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 Bakkar (Rik) al'Shan Morales

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AuthorMessage
MalakiXanderos
Member
Member


Posts : 11
Join date : 2017-10-13
Age : 36
Location : Skagway, AK

PostSubject: Bakkar (Rik) al'Shan Morales   Thu Oct 26, 2017 12:09 am

Name: Rik “Bakkar al’Shan” Hushai Morales
Sex: Male
Species: Incubus
Height: 5’ 9”
Weight: 195lbs
Age: Ancient  (1.958 years)
Age in appearance: 26
Hair Color: Black
Eye Color: Green
Skin Color: Caucasian

Picture:



Personality:
    Cocky.  Bakkar was the one time “Lord of Blood” which is where he got his title.  He mastered his own martial arts fighting style he dubbed “Casual Death” while in retreat in his family’s castle before it was lost to the darkness.  This gives him a surprisingly confident air, even when fighting, convinced that whatever life throws at him, he will find a way to make it work to his benefit.

Weakness:
    Bardic  Magic.  Anything that uses audio waves to do damage makes him hypersensitive for a time depending on the force of the sound and how close he is to it when it hits.  Most of his reason for choosing the Neko form to wear.  With the larger ears and feline hearing, it seems to make sense that the noise would cause him discomfort and leave him sensitive, thus allowing him to take the damage without giving away his true nature.

Profession: Tailor

Weapons:
Claws - Slashing dmg -

Whip - Remarkable to Attack (Grapple or Strike) / Good to Block - Slashing dmg - STR vs Good to break free - Crit breaks whip - Banded Armor negates dmg

Daggers - Remarkable to hit - +1CS dmg on sneak attack - Yellow or higher INT roll to spot - Piercing dmg

Armor:
~A`reah - Chainmail
~Neko - Chainmail

Items:
Medallion - Form Change between his feline form, and a female A'reah (Symphonia) Form - adds +1cs to the Psyche rolls of both forms.

Skills:
Acrobatics -  +1 CS to Agility for non-combat.
Escape Artist - +1 CS to untying, finding route out of an exploding building, and other life and death situations.
Weaponsmith - +1CS to Reasoning for crafting weapons
Engineering - +1CS to Reasoning for Engineering feats
Investigation - +1CS to Intuition when investigating crime scenes

Stats:
Fighting: Excellent (20)
Agility: Incredible (40)
Strength: Typical (6)
Endurance: Good (10)

Reasoning: Remarkable (30)
Intuition: Excellent (20)
Psyche: Excellent (20)

Hit Points: 76
Mana: 70

Spells / Special Abilities:
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 conciousness, 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 steath 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 themself. 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 idividual. 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 conciousness, the tendrils will vanish.

Bind
Cost: None
Uses: Excellent
Description: Using your connection to one of your tendrils, you can send it to rse up fro 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 targetted. 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 conciousness, 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 bibble, -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 essentally 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.

Darkness Daggers
Cost: 5MP per dagger
Uses: None to create, agility to throw
Description: Allows the creation of daggers to be thrown at an enemy or target. The caster can creatre one dagger per round for every two spell circles the caster has darkness magic in. ( At creation they can make 1 dagger per round, once they learn a circle four spell they can create two, and three once they learn circle six ). The caster can throw these following normal combat rules.
Special Considerations:
1. The caster can, alternatively summon the daggers to stockpile them until they are needed, though the caster may not have more then six daggers on their person at any one time. These daggers also vanish the round after they are thrown or otherwise leave the caster's body.

Sense Evil
Cost: N/A
Uses: Psyche
Description: It’s easy for one demon to smell another, not by their odor orby their blood but by the energy they give off. The “stink” of their souls are extremely unique. Vampires and Zombies carry a different smell, and he cannot discern between the two, but both are enough to nearly gag him. Roll Psyche vs opponents Psyche to sense. Due to his sensitivity to vampires, they roll at psyche -2 to keep hidden.

True Form
Like any evil, that which is shown is not always what truly is. When Bakkar reaches a certain point, he will shed his body to reveal the hideous beast beneath. Despite the Incubi’s neko charm in his smaller form his Infernal body is as ugly as his neko is beautiful.

Background:

Rik Hushai was once a mortal man. At the start of his first life, he found himself able to Channel. This was unheard of, simply because it was feared in men. Any men who could channel were fated to go mad, because the source of the power that allowed them to use Fire, Earth, Air, Water and Spirit was tainted by Shai’tan. The first time he tried to teach himself to Channel, he wound up losing control of his powers and burning down his entire village. Killing dozens, he was hunted by the other villagers and run off in to the deserts of the North. Starving, thirsty, and terrified of his own power, he had resigned himself to death before he was found by one of The Chosen, a group of channelers who had dedicated themselves to the Great Lord of the Dark. In a hazy stupor, he accepted their help, and swore his allegiance. As a tool of the dark lord, he was given immunity to the madness of his powers and trained to be a weapon of terror. He quickly established himself among the Chosen by taking over a lord’s manor in the wilderness outside of one of the main cities and using it as his playground of evil. Kidnapping women and children,and later on only children, he would use a tub lined with spikes to drain the blood of his victims into casks, then chill the precious life-blood likewine. He had no dilusions of being a vampire, but people grew to fear the one they started to call Bakkar al’Shan.

It was only then that he attracted the attention of another channeler. Fate, and destiny, favored the other, and when they met Rik was destroyed in a matter of moments, his entire reign crashing down over the course of an afternoon and his name stricken from every record. All mention of him was forbidden. His legacy had come to an end, so it would seem.

However, the Great Lord of the Dark had other plans for his useful pawn, and banished his soul to Makai. He was “born” to Emilio and Angelsahra, a powerful family of demons in the dark world. Growing up, he was taught how to live like demonic royalty, everything he wanted was given to him and he proved time and time again that his wits were only outmatched by his ruthlessness.

A day came when Emilio and Angelsahra left the home, leaving it to Bakkar and his sisters, Rebecca, Deltora, and Belia. The children mastered their powers, and studied their own respective traits, often times turning the castle home in to a war zone as they vied to establish a pecking order. It was during this time that Deltora came up with the idea to bind their spirits to the castle home. Once the process was complete, the children left home and went their separate directions, never to look back, but sending all of the energy they gathered back to the castle to be stored.

This, of course, created problems when one of Bakkar’s nemesis’ found out about it and corrupted the power to work against them. After a quick battle and much struggle, the siblings separated themselves from the mansion, and once more went on their way in their own directions. It was how their family survived.

Bakkar now wanders, moving place to place, influencing people, making allies and followers and expanding his own knowledge of the multiverse of dimensions.

Update: Settling in to Fantasy Island hasn't been the easiest for Bakkar, but he has managed to do so spectacularly. Co-owner of Unusual Cuts, bound to his favorite Naga, Medusa, and his closest companion, Kiohai, Bakkar has begun forming a balance between work and play, finding ways to take joy in the mundane tasks of operating a business and not torturing this person or that.

Using Kiohai's buildup of gems and other dragon payments, his own savings account and what few funds Medusa had to put in as well, the three now own one of the mansions on the island, three stories tall and just as many garages.
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