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Rosemont Abalistair EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
The site does cost about $75 a year for the picture storage we have and keeping it ad-free when logged in, more if we get rid of ads altogether as some users have wished.

If you wish to help with donations click the link below. Avoid clicking on a custom gif as those are for Pro users of StreamLabs who do not mind paying a monthly fee.

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 Rosemont Abalistair

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Tiggs
Elite Member
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Posts : 73
Join date : 2018-01-17

Rosemont Abalistair Empty
PostSubject: Rosemont Abalistair   Rosemont Abalistair EmptySat Nov 17, 2018 10:21 pm

Name: Rosemont Abalistair

Sex: Female

Species: A'Reah

Height: 5'2

Weight: 125lbs

Age: 32

Age in appearance: Early twenties

Hair Color: Platinum

Eye Color: White

Skin Color: Pale Caucasian

Personality: Quiet until she gets to know someone. Shy in large groups. Still kind of racist, but trained enough to not openly project it.

Weakness: Doesn't like people touching her wings. Afraid someone is going to pluck all of her feathers.

Profession: Freed Slave

Weapons: Short Bow and Enchanted Crystal Dagger(Named Star Shard)

Armor: Leather Armor

Items: Several items of jewelry including clear diamond with wings pendant.

Skills:
Weapons Specialist - Bows: +1 CS to Agility for using a bow.
Weapons Specialist- daggers:  +1 CS to Fighting for using daggers.
Aeriel Combat: +1 to Fighting against flying opponents.
Shield Proficiency: +1 CS to Fighting or Agility for defense only. Requires a shield.

Description and/or Picture:
Rosemont Abalistair Rosemo10


Stats:
Fighting: Excellent (Remarkable with Star Shard dagger)
Agility: Remarkable
Strength: Typical
Endurance: Good

Reasoning: Good (-1 CS when it comes to modern technology due to her time on FI )
Intuition: Excellent
Psyche: Remarkable

Running Speed: Good(30mph)
Flying Speed: Good(60mph) Flight Weight Capacity: Tier 2 Level 4; 120lbs.
Swimming Speed: Typical(15mph)


Hit Points: 66
Mana: 60


Spells / Special Abilities:
A'Reah Weapon Bond
Cost: N/A
Uses: Psyche / None see below
Description: A'Reahn youths have a ceremony done during their teenage years that bond them to their own special weapon. Usually a dagger, short sword or other light weapon. Should they be separated from it, an A'Reah can call the weapon back into their hand if it is within a one-mile range from them, as long as the weapon is not being physically held by another. If it is, both sides roll psyche, the A'Reah must beat the holder's roll to pull the weapon from their hands back to them.


A'Reah Comforts: Having grown up in the cold regions of the Northern Mountains of Ur'Thur, she has a Typical natural resistance to coldness and cold magic. ( 6 points less damage from ice magic )


Attunement ( Light )
Cost: 5mp per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with light energy, allowing the wielder to target magical creatures such as heartless, shadows and other creatures that cannot be harmed with a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to darkness-aligned creatures only, for 2 rounds. As the weapon glows dimly for the bonus period, it incurs a -1cs penalty to sneak and hide. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Darkness to Light, but a yellow roll is required to do so.


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


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


Light:

Circle One:
Cure Blindness
Cost: 5MP
Uses: None
Prerequisite: Cure
Description: Removes blindness from target and prevents them from being blinded again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.


Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Prerequisite: Cure
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.

Circle Two:
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.


Purify
Cost: 10MP
Uses: Psyche
Description: Can remove any and all minor spell affects from a person, including but not limited to blindness, poison, stone, weaken. Can also remove illusionary effects if the roll is higher then the creating illusion. Unlisted status effects may be affected as well per GM Discretion.


Regenerate
Cost: 10mp
Uses: Psyche
Description: Causes an organic being to start regenerating their health. Heals 10hp every round. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. Non-100 crit bonuses apply. This ability can also be used to regenerate severe injuries like loss of a body part. Target must be at full health when used, and most body parts will take 8 hours sleep to regain.


Biography:
Was born into a proud aristocratic family, the Abalistairs. She was taught how to behave as a proud A'Reah and all the privileges that came with it. They were superior to humans and most other races, and she enjoyed her prospects as a child and growing into her teens. It was when she actually came across a mid-lander that was particularly charismatic.

He was a fellow teenager like her that seemed to take her racist berating in stride. Reflecting back on the day she had met him, she probably should have told someone about it so they could take him out or something, but he eventually found her again and, though it took a while, she saw in him a tenacity that she had come to admire.

Deciding to give him a chance, it wasn't long before they bonded and came to the conclusion that her A'Reah race were mostly just self-imposed supremacists. Going outside to play with him on a fateful day, her friend had led her into a snow fort they had made only to be ambushed by other mid-landers. Her friend had only befriended her to lead her into a trap.

Her wings were bound and she was taken deeper into Mid-lander territory, sold into slavery. She was put to work as a servant at first but the Master of the house quickly took an interest in her, forced to accept his invitation as a bedwarmer and concubine. Looking back on it, she had learned to enjoy it, and became quite the seductress, but only because not pleasing would lead to painful consequences in the form of beatings.

On her thirtieth birthday, in spite of her continued youthful appearance, her Master seemed to grow tired of her and opted to try selling her to someone else, setting her up back at the slavery auctioneers. More than anything, she was just glad to be rid of her former Master, though admittedly fearful that she might land into something even more awful.
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