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| Marlene Sue - Nedben; Mary Sue | |
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| Topic Started: May 26 2017, 08:05 PM (208 Views) | |
| Nedben | May 26 2017, 08:05 PM Post #1 |
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Orzic Nedbens
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[yt-video]https://www.youtube.com/watch?v=lOvwdVp8Fvo[/yt-video]Name: Marlene Sue Race: Half-phantom (touhou style) Gender: Female Age: 21 Element: Jupiter Height: 5'10'' Body: [error: reference Supermodel.def not found] Build: Caster Weapons Proficiencies: Staff, Dagger, Light Blade, Mace, tends to use a conductor's baton as a casting implement Class: Spirit Conductor -> Air Bard -> Virtuoso Authority -> Phantom of the Opera (tetraelemental Jupiter-dominant progression with 0-1 mono Jupiter baseclass and 2-or-3-Jupiter-but-not-all-others-yet). Overall, they are of average speed, slightly-above-average HP and defense, great PP, low attack, and high luck. Abilities: Many of Marlene's buff abilities are reliant on the support of her style of being a Battle Conductor, and most of her elemental abilities rely on her phantom half, which are listed below. Beyond that, she has a selection of Jupiter powers. Whirlwind series (inherent) Wind Blade -> Sonic Blade -> Tempest Blade: A variant of the Slash psynergy where the user's weapon is used to conduct the initial airblast and direct delivery, adding user's attack to the damage for a slightly higher psynergy cost. 1-3-5 target series. Shock Kiss: Shock an ally back to life with a second wind. Guaranteed revive, but only to 10% health. Can be delivered via ghost half just smacking into them anywhere rather than an actual kiss (do NOT need to be revived by Marlene while she's haunting something). Bolt series Fresh Breeze series Reveal Pressure -> High Pressure -> Blast Pressure A large windblast that applies a burst of raging Jupiter wind to several enemies at once. 3-5-7 target series. - The rest of the abilities in this section rely on the ghost half. The half-phantom part is a controllably-tangible (it can pass through objects or interact with them if it wants, but can be constrained by appropriate enchanted objects that prevent its passage through them, such as magic walls designed to keep away undead) slightly translucent (but controllably invisible unless someone is using a detect-souls or Reveal psynergy to notice them) flying white blob-with-trail that holds the thinking soul-y parts of the soul remotely connected to the animating-y parts in the body, sort of like having a ghost while you're still alive. Both bodies are the 'real thing', and while the ghost part is still somewhat warmer than average ghost chills while the human part has a lower body temperature, Marlene's floaty soul is still comfortably cold and her body is still warm. Generally they stay within 100 meters of each other, and exceeding this limit causes the human half to have a difficult-to-resist compulsion to try and move towards the phantom half to stay within range, and after that may fall unconscious and remain comatose (possibly intentionally lying down or moving to a perceived safe area first to minimize related issues) until the soul returns to within range. Similarly, being no-physical-route separated or otherwise temporarily disconnected from the soul (i.e. it is put in a soul jar or box made of ghostproof walls) causes the body to enter missing-soul coma. This is also caused by Psynergy Seal, which inconveniently causes body shutdown as if it had entered an unbreakable Sleep until seal is lifted, and limits her only to actions that can be taken by her phantom half, such as floating around, talking as a ghost, limited physical aggression by bapping and/or trying to freeze the enemy, and whatnot (as while she normally can cast psynergy from either body, being sealed prevents that use). Due to most of the 'possess-y part' being used in keeping Marlene's body running, the phantom can barely possess people without the aid of additional psynergy (i.e. style of Rolina's Puppet psynergy), by hiding inside them to about the limit of influencing emotions moderately or causing very brief actions every few seconds such as involuntary twitches, turning around, pointing and maybe starting to scribble, or blinking, and Marlene's body generally needs to be doing nothing or just standing there to make even that possible. Adepts are acutely aware of this process, as it is a more intense version of the feelings noticed while being mind-read. Cool ghost powers include: Spirit Sense: Being a spirit, perceiving and talking with other spirits isn't that hard, and mind-reading is folded into this. Its cost is deceased from 1PP to 0PP, since the ghost half can do it much more cheaply and wander into (or at least close enough to fly over and touch) people to do the fine detail mind reading. This is even more blatantly noticeable to adepts, since even if the ghost is trying to be light about it they are usually telepathing so close it's hardly 'tele' and sometimes partway just talking so it's hardly 'pathing'. Rumble: You know that basic free Venus ability the basic ghost has where it summons a small wave of orange undulating skull-faced energy that hits into a targeted Adept? The phantom menace can do that. Deals a Venus-aligned attack for low damage by throwing rocks and earthen energy, but it gets slightly better as Marlene's base level, class tier, or casting stat gets higher, but not much. Mystic Flame: You know that enemy Mars ability will heads and wisps use? It can do that too! Starts a fire with spookiness and applies it to the enemy for a minor amount of Mars damage. It gets slightly better as Marlene's base level, class tier, or casting stat gets higher, but not much. Banshee Howl: You know how certain spirits can scream so loudly it inflicts Jupiter damage with a chance to stun? This is that, albeit not that impressively. It gets slightly better as Marlene's base level, class tier, or casting stat gets higher, but not much. Psychic Disconnect: With the ability to do weird psychic stuff between the physical brain and the soul part of mind, Marlene can