
- MAIN INFORMATION
Full Name: Agni Kasai
Nicknames: Aggy
Age: 13
Birthdate: 2/29
Gender: Female
Culture: Elvhalan, South Fraxonite
Religion: Mazdakism
Languages:
De Facto - Elvish
Fluent - Common
Basic - Demonica
Nation: Kranila
Rank: Novice
Title: Citizen
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- MAJOR INFORMATION
Bloodline: Phoenix
Class: Magus
- Specialization: Necromancer
- Sub-class:
Strength: 6
Speed: 8
Sin:
Gene Mods: (if you have any)
Energy Color: Fiery Red, with hints of black and grey swirling into the mix.
Energy Meter: 825
Element: Fire
Battle Strength:
• Attacking from a distance
• Playing more of a support role
• Keeping out of Harm's way.
• Automatically starts with favor from the god of Flames, Alistair.
• Very strong and fast attacks. Decent stats.
• Light up dark areas with just their appearance.
• They are able to control the temperatures of fire anywhere they can see.
• Gain a second subclass, or combined to form one extra talent.
• Fire Elemental spells and bloodline spells are boosted by 1 rank.
Battle Weakness:
• She's not particularly the strongest or fastest person out there
• Cannot survive in wet climates, must be constantly on fire.
• Cannot go into cold climates due to freezing temperatures.
• Severely weak to water skills. (+2 in rank damage)
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Gold:
Talent:
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- EQUIPMENT INFORMATION
Weapons: Knife with the Bone of her first kill crushed up and imbued into the Handle as her channel for her magic
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- SKILL INFORMATION
Elemental
- • Invocation: Brand [V]
By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
Bloodline
- Passive Abilities
• Flare of the World
Phoenixes are apart of the world, able to sense and talk to fire itself due to the flame's living nature. They are immune to any flame substance, and lava allowing them to travel through extremely hot areas without any trouble. Due to this, they would be able to resist most radioactive levels in a single area. When talking to flames, a Phoenix must dance along with the flames, some times creating a small fire tornado. As they get stronger in ranks, they are inatively stronger and faster, but are at their max strength when exposed to intense levels of heat, or residing in a lava pond.
• Essence of the Fire Spirit
The user can enter an ethereal flame mode, becoming a spirit of fire itself for a single post. With it, they get a bit stronger and can resist a lightning strike at that point. This is mainly to absorb spell attacks, fire and earth mainly, while also taking being able to survive severe damage from water, but this cancels this form on the spot. But this is only limited to one use per battle.
Abilities
• Burning Spirit E
An area back-off attack as the user summons flames around them and pushes them away. This attack does not harm, but pushes the enemies away some distance. Enemies a rank higher aren't effected, but ranks lower are sent flying away.
• Fire Touch E
The user emblazens their fist and weapons with the power of fire, giving them an additional rank in damage. This lasts only 2 posts in battle since the fire touch isn't as strong.
• Flame Blow D
The user takes in their training of the martial arts and mixes it with their flames, allowing them to replicate a quick body blow, faster than a normal body blow. Fire touch turns this skill into an EX mode type, in which crumples the foe if it connects.
• Whisper of the fire art D-S
The user whispers in ancient tongues, summoning up a various color of fire, all at different temperatures to enhance their striking power and their speed itself. White fire is their strongest form they can reach due to it having radioactive properties as well. Blue through yellow last five posts, black lasts six.
STR/SPD
D: Blue Flames: Can resist a bit of cold. Increases: 1/0
C: Green Flames: Can resist gaseous clouds without taking them in. Increases: 0/1
B: Yellow Flames: Can summon up electric flames instead of normal ones. Increases: 2/0
A: Black Flame: Can see in night time while their flames keep them hidden. Increases: 0/2
• Blue Flare D
The user summons up a star of blue fire as they send it crashing down on their opponent. The attack does both physical and fire based damage, but both can be affected by armor, or bloodline.
• Furious Dash D
A deep breath of the oxygen around you fuels your body up to become a large fireball as you dash at your opponent, aiming to knock them down with a strong headbutt. Headbutting steel is not a good idea and will give you dizziness if you do that.
Class
- • Detect Magic Passive
The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.
• Mage Fingers E
A mage can surround an object with their energy and lift it with invisible force. They can manipulate items that are not currently being held by an enemy. Anything that weighs less than a full grown person can be lifted and manipulated.
• Energy Ball D-S
Balls of energy have become a signature for the magus. These are available at every rank with proper scaling effects. The first level is a single ball of energy the color of a magus' energy. It is the size of a basketball and is weightless. This weightlessness allows it to ignore weather and redirection abilities that are not direct energy. Each ball of energy burns with raw power and scorches opponents. D rank is a minor burn, C-rank covers more surface area, B-rank is 1st degree burn with a larger surface area, A-rank is second degree burn with a large surface area and an S-rank ball of energy is a 3rd degree burn. Each rank of energy that is put in to these can create another ball that can be launched at high speeds. 1 Ball at D-rank energy and 5 at S-rank.
