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Alastor - The Radio Demon EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Alastor - The Radio Demon

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darkshade
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Alastor - The Radio Demon Empty
PostSubject: Alastor - The Radio Demon   Alastor - The Radio Demon EmptyTue Dec 01, 2020 4:31 pm

Name: Alastor

Sex: M

Species: Demon

Height: 7'0"

Weight: 180lbs

Age: Ageless

Age in appearance: 30s

Hair Color: Red

Eye Color: Red

Skin Color: Pale

Personality: Alastor's behavior, mannerisms, and even his voice are similar to an old-fashioned radio announcer; for instance, when he refers to modern television as a "picture show" and refers to some women as "charming demon belle". Alastor deviates from the crass nature prominent in Hell in favor of an amiable persona. Thus, he is always smiling and acts politely. 

He is narcissistic, not seeing many people quite up to his level. However, that does not make him reckless. Despite being extremely powerful, Alastor is fully aware that there are other demons and entities that rival him in terms of power, such as the Overlords. For this reason, he is wary around such demons, as they could potentially harm him if he is not careful.

Alastor also seems to have a moral compass against the sexual and begraddled society of Hell, which is actually "not normal". However, he has been noted to be quite sadistic and to have masochistic tendencies, rumored to be cannibalistic and devouring lesser demons. Despite this, he genuinely wants to help people, albeit for his own amusement rather than idealism. Alastor even dismisses the idea that redemption is possible.

Weakness: Dislikes dogs, sweets, tea, modern technology, and frowning.

Profession: Demonic Overlord

Weapons: Microphone Cane

Armor: None

Items: None


Skills:

Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.

Performer - A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill.

Cooking - Know how to make the best jambalaya. +1 CS to reasoning.


Languages:
Common, Infernal, Creole French


Description and/or Picture:

Alastor - The Radio Demon Ddylsg10

Alastor - The Radio Demon Ddxgp410



Stats:

Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Excellent

Reasoning: Fantastic
Intuition: Incredible
Psyche: Fantastic


Hit Points: 70
Stamina Points: 90
Mana: 110


Special Abilities:
Outfit Transformation:
Alastor is capable of changing the outfits of his targets as well as his own with a snap of a finger without having to do it manually.

Spatial Warping:
Alastor can swap places with his shadow, which is actually a type of Shadow Minion which is unable to interact with its surroundings.


Spells:
When Alastor casts his spells, he becomes surrounded by red ethereal Eldritch symbols.


First Circle
Aggressive Alterations: None
Passive Alterations: Summoned Tendrils may act on their own now and then when not in combat. They tend to be pranksters in nature, moving items on you and similar minor actions.

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.

Create Darkness
Cost: 5MP
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.

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
Aggressive Alterations: Rolls to break free of bind can be increased +1cs, but to do so requires two tendrils instead of one
Passive Alterations: Shadow Step costs for additional passengers reduced by 1 mp

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.

Bind
Cost: None
Uses: Excellent
Description: Using your connection to one of your tendrils, you can send it to rise up from the ground around an enemy's ankle to trap them in place. Opponents roll agility. If caught, opponents are at -2 to acts until they are free, and cannot run or fly away. Opponents already floating off the ground cannot be targeted. Those with less then Typical or lower strength need to roll strength vs Typical to break free. Those with Good strength can break free on their turn automatically. Those with excellent or higher strength break free on their first act and do not take any penalties.

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.


Third Circle
Aggressive Alterations: Your shadow pet / greater pet / demon  has +1 cs to fighting ( and thus 10 hp more )
Passive Alterations: Your shadow pet ( if summoned ) can attempt to cover you if you are attacked. If the pet rolls higher then the attack you are both safe, if it rolls 1 - 20 less then the attack, it takes the attack instead. If it rolls more then 20 less then the attack it fails. This may only activate once a round.

Shadow Minion ( Level 3 )
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 3 mastery allows the control of up to four tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 50 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.


Barrier
Cost: 15MP
Uses: Psyche
Description: Calls on the shadows to surround you and one ally, putting you behind a protective wall of shadow. This can be a directional barrier or surround you both in a bubble.
Special Conditions:
1. The bubble barrier has 6hp on a white, 10 hp on a green, 20hp on a yellow, 20+3d6 on a red. It takes double damage from any Light attack. The bubble can move with you, allowing you to attempt to dodge attacks while within it at a -1CS to agility penalty ( since your concentration is focused on maintaining the bubble. If someone is in the bubble with you, it is whoever has lower agility within the bubble, -1CS ( as obviously you can't move faster then them or you'd leave them behind ).
2. The directional barrier has 10hp on a white, 20hp on a green, 40hp on a yellow, 40+3d6 on a red. It takes double damage from any Light attack. The barrier cannot move but provides increased protection from attacks in that direction.

Darkness Daggers
Cost: 5MP per dagger
Uses: None to create, agility to throw
Description: Allows the creation of daggers to be thrown at an enemy or target. The caster can create one dagger per round for every two spell circles the caster has darkness magic in. ( At creation they can make 1 dagger per round, once they learn a circle four spell they can create two, and three once they learn circle six ). The caster can throw these following normal combat rules.
Special Considerations:
1. The caster can, alternatively summon the daggers to stockpile them until they are needed, though the caster may not have more than six daggers on their person at any one time. These daggers also vanish the round after they are thrown or otherwise leave the caster's body.






Biography:

Alastor is the infamous entity known as "The Radio Demon" and is one of the many powerful Overlords of Hell. No one knows who or what he was in life, but in death he nearly took control of Hell upon his arrival, broadcasting his assault across the domain like some old-style radio show. He has decided that life in Hell is rather boring and has become unamused by those residing in Hell.
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