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Sophia Antistita; The Hearld of Eir
Topic Started: Apr 7 2016, 12:04 AM (678 Views)
Sophia
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Name: Sophia Antistita
Gender: Female
Age: 18

Height: 165cm
Weight: 53.2kg
Appearance:
Sophia has long flowing black hair that reaches down to her waist. She is of average build and has brilliant blue eyes. Sophia wears the school uniform while on campus, the Valkyrie Order's uniform while training, and light Valkyrie armour for serious combat. After becoming a Mær Ásgarðr, she also has a pale blonde streak in her hair.
Sophia in everyday clothes


Alternate casual wear


Sophia in training clothes


Sophia in her armour


Character design by Fin <3


Commission by Greyopal, thanks to Jonny ^^


Occupation: Mær Ásgarðr (Maiden of Asgard), Freelance healer

Residency:
Plato Building

Personality:
Prior to becoming the Maiden of Asgard


Since becoming the Maiden of Asgard, Sophia started taking a more… hands on approach to things. It was as though she suddenly became keenly aware of her own mortality and decided that there wasn’t any time to do things half-heartedly. As a result she became more direct in both her duties and her interpersonal relationships, which can lead to her coming off as cold or even confrontational at times. There are still limits to what she will do though, having a fairly strong sense of morals, and her friends always come first.

Her attitude towards her friends is markedly different, and much warmer. While Sophia isn’t one to randomly glomp her friends, she won’t mind it too much if they do the same to her. If they step over the line they will receive a smack to the head though, friend or no, and she will almost certainly shy away from anything more than a hug. Those who knew Sophia during her days with Yuzuki could even say she regressed to the time before she met the motherly young woman.

There is some good news though. Thanks to a certain tomato coloured demon, Sophia started warming up to demonkind in general. While she is still far from being friends with them (don’t call her and the aforementioned tomato demon friends, she’ll deny it), she is willing to work with them if their goals happen to align. Demons that turn out to be her enemies will receive no mercy from her, but at least she’s not hostile to every demon she meets now.


History:
The Holy Valkyrie Order


A new family


The Maiden of Asgard


Graduation and to a new life.


Powers and Abilities:
- Polearm Training: As part of her Valkyrie training, Sophia learned how to use a polearm to compliment her magical abilities. While in Italy she trained with a svärdstav (sword-staff), but while in Japan a wooden training naginata is enough to help keep her in practice.

-Uphiminn Hǫrgr (Angel Sanctuary): A large translucent Angel of light emerges behind Sophia. The Angel then covers area up to a fifty meter radius centered on Sophia with her wings, bathing it in a healing light while the wings act as a shield. It can heal any light injury (cuts, scrapes, broken bones, etc) instantly, it can also heal severe (severed limbs, internal injuries, etc) and even fatal wounds (as long as the victim is still alive), but only within two posts of getting the wound. The shield is immune to small weapons (arrows, light arms fire, small explosions, etc), but can still be damaged and even destroyed by large scale attacks (powerful magic, artillery, physical attacks from objects of similar or greater size compared to the shield). If the shield is destroyed, it will fade away, but the healing light will linger for another two posts. If no damage is done, the shield and light will disappear on its own after five posts. Anyone deemed to be hostile by Sophia will be pushed out of the area as the sanctuary is formed, but they can re-enter the sanctuary and will be protected by the shield, though they will not be granted the healing effects. Characters of a demonic or undead nature that Sophia sees as enemies will also be struck with divine force that would feel like a heavy blow from a hammer, and will continue to be struck by this force as long as they stay in the area. This is a taxing power to use, and as such can only be used once every three days (a thread, unless it’s a multiday thread).

Angel Sancturary Incantation:
Yfirbrag, O’ Eir, dróttinn Lyfjaberg. Með inn forn ráð, ek bjóða þú. Veita minn inn ljós ór heill eða varði minn vinr. Uphiminn Hǫrgr!
(Come forth, O’ Eir, mistress of healing. Through the contract of old, I call upon thee. Grant us the healing light and protect us. Angel Sanctuary!)

