Post by Mari on Nov 2, 2020 17:08:29 GMT -8
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 8 | -1 |
CON | 10 | +0 |
INT | 14 | +2 |
WIS | 14 | +2 |
CHA | 20 | +5 |
Kingdom Hearts
Alignment: Chaotic Good
Motto: "Memories are precious. They're part of what makes us who we are."
Allies/Friends: Sora, Donald, Goofy, Kairi, Roxas, Riku Replica, Riku, Axel, Pluto, Xion
Enemies/Rivals: Organization XIII, DiZ, Master Xehanort
Backstory: Link
History On Li: With Master Xehanort's ultimate defeat and Namine's resurrection in her replica body, the future looked bright. She was just about to board a gummi ship with Riku when she noticed something... frankly horrifying manifesting in the sky above him. An enormous disembodied hand that looked as if it were wearing a white glove reached through space itself, appearing in the sky to the sound of wicked, maniacal laughter.
Namine could only scream and point to the aberration as it descended upon them, its massive form blotting out the sky, buildings crumbling like paper around her under its colossal weight, hope smothered underneath its crushing grasp. In but a moment, it struck her and everything went dark.
The next thing she knew, she woke up on Li, trapped in Kairi's body. She was a nobody once more, and it all felt like some sort of terrible dream. She would later be released by Valorie, who demonstrated an uncanny ability to manifest emotions such that she was able to essentially create a faux body and soul for Namine. These faux bodies and souls were fueled by her heart, and thus put extra strain on it and were far from permanent solutions, however Valorie agreed to continue supporting her so that she wouldn't wither away with time.
Primary Attacks (3)
Keyblade Assault: A series of blows that are deceptively strong, in that you'll always remember them hurting a lot more than they seemed like they should. (Heavy Charisma Attack; Does 48% Damage)
Raid Strike: Namine tosses her keyblade like a gigantic, bladed boomerang at a target. This stuns the target due to the amazing force it hits with. (Heavy Charisma Attack; Does 32% Damage) At the cost of an extra action, she can try to hit them or another target with the return blow too with the same mechanics. (Heavy Charisma Attack; Does 32% Damage) 1 turn cooldown.
Mind Blank: A powerful spell that targets the opponent's mind and attempts break the memory chain of why they're there fighting. The opponent is also knocked out and afflicted with the sleep status, though for this move they can roll int to end it immediately. Costs 2 actions. (Nintendo 64% Damage)
Special Attacks (5)
Pacifist: Namine has an immense amount of restraint when it comes to fighting. She starts every thread with 100 Restraint, and suffers penalties to combat based on her restraint. Note that these penalties do not apply if she does not attempt to take any actions against an enemy on her turn, meaning she can freely heal or buff allies regardless of restraint. The upside of this move is that Namine's other moves are treated as if they had a value of 30 damage lower than they do, and the base damage cap of her moves is twice that of other characters. Likewise, anyone trying to copy Namine's moves without this special attack should lower their damage by 30.
- 100 Restraint: Namine automatically fails any defense rolls.
- 1-100 Restraint: Namine has a chance equal to her restraint not to use any damaging attacks during any given turn, rolled at the beginning of her turn.
- 80+ Restraint: Namine loses an action to hesitation every turn.
- 60+ Restraint: Namine automatically gives in to any attempt to stop fighting or make peace.
- 40+ Restraint: Namine pulls her punches, dealing -10 damage with every attack.
- 30+ Restraint: Nemine loses an action to doubt every turn.
- 1+ Restraint: Namine is incapable of using her final smash.
The following conditions increase her restraint (Once per turn, when the condition applies):
- Stopping to talk to an unallied character: +5 Restraint
- Treated kindly by an unallied character: +20 Restraint
- Any time she is flirted with: +5 Restraint
- Being verbally bullied: +5 Restraint
- Facing off against a friend: +10 Restraint
- Facing off against a character that isn't a threat to anyone else: +5 Restraint
- An ally is in peril and her actions might invite retribution: +30 Restraint
- Someone tries to restrain her or an ally instead of damaging them: +10 Restraint
- Discouraged by an friend/ally: +5 Restraint
- Obeying orders: +5 Restraint
The following conditions lower her restraint (Once per turn, when the condition applies):
- Namine is threatened or attacked: -5 each turn this applies
- Namine's allies were attacked after her previous turn: -8 Restraint
- Facing off against a known evildoer: -5 per turn
- An attack with the potential to KO is used against an ally: -8 Restraint
- Exposure to gratuitous suffering: -15 per turn
- A close friend is under immediate threat of death or severe trauma: -60 Restraint
- Namine observes an act of predatory kindness: -10 Restraint
- It is the first turn of a PVP match: -30 Restraint
- An ally is encouraging Namine: -5 Restraint
- Namine is berserk: -5 Restraint/Max Restraint per turn (Undone when cured)
Card Points: Namine starts every thread with 50 card points. She can roll 1d10-1 and add that value as either a damage boost or damage reduction to/against a single attack on any given turn as a free action. This same amount is then deducted from her card points. She can also use a sleight to roll 3d10-3 and add this amount as a damage bonus to a move, reducing the same amount from her Card Points and putting the move it boosts on a +3 turn cooldown in addition to any cooldown it already had. If her roll is higher than her remaining card points, she takes recoil equal to half the overflow rounded up. She can reload her card points using an action on a 3 turn cooldown, however every additional time she does it during a thread, reloading takes an additional action.
