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Hinoe Lightwind, Angelic Warrior EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Hinoe Lightwind, Angelic Warrior

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SgtSarros
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Hinoe Lightwind, Angelic Warrior Empty
PostSubject: Hinoe Lightwind, Angelic Warrior   Hinoe Lightwind, Angelic Warrior EmptyMon Oct 28, 2019 11:17 pm

Name: Hinoe Lightwind
Sex: Female
Species: Angel
Height: 5'1
Weight: 95 lb
Age: 23
Age in appearance: 17
Hair Color: Brownish Blonde
Eye Color: Brown
Skin Color: Pale
Personality: Childish and playful, but also with a strong sense of duty and responsibility
Weakness: Her wings, fire, extremely claustrophobic
Profession: Jewelry maker
Weapons: katana, her mothers scimitar, a pair of long swords, a bow, and a crossbow ( granted she doesn't carry all of those with her at the same time. )
Armor: Owns a suit of leather armor, has a special cloak that still allows her flight, also owns chainmail armor.
Items:
Skills: Sharp Weapons, Aerial Combat, Reconnaissance, Negotiator, Demolitionist, Weapons Specialist: Swords
Picture:

Hinoe Lightwind, Angelic Warrior Hinoe10_800x600

Hinoe Lightwind, Angelic Warrior Hinoe210_800x600

Hinoe Lightwind, Angelic Warrior Hinoe310_800x600


Stats:

Fighting: Remarkable
Agility: Remarkable ( Fantastic while flying )
Strength: Typical ( Can exceed slightly into Good range with flying with major effort, cannot go long distances however at this encumbrance. )
Endurance: Excellent

Reasoning: Good
Intuition: Remarkable
Psyche: Spectacular


HP: 86
SP: 86
MP: 85



Spells / Special Abilities:



Beginner Magic:


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.


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


Fire
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.


Blizzard
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche - 2CS. Agility to dodge.


Blizzara
Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche - 1CS. Agility to dodge.


Blizzaga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to casters Psyche. Agility to dodge.


Clinging Vines
Cost: 2MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs poor to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with good or higher strength break free automatically.


Thunder
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.


Thundara
Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche -1CS. Agility to dodge.


Thundaga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to casters Psyche. Agility to dodge.


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.



Mind Magic:

Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.


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.


Telepathy ( Basic )
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 ( Gifted )
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 objects or people 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 or person is 200 pounds. Maximum movement speed is Typical air speed.


Telekinesis ( Exceptional )
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 500 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Gifted ) in an attack. Attack roll is Psyche, defense is agility. Deals up to Remarkable physical damage for purposes of damage absorbtion, depending on the size of the object. Can throw two objects of Minor size or less at the same person or one at each of two different people.


Telekinetic Flight
Cost: Varies, see below
Uses: Psyche ( Only if another person with mental abilities tries to target them to block this )
Description: Allows the user to float or fly through the air. Any attack that does more then 25% of their hp she must roll a yellow psyche to maintain concentration or they will fall to the ground. Cost is 1MP/minute at typical speeds, 2MP/minute at good speed, 4MP/minute at excellent speed.


Telepathy ( Advanced )
Cost: Special ( See Below )
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind, by creating a mental link between the two. When the link is being established, The target has to be within physical contact with the mentalist. The mental lnk costs 10MP to create and requires a yellow psyche roll to succeed. If the target wishes to resist they can roll psyche, though if they have no mental abilities they roll at -2CS.
Special Considerations:
1. The mentalist is allowed 2 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.
2. Through this link the mentalist can speak to or hear the thoughts of the target whenever they wish, provided they are within range. At circle 4: That is within a 10 mile range ( approximately anywhere on Fantasy Island. At circle 5 it expands to anywhere on the same continent ( on larger worlds ), or approximately 100 miles. At circle 6, it is anywhere on the same world. Some truly powerful mentalists may even be able to extend beyond this, but this will require GM approval.
3. In addition to the telepathic link, there is also a emphatic link between the two. If one of the two in the link suddenly undergoes a sudden shift of emotions or experiences great pain, the other will be able to feel it. However, only the mentalist will be able to use it to find the person, the other will need to find them on their own or hope the mentalist can direct them to where they are suffering.


