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Maharet: Shadow Demon EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Maharet: Shadow Demon

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Maharet_
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Posts : 1
Join date : 2020-10-14

Maharet: Shadow Demon Empty
PostSubject: Maharet: Shadow Demon   Maharet: Shadow Demon EmptyWed Oct 14, 2020 3:48 pm

Name:   Maharet

Sex: Female

Species: Shadow Demon

Height: 5’9”

Weight: 135lbs

Age: 600 years

Age in appearance:  25

Hair Color: Red

Eye Color: Yellow iris’ on black sclera

Skin Color: Alabaster  

Personality:  She’s kind of cold and off putting when first meeting her but is certainly  loyal to friends and loved ones when she can get them. She's a little weary of new people and doesn't really understand the mannerisms of other people due to her very sheltered history.

Weakness:  Silver and sunlight

Profession: None

Weapons: Only what she generates through her abilities

Armor: Only what she generates through her abilities

Items:

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.

Jumping / Leaping - Extraordinary at making difficult leaps or jumps over distances most wouldn't be able to make. +1 CS to Strength or Agility as needed.

Acrobatics - Flips, cartwheels, somersaults, walking on hands, and so on.  +1 CS to Agility for use. Can also be applied to aid in defending Fighting rolls by unarmed characters against melee attacks as long as it is not a crowded or cramped situation.

Tumbling - Rolls, dives, even falling over the edge of a cliff or landing to prevent or lessen damage. +1 CS to Agility for use.

Gymnastics - +1 CS to Agility. Can also be used in combat against ranged attacks only.

Languages: English

Description and/or Picture:
She’s beautiful and ethereal like with a lithe, athletic build and feminine curves (slightly wider hips and larger bust 34DD). She has long red hair, slightly pointed ears and vibrant yellow iris against black sclera. Her skin is impossibly white, her tongue an inky black and all of her teeth are sharp and pointed. As far as clothing goes she wears whatever she wants. (Will draw a picture and include it eventually)

Stats:  Base/Wolf/Dragon/True Form

Fighting:  Excellent / Good / Fantastic / Marvelous
Agility:  Excellent / Excellent / Good / Excellent
Strength:   Good / Typical / Excellent / Marvelous
Endurance:  Excellent / Excellent / Marvelous / Marvelous

Reasoning:  Remarkable
Intuition:  Excellent
Psyche:  Fantastic



Hit Points: 70/56/90/95
Stamina Points:  78
Mana: 85



Spells / Special Abilities:
Shapeshift:
Maharet has the ability to currently shapeshift into three other forms. Her dragon form, her wolf form, and her "true" form, in which her skin is pitch black, her body elongates and she grows large dark claws.


First Circle
Aggressive Alterations: None
Passive Alterations: Summoned Tendrils may act on their own now and then when not in combat. They tend to be pranksters in nature, moving items on you and similar minor actions.

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.

Second Circle
Aggressive Alterations: Rolls to break free of bind can be increased +1cs, but to do so requires two tendrils instead of one
Passive Alterations: Shadow Step costs for additional passengers reduced by 1 mp

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.
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.

Third Circle
Aggressive Alterations: Your shadow pet / greater pet / demon  has +1 cs to fighting ( and thus 10 hp more )
Passive Alterations: Your shadow pet ( if summoned ) can attempt to cover you if you are attacked. If the pet rolls higher then the attack you are both safe, if it rolls 1 - 20 less then the attack, it takes the attack instead. If it rolls more then 20 less then the attack it fails. This may only activate once a round.


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 shadow plane 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


Biography: She is a 600 year old vampire turned shadow demon. She doesn’t remember if she was ever human as her earliest memories were of her and her twin brother being used as science experiments by a deranged time hopping necromancer. She is unsure if she was born human or if she was created in the lab in which she was held captive for 300 years. She has died a thousand deaths and has never actually perished. She dons scars on her body for each death she has endured. Upon finally escaping her prison, she spent a hundred years or so completely unhinged and satisfying her bloodlust by slaughtering humans until stumbling upon another shadow demon who offered to free her of the perils of vampirism and transformed her into a demon herself.
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