Phen
Veteran
Flames of Rebirth
The Flames of Rebirth, A power lost in the purge
Posts: 351
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Post by Phen on Aug 11, 2014 11:56:46 GMT -5
Name: Sirocco
Age: 24
Gender: Male
Race: Lecross (Raven)
Relations:
Gale, Older Brother, 26 Dew, Younger Sister, 22 Gust, Father, 58 (Deceased) Breeze, Mother, 54 (Deceased) Mint, Younger Sister, 14 (Deceased)
History: Within the mountainous and tall forested expanses of kilphenis, aside from the three capital cities home to each of the avian lords, several small villages dot the landscape. Housing small tribes and families apart from the major cities, though oft protected in placement to hide well from desperate sky pirates, make prime targets for Inhuman hunts. Sirocco's family was large in its own right, his father Gust having been a seasoned warrior in the Raven army and accomplished sky pirate prior to his enlistment, and mother Breeze a seasoned huntress and gatherer, they spent several years forming a large family. First was the older brother Gale, followed by Sirocco himself, and Younger twin sisters Dew and Mint.
Through Gust and Breeze's expertise for nearly three decades, the family was able to live in relative safety outside of the protection of the capital city, despite the Inhuman hunts of Claw occaisonally reaching into their territory. One slip however was all it took, a hasty ambush backfired and in the chaos of combat, Mint met her untimely end. The memory after the event was fairly hazy, Sirocco only 16 at the time, heard his father's scream before all that was seen as a greying streak darting about the scene before the memory gets too fuzzy. Following the incident, the parents took more seriously training their children to survive, and to hunt the Inhuman hunters back. Gale would quickly harden and leave to join the capital's army, determined to follow his father's path to greatness. With only the four remaining, they continued to train and hunt the hunters in retaliation, in time protecting other nearby small settlements. As time waned on, the parents retreated to their original abode mostly, leaving the protection to Sirocco and Dew save when stragglers wandered nearby. Gale would return occasionally and stop by in passing, bearing news from the capital. His performance was intially slow, but over time grew into officer status, keeping Gust well informed.
It was only within the past few months however, that the Inhuman hunts have changed. First time a change this major since the family settled down. New recruits as normal, but in greater number and more skilled fighters to guide them. More ruthless and tenacious than ever, recent events have looked grim with more settlements attacked than could be protected. It would be unfortunate then, with both Sirocco and Dew both with their hands full in other areas, if a hunter came upon their family home with purpose in mind, and an entourage for show. It wouldn't be until after they had finished and dispersed that the two made it on the scene in tandem, each having heard from the chatters and insults of the enemy. What they arrived to was their master roost, largely in place, save for several haunting changes. Great cuts made through the ground and stone about, two headless bodies, Breeze in her transformed state, and Gust's as well, his body's feathers falling off his body still, in far greater numbers than should be. The loss weighed heavy on the two, though they did know it was soon to come anyway. After burying their bodies with Mint's, they returned to their roost to gather the important things and fleeing to a safer location.
After meeting with Gale and breaking the news, the three discussed their next steps. Sirocco was hellbent on making his way into Claw, to figure out why the hunts increased in ferocity so quickly. It was clear to the others as well the resentment he had toward the hunters, and his intention to hunt for those who took out their parents. The others could not deny it back to warn him away. Gale would return to the capital once more, to bring greater reinforcement to their outskirts, or consider bringing others in.
Dew was committed to protecting the other settlements around, but it was clear it would be better handled by the organized army, if they helped. Instead, she would focus upon some final parting words left by their father, originally merely between Gust and Gale, the two younger siblings informed of a myth made real. A lockbox with the final everburning strands of a Phoenix feather, captured in a bottle. With it, a first hand account of its sighting nearly 50 years ago, detailing a heated battle with a ferocious warrior clad in armor of Tiberus. Apparently acquired from a tribe on the opposite side of the capital city. Dew intended to look further into the myth at the source.
With the three parting ways for the time being, they knew they would meet again at a later time.
Appearance: Sirocco stands at 5'9", the middle height of the remaining family though only slightly compared to his sister. His ears feature a bevy of piercings with several glistening gold rings and studs, accenting his narrow face topped with unruly hair acting much like ruffled feathers. Mindful of his transformation, he wears lightweight clothes torn on the sleeves to allow his arms to form to wings. His feet are adorned with sandals, torn in parts clear where transformation has taken place already. As he transforms for combat, his skin grows feathers of the raven and his feet grow to talons, providing him impressive aerial movement without full flight.
