Post by TheSpatialWeeg on Feb 7, 2021 20:53:24 GMT -8
Chrom
10 total points to distribute
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 16 | +3 |
CON | 12 | +1 |
INT | 8 | -1 |
WIS | 8 | -1 |
CHA | 10 | +0 |
Robin
10 total points to distribute
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 10 | +0 |
CON | 6 | -2 |
INT | 14 | +2 |
WIS | 18 | +4 |
CHA | 10 | +0 |
*(Despite this looking like a Duo unit, Chrom & Robin operate like a Solo character with a transformation.)
Home Planet/Origin: Ylisse/Fire Emblem Awakening
Alignment: Lawful Good
Motto: "Anything can change!" "Time to tip the scales!"
Allies/Friends: The Shepherds, Basilio, Flavia
Enemies/Rivals: Grima & the Grimleal
Backstory: Chrom
RobinHistory On Li: Peace returned to Ylisse, Grima was gone for good, and Robin was safe and back with the Shepherds. Chrom couldn't be a happier man even if he wanted. Of course, these happy days wouldn't last too long. A report came in of mysterious activity in the Outrealm Gate that involved spiriting away travelers to strange Outrealms. Equipping themselves to face the challenge, the Shepherds went to the Outrealm Gate to investigate the phenomenon.
Upon arrival, Chrom and Robin noted the Gate felt an eerie presence commandeering it. Telling the others to keep distance, the Exalt and his tactician approached it with unease...and that's when the Gate used its power on them, forcing them into a strange place where the citizens were living inside a domed city, with no known way to return to their realm. To add to their troubles, something...odd happened during their forced travel to the strange Outrealm. For reasons yet unknown to the two, Chrom and Robin now had a life link connecting the two of them - if one fell, so did the other.
Still, the two would meet the challenge, and face the hardships this realm had in store. They had a home to return to, after all.
Other Info: Yes, they're married.
Chrom
Primary Attacks (3)
Basic Atk 1: Exalted Falchion: Chrom's special weapon, a blade passed down to the Ylissean royal family for generations, that has the power to easily slay dragons. During their journey to defeat Grima, Chrom managed to unlock the sword's full potential with the completed Fire Emblem. Deals +5 damage to dragon/dragonblood enemies. [DMG 8~18%]
Basic Atk 2: Spear: A special lance that allows its wielder to engage in ranged combat. It isn't a slouch in ground combat either, but when Chrom throws it is where it really shines. [DEX, DMG 19+STR Mod%, 1 turn CD]
Basic Atk 3: Lightning Slash: Imbuing Falchion with blue lightning, Chrom attacks the opponent with a slash attack, restricting their movements. Inflicts Paralysis. [STR, DMG 12%, 1 turn CD]
Special Attacks (3)
Switch: Chrom switches places with Robin.
Special Atk 2: Dual Strike/Dual Counter: When teaming up with Robin, Chrom can call upon her help to either attack an enemy or she can neutralize an incoming attack.
- Dual Strike allows Robin to attack while Chrom is in the lead by using one of his actions. This passive has a 1 turn cooldown upon being used.
- Dual Counter grants Robin the ability to protect Chrom from an incoming blow, neutralizing its damage before retaliating with an attack of her own. Robin rolls WIS against an opponent's attack roll. If she manages to roll equal or higher, the attack's intercepted and Robin can counter with a medium attack as a free action without using up Dual Strike. If she rolls lower, she takes the damage and Dual Strike's unavailable to use during that turn. This ability has a 3 turn cooldown upon being used.
Special Atk 3: Determination: For every 20 damage accumulated, Chrom's attacks will deal +1 damage. For every 40 damage accumulated, Chrom's STR and DEX Mods increase by 1.
Final Smash (1)
Awakening Aether
Charging his Falchion with lightning, Chrom catches an opponent with a powerful upper swing that briefly stuns the opponent, before he back flips away, then dashes forward while attacking the stunned opponents again with a more powerful strike. If Robin is by his side, this Final Smash becomes Ignited Aether, where Chrom and Robin tag team the opponent with a upper slash before finishing with a cross-slash using two blades. [Single target, 60%]
Robin
Basic Atk 1: Fire Tome: Robin calls upon the power of fire from a tome in order to scorch her foes asunder! Robin can power up her attacks by inflicting a -1 penalty to either a dodge roll next turn or one other attack roll for each upgrade. A critical hit will automatically power up the attack to Level 4 and only inflict a -2 penalty to either roll. [WIS]
- Base Form: Fire. Robin conjures a basic fireball from her tome. Does 15 damage and has a 10% chance of burning the target.