Mental Barrier ( Personal )
Cost: 15MP / round
Uses:  Monstrous
Description: Hinoe summons a near impenetrable barrier around herself. The barrier can only be broken by rolling higher then the initial roll. All rolls that roll lower are negated, any rolls higher shatters the barrier. If she runs out of mana or disperses this barrier she is at -2CS to all stats for 1d3 rounds while she recovers from the mental strain. If the barrier is broken and not dispelled this is added to an effect based on the damage type. Physical: Half damage, puts Hinoe in knockdown. Magical: Full damage, puts into knockdown. Mental: Stuns Hinoe, leaving her helpless for 1d3 rounds


Telekinetic Dome
Cost: 30MP + 10MP / round
Uses: Psyche
Description: Forms a near impervious dome around the mentalist, spreading out to a maximum of twenty feet away. They can cover up to ten additional people with this dome as well as themselves as long as they are within the radius of the dome. Those inside will be immune to all physical, magical, and mental damage where the attack is less then the mentalist's roll.
Special Considerations:
1. This ability takes immense concentration, to the point the mentalist is unable to move from that position. As such, all attacks against them automatically hit the barrier. They cannot even move to use any potions. Anyone inside the dome with them cannot attack outside of the dome either, though they can assist or combat each other in any way they deem is fitting.
2. This ability is exhausting, and it takes time to recover from such a feat. Should they bring the dome down on their own, or they run out of MP. they will be at -2CS to all rolls for the next round, and then -1CS for the next 1d3 rounds after. Even if they did not run out of MP, they will not be able to use any mental abilities until the effects wear off.
3. Should the attack exceed the roll of the mentalist, regardless of who the person was targeting, the mentalist takes full damage. The force of their mind's dome getting shattered is extremely traumatic, and the mentalist will be helpless for 1d2 rounds ( if they roll a 1 it ends when their turn comes, if not then the next time it comes around ) They will also be at -2CS to all rolls for 1d3 rounds after that, and unable to use any mental abilities while their mind recovers from the shock.
4. Should someone within the dome decide to attack the mentalist, The mentalist must pass a yellow psyche roll ( red if the attack does more then 25% of their hp or is a critical hit ) or the dome collapses, and they will suffer the same effects as if the dome had been broken from outside.


Protector 1
Cost: N/A
Uses: Varies
Description: Use one of your actions to defend a player from an attack. Roll as you would normally roll to defend. If attacker wins you take damage. If your roll is more then 30 below the attack the protect fails and the original target must roll.
Special Conditions:
1. You may change people who you are defending for as many actions as your Fighting roll would allow you to attack. ( Excellent fighting allows 2 attacks so 2 defenses ) without penalty. If the next defense would push you to poor or feeble, the attack automatically hits you. You cannot protect someone again if you are at feeble.
2. This skill can be used in conjunction with attacking. For example, you have Incredible fighting. You defend once, then can attack twice on your turn for Excellent, Good ( normal -1 per action taken ), then defend again afterwards without exhaustion.


Flames of Judgement
Cost: 20 MP
Uses: fighting
Requires: The General's Katana ( 1 use / day )
Description: Does Excellent fire damage to up to five targets.




Links:
Ivy
Ethan
Kon
Shaiya
Mouse
Ghost


Last edited by SgtSarros on Sat Mar 09, 2024 1:53 pm; edited 6 times in total
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Hinoe Lightwind, Angelic Warrior Empty
PostSubject: Re: Hinoe Lightwind, Angelic Warrior   Hinoe Lightwind, Angelic Warrior EmptyMon Oct 28, 2019 11:32 pm

The old Kingdom Hearts RPG sheet, for nostalgia



Character Name: Hinoe Lightwind
Player Name: SgtSarros
Homeworld: Neverland
Canon, Semi-Canon or Original: Origional
Birthday: April 1'st 1988
Age: 20
Height: 5'1
Weight: 95lb
Gender: Female
Hair: Brownish Blonde
Eyes: Brown
Dominant Hand: Left

Noticeable Features: Sun tattoo on left hand, a pair of wings with white feathers. spreading out from her back.

