Post by Kare on Aug 25, 2024 12:17:25 GMT -5
GENERAL INFORMATION
NAME: Luxia Casta (LOO-she-yah)
ALIAS: Kare (KAH-reh)
AGE: 27
GENDER: Female (She/Her)
SPECIES: Elemi of Light (Alien)
IMPERIALIST:
When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
EXOTIC CURE:
You can heal your allies with your magical abilities. Twice per thread but once per turn, as your Attack Action, you may spend 2 KP to heal yourself or an ally for 50% HP and cleanse one negative status effect on them besides 'DESTRON' & 'POISONED'. You may choose to increase the healing effect by 10% for every 2 MP spent, up to a max of 30% additional healing. This heals for your BASE PL value against the target's Base PL.
EFFICIENT ADAPTATION:
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, and you cannot use both uses on the same technique.
Additionally, you gain a third General Trait during character creation.
GENERAL TRAITS:
TENACIOUS:
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
DANGER ZONE:
You can choose an extra sub-target on your Splash techniques for the additional attacks. The additional techniques created by your Splash and Quake techniques take an additional +10% from the initial technique's power.
MIMICRY:
Once per thread, when a standard or support technique has been used by another character in your thread, you may declare that technique as 'mimicked'. You may then use that technique as if it was your own three times during that thread. Does not apply to Sparking or Merging Techniques and does not carry over to future threads.
HOME REGION: TBA
STARTING PLANET: EARTH
CHARACTER DESCRIPTIONS
APPEARANCE:
BACKGROUND:
Kare was adopted as a child by two Eastern Farmers when they noticed a stray attack pod crash land into their fields. Having been raised on good old fashion family values and strong live and let live attitudes, the young girl through most of her teens and early adulthood chased after heroics. Always wanting to be like those comic book heros, she aspired for more as a vigilante and informant for the state of Earth. One would think she was just your average girl with a penchant for combat and a talent to match it.
That is of course, the story for most people. She's a small town name with some rep as a good guy hero, stopping robberies and criminals in their tracks! In the grand scheme of things, a fairly simple life. When she isn't helping her family on the farm she's out testing her mettle, raising awareness, or stopping evil in its tracks!
DO NOT READ if you don't want spoilers past this.
COMBAT INFORMATION
TECHNIQUES 6/6: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Offensive || Light Workout
Kare performs very quick lightspeed combos, either with an assortment of light-beams fired from the palm of her hand or with a weapon in hand. Pushed by the very light that trails behind it.
Power: 20%
KP Cost: 1 KP
Variants: KP Cost Reduction, +10% Power
Light Offensive || Smite
Kare enhances a blow with a crash of light. A vibrant explosion follows a successful hit, blowing the enemy away with oppressive photons.
Power: 40%
KP Cost: 2 KP
Variants: +10% Power x 3
Medium Offensive || Adjudicating Light
Be it freehand or with a weapon, Kare launches pillars of light away from herself after each swing of a combo, sending them towards the target at awkward times to catch the enemy off guard and judge them. Other enemies trying to get close may see themselves caught in the flurry.
Power: 70%
KP Cost: 4 KP
Variants: Splash, +10% Power x 3
Heavy Offensive Sparking || Daybreaker
Lifting into the air and pulling at the skies with her hand, Kare can pull the light from above and cast it down onto the battlefield in the form of wide columns of light. Flooding out opposition with tyrannical light sent by Deybrik herself.
Power: 110%
KP Cost: 6 KP
MP Cost: 5 MP
Variants: Quake+, Splash, Sniper, +10% Power x 4
Utility Technique || Castablood Charm - Compassion
House Casta of the Land of Light are known for their incredible mental magicks. Most forms develop as invigorating stimuli, mental endurance and fortitude, even illusory senses of nostalgia and hope. Luxia's practiced charm is an incredible compulsion to empathy and compassion towards both herself and others. Going so far as to set aside currently held beliefs and quarrels in order to work together towards a theoretical 'better world'. Is known to work around normal mental disciplines by both appearing as warm and light to the recipient.
WITH OOC CONSENT, a mental charm can be accepted with a simple touch or placed by the wounding of the enemy with the elemi's weapon. It doesn't completely erase the recipients personality or even directly control them, but it does heavily promote cooperation, empathy, and tolerance where there might have been previous blood, quarrel, and hate. Eases suffering and sadness, dulling the mind with happier thoughts. Thinking of doing acts of 'evil' as deemed by the elemi caster rarely if ever cross the minds of those affected. Those affected might gather together subconsciously, forming tightknit groups of benevolent ascetics or hero groups, even.
