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 Shaiya - Singing Deity of Water

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Xarat
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PostSubject: Shaiya - Singing Deity of Water   Shaiya - Singing Deity of Water EmptySat Oct 28, 2017 2:00 pm

Name: Shaiya Deanna Laini DuMarre (Shaiya)
Sex: Female
Species: Human (Elemental Avatar)
Height: 5'11
Weight: 165
Age: 30
Hair Color: Light blonde/Silver with blue highlights
Eye Color: Grey/White
Skin Color: Pale/White with blue markings
Personality: Shaiya is a serene, quiet woman who loves to sing and perform. She's very caring and loyal to her friends, standing by them and protecting them from dangers.
Weakness: She has a major fear of fire, and it damages her more in both forms. She is also afraid of total darkness and closed spaces (Such as underground, or a windowless cell)
Profession: Jeweller
Weapons: Staff
Armor: none/ leather armour
Items: Locket
Skills: Performer (singing), Acrobatics, Medicine
Picture:


 
Info: Shaiya has a second form, that she cannot control easily. It takes over usually whenever her own life is directly threatened and the odds are impossible (example: 50 men coming at her and she's completely alone.) There are drawbacks to this, just as there advantages. The drawbacks are that this transformation is limited, and cannot be sustained infinitely. It also requires a source of natural light, such as the sun or the moon, for it to work. The sun generates the most power, in moonlight the forms duration is halved. During Sun transformations, she has a limited ability to float upwards of 6ft from the floor due to the energies, but not fly. ( Duration: 60 minutes if sun transformation, 30 minutes if moon. Can float over water as well as land, with the equivilent of one person of approximate human size )
 
If clouds obscure the sun, then the form begins to lose power. If there is no moon/sun, the form cannot occur. It cannot be used underground, or when trapped within a windowless cell. Consequently, because of her affinity to these light energies, if kept away from the sun/moon for a long enough period of time, she will eventually die.
 
Once the form expires, she will fall unconcious for a duration, and will not remember what happened during her time in this form.
 
Stats (Human Form):
Fighting: good
Agility: remarkable
Strength: typical
Endurance: good
 
Reasoning: excellent
Intuition: remarkable
Psyche: fantastic
 
Swimming Speed (Good)
 
HP: 56
MP: 85
 
Stats (Elemental Avatar Form):
Fighting: Excellent
Agility: remarkable
Strength: good
Endurance: Excellent
 
Reasoning: excellent
Intuition: Incredible
Psyche: spectacular
 
Swimming Speed (Good)
Flight Speed ( Feeble, Approx. 300lb max load )
 
HP: 80
MP: 105
 
Stats
Spells / Special Abilities:
 
Avatar of Light and Water
Cost: N/A
Uses: N/A
Description: Despite being an avatar to the power of Light, she also has a very strong connection to water. She takes 1CS less damage from Water, but 1CS additional damage from Fire. In addition, she takes 1CS additional damage from Darkness. She also takes 1CS less damage from Light, but only in her Avatar form.


Divine Radiance ( Avatar Form Only )
Cost: 20MP
Uses: Psyche
Description: Shaiya is able to channel the Light energy within her to flood n area with Light. This allows her and those around her to see a room up to 20 feet by 20 feet around here as if it was sunlight. In a hallway this extends to 30 feet. This light is not mobile and lasts for 10 seconds. In addition, it will do Good damage to Darkness or Shadow creatures nearby ( up to five ). Alternatively, she can channel it into a direct beam that will go in a straight line. This beam of light energy will do Excellent damage to a single target, but Amazing damage if the target is Darkness or Shadow.

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.

Water
Cost: 5MP
Uses: Psyche
Description: Does damage equal to caster's Psyche -2CS. Agility to dodge.


Water First Circle:


Aquatic Communication
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to aquatic creatures such as dolphins, sharks, octopi 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.


