Post by Deleted on May 25, 2019 9:01:19 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 10 | +0 |
DEX | 10 | +0 |
CON | 6 | -2 |
INT | 18 | +4 |
WIS | 20 | +5 |
CHA | 6 | -2 |
Isonus Dell'Thayme
Elaam'a/Original Character
Alignment: Neutral Good/Lawful Evil
Motto: "Knowledge is the skeleton key to every door."
Allies/Friends: Many of those within Li.
Enemies/Rivals: The enemies of the Life Sphere
Backstory and History on Li
0 - THE WORLD BEFORE
The world of Elaam'a is the home of Isonus Dell Thayme, shaped by many eons of conquest and power shifts. In this world, there are many races, most lumped into Beastfolk, or Thoein. The Thoein were a generic, but happy species of many subspecies, able to cross-breed and build at intense speeds. Rumors began to spread of mystical, powerful creatures, ones built on the premise of evil rather than good, whose ambition could destroy worlds when left unchecked, whose existence was a threat to all that lived.
Humans.
Naturally friendly, and easily sociable, the Thoein were fools to let Mankind and their subraces of Elves, Dwarves, and Orcs live alongside them. The Arcane Orcs were spellblades, and their might and wit made them incredible adversaries of any. They lived short lives... The Elves, inept in magic, but skilled with a rogue's life plundered and stole, inspiring crime beyond reason. The Dwarves, isolationists, stole their keep in the mountains and kept their hoards locked, plummeting the world's markets. The worst had yet to come. Rumors of even rarer beasts, the strongest of all kinds. Ones that could break worlds, and call forth things beyond comprehension. These beings aided the Thoein against the sub races and thwarted almost every turn of the many races of man. Able to breed with any beastfolk or other human to make halfbreeds of intense strength, and comprised of legendary few numbers, these things are what would roll the end of the world to its age in Elaam'a.
Pure Humans.
I - HUMBLE BEGINNINGS
Born into an aristocratic family of Pure Humans, Isonus was the product of an illegitimate union, and a bastard child of an elf. Struggling always in life to use magic, called names such as Knife Ear and 'The Ill Thayme' of the family, Isonus lived austere and abused. Unable to fully grasp what terrible strength he had, the poor boy was always last to whatever gatherings were in the Dell Thayme family, before his family vanished one day. All without a trace. Mother and father gone, left only with his nanny, who would assume the mantle as the Dell Thayme housewife, and raise Isonus thereafter. The anemic, weak boy would grow under his new mother's care, watching her careful incantations to repeat them. A forbidden essence was given to him, ones that let beastfolk and elves cast magic without natural mana. Essentus. The very building blocks of the magical world, handled by those who were inept in magical arts to substitute their lack of mana. Isonus was strangely adept in that art, able to replicate Essentus, to create something from nothing, and use it. Gifted, he went on to a Thaumaturigcal College, a hidden coven betwixt the veils of reality, where he studied every manner of incantation, and became proficient as a spellcaster, and Runic Thaumaturge. Isonus was unmatched.
II - THE FIRST WARS
As the great wars between the twelve cities fell under way, each city of Elaam'a fought to unite the world under their own regimes, unaware that their democracy that had been thrown out was their only saving grace that would safeguard them from destruction. Enlisted, Isonus would earn his keep as a grand admiral, a tactician whose eye was keen to all weaknesses. Fighting for Azawrathia, Isonus would inevitably lead the kingdom to systematically subjugate all other nations, before staging a coup in his own lands, in order to re-liberate all conquered peoples, and implant his own trusted fellows from the College to rule.
What a terrible mistake it was.
III - THE GREAT CONQUEST
Under the guise of new lands, the newly forged 'Elaam' would set out to conquer every other fledgling city state and raise them into modernity, after legalizing and endorsing spellcasting as a professional art, rather than a taboo practice. Isonus, being the poster child of it all, would, under his fellows at the College, uplift and conquer every other nation on the planet, dubbing the world after Elaam'a for good, after the dominions of the first twelve. This, initially, angered the immortal men who stood alongside Isonus, who had given them their gift of immortality. The anger of the trans-dimensional horrors of the Shuggoth were a great distraction of the name given to the planet, and with their Grandmaster alone, Isonus would destroy, tame, or consume the soul of each beast that invaded, until he himself, became a god. Powerful beyond belief, the leaders of the world conspired to kill him.