- Lyfjaberg Ljós (Healing Light): Sophia had always been worried about being too reliant on the gods, seeing how her abilities all call upon them and cannot be used often. Recent event such her expedition to the dungeon beneath the church and her trip to Damascus only drove the point home. She practiced a healing spell she found in her Magic Tome on injured animals she found on campus, or sometimes on herself whenever she got hurt. After a year’s hard work, she finally mastered the basics of healing magic. As of now she can heal small wounds such as cuts and bruises, and these can be healed without any drawbacks to Sophia. Moderate injuries such as broken bones can also be healed, but doing so would be taxing and excessive use can cause her to faint. To be safe, she should rest an hour before healing moderate injuries again. Anything more than broken bones has to be healed by Uphiminn Hǫrgr.

-Fjǫðr Valhalla (Wings of Valhalla): Partly for combat and partly for her own wishes, the next spell Sophia decided to learn allowed her to fulfil her dream of flying freely in the skies. Unlike the wings in her Valkyrie form, these are physical and as such can be damaged, quite easily at that. They are no tougher than a bird’s wings so Sophia will have to take care to keep them safe while in flight, though she can heal them with Lyfjaberg Ljós. The Wings of Valhalla lasts indefinitely and can be summoned and dismissed at will, but any damage sustained will carry over from one summoning to the next, meaning that if they are injured she has to heal them before being able to fly again. While in flight, Sophia can reach speeds up to 100 km/h when flying horizontally.
Fjǫðr Valhalla


- Smiðja Brokkr (Forge of Brokkr)
An upgrade that replaces Nibelung Megin. Sophia can now permanently summon up to two melee weapons from the Forge of Brokkr to be thrown like a magic missile or wielded. These mystical weapons can summoned and dispelled at will, and is as durable as their physical steel counterpart, though they are enchanted to be lightweight and especially effective against demons and undead. While she can summon any type of melee weapon such as swords or axes, Sophia naturally prefers spears and polearms. She can give the weapons to an ally if she wishes though.

- Valkyrie Vaka: Sendimaðr Eir (Valkyrie Awakening: Herald of Eir): Sophia becomes infused with the powers of Eir, the Mistress of Healing, and is granted increased speed and strength, as well as magical and healing abilities. Her extra speed and strength is about twice that of the peak human, but the true power of transforming is the additional magical abilities, which manifest in the form of buffs for her existing abilities. They are as follows:

- Angel Sanctuary: The shield now prevents anyone except Sophia and those she deems as allies from entering after they are initially pushed back. Outside projectiles are blocked, but projectiles from within are allowed to exit, and the shield can take more punishment before breaking.
- Healing Light: Repeated use of this spell no longer tires Sophia out, and she can heal severe injuries such as deep cuts and even severed limbs with it.
- Wings of Valhalla (automatically activated when Sophia transforms): Feathers from her wings act as healing items that Sophia’s allies can use. Each feather can only be used once, and can heal injuries up to broken bones. Anything more severe will have to be healed by Sophia herself.
- Forge of Brokkr: Sophia can now summon up to ten weapons from the Forge. She can also use four or more weapons to create a limited version of her sanctuary up to an area with a radius of five metres. The limited version only heals Sophia’s allies the same amount as her feathers would, and offers no shield. In addition, characters of a demonic or undead nature are only slowed while in the area instead of being struck by a divine power. Only one such area can be active at any given time.

While transformed Sophia is granted armour that’s only somewhat stronger than that of a typical suit of plate armour and a spear that can pierce most un-enchanted metals. However she is also given a pair of shields that can fly according to her will, and they are strong enough to deflect attacks up to cannon shells.

This power is not without its drawbacks. Wielding the powers of a goddess is extremely taxing, even for the Maiden of Asgard. When the power expires after ten posts, Sophia is left in a severely weakened state and can barely walk let alone fight. Furthermore, this power can only be used once per week (a thread, unless it’s a multiday thread). For these reasons she only uses this power in times of emergency, and even then she would not use it unless she had no choice.

Valkyrie Awakening Incantation:
O’ Eir, dróttinn Lyfjaberg, hlyða minn bœn. Þinn skósveinn, Sophia Antistita, kostr sjálfr sem yðarr líkami. Hitta sjá fold, eða vega minn andskoti. Valkyrie Vaka!
(O’ Eir, Mistress of Healing, hear my plea. Thine humble servant, Sophie Antistita, offers her body as thine vessel. Descend upon this world, and smite mine enemies. Valkyrie Awakening!)

