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Niraana the Zephyr Dragon EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Niraana the Zephyr Dragon

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Xarat
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Niraana the Zephyr Dragon Empty
PostSubject: Niraana the Zephyr Dragon   Niraana the Zephyr Dragon EmptySat Oct 28, 2017 2:12 pm

Name: Niraana Erothell  Commander of the Fifth Regiment, the White Stags of Honour
Sex: Female
Species: Dragon
Height: 5'11 Anthro half form, 25ft by 40ft dragon
Weight: 190lbs human/350lbs half form/20 tons Dragon
Age: 2704
Age in appearance: 27
Hair Color: White
Eye Color: Sky blue
Skin Color: tanned
Personality: Niraana is a quiet individual, very reserved and often can be mistaken for being stoic. She has an intelligent mind, but often just lets others converse as she listens. Very loyal to her friends, and very kind. She has a strong protective streak when it comes to those she cares about, as well as those smaller than she is. He follows a strict code of honour and ensures that justice is served whenever it can be. She also refuses to kill, even when it is the last resort, she would do all in her power to prevent killing the other. Even if it meant sacrificing her own life.
Weakness: Her Sister, the Dragon Lance, she will not kill, she has a weak spot for children in danger, and will always fight honourably. Water (she cannot swim)
Profession: Swordswoman/Knight
Weapons: Two Broadswords
Armor: Banded leather
Items:
 
Skills:

Weapons Proficiency Slashing Weapons - +1 CS to Fighting. 
Tumbling - Rolls, dives, even falling over the edge of a cliff or landing to prevent or lessen damage. +1 CS to Agility for use. Can be applied to aid in defending rolls by unarmed characters is most areas where Acrobatics would not work.
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.
Military - The perfect soldier. Applies when it comes to military tactics, military training, or just dealing with the military in general.
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.
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.
 
Description: In her anthro form, she is a tall willowy woman with long silver hair. She has 4 ivory coloured horns protruding from her head, and white wings. Dotted around her body are small patches of pearlescent scales, which appear initially white but then reflect all colours of the rainbow. Her tail is also white and is shown in this form.
 
Picture: Niraana the Zephyr Dragon Dragon10_800x600
 
 


Stats: Anthro / Dragon
Fighting: ex / rm
Agility:  ex / in
Strength: ma / am ( 400lb / 800lb / lots )
Endurance:  ex / rm
Reasoning:  good / good
Intuition:  ex / ex
Psyche: ex / rm
 
OPTIONAL: Only include this section if it is different then normal
Flight: None / Ex ( up to 75mph, 300 comfort max, 350 absolute max ) / ex ( up to 75 mph )
Swimming Speed: Rock

Hit Points: ( F + A + S + E ) 85 / 85 / 150HP
Mana: ( R + I + P ) 50MP
 
Spells / Special Abilities:

Fire Breath Weapon (Only in full Dragon)
Cost: 25MP
Uses: None
Description: A magical gout of flame from the mouth that is searing hot and can be used to attack. Does Psyche damage to up to five targets.

Element affinity: Air

Wind Blade
MP: 5
Uses: Agility
Description: By focusing on her connection to wind, Niraana slashes ahead of her quickly with her sword, sending a strong gust of wind at her opponent. Does Excellent blunt damage, following standard color bonuses and penalties. On a red the damage type changes to slashing. Compeltely Ineffective against anyone wearing heavy armor ( Banded and above ).

Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Those who can track people by smell get a +1 CS improvement to intuition checks involving scent. Only works outdoors.
 
Whisper on the Winds
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same area as them that only they can hear. At Circle 1 this is 1 mile away. By Circle 3 this is anyone within 10 miles. At circle 6, this is anyone on the same world. Both the caster and the target must be outdoors.

