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Elorani Dancer of Shadow Magic EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Elorani Dancer of Shadow Magic

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SgtSarros
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Elorani Dancer of Shadow Magic Empty
PostSubject: Elorani Dancer of Shadow Magic   Elorani Dancer of Shadow Magic EmptySun Jan 26, 2020 12:32 am

Name: Elorani
Sex: Female
Species: Human
Height: 5'1
Weight: 100lb
Age: 317 ( was trapped in a crystal heart for 300 years ) Born October 8th 1696
Age in appearance: 16
Hair Color: White ( Black after transformation )
Eye Color: Red
Skin Color: Pale
Personality: Childish
Weakness: Being alone, Light energy
Profession: Teenager
Weapons: Daggers
Armor: Leather armor
Items: None
Skills: Gymnastics, Stealth, Student, Performer: Dance

Picture:
Elorani Dancer of Shadow Magic Eloran11

Elorani Dancer of Shadow Magic Eloran13_800x600

Transformed her hair goes black:
Elorani Dancer of Shadow Magic Eloran12



Stats:

Fighting: Typical
Agility: Good
Strength: Typical
Endurance: Excellent

Reasoning: Good
Intuition: Good
Psyche: Remarkable


HP: 42
SP: 46
MP: 50



Spells / Special Abilties:


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.


Create Darkness
Cost: 5MP
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.


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.


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.


Bind
Cost: None
Uses: Excellent
Description: Using your connection to one of your tendrils, you can send it to rise up from the ground around an enemy's ankle to trap them in place. Opponents roll agility. If caught, opponents are at -2 to acts until they are free, and cannot run or fly away. Opponents already floating off the ground cannot be targeted. Those with less then Typical or lower strength need to roll strength vs Typical to break free. Those with Good strength can break free on their turn automatically. Those with excellent or higher strength break free on their first act and do not take any penalties.


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.


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.


Barrier
Cost: 15MP
Uses: Psyche
Description: Calls on the shadows to surround you and one ally, putting you behind a protective wall of shadow. This can be a directional barrier or surround you both in a bubble.
Special Conditions:
1. The bubble barrier has 6hp on a white, 10 hp on a green, 20hp on a yellow, 20+3d6 on a red. It takes double damage from any Light attack. The bubble can move with you, allowing you to attempt to dodge attacks while within it at a -1CS to agility penalty ( since your concentration is focused on maintaining the bubble. If someone is in the bubble with you, it is whoever has lower agility within the bubble, -1CS ( as obviously you can't move faster then them or you'd leave them behind ).
2. The directional barrier has 10hp on a white, 20hp on a green, 40hp on a yellow, 40+3d6 on a red. It takes double damage from any Light attack. The barrier cannot move but provides increases protection from attacks in that direction.


Summon Pet
Cost: 20MP, plus 1MP per combat round or five minutes outside of combat.
Uses: Psyche
Description: Allows you to summon a creature from the shadowplane to assist you in battle. What you summon depends on your roll. This monster during battles gets it's own place in the init, so you essentially gain a free attack. It takes half damage from Shadow and Darkness, but double from Light. When this monster is dispelled, you regain the initial 20MP needed to cast it. This spell can only be cast once an hour.
Special Conditions:
1. On a white roll, you summon a shadow rat: Typical fighting and agility, does Typical damage on melee attacks, and has 24hp. If it is destroyed in battle, you lose 5HP.
2. On a green roll, you summon a shadow spider. Good fighting and agility, does Good damage on melee attacks, and has 40hp. If it is destroyed in battle, you lose 10HP
3. On a yellow roll, you summon a shadow wolf. Good fighting, Excellent agility, does good damage on melee attacks, can be ordered to tackle an opponent ( which puts them into knockdown status on a successful yellow attack ), and has 50hp. If it is destroyed in battle, you lose 20HP
4. On a red roll, you summon a shadow panther. Excellent fighting and agility, does excellent damage on melee attacks, can be ordered to tackle an opponent ( which puts them into knockdown status on a successful yellow attack ) and has 70hp. This creature can also be used as a mount with excellent peak running speeds. If it is destroyed in battle, you lose 30HP


CounterStrike
Cost: Two tendrils
Uses: Psyche
Description: The caster can move two of their tendrils towards someone to act as protection. If an enemy attacks protected player, the tendril moves to defend. If It beats the roll, the person protected takes no damage, and the other tendril counter-attacks. If the roll fails, but is still a green, the counter-attack still occurs but one of the tendrils is lost, with the corresponding penalties to the caster.


Transformation
Cost: 1MP per minute
Uses: N/A
Description: During one part of Elorani's torturous life ( the exact time is not known ) a shadow being merged with her to help her retain her sanity and boost her powers. This merger is more or less permanent. When Elorani lets this shadow being take over, her form changes to the pictures shown above. Her Fighting increases to Good and her Psyche to Amazing. She also can control shadow minions one circle higher then her current training. Her MP is also set to full once a day as she changes, but regardless of what it was before when the transformation ends her MP is set to 0. If she is knocked unconscious the transformation ends.


Bond with Shadow Plane
Cost: N/A
Uses: N/A
Description: Elorani can regain 1mp for every minute outside of combat, except in her transformed state. In addition, if her life is in danger ( Her HP is under -10 ) the shadows will attempt to pull her out of danger and either to her room or to the medical center in the Seventh Heaven, depending on her condition.


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 )





Elorani Dancer of Shadow Magic Eloran10_800x600


Last edited by SgtSarros on Sun Jan 26, 2020 12:43 am; edited 1 time in total
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Elorani Dancer of Shadow Magic Empty
PostSubject: Re: Elorani Dancer of Shadow Magic   Elorani Dancer of Shadow Magic EmptySun Jan 26, 2020 12:42 am

Shadow Panther:

Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Good

Reasoning: Good
Intuition: Good
Psyche: Remarkable


HP: 60
MP: 50

Land Speed: Good

Special Attacks:

Pounce
Cost: 5 mp
Uses: Fighting
Description: On a yellow attack or white defense deals knockdown. Deals strength blunt damage

Maul
Cost: 20 mp
Uses: Fighting
Description: Tries to claw twice and bite the same target. Roll 1d3 if attack succeeds. First two attacks do strength slashing damage, third does strength piercing damage.
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