Post by Gaia on Jul 16, 2023 18:54:45 GMT -8
SandMan.EXE
{
--Kaiyume Emiko--
}
--Appearance--
Kaiyume stands five feet and four inches tall, lithe, with the physique of an athlete: thin but well-contoured body, strong lower legs, and overall flexible body. At now 21 years of age, Kaiyume is a strong and independent woman, no longer plagued or even worried by her blindness.
She has sleek, brown hair that is naturally straight, but, curls at the end, which rests on her shoulders. Youthful but beautiful, her face is curved and angled with imperial grace, giving her a pronounced cheekbone and jawline. Her piercing amber gaze dances with intellect and curiosity.
She adorns herself most often in a long-sleeve shirt in varying shades of blue, red or purple. With her shirts, she wears a pair of dark jeans and running shoes. The only time she wears anything different is on special occasions, such as when doing acrobatics or running, and maybe even a dress to formal occasions.
--Personality--
Emiko is a very bright and intelligent person. In the time she spent with her dad, she was a happy and well coordinated child, sent to the best schools and given the best of opportunities thanks to her father's care and wealth.
Her self-confidence and defining aspects of her personality, though, were built through the care and attention given to her by SandMan after her father passed. It was a hard time for her, and, at times, she wasn't sure how she would get on; it was through SandMan's careful words of kindness and reassurance that she slowly came out of her shell, and grew to care about the world again.
She is very social, charismatic, intelligent and athletic. She loves to sing, run, and practice acrobatics. Because of her father's profession, and, by extension, SandMan's, she is very knowledgeable about sleep and anything to do with that field - along with many others. Polite, proper and proud, she is not afraid to speak her mind. Independent and capable, as well as, somewhat due to the fact that her main father figure isn't someone she can physically interact with, a little withdrawn and sensitive, she is a caring and passionate woman.
--Background--
Before SandMan, she had a very simple life. She went to private academy where her father paid good zenny to make sure she got a good education. Without a mother to look up to, she adopted many things from her father: Confidence, independence and work ethic, along with passion in whatever it was she devoted herself to.
When SandMan entered the picture, she had just started the fifth grade. At first, she found the new addition very strange - she saw him more as one of her dad's co-workers than a part of the family. But, SandMan started acting as a sort of baby sitter and alternate caregiver when her dad couldn't, for whatever reason - like if work was really busy today, or if her dad was just a little late.
Once she was more used to SandMan, she started going out to the arcades with him, and had the experience of her first NetBattles with him. SandMan was a great Navi, and she had a lot of fun thanks to him.
But . . . she was never prepared for the loss of her father. She didn't really understand what was going on at the time that it happened; only knew that her father went to sleep and never woke back up. She thought it kind of silly - he was a sleep doctor; sleep couldn't do anything to him that he couldn't fight against! But, it wasn't so.
After saying good bye to him at the funeral and watching them bury him, she became very secluded. In the time it took SandMan to fight for her, she allowed herself to descend further and further away from her friends. Her grades dropped. She came in further behind in sports, and singing just wasn't the same. When SandMan was finally declared as her provider, there was a lot of broken twelve year old to fix.
It was tough. She had lost her dad, and SandMan couldn't replace him. Not really. But, he did his best - and, as she started getting older and moving on, she went through a time when, thanks to him, she started opening back up to her friends and gotten more involved in sports and music, again. Her grades came back up, and, slowly but surely, she became the girl she was before.
Her years of pubescence were especially difficult - a fatherly figure without a physical form was very easy to ignore and get into fights with, especially when she went through her short but extreme rebellious phase. But, SandMan went as far as taking over the whole house's network to keep her under control, proving that, even without his physical form, not only could he provide for her and care for her as a paternal figure, but, also punish her. He was a great father figure - none of his words were law, and he usually explained everything he did. He helped her sleep when she couldn't, and did whatever he could to help her out in any subject or problem. It was partially because of him that she became as successful as she did in Middle and High School after her dad's passing.
Through time and pain, Emiko is still SandMan's NetOp, and, ultimately, he is her closest friend and the one thing she can count on as her caregiver and constant.
--Appearance--
Kaiyume stands five feet and four inches tall, lithe, with the physique of an athlete: thin but well-contoured body, strong lower legs, and overall flexible body. At now 21 years of age, Kaiyume is a strong and independent woman, no longer plagued or even worried by her blindness.
She has sleek, brown hair that is naturally straight, but, curls at the end, which rests on her shoulders. Youthful but beautiful, her face is curved and angled with imperial grace, giving her a pronounced cheekbone and jawline. Her piercing amber gaze dances with intellect and curiosity.
She adorns herself most often in a long-sleeve shirt in varying shades of blue, red or purple. With her shirts, she wears a pair of dark jeans and running shoes. The only time she wears anything different is on special occasions, such as when doing acrobatics or running, and maybe even a dress to formal occasions.
