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- Name: Wulfric, Amodeus. Richelberg
- Age: 20
- STATISTICS: base stats
- Level: 1
- HP/Aura: 10.000
- Physical Strength (weapon/melee damage): 5 500 P.O.F
- Magical Strength (spell damage/potency): 5 500 M.P
- Physical Defence: 7 700 P.O.F
- Magical Defence: 3 300 M.P
- Mana Power: 5000
- Wisdom: 4
- Intelligence: 9
- Stamina : 8 (40 Mins)
- Movement Speed: 9
- Stealth: 5
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- Physical Appearance:
- Strengths: Single Target damage. Durability.
- Weaknesses: Larger groups enemies. Magical burst attacks. Woman.
- Hobbies: Videogames, writing,
- Professions: None
- Likes: Woman, money, outdoor activities, making small talk,
- Personality:
- Place of birth:
- MAGIC: Aura
- PASSIVE: An effect that's always there, unless in a magicless environment
- Passive- Courage
- E(Effect): For each spell that Wulfric lands, he gains a stack of Courage,
- R: Courage is required to use some heavier damage spells.
- -Courage has a maximum cap of 7.
- -Courage wears off at a rate of 1:2.
- -Passive timer reset upon gaining more then 7 stacks.
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One- Blast
- E(Effect): The user, using their left hand punches the air infront of them, releasing a small cone of Aura infront of them to deal damage. This knocks the user back by 1 meter.
- D(Damage): 50 * Mag.Str = 250
- C(Cost): 250
- R(Recoil/Drawback): 2 Minute Cooldown.
- Basic Spell Two- Jab
- E(Effect The user creates 3 small orbs of Aura around their right hand. Striking at the opponent, the orbs will shoot forward, and fly at the target, dealing damage.
- D(Damage): 50 * Str.Phy = 250
- C(Cost): 250
- R(Recoil): 2 Minute Cooldown.
- Basic Spell Three- Aura of Speed
- E(Effect):The user releases their aura. Raises speed of the user and allies by % based on the amount of stacks.
- D(Damage): N/A
- C(Cost): 350
- R(Recoil/Drawback): Cooldown 5 Minutes. Effect lasts for 2 minutes.Only count stacks when the spell is activated.
- Basic Spell Four- Aura of Strength
- E(Effect The user releases their aura. Raises Phys of the user and allies by % based on the amount of stacks
- D(Damage): N/A
- C(Cost): 350
- R(Recoil): Cooldown 5 Minutes. Effect lasts for 2 minutes. Only count stacks when the spell is activated.
- Basic Spell Five- Aura of Courage
- E(Effect): The user releases their aura. Raises all stats of the user and allies by % based on the amount of stacks.
- D(Damage):N/A
- C(Cost): 350
- R(Recoil/Drawback): Cooldown 5 Minutes. Effect lasts for 2 minutes. Only count stacks when the spell is activated.
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One- Leaping Strike
- E(Effect): The user pulls their hands and releases a cone of aura from both hands to repel them into the air, using the blast to steer themselves, they will kick their air, releasing a shockwave, swiping their target off their feet, causing damage and interrupt spells currently being charged.
- D(Damage): 100 * Mag. Str per person hit = 500
- C(Cost): 450
- R(Recoil/Drawback): 4 Minute Cooldown Requires 1 Stack of Courage.
- Secret Art Two- Rising Uppercut
- E(Effect): The user ignites their fists in Aura, repelling them forwards at a twice their normal speed (Buffs ARE included).
- Punching their target in the gut, repelling them upwards into the air.
- D(Damage): 200 * Phys. Str = 1000
- C(Cost): 500
- R(Recoil/Drawback): 4 Minute Cooldown Requires 1 stack of Courage
- Secret Art Three- Sanctum Palm
- E(Effect): The user holds their hands above their head, creating a half sphere above them to protect them from damage This sanctum absorbs 25% of all damage dealt to the user. Allies can stand with the caster will also gain this effect. Upon second activation, this sphere will be absorbed into the caster, giving them a small heal based on 5% of the total damage blocked.
