YTTGN

Res [Hudson]

Oct 26th, 2015
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: [Hudson] [O'Donell]
  4. Codename: B-10
  5. Age: 24
  6.  
  7. STATISTICS:
  8. Level: 7
  9. Rank:
  10. Physical Strength (weapon damage): 10
  11. Magical Strength (spell damage/potency): 1
  12. Physical Defense (HP, how well you take a melee/weapon attack): 1
  13. Magical Defense (how many spells you can take): 1
  14. Mana Power: 5000
  15. Wisdom (How well you are with plans and weapon-wielding): 8
  16. Stamina (How long you can battle without tiring): 4
  17. Movement Speed (How fast are you and your reflexes): 8
  18.  
  19. Strengths: Insanely fast, high weakpoint hitting combat
  20. Weaknesses: Gets tired very easily, cannot take a punch
  21.  
  22. Hobbies/Professions/Likes: Fighting
  23. Dislikes: No action, Weaklings, overly emotional people
  24.  
  25. Physical Appearance:
  26. Height: 1.92 Meters
  27. Weight: 62 KG
  28. Clothing:
  29. Always seen wearing a dark brown Tuxedo, alongside iron looking gloves with a crystal in the middle, often seen puffing out a small cloud of purple smoke.
  30. Has an unknown origins silver badge on his frontal pocket.
  31. Wears a black visor, completly concealing his eyes
  32. Has a bit of a stubble beard.
  33. His lower legs seem to be covered by some sort of mechanical contraption, what this does exactly is unknown.
  34. His hair is a dull black combed backwards and reaching down his neck, completly covered in styling mousse as the sides of his hair have gray streaks running across it.
  35.  
  36. Personality:
  37. Hudson is a cold individual, caring more about bringing people to justice then anything else.
  38. He is not here to make friends, he is send here to complete his mission." Or so he says.
  39.  
  40. MAGIC: Thaumaturgy
  41.  
  42. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  43.  
  44. Passive- "Thaumaturgic Reversal"
  45. E(Effect): Turns all of the users abilties into Physical damage.
  46. R(Recoil/Drawback): User cannot increase their defenses by level up or abilties.
  47.  
  48. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  49.  
  50. Basic Spell One- “Tip the scales!”
  51. E(Effect): This move changes the T.B.G into boxing gloves, before the user dissapears and uppercuts their opponent, ignoring armor.
  52. D(Damage): Low
  53. C(Cost): 100
  54. R(Recoil/Drawback): Cannot block a move after this spell is used.
  55.  
  56. Basic Spell Two- “Topple!”
  57. E(Effect): This move changes the T.B.G into a stormram, knocking over any opponent the user charges at.
  58. D(Damage): Medium + Stun upon hit
  59. C(Cost): 200
  60. R(Recoil/Drawback): Easily avoided, speed is lowered by 1 while in use
  61.  
  62. Basic Spell Three- “Reflect!”
  63. E(Effect): This move changes the T.B.G. into a bat, allowing the user to reflect any spell back towards the opponent.
  64. D(Damage): Depends on the spell reflected
  65. C(Cost): 100
  66. R(Recoil/Drawback): The bat can be broken by enough force, rendering this move useless
  67.  
  68. Basic Spell Four- “Slice 'n Dice”
  69. E(Effect): This move changes the T.B.G. into a energy claws, before slashing the opponent
  70. D(Damage): High + this move has a 10% to shred to any protective material
  71. C(Cost): 400
  72. R(Recoil/Drawback): This move heats up the T.B.G, if used rapidly will lead to combustion of the gloves, rendering them useless.
  73.  
  74. Basic Spell Five (Only w/o weapon)- “Weakpoint Locator”
  75. E(Effect): After each 3 punches the T.B.G lowers the opponents defense by 1 stage
  76. D(Damage): None (passive effect)
  77. C(Cost): 50
  78. R(Recoil/Drawback): Cannot be used more then once per battle.
  79.  
  80. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  81.  
