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Lady Serenity the Nightmare thief EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Lady Serenity the Nightmare thief

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Xarat
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Lady Serenity the Nightmare thief Empty
PostSubject: Lady Serenity the Nightmare thief   Lady Serenity the Nightmare thief EmptySun Aug 16, 2020 5:00 pm

Name: Lady Serenity / Serena
Sex: Female
Species: human/Succubus
Height: 5'9
Weight: 170lbs
Age: Unknown (Also it's rude to ask a lady)
Age in appearance: 25 ish
Hair Color: Black
Eye Color: Green / Blue
Skin Color: Pale peach
Personality: Normally she is very cool and aloof, preferring to let others approach her first. She can be quite dominant, enjoying to be in control at all times. Underneath her cold exterior Serenity is a flirtatious person with the right people. She can be very forward if she knows the other person is interested. There is also a kindness she displays, especially for women and children, risking her life over protecting them if she needs to.
Weakness: children and women, fire, light magic
Profession: Protector, nurse (she's more like an assistant/intern)
Weapons: Claws in succubus form, paired daggers, sword
Armor: natural armour on her legs and wings predominantly - poor protection
Items: n/a

Skills: 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.

Medicine - Applies both First Aid and Herbalism, and also gives a +1 CS to medical skills for use in a hospital. Counts as two skills.

Weapons Specialist [Daggers]- +1 CS to Fighting or Agility, covers all weapons of a specific type.

Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.

Languages: Latin, common, demonic

Description and/or Picture: When she is in her human form she has long black hair and green eyes. She has a kind looking smile and dresses modestly when she's working to help in the hospital or around those not comfortable with showing skin. Otherwise she will dress in tastefully revealing items when 'off duty'.

In her succubus form she is much more comfortable with revealing clothing. Though she often wears armoured greaves and bracers to protect her arms and legs. Though she has armour on her legs naturally, she prefers to add to it when fighting as she utilises kicking a lot in her fighting style. She has natural claws on both hands and feet that can be used to damage opponents. The spikes on her wings can also be used at a push to damage opponents.

Lady Serenity the Nightmare thief Sereni10
Lady Serenity the Nightmare thief Sereni12

Stats: Human/Succubus

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

Reasoning: Excellent/Excellent
Intuition: Remarkable/Remarkable
Psyche: Incredible/Incredible

Flying Speed Good


Hit Points: 50/70
Stamina Points: 80
Mana: 90

Spells / Special Abilities:

Dreamsteal
Cost: 5mp
Uses: Psyche
Description: She can eat nightmares and dreams to gain energy. This is in addition to other sources succubi normally have, such as feeding off lust/strong emotions and energy in general, but this is her current method of gaining energy. To do this, she must be in physical contact with a sleeping, dreaming person, in order to eat their dreams. She will take on some of the characteristics of the persons dreaming emotions for a short time afterwards. eg, if they are fearful, so will she be.
Must roll a green or higher to succeed. Heals 1/2 psyche MP affected by color ) and gains a minor bonus dependent on the emotion absorbed - Positive emotions: +1 to attempts to charm, and Negative emotions: +1 to attempts to fear

Lifesteal
Cost: 10mp if stealing, and 10hp also if giving. ( This HP used to heal others can not be healed without 8 hours rest )
Uses: Psyche
Description: This can be used to 'steal' life from others, typically in high emotional situations such as intimate events, though can also be used to drain life from animals as well. The succubus must be close enough to touch the animal or person and either drains via inhaling their life essence through their mouth, or rarely by their touch. She must state whether she is preventing someone being drained to death. Rarely, Serenity can use this ability in reverse, to give some of her life essence to another. However this leaves her very weak afterwards. Steals / Heals 1/2 psyche HP ( affected by color )

Light Affliction
Cost: N/A
Uses: N/A
Description: The character's spirit has a natural malady to Light energy. All offensive Light spells do +1 cs damage,and even most healing is affected. Healing spells is 1/2 as effective. This does not affect the healing powers of Restoration or Blessing of the Forest.



Siren Song - Charm but done by song only
Cost: 5MP
Uses: Psyche
Description: Description: When she sings, it has a charm effect on the nearby area. To have the maximum effect over a person or creature, she needs to be looking in their direction whilst singing. It can only affect up to 1d3 people/creatures in the nearby area. Turns a humanoid to her cause. Target will perform the actions she wishes them to. Opponents roll psyche or is charmed. Breaking it requires a psyche roll of the same color. Opponent can roll psyche every 2 rounds in combat, and at GM discretion out of combat. An additional psyche is needed if it is a combat action and the character is not one known for combat. Any HP damage results in another psyche roll. Any HP damage above 10% of MAX_HP breaks the charm.


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.


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 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.

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.

Light Affliction
Cost: N/A
Uses: N/A
Description: The character's spirit has a natural malady to Light energy. All offensive Light spells do +1 cs damage,and even most healing is affected. Healing spells is 1/2 as effective. This does not affect the healing powers of Restoration or Blessing of the Forest.




Biography: Serenity has spent a large part of her life alone, drifting from place to place. She doesn't remember the name she was born with, only the name the villagers have given her. The Lady Serenity. Light magic heals her less effectively due to her nature, and can actually be fairly painful for her.

She hasn't always had complete control of her powers, which led to some villagers hurting her badly for almost killing some of their number. After she was chased out of the village, battered and bruised, she fell on the doorstep of a wizard. Rather than helping her, he decided to bind her to him, forcing her obedience to him. He made her attack people who disagreed with him, and drain them to near death. In some instances, he would force her to drain the last breath of life from them. This act was very unsettling for her, and it made her feel very ill afterwards.

He was a cruel master, and often forced her out when she was starving, only letting her feed on the lives of those he disliked. It was a pitiful half life, and she longed for death to claim her. Even though she was forced to hurt others, there were some ocassions where she saved people in secret. One was a farm being raided by bandits. Instead of watching on, she killed the bandits at great risk to herself. She never stayed long enough to be thanked by the grateful family inside.

One day, the wizards home was attacked by people who'd risen up against his tyranny. They stormed in and killed him, beating Serenity to near death, leaving her for dead. As they set fire to his home, with her in it, she lay back broken and defeated, longing for the embrace of death. But death never came for her.

Instead, a young man from the farm she'd saved, had tracked her. He wanted to thank her, but he had learned how she despised her existence. He'd heard her crying at night when she was sleeping outside, on her 'ventures' outside in the countryside. He'd seen what the sorceror had done to her, how he'd beaten her and how he had forced her to drain life. Taking pity on the woman, he dove into the burning tower to rescue her. Taking her to a nearby woodland, he bathed and dressed her wounds, before nursing her back to health. Now the sorceror was dead, so was his control, but it took a long time for Serenity to feel she was worthy of life.

Over time the two became friends, and she grew stronger. Not wanting to hurt anyone again, she forces herself to feed on people's nightmares as some kind of penance for her dark deeds. She roams between two or three villages and fights off wild animals as well as monsters like kobolds or goblins. Occasionally when she's desperate, she will drain some of the life of these creatures, just to sustain herself enough to keep going. Going into the villages under the guise of Lady Serenity, she works as a herbalist and treats the injured people as best she can. Light magic only heals her partially, so she has learnt to treat herself with herbs and poultices, knowledge she uses to keep the villagers safe. At night she moves through the shadows to take their nightmares as sustenence.
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