08-30-2013, 01:47 AM
(This post was last modified: 06-27-2018, 08:51 AM by PepsiWhirda.)
Name: Whirda Windstrom
Level: 5
Spent OM: 20,900
Base stats:
ATK: 2
DEF: 2 (+1 Tarrasque Scale Buckler)
SPD: 5 (+1 Purchased SPD)
TEC: 4 (+1 Purchased TEC)
Powers: (7,100)
Master Acrobat (400)
Healing (3,000)
Basic Teleport (1,500)
Stealth (1,200)
Suppression (1,000)
Proficiencies: (4,000)
Physical Strength (1,000)
Debuff Proficiency (1,000)
Ranged Proficiency (1,000)
Area Attack Proficiency (600)
Area Defense Proficiency (400)
Moves: (4,200)
Weapons
Umbral Dagger of Ahn'Thrix (300) (Physical Strength, Area Defense Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors. The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge. With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision. Otherwise, this functions as a normal dagger.
Shadechill Dagger (300) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge, suitable for dealing quick light cuts. The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 5 seconds. The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.
Pre-Shade
Gust (300): Whirda conjures a quick burst of wind capable of hurling her or an enemy in the direction of her choice. This move may only be applied to enemies as a touch attack.
Cyclonic Prison (300): Whirda captures the target in a cyclone of buffeting winds. This move deals no damage directly, but is capable of picking up nearby debris and battering the target with it. This move may only be applied to enemies as a touch attack.
Contagion
Improved Umbral Serpents (600): After one second of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a pair of shadow serpents which wrap around her wrists. The serpents can be used to deflect incoming projectiles or grapple with enemies in melee range. While in umbral form, Whirda creates six serpents instead. The additional serpents will find a place coiled around her torso or on her shoulders. They do not gain any additional strength or capability.
Umbral Clone - Distraction (600): After two seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a shadow clone identical to her in every way. The clone will attempt to draw the attention of her enemies using a combination of taunts and kiting. Sustaining a strong, solid blow to any limb causes the limb to shred into wisps of shadow. Sustaining a strong, solid blow to the head or torso causes the entire clone to shred into wisps of shadow. The distraction clone can perform attacks but cannot deal damage. Its blows will bounce harmlessly off of the target. While in umbral form, Whirda creates three clones at once instead. These clones all function as they normally would.
Umbral Clone - Detonation (600) (Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency): After three seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, any active shadow clones created by Whirda detonate, dealing high damage in a small radius of roughly ten square feet. The resulting shock waves from the force of the explosion either push or fling affected enemies back depending on their size. The detonation deals damage as blunt trauma, but does not possess the force necessary to create open wounds or cripple/kill affected enemies. Enemies damaged by the detonation will feel similarly to someone who has been beaten with a club. While in umbral form, Whirda's clones detonate into dozens of shadow serpents. At the cost of drastically reduced concussive force, the shadow serpents will swarm all targets within a range of ten square feet, binding their arms and legs and attempting to pin them helplessly to the ground. The shadow serpents maintain all drawbacks of the original move, and will last the same amount of time.
Umbral Clone - Swap (300) (Teleport): After one second of concentration (equivalent of a teleport at 5 SPD), Whirda swaps places with any one of her shadow clones within the range of her shadow step (same as first rank of Teleport, but will scale if I purchase higher ranks of Teleport). The clone will continue to function as it normally would once reaching its new location. The swap occurs seamlessly enough that any but the most perceptive of primes and secondaries would not notice.
Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw. While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell. While casting Umbral Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm. If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).
Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target. Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other. While the tether is active, when Whirda teleports, her target travels with her to the destination. If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves. If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range. A single teleport breaks the tether, and only one tether can be created per round.
Super Moves: (2,200)
Umbral Maelstrom (Tier One Utility Super Move, 600) (Area Defense Proficiency): After about five seconds of concentration, Whirda creates a maelstrom of powerful wind and concealing shreds of shadow (roughly twenty by twenty by twenty feet). Nearby enemies are dragged into the maelstrom and pulled toward its center. Enemies cannot see outside the maelstrom due to the concealing shadow, and will remain inside buffeted by the strong winds for about one minute or until they find another way to escape. Enemies will not sustain any significant damage from the maelstrom itself, but Whirda can choose to enter the maelstrom herself where she will exhibit more stability and control than the typical enemy. Items and debris pulled into the maelstrom become extremely dangerous projectiles, capable of bludgeoning or skewering distracted foes.
