Post by Mari on Sept 19, 2023 23:48:59 GMT -8
Peony, Mirabilis, Triandra, and Plumeria
Ljósálfheimr and Dökkálfheimr (Fire Emblem Heroes)
Preferred Motto: "Hi! We're álfar from the dream realm! OK, Triandra, now it's your turn to give your most energetic greeting..."
Allies/Friends: Freyr, Freyja, Kingdom of Askr
Enemies/Rivals: Veronica, Loki, Surtr, Hel, Eitri, Ótr, Embla, Elm, Fáfnir...
Appearance:
Alignment: Neutral Good
Backstory: Peony, Mirabilis, Triandra, and Plumeria
History On Li: The álfar were summoned to Li by the rising presence of orphans throughout the years, whose dreams offered the álfar a gateway into Li. Sensing that many on Li were deeply troubled and that this was reflected in their dreams, Peony set out to give people good dreams and dragged along some friends for the ride. Upon arriving, they were unceremoniously cut off from the rest of the multiverse. They now seek a way back home, as this bodes poorly for their futures.
While they remain on Li however, Peony works to bring people good dreams; she has no job and mostly spends her time playing with kids and trying to cheer people up. Mirabilis works to make people's dreams come true... when she's not asleep, which is most of the day. Mirabilis has a job at Shaymint that she shows up to ... sometimes. Triandria tries not to make anything worse, and can often be found shyly following Peony around when she's not attempting to sequester herself. Triandria doesn't have a job. Plumeria remains disdainful toward mortals, but none-the-less works a job at a risque night club.
Other Info: This character is a choose 2 duo character. As in, you choose 2 of the 4 each mission.
The alfar have a very limited form of mind-reading and astral projection that applies only to dreams. They can basically enter, observe, and fast-travel through dreams.
Plumeria has a gimmick called irregular damage. This is a form of mental damage that doesn't reflect any actual injury, but rather a loss of willpower or self-control. It is tracked just like normal damage and contributes to a character's defeat just like normal damage. However, if they have more irregular damage than regular damage when they hit 0 HP, they fall under an altered semi-obedient mental state and become Plumeria's companion. While under this state, irregular damage ceases to contribute toward KOing them, however regular damage remains. This is normally a temporary altered mental state that only lasts for the thread or until the irregular damage is healed by default. Any magical healing a character receives heals an equal amount of regular and irregular damage, however non-magical healing gains no such benefit.
[PTabbedContent=Peony][PTab=Stats]
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[PTab=Primary Attacks (3)]Light: A halo is summoned above a target from which blasts of light energy rain down on them. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy. (Light Comboable Cha Attack; Does 8 Damage)
Ellight: Appears similar to light, however the spray of light that rains down on them is considerably denser, with the many rays of light creating the appearance of a column of light pummeling the foe. An enemy hit by this must roll constitution against the same attack roll to avoid being shoved to the ground by the force of the attack, depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Cha Attack; Does 25 damage)
Shine: Light concentrates in a globe around the target, becoming denser and brighter before abruptly imploding. The target can half the damage taken (round down) by succeeding a constitution roll if they fail their dodge roll. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Cha Attack; Does 32 Damage)
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[PTab=Special Attacks (3)]Flower of Joy: This strange floating plant houses magical power that Peony can tap to launch three tri-color energy comets at a foe; one green, one yellow, one pink. These ethereal energies race through both foe and obstacle in a ghostly fashion, leaving no holes in their wake and instead exciting living creatures to a feverish pitch that causes them to burn away their energy in an instant. It also causes flowers to bloom on the person's body, which continue draining their energy. Afflicts 2 stacks of a special version of the flower status that heals Peony for every % of damage dealt. The flower of joy has 3 charges, which can be restored using an action. This attack has a 2 turn cooldown. (Light Cha Attack; Does 12 Damage)
Gentle Dream: A target is lulled into a peaceful sleep and granted a pleasant dream, or just the latter if they were already asleep. Peony heals them for 1d10+Cha each turn they remain sleeping/dreaming. However being asleep means an enemy can simply attack them to undo Peony's efforts, making it somewhat inadvisable to use in combat. If the target is allowed to wake up on their own, they gain a status called well-rested, which allows them to take an extra action once before it is dispelled.
