ArcStorm

Pixel (RP Character. Vers. 2.0)

Dec 26th, 2017
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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: Pixel
  13. Age: 14
  14.  
  15. STATISTICS: base stats
  16. Level: 1
  17. HP/Aura: 8000
  18. Physical Strength: 5
  19. [for every value=100pounds of force]
  20. Magical Strength: 7
  21. [for every value=100 magical power]
  22. Physical Defence: 4
  23. [for every value=100 pounds of force]
  24. Magical Defence: 4
  25. [for every value=100 magical power]
  26. Mana Power: 5000
  27. Wisdom: 2
  28. Intelligence: 7
  29. Stamina: 8
  30. [For every value=5mins]
  31. Movement Speed: 10
  32. Stealth: 1
  33. --------------------------------------------------------------------------------------------------------------------------------------
  34.  
  35. Physical Appearence: Pixel is an Aeriallite, a creature with the ability to fly and fight using magic. Aeriallites look like animal cubs, an Aeriallite can be a different cub from a different species. Pixel resembles a bear cub. With silver fur. He has bright sapphire color eyes. He wears a scarlet scarf, around his neck. Near his ears emerge quiver feathers, they are brightly colored in sky blue and white feathers. He has a little nose and a smiling mouth. He has silver wings that sprout when he wants to fly.
  36. Strengths: Can fly at really high speeds, quick on thinking ideas to get out of jams, supports everyone.
  37. Weaknesses: can't fly efficiently in bad weather, can't take a hit well, taunting gets him into trouble.
  38. Hobbies: Catching Insects, learning new jokes or taunts, Flying around.
  39. Professions: None
  40. Likes: Watching Arc draw, being high in the air flying, meeting new friends.
  41. Dislikes: Being wrong, people being mean to each other, getting into fights with friends.
  42. Personality: Very Cheerful around others, he's always excited for something new. He has a good sense of humor, always tries to lighten the mood, he's not the who's depressed easily. Likes to think on the positive side of things, and likes to think about things first before rushing in. Yet he's never too quiet though, and loves to be funny.
  43. Close Friends:
  44. Possible Relationships: None
  45. Place of Birth: Tempest, Tempestian Sky Region
  46. Birthday: July 7th
  47. Race: Aerillite
  48. Height: 76.2cm
  49. Weight: 7.2 pounds
  50.  
  51. MAGIC: Quiver Knight
  52.  
  53.  
  54. PASSIVE: An effect that's always there, unless in a magicless environment
  55.  
  56. Passive- "Aerial Assistance"
  57. Effect: Can only be activated on own will. Is able to carry a character around while flying and assist him or her in battle. While flying a character, said character gains a 50% boost in speed.
  58. Drawback: Can't attack while carrying the character, plus if hit directly well disconnect the two.
  59.  
  60. BASIC ARTES: Five if you do not wield weapons, four if you do.
  61.  
  62. Basic Arte One- "Feather Bullets"
  63. Effect: User summons sharp feathers around him and shoots them toward the opponent. these feathers are metal tipped for piercing through objects.
  64. Damage: Medium, 700dmg
  65. Cost: 250
  66. Drawback: It takes a few seconds to summon up all the feathers. (5 seconds)
  67.  
  68. Basic Arte Two- "Quiver Storm"
  69. Effect: User summons up a storm of quiver feathers around him, boosting Magical Strength and Speed by 40%.
  70. Damage: None
  71. Mana: 200
  72. Drawback: Effect only lasts 1 minute. Charge up time takes 3 seconds. Cannot use move for 30 seconds after the effect ends.
  73.  
  74. Basic Arte Three- "Wing Assault"
  75. Effect: A speedy assault where the user gathers energy within his wings and uses them as blades, leads to multiple strikes and combos. User Speed Increases by 20% with each successful hit, effect ends once the consecutive streak ends.
  76. Damage: Light, 250dmg
  77. Mana: 150
  78. Drawback: Must rest for a few seconds before continuing, lowers physical strength by 20% for 30 seconds.
  79.  
  80. Basic Arte Four-"Quiver Rebound"
  81. Effect: Creates a wall of fast-rotating quiver feathers that will reflect any projectile attack back toward the opponent for double damage.
  82. Damage: Double the Damage of the reflected attack
  83. Mana: 350
  84. Drawback: User is completely defenseless if hit by a physical attack, Forbidden Arts and forward break through.
  85.  
  86. Basic Arte Five-"An Aeriallite's Cheer"
  87. Effect: User does a cute yet magical cheer that makes others not lose hope. This cheer buffs the stats of all allies by 10% and heals all allies by 10%. User also receives these buffs and healing.
