of their lack of skin pigmentation, albinos are more susceptible to the effects of the sun. An albino suffers a -1 penalty on Perception checks made in bright natural light. If an albino is in direct sunlight without some sort skin protection he begins to suffer the effects of sunburn as a normal pony would, but at a faster rate. After one hour of unprotected direct skin expositor to the sun the albino takes 1d10 points of Stun damage (ignoring DT). If the albino remains in the sun unprotected this stun damage doesn’t dissipate like normal stun damage and each hour until he finds some sort of protection from the sun’s rays he will take an additional 1d10 plus 1d10 per hour of being exposed to the sun of Stun damage. When a character falls unconscious from this non-lethal damage, he must make an Endurance check every hour he remains unconscious in the sun. If he fails the save he begins dying.
Languages
  • Pony
  • Zebra
Caps and Valuables
  • 2,028 Caps
XP
  • 201,500/210,000
Miscellaneous Statistics
  • Size: 3’5” tall,
  • Weight: 100 lbs.
  • Carry Weight: 175 lbs [25 + (Strength x25) lbs]
  • Current weight carried: 64 lbs.
Bio:

Cutie mark

Night Light

Gamers' House Planeswalker Planeswalker