Utility Technique || Flight
Titular flight technique.
ADDITIONAL NOTES:
ALLEN TRANSFORMATIONS
Kare Disguise (x4)
Base Form (x14) - 100k Bane
Judge (x30) - 200k Boon
Jury (x31) - 250k Banal
Executioner (x32) - 300k Bane
God of Light (x50) - 350k Boon
STARTING LOADOUT: SUKIDA XP, stick 61,000 into PL (61,600 total if I did math right, so should have 600 leftover). And of course, that sweet starting zeni + transfer zeni (2,500 + a whopping 2,162 from Sukida)
NAME: Luxia Casta (LOO-she-yah)
ALIAS: Kare (KAH-reh)
AGE: 27
GENDER: Female (She/Her)
SPECIES: Elemi of Light (Alien)
IMPERIALIST:
When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
EXOTIC CURE:
You can heal your allies with your magical abilities. Twice per thread but once per turn, as your Attack Action, you may spend 2 KP to heal yourself or an ally for 50% HP and cleanse one negative status effect on them besides 'DESTRON' & 'POISONED'. You may choose to increase the healing effect by 10% for every 2 MP spent, up to a max of 30% additional healing. This heals for your BASE PL value against the target's Base PL.
EFFICIENT ADAPTATION:
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, and you cannot use both uses on the same technique.
Additionally, you gain a third General Trait during character creation.
GENERAL TRAITS:
TENACIOUS:
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
DANGER ZONE:
You can choose an extra sub-target on your Splash techniques for the additional attacks. The additional techniques created by your Splash and Quake techniques take an additional +10% from the initial technique's power.
MIMICRY:
Once per thread, when a standard or support technique has been used by another character in your thread, you may declare that technique as 'mimicked'. You may then use that technique as if it was your own three times during that thread. Does not apply to Sparking or Merging Techniques and does not carry over to future threads.
HOME REGION: TBA
STARTING PLANET: EARTH
CHARACTER DESCRIPTIONS
APPEARANCE:
(All images sourced from Shera and the Princesses of Power, either official art or screencaps)
Height: 5'6"
Weight: Light
Height: 5'6"
Weight: Light
BACKGROUND:
Kare was adopted as a child by two Eastern Farmers when they noticed a stray attack pod crash land into their fields. Having been raised on good old fashion family values and strong live and let live attitudes, the young girl through most of her teens and early adulthood chased after heroics. Always wanting to be like those comic book heros, she aspired for more as a vigilante and informant for the state of Earth. One would think she was just your average girl with a penchant for combat and a talent to match it.
That is of course, the story for most people. She's a small town name with some rep as a good guy hero, stopping robberies and criminals in their tracks! In the grand scheme of things, a fairly simple life. When she isn't helping her family on the farm she's out testing her mettle, raising awareness, or stopping evil in its tracks!
DO NOT READ if you don't want spoilers past this.
{Spoiler}
Long ago, on a smoldering planet newly formed, titans roamed as some of the first avatars not bound by another, OTHERWORLDLY realm's lordship. Inexperienced, their very movements formed ravines. Their battles, molten cracks in the earth and pools for which the oceans form. Their very existence was chaos in a new universe, entropy unraveling to form divided elements. Titans soon enough turned into gods, divesting in themselves elements they cast domain over. Over millions of years, these great beings settled and laid claim to every inch of this new world. Materia was made of matter, energy, the elements in their purest form.
As their gods bodies wither, their very souls and formless body lay rest to Materia's systems. The Goddess of Light, Deybrik, destroyed herself to give the lands light and an ever watching sun to take her place. The God of Fire, Helfir, departs into the world. Giving new, fresh land to Materia in the form of mantle, of volcanoes and deep-sea ravines. The Goddess of Earth, Qway, laid mountains and parted forests where she laid her head for its final rest. God of Darkness, Abese, hid where Deybrik could not cast her body. Offering cold, familiar caves and finality. Goddess of Water, Tsumi, filled the world's oceans to the brim with her death. Flooding the lands to enrich the soils and deposit excess to the clouds above, starting the cycle of life. God of Air, Strom, was the last to perish. Taking his fellow gods ashes and spreading them to the winds, carrying away burden and offering freedom in a new blue sky to anything beneath him.
