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− | '''Sumiko Remiere''' is a SeeD Ensign at Trabia Garden, a minor character in the ''[[Clouded Horizons]]'' series. | + | '''Sumiko Remiere''' is a SeeD Ensign at [[Trabia Garden]], a minor character in the ''[[Clouded Horizons]]'' series. |
| ==Personnel Information== | | ==Personnel Information== |
| ===Biography=== | | ===Biography=== |
Revision as of 17:09, 15 April 2011
Sumiko Ayame Remiere Illusionary Flower
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Sumiko in her typical attire.
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Character Profile
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DOB:
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September 9, 2133
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Age:
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19
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Race:
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Hume
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Gender:
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Female
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Profession:
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Illusionist
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Theme:
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Morning Sunlight
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Artist:
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sephfire, SirRus
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Garden Profile
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Garden Attended:
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Trabia Garden
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SeeD ID Number:
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52553
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Highest Rank:
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Ensign Magic Division
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Merit Awards:
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Promotion to Ensign
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Additional Information
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Birth Realm:
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Eighth Realm
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Sumiko Remiere is a SeeD Ensign at Trabia Garden, a minor character in the Clouded Horizons series.
Personnel Information
Biography
Sumiko was born in the small town of Areyn, on the other side of the mountains near the city Esthar. Sumiko's family was what could be considered an upper-class family in the town, much like the family of her childhood friend, Naoki Ishida. The Remiere family and the Ishida family shared close bonds for many years during Naoki's early childhood, until a tragedy occurred in December 2145. Sumiko's uncle was killed during a hunting excursion into the mountains, the cause of death unknown. Sumiko's parents blamed Naoki's uncle for the death, who was the only other person to accompany Sumiko's uncle, and a feud between the two families began. For the most part, Sumiko and Naoki simply ignored the feud, determined not to let something that they felt was a complete accident, tragic though it was, get in the way of their friendship. Sumiko didn't blame Naoki's uncle for the death of her uncle, and both Naoki and her parents knew this.
Years later, when both friends reached their teens, they left the village together to explore the continent. They explored for about a year, before returning to the village and spending the better part of three years with their families. The blood feud that had began years earlier was still going on when they returned, and Naoki soon decided that he was tired of it. Venturing up into the mountains, he explored the location that his uncle had claimed was the site of the accident, and he found the reason behind everything, single-handedly settling the tensions between the two families. Sumiko was overwhelmed with relief when the families reconciled, and the rest of their stay at Areyn was framed by peace instead of strife.
In March 2151, Naoki and Sumiko left the village once again to continue where they left off in their exploration. Along the way, they ran into a young girl named Uriko Kurabasa, who was headed to Esthar. She instead decided to join the two friends in their exploration, and has stayed with them up to the present time.
Personality
Sumiko may outwardly seem like a somewhat cold person due to her logical answers and rare showing of emotion, but she is quite friendly and caring in actuality. The only people she really opens up around are Naoki and Uriko, however, leaving her outward appearance as one of detachment and solitude. In battle, Sumiko is exceptionally graceful, using her powers of illusion to confuse the enemy, allowing her teammates to make quick work of their disoriented foes.
Synopsis
Sumiko has been involved in many of the major events from the third story in the Clouded Horizons series - Dimensional Legend. For more information, see the page for that work.
Combat Information
Sumiko's combat style is much like the Water and Wind-elemental attacks she favors - fluid, graceful, and ever-changing. She compliments Naoki's more offensive style well, striking opponents from unusual directions with gusts of wind and typhoons of water to allow him to move in for the kill.
- Average Spiritual Energy:
Combat Attributes
Experience
- Hume (110)
- Illusionist (110)
- Secondary Classes
- Red Mage (85), Mesmer (70), Ninja (40)
- None.
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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1,549
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1,774
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1,549
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2,408
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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1,232
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852
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1,514
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1,450
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1,345
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950
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887
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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15%
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20%
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10%
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0%
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Ice
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Earth
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Water
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Dark
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15%
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20%
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20%
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0%
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Status Effect Resistances
Disease
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Poison
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-10%
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-5%
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Wound
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Fear
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0%
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20%
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Talents
Talents
- Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
- Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
- Water+ - Increases Water Affinity by 10%.
