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Elintia      EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Elintia

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Tiggs
Elite Member
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Tiggs


Posts : 73
Join date : 2018-01-17

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PostSubject: Elintia    Elintia      EmptyTue Nov 03, 2020 7:58 pm

Name: Elintia
Sex: Female
Species: Succubis
Height: 5'5
Weight: 135lbs
Age: 167
Age in appearance: Early 20's
Hair Color: Dark Green
Eye Color: Emerald Green
Skin Color: Olive
Personality: A playful demoness that shows an affinity to nature despite her dark persona. Easy to flirt with and careful not to harvest anyone's soul until it's their time.
Weakness: Someone ruining her fun reveals her somewhat childish nature.
Profession: Soul Harvester
Weapons:
Armor:
Items:
Skills:
Martial Arts Master - All Martial Arts abilities. Counts as two skills.
Aerial Combat - +1 to Fighting against flying opponents. Must have some way of flying to use.
Communion With Nature - The animals and creatures of the forest consider you to be one with them, and you are naturally aware of everything around you in the forest. +1 to Intuition rolls in the forest, and +1 to reasoning to trying to calm an angry animal.


Languages: Common, Demonic

Description and/or Picture:
Elintia      Demon111

Stats:
Fighting: Excellent
Agility: Remarkable
Strength: Good
Endurance: Good

Reasoning: Excellent
Intuition: Remarkable
Psyche: Remarkable

Running Speed: Typical(15mph)
Flying Speed: Good(60mph) Carry Weight: -1CS(Ty-30mph) at 150lbs, -2CS(Poor-20mph) at 200 lbs
Swimming Speed: Poor(10mph)

Hit Points: 70
Stamina Points: 75
Mana: 80


Spells:
Nature
First Circle:
Cause Light Wounds
Cost: 5MP
Uses: Psyche
Description: Does Good damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.

Creeping Vines
Cost: 5MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs typical 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 excellent or higher strength break free automatically.


Communication with Animals
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to forest creatures such as deer, foxes, wolves 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.

Second Circle:
Companion to Animals
Cost: 10MP
Uses: Psyche
Description: Can turn any hostile animal into an ally, convincing it that the caster is one with the forest and will not harm them. This spell will only work on non-sentient animals and is broken only when the animal is harmed or if the spell is released.

Shadow:
First Circle:
Shadow Minion ( Level 1 )
Cost: 5MP, returned when the tendril is returned to it's plane. If the tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: allows you to summon a shadow tendril from the plane of shadows. These tendrils can do basic tasks, but cannot fight. When destroyed or no longer needed, it will go back to the plane it came from. Learning this spell is required in order to use almost any of the other shadow skills. As such, any potential shadowmancer must prove they can communicate with the shadow realm before they can be taught any other ability. Level 1 mastery allows the control of a single tendril.
Special Conditions:
1. Limitations for the tendril: It can move any item up to a maximum of 10 pounds. Any Light attack aimed at the tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendril will vanish.

Obfuscate
Cost: 5MP
Uses: Psyche
Description: Allows the caster to blend in the with shadows, increasing their ability to hide. This increases a characters hide and stealth rolls by 1CS on a green or higher, 2CS if they roll a red. At Circle 3 they can cast this spell on others, and the MP cost becomes zero only when casting on themselves. This spell works until noticed or target moves out of the shadows.


Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target can be no more then a couple miles away from you. IE on the same island as you in the main world, or in the same city as you if on a different world.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.

Second Circle:
Shadow Minion ( Level 2 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 2 mastery allows the control of up to two tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 25 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.

Shadow Step
Cost: 5MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location must be on the same world as them, and it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond two. For example a circle three Shadowmancer can take 1 passenger, a circle four can take 2 passengers, etc. Each passenger increases the cost of the spell by 5MP.

Special Abilities:
Charm
Cost: 5MP
Uses: Psyche
Description: Turns a humanoid to their cause Target will perform the actions she wishes them to. Opponents roll psyche or is charmed. Breaking it requires a psyche roll of the same color. Opponent can roll psyche every 2 rounds in combat, and at GM discretion out of combat. An additional psyche is needed if it is a combat action and the character is not one known for combat. Any HP damage results in another psyche roll. Any HP damage above 10% of MAX_HP breaks the charm.



Biography: Born of the will of a Balor Lord in the depths of hell, her first instinct was to escape the barren hellscape of her birth plane, but that was not to be at first. She was to be used to harvest souls of captured victims. Humans and Elves taken alive and brought their little corner of the nine hells. Years, decades spent forcing herself onto others to corrupt their souls, drain them of their wills, and harvesting their eventually blackened souls.

Finding any reason, any excuse to grant herself passage to the mortal realms, she took it and went AWOL. Life was mostly lonely and not the least bit boring, what with any adventurers she came across trying to slay her or any passers-by fleeing in terror.

She became a trickster of sorts, but nothing ever fatal or dangerous. Only things in good jest. She also wasn't above charming someone for companionship, feeding off of the their desires and passions as opposed to their souls, and eventually built up a reputation as 'not so bad' amongst the local commonfolk.

She never wanted to look back on her time in Hell under her Sire. It was only filled with darkness and terror for her and others. She looked upon the mortal races around her as no different than the plants of the forest that she resided in. They were weaker, but not to be underestimated. Each one had their story, just as any tree had theirs.

There was a peaceful lull in her life that she quite enjoyed. It wasn't but a few more years before she wasn't chased anymore, and people ran away from her less. She was more welcome amongst the community as just 'that nice demoness' named Elintia that lived in the forest nearby.
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