Sophia as the Herald of Eir (by Fin <3)

- Kveðja Einherjar (Summon Einherjar): After her trials, Sophia has been granted more powers of the Valkyrie by the Æsir, more specifically the power to summon an Einherjar, warriors who fight alongside the Valkyries. As she is still a mortal, Sophia can only summon one at a time and even then only a few Einherjar in Valhalla are at her disposal. The Einherjar are given physical form by Sophia’s magical energy, so Sophia can only keep an Einherjar summoned for up to ten posts. However, if Sophia is in her Valkyrie form, she can sustain an Einherjar for the full duration of her Valkyrie transformation. If timed correctly, she can sustain an Einherjar for a maximum of twenty posts (ten from normal summon and ten from Valkyrie transformation).
Einherjar she can summon:


- Veðr stíga (Wind Step):
In short, a simple short ranged teleportation spell. Sophia disappears in a flourish of white feathers and reappears an instant later up to ten meters away. She can bypass obstacles with this power, but she still need line of sight to her destination (e.g. she can teleport through a window but not through walls). While Sophia can use this power consecutively up to three times, each consecutive use increases the cooldown between future uses once she stops (e.g. teleporting once leads to a one post cooldown, twice results in a two posts, and thrice imposes a three post cooldown).

SIDE NOTE: Sophia will often draw runes in the air in prayer when in battle, but aside from the rune of Eir (trigger for Angel Sanctuary) and the rune of the Valkyrie (trigger for Valkyrie Awakening), they will not do anything meaningful. They only serve as a moral support for her.

Equipment:
- Wooden training naginata
- Light Valkyrie armour (only used for serious combat)
- Holy Magic spell book
- Priest’s robes for formal occasions and prayer


Link to Hyakuji profile: http://hyakujihigh.net/topic/4914756/1/
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Lawman
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Sophia
Apr 7 2016, 12:04 AM
Powers and Abilities:
- Polearm Training: As part of her Valkyrie training, Sophia learned how to use a polearm to compliment her magical abilities. While in Italy she trained with a svärdstav (sword-staff), but while in Japan a wooden training naginata is enough to help keep her in practice.

-Uphiminn Hǫrgr (Angel Sanctuary): A large translucent Angel of light emerges behind Sophia. The Angel then covers area up to a fifty meter radius centered on Sophia with her wings, bathing it in a healing light while the wings act as a shield. It can heal any light injury (cuts, scrapes, broken bones, etc) instantly, it can also heal severe (severed limbs, internal injuries, etc) and even fatal wounds (as long as the victim is still alive), but only within two posts of getting the wound. The shield is immune to small weapons (arrows, light arms fire, small explosions, etc), but can still be damaged and even destroyed by large scale attacks (powerful magic, artillery, physical attacks from objects of similar or greater size compared to the shield). If the shield is destroyed, it will fade away, but the healing light will linger for another two posts. If no damage is done, the shield and light will disappear on its own after five posts. Anyone deemed to be hostile by Sophia will be pushed out of the area as the sanctuary is formed, but they can re-enter the sanctuary and will be protected by the shield, though they will not be granted the healing effects. Characters of a demonic or undead nature that Sophia sees as enemies will also be struck with divine force that would feel like a heavy blow from a hammer, and will continue to be struck by this force as long as they stay in the area. This is a taxing power to use, and as such can only be used once every three days (a thread, unless it’s a multiday thread).

Angel Sancturary Incantation:
Yfirbrag, O’ Eir, dróttinn Lyfjaberg. Með inn forn ráð, ek bjóða þú. Veita minn inn ljós ór heill eða varði minn vinr. Uphiminn Hǫrgr!
(Come forth, O’ Eir, mistress of healing. Through the contract of old, I call upon thee. Grant us the healing light and protect us. Angel Sanctuary!)

- Lyfjaberg Ljós (Healing Light): Sophia had always been worried about being too reliant on the gods, seeing how her abilities all call upon them and cannot be used often. Recent event such her expedition to the dungeon beneath the church and her trip to Damascus only drove the point home. She practiced a healing spell she found in her Magic Tome on injured animals she found on campus, or sometimes on herself whenever she got hurt. After a year’s hard work, she finally mastered the basics of healing magic. As of now she can heal small wounds such as cuts and bruises, and these can be healed without any drawbacks to Sophia. Moderate injuries such as broken bones can also be healed, but doing so would be taxing and excessive use can cause her to faint. To be safe, she should rest an hour before healing moderate injuries again. Anything more than broken bones has to be healed by Uphiminn Hǫrgr.

