YTTGN

Diogo [Kaze]

Mar 2nd, 2018
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: Amatsukaze Diogo Aistralé
  4. Age: 22
  5.  
  6. STATISTICS: base stats
  7. Level: 1
  8. HP/Aura: 8000
  9. Physical Strength: 8
  10. Magical Strength: 6
  11. Physical Defence: 4
  12. Magical Defence: 4
  13. Mana Power: 4500
  14. Wisdom: 7
  15. Intelligence: 3
  16. Stamina: 6
  17. Movement Speed: 10
  18. Stealth: 7
  19. --------------------------------------------------------------------------------------------------------------------------------------
  20.  
  21. Physical Appearance: http://prntscr.com/hlmg64
  22.  
  23. Strengths: Speed and anything wind related.
  24. Weaknesses: Heat and defences.
  25. Hobbies: Napping, slacking off and exploring
  26. Professions: being a ninja?
  27. Likes: Seafood, relaxing, running and being free
  28. Dislikes: Anything too technological even though he learns to live with it, cyborgs.
  29. Personality: too much of a joker, always joyful, doesn't like to be too serious so he's always goofing around , though lawful and with a sense of honour and respectful, knowing when to act when needed, easy going and mostly relaxed
  30. Place of birth: Portugal, Almada
  31.  
  32. MAGIC: Wind
  33.  
  34. PASSIVE: An effect that's always there, unless in a magicless environment
  35.  
  36. Passive- Soaring winds
  37. E(Effect): User gains a 100% boost on his speed under ANY wind being able to ALWAYS use it to his advantage even if divine.
  38. R: Half speed under heavy heat.
  39.  
  40.  
  41. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  42.  
  43. Basic Spell One- Acrobatic
  44. E(Effect): The user does a rapid combo of 10 fast slashes that are aimed at gross movement related muscles. This cuts the foe’s speed by half for 5 mins. Can’t be stopped if the first blow hits.
  45. D(Damage): low (each hit)
  46. C(Cost): 200
  47. R(Recoil/Drawback):user needs to hit the first strike, which can easily be blocked by a good piece of Armor, high defence and bulk means that the side effect won’t do much on the opponent
  48.  
  49. Basic Spell Two-wind swipe/Darkness burst (depending on the takeover)
  50. E(Effect): The user swipes the air with their katana, creating a strong current of wind blowing towards the foe. This reflects any projectile attacks, also giving a wind resistance. This also resists half the damage done by any melee attack.
  51. Takeover Effect: The user unleashes an aura of darkness that reflects all ranged attacks to their point of origin. It also pushes anyone away who is one meter for closer to the user.
  52. Burst takeover: The user can pick whichever effect.
  53. D(Damage): low
  54. C(Cost):150
  55. R(Recoil/Drawback): This spell cannot reflect large projectiles, such as large balls of fire. The dark burst foes not work on a foe that is charging with enough willpower and speed and will absolutely fail against light attacks. Although it has defensive capabilities and time to dodge, it cannot reflect continuous attacks.
  56.  
  57. Basic Spell Three- Ninja step/Shadow step
  58. E(Effect): The user moves at blinding speeds, and is able to jump onto an opponent before they can react, allowing for multiple strikes to the enemy.
  59. Takeover effect: The user moves like a shadow becoming unable to be targeted, and also gets rid of the 1 stamina stat drop.
  60. Burst takeover: The user can choose the effect and ignores the stamina drop recoil
  61. D(Damage): none
  62. C(Cost): 250
  63. R(Recoil/Drawback): Stamina drops 1 point after the use. Shadow step doesn't work if there's too much light. Neither of the effects can be combined with another spell and the user takes a 10 second cooldown before being able to use other spell.
  64.  
  65. Basic Spell Four-bladed winds
  66. E(Effect): The user releases a stream of blades and swords that travel in strong wind against the foe, having the ability to hit more than one opponent.
  67. D(Damage): medium
  68. C(Cost): 250
  69. R(Recoil/Drawback): The stream only goes in one direction, and if dodged, leaves the user open for a counter attack.
  70.  
  71. Basic Burst Spell- Air Slash
  72. E(Effect): A quick spell that by slashing the user’s sword in the thin air, causes wind energy to rush forward and hit anything in its path. Cannot be dodged if the foe is in the direction of the slash. [Gains the Dark element in Takover]
  73. D(Damage): low-medium (depends on the bulk)
  74. C(Cost): 300
  75. R(Recoil/Drawback): Needs a charging of 2.5 seconds (removed while in burst takeover)
  76.  
  77. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  78.  
  79. Secret Art One- Rapid Multiplication/Darkness Souls Release
  80. E(Effect): The user starts moving at a high velocity, making multiple copies of himself to distract the enemy. The copies are considered real for the effects of any sensory spell.
  81. takeover effect: The user releases 10 souls of darkness from his sword, aiding the user in battle. These souls are mindless bodies of darkness, pursuing the target with all their will. They have 5 points in all stats but their health is half of what it should be. Any melee attacks so 500 damage.
  82. burst takeover: user can choose
  83. D(Damage): none
  84. C(Cost): 500
  85. R(Recoil/Drawback): The user’s stamina drops twice as fast as normal; this spell cannot be combed with a secret or forbidden spell. Only one copy can use Acrobatic (ending the effect if used). The user cannot keep this spell up for more than 2 mins, Darkness Soul Release can only be used once per battle.
  86.  
  87. Secret Art Two- Afterimage
  88. E(Effect): Invisible spell that is only noticed after the user being hit, any attack the opponent makes will hit a fake image while the real body is behind the opponent in safety.
  89. D(Damage): None
  90. C(Cost): 700
  91. R(Recoil/Drawback): Stamina drops 1 point every time it's used and has a 5 minutes cooldown. User has to do a noticeable hand gesture to activate the spell that can be noticed by the opponent.
  92.  
  93. Secret Art Three- Ninja Meditation
  94. E(Effect): the user can also use meditation to absorb wind particles in the air giving a recovery of 1% of HP and mana per 5 seconds, it can also be used to see through illusions
  95. The user stops in place, and starts meditating. This allows them to detect any cloaked foe, or the real body of a foe. The user can also meditate to absorb wind particles, giving a recovery of 1% of the user’s total mana every 5 seconds. This spell also breaks illusions.
  96. D(Damage): none
  97. C(Cost): 500
  98. R(Recoil/Drawback): User has to stay completely still and cannot move. This cannot come into effect if the foe is magicless or there is no trace of life force.
  99.  
  100. Burst Secret Art- Quick Ninja Slash
  101. E(Effect): The user concentrates wind to make a quick and accurate slash 20 meters ahead of themselves, hitting everything in that lien for direction. When in burst takeover, the range increased by 10 meters, and 5 meters on each said, also gaining the dark element
  102. D(Damage): high
  103. C(Cost): 900
  104. R(Recoil): Opponent can easily jump aside if user is not in Burst Takeover. This spell cannot be cancelled once called.
  105.  
  106. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana. You start off with four, and lose one per weapon you use.
  107.  
  108. Forbidden Art One-Hurricane unleash/Darkness unleash
  109. E(Effect): (takes 10 seconds) AOE can hit him
  110. The user runs in a circle, creating a hurricane, charging wind energy into it. When ready, the user slashes his sword, firing the hurricane towards the opponent. Anything light will get sucked in, being tossed around and suffering wind damage. Spells are also absorbed into the hurricane, which slowly damages the does.
  111. Takeover effect: The user unleashes dark energy around the field, where people cannot normally see. Inside the darkness, all non-dark magic users get their life force sapped away that slowly heals the user over time (2% of total hp every 5 seconds). The user can freely move inside the field, and cannot be stopped by secondary effects. Any non-dark spells used get weaker by 25%. Any light-basted spell gets 50% weaker. Any damage reduced is absorbed into the user. After 5 minutes the energy absorbed bursts into a single doe, taking all damage absorbed in one final blow.
