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| ====Diviner==== | | ====Diviner==== |
− | Saori, like all those within the Order of Grim Angels, possesses a Diviner created from a fragment of her soul. It takes the form of a wakizashi with a circular, bronze-colored guard and purple hilt. Her Diviner is called '''Sairensa''' (''Silencer''), and Saori is capable of manifesting her Diviner in both a ''Shikai'' and ''Bankai'' form. | + | Saori, like all those within the Order of Grim Angels, possesses a Diviner created from a fragment of her soul. It takes the form of a wakizashi with a circular, bronze-colored guard and purple hilt. Her Diviner is called '''Shijima''' (''Serenity''), and Saori is capable of manifesting her Diviner in both a ''Shikai'' and ''Bankai'' form. |
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− | *'''Shikai''': Sairensa becomes a long polearm with a curved white blade split down the center, the 'front' of which is longer than the 'back.' It is activated by the command "degrade" (''ochitte''). | + | *'''Shikai''': Shijima becomes a long polearm with a curved white blade split down the center, the 'front' of which is longer than the 'back.' It is activated by the command "embrace" (''fukunde''). |
− | : '''Shikai Special Ability''': Sairensa possesses the capability to drain away an opponent's Mana with each strike, replenishing Saori's own reserves. Sairensa's ''Shikai'' also enables the use of an additional technique. | + | : '''Shikai Special Ability''': Shijima possesses the capability to drain away an opponent's Mana with each strike, replenishing Saori's own reserves. Shijima's ''Shikai'' also enables the use of an additional technique. |
− | :* '''Shinshoku Firudo''' (''Erosion Field''): Sairensa emits a field around Saori centered on her location, the area of which is determined by the amount of reishi used to create it, which weakens any form of magical attack used within it except for those used by Saori. The field is ineffective against physical attacks. A stronger version of this skill may be used in ''Bankai''. | + | :* '''Shinshoku Firudo''' (''Erosion Field''): Shijima emits a field around Saori centered on her location, the area of which is determined by the amount of reishi used to create it, which weakens any form of magical attack used within it except for those used by Saori. The field is ineffective against physical attacks. A stronger version of this skill may be used in ''Bankai''. |
− | *'''Bankai''': Named '''Funsai Sairensa''' (''Shattering Silencer''). Sairensa's ''Bankai'' resembles its ''Shikai'' superficially, but appears to be made of a clear, crystalline material instead of metal. It features the same blade as its ''Shikai'' on either end, as well as a curved piece of crystalline material that covers the center of the polearm for approximately one foot to protect the wielder's hands. The material, while clear and fragile-looking, retains a similar strength to steel. | + | *'''Bankai''': Named '''Funsai Shijima''' (''Shattering Serenity''). Shijima's ''Bankai'' resembles its ''Shikai'' superficially, but appears to be made of a clear, crystalline material instead of metal. It features the same blade as its ''Shikai'' on either end, as well as a curved piece of crystalline material that covers the center of the polearm for approximately one foot to protect the wielder's hands. The material, while clear and fragile-looking, retains a similar strength to steel. |
− | : '''Bankai Special Ability''': Sairensa's ''Bankai'' has the ability to burn away an opponent's Mana with each strike, gradually weakening them with every blow landed. Sairensa's ''Bankai'' also strengthens its ''Shinshoku Firudo'' ability, enabling it not just to weaken magical attacks, but to actively dissolve them within its area of effect. The speed of the spell's movement affects how much it dissolves; faster spells may only be weakened rather than dissolving due to less time within the area. | + | : '''Bankai Special Ability''': Shijima's ''Bankai'' has the ability to burn away an opponent's Mana with each strike, gradually weakening them with every blow landed. Shijima's ''Bankai'' also strengthens its ''Shinshoku Firudo'' ability, enabling it not just to weaken magical attacks, but to actively dissolve them within its area of effect. The speed of the spell's movement affects how much it dissolves; faster spells may only be weakened rather than dissolving due to less time within the area. |
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| ===Soulstrike=== | | ===Soulstrike=== |
Saori Ryoko Oshima Fifth Division Captain
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Saori inside the 5th Division barracks.
