Post by Manah on Apr 17, 2013 22:12:07 GMT -5
CRIMSON MANA
Fifth Pony Princess of Equestria
Fifth Pony Princess of Equestria
Other aliases: Princess Mana, Cataclysmana, The Red Mare
Occupation: Pony Princess, Traveler, Adventurer
Height: 3'8"
Weight: 74 lbs
Eye color: Red
Mane color: Red
Coat color: Dark Red
Pony Mark: A stylized combination of symbols representing a tornado, a volcano, a tidal wave and an earthquake
Species: Equestrian Pony (Alicorn)
ABILITIES
Int: 6
Str: 5
Agl: 5
Spd: 4
Dur: 5
HEALTH: 5
ENERGY: 24
REGEN: 14
ACTIONS
Close Combat: 6
(Agl.bonus and Wpn.modifier)
-Efficient
-Kicks
-Hooves boxing
-Horn
-Flying attacks
-Charge
-Use of powers in combat
Ranged Combat: 5
(Agl.bonus and Wpn.modifier)
-Efficient
-Magical Blasts
-Thrown objects
-Throw with mouth
-Precise shot/throw
-Use of powers in combat
Acrobatics: 3 / 4
(Str.bonus)
-Number after slash used when in combination with Flight
Ki Control: 7
(Dur.bonus)
-Efficient
-Ki Blast (2x damage and AP included for free)
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
Flight: 5
(Str.bonus)
-Efficient
-Perfect Maneuvrability
-Can't improve to more than AN 6 by lines.
Weather Control: 7
(Int.bonus)
-Efficient
-Create/Manipulate
-Force Blast (Half this Action's AN, rounded up, is added as a Ranged Weapon modifier, with the following Advantages: [2x damage, Normal and Stun damage] for a Lightning Bolt, or [2x damage or Area effect 3, can increase area to up to double that by paying stones] for a tornado/whirlwind.)
-Direct Manipulation: Crimson Mana cannot just create rain or lightning bolts out of nowhere. She must find a way to generate the effects she seeks directly. For example, to create rain, she will find dark clouds, bring them somewhere, and jump repeatedly on them until it rains. To create lightning bolts, she will kick the aforementioned dark cloud in such a way as to produce lightning bolts. For tornadoes, she will usually fly really fast around the point where she wants to create one. To disperse clouds from the sky, she will kick them hard. Basically, this sometimes means she has to use this action in conjunction with another to get actual results.
Occultism: 6
(Int.bonus)
-Efficient
-As General Knowledge, specifically for magic, supernatural creatures and phenomenon, magical history, legendary beasts, etc.
-Used for magical research, to find out what the user doesn’t already know.
-Can be used for rituals of many kinds, as long as the user has the accurate book/scroll/etc., the time, the components and formula to know what to do, and does it perfectly.
-Each AN of Occultism allows its user to learn 2 spells outside their established knowledge if they can find a master or a source of knowledge to learn them. The AN of aforementioned spells cannot exceed the AN of occultism, though it may be lower, depending on the power of the teacher. On the other hand, Crimson Mana uses her own Intelligence bonus to add to the AN. Once the limit is reached, old spells must be forgotten to learn new ones.
-Magic & Occult Lore
-New spells
-Spells of destruction
-Magical research
-Monsters and supernatural creatures
-Learn destructive magic
Primal Magic: 5
(Int.bonus)
-Efficient
-As Hex Spheres; more at risk of unplanned side effects, the GM is encouraged to be creative.
-Primal magic is the art of manipulating the very Essence of magic to achieve powerful effects. It can also be combined with other magics for fantastic results, but bears the risk of bringing about fantastic mayhem, too. Doing so does not require an action.
-Pure Essence: AN is added to Energy Regen by panel
-Primal Magic is influenced by the intent of the user. The more selfless, noble and kind the intent, the least risk there is at using Primal Magic. Using it for evil, mean or selfish purposes risks bringing about serious side effects.
