Post by RaineScarlet on Dec 18, 2008 10:45:43 GMT 8
Note: I increase Sierra's MP costs every time she levels.
Name: Her True name is in her own language, indiscernible to humans. The closest in English is Sierra Nark.
Age: Appears about 20, though Undines age differently than humans.
Gender: Female
Species: Undine (like a water fairy..spirit)
Appearance: Sierra is tall, at 170 cm (about 5'7"), and slim, giving an appearance of being very frail. Her hair falls gently to her chest and is dyed a light brown, for Undine hair is very shiny outside of water (glow-in-the-dark hair ftw). Sierra's round eyes are a light snowy blue, similar to her original hair color. Her skin is a light cream color, but seems glow in a certain light: when it is reflected off water. As far as humans go, she isn't particularly beautiful, but exudes a supernatural aura that can be perceived as being so, depending on the person.
An intricate tattoo can be found on her chest, between her breasts. It is extremely light blue and can only be seen in the dark (not that anyone would..). This tattoo seals her in her human form.
Sierra isn't too accustomed to human clothing, but she often wears tight fitting garments and biker shorts with a long robe over it all. The logic is that she would be able to easily whip off her robe and go swimming if she had the sudden urge to. They are also easy to move around in. As far as shoes go, she chooses ones that are easiest to walk in and hardest to trip in (not that it helps).
She always carries a pouch of water with her.
Undine Form: Physical form completely lost. A hazy bright silhouette of a woman can be seen in the water though. Tattoo and eyes are the clearest. Hair seems to have grown up to ankles. Must be surrounded by water, of course.
Personality: Can't we all just get along?
Sierra doesn't have much personal experience with human contact, but is very sympathetic and can communicate well. She is sensitive, perceptive, and tolerant of others. Her predominant desire is discover human evils and cure them. Can be very naive and idealistic, but is not hurt/annoyed easily.
Since Sierra hasn't been in her human body for very long, she can be clumsy on land. She also becomes dizzy/delirious/drunk on nights of a full moon, when her human body is unable to properly deal with an Undine's magical surge.
Likes swimming and bathing. Inexperienced in battle.
History: Every day I see men ship their dead across my sea to grieving loved ones. From the Round Table. How long will this continue?
For as long as she has had conscious thought, Sierra has resided in her home, a sea in the magical world--quite close to the borders of the Round Table, and observed the humans who live at the port city. In a way, she acts as the sea's guardian, preventing large storms from killing humans, and keeping a balance in the marine ecosystem.
This is how her "life" would have continued until her "death" if her proactive side had not taken over. She was tired of seeing corpses coming back from the Round Table and sought to enter chaotic region herself, in an effort to cure the wounded.
Her first step was to obtain a physical form, since she was only a spirit--seen only by those with powerful magical ability. She gave up much of her innate ability in order to seal her Undine form into a human one, but eventually succeeded on a night with a full moon. Sierra's observations of the human race helped her fit in easily as she stumbled towards the Round Table.
Technicalities:
In Physical form: Body is physical, controlled water is magical. Body can be affected by both magical and physical attacks. Water can be attacked but is only effected by magic. .5 magic damage taken by the water transfers to Sierra's physical body. The damage is ONLY transferred if the water is touching/connected to Sierra's body. Missiles shot out don't apply. It is also possible for Sierra to sever the connection between her and the water targeted by magic.
In Undine form: Body is water--and thus, magical. Takes 0 physical damage and 1.5 magical damage. Seal is different--read section.
However, no matter what form she takes, she is still made of magic and is more affected by magical items than others.
Memoria Lacrimae - Song of memories and tears.
~First Quarter~ Sierra - 5 post
- Start up. A barrier rises around her that takes up to 500 damage before collapsing. Damage does not spill over until barrier is gone.
- If song is stopped here, Sierra loses some energy, but gets a Water manipulation buff.
~Second Quarter~ Mana - 5 post
- Summons a vessel in the likeness of Mana who acts as a guardian. Uses long swords and broadswords.
- Abilities: Superagility, Magic Negation (can and will destroy all magic if she can cut the stream with her sword)
- If the song is stopped here, Sierra is stunned for the remainder of posts needed to complete the quarter, but Mana's vessel stays until all HP is lost.