-Fjǫðr Valhalla (Wings of Valhalla): Partly for combat and partly for her own wishes, the next spell Sophia decided to learn allowed her to fulfil her dream of flying freely in the skies. Unlike the wings in her Valkyrie form, these are physical and as such can be damaged, quite easily at that. They are no tougher than a bird’s wings so Sophia will have to take care to keep them safe while in flight, though she can heal them with Lyfjaberg Ljós. The Wings of Valhalla lasts indefinitely and can be summoned and dismissed at will, but any damage sustained will carry over from one summoning to the next, meaning that if they are injured she has to heal them before being able to fly again. While in flight, Sophia can reach speeds up to 100 km/h when flying horizontally.
Fjǫðr Valhalla


- Nibelung Megin (Might of Nibelung): Once she mastered her utility spells, Sophia turned her attention to offensive spells. Nibelung Megin summons a mystical spear of light that Sophia can direct at her enemies. Comparable to a magic missile, the spear can pierce through objects with the same durability of wood or less, and is most effective against demonic/undead targets. The spear disperses into the air after ten seconds, so it is rather ineffective at long range or as a hand weapon but can be used as a temporary replacement weapon if necessary. Sophia can currently summon up to three spears every four posts, or a spear per post for three posts with a one post cooldown before the first spear can be summoned again. However, continuous summoning of the spears will wear her down just like continuous use of Lyfjaberg Ljós.

- Valkyrie Vaka: Sendimaðr Eir (Valkyrie Awakening: Herald of Eir): Sophia becomes infused with the powers of Eir, the Mistress of Healing, and is granted increased speed and strength, as well as magical and healing abilities. Her extra speed and strength is about twice that of the peak human, but the true power of transforming is the additional magical abilities, which manifest in the form of buffs for her existing abilities. They are as follows:

- Angel Sanctuary: The shield now prevents anyone except Sophia and those she deems as allies from entering after they are initially pushed back. Outside projectiles are blocked, but projectiles from within are allowed to exit, and the shield can take more punishment before breaking.
- Healing Light: Repeated use of this spell no longer tires Sophia out, and she can heal severe injuries such as deep cuts and even severed limbs with it.
- Wings of Valhalla (automatically activated when Sophia transforms): Feathers from her wings act as healing items that Sophia’s allies can use. Each feather can only be used once, and can heal injuries up to broken bones. Anything more severe will have to be healed by Sophia herself.
- Might of Nibelung: The spears no longer disappear and she may now summon up to four spears per turn without being worn out. She can also use four or more of such spears to create a limited version of her sanctuary up to an area with a radius of five metres. The limited version only heals Sophia’s allies the same amount as her feathers would, and offers no shield. In addition, characters of a demonic or undead nature are only slowed while in the area instead of being struck by a divine power. Only one such area can be active at any given time.

While transformed Sophia is granted armour that’s only somewhat stronger than that of a typical suit of plate armour and a spear that can pierce most un-enchanted metals. However she is also given a pair of shields that can fly according to her will, and they are strong enough to deflect attacks up to cannon shells.

This power is not without its drawbacks. Wielding the powers of a goddess is extremely taxing, even for the Maiden of Asgard. When the power expires after ten posts, Sophia is left in a severely weakened state and can barely walk let alone fight. Furthermore, this power can only be used once per week (a thread, unless it’s a multiday thread). For these reasons she only uses this power in times of emergency, and even then she would not use it unless she had no choice.

Valkyrie Awakening Incantation:
O’ Eir, dróttinn Lyfjaberg, hlyða minn bœn. Þinn skósveinn, Sophia Antistita, kostr sjálfr sem yðarr líkami. Hitta sjá fold, eða vega minn andskoti. Valkyrie Vaka!
(O’ Eir, Mistress of Healing, hear my plea. Thine humble servant, Sophie Antistita, offers her body as thine vessel. Descend upon this world, and smite mine enemies. Valkyrie Awakening!)

Sophia as the Herald of Eir


- Kveðja Einherjar (Summon Einherjar): After her trials, Sophia has been granted more powers of the Valkyrie by the Æsir, more specifically the power to summon an Einherjar, warriors who fight alongside the Valkyries. As she is still a mortal, Sophia can only summon one at a time and even then only a few Einherjar in Valhalla are at her disposal. The Einherjar are given physical form by Sophia’s magical energy, so Sophia can only keep an Einherjar summoned for up to ten posts. However, if Sophia is in her Valkyrie form, she can sustain an Einherjar for the full duration of her Valkyrie transformation. If timed correctly, she can sustain an Einherjar for a maximum of twenty posts (ten from normal summon and ten from Valkyrie transformation).
Einherjar she can summon:


SIDE NOTE: Sophia will often draw runes in the air in prayer when in battle, but aside from the rune of Eir (trigger for Angel Sanctuary) and the rune of the Valkyrie (trigger for Valkyrie Awakening), they will not do anything meaningful. They only serve as a moral support for her.