-Dispel Spells can be preformed using Primal Magic; this is the only action that doesn't risk chaotic effects. On the other hand, using it for that purpose requires direct eye contact with the spell being used.
-Equestrian Magic: Magic from Equestria is slightly different from various other worlds, and usually requires a lot of focus and concentration. On one hand, some spells could be maintained forever [figuratively speaking] if Mana just stood there and focused on maintaining it, but she'd have to do just that, spending one action per panel (though no additional stone) to maintain it for as long as she wanted. On the other hand, adding a Duration to most spells costs twice as much as normal. This applies to ALL types of Magic unless mentioned otherwise (such as Alchemy and Occultism, for exemple), not just Primal Magic.
Kineticism: 7
(Int.bonus and Wpn.modifier [for Telekinesis])
-Efficient
-As Telekinesis and Force Field (stones of defense are doubled). Others effects related to movement or kinetic energy are also allowable.
-May grant Flight up to AN 2 to others, as long as they remain within a range of half the AN rounded up (4)
Destruction: 10
(Int.bonus)
-Efficient
-Works as Elemental Magic (Mastery of Fire/Earth/Water elements; Create/Manipulate, Force Blast [Adds half AN rounded up as Wpn.modifier to Ranged Combat, with up to half AN rounded up of free advantages], Accumulate Energy for greater Effect, Free Duration of 2 if appropriate, Automatically causes collateral damage.)
-Other magical effects related to destruction but unmentioned in the action are also possible; turning an object to dust, shattering a window, vaporizing water, etc.
White Magic: 8
-Use as Healing
-Place Force Field VS Normal attacks
-Place Force Field VS Magical Attacks
-Enhance a target's Abilities, Actions or Modifiers; may not more than double anything
-Enhance Weapons and Armor, must pay for Duration, May not more than double the Weapon or defense bonus
-Holy: 3x Damage, Area attack (Area 3; 2x damage VS Non-Evil creatures, Normal damage VS Good creatures. Must use at minimum 8 stones of Effect, and on the next panel, user takes Stun damage equal to stones played to attack with Holy
Time Magic: 10
(Int.bonus)
-Gain 1 effect at AN 1, and one more for each even AN
-May only produce 1 effect per panel
-Demi (Attack VS Durability + Defense. If damage occurs, target's white stones of Health are automatically halved. Cannot be used to kill)
-Degen (Attack vs Durability if damage occurs, gain a reversed Accelerated Healing Factor (take 1 white stone of damage per 2 panels) for damage in panels)
-Stop (Atk VS Speed + Defense. If damage occurs, target is frozen in time for panels of damage.)
-Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target is. 2x Damage, Limited Area effect.)
-Meteor (Bend time so a larger celestial body comes in contact with the area the user is aiming at. 2x damage, Area effect.)
-Age (Attack vs Durability. If damage occurs reduce all physical abilities by 1 per 4 stones played as the being becomes older)
Alchemist: 5
(Int.bonus)
-Similar to a magical action, yet based on pseudo-science, chemistry and medicine. Acts as Medical Healing, Potion and Poison creation as per Witchcraft, and several magical effects in general.
-Most effects require Mana to work on a formula to create a potion or vial which will do the effect itself; she may then keep said vials for later use, up to 2 vials/AN at once total. Creating a potion/vial with a magical effect takes 5 minutes/stone of effect.
-Matter alteration (Mana is able to transmute an equal density of material into another through the use of Alchemy. She can only reproduces normal materials, however... but can then enchant them magically through Enchantment.)
Kaioken: 10
-Place stones into this aciton to gain double invested stones as free stones to use for actions, and abilities.
-Pay stones each round to maintain effect.
-If unwilling to pay stones, effect ends, take damage equal to invested stones
Thieving: 5
(Agl.bonus)
-Stealth
-Escape artist
-Stalk
-Figure out traps/puzzles
-Search room/area
Pokemon Trainer: 1
-Custom action: Act as Medical Healing (for Pokemon only), Leadership (for Pokemon only; may grant up to 1/3 AN stones to an action per Pokemon, rounded up); Computers (with Pokédex only) and Social Skills (for Pokemon only).
