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 Kethend Vaslakni

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Jaded Dalanari
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PostSubject: Kethend Vaslakni   Mon Nov 20, 2017 12:10 pm

Name: Kethend

Sex: Male

Species: Chimeric Shifter

Height: 6'6' Human / 15'7" Chimera / 19'4 Phoenix

Weight: 275 Lbs / 2800 Lbs / 1100 Lbs

Age: Multimillenia ( June 21'st )

Age in appearance: Human:26

Hair Color: Chestnut / None / None

Eye Color: Blue

Skin Color: White / Black Scales / Multicolored Feathers

Personality: A once brash and haughty creature, he has since tempered a bit of his nature with the pursuit of knowledge. While he still comes off as a bit aloof, and perhaps scatter brained since he tends not to pay much attention anymore, he is none the less, a normally wise and analytical being.

Weakness: The destruction of knowledge, and the abuse of the innocent, a specific soft spot for a specific person.

Profession: Wish Granter

Weapons: / Twin Horseman Picks / Leg and Arm claws, Tail, Twin Calvary Lances / Beak and Talons

Armor:Mythril and Darksteel weave / Natural Dragon Scales / Natural Bone and Feathers

Items: Trinkets, glasses, runes

Skills: Aerial Combat, Archeology, Clairvoyance, Leadership, Mystical and Occult Lore, Politics

Picture:




Stats: Dias wears his age with a style of pride, he has aquried a hefty sum of experiance and with that ability. Though now, he is far more happy with enjoying the simpler things in life, he will, if sufficiently provoked, level his wrath on that which has made itself deserving of it.

All Stats are Human / Chimera / Phoenix

Fighting: Remarkable / Monstrous / Excellent

Agility: Remarkable / Good ( Excellent in the air ) / Monstrous ( Remarkable on the ground )

Strength: Excellent @ 600Lbs / Incredible / Remarkable @ 1800Lbs

Endurance: Excellent / Amazing / Excellent

Reasoning: Remarkable / Remarkable / Remarkable ( Amazing vs Ancient or MythicalKnowledge )

Intuition: Excellent / Good / Amazing

Psyche: Incredible / Excellent / Monstrous

HP: 100hp / 175hp / 125hp

OPTIONAL: Only include this section if it is different then normal

Running Speed: Typical / Remarkable / Poor

Flying Speed: Cannot fly / Typical / Incredible ( 160 )

Swimming Speed: Poor / Typical / Feeble

NOTE: Damage will carry over to other forms. If he has taken more damage then another form will allow he will lose conciousness. While he can not die from this extra damage via transformation if he goes below -20hp he will need immediate medical attention of he does have the chance of dying.

Steelmind

Cost: N/A

Uses: Psyche

Description: This character has either been trained against terrifying sights, or has just been through such evils nothing anyone can do to them can frighten them. They are virtually immune to the Fear effect, taking 1 level less effect from any fear ability. ( Example: If a spell is to fear them round one, then results in -2 to rolls round two, then -1 to rolls round three, they skip the fear and only suffer a -2 to rolls in round one, then -1 to rolls in round two. )

Special Conditions:

1. A fear roll of 100 or a player roll of 1 negates this ability.

NOTE: The phoenix grants the power of resurrecting from the ashes. Should Dias fall, he can attempt to resurrect himself by rolling endurance. The roll afects are dependant on his form:

Phoenix: A red roll will resurrect him immediately at full hp. A yellow roll will resurrect him at 1/2 hp. A green roll requires up to 24 hours before he will resurrect. A white requires a week before he will resurrect. A botch means his resurrection has failed him and he is dead.

Other forms: A red roll will resurrect him immediately at 1/2 hp. A yellow roll requires up to 24 hours.. A green roll has a chance of the resurrection failing ( 1d100 is rolled, anything over 25 is a success ) and if successful requires up to a week ( 1d7 days ). A white roll has a chance of the resurrection failing ( 1d100 is rolled, anything over 50 is a success ) and if successful requires up to a month ( 1d4 weeks ). A botch means his resurrection has failed and he is dead.

NOTE: The phoenix can also grant the power of resurrection on another who has died. Dias MUST be in phoenix form for this to work. He would roll psyche to resurrect them. A red roll resurrects at full HP. A yellow resurrects at 1/2hp. A green resurrects but he or she will need immediate healing or medical care to not die again.