Character Description: Hinoe is a slender woman by appearance, slender ever for one such as her. She wears black shorts and a tank top (She finds most other clothing quite constrictive). Her walk is quite brisk, always rushing to get somewhere, or see something new. Her face is generally an abundance of emotion; a smile, a grin, or a giggle will usually be seen on her face. Her near very-long hair is kept loose, and blowing in the wind, causing her to have to brush it often. Her long, slender wings stay closed against her back when she isn't using them, which isn't too often.

Munny: 3505 in bank account, 13,500 munny her share of Twilight Shells profits in company bank account. (As of febuary 1'st)

__________________

STATISTICS

Experience Points: 325 (as of April 11'th)

Free Experience Points: 18

AP: 47 Free AP: 0 Bonus AP: 14 Free Bonus AP: 0 Total AP: 61 ( 61 used )

Health: 70 HP: 350

Current HP: 250

PHYSICAL

Strength: 10 Bonus: 1 +4 accessory +3 / +5 weapon

Items/Consumable Slots: 2

Precision: 30 Bonus: 3

Defense: 40 Bonus: 4 +6 / +9 armor

Armor Slots: 5

MENTAL

Magic: 65 Bonus: 6 MP: 120 +2 accessory +3 weapon

Maximum Spell Level: 4

Magic Defense: 30 Bonus: 3 +3 armor

Accessories Slots: 4

Resistances:

Fire: 36%

Ice: 20%

Thunder: 20%

___________________

ABILITIES

Abilities (General):

Name: Aerial Combo
AP: 5
Accessory: Yes or No. If Yes, name Accessory.
Description: This will enable a character to have the ability to attack up to 3 times on a specific target. This must be equipped/bought before any combo bonuses or finishers can apply that are of Aerial nature. This works to attack only in the air.
Roll Adjustment: Roll regularly. If successful, roll 1d3 to see how many attacks go to the enemy.
MP to Use: 0
Fighting Level: Uses the Spar Chart or the Combat Chart.


Name: Aerial Combo Plus Level 3
AP: 1/1/1
Accessory: Yes, Level 3 in Aquamarine Ring
Description: Adds one attack to aerial combo. You may buy this up to 3 times.
Roll Adjustment: Add one more to your roll necessary to determine how many times you are successful hitting an opponent. If formerly you had 3 hits (per normal combo) and add this, you have 4, so after rolling to hit, roll 1d4.


Aerial Dodge
AP: 2
Accessory: Yes, Fencer Ring.
Description: This is a leap that is performed in midair after another leap or while being in a hovering stance above the ground.
Roll Adjustment: Defense +4


Name: Aerial Recovery
AP: 2
Accessory: Yes, Aquamarine Ring.
Description: Regains balance after an aerial assault, flipping through the air if successful.
Roll Adjustment: Roll Precision +2

Name: Combo
AP: 10
Accessory: No.
Description: This will enable a character to have the ability to attack up to 3 times on a specific target. This must be equipped/bought before any combo bonuses or finishers can apply. This is for ground attacks only.
Roll Adjustment: Roll regularly. If successful, roll 1d3 to see how many attacks go to the enemy.
MP to Use: 0
Fighting Level: Uses the Spar Chart or the Combat Chart.


Name: Combo Upper
AP: 1
Accessory: Yes, Fencer Ring.
Description: This will hit a target after a successful combo and send him or her into the air so that that the person may attempt a second combo that is aerial. This is rolled for separately and declared before a combo hits. If the roll is successful, the person is hit into the air. With +40 over the roll, the character may then use a bonus turn to combo aerially if they have the ability. If the character gets the person in the air but fails at the +40 above the other character's Defense roll, he/she may not follow up on an attack. However, if multiple people are fighting the foe, another character may choose to attack with an Aerial attack before the opponent's turn.
Roll Adjustment: No bonuses to the roll. It is a base 1d100 with Precision, declared with a Combo. This may not be used with any other ability except Combo.
To attack: roll combo. If at least 1 hits, roll upper slash, if +40 roll air combo.


Name: Combo Plus Level 3
AP: 1/1/1
Accessory: Yes, Level 3 in Aquamarine Ring
Description: Adds one attack to ground combo. You may buy this up to 3 times. You may only buy this once per experience award. This implies that one time with exp you can get it, then the next exp award you can get it a second time etc.
Roll Adjustment: Add one more to your roll necessary to determine how many times you are successful hitting an opponent. If formerly you had 3 hits (per normal combo) and add this, you have 4, so after rolling to hit, roll 1d4.
Fighting Level: Uses the Spar Chart or the Combat Chart.


Name: Cover
AP: 2
Accessory: Yes, Fencer Ring.
Description: This enables a person to Cover an ally from an attack by an enemy or enemies. The character gains +10 to his or her roll to Defense to interrupt an attack. The character MAY attack also on his/her turn. Without this ability it is not possible.
Roll Adjustment: +10 to Defense. If this roll fails by more than 20 points, the character intended to be hit is hit. If the roll is not so low, the character covering takes the damage.
MP to Use: 0
Fighting Level: Uses the Spar Chart or the Combat Chart.


Name: Dash
AP: 2
Description: Equipping Dash will enable the character to close the distance to an opponent quickly if he or she becomes out of range and let an attack ensue that otherwise may have had to wait a Turn. This is a 'ground' maneuver and cannot be used while in the air.
Roll Adjustment: No roll is needed.
MP to Use: No MP cost.


Name: Divider
AP: 2
Accessory: Yes or No. If Yes, name Accessory.
Description: The aerial version of Dash which closes the distance between a character and the adversary, if that being goes a distance away that the character could not get to on his or her Turn.
Roll Adjustment: No roll adjustment
MP to Use: No MP cost.
Fighting Level: Uses the Spar Chart or the Combat Chart.


Name: Dodge Leap
AP: 1
Description: The character uses this to leap out of the way of harm from an adversary's attack. +5 to Defense when declaring its use and the player must be on the ground or have an Ability that enables them to leap in mid air to activate.
Roll Adjustment: +5 to Defense.


Name: Dodge Slash
AP: 2
Accessory: Yes, Aquamarine Ring
Description: A player must declare the intentions of using this to avoid an attack. If +10 over the opponent's roll to hit him or her, the character then may have a free attack slash at the opponent with +5 to Strength. Must have Dodge Roll or Dodge Leap equipped to use and the Defense roll is not stackable. If the character has Dodge Roll, he/she would have rolled and slashed at the opponent. If it is Dodge Leap that is equipped, the character would have leapt and slashed.
Roll Adjustment: +2 to Defend and then if successful by over 10 points of the adversary's roll, +5 to Strength/Weapon mod for a single slash to the opponent.


Name: Guard
AP: 2
Accessory: Yes. Aquamarine Ring.
Description: This enables a bonus to parry/block Defense and is the base Ability for quite a few other Abilities.
Roll Adjustment: Adds +10 to Defense roll against attacks.
MP to Use: 0
Fighting Level: Uses the Spar Chart or the Combat Chart.


Special or Closed Abilities:


Name: Flight
AP: 0
Description: The character must have wings that are fully functional to have this Ability. As it is very natural for something to have wings and fly, there is no cost for AP for the Ability and it can be considered automatic if specifications are met.
Roll Adjustment: Characters with this may purchase Aerial Combos and use them effectively. Characters can fly at a rate of 5 areas a Turn. No rolls are necessary unless going against something that attempts to knock them out of the air. Defense + 5 or Magic +5 depending on the attack. An area is considered 5 meters/about 5 yards.
MP to Use: 0


Name: Element Affinity - MIND ( level 4)
AP: 4/4/4/4/4
Description: Name an element that the character has a connection with to use. This Ability is stackable and for each level in it, the character can manipulate the element better. Each Level is equal to a spell or element attack level used. This must be bought before Element Boost and must always be higher or equal to the level in Elemental Boost and assists the character with rolls of sensing the element and having the ability to use it at all.
Roll Bonus: +2 bonus per Level to Attack, +5 each level for damage. Also add in Tier Level +1-4 depending what level it is to Attack roll only.