Persona: Sirocco has a good hearted and competitive nature. Always happy to play with the children in the villages just as much as he is to work on his training or help around with physical labor. Willing to at least hear out the pleas of others, and tends to reserve his explicit help to close friends, a trait sometimes derided by his family as disingenuous, as he is often willing to help even without saying so. Immediately distrustful of humans with weaponry.
Class: Lecross (Raven)
Level: 2 Exp: 200/550 Fund: 120
HP: 500 VP: 150 SP: 30 DP: 50 FG: 0/30 (10/T)
Actions: 2 (4)
VP Usage: 15 for 25%, 30 for 60%, 45 for 100%
Skills:
(Innate) Memorization: After Sirocco has avoided an individual attack 4 times within the span of at most 4 turns, it qualifies for Memorization at the end of this battle. At the end of each battle, Sirocco may select one qualifying attack to Memorize. Sirocco may freely avoid Memorized attacks.
(Racial) Transform: Can unleash their full state, doubling their stats. This requires one turn of no actions to be used.
(Racial) Insight: Can only be used while transformed. Can avoid two enemy attacks each turn. Grows over time, but when is unknown.
(Scroll) Celerity: Actions always doubled.
Growth Stats
HP: 50 VP: 25 SP: 10 DP: 15
Inventory:
Remedy: Effects: Restores 20% HP. x2
Waking Dew: Effects: Can only be used 1x per battle by each combatant. When used, revive a downed ally with 30% HP. x1
Potion: Effects: Restores 10% VP x5
Antitoxin: Effects: Cures Poison x2
Smelling Salts: Effects: Cures Sleep x2
Tonic: Effects: Cures Heavy x2
Leggards: (Not Proficient) Stats: SP +3, DP +4 Effect: Attacks inflict +10 Damage. Description: Leggards to guard one's legs from attacks and to boost one's offensive ability.
Gloves: (Not Proficient) Stats: SP +4, DP +3 Effect: None Description: Simple gloves used to guard the hands or worn for show.
Attacks:
Attack: Raven's Crime Description: An attack which darts between all opponents and makes Sirocco difficult to hit. Damage: 0 Effect: Hits All opponents, and if at least 3 were hit, increase your DP by the damage of an opponent's most commonly used attack (you choose if tied). Limit Placed: Reach Level 2/5 Limit Placed: Reduce 390/10,000 Damage with this effect Limit Placed: Memorize an attack that hits multiple times
Attack: Freestyle Combat Description: An adaptation of advanced techniques into one's core, a style without structure eternally approaching perfection. Damage: 40 Effect: This attack's name and description can be replaced with any memorized attack. Gains +20% damage damage for each memorized attack. Limit Placed: Memorize 2/5 attacks Limit Reached: Talon Flurry created Limit Placed: Complete a battle without Transformation
Chain: Talon Flurry Description: Adapting the talons on his feet to emulate even the strike of blades, incorporation of borrowed techniques. Damage: 60 Effect: This attack gains one effect from a memorized attack
Hissatsu: Feral Instinct Description: A honed instinct never to let your guard down. A calculated strike to gauge the enemy's strength. Damage: 70 Effect: If Sirocco's HP reaches 50% and he is not transformed, he transforms immediately and without action cost. if this ability activates, FG is not drained for use, but FG cannot be gained for the remainder of the battle. If Transformed: If this attack deals HP damage to an opponent, the next attack you avoid counts twice for Memorization. Limit Placed: Memorize a Hissatsu Limit Placed: Use this attack while Transformed 4/5 times Limit Placed: Manually Transform 2/3 times
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Memorized Attacks:
Strike Description: A quick strike to cut through an enemy. Damage: 55 Effects: Inflicts 1.5x Damage when used a second time in the turn.
Second Tear Description: Flames of destruction to devour a single target. Damage: 20 Effects: Used immediately after Great Charge or after VP has been used to restore oneself. If an opponent uses an effect that affects VP that is negative, that effect is reversed into a positive effect. Opponents can turn off the effect but trigger Second Tear an additional time instead.
