YTTGN

Diogo [Shimimuzu]

Dec 29th, 2015
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  1. CHARACTER OVERVIEW
  2. ~~~~~~~~~~~~~~~~~~
  3. Brust Sheet
  4.  
  5. Name: Shimimizu Lopes Aquantis
  6. Age: 19
  7.  
  8. STATISTICS: base stats
  9. Level: 300
  10. Physical Strength (weapon damage):5 Physical Strength:600
  11. Magical Strength (spell damage/potency):7 Magical Strength:600
  12. Physical Defense (HP, how well you take a melee/weapon attack):3 Physical Defense:400
  13. Magical Defense (how many spells you can take):3 Magical Defense:400
  14. Mana Power:5000 Mana Power:
  15. Wisdom (How well you are with plans and weapon-wielding):10 Wisdom:425
  16. Stamina (How long you can battle without tiring):4 Stamina:327
  17. Movement Speed (How fast are you and your reflexes):7 Movement Speed:425
  18. Stealth (How good you are when you need to get around without being noticed):4 Stealth:303
  19.  
  20. SStrengths: has full controll of her mind and specializes various attacks and spells based on water, can easily use various swords, can use a few mind spells
  21. Weaknesses: her defenses are weak and does not have much mobility moving, cannot handle thunder well and is weak destroying strong rock walls
  22.  
  23. Hobbies: training her mind surrounded by water like lakes and waterfalls
  24. Professions: samurai
  25. Likes: calm and quiet places were she is able to hear her owns thoughts without being disturbed, being helpfull and help people improve
  26. Dislikes: corruption, people that try to controll other people bodies and will, dirty minds
  27.  
  28. Personality: really calm minded and down to earth, knows when to be serious and knows when to enjoy and laugh sometimes is a lil too serious and blames people without thinking much twice being stuborn in the decision
  29.  
  30. Close Friends: Amatsukaze, Kasamoto, Jonaschi
  31.  
  32. Possible Relationships: none
  33.  
  34. Physical Appearance: http://prntscr.com/c9hf84 after intense training under the supervision of the kings of the elemental forest, shimimizu had a complete workout on her spells and has better controll over the water abilities, her appearence now has more revealing but confortable outfit and more elegant outfit that allows better movement and more agile with boosted water moves
  35.  
  36.  
  37. BURST MAGIC: Samurai Mystic Burst Water
  38.  
  39.  
  40. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  41.  
  42. Passive- Clear mind
  43. E(Effect): By having trained her mind for years she has full controll over her body and makes her immune to anyone trying to controll her body or nerves or trying to intimidate or lower her stats from outside making her the only one that can have controll over all her body, her mind know also has high controll over water making her highly resistent angaist opposing water moves
  44. R(Recoil/Drawback): the passive only works if people try to controll her body or nerves or mind or senses to drop stats or stuning from far away, does not cover attacks that physically hit her or bind her, or any magical spell that touches her body like a lighting strike for exemple that would touch her body to stun her, suffers more pain over consectives attacks too and electric moves.
  45.  
  46.  
  47. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  48.  
  49. Basic Spell One- “Mist”
  50. E(Effect): Creates a heavy fog that makes unable for the opponent to spot the user unless user is right in front of them or closeby also lowers temperature and makes opponent slower, the user can choose who has vision on this mist, the opponent cannot detect the user under no circunstances unless it is specified that the user had high senses in any spell or passive, and no, your really good instincts don't count
  51. D(Damage): none
  52. C(Cost): 300
  53. R(Recoil/Drawback): temperature and mist slowly fades away, will be completely useless to opponents with accurate senses spells and can be dispelled rather easily with a wind type move
  54.  
  55. Basic Spell Two- Water manipulation
  56. E(Effect): User is able to manipulate water to attack the enemy in any form possible however the user wants, user can also manipulate the water to defend angaist projectiles and push enemies away if they are too close
  57. D(Damage): medium
  58. C(Cost): 200
  59. R(Recoil/Drawback): User loses agility while using the water manipulation tecnique and cannot protect about incoming oponents dashing or big spells, cannot be used if there's no water around
  60.  
  61. Basic Spell Three- Samurai Strike
  62. E(Effect): User does a quick and swiftly slash with his katana and samurai style combat that hits in a critical area going through any form of shield
  63. D(Damage): High
  64. C(Cost): 400
  65. R(Recoil/Drawback): Barrier can stop it and the user needs to be fully concentrated, can be dodged rather easily if the opponent is attentive
  66.  
  67. Basic Spell Four- Water current
  68. E(Effect): User can use a current of water that can hit 5 different targets, including user and allies, if it hits an ally or the user it heals for 25% damage and 500 mana or if it his an enemy it will do low damage and absorb the damage back to the user, this spell is homing and never misses the target and cannot be stopped
  69. D(Damage): low
  70. C(Cost): 750
  71. R(Recoil/Drawback): the current travels slowly and user can't move while controlling it.
  72.  