- Level 2: Elfire. Robin fires a group of fireballs that leave a trail of fire after being conjured. Increases the attack's damage by Robin's WIS Mod.
- Level 3: Arcfire. Robin conjures a larger fireball that erupts into a pillar of fire upon contact. Increases the attack's damage by Robin's WIS Mod and increases the chances of Burn by [Robin's WIS Mod x 10]%.
- Level 4: Bolganone. Robin opens up a small fissure on the earth with her magic, which lava soon explodes from it! The attack's base damage increases to 22, and its base Burn chance increases to 40%.
Basic Atk 2: Wind Tome: Robin uses the wind tome to manipulate the air around her, turning it into a powerful weapon. Robin can power up her attacks by inflicting a -1 penalty to either a dodge roll next turn or one other attack roll for each upgrade. A critical hit will automatically power up the attack to Level 4 and only inflict a -2 penalty to either roll. [WIS]
- Base Form: Wind. Robin casts a singular, razor-sharp wind projectile. Deals 18 damage.
- Level 2: Elwind. Robin casts s stronger wind projectile that cuts the opponents multiple times upon contact. Increases the attack's damage by Robin's WIS Mod.
- Level 3: Arcwind. Robin conjures a small-scale tornado that traps and cuts the opposition for a while before dissipating. Increases the attack's damage by Robin's WIS Mod, and adds a [(0.25xRobin's WIS Mod) x 10]% chance of inflicting Mortal Wound.
- Level 4: Excalibur. Robin conjures a larger and stronger tornado, entrapping the opponent inside the powerful cutting gale storm. Base damage is increased to 20, and the attack gains a base 10% chance of inflicting Mortal Wound.
Basic Atk 3: Thunder Tome: Robin calls upon the magic of one of her personal favorite tomes to shock the foe as she brings the thunder! Robin can power up her attacks by inflicting a -1 penalty to either a dodge roll next turn or one other attack roll for each upgrade. A critical hit will automatically power up the attack to Level 4 and only inflict a -2 penalty to either roll. [WIS, 1 turn cooldown]
- Base Form: Thunder. Robin shoots a medium sized, fast lighting projectile that seizes up the target's muscles temporarily. It deals 16 damage and has a 60% chance of afflicting Paralysis.
- Level 2: Elthunder. Robin conjures a slightly larger electric projectile, which has increased paralyzing powers. Increases the attack's Paralysis chance by [Robin's WIS Mod x 10]%. In case of the Paralysis chance going over 100%, the remaining percentage will be used to inflict Burn instead.
- Level 3: Arcthunder. Robin fires a large electric orb that explodes into a cross-shaped current of energy upon contact. Increases the attack's damage by [Robin's WIS Mod x 1.5].
- Level 4: Thoron. Robin casts a huge electric beam with one of her hands! The attack's base damage increases to 19, Paralysis chance increases to 75% and the attack gains gains a 20% chance to Burn.
Special Attacks (3)
Switch: Robin switches places with Chrom.
Special Atk 2: Dual Strike/Dual Guard: When teaming up with Chrom, Robin can call upon his help to attack an enemy or he can neutralize an incoming attack.
- Dual Strike allows Chrom to strike while Robin is in the lead by using one of her actions. This passive has a 1 turn cooldown upon being used.
- Dual Counter grants Chrom the ability to protect Robin from an incoming blow, neutralizing its damage before retaliating with an attack of his own. Chrom rolls STR against an opponent's attack roll. If he manages to roll equal or higher than the attack, the attack's intercepted and Chrom can counter with a medium attack as a free action without using up Dual Strike. If he rolls lower than the attack, she takes the damage and Dual Strike's unavailable to use during that turn. This ability has a 3 turn cooldown upon being used.
Final Smash (1)
Ignited Primer
Coating herself with a fiery aura, Robin calls upon all of the power of a special thunder tome to attack her foes with a giant explosion of lightning. If Chrom is by her side, her Final Smash becomes Awakened Primer, where Chrom assists Robin after the explosion by attacking the opponents midair before slamming them down with a Falchion finisher. [AoE, 40%]
Last Edit:
Feb 26, 2021 20:00:31 GMT -8 by TheSpatialWeeg