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Phen
Veteran
Flames of Rebirth
The Flames of Rebirth, A power lost in the purge
Posts: 351
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Post by Phen on Oct 10, 2022 1:30:40 GMT -5
Name: Lial Athis
Age: 23
Gender: Male
Race: Human
Relations:
Mary Athis (Mother, 57) Victor Athis (Father, 56)
History: Born in Tiberus, I led a life in the capital city like many others lived. My father and mother a pair of successful weaponsmiths, a popular profession considering our love for combat and retribution. New weapons for recruits, as well as those who use the Inhuman hunts as a coming of age ritual leave them in constant demand. I'm told I was a bit of an odd child, at least physically. For as long as I remember, my basic body temperature was far higher than others, causing a fever scare early on more than once. I really don't feel heat int he same way as others, I think I'm resistant in some way, I can even grasp the flame of a torch. Despite these strange health complications, I'd say my early life was fairly normal, I play-fought with others and we played heroes and beasts. At the age of fifteen I participated in my first inhuman hunt, I was ready to prove I could handle myself in a real fight. By then I already had a taste of what those Lecross were capable of. Hearing of attacks near our borders, and even been subject to some air raids near the capital, I'd been waiting for this for a while. Finally a chance to get back at them, the guards always telling me to back down when there's an incident. It was Claw's way, our way, to never take the L without something to say for it.
My first hunt was exhilarating, the first taste of real battle. My instructors were tough on me sure, but the real threat of death, and the finality of combat really get the blood moving. My instructor at the time, held a giant weapon nearly the size of his full body, and lead me and four others in our hunt in the lands of serpents. It was a good proper first go, and it certainly got dicey at times but with only one casualty on our end we made it through, with two confirmed killed and four wounded, warriors I think? One was a little old but he fought fairly well. Still my instructor was glorious, holding that blade with ease as he swung the opening strike. The image burned into my mind, and I quickly strove to the same strength he held. As I progressed in my practice and participated in further hunts, it would be upon my fourth hunt that something different happened.
We were tasked with hunting in a small avian area just a bit past the border, it was myself, my instructor, another journeyman like myself, and two recruits. One of the recruits good with listening heard this group off of the main path, so we went to investigate. When we arrived however, it was empty, though clear signs of recent use. Our instructor told us to scatter just in time, and as we dashed away an older Raven-morph descended from above and met with my instructor's blade, followed by the descend of five others. We were able to quickly find their weak link however, one of the smaller ones captured by the recruits. In his haste and the chaos of battle, he quickly thinned their ranks. The next minute was the most intense feeling I've felt in my life, and I remember it vividly. Several of the Ravens let out a shrill cry, and the largest became a streak, beheading the rookie that finished off the small one. My instructor yelled for us to retreat, to which I did not hesitate. Grabbing the other novice, we made a dash away from the settlement, my peer followed close behind, but an improper dodge left him sliced in twain. We knew not to wait for him, and I focused on getting my charge out. I could hear the clashes of my instructor's great blade against the whistling of the wind as the creature cut through the air at impossible speed. As we cleared the safe area, where I knew we would be able to escape given their condition, heard a unique series of sounds. The sound of steel shattering, a moment of silence, a resounding roar belonging only to my instructor, and a thunderous thud. The novice and I retreated back home, Losses were part of the job, but not without retribution.
Its been about 8 years since that incident, and recently, there's been some rumblings. Talking amongst the hunters that demand is going up. The army is beefing up and we're seeing younger first timers and even repeat visits from soldiers. I'd just been promoted to squad leader about two years ago and have been getting ready for this operation, so the opportunity was nice. I still remembered where that main base was, and some recon favors had confirmed they were still there. The same area had since been deemed off limits, but I had long since had a coordinated plan, we attacked the neighboring towns at once, as the ones who stopped our other groups were always the same two. While I say my squad moved in, I had told them to stay back while I dealt with the two. They were certainly weaker. Time had not been kind to the ones who killed my instructor, while it had been great to me. My strength fully developed, I too now wielded the sword slayers were known for. A great blade I found on an expedition into one of the Lecross lands that I'm sure holds other secrets all its own. When we arrived, it was empty like before. I walked up alone, waiting for them to show themselves. I found the sneaky one quickly in fact, leveraging my surprise to bring her into the center of the arena as bait for the real target. I returned and pinned them to the ground, as as my boot met the beast's side, its would-be protector came down from above. I brought my blade to block but felt the same thunderous shock from years back. It was the same after all. We met each other locked in combat as he pushed my away from the other, their oddly shaped abode slowing my swings as I cut through the ground and trees. To be honest, the battle was an impressive spectacle, which is why I made sure to have witnesses, don't take my word for it, the squad saw it themselves, rookies and officers alike. They were certainly not pushovers, but in a final decisive strike I managed to clear both their heads at once, the larger one now nothign more than a mass of feathers after his body crashed into the ground. We knew the others were coming, the distraction was sure to have gone down by now, so we quickly secured the heads and left.
