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MegaGrievous

X1 Sheet

Jul 3rd, 2018
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  1. -If you want to use spells that aren’t of your character’s magic type, they need to learn them. They also cost life force AND mana to cast unless they make a full switch.
  2. -The lowest possible mana cost for a spell if 50, but when a spell deals damage, it is raised to 100.
  3. -Don’t try and kill another player unless permission has been given.
  4. -Attacks have base spell strengths of low-50dmg, mid-100dmg, high-200dmg and extreme-500dmg
  5. -Damage is equal to spell strength x [magical or physical stat, dependent on the spell type]
  6. -Don’t make ridiculously overpowered spells if your character has just learnt that magic
  7. -Max base stat total is 55, unless a guild master or higher position.
  8. -just don’t be a cunt in general, it makes fighting boring.
  9. -For the love of nothing holy, please delete any information in brackets. I’m sick of removing them myself.
  10. CHARACTER OVERVIEW
  11.  
  12. Name: EX1SpK-26VE Alpha "X1"
  13. Age: Unknown (estimated ~50)
  14.  
  15. STATISTICS: base stats
  16. Level: 1
  17. HP/Aura: 12000
  18. Physical Strength (weapon/melee damage): 7
  19. Force: 700 lbs.
  20. Magical Strength (spell damage/potency): 7
  21. Magic Power: 700
  22. Physical Defence (HP, how well you take a melee/weapon attack): 7
  23. Force: 700 lbs.
  24. Magical Defence (how many spells you can take): 5
  25. Magic Power: 500
  26. Mana Power: 3000
  27. Wisdom (How easily weapons are wielded): 6
  28. Intelligence (How smart your character is): 6
  29. Stamina (How long your character can fight for): 7
  30. [For every value=5mins]
  31. Movement Speed (How fast your character is along with their reflexes): 4
  32. Stealth (How easy it is for your character to sneak around.): 1
  33. --------------------------------------------------------------------------------------------------------------------------------------
  34.  
  35. Physical Appearance: X1 is an android with a similar design to Marvel's Ultron and Destiny's Exos. He's plated fully in a silverish chrome-colored metal and is about 5'10" (~1.7 m). In the small gaps in his plates, the soft blue glow of his inner workings can be seen, pulsing between bright and dim. Across his face is a large, black "visor" that acts as his sight apparatus and glows in the center with the same blue glow of his insides. Instead of a moving mouth, there is a gap between his lower jaw part and the rest of his skull that glows a bright blue when he talks.
  36. Strengths: Very adaptable, can battle for a while
  37. Weaknesses: Slow-moving, magical attacks
  38. Hobbies: Metalworking, collecting, repairing
  39. Professions: Repairman
  40. Likes: Working, offering assistance, watching fights
  41. Dislikes: Socializing, being told how to do something
  42. Personality: Logical, mildly arrogant
  43. Place of birth: Unknown
  44.  
  45. MAGIC: Electric
  46.  
  47. PASSIVE: An effect that's always there, unless in a magicless environment
  48.  
  49. Passive- Overcharge
  50. E(Effect): All electricity-based attacks that deal damage to X1 boost his next damaging spell's damage by 25%.
  51.  
  52.  
  53. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  54.  
  55. Basic Spell One- Wave
  56. E(Effect): The user launches a wave of electricity that travels in a straight line across the ground.
  57. D(Damage): 350
  58. C(Cost): 125
  59. R(Recoil/Drawback): The wave is stopped by any obstacle larger than a human fist.
  60. Cooldown: 2 minutes
  61.  
  62. Basic Spell Two- Suppress
  63. E(Effect): The user transforms their right hand into an energy rifle and fires multiple electric shots at and around the target(s). This deafens the targets hit for 5 seconds and blinds them for 2.
  64. D(Damage): 175
  65. C(Cost): 150
  66. R(Recoil/Drawback): In order to sustain the high recoil, the user must plant themselves into the ground. As such, they cannot move from their position for 1 second after use.
  67. Cooldown: 2 minutes
  68.  
  69. Basic Spell Three- Reconfigure
  70. E(Effect): The user fires a wave of electrical energy outwards, negating any field effect.
  71. D(Damage): 0
  72. C(Cost): 300
  73. R(Recoil/Drawback): Works against allies' terrain effects.
  74. Cooldown: 3 minutes
  75.  
  76. Basic Spell Four- Shield
  77. E(Effect): The user plants a small device on the ground that fires out a massive rectangular particle shield spanning 8 meters up and 40 meters wide. The shield can take 1500 damage before shutting down and is entirely unaffected by damage over time.
  78. D(Damage): 0
  79. C(Cost): 375
  80. R(Recoil/Drawback): The device, if hit, will shut down completely and cause the spell to be entirely unusable until X1 repairs it outside of battle. Only 1 may be active at a time, and the barrier is impenetrable for the user and their allies as well. Anyone can walk through it.