Aerobatics: Peony gets very creative with her flying in an effort to avoid being hit, flying in an erratic and confusing fashion that makes it very annoying to try and predict where she'll be next, taking great advantage of her exceptional maneuverability. Because this is an active evasive maneuver instead of a reactive dodge, it allows her to dodge wisdom targeting attacks with her dexterity modifier for its duration. She gains a +2 bonus to dodge rolls and a -5 to damage taken for 3 turns. 3 turn cooldown.
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[PTab=Ultimate Attacks (1)]Pleasant Dreams of Ljósálfheimr: The targets slip into a deep sleep for 1 turn, in which they have pleasant dreams designed to fulfill their childhood fantasies. At the end of the dream, they wake up as if they'd had an extended rest. Although no time has passed in the real world, their time in the dream world is reflected in their healing, healing them of 50% damage. If their sleep was uninterrupted, they gain a status called well-rested, which allows them to take an extra action once before it is dispelled.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Mirabilis][PTab=Stats]
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[PTab=Primary Attacks (3)]Thrust: The needle-like tip of the flowery sword's blade is thrust into an enemy. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Medium Str Attack; Does 15 Damage)
Sting: These fast thrusts don't penetrate as deeply as a fully committed thrust, but can be made several times in quick succession. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Light Str Attack; Does 5 Damage)
Impaling Charge: This forceful attack begins with a rushing charge and ends with Mirabilis putting her full weight into a stab to deliver as deep a wound as possible. However, because it's highly telegraphed it's easier to dodge than most and suffers a -2 accuracy penalty, as well as a 1 turn cooldown. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Heavy Str Attack; Does 27 Damage)
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[PTab=Special Attacks (3)]Flower of Ease: This flower doubles as Mirabilis' sword. It has no cutting edge, but when struck along it's blade it will deal 4 damage and attempt to curl around the surface it smacks into, such as an arm, leg, or worse--neck not unlike a lasso, initiating a grapple. It then begins to dig into their skin/body, sapping their strength. This deals damage equal to Mirabilis' thrust attack and heals her for the same amount. This move has a 1 turn cooldown.
Blooming Flower: The flower of ease begins to sheds its seeds, causing every attack involving the weapon to imbed rapidly blossoming flowers onto the target, afflicting the flower status. Lasts 2 turns. 2 turn cooldown
Nightshade: A deadly poison is applied to the flower of ease, or another weapon, with the aim of putting someone to sleep permanently. Be warned however that applying it to your own body is a stupid idea that makes it highly likely you will be poisoned. The next 5 attacks with the weapon in question deal an extra 4 damage and anyone damaged by the weapon must make a second constitution roll against the attack's accuracy or be afflicted by both paralysis and poison. If someone is already paralyzed, it afflicts the suffocation status for the duration of their poison/paralysis instead.
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[PTab=Ultimate Attacks (1)]Day Dreams of Ljósálfheimr: The targets slip into a state halfway between dreaming and being awake, in which they are only slightly aware of the world around them and are mostly lost in their own little world. They continue to act as if sleep-walking. Allies experience super-competence as their day dreams guide and inspire better strategy. They can make a single attack that bypasses cooldowns and does not trigger any negative effects it has on the user, and the rest of their attacks gain a +3 to their accuracy for the turn. Enemies suffer incompetence and fail to dodge or resist the first attack aimed at them on their turn as if they were afflicted by the sleep status, after which their daydream ends. Alternatively, enemies who aren't attacked will take a single action of Mirabilis choice during their turn.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Triandra][PTab=Stats]
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[PTab=Primary Attacks (3)]Wind: Basketball sized streaks of green energy manifest around and tear at a target with immense force. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy (Light Comboable Int Attack; Does 8 Damage)
Elwind: Appears similar to wind, however the streaks are larger and more numerous, creating a small whirlwind of pain that surrounds the enemy. An enemy hit by this must roll constitution against the same attack roll to avoid being shoved to the ground by the force of the attack, depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Int Attack; Does 25 damage)
Rexcalibur: A twister of whirling green energy the size of a house is summoned and launched at the target, thrashing and launching them if it gets too close. The target can half the damage taken (round down) by succeeding a constitution roll if they fail their dodge roll. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Int Attack; Does 32 Damage)
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[PTab=Special Attacks (3)]Flower of Sorrow: This flower summons liquid darkness to rain down on a foe. This darkness does damage equal to its accuracy roll minus the opponent's defense roll using constitution. Additionally, they must make a dexterity roll to shield their eyes if they weren't already doing so, and if they fail they are blinded for 2 turns. This move has a 1 turn cooldown.