Ultimately, I'd say it was a success. We're probably set for another hunt now given the news about our attack on Fang. Some of the military big-wigs have talked about some big insult back before the peace treaty with the other nations, so it makes sense. I wouldn't want those royal types getting any ideas, better to make sure they know not to mess with us again. I suspect with more rookies though, we'll be keeping the missions simple as hitting the normal badly defended areas.
Appearance: Lial stands about 6'2" with short spiky pronounced red hair, this being odd considering his father and mother were both blond. As for his eyes, they are also a strange bright red. Reasons for these odd hair and eye color are unknown to him and everyone he knows. He usually wears a vest with fur lining the shoulder area and the collar, combined with Gray pants that are torn from overuse. His shoes are strong and sturdy, as to be able to withstand the great weight of the weapons he uses. Liam's Muscular build is quite impressive, though not immense. Such strength is needed to wield just an enormous weapon.
Persona: Lial is the kind of person who believes that he should tear his path forward with all his might. Once set on a path, he sticks to it and breaks through all obstacles in his way to see it through to the end. It is important to Lial that he ensures others know of his ability, and to not let slights against him or his friends go without response.
Class: Fighter
Level: 3 EXP: 405/1200 Funds: 1265
Stats: (HP): 650 (VP): 85 (SP): 55 (70) (DP): 11 (29) (FG): 48 (8/T)
(AP): 2
Growth Stats: HP: 50 VP: 5 SP: 10 DP: 2
VP Revive: 20 for 20%, 40 for 40%, 60 for 100%
Abilities:
Frenzy: Can only link attacks up to the second level (Link 1--->Link 2--->End). Attacks inflict +75 Damage. Steel boosts damage by 40% instead of 30%.
Equipment:
-Variable Blade --Stats: +10 SP --Effects: Produces Different effects while Lial is under the influence of various status effects. ---Poison: Siphon: Each attack heals Lial for 10% of its damage, HP gained this way may not surpass Maximum ---Heavy: Gravity: Attacks deal +30 Damage ---Sleep: Blind Defense: +20 DP ---Athinity: Tradeoff: Physical Attacks deal +25% Damage === ---Amnesty: Once More: Heals 10 VP per turn in addition to normal effects ---Lightened: Illusion Blade: Lial's Attacks all gain an extra hit ---Faith: Faith in Arms: SP/DP +10 --Description: A blade retrieved from a cave Guarded by various types of Lecross. The inscriptions on it are Eldritch in nature, but seem to be the source of the Blade's ability to adapt to its wielder's condition through various enhancements. A choice blade of Lial. Also can change form into other, smaller, lighter weapons for easy concealment and transport. Can only be used as a weapon in its natural form however, a large 5' tall sword that's about a foot wide and 2 inches thick. This single edged sword weighs roughly 75 lbs, yet due to his immense strength, Lial is able to wield it with ease
Headband: Stats: SP +5 Effects: None Description: A simple headband. Classes Usable: All.
Feather Pants: Stats: DP +6 Effects: None Description: A light set of pants. Classes Usable: All.
Basic Clothes: Stats: DP +10 Effects: None. Description: Basic clothes that provide more protection. Classes Usable: All.
Simple Accessory: Stats: DP +2 Effects: Can reduce the damage taken by an attack by 25% each turn. Description: A simple piece of extra gear. Classes Usable: All.
Inventory:
Remedy: Effects: Restores 20% HP. x12
Potion: Effects: Restores 10% VP x3
Tonic: Effects: Cures Heavy x2
Antitoxin: Effects: Cures Poison x2
Attacks:
Damage displayed is Base Damage. Lial remembers he cannot end chains early unless an effect specifies it must end them early. Lial remembers he cannot use chain-able attacks outside of their chain unless otherwise specified.
Giant's Swing: Gravity Core Description: Lial flexes the muscles in his arms and legs and prepares a great attack. Crouching down, Lial jumps up toward his opponent, his giant blade behind him. Upon reaching the height of his jump, Lial swings his blade over his head, and with great force, brings it down upon his opponent, the force of his fall being enhanced by the sheer weight of his blade. The sheer focus required by this attack however leaves Lial unable to think straight for a short time after using the attack. Damage: 20 Effect: Deals +100% damage when afflicted by Heavy Drawback: Causes Lial to be afflicted by Athinity next turn Limit Reached: Resonant Arc (Spend 30/30 turns afflicted by Heavy) Limit Reached: Shatterwave (Deal 5000/5000 Damage with this attack) Limit Reached: ? (Use this attack 30/30 times)
Giant's Swing: Shatterwave Description: Following the fall of his blade, Lial's Variable Blade erupts, shattering into fragmented parts in a flurry and swirling around Lial before reforming in hand. Damage: 0 Effect: Chains from a Giant's Swing attack (except this one). Inherits non-SP damage bonuses from the previous attack. If this is the last attack in a chain, this attack's Damage is used as a Barrier until Lial begins his next turn.
