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 Melisandra the Blackberry Loving Mischief Maker

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Posts : 48
Join date : 2017-10-14

PostSubject: Melisandra the Blackberry Loving Mischief Maker   Sat Oct 28, 2017 2:21 pm

Name: Melisandra Blossom Blackleaf
Sex: Female
Species: fae
Height: 5" fae form / 5'0 'human form'
Weight: 98lbs human
Age: 1,150
Age in appearance: mid 20's
Hair Color: pale ashen blonde
Eye Color: blue
Skin Color: tan
Personality: very timid and afraid of most things, due to the fact she's fairly inexperienced. She's only a few years younger than her brother but fairly naive and gullible. She doesn't trust humans very well, and is quite afraid of them. Mostly she looks to her brother for things as she tries to learn and understand the changing world around her.
Weakness: her brother, spiders, rats and mice, blackberries (she loves them)
Profession: healer
Items: leather pouch with herbs and tools
Acrobatics - Flips, cartwheels, somersaults, walking on hands, and so on. +1 CS to Agility for use. Can be applied to aid in defending rolls by unarmed characters 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. Can be applied to aid in defending rolls by unarmed characters is most areas where Acrobatics would not work.
Performer - A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill.
Tailoring - Knows how to make the latest fashions. +1 CS to reasoning.
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for indentifying herbs for various purpses, including but not limited to medicinal or poison making.
Melisandra, has 3 forms essentially. She has the small glowing orb of light no bigger than a few inches. Her colour is blue, his is green, though they both turn red with anger or pale pink for love.
In her fae form she stands around 5 inches tall and has multicoloured wings that seem to look like translucent butterfly wings. They sparkle and are fairly strong, though don't work well in the wind or when wet.
In her human form she stands around 5'0 and can't yet make her wings disappear or appear as she wants when. Unlike her brother, her wings actually carry her in this form, and she can be fairly strong. She has a very slender figure, and is quite petite when she is in human form. Her beauty is dazzling, and at times her skin almost seems to shimmer and glitter. She loves to dance and though she isn't yet very good, she enjoys simply just dancing to the beat on the wind or to her brothers flute and pipes.
Stats: Fae/Human
Fighting: poor/ typical
Agility: good / excellent
Strength: poor / typical
Endurance: good / excellent
Reasoning: good / good
Intuition: excellent / excellent
Psyche: remarkable / remarkable
Flying Speed good

Hit Points: 28 / 52 
Mana: 60
Spells / Special Abilities:

Beginner Magic:

Cost: 5MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -2CS in hp or 6hp, whichever is greater.

Cost: 10MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -1CS in hp or 10hp, whichever is greater.

Cost: 15MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche in hp or 20hp, whichever is greater.

1st Circle
Ball of Light
Cost: 5MP
Uses: None
Description: Allows the caster to summon a ball of light that allows vision in dark areas up to 5 feet away. The ball can be stationary or made to follow the caster. Lasts 1 hour for every circle of magic the caster knows, and can create one ball for every circle of magic per casting.

Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Description: Removes poisons from someone's body and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.

2nd Circle
Advanced Cure/Cura/Curaga
Cost: Double normal MP
Uses: Psyche
Description: Allows caster to use Cure, Cura, or Curaga on three people at the same time, for twice the normal cost.

3rd Circle
Cost: 10/20/30MP Same World / Different World / Different Plane
Uses: Psyche if needed
Description: Creates a magical doorway that opens and allows people to ravel to a new location that the caster has been do before. At third circle the caster can take people anywhere on their current world. At fifth circle it can take people to other worlds. Six circle can take them to other planes ( Limbo, for example ).
Mind Magic:
Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psche as well, one level higher then the caster, see through the illusion.
Telepathy ( Basic ) - Note, this is only currently able to be used with her brother
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. A roll must be made to esptablish 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.
Telekinesis ( Basic )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 10 pounds. Maximum movement speed is Typical air speed.

Telekinesis ( Novice )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 50 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Minor ) in an attack. Attack roll is Psyche, defense is agility. Deals Good physical damage for purposes of damage absorbtion.

Biography: Melisandra grew up with her brother among the trees, having a fairly carefree life. However, humans encroached on the lands and attacked the fae they came across or trapped them in jars to use their magic. Most of her friends and his family were lost this way so she is very scared of humans. As they had to flee their lands, she fled with her brother, looking to him for protection. He hunted for them both and learnt to make friends with the woodland creatures. As time passed, the lands changed more and more, forests giving way to buildings and stone. Both of them retreated to the forests, fearful of humans and others who were not fae.
There was a terrible storm, and men crashed into their forest home, destroying it. Pippin was angered and tried to fend off the men, but he was outnumbered. As he was knocked out, she was desperately fighting them off, screaming and trying to get them to leave her alone. It was in vain as they managed to capture her, taking her with them. She was in human form with her wings, as she hadn't yet learnt to make them disappear like Pippin had. The men decided that she would fetch a hefty price in the markets, and took her to be traded to slavers. They never made it to the markets, as they were robbed by some thieves and rogues. Melisandra tried to flee but was unable to as they had made her wear cold iron cuffs, so her magic was useless. The bandits took her with them, and as they felt she was no threat, they removed the cuffs as they rested for the night. Though she was weak, cold and hungry, she was able to use her telekinesis to escape. Running into the night, she tried desperately to flee and return home to her brother. Scared and alone, she wandered for a while until she finally passed out asleep, unable to run any further. She woke as someone was trying to sneak up on her, so she shifted into her tiny form to escape them faster. As she flew past them, one of the men caught her in a net and placed her in a jar. It turns out they'd seen what she did in the camp of the bandits, and thought she was a weather sprite, so they'd captured her. Keeping her in a jar, they boarded their ship and sailed out into the ocean. The men refused to believe her when she said she wasn't a weather sprite, and wouldn't release her. They thought that by having her in the jar, she'd bring them good fortune and luck on their travels. She seemed able to mend their wounds when they forced her to use her magic, but like her brother, the longer she was away from nature the weaker her magic grew.
For seemingly endless days and nights they sailed with her, until eventually one of the many storms they encountered, swept her overboard. The jar they had placed her in, had a piece of cold iron in the lid, just enough to subdue her until they needed use of her magic. She was also forced to wear a thin band of cold iron around her neck, as she had escaped them once and they were afraid of her terrible power. Ironically they doomed themselves as she was unable to use her magic to help them. As the ship sailed onwards into the storm, she bobbed along on the furious waves, terrified and cold. Eventually she curled up to sleep, hoping that her brother would one day find her when she washed ashore.
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