Author Topic: Xanis  (Read 82 times)

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Xanis
« on: January 26, 2012, 02:59:05 am »
Celebrity used: final fantasy 12 balthier
Ghost Tag:
Name: Xanis
Alliances/Affiliations: Neutral
Rank: n/a
Age: appears 25 actual ?
Height: 5'10"
Weight: 175
Nationality: Empire
Species: Half Demon
Eye color: silver
Hair color: black
Skin color: white
Weapons: bastard sword
Armor: dragonscale
Shield: half tower

Strength: 5
Stamina: 5
Intellect: 8
Charisma: 1
Wisdom: 7
Dex: 7
Speed: 5
Preception: 5
Manupliation: 1

Mana: 56 (8 points per 1 point Int)
Mana regeneration: 7 (1 points per 1 point Wis)
Health: 20 (4 points per 1 Stamina)
Armor: 22 / 32 (10 + Dex + Stam)

Combat:
Initiative = 7 + 1D20
Melee = 5 + 1D20
Range = 5 + 1D20 bows 7 + 1D20 guns
Dodge: 7 + 1D20

Skills and powers:
Soul Channeling-ability to channel spells or mana into weapons and armor to boost effects. Spells Channeled into weapons ?cast? when a successful hit is made and spells in armor improved defense by 1 for each 10 mana in the casting of the spell. One Channel = One Cast

Dracah Spirit-Spirit of Asheria the Dark resides within granting insight and seventh sense in both combat and interactions, however considering the difference in motives this is a fickle bonus. On a dice roll + Wisdom with a difficulty set by the scenerio with success granting +1d6 bonus on a Perception, Wisdom, or Intellect (non-spell casting) roll. Upon failing the motives of Asheria interfere and place a -1d6 penality on the same roll. This bonus applies only if next roll is taken in 4 rounds. Multiple uses of this skill cannot stack and a second attempt cannot be made while bonus/penality is in effect. Staff may invoke this ability.

Dracah Shift-manifest various aspects of Demonkind in physical form. Most notable are the fully functional wings and tail. Known to manifest Eyes (+1d4 Perception to sight based rolls), Ears (+1d4 Perception to sound based rolls), Vocal Cords (ability to speak in different tones and be heard over greater distances or frequences), Scales (+3 Natural Armor). Each ability requires 3 mana per round of usage per ability paid at beginning of round when specified. Armor requires 20 mana for a period of 10 rounds or until User suffers damage of more than 25% their max health.

Dark Absorbtion-
Absorbs and channels any unholy and dark energies into boosts of physical stats or as fuel for Runes. Any Dark or Unholy spells/abilites are absorbed. Effect of this spell can only reduce the effectiveness of that which is absorbed by 25% of it's maximum possible damage/effectiveness. Max Runic pool is equal to maximum mana pool. For each 4 points of Dark energy absorbed is turned into 1 Runic Power. 10 Runic points can increase Strength, Dexterety, Stamina, or Speed by 1 point for two rounds. For each minor rune in a spell costs 5 Runic Power, each major cost 10 Runic Power. No more than 4 minor and 3 major runes can be used in a Circle and require the Circle to be placed on a flat surface. Any Runes placed on the Caster require the normal costs but cut the maximum runic pool by the cost of the rune until cast.

Ancient Runes-
channels various spells and enhancements using runic spells and seals. Upon studing can create long lasting effects of both combat and utility by paying and maintaining equivilent costs. If a spell is requires Runic power that exceeds the user?s pool the spell the spell is then weakened by a proportionate amount.

Temporal Dislocation-
By expending great amounts of dark energies the User is able to shift their perception in the temporal stream by as much as four seconds forward. Using this, the User is able to have information of the near future flash into their mind and upon a successful dice roll + perception the information can be processed and used in combat offensively. A separate dice roll + Speed is needed to use this information for defensive measures. This spell lasts for 1d4/2 (rounded up) rounds. Mana cost of Perception x 4.