--Personality--
Emiko is a very bright and intelligent person. In the time she spent with her dad, she was a happy and well coordinated child, sent to the best schools and given the best of opportunities thanks to her father's care and wealth.
Her self-confidence and defining aspects of her personality, though, were built through the care and attention given to her by SandMan after her father passed. It was a hard time for her, and, at times, she wasn't sure how she would get on; it was through SandMan's careful words of kindness and reassurance that she slowly came out of her shell, and grew to care about the world again.
She is very social, charismatic, intelligent and athletic. She loves to sing, run, and practice acrobatics. Because of her father's profession, and, by extension, SandMan's, she is very knowledgeable about sleep and anything to do with that field - along with many others. Polite, proper and proud, she is not afraid to speak her mind. Independent and capable, as well as, somewhat due to the fact that her main father figure isn't someone she can physically interact with, a little withdrawn and sensitive, she is a caring and passionate woman.
--Background--
Before SandMan, she had a very simple life. She went to private academy where her father paid good zenny to make sure she got a good education. Without a mother to look up to, she adopted many things from her father: Confidence, independence and work ethic, along with passion in whatever it was she devoted herself to.
When SandMan entered the picture, she had just started the fifth grade. At first, she found the new addition very strange - she saw him more as one of her dad's co-workers than a part of the family. But, SandMan started acting as a sort of baby sitter and alternate caregiver when her dad couldn't, for whatever reason - like if work was really busy today, or if her dad was just a little late.
Once she was more used to SandMan, she started going out to the arcades with him, and had the experience of her first NetBattles with him. SandMan was a great Navi, and she had a lot of fun thanks to him.
But . . . she was never prepared for the loss of her father. She didn't really understand what was going on at the time that it happened; only knew that her father went to sleep and never woke back up. She thought it kind of silly - he was a sleep doctor; sleep couldn't do anything to him that he couldn't fight against! But, it wasn't so.
After saying good bye to him at the funeral and watching them bury him, she became very secluded. In the time it took SandMan to fight for her, she allowed herself to descend further and further away from her friends. Her grades dropped. She came in further behind in sports, and singing just wasn't the same. When SandMan was finally declared as her provider, there was a lot of broken twelve year old to fix.
It was tough. She had lost her dad, and SandMan couldn't replace him. Not really. But, he did his best - and, as she started getting older and moving on, she went through a time when, thanks to him, she started opening back up to her friends and gotten more involved in sports and music, again. Her grades came back up, and, slowly but surely, she became the girl she was before.
Her years of pubescence were especially difficult - a fatherly figure without a physical form was very easy to ignore and get into fights with, especially when she went through her short but extreme rebellious phase. But, SandMan went as far as taking over the whole house's network to keep her under control, proving that, even without his physical form, not only could he provide for her and care for her as a paternal figure, but, also punish her. He was a great father figure - none of his words were law, and he usually explained everything he did. He helped her sleep when she couldn't, and did whatever he could to help her out in any subject or problem. It was partially because of him that she became as successful as she did in Middle and High School after her dad's passing.
Through time and pain, Emiko is still SandMan's NetOp, and, ultimately, he is her closest friend and the one thing she can count on as her caregiver and constant.
{
--RP Information--
}
--Appearance--
SandMan stands 6' tall and is a lanky NetNavi, but, lacking a concrete form. His body is an ever-changing void of energies, reminiscent of the night sky with stars and an aurora ever shining. SandMan, though, has his body tinted to the color of sand - so the stars are set on a sandy backdrop of the night sky.
In his preferred form, his shoulders are sculpted into a set of tiered spaulders, the uppermost tier raised up into an arc. His chest is carefully chiseled from the sand into armor befitting an emperor, the plate designed to show his well chiseled upper body, with slight indentations in the sand around his ribs and lower abdomen, complete with an armored frill to fall over his waist. His forearms are adorned with full, segmented gauntlets, and he has a knight's shin guards. Differing shades of golds, browns and silvers line his gauntlets, boots and breastplate along the sides and contours.
His body is very lucid and can take on any form as he so desires. He often changes his form based on what he sees in others, simply due to his aspect as a Navi that induces sleep and controls dreams. Whenever he changes form, though, he usually keeps it roughly medieval in design, and, his face is always the same.
Crafted in the form of a Barbuta knight's full helmet, with a visor and rounded front, the front of his helmet adorns a symbol much like how knights of old displayed their religion on theirs - only, the mar is his NaviCrest: A crescent moon cradled around a new moon. Flowing over his shoulders is a cape of darkness that constantly shifts with visions of the night sky; a veil of night that follows behind him.
--Personality--
His preferred design as a knight is not by coincidence: it is also a depiction of his personality. Chivalrous, noble and fair, he carries himself with courage, and his head held high. Polite, proper and ancient, he speaks in "thees," and "thous," "hither," and "thither." He is kind to others and very accepting to their beliefs, and is not one to think himself higher than others. He carries himself with grace, yes, but, with humility and honor, too.
