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- CHARACTER OVERVIEW
- Name: Amatsukaze Astrialé
- Age: 20
- STATISTICS: base stats
- Level:75
- Physical Strength (weapon damage): 8 Physical Strength: 150
- Magical Strength (spell damage/potency): 4 Magical Strength: 100
- Physical Defense (HP, how well you take a melee/weapon attack): 2 Physical Defense: 77
- Magical Defense (how many spells you can take): 2 Magical Defense: 77
- Mana Power: 4500 Mana Power:4500
- Wisdom (How well you are with plans and weapon-wielding): 5 Wisdom: 80
- Stamina (How long you can battle without tiring): 6 Stamina: 100
- Movement Speed (How fast are you and your reflexes): 10 Movement Speed: 175
- Stealth (How good you are when you need to get around without being noticed): 8 Stealth: 100
- Strengths: Speed and weapon-wielding, fast close-range combat
- Weaknesses: Long-range combat and hard-hitting defensive mencers, strong heat
- Hobbies: Travelling around various lands
- Professions: Ninja
- Likes: Running around, good challenges
- Dislikes: Staying still in one place, dogs
- Personality: Friendly and always ready to help someone in need trustworthy; but is a little impatient and gets easily frustrated
- Close Friends: Kasamoto, Jonaschi, Shimimizu
- Relationships: Kasamoto
- Physical Appearance: Human with 1,75 cm tall, spiky blue hair and blue ninja robes carries a katana around
- MAGIC:
- PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
- Passive- "Aura of the Wind Ninja"
- E(Effect): in strong winds the user gains a bonus of 50% speed and stealth while being immune to attacks that are pure wind based being able to use them to his advantage, user cand also use winds blowing in the opposite direction and turn them to his favour for his advantage.
- R(Recoil/Drawback): if the heat turns up his speed is cut to 50% the normal speed and gets weaker and easily tired.
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One- “Pressurised Shuriken”
- E(Effect): Throws a air pressured Shuriken at the opponent, this moves goes before any other
- D(Damage): Low
- C(Cost): 150 MP
- R(Recoil/Drawback): limited to 5 uses
- Basic Spell Two- “Acrobatics”
- E(Effect): User slash with his sword and after hitting he can do a series of consecutive slashes around the user, after the first hit the other 9 will guarantee hit unless the user cancels, this also makes some cuts on the opponent make his speed half for 5 minutes
- D(Damage): medium
- C(Cost): 200 MP
- R(Recoil/Drawback): doesn't work if the first slash is dodged or avoided, needs to be close distant
- Basic Spell Three- "Pressure Wall"
- E(Effect): quick spell that makes a wind wall that stop all incoming attacks and stop enemies running in my direction from advancing more
- D(Damage):none
- C(Cost): 300 MP
- R(Recoil/Drawback): the wall is not very large and the opponent go around it.
- Basic Spell Four- “Hurricane dash ”
- E(Effect): The user dashes forward shooting out a blade of pressurizer's air, after hitting the opponent the impact always does at least low damage despite the armour and medium if not defended
- D(Damage): Medium-low
- C(Cost): 300 MP
- R(Recoil/Drawback): easily dodged
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One- “Wind Cutter”
- E(Effect): The user swipes their sword releasing cutting winds that follow the enemy movement until it hits making this a homing shot but can be easily blocked.
- D(Damage): medium
- C(Cost): 600 MP
- R(Recoil/Drawback): can be easily blocked.
- Secret Art Two- “mind focus”
- E(Effect): the user focus all is mind into finding the chakra energy of the original body of the opponent able to see past any illusion and find what where invisible character are located and in case of clones finding who is the real one
- D(Damage): none
- C(Cost): 500 MP
- R(Recoil/Drawback): needs to stay still for 5 seconds and gets tired and damaged after use.
- Secret Art Three- "After Image"
- 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 MP
- R(Recoil/Drawback): stamina drops 1 point every time it's used and has a 5 minutes cool down
- 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- “Cosmic Gale, Bladed Winds”
- E(Effect): The user causes a strong wind full of blades to blow towards the target this causes an large area where if the opponent is in, he cannot dodge or avoid.
- D(Damage): High
- C(Cost): 750 MP
- R(Recoil/Drawback): User cannot use magic spells for the next minute and tires out the user faster
- Forbidden Art Two- “muramasa demonic slash”
- E(Effect): makes a powerful wave of demonic slash from the muramasa that shoots to the opponent braking any armour made on the opponent makes extreme damage if there's no armour and medium if there's armour and destroys the armour the opponent is used
- D(Damage): Extreme-medium
- C(Cost): 1000 MP
- R(Recoil/Drawback): The spell takes five seconds to charge
- Forbidden Art Three- “Super focus”
- E(Effect): The user concentrates their energy, tripling their speed and doubling their physical attack.
- D(Damage): None
- C(Cost): 850 MP
- R(Recoil/Drawback): The user cannot use any Forbidden Arts while this spell is in effect. The boost remains until the user is hit twice in succession.
- ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power and damage 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.
- 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 caste after the light consumes the blade.
- D(Damage): KO
- C(Cost): All remaining MP
- R(Recoil/Drawback): If the spell is blocked, the user is left with no MP and 25% of their original stats.
- 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 Curse”
- E(Effect): The souls from the muramasa katana get inside of the user making his hair go darker blue with some thin yellow strips ah dark aura envelopes the user while his wind magic goes darker, makes the user speed able to make him disappear and reappear wherever he wants and triples the katana strength
- D(Damage): None
- C(Cost): None
- R(Recoil/Drawback): The user can only remain in this form for ten minutes. They must have less than 10% of their HP remaining.
- 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 defence boost and sends away any other weather 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
- Overdriven Art - “Starlight Slice – Cosmic Destruction”
- E: The user's sword is empowered by fierce cosmic energy. The user then slashes the target five times in quick succession, causing the target to be launched into the wall with insanely high force and with the force of the strong winds previously set up by the delta stream.
- D: Extreme
- C: Overdrive and 50% of current MP
- R: The user's overdrive instantly fades.
- Weapons: 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
- Equipment:
- Black Scarf: Reduces the wearer's stamina reduction.
- Ninja shows: Boosts the wearer's speed gradually over time.
- Upgrades:
- Double jump: The user is able to jump in air to gain higher distances
- Extra Spells(Optional)
- ~~~~~~~~~~~~~~~~~~~~~~
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