  88. Damage: None
  89. Mana: 300
  90. Drawbacks: The user is vulnerable while he does the cheer, using it to many times consecutively drains the user's stamina quicker.
  91.  
  92. SECRET ARTES: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  93.  
  94. Secret Arte One- "Buster Cyclones"
  95. Effect: User summons up two spiraling cyclones and aims for the target, these cyclones can be manipulated to become a homing attack.
  96. Damage: High, 1400dmg per cyclone
  97. Mana Cost: 500
  98. Drawbacks: Characters with wind/air magic only take half the damage, user cannot move while manipulating cyclones, normally summoning then only sends them in a straight forward direction.
  99.  
  100. Secret Arte Two- "500 Quiver Assault"
  101. Effect: An advance version of feather bullets, User summons an insanely large amount of quiver feathers around him and sends them all shooting outward toward the opponent or around him.
  102. Damage: High, 1400dmg
  103. Mana Cost: 400
  104. Drawbacks: It Takes longer to summon all the feathers, 10 seconds
  105.  
  106. Secret Arte Three- "Sonic Raid"
  107. Effect: User runs at maximum speed and blitz towards the enemy in a spin dash multiple times, rebounding off any object that comes into contact. Each consecutive hit deals 20% more damage.It can hit up to ten times.
  108. Damage: Medium, 500dmg per hit + 20% more after each successful hit
  109. Mana Cost: 550
  110. Drawbacks: The user can't fully control this art and can ricochet of many objects and lose control of the target. The user suffers a bit of a daze effect for a few seconds.
  111.  
  112. Secret Arte Four- "Call of an Aeriallite"
  113. Effect: User gets out a special horn a plays a cheerful tune. This tune magically increases everyone's strengths, all stats get boosted by 20% for 5 minutes and everyone is healed by 25%.
  114. Damage: None
  115. Mana Cost: 350
  116. Drawbacks: The Horn can break and user must use double the mana to create and use a new one. Can be used twice till it breaks. User is vulnerable when playing the tune.
  117.  
  118. FORBIDDEN ARTES: 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.
  119.  
  120. Forbidden Arte One- "Buddy Summon"
  121. Effect: The user summons forth a pixie-like entity that's connected to the user's senses and magic. This entity helps the user hasten the charge up time of artes, reducing it by half. It also strengthen's magical artes by 25%. It can alo warn the user of any sneak-attacks or incoming attacks.
  122. Damage: None
  123. Mana Cost: 600
  124. Drawbacks: The entity can vanish if hit by any direct attack, not AOE's. Require's a rest of 30 minutes before it can be summoned again if it fought.
  125.  
  126. Forbidden Arte Two-"One-Thousand Quiver Bombardment"
  127. Effect: User supercharges the basic Feather bullet technique, this art summons metallic rainbow quiver feathers, all around the user. These feathers can break through any barrier and shield and can't be reflected back. The User shoots all of them at the target.
  128. Damage: Extreme, 3500dmg
  129. Mana Cost: 800
  130. Drawback: The user takes a lot of time to charge this attack up, up to 15 seconds for maximum damage.
  131. User cannot move while charging though, and any attack that land son the user is boosted by 20% percent.
  132.  
  133. Forbidden Arte Three- "An Aeriallite's Gift"
  134. Effect: An Aerolite's special art, the user scatters crimson quiver feathers across the battle field and burst into a crimson mist. This mist heals everyone by 25%, restores everyone's Mana by 50% of max, boosts everyone's stats by 15% and lowers the enemy's stats by 15%.
  135. Damage: None
  136. Mana Cost: 1000
  137. Drawback: The user can use this art once, also enemies who can use absorbing artes can gain this effect as well but only negate the stat drop and receive only 50% heal and gain half of there original mana back. Barriers can block the mist from dropping stats.
  138.  
  139. Forbidden Arte Four- "Crimson Feather Vortex"
  140. Effect: The user scatters some crimson quiver feathers in a spiral motion creating one large vortex of wind, these winds act like serrated teeth in a way. This vortex covers a very wide radius and moves at high speeds, it can also reflect projectiles back at targets. This arte also negates any additional defense buffs from any source.
  141. Damage: High, 1400dmg
  142. Mana Cost: 900
  143. Drawbacks: Once the vortex is launched user can't move for 15 seconds, and defenses are cut in half for 30 seconds, the insane mana cost, characters who have there magic based on wind receive only 3/4 of the damage, and retain there defense buffs. User cannot use an "Quiver Arts", basically any move with "Quiver" in it for the next 2.5 minutes.
  144.  
  145.  
  146. 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.
  147. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  148.  
  149. Ultimate Move-"Furious Hurricane Raid"
  150. Effect: User unleashes furious winds into the air, multