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Zhiangshi the Heart of Mists EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Zhiangshi the Heart of Mists

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Xarat
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Posts : 90
Join date : 2017-10-14

Zhiangshi the Heart of Mists Empty
PostSubject: Zhiangshi the Heart of Mists   Zhiangshi the Heart of Mists EmptyFri Jan 04, 2019 9:27 am

Name: Zhiangshi

Sex: Female

Species: Human

Height: 5'5

Weight: 112lbs

Age: 20-30

Age in appearance: 20's

Hair Color: White

Eye Color: Light Blue

Skin Color: Pale

Personality: Serene woman who is always ready to help out friends and others in need.

Weakness: Heartless, Darkness, Water

Profession: Healer

Weapons: Staff

Armor: Cloth of course

Items:

Skills:
Blunt Weapons - +1 CS to Fighting.

First Aid - +1 CS to Reasoning for stabilizing an injury on another person to aid in healing. If someone is dying this skill can help save them. A green roll instead of a yellow roll is needed for stabilization, and a yellow roll instead of a red roll is needed to bring them to 1hp.

Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.

Resist Domination - The person has an unusually strong mind, and is more able to resist mind magic attacks. +1 psyche to defense against these attacks.

Martial Arts C - Normally unarmed opponents take a -1 CS to fighting when attacking someone with a weapon. This skill negates that penalty.

Description and/or Picture:
Zhiangshi the Heart of Mists Zhiang10

Stats:

F - Good
A - Good
S - Poor
E - Good

R - Excellent
I - Remarkable
P - Incredible


Hit Points: 34
SP: 62 ( 2 sp regen every round )
Mana: 90



Spells / Special Abilities:
Cure
Cost: 5MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -2CS in hp or 6hp, whichever is greater.

Cura
Cost: 10MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -1CS in hp or 10hp, whichever is greater.

Curaga
Cost: 15MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche in hp or 20hp, whichever is greater.

Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Prerequisite: Cure
Description: Removes poisons from someone's body and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.

Advanced Cure/Cura/Curaga
Cost: Double normal MP
Uses: Psyche
Description: Allows caster to use Cure, Cura, or Curaga on three people at the same time, for twice the normal cost.


Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Mind Magic


Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.

Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or highr ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ). A roll must be made to establish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known. At circle 2 this would be anywhere within the city of Oceandia itself.

Telepathy ( Advanced )
Cost: Special ( See Below )
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind, by creating a mental link between the two. When the link is being established, The target has to be within physical contact with the mentalist. The mental lnk costs 10MP to create and requires a yellow psyche roll to succeed. If the target wishes to resist they can roll psyche, though if they have no mental abilities they roll at -2CS.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill. A roll must be made to esptablish it. A green roll is required for willing targets and yellow for unwilling.
2. Through this link the mentalist can speak to or hear the thoughts of the target whenever they wish, provided they are within range. At circle 4: That is within a 10 mile range ( approximately anywhere on Fantasy Island. At circle 5 it expands to anywhere on the same continent ( on larger worlds ), or approximately 100 miles. At circle 6, it is anywhere on the same world. Some truly powerful mentalists may even be able to extend beyond this, but this will require GM approval.
3. In addition to the telepathic link, there is also a emphatic link between the two. If one of the two in the link suddenly undergoes a sudden shift of emotions or experiences great pain, the other will be able to feel it. However, only the mentalist will be able to use it to find the person, the other will need to find them on their own or hope the mentalist can direct them to where they are suffering.

Empathy ( Advanced )
Cost: N/A
Uses: Psyche
Description: The mentalist is able to scan the top layers of someone's mind to determine if someone is attempting to lie to them, or is feigning hostility, or attempt to detect what their general emotional and mental state is.

Ancient Knowledge 1
Cost: N/A
Uses: N/A
Requirements: GM Approval
Description: This being has a connection to the magical world around them. Gains 1mp per minute or round of combat.

Ancient Knowledge 2
Cost: N/A
Uses: N/A
Requirements: Ancient Knowledge 1, GM Approval
Description: This being has a deep connection to the magical world around them. Gains an additional 1mp per minute or round of combat ( for a total of 2 ).

Background:
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