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- CHARACTER OVERVIEW
- Name: Amatsukaze Diogo Aistralé
- Age: 22
- STATISTICS: base stats
- Level: 1
- HP/Aura: 8000
- Physical Strength: 8
- Magical Strength: 6
- Physical Defence: 4
- Magical Defence: 4
- Mana Power: 4500
- Wisdom: 7
- Intelligence: 3
- Stamina: 6
- Movement Speed: 10
- Stealth: 7
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- Physical Appearance: http://prntscr.com/hlmg64
- Strengths: speed, anything wind related
- Weaknesses: heat, defenses
- Hobbies: napping, slacking off, exploring
- Professions: being a ninja?
- Likes: seafood, relaxing, running, being free
- Dislikes: anything too tecnological even tho he learns to live with it, cyborgs
- Personality: too much of a joker, always joyfull, doesn't like to be too serious so he's always goofing around , tho lawfull and with a sense of honor and respectfull, knowing when to act when needed, easy going and mostly relaxed
- Place of birth: Portugal, Almada
- MAGIC: Wind
- PASSIVE: An effect that's always there, unless in a magicless environment
- Passive-Soaring winds
- 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, half speed under heat«
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One-acrobatic
- E(Effect): The user does a rapid combo of 10 slashes each doing low damage and cuts some of the motion muscles making the opponent 50% slower for 5-10 minutes depending on the bulk of the opponent, the user needs to hit the first slash before the combo happen, but the combo can't be stopped when started
- D(Damage): low (each hit)
- C(Cost):200
- R(Recoil/Drawback):user needs to hit the first strike, which can easily be blocked by a good piece of armor, high defense and bulk means that the side effect wont do much on the opponent
- Basic Spell Two-wind swipe/darkness burst (depending on the takeover)
- E(Effect): User swipes his katana in thin air creating a strong current of winds in the opposing side that reflects any projectile attack, the attack also gives some wind resistance so some charging in for an attack will have their charge speed lowered giving 50% defense in any melee attack, if the opponent is already going slow it is blowen back
- takeover effect: the User releases a aura of darkness that reflects all long range attacks back to where they came from and blows away any enemy that's 1 metter near the user.
- Burst takeover: the user can choose which effect to use
- D(Damage): low
- C(Cost):150
- R(Recoil/Drawback):the wind swipe cannot reflect projectiles that are considered big like a giant ball of flames, the darkness burst does not work on a user that is charging with enough will and speed at the user and absolutely fails angaist light attacks, also although it can give some defense and time to dodge, it cannot reflect back continous attacks like a stream of fire
- Basic Spell Three-ninja step/shadow step
- E(Effect): The user moves in blinding speed and is able to jump into an opponent before he can see what happen, also allows to strike multiple enemies in a row
- takeover effect: the user moves like a shadow becoming unable to be targetted except by a light attack
- burst takeover: the user can choose the effect and ignores the stamina drop recoil
- D(Damage): none
- C(Cost): 250
- R(Recoil/Drawback): stamina drops 1 point after the use, shadow step doesn't have the stamina drop but doesn't work if there's too much light, neither of the effects can be comboed with another spell and the user takes a 10 second cooldown before being able to use other spell
- Basic Spell Four-bladed winds
- E(Effect): (good old bladed winds) user release a stream of blades and sword that travel in strong wind angaist the opponent being able to hit multiple
- D(Damage): medium
- C(Cost): 250
- R(Recoil/Drawback): the stream goes in one direction and if dodged leaves the user open for any attack for the next 5 seconds
- Basic Burst Spell- Air Slash
- E(Effect): a quick spell that by slashing his sword in tin air, wind energy is created hitting anything ahead, once it's shoot in a direcion it cannot be dodged if the opponent is in that direction (gains dark element as well while in burst takeover)
- D(Damage): low-medium (depends on the bulk)
- C(Cost): 300
- R(Recoil/Drawback): needs a charging of 2.5 seconds (removed while in burst takeover)
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One-Rapid multiplication/darkness souls release
- E(Effect): User starts moving so fast he is able to do multiple copies of himself to distract the enemy, since the spell is used with the user imense speed creating all bodies and moving to different places, they copies are considered real in the effects of any sensory spell
- takeover effect: the user releases from his sword 10 souls of darkness that aid the user in battle, these souls are mindless bodies of darkness that persue the target with all their will, they have 5 points in all stats but their health is only half of what it should be, all their melee attacks do medium damage
- burst takeover: user can choose
- D(Damage): none
- C(Cost): 500
- R(Recoil/Drawback): user stamina drop 2 times faster than nnormal while doing this spell and cannot be comboed with any secret or forbidden spell, and only one copy can use acrobatic(ending the effect if used), user cannot keep up with the multiplication for more than 2 minutes, darkness souls release can only be used once per battle
- Secret Art Two-afterimage
- 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
- D(Damage):none
- C(Cost): 700
- R(Recoil/Drawback): stamina drops 1 point every time it's used and has a 5 minutes cooldown, User has to do a noticable hand gesture to activate the spell that can be noticed by the opponent
- Secret Art Three-ninja meditation
- E(Effect): The user stops in place and starts meditating detecting any invisible opponent or the real body of an opponent in case he's clonning, ninja meditation effect can only be overcome if the life force and any trace of the opponent is completely gone from the zone the combat is taking place, 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
- D(Damage): none
- C(Cost): 500
- R(Recoil/Drawback): user has to stay completely still and cannot move
- Burst Secret Art-quick ninja slash
- E(Effect): Concentrates windd power to quickly to an accurate and powerfull slash 20 metters ahead hitting everything in sight, cannot be reacted after the user starts charging (goes further and has wider and his 5 metters to each side with dark element in burst takeoover)
- D(Damage): high
- C(Cost): 900
- R(Recoil): opponent can easily jump asside if user is not in burts takeoever
- 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.
- Forbidden Art One-Hurricane unleash/darkness unleash
- E(Effect): The user runs around creating and hurricane (takes 10 seconds) and charges all wind energy and magic in it, when ready the user slashes his sword firing the tornado into the opponent side, everyone that's light is sucked in it being tossed around and suffering wind damage, spells and other objects are absorbed into the tornado that slowly persues the enemy, when hitting the target it drops all energy and power absorbed into a giant wind burst, user in untargatable while charging but AOE can hit him
- Takoever effect: the user unleashes darkness energy around the field where people cannot normally see (an opponent used to the dark or that has sensory spells will be fine) inside the darkness all none darkness users get their life force sapped away that slowly heals the user over time (2% every 5 seconds), the user can freely move inside the darkness and cannot be stopped by any bind or paralyzation effect (or anything that i might have forgotten to type) the darkness consumes all magic spells that are none darkness making them 25% weaker and stack the energy absorbed in the user, spells that create a light source get 50% weaker unless is an undeniable strong light spell after 5 minutes the energy absorbed bursts into a target taking every damage absobed in one final blow
- burst takeover effect: the user can choose but can only be used once and still ends takeover
- D(Damage): extreme
- C(Cost): 1000
- R(Recoil/Drawback): tires the user completely dropping the stamina stat to 1 point after the use, the charge of the hurricane can be interrupted, obviously only 1 use per battle, takeover effect can be interrupted with a strong light spell(needs to be undeniably strong) ending it, users that can make light to themesleves (eaither by fire or light spell or anything that produces light) do not get any of the harmfull effects but the light source only works on the user casting it and cannot be shared(disappears when shared), their spells still get absorbed by the darkness, darkness unleash ends takeover after being used
- Forbidden Art Two-soul resonance Abyssal sword shroud
- E(Effect): The user combines the soul of the body and the muramasa sword to trap the opponent inside a darkness field where he is absolutely unable to see (unless he has really strong dark vision or is a dark user), when the opponent is trapped the user makes quick ninja strikes from all direction in a combo of 25 slashes all end up with a high damage after all the strikes, the opponent cannot see where the attacks come from (again strong dark vision) and doesn't have time to use sensory or darkvision spells(user interrupts any attempot of doing so)