~Third Quarter~ Luke - 10 post
- Summons a vessel in the likeness of Luke. His body is made of pure mana and cannot be affected by physical attacks. Floats in the air / hard to see.
- Abilities: Wind Manipulation
- f the song is stopped here, Sierra is stunned, and also loses energy. Luke stays in battle.
~Final Quarter~ Davos - 10 post
-Summons a vessel in the likeness of Davos. His body is made of pure mana and cannot be affected by physical attacks. Stays underground / hard to see.
- Abilities: Earth Manipulation
- If the song stops here, Sierra loses a significant amount of energy and is stunned. Davos' summoning ends and he disappears.
- If the song is completed, Sierra turns into her magic form and can act for 10 posts before she dissolves, leaving only her soul behind (magic-oriented characters can touch/carry/attract this). Afterwards, the summons stay until they run out of energy, but Sierra is unable to act for the remainder the battle, and perhaps even beyond.
Memoria Lacrimae <Extension=Thalia/.>
- Only able to activate if the magical forms of earth, wind, and water are present.
- The image of a young woman appears in the sky for a second before beams of light shoot down from the heavens. Has slight homing capabilities. Fire elemental.
Abilities: (You have 0 ability points.)
Full Water Manipulation [Level 31]
- Defensive/evasive style, because she can't move properly without help. Essentially more graceful extensions of her own limbs. Can stop thrown projectiles by sucking them in. Too-fast ones will go through, doing .5 damage. Usually dodges anyway. Can buffer normal melee to some extent by spiking water with mana.
- Is able to currently control about 5 bathtubs full of water and can change it into mist.
- Can move mist around and control its thickness. Can use it to weigh people down.
- Can change water to ice, as long as the water is pre-placed in desired area. Can move the ice after changed only if the mana is used. Cannot control the ice's thickness yet.
- Effective area of all things water: 30 meter radius for best results. I guess shooting high speed water missiles outside that 30 meters would make them weaker in comparison. Control weakens in a direct ratio after passing 30 m.
Water Double: Dream Variation
- Creates a second image of herself by splitting her health.
- Able to return to normal. Damage sustained.
- Can move her true self / spirit to either one. The untrue self is controlled by like-minded spirits.
"Music ... is a language understandable by all ..."
Spirit Summoning / Manipulation [Level 30]
Self-Sacrificing Heal Song - Calls water spirits to heal.
Single Target - At level 30, 3 HP costs 1 Mana to heal. Sierra can choose to heal further by using her own HP as MP if she runs out.
Multi-target - For each additional target, add a 15 MP penalty.
Rain Song - Summons a strong rainstorm. Rain lasts anywhere from 10-50 posts, with dry areas lasting the shortest. Covers a VERY VERY large area. Real rainwater. 100MP cost.
Siren's Song - Summons the deadly melody.
- At Level 30, Lowers the all skill levels of enemy by 21. Lowers max HP/MP by 20% [max 50]. Distracts targets, so physical abilities are also affected.*
- Affects hostile targets (to her and her party). 30 mp per turn, not including the start-up post. Can dip into HP.
- Can be used while walking, and nothing more. Damage also interrupts. Can shield with water while singing (may not be effective though).
*For example, if two identical people were fighting (clones ) and the song targeted one, it would be enough to make the target slip up 1 time per minute.
Charon's Price - Summons the boatman of the River Styx
- With a start-up of 20 turns (including startup post), can choose one target to KO along with self.
- Interrupted only if mouth is covered up, or vocal chords hit. Attacking outside the vocal area does not interrupt the summoning.
- Interruption at 1-10 turns causes Sierra to take 1/4 HP damage.
- Interruption at 11-19 turns causes 1/2 HP damage both Sierra and the attacker (as well as anyone within 10 m).
Spirit Release
- Spirit leaves the body to explore. Undetectable. Body is left defenseless, and it takes 3 posts for the spirit to return to the body.
- Can enter other peoples' bodies to see their thoughts, but cannot influence their actions.
- Can glow at will. (What. >_>)
- Spirit cannot leave the region/city that the body is in.
Undine Seal Release [Level 6] - To regain a shadow of her former power.
- Allows Sierra to release her seal, but it can be only done when she's completely covered in water. A very conditional skill that can only be useful in certain situations (i.e. Not in a desert).