- Drench - Whenever dealing Water damage with an Ability, each target hit by that Ability takes a -5% penalty to their Lightning Affinity against the next Lightning damage dealt to them.
- Sliprain - Whenever using a Water-elemental Spell on an ally with Haste status, for the duration of the Haste effect that ally gains an additional 10% Agility.
- Moistening Balm - Whenever using a Water-elemental Spell on an ally, that ability also restores 10% Stamina.
- Wind+ - Increases Wind Affinity by 10%.
- Recoil - Whenever dealt damage after using a Wind-elemental Ability, the attacker takes 0.35x Wind damage.
- Epidemic - Whenever a Wind-elemental Ability with one target would inflict Poison, Sap, or Blind status, a random adjacent target is also subject to that status effect.
- Updraft - Grants a +12% Agility bonus while affected by a Wind-elemental Enchantment.
Racial Traits
Hume
Active
- Sprint - Increases Agility by 25%.
- Inspire - Restores 15% Stamina. Restores 2% Stamina every second.
- Dodge - Evades the next physical attack.
Passive
- Environmental Adaptability - +5% Fire Affinity, +5% Ice Affinity.
- Indomitable Spirit - +5% Spirit.
- Easily Inspired - +5% Stamina restoration.
- Mortal Condition - -10% Poison (effect) Resistance, -10% Disease (effect) Resistance.
Equipment
Ability Information
Skills
Phantasm Magic
Active
- Overwhelming Instinct - Imprint 1.2x Mind. Chroma: If this ability hits, inflicts Berserk status.
- Traumatic Visions - Imprint 0.8x Mind. Deals 0.3x psychic damage each second. Chroma: If this ability hits, inflicts Disable, Paralyze, and Immobilize status.
- Sum of all Fears - Imprint 0.65x Mind. Chroma: If this ability hits, Hexed target moves, attacks, and activates abilities 20% slower.
- Images of Remorse - Imprint 1.0x Mind. Chroma: If this ability hits, inflicts Stop status.
- Phantom Chasm - Imprint 0.9x Mind. Chroma: If this ability hits, inflicts Immobilize status.
- Grasping Shadows - Imprint 0.65x Mind. Inflicts Slow status. Chroma: If this ability hits, at the start of each of Hexed target's turns, deals 1.2x psychic damage.
- Distracting Whispers - Imprint 0.9x Mind. Chroma: If this ability hits, reduces Accuracy and Mind by 33%.
- Maze of Mirrors - Imprint 1.3x Mind. Chroma: If this ability hits, Hexed target treats the user's allies as though they had Vanish status.
- Taunting Phantoms - Imprint 0.5x Mind. Inflicts Berserk status. Chroma: If this ability hits, Hexed target physical attacks have a 50% chance to hit one of its allies. Chroma: If this ability fails to hit, inflicts Provoke status.
- Visions of Avarice - Imprint 1.1x Mind. Chroma: If this ability hits, Hexed targets skips their next 2 turns.
- Sheer Cold - Imprint 0.7x Mind. Deals 1.3x Ice damage. Chroma: If this ability hits, inflicts Freeze status.
- Overheat - Imprint 0.7x Mind. Deals 1.3x Fire damage. Chroma: If this ability hits, inflicts Heat status.
- Mirror Image - Imprint 0.8x Mind. Chroma: If this ability hits, deals 1.5x psychic damage and has "Chroma: For each ally, bestows Blink status."
- Repose - Imprint 1.3x Mind. Chroma: If this ability hits, inflicts Sleep status.
Spells
- Prominence - Deals 1.7x Fire damage.
- Tempest - Deals 1.7x Lightning damage.
- Freezeblink - Deals 1.7x Ice damage.
- Deluge - Deals 1.7x Water damage.
- Soil Evidence - Deals 1.7x Earth damage.
- Wild Tornado - Deals 1.7x Wind damage.
- Blackout - Deals 1.7x Dark damage.