Giant's Swing: Resonant Arc A swing of the great blade in an arc. It carries its own power into the strikes which follow. Damage: 30 Effect: Chains from a Giant's Swing attack (except this one). A single hit of damage from this attack is added so the next one made. Each hit beyond the first of this attack allows this damage to be applied to an additional attack. If this attack is the last attack in a chain, Lial's currently active status effects extend by 1 turn. Cannot benefit from its own effect.
Cyclone Blade: Bone Crusher Description: Running at his opponent at full speed, Lial prepares one of his faster attacks. Lial drags his blade along the ground in a very precise manner so that the blade sharpens for a time before lifting it up and moving forward with a burst of speed. As he approaches his opponent, he swings his blade in a full circle, catching with it anything unfortunate enough to be in the vicinity. Afterwords, with his muscles used to a heavier weight than before for a short time, He temporarily gains the ability to move much faster than before. Damage: 20 Effect: Causes Lial to be affected by Lighten and Steel next turn, Cannot be used when Affected by Poison Limit Reached: Splitting Moon (Be Affected by both Lighten and Heavy for 20/20 Turns) Limit Reached: Tri Strike (Be Affected by Faith or Amnesty for 20/20 turns) Limit Reached: Ignite (Be dealt 30/30 hits worth of attacks)
Cyclone Blade: Splitting Moon Description: At the height of ascent, Lial grips his blade in both hands and a bright glow begins to form at the cracks. The energy soon works its way to the edge of the blade and Lial cracks it against the air, sending a shock wave of slicing wind outward. Damage: 30 Effect: Chains from Bone Crusher. SP applies to this attack at at 50% strength for each status effect on Lial. For first time an opponent uses VP this turn, they must use Lial's VP ratios.
Cyclone Blade: Tri Strike Three consecutive strikes from opposing angles compound to overwhelm the adversary Damage: 33 x3 Effect: Chains from Splitting Moons. Hits three times. Every third time this attack would be used, it may compose every attack in a chain it would be a part of.
Flame Blade: Ignite Description: The variable blade shifts and reveals a series of sigils down its center. Lial brings the blade to a back swing before the blade turns a glowing red and ignites along the swing, sending a wave of flames while Lial seems empowered by the heat. Damage: 20 Effect: If Affected by all 4 basic positive status effects (Lighten, Steel, Faith, Amnesty), Choose one: [Increase the duration of all currently active status effects by 1 turn]|[next turn Lial is unaffected by negative effects, reduce the duration of one basic positive status effect by 1 turn per negative effect.] | Otherwise, Lial is affected by Faith and Amnesty next turn. This attack and attacks in a chain that contains this attack may optionally deal fire damage. Limit Reached: Stoke (Be affected by Lighten, Steel, Faith, and Amnesty for 20/20 turns) Limit Reached: Immolation (Deal Elemental Damage 50/50 times) Limit Reached: Invoke (Be reduced to 0 HP 15/15 times)
Flame Blade: Immolation Harnessing heat from within, wisps of flame surround the blade. A piercing strike imbues a predatory flame. Damage: 15 Effect: Chains from Ignite. On the turn this attack is used, an opponent who benefits from non-attack, non-VP ability with a conditional or activated effect suffers this attack's damage as fire damage up to a maximum of twice.
Flame Blade: Stoke Flames within flare and grow. Heat ever rising, pushing beyond limits. Releasing a swath of flame. Damage: 20 Effect: Chains from Immolation. Lial may choose one basic status effect (Lighten, Steel, Faith, Amnesty) to be affected by next turn. If he is already affected by the status effect when Stoke is used, it instead improves the status with an additional effect until it wears off. Lighten: One attack per chain gains an additional hit. Steel: One attack per chain benefits from SP an additional time. Faith: SP is added to DP. Amnesty: Lial recovers 10 VP each turn.
Flame Art: Invoke A technique developed after seeing others grow stronger and more resilient as they grow closer toward death, the fire within bursts forth to strengthen a resolve forged from flame. Damage: 20 Effect: Hits all opponents who damaged Lial in the past turn. This turn, Steel and Faith provide half of their damage bonuses as resistance against attacks of the relevant type. When Lial spends VP to Revive for the first time in a turn, this attack may be used immediately and Lial heals HP equal to its damage modified by the percentage of HP he would gain from using VP. Using this attack this way still consumes an Action from Lial and begins an unmodified chain. Limit Placed: Use this attack 60 times, 15 of which must be when using VP. Limit Placed: Reduce 40,000 Damage Limit Placed: Recover 30,000 HP
Hissatsu: Giant's Blade: Earthquake Description: Jumping high into the air, Lial spins in midair with his blade outstretched. Gaining momentum, he begins to descend on the opponent. Upon coming into contact with the ground, he increases the force behind the blade and crashes it into the earth, causing rocks to shoot up around the enemy and bludgeon them fiercely. Damage: 60 Effects: Deals +40 damage while affected by Steel, Deals x1.5 damage while affected by Heavy, can only be used while affected by Lighten, Cannot attack for one turn after use. Limit Placed: Claim Victory over 4/10 Battles Limit Reached: Chain Shift (Deal 30,000/30,000 Damage Total) Limit Placed: Use this attack 2/12 times
Hissatsu: Chain Shift A technique borne of the shapeshifting giant weapon, internalized. Lial quickly shifts his weight, allowing an unpredictable strike. Effect: Does no damage and does not affect the enemy. Requires no action. Must be use as the turn begins, before other attacks are made and must be used at full LG. Costs 1/2 Maximum LG. Lial may choose an attack this turn to chain from any other chosen attack, but the chain must end at the third attack (Even if another attack is able to chain). He may do this with up to two attacks. This finisher does not generate additional limits.
Unequipped Items:
Light Pants: Stats: DP +3 Effects: None Description: A simple set of pants. Classes Usable: All.
Simple Clothes: Stats: DP +5 Effects: None. Description: Simple clothes to wear. Classes Usable: All.
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Phen
Veteran
Flames of Rebirth
The Flames of Rebirth, A power lost in the purge
Posts: 351
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Post by Phen on Nov 2, 2022 22:14:30 GMT -5
Name: Sorin Nihiltuin
Age: 35
Gender: Male
Race: Rupture (Midnight Dragon)
Weapon: Grimoire
Relations: None
History: Sorin's past has very little to tell. Living his life even from a very early age wandering about from place to place. The dark magics he controls... or which may have controlled him are enough to send most fleeing, and those that did not would eventually turn their weapons on him. Yet amongst the strife wandering the human countries, there were those from time to time that provided hospitality. His time with the Lecross found the same to be true, but it varied from species to species. Sorin is fully aware of his status as a Rupture, what some consider a being of ill omen, but knows not what kind of Lecross his mother was. Some kind of Serpentine he believed, based on his own traits, but the few memories he had of her she had none of bestial traits that usually helped identify Lecross. His father would later take Sorin out to human lands, where he could more easily live with half-human child, though they were forced to move several times as the accellerated aging process known to occur would give away the secret before too long. Once Sorin came of age, at least in normal human years, he parted ways with this father who had provided for him all this time to begin wandering alone, so his father might be able to settle down in one place for the rest of his remaining lifespan. As he left his father, he began to experience a somewhat common occurance in tales of the Rupture, abnormal aging. It took a few years to get down clearly, but he was aging at double the speed than normal, and it quickly showed to any he stayed with for longer than a single year. If by then his other traits hadn't been found out, it was usually the start of a souring relationship that would carry him to a different town in a different country. He would learn much of the common folk in each country, keeping himself away from larger cities when he could avoid it and never settled there, fearful of a greater backlash. After several years of wandering from place to place having experienced much, Sorin came to the understanding that he wouldn't be able to stay in one place until his aging subsided and he could keep his other traits in check, and so he began a life on the road, never intending on staying in one place for too long, shortening his maximum stay to a few months at most.
