Khazard

Sir Pryce Etac

Sep 17th, 2013 (edited)
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Name: Sir Pryce Etac the Just
Race: Alicorn
Gender: Male
Cutiemark: Upside down top hat with a question mark coming out (Can use anything as a weapon, non-Hat Magic spells can summon their object in any shape)
Class: Battle Magician (Battlemage), Summoner [Prophet]
H/W: 10/6 [4 EP into hits, 2 EP into wounds]

Unspent BP: 0
Unspent EP: 1
Unspent Skill Point: 0

Skills: Telekinesis, Posh (His bracelet, +1 Conjure Weapon), Pegasus Flight, Conjure Weapon, Smite [+2 from 3 BP], Elementalist (Fire), Hat Magic, Homing Magic, Orbital Strike [+1 to main roll from 1 BP], Enhancement [+1 from 1 BP]

EMBLEM OF THE KING
Attribute: Buff
Tags: Passive
Effect: Conjured Weapons get a second Weapon tag and are +1 by Default, or +2 on a critical success; Landing a critical success with that Conjured Weapon grants it another +1, this Effect does not Stack.
Duration: N/A
Recharge: N/A

SPELLWEAVING
Attribute: Buff/Debuff
Tags: Spell; Ranged
Effect: Target any Spell-tagged Effect and on success, Negate and/or Dispel it; You can then use that Effect for your own purposes with the original roll.
Duration: N/A
Recharge: The Recharge period of the Spell Effect you Unweaved

SAVE THE WORLD
Attribute: Almighty or Weapon Attribute
Tags: Passive; Free
Effect: If this character scores a Critical Hit on an Attack in Combat, all other Savior-aligned allies can make a single Basic Attack as a bonus Free Action. Failures on this Attack do not result in retaliatory damage. Critical Hits scored on this attack do not proc further activations of STW, and STW can only Activate once per turn.
Duration: N/A
Recharge: N/A

Primordial Aspects

Sphere of Life - Aspect of Balance

MANTRA OF PURITY
Attribute: Buff
Tags: Instant
Effect: Dispel all Status Effects on the Target and makes them immune to Status Effects for the next 3 Turns
Duration: 3 Turns
Recharge: 1 Turn

PRAYER FOR DELIVERANCE
Attribute: Buff
Tag: Instant
Effect: Double the Target's Max Hits and restore them to full Hits; This lasts until the next time they go Helpless; This does not stack.
Duration: N/A
Recharge: 3 Turns

COMMANDMENT OF BALANCE
Attribute: Buff
Tag: Automatic
Effect: Bring up all Helpless allies; Dispel all Status Conditions on self and allies; Restore full Hits and 3 Wounds to self and allies
Duration: N/A
Recharge: Twice per Combat

Sphere of Death - Aspect of Judgment

PALISADE
Attribute: Buff
Tag: Automatic
Effect: Choose one Ally. Negate any Spell-tagged effect that affects yourself or them for 3 Turns.
Duration: 3 Turns
Recharge: 2 Turns after Effect ends

SALLUS
Attribute: Buff
Tags: Automatic
Effect: Roll 2d2 on Activation. For 3 Turns increase your ATK Support and DEF Support by X; if any of your Attacks are Critical Hits, they remove one Action from the Target on the next Turn
Duration: 3 Turns
Recharge: 3 Turns after Effect Ends

PRINCESS VINLAND'S OPULENCE
Attribute: Buff
Tags: Automatic
Effect: Pay all but one of your Wounds as a Cost; Negate all damage and negative Effects made against you and allies this turn; You and all Allies increase your ATK Support, DEF Support and Critfail Support by 7 for 3 Turns.
Duration: N/A
Recharge: Once per Combat

Sphere of Dark - Aspect of Space

ELEMENTAL CURRENT
Attribute: Buff
Tags: Passive
Effect: Add two Attributes to your Skill pool
Duration: N/A
Recharge: N/A

  • Flare [Fire]: Bright flashes and loud bangs disorient the target, adding one stack of Flare when hit. When a target reaches 4 stacks, they are stunned that turn.
  • Cauterize [Fire]: Intense heat that can seal wounds and rejuvenate those it burns. Spells with this element will heal half the damage it normally would have done.

