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 Ezekiaal the Great and Mighty

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Xarat
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Posts : 91
Join date : 2017-10-14

Ezekiaal the Great and Mighty Empty
PostSubject: Ezekiaal the Great and Mighty   Ezekiaal the Great and Mighty EmptySat Oct 28, 2017 2:17 pm

Name: Ezekiaal (Zeke)
Sex: Male
Species: Dragon (Mini, mystical)
Height: 0.5ft-2.00ft
Weight: 11-20lbs
Age: 5000
Age in appearance: Unknown
Hair Color: n/a
Eye Color: Gold/Green
Skin Color: Black
Personality: ( As detailed as you want )
Weakness: Glittery shiny things (he loves to chase them, easily distrac--- huh wha?), sunlight (he loves to sunbathe, its hard to drag him away)
Profession: n/a
Weapons: Teeth, Claws, Tail and Firey Breath
Armor: natural skin
Items:
Skills: Aerial Combat - +1 to Fighting against flying opponents. Must have some way of flying to use.
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.
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.
Picture: 
Personality: Zeke is a knowitall, he knows everything and is always right. He has almost always been a small dragon, possibly it's his race's natural size, but he would have you believe he was enchanted by an evil wizard or cursed by a warlock of the 9th circle. He can be very stubborn, grumpy and sometimes rude, but he will bond very well with certain people and do what he can to protect them from harm.
 
 
Stats:
Fighting: good
Agility: Excellent
Strength: good
Endurance: Excellent
Reasoning: good
Intuition: Excellent
Psyche: Incredible
 
 
OPTIONAL: Only include this section if it is different then normal
Running Speed ( If different then typical human speeds )
Flying Speed ( If can fly )
Swimming Speed ( if different then normal human speed )
 
 
Hit Points: 60
Mana: 60
 
 
Spells / Special Abilities:
 
Growth:
Cost: 10mp
Uses: Psyche
Description: This allows the caster to increase their size and mass by 1/4 its original size. In this instance Zeke can go from being the size of a housecat, to a little more than the size of a large dog, 2.0ft high at the shoulder.
 
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.
 
 
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 conciousness, 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 steath 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 themself. 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 idividual. 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.

Biography: Zeke doesn't much mention life before he met Ethan. It's believed that he hatched with several brothers and sisters and was on his own when that happened. No one knows what happened to their mother and father, but the plucky youngsters set off to find food. Luckily a kind draconic family found him and made sure he survived, along with his brothers and sisters. These smaller dragons seemed to have an affinity for magic, though their magic spells were far weaker than the larger dragons, it seemed almost innate to them as well. They seemed to be born with a large amount of knowledge about their magic and abilities. 
Zeke grew bored and decided to wander, to see what was out there. He stumbled on Ethan not long after he had been born and was living with Robert. Zeke seems to know more than he lets on about Ethan but when pressed, he doesnt answer. When Ethan was born, Zeke set himself to guard him. Robert treated him almost like a guard dog or treasured family pet, though don't let Zeke hear you say that. He and Ethan got into lots of trouble over the years, though they stuck together through it all. Many times Ethan has saved Zeke and Zeke has reciprocated by saving Ethan. The pair are inseperable, and rarely one is seen without the other.
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