From Tokyo Afterschool Summoners
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Transient Information
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Rarity |
3 |
Cost |
8 |
HP |
465+110.255*(Lv-1) |
ATK |
135+46.888*(Lv-1) |
HP @ Lv 60 |
6970.045 |
ATK @ Lv 60 |
2901.392 |
Max HP+20 Lv, +2000 HP |
11175.145 |
Max ATK+20 Lv, +2000 ATK |
5839.152 |
Skills |
Meticulous Mechanic |
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self / 50~100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply CritATK Up by 2x ~ 4x for 1 turn (Buff) to self / 35~70% [When Hit″This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)] Apply Weapon Change (None)Changes the unit's weapon type to None-ranged for 3 turns. (Buff) to self / 100%
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Emotional Management AI |
[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove RageATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns (Buff) Remove Rage+ATK Up by 1.25x ~ 2.5x, DEF Down by 1.25x for 2 turns (Buff) Remove CharmCannot attack for 3 turns (Debuff) Remove FearCannot move at will, -10CP/turn for 5 turns (Debuff) / 50~100%
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Mechaman |
[Before Being AttackedThis unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 30~60%
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One Who Puts Years to Rest |
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Double LockBlock skill and CS activation for 3 turns (Debuff) to hit units / 25~50% [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply CharmCannot attack for 3 turns (Debuff) to hitting units / 25~50%
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Research Files
Official English
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"Otohime is an AI princess who serves as the manager of a prototype small world known as the Dragon Palace, which sits at the bottom of the Takamagahara system's sea. Her presence compels fish to dance for her guests' entertainment, and her beauty is out of this world. Otohime was created to develop the technology necessary to seal away painful memories and heal those who have suffered deep emotional wounds. Since she lacks variety in her facial expressions, it may seem like she has no feelings, but she intentionally suppresses her expressions as a kindness towards guests who are pained by a smile. To prove she has emotions, her sympathy for and devotion toward suffering guests runs deep. She even harbors a fair amount of anger towards those who disturb the peace of her palace. During an emergency, she will be the first dancer to fight on the front lines with her fish-shaped craft. Making use of her skills to put memories away, she works as a tidying consultant in Tokyo, earning the respect of those dorm residents with squalid rooms who will not be named."
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Translated from Japanese
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The artificial celestial maiden that is the manager of the experimental subrealm at the bottom of the sea in System Takamagahara, popularly known as the Dragon Palace. Otohime is believed to possess a beauty that is beyond anything in this world as she entertains and dances with the fish. She was born for the sake of developing and verifying techniques meant to seal painful memories that deeply scar people's minds so that they can heal. She has so few expressions it's as if she has no emotions. However, this is in consideration for those whose minds are pained from even being smiled at, so by no means is Otohime emotionless. As proof of that she has deep sympathies for those who are hurt and those who are devoted, and she has an appropriate amount of anger towards those who disturb the peace. In emergencies she will turn into a dancer who fights on the front lines with her fish-type companion bots. She has the respect of those who live in difficult-to-describe dirty rooms as the leading cleaning consultant in Tokyo.