Stage X: 2
-Activates at 1/2 health Only; user fully healed when undergoing transformation
-Place 1 stone into Action per activation
-Gain +1 to Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Ki Defense, Toughness, Reflexive Dodge and Energy based/related actions (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) for each stone in this action box. Every 3 stones played, add 1 to Power Level. Stones in between add 1 to Energy Battery.
-May revert after Combat ends, but not before.
-Stones triggered into this action remain in this action unable to be spent, but counting towards regeneration.
General Knowledge: 6
(Int.bonus)
-Efficient
-Equestria
-Canterlot
-Myths & Legends
-History & Geography
-Darker magicks
-Destructive forces and beings
Perform: 4
(Agl.bonus)
-Dancing
-Calligraphy
-Singing
-Speeches
Anime FTSFOI: 2
-FTSFOI= "For The Sheer Fun Of It"
-This allows Crimson to do many different effects, but mostly unimportant and context sensitive ones that have little impact on anything big. Like a "Cartoon Mastery", it can be used to defy physical laws, make "super-deformed" expressions, stretch oneself out to unheard of limits, produce almost any kind of item seemingly from nowhere (including many weapons, which is the most useful... well.. "use"... of this power), like cigars, animal-shaped balloons (don't ask), clown make-up, ACME hammers and traps, apple pies and pirate eyepatches. If it's fun or cartoonish... this power can do it. All Mana has to do is pay for range, area and/or duration.
Social Skills: 6
-Socialize
-Etiquette
-Bluff
-Intimidate
-Pony Princess
-The Red Mare
MODIFIERS
Unicorn Horn +3
-Close combat weapon, allows use of C.C as Unstoppable if used in conjunction with Speed/Flight, in which case the Horn only grants a +2 bonus but comes with all the advantages of Unstoppable.
Hooves +2
-As Claws
Animal Senses +3
2x Natural Healing Rate
Energy Pool 3
Deep Reserves +2
Reflexive Dodge +7
-4 levels from Ki Control
Toughness +5
-3 levels from Ki Control
Ki Defense +7
Mental Defense +7
Magical Defense +6
Enhanced Vision 5 (Sense magical forces and auras, Senses Supernatural Creatures, Sense Destruction, Sense Weather)
Cloudwalking
-Like Pegasi and Alicorns, Mana is capable of standing on, walking on, and lie down on clouds as though it was solid ground without any difficulty or effort.
Rule of Awesome +4
Destruction Genius
-Crimson Mana is a master at learning most any trick or ability related to destruction in one way or another. As such, she can very easily learn such actions/modifiers if it makes some kind of sense and if the GM agrees. Essentially works as Copy Action/Modifier, but only for things related to destruction, and only when the GM allows it.
The Power of Friendship
-Once per issue, Crimson Mana can call upon the power of Friendship directly and use it to get power from any friend present at the scene, gaining 2 stone/friend present (3 if said friend is a pony) to use on one of her magical actions for free.
Wealth: 5
CHALLENGES
-Looking non-human (-4; a talking red winged unicorn the size of a pony, with a cutie mark... yup.)
-Psychological (-3; severe ambition. Crimson Mana is a good pony, but as her special talent is power and destruction, she has grown into loving power. Increasing her destructive abilities is one of her favorite hobbies, despite how hard she tries using it only for good.)
-Psychological (-1; prideful. Mana likes her status as a Princess, and while she does not specifically asks for the proper respect that she deserves, she might react a bit more poorly with ponies who do not show it. Additionally, she seems to enjoy the fear 'the Red Mare' legend inspires in other ponies, though she does not condone nor promote it.)
-Psychological (-1; troubled by affection. Direct displays of love and friendship towards her makes Mana a bit confused and unsure of herself. She seems to have difficulty reacting to such things, for unclear reasons.)
-Loyal (-4; to Equestria and her fellow Princesses, Celestia, Luna, Cadence and Twilight Sparkle.)
-C.T.S.U.F.U (-2; while she personally likes to help other ponies, she realizes that many are frightened by "the terrifying Red Mare", so she tries not to bring her help where ponies can't stand it and where it would make things worse.)
-Infamous (-2; while some ponies know the real Princess Mana, and that she is in fact kindhearted and true, most know her as the Red Mare, a dangerous and deadly destroyer deity mentioned in an old legend. While she certainly has the destructive potential mentioned in said legends, she is in fact kind and uses her powers for good, although she does not deny nor confirm the rumors about her being the Red Mare or not. It seems to amuse her.)
EQUIPMENT
-Pokédex (also works as a Handheld Computer. Grants +2 to General Knowledge [Pokemon, Types/weaknesses, Legendary Pokemon]. Completely waterproof.)
-Pokéball (Zweilous)
-12 Ultra Balls (+3 weapon; deals no real damage, but captures target if stones used exceed Intelligence plus remaining Health. Only works on Pokemon or certain animals/creatures, as told by the GM.)
-10 Super Potions (+6 to medical healing, or heals 2w, whichever is more.)
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STORY: Crimson Mana used to be a normal Unicorn pony like so many others, with two little differences. One, she had a dark, crimson coat and a bright red mane, tail and eyes. Two, while she was not too shabby at magic in general, what she really excelled in was powerful destruction magic... so much so, in fact, that her Cutie Mark itself reflected it, representing several natural disasters all combined into one; a volcano, a tornado, an earthquake, and a tidal wave. These differences put her at odds with most of her fellow ponies, because... of an ancient legend.
It was told in ancient lore of the tale of the terrifying Red Mare, a deity of destruction and devastation, whose coat was the color of blood. The Red Mare would hold the power to destroy the world in her hooves, and wield it to serve her own purposes.
Now, while there was no proof that this legend was anything more than an old mares' tale, rumors began abounding from all over Equestria about the coming of the Red Mare. The young unicorn herself began wondering if it was true, if she was truly a force of evil or a danger to all around her. However, someone didn't seem to think so... someone she came to respect more than most. Princess Celestia herself.
For the princess made her realize how the legend could be interpreted in more than a single way. Celestia told her how holding the power to destroy anything could be a good thing if it was used for good, and she pointed out how using that power to "serve her own purposes" was not necessarily evil, as long as her purposes were honorable.
Celestia offered to train her in magic and help her find her path, an offer she gladly accepted. She did so for a handful of years, but eventually the fear of Canterlot's ponies got the best of them. They requested that the young Unicorn would leave, to ensure their safety. Saddened by this, Celestia asked her what she wanted to do, and Mana replied, full of confidence, that it didn't matter, that she would travel the world to learn more about magic and her own power until she could be accepted for what she was and the good she could bring with her.
Years of traveling later, she returned, having learned powerful and varied magic spells. It so happened that she returned at a time of crisis, when a large active volcano was about to cause the destruction of a village nearby, and few if any of the inhabitants would have had the time to realize it, let alone escape. Led to it by her powers, Crimson Mana caused a controlled earthquake which sealed the volcano in. While it did erupt, and damaged part of the village, thanks to her, none of the villagers was hurt. They all escaped unscathed.
While some were scared of her power and the legend it evoked in their minds, others were starting to see her in a different light. She was a savior, and a heroine, no less. Crimson Mana, over the years, proceeded to save other ponies from various catastrophes, using her powers to counter forces almost no one else could. Disrupting powerful tornadoes and uncontrolled storms with her own winds, causing powerful rains to stop forest fires, etc.
Eventually, she was summoned by Princess Celestia, who recognized her publicly for the heroine she had always thought her to be. She became the fifth pony Princess of Equestria, and transformed into an alicorn, joining her new sisters as one of the greatest ponies history had ever known. Of course, some were still afraid of the legendary Red Mare, but at least, now, some supported Princess Mana.
Still, training never ends and neither did her quest for more understanding of her amazing abilities. So Mana set out to protect Equestria and to explore it and its surroundings, looking for more magic and powers related to her special talent!