Bringing someone else back to life is a very draining experience on the phoenix and they must roll endurance. A red roll indicates they are fine. A yellow roll indicates they are drained to 1hp but can be healed by another. A green roll reverts Dias back to human form and he will need 1d7 days of recovery time. A white or lower means that Dias has sacrificed his own life to bring the person back, and he will need a full 7 days to come back himself.

Biography: To tell Dias' story would take forever, or well, far more then Im willing to type here and far more then most would be willing to read. To sum it up in brief he has travelled long and far. However after coming to fantasy island and starting reasearch into a specific ancient artifact the former dragon lord has managed to transmorgify himself, and has summarily also changed his name to try to keep his new home safe from the enemies hes made in the past.


Last edited by Jaded Dalanari on Mon Nov 20, 2017 2:04 pm; edited 1 time in total
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PostSubject: Re: Kethend Vaslakni   Mon Nov 20, 2017 12:21 pm

Magic Mastery


Spells And Abilities/Skills


Beginner Magic:


Fire

Cost: 5MP

Uses: Psyche

Description: Does damage equal to casters Psyche -2CS. Agility to dodge.


Fira

Cost: 10MP

Uses: Psyche

Description: Does damage equal to casters Psyche -1CS. Agility to dodge.


Firaga

Cost: 15MP

Uses: Psyche

Description: Does damage equal to casters Psyche. Agility to dodge


Fire Magic:

First Circle


Burning Hands

Cost: 5MP

Uses: Psyche

Description: Creates a firey aura around target's hands. This fire does not harm them, but instead adds +1CS damage to any unarmed attack. This spell lasts 1 round on white, 2 on green, 3 on yellow. On a red roll, all successful strikes also add 1d6 damage.


Circle of Flames

Cost: 5MP

Uses: None

Description: Creates a ball of flame that be used to illuminate the immediate area around the party. Care must be taken not to use this in any area with flammable materials or gasses! Can create one ball of flame times maximum circle known, allowing for more then one direction to be seen at a time. At fourth circle, the circle of flames around the party become non-flammable.


Extinguish Flame

Cost: 5MP

Uses: None unless resisted, then Psyche

Description: Caster gestures at a object on fire, no larger then a tree. The fire is extinguished. This will not remove damage or burns done from the flame previous to the spell being cast but prevents any further damage.


Read The Ashes

Cost: 5MP

Uses: None unless resisted, then Reasoning

Description: Allows one to detect if a recent fire was natural causes or magical, and also how long ago it occured. If it is a magical fire, there is also a chance to identify who caused it. Chance increases as caster's max circle is higher then who started the fire. At circle 4, this spells MP cost becomes 0.



Second Circle


Control Fire

Cost: 10MP

Uses: Psyche

Description: Can alter the path of a fire. At lower circles this can be used to twist flames into various shapes for entertainment purposes. It can also be used to keep a room safe inside a house or building, and at higher ranks can even affect the path of a forest fire. There must be something burnable in the path you direct the fire ( you cannot, for example, tell a fire to march into the ocean ). You can also change the color of the fire ( cosmetic effect only ).


Dry

Cost: Varies

Uses: Psyche

Description: Can be used to evaporate water in the surrounding area. Smaller examples would be cleaning up a partially flooded basement, to potentially drying up a small moat if the caster is powerful enough. Cost increases the larger body of water you wish to evaporate.


FireShield

Cost: 10MP

Uses: Psyche

Description: Protects the caster in an aura of fire. All attacks hit normally, but melee attacks recieve some damage in return. On a white roll it does poor damage, on a green typical, and on a yellow good.



Third Circle


Fire Mine

Cost: 15MP

Uses: Psyche

Description: Places mines at random under the ground in the nearby area in front of the caster. Roll Xd30 for locations ( Where X is the number of mines placed; reroll repeats ). All enemies attempting a melee attack on the party must roll 1d30. If they hit the number of a mine, they Excellent fire damage roll agility. On a white, they are knocked down and spend their turn standing instead of attacking. Places 1 mine on a white roll, 2 on a green, 3 on a yellow, and 5 on a red.


Protection from Fire

Cost:: 15MP

Uses: Psyche

Description: Grants the target Excellent protection from fire spells. Lasts 1 round on white, two rounds on green, three rounds on yellow.


Rings of Captivity

Cost: 15MP

Uses: Agility

Description: Opponent rolls agility, if they fail, rings of fire appear around their wrists and ankles that do no damage on their own. However any actions by the target will result in recieving Typical damage from the flames. On non-movement actions only ( attacking or defending ) if the character rolls a red, they take no damage. This spell lasts one round on white, two rounds on green, three rounds on yellow, and can be dispelled with Extinguish Flame as well as any normal dispel magic spell.



Fourth Circle


Greater Extinguish Fire

Cost: 15MP

Uses: None unless resisted, then Psyche

Description: Same as Extinguish Fire, only this can work on fires the size of a house on fire or small forest fires. Must have Extinguish Fire to learn.


Mass FireShield

Cost: 20MP

Uses: Psyche

Description: Protects up to three people in an aura of fire. All attacks hit normally, but melee attacks recieve some damage in return. On a white roll it does poor damage, on a green typical, and on a yellow good.


Wall of Fire

Cost: 15MP plus 5MP per round

Uses: Psyche

Description: Creates a six foot tall wall of flame in front of the caster. It can be flown over naturally ( Though those with wings should make sure they are a sufficient height above the flames! ), but anyone attempting to pass through the firewall will take damage. On a white roll Typical damage, on a green roll Good, and on a Yellow roll excellent. In addition, players will remain on fire beyond passing through the wall for 1d3 rounds, taking an additional typical damage every round until put out.



Fifth Circle


Elemental Pet

Cost: 25MP, plus 5MP/round

Uses: Psyche

Description: Causes a fire elemental to assist the caster. On it's turn ( It always has an init of 1 less then the caster ) it may attack one target of the caster's choosing.

Special Conditions:

1. On a white roll, the elemental has 40hp with good fighting and agility. It can cast the fire spell on targets for good damage. On a green roll this increases to 60hp with excellent fighting and agility, and the fira spell does excellent damage. On a yellow, it has 80hp, and the firaga spell does remarkable damage. On a red it gains an additional 3d6hp. On a 100 it gains 5d10hp instead and the firaga spell does incredible damage.

2. Having a body of fire, it takes deals Good damage to anyone who directly attacks the pet. In addition, on any critical melee hits by the pet, the target gets Typical fire damage for 1d3 rounds. It takes -1CS to most magic but an additional +2CS to water magic.



Sixth Circle


Summon Burning Demon

Cost: 50MP

Uses: Psyche

Description: Summons a magical spirit in the form of a flying fire demoness. It can be used for many uses, including but not limited to travelling through caves and across lava. It can swim at Excellent speeds, Good if carrying someone with her ( The person taken with her will be immune to damage from lava, but can still be damaged by other means ). The demoness has 100MP, losing 1MP per minute that it is summoned. The demoness is immune to all fire magic, but takes double damage from water magic. If the fire demon is used during rain, it's MP loss doubles. The demoness will only be able to speak to the caster, and will only take orders from the caster.



Necromancy:


Minor Life Curse

Cost: 5MP

Uses: Psyche

Description: Deals typical damage every round. Opponent rolls endurance to resist this spell. Spell lasts 1d2 rounds minimum. Every turn after, the target must roll the same color of the curse ( red needs only a yellow roll ) or takes Typical damage again. There is no resistance to this spell.



Sense Undead

Cost: 5MP

Uses: Psyche

Description: Allows the caster to sense undead in the area. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.



Aerial Combat - +1 to Fighting against flying opponents. Must have some way of flying to use.

Sharp Weapons - +1 CS to Fighting.

Archeology

Clairvoyance - Allows you to see an area a long distance away ( such as scrying ) or in some situations see the past or future. Where a roll is needed, apply Psyche.

Leadership - Expert at leading groups of people into situations. Can in certain situations apply a +1CS to others in a skill he or she has for a limited time.

Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic anddemonic or angelic histories, including telling which is truth and which is fiction.

Politics - Knowwing what lies people will believe and being a skilled negotiator. +1 CS to reasoning.
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