Kallista Pactmaker

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Kallista Pactmaker

Post by Xyrmorel on January 10th 2014, 3:23 am

Name: Kallista Pactmaker

Age: 24

Appearance:
Spoiler:

Sex: Female

Species: Human, subject to arcane mutation

Personality: Kallista is a kind enough sort. She's not the type to go out and look for opportunities to do good, but, if trouble happens, and, she's aware of it, she'll help out. She's incredibly determined, focused on her goals, almost to the point of single-mindedness. A lover of logic and common sense, she's slow to make judgments, and prefers to have all the facts before she makes them. She has a deep, profound thirst for knowledge and power, matched only by her hatred of oppressive regimes. ...Considering how often is brings about such regimes, she is also distrustful of religious institutions.

Abilities and Skills:

  • Conjuration: Kallista has the ability to summon creatures and entities with which she has forged a Pact. These creatures will be detailed below.
  • Fire Magic (Novice): Kallista is capable of using Fire Magic.
  • Ice Magic (Novice): Kallista is capable of using Ice Magic.
  • Thunder Magic (Novice): Kallista is capable of using Thunder Magic.
  • Healing Magic (Legendary): Kallista's true skill lies in her Healing Artes. This is the only skill truly native to her, coming from her, neither gifted nor amplified by a Spirit.

History:

Kallista didn't always look the way she does now. She was born a normal human. In a world at the fringes of Kingdom Heart's boundless Light, a world exists which seems to constantly be in grip of war. Controlled from the shadows by a race of immortals, the peoples of this world were there solely for their benefit. Or, so it seemed.

Kallista was born into an order of Clerics, and taught the holy artes of White Magic. She had grown up a devout follower of the gods, and believed the scriptures to be complete truth, with all her heart.  At the age of eighteen, she was given her Clerical name of Xyrmorel, and inducted as a fully-realized holy woman of the Church of the Scions.

The Scions are the servants of the All-Maker, the spirit who brought about the creation of the universe. In ancient times, there were once Twenty-Three Scions. The eldest Scion, Lady Atma, the Potentate, gave birth to the Twenty-Fourth, Elidibus. Elidibus was kidnapped by eleven rebellious Scions, who sought to take the whole of creation for their own. Many ancient men were twisted by these fell Scions, these Yarhi, and became the ancient ancestors of the monsters which thrive in the dark wildlands, where only adventurers dare tread. The Scions struck the Yarhi down, though Elidibus was never again found. In her grief, Atma imprisoned the Yarhi in the very earth they sought to control.

Xyrmorel, like much of the world, believed this to be the Gospel Truth. Atma was a kind, caring divine, grieving her lost son, and, those mortals who would seek after her light, and strike down the darkness of the Yarhi wherever it may appear, would live forever at her side. ...It wasn't long after her induction into the clergy, that her people undertook a Holy War, against another nation. Their only crime was trying to look at the world, and its creation myth, objectively. With hatred in her heart for the blasphemers, she enlisted, with the Church's sanction, as a War Cleric. Cleaving enemies in two with a blessed axe, and empowering her fellow soldiers, she, like all War Clerics, was treated with great respect by the company she served with.

...In the final days of the war, however, everything changed. A being of great power, masquerading as one of the Immortals, felt that what they were doing to these mortals was wrong. And, thus, plotted their downfall. He convinced them that, in order to preserve their favored nation, he must take a human, and make her with child. That child would be an immortal god-king, who would lead his people into eternal providence. They agreed, and, the Deceiver went into the army of this great nation, and took Xyrmorel.  The Immortals believed he would impregnate her, and give the child to the nation Xyrmorel's people were facing, so that reason and logic would reign over closed-minded spiritualism. ...He had no intention of doing this. Though, to keep up his ruse, he took Xyrmorel before the Immortals, and joined with her, much to her protest. Satisfied by this display, they commanded the Deceiver  (though they knew him not as such) to take her to a sacred place, to await the birth of the god-king.

...Instead, he took her to the Seal-Point. The physical anchor on the seal which held the Yarhi. And he revealed to Xyrmorel the truth. The Scions were servants of his people, who believed themselves the rightful masters of all creation. Every event, good and ill, in this world, was their will, to shape he world according to their divine order. He was, in truth, Elidibus. The Yarhi, moved to action by the infant Elidibus, had actually overcome the Scions, only for the Immortals to seal them in the earth. Taking his true, draconian form, he left the choice with Xyrmorel. He could make her pregnant with the God-King, to support whichever nation she desired. ...Knowing that the Immortals would continue to manipulate her people. ...Or, he could make her greater than human, and, together, they could turn loose the Yarhi, to overthrow the Immortals, who were now weakened by time and arrogance.

