Pizhel used to be a sentient suit of armor under the Duke's employ. Now, he's a sentient jug of... something... and a well-tailored suit under his own employ. Under the Duke's command, he fought revolutionaries while scoffing at his ruler's clear vanity and ineptitude. He didn't have a problem with the vanity: he had a problem with vanity that was *unearned.* Only once it became clear that the revolutionaries would win did Pizhel become a turncoat and join them. Nowadays, despite clear ties to Spineclan, Pizhel doesn't consider himself much of a fighter. Instead, he's grown closer to his core and re-entered the world of business. He'd like to start a casino, possibly, and will aid in either peace treaties or possible imperialistic tendencies from Crownbreakers to grow his customer base. His chief loves are that of luck and merit. He likes to think he has both. INVENTORY Worthless Glass Shards: When Pizhel successfully does a Swap spell, his enemy will usually receive a glass shard. It's not even nice seaglass... Deck of 51: He needs to pass the time somehow! If you could get him a matching Joker to complete his set, he'd thank you very well. Gold Talon: His primary weapon. Regularly coated in a substance that prevents the clotting of wounds--if you're slashed by it, your bleeding will not stop until the wound is thoroughly washed in a sterile environment. Meaning... outside of battle.
SPELLS (Debt) Default: Take one stat point from an opponent and transfer it to Pizhel's lowest stat. Swap: Take one item of value from an opponent's inventory and replace it with a worthless item from Pizhel's inventory. Collector: The ability to break down ANY door. This bypasses locks. This does not come with stealth or strength capabilities, so watch out. Favor: Twist any words said by an opponent into a contract. Until the contract is fulfilled, Pizhel cannot be attacked by that opponent. The contract must TECHNICALLY be possible for the opponent to complete within a reasonable time. (Chalk) Lithification: Compress sand, dust, dirt, or any number of small-particle-based material into a lithified stone object. This object can be anything—a knife, a cup, a three story house, etc—but larger objects will require using more material. A lithified object cannot take on any magical abilities. One could also use wet material like saltwater or mud to make an object, but this process will take a LOT of material and expel a LOT of water. Untarnished: Chalk, on its own, can keep certain metals from tarnishing or rusting. The Untarnished spell can remove ANY damage, wear, or tear from a metal or precious stone object. Nothing short or vaporization will destroy the metallic belongings of someone with a [CHALK] core Repel Fauna: Draw a line that organic creatures cannot cross. Works especially well on insects. The larger a creature is, the thicker the line you draw must be. Does not work on inorganic creatures (metal, inanimate objects brought to life, MOST player characters (but not all!), etc) Child’s Play: Draw a grid like one used in a game of Four Square to create a peaceful zone, where no weapons or spells can be used. This also works as a shield, meaning someone inside the grid cannot be attacked, but you cannot attack anyone/heal yourself/cast spells/etc from inside the grid. The grid can fit four people, including yourself.