  73. Basic Burst Spell-pressure water Gun
  74. E(Effect): The user shoots high pressure water that is able to cut through steel to hit the opponent this spell is able to go through walls and armor, if the user is put under low temperatures it turns in a beam of ice and in high temperatures it turns into a scald (in burst takeover the user is able to pick freely and has light element)
  75. D(Damage): medium
  76. C(Cost): 400
  77. R(Recoil/Drawback): low accuracy since it is only able to go forward (is more controlled in burst takeover)
  78.  
  79. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  80.  
  81. Secret Art One- Water Terrain
  82. E(Effect): User concentrates it's water magic and creates a terrain of water and rain a blue aura surrounds the battlefield, everyone that is considered an ally to the user will have the HP healed 0,5% per second and 10 mana per second the user and all water users are also able to move across the battlefield twice as fast and have their water power 50% stronger, all fire attacks get 50% weaker and temperature cannot be risen
  83. D(Damage): none
  84. C(Cost):500
  85. R(Recoil/Drawback): the terrain is gone after 10 minutes, opponent water users can take the full advantage too, fire users unfortunally cannot get the healling effect
  86.  
  87. Secret Art Two- Water creation
  88. E(Effect): The user is able to create anything (like a dragon or a weapon) to attack any opponent with full damage
  89. D(Damage): high
  90. C(Cost): 750
  91. R(Recoil/Drawback): takes 10 seconds to create anything, cannot be used if there's no water around
  92.  
  93. Secret Art Three- Water barrier
  94. E(Effect): creates walls of water to protect from projectile moves lowering their damage and making physical attacks slowers, the water barrier is also able to absorb the damage of any attack stopped by the barrier and heal the user's mana with the same mana as the opponent and can absorb low damage and heal the user
  95. D(Damage): low
  96. C(Cost): 650
  97. R(Recoil/Drawback): does not protect angaist thunder attack and makes them pass throgh with more power
  98.  
  99. Secret Burst Art: Water Illusion
  100. E(Effect): User releases a mist of water that traps the opponent inside an illusion where he sees multiple copy of the user attacking at the same trapping in an endless battle making the user getting more tired everytime decreasing stamina speed and attack power by 50% for the next 10 minutes (in burst takeover the user is able to finish the illusion with a clear slash with light element)
  101. D(Damage): none (high if the burst takeover effect is resolved)
  102. C(Cost): 850
  103. R(Recoil): User cannot move while doing this spell and user is not able to use spells for the next 2 minutes (doesn't happen during burst takeover), can only be used once per 30 minutes
  104.  
  105. 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.
  106.  
  107. Forbidden Art One- “Masamune light burst”
  108. E(Effect):Releases from the tip of the sword a large burst of light that hits only the opponents looking directly at the user and blinding all opponents for a minute, the light from the sword also Heals the allies for 50% HP and 25% mana including the user
  109. D(Damage): extreme
  110. C(Cost):1000
  111. R(Recoil/Drawback): if the opponent can protect his eyes from the light the spell becomes useless
  112.  
  113. Forbidden Art Two- "Mind Crush”
  114. E(Effect): Opens hand and focus the user's mind energy on the opponent, debuffs the opponent resetting all stats back to normal
  115. D(Damage): none
  116. C(Cost):1000
  117. R(Recoil/Drawback): User cannot hit charecters that run too fast for the user to follow with her eyes
  118.  
  119.  
  120. Forbidden Art Three- “Water Enchantment”
  121. E(Effect): Can be used on any targer (including the user), the User with this enchantment will now have 30% health regen every minute and 1000 mana every minute for the next 3 minutes and all their attacks that make physical contact will heal the user with the same HP as the damage inflicted while also sucking out 200 of MP, the target will also have a buff on their water moves by 100% and able to give water magic to any target it also gives heat immunity
  122. D(Damage): none
  123. C(Cost):800
  124. R(Recoil/Drawback): Fire Users will have the opposite effect dealing 1% of damage every 10 second for the next 3 minutes, users attacks have halved damage output in the 3 minutes, can only be used 3 times per battle
  125.  
  126. Forbidden Art Four- Osmose
  127. E(Effect): User can absorb the water on living beings to heal the user for 50% HP, will kill plants if the spell is abused on it, the user can also use this spell on an opponent making him unable to move if caught by this spells absorbing his HP healing the same 50% to the user and making extreme damage, the opponent caught by this spell that took full damage will be dehidrated and have all his stats cut by 50% with no way of recovering from the debuff unless it get hydrated again
  128. D(Damage): extreme
  129. C(Cost): 1000
  130. R(Recoil/Drawback): needs to catch the opponent which means it needs to get in real close range needing to grab the opponent, if there's no living beings other than humans around the user it cannot use the first effect, user cannot kill human being with osmose and will fail if used on humans already dehidrated
  131.  