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Character Profile
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DOB:
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November 3, 1133
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Age:
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1019
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Race:
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Quincy
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Gender:
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Female
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Profession:
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Balancer
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Theme:
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"Keeping the Peace" from Dissidia: Final Fantasy
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Artist:
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Takeharu Ishimoto
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Additional Information
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Birth Realm:
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Eighth Realm
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Rank(s):
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Captain, 5th Division Order of Grim Angels
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Saori Oshima is the current Captain of the Order of Grim Angels' 5th Division in the Clouded Horizons series.
Personnel Information
Biography
Personality
Saori possesses a very quiet and shy personality, often only speaking when spoken to unless the situation is important. Despite her shyness, she holds a strong sense of duty, and follows her orders from the Lord Sovereign without question. She hates combat, and seeks to find another method of resolving situations whenever possible, even against Daiesthai.
Combat Information
Saori dislikes combat, and as such attempts to quickly end it if forced into combat. She has a high degree of skill with Binding Arts as well as debilitating techniques, and prefers to use magic as opposed to her Diviner in order to paralyze or otherwise restrain her enemies. While seeming somewhat afraid of combat, if pushed into it or ordered to fight, she is a combatant deserving of her rank as Captain.
- Expert Swordsmanship Specialist: While she fights only rarely, Saori is still incredibly skilled in the use of blades, capable of fighting on par with any of the other Captains of the Order. She is also a skilled instructor, sometimes training younger members of the Order in basic swordsmanship techniques.
- Expert Polearm Specialist: Due to the form of her Diviner's Shikai, Saori is an expert with polearm-type weapons as well, such as naginatas and scythes.
- Skilled Hand-to-Hand Combatant: Saori strongly dislikes hand-to-hand combat, and knows little beyond the basics taught to every student of the Order.
- Enhanced Strength: Saori has a level of enhanced strength due to her training and skill with reiatsu, but is still physically the weakest of the six Captains of the Order.
- Exceptional Agility: Saori's skill with Shunpo is remarkable, despite her lack of stamina compared with some of the other Captains. She is extremely proficient at using as little energy as possible to achieve the desired movement, and puts this to good use both in and out of combat.
- Immense Spiritual Energy: As a Captain, Saori possesses a formidable amount of spiritual energy, capable of weakening and even paralyzing other entities just by releasing her reiatsu in their presence.
- Expert Magic User: Much like the use of Shunpo, Saori is extremely talented in the use of magic and kidou spells, particularly Binding Arts. She is capable of using Binding Arts of up to 81st level with ease and without incantation, and often teaches the nuances of magic to younger students within the Order.
Combat Attributes
Experience
- Quincy (200)
- Balancer (120)
- Secondary Classes
- Flik Reaper (80), Black Mage (50), Red Mage (50)
- None.
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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2,642
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3,491
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2,830
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2,246
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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1,895
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1,471
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1,829
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1,697
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943
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1,094
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1,075
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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15%
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15%
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5%
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0%
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Ice
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Earth
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Water
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Dark
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5%
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15%
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5%
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10%
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Status Effect Resistances
Disease
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Poison
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0%
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0%
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Wound
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Fear
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10%
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35%
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Talents
Talents
- Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
- Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
- Implement Proficiency: Polearm - Allows a Polearm weapon to be used as an Implement.
- Implement Expertise: Polearm - Polearm Implements now increase Mana by 15% and Mana regen by 2 pips.
- Proficiency: Katana - Gain proficiency with the Katana.
- Specialization: Katana - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Katana.
- Mastery: Katana - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Katana.
- Proficiency: Naginata - Gain proficiency with the Naginata.
- Specialization: Naginata - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Naginata.
- Mastery: Naginata - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Naginata.
