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Emilio Hushai Morales (Progenator of the Morales Clan) EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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Emilio Hushai Morales (Progenator of the Morales Clan) Empty

 

 Emilio Hushai Morales (Progenator of the Morales Clan)

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MalakiXanderos
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MalakiXanderos


Posts : 22
Join date : 2017-10-13
Age : 41
Location : Skagway, Alaska

Emilio Hushai Morales (Progenator of the Morales Clan) Empty
PostSubject: Emilio Hushai Morales (Progenator of the Morales Clan)   Emilio Hushai Morales (Progenator of the Morales Clan) EmptyWed Dec 15, 2021 1:39 pm

Name: Emilio Morales
Sex: Male
Species: Incubus
Height: 6' 5"
Weight: 250lbs
Age: Unknown (3000+)
Age in appearance: late 30s
Hair Color: White
Eye Color: Red
Skin Color: Pale white
Personality: Solemn.  Due to the weight of his sins, and an ability to wield holy weaponry, he seldom finds joy in anything for long.  He keeps to himself and remains humble in most things, from appetite to attire to fighting style.
Weakness: Anything to do with his clan (Morales), bardic magic, Illusion magic
Profession: Disgraced Knight

Weapons: Soul Calibur (Form differs depending on his opponent: Light form vs. mortal enemies, Dark form vs. immortal enemies.  Both forms can cause weak enemies to lose soul esseence. Poison effect that drains mp)

( https://cdnb.artstation.com/p/assets/images/images/014/233/453/large/danny-cope-soulcalibur-5.jpg?1543104296 )


Armor: Chain mail

Items: Empty Soul Stone, Enhanced deep pockets (Trench coat with -extremely- deep pockets for storage), Spirit Medallion (holds the majority of his soul essence within)


Skills:

Weapons Specialist - (Broadsword) +1 CS to Fighting or Agility, covers all weapons of a specific type. Options included are including but not limited to Swords, Axes, Staves, Spears, Daggers, Bows, Guns, Thrown Weapons, Bladed Fans

Stealth - +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them. Certain situations may negate this ability.

Farming - Skilled in either growing crops or taking care of animals. +1 CS to reasoning.

Leadership - Expert at leading groups of people into situations. Can in certain situations apply a +1CS to others in a skill he or she has for a limited time.

Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.

Hunter - Skills at sneaking up on game and shooting them. Gains stealth for purposes of hunting animals only, as well as tracking and expert aim. Gains Tracker for animal tracks only. Any animal successfully snuck up on you gain a +1 CS to shooting.

Reconnaissance - Used by scouts to gather information about the area ahead. Grants +1 CS to intuition and +1CS to agility for stealth and avoidance of detection.


Languages: Demonic, English, Latin, German, Russian, Draconian, Elven, Dwarven dialects, Some Elemental tongues (Earth, Air, Spirit)



Description and/or Picture:
https://www.kindpng.com/imgv/Towiooo_anime-light-swordsman-male-anime-swordsman-hd-png/


Stats: 
Fighting: Amazing (50)
Agility: Incredible (40)
Strength: Remarkable (30) 
Endurance: Incredible (40)

Reasoning: Amazing (50)
Intuition: Remarkable (30)
Psyche: Amazing (50)


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

Running Speed = 40 mph
Swimming Speed = 1/2 Walking speed


Hit Points:  160
Stamina Points: 145
Mana: 130




Spells / Special Abilities:

Magical Curse
Cost: N/A
Uses: N/A
Description: The characters healing spells cannot target themselves.


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.


Weapon Bond
Cost: N/A
Uses: Psyche / None see below
Description: Should they be separated from it, they can call the weapon back into their hand if it is within a one-mile range from them, as long as the weapon is not being physically held by another. If it is, both sides roll psyche, the owner must beat the holder's roll to pull the weapon from their hands back to them.


Attunement ( Light )
Cost: 5mp per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with light energy, allowing the wielder to target magical creatures such as heartless, shadows and other creatures that cannot be harmed with a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to darkness-aligned creatures only, for 2 rounds. As the weapon glows dimly for the bonus period, it incurs a -1cs penalty to sneak and hide. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Darkness to Light, but a yellow roll is required to do so.


Cure Blindness
Cost: 5MP
Uses: None
Prerequisite: Cure
Description: Removes blindness from target and prevents them from being blinded again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.

Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Prerequisite: Cure
Description: Removes poisons from someone's body and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.


Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Purify
Cost: 10MP
Uses: Psyche
Description: Can remove any and all minor spell affects from a person, including but not limited to blindness, poison, stone, weaken. Can also remove illusionary effects if the roll is higher then the creating illusion. Unlisted status effects may be affected as well per GM Discretion.


Aura Sight
Cost: 10MP
Uses: Psyche if resisting, otherwise none
Prerequisite: Cure Blindness
Description: Allows one to see the aura of a spirit and what schools they are aligned with. When learned target must be circle 3 or higher in a school to show said aura. At Fifth circle, can see targets at second or higher.


