Advertisement
Guest User

Untitled

a guest
Dec 7th, 2016
69
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.92 KB | None | 0 0
  1. Stratagem
  2.  
  3.  
  4. Passives:
  5.  
  6.  
  7. Enhanced Capabilities
  8. Taking advantage of his mastery in magic and demonic powers, he is able to SIGNIFICANTLY increase all of his senses, perceptions, and physical abilities, SIGNIFICANTLY increasing his ability to avoid and counter attacks; allowing him to stay safe in combat while being able to swiftly move about the battlefield and deliver powerful, precise attacks.
  9.  
  10.  
  11. Enlightenment
  12. Having an extremely high affinity and mastery towards what comprises the universe, he is able to sense the flow of mana, energy, etc., and manipulate it at will. He also recovers 10% of his maximum mana every turn by absorbing ambient mana around him.
  13.  
  14.  
  15. Over-Power Mode (conditional: must be activated first)
  16. Releasing the seals on the bio-arcane-technology within his left arm and legs, they transform into a super armored state covering his legs, left-side of his torso, most of his back, and left arm. He has significantly increased physical and magical capabilities in this form, can drain significant amounts of mana and other energies extremely fast from around him as well as from specific targets. He has access to extremely powerful physical attacks as well as various ranged attacks using the built in arm-cannon that uses a combination of science and magic to launch devastating attacks. He has significantly increased dodge and hit chance in this form and has a chance to counter attacks, as well as a defense buff when in this form. The form last for the entire fight or until otherwise canceled.
  17.  
  18.  
  19. Anomaly
  20. Upon receiving a lethal blow, he remains with one hp and enters the "Anomaly" state. When in the "Anomaly" state, all damage received is instead added to an "Anomaly Counter." The more points in the counter the stronger he becomes. The Anomaly state lasts for 5 turns, but can be extended by an additional 5 turns if the dmg received within that time exceeds 500 points (this can be looped multiple times). After exiting the Anomaly state he becomes extremely weak for several hours; if the Anomaly time get's extended, he will instead become incapacitated when he exits the state.
  21.  
  22.  
  23. The Natural Energy
  24. Having gained control of aether and natural energies, he is able to use it to improve his body, gaining a passive HP regen (10%) and a chance for counter attacks. Basic attacks are also infused with this energy, allowing them to deal increased damage and a small (size-wise) AoE.
  25.  
  26.  
  27. Demonic Overflow
  28. Using the demonic powers within him, he is able to enhance and strengthen all aspects of himself, resulting in a multiplicative increase to everything he can do.
  29.  
  30.  
  31.  
  32.  
  33.  
  34.  
  35. Skills:
  36.  
  37.  
  38.  
  39.  
  40. Main
  41.  
  42.  
  43. Balkins
  44. MP: 2000+ (every 1000 mp adds 1 extra turn of protection)
  45. Forgotten Protective Spell that protects against all forms of damage for 3+ turns.
  46. CD: Once per fight
  47.  
  48.  
  49. Bijali
  50. MP: 1500
  51. Ancient Lightning Spell that electrifies the body and strikes the opponent with lightning; buffing the user. May inflict the status ailment "shock" where the opponent has a lower dodge rate, has a chance to be unable to move, and receives minor damage every turn. The debuff can be spread to those that make physical contact with the user or someone who is already debuffed.
  52.  
  53.  
  54. Gaia Pillars
  55. MP: 3000
  56. Raises multiple pillars from the ground to strike the enemy (min 10 pillars, max 20 pillars, each pillar has it's own hit rate, if one hits the others have a greater chance of hitting; deals massive dmg).
  57. Can be used offensively or defensively.
  58.  
  59.  
  60. Particle Shot (only available in Over-Power Mode)
  61. MP: 0+ (can add mp to increase dmg)
  62. Absorbs energy from his surroundings and using science and magic launches a devastating blast (think rail gun + mega buster).
  63.  
  64.  
  65. Chains of Restraint
  66. MP: 2000
  67. Forgotten Sealing Spell that summons forth multiple chains from the ground to ensnare and restrict the target, limiting their mobility while simultaneously sealing and draining their power.
  68.  
  69.  
  70. Dimensional Fissure
  71. MP: 2500
  72. Creates a dimensional shock-wave that deals massive damage to all in it's path while "distorting" them, leaving them with the "helpless" debuff.
  73.  
  74.  
  75. Aether Overflow
  76. MP: 3000
  77. Takes in the natural energy around him while increasing the natural flow aether within him; using this he conducts a barrage of blitz-like attacks on the enemy using various attacks and weapons composed of aether, ending with a final shockwave explosion.
  78.  
  79.  
  80. Supernova
  81. MP: 0
  82. Anomaly points: All
  83. Unleashes a devastating blow that deals massive damage equal to the Anomaly counter times two times a random number between one and one hundred.
  84. Conditions: Must be in Anomaly state, reduces Anomaly state's duration to one turn.
  85.  
  86.  
  87.  
  88.  
  89. Known
  90.  
  91.  
  92. Inferno
  93. MP: 500
  94. Forbidden Fire Spell that deals major damage to all opponents in a wide area with a chance to burn them
  95. CD: 7 turns
  96.  
  97.  
  98. Absolute Zero
  99. MP: 500
  100. Forbidden Ice Spell that deals major damage to all opponents in a wide area with a chance to freeze them
  101. CD: 7 turns
  102.  
  103.  
  104. Tempest Gale
  105. MP: 500
  106. Forbidden Wind Spell that deals major damage to all opponents, may cause a temporary daze or bleed debuff
  107. CD: 7 turns
  108.  
  109.  
  110. Thunder Crash
  111. MP: 500
  112. Forbidden Lightning Spell that brings down a bolt of lightning on the enemy, doing major damage and may prevent the opponent from acting the following turn.
  113. CD: 7 turns
  114.  
  115.  
  116. Dark Void
  117. MP: 500
  118. Forbidden Dark Spell that deals major damage to all opponents while gathering them all in one location.
  119. CD: 7 turns
  120.  
  121.  
  122. Swords of Revealing Light
  123. MP: 500
  124. Forbidden Light Spell that summons forthe 7 swords of light to pierce the enemy
  125. CD: 7 turns
  126.  
  127.  
  128. Rupture
  129. MP: 500
  130. Forbidden Earth Spell that causes a very large area of ground to shatter below the enemy, weakening the ground below them while sending multiple shards of earth at the enemies in the area.
  131. CD: 7 turns.
  132.  
  133.  
  134. Aether Bomb
  135. MP: 500
  136. Concentrating a large amount of ether, he launches an orb that explodes dealing radial dmg to all surrounding enemies.
  137. CD: 7 turns
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement