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Rays eventually found a small inn that was neither too run-down nor too extravagant. He dug the 5 bit nightly fee out of his bags and placed it on the counter by hoof. The innkeeper was so quick in scooping the money into a drawer that it almost looked like teleportation. The mare handed over a room key.

"Also, could you tell me where the local adventurer's hall is?"

The innkeeper gained an expectant look. Rays sighed.


He hoofed over another bit. It disappeared as rapidly as the ones before. The innkeeper's expression shifted to a helpful smile as she gave out the directions.


Once in his room (locking the door behind himself, of course), Rays gave the place a quick search before stripping off his gear and collapsing into the bed.

At least it's better than my last campsite. Thank Luna for magic. I thought those bloodstains would never come out.

Giving a shudder at the thought of those circumstances, Rays elected to forgo any further introspection in favor of some much-needed rest.

The cloaked unicorn approaches the town walls, though the guards take no notice of him. After a careful, thorough look around, he retreats back up the road until out of sight. After dropping his notice-me-not spell, he uses a quick prestidigitation to clean off the reminders of his journey. Now looking far more presentable, he heads back to the gate.

"Hello. This is Bellbrooke, yes?"

The guard gives a nod in affirmation before asking for the unicorn's papers and reasons for travel. The unicorn happily hands over his identification, but is succinct with his answer.


The guard raises an eyebrow at this, but doesn't press further. The gate is opened, and Crepuscular Rays enters Bellbrooke.

Edit: Bits updated, spells clarified, aura color adjusted, compressed behind hider to save space.
Resubmitting with minor alterations.

Okay, character sheet.

Crepuscular Rays, Stealthy Sage

Late twenties | Unicorn | Male

◇Physical Description◇

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 slightly purply blue. 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


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.

Telekinesis: The inborn unicorn ability to manipulate objects with magical force. Negligible mana cost.

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. Does not affect machines. Minor mana cost.

See-Me-Not: The caster and carried gear become entirely transparent. 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. High mana cost.

Touch-Me-Not: Caster becomes intangible. Concentration required to maintain. Can be cast on others. High mana cost.

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: ~100 bits
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