  82. Secret Art One- “Time Crippler”
  83. E(Effect): This move changes the T.B.G. to a sword made from energy,
  84. Upon equip stuns the target for up to 5 seconds. Before slashing them rapidly.
  85. Damage is accumulated and will be dealt in 1 blow after the stun ends.
  86. D(Damage): High
  87. C(Cost): 900
  88. R(Recoil/Drawback): If the stun is avoided, this move fails completly. Can only be activated whenever the user is within a 1 meter radius of their target.
  89.  
  90. Secret Art Two- “Steampunk Thrasher”
  91. E(Effect): This move changes the T.B.G. into a giant Hammer.
  92. As the user leaps into the air, a location will be marked on the battlefield, if the user sucesfully hits this spot, will send out a shockwave damaging anything caught in the radius.
  93. D(Damage): Medium + High if landing on an opponent.
  94. C(Cost): 400
  95. R(Recoil/Drawback): due to the random locator, this move can fail to hit their opponent at any time.
  96.  
  97. Secret Art Three- “Glitchy Shutdown”
  98. E(Effect): This move changes the T.B.G. into a swarm of bugs.
  99. Who, upon detecting any type of technology will swarm that target, disabling it completly.
  100. D(Damage): Medium
  101. C(Cost): 200
  102. R(Recoil/Drawback): This effect is not permanent. Damage will decrease with each usage.
  103.  
  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- “Triad Explosion”
  108. E(Effect): This move changes the T.B.G. into a small rocket launcher. Firing 3 homing missles at the target
  109. D(Damage): High + Has a 10% to burn, Stun, Or slow the target
  110. C(Cost): 700
  111. R(Recoil/Drawback): Each invidual rocket can be destroyed, cutting the damage by 35% for each rocket destroyed, if all 3 are destroyed, this move fails.
  112.  
  113. Forbidden Art Two- “Dual Gunner”
  114. E(Effect): This move changes the T.B.G. into dual pistols, launching energy based bullets in a cone at the target.
  115. D(Damage): High
  116. C(Cost): 600
  117. R(Recoil/Drawback): Must be manually reloaded by the caster after each use, doing this causes the next round to cost half mana.
  118.  
  119. Forbidden Art Three- “Gambit Ray”
  120. E(Effect):This move changes the T.B.G. into a Laser cannon, upon firing this will destroy any type of armor in it's way
  121. D(Damage): Extreme + 100% chance of burning armor
  122. C(Cost): 1300
  123. R(Recoil/Drawback): Takes a long time to charge the laser, but the user is allowed 1 Dodge upon casting this spell.
  124.  
  125.  
  126. 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.
  127.  
  128. Ultimate Move- “Assault 'N Battery”
  129. E(Effect): This move changes the T.B.G into a grappling hook, shooting out at the nearest target, this grappling hook will hit it's target 100% of the time.
  130. Once latched onto the target, user shoots forwards and pummels their opponent untill they can no longer stand.
  131. D(Damage): K.O.
  132. C(Cost): All remaining mana
  133. R(Recoil/Drawback): Can only be used of fleeing enemies. If the cable is servered before impact, this move will fail.
  134.  
  135. 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.
  136.  
  137. Takeover- “None Available”
  138. E(Effect):
  139. D(Damage):
  140. C(Cost):
  141. R(Recoil/Drawback):
  142.  
  143. Weapon: Thaumaturgic Brawler Gloves
  144. E: Equipped to the hands, these gloves can extend into different weapons, automaticly swapping upon usage of the alocated spell.
  145. These gloves cannot be removed by anyone besides the wielder.
  146.  
  147. Power-ups:
  148.  
  149. UPGRADES: They are made by TGN and you can have up to three that boost you in battle, you can have as many as you want that dont boost you.
  150.  
  151. Upgrades: None
  152. E:
  153.  
  154. Power-Ups:
  155.  
  156. Equiptment: They can be related to your character or just what they pick up over time.
  157.  
  158. Equiptment:
  159. E: Allied Forces Manuever Gear
  160. This gear, strapped to the legs allows for the user to defy gravity while running, being able to walk up buildings.
  161. They also automaticly soften any landing by stabelizing their wielder. (No Fall Damage)
  162.  
  163. Power-Ups:
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