By spending an extra action, she can summon a chaotic twin torrent of darkness to blast a target away with immense force, increasing the cooldown to 2 turns. This version of the attack always blinds the foe for 2 turns if it deals any damage (meaning it beat their defense rolls), and the secondary dexterity roll is instead used to dodge the torrent of darkness, which deals damage equal to the difference between the accuracy and defense roll just like the rain.
Phantasmal Darkness: An oppressive darkness is summoned to terrorize Triandra's foes. Their vision narrows as darkness creeps in from the corner of their eyes. They may begin to see things moving that don't actually exist, and others around them may take on a scarier visage. Afflicts the fear status.
Phantasmal Killer: A wicked apparition of someone's greatest fears manifests itself and begins pursuing them, unable to fail at catching them simply because it is not real and therefore not bound to any actual limits. When it reaches/touches/attacks them, they experience a fear so intense that it wreaks havoc on their bodies. They must defend with a constitution save or suffer a heart attack--or something analogous to that. The catch is that it can't be used on anyone who isn't afflicted by the fear status. 1 turn cooldown (Heavy Int Attack; Does 32 Damage)
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[PTab=Ultimate Attacks (1)]Unpleasant Dreams of Dökkálfheimr: Targets experience a nightmare. Enemies fall into a special variation of the sleep status called nightmare. The nightmare status afflicts 14 damage each turn, half of which is returned to Triandra as healing. Enemies cannot be woken up simply by shaking them and calling their names, however an attack will grant them an extra attempt to break free from the status with a +4 bonus. Otherwise, they get 1 chance to wake up each turn by beating a contested INT roll representing Triandra's ability to craft a nightmare they won't escape from. Allies instead see an ominous vision of the near future of what could happen if they mess up, inspiring caution that grants them a +2 bonus to rolls related to protecting themselves on a single turn loosely related to that vision.
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[/PTabbedContent]
[PTabbedContent=Plumeria][PTab=Stats]
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[PTab=Primary Attacks (3)]Fire: A magical implosion is conjured at the target's location, rapidly compressing the air around them before igniting it in a burst of fire. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy (Light Comboable Int Attack; Does 8 Damage)
Elfire: A pillar of fire errupts from the ground upward underneath an enemy. An enemy hit by this must roll constitution against the same attack roll to avoid being knocked into the air by the force of the attack, slowing down their escape from the inferno and depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Int Attack; Does 25 damage)
Bolganone: A fissure is ripped in the ground from which lava erupts, incinerating anyone unlucky enough to get hit by it. This attack invokes two dodge rolls, one to avoid the fissure and the second the lava. If the first dodge roll is succeded but the second is failed, they only take half damage. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Int Attack; Does 32 Damage)
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[PTab=Special Attacks (3)]Flower of Plenty: A large purple mass of inky corrupting energy is manifested and then launched down at a victim, suffusing all it touches and spreading outward like ink on impact before dissipating. It deals 26 irregular damage. The flower has 4 charges, which can be restored 2 charges at a time using an action. By spending an extra charge, it's effects are intensified and it afflicts the corruption status, which acts like the poison status--only it deals irregular damage and its duration is determined by INT.
Visage of Beauty: Plumeria's natural visage has a supernatural quality to it that captivates and instills fear into the hearts of those who witness it. It has two variations, both of which consume 2 actions and have a 1 turn cooldown. A character who does not look at Plumeria is not vulnerable to this attack, however they are treated as if they are blind toward her and anyone sufficiently close to her on any turn they do this.
Haunting Beauty: By revealing her true visage, Plumeria can afflict anyone who gazes upon her with both the infatuation and the fear status. The defender rolls twice, with infatuation being afflicted first unless they are already infatuated or immune. They take 10 irregular damage if they fail either roll.
