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Aqua Lupei Priestess of Yemaya EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Aqua Lupei Priestess of Yemaya

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SgtSarros
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PostSubject: Aqua Lupei Priestess of Yemaya   Aqua Lupei Priestess of Yemaya EmptyWed Jan 23, 2019 9:50 pm

Name: Aqua Lupei
Sex: Female
Species: Human
Height: 5'4
Weight: 115
Age: 18
Age in appearance: 16
Hair Color: Blond
Eye Color: Blue
Skin Color: Cream
Personality: A calm, quiet individual. Stays to herself often, which make sit hard to make friends, but once she does become your friend is very sociable.
Weakness: She is very self-conscious about her looks, and compliments will fluster her somewhat until she gets used to them. Living in a sisterhood most of her life, she has no real experience with men.
Profession: Priestess
Weapons: Her legs and fists
Armor: Typically fights with none, though she has plate mail Omari gave her and told her to train in.
Items: Bracelets which help her focus her water powers, but are not needed for her to use them.
Skills: Martial Arts Master, Gymnastics, Acrobatics, Herbalism



Picture:
Aqua Lupei Priestess of Yemaya Aqua11_800x600


Stats:

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

Reasoning: Good
Intuition: Excellent
Psyche: Remarkable



OPTIONAL: Only include this section if it is different then normal

Running Speed: Typical
Swimming Speed: Excellent


Hit Points: 86
SP: 73
Mana: 60





Spells / Special Abilities:



Water
Cost: 5MP
Uses: Psyche
Description: Does damage equal to caster's Psyche -2CS. Agility to dodge.


Watera
Cost: 10MP
Uses: Psyche
Description: Does damage equal to caster's Psyche -1CS. Agility to dodge.


Waterga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to caster's Psyche. Agility to dodge.


Aquatic Communication
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to aquatic creatures such as dolphins, sharks, octopi and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.


Breathe Water
Cost: 5MP
Uses: N/A
Description: Allows one person to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )


Create Water
Cost: 5MP
Uses: N/A
Description: Allows the creation of drinkable water, enough to six people to have enough drinkable water for a day.


Tow
Cost: 10MP
Uses: N/A
Description: Allows for someone to pull someone along in the water beside the caster. Useful for characters that cannot swim. Towed character moves at Good swimming speed or the swimming speed of the caster, whichever is lower.


Water Stream
Cost: 10MP
Uses: Psyche
Description: Fires a continual stream of water that can be used to put out fires such as a house fire. Depending on the size of the fire the GM may ask for more then one roll of this to be needed.


Water Whip
Cost: 10MP
Uses: Psyche
Description: The caster creates a thin stream of water that can be flicked out towards opponents like a whip. Can also be used to trip enemies. Damage is equal to 1/2 the caster's Psyche if used to attack. Opponent rolls Agility. Can also be used to show off and do tricks, like curling around items to reach them. Has a maximum range of one area away ( movable melee range ) untill the caster is level 5 or above, then has a maximum range of 2 areas away.
Special Considerations:
1.This spell does Blunt Water damage. It applies as Blunt damage, not magic damage, when it comes to armor protection. It also does the normal +1CS to those of Fire 3 and higher, and -1 CS to those of Water 3 and higher.


Breathe Water, Mass
Cost: 15MP
Uses: NA
Description: Allows up to four people to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )


Merfolk's Blessing
Cost: 20MP
Uses: Psyche
Description: Allows the transformation of one person per cast into a merfolk. Grants communication with aquatic animals, water breathing, +1CS swimming, and underwater combat. Lasts for 4 hours on a white, 8 hours on a green, 24 hours on a yellow, and +3d6 hours on a red. Spell will automatically end if the target attempts to leave water and come onto land.


Water Surf
Cost: 15MP
Uses: Psyche
Description: Can use this ability to walk or surf on the water, though direct skin contact is usually advised. Movement is their normal running speed or Good, whichever is lower. Can take an additional person or persons with them up to a weight of Psyche X 10 ( Excellent psyche can take up to 200 pounds, Remarkable 300, etc ). Lasts for 1/2 Psyche minutes. If the caster is Circle 5 or above, no roll is needed.


Biography:



Aqua is a girl who has always been fascinated with water. She took up swimming when she was very young, and due to the fact she was a very active child, also enrolled in gymnstics. As she continued to age and her love for water grew, she made a decision that shocked her parents: She wished to join the Sisterhood of Yemaya.



Despite their disapproval of this, they decided if this is what she wished they would support her and, once she became of age to join, they brought her to the main temple of Yemaya. The head priestess, Tia Santori, spent time with her and deemed that she would be a good addition to the sisterhood. Rumors that Yemaya herself came to view the child have never been confirmed nor denied...



During her time at the sisterhood, she continued to work on her gymnastics, but also was trained in the ways of martial arts, due to the fact the temple was often attacked by bandits and others who wished to pillage it. Aqua was not overly happy with the fact she had to fight, but knew that one must do what they do not wish to do sometimes for the betterment of the whole.



Shortly after her 18th birthday, she is informed by Yemaya herself that she would like Aqua to leave the head temple. Aqua, stunned that she would be asked such a thing, requsted to know what she did wrong. Yemaya informed her she did nothing wrong, and that is why she is being asked to leave: There is a small temple on the Island of the Water Dragon, located on the world of Fantasy Island, that is nearing completion. Head Priestess Santori, who has been on that world for some time overseeing various issues and working on the construction, will be needing someone to maintain it, and thusly Aqua is being asked to become head caretaker of the shrine.



Honored with such a request, she immediately accepts. After a tear-filled farewell to her friends, she travels to Fantasy Island, to see what new adventures await her...
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