Racial Traits
Quincy
Active
- Watchful Spirit - Increases Stamina regen by 2…8 pips. Chroma: When this enchantment ends, restores 15% Stamina.
- Retribution - Chroma: Whenever enchanted target receives physical damage, redirects 33% of that damage back to its source.
- Essence Bond - Chroma: Whenever enchanted target deals physical damage, restores the user's Stamina and Mana by 3%.
Passive
- Ectoplasm - +5% Physical Damage reduction, +5% Wound (effect) Resistance.
- Quincy Pride - +5% Mana, +5% Spirit.
- Afterlife - -10% Stamina restoration, -5% Fear (effect) Resistance.
Equipment
Ability Information
Skills
Oni Magic
Spells
- Wave of Weakness - Chroma: While Hexed target has more than 4 pips of Stamina regen, reduces Stamina regen by 8 pips.
- Crushing Despair - Chroma: While Hexed target has more than 4 pips of Mana regen, reduces Mana regen by 8 pips.
- Insidious Parasite - Chroma: Whenever Hexed target hits with a physical attack, drains 8% Stamina.
- Parasitic Bond - Reduces Stamina regen by 2 pips. Chroma: When this Hex ends, restores the amount of Stamina loss incurred by this Hex as Stamina to the user.
- Eclipse - Chroma: Whenever Hexed target makes a Melee Attack, deals 1.2x Dark damage and inflicts Blind status.
- Soulbane - Chroma: Whenever Hexed target casts a Spell, deals 1.2x Mana damage and inflicts Sap status.
- Chillwind - Chroma: Whenever Hexed target makes a Ranged Attack, deals 1.2x Ice damage and inflicts Disable status.
- Desecrate Enchantments - Chroma: When this Hex resolves and for each Enchantment on Hexed target, deals 0.35x magic damage. Chroma: Whenever Hexed target becomes Enchanted, deals 1.2x magic damage.
- Soul Barbs - Chroma: Whenever Hexed target becomes Hexed or Enchanted, deals 1.2x magic damage.
- Defile Flesh - Reduces the amount of Stamina restoration Hexed target receives by 33%.
- Soul Bind - Chroma: Whenever Hexed target restores Stamina, deals 1.8x magic damage to the Healer.
- Absorb Attributes - Drains 25% of all attributes.
- Burning Barbs - Chroma: Whenever Hexed target receives physical damage, deals 1.2x Fire damage.
Passive
- Unending Suffering - Whenever a Hex ends on an enemy, that Hex has a 10…50% chance to renew for half its previous duration.
- Doubling Season - Hexes with one target affect an additional random adjacent target.
- Implement: Unarmed - Increases Magic Damage by 0%.
- Mana+ - Increases Mana by 40%.
- Mind+ - Increases Mind by 40%.
- Strength+ - Increases Strength by 21%.
- Vitality+ - Increases Vitality by 21%.
- Spirit+ - Increases Spirit by 21%.
- Accuracy+ - Increases Accuracy by 10%.
- Fire+ - Increases Fire Affinity by 10%.
- Dark+ - Increases Dark Affinity by 10%.
- Magic Damage+ - Increases Magic Damage by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
Black Magic
Active
- Elemental Seal - Doubles the potency of the next Elemental spell.
Spells
- Fire I - Deals 1.2x Fire damage.
- Blizzard I - Deals 1.2x Ice damage.
- Thunder I - Deals 1.2x Lightning damage.
- Water I - Deals 1.2x Water damage.
- Dark I - Deals 1.2x Dark damage.
- Fira - Deals 1.35x Fire damage.
- Blizzara - Deals 1.35x Ice damage.
- Thundara - Deals 1.35x Lightning damage.
- Watera - Deals 1.35x Water damage.
- Darkra - Deals 1.35x Dark damage.
- Drain - Drains 15% Stamina.
- Fire II - Deals 1.45x Fire damage.
- Blizzard II - Deals 1.45x Ice damage.
