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Vharna Bookworm Dragon EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Vharna Bookworm Dragon

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Xarat
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Join date : 2017-10-14

Vharna Bookworm Dragon Empty
PostSubject: Vharna Bookworm Dragon   Vharna Bookworm Dragon EmptySat Oct 28, 2017 2:13 pm

Name: Vharna Erothell
Sex: Female
Species: Dragon
Height: 5'10 anthro/human
15ft by 25ft dragon form
Weight: 160lbs
Age: 2704
Age in appearance: 27
Hair Color: Silver/white
Eye Color: emerald green
Skin Color: pale
Personality: Vharna seems like she is a small child from the way she views the world. Despite all the hate and pain in her life, she believes everyone has some good within them. Always ready to believe that people can be nice, and will always help someone even if they seem like they're mean. She doesn't fight to hurt people, and will become really upset if she hurts someone either with words or physical strength. She acts like she is an innocent young child and views the world with awe and wonder. There are times where she suddenly seems to be a very old soul and says things that are far beyond her years. Like the wisdom of a sage or a seer much older than she is. Then the brief moments of clarity disappear and she becomes the sweet innocent girl she always is. Vharna is always polite to people and is always ready to help a friend in need. If you hurt those she calls friends, then she will do everything in her power to help them.
Weakness: Her sister, fire, dragon lance, darkness and closed spaces, angry people/people shouting.
Profession: Librarian
Weapons: Staff
Armor: Cloth
Items: Books, paper, charcoal, satchel, herbs, stone pendant
Skills: Novelist - Can be used for writing a novel as well as reports and poems. +1 CS to reasoning. Only needs to be rolled when working on a major novel or perhaps a front-page news story.
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for indentifying herbs for various purpses, including but not limited to medicinal or poison making.
Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.
Artist - +1CS to drawing pictures. This can be by paint, computer artistry, or even colored pencils or crayons. Only needs to be rolled when attempting to make a 'masterpiece' or work that could be worth a large amount of money if done right.
Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic anddemonic or angelic histories, including telling which is truth and which is fiction
Student - +1 CS to Reason for learning. Typically only used for school tests and exams

Picture: 

Appearance: Vharna has two forms, described below
When in human disguise, Vharna looks relatively normal. She has long silvery hair and rich green eyes. She has a fairly tall, lithe body, willowy and graceful. Her skin is pale and soft, though this form is only an illusion and gains no bonuses. It's merely a diguise and nothing else. Beneath the enchant, she is still in anthro form.
 
Her anthro, or half form is the one she prefers most. It is natural for her to be in and easy to maintain. While in this form, she has light blue wings with a large wingspan of about 20ft, and two thin horns which protrude from her skill. Parts of her skin are not covered in skin, but in scales. Light, metallic blue scales, though her hair remains the same silvery colour, almost seeming platinum silver in colour.
 
Dragon form:
She is a relatively small metallic blue dragon, with thin white horns and white bony ridges from her head down to her tail.

Stats: Anthro / Dragon
Fighting: ty / ex
Agility: good / rm
Strength: ty /am ( 200lb / lots )
Endurance: good / rm
Reasoning: rm / rm
Intutition: rm / in
Psyche: rm / rm ( typical vs intimidation tactics )
 
OPTIONAL: Only include this section if it is different then normal
Flight: rm ( up to 100 mph, 140lb comfort, 200 max ) / rm ( up to 120 mph )
Swimming Speed: Worse than a rock
 
Hit Points: ( F + A + S + E ) 32 / 130 HP
Mana: ( R + I + P ) 90MP
 
Spells / Special Abilities:
 
Special Ability
Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion with no roll.


Element Affinity: Light

Cure, Cura, Curaga
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. Also removes Burn and Frostbite

Curaga
Cost: 15MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche in hp or 20hp, whichever is greater. Also removes Burn, Frostbite, and 1 level of Bleeding per cast )

Attunement
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.

Ball of Light
Cost: 5MP
Uses: None
Description: Allows the caster to summon a ball of light that allows vision in dark areas up to 5 feet away. The ball can be stationary or made to follow the caster. Lasts 10 minutes for every circle of magic the caster knows, and can create one ball for every circle of magic per casting.

Cure Blindness
Cost: 5MP
Uses: None
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.
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.

Second Circle:
Requirements: Cannot be beyond Fifth Circle in any other school, or Third Circle in any two schools.
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.
 
 
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.
 
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.

Restoration
Cost: 20MP
Uses: Psyche
Description: Fully restores a character on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.


 
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.
 
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
Vharna 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. Vharna was only young when the war happened, but she watched it all through and saw the devestation that it caused. She was at home with her family when the raiders struck. Being the small one in the family, she was able to hide away, but her hiding spot didn't prevent her from hearing or seeing the carnage. She was so firmly wedged into her hiding place, that she could do nothing but watch and listen as one by one, her family fell. Even closing her eyes and putting her hands over her ears, she could hear everything. Eventually the slaughter was over, and she fled in fear for her life, her mind not quite the same. She was befriended by Ethanial Blake, who found her cowering and weeping near the bodies of her family. Together they travelled and he protected the poor silent dragoness.
Together they had many grand adventures, and he began to realise Niraana was the girls long lost sister. Not knowing where in the world she was, Ethan decided to take Vharna to an old friend of his, a sorceror. There she lived with the sorceror as his apprentice, learning from his tomes and caring for his library. 
 
Once Ethanial left to fight again, she threw herself into studies, learning the history, languages, geography of the people who lived on the world. Documenting everything that happened, she shut herself away with her books, as she had no one left. She never really grew up, her mentality remained childish but her knowledge expanded with each day. She was determined to learn the cause of the war, so that it may never happen again.
 
Eventually the loneliness grew too much for her. She had spent years without seeing another living dragon, as far as she knew, everyone else was dead. Leaving the safety of her self imposed hermits life, her sorcer mentor who had  enchanted a pendant to protect her. It would give her the guise of a human, so she could travel the lands in safety, as the land she lived in now feared and loathed dragons. Any dragon kin who were found were either exectuted or imprisoned. She began travelling, hiding in human form which was awkward for her, but she needed to know about the people. She charted down everything she learnt into a little leatherbound book, which she carried everywhere. Never staying too long in one place, she would watch from a distance, observing the happy people in their ways. Often when posing as a human, she would lend her hand to help them out with daily tasks, before heading on her way again. She was curious mostly about the humans, as they didn't hide like the others. They slowly spread across the lands and shaped it with their homes and their tools. Eventually that childish curiousity has brought her to a strange metallic world where flying ships moved through the stars themselves. There she was reunited with her sister. Their world called them back and they briefly met with Ethanial before they were torn apart. Vharna's beloved books, her mothers pendant and her treasured items were all left with Ethanial as she was whisked away to a life of slavery.
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