ELEMENTAL FUSION
Attribute: Buff
Tags: Automatic
Effect: Apply any Attribute you know to your body; You gain the Absorb AR for that Attribute and can travel within that Attribute as a Free Action if it is in the environment (ie, traveling across a wildfire with the Fire Attribute)
Duration: 3 Turns
Recharge: 2 Turns

SUBSPACE WALKER
Attribute: Buff
Tags: Automatic
Effect: Put yourself, someone else, or an object into Subspace for 4 turns or until dismissed; Target cannot attack or be attacked by anyone outside of Subspace; While in Subspace, the Target can move about freely at will; Upon exiting Subspace the Target is deposited in the nearest open space that can hold them.
Duration: 4 Turns
Recharge: Twice per Combat

Sphere of Light - Aspect of Mind

WHITE THREADS
Attribute: Buff
Tags: Spell; Ranged; Automatic
Effect: Create a telepathic link with the Target.
Duration: Until Dispelled
Recharge: N/A

GILDED TONGUE
Attribute: Buff
Tags: Passive
Effect: Reduce DC for all social rolls by 1. People start off with a good impression of you.
Duration: N/A
Recharge: N/A

MASS HALLUCINATION
Attribute: Mind; Buff/Debuff
Tags: Spell
Effect: Cause all Targets to feel a certain way, believe an idea, or share a convincing hallucination. DC for Social rolls against them is reduced by 3.
Duration: Until the end of Combat
Recharge: Once per day


SongSpinning

LIMERICK OF DESERT MIST
Attribute: Buff
Tags: Spell
Effect: Renders user near-invisible and Stealthed to all but those in your Range; Does not break when taking Actions.
Duration: 3 Turns
Recharge: 1 Turn

  • The Watercolor Tribe uses this hymn to worship the many oases of the Southern Basin, which they revere as burial grounds of gods. It functions as both a prayer and a navigation aid, as the lyrics indicate the optimal travel route for reaching the oases without being deceived by mirages.

HYMN OF THE CEDAR-TREE SHRINE
Attribute: Buff
Tags: Spell; Instant
Effect: Target will take only 1 Hit of damage from every damage source each turn.
Duration: 2 Turns or 3 on Critical Success
Recharge: 3 Turns after Effect ends

  • The Country of Red Thunder has been divided for much of its long and fraught history, and many of the civil wars and persecutions have been the result of sectarian tensions between the Country's many religious groups. The Country is dominated by highly animistic cults collectively referred to as 'Turba', with many region-specific variants. Their differences are small, consisting of different names for sacred mountains and lakes, but their sacred territories often overlap, creating conflict with other regions' variants of Turba. This Hymn is the story of one such conflict, when a group of pilgrims seeking ablution for past sins were hunted down by zealots of a rival sect, and took refuge in the hollow of an ancient cedar tree. A miracle took place, and the bloodthirsty zealots could not set hoof in the hollow to attack the pilgrims without being burned by a supernatural fire. When the zealots finally fled in fear of the gods, the pilgrims turned the hollow into a shrine.

THE SCROLL OF SENEH, THE WILDFIRE AEGIS
Attribute: Buff
Tags: Spell; Automatic
Effect: Summon a floating shield Minion with 20 HP; It can be assigned to and take damage for any Target; It can use the Skills Brushfire, Hunker Down and Hakarmell.
Duration: Until dismissed or defeated
Recharge: 3 Turns after dismissal or defeat

  • BRUSHFIRE
    Attribute: Fire
    Tags: Ranged; Can Cleave
    Effect: Deal Damage.
    Duration: N/A
    Recharge: 2 Turns

  • HUNKER DOWN
    Attribute: Buff, Fire
    Tags: Automatic; Spell
    Effect: Halve all incoming damage for this Turn; Inflict all taken damage upon the attacker, with the Fire Attribute.
    Duration: N/A
    Recharge: 3 Turns

  • HAKARMELL
    Attribute: Fire
    Tags: Automatic; Always Succeeds
    Effect: Upon defeat, deal Fire Attribute damage to all enemies.
    Duration: N/A
    Recharge: N/A

  • This Songspinning spell conjures a semiautonomous, fire-imbued shield, a servitor linked to the will of the user. When fighting against extreme odds, as the Sons of God did, one must develop ingenious uses for one's limited resources. Exploding shields are just one example of such weapons the Sons developed for this purpose.