Umbral Cocoon (Tier Two Defensive Super Move, 800) (Area Defense Proficiency): Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness. Whirda can expand the cocoon to approximately three square yards, allowing her to protect adjacent allies as well. The cocoon lasts 30 seconds and is capable of blocking any moves or a Tier Two Super Move.
Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)
Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold. The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC by 4 for a full round. This move can be blocked by a Tier Two Super Defense.
Transformations: (1,000)
Umbral Form [ATK: +2, DEF: +2, TEC: +1]
Artefacts:
Tarrasque Scale Buckler [+1 DEF]
Unlocks: (3,000)
+1 SPD (1,000)
+1 TEC (2,000)
Level: 5
Spent OM: 20,900
Base stats:
ATK: 2
DEF: 2 (+1 Tarrasque Scale Buckler)
SPD: 5 (+1 Purchased SPD)
TEC: 4 (+1 Purchased TEC)
Powers: (7,100)
Master Acrobat (400)
Healing (3,000)
Basic Teleport (1,500)
Stealth (1,200)
Suppression (1,000)
Proficiencies: (4,000)
Physical Strength (1,000)
Debuff Proficiency (1,000)
Ranged Proficiency (1,000)
Area Attack Proficiency (600)
Area Defense Proficiency (400)
Moves: (4,200)
Weapons
Umbral Dagger of Ahn'Thrix (300) (Physical Strength, Area Defense Proficiency): Whirda received the dagger of Ahn'Thrix after slaying the shade in The Pale Moors. The dagger is roughly twelve inches long, carved from obsidian, and honed to a razor's edge. With a thought, Whirda can command the dagger to leak a trail of opaque ash which hovers in the air, strategically obscuring vision. Otherwise, this functions as a normal dagger.
Shadechill Dagger (300) (Physical Strength, Debuff Proficiency): This dagger is roughly twelve inches long and honed to a razor's edge, suitable for dealing quick light cuts. The dagger is also coated in a diluted Shadechill Toxin. When dealing piercing or slashing damage, Whirda's target is afflicted with Shadechill for 5 seconds. The toxin functions as a minor paralytic, causing opponents to experience a chilled sensation and blurred vision, slightly reducing their reaction time and dexterity.
Pre-Shade
Gust (300): Whirda conjures a quick burst of wind capable of hurling her or an enemy in the direction of her choice. This move may only be applied to enemies as a touch attack.
Cyclonic Prison (300): Whirda captures the target in a cyclone of buffeting winds. This move deals no damage directly, but is capable of picking up nearby debris and battering the target with it. This move may only be applied to enemies as a touch attack.
Contagion
Improved Umbral Serpents (600): After one second of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a pair of shadow serpents which wrap around her wrists. The serpents can be used to deflect incoming projectiles or grapple with enemies in melee range. While in umbral form, Whirda creates six serpents instead. The additional serpents will find a place coiled around her torso or on her shoulders. They do not gain any additional strength or capability.
Umbral Clone - Distraction (600): After two seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, Whirda summons a shadow clone identical to her in every way. The clone will attempt to draw the attention of her enemies using a combination of taunts and kiting. Sustaining a strong, solid blow to any limb causes the limb to shred into wisps of shadow. Sustaining a strong, solid blow to the head or torso causes the entire clone to shred into wisps of shadow. The distraction clone can perform attacks but cannot deal damage. Its blows will bounce harmlessly off of the target. While in umbral form, Whirda creates three clones at once instead. These clones all function as they normally would.