Appearance: Sorin has pale skin and purple hair. His body is covered in patches of dark scales shaped much like scars upon the bodies of others, and a large patch of scales covers across the left side of his forehead, stopping just above eyebrow but reaching under his ear and around to the back of his head. Sorin covers his skin in wrappings to hide any of the bestial features that might end up bleeding through the wraps. On his head he wraps the left side of his head tightly, even at the cost of one eye, the remaining bandages fall down behind him reaching down the middle of his back. On the right side of his head, uncovered, his dark purple hair falls down straight stopping just above his shoulder. With his left eye treated to darkness most often, and its proximity to a large transformed portion, it occasionally shifts from Sorin's natural amber eye color to the slit of a serpentine lecross, though only seen if the bandages are removed. Over these body coverings Sorin wears a sky blue robe patterned with dark purple clouds, a variant of a popular design within the Land of Pride, with a sash matching the cloud color at his waist. This robe is often layered beneath a larger cloak with a head covering of some kind, the design of which varies, as Sorin makes a point to grab a local style whenever entering a country. At his side he carries a black tome with an engraved gold design.
Persona: Sorin abhors violence in regards to intelligent creatures. Though he does not share similar feelings when dealing with various monsters that are often in the area. When faced with the option to fight humans or Lecross, he will almost always search for an escape route to flee and avoid conflict if possible. The sight of bloodshed repulses him, and though he controls powerful dark magic, he has always considered it to be much more of a burden than a boon. The dark magic Sorin wields is also semi-intelligent, and will act on its own should Sorin be threatened, and will occasionally resist efforts to control it if doing so would put Sorin in greater danger. Despite his experience being feared and hated by both races, Sorin is kind to those who do not shy away from him, often children of both races who are not yet dripped in the prejudice of centuries. Few are those which Sorin will willingly fight, and those are the ones who actively incite chaos, war, and pain around the world, especially when it affects the non-combatants. Witnessing the fall of Silveria has re-contextualized Sorin's thoughts on fighting and strength, unable to act against those who enact greater pain without actively seeking to grow stronger through combat.
Class:
Dariteers: Wielders of darkness, they wield the forbidden arts of the Dark Magic. Using the power to steal life from others and other forms of harm, they are wielders of the most dreaded magic. Caring not for all others who stand before them in their gambit and ambition.
Level: 4 EXP: 281/1800 Funds: 3315
Stats: (HP): 475 (VP): 144 (SP): 35 (96) (DP): 22 (69) (FP): 0/60 FP/Turn: 10 VP Used for Recovery: 15 for 25%, 30 for 40%, 50 for 65%.
Abilities:
Disdain: Immune to Athinty. All hits to the enemy absorb 50% of the damage as HP for the Dariteer. Can surpass max HP to a max of 1.5x.
Growth Stats: HP: 25 VP: 6 SP: 5 DP: 3
Inventory:
9x (Remedy - Heal 20% HP) 5x (Potion - Heal 10% VP) 2x (Waking Dew - Revive a downed ally at 30% HP. 1x use/battle) 4x (Antitoxin - Cure poison) 2x (Smelling Salts - Cure sleep) 3x (Tonic - Cure Heavy)
Equipment:
Weapon:
Enchanting Grimoire: Stats: SP: +55 Effects: Can remove immunity to Athinity. If so, damage of attacks are increased by 30%. [ACTIVE] Description: A simple book used to enhance casting, enchanting to the wielder.
Head: Midnight Shroud: Stats: DP + 15 Effects: None Description: The black shroud used to hide one's appearance.
Chest:
Standard Clothes: Stats: DP +20 Effects: None. Description: Standard clothes that provide more protection.
Legs:
Standard Pants: Stats: DP +12 Effects: None Description: A standard set of pants.
Accessory:
Basic Trinket: Stats: SP +6 Effects: Can increase the damage of an attack chain by 20% each turn. Description: A basic piece of extra gear.
Attacks:
Base damage listed on attacks.
Nilus Basic dark magic, surrounds the target with a dark miasma that saps their life force in totality Damage: 15 Effect: Reduces a hit enemy's VP by half the damage this attack deals. If enemy has 0 VP, this attack deals twice as much damage. Limit Broken: Create Blood Pact (Reduce 5 enemies to 0 VP): 5/5 Limit Broken: Created Impale Limit Broken: Created Fester (Spend 30 turns in combat)
Impale Miasma coalesces into blackened darts raining from all sides. Damage: 30 Effect: Chain from Nilus, Hit targets that temporarily increase an attack's damage have that attack's damage reduced by Impale's damage next turn. Does not trigger on temporary SP increases, nor Skills and effects which provide persistent, non-conditional bonuses.
Fester Intermediate dark magic. Wounds bubble and complete a rune floating near Sorin's head, invoked to enact the completed spell. Damage: 0 Effect: Chain from Impale. Disdain affects this attack as if it deals unmitigated damage. The next time Nilus is used, it does not chain and gains the effects of attacks it would have normally chained into (Except this effect). For each attack that would have chained, this use of Nilus benefits from SP an additional time.