Will of the King

RADIANCE
Attribute: Buff
Tags: Free Action
Effect: Generate Roll - 5 Sparks for use of Will of the King Skills.
Duration: N/A
Recharge: N/A

  • Dazzle and shine with your prowess.

WILL OF THE KING
Attribute: Buff
Tags: Auto Instant
Requirement: Possessing 9 Sparks or more
Effect: Gain +1 to all Rolls and Will of the King's Skills
Duration: Until Dispelled or all Sparks are used.
Recharge: 2 Turns after Effect ends

  • Channels the divine blessing of King Neo Advent, consuming all sparks to take on a new regal form. Pryce's body turns as brilliant as the sun, his robe extending off his body into rays of light, and a crown of flame appearing overhead.

ENCORE!
Attribute: Buff
Tags: Passive
Effect: Pay 1 Spark as a Cost; You can use another Action this Turn.
Duration: N/A
Recharge: N/A

SPHINX ILLUSION
Attribute: Debuff
Tags: Automatic; Spell
Effect: Pay 3 Sparks as a Cost; Pick two Targets, and switch their appearance in a flawless illusion; all Actions which Targeted one now Target the other.
Duration: Until Dispelled
Recharge: N/A

  • Warp the senses to change what your audience sees.

BLIND SHUFFLE
Attribute:
Tags: Ranged; Spell
Effect: Pay 1 Spark as a Cost; Deal Damage; Roll 1d4 to determine Suit (1-Shield, 2-Sword, 3-Rose, 4-Acorn), and on crit success, roll 1d3 to determine Face (Jack, Queen, King); Additional Effects vary by Suit and Face; If a card is drawn a second time, reroll for a different card.
Duration: Variable
Recharge: N/A
Shield: Counterattack damage and critfails from this Target to Pryce are reduced by half until the end of Combat
Sword: Deals double damage
Rose: Targets all Enemies in Pryce's Range
Acorn: Reduces all damage the Target will deal this turn by half
Jack: Shuffle the deck, refreshing all cards
Queen: Choose the suit the next instance of Blind Shuffle draws
King: Pick the exact card Blind Shuffle draws, and make it Automatic

  • Conjure a deck of cards to flourish before your foes.

MAGIC BOX
Attribute: Debuff
Tags: Spell
Effect: Pay 3 Sparks as a Cost; Form a 3-section box around the Target, covering Head, Torso and Limbs; You can separate one of the boxes without dealing damage to the Target, with Effects based on which part was separated; Head: The Target's Actions are applied to random Targets; Limbs: Target cannot move or use non-Spell Tagged Skills until reattached; You can pay 1 additional Spark to completely separate all three boxes in a single Action, incapacitating the Target until someone puts them back together.
Duration: Until Dispelled
Recharge: N/A

FINAL ACT
Attribute: Buff
Tags: Auto Instant
Effect: Pay 5 Sparks as a Cost; You can only use one other Action this Turn; Your allies can sacrifice their Actions to give a +2 to the other Action you use this turn; If that Action would give you a buff, it is given also to all allies who aid you in Final Act; Cannot Critfail with two (2) or more Allies assisting you.
Duration: N/A
Recharge: N/A

  • Pour all your magic into one final grand stand.