...She chose to stand with Elidibus. He flooded her with his power, changing her. He had to do this; he was unable to break the seal directly. Breaking the ancient seals, the Yarhi came forth, ready for war. Elidibus roared, shaking the world, announcing the end of the Immortals. However, the conflict was not one for Xyrmorel. Freeing her from the oaths and bonds of the Church, Elidibus gave her an ancient artifact, the Ring of the Pact, which would allow her to command monsters, and call upon the Yarhi. Finally, he sent her far from this twisted world, to give her a real chance at life, and happiness.

So, now, she finds herself in these worlds. Her only goal to gain wisdom and power, so that she, nor anyone, would be manipulated by the powerful ever again.


Last edited by Xyrmorel on January 11th 2014, 5:02 am; edited 2 times in total

Xyrmorel

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Re: Kallista Pactmaker

Post by Xyrmorel on January 10th 2014, 4:57 pm

Summons

Only five Summons may be present on the field at any time.

Novice Summons may be called with no prep. May be sacrificed to gain 1 Charge.
Apprentice Summons require one turn of prep. May be sacrificed to gain 2 Charges.
Adept Summons require two turns of prep. May be sacrificed to gain 3 Charges.
Expert Summons require three turns of prep. May be sacrificed to gain 4 charges.
Master Summons require four turns of prep. Does not yield Charges when sacrificed.

Charges: Accumulated Charges may be used in place of a turn of prep.

Legendary Summons require five turns of prep, and the sacrifice of an Adept, Expert, and Master Summon of the same Element.

Save the following exemptions, only one Summon may be called per post. (In the event that this causes an overflow, the weakest Summon on the field is sacrificed. This continues until the overflow is resolved.)
[*]Adept Level Summons automatically call two Novice-Level Summons of the same type.
[*]Expert Level Summons automatically call four Novice-level Summons of the same element.
[*]Master Level Summons automatically call four Apprentice-level Summons of the same element.

A Legendary Level Summon counts as five Summons.

Fire

Fire Totem (Novice): The Fire Totem is a simple doll, animated by Fire Magic. It is only capable of basic Fire Magic, but, is nearly effortless to summon.
Spoiler:

Salamand (Apprentice): Salamand are a kind of Fire-Elemental, which can wield Fire Magic with marked skill. Salamands are fragile, but their flaming bodies are a definite concern for whoever faces them.
Spoiler:

Ice

Ice Totem (Novice): The Ice Totem is a simple doll, animated by Ice Magic. It is only capable of basic Ice Magic, but, is nearly effortless to summon.
Spoiler:

Leshy (Apprentice): Leshy are a kind of Ice-Elemental, which can wield Ice Magic with marked skill. They are incredibly frail when first conjured, but, grow tougher and more resilient the more Ice Magic they are allowed to cast.
Spoiler:

Thunder

Thunder Totem (Novice): The Thunder Totem is a simple doll, animated by Thunder Magic. It is only capable of basic Thunder Magic, but, is nearly effortless to summon.
Spoiler:


Marduk (Apprentice) Marduk are a kind of Thunder-Elemental, which can wield Thunder Magic with marked skill. Their bodies conduct vast amounts of electricity on contact with metal or water, but, this discharge causes the Marduk to lose cohesion.
Spoiler:


Last edited by Xyrmorel on January 13th 2014, 4:07 pm; edited 6 times in total

Xyrmorel

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Re: Kallista Pactmaker

Post by Xyrmorel on January 11th 2014, 4:12 am

Spells

Destructive

(Novice) Magic Stream: Allows the user to channel any Element over which they have command into a cohesive stream of destructive energy.

(Apprentice) Magic Missile: Allows the user to channel any element they are an Apprentice with into a projectile which can be fired, dealing elemental damage on impact.

(Apprentice) Magic Mine: Allows the user to channel any element they are an Apprentice with into a runic circle on the ground. When triggered, either by will or proximity, the runes release their power all at once, resulting in an elemental explosion

(Apprentice) Infuse Magic: Allows the user to channel any element they are an Apprentice with into their hands, or a Weapon. Upon contact with a person who is not the user, or an object not on the user's person, the channeled power is moved directly into the person/object, dealing damage with no visible or audible trace.


Healing

Close Wounds: This spell requires a laying on of hands. The User sends healing energy into the target. This energy mends any and all damaged blood vessels in the target's body. This cannot be cast in the same post as another Healing spell.

Mend Flesh: This spell requires a laying on of hands. The User sends healing energy into the target. This energy mends any damage to the flesh which is beneath the User's hands. This cannot be cast in the same post as another Healing spell.

Knit Bone: This spell requires a laying on of hands. The User sends healing energy into the target. This energy sets and fixes any damaged bone which is beneath the User's hands. This cannot be cast in the same post as another Healing spell.

Purge System: This spell requires a laying on of hands. The User sends healing energy into the target. This energy attempts to remove diseases and toxins in the target.. This cannot be cast in the same post as another Healing spell.

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Re: Kallista Pactmaker

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