- Star Cross - Deals 1.7x Holy damage.
Passive
- Mental Clarity - Increases the effectiveness of and defense against Spells that deal psychic damage by 0%.
- Absorb Mana - Whenever dealt damage by 0%.
- Conserve Energy - Reduces the cost of Spells by 0%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 21%.
- Agility+ - Increases Agility by 21%.
- Evasion+ - Increases Evasion by 21%.
- Fire+ - Increases Fire Affinity by 10%.
- Ice+ - Increases Ice Affinity by 10%.
- Lightning+ - Increases Lightning Affinity by 10%.
- Water+ - Increases Water Affinity by 10%.
- Earth+ - Increases Earth Affinity by 10%.
Red Magic
Active
- Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
- Doublecast - Casts two spells simultaneously.
- Convert - Switches current Stamina and Mana.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Quake I - Deals 1.2x Earth damage.
- Poison - Inflicts Poison status.
- Paralyze - Inflicts Paralyze status.
- Protect - Bestows Protect status.
- Blind - Inflicts Blind status.
- Water I - Deals 1.2x Water damage.
- Sap - Inflicts Sap status.
- Slow - Inflicts Slow status.
- Aero I - Deals 1.2x Wind damage.
- Shell - Bestows Shell status.
- Silence - Inflicts Silence status.
- Oil - Inflicts Oil status.
- Regen - Bestows Regen status.
- Sleep - Inflicts Sleep status.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Dispel - Removes all positive status effects.
- Quake II - Deals 1.45x Earth damage.
- Raise - Revives with 25% Stamina.
- Water II - Deals 1.45x Water damage.
- Refresh - Bestows Refresh status.
- Aero II - Deals 1.45x Wind damage.
- Esuna - Removes all negative status effects.
- Haste - Bestows Haste status.
Passive
- Fast Cast - Decreases spell activation and reactivation time by 0%.
- Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
- Replenish - Gain 1…20% magic damage taken as Mana.
- Strength+ - Increases Strength by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 21%.
- Mind+ - Increases Mind by 21%.
- Luck+ - Increases Luck by 21%.
- Evasion+ - Increases Evasion by 10%.
- Accuracy+ - Increases Accuracy by 10%.
- Earth+ - Increases Earth Affinity by 10%.
- Wind+ - Increases Wind Affinity by 10%.
- Fear Resist+ - Increases Fear (effect)Resistance by 10%.
Sleight
Active
- Overload - Imprint 0.75x Mind. Chroma: If this ability hits, deals 1.8x psychic damage.
- Phantom Pain - Imprint 0.8 Mind. Chroma: If this ability hits, reduces Stamina regen by 5…10 pips.
- Imagined Burden - Imprint 1.2x Mind. Chroma: If this ability hits, Inflicts Slow status.
- Mantra of Psychosis - Gain +0.25…0.75x bonus to Imprint Mind checks.
- Accumulated Pain - Imprint 0.8x Mind. Chroma: If this ability hits and if the target has at least two Hexes, deals 2.25x psychic damage.
- Sensory Deprivation - Imprint 1.75x Mind. Chroma: If this ability hits, inflicts Sleep, Poison, and Sap status.
Spells
- Arcane Larceny - Disables a random Spell. Arcane Larceny becomes that Spell.
- Power Leak - Interrupts an Ability. Chroma: If a Spell is interrupted, deals 1.8x Mana damage.
- Power Spike - Interrupts an Ability. Chroma: If a Skill is interrupted, deals 1.8x psychic damage.
- Enervate - Chroma: Whenever Hexed target activates an Ability, drains Mana equal to the cost of that ability.
- Illusionary Weaponry - Adds +0.1...0.5x magic damage. This damage has 20% Magic Defense penetration.
- Price of Pride - Chroma: Whenever target uses an ability level 50 or greater, deals 1.75x magic damage and drains 10% Mana.
Passive
- Clairvoyance - When using an Ability with Imprint, displays the success rate.
- Domination - Whenever a Hex is successfully applied, it deals 0.2…0.8x Mana damage.
- Perception - Increases Mind by 0%.