Inventory

Special Inventory

Gem-studded bracelet (Catalyst, Posh, Seeker's Sight Ruby [Relic, DC 5 for weapon conjuring])
Iron Bond (Relic, Turns Pryce into a normal unicorn while worn)
Feather of the Primordial Avian (Revives a target)
Sealed Obsidian Case [Containing Ember of Jalandhara]
Breezie Candy [1] (Contacts the breezies from anywhere)
Moonlight Prism (Catalyst, needed to use Songspinning, inlaid in a silver amulet)
Limerick of Desert Mist Scrolls (Written in both Equish and Native Watercolor Goo trive)
Bloater Bonbons [5] (Can eat rotten food with no downsides)
Plain white robe (Had since leaving for knight training, Emblazed with Emblem of the King)
Formal Red Mage Outfit (https://mlpg.co/q/src/1547098638179.png)
Hymn of the Cedar-Tree Shrine Scroll
Honor of the Star-Blessed Watch
Miracle Grow Pot [Allows the use of the Miracle Grow skill, but only within this pot]
Gold-Trimmed Aqua Paper Party Hat
Animal Meat Snacks
Moonlight Prism & Case [For Spitshine]
50 Bits

Pets

Hopper, the Frog
Pucchini, the Pukei-Pukei (Sugar's)
Catcher, the Kecha Wacha (Spitshine's)
Lockjaw, the Deviljho

KP's Inventory

The Lilythrone (Lilypad that is always full of fresh water)
Aquarium with logs
Enchanted Twig Staff (For Hopper)
Frog-sized wizzard outfit
The Beginner's Monster Diary (Grimoire on Beast-Mastery)
Memory Bestiary (Records information on creatures met or heard about. Can summon copies of said animals)
Blue Paper Party Hat
Gold Paper Party Hat [Hopper]
Sage-Green Paper Party Hat [Lockjaw]
Pet Brush
Tough Tug-of-war Cloth Rope
Magician's Top Hat & Cape [Lockjaw]
Pet Bed [Lockjaw]

Miscellaneous

Javelin-sized Angel Arrows [3], 1 Healing Potion, gray magic-less gem, Furniture (Bed, dresser, candles), Compass, Charcoal, Papyrus, Rope, Carving Knife, 25 feet of Rope, Parcels of Wax, Several pouches of jewels, Small Box of Chocolates, Santa Hat, Large Bed, Wardrobe, Orange Rug

Weapons and Special Equipment

SERPENTSKIN CLOAK
Attribute: Buff
Tags: Passive; Instant
Effect: While worn, the Cloak takes half of all damage and negative Effects on your behalf; As an Instant action, you can inflict all stored damage and negative Effects onto a Target to whom you can touch the hem of the cloak.
Duration: N/A
Recharge: N/A

  • A cloak originating in the Onuma region of Circadia. Many swamplanders resisted the efforts of the Dream Crown to integrate them into their dominion, fighting back against Circadia's armies using guerilla tactics and special swamp magic to deter their imperial troops. One such group of these dissident swamplanders were the Serpentskins, a group approximating a rough equivalent of a knightly order for the tribal swamplanders. These Serpentskins formed magic Bounds with trained snakes, undergoing special magic ceremonies that gave their bodies the properties of those snakes, like venomous fangs and heightened ability to sneak. Serpentskins would also collect the shed skin of colossal serpents, fashioning armor and weapons from them that could be enchanted with extremely potent magic.

SKELEBUTLER'S CHIME
Attribute: Buff
Tags: N/A
Effect: Conjure a skeleton butler; Has no Combat utility.
Duration: Until Dispelled
Recharge: N/A

  • Conjures a simple skeleton butler who can execute a number of orders and is skilled in all the things a butler is skilled in.

LEXICON OF THE MOON'S DREAD
Attribute: Debuff
Tags: Spell; Illusion
Effect: On success, Common Enemies are Incapacitated; Minibosses lose half their Actions; Bosses lose 1/3 their Actions; Superbosses lose 1 Action; Can Target up to 10 Enemies, but increase Recharge by 1 per Target.
Duration: Roll - 5 Turns
Recharge: X Turns, where X is the number of Targets

  • Contains illusory nightmares that can incapacitate those who see them. User determines the content of the Nightmare.

MEMORY-PLUCK
Attribute: Debuff
Tags: Single, Guarded (Reduces Critfail Damage by half)
Effect: Steals a Target's Skill upon hit, enabling you to use it while they can't; Normal success = 1 Use, Critical = 2 uses; Only one (1) Skill can be stolen at a time
Duration: Until used or Dispelled
Recharge: N/A

  • A red wakizashi.

AMULET OF THE FAMILIAR
Attribute: Buff
Tags: Passive
Effect: If you and your Minion perform the same Action or attack the same Target, you both get +2 for that Action that Turn.
Duration: N/A
Recharge: 3 Turns

  • A charm meant to hold a picture of one's chosen Familiar.

AUTONOMOUS CHAIN
Attribute: Debuff
Tags: N/A
Effect: This chain can be given orders to wrap around anything; Requires a roll of 9 or higher to break free; Reassembles over a period of 24 hours if broken.
Duration: Until Dispelled
Recharge: 24 Hours after broken

  • An animated chain that can be given orders to chain up anything that it can wrap around.

WENDIGO'S WHINNY (HEARTH'S CHILLING)
Attribute: Ice
Tags: Spell; Ranged
Effect: Can Target up to 3 Enemies; Spray a wall of Ice between you and the Target; Creates a wall that is DC 6 to climb around and DC 8 to break through.
Duration: Until broken through or Dispelled
Recharge: 2 Turns

  • A Cedar staff enchanted with an icy spell. It is topped with a white gem wrapped in a red and green ring in a cross pattern.

Memorarum

  • A photo album that animates the pictures placed within, adding context to the snapshot

ROD OF CHIMERAMORPH
Attribute: Buff/Debuff
Tags: Instant; Spell; Ranged
Effect: Must hit an exposed body part; Change some aspect of the Target's body into that of an animal whose appearance you know; Changes whole body on 8+; Equipment is not morphed to accommodate their new form.
Duration: Until Dispelled
Recharge: 2 Turns after Effect ends

  • An old wooden wand with a chimera carved into the handle, found in the Labyrinth under Fantasia

IMAGE OF THE FALLING STARS
Attribute: Blunt
Tags: One-Time Use
Effect: Roll 10d10 Blunt damage on all targets; all successes are treated as natural 10s
Duration: N/A
Recharge: N/A

  • A stone tablet of horrendous power gifted by King Lininas for use in the Tartarus expedition, then given to Pryce for use against the Treibheanna as a last effort move

Appearance: Pryce is an alicorn with an orange (#FF9F1A) coat, a red (#CE1A03) mane, and aqua (#32B49E) eyes. His horn has a black burn on the middle of it.
His left foreleg is now entirely made of flame.