His kind words and noble demeanor would make it easy for someone to think him a good soul. And, while not inherently wrong, it would be foolish for someone to take his kindness for weakness. SandMan is a Navi of right and wrong; good and evil; light and dark. While not evil in his words or general demeanor, his actions leave much to be sought for - he is that necessary evil that can host a party of good, but, if the need arise, fight against whatever foe without hesitation and without conviction. Sleep, after all, has no favorites; no preferences. It can bestow nights of awe and wonder, nights of terror and agony, or nights of bliss, devoid of any interruptions. So, too, can he.
He is strongly devoted to his NetOp, and would do anything for her - no matter the consequences. His relationship to her has given him a lot of responsibility and paternal attributes, making him more than adept at talking and commanding others, along with handling a number of stressful situations and helping others with theirs.
--Background--
SandMan has a very specific set of skills: To induce sleep and control dreams. He is a navi who specializes in running all sorts of devices, machines and tests involving sleep and dreams. Why?
His original NetOp was a thirty year old Sleep Specialist, by the name of Kaiyume Haru. He was designed as his assistant, to help the doctor in whatever task he may need. As such, he is a very knowledgeable Navi when it comes to many medicines, terms, conditions, tests and machines to do with sleep.
Haru had an eight year old daughter: Kaiyume Emiko. In the few brief years that SandMan knew Haru and Emiko, both, he devoted himself wholeheartedly to the family. Whenever Haru was unable, he played and cared for Emiko. At times, Haru would allow Emiko to go out and take SandMan with her - he experienced his first Net Battles with her as his acting NetOp.
When at work with Haru, he would carefully assist the doctor in whatever it was he was doing - be that putting a patient under, or recording the patient's brainwave activity as they slept. Haru was a very wealthy man, due to his job, and, so, the family got by. SandMan acted as something of a link between "Doctor Kaiyume," and "Father," checking in whenever Haru himself could not.
It was two years after SandMan was created. Two years after he had selflessly and wholeheartedly bonded with his family. The unthinkable happened. Kaiyume Haru passed, in his sleep. Thirty-two years old; he went to sleep and never woke back up. Emiko was far too young to understand what was going on - rather than let the authorities step in, though, SandMan went through the grueling process to prove that he was fit and capable of raising his NetOp's daughter. After a few month's battle, he was deemed able. SandMan got passed down to Emiko, who he continued to act like a father figure to for the last six years.
To say it was without qualm would be a very nice, but ultimately untrue statement. For the first few weeks, it was rocky. Emiko still wasn't entirely sure of what was going on, and only understood that she'd never see her father after the funeral again. A Navi specializing in sleep, his most help to his new NetOp and dependent was getting her to sleep, and helping her sleep well. For a while, this was the only way he knew how to help her get over issues - it wasn't like he could physically comfort her. He continued helping her get to and from school, and learned how to use a stove's network in order to cook food for her. She would pick out what she wanted, throw it in, and, in a little while's work, food would be ready, home cooked and given the attention any father would for their child.
Her father's wealth was transferred into his account, which was also Emiko's account. Being a NetNavi, he was capable of following her wherever she went - while she was in school, he checked in at the office to help out any patients that came in, still capable of doing her father's job in his absence. He had to keep it up, so that he'd have the Zenny to care for her.
And care for her, he did. He made sure she had a lot of appropriate, safe social outings, and dealt with her through her maturation into a young woman - even if, at times, she didn't want anything to do with him. He supported her in all of her extracurricular activities, like singing and sports. Ultimately, he raised her into the woman she has become. He was as good a father figure as he could be, and, when necessary, put his foot down, even if she didn't appreciate him for it. Controlling the door to the house made it really easy for him to stop her from going places.
Thanks to their relationship, they have a much stronger bond, not only as a father figure would be to his daughter, but, close friends, and, ultimately, as NetOp and NetNavi.
--Appearance--
SandMan stands 6' tall and is a lanky NetNavi, but, lacking a concrete form. His body is an ever-changing void of energies, reminiscent of the night sky with stars and an aurora ever shining. SandMan, though, has his body tinted to the color of sand - so the stars are set on a sandy backdrop of the night sky.
In his preferred form, his shoulders are sculpted into a set of tiered spaulders, the uppermost tier raised up into an arc. His chest is carefully chiseled from the sand into armor befitting an emperor, the plate designed to show his well chiseled upper body, with slight indentations in the sand around his ribs and lower abdomen, complete with an armored frill to fall over his waist. His forearms are adorned with full, segmented gauntlets, and he has a knight's shin guards. Differing shades of golds, browns and silvers line his gauntlets, boots and breastplate along the sides and contours.
His body is very lucid and can take on any form as he so desires. He often changes his form based on what he sees in others, simply due to his aspect as a Navi that induces sleep and controls dreams. Whenever he changes form, though, he usually keeps it roughly medieval in design, and, his face is always the same.