Second Circle:
Energize
Cost: 10MP
Uses: None unless resisted, then Psyche
Description: Gives a target a boost to their reflexes. Target gains +1CS to Agility on all rolls and +1CS to Fighting on defending rolls only for one round on a white, two rounds on a green, three on a yellow. On a red this increases to +2CS bonus. When this spell wears off, target will feel somewhat drained and will suffer a -1CS to Agility and Fighting on all rolls for one round.
 
Fog
Cost: 10MP
Uses: None unless resisted by another wind or weather caster, then Psyche
Description: Brings in a heavy fog to oscure people from sight. trying to attack someone within the fog requires a -2CS roll, however those within the fog recieve a -2CS to attack and defense. The caster, as well as anyone with circle 3 wind magic, can see through the fog and take no penalties.
 
Wind Shield
Cost: 5MP
Uses: Psyche
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage.

Summon Sylph
Cost: 10MP
Uses: Psyche
Description: Summons a small fae like creature to you. This creature can fly and can be used to scout out areas ahead and report back. It also has enough control over wind to to get an item for the caster provided the item is no more then two miles away and weighs no more then 10lb. Only the caster can understand the Sylph, and it will only take orders from the caster. If attacked the creature has Excellent agility to defend itself. If it is struck by an attack or enters an anti-magic area the creature is unsummoned. This creature can only be summoned once every 12 hours. The creature lasts for 1 hour times the maximum Circle of the caster, unless dismissed.


Mass Wind Shield
Cost: 20MP
Uses: Psyche
Prerequisite: Wind Shield
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage. This is cast on caster and up to 3 other targets.



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. Can also throw an object up to the limits of Telekinesis ( Minor ) in an attack. Attack roll is Psyche, defense is agility. Deals Good physical damage for purposes of damage absorbtion.
 
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.
 
 

 
Biography:
Niraana came from a medieval style world where dragons lived in harmony with the humans and the other lifeforms there. That was until the Great War tore their world apart. The Great War began in the east of their world and rapidly spread throughout the entire world. No one actually knows how it began, but it pitted brothers against sisters, dragons against humans, elves against elves. Everyone was fighting on one side or the other and killing mercilessly Until there was barely anything left.
 
The remaining beings pledged to never let this happen again, and slowly rebuilt their world piece by piece. Once they were satisfied it was rebuilt, they scattered into their own little groups and never contacted each other, for fear of the war happening again. Niraana was only young (in dragon terms) when the war happened, but she watched it all through and saw the devestation that it caused. She joined the army, disguising herself as a human. She worked her way through the ranks, meeting a young individual by the name of Ethanial Blake. He discovered her 'secret' one day when she was bathing in a secluded pool. Fortunately for her, he was also a Dragon. He was fascinated by the way she had an in between human and dragon form. He only achieved the human form or the half dragon form. He knew nothing of his kin, and she sought to teach him everything she knew. Eventually they parted ways, but she always thought of him.
 
She was away scouting one day, when a band of dragon hating mercs came to her home. They killed everyone they could see, because they believed that all dragons were evil, due to the main enemy of the war. She had been coming back home as the war was too much for her. The death and destruction had hardened her, but not enough to face what had become of her home.
 
Niraana returned and was devestated by the carnage she saw before her. After the slaughter of her family, she took to the road and trained harded so she could fight harder to bring the war to an end. She had no idea that a sole survivor, her twin sister, was living still. She fought many battles, and acomplished much, banding with a group of humans who believed that the dragons were their only hope to combat the evil spreading through the lands. The corruption took much, but their hope kept them alive. She worked to command and lead these individuals, and eventually met up with her friend Ethanial. After a brief stay in a strange land where ships flew through the stars themselves, she returned home with her sister. They had been reunited together in this strange metal land, but their magic had called them home. Unfortunately they were separated again and Niraana's heart was torn in two, as her lover and mate, let her be taken away. He cared more for his own survival than that of his mate. Broken and devestated, she faces a life of brutal slavery, where she is nothing more than a work animal to be beaten and degraded. With no idea whether her sister is alive or dead, she lives on in the hopes that one day she will be free.
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