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Loralei "Kassell" Kasketell EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Loralei "Kassell" Kasketell

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Tiggs
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Loralei "Kassell" Kasketell Empty
PostSubject: Loralei "Kassell" Kasketell   Loralei "Kassell" Kasketell EmptyTue Feb 04, 2020 8:17 pm

Name: Loralei "Kassell"  Kasketell
Sex: Female
Species: Altered Human(Vampire)
Height: 5'6
Weight: 135 lbs
Age: 1,650
Age in appearance: 18-20
Hair Color: White
Eye Color: Bright Blue
Skin Color: Pale, Caucasian
Personality: She's a quiet type that doesn't like to talk about herself much. She's had too many friends turn on her or try to kill her because of what she is. Making friends was easy for her. Keeping them is difficult.
Weakness: Direct sunlight(Indirect sunlight is fine), Light Magic, Betrayal of those she trusts
Profession:

Weapons: Tazer, Pepper Spray, Vampiric Fangs
Armor: N/A
Items: A small heart shaped locket made of gold, an eye tinted face mask

Languages: German, Polish, Czech, Slovak, Russian, Italian, Common

Skills:
Martial Arts A: +1 CS to Fighting when opponent is unarmed as well
Martial Arts D: +1 CS Fighting to grapple. Str for holding them one grabbed.
Stealth: +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them.

Description and/or Picture:

Loralei "Kassell" Kasketell Kassel10

Loralei "Kassell" Kasketell Kassel11

Stats:
Fighting: Excellent
Agility: Remarkable
Strength: Excellent
Endurance: Good

Reasoning: Remarkable
Intuition: Remarkable
Psyche: Remarkable

Running Speed: Good
Flying Speed: Excellent ( only in bat form )
Swimming Speed: Feeble(5mph)

Hit Points: 80
Stamina Points: 85
Mana: 90


Spells / Special Abilities:

Animal Magnetism:
Cost: 10 MP
Uses: Psyche
Description: When someone makes eye contact with her, where she is of their preference in so far as being of a species and gender they are normally attracted to, they roll Psyche or will be charmed by her, regarding her as a trusted friend to be heeded and protected. While not under her control, the target takes her requests or actions in the most favorable way it can, and it is a willing target for her bite. Lasts for 1 hour on a yellow. Normal color penalties apply. Target only needs to roll the same color as the charm to break it. If the target takes damage they can also roll, but breaks if they take more then 20% of their HP in damage.


Regeneration(Moderate):
Cost: N/A
Uses: N/A
Description: The character heals 3hp at the end of every round in combat, or after 1 minute outside of combat.(this includes lost limbs)


Transformation(altered):
Cost: N/A
Uses: N/A
Description: She can turn into a tiny white bat that has only 8 HP. Reducing to 0 HP returns her back to her human form and any extra damage is carried over.


Teleport Blur
Cost: 10 SP
Uses: Agility ( Only at GM request )
Description: User can move at blurring speed to another location up to 50 feet ( 2 areas ) away. If used in combat, the SP cost doubles, but counts as a single action in conjunction with a normal attack, and can only be used once per round. It must be used before an attack, and cannot be used to inflict or dodge damage.



Shadow Spells:
First Circle:
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.

Second Circle:
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.


Necromancy Spells:
First Circle:
Sense Death
Cost: 5MP
Uses: Psyche
Description: Allows caster to sense any deaths that happen. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.

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.

See The Great Beyond
Cost: 5MP
Uses: Psyche
Description: Allows the caster to see nearby spirits and incorporeal beings. Also allows the caster to see through illusions if they beat the illusionist's roll. Once the caster knows at least one spell in the fourth circle, this spell becomes the equivalent to Astral Sight, has it's mana cost removed, and a roll is only required if something is impairing the caster's access to the Astral Plane.

Circle Two:
Speak With the Dead
Cost: 10MP
Uses: Reasoning / Psyche ( whichever is higher )
Description: Allows you to speak with one type of undead. Duration is one hour.

