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Plue

Blue Ouro Crazy Redux

Aug 24th, 2013
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  1. Friend Zone
  2. http://danbooru.donmai.us/posts/1343642
  3.  
  4. Blue is a happy psychopath. She likes making friends, but her friends seem to leave her suddenly for no good reason. Really, it was just a few whacks with her Friend Maker. Still, she doesn't let small things like this depress her so she goes on to make more friends. Going on missions is a good way for making friends, no matter how brief they are.
  5. She doesn't even know how many friends she has made along the way, and tends to forget them after a while though it makes her sad when she realizes she can't remember their names.
  6.  
  7. She has slaughtered her way through her career as a Freelancer, but she barely recognizes herself as one. People just offer her play-dates, and money to go with them, and she happily skips off to play. While close to, it is not impossible for her to have an actual friend, they simply have to be strong enough not to die, and willing to accept that she is crazy and stop attacking back when she does. The few that manage this are her true friends, and she does remember their names.
  8.  
  9. She's not very bright, so ends up tricked fairly easily, but she doesn't seem upset by this as long as she can make new friends along the way.
  10.  
  11. She heard about the origin, and would like to befriend it, because then she would have all the friends.
  12.  
  13. Dangerous Question: Will you be my friend?
  14. Note: Starting a fight with her answers this as yes.
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  17.  
  18. Friend Maker
  19. Blue's friendship cannot be denied, as the hammer generates a shock wave around itself. The shock wave itself does direct damage equal to Blue's INT, and counts as an attack with 2 + ranks of DEX. This shock wave is always present, but skills and such do not affect it.
  20. Mana Cost Per Attack: 2
  21.  
  22. Armor of Acceptance:
  23. Sometimes friends fight, but it's not serious. Damage from friends is reduced greatly. To her, anyone will become a friend. The armor is capable of storing her Mana, which can be used like a battery. Can be recharged with her own Mana from her mana pool.
  24. Mana Storage: 100
  25. Damage Reduction 10%
  26.  
  27.  
  28. Dizzying Strike - Friendship Strike
  29. Channeling her exuberance (and the fact that her hammer already causes shock waves) Blue charges the air around her hammer causing a disorienting shock wave that enhances its damaging effect.
  30. Mana cost: 20 -- Causes 'Dizzy' (-5 AGI for 3 turns and cannot be healed or removed otherwise.) Damage = 1.2 of normal. Doesn't affect shock wave damage, and shock wave doesn't hold any dizzying effects either.
  31. 2 Turn delay
  32.  
  33. Burning Heart - Raging Spirit
  34. Blue's spirit is burning up with passion to make friends, and her hammers ignites in fire because of it. (The extra prana channeled through it might be the real cause though)
  35. Mana Cost: 20 -- Inflicts burns on impact, increases hammer damage by 10 for 3 turns, 2 turn cooldown.
  36.  
  37. I have Very Many Friends - Friendship Boost
  38. As long as she has friends she can bear any burden. Her constitution and resistance are greatly increased.
  39. Mana Cost: 20 -- Boosts CON or RES by 1 rank each for 3 turns. 2 Turn delay after end of effects.
  40.  
  41. Explosive Friend Making - Friendship Explosion (AKA the Befriender)
  42. Creating a dense charge of prana she is capable of detonating this as she wishes. Usually stored on the back of her hammer it increases her effective strength by a very large margin. Typically carries six on her, much like a revolver storage in her hammer. Very effective at making friends (dead). No shock wave on this attack, instead replaced by 'explosion'
  43. Mana Cost: 70 -- Damage x 3 + extra explosion damage AOE (direct damage of INT x 2 instead of shock wave) which causes burns occasionally. 5 turn cool-down - limit of 6 shots.
  44.  
  45.  
  46. Blurring Hammer
  47. Her mastery of her chosen weapon lets her spin the heavy hammer like a toy, and while taking more effort lets her strike with more precision than should be possible with such an over-sized weapon. A AOE whirlwind attack with her hammer, allowing for up to a 5 hit combo spin. Each hit does 60% damage of a normal hit, but can be individually defended against. DEX + 1 rank for this single attack.
  48. SP cost: 70, 4 turn delay. Shockwave only counts on last hit.
  49.  
  50. Open your Heart
  51. Sometimes friends close their hearts off to their other friends, and this makes her sad. So she uses her hammer to make them more open hearted (sometimes literally). A guard breaking technique that is designed to break through defenses. Damage multiplier of 1.2, and pierces through 50% of defense while lowering enemy con by 5 for 3 turns.
  52. SP: 60, Cooldown: 2
  53.  
  54. Weapon Mastery
  55. Hammer. Blue has trained endlessly with her Hammer is dangerous even without its mystical abilities.
  56.  
  57. Mind's Eye
  58. She always knows the best way to make friends.
  59.  
  60.  
  61. Prana Dynamo – Special
  62. Her excitement for making new friends leaves her prana simply overflowing her body, building up far faster than normal, and even spilling into the visible spectrum she has so much. Always full of playful youthful energy. Blue honestly thinks she is making friends and is a good person. It can be counted as a form of twisted mentality, and it boosts her mana replenishment rate. x2 replenishment of mana and +5 res, along with additional protection against hypnotism and such.
  63.  
  64. http://youtu.be/WUhOnX8qt3I?t=45s
  65.  
  66.  
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  68.  
  69. HP 550
  70. MP 425
  71. SP 700
  72. STR 50
  73. CON 40
  74. AGI 20
  75. DEX 20
  76. INT 10
  77. RES 35
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