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Dec 7th, 2016
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  1. Stratagem
  2.  
  3.  
  4. Problem:
  5. no sense of direction; turning into a blank slate
  6.  
  7.  
  8. Passives:
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  10.  
  11. Enhanced Capabilities
  12. 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.
  13.  
  14.  
  15. Enlightenment
  16. 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.
  17.  
  18.  
  19. Over-Power Mode (conditional: must be activated first)
  20. 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.
  21.  
  22.  
  23. Anomaly
  24. 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.
  25.  
  26.  
  27. The Natural Energy
  28. 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.
  29.  
  30.  
  31. Demonic Overflow
  32. 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.
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  36.  
  37.  
  38.  
  39. Skills:
  40.  
  41.  
  42.  
  43.  
  44. Main
  45.  
  46.  
  47. Balkins
  48. MP: 2000+ (every 1000 mp adds 1 extra turn of protection)
  49. Forgotten Protective Spell that protects against all forms of damage for 3+ turns.
  50. CD: Once per fight
  51.  
  52.  
  53. Bijali
  54. MP: 1500
  55. 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.
  56.  
  57.  
  58. Gaia Pillars
  59. MP: 3000
  60. 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).
  61. Can be used offensively or defensively.
  62.  
  63.  
  64. Particle Shot (only available in Over-Power Mode)
  65. MP: 0+ (can add mp to increase dmg)
  66. Absorbs energy from his surroundings and using science and magic launches a devastating blast (think rail gun + mega buster).
  67.  
  68.  
  69. Chains of Restraint
  70. MP: 2000
  71. 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.
  72.  
  73.  
  74. Dimensional Fissure
  75. MP: 2500
  76. Creates a dimensional shock-wave that deals massive damage to all in it's path while "distorting" them, leaving them with the "helpless" debuff.
  77.  
  78.  
  79. Aether Overflow
  80. MP: 3000
  81. 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.
  82.  
  83.  
  84. Supernova
  85. MP: 0
  86. Anomaly points: All
  87. Unleashes a devastating blow that deals massive damage equal to the Anomaly counter times two times a random number between one and one hundred.
  88. Conditions: Must be in Anomaly state, reduces Anomaly state's duration to one turn.
  89.  
  90.  
  91.  
  92.  
  93. Known
  94.  
  95.  
  96. Inferno
  97. MP: 500
  98. Forbidden Fire Spell that deals major damage to all opponents in a wide area with a chance to burn them
  99. CD: 7 turns
  100.  
  101.  
  102. Absolute Zero
  103. MP: 500
  104. Forbidden Ice Spell that deals major damage to all opponents in a wide area with a chance to freeze them
  105. CD: 7 turns
  106.  
  107.  
  108. Tempest Gale
  109. MP: 500
  110. Forbidden Wind Spell that deals major damage to all opponents, may cause a temporary daze or bleed debuff
  111. CD: 7 turns
  112.  
  113.  
  114. Thunder Crash
  115. MP: 500
  116. 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.
  117. CD: 7 turns
  118.  
  119.  
  120. Dark Void
  121. MP: 500
  122. Forbidden Dark Spell that deals major damage to all opponents while gathering them all in one location.
  123. CD: 7 turns
  124.  
  125.  
  126. Swords of Revealing Light
  127. MP: 500
  128. Forbidden Light Spell that summons forthe 7 swords of light to pierce the enemy
  129. CD: 7 turns
  130.  
  131.  
  132. Rupture
  133. MP: 500
  134. 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.
  135. CD: 7 turns.
  136.  
  137.  
  138. Aether Bomb
  139. MP: 500
  140. Concentrating a large amount of ether, he launches an orb that explodes dealing radial dmg to all surrounding enemies.
  141. CD: 7 turns
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