  112. burst takeover effect: the user can choose but can only be used once and still ends takeover
  113. D(Damage): extreme
  114. C(Cost): 1000
  115. R(Recoil/Drawback): Drops the user’s stamina stat to 1 after use. The charge of the hurricane can be interrupted. This spell has a one use per battle cooldown.
  116. Takeover effect can be interrupted by a strong light spell to end it. Foes that make light themselves (be it by fire or any other spell) do not get harmful effects. But this protection only works on the person casting the light. Does not work on dark magic users.
  117.  
  118. Forbidden Art Two-soul resonance Abyssal sword shroud
  119. E(Effect): (unless he has really strong dark vision or is a dark user), The user combines their soul and Muramasa to trap a foe inside a field of darkness where they are unable to see. When the foe is trapped, the user performs quick ninja strikes from all directions in a combo of 25 slashes. The foe cannot see where the strikes come from, and do not have time to use sensory spells.
  120. D(Damage): high
  121. C(Cost):750
  122. R(Recoil/Drawback): Completely fails against foes with night vision or dark magic. If the foe can a light source, this also fails and the user’s takeover, and Muramasa Demonic slash get locked for 1 min
  123.  
  124. Forbidden Art Three-Wind enchantment/Darkness enchantment
  125. E(Effect): The user concentrates wind energy on any person, and doubles their speed and attack. The person also becomes untargetable by any homing attack for the next three mins. Foes cannot react to normal attacks
  126. Takeover effect: The person gains a passive spell absorption the absorbs any spell attack against them by 25%. The person can also see in dark, gaining a darkness element on their spells that drain life force and steals 5% of the foe’s total mana every time contact is made.
  127. Burst Takeover: the user can choose
  128. D(Damage): None
  129. C(Cost): 800
  130. R(Recoil/Drawback): Can only be used on one person and they get a 50% speed reduction for the next minute. The enchant only lasts for 5 mins and the caster remains fatigued for the remainder of the battle. Darkness enchantment cannot absorb light spells, and its effects can’t be used on a light user.
  131.  
  132. Forbidden Art Four-Muramasa demonic slash
  133. E(Effect): The user makes a powerful wave of demonic energy radiate from Muramasa, this breaks armor doing high damage, breaking the armor’s effects. Less damage is done do non-armored foes. This can be used outside of takeover, but it uses life force. Twice as strong in takeover and ignores defence.
  134. D(Damage): high-medium(extreme if in takeover or burst takeover)
  135. C(Cost): 900
  136. Life Force: 25% if the user isn't in takeover or burst takeover
  137. R(Recoil/Drawback): The spell takes five seconds to charge(doesn't happen in any takeover), 5 minutes cooldown (1 minute in burst takeover).
  138.  
  139. Burst Forbidden art-Wind Burst cutting winds
  140. E(Effect): The user concentrates all of their energy into targeting every foe for 30 seconds. After that, the user spin slashes his sword, releasing cutting wind energy that makes multiple deep cuts in all foes around a 50-meter area.
  141. D(Damage): extreme
  142. C(Cost): 1000 MP
  143. R(Recoil/Drawback): 30 seconds charge (becomes 10 in burst takeover). Doesn’t effect foes with heavy armor.
  144.  
  145. ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power and force it into one attack. If this spell hits, it is an instant KO on the target. If it misses, however, you are left with no mana power and 25% of your original stats.
  146. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  147.  
  148. Ultimate Move-Astral Slash
  149. E(Effect): The user's sword flashes with immensely bright light, then launches at the target at insane speed. This cannot be blocked if the shield is casted after the light consumes the blade.
  150. D(Damage): KO
  151. C(Cost): All remaining MP
  152.  
  153. TAKEOVER: A special form only accessible after you have met certain conditions. These cost little to no mana and usually transform you into a powerful entity, such as a dragon, giant, naga, etc.