Unearthly Beauty: By revealing and then enhancing her true visage using her own dream magic, Plumeria creates a beauty so intense it will unravel one's mortal coil. Gazing upon this visage immediately burns it into the retinas of the victims, causing them to see her even when they close her eyes. This is a unique flavor for the blind status that combines it's effects with the poison status, only it deals Plumeria's choice of regular or irregular damage. The regular damage variant quite literally causes one's eyes (and then their faces) to burn.
Rapturous Dream: The targets of this attack are placed into a dream state. While they are afflicted with this special sleep status, they take 5 irregular damage every turn and Plumeria is healed for the same amount. When awakened, they are afflicted with a variant of the Severe Exhaustion status that afflicts irregular damage for 1 turn, again healing Plumeria for any damage done. Instead of severe exhaustion, allies are inspired by their fantasies, and receive a +5 to damage done, -5 to damage taken, and +2 to all rolls that lasts 1 turn for every turn they spent sleeping. 3 turn cooldown
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[PTab=Ultimate Attacks (1)]Perverse Dreams of Dökkálfheimr: Targets slip into a corrupt dream which preys upon their most perverse desires. The corrupt dream status afflicts 14 irregular damage each turn, half of which is returned to Triandra as healing. Enemies cannot be woken up simply by shaking them and calling their names, however an attack will grant them an extra attempt to break free from the status with a +4 bonus. Otherwise, they get 1 chance to wake up each turn by beating a contested INT roll representing Plumeria's ability to craft a dream they won't escape from.
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[/PTabbedContent]
Ljósálfheimr and Dökkálfheimr (Fire Emblem Heroes)
Preferred Motto: "Hi! We're álfar from the dream realm! OK, Triandra, now it's your turn to give your most energetic greeting..."
Allies/Friends: Freyr, Freyja, Kingdom of Askr
Enemies/Rivals: Veronica, Loki, Surtr, Hel, Eitri, Ótr, Embla, Elm, Fáfnir...
Appearance:
Alignment: Neutral Good
Backstory: Peony, Mirabilis, Triandra, and Plumeria
History On Li: The álfar were summoned to Li by the rising presence of orphans throughout the years, whose dreams offered the álfar a gateway into Li. Sensing that many on Li were deeply troubled and that this was reflected in their dreams, Peony set out to give people good dreams and dragged along some friends for the ride. Upon arriving, they were unceremoniously cut off from the rest of the multiverse. They now seek a way back home, as this bodes poorly for their futures.
While they remain on Li however, Peony works to bring people good dreams; she has no job and mostly spends her time playing with kids and trying to cheer people up. Mirabilis works to make people's dreams come true... when she's not asleep, which is most of the day. Mirabilis has a job at Shaymint that she shows up to ... sometimes. Triandria tries not to make anything worse, and can often be found shyly following Peony around when she's not attempting to sequester herself. Triandria doesn't have a job. Plumeria remains disdainful toward mortals, but none-the-less works a job at a risque night club.
Other Info: This character is a choose 2 duo character. As in, you choose 2 of the 4 each mission.
The alfar have a very limited form of mind-reading and astral projection that applies only to dreams. They can basically enter, observe, and fast-travel through dreams.
Plumeria has a gimmick called irregular damage. This is a form of mental damage that doesn't reflect any actual injury, but rather a loss of willpower or self-control. It is tracked just like normal damage and contributes to a character's defeat just like normal damage. However, if they have more irregular damage than regular damage when they hit 0 HP, they fall under an altered semi-obedient mental state and become Plumeria's companion. While under this state, irregular damage ceases to contribute toward KOing them, however regular damage remains. This is normally a temporary altered mental state that only lasts for the thread or until the irregular damage is healed by default. Any magical healing a character receives heals an equal amount of regular and irregular damage, however non-magical healing gains no such benefit.