-Releasing the seal would allow her much greater control over water.. over longer distances. Basically +20 water level or x2 skill level, depending on the amount of water in the environment. No MP penalty for normal gas, liquid, solid moves.
- Can relocate soul form to another area of water as long as it is large enough to contain her soul.
- The Seal floats before her physical form. Has 55 HP - magical, but physical attacks still do .3 dmg. Loses the Undine form if seal is destroyed. Otherwise lasts for 11 posts.
- Attacks not aimed specifically at seal don't work--it is separate from Sierra.
- Post number x2 if she is IN a natural body of water (sea, ocean, river, lake). Does not work even if she is one step away.
- Cannot move, as in walk, dodge, flail for 5 posts after seal is depleted. Can talk, unless she blacks out.
- Depletes half her total MP after use. Dips into HP if not enough.
- Water manipulation decreased by half for 5 posts after waking.
- Loses clothes.
Decomposition Emergency dodge
- For 1/2 MP, instantly turns Sierra's body into liquid with same HP, which is not physically damageable. Only penetrable magic, namely Lightning, can damage.
- Is like an emergency spirit mode, but cannot float around. Can remain in this form for as long as desired.
- Cannot do anything, except project thoughts like a spirit (telepathically? if spirits do that stuff).
Re composition
- For the remaining 1/2 MP, returns Sierra to human form using the liquid. For convenience sake, clothes are also created.
Random 1: Vessel mastery: 20% She cannot control her human self well at all. Prone to falling and wobbling.
Random 2: Can converse with water spirits. Are more powerful when the moon is out.
Random 3: Can feel, hear, and taste what water does. Sight and smell are not granted.
Others:
Future: Wind+Water weather combo with Tsubasa.
Future: Summon Ice golem/sea creature/w/e.
Future: Bolster Ballad - A goodwill song. Decreases the hostility of the opposing team, makes everyone happy. Increases the stats of party members. Physical & Magical ability up. 20 MP per turn, per party member. Can be sung outside battle situations without no MP cost.
Future: Dissonance (Branches off from Siren's Song) - Interrupts communications that use sound waves, organic and inorganic units alive. Lowers the "teamwork" skills of the opposing side. 20 MP per turn.
Future: Level 15 Misty Lullaby - Summon a calming song and mist. The combination of the two causes sleep. Just one will cause a groggy sensation (movement .5). Mist is controllable (hits what Sierra wants to hit), sound is not (hits everyone). Generally ineffective against inorganic forms. 200 MP. Slumber & grogginess lasts for 10 turns unless outside force damages them.
Future: Water level 50, Spirit level 50 Hark the Ocean King - Summons The Water God, Poseidon to do hax damage and destroy everything and everyone his tsunami hits. Unavoidable unless you are up to 100m away. Poseidon emerges from a magical glowy spot above Sierra. Takes 5 turns to start up. Interruption will cause a mini water/ice-based explosion that hits both her and the attacker. Explosion flash-freezes all within 10 m. If song is successful, Sierra will have 0HP and 0MP by the end.
FAR FAR Future: Control blood/other liquids.
Theme Song:
I was bored.
Change Log:
[12.17.08] Made the post. XD
[12.18.08] Added more details to Water Manipulation. Also added a little detail about Sierra's ability to talk to the sea and an additional random note.
[12.19.08] Added more limit to the two abilities. Added another random note. Added songs to possible future skills so I dun lose them.
[12.23.08] Added Siren's Song ability. Upgraded Heal skill. Upgraded Water. Added HP/MP points. Added a lot of numerical TECHNICALITIES. Please read before trying to pwn her. Added random ability. Basically, reread her skills. Added Appearance in Undine form.
[12.25.08] Merry Christmas! Added Undine Seal Release skill.
[12.29.08] Allocated HP/MP points and skill points.
[12.31.08] Complete overhaul of song skills. Changed to Spirit Manipulation.
[02.05.09] Editted in stuff from Courier and Dojo topics. Added Decomp / Recomp.
[08.03.09] Fixed some youtube links & changed the songs, hahahah. >.>
[08.26.09] Finally updated skill and HP points. 90% sure that the numbers are correct now. She is now able to use Rain Song.