In their death, life bloomed. Wild animals, elemental aspirations, and the very first homunculus soon sprouted from the new world. Avatars, slowly growing into form to take shape and appearance similar to their gods before them. These small, grey things would grow into human-like facsimiles of these gods. The First Elemi. And much like their parents, despite being much smaller, they started fighting as soon as they could set boot on land and plant a flag.
The Elemi separated themselves for a long while, as their world was the only one they ever had to worry about. Centuries of land grabs, old world conquest, fantasy games as was the case for most budding species. Too preoccupied with itself, even as the galaxy opened up and space flight became the norm. It would take some time for order to be established between the six elements on Materia, under the leadership of The Six. A Council made up of the six most powerful houses from the respective lands, gathering and uniting everyone as Elemi. It was at one time seen as a miracle, cast on everyone by a wish long ago. Nowadays, it was seen as fact that these people were meant to unite everyone. The strongest of The Six, the Land of Light, have long since held particular favor in one goal; Setting their sights beyond the stars. Driven by a desire to spread themselves and their ideals of unification.
Some had ideas of forceful conquest, but most planets were either weak enough to not bother, or were so strong that they could provide a threat if it came to butting heads. This is where the likes of Luxia Casta, real name of Kare, come in.
Luxia Casta of House Casta. Among one of the oldest houses of the Land of Light and the far off magic realm of Materia. Her real age is over fifty-three. The story about her upbringing on Earth is only partially true. A gift she came to have in ways of mental manipulation was the ability to get people to cooperate. The woman weaseled her way into a adopted family as part of a mission. Being one of Materia's progeny and most talented officers, she's been sent to these systems to scout out just what goes on out here, and what self destruction these planets fighting between each other invoke.
If it's within her power, she is to weaken the current hegemonies, wicked as they are in their prejudices, and strengthen her own to bask in superior light and reasoning. Subterfuge will be the preferred method, but she can work her magic in many ways. Just when and where is the time to strike however? She had been waiting for years up until the present day. Maybe it was finally time to dust off her gloves and approach the bigger players.
Elemi. The Children of Gods, the Heirs of Materia
(I made dis. Credit to me )
(I made dis. Credit to me )
Long ago, on a smoldering planet newly formed, titans roamed as some of the first avatars not bound by another, OTHERWORLDLY realm's lordship. Inexperienced, their very movements formed ravines. Their battles, molten cracks in the earth and pools for which the oceans form. Their very existence was chaos in a new universe, entropy unraveling to form divided elements. Titans soon enough turned into gods, divesting in themselves elements they cast domain over. Over millions of years, these great beings settled and laid claim to every inch of this new world. Materia was made of matter, energy, the elements in their purest form.
As their gods bodies wither, their very souls and formless body lay rest to Materia's systems. The Goddess of Light, Deybrik, destroyed herself to give the lands light and an ever watching sun to take her place. The God of Fire, Helfir, departs into the world. Giving new, fresh land to Materia in the form of mantle, of volcanoes and deep-sea ravines. The Goddess of Earth, Qway, laid mountains and parted forests where she laid her head for its final rest. God of Darkness, Abese, hid where Deybrik could not cast her body. Offering cold, familiar caves and finality. Goddess of Water, Tsumi, filled the world's oceans to the brim with her death. Flooding the lands to enrich the soils and deposit excess to the clouds above, starting the cycle of life. God of Air, Strom, was the last to perish. Taking his fellow gods ashes and spreading them to the winds, carrying away burden and offering freedom in a new blue sky to anything beneath him.
In their death, life bloomed. Wild animals, elemental aspirations, and the very first homunculus soon sprouted from the new world. Avatars, slowly growing into form to take shape and appearance similar to their gods before them. These small, grey things would grow into human-like facsimiles of these gods. The First Elemi. And much like their parents, despite being much smaller, they started fighting as soon as they could set boot on land and plant a flag.