[PTabbedContent=Peony][PTab=Stats]
| Stats | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 6 | -2 |
INT | 10 | +0 |
WIS | 10 | +0 |
CHA | 16 | +3 |
[PTab=Primary Attacks (3)]Light: A halo is summoned above a target from which blasts of light energy rain down on them. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy. (Light Comboable Cha Attack; Does 8 Damage)
Ellight: Appears similar to light, however the spray of light that rains down on them is considerably denser, with the many rays of light creating the appearance of a column of light pummeling the foe. An enemy hit by this must roll constitution against the same attack roll to avoid being shoved to the ground by the force of the attack, depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Cha Attack; Does 25 damage)
Shine: Light concentrates in a globe around the target, becoming denser and brighter before abruptly imploding. The target can half the damage taken (round down) by succeeding a constitution roll if they fail their dodge roll. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Cha Attack; Does 32 Damage)
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[PTab=Special Attacks (3)]Flower of Joy: This strange floating plant houses magical power that Peony can tap to launch three tri-color energy comets at a foe; one green, one yellow, one pink. These ethereal energies race through both foe and obstacle in a ghostly fashion, leaving no holes in their wake and instead exciting living creatures to a feverish pitch that causes them to burn away their energy in an instant. It also causes flowers to bloom on the person's body, which continue draining their energy. Afflicts 2 stacks of a special version of the flower status that heals Peony for every % of damage dealt. The flower of joy has 3 charges, which can be restored using an action. This attack has a 2 turn cooldown. (Light Cha Attack; Does 12 Damage)
Gentle Dream: A target is lulled into a peaceful sleep and granted a pleasant dream, or just the latter if they were already asleep. Peony heals them for 1d10+Cha each turn they remain sleeping/dreaming. However being asleep means an enemy can simply attack them to undo Peony's efforts, making it somewhat inadvisable to use in combat. If the target is allowed to wake up on their own, they gain a status called well-rested, which allows them to take an extra action once before it is dispelled.
Aerobatics: Peony gets very creative with her flying in an effort to avoid being hit, flying in an erratic and confusing fashion that makes it very annoying to try and predict where she'll be next, taking great advantage of her exceptional maneuverability. Because this is an active evasive maneuver instead of a reactive dodge, it allows her to dodge wisdom targeting attacks with her dexterity modifier for its duration. She gains a +2 bonus to dodge rolls and a -5 to damage taken for 3 turns. 3 turn cooldown.
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[PTab=Ultimate Attacks (1)]Pleasant Dreams of Ljósálfheimr: The targets slip into a deep sleep for 1 turn, in which they have pleasant dreams designed to fulfill their childhood fantasies. At the end of the dream, they wake up as if they'd had an extended rest. Although no time has passed in the real world, their time in the dream world is reflected in their healing, healing them of 50% damage. If their sleep was uninterrupted, they gain a status called well-rested, which allows them to take an extra action once before it is dispelled.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Mirabilis][PTab=Stats]
| Stats | MOD |
STR | 14 | +2 |
DEX | 6 | -2 |
CON | 14 | +2 |
INT | 10 | +0 |
WIS | 6 | -2 |
CHA | 10 | +0 |
[PTab=Primary Attacks (3)]Thrust: The needle-like tip of the flowery sword's blade is thrust into an enemy. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Medium Str Attack; Does 15 Damage)
Sting: These fast thrusts don't penetrate as deeply as a fully committed thrust, but can be made several times in quick succession. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Light Str Attack; Does 5 Damage)
Impaling Charge: This forceful attack begins with a rushing charge and ends with Mirabilis putting her full weight into a stab to deliver as deep a wound as possible. However, because it's highly telegraphed it's easier to dodge than most and suffers a -2 accuracy penalty, as well as a 1 turn cooldown. Deals an additional 1 damage for each negative status on the target. Multiple stacks of the same status count as individual statuses for the purposes of this attack. (Heavy Str Attack; Does 27 Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Flower of Ease: This flower doubles as Mirabilis' sword. It has no cutting edge, but when struck along it's blade it will deal 4 damage and attempt to curl around the surface it smacks into, such as an arm, leg, or worse--neck not unlike a lasso, initiating a grapple. It then begins to dig into their skin/body, sapping their strength. This deals damage equal to Mirabilis' thrust attack and heals her for the same amount. This move has a 1 turn cooldown.
