Post by LuckiCorii on Dec 8, 2023 17:16:51 GMT -8
10 total points to distribute
Discipline | Standard Form Stats | MOD |
STR | 10 | +0 |
DEX | 14 | +2 |
CON | 8 | -1 |
INT | 18 | +4 |
WIS | 10 | +0 |
CHA | 10 | +0 |
Saula Alpheles (Sol)
Haevonne, Limbo
Alignment: Neutral Good
Motto: "There's no place the light can't touch."
Allies/Friends: Corii
Enemies/Rivals: None yet on Li
Backstory: Sol is better known by those she has saved as the Demigoddess of Light, Saula. Having lived in a haven above the earth, she was raised on a sense of leadership, honesty and fairness, and on responsibility as the oldest between her and her sister. She was born into a proficiency of magic, making her a prodigy in the school she grew up in and a mentor to the other students. One day, she found out her parents and sister had vanished and the foreboding of a great calamity. She set off into the world in order to defend and preserve the goodness within and vanquish the hidden latent power laden within a former ally that had betrayed her family after many years of service. On her travels, she met Corii whilst exploring the island. After a medal-grabbing adventure together, Sol saw favour in Corii's abilities and recruited him as her student and ally. Over time, the two became the bestest of friends. Sol offered to Corii's father to train him in combat on a greater adventure, and soon the two set off to properly restore peace and tranquility to their beloved world.
During her adventures with the likes of Corii and her other various allies, Sol acquired an affinity for many elemental spells along the way, but found her utmost proficiencies in the element of light, fire and arcane magic, synergising the rest of her repertoire with her most trustworthy spells. Near the end of her journey, during a perilous 25th hour of the final day in a fated battle against Elca, the traitor, Sol's magical prowess rose to a pitch and she invoked the powers of her holy lineage and mastered the true art of the Divine State to exercise judgement over Elca, restore the balance of light and darkness in the world and find answers to the whereabouts of her father.
Appearance:
History On Li: Even after the grand Dystopia Incident, Sol's pursuit of her missing father had yet to conclude its story. After gearing herself up, Sol found herself a portal in a strange dungeon with an eerily familiar presence behind it. With a hunch and a newfound sense of adventure, she deduced it may indeed lead her to her father for a heartfelt reunion. Stepping into a portal, she found herself in a virus-ridden wasteland among oddly significant surrounding ruin. Sol travelled through this infectious wasteland, staving off creatures she had never seen before... Going in and out of hiding, evading what she couldn't compare to, and making sure she was always stocked full on necessities, Sol did whatever she deemed viable to ensure her longevity and prevent herself falling prey to the Starvia.
After a month or so of wild out-of-dome survival time, Sol eventually uncovered herself the protected bubble of the Life Sphere. During her stay, she's been training rigourously as to never let another encounter slip her by, and to provide her rather special insight where it may be necessary. Whilst strolling the streets one day, Sol reunited herself with Corii, and the two live and travel together as they once did before in the direst of times. Sol willed herself on a journey of answers, rescuing her father, and offering her support to the citizens of the Life Sphere for their hospitality despite the scarcity of resources.
Primary Attacks (3)
Diviniser Slash: [5% Force/Slashing damage, comboable, +4 Energy] Sol's trusty blade of the heavens that she uses to deliver a quick cut to a target. The quickening nature of the attack enhanced by the Diviniser's almighty power has a 10% chance to raise Sol's DEX modifier by +1 for 1 turn. When used in a combo, the secondary effect odds are added up cumulatively for every successful hit.
Holy Missile: [10% Radiant AOE damage, +14 Energy] Sol fires a speedy comet made of holy magic, namely Aeternum, that pierces through a target and then stops to explode, damaging all targets in immediate range. Upon a success, targets hit will be enfeebled by a magical insignia formed on injury that denotes weakness and afflicted by a halved damage debuff (rounded up) for their next successful attack. Then, only the secondary effect of this attack goes on cooldown for 1 turn.
Bluster Blade: [12% Force AOE damage, 1-turn cooldown, +17 Energy] Sol empowers Diviniser using air magic, namely Aerum. Pointing Diviniser at a series of targets, Sol launches an intense gust of wind littered with air blades that pierce the targets through and through. This attack deals additional execution damage to each individual target equal to a tenth of their current HP, or a twentieth on bosses due to ravaging wind power.
(Ideally, execute damage gets smaller the weaker the target gets. The attack is supposed to be great at starting battles.)