Character Info: [Birthday: Lǜdia, 11th of Dawn Reviere]
Pryce was raised in an orphanage, never knowing who his birth parents were. But, he found his true family at the age of 5. One day, a circus was in town and the caretakers at the orphanage brought all the kids to have a nice day of festivities. Pryce was in awe at the show, the tricks and performances enrapturing the young colt. The next day the only thing you could see at the orphanage were all the kids talking bout the show. Pryce, being so enthralled by the show, tried to re-perform it himself to the entertainment of the others. His attempts were as expected a child's to go, not quite pulling off the card tricks or illusion or other such amazement he saw, but everypony enjoyed it just the same. It was at this time too the ringlead of the circus came to visit after hearing the orphanage made a trip to his show. The caretakers were about to lead him outside and introduce him, but they stopped as they saw young Pryce trying to mimic him. Then came the grand finale, the fireworks display. Pryce took a deep breath, and focused his magic as hard as he could as the other kids watched in suspense. A few sparks and embers popped off, which still gained some applause. The caretakers gave their doting words of support from their watch at a distance, commenting the Pryce was always a determined little colt whenever something new came around to try it out. Just as they made their steps outside, a big bolt then fired off into the sky from Pryce's horn, bursting in a shower of sparkles as he managed to make a firework! The sudden bang scared the living daylights out of the caretakers and all the kids cheered and applauded. Pryce himself was ecstatic at pulling it off. Not just that, but as the excitement from the firework wore off, they all pointed out that his cutiemark appeared on his flank! This only cause more elation, and distress for the caretakers as they tried to get everypony calm for their new guest. The ringleader spoke to all the children, telling them all about the importance of a smile and sharing it, this being the reason he travels around himself, and also did a few more tricks at their behest. The kids were left to chatter about their private show, and all surround Pryce over his new cutiemark, everypony wondering which trick it was for. A few minutes later, Pryce was called inside. At first he thought he was in trouble for the loud explosion, but it was good news to his surprise. The ringleader, seeing Pryce's eagerness to not only try to do the show again for the others but succeed with a grand finish (with both the firework and his cutiemark), had adopted him! Pryce didn't know what to think, not only was he going to have a family, but a family he was so awestruck with! He gave his heartfelt goodbyes to the other orphans and set off with his new dad to meet his new family.
When they came back to the circus, Pryce was introduced and their excitement blew his out of the water! His new siblings were quick to give him a group hug and start riddling him with questions. First was the youngest right above him, his new brother Curved Cross, a unicorn who was acrobat in the show. Above him was his sister, Feather Flourish, who was a pegasus who did all kinds of card and sleight-of-hand tricks. Then the oldest, Clear Head, an earth pony who did mind reading tricks and even hypnotized a pony for an act! Pryce also learned they were all adopted too, all of them sharing in the same cheer and happiness bringing that their parents did. All three of them were impressed at Pryce's story, hearing that he just got a cutiemark only a few hours earlier and trying out their same tricks too. Stepping in to give the newcomer some space, his parents calmed everypony so they could properly show Pryce around. His mom, Joyous Sight, a unicorn illusionist, and his dad, Hat Trick, also a unicorn, explained how they traveled all over the country to do their show. They never stayed in one place too long, but they always left leaving the folk they met with a smile. And now with Pryce a part of them, they'd have to hold one of their biggest shows ever as a welcome.
Pryce's life was like an adventure after that. For a while he watched on from backstage during the shows, trying to figure out his own little tricks to do. His parents said anything he wanted to do would be welcome, and his siblings even helped show him some of their own acts, but he was determined to find his own specialty. A night finally came a few months in when he felt ready to do his own show. He was given a grand introduction, and was well received as the crowd saw a little kid come onstage, but at that moment stage fright hit him hard. He panicked, he forgot everything he had planned. In that moment, he did the first thing that came to mind. He fired off a small firework, but this time it had a shape of one of the front row ponies. It was applauded, and the pony even liked it! Pryce tried again, this time making a small glowing figure of another pony, and then even starting making things the crowd shouted out! He found his specialty, he was great at conjuration!
Their shows went on to only be better and better, always being a hit. But when Pryce reached his preteen years, another calling came to him. They were stopped at a small town, and while they were setting up Pryce ran out to do the grocery shopping. When he was at the market, he was a group of knights there telling stories of their exploits to the villagers. Pryce was pulled in, hearing how they saved ponies from all over, protected the kingdom and country from all kinds of beasts and nastiness. An ideal formed in his head, a protector that could not only make ponies happy but make sure that smile would never have to leave their face! This knight talk became one of the dominant topics for him, enraptured at his idea. And it was obvious to his family too. When his 12th birthday came around, they surprised him with an offer. If he really wanted to, they planned to make a trip near Hearthome where Pryce could join the Church to begin training as a knight. He couldn't find enough words, or enough times, to thank them for an opportunity like that. When they reached their stop and it was the day before Pryce would head up to try to join, they gave him two gifts. A white robe, slightly over-sized to last him as long as possible, plain and blank for Pryce to design, the same as how he found his own spot in the shows. And a bracelet, one they all saved up the bits for to purchase for him to keep a little flourish for his magic and to remember them by. Again he found himself speechless, thanking them deeply.
When it came time, Pryce managed to be accepted in as a squire for the Church. His magic being a great boon in this decision, his conjuration and practice in show making it quick and versatile. And so Pryce began his new life, training to be a defender of all ponies, keeping the same ideal he had as a child. An unfortunate case came from his family's travelling lifestyle, they were not able to see each other often, but letters were sent very frequently. And once Pryce reached the point where he could venture out, he did his best to line up his routes to his family's. This didn't work too often, but those moments it did were great. And eventually, Pryce finally became a full Knight. With his new title and position, Pryce was ready to finally head and begin his new life and new path.

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