Name: Telepathy (Advanced)
AP: 4
Description: The character is able to communicate with anyone mentally unless contested, and should see the character in some way unless there is a mental link. The player may purchase this ability up to 5 times and earn +5 per each level in it to performing more difficult tasks such as domination, speaking to several people at once, etc. This also boosts how many mental links a character can have per Level of Mind.
Roll Adjustment: None unless contested. Roll for contested at +5 to Magic versus opponent's Magic Defense. Mind Affinity ability so add it in. Heart/Soul/Body can defend against with Element Affinity.
MP to Use: None
Links Used/Allowed
Telepaths: 2/2 (Salcor, Shaiya)
Non-Telepaths: 2/8 (Callisto, Ariana)
Soul Link: (Saix established)
Mind Link: (Jaroth established)


___________________

MAGIC


Spell: Thunder
MP Cost: 15
Level: 1
Effect: Casts lightning down from the sky at enemies in the near area as well as at a distance. This is a multi-attack spell. +2 for Thunder Damage.


Spell: Thundara
MP Cost: 15
Level: 2
Effect: Casts lightning down from the sky at enemies in the near area as well as at a distance. This is a multi-attack spell. +4 for Thunder Damage.


Spell: Thundaga
MP Cost: 15
Level: 3
Effect: Casts lightning down from the sky at enemies in the near area as well as at a distance. This is a multi-attack spell. +6 for Thunder Damage.


Spell: Thundagun
MP Cost: 15
Level: 4
Effect: Casts lightning down from the sky at enemies in the near area as well as at a distance. This is a multi-attack spell. +10 for Thunder Damage.


Spell: Reflect
MP Cost: 10
Level: 1
Effect: Reflects damage back at a foe, including projectile damage or magic. (some higher level spells this may not work with.) +1 on top of damage you would have received to foe.


Spell: Reflera
MP Cost: 10
Level: 2
Effect: Reflects damage back at a foe, including projectile damage or magic. (some higher level spells this may not work with.) +2 on top of damage you would have received to foe.


Spell: Sleep
MP Cost: 10
Level: 1
Effect: Puts one character to sleep if successful roll of Magic versus the opponent's Magic Defense for 1d8 hours. +1 to Magic when rolling. If the character is disturbed in some way such as hitting or by magic spells on the character, he/she will wake up.


Spell: Sleepra
MP Cost: 10
Level: 2
Effect: Can put two people to sleep if successful roll of Magic versus the opponent's Magic Defense for 1d8 hours. +2 to Magic when rolling. If the character is disturbed in some way such as hitting or by magic spells on the character, he/she will wake up.


Spell: Blizzard
MP Cost: 12 MP
Level: 1
Effect: throws large shards of freezing ice at foes from a distance. +2 Blizzard Damage.


Spell: Blizzara
MP Cost: 12
Level: 2
Effect: throws large shards of freezing ice at foes from a distance. +4 Blizzard Damage.


Spell: Blizzaga
MP Cost: 12
Level: 3
Effect: throws large shards of freezing ice at foes from a distance. +6 Blizzard Damage.


Spell: Blizzagun
MP Cost: 12
Level: 4
Effect: throws large shards of freezing ice at a foe from a distance. +10 Blizzard Damage.


___________________

TALENTS/SKILLS


Name: First Aid
Statistic: Health
Level: 5
Requirements: None
Description: First Aid is used to help maintain a person who has been injured to ensure they live to get to a hospital for proper treatment. It is also used for treating minor cuts, scrapes, burns and bruises.
Roll Adjustment: Health Bonus (every 10 points in Health grants +1) + the First Aid Level.


Name: Academia
Statistic: Magic
Level: 5
Requirements: none
Description: The character is above average in school and knows a lot of basic scholarly knowledge. This also can be used to determine school grades rather than just using base Magic to do so.
Roll Adjustment: Magic Bonus + Academia level roll.