Memory Cards: Namine can use the memories of both her friends and her enemies to empower herself for combat! As a rule, enemies only inspire Namine to fight harder (Buffs), while she learns new techniques from friends. She can store as many enemy cards as she wants, however they all have a 3 turn duration, and share the same 3 turn cooldown. Likewise, she can own as many Summon Cards as she wants, however she can only use up to three of them per every reload of her Card Points.
Enemy Cards:
- Sora: +2 Charisma and +2 Dexterity mods
Summon Cards:
- Sora: Use telekinesis to wield a keyblade. For 3 turns, gain an extra action that can be used to make a keyblade attack. 4 turn cooldown.
- Kairi: Using the power of
lovefriendship, heal an ally for 1d8+Charisma, plus an additional 1d8 for every action spent. 2 turn cooldown
Alter Fate: Namine manipulates fate, adding her charisma modifier as a bonus to a roll of her choice, or bestowing it upon an ally to use on a roll of their choice. 3 turn cooldown
Unperson: Imagine for a moment, being so uninteresting that you are effectively invisible in a crowd. ...To be so unthreatening, that you can walk through a battlefield without your enemies paying any attention to you. That is Namine. ...Gags aside though, Namine prevents the creation of memories related to her from forming in other people's minds, rendering herself effectively imperceptible to the target. This is an INT targeting effect. So long as Namine spends an action each turn maintaining her unpersoned status, anyone who does notice her must make an INT roll each following turn, else their memory of encountering Namine is erased and optionally replaced with a short memory explaining why they stopped or suffered a wound, etcetera. This can also be used to erase a memory of having had a conversation with Namine.
Final Smash (1)
Heartbreak: Namine can shatter the chains that bind you, maiming your memories and breaking your heart in the process. (No Memories = No sense of self = No Will = Broken Mind) Roll three instances of 1d15+5 for int, wis, and cha. Each stat's base stat is reduced by this amount. These stat reductions are semi-permanent, in that they don't go away automatically and do not count as a status effect/debuff for the purposes of attacks that cure statuses. However, any stat buffs to these stats undo an equal amount of that stat's stat damage once the buff expires.
If any of the stats are reduced to 0 by this move, something special happens:
0 Int = Target becomes incapable of intelligent communication and only retains a very basic, feral-animal esque consciousness
0 Wis = Target loses touch with reality, to the point they are treated as blind for the purposes of combat even if they are immune to the blind status. They have to roll randomly to see who they attack on any turn, though they automatically prioritize characters who attacked them last turn.
0 Cha = Target loses the will to go on and falls into a catatonic state treated like an off-theme Frozen status. If the status is broken by damage, the target can defend themselves against attackers through sheer survival instinct, but returns to this state after they are out of immediate danger. They also lack the will to communicate unless for the purposes of self-defense.
Multiple Zeroes = The target is rendered helpless. They can do nothing, and are aware of nothing. At the thread GM's discretion, they can limit a character to having one stat reduced to 0 at a time for the sake of plot or mandate that all stats are reduced to 0, also for the sake of plot.
Other Info: Namine is capable of changing her appearance at-will and fast-traveling through corridors of darkness.
Namine wields a version of Oathbreaker created from her memories of Sora. It has the Fake Star Keychain from Chain of Memories on it.
Namine's memory altering powers are a lot more than the term implies. They're borderline reality altering in what they're capable of, which is a part of why her actual attacks hit like trucks. She can simply make the target remember an otherwise wimpy attack like it almost took their arm off, and to them the memory of that pain will be real.
Last Edit:
Mar 27, 2022 22:14:08 GMT -8 by Mari