- D(Damage):N/A
- C(Cost): 500
- R(Recoil/Drawback): 7 Minute Cooldown. Requires 5 stacks of Courage to be used. Consumes all stacks. Does not protect against attacks comming from below. Can be broken like any other shield spell.
- Secret Art Four- Foresight
- E(Effect): The user guards themselves with their arms, releasing a bright flash of aura once struck, blinding their opponent for 5 seconds, so the user can move behind their target.
- D(Damage): N/A
- C(Cost): 400
- R(Recoil/Drawback): 3 Minute Cooldown. Does not affect robots.
- FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
- Forbidden Art One- Shatter Punch
- E(Effect): The user infuses their fist with aura, punching the air to release a concentrated beam of magic from out of their hand. This attack is strong enough to shatter the sound barrier upon being released, knocking back any opponent within a 1 meter radius of the user.
- D(Damage): 500 * Mag. Str. = 2500
- C(Cost): 700
- R(Recoil/Drawback): 4 Minute Cooldown Can only be used at 2+ Stacks of Courage. Consumes all stacks
- Forbidden Art Two-: Jawbreaker
- E(Effect): The user rushes towards their opponent, infusing their fist with magic, Upon striking the enemy, a burst of Aura magic will be released in similar fashion to that of an explosion, sending the opponent flying in the direction the punch was angled at.
- D(Damage): 200 * Phys. Str. 1000 (punch) + 200 * Mag Str. = 1000 Damage Explosion damage
- 1000 damage to all other targets caught in the blast.
- C(Cost): 700
- R(Recoil/Drawback): 6 Minute Cooldown. Can only be used at 3+ of courage. Consumes half of current stacks.
- Forbidden Art Three- Safeguard
- E(Effect): The user blinks in front of an ally to absorb an incomming melee attack, countering said attack with a punch of their own.
- Slamming the opponent into the ground releasing a small shockwave.
- D(Damage): Phys. Str. *100 = 500
- C(Cost): 450
- R(Recoil/Drawback): 5 Minute Cooldown. The user takes the full force of the target's damage. Can only be used on allies. Effective Radius of 8 meters around the caster.
- Forbidden Art Four- Kingfist
- E(Effect): Charging their fist with Aura, the user releases 3 quick punches to the target, shattering shields completly upon the first impact.
- D(Damage): 50 * 100 = 500 * 3 = 1500 Damage
- C(Cost): 500
- R(Recoil/Drawback): Can only be used at 5 stacks of courage. Consumes 3 charges. 3 Minute Cooldown
- 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- Aura Breaker.
- E(Effect):
- D(Damage):
- C(Cost):
- R(Recoil/Drawback):
- 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-
- E(Effect):
- D(Damage):
- C(Cost):
- R(Recoil/Drawback):
- Overdrive - Heroism
- E: Upon activation, the user's stacks and cap of their passive are doubled. Reducing cooldowns by 25%. Gaining a +3 Buff to both their defenses.
- R: The user speed is cut in half while activated, canceled when the Overdrive Art is used.
- Overdrive Art - Soul Breaking Super Strike
- E: The user consumes all of their Courage stacks to give themselves a massive power and speed boost (x5 for one turn).
- Igniting their Aura to form a pair of wings, they shoot forwards drawing both their fists back, upon reaching their target, they will swing both fists forwards, dealing a massive amount of damage. Causing near hurricane winds to shoot out from the place of impact.
- This move is completly impossible to negate, counter, or shield against.
- D: 1000 * current stacks of Courage
- C: 200 * Current stacks of Courage
- R: Can only be used once per battle, User takes 50% of current HP in recoil damage.
- Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
- Weapon:
- E:
- Power-ups:
- 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.
- Upgrades:
- E:
- Power-Ups:
- Gear- Things that may relate to your character’s Armor/clothing or just things they pick up overtime that are notable.
- Gear:
- E:
- Power-Ups:
- Extra spells(Optional)
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