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 Unbound Elemental "Sylph"

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Posts : 11
Join date : 2017-10-13
Age : 36
Location : Skagway, AK

PostSubject: Unbound Elemental "Sylph"    Fri Nov 17, 2017 8:22 pm


Sex: Male
Species: Air Elemental
Height: 5’ 3”
Weight: Varies
Age: 39
Age in appearance: 14
Hair Color: White
Eye Color: Glacier Blue
Skin Color: Pale

Personality: Young.  Sylph finds humor in pranks and jokes, and will be the first one to go out of his way to make sure someone gets a laugh out of the day.  The only time he seems really serious is when doing an errand for Ciyaje, who he sees more as his best friend than a master.

Weakness: Shadow Magic, Fire Magic

Profession: Familiar

Weapons: None
Armor: None
Items: None


Unbound Elemental - After an adventure to "Chaos Island" Sylph found himself transformed.  With the aid of Megan Gwynn he was teleported back to the Island, and back to himself, but without that connection to Ciyaje, and a new strength to remain on the same plane for an extended amount of time without baving to "recharge".

Aerial Combat - +1CS to fighting aerial opponents

Performer – A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill.

Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.

Hunter - Skills at sneaking up on game and shooting them. Gains stealth for purposes of hunting animals only, as well as tracking and expert aim. Gains Tracker for animal tracks only. Any animal successfully snuck up on you gain a+1 CS to shooting.

Reconaissance - Used by scouts to gather information about the area ahead.Grants +1 CS to intuition and +1CS to agility for stealth and avoidance of detection.

Communion With Nature - The animals and creatures of the forest consider you to be one with them, and you are naturally aware of everything around you in the forest. +1 to Intuition rolls in the forest, and +1 to reasoning to trying to calm an angry animal.


Fighting: Typical (6)
Agility: Remarkable (30)
Strength: Typical (6)
Endurance: Good (10)
Reasoning: Remarkable (30)
Intuition: Excellent (20)
Psyche: Remarkable (30)

OPTIONAL: Only include this section if it is different then normal
Running Speed – Excellent (45MPH)
Flying Speed – Good (60MPH)  ( 100lb comfort, 125lb maximum, for now )

Hit Points: 52
Mana: 80

Spells / Special Abilities:
Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Those who can track people by smell get a +1 CS improvement to intuition checks involving scent. Only works outdoors.

Wind Shield
Cost: 5MP
Uses: Psyche
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red,this also negates all non-100 critical hit bonus damage.

Gust of Wind
Cost: 10MP
Uses: Psyche
Description: Opponent rolls agility. If caster succeeds this attack does psyche wind damage. If the caster's roll was yellow or higher, it also knocks the target into knockdown.

Mass Wind Shield
Cost: 20MP
Uses: Psyche
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage. This is cast on caster and up to 3 other targets.

Sylph was originally one of the dwellers of the forest where Ciyaje hatched.  The gryphon, eager to learn and enjoy all life had to offer, formed a solid bond with one of the forest air spirits.  When the time came for him to leave the woods, Sylph was assigned to him as a guardian.  A small piece of the gryphon’s life-long friend, and a mirror image of his own innocence.

The air elemental became aware of his own talents through a variety of encounters.. The first of which was when the gryphon was captured.  He tried to save him the unknown fate of a slave, and managed to almost destroy himself with the amount of power he channeled in to the shield he placed around Ciyaje while he tried to rest from being caught in a trap, but the gryphon, and the elemental, were weak.  The moment Sylph disappeared, so did the shield, and thus the protection for his friend.

For a while he blamed himself for what had happened, figuring the gryphon had been caught, or killed. He wanted to look for him but without being summoned, he could do little but sit by and train to try and get better with his element.  It was months later, but Sylph was summoned again.  Much to his disappointment, Ciyaje had been… changed.  He was weaker than before, less glimmer and sparkle in his eyes.. something the Sylph blamed himself for, but over time he went out of his way to help as much as he could to try and make sure Ciyaje never forgot where he came from.. that playful spirit slowly began to return, even if he couldn’t act on it.  When the two got away, they would always go have fun playing in the woods wherever they were, or racing across blasted deserts in the air, telling jokes and reliving better memories, before the sylph would have to disappear again, leaving the gryphon to face his punishment, which he apparently grew to be able to ignore.  Little broke his spirit, and as he was around people more, he lightened up more.  

Once the two found their way to Fantasy Island, the elemental was overjoyed at the friends Ciyaje had managed to find.  People who didn’t want him to abuse, or order around, or make fun of or molest.  Now that they could finally hang out more often, the Sylph takes every opportunity to keep his socially awkward friend amused, and alert.  He would be ripped apart before he let anything happen to him again.
So now the two grow. Developing friendships, working together, and when they can, racing through the woods from the large residence of the Nai family, to the Chocobo farm and all the way north to the beaches. Without a care in the world.
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