Minor runes:
Flame: +1d4 fire damage
Frost: +1d4 ice damage
Vampiric: attack deals 25% less damage to opponent but heals for that amount for the user to either the user's Health or Mana pool.
Light: object runed projects light as torch for 10 rounds
Shade: object runed casts shadows in the area of a torch for 10 rounds
Silence: muffles sounds as though in water. Range of a torch for 10 rounds
Clarity: brings calm and peace to those inside (no change to stats)
Confusion: brings chaos and stress to those inside (no change to stats)
Heal: +1d6 heal of hp. Cannot be used with damage runes
Vision: +2 to Perception rolls while inside the circle.
Mind: Doubles mana regen rate. Requires Extension Rune.
Guard: +1 to Defense. +3 if applied as a Major Rune

Major Runes:
Restortation: doubles the healing of a circle and can help regenerate limbs. Only one Rune of this type may be in a circle and cannot be placed with an Offensive rune.
Destruction: doubles the damage of a circle and allows 2x damage for those with elemental weakness. Only one of this rune may be in a circle.
Amplification: Doubles the effects of the circle. Only one of this rune may be in a circle.
Oblivion: Doubles the cost of the circle to triple it's effects. As an additional cost the caster must forfeit half his maximum health. This rune can be used if it woud kill the caster. Only one of this rune may be in a circle.
Extension: This rune allows the Circle's effects to continue for as long as Rune or Mana is poured into the Rune or if a Vampiric Rune is in effect. Any other manner that the seal can be powered is also applicible; but it requires a powerful source.
Binding: Makes the seal have a binding effect. The name of the bound creature must be spoken while the named creature is within the seal. Bound creature does not age, require food or water, and does not experience the flow of time around them. This Rune requires the Extension rune to be in the circle.
Peace: Most powerful White Rune. Requires Heal, Extension and Restoration Runes in the Circle. No offensive Actions may be taken while inside the circle.
War: Most powerful Black Rune. Requires Destruciton, Extension, and either Flame or Frost rune. No Healing or Restorative actions may be done while inside the circle.

Bio: The Legend of Xanis reads "A member of a dying race known only as Dracah. To become one a human must have made contact with a dying dark spirit and allow its soul to live on with the human. Dracah then bear the traits of the demon that bonded. In this case Asheria the Dark was known for causing terror and pain to non-demons for encrouching upon what Asheria considered to be her territories. The human was known for being kind to any and all sentient life regardless of their intentions. The fated encounter came shortly after the elven nations finally brought down Asheria for the razing of forests. After the bonding the boy slowly became tainted by the dark influence going to commit similar atrocities. But, the Boy was able to limit the rage only on Combatants or those who insult him by strict warrior standards. To end the conflict between them, the dracah challenged the Elven Royality after laying a swath of destruction to the palace. During the conflict the dracah was stunned by the beauty of one of the attendants which allowed the elven king a chance to lay a serious blow to him. In an act of desperation the Dracah prepared to bring down the palace with a final blow using The Rune Seal of Oblivion. By changing the last rune to the rune of Captivity rather than the rune of Darkness, the king then sealed the Dracah with his own magic. To keep the seal energized, the king linked it to the excess energies of hte palace lands. The sword, forged of demon fangs and dark magics the blade was stong enough to bring down the greatest warriors with but a touch. The armor listed is actually the manifested scales providing both armor and flexability. Only truly holy blades or devout spells have been known to penetrate the scales....but 20,000 years in captivity do wonders to weaken known powers. This limiting of powers has also allowed the Boy to regain a foothold over controlling these powers. Now with the Transistion of the Elven Island to the world of the humans has weakiened the seal enough for the end of captivity. Now allowed to roam, he seeks his sword and the redemption of his name: Vehx Zr deus Xanisia- "The Twinned Soul of the Dark"
A master in both the sword and rune he tends to bring the enemy into a open space then use his tail and sword to carve seals into the ground or surrounding areas then allowing to activate them at proper times in combat to both confuse and create openings for brute force trauma."
As noted, has a week spot for beautiful women. Most notable are any who can keep up in both combat and wit while being both beautiful and strong.

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