Name: Jasmin
Sex: Female
Species: Fae
Height: 5'3 in human form, 6 inches in fae form
Weight: 108lb in human form, 1lb in fae form
Age: 812
Age in Appearance: 21
Hair Color: Purple
Eye Color: Green
Skin Color: Purple/Peach
Personality: Seductive, Playful
Weakness: Her temper
Profession: Seductress
Weapons: Dagger
Armor: Usually None
Items: None Currently
Skills: Stealth, Oratory, Negotiator, Communion with Nature. Resist Domination
Picture:
As a fae
As a human
Stats: Human / Fae
Fighting: Typical / Typical
Agility: Excellent / Fantastic
Strength: Typical / Feeble
Endurance: Excellent / Remarkable
Reasoning: Good / Good
Intuition: Good / Excellent
Psyche: Incredible / Incredible
HP: 52 /73
SP: 72
MP: 70
Flying Speed: Typical Human Size, Remarkable fae size
Spells / Special Abilities:
Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
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.
Telekinesis ( Basic )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 10 pounds. Maximum movement speed is Typical air speed.
Illusionary Attack
Cost: Varies
Uses: Psyche to contest, normal attack for weapon type
Description: The caster creates an illusionary weapon. Sword, shurikens, handgun, and so forth. Defender rolls normal combat defense. On a successful hit can roll psyche based on the rules below.
Special Conditions:
1. Those who have at least remarkable psyche can roll to disbelieve once per round. Those who have at least Typical psyche can roll to disbelieve once per battle. If you reach 0HP you can roll again to disbelieve or lose consciousness due to the 'shock' of your injuries to your system.
2. This is non-lethal damage. You cannot die from these attacks.
3. The caster can create how much damage the attack does on creation, with the following limits:
- Circle 2: 2MP per hit, Typical damage
- Circle 3: 5MP per hit, Good damage
- Circle 4: 5MP per hit, Excellent damage
- Circle 5: 10MP per hit, Remarkable damage
- Circle 6: 20MP per hit, Amazing damage
Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be ninja leaping down from buildings, or a pack of wolves charging at someone. Can not be anything larger then a large humanoid ( up to ten feet tall ), and can make no more then six at a time. Can include sight, sound, and touch. Opponents roll psyche, any yellow roll that beats the casters disbelieves.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
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.
Illusionary Mastery
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a car crashing into a building, or Godzilla attacking the town. There is no limit to size, and can create as many items as you like. Can include sight, sound, touch, and smell. Opponents roll psyche, any yellow roll that beats the casters disbelieves.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
Mirror Image
Cost: 5MP per image
Uses: Psyche
Description: Creates a series of body doubles to confuse your enemies. On a white roll you can create up to 2 doubles, 4 on a green, 6 on a yellow. Once the doubles are created, roll 1dX ( where X is the number of doubles there are +1 ). That number rolled is you. On a successful attack, enemy rolls 1dX. If they roll the right number, you take damage and the duplicates vanish. If they do not, no damage this taken.
Biography:
Jasmin is a fae from a distant world. Like all of her family, Jasmin has a specialty in illusions. However, Jasmin's illusions are special. Jasmin has the ability to fine deep emotions within someone, typically love, and bring these illusions to 'life', causing the person she wishes to play with to fully believe the love of their life, or perhaps just a sexual fantasy, is standing right there before them, more then willing to do whatever Jasmin's victims want. People who are seen kissing a tree or humping a light post are generally under Jasmin's spell.
Pranksters by nature, Jamin's family love to play their games on suspecting people. However one person, a powerful mage, was unhappy with the mind games, and cast a powerful curse upon the place where her family lived. As such Jasmin she was sent hurtling through the universe through a portal, eventually finding her way to Fantasy Island. Having matured some both from the experience and over time, she still loves to mess with people's thoughts and emotions, but she tries not to go too far with them anymore. She doesn't always succeed, but..