Crafted in the form of a Barbuta knight's full helmet, with a visor and rounded front, the front of his helmet adorns a symbol much like how knights of old displayed their religion on theirs - only, the mar is his NaviCrest: A crescent moon cradled around a new moon. Flowing over his shoulders is a cape of darkness that constantly shifts with visions of the night sky; a veil of night that follows behind him.
--Personality--
His preferred design as a knight is not by coincidence: it is also a depiction of his personality. Chivalrous, noble and fair, he carries himself with courage, and his head held high. Polite, proper and ancient, he speaks in "thees," and "thous," "hither," and "thither." He is kind to others and very accepting to their beliefs, and is not one to think himself higher than others. He carries himself with grace, yes, but, with humility and honor, too.
His kind words and noble demeanor would make it easy for someone to think him a good soul. And, while not inherently wrong, it would be foolish for someone to take his kindness for weakness. SandMan is a Navi of right and wrong; good and evil; light and dark. While not evil in his words or general demeanor, his actions leave much to be sought for - he is that necessary evil that can host a party of good, but, if the need arise, fight against whatever foe without hesitation and without conviction. Sleep, after all, has no favorites; no preferences. It can bestow nights of awe and wonder, nights of terror and agony, or nights of bliss, devoid of any interruptions. So, too, can he.
He is strongly devoted to his NetOp, and would do anything for her - no matter the consequences. His relationship to her has given him a lot of responsibility and paternal attributes, making him more than adept at talking and commanding others, along with handling a number of stressful situations and helping others with theirs.
--Background--
SandMan has a very specific set of skills: To induce sleep and control dreams. He is a navi who specializes in running all sorts of devices, machines and tests involving sleep and dreams. Why?
His original NetOp was a thirty year old Sleep Specialist, by the name of Kaiyume Haru. He was designed as his assistant, to help the doctor in whatever task he may need. As such, he is a very knowledgeable Navi when it comes to many medicines, terms, conditions, tests and machines to do with sleep.
Haru had an eight year old daughter: Kaiyume Emiko. In the few brief years that SandMan knew Haru and Emiko, both, he devoted himself wholeheartedly to the family. Whenever Haru was unable, he played and cared for Emiko. At times, Haru would allow Emiko to go out and take SandMan with her - he experienced his first Net Battles with her as his acting NetOp.
When at work with Haru, he would carefully assist the doctor in whatever it was he was doing - be that putting a patient under, or recording the patient's brainwave activity as they slept. Haru was a very wealthy man, due to his job, and, so, the family got by. SandMan acted as something of a link between "Doctor Kaiyume," and "Father," checking in whenever Haru himself could not.
It was two years after SandMan was created. Two years after he had selflessly and wholeheartedly bonded with his family. The unthinkable happened. Kaiyume Haru passed, in his sleep. Thirty-two years old; he went to sleep and never woke back up. Emiko was far too young to understand what was going on - rather than let the authorities step in, though, SandMan went through the grueling process to prove that he was fit and capable of raising his NetOp's daughter. After a few month's battle, he was deemed able. SandMan got passed down to Emiko, who he continued to act like a father figure to for the last six years.
To say it was without qualm would be a very nice, but ultimately untrue statement. For the first few weeks, it was rocky. Emiko still wasn't entirely sure of what was going on, and only understood that she'd never see her father after the funeral again. A Navi specializing in sleep, his most help to his new NetOp and dependent was getting her to sleep, and helping her sleep well. For a while, this was the only way he knew how to help her get over issues - it wasn't like he could physically comfort her. He continued helping her get to and from school, and learned how to use a stove's network in order to cook food for her. She would pick out what she wanted, throw it in, and, in a little while's work, food would be ready, home cooked and given the attention any father would for their child.
Her father's wealth was transferred into his account, which was also Emiko's account. Being a NetNavi, he was capable of following her wherever she went - while she was in school, he checked in at the office to help out any patients that came in, still capable of doing her father's job in his absence. He had to keep it up, so that he'd have the Zenny to care for her.
And care for her, he did. He made sure she had a lot of appropriate, safe social outings, and dealt with her through her maturation into a young woman - even if, at times, she didn't want anything to do with him. He supported her in all of her extracurricular activities, like singing and sports. Ultimately, he raised her into the woman she has become. He was as good a father figure as he could be, and, when necessary, put his foot down, even if she didn't appreciate him for it. Controlling the door to the house made it really easy for him to stop her from going places.
Thanks to their relationship, they have a much stronger bond, not only as a father figure would be to his daughter, but, close friends, and, ultimately, as NetOp and NetNavi.