Equipment:
- Wooden training naginata
- Light Valkyrie armour (only used for serious combat)
- Holy Magic spell book
- Priest’s robes for formal occasions and prayer


Link to Hyakuji profile: http://hyakujihigh.net/topic/4914756/1/
Profile approved, have a nice day.
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Sophia
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Yearly upgrade wheeee
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Sophia
Apr 7 2016, 12:04 AM

Powers and Abilities:
- Polearm Training: As part of her Valkyrie training, Sophia learned how to use a polearm to compliment her magical abilities. While in Italy she trained with a svärdstav (sword-staff), but while in Japan a wooden training naginata is enough to help keep her in practice.

-Uphiminn Hǫrgr (Angel Sanctuary): A large translucent Angel of light emerges behind Sophia. The Angel then covers area up to a fifty meter radius centered on Sophia with her wings, bathing it in a healing light while the wings act as a shield. It can heal any light injury (cuts, scrapes, broken bones, etc) instantly, it can also heal severe (severed limbs, internal injuries, etc) and even fatal wounds (as long as the victim is still alive), but only within two posts of getting the wound. The shield is immune to small weapons (arrows, light arms fire, small explosions, etc), but can still be damaged and even destroyed by large scale attacks (powerful magic, artillery, physical attacks from objects of similar or greater size compared to the shield). If the shield is destroyed, it will fade away, but the healing light will linger for another two posts. If no damage is done, the shield and light will disappear on its own after five posts. Anyone deemed to be hostile by Sophia will be pushed out of the area as the sanctuary is formed, but they can re-enter the sanctuary and will be protected by the shield, though they will not be granted the healing effects. Characters of a demonic or undead nature that Sophia sees as enemies will also be struck with divine force that would feel like a heavy blow from a hammer, and will continue to be struck by this force as long as they stay in the area. This is a taxing power to use, and as such can only be used once every three days (a thread, unless it’s a multiday thread).

Angel Sancturary Incantation:
Yfirbrag, O’ Eir, dróttinn Lyfjaberg. Með inn forn ráð, ek bjóða þú. Veita minn inn ljós ór heill eða varði minn vinr. Uphiminn Hǫrgr!
(Come forth, O’ Eir, mistress of healing. Through the contract of old, I call upon thee. Grant us the healing light and protect us. Angel Sanctuary!)

- Lyfjaberg Ljós (Healing Light): Sophia had always been worried about being too reliant on the gods, seeing how her abilities all call upon them and cannot be used often. Recent event such her expedition to the dungeon beneath the church and her trip to Damascus only drove the point home. She practiced a healing spell she found in her Magic Tome on injured animals she found on campus, or sometimes on herself whenever she got hurt. After a year’s hard work, she finally mastered the basics of healing magic. As of now she can heal small wounds such as cuts and bruises, and these can be healed without any drawbacks to Sophia. Moderate injuries such as broken bones can also be healed, but doing so would be taxing and excessive use can cause her to faint. To be safe, she should rest an hour before healing moderate injuries again. Anything more than broken bones has to be healed by Uphiminn Hǫrgr.

-Fjǫðr Valhalla (Wings of Valhalla): Partly for combat and partly for her own wishes, the next spell Sophia decided to learn allowed her to fulfil her dream of flying freely in the skies. Unlike the wings in her Valkyrie form, these are physical and as such can be damaged, quite easily at that. They are no tougher than a bird’s wings so Sophia will have to take care to keep them safe while in flight, though she can heal them with Lyfjaberg Ljós. The Wings of Valhalla lasts indefinitely and can be summoned and dismissed at will, but any damage sustained will carry over from one summoning to the next, meaning that if they are injured she has to heal them before being able to fly again. While in flight, Sophia can reach speeds up to 100 km/h when flying horizontally.
Fjǫðr Valhalla


- Nibelung Megin (Might of Nibelung): Once she mastered her utility spells, Sophia turned her attention to offensive spells. Nibelung Megin summons a mystical spear of light that Sophia can direct at her enemies. Comparable to a magic missile, the spear can pierce through objects with the same durability of wood or less, and is most effective against demonic/undead targets. The spear disperses into the air after ten seconds, so it is rather ineffective at long range or as a hand weapon but can be used as a temporary replacement weapon if necessary. Sophia can currently summon up to three spears every four posts, or a spear per post for three posts with a one post cooldown before the first spear can be summoned again. However, continuous summoning of the spears will wear her down just like continuous use of Lyfjaberg Ljós.

