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Rastlyn Elms
Family: None
Occupation: High Instructor in the Tower of Wizardry in Palatia, Capital
City of the Chronan Empire
Age: 3973 total 968 current (originally made 5/93 for AD&D, entered
tavern 9/97)
records time, not interferes with it. Stripped of his magic talents, Rastlyn spent years relearning
what he had lost, vowing to get even against all the Gods.
The Evil Gods saw him as a threat finally and cast him into a Dimensional
Wormhole before he could exact his vengeance.
Rastlyn awoke, youthful and anew, and once again stripped of his magical
knowledge in a foreign world. He
realized that he'd need strong allies who could be used to help him in his
cause. He befriended a wood elf
ninja, Kenji Sanada, and a dwarven weaponsmith, Woden Ironfist, quite an odd
pair, but they were nearly invincible together.
Rastlyn's re-emerging magical talents seemed to only compliment and round
off the group. After several
adventures they aquired the Airship Vanguard.
With some modifications, the ship was made to navigate Dimensional
Wormholes and travel to alternate worlds. It
was during one of these portal trips that the old Gods from his homeworld sensed
him and sent chaos his way. A
portal storm broke out and threatened to fling them all through the vastness of
netherspace. The crew of the
Vanguard kept the ship from despair, but not before a bolt of aetherlightning
struck, bonding the ninja and the mage as well as their magical artifacts into
one being. This was the birth of
what was called the Daemonelf. The
fusion was the God's last hope at defeating the resilient mage.
More time passed and in order to find a way to reverse the fusion,
Rastlyn began to teach at the Tower of Wizardry.
With no such luck, he's wondered if it's even possible to free his
trapped companion. It was from this
school that he accidently tuned in on WOLF Radio from The Island, and traced the
signal. This led to several
temporary visits and the creation of many new friends.
He hopes to learn more about the island and especially the Soul Net.
He believes that the Soul Net may contain the secret to dividing his
current body.
Mental Breakdown: Rastlyn
is very intelligent and well-mannered. If
anything he's paranoid because his life was filled with strange accounts of
tragedy. At the slightest sign of
danger he'll move to safety, preffering to let others do the heavy work for him.
He can be manipulative once he's found something that he needs.
He shares his mind and memories with the Ninja, Kenji Sanada, though he
has the dominant personality. His
spells are strong since he's had to relearn them his entire life and are
enhanced by the staff he carries. Rastlyn
feels that he has become a monster due to the many people showing fear of his
demonic appearance and will often keep his true feelings hidden.
Physical Appearance: Rastlyn stands 5' 8" and has an 18' wingspan with his red dragon wings. His skin is a slightly dark shade of blue, with icy blue eyes and long scarlet hair. Rastlyn's bones are hollow and can be broken easily, so he avoids physical contact and roughplay. He wears a unique robe that shows his dual nature, a sleaveless blue robe, with black pants, then under that he has a red chainmesh shirt with only the left sleave. He wears two different bracers, the right one in a mystical pattern, which actually has his spells written in the fabric so he doesn't need his spellbook, and the left one is armored. Around his waist he has a belt with large buckling pouches, where he keeps his important tools or items.
Items:
Draconic Staff: A rather unimaginatively named staff, but very
useful. It's a 10' oak pole with a
dragon shaped blade on the top. It
can be used like a spear or a partisan, but it's real power lies in it's ability
to double spell effect times and create moonlight.
It can be shrunk down to the size of a wand to be stored on the small of
his back when he flies. (when
casting spell, you must declare whether using the staff's ability prior)
Tinkering Tools: A set of tools from multiple ages, used in the
creation or tinkering of nonmagical items.
Spell Book: Written
in a language not of this world so that no one else would be able to learn his
magic without him teaching it. Contains
the spells listed further below.
Sanada's Katana: A gold sword with a red handle and red sheathe. This sword is usually worn on his side when he adventures.
Abilities:
Flight: Rastlyn can fly with his wings and can carry an additional
180lbs with him, any heavier and he has difficulty with lift off.