Circle Three:
Rebreathe
Cost: 20MP
Uses: Psyche
Description: When there is no one around to bring someone back to life, and too far to take the corpse, A necromancer can re-seal the spirit into the body. The target is at 1hp and cannot fight, cannot be healed, and cannot regenerate MP, but can move and act with at all other actions at -1CS. This spell lasts for one hour, two hours on a yellow, 1d3 additional hours on a red. Once this spell expires it cannot be cast again without the person being resurrected first.


Mind Spells:
First Circle:
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.

Circle Two:
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.

Loralei "Kassell" Kasketell Kassel10

Biography:

Born in the Free State of Bavaria in the year 370 A.D. when the Celts left after being abandoned by the Roman Empire, those that would become the Bavarian people emerged. For the next few hundred years, the Agilolging family ruled, ending with Tassilo III who was deposed by Charlemagne. She was born to the Kasketell royal family branch somewhere in that stretch of history. She was born a sickly girl that wasn't expected to live for very long, but struggled to survive into her teens. Seeing a ray of hope for her acting as her parent's only heir, they sent for holy men and all manner of exotic healers from anywhere they could come from to try and heal what ailed her.

It wasn't until they went to the Roman territory Romania and to a small gothic town called Transylvania that the sun shone on their hope. The irony. She was turned into a vampire, but while the great Count Orlok seemed to have cured her of whatever sickness she was born with, she was now afflicted with a relatively even more dangerous curse. It was solely as an experiment, however.

The way the former Count Dracula(Orlok) used to turn his victims into a minion vampire was to suck them dry until they bled to death, then were fed his blood. The way he turned her was over a month-long process of feeding her progressively more and more of his blood while she was alive. It nearly killed her as she already wasn't the strongest or the hardiest of humans, but she was eventually turned. She awoke one morning, feeling infinitely better than she ever had before. Everything seemed more colorful. Smells she could not define reached her. She could hear better than ever before. Though no matter how much food she ate, it would not quench her hunger. That's when the other foot fell.

It was revealed that Count Orlok was a vampire, and he would have called her to join him in his escape, but she was able to resist. She was not undead. She had been turned while alive. Her skin was pink, her heart still beat, and her form still contained warmth. She was considered a failed experiment and abandoned by Count Orlok who vanished into the mysts of legend and folklore.

She was secreted back to Bavaria and kept hidden, telling everyone that their child died on the harrowing journey to find her cure. She was still loved by her parents, and was fed servants to sustain her once it was discovered that she could not escape the vampire curse.

It wasn't until her parents untimely deaths that she was discovered and played innocent, falsely explaining that her parents blamed her for her sickness and so imprisoned her. She hated to besmirch her family name, but it was useless to her now. She left Bavaria and traversed across many countries, heading east. She spent a few hundred years in Czechia, but found she couldn't spend but fifteen or so years in one place at a time, lest her immortality be noticed.

Moving from Czechia to Slovakia, then to Poland, a long while in Ukraine, back to Germany, down to Rome, then across the great ocean to the new world in America, she of course had many friends, but every single one of them to the last would inevitably realize her never aging, to which she would explain her discourse and they would invariably turn on her. Out her to the local township or simply try to murder her themselves for her betrayal, she was always driven out. It was shortly after coming to the Americas that her powers continued to develop. Her Animal Magnitism, her strength, speed, and her magic. It became harder and harder to hide her nature from those around her.

Finally, in the year 2020AD, she rested in her house in a suburban neighborhood. She wore a mask over her eyes to hide her charms, and kept certain deterrents, should others come seeking her audience. She no longer trusted herself around others, and wished only to live a peaceful life, however much she longed for friends. The human race, she surmised, would simply never understand.
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Loralei "Kassell" Kasketell Empty
PostSubject: Re: Loralei "Kassell" Kasketell   Loralei "Kassell" Kasketell EmptyWed Feb 05, 2020 8:06 pm

Fixed. Removed:
Weapon Proficiency: Swords
Martial Arts Mastery
(replaced with Martial Arts A and D)

Speed Step
(replaced with Faster Than A Speeding Bullet and Not Equipped With Airbags)

Shadow Spells:
Circle Three: Barrier, Mark Target

Necromancy Spells:
Circle Four: Necromantic Shield, Remove Curse
Circle Five: Resurrect

Mind Spells: Telekinesis Basic and Novice
_____

Hope this helps. Let me know if Animal Magnetism needs work.
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