- Valkyrie Vaka: Sendimaðr Eir (Valkyrie Awakening: Herald of Eir): Sophia becomes infused with the powers of Eir, the Mistress of Healing, and is granted increased speed and strength, as well as magical and healing abilities. Her extra speed and strength is about twice that of the peak human, but the true power of transforming is the additional magical abilities, which manifest in the form of buffs for her existing abilities. They are as follows:

- Angel Sanctuary: The shield now prevents anyone except Sophia and those she deems as allies from entering after they are initially pushed back. Outside projectiles are blocked, but projectiles from within are allowed to exit, and the shield can take more punishment before breaking.
- Healing Light: Repeated use of this spell no longer tires Sophia out, and she can heal severe injuries such as deep cuts and even severed limbs with it.
- Wings of Valhalla (automatically activated when Sophia transforms): Feathers from her wings act as healing items that Sophia’s allies can use. Each feather can only be used once, and can heal injuries up to broken bones. Anything more severe will have to be healed by Sophia herself.
- Might of Nibelung: The spears no longer disappear and she may now summon up to four spears per turn without being worn out. She can also use four or more of such spears to create a limited version of her sanctuary up to an area with a radius of five metres. The limited version only heals Sophia’s allies the same amount as her feathers would, and offers no shield. In addition, characters of a demonic or undead nature are only slowed while in the area instead of being struck by a divine power. Only one such area can be active at any given time.

While transformed Sophia is granted armour that’s only somewhat stronger than that of a typical suit of plate armour and a spear that can pierce most un-enchanted metals. However she is also given a pair of shields that can fly according to her will, and they are strong enough to deflect attacks up to cannon shells.

This power is not without its drawbacks. Wielding the powers of a goddess is extremely taxing, even for the Maiden of Asgard. When the power expires after ten posts, Sophia is left in a severely weakened state and can barely walk let alone fight. Furthermore, this power can only be used once per week (a thread, unless it’s a multiday thread). For these reasons she only uses this power in times of emergency, and even then she would not use it unless she had no choice.

Valkyrie Awakening Incantation:
O’ Eir, dróttinn Lyfjaberg, hlyða minn bœn. Þinn skósveinn, Sophia Antistita, kostr sjálfr sem yðarr líkami. Hitta sjá fold, eða vega minn andskoti. Valkyrie Vaka!
(O’ Eir, Mistress of Healing, hear my plea. Thine humble servant, Sophie Antistita, offers her body as thine vessel. Descend upon this world, and smite mine enemies. Valkyrie Awakening!)

Sophia as the Herald of Eir (by Fin <3)

- Kveðja Einherjar (Summon Einherjar): After her trials, Sophia has been granted more powers of the Valkyrie by the Æsir, more specifically the power to summon an Einherjar, warriors who fight alongside the Valkyries. As she is still a mortal, Sophia can only summon one at a time and even then only a few Einherjar in Valhalla are at her disposal. The Einherjar are given physical form by Sophia’s magical energy, so Sophia can only keep an Einherjar summoned for up to ten posts. However, if Sophia is in her Valkyrie form, she can sustain an Einherjar for the full duration of her Valkyrie transformation. If timed correctly, she can sustain an Einherjar for a maximum of twenty posts (ten from normal summon and ten from Valkyrie transformation).
Einherjar she can summon:


- Veðr stíga (Wind Step):
In short, a simple short ranged teleportation spell. Sophia disappears in a flourish of white feathers and reappears an instant later up to ten meters away. She can bypass obstacles with this power, but she still need line of sight to her destination (e.g. she can teleport through a window but not through walls). While Sophia can use this power consecutively up to three times, each consecutive use increases the cooldown between future uses once she stops (e.g. teleporting once leads to a one post cooldown, twice results in a two posts, and thrice imposes a three post cooldown).