Blooming Flower: The flower of ease begins to sheds its seeds, causing every attack involving the weapon to imbed rapidly blossoming flowers onto the target, afflicting the flower status. Lasts 2 turns. 2 turn cooldown
Nightshade: A deadly poison is applied to the flower of ease, or another weapon, with the aim of putting someone to sleep permanently. Be warned however that applying it to your own body is a stupid idea that makes it highly likely you will be poisoned. The next 5 attacks with the weapon in question deal an extra 4 damage and anyone damaged by the weapon must make a second constitution roll against the attack's accuracy or be afflicted by both paralysis and poison. If someone is already paralyzed, it afflicts the suffocation status for the duration of their poison/paralysis instead.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Day Dreams of Ljósálfheimr: The targets slip into a state halfway between dreaming and being awake, in which they are only slightly aware of the world around them and are mostly lost in their own little world. They continue to act as if sleep-walking. Allies experience super-competence as their day dreams guide and inspire better strategy. They can make a single attack that bypasses cooldowns and does not trigger any negative effects it has on the user, and the rest of their attacks gain a +3 to their accuracy for the turn. Enemies suffer incompetence and fail to dodge or resist the first attack aimed at them on their turn as if they were afflicted by the sleep status, after which their daydream ends. Alternatively, enemies who aren't attacked will take a single action of Mirabilis choice during their turn.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Triandra][PTab=Stats]
| Stats | MOD |
STR | 6 | -2 |
DEX | 16 | +3 |
CON | 10 | +0 |
INT | 16 | +3 |
WIS | 6 | -2 |
CHA | 6 | -2 |
[PTab=Primary Attacks (3)]Wind: Basketball sized streaks of green energy manifest around and tear at a target with immense force. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy (Light Comboable Int Attack; Does 8 Damage)
Elwind: Appears similar to wind, however the streaks are larger and more numerous, creating a small whirlwind of pain that surrounds the enemy. An enemy hit by this must roll constitution against the same attack roll to avoid being shoved to the ground by the force of the attack, depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Int Attack; Does 25 damage)
Rexcalibur: A twister of whirling green energy the size of a house is summoned and launched at the target, thrashing and launching them if it gets too close. The target can half the damage taken (round down) by succeeding a constitution roll if they fail their dodge roll. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Int Attack; Does 32 Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Flower of Sorrow: This flower summons liquid darkness to rain down on a foe. This darkness does damage equal to its accuracy roll minus the opponent's defense roll using constitution. Additionally, they must make a dexterity roll to shield their eyes if they weren't already doing so, and if they fail they are blinded for 2 turns. This move has a 1 turn cooldown.
By spending an extra action, she can summon a chaotic twin torrent of darkness to blast a target away with immense force, increasing the cooldown to 2 turns. This version of the attack always blinds the foe for 2 turns if it deals any damage (meaning it beat their defense rolls), and the secondary dexterity roll is instead used to dodge the torrent of darkness, which deals damage equal to the difference between the accuracy and defense roll just like the rain.
Phantasmal Darkness: An oppressive darkness is summoned to terrorize Triandra's foes. Their vision narrows as darkness creeps in from the corner of their eyes. They may begin to see things moving that don't actually exist, and others around them may take on a scarier visage. Afflicts the fear status.
Phantasmal Killer: A wicked apparition of someone's greatest fears manifests itself and begins pursuing them, unable to fail at catching them simply because it is not real and therefore not bound to any actual limits. When it reaches/touches/attacks them, they experience a fear so intense that it wreaks havoc on their bodies. They must defend with a constitution save or suffer a heart attack--or something analogous to that. The catch is that it can't be used on anyone who isn't afflicted by the fear status. 1 turn cooldown (Heavy Int Attack; Does 32 Damage)
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[PTab=Ultimate Attacks (1)]Unpleasant Dreams of Dökkálfheimr: Targets experience a nightmare. Enemies fall into a special variation of the sleep status called nightmare. The nightmare status afflicts 14 damage each turn, half of which is returned to Triandra as healing. Enemies cannot be woken up simply by shaking them and calling their names, however an attack will grant them an extra attempt to break free from the status with a +4 bonus. Otherwise, they get 1 chance to wake up each turn by beating a contested INT roll representing Triandra's ability to craft a nightmare they won't escape from. Allies instead see an ominous vision of the near future of what could happen if they mess up, inspiring caution that grants them a +2 bonus to rolls related to protecting themselves on a single turn loosely related to that vision.
