Post by Coolshaymin on Mar 23, 2022 10:17:58 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 10 | +0 |
CON | 6 | -2 |
INT | 16 | +3 |
WIS | 18 | +4 |
CHA | 18 | +4 |
Aerith Gainsborough
Gaia/FFVII Remake
Alignment: Neutral Good
Motto: "Together we can control our fate."
Allies/Friends: Cloud, Tifa, Red XIII, Barret
Enemies/Rivals: Shinra, Sephiroth
Backstory: Aerith History
Appearance:
History On Li: Aerith was one step closer to subverting her fate. Maybe the future can be better this time... That's what she was thinking as she stepped out to the horizon before being blinded. A bright light consumed her before she... ended up standing out in the fields of Harvest Acres. This did not seem like anywhere on Gaia she was familiar with as she looked around and asked the farmers about where she was.
Aerith now occupies a spot on the farm, perserving nature, mainly flowers, for when they needed to give some life back to the world. She was... admittedly troubled, feeling the planet and it's residence in pain might even be worst than back home. She met Cloud in her fields glad to see he made it here safely as well. Presenting him a good luck charm flower she let him go before deciding her resolve. Maybe in this world they can still avert fate to a happier ending. She'll give her all to reach that goal.
Primary Attacks (3)
Tempest: Creates a series of magic bolts that fly at the foe and deal light damage for a light attack or she can create a crystal of magic that converges on a foe for medium damage. Leaves her the least vulnerable of her attack spells. [Light-Medium WIS Attack, 8-18%]
Ray of Judgement: Fires a narrow beam of light into a foe for high damage but leaves herself a bit vulnerable. -2 to her next dodge. [Heavy WIS Attack, 30%]
Sorceress Storm: An arcane storm is called forth that calls forth magical lightning to blast an area and a foe, usually around herself or an ally. The storm does not hurt the ally and despite appearing in the shape of lightning this spell is non-elemental. Medium AoE. -1 to next dodge, heavy knockback. [Heavy Wis Attack, 24%]
Special Attacks (3)
Materia Magic: Aerith has access to a wide variety of magic material she can use to perform powerful spells. However unlike her natural magic she has to rely on MP to cast these spells. She starts a thread and has a max total of 100 MP. This MP can only be recovered by sacrificing an action to recover 40 MP through spirit channeling once per turn or through the use of special combat actions like Soul Drain. In addition if she's healed past her max health the extra HP goes into her MP. The amount of MP she puts into a spell can increase it's effects. Her available Magic Materia slotted into her staff are:
- Healing Materia (Cure->Cura->Curaga): A green healing light is called forth that regenerates and refreshes the body. Heals 1d15+Charisma to an ally or herself for 30 MP. For every 30 MP she adds to her cast her Charisma will be added to the roll another time up to twice. So Cure heals 1d15+Cha, Cura heals 1d15+(Chax2) and Curaga heals 1d15+(Chax3)
- Cleansing Materia (Esuna): Emits a pink healing magic that heals one's negative reflections. Reduces all negative status inflictions on a target by 1 turn for every 20 MP used to cast the spell. This spell has no effect on statuses without a duration.
- Barrier Materia (Barrier/Manaward): Emits a barrier of Aerith's choice around an ally. Manaward halves the next Magic/Energy/Mental based damage while Barrier halves the next Physical Attack to hit them. Costs 20 MP to cast either barrier and it only repels one attack per cast.
- Fire Materia (Fire->Fira->Firaga): Unleashes a fire ball spell that increases in potency with the more mana fueling it. Deals 18 damage with a 50% chance to burn for 20 MP. Can be upgraded up to twice for 20 MP each, increasing the damage by 6 and the chance to burn by 20% each time. Firaga can AoE enemies close to each other
- Lightning Materia (Thunder->Thundara->Thundaga): Unleashes lightning magic upon all foes by calling down a powerful bolt. Deals 22 damage with a 10% chance to Paralyze for 20 MP. For each additional 20 MP, up to twice, the bolt does 4 more damage and a 40% higher chance to Paralyze for each tier.
- Wind Materia (Aero->Aerora->Aeroga): Calls forth the power of wind to create a harsh gust on an enemy's location. Deals 16 damage and lowers the foe's next dodge roll by 1 for 20 MP. For each additional 30 MP the spell deals 6% more damage and lowers their dodge roll by 1 more up to twice.
Lustorous Shield: Aerith creates a magic barrier resembling a flower in response to an attack to block magic and ward off melee strikes. This move acts as a free action to use WIS in place of a DEX based dodge. 1 turn cooldown.
ATB Ward: Aerith focuses her energy on creating a ward around an ally that hastens their fighting at the cost of her focus. This ability allows Aerith to give her actions to an ally, choosing to sacrifice as many of her actions as she wants and distribute them to her allies to use on their next turn. If she sacrifice all her actions for the turn her focus will be too strongly on her ally to dodge the first attack or sneak attack aimed at her however she can still put up mental resistance or a last minute shield to protect herself.
Final Smash (1)
Great Gospel: Aerith performs an unparrlleled prayer and healing technique that restores life to herself and all allies through a shining light. Heals 60 HP to herself and all allies. Defeated allies are treated like their HP is zero in terms of healing. Additionally all cooldowns are instantly refreshed and resource costing moves are replenished of those resources. However, all her cooldowns are increased by 1 and all MP costs are increased by 10 for 3 turns after. In addition Aerith is put under severe fatigue for 2 turns.
Other Info:
Last Edit:
Mar 25, 2022 12:09:04 GMT -8 by Coolshaymin