- Thunder II - Deals 1.45x Lightning damage.
- Water II - Deals 1.45x Water damage.
Passive
- Elemental Affinity - Enhances the potency of offensive elemental spells by 0%.
- Explosive Entrance - Elemental spells gain +15% Magic Defense penetration is above 95%...80%
- Protective Reserves - Bestows Protect status when in Critical status.
- Mana+ - Increases Mana by 40%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 14%.
- Accuracy+ - Increases Accuracy by 14%.
- Evasion+ - Increases Evasion by 14%.
- Fire+ - Increases Fire Affinity by 5%.
- Ice+ - Increases Ice Affinity by 5%.
- Lightning+ - Increases Lightning Affinity by 5%.
- Water+ - Increases Water Affinity by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
Red Magic
Active
- Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
- Doublecast - Casts two spells simultaneously.
- Convert - Switches current Stamina and Mana.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Quake I - Deals 1.2x Earth damage.
- Poison - Inflicts Poison status.
- Paralyze - Inflicts Paralyze status.
- Protect - Bestows Protect status.
- Blind - Inflicts Blind status.
- Water I - Deals 1.2x Water damage.
- Bio - Deals 1.2x magic damage. Inflicts Sap status.
- Slow - Inflicts Slow status.
- Aero I - Deals 1.2x Wind damage.
- Shell - Bestows Shell status.
- Silence - Inflicts Silence status.
- Oil - Inflicts Oil status.
- Regen - Bestows Regen status.
- Sleep - Inflicts Sleep status.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Dispel - Removes all positive status effects.
- Quake II - Deals 1.45x Earth damage.
- Raise - Revives with 25% Stamina.
- Water II - Deals 1.45x Water damage.
- Refresh - Bestows Refresh status.
- Aero II - Deals 1.45x Wind damage.
- Esuna - Removes all negative status effects.
- Haste - Bestows Haste status.
Passive
- Fast Cast - Decreases spell activation and reactivation time by 0%.
- Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
- Replenish - Gain 1…20% magic damage taken as Mana.
- Strength+ - Increases Strength by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Luck+ - Increases Luck by 14%.
- Evasion+ - Increases Evasion by 5%.
- Accuracy+ - Increases Accuracy by 5%.
- Earth+ - Increases Earth Affinity by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Fear Resist+ - Increases Fear (effect)Resistance by 5%.
Sweep
Active
- Wicked Strike - Strikes 2 times. Each hit deals 0.7x physical damage and inflicts Cripple status.
- Pious Assault - Deals 1.4x physical damage and removes a status effect. Chroma: If a status effect was removed, this skill inflicts Deep Wound status.
- Zealous Sweep - Deals 1.3x physical damage. Restores 10% Stamina to the user.
- Lotus Flower - Strikes 2 times. Each hit deals 0.8x physical damage.
- Rending Sweep - Deals 1.5x physical damage and removes two positive status effects.
- Aura Slicer - Deals 1.6x physical damage. Chroma: If the target has Shell and/or Protect status, they are removed and this attack deals an additional 1.25x physical damage.
- Reaper's Touch - Strikes 4 times. Each hit deals 0.45x physical damage.
- Twin Moon Sweep - Removes a status effect from the user. Strikes 2 times. Each hit deals 0.75x physical damage. Restores 15% Stamina to the user.
- Whirling Charge - Decreases weapon Delay by 25%.
- Attacker's Insight - Reduces the Mana cost of attack skills by 20%.
Passive
- Cleaving - Melee attacks strike an additional 1…2 adjacent targets.
- Sandstorm - Increases Earth and Wind Affinity by 0%.
- Specialization: Scythe - Increases Physical Damage by 1…15% and decreases Delay by 0%.
- Stamina+ - Increases Stamina by 40%.
- Strength+ - Increases Strength by 40%.
- Vitality+ - Increases Vitality by 21%.
- Dexterity+ - Increases Dexterity by 21%.
- Accuracy+ - Increases Accuracy by 21%.
