Name: Pupa Age: 25 Race: Changeling Personality: A blank state with amnesia, Pupa has no idea where he is from and just awakes one day in a desert near Canterlot. Everything from there is a new learning experience that brings memories rushing back. Coat color: light green Eyes: dark pink Mane/Tail: striped dark red Changeling Appearing as a cross between pony and insect this race feeds on the emotions of others and can mimic almost anything or anyone. Changeling Flight: You have thin gossamer wings which allow you to fly unencumbered but somewhat slower than other races. This is about as taxing as running at full speed. Shapeshifting: recharge 3; A Changeling can imitate almost anything the same size as itself.  You can change your form into any specific person or object you choose on success, with higher success rolls giving better quality to the disguise. The disguise is removed when knocked helpless or when dispelled by magic. If you have the Disguise skill, Shapeshifting will Autocrit. Changelings can tell each other apart via pheromones, passively sensing when other Changelings nearby, but not their specific location. Evil Twin: passive; There is a magic connection to appearances that Changelings are able to tap into. Looking like an individual makes them stronger when fighting that individual. You receive a bonus to rolls targeting anyone whose identity you are assuming. +1 if it’s a general category of people(e.g. military, police, royal guard)and +2 if it’s a specific person. Adaptability: On a successful roll, this racial is replaced until the end of the session by a chosen racial of your choice. Enthrall: You have magic that wears away at a non-changeling’s mind. On each success you drive your target deeper into a state of servile trance, giving one level of stupor, or two on Crit. Each level of stupor adds a new penalty to the target. If the target can see your eyes, they will automatically know your nature and intent, success or fail. 1:  -1 penalty to all attacks in this combat. 2: - 1 to all rolls for the remainder of the session. 3+: Thralldom: The target becomes a minion for the user. They cannot Crit or benefit from Crits in this state. Receiving damage in this state removes a level of stupor. Player characters and powerful enemies cannot become thralls. Glop: recharge 1 after effect ends; You secrete a sticky green goo that prevents a helpless target from recovering that turn. You can passively maintain this effect by not making any other action on each turn you continue it. A strong target will instead receives a cumulative -1 penalty to their recovery rolls for the duration of the effect. If the combat ends (i.e. All other enemies are dead or ran away) before the target manages to recover, the goo hardens into a cocoon and escape without outside help becomes all but impossible. +Cleric: Pyromancer Among fanatical alchemists, obsession with flame evolved into a faith all its own, often blending with other existing belief systems into something far more dangerous. Great Combustion: recharge 1, spell; Create an explosion at your finger (or hoof) tip. On critical failure, causes critical roll damage to both the target and you. On critical success, it heals you for three hits or 1 wound in addition to dealing damage to the target. Flame Warden: passive; In the presence of fires larger than a torch (e.g. A campfire, forest fire, fireplace), your spells no longer have negative effects (i.e. Heal does not hurt on crit fail, Acid Spray doesn’t have lower damage or reset recharge when used on recharge, etc,.)