Breathe Water
Cost: 5MP
Uses: N/A
Description: Allows one person to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )

Create Water
Cost: 5MP
Uses: N/A
Description: Allows the creation of drinkable water, enough to ( maximum circle in water ) people to have enough drinkable water for a day. You need a container to hold the water.

Shaping Water
Cost: 5MP
Uses: Psyche
Description: The caster can shape and mould water into various shapes. The higher the level the more complex shapes can be created and held. Large enough shapes may require more MP at GM discretion.

Water Wash
Cost: 5MP
Uses: Psyche
Description: Cleanses the target of alterations to their looks, including normal dirt and mud, but also minor illusion spells and items that alter apperances ( like magic paint ).

Water Stream
Cost: 10MP
Uses: Psyche
Description: Fires a continual stream of water that can be used to put out fires such as a house fire. Depending on the size of the fire the GM may ask for more then one roll of this to be needed.

 
Light First Circle:

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 Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
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.

 
Light Second Circle:

Advanced Cure/Cura/Curaga
Cost: Double normal MP
Uses: Psyche
Description: Allows caster to use Cure, Cura, or Curaga on three people at the same time, for twice the normal cost.

 
Mind Magic First Circle:

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.

 
Mind Magic Second Circle:

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 beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ).. 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.


Mind Magic Third Circle:

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 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.
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 approximaely 100 miles. At circle 6, it is anywhere on the same world. Some truely 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 empathic 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.


 
Biography: Shaiya was born on the world of Thalladon and lived quietly for the most part of her life in a town called Alexandra. The world was home to several different races, though each usually kept to their own towns. There were some cities where there were a mixture of beings all living together. Alexandra was one such place. It was filled with many different types of beings, and was a thriving market city. Live was easy, peaceful and good.
 
Growing up in the city, she was allowed many freedoms, even though she was born to one of the members of the High Council, Alexandra's version of a king. She lived in a large house, with her two brothers, and had many friends. Shaiya was always highly creative, but her voice was something else. Whenever she sang, people would stop and stare at her in awe of the beauty of her voice. She was always modest about her talents, and never flaunted her beauty or her abilities. Always willing to lend a hand to anyone in need, no matter the cost.
 
She learned many things as a child, but she was told that she was special. When she was only 8 years old, she was taken before the High Priests of the great Capital of Mallis, and tested. She was found to be exceptionally gifted with other abilities, many of which had not been seen in humans for 2 generations. She studied and was taught many things, how to control her abilities and how to harness her gifts. She was to become, in time, the next High Priestess.
 
Unfortunately shortly before she turned 18, war came to Thalladon. A great war broke out, and while no one knows the cause, it devestated many lives. Brothers fought against brothers, kin fought kin, and many lives were lost. The war was fought with men, and with magic, tearing great rents in the very fabric of the world itself. Unfortunately after many months of this great magical upheaval, they unleashed a terrible darkness that consumed the land. It was only with the combined efforts of everyone, that pushed the darkness back. Uniting against the common enemy, the peoples of the world made peace and fought the darkness that tore apart their world.
 
Alexandra did not escape the horrors of war, and Shaiya moved back to the city to help her family. During one exceptionally tense moment in the fighting, she lost conciousness. When she awoke, she found herself laying in the ruins of the street, with several Dark Warriors laying broken around her. People who witnessed the event, were unable to provide full details, only that they saw a glowing brilliance of light which expanded out from her and knocked the Warriors to the floor.
 
The war ended a few months later, though it wasn't really a victory, as Thalladon was changed forever. The land scarred by the devesating attacks that waged on for years.
 
After the destruction of Alexandria, she helped to rebuild her home eventually along with others. Normality returned to her life somewhat. She returned to the Temple to continue her training, unaware that she had been watched by forces.
 
During an accident while helping to rebuild parts of the Temple after this catastrophe, she received a blow to the head and fell from the structure she was working on. Waking up suddenly, she found herself in a strange place with no memories of her past other than her own name and fragments of who she was. As she recovers over time, flashbacks occur in the form of dreams, giving her small glimpses into her past.


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