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Official Japanese
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システム・タカマガハラの海底に試作された小世界、通称「竜宮城」の管理者たる人造天女。魚たちが舞い踊り、もてなすその様は、まさにこの世のものとは思えない美しさであると信仰されている。心に深き傷を負った者を癒すために、その苦しみの要因となる「記憶」を封じる技術を開発・検証するために誕生した。まるで感情が無いかのように表情に乏しい。しかし、これは向けられる笑顔にすら心を痛める者に対しての配慮であり、決してオトヒメに感情が無いわけではない。その証拠に、傷ついた相手へ献身する者へは深い共感を抱き、一方で平穏を乱す者には相応の怒りを抱く。有事には自ら魚型の随伴機と共に、先陣で戦う舞姫となる。仕舞うことにかけては東京でも指折りの片付けコンサルタントとして、名状し難い汚部屋住人たちからの尊敬を得る。
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Rarity |
4 |
Cost |
16 |
HP |
370+90.918*(Lv-1) |
ATK |
830+65.204*(Lv-1) |
HP @ Lv 65 |
6188.752 |
ATK @ Lv 65 |
5003.056 |
Max HP+20 Lv, +2000 HP |
10007.112 |
Max ATK+20 Lv, +2000 ATK |
8307.136 |
Skills |
Vivid Nobility |
[Phase StartTriggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) to self / 50~100% [Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Crit+ATK Up by 2.5x ~ 5x for 1 turn (Buff) to self / 45~90% [When Hit″This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)] Apply Weapon Change (None)Changes the unit's weapon type to None-ranged for 3 turns. (Buff) to self / 100%
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Emotional Management AI |
[Status ResistanceTriggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.] Remove RageATK Up and DEF Down by 1.25x ~ 2.5x for 2 turns (Buff) Remove Rage+ATK Up by 1.25x ~ 2.5x, DEF Down by 1.25x for 2 turns (Buff) Remove CharmCannot attack for 3 turns (Debuff) Remove FearCannot move at will, -10CP/turn for 5 turns (Debuff) / 50~100%
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Mechaman |
[Before Being AttackedThis unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.] Apply TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to self / 30~60%
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One Who Puts Years to Rest |
[Before HittingFor each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.] Apply Double LockBlock skill and CS activation for 3 turns (Debuff) to hit units / 25~50% [When Hit′This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)] Apply CharmCannot attack for 3 turns (Debuff) to hitting units / 25~50%
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Official English
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"The undersea area known as the Dragon Palace, which Otohime manages, serves as her sacred artifact and symbolizes her authority. The name Dragon Palace, however, is not the sacred artifact's original name. It is only the name given to the outer facility that accompanies it. First, Otohime uses dance to extract the negative memories causing suffering in the hearts of her guests. The sacred artifact then works to compress these memories and seal them away in an external storage device called a Tamate Box. Otohime's original function was supposed to be helping the suffering, but as word spread, people began to visit the Dragon Palace seeking only eternal pleasure. Otohime has mixed feelings about this but continues to provide her guests' desired treatment, as is part of her Role. She considers those who hunt the noble sea dragons her mortal enemies."
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Translated from Japanese
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The castle known as the Dragon Palace at the bottom of the sea and the castle that Otohime manages is her Sacred Artifact and the symbol of its power. However the Dragon Palace is not the original name of this artifact, just a popular name given to this shell facility. For starters, Otohime draws out the negative memory that causes pain out of the heart of those whose hearts were stolen by her dance. The power of this artifact is to compress those memories and seal them in the external memory drive Tamatebako. This power was originally meant for those who are suffering, but eventually its existence became rumored among the public, and people who simply came looking for eternal pleasure came calling. Otohime has mixed opinions about this and is said to continue executing the commands sought of her with Role staying as is. She is natural enemies with those who possess the Role of hunting sea dragon royalty.
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Official Japanese
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「竜宮城」として知られる海底のそれこそが、オトヒメが管理する城の「神器」、その「権能」の象徴である。ただし、「竜宮城」とはこの「神器」の本来の名ではなく、あくまでそれに付随する外殻施設につけられた呼び名でしかない。まず、オトヒメは舞によって心奪われた者の胸中から、その苦しみの元たる「負の記憶」を抜き出す。それを圧縮し、「玉手箱」なる外部記憶装置に封じるのがこの「神器」の権能である。元は苦しむ人々の為にあるとされるこの「権能」だが、やがてその存在が人々に噂されるとともに、ただ永劫の享楽を求めて訪ねてくる者も現れたとか。オトヒメはこれに複雑な思いを抱きながらも、その「役割」のまま、望まれた処理を施行し続けているという。海竜の王族を狩る「役割」を持つ相手を、天敵とする。
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Appearances
Transient Summons
Notes
- Based on the mythological princess of Urashima Tarō, Otohime.
- She is also based on the legendary princess of the ocean, Toyotamahime, due to her connection to Yamasachihiko (who was the spouse of the princess in the mythology), her shark motif (Toyotamahime's true form is those of Wani, which is believed to be either crocodile or shark), and the true name of the Dragon Palace "Palace of God Watatsumi" (the name of Toyotamahime's father and the lord of the ocean).
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