Name: Jewelry Making
Statistic: Precision
Level: 7
Requirements: none
Description: The character is able to craft jewelry and repair damages to it.
Roll Adjustment: Precision Bonus + the Jewelry Making level roll.


Name: Demolitions
Statistic: Magic
Level: 6
Requirements: none
Description: The character has a solid grip on using demolitions, setting them up properly for the type of damage they wish to inflict and at Level 5 the person can begin working on making demolitions, but not the chemical compounds etc.
Roll Adjustment: Magic Bonus + Demolitions level roll.


Name: Demolitions Disarmament
Statistic: Magic
Level: 2
Requirements: none
Description: The character has a grasp on attempting to disarm bombs that are not of his/her own design.
Roll Adjustment: Magic Bonus + Demolitions Disarmament level roll.


Name: Swimming
Statistic: Strength
Level: 1
Requirements: none
Description: The character does pretty well swimming and can face currents and things that might bring a regular not so keen swimmer down under. This can also be used for swimming races or to save someone drowning.
Roll Adjustment: Strength Bonus + the Swimming level roll.

___________________

ITEMS/CONSUMABLES

1.
Name: Elixir ( Carries one of these into battle with her. )
Buy: (very rarely) 500 munny
Sell: 50 Munny
Shops: Kahlia's Potion Shop (Destiny Islands), Morrt's Moogle Imporium (WTNW)
Effect: Restores all HP and MP, equippable
Number: 2

2.
Name: Mega-Potion ( Carries one of these into battle with her. )
Buy: - (possibly 300 munny if available)
Sell: 30 Munny
Shops: Kahlia's Potion Shop (Destiny Islands)
Effect: Restores 40% of party's max HP. Equippable.
Number: 3

___________________
ACCESSORIES

Accessory Name: Aquamarine Ring
Buy: 480 Munny
Sell: 240 Munny
Shops: Gumo's Moogle Shop, Jessie's Accessory Shop, Artemicion's Moogle Shop, Huey-Duey & Louie's Accessory Shop.
Effect: Maximum AP +3 and Strength +1 as long as the ring is equipped.
A treasured gift from Riku.


Accessory Name: Aquamarine Ring
Buy: 480 Munny
Sell: 240 Munny
Shops: Gumo's Moogle Shop, Jessie's Accessory Shop, Artemicion's Moogle Shop, Huey-Duey & Louie's Accessory Shop.
Effect: Maximum AP +3 and Strength +1 as long as the ring is equipped.
A christmas gift from Aerith.


Accessory Name: Fencer Ring
Buy: n/a
Sell: 10 Munny
Shops: Must be synthesized by a moogle of Rank B and gives 24 exp.
Effect: Maximum AP +5, Strength +2, Magic +1 as long as equipped.
A christmas gift from Axel.


Accessory Name: Platinum Ring
Buy: 480 Munny
Sell: 240 Munny
Shops: Gumo's Moogle Shop, Jessie's Accessory Shop, Artemicion's Moogle Shop, Huey, Duey & Louie's Accessory Shop.
Effect: Maximum AP +3, Magic +1


Accessory Name: Aquamarine Necklace
Buy: no
Sell: no
Shops: none
Effects: This necklace is an aquamarine gemstone clasped by a gold pendant with a golden chain. Wearing it before entering Atlantica, or while there enables a person to breathe underwater, speak to some of the fish and sentient life under the sea and it will transform the person's body to that of a merman or mermaid, or some variant. In this form, the person has a +10 to Swimming automatically, once the fins are gotten used to.
Worn when in Atlantica.

___________________

ARMOR


Armor Name: Aegis Chain
Buy: 500 Munny
Sell: 250 Munny
Shops: Mojito's Moogle Shop, Bigg's Armor Shop, Artemicion's Moogle Shop, Wedge's Armor Shop
Effect: Defense +2, Magic Defense: Fire/Blizzard/Thunder Resistance 20%


Armor Name: Firaga Bangle
Buy: n/a
Sell: 10 Munny
Shops: Requires Rank C Moogle and earns 15 Exp.
Effect: Defense +3, Magic Defense: Fire Resistance 20%
A Gift from Axel.