- Earth+ - Increases Earth Affinity by 10%.
- Wind+ - Increases Wind Affinity by 10%.
- Critical+ - Increases Critical Hit chance by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
- Wound Resist+ - Increases Wound (effect) Resistance by 10%.
Personal Abilities
Saori possesses a number of specialized abilities owing to her former status as a Malakh. Among these are Shunpo, or "flash steps," a rapid-movement ability used predominantly by Malakh, as well as special spells, Binding Arts and Destructive Arts, which can be used with or without an incantation. Using them with the incantation takes longer, but increases the power or effectiveness of the spell.
Personal Abilities
- Shunpo - Allows the user to move rapidly by enhancing their movements with magical energy.
Binding Arts
- Binding Art 1: Restrain - Chroma: If the target's Spirit is less than 100, inflicts Disable status. Incantation: Unknown.
- Binding Art 4: Crawling Rope - Chroma: If the target's Spirit is less than 200, inflicts Disable status. Incantation: Unknown.
- Binding Art 8: Repulse - Chroma: If the next attack against the user is Physical, that attack is reflected. Incantation: Unknown.
- Binding Art 9: Strike - Inflicts Paralyze status. Incantation: "Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat!"
- Binding Art 26: Curved Light - Sets the user's Threat to 0 and bestows Vanish status. Incantation: Unknown.
- Binding Art 30: Beak-Piercing Triple Beam - Chroma: If the target's Spirit is less than 500, inflicts Disable and Immobilize status. Incantation: Unknown.
- Binding Art 39: Arc Shield - Reflects the next attack on the user. Incantation: Unknown.
- Binding Art 61: Six Rods Prison of Light - Chroma: If the target's level is higher than the caster, deals 1.3x magic damage and inflicts Stun status. If the target's level is lower than the caster, deals 1.7x magic damage and inflicts Disable and Immobilize status. Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
- Binding Art 62: Hundred Steps Fence - Chroma: If the target's Spirit is less than 1000, inflicts Disable and Immobilize status. Incantation: Unknown.
- Binding Art 81: Splitting Void - Chroma: If the next attack is Magic and inflicts less than 1.65x damage, that attack's damage is negated. Incantation: Unknown.
Diviner
Saori, like all those within the Order of Grim Angels, possesses a Diviner created from a fragment of her soul. It takes the form of a wakizashi with a circular, bronze-colored guard and purple hilt. Her Diviner is called Shijima (Serenity), and Saori is capable of manifesting her Diviner in both a Shikai and Bankai form.
- Shikai: Shijima becomes a long polearm with a curved white blade split down the center, the 'front' of which is longer than the 'back.' It is activated by the command "embrace" (fukunde).
- Shikai Special Ability: Shijima possesses the capability to drain away an opponent's Mana with each strike, replenishing Saori's own reserves. Shijima's Shikai also enables the use of an additional technique.
- Shinshoku Firudo (Erosion Field): Shijima emits a field around Saori centered on her location, the area of which is determined by the amount of reishi used to create it, which weakens any form of magical attack used within it except for those used by Saori. The field is ineffective against physical attacks. A stronger version of this skill may be used in Bankai.
- Bankai: Named Funsai Shijima (Shattering Serenity). Shijima's Bankai resembles its Shikai superficially, but appears to be made of a clear, crystalline material instead of metal. It features the same blade as its Shikai on either end, as well as a curved piece of crystalline material that covers the center of the polearm for approximately one foot to protect the wielder's hands. The material, while clear and fragile-looking, retains a similar strength to steel.
- Bankai Special Ability: Shijima's Bankai has the ability to burn away an opponent's Mana with each strike, gradually weakening them with every blow landed. Shijima's Bankai also strengthens its Shinshoku Firudo ability, enabling it not just to weaken magical attacks, but to actively dissolve them within its area of effect. The speed of the spell's movement affects how much it dissolves; faster spells may only be weakened rather than dissolving due to less time within the area.
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