• Energy Coat D-SSS
Magii are weaker of body, but their power over the arcane arts is their saving grace. By creating a coating of energy over their physical form a magus can dampen the effects of incoming energy based abilities. If they were to pay a D-rank amount of energy, anything below or equal to it would be reduced in rank of damage. Once the coating takes a hit within one rank of the energy put in to it it disperses.
Aether Spikes B
Should the magus find themselves in an unsavory situation, they can formulate hundreds of spikes around their body that push outward for 10 feet. Anything caught in the initial creation of the spikes runs the risk of being impaled a multitude of times. They are strong enough to pierce steel. The spikes last around them for an entire post before disappearing.
• Host of the Spirit E-SSS
One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death Sense Passive
Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something -
A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• Seance D
By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead Army E-SSS
The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the Abyss D-SSS
Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
• Necrosis C,B,A
Necromancers can channel negative energy to a target and forcefully decay them. Any sort of organic material, be it living or made of earthly materials will begin to rot. The necromancer can launch this energy out in a hazy cloud or have it surround themselves or even their creations. The cloud will rot things equal or lower than its strength. It does not take long at all for materials to rot away, and organic beings will take three posts of exposure to fully decay. The first post skin will slough off, the second post muscles will atrophy, and the third post bones will crumble.
Even in Death B
A necromancer will call forth a soul it has enslaved and force them to fight for him. They will be attached via a mostly transparent tail of energy. The ghost cannot travel more than 100 feet from the summoner and has no corporeal form. Depending on the type of soul (mage, knight, berzerker, etc) it will deal damage based on what class it was initially. A knight would use a sword and so on. This spell only deals magic damage, and physical attacks with no energy will pass right through the ghost.
Sub-Class
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Hand-to-Hand/Weapon
- • Footwork E
The user lithely pivots around an opponent, stepping around and positioning themselves behind the enemy.
• Nudge D
The user takes the bottom of their dagger and smashes it into the body of the opponent. They usually aim for the ribs or stomach to stagger them, but a blow to the face would suffice.
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- CHARACTER INFORMATION
Personality: While she can be a bright and chipper kind of person, she has her moments where she's serious and seems to know more then she should for her age. She can be very nonchalant about death, knowing that she could always come back if she wanted to. There are times where she can seem very cold, emotional attachments that other people feel normally being harder for her to feel. Her brother is changing that slowly though.
Sexuality: Heterosexual
Quote: Our Bodies are just Bags of Flesh and Blood that will eventually Decay. It makes no sense to fear Death when it's going to happen at some time in your life. I don't fear Death. I know how to transcend Death and become immortal.
Height: 5'0
Weight: 100 lbs
Eye Color: Red
Favorites:
- • The color Blood Red
• Playing with Fire
• Finding body parts for minions
• Travelling with her Big Brother
• Toying with people
Theme Song: Skillet - Not gonna die
Battle Theme: Disturbed - Another Way to Die
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- BACKGROUND INFORMATION
xxxxxAgni never knew her parents, and she was always alone. All she had known was the military. She was trained from the day she was old enough to walk until the day her brother took her away. She always felt out of place, her hair and eyes were both unusual and didn't fit in to the way the rest of her kids in her training division looked. They always seemed to delight in physical training day when they could punish her for being different. She started to grow to hate the way she looked. For a long time, the only thing that comforted her was talking to the flames. They were her only friends for a long time. Of course the kids delighted in dousing the flames and taking away one of her small delights. This continued for about 8 years, until that day finally came. The day that began the changing of her life. They gave her a simple task. Kill the other person before they killed her. They had no weapons. Only their fists. She didn't want to, but she quickly realized that they weren't going to take any mercy on her. So she killed them in self-defense. Something within her snapped. She could feel the death around her of the deceased child. Not knowing what compelled her to do so, she quickly found a dagger and cut open their arm, removing a bone as a keepsake. She refused to give it up when asked. They finally gave in and let her keep it. She hid it in her cloak, wanting to keep it close because it felt right. It also helped her remember the name and face of the child she had been forced to kill so that she didn't forget and she was driven to the brink of madness from her guilt. Within the next week, she was placed into a different squad, with different people, and her training changed. Instead of focusing on the physical, it became more focused on her magic and abilities. She started to learn why she felt the way she did, and she started to lose her fear of death, of all emotions really. What was the point of feeling if they didn't matter. After several months, she just became cold and robotic, going through the motions as she started to truly feel isolation. That was until her brother found her. She still isn't sure how he did it, but he figured out who she was, and he took her from that place that had only shown her horrors. He showed her the beauty of the world. He even helped her find a way to carry around the bone better, having it crushed up and mixed into a knife handle so it wasn't as suspicious. She started to come back out of her shell, just a little, but she still feels like death is not an ending, but a beginning. An obstacle that can be overcome, and once it is, a whole new world of possibilities opens up. She stays around her older brother, wanting to stay close to the other warmth that makes her feel wanted and welcomed in the world while also finding bodies to put together to make her new minions and friends to help her fight to protect that warmth from ever leaving her.