--------------------------------
Level 13
Stats:
HP: 300
MP: 400
EXP to Level 14: I don't know
EXP: 5201
Money: 110,000
Name: Her True name is in her own language, indiscernible to humans. The closest in English is Sierra Nark.
Age: Appears about 20, though Undines age differently than humans.
Gender: Female
Species: Undine (like a water fairy..spirit)
Appearance: Sierra is tall, at 170 cm (about 5'7"), and slim, giving an appearance of being very frail. Her hair falls gently to her chest and is dyed a light brown, for Undine hair is very shiny outside of water (glow-in-the-dark hair ftw). Sierra's round eyes are a light snowy blue, similar to her original hair color. Her skin is a light cream color, but seems glow in a certain light: when it is reflected off water. As far as humans go, she isn't particularly beautiful, but exudes a supernatural aura that can be perceived as being so, depending on the person.
An intricate tattoo can be found on her chest, between her breasts. It is extremely light blue and can only be seen in the dark (not that anyone would..). This tattoo seals her in her human form.
Sierra isn't too accustomed to human clothing, but she often wears tight fitting garments and biker shorts with a long robe over it all. The logic is that she would be able to easily whip off her robe and go swimming if she had the sudden urge to. They are also easy to move around in. As far as shoes go, she chooses ones that are easiest to walk in and hardest to trip in (not that it helps).
She always carries a pouch of water with her.
Undine Form: Physical form completely lost. A hazy bright silhouette of a woman can be seen in the water though. Tattoo and eyes are the clearest. Hair seems to have grown up to ankles. Must be surrounded by water, of course.
Personality: Can't we all just get along?
Sierra doesn't have much personal experience with human contact, but is very sympathetic and can communicate well. She is sensitive, perceptive, and tolerant of others. Her predominant desire is discover human evils and cure them. Can be very naive and idealistic, but is not hurt/annoyed easily.
Since Sierra hasn't been in her human body for very long, she can be clumsy on land. She also becomes dizzy/delirious/drunk on nights of a full moon, when her human body is unable to properly deal with an Undine's magical surge.
Likes swimming and bathing. Inexperienced in battle.
History: Every day I see men ship their dead across my sea to grieving loved ones. From the Round Table. How long will this continue?
For as long as she has had conscious thought, Sierra has resided in her home, a sea in the magical world--quite close to the borders of the Round Table, and observed the humans who live at the port city. In a way, she acts as the sea's guardian, preventing large storms from killing humans, and keeping a balance in the marine ecosystem.
This is how her "life" would have continued until her "death" if her proactive side had not taken over. She was tired of seeing corpses coming back from the Round Table and sought to enter chaotic region herself, in an effort to cure the wounded.
Her first step was to obtain a physical form, since she was only a spirit--seen only by those with powerful magical ability. She gave up much of her innate ability in order to seal her Undine form into a human one, but eventually succeeded on a night with a full moon. Sierra's observations of the human race helped her fit in easily as she stumbled towards the Round Table.
Technicalities:
In Physical form: Body is physical, controlled water is magical. Body can be affected by both magical and physical attacks. Water can be attacked but is only effected by magic. .5 magic damage taken by the water transfers to Sierra's physical body. The damage is ONLY transferred if the water is touching/connected to Sierra's body. Missiles shot out don't apply. It is also possible for Sierra to sever the connection between her and the water targeted by magic.
In Undine form: Body is water--and thus, magical. Takes 0 physical damage and 1.5 magical damage. Seal is different--read section.
However, no matter what form she takes, she is still made of magic and is more affected by magical items than others.
Memoria Lacrimae - Song of memories and tears.
~First Quarter~ Sierra - 5 post
- Start up. A barrier rises around her that takes up to 500 damage before collapsing. Damage does not spill over until barrier is gone.
- If song is stopped here, Sierra loses some energy, but gets a Water manipulation buff.
~Second Quarter~ Mana - 5 post
- Summons a vessel in the likeness of Mana who acts as a guardian. Uses long swords and broadswords.
- Abilities: Superagility, Magic Negation (can and will destroy all magic if she can cut the stream with her sword)
- If the song is stopped here, Sierra is stunned for the remainder of posts needed to complete the quarter, but Mana's vessel stays until all HP is lost.
~Third Quarter~ Luke - 10 post
- Summons a vessel in the likeness of Luke. His body is made of pure mana and cannot be affected by physical attacks. Floats in the air / hard to see.