restore PP by simply focusing will, forcing only the physical part of her to actually care about things to gain energy from passion while the floaty spirit part can calm down and refresh its energy through calm clarity. Tranquil fury, for amateurs. Frosty Touch: Marlene's phantom half bumps into an enemy while focusing the cold of their soul into a hateful chill, inflicting miniscule Mercury damage. This costs 0PP as a biological (spiritual?) inherent property and can be cast even while psynergy sealed. Monster abilities ftw. It gets slightly better as Marlene's base level, class tier, or casting stat gets higher, but not much. Frost: Marlene's phantom half uses psynergy to amplify their natural chill-out effect, emulating Frost. Einherjar: At a very high PP cost every turn active, the ghost half can 'momentarily attach themselves to existence', taking on a humanoid and tangible ghost form the same way a full ghost is. While in this state, Marlene takes 2 actions per turn (one for each body). The halves share a HP and PP bar, meaning Marlene takes double damage from multiple-target attacks and can run out of PP in record time depending on what she's casting. Personal Haunt: Rather than making some random spirit do it, Marlene haunts the enemy manually (for free)! In exchange for not being able to use any of her other ghost abilities while doing so, Marlene's phantom half can just go over there and stalk a chosen enemy to passively deal damage after they attack, while her body continues fighting normally. However, if a method to forcefully remove Haunt is invoked (such as using sanctum equipment or a djinn to purge it) or they flee her spirit range, Marlene will be stunned for a turn as her phantom half is forcefully booted away from the enemy and back to her. Poltergeist: Marlene's ghost half can perform spooky scary telekinesis, allowing her to mimic several different telekinetic force psynergies under one ability. Combat Role: Jack of All Trades Battle style: Battle Conductor Being a Battle Conductor is usually dependent on leading a Battle Orchestra or at least providing musical aid to allies. In general a battle orchestra is a full orchestra of adepts plus an additional guard staff supported by either a large group of adepts or a full blown army. Summon Cancel: With sonic counterfire, one can knock the large or at least obvious enemy summon askew, causing its attacks to go wild and completely miss the party, then with a lightning burst disrupt the energy manifesting them into random other psynergies such as growing flowers or dropping crystals from the heavens. This manifests as giving the summon a horrific (number of djinn used in summoning * 10)% miss chance per summon, and a slightly more unpleasant (number of djinn used in summoning)% separately calculated chance that the summon is canceled and dispelled entirely, preventing the summoner from benefiting from secondary effects like post-summon power increase or restoration effects of the summon. Against non-direct-attack summons only the cancel-entirely chance applies for obvious reasons. Non-djinn-fueled summoning (i.e. class items' conjured creatures, using personal power to call creatures, or attacks that use the summon %-of-max-HP full party bonus damage effect) has only 5% miss chance boost and a 1% cancellation chance, as the techniques are majorly different and the methods of disrupting power are less effective. Amplify: The band playing acts as a mass caster for one of the four primary buff categories (attack, defense, casting, resistance), casting the relevant group buff every time it wears off. A small battle orchestra can sustain over a group of up to 2500 at surprisingly low psynergy costs two buffs and up to 5000 one buff, and much higher if the orchestra is willing to pay noticeable psynergy point costs with each reapplication. Artillery: A battle orchestra can constitute large elemental projectiles as a siege-level weapon or in the case of individual fighting groups as a summon. Reconstitution: A battle orchestra is nearly impossible to put down without high-level AoE (which summon counteracting makes them frustratingly difficult for small bands of enemies without cannons), because they keep regenerating themselves and their equipment. As long as the orchestra is performing on some level, individual members regenerate HP and repair equipment from a massive restorative psynergy flow created by the cooperation. Supporter adepts on standby are usually trained in both applying revivals when needed and taking over for tired performers to extend the effect far longer than a normal musician team could expect. Personality: Marlene is showy and dramatic, believing that if you can't deal with it quickly or easily you might as well make as awesome a show as possible out of it. She loves showing off and being the center of attention, but is willing to put off her massive pride and be second fiddle or lower as long as she is treated well for it and is decently attended to. She hates being upstaged and thus to retain focus is usually the first to ask anyone new who they are. Bio: Marlene was born in a rather boring town to a rather average family of Adepts who just so happened to be half-phantoms who lived in one of those weird places on Weyard where the boundary between life and death is thin and the dead walk with no comment, rhyme, reason, or even real explanation beyond some nebulous passage to the underworld. Feeling that pretty but otherwise averageness among people with the same kind of weird was simply boring, she decided to become famous as a musician, taking up the viola and joining a traveling hunters' organization because they needed a Jupiter adept for basic puzzle purposes, doing a lot of shows around random villages near haunted places to lure out monsters for her group to kill. Being able to scout ahead through most obstacles made her an unreasonably valuable asset and as the hunters' group expanded she began a makeshift battle band before expanding into a larger show as part of it. [so unfinished but I have to go will be edited later] Edited by Nedben, May 26 2017, 09:41 PM.
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2:43 PM Jul 11

