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:
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: Â 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