Umbral Clone - Detonation (600) (Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency): After three seconds of concentration, during which Whirda can move normally but cannot attack or use other moves, any active shadow clones created by Whirda detonate, dealing high damage in a small radius of roughly ten square feet. The resulting shock waves from the force of the explosion either push or fling affected enemies back depending on their size. The detonation deals damage as blunt trauma, but does not possess the force necessary to create open wounds or cripple/kill affected enemies. Enemies damaged by the detonation will feel similarly to someone who has been beaten with a club. While in umbral form, Whirda's clones detonate into dozens of shadow serpents. At the cost of drastically reduced concussive force, the shadow serpents will swarm all targets within a range of ten square feet, binding their arms and legs and attempting to pin them helplessly to the ground. The shadow serpents maintain all drawbacks of the original move, and will last the same amount of time.
Umbral Clone - Swap (300) (Teleport): After one second of concentration (equivalent of a teleport at 5 SPD), Whirda swaps places with any one of her shadow clones within the range of her shadow step (same as first rank of Teleport, but will scale if I purchase higher ranks of Teleport). The clone will continue to function as it normally would once reaching its new location. The swap occurs seamlessly enough that any but the most perceptive of primes and secondaries would not notice.
Umbral Knives (600) (Ranged Proficiency): After a brief moment of concentration, Whirda summons three throwing knives. Although made of shadow, the knives function as normal metal, dealing similar piercing or slashing damage depending on the nature of the throw. While in umbral form, Whirda creates and unleashes a steady stream of knives which lasts until she cancels the spell. While casting Umbral Knives, the knives will travel along the trajectory of her outstretched hand, originating at a point just beyond her palm. If sustained for more than ten seconds (roughly two dozen knives), Whirda will begin to experience exhaustion, reducing the accuracy of the knives and the damage they can deal (would bounce harmlessly off of sturdy targets and deal only shallow cuts to flimsy ones).
Umbral Tether (300) (Teleport, Debuff Proficiency): Concentrating for three seconds, during which time she can move normally but cannot use other moves or powers, Whirda creates a tether between her and a single target. Whirda must touch her opponent at the end of the concentration period to establish the tether, and the tether will then remain active for fifteen seconds even if Whirda and her opponent move away from each other. While the tether is active, when Whirda teleports, her target travels with her to the destination. If the target is unsuspecting and does not have the Teleport power, they will experience disorientation and dizziness for about one second while they reorient themselves. If the target has moved further from the destination point than the range Whirda charged her teleport for, they will be teleported toward the destination point a distance equal to that range. A single teleport breaks the tether, and only one tether can be created per round.
Super Moves: (2,200)
Umbral Maelstrom (Tier One Utility Super Move, 600) (Area Defense Proficiency): After about five seconds of concentration, Whirda creates a maelstrom of powerful wind and concealing shreds of shadow (roughly twenty by twenty by twenty feet). Nearby enemies are dragged into the maelstrom and pulled toward its center. Enemies cannot see outside the maelstrom due to the concealing shadow, and will remain inside buffeted by the strong winds for about one minute or until they find another way to escape. Enemies will not sustain any significant damage from the maelstrom itself, but Whirda can choose to enter the maelstrom herself where she will exhibit more stability and control than the typical enemy. Items and debris pulled into the maelstrom become extremely dangerous projectiles, capable of bludgeoning or skewering distracted foes.
Umbral Cocoon (Tier Two Defensive Super Move, 800) (Area Defense Proficiency): Whirda draws on the thrumming leylines of umbral magic surrounding her, weaving an impenetrable cocoon of utter darkness. Whirda can expand the cocoon to approximately three square yards, allowing her to protect adjacent allies as well. The cocoon lasts 30 seconds and is capable of blocking any moves or a Tier Two Super Move.
Shadechill (Tier 2 Super Utility) (Ranged Proficiency, Debuff Proficiency) (800 OM)
Whirda breathes a gout of Shadechill, enveloping a single opponent within 30 meters in an aura of darkness and cold. The aura remains surrounding a struck opponent even if they try to move away. Enemies caught in the breath experience freezing temperatures and blurred vision, reducing their TEC by 4 for a full round. This move can be blocked by a Tier Two Super Defense.
Transformations: (1,000)
Umbral Form [ATK: +2, DEF: +2, TEC: +1]
Artefacts:
Tarrasque Scale Buckler [+1 DEF]
Unlocks: (3,000)
+1 SPD (1,000)
+1 TEC (2,000)


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