Blood Pact The first step into deliberate dark study requires sacrifice. Effect: 1/turn. Pay HP in increments of 10% of maximum, and generate 10 FP if you pay at least 50%. Then, if you do not have [Blood Pact], Gain [Blood Pact]: [Blood Pact: Increase SP and DP by the highest percentage of HP paid by Blood Pact since the last time VP was spent to revive. Wears off when VP is spent to revive]. HP consumed with Blood Pact may only be recovered by the Disdain effect until VP is spent to revive. Limit Placed: Consume 30,000 HP with actions Limit Placed: Use A Finisher Chain 0/10 times Limit Placed: Use Nilus 0/40 times
Vector A line drawn from the shadow cast by an opponent, stabbing them in the vitals Damage: 35 Effect: When below 50% HP, Vector hits all opponents. When below 25% HP, Vector's damage increases by 100%. Limit Broken: Intersect (Participate in 10 battles) Limit Broken: Mote Created Limit Broken: Shadow Suture (Fight with allies for 20 turns: 20/20)
Intersect A second spear from shadows cast, crossing with the first. Damage: 15 Effect: Chains from Vector. Deals increased damage equal to the total amount of VP lost by all battle participants. If Sorin lost VP this turn, this attack inherits Vector's active conditional effects.
Shadow Suture Abnormal application of dark magic, a line of shadow connects Sorin's with that of his allies, and threads of darkness snake across the skin, sealing injuries before they grow severe. Healing: 30 Effect: Heals HP on up to two targets. Limit: Heal 121/20,000 Total HP with this attack Limit: Use this attack 1/50 Times Limit: Apply healing that brings a target to their Maximum HP or higher 0/30 times.
Mote A small orb dripped from one's own shadow into the air. Shines shadows out like brilliant light just beyond its edge. Damage: N/A Potency: 25% of Max VP (33) + 20% missing HP Effect: Instead of Damage, Creates a Mote upon use with 1 hit of HP. One or more Motes may be consumed when making another attack to increase that attack's damage by Mote's Potency for each consumed. Usable x2/turn max. May be used 1x/turn without action cost or chains. Limit: Use 48/80 times Limit Broken: Dusk Ray (Use 10 Motes at one time on a single attack) Limit: Use Mote on an attack which heals 4/20 times
Dusk Ray A ray of black energy contained by a faint white light pierces forth. Damage: 50 Effect: Chains from Mote, Motes applied to this attack have +100% effectiveness.
Hissatsu:
Roar of the Midnight Dragon Sorin inhales deeply, lungs filling with Dark flames before letting out a great roar, spraying the black flames across the battlefield as foes reel from the inferno sapping their energy. Damage: 40 Effect: Hits all opponents. Applies Sleep. After a status applied by this attack wears off, decrease DP by this attack's damage for 2 turns. If this attack targets allies, apply Lightened instead of Sleep. Limit Placed: Witness 15 Lecross transform. At least 2 of which must be dragons: 0/15, 0/2 Limit Broken: (Revive with VP or witness an ally revive with VP 25 times: 25/25) Limit Broken: (Have Current HP surpass Max HP for 10 turns: 10/10)
Finisher: Midnight Wings Black winds swirl tightly around Sorin's body contained by a faint pale light before exploding outward into inky wings outlined by the light, with shadow motes scattered around. Effect: Chains from Roar of the Midnight Dragon. Creates a Mote for every 2 Motes created since this was last used. Then, if this is the first time this finisher is used, Sorin automatically consumes HP down to 5% of his Max HP and increases his SP and DP by 10% of the consumed HP while also increasing his Max HP by 50%. These increased stats last for the remainder of the battle.
Unused equipment:
Simple Accessory: Stats: DP +2 Effects: Can reduce the damage taken by an attack by 25% each turn. Description: A simple piece of extra gear.
Dark Glyph Stats: +10 SP Effect: When fighting alone: [Cornered: Missing VP is added to DP and SP]. When fighting with allies: [Dark Embrace: A single chosen attack may target allies with inverted negative effects (Including Damage, Disdain does not apply to this attack). Each Inverted attack may affect someone up to twice, subsequent uses targeting that character have no effect. This effect has a 1 turn cooldown.] Description: A glyph which appears on Sorin's left hand after touching the book at his side, markings radiate out from a small void at the center of his palm.
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