  81. Cooldown: Dependent
  82.  
  83. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  84.  
  85. Secret Art One- Laser
  86. E(Effect): The user fires a continuous red beam from their arm-turned-rifle for 5 seconds, dealing low damage that increases the longer it's kept on the target. If the beam remains in contact with a target for its entire duration, the target's attack stats drop by 2.
  87. D(Damage): 350 (per second), adds 50 for each consecutive second
  88. C(Cost): 500
  89. R(Recoil/Drawback): The user is entirely immobile while the laser is being fired.
  90. Cooldown: 3 minutes
  91.  
  92. Secret Art Two- Charge
  93. E(Effect): The user charges up their weapon, causing the next weapon-based attack they use to deal 50% more damage.
  94. D(Damage): 0
  95. C(Cost): 600
  96. R(Recoil/Drawback): The user cannot attack for the duration (3 seconds) and cannot use this or any other non-damaging spell until 2 minutes have passes since the weapon attack.
  97. Cooldown: 4 minutes
  98.  
  99. Secret Art Three- Burst
  100. E(Effect): The user unleashes high-voltage electricity in a dome around them. This dome has a 3-meter radius.
  101. D(Damage): 1400
  102. C(Cost): 725
  103. R(Recoil/Drawback): The user is entirely incapacitated while this attack is active. Any attack that hits the user as they cast this spell will stun them and deal double damage.
  104. Cooldown: 2 minutes
  105.  
  106. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
  107. Forbidden Art One- Lock
  108. E(Effect): The user fires a whip of electricity at the target. Should it hit, the target cannot use spells requiring more than 600 Mana to cast for five minutes. If the target touches the whip with bare skin, it deals low damage.
  109. D(Damage): 0 (100 on direct contact)
  110. C(Cost): 850
  111. R(Recoil/Drawback): Easy to dodge and can be negated if hit with an attack. Blockable by any solid non-living object.
  112. Cooldown: 10 minutes
  113.  
  114. Forbidden Art Two- Adapt
  115. E(Effect): The user scans the target's attack pattern and average strength. For 10 seconds, all attacks used by the user deal double damage.
  116. D(Damage): 0
  117. C(Cost): 1250
  118. R(Recoil/Drawback): Can only be cast once per battle. User, when adapted, foregoes defensive options and, as such, cannot dodge and takes double damage from any attack directed at their back.
  119.  
  120. 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.
  121. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  122.  
  123. Ultimate Move- Cannon
  124. E(Effect): The user transforms into a massive plasma cannon and fires a bolt of supercharged energy at the target.
  125. D(Damage): Instant Defeat
  126. C(Cost): All Remaining Mana
  127. R(Recoil/Drawback): if this attack misses, the user is left with no mana and 25% of their original stats.
  128.  
  129. 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.
  130.  
  131. Takeover- N/A
  132. E(Effect):
  133. D(Damage):
  134. C(Cost):
  135. R(Recoil/Drawback):
  136.  
  137.  
  138. Overdrive- Annihilation Mode
  139. E: X1's enters Annihilation Mode, reconfiguring his body into a streamlined mechanism of war. His jetpack activates and upgrades permanently, allowing him to fly and hover up to 10 meters above the ground and boosting his speed in the air to 10. Additionally, his right arm supercharges, doubling the damage of all of X1's melee and rifle attacks.
  140. R: X1's accuracy systems decrease in effectiveness, significantly decreasing his ability to accurately attack his target at range. Additionally, X1's stamina drains twice as fast while in Annihilation Mode and his defenses drop to 2. X1 must be below 50% of his maximum HP to engage this Overdrive.
  141.  
  142. Overdrive Art- Hell Rain
  143. E: The user launches a volley of intense explosives at the target(s) from above. These leave behind electrical fields of radius 3 meters that slow those within by 50% and last 30 seconds.
  144. D: 3500
  145. C: 1000
  146. R: The user's mobility is severely hindered while using this attack. This attack is only usable once per match and must be used in the air. Allies are also slowed by the hindrance fields.
  147. Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
  148. Weapon: Adaptive Hand
  149. E: X1's right forearm and hand can alter their appearance to become nearly any weapon.
  150. Power-ups:
  151.  
  152. Upgrades- Made by TGN, Amitecy and various others around London. they can be used to upgrade the body, weapons, gear and pretty much anything you can think of. Some upgrades may cost.
  153.  
  154. Upgrades:
  155. E:
  156. Power-Ups:
  157.  
  158. Gear- Things that may relate to your character’s Armor/clothing or just things they pick up overtime that are notable.
  159.  
  160. Gear:
  161. E:
  162. Power-Ups:
  163.  
  164. Extra spells(Optional)
  165. ~~~~~~~~~~~~~~~~~~
  166.  
  167. When your sheet is finished, put it in #sheet-submissions for a review.
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