SIDE NOTE: Sophia will often draw runes in the air in prayer when in battle, but aside from the rune of Eir (trigger for Angel Sanctuary) and the rune of the Valkyrie (trigger for Valkyrie Awakening), they will not do anything meaningful. They only serve as a moral support for her.

Equipment:
- Wooden training naginata
- Light Valkyrie armour (only used for serious combat)
- Holy Magic spell book
- Priest’s robes for formal occasions and prayer


Link to Hyakuji profile: http://hyakujihigh.net/topic/4914756/1/
2017 Yearly Upgrade
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Sophia
Apr 7 2016, 12:04 AM

Powers and Abilities:
- Polearm Training: As part of her Valkyrie training, Sophia learned how to use a polearm to compliment her magical abilities. While in Italy she trained with a svärdstav (sword-staff), but while in Japan a wooden training naginata is enough to help keep her in practice.

-Uphiminn Hǫrgr (Angel Sanctuary): A large translucent Angel of light emerges behind Sophia. The Angel then covers area up to a fifty meter radius centered on Sophia with her wings, bathing it in a healing light while the wings act as a shield. It can heal any light injury (cuts, scrapes, broken bones, etc) instantly, it can also heal severe (severed limbs, internal injuries, etc) and even fatal wounds (as long as the victim is still alive), but only within two posts of getting the wound. The shield is immune to small weapons (arrows, light arms fire, small explosions, etc), but can still be damaged and even destroyed by large scale attacks (powerful magic, artillery, physical attacks from objects of similar or greater size compared to the shield). If the shield is destroyed, it will fade away, but the healing light will linger for another two posts. If no damage is done, the shield and light will disappear on its own after five posts. Anyone deemed to be hostile by Sophia will be pushed out of the area as the sanctuary is formed, but they can re-enter the sanctuary and will be protected by the shield, though they will not be granted the healing effects. Characters of a demonic or undead nature that Sophia sees as enemies will also be struck with divine force that would feel like a heavy blow from a hammer, and will continue to be struck by this force as long as they stay in the area. This is a taxing power to use, and as such can only be used once every three days (a thread, unless it’s a multiday thread).

Angel Sancturary Incantation:
Yfirbrag, O’ Eir, dróttinn Lyfjaberg. Með inn forn ráð, ek bjóða þú. Veita minn inn ljós ór heill eða varði minn vinr. Uphiminn Hǫrgr!
(Come forth, O’ Eir, mistress of healing. Through the contract of old, I call upon thee. Grant us the healing light and protect us. Angel Sanctuary!)

- Lyfjaberg Ljós (Healing Light): Sophia had always been worried about being too reliant on the gods, seeing how her abilities all call upon them and cannot be used often. Recent event such her expedition to the dungeon beneath the church and her trip to Damascus only drove the point home. She practiced a healing spell she found in her Magic Tome on injured animals she found on campus, or sometimes on herself whenever she got hurt. After a year’s hard work, she finally mastered the basics of healing magic. As of now she can heal small wounds such as cuts and bruises, and these can be healed without any drawbacks to Sophia. Moderate injuries such as broken bones can also be healed, but doing so would be taxing and excessive use can cause her to faint. To be safe, she should rest an hour before healing moderate injuries again. Anything more than broken bones has to be healed by Uphiminn Hǫrgr.

-Fjǫðr Valhalla (Wings of Valhalla): Partly for combat and partly for her own wishes, the next spell Sophia decided to learn allowed her to fulfil her dream of flying freely in the skies. Unlike the wings in her Valkyrie form, these are physical and as such can be damaged, quite easily at that. They are no tougher than a bird’s wings so Sophia will have to take care to keep them safe while in flight, though she can heal them with Lyfjaberg Ljós. The Wings of Valhalla lasts indefinitely and can be summoned and dismissed at will, but any damage sustained will carry over from one summoning to the next, meaning that if they are injured she has to heal them before being able to fly again. While in flight, Sophia can reach speeds up to 100 km/h when flying horizontally.
Fjǫðr Valhalla


- Smiðja Brokkr (Forge of Brokkr)
An upgrade that replaces Nibelung Megin. Sophia can now permanently summon up to two melee weapons from the Forge of Brokkr to be thrown like a magic missile or wielded. These mystical weapons can summoned and dispelled at will, and is as durable as their physical steel counterpart, though they are enchanted to be lightweight and especially effective against demons and undead. While she can summon any type of melee weapon such as swords or axes, Sophia naturally prefers spears and polearms. She can give the weapons to an ally if she wishes though.