- D(Damage):high
- C(Cost):750
- R(Recoil/Drawback): completely fails angaist opponents with strong darkvision or that can make a light source, takeover and muramasa demonic slash get locked for 10 minutes
- Forbidden Art Three-Wind enchantment/darkness encnhantment
- E(Effect): Concentrates wind energy on any person (including the user) and increases speed 2 times and physical attack 2 times, User also becomes untargatable by any homming attack for the next 3 minutes and any normal attack becomes impossible to be reacted
- takeover effect: the user gains a passive spell absortion that absorbs any spell attack angaist the user by 50% the user can also see in the darkness (only usefull if used on other person) gains darkness element on his spells and can drain 50% of life done and 5% of mana steal if the user hits the opponent with an attack that makes contact
- burst takeoever: the user can choose
- D(Damage): None
- C(Cost): 800
- R(Recoil/Drawback): can only use in one person and user becomes 50% slower for the next minute after the effect ends and more easily tired for the remaining of the battle, darkness enchantment cannot absorb light spells nor have it's effects be used on a light user, also can't enchant a light user
- Forbidden Art Four-Muramasa demonic slash
- E(Effect):makes a powerfull wave of demonic slash from the muramasa that shoots to the opponent braking any armor made on the opponent makes high damage if there's no armor and medium if there's armor and destroys the armor the opponent is used, can be used by the user outside of any takeover but uses life force, the spell is 2 times stronger in any takeover and ignores any defense
- D(Damage): high-medium(extreme if in takeover or burst takeover)
- C(Cost): 900
- Life Force: 25% if the user isn't in takeover or burst takeover
- R(Recoil/Drawback): The spell takes five seconds to charge(doesn't happen in any takeover), 5 minutes cooldown (1 minute in burst takeover)
- Burst Forbidden art-Wind Burst cutting winds
- E(Effect): The user concentrates all his energy into targetting all opponents for 30 seconds, after that user spin slashes his sword releasing cutting wind energy that make multiple deep cuts in all enemies around a 50 metters area (cannot be protected and needs high reaction and speed to escape) (gains dark element in burst takeover)
- D(Damage): extreme
- C(Cost): 1000 MP
- R(Recoil/Drawback): 30 seconds charge (becomes 10 in burst takeover)
- 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.
- BANNED-As of normal fights, only story line fights may use Ultimate arts.
- Ultimate Move-Astral Slash
- 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.
- D(Damage): KO
- C(Cost): All remaining MP
- 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.
- Takeover-Muramasa's curse
- E(Effect): The soul from the muramasa katana get inside of the user making his hair go darker blue with some thin yellow strips ah dark aura envolves the user while his wind magic goes darker, makes the user speed tripple and triples the katana strength, some spells also change, the user body is controlled by a completely different identity named Muramasa
- D(Damage): None
- C(Cost): None
- 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
- Burst Takeover-soul resonance murakaze
- 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
- D(Damage): none
- C(Cost): none
- 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
- Overdrive - delta stream
- 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
- 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
- Burst Overdrive-delta storm
- 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
- R(Recoil/Drawback): can only be activated when user has 10% health remaining and only lasts 10 minutes the attacks can still be blocked
- Overdrive Art - Ninja ascent
- 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
- D: extreme
- 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)
- C: 50% of the remaining mana and the overdrive
- Weapon: Muramasa
- 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
- Upgrades: anti-fire cape
- E: a cape that the user can pull of his new scarf that envolves the user giving him full protectiong from 1 fire attack during the whole battle
- Gear: Ninja wind scarf
- E: boosts wearer's speed gradually over time while in combat (1% every minute)
- ninja tools: some ninja tools like shurikens, kunais, rope, but they don't do much damage
- Extra spells(Optional)
- ~~~~~~~~~~~~~~~~~~
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