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Esmeree - Dark Fae EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Esmeree - Dark Fae

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Xarat
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Posts : 91
Join date : 2017-10-14

Esmeree - Dark Fae Empty
PostSubject: Esmeree - Dark Fae   Esmeree - Dark Fae EmptySun Oct 04, 2020 3:48 pm

Name: Esmerée Rhiannon Cryxx
Sex: Female
Species: Dark Fae
Height: 5'2
Weight: 100lbs
Age: Old yet young
Age in appearance: 21
Hair Color: Ash blonde
Eye Color: Blue
Skin Color: Pale. Like gothic pale.
Personality: Esmeree is a quiet individual most of the time, though she does come out of her shell for some things. She loves helping children out, and has recently started to learn she likes being a servant.
Weakness: Cold Iron, candy, children, sparkles, light
Profession: Maid/servant
Weapons: None
Armor: None
Items: None
Skills:
Espionage - Skilled at 'information acquisition'. Gives stealth and +1 CS to Intuition for searching computers, file cabinets, etc for information.

Astral Projection - Can move your mental form to another location to speak with another or to investigate an area. As it's just your spiritual body, you will not be able to physically interact with anything.

Clairvoyance - Allows you to see an area a long distance away ( such as scrying ) or in some situations see the past or future. Where a roll is needed, apply Psyche.

Description and/or Picture:
Esmeree - Dark Fae Esmere11

Stats:

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

Reasoning: Good
Intuition: Excellent
Psyche: Remarkable (Typical against mental domination techniques)

Hit Points: 66
Stamina Points: 63
Mana: 60

Spells / Special Abilities:

Soul Ability
Cost: Varies
Uses: Psyche
Description: The user can manipulate soul energy to a small degree, such as repairing a soul. If this is used to damage a soul, the user takes HP damage and mental stress. Minor repairs or damage cost 5 MP. Moderate repairs cost 10 MP.. Opponents roll psyche to resist damage. HP damage done to a player is double MP spent. Mental and emotional stress is dependent on attacking roll, defending roll, and GM discretion.


Shadow Magic 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.

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.

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 Magic Circle 2:
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.

Biography:
Esmeree is a dark fae, who was feared in the land of the Faerie. She was turned into a weapon by some of the 'Nobles', the ones calling themselves the Highborns. She was forced to do their bidding, until she no longer pleased them. Then her essence was forced into a dagger and forgotten. Or so they thought. The dagger travelled worlds and finally landed on Fantasy Island, damaging a fae in the process. The damage caused Esmeree to reveal herself to Megan, who managed to pull her from the dagger, by binding her to her own soul. Now Esmeree serves Megan of her own will, and is learning about the world once more
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