Armor Name: Tan Duster ( Leather Trenchcoat )
Buy: 100 Munny
Sell: 50 Munny
Shops: Twilight Town Armoury
Effect: Defence +1
A Gift from Doxyc.


Armor Name: Winged Bliss
Buy: n/a
Sell: n/a
Shops: n/a
Effect: +3 to Defense, +3 to Magic Defense when activated.
Description: A bracer that has a magical property shield to it for protection of self.
A Gift from Santa.

___________________

WEAPONS


Weapon Name: Katana
Type: Katana/Sword
Buy: 200 Munny
Sell: 100 Munny
Shops: Land of Dragons
Effect: +2 Strength
Given by Chanree

Weapon Name: Scimitar
Type: Sword/Scimitar
Buy: no
Sell: no
Shops: no
Effect: +3 Strength, +1 Magic
Her mothers scimitar. Embued by Axel.


Mithril Longsword
Buy: no
Sell: no
Shops: no
Effect: +4 Strength
A gift from Doxyc.


Weapon Name: Struggle Bat: Defense
Type: Baton
Buy: n/a
Sell: n/a
Shops: n/a
Effect: +1 Defense
Given by Olette. Used when 'sparring' against Mouse.


Weapon Name: Frostreaver ( Equipped )
Type: Ice sword
Buy: No
Sell: No
Shops: Morrt
Effect: +5 Strength, +3 Magic.
Doxyc's Sword.

Weapon Name: Staff
Type: Staff
Buy: 10 Munny
Sell: 2 Munny
Effect: +2 Strength
Used when training others.


Weapon Name: Wooden Sword
Type: Sword (training)
Buy: 5 Munny
Sell: 2 Munny
Shops: Destiny Islands Weapons Shop
Effect: +1 Strength. (For Training do half damage)
Used when training others.

Weapon Name: Plastic Daggers x6
Type: Training knives
Buy: 2 Munny
Sell: 1 Munny
Shops: Weapon shops
Effect: Does -1 to Strength damage to foes and is used for only Spar combat rules.
Used when training others.


Weapon Name: Bow (natural 100 was rolled on creation)
Type: Bow
Buy: 20 Munny
Sell: 5 Munny
Shops: random
Effect: Strength +2


Ammo Name: Sticky Arrows ( 40 total )
Type: Arrows for Spars
Buy: 2 munny for 20
Sell: no
Shops: Random
Effect: Subtracts -2 from Strength and goes off Spar damage only. These can be made for any bow.


Ammo Name: Arrow +2 ( 10 total )
Type: Arrows for Bow
Buy: N/A
Sell: N/A
Shops: N/A
Effect: +2 damage when using a bow.


Ammo Name: Tampon Arrows ( 10 total )
Type: Arrows for Bow
Buy: N/A
Sell: N/A
Shops: N/A
Effect: Used with color-changing potions.


Weapon Name: Wooden Katana
Type: Sword (training)
Buy: N/A
Sell: N/A
Shops: N/A
Effect: +1 Strength. (For Training do half damage)
A gift from Sycai. The twin to Mouse's Katana

___________________
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Join date : 2017-09-20
Age : 46
Location : Near the north pole

Hinoe Lightwind, Angelic Warrior Empty
PostSubject: Re: Hinoe Lightwind, Angelic Warrior   Hinoe Lightwind, Angelic Warrior EmptyMon Oct 28, 2019 11:34 pm

HISTORY



Hinoe is a carefree spirit. Born with long slender wings, she spends most of her time in the skies, exploring all that she can. She frequently gets herself into trouble, and sometimes her brother Salcor has to come help her out. While she is at home in the skies, she is also competent in ground combat, her friends teaching her what she knows. She has longed to see the ocean, but has been warned to stay away, as pirates abound wherever there is water, and she must never be caught by them.Although her wings are built for speed, not strength, she is quite capable of staying in the air for exceptionally long periods of time when unburdened.