- Mind+ - Increases Mind by 40%.
- Agility+ - Increases Agility by 40%.
- Strength+ - Increases Strength by 21%.
- Spirit+ - Increases Spirit by 21%.
- Dexterity+ - Increases Dexterity by 21%.
- Stamina+ - Increases Stamina by 10%.
- Evasion+ - Increases Evasion by 10%.
- Magic Damage+ - Increases Magic Damage by 10%.
- Magic Defense+ - Increases Magic Defense by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
Ninjutsu
Active
- Vanish - Bestows Vanish status. Chroma: If an action is made or damage is received, this stance ends.
- Ninja Seal - Doubles the potency of the next Symbol.
Spells
- Hyoton - Consumes 1 'Tsurara.' Deals 1.3x Ice damage and decreases Fire Affinity by 20%.
- Katon - Consumes 1 'Uchitake.' Deals 1.3x Fire damage and decreases Water Affinity by 20%.
- Suiton - Consumes 1 'Mizu-Deppo.' Deals 1.3x Water damage and decreases Lightning Affinity by 20%.
- Raiton - Consumes 1 'Hiraishin.' Deals 1.3x Lightning damage and decreases Earth Affinity by 20%.
- Doton - Consumes 1 'Makibishi.' Deals 1.3x Earth damage and decreases Wind Affinity by 20%.
- Futon - Consumes 1 'Kawahori-Ogi.' Deals 1.3x Wind damage and decreases Ice Affinity by 20%.
Passive
- Natural Evasion - Increases Evasion by 0%.
- Seven Chakras - Decreases the activation time of Symbols by 0%.
- Proficiency: Katana - Increases Physical Damage by 0%.
- Agility+ - Increases Agility by 30%.
- Evasion+ - Increases Evasion by 30%.
- Strength+ - Increases Strength by 14%.
- Mind+ - Increases Mind by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Mana+ - Increases Mana by 5%.
- Luck+ - Increases Luck by 5%.
- Parry+ - Increases Parry chance by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
Personal Abilities
Sumiko, as a member of the Remiere clan of Areyn, has trained for years in a variety of ninjutsu techniques honed by the members of the village. Her focus lies primarily in the use of illusionary techniques known as genjutsu, allowing her to disable her enemies through mental attack rather than physical assault. She also possesses a single ability unique to her clan, known as Utakata, which creates four thin wings of pure energy on her back and grants her the temporary ability to fire blasts of energy, fly, and perform short-range teleportation. The ability takes incredible amounts of power, however, enough so that the technique requires years to store the necessary energy to keep it active for more than a few seconds.
Personal Abilities
- Kage Bunshin - Sumiko creates clones of herself formed from her energy. The clones can be dispelled by dealing enough damage to them.
- Suishōha - Sumiko releases a wave of water in all directions around her to attack nearby enemies.
- Suijinheki - Sumiko creates a wall of water around herself and nearby allies, shielding them from attacks.
- Daitoppa - Sumiko releases a powerful gust of compressed air to blow away enemies.
- Kamaitachi - Sumiko releases multiple sickles of cutting wind to slice at enemies.
- Mizuame Nabara - Sumiko uses her energy to create a thick, syrupy liquid that coats the area around her, impeding enemies' movement.
- Jigoku Kōka - Sumiko creates the illusion of a gigantic fireball descending on her enemies.
- Kokoni Arazu - Sumiko creates the illusion that the area her enemies are in is not what it seems, varying from size to appearance.
- Narakumi - Sumiko causes her enemies to visualize their worst fears in physical form before them.
- Jubaku Satsu - Sumiko creates the illusion that a tree sprouts behind her enemies, binding them with thick branches to stop their movement.
- Nehan Shōja - Sumiko creates the illusion of falling white feathers, causing her enemies to fall into a deep sleep.
- Utakata - Sumiko releases her reserves of stored energy all at once, creating four thin wings of pure energy on her back and granting her the temporary ability to fire blasts of energy, fly, and perform short-range teleportation.
Overdrives / Limit Breaks
Overdrives / Limit Breaks
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