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[PTabbedContent=Plumeria][PTab=Stats]
| Stats | MOD |
STR | 6 | -2 |
DEX | 16 | +3 |
CON | 16 | +3 |
INT | 18 | +4 |
WIS | 2 | -4 |
CHA | 2 | -4 |
[PTab=Primary Attacks (3)]Fire: A magical implosion is conjured at the target's location, rapidly compressing the air around them before igniting it in a burst of fire. This tome has 6 charges, a combo being a single use, and it costs an action to recharge 3 charges. It also has a +2 to its accuracy (Light Comboable Int Attack; Does 8 Damage)
Elfire: A pillar of fire errupts from the ground upward underneath an enemy. An enemy hit by this must roll constitution against the same attack roll to avoid being knocked into the air by the force of the attack, slowing down their escape from the inferno and depriving them of 1 action on their next turn. This tome has 3 charges, which can be recharged at a rate of 1 per action. Like its predecessor, it has a +2 to its accuracy. 1 turn cooldown. (Heavy Int Attack; Does 25 damage)
Bolganone: A fissure is ripped in the ground from which lava erupts, incinerating anyone unlucky enough to get hit by it. This attack invokes two dodge rolls, one to avoid the fissure and the second the lava. If the first dodge roll is succeded but the second is failed, they only take half damage. This tome has 6 charges, and can be recharged by spending an action. One significant downside of this move is the fact that it can't safely be used in melee, and may hurt the user or their allies as well if they were say, grappled by their opponent or otherwise forced to remain in melee range after using the move. (Heavy Int Attack; Does 32 Damage)
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[PTab=Special Attacks (3)]Flower of Plenty: A large purple mass of inky corrupting energy is manifested and then launched down at a victim, suffusing all it touches and spreading outward like ink on impact before dissipating. It deals 26 irregular damage. The flower has 4 charges, which can be restored 2 charges at a time using an action. By spending an extra charge, it's effects are intensified and it afflicts the corruption status, which acts like the poison status--only it deals irregular damage and its duration is determined by INT.
Visage of Beauty: Plumeria's natural visage has a supernatural quality to it that captivates and instills fear into the hearts of those who witness it. It has two variations, both of which consume 2 actions and have a 1 turn cooldown. A character who does not look at Plumeria is not vulnerable to this attack, however they are treated as if they are blind toward her and anyone sufficiently close to her on any turn they do this.
Haunting Beauty: By revealing her true visage, Plumeria can afflict anyone who gazes upon her with both the infatuation and the fear status. The defender rolls twice, with infatuation being afflicted first unless they are already infatuated or immune. They take 10 irregular damage if they fail either roll.
Unearthly Beauty: By revealing and then enhancing her true visage using her own dream magic, Plumeria creates a beauty so intense it will unravel one's mortal coil. Gazing upon this visage immediately burns it into the retinas of the victims, causing them to see her even when they close her eyes. This is a unique flavor for the blind status that combines it's effects with the poison status, only it deals Plumeria's choice of regular or irregular damage. The regular damage variant quite literally causes one's eyes (and then their faces) to burn.
Rapturous Dream: The targets of this attack are placed into a dream state. While they are afflicted with this special sleep status, they take 5 irregular damage every turn and Plumeria is healed for the same amount. When awakened, they are afflicted with a variant of the Severe Exhaustion status that afflicts irregular damage for 1 turn, again healing Plumeria for any damage done. Instead of severe exhaustion, allies are inspired by their fantasies, and receive a +5 to damage done, -5 to damage taken, and +2 to all rolls that lasts 1 turn for every turn they spent sleeping. 3 turn cooldown
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[PTab=Ultimate Attacks (1)]Perverse Dreams of Dökkálfheimr: Targets slip into a corrupt dream which preys upon their most perverse desires. The corrupt dream status afflicts 14 irregular damage each turn, half of which is returned to Triandra as healing. Enemies cannot be woken up simply by shaking them and calling their names, however an attack will grant them an extra attempt to break free from the status with a +4 bonus. Otherwise, they get 1 chance to wake up each turn by beating a contested INT roll representing Plumeria's ability to craft a dream they won't escape from.
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Last Edit:
Oct 27, 2023 8:20:21 GMT -8 by Mari