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Jade the Shadow Dancer EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Jade the Shadow Dancer

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

Jade the Shadow Dancer Empty
PostSubject: Jade the Shadow Dancer   Jade the Shadow Dancer EmptyFri Jan 04, 2019 10:12 am

Name: Wu Daiyu (Jade Wu)

Sex: Female

Species:  Human

Height: 5'2

Weight: 90lbs

Age: 25-28

Age in appearance: 20's

Hair Color: Black (Turns white when in inhibitor field)

Eye Color: Green

Skin Color: Pale

Personality: Very loyal to her friends, but can be quick to anger sometimes. Has a soft spot for people or beings who have been abused and/or imprisoned.

Weakness: Light, Inhibitors, Armoured opponents, hospitals, males, being restrained

Profession: Ninja

Weapons: 2x bladed fans, 5x throwing knives, 5x throwing stars

Armor: pfft what?

Items:

Skills:

Weapons Proficiency - Thrown Weapons - +1 CS to Agility.

Weapon Proficiency (exotic) - +1 CS to Fighting.

Stealth - +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them. Certain situations may negate this ability.

Acrobatics - Flips, cartwheels, somersaults, walking on hands, and so on. +1 CS to Agility for use. Can also be applied to aid in defending Fighting rolls by unarmed characters against melee attacks as long as it is not a crowded or cramped situation.

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.


Description and/or Picture:
Jade the Shadow Dancer Jade10_800x600


Stats:

F - Excellent
A - Incredible
S - Poor
E - Excellent

R - Good
I - Remarkable
P - Remarkable

Hit Points: 84
Stamina Points: 77
Mana: 70




Spells / Special Abilities:

Blended with Shadow
Description: As a child, Jade became part merged with the plane of shadows, and as such she is part shadow herself. However when in an inhibitor field, this creates a penalty for her where she incurs Typical HP damage every round/minute. She also takes a -1CS to Endurance, Agility and Psyche every 2 rounds she's in an inhibitor down to Poor. This only recovers after 8 hours full sleep.


Shadow-Bonded Pet 1
Cost: Special
Uses: N/A, but requires Excellent Psyche to learn
Description: Create a shadow pet that can be controlled by the creator. It will listen to the creator or anyone the creator has told it that it may listen to. It requires a sheet to be attached to the character's sheet, with normal land/swim speeds. It has the following stats:
FASE Distribution: 40 maximum
RIP: -1 CS of caster
Attacks plus: 1 skill that uses MP instead of SP
MP regen: 1 / round or minute
Caster loses: 1 hp for every 2hp damage pet takes. If the pet is destroyed in any fashion ( except inhibitor field ), take another 10hp
Speed bonus: 1 point that can be used to give a CS boost to Land, Swim, or Give Flight ( Typical )


Shadow-Bonded Pet 2
Cost: Special
Uses: N/A, but requires Remarkable Psyche to learn
Description: Create a shadow pet that can be controlled by the creator. It will listen or the creator to anyone the creator has told it that it may listen to. It requires a sheet to be attached to the character's sheet, with normal land/swim speeds. It has the following stats:
FASE Distribution: 60 maximum
RIP: Same as caster
Attacks plus: 2 skills that uses MP instead of SP
MP regen: 1 / round or minute
Caster loses: 1 hp for every 4hp damage pet takes. If the pet is destroyed in any fashion ( except inhibitor field ), take another 20hp
Speed bonus: 2 points that can be used to give a CS boost to Land, Swim, or Flight ( 1 point = Typical then +1 CS per point after )

Shadow

Circle 1:

Shadow Minion ( Level 1 )
Cost: 5MP, returned when the tendril is returned to it's plane. If the tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: allows you to summon a shadow tendril from the plane of shadows. These tendrils can do basic tasks, but cannot fight. When destroyed or no longer needed, it will go back to the plane it came from. Learning this spell is required in order to use almost any of the other shadow skills. As such, any potential shadowmancer must prove they can communicate with the shadow realm before they can be taught any other ability. Level 1 mastery allows the control of a single tendril.
Special Conditions:
1. Limitations for the tendril: It can move any item up to a maximum of 10 pounds. Any Light attack aimed at the tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendril will vanish.


Obfuscate
Cost: 5MP
Uses: Psyche
Description: Allows the caster to blend in the with shadows, increasing their ability to hide. This increases a characters hide and stealth rolls by 1CS on a green or higher, 2CS if they roll a red. At Circle 3 they can cast this spell on others, and the MP cost becomes zero only when casting on themselves. This spell works until noticed or target moves out of the shadows.


Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target can be no more then a couple miles away from you. IE on the same island as you in the main world, or in the same city as you if on a different world.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.

Circle 2:

Shadow Minion ( Level 2 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 2 mastery allows the control of up to two tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 25 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.

Shadow Step
Cost: 5MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location must be on the same world as them, and it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond two. For example a circle three Shadowmancer can take 1 passenger, a circle four can take 2 passengers, etc. Each passenger increases the cost of the spell by 5MP.


Circle 3:

Shadow Minion ( Level 3 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 3 mastery allows the control of up to four tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 50 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.

Advanced Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target must be on the same world as you.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.

Background:



Tien - Shadow Bonded Pet 2

F - Good
A - Remarkable
S - Typical
E - Good

R - Good
I - Remarkable
P - Remarkable

HP - 56
MP - 70

Flight - Good Airspeeds ( - 200lb max )

MP Regen - 1/round

2 Attacks TBD
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