- Valkyrie Vaka: Sendimaðr Eir (Valkyrie Awakening: Herald of Eir): Sophia becomes infused with the powers of Eir, the Mistress of Healing, and is granted increased speed and strength, as well as magical and healing abilities. Her extra speed and strength is about twice that of the peak human, but the true power of transforming is the additional magical abilities, which manifest in the form of buffs for her existing abilities. They are as follows:

- Angel Sanctuary: The shield now prevents anyone except Sophia and those she deems as allies from entering after they are initially pushed back. Outside projectiles are blocked, but projectiles from within are allowed to exit, and the shield can take more punishment before breaking.
- Healing Light: Repeated use of this spell no longer tires Sophia out, and she can heal severe injuries such as deep cuts and even severed limbs with it.
- Wings of Valhalla (automatically activated when Sophia transforms): Feathers from her wings act as healing items that Sophia’s allies can use. Each feather can only be used once, and can heal injuries up to broken bones. Anything more severe will have to be healed by Sophia herself.
- Forge of Brokkr: Sophia can now summon up to ten weapons from the Forge. She can also use four or more weapons to create a limited version of her sanctuary up to an area with a radius of five metres. The limited version only heals Sophia’s allies the same amount as her feathers would, and offers no shield. In addition, characters of a demonic or undead nature are only slowed while in the area instead of being struck by a divine power. Only one such area can be active at any given time.

While transformed Sophia is granted armour that’s only somewhat stronger than that of a typical suit of plate armour and a spear that can pierce most un-enchanted metals. However she is also given a pair of shields that can fly according to her will, and they are strong enough to deflect attacks up to cannon shells.

This power is not without its drawbacks. Wielding the powers of a goddess is extremely taxing, even for the Maiden of Asgard. When the power expires after ten posts, Sophia is left in a severely weakened state and can barely walk let alone fight. Furthermore, this power can only be used once per week (a thread, unless it’s a multiday thread). For these reasons she only uses this power in times of emergency, and even then she would not use it unless she had no choice.

Valkyrie Awakening Incantation:
O’ Eir, dróttinn Lyfjaberg, hlyða minn bœn. Þinn skósveinn, Sophia Antistita, kostr sjálfr sem yðarr líkami. Hitta sjá fold, eða vega minn andskoti. Valkyrie Vaka!
(O’ Eir, Mistress of Healing, hear my plea. Thine humble servant, Sophie Antistita, offers her body as thine vessel. Descend upon this world, and smite mine enemies. Valkyrie Awakening!)

Sophia as the Herald of Eir (by Fin <3)

- Kveðja Einherjar (Summon Einherjar): After her trials, Sophia has been granted more powers of the Valkyrie by the Æsir, more specifically the power to summon an Einherjar, warriors who fight alongside the Valkyries. As she is still a mortal, Sophia can only summon one at a time and even then only a few Einherjar in Valhalla are at her disposal. The Einherjar are given physical form by Sophia’s magical energy, so Sophia can only keep an Einherjar summoned for up to ten posts. However, if Sophia is in her Valkyrie form, she can sustain an Einherjar for the full duration of her Valkyrie transformation. If timed correctly, she can sustain an Einherjar for a maximum of twenty posts (ten from normal summon and ten from Valkyrie transformation).
Einherjar she can summon:


- Veðr stíga (Wind Step):
In short, a simple short ranged teleportation spell. Sophia disappears in a flourish of white feathers and reappears an instant later up to ten meters away. She can bypass obstacles with this power, but she still need line of sight to her destination (e.g. she can teleport through a window but not through walls). While Sophia can use this power consecutively up to three times, each consecutive use increases the cooldown between future uses once she stops (e.g. teleporting once leads to a one post cooldown, twice results in a two posts, and thrice imposes a three post cooldown).

SIDE NOTE: Sophia will often draw runes in the air in prayer when in battle, but aside from the rune of Eir (trigger for Angel Sanctuary) and the rune of the Valkyrie (trigger for Valkyrie Awakening), they will not do anything meaningful. They only serve as a moral support for her.

Equipment:
- Wooden training naginata
- Light Valkyrie armour (only used for serious combat)
- Holy Magic spell book
- Priest’s robes for formal occasions and prayer
Nyarth
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