Cleanse
Cost: 10MP
Uses: Psyche
Description: Removes the taint of darkness form an area. Exact area determined by GM discretion and max spell level..


Holy Shield
Cost: 10MP
Uses: Psyche
Description: Protects caster from darkness attacks. All darkness magic is reduced by 1CS. On a yellow, it is reduced by 2CS. On a red, all non-100 crit damage is negated. This can only be cast on yourself.


Moonlight
Cost: 10 MP
Uses: Agility or Psyche ( Whichever is higher ) only on attack
Prerequisite: Ball of Light
Description: Creates a ball of light of a color of caster's choice that floats around you giving a pale light in the nearby area. At the caster's command can be fired at a target who rolls agility to avoid. If the attack is successful, deal Good cold damage, or Remarkable if targeting undead or shadows.
- the caster can have up to their highest circle active at once ( casting one per round ), and can fire them off in consecutive attacks ( following normal multiple hit rules )


Greater Banish
Cost: 20MP
Uses: Psyche
Prerequisite: Banish
Description: Does Excellent damage to up to five ( 5 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. Any red roll, or a creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Holy Barrier
Cost: 30MP
Uses: Psyche
Description: Protects caster and up to four others from darkness attacks. All darkness magic is reduced by 1CS. On a yellow, it is reduced by 2CS. On a red, all non-100 crit damage is negated.


Sacrifice
Cost: All MP, HP reduced to 0
Uses: Psyche
Description: The caster sacrifices her own health for the sake of the party. On a white roll, all party members receive 20hp. On a green, all party members receive 40hp. On a yellow, all party members receive full hp. On a red, all party members also receive full mp. This affects up to 10 party members. If the caster is at under half life when they cast this, they must make an endurance roll and roll at least a green, or the caster dies.




Biography:


Emilio Hushai Morales began as a rogue warrior.  After exhibiting a talent for control over himself and his blade, he was recruited by the Knight Ryder clan of the lands of Mystic.  As their Head Knight, he spent his days training their soldiers, and advising the queen of the clan in matters of combat and warfare.  He demonstrated a rare degree of compassion for the living, and a willingness to sacrifice his own life for theirs, time and time again.  

Eventually, The HK of the KR found himself the target of another's desires.  Angel Sahra.  She was the clan's healer, and as was only natural, the two spent a good deal of time in each other's company.  As feelings developed between them, the notoriety of the clan began to reach an ultimate point, and as all clans of the day tended to do, they fractured.  The younger generation opted for a life of creating weapons and drugs for the masses, while the founders of the clan went another direction, and retired to the land of demons, then known as Makai.  A sanctuary for those of darker souls, Emilio was able to provide the less dark allies he had brought with him some protection against local rulers until their claim to land and power was cemented in the realm's society.

Years passed.  

Emilio and Angel grew to be known to be the most fair of most Makai's rulers.  They could strike down attackers, and lift up allies.  They had a home created for themselves.  A large castle in the desolate reaches of Makai's only forest that stretched for miles in every direction.  The woods were evil.  Dark.  But very present.  There were more bats and bugs than flowers and birds, but the place was a sanctuary to those who knew to respect it.  


The time came for the two to become more.  Friends became lovers, who then became parents as the first generation of Morales children were born.  Rik, Deltora, Rebekka and Belia all came to be in short order.  It was during this period that tragedy struck the pair of star-crossed lovers.


Emilio had been scouting the woods near a darker part of the forest to find the source of the corruption that had begun to rot the land.  He found it, in a simple clearing.  A dark shadow, formless, but powerful, lurking in the earth.  When disturbed, it lashed out with such force that even the seasoned veteran Emilio was overwhelmed and possessed.


When next Emilio woke, he was crouched over the bloodied, beaten and broken form of his one true love.  The angel that had saved his life time and time again had been savagely brutalized, and none were to be found except the blood soaked, crazed figure of himself in the mirror.  What caused the spirit of Malaki Xanderos to vacate his body, he does not know, but whatever it had been had marked his soul.  Bound to him not only the blade of his mate and love, but a warped version of it as well.  A darker blade that took it's place.  Whispered mad things to him.  


The next years of his life were lived on auto pilot.  He kept a distance from everyone.  Allies, associates, business partners, old connections and his children were all kept as far as he could away from where he exiled himself to in the realm's most harsh conditions.  He wasn't living, but merely existing in order to suffer enough to attone for his sins.  This put him at odds with himself, the demon lord of Makai.  Despite how far he had come, the loss of Sahra at his hands proved too much for him to recover from and he exiled himself, in search of the evil spirit that had caused his misery, making it a higher priority than his own family or alliances.  The spirit of pain and fear had to be eliminated.


That is where our current tale finds Emilio.  Endlessly crossing planes and dimensions, banishing evil where he finds it, in the hopes of one day being able to find peace within himself after vanquishing the evil that has cost him everything.
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