The Elemi separated themselves for a long while, as their world was the only one they ever had to worry about. Centuries of land grabs, old world conquest, fantasy games as was the case for most budding species. Too preoccupied with itself, even as the galaxy opened up and space flight became the norm. It would take some time for order to be established between the six elements on Materia, under the leadership of The Six. A Council made up of the six most powerful houses from the respective lands, gathering and uniting everyone as Elemi. It was at one time seen as a miracle, cast on everyone by a wish long ago. Nowadays, it was seen as fact that these people were meant to unite everyone. The strongest of The Six, the Land of Light, have long since held particular favor in one goal; Setting their sights beyond the stars. Driven by a desire to spread themselves and their ideals of unification.
Some had ideas of forceful conquest, but most planets were either weak enough to not bother, or were so strong that they could provide a threat if it came to butting heads. This is where the likes of Luxia Casta, real name of Kare, come in.
Luxia Casta of House Casta. Among one of the oldest houses of the Land of Light and the far off magic realm of Materia. Her real age is over fifty-three. The story about her upbringing on Earth is only partially true. A gift she came to have in ways of mental manipulation was the ability to get people to cooperate. The woman weaseled her way into a adopted family as part of a mission. Being one of Materia's progeny and most talented officers, she's been sent to these systems to scout out just what goes on out here, and what self destruction these planets fighting between each other invoke.
If it's within her power, she is to weaken the current hegemonies, wicked as they are in their prejudices, and strengthen her own to bask in superior light and reasoning. Subterfuge will be the preferred method, but she can work her magic in many ways. Just when and where is the time to strike however? She had been waiting for years up until the present day. Maybe it was finally time to dust off her gloves and approach the bigger players.
COMBAT INFORMATION
TECHNIQUES 6/6: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Offensive || Light Workout
Kare performs very quick lightspeed combos, either with an assortment of light-beams fired from the palm of her hand or with a weapon in hand. Pushed by the very light that trails behind it.
Power: 20%
KP Cost: 1 KP
Variants: KP Cost Reduction, +10% Power
Light Offensive || Smite
Kare enhances a blow with a crash of light. A vibrant explosion follows a successful hit, blowing the enemy away with oppressive photons.
Power: 40%
KP Cost: 2 KP
Variants: +10% Power x 3
Medium Offensive || Adjudicating Light
Be it freehand or with a weapon, Kare launches pillars of light away from herself after each swing of a combo, sending them towards the target at awkward times to catch the enemy off guard and judge them. Other enemies trying to get close may see themselves caught in the flurry.
Power: 70%
KP Cost: 4 KP
Variants: Splash, +10% Power x 3
Heavy Offensive Sparking || Daybreaker
Lifting into the air and pulling at the skies with her hand, Kare can pull the light from above and cast it down onto the battlefield in the form of wide columns of light. Flooding out opposition with tyrannical light sent by Deybrik herself.
Power: 110%
KP Cost: 6 KP
MP Cost: 5 MP
Variants: Quake+, Splash, Sniper, +10% Power x 4
Utility Technique || Castablood Charm - Compassion
House Casta of the Land of Light are known for their incredible mental magicks. Most forms develop as invigorating stimuli, mental endurance and fortitude, even illusory senses of nostalgia and hope. Luxia's practiced charm is an incredible compulsion to empathy and compassion towards both herself and others. Going so far as to set aside currently held beliefs and quarrels in order to work together towards a theoretical 'better world'. Is known to work around normal mental disciplines by both appearing as warm and light to the recipient.
WITH OOC CONSENT, a mental charm can be accepted with a simple touch or placed by the wounding of the enemy with the elemi's weapon. It doesn't completely erase the recipients personality or even directly control them, but it does heavily promote cooperation, empathy, and tolerance where there might have been previous blood, quarrel, and hate. Eases suffering and sadness, dulling the mind with happier thoughts. Thinking of doing acts of 'evil' as deemed by the elemi caster rarely if ever cross the minds of those affected. Those affected might gather together subconsciously, forming tightknit groups of benevolent ascetics or hero groups, even.
Utility Technique || Flight
Titular flight technique.
ADDITIONAL NOTES:
ALLEN TRANSFORMATIONS
Kare Disguise (x4)
Base Form (x14) - 100k Bane
Judge (x30) - 200k Boon
Jury (x31) - 250k Banal
Executioner (x32) - 300k Bane
God of Light (x50) - 350k Boon
STARTING LOADOUT: SUKIDA XP, stick 61,000 into PL (61,600 total if I did math right, so should have 600 leftover). And of course, that sweet starting zeni + transfer zeni (2,500 + a whopping 2,162 from Sukida)