IV - THINE GRAND BETRAYAL
Isonus was betrayed by his kind, and by the Thoein of the world. Great wars broke out against him, exile and manhunts began, and finally, he was caught by his own friends. By exploiting his dependency on Essentus, the College heads and leaders of the world would destroy Isonus's tie to the immaterial, weakening him before tying blocks of stone to his feet, and plunging him into the aphotic depths of the sea, never to be seen again. The Shuggoth, pitying their former master, would sacrifice the vestiges of their souls to reanimate their leader, sending him into the world beyond to their kind.
V - ANTEDILUVIAN INQUIRIES
Reborn, and given a new body, still a half elf, but powerful without end, Isonus began his inquiries with the other Shuggoth, hoping to learn what he could of their kind. Lessons unfolded of power that ancient man wielded against the Thoein, from the orcish strength to the Dwarven, and even imitating the elvish blood in his body to perform feats of stealth beyond his understanding. A master of all, he would go on to eventually realize their goals. They wanted to use him as a vessel for their shared will.
VI - DESCENT INTO MADNESS
Knowing he could not trust anyone, or anything, Isonus set forth to kill every last shuggoth that he could, each shapeless manifestation of madness killed by his sleight of hand, and skills they themselves taught him. Perfecting their arts, and consuming their souls, he rose to unimaginable power, and driven by revenge, he began to tear holes in the world, to bring forth doom to all those that had betrayed him. The world. The world itself was going to die. To pay for everything it had done, even his own adoptive mother.
VII - RAPTURE
Isonus had annihilated the planet, and by all extents, became the god of Destruction that would invariably lead on to annihilate the worlds abroad, the end of the universe. The End of All. Alone in the abyss, Isonus spent the last of his power to rebirth the world. He witnessed celestial expansion, and hand crafted the races of man to be more forgiving, only to shape them in his terrible image. Driven by their own ambitions rather than pure evil, Isonus used his own stature to guide them to greatness rather than to destruction and ruin. In a humbling final gambit, he destroyed himself to be reborn again as an immortal in mortal flesh.
VII - REVELATION
Reborn with new knowledge yet again, back in his life since the conquests, and aware of the conspirators as he'd lapsed over, Isonus took care in ensuring they never rose to power, and kept the will of the people in his forefront. Not much happened in this time. Able to keep the peace of the world, and unite the fledgling states, Isonus would go on to be the sole ruler of his world...
VIII - ELYSIUM
Peace finally had come to Elaam'a. A world reset, a world reborn. Everything was as it should be, and Isonus had finally been redeemed for his wrongdoings, of the destruction and shredding of a whole universe, being the creator of all once more. He let the worlds die out naturally, isolating himself once more, only to rebirth as an unknown once more. After all, the peace was suffocating...
IX - THE CLOCK WINDS ONCE MORE
Isonus repeated history again and again, for an eternity, awaiting something to happen. Cycle after cycle, he grew tired of the world, and watched with all variables of what the universe could be.
X - LI
The portal opened, to Li, to the world of equals, sucking Isonus in, and dismantling his godly strength to mortal levels once more. One thing they could not take was his knowledge, or his history. A timeless mortal, now among those here... Isonus quickly learned the fate of the world at hand. Determined to ensure Li would not repeat the mistakes of Elaam'a, he set forth to begin his humble beginnings once more, and ensure that this land was well safeguarded.
He wants nothing more than to bring peace back to a once peaceful world. His gentle touch he knows will not be enough with Absolution, Starvia, and Sonic on the loose. To know that this land is likely to be at war forever more. Isonus will prepare this place for the inevitable, and do whatever it takes to ensure this place survives. Perhaps by his hand, he can restore this planet before Starvia, before it all. A reset, but with the denizens and their progress held fast.
XI - Death
As the Comet fell, and as Absolution failed, the world had lost a mind that day. The shocks, the blasts, and the fragments of that alien horror tore through Isonus and his spiritual ties, fully slaying him. For a time, at least. After such echoes faded, and the Absolutionists took root within the societal fabric, Isonus felt his grave stir. His life in this world had been complete, and for his pact of power, beings from beyond the veils of mortal reality granted him an artifact of his world. The Pearl of Primordials, an ancient relic intended to harness and fully control Essentus. With this new item, and a valuable prototype to harness its near endless Essentus capabilities, Isonus set back out.
To make the world right again.
Appearance:
Primary Attacks (3)
Unyielding Bolt: [Medium Ranged WIS | 18%] Isonus thrusts his hand forward and fires a full-bodied bolt of magic energy intended on shaking a foe to their very core. While not too weak, it definitely isn't the strongest move in his arsenal.
Hellish Reach: [Heavy Ranged WIS | 16%] Isonus raises his hand and drops it. Following his hand striking down is a long, rectangular blast of dark energy. If multiple foes are lined up or clustered, this can hit multiple targets. This attack gains bonus damage equal to his WIS modifier.
Crackling Snap: [Light Ranged WIS | 5%] A flick of the wrist or a snap of the finger summons a sudden spark of energy directly onto the target. Dodging this attack, in fluff, would require a bit of attack reading. Due to the swiftness of this attack, it has a +1 Roll Modifier.
Special Attacks (4)
Know Your Place: [Ranged WIS Grapple | 25%] Isonus swings his hand back, and forces the very earth behind the target to crumble, sending them forward. On hit, the land beneath the target and behind them constricts their body, sending them sailing forward. Enemies can roll twice against this skill. The first roll is with DEX, to avoid the attack. If struck, the foe makes a final STR save to break free from their bindings. If both fail, the target loses one action next turn, and the bindings snap closed on them, dealing the full damage of the move. [1 Turn Cooldown]
Power Overwhelming: [Special WIS Effect] Isonus' body fills itself constantly with raw, unbridled power, manifesting as several different effects.
- Isonus gains 1 'Ambient Power' per turn, or when he lands a hit. Ambient Power, abbreviated in his status screen as Power, has no hard limit, and scales infinitely.
- For every 4 Ambient Power, Isonus gains a +1 Modifier to his WIS. For every 8, he gains +1 to WIS and INT.
- Ambient Power is targeted first when debuffing WIS/INT. If it is depleted to 0, further loss is stopped. (Essentially Gating Isonus' base stats).
- If Ambient Power is reduced to 0, Isonus gains no Ambient Power for the next 2 turns.
- Isonus can expend Ambient Power to temporarily buff an ally's Hit Modifier up to a maximum of +4. Usage requires 2 Ambient Power per 1 Roll Mod.
Bear My Burden: Isonus conjures Hultaglun, his miniature imp familiar. The imp raises his hands high, and draws in exhausted power from Isonus, exchanging it for his own. The imp vanishes after this. On use, this ability transfers the cooldown of one attack to itself. This can include Rune of Thieves, rendering this ability useless for the remainder fo a fight. It does not work on Final Smashes.
Rune of Thieves: [WIS vs INT] A custom-tailored rune adept at pirating and sealing enemy knowledge. Isonus casts out this dangerous, highly unstable Rune to the ground. If the roll is under 10, it instantly fails. However, if the roll is above 10, the Rune is placed, and foes must make an INT check to resist the rune's psychologically invasive nature. Allies, however, will also need to pass an INT check, if Isonus rolls under a modified 20, and their roll must bring this value above 20. Once they're hit with this attack, Isonus can target any move used in the last 3 turns by the target, and changes its roll mod to WIS or INT, depending on its usage of either offense or non-offensive abilities. Attacks that scale with resources or external abilities do not copy the target passive/triggered skill. Isonus can only store three moves with this effect. [One Use Per Fight]
[/div][li style="text-align:left;"]Reverse-Cauterization: Isonus taps into that love of popsicles, that feeling of love and happiness he once shared with his family. With it, the chill of isolation follows the technique to directly infuse Fairy Magic into himself or an ally. Heals 1d15+Intelligence, 3 turn cooldown.[/li][li style="text-align:left;"]NONE[/li][li style="text-align:left;"]NONE[/li][/ul][/div]
Mend or Maim (FS) (1)
Isonus focus all his power into one ability, drawing strength from the Primordial Pearl nested in his gauntlet. On use, this skill can be used one of two ways after a blood sacrifice of 15% damage to himself.
Mend: Isonus immediately heals all allies on the field simultaneously from a pool of 50% Damage. He can distribute this healing however he pleases, and even use it on himself, or summoned minions/companions. This is characterized by a powerful glow, and the aura of a soothing presence surrounding them - If the characters in question have fathers, this may remind them of such.
Maim: Isonus lets loose a torrential blast of shredding energy, slashing at any foe on the field. This attack deals 50% damage, and can be distributed evenly among all combatants on the field.
Last Edit:
Sept 28, 2020 7:30:59 GMT -8 by Deleted