One day, as she was so known to do, she flew off to go see if anything interesting was happening, or to possible cause trouble. She found Hook's crocodile and flew too close to it, being dragged underwater by it. She was taken to Skull Rock and attempted to escape, nearly losing her head to a cannon ball firing at her. In desperation to get to safety, she sent her brother a final goodbye telepathically, and went through a curtain of pixie dust, arriving on Destiny Islands.



When she arrived, she found herself surrounded by people. Fearing them to be pirates attempting to capture her, she flew away, but the experiences of the day had left her drained and she was forced to return with nowhere else to go. Being separated from what little family she still had living was difficult for her, and she was very jittery and nervous of those around her for some time.



Despite a shaky start, she made a great many friends on the Islands, Eventually opening up a jewelery store there along with Callisto and taking in a child named Mouse from Neverland. After a couple of shaky relationships, she finally settled down with Doxyc of the Organization, a relationship that came to an unfortunate end with his death in January 2008, under circumstances that she refuses to reveal to anyone.



After Doxyc's death, Hinoe had trouble moving on, but soon found herself falling for a mysterious Light fae named Jaroth. The shortness of her life compared to his, as well as her feeling that she has become a colder person since Doxyc's death, have frequently caused issues. But the way they feel for each other, in addition to working together as the islands fought against an ancient fae named Bidelia, has helped them stay together so far.



Her brother moved to the island just before Doxyc's death, and she learned the truth about her past in that it wasn't just bullies, but also her brother that contributed to her fears, nervousness and worries. As time went on it seemed that her anger towards her brother was causing her colder attitude. It took some time, but they eventually did move on from the events of the past and have become a very close family, with the united goal of one day finding out what happened to their mother.



Her constant willingness to get involved with everything, despite the fact it was meant with good intentions, has gotten her disliked be a couple small groups of people. They have attempted, in their own way, to 'convince' her it would be good for her health to stop, but this has up to this point only had moderate success, as this has contributed to her already bad habit of 'worrying' about whether what she is doing is right or wrong, to the point she even worries if she is worrying too much.



Despite this, over the past year she has become a pillar of support for many of the people on the islands. She is frequently one of the first people new arrivals see on the island, offering to assist them on getting used to the new world they arrive at, as many did to her in the past. It is her hope that everyone will lead a happy and peaceful live, and as such, always accepts any chance to go out to other worlds and stop any threats to such peace, no matter the risk to herself.



In the beginning of 2009, a series of events would occur that would change how Hinoe went through her life. An illusionary fire made it appear like her house was burning down, with her son still inside. They seemed to be a clue based on a series of papers that came from a world her and her friends had assisted some time back. Once the puzzles were solved the papers became a box that someone attempted to take by force. Hinoe put herself on guard duty to make sure nothing happened to it.



Meanwhile, a strange event was occurring across the island where objects were becoming brittle and hollow. Chess pieces, writing utensils, silverware, but most importantly jewelery. It came to the point that, with a heavy heart, Callisto and Hinoe were forced to close down their jewelery shop, until the issue could be resolved.



Since then, Hinoe has been seen in public much less often. She has decided to take advantage of the situations going on and spend more time with her son, something she has wanted to do for some time. The bond she was afraid was breaking between them because of her constant absences was regrowing quickly, and Hinoe was soon finding herself happier then she has been in quite some time.



___________________



Her most treasured Gifts:



Half-Sun necklace
A childhood momento.


Bracelet
A gift from Shaiya, a symbol of their friendship.


Nobody Pendant
A gift from Doxyc, a symbol to remember him by.


Seashell Ring
A gift from Callisto, a symbol of their friendship.


Angel-Winged Charm with an H in the middle.
A gift from Morrt.


A charm bracelet with little kanji that says "angel" and the four elements on each of the five.
A christmas gift from Fuu.


A Crystal statue of birds.
A treasured gift from Jaroth.


A six-inch tall statue of Hinoe.
A birthday gift from Luxord
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Hinoe Lightwind, Angelic Warrior Empty
PostSubject: Re: Hinoe Lightwind, Angelic Warrior   Hinoe Lightwind, Angelic Warrior Empty

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