-Version / Experience:
--Version: 11
--Experience: 3,700
-Funds:
--Zenny: 1,000
--Bugfrags: 8
---MiniFrags: 0/5
*Font: 999146
{
-Type: Defense
-Karma: Neutral
-Elements: SandLv5 + IceLv5
--Strengths: Metal, Sand2, Light, Toxic, Ice
--Weaknesses: Dark, Wind, Plasma, Sonic, Bug2
-HP: 3,800
-Armor: 155
-Regeneration: 0
-Natural Avoid: Cleanse // 5-CD
--Statistical Information--
}-Type: Defense
{--Effects: (Click to view)}° +5 armor per version.
° Natural avoidance may become a shield at will.
° Become immune to 1 status reductions/damage. +1 more every new type bonus acquired by version.
° Version 4: You may expend an additional skill use when using a Shield skill to make that use Unbreakable.
° Version 7: +1 use to Defense skills(Shields, objects, armor, Strength/Weaknesses, Status heal)
° Natural avoidance may become a shield at will.
° Become immune to 1 status reductions/damage. +1 more every new type bonus acquired by version.
° Version 4: You may expend an additional skill use when using a Shield skill to make that use Unbreakable.
° Version 7: +1 use to Defense skills(Shields, objects, armor, Strength/Weaknesses, Status heal)
-Karma: Neutral
{--Effects: (Click to view)}° Base: Gain a Hyper Attack
° v6: Gain a Hyper Mode
° v6: Gain a Hyper Mode
-Elements: SandLv5 + IceLv5
{--Effects: (Click to view)}° Basic Attacks gain "If Hits, victim has -50 Damage and Armor for 1 Turn".
° By Optionally Charging an Attack for an extra turn, its 'If Hit' effects will pierce immunity.
° Slow has -4 CD.
° +100 Armor.
° User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD).
° By Optionally Charging an Attack for an extra turn, its 'If Hit' effects will pierce immunity.
° Slow has -4 CD.
° +100 Armor.
° User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD).
--Strengths: Metal, Sand2, Light, Toxic, Ice
--Weaknesses: Dark, Wind, Plasma, Sonic, Bug2
-HP: 3,800
-Armor: 155
-Regeneration: 0
-Natural Avoid: Cleanse // 5-CD
{--Modifiers: (Click to view)}° +3 Element Levels (Elemental Expansion SP)
° +3 Element Levels (Skill)
° +1 Element Levels (V-Up)
° Base HP (1000)
° +1,100 HP (Skill)
° +1,000 HP (Version-Up)
° +500 HP (Conversion)
° +200 HP (NaviMark)
° +100 Armor (Ice-Element)
° +55 Armor (Defense Type)
° +3 Element Levels (Skill)
° +1 Element Levels (V-Up)
° Base HP (1000)
° +1,100 HP (Skill)
° +1,000 HP (Version-Up)
° +500 HP (Conversion)
° +200 HP (NaviMark)
° +100 Armor (Ice-Element)
° +55 Armor (Defense Type)
{
[Cloak of Dreams] [X-Tier, Element+]
To coax the strong of body but weak of will to slumber, SandMan uses a cold and barren night, accompanied by a veil of sand and dust.
- Gain +3 Elemental Levels.
-- [Passive]
[Compaction] [Defensive Augment]
Compacted layers of sand build up strength over time and reduce the impact of strikes.
- After withstanding an attack, SandMan can apply 25% of the attack's total damage or 50% of the mitigated damage as armor against the next attack.
- If the attack was charged, apply an additive 10% damage mitigation to the next attack per turn of charge applied. SandMan can sacrifice a charged attack to apply additional mitigation per turn of charge applied, up to 50%. This mitigation occurs before all other mitigations.
- Interactions with this skill carry over into the next turn.
[-- Null Avoidance, Null Survival
[-- SandMan cannot have passive armor or percentile mitigation skills
-- [Passive]
[Cohesion] [C-Tier, HP+]
Dense layers of sand remain stuck together by properties of molecules due to compression and saturation.
- SandMan gains +1,100 HP.
-- [Passive]
[Sand Motes] [A-Tier, Objects]
Collections of sand and dust that float without purpose or need, but hang in the tapestry of the dream-beach.
- Creates a non-unique, intercepting Sand Mote with 400-HP.
-- [Active, 4/4 Uses]
[Hardened Sand] [A-Tier, Defense Augment]
Dense layers of sand collected with the strength of dreams to prevent harm.
- Sand Motes can resist 2 additional attacks before being destroyed.
-- [Passive]
[Peaceful Slumber] [B-Tier, Grit]
Preventing harm and reducing damage is as simple as a dream that allows restful slumbers.
- Negate the piercing and triggering effects of 1 avoidable attack. After withstanding the attack, heal for 25% of the attack's Damage (to a max of 650-HP).
-- [Active, 8/8 Uses]
[Deep Slumber] [B-Tier, Power Block]
Dulling the power of an assailant is a specialty of the sand, absorbing their fury and nulling it entirely.
- Ignore all temporary damage augments of 1 avoidable attack. Treat the attack as though it had dealt its full damage for SandMan's skill effects.