  154.  
  155. Takeover-Muramasa's curse
  156. E(Effect): Muramasa’s soul combines with the wielder’s soul, making their hair go darker with thin yellow stripes, also gaining a dark arura that invokes the user. Their magic does dark, and their speed triples, also tripling katana attacks strength. Some spells change and the user is completely controlled by Muramasa.
  157. D(Damage): None
  158. C(Cost): None
  159. R(Recoil/Drawback): The user can only remain in this form for 15 minutes unless it's out of combat, timer starts as soon as a combat begins if the user is in takeover, if the user uses takeover to early in combat or starts with it already active it'll only last 5 minutes(needs to fight normally for at least 30 minutes for this to not happen), after the takeover ends the user cannot use it angain for combat for 2 hours but can still call the soul to takeover out of combat only and cannot use it for combat for the 2 hours
  160.  
  161. Burst Takeover-soul resonance murakaze
  162. E(Effect): the user soul Wavelength is sent into their Weapon, which then amplifies it and sends it back to the User. Both souls fuse turning the user into a ninja of the darkness winds making his speed impossible to follow by the naked eye, Powerfull winds are summoned around the area and around the user giving him a defense that repels small projectiles and does small damagge to whoever touches the user, user creates sonic booms everytimes he starts moving, winds cannot be taken down unless from another burst mark takeover or overdrive, sword moves are 5 time stronger
  163. D(Damage): none
  164. C(Cost): none
  165. R(Recoil/Drawback): swords loses all it's power after 15 minutes for 24 hours and user can only activate with 10% health remaining, muramasa's soul sleeps for 24 hours and the user cannot use any darkness spells
  166.  
  167. Overdrive - delta stream
  168. E: The user summons a current of strong winds to aid amatsukaze in his battle trippling physical strength and speed, gives some defense boost and sends away any other wheather effects that were previously set
  169. R:This must be used when the mencer is in a dire situation. The user needs to concentrate a large quantity of wind energy in his katana
  170.  
  171. Burst Overdrive-delta storm
  172. E(Effect): Summons powerfull that for the next 10 minutes only the user will be able to move freely and will be impossible to be detected while inside the winds and will be able to be faster than anyone, stealth back attack will hit with the triple strenght and need maximum speed to dodge and hitting the user requires extreme precise accuracy or homing moves anything else will miss
  173. R(Recoil/Drawback): can only be activated when user has 10% health remaining and only lasts 10 minutes the attacks can still be blocked
  174.  
  175. Overdrive Art - Ninja ascent
  176. E: The user uses all the storms power to trap the opponent inside strong winds where the opponent is unable to escape or move out, any form of magic that is used while inside gets blowen away and dispelled, after that the user ascends into the sky in high altitude and quickly dives into the opponent with a strong slash of his katana
  177. D: extreme
  178. R: the user loses all wind magic for the 24 hours, ends the overdrive and locks the takeover for 24 hours too(still can be used out of combat only)
  179. C: 50% of the remaining mana and the overdrive
  180.  
  181. Weapon: Muramasa
  182. E:Muramasa: the legendary Sword that can cut through "almost" anything it was a old unique sword that exist for years and was used to defeat an entire army, as unique weapon it cannot be damaged, give the user 25% more physical streght and allows it to use more demonic power up, also has souls of the people it assassinated sealed in it and can be used to give the user incredible power boost
  183.  
  184.  
  185.  
  186. Upgrades: anti-fire cape
  187. E: a cape that the user can pull of his new scarf that envolves the user giving him full protection from 1 fire attack during the whole battle
  188.  
  189.  
  190.  
  191. Gear: Ninja wind scarf
  192. E: boosts wearer's speed gradually over time while in combat (1% every minute)
  193. ninja tools: some ninja tools like shurikens, kunais, rope, but they don't do much damage
  194.  
  195. Extra spells(Optional)
  196. ~~~~~~~~~~~~~~~~~~
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