- Abilities: Wind Manipulation
- f the song is stopped here, Sierra is stunned, and also loses energy. Luke stays in battle.
~Final Quarter~ Davos - 10 post
-Summons a vessel in the likeness of Davos. His body is made of pure mana and cannot be affected by physical attacks. Stays underground / hard to see.
- Abilities: Earth Manipulation
- If the song stops here, Sierra loses a significant amount of energy and is stunned. Davos' summoning ends and he disappears.
- If the song is completed, Sierra turns into her magic form and can act for 10 posts before she dissolves, leaving only her soul behind (magic-oriented characters can touch/carry/attract this). Afterwards, the summons stay until they run out of energy, but Sierra is unable to act for the remainder the battle, and perhaps even beyond.
Memoria Lacrimae <Extension=Thalia/.>
- Only able to activate if the magical forms of earth, wind, and water are present.
- The image of a young woman appears in the sky for a second before beams of light shoot down from the heavens. Has slight homing capabilities. Fire elemental.
Abilities: (You have 0 ability points.)
Full Water Manipulation [Level 31]
- Defensive/evasive style, because she can't move properly without help. Essentially more graceful extensions of her own limbs. Can stop thrown projectiles by sucking them in. Too-fast ones will go through, doing .5 damage. Usually dodges anyway. Can buffer normal melee to some extent by spiking water with mana.
- Is able to currently control about 5 bathtubs full of water and can change it into mist.
- Can move mist around and control its thickness. Can use it to weigh people down.
- Can change water to ice, as long as the water is pre-placed in desired area. Can move the ice after changed only if the mana is used. Cannot control the ice's thickness yet.
- Effective area of all things water: 30 meter radius for best results. I guess shooting high speed water missiles outside that 30 meters would make them weaker in comparison. Control weakens in a direct ratio after passing 30 m.
Water Double: Dream Variation
- Creates a second image of herself by splitting her health.
- Able to return to normal. Damage sustained.
- Can move her true self / spirit to either one. The untrue self is controlled by like-minded spirits.
"Music ... is a language understandable by all ..."
Spirit Summoning / Manipulation [Level 30]
Self-Sacrificing Heal Song - Calls water spirits to heal.
Single Target - At level 30, 3 HP costs 1 Mana to heal. Sierra can choose to heal further by using her own HP as MP if she runs out.
Multi-target - For each additional target, add a 15 MP penalty.
Rain Song - Summons a strong rainstorm. Rain lasts anywhere from 10-50 posts, with dry areas lasting the shortest. Covers a VERY VERY large area. Real rainwater. 100MP cost.
Siren's Song - Summons the deadly melody.
- At Level 30, Lowers the all skill levels of enemy by 21. Lowers max HP/MP by 20% [max 50]. Distracts targets, so physical abilities are also affected.*
- Affects hostile targets (to her and her party). 30 mp per turn, not including the start-up post. Can dip into HP.
- Can be used while walking, and nothing more. Damage also interrupts. Can shield with water while singing (may not be effective though).
*For example, if two identical people were fighting (clones ) and the song targeted one, it would be enough to make the target slip up 1 time per minute.
Charon's Price - Summons the boatman of the River Styx
- With a start-up of 20 turns (including startup post), can choose one target to KO along with self.
- Interrupted only if mouth is covered up, or vocal chords hit. Attacking outside the vocal area does not interrupt the summoning.
- Interruption at 1-10 turns causes Sierra to take 1/4 HP damage.
- Interruption at 11-19 turns causes 1/2 HP damage both Sierra and the attacker (as well as anyone within 10 m).
Spirit Release
- Spirit leaves the body to explore. Undetectable. Body is left defenseless, and it takes 3 posts for the spirit to return to the body.
- Can enter other peoples' bodies to see their thoughts, but cannot influence their actions.
- Can glow at will. (What. >_>)
- Spirit cannot leave the region/city that the body is in.
Undine Seal Release [Level 6] - To regain a shadow of her former power.
- Allows Sierra to release her seal, but it can be only done when she's completely covered in water. A very conditional skill that can only be useful in certain situations (i.e. Not in a desert).
-Releasing the seal would allow her much greater control over water.. over longer distances. Basically +20 water level or x2 skill level, depending on the amount of water in the environment. No MP penalty for normal gas, liquid, solid moves.
- Can relocate soul form to another area of water as long as it is large enough to contain her soul.
- The Seal floats before her physical form. Has 55 HP - magical, but physical attacks still do .3 dmg. Loses the Undine form if seal is destroyed. Otherwise lasts for 11 posts.
- Attacks not aimed specifically at seal don't work--it is separate from Sierra.
- Post number x2 if she is IN a natural body of water (sea, ocean, river, lake). Does not work even if she is one step away.
- Cannot move, as in walk, dodge, flail for 5 posts after seal is depleted. Can talk, unless she blacks out.
- Depletes half her total MP after use. Dips into HP if not enough.
- Water manipulation decreased by half for 5 posts after waking.
- Loses clothes.
Decomposition Emergency dodge
- For 1/2 MP, instantly turns Sierra's body into liquid with same HP, which is not physically damageable. Only penetrable magic, namely Lightning, can damage.
- Is like an emergency spirit mode, but cannot float around. Can remain in this form for as long as desired.
- Cannot do anything, except project thoughts like a spirit (telepathically? if spirits do that stuff).
Re composition
- For the remaining 1/2 MP, returns Sierra to human form using the liquid. For convenience sake, clothes are also created.
Random 1: Vessel mastery: 20% She cannot control her human self well at all. Prone to falling and wobbling.
Random 2: Can converse with water spirits. Are more powerful when the moon is out.
Random 3: Can feel, hear, and taste what water does. Sight and smell are not granted.
Others:
Future: Wind+Water weather combo with Tsubasa.
Future: Summon Ice golem/sea creature/w/e.
Future: Bolster Ballad - A goodwill song. Decreases the hostility of the opposing team, makes everyone happy. Increases the stats of party members. Physical & Magical ability up. 20 MP per turn, per party member. Can be sung outside battle situations without no MP cost.
Future: Dissonance (Branches off from Siren's Song) - Interrupts communications that use sound waves, organic and inorganic units alive. Lowers the "teamwork" skills of the opposing side. 20 MP per turn.
Future: Level 15 Misty Lullaby - Summon a calming song and mist. The combination of the two causes sleep. Just one will cause a groggy sensation (movement .5). Mist is controllable (hits what Sierra wants to hit), sound is not (hits everyone). Generally ineffective against inorganic forms. 200 MP. Slumber & grogginess lasts for 10 turns unless outside force damages them.
Future: Water level 50, Spirit level 50 Hark the Ocean King - Summons The Water God, Poseidon to do hax damage and destroy everything and everyone his tsunami hits. Unavoidable unless you are up to 100m away. Poseidon emerges from a magical glowy spot above Sierra. Takes 5 turns to start up. Interruption will cause a mini water/ice-based explosion that hits both her and the attacker. Explosion flash-freezes all within 10 m. If song is successful, Sierra will have 0HP and 0MP by the end.
FAR FAR Future: Control blood/other liquids.
Theme Song:
I was bored.
Change Log:
[12.17.08] Made the post. XD
[12.18.08] Added more details to Water Manipulation. Also added a little detail about Sierra's ability to talk to the sea and an additional random note.
[12.19.08] Added more limit to the two abilities. Added another random note. Added songs to possible future skills so I dun lose them.
[12.23.08] Added Siren's Song ability. Upgraded Heal skill. Upgraded Water. Added HP/MP points. Added a lot of numerical TECHNICALITIES. Please read before trying to pwn her. Added random ability. Basically, reread her skills. Added Appearance in Undine form.
[12.25.08] Merry Christmas! Added Undine Seal Release skill.
[12.29.08] Allocated HP/MP points and skill points.
[12.31.08] Complete overhaul of song skills. Changed to Spirit Manipulation.
[02.05.09] Editted in stuff from Courier and Dojo topics. Added Decomp / Recomp.
[08.03.09] Fixed some youtube links & changed the songs, hahahah. >.>
[08.26.09] Finally updated skill and HP points. 90% sure that the numbers are correct now. She is now able to use Rain Song.
--------------------------------
Level 13
Stats:
HP: 300
MP: 400
EXP to Level 14: I don't know
EXP: 5201
Money: 110,000