Teleport: A master at portal manipulation, it's become a reflex to
teleport out of harm's way. This is
particularly useful when in a crowded room that he cannot simply spread his wings
and fly away. He can only teleport
to places he can see or knows is clear of obstruction ie: 100' straight up.
Magic Spells: These spells cannot be cast more than once unless he takes the
time to relearn a spell. This takes
5 rolls above 16, and 10 minutes of real time.
They appear in no particular order.
Rastlyn cannot learn any spells or magical abilities from this world
because it uses a different magic system than his own world.
Alter Form: Rastlyn can change his form or another's form for 1d6 X 10
minutes. Cannot be cast during
combat on another person if they're unwilling.
(higher roll)
Repairus: Repairs anything nonmagical that has been broken.
Cannot be used for healing.
Physibarrier: Creates a shield to defend the caster from physical attacks.
This also includes any elemental based attacks.
Duration is 1d6 X 10 minutes. Cannot
be combined with Magishield.
Magishield: Creates a shield to defend against magical based attacks.
It will nullify a magical weapon's ability, but not the damage.
Duration is 1d6 X 10 minutes. Cannot
be combined with Physibarrier.
Forget: makes the target forget a specific memory.
(roll 8 higher than target, lasts one scene 12higher lasts 3 rl days roll
15 higher lasts one week roll 18 higher is perm loss )
Recall: recalls a memory vividly that a person has forgotten or repressed. (roll
8 higher than target, Non magical or brainwash memory loss that target desires
returned, 12higher lasts returns pieces of memory that was erased by brain
washing, magical memory loss requires to out roll path used to cause by 20
percent )
Solaris: Creates sunshine
Lunaris: Creates moonlight
Searchivus: locates a specific target
Shatteral: breaks a target nonmagical item, cannot work on living tissue.
(need more info)
Enhance: gives a target an extra die in combat for 1d6 X 10 minutes
Web: entangles target in a strong web, immobile unless they outroll by 5,
or for 10 minutes (roll higher by 8 and fails if attack after webbed)
Weakness: gives a target one less die in combat for 1d6 X 10 minutes (locked)
Blind: Blinds a target (out roll target by 10, lasts one scene, out roll by 19 lasts one week, out roll by 24 lasts perm)
Teleport: teleports an target to a specific place, target area must be clear
of obstructions (roll 10 higher if target is unwilling)
Illusion: creates a visual illusion that smells, feels, and sounds real (locked
more def)
Mezmeric Illusion: creates a wholly believable illusionary environment
that smells, feels, and sounds real (roll 20 higher if target is unwilling)
Counterspell: nullifies a target spell (locked)
Force Spear: fires an non elemental energy spear at the target (acts like
normal physical attack so just roll higher)
Meteor Rain: pulls debris from the atmosphere to attack (locked more info)
Explodia: fires a fireball that explodes on contact with anything into a 10'
radius (roll higher by 10)
Chain Lightning: Can hit multiple targets and is attracted to metal. (min roll
of 16 must out roll all targets)
Call Elemental: summons an elemental to assist in combat.
Source for the elemental must be nearby.
Elemental can Roll 2 and takes 5 hits before breaking down and cannot be
healed.
Antideceivus: target either shows true nature, or must tell truth for 1d6 X
10 minutes. (roll 14 higher)
Assemblia: repairs target magical item
Creatica: creates a non magical item from raw materials (not weapons)
Permanency: enchantment cannot expire, must be removed (lasts only one
day, roll higher if target is unwilling)
Dispellius: disspells an enchantment made by the caster (no roll
necessary)
Fork Magic: copies someone else's spell (roll 2 higher)
Defender: target gains an extra die roll for defensive purposes, and cannot use
it with a counterattack. Duration
is 1d6 X 10 minutes (roll higher if target is unwilling)
Weakness: Rastlyn has very few actually aggressive spells, plus his bones are
hollow, so he can take major damage easier than most. He has fear of enclosed areas and cannot handle physical
contact or restraints of any kind. He's
also not much of a fighter, preferring to let others fight while he assists.
Also because his magic is based by a different system, he can find
himself without options quickly, while others seem to be able to reuse their
magic multiple times.