  132. Forbidden Burst Art-Giant Water Vortex
  133. E(Effect): User charges all water energy in the longsword for 30 seconds and releases a powerfull vortex of water that sucks in all the enemies in a 25 metters radius for really high damage (impossible to be escaped in burst takeover and charge is reduced to 10 seconds also a light elemental arrows are added and shooted while the opponent in trapped in the vortex, vortex also covers 50 metters radius)
  134. D(Damage): Extreme
  135. C(Cost): 1000
  136. R(Recoil/Drawback): 30 seconds charge (becomes 10 while in burst takeover) heavy enemies are immune (doesn't happen in burst takeover) and cannot move while the spell is being use
  137.  
  138. Ultimate Move- “Ocean Wrath”
  139. E(Effect): Floods the place with water and controlls it getting grip of the oppent with different water wisps and dragging him to the button of the water not letting escape and ends with a tornado to suck the opponent in finishing it
  140. D(Damage): KO
  141. C(Cost): All remaining MP
  142. R(Recoil/Drawback): If the spell is blocked, the user is left with no MP and 25% of their original stats.
  143.  
  144. 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.
  145.  
  146. Takeover- “Blessing of the masamune”
  147. E(Effect): The Soul from the masamune sword is mixed with the user making her hair and aura got lighter and more shiny, gives more light magic attacks while the water magic gets stronger and much easier to control making water attacks 5 times stronger and doubles the user speed, also heals the user 0.5% of HP every second
  148. D(Damage): none
  149. C(Cost): none
  150. R(Recoil/Drawback):The user can only remain in this form for ten minutes. They must have less than 10% of their HP remaining.
  151.  
  152. Burst Takeover-Soul resonance masamizu
  153. 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 light water Samurai able to swiftly moves across the battlefield by making it all wet with water increasig the speed by the triple and able to critically hit the opponent for triple damage, all the user spells also get 3 times stronger and user is healed 5% of damage per minute.
  154. D(Damage): none
  155. C(Cost): none
  156. R(Recoil/Drawback): swords loses all it's power after 30 minutes for the rest of the day and user can only activate with 10% health remaining
  157.  
  158. Overdrive - “One with the Water”
  159. E: Floods the place and makes the user matearilize herself in the water being able to move around the place without being attacked and able to jump right out to attack the opponent, this overdrive makes the user more mobile with water attacks 5 times stronger than usual
  160. R: takes double damage and cannot hide from thunder attacks anymore and when it comes out of the water needs 5 seconds to go back there
  161.  
  162. Overdriven Art - “Rage of the Water Dragons”
  163. E: Summons 5 water dragons from the water ready to persue and gang up on the opponent not stopping until the opponent is caught and attacked by them
  164. D: extreme
  165. R: Overdrive and 50% of current MP
  166. C: Makes overdrive end after the spell is uses
  167.  
  168. Burst Overdrive- Land of Water
  169. E(Effect): Summons enough water to make a battlefield under water with a 100 metters raidius where the user gets 5 times the speed and 5 times, user can give an enchantmenet for allies to breathe underwater, some small platforms are created above water to be standed on but that's it, all water spells get their MP cut by 50% and their effect is trippled (3 water dragons are used for exemle instead of 1)
  170. R(Recoil/Drawback):can only be activated when user has 10% health remaining and only lasts 10 minutes, shimimizu gets extra damaged by eletric moves that can take advantage of the rain
  171.  
  172. Weapon: Masamune: legendary sword that Boosts physical and magical attacks by 50%, it's the sword that allows the user to do physical attacks and do use some of her water spells and adds light spells to the user to use, it's longer than normal and easy to use, the sword can turn into water and materialize in the user hands and it's impossible to stop it, can also shoot single light energy attacks that do low damage
  173.  
  174.  
  175. Equiptment: They can be related to your character or just what they pick up over time.
  176.  
  177. Equiptment: Samurai kimono: boosts the water spells by 25% and a better controll over pain to deal better with it
  178. Water Bracelet: give a 10% physical and magical defense
  179.  
  180.  
  181. UPGRADES: They are made by Amitecy and you can have up to three that boost you in battle, you can have as many as you want that dont boost you.
  182.  
  183. Upgrades: isoland boots:
  184. E: made by amitecy allows the user to resist 50% of all electrical attacks
  185. R: only works when the user stands perfectly still
  186.  
  187. Extra Spells(Optional)
  188. ~~~~~~~~~~~~~~~~~~~~~~
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