Special Attacks (3)
Divine Genesis (Gimmick): Sol's magical prowess allows her to empower the Unum magic she casts from deep within her soul. Sol draws power from successful attacks and incoming damage to her to bolster her own magical prowess and unlock her full potential. Sol uses INT in accuracy for spellcasting in all her moves. She can store up to 150 energy during battle. The energy amount increases when she takes, heals or deals damage. When taking or healing damage, she gains energy points equal to the half damage she takes rounded down and added effects and status conditions grant energy points at a 1:1 rate. Dealing damage directly grants energy equal to the energy specified in the attack, unless boosted by Solar Charger's effects. When Sol has 75 energy or more, she can transform into her Divine State, changing her moves and increasing her stats. If Sol reaches maximum energy, she transforms immediately after the action that caused her to reach maximum energy. Transforming is a free action.
When another ally with a gimmick ending in 'Genesis' is in the same battle as Sol, Sol and the ally share a passive +5% secondary effect chance.
Purge Flare: [10% AOE Radiant Fire damage, +10 Energy] Sol fires a stream of blue holy scorching flames in a cone shape, dealing damage to targets. This attack has a 45% chance to inflict a burn. When Sol afflicts a burn to a target, her burns are of holy origin so that no normal water may cure it. It doesn't reduce STR, but instead reduces attack damage by 4% due to the blue fire forcing energy leakages in a target. Attacks that deal no damage because of this effect do not consume damage reduction buffs the defender may have. However, dark sorcery and spells that cure status can rid the burns. The burns wear off as normal via duration otherwise.
Solar Charge: [2-turn cooldown after effect ends] Sol casts an empowering heavenly ray upon herself or an ally, granting a passive +1 accuracy to the recipient for 2 turns and half-damage reduction for the next 2 hits of incoming damage they receive. When the recipient deals damage over the next 2 turns, Sol gains +5 energy per successful attack.
Divine State (Transformation)
Discipline | Divine State Stats | MOD |
STR | 12 | +1 |
DEX | 16 | +3 |
CON | 8 | -1 |
INT | 18 | +4 |
WIS | 14 | +2 |
CHA | 10 | +0 |
Primary Attacks (3)
Diviniser Whirlwind: [10% AOE Slashing damage, 1-turn cooldown] Sol aggressively yet gracefully spins around in a frenetic yet powerful dance attack, spinning the Diviniser around in a whirlwind of air slashes to deal damage to targets around her. This attack hits twice with two separate attack rolls.
Lux Laser: [16% Radiant damage] Sol fires a large spear-headed light laser to smite the target in their core. This attack critically hits on a natural 18+.
Aerum Backwinder [11% Single-target Force/Slashing Damage, once per turn] Sol channels the swiftness of the wind into her blade and body for a quick decisive backwards whirling slash attack to lash the target in a vicious rolling tornado full of slashes. By forcing the target to prioritise recovering their balance, this attack has a 35% chance to reduce the target's action count by 1.
Special Attacks (3)
Divine Might (Gimmick): At the end of every turn this gimmick is in this slot, Sol loses 30 Energy, but Sol gains a fourth action slot. Sol cannot start a battle in this form. If Sol runs out of energy or does not have 30 energy to spare, she reverts back into Normal State with the remaining energy.
Solstice: [15% Radiant Fire damage, 1-turn cooldown] Sol forms a whirling storm of holy blue fire at a target to deliver punishment upon them. This attack reduces the cooldown of one of Sol's attacks by 1 turn, except itself.
Solar Charge AZ [2-turn cooldown] Sol forms a more vigorous heavenly light over a target that functions almost the same as Solar Charge, but no passive energy gain and has reduced shield durability to one-time in exchange for a one-time 50% successful attack damage buff.
Final Smash: Sundazed Holy Burst (1)
Sol raises Diviniser up high, channelling the power of the sun and her own holy magic from the heavens as she fires a thin laser from the tip of Diviniser under all enemies and unleashes a mighty golden explosive pillar of holy magic and fire that erupts from the casting circle, dealing 20% Radiant Fire damage. Lingering holy energy from the attack fills the battlefield and all allies gain a circumstantial +2 accuracy bonus for the next 2 turns.
Other Info: Sol is capable of flight and telepathy. She can also disperse into light to fit into incredibly small gaps.
Last Edit:
Sept 23, 2024 16:08:37 GMT -8 by LuckiCorii