Maelstrom

Elisandra's Sylph Familiar

Description:

Quick Summary:

  • Rank: Novice, XP: 0
  • Agility: d12e, Smarts: d6e, Spirit: d10e, Strength: d10e, Vigor d8e
  • Pace: 20 (0), Parry: 6, Toughness: 9 (0)
  • Size: 3, Charisma: 0, Corruption: 0 Power Points: 10
  • Skills: Notice d6; Stealth d4e; Fighting d8e; Shooting d10e; Throwing d10e
  • Languages: Slavetongue
  • Edges: Level Headed, Quick, Size +3, Flight(Pace 20", Can’t Run), Elemental (No called shots; Fearless; Immune to disease/poison, +2 to Unshake, Ignore Wound Mods ), Invulnerability (Immune to all non-magical attacks except for attacks using their opposing elements) , Etherial (Sylphs can maneuver through any non-solid surface. They can seep through the cracks in doors, bubble through water, and rush through sails.)
  • Hindrances: None

Notes:

  • Whirlwind: Place a Large Burst Template centered on the elemental. Everyone within must make an Agility roll or take 2d6e non-lethal damage and be ejected 1d4” from the Template in a random direction, becoming prone. If they strike an inanimate object, they’re Shaken as well. Damage increase to 3d6e non-lethal if the Sylph gets a Raise on a Spirit roll. The elemental can’t move or take any other actions in the same round it creates a whirlwind. A whirlwind kicks up a dust and debris cloud within the template, making it almost impossible to see. Treat this area has having Dark lighting. The cloud lasts 3 rounds.(1 PP)
  • Plasma Cone: Sylphs can send directed blasts of electrically charged plasma at foes using the Cone Template. Foes may make an Agility roll at -2 to avoid the blast. The damage is 2d6e or 3d6e if the Sylph get a Raise on a Spirit roll. (1 PP)
  • Wind Cage: As long as the Sylph does not move that turn it may attempt to pick up an adjacent foe of its Size or less. Make an opposed Strength check and if the Sylph wins then its foe is pulled into the swirling maelstrom of its body. While trapped, the target is at –2 on all rolls including damage, to hit and Strength rolls to free himself. The Sylph has Pace: 1 as long as it wants to keep foes trapped inside its form. Starting on the round following the capture, the victim will begin to suffocate as the sylph deprives them of air. (See Fire Damage – Smoke Inhalation) (0 PP)
  • Thunder Clap: Sylphs can create a deafening thunderclap as close range to stun targets in Large Burst Template centered on the Sylph. The targets within the area of effect must make Vigor rolls or be shaken. Vigor rolls are at a -2 if the Sylph gets a raise on a Spirit roll. (1 PP)
  • Static Glow: As per light spell (2 PP) 
  • Push: Can push single Target 1d6" directly away. Victim makes STR roll and reduces distance 1" for every Success/Raise. If target hits a solid object, takes 1d6 damage for every 2" he failed to travel.
Bio:

Maelstrom

Shades of Shadora pelwer redsatyr1228