Post by Mari on Aug 3, 2021 17:55:13 GMT -8
Discipline | Stat Pts | MOD |
STR | 10 | +0 |
DEX | 14 | +2 |
CON | 14 | +2 |
INT | 14 | +2 |
WIS | 10 | +0 |
CHA | 4 | -3 |
Karst
Golden Sun: The Lost Age
Alignment: Neutral Evil
Motto: "Treason deserves death!"
Allies/Friends: Agatio, Saturos, Menardi, Prox
Enemies/Rivals: Alex, Isaac, Garet, Jenna, Mia, Ivan, Sheba, Felix, Piers, Kraden, a lot of people actually hi I'm a villain
Backstory: Link
Appearance:
History On Li:
"Why am I so cold? We of the Fire Clan are meant to be immune to the cold..."
"I feel the cold too, Karst... I... I'm afraid we're going to die up here..."
"...I can feel it now... The long, dark sleep creeping into my soul..."
...
"Your hands... so warm... People have such warm hands... I had forgotten..."
Karst laid upon the floor of Mars Lighthouse, clinging to what little of her strength she had left as she bided her time to see the Mars Lighthouse lit before she died. And not long after it was, she faded from consciousness.
...Only to wake up on Li, alone. She dragged herself from the sea, just barely not a corpse by some miraculous supernatural force. With grim determination, she set out to recover her strength and see if she couldn't find Agatio, and with newfound knowledge from having observed the oddities of Li, perhaps even Saturos and Menardi. Her journey took her across the land in a weakened state, and any attack could've easily sent her careening back over the edge toward death. However, she managed to find her way to the Life Sphere without issue, having spotted the odd dome from quite a ways away and decided to investigate.
Primary Attacks (3)
Death Scythe: Karst lunges toward someone and attempts to strike them with her scythe! Karst suffers a -1 dodge penalty to the first dodge on her next turn. This attack has a 5% chance of afflicting mortal wound and crits on a natural 19+. When this attack crits the spectral image of the grim reaper manifests and strikes the target in tandem with Karst. Crit confirm this attack twice. If both crit confirms hit, it scores a full on direct hit and deals 3x damage instead of 2x damage. Costs 2 actions (Heavy Strength Attack; Does 30% Damage)
Class Shift: (Venus) +6 strength next turn
Fiery Blast: Karst summons a firework esque explosion on a target area, scorching everything in sight! Has high knockback, and a 50% chance of burning the target on a hit. Because this is a blink and you'll miss it explosion summoned instantly at the target location, reflexively dodging it is not effective and it targets wisdom to predict it instead. Costs 6 PP. 1 turn cooldown (Heavy Wis Attack; Does 25 Damage)
Class Shift: (Mars) +4 wisdom next turn
Supernova: This larger and sustained variant of fiery blast is can block off a roughly spherical area of about 15 feet through which it becomes impossible to move through without being hit by the attack. A con check against supernova's attack roll is additionally required to pass through without being blown back the way you came. This attack must be resisted twice, the first with wisdom and the second with dexterity. It has a 50% chance of setting the target on a hit, which deals 15 damage per turn but can be put out by spending an action, leaving the target burned. It costs 2 actions and 15 PP. 2 turn cooldown. (Heavy Wis Attack; Does 30 Damage)
Class Shift: (Mars) +6 wisdom next turn
Special Attacks (3)
Heat Kiss: The phantom descendent of a dragon's breath weapon, Karst projects a storm of orange heart shaped clouds that cook your brain a little! This attack targets intelligence and afflicts infatuation if successful. 1d4 turn cooldown
Class Shift: (Mars) +6 charisma next turn
Break: Karst attempts to purge a target of all their positive buffs using a surge of tiny icy bolts that shatter magical effects and temper hot blood. 3 turn cooldown.
Class Shift: (Mercury) +2 wisdom next turn
Djinnfest: Karst assaults targets with enchanted soundwaves that excite and then exhaust parts of their body, crippling them. It targets intelligence and afflicts the disabled stat on a stat of Karst's choice. 3 turn cooldown
Class Shift: (Venus) +6 strength next turn
Final Smash (1)
Flame Dragon: A cursed form that Karst was given by The Wise One not long before her death. She transforms into a dragon, greatly increasing her power at the expense of her mind. During her final smash she becomes mindless and has no intelligence stat, becoming immune to int targeting attacks. She must use all of her actions to attack someone on her turn, even if only allies are available. She can prioritize whichever target attacked her most recently. If no are available, she goes off searching for one.
While in this form, she gains the following buffs:
- Her base stat cap increases to 30
- She gains an extra action each turn
- She takes 5 less damage from all sources, and the chances of any secondary effects effecting her is reduced by a flat 50%
- She passively recovers 4 PP each turn
- She gains the ability to use a devour attack that costs two actions one of which is a grapple, does 16 damage and afflicts the swallowed whole status on a 1 turn cooldown. Class Shift: (Mars) +6 constitution next turn
The final smash lasts 6 turns, after which Karst is afflicted by the severe exhaustion status for 3 turns
Other Info: Class Shift: As part of Karst's gimmick of attaching stat boosts to her moves, her base stat total has been lowered by 4. She gains increases to her base stats, which remain unable to exceed 20, whenever she uses moves (points, not modifier bonuses). This has several upsides and downsides. As a rule of thumb, Karst can spend the action cost of an attack to gain an attack's class shift bonus without actually using the attack if she just wants the stat bonus but none of the other benefits. The mechanic is balanced around a +2 bonus to a stat per action as a baseline. In threads where actions are reduced such as Discord threads, the bonus triples.
Psyenergy Points: Some magical attacks will cost PP, or Psyenergy Points. If Karst can't cover the cost, she can't cast the spell. Her max psyenergy points is calculated like a second bubble shield using her intelligence instead of her constitution modifier. She cannot recover psyenergy on a turn she used a move that costs psyenergy. She also cannot regenerate her bubbleshield and psyenergy points passively on the same turn, and must choose which if both are valid. 1 PP = 2 Damage for the purposes of weighted balancing
Elemental Resistances:
Karst takes -10 damage from Mars (Fire) elemental attacks
Karst takes +5 damage from Mercury (Water & Cold) elemental attacks
Karst is immune to the burned and frozen statuses.
When Karst is hit by an attack that afflicts soaked or infatuation, the chance of being afflicted is doubled.