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 Angelic Healer Savonia

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Posts : 11
Join date : 2017-10-13
Age : 36
Location : Skagway, AK

PostSubject: Angelic Healer Savonia   Fri Nov 17, 2017 9:05 pm

Name: Savonia
Sex: Female
Species: Angel
Height: 5’
Weight: 100lbs
Age: 99
Age in appearance: 18
Hair Color: Light blonde
Eye Color: Violet
Skin Color: Light caucasian
Personality: Innocent. Savonia has a keen awareness of good and evil, but she delights in little, more than the peace and comfort of others, even strangers.
Weakness: Innocent. Harsh words,arguments, and fighting makes her uncomfortable unless it is absolutely necessary to achieve a peaceful end. This often puts her at odds with her sister Aseirr, and a multitude of others she has encountered.

Profession: Librarian / Healer

Weapons: Staff of Doom/Doooooooooom (Extending metal Bo staff)
Armor: None
Items: Pendant, that has an enchanted photo of her sister in it.


First Aid -+1 CS to Reasoning for stabilizing an injury on another person to aid in healing. If someone is dying this skill can help save them. A green roll instead of a yellow roll is needed for stabilization, and a yellow roll instead of a red roll is needed to bring them to 1hp.

Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.

Artist - +1CS to drawing pictures. This can be by paint, computer artistry, or even colored pencils or crayons. Only needs to be rolled when attempting to make a 'masterpiece' or work that could be worth a large amount of money if done right.

Cooking - Know how to make the best gumbo. +1 CS to reasoning.



Fighting: Good
Agility: Excellent
Strength: Good
Endurance: Typical
Reasoning: Typical
Intuition: Incredible
Psyche: Incredible

OPTIONAL: Only include this section if it is different then normal
Flying Speed – Good ( 50mph, 140lb comfort, 200lb maximum load )

Hit Points: 46
Mana: 86

Spells / Special Abilities:
Cure Blindness
Cost: 5MP
Uses: None
Description: Removes blindness from target and prevents them from being blinded again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.

Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Description: Removes poisons from someone's body and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.

Advanced Cure/Cura/Curaga
Cost: Double normal MP
Uses: Psyche
Description: Allows caster to use Cure,Cura, or Curaga on three people at the same time, for twice the normal cost.

Holy Shield
Cost: 10MP
Uses: Psyche
Description: Protects caster from darkness attacks. All darkness magic is reduced by 1CS. On a yellow, it is reduced by 2CS. On a red, all non-100 crit damage is negated. This can only be cast on yourself.

Cost: 10/20/30MP Same World / Different World / Different Plane
Uses: Psyche if needed
Description: Creates a magical doorway that opens and allows people to ravel to a new location that the caster has been do before. At third circle the caster can take people anywhere on their current world. At fifth circle it can take people to other worlds. Six circle can take them to other planes ( Limbo, for example ).

Ball of Light
Cost: 5MP
Uses: None
Description: Allows the caster to summon a ball of light that allows vision in dark areas up to 5 feet away. The ball can be stationary or made to follow the caster. Lasts 10 minutes for every circle of magic the caster knows, and can create one ball for every circle of magic per casting.

Cost: 10mp
Uses: Psyche
Description: Causes an organic being to start regenerating their health. Heals 10hp every round. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. Non-100 crit bonuses apply. This ability can also be used to regenerate severe injuries like loss of a body part. Target must be at full health

Cost: 20MP
Uses: Psyche
Description: Fully restores a character on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.


Savonia has spent her entire life in service to the light. Growing up, when she was in that new stage that almost all of her particular breed of angel went through, she would be one of the only ones who enjoyed spending time alone. Most of her companions thought it was strange, and would always try to get her involved in what else was going on whether it be some sort of class, or training exercise. She was always happy to take part, and share with them what she could find out if they weren't around, but the truth of her deviance from common practice was her connection to her faith.

One o the few people she would ever go out of her way to hang out with was her sister, Aseirr. The two were close mostly because of the connection they had, being born to the same family. However there was something a bit deeper than that Savonia could never put her finger on. It was like, nothing could go wrong, so long as Aseirr was there to watch over her. While her faith in her god protected her spiritually, she saw Aseirr as her physical protector. She wasn't much one for fighting, wasn't very big, and never quite lost her child-like looks over time, despite being recruited by the Healing division of their Order of the Light.

Once she was on her way to becoming a healer, and Aseirr off to become a guard, she fell back in to her old ways. She would spend hours upon hours in the library reading up on techniques of healing, or researching herbalism in the field with a few of her friends, but that's as close as she ever got to being social. Outside of their family, and close relatives, Savonia had none but herself and her faith to keep her occupied. In time, this grew in to a very strong devotion to her god, and a trust that all things were possible so long as she believed. This belief gave her the resolve she required to take her first steps out in to a battlefield to help her sisters and brothers on the field.

Two weeks of battle training to teach her how to move around, and she was on the front lines, once more put with Aseirr to increase both of their effectiveness. She would heal her sister and dance about the field of battle avoiding enemies while Aseirr sliced and stabbed and swung, taking damage only to be healed before she would go back to attacking. Back and forth the teams operated until the day was won, and the horde pushed back to whence it came.

It was after this that she was elevated to one of the higher positions, since they saw what she could do in battle. It was her chance to be noticed, and she let it pass as if it were nothing, returning to her studies and training, occasionally working on defensive techniques with Aseirr, who was the much more adept warrior.

It wasn't until Aseirr severed ties with heaven that she took action. Going to try and find her sister, she gathered some of her supplies, spoke a prayer for protection from evil and headed off, on orders, to find out what happened to her sister.

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