-- [Active, 8/8 Uses]
[Ever Slumbering] [S-Tier, Mitigation]
The unweary and unprepared cannot hope to assail the dreamwalker as he dulls their senses and clouds their minds.
- One instance of mitigation from Compaction applies for the remainder of the turn.
- Alternatively, apply the highest instance of mitigation from Compaction to 1 attack.
-- [Active, 2/4 MAX Uses/Battle]
--Skill Pool--
}[Cloak of Dreams] [X-Tier, Element+]
To coax the strong of body but weak of will to slumber, SandMan uses a cold and barren night, accompanied by a veil of sand and dust.
- Gain +3 Elemental Levels.
-- [Passive]
[Compaction] [Defensive Augment]
Compacted layers of sand build up strength over time and reduce the impact of strikes.
- After withstanding an attack, SandMan can apply 25% of the attack's total damage or 50% of the mitigated damage as armor against the next attack.
- If the attack was charged, apply an additive 10% damage mitigation to the next attack per turn of charge applied. SandMan can sacrifice a charged attack to apply additional mitigation per turn of charge applied, up to 50%. This mitigation occurs before all other mitigations.
- Interactions with this skill carry over into the next turn.
[-- Null Avoidance, Null Survival
[-- SandMan cannot have passive armor or percentile mitigation skills
-- [Passive]
[Cohesion] [C-Tier, HP+]
Dense layers of sand remain stuck together by properties of molecules due to compression and saturation.
- SandMan gains +1,100 HP.
-- [Passive]
[Sand Motes] [A-Tier, Objects]
Collections of sand and dust that float without purpose or need, but hang in the tapestry of the dream-beach.
- Creates a non-unique, intercepting Sand Mote with 400-HP.
-- [Active, 4/4 Uses]
[Hardened Sand] [A-Tier, Defense Augment]
Dense layers of sand collected with the strength of dreams to prevent harm.
- Sand Motes can resist 2 additional attacks before being destroyed.
-- [Passive]
[Peaceful Slumber] [B-Tier, Grit]
Preventing harm and reducing damage is as simple as a dream that allows restful slumbers.
- Negate the piercing and triggering effects of 1 avoidable attack. After withstanding the attack, heal for 25% of the attack's Damage (to a max of 650-HP).
-- [Active, 8/8 Uses]
[Deep Slumber] [B-Tier, Power Block]
Dulling the power of an assailant is a specialty of the sand, absorbing their fury and nulling it entirely.
- Ignore all temporary damage augments of 1 avoidable attack. Treat the attack as though it had dealt its full damage for SandMan's skill effects.
-- [Active, 8/8 Uses]
[Ever Slumbering] [S-Tier, Mitigation]
The unweary and unprepared cannot hope to assail the dreamwalker as he dulls their senses and clouds their minds.
- One instance of mitigation from Compaction applies for the remainder of the turn.
- Alternatively, apply the highest instance of mitigation from Compaction to 1 attack.
-- [Active, 2/4 MAX Uses/Battle]
{--Modifiers: (Click to view)}
{
--Combat Information--
}Base Damage: 150
Attacks per Turn: 3
Total Attacks: 15/15
Attacks
1. [Pocket Sand]
A simple but highly effective distribution of sand dulls the senses and clouds the mind.
[150] Sand ?-Damage [90%]
::C:: Two basic aimers and range chosen upon use.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
2. [Chilling Embrace]
A compression of frost that grips a victim tight and chills them to slumber.
[75] Ice C-Damage [50%]
::C:: Can be optionally charged for up to 5 turns.
::C:: Multiple can be manually charged at once.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
3. [Sandstorm]
A constant barrage of sand that slows anything it touches.
[75] Sand S-Damage [50%]
::C:: Can be optionally charged for up to 5 turns.
::C:: Per turn of charge applied, gains +1 Hit at full damage. Replaces the optional charge multiplier.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
4. [Slumbering Tide]
A chilling wave of compacted sand that can drag the unweary under.
[120] Sand S-Damage [80%]
::C:: Two basic aimers chosen upon use.
::C:: Can be optionally charged for 1 turn to gain "If Hits: -1 AS for 1 Turn"
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
5. [Cold Terror]
A deep and chilling wave of frost that comes from the recesses of the mind.
[120] Ice S-Damage [80%]
::C:: Two basic aimers chosen upon use.
::C:: Can be optionally charged for 1 turn to gain "Freeze"
::C:: Can be optionally charged for 1 turn to gain "Interrupt"
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
5. [Sand Wave]
A massive upheaval of crumbling earth that overwhelms its target.
[--] Sand S-Damage [90%]
::C:: Cuts Auras
::B:: Damage is calculated based off of armor.
::o:: 1-CD
6. [Ice Spike]
A carefully focused spike of ice to pierce through a foe and slow them.
[60 * 2] Ice X-Damage [80%]
::C:: Dual Range
::B:: Avoided Separately
::B:: Freeze
::o:: 2-CD
7. [Ice Barrage]
A more lethal barrage of ice spikes from complex directions that leave little room for error.
[20 * 4] Ice X-Damage [50%]
::C:: Dual Range
::B:: Avoided Separately
::B:: Cuts Uncuttable Auras
::B:: Freeze
::o:: 5-CD
8. [Sand Pile]
A dense, compact layer of sand that is superchilled, dragging its victims under.
[9% of Max-HP] Sand S-Damage [90%]
::B:: Cuts Uncuttable Auras, Hits for 9% of Target's Max Health
::o:: 2-CD
9. [Night Terror]
An induced terror pulled from the depths of one's darkest nightmares.
[35 * 3] X C-Damage [70%]
::B:: Cuts Uncuttable Auras, Non-Hidden Element selected upon use, Avoided Separately
::o:: 4-CD
10. [Sleeping Giant]
A dark, uneasy pulse from the dreamwalker that makes the nightmare stronger.
[0] Sand C-Damage [80%]
::A:: Power Up: 1 Attack
::o:: 1-Turn Required Charge
11. [Sand Slide]
Quaking earth sends forth a tide of unending sand, as unrelenting as the dreamwalker himself.
[0] Sand S-Damage [80%]
::B:: Cuts Uncuttable Auras
::A:: Deals 10% of Base Damage per attack the user has taken up until this point in battle. Resets upon use.
::o:: 1-Turn Required Charge, 1-CD
12. [Polar Terror]
As beautiful as the aurora, as terror-inducing as the inevitable cold. A stream of merciless cold that threatens to drag everything into a perpetual slumber.
[] Ice S-Damage [70%]
::B:: Deals 7% of target's max-health as damage.
::A:: Destroys Auras/Barriers
::S:: Disrupts Multi-Instanced Avoidances.
::S:: Triggered auto-attack at 50% per attack target avoided while this attack was charging.
::o:: 2-Turn Required Charge, 1-CD, -2 Total Attacks/Use
::o:: 2 Uses/Battle
{--Modifiers: (Click to view)}° Base Damage (100)
° +100 (Version-Up)
° -50 (Conversion)
° +100 (Version-Up)
° -50 (Conversion)
Attacks per Turn: 3
Total Attacks: 15/15
Attacks
1. [Pocket Sand]
A simple but highly effective distribution of sand dulls the senses and clouds the mind.
[150] Sand ?-Damage [90%]
::C:: Two basic aimers and range chosen upon use.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
2. [Chilling Embrace]
A compression of frost that grips a victim tight and chills them to slumber.
[75] Ice C-Damage [50%]
::C:: Can be optionally charged for up to 5 turns.
::C:: Multiple can be manually charged at once.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
3. [Sandstorm]
A constant barrage of sand that slows anything it touches.
[75] Sand S-Damage [50%]
::C:: Can be optionally charged for up to 5 turns.
::C:: Per turn of charge applied, gains +1 Hit at full damage. Replaces the optional charge multiplier.
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
4. [Slumbering Tide]
A chilling wave of compacted sand that can drag the unweary under.
[120] Sand S-Damage [80%]
::C:: Two basic aimers chosen upon use.
::C:: Can be optionally charged for 1 turn to gain "If Hits: -1 AS for 1 Turn"
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
5. [Cold Terror]
A deep and chilling wave of frost that comes from the recesses of the mind.
[120] Ice S-Damage [80%]
::C:: Two basic aimers chosen upon use.
::C:: Can be optionally charged for 1 turn to gain "Freeze"
::C:: Can be optionally charged for 1 turn to gain "Interrupt"
::o:: If Hits: Target has -50 Armor and -50 Damage for 1 turn.
5. [Sand Wave]
A massive upheaval of crumbling earth that overwhelms its target.
[--] Sand S-Damage [90%]
::C:: Cuts Auras
::B:: Damage is calculated based off of armor.
::o:: 1-CD
6. [Ice Spike]
A carefully focused spike of ice to pierce through a foe and slow them.
[60 * 2] Ice X-Damage [80%]
::C:: Dual Range
::B:: Avoided Separately
::B:: Freeze
::o:: 2-CD
7. [Ice Barrage]
A more lethal barrage of ice spikes from complex directions that leave little room for error.
[20 * 4] Ice X-Damage [50%]
::C:: Dual Range
::B:: Avoided Separately
::B:: Cuts Uncuttable Auras
::B:: Freeze
::o:: 5-CD
8. [Sand Pile]
A dense, compact layer of sand that is superchilled, dragging its victims under.
[9% of Max-HP] Sand S-Damage [90%]
::B:: Cuts Uncuttable Auras, Hits for 9% of Target's Max Health
::o:: 2-CD
9. [Night Terror]
An induced terror pulled from the depths of one's darkest nightmares.
[35 * 3] X C-Damage [70%]
::B:: Cuts Uncuttable Auras, Non-Hidden Element selected upon use, Avoided Separately
::o:: 4-CD
10. [Sleeping Giant]
A dark, uneasy pulse from the dreamwalker that makes the nightmare stronger.
[0] Sand C-Damage [80%]
::A:: Power Up: 1 Attack
::o:: 1-Turn Required Charge
11. [Sand Slide]
Quaking earth sends forth a tide of unending sand, as unrelenting as the dreamwalker himself.
[0] Sand S-Damage [80%]
::B:: Cuts Uncuttable Auras
::A:: Deals 10% of Base Damage per attack the user has taken up until this point in battle. Resets upon use.
::o:: 1-Turn Required Charge, 1-CD
12. [Polar Terror]
As beautiful as the aurora, as terror-inducing as the inevitable cold. A stream of merciless cold that threatens to drag everything into a perpetual slumber.
[] Ice S-Damage [70%]
::B:: Deals 7% of target's max-health as damage.
::A:: Destroys Auras/Barriers
::S:: Disrupts Multi-Instanced Avoidances.
::S:: Triggered auto-attack at 50% per attack target avoided while this attack was charging.
::o:: 2-Turn Required Charge, 1-CD, -2 Total Attacks/Use
::o:: 2 Uses/Battle
{
Total Number of Chips Per Battle: 5
Mega Chips: 3
Giga Chips: 1
Standard / Dark Chips
[N/A]
Mega Chips
Giga Chips
[N/A]
--SE/Dark Chips--
}Total Number of Chips Per Battle: 5
Mega Chips: 3
Giga Chips: 1
Standard / Dark Chips
[N/A]
Mega Chips
Giga Chips
[N/A]
{
--Navi Customizer--
}--|Programs|--
Program Slots: 6/7
Defensive Programs Installed:
Paladin's Spirit ⇪ Beta
Activated Program.
User takes 75% Damage for 3 Turns
⦗Uses per battle: 2/2⦘
Offensive Programs Installed:
Auto Charge ⇪ Alpha
Passive Program
User automatically charges one attack per turn. +1 Preemptive charge.
Supportive Programs Installed:
Air Shoes ⇪ Omega
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn.
⦗Uses per battle: 5/5⦘
Set <Stage> ⇪ Omega
Activated Program
User may change all panels on the field for 3 Turns. Stage is chosen upon use.
⦗Uses per battle: 1/1⦘
⇪ Elemental Expansion SP
Mega Program. Effects changed to: User has +3 Element Levels. This Program loses the ability to be equipped twice.
Regenerative Programs Installed:
[N/A]
--|Accessories|--
--|Crests|--
[N/A]
Program Slots: 6/7
Defensive Programs Installed:
Paladin's Spirit ⇪ Beta
Activated Program.
User takes 75% Damage for 3 Turns
⦗Uses per battle: 2/2⦘
Offensive Programs Installed:
Auto Charge ⇪ Alpha
Passive Program
User automatically charges one attack per turn. +1 Preemptive charge.
Supportive Programs Installed:
Air Shoes ⇪ Omega
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn.
⦗Uses per battle: 5/5⦘
Set <Stage> ⇪ Omega
Activated Program
User may change all panels on the field for 3 Turns. Stage is chosen upon use.
⦗Uses per battle: 1/1⦘
⇪ Elemental Expansion SP
Mega Program. Effects changed to: User has +3 Element Levels. This Program loses the ability to be equipped twice.
Regenerative Programs Installed:
[N/A]
--|Accessories|--
--|Crests|--
[N/A]
{
The power and majesty of a dream come true, SandMan manifests in a true and terrible form that emits waves of sand and ice without relenting.
::o:: Attack effects become "Regardless of Success" for the duration of this hyper mode.
::o:: +1 Use to all non-undershirt programs.
::o:: 1-Turn Duration.
[Pons Inducement] [Hyper Attack]
SandMan culls the weak and permeates a powerful, all-consuming cloud of sand that lulls victims into indefinite slumber.
[75 * 3 Hits] Sand S-Damage [100%]
- Cuts Uncuttable Auras, Avoid Separately, Grit Separately
- If Hits, Locks Avoidance Skills for the Remainder of Battle
-- 1-FTC, 5-CD
--Hyper Repertoire--
}[Dreamstrider] [Advanced Form - Hyper Format]The power and majesty of a dream come true, SandMan manifests in a true and terrible form that emits waves of sand and ice without relenting.
::o:: Attack effects become "Regardless of Success" for the duration of this hyper mode.
::o:: +1 Use to all non-undershirt programs.
::o:: 1-Turn Duration.
[Pons Inducement] [Hyper Attack]
SandMan culls the weak and permeates a powerful, all-consuming cloud of sand that lulls victims into indefinite slumber.
[75 * 3 Hits] Sand S-Damage [100%]
- Cuts Uncuttable Auras, Avoid Separately, Grit Separately
- If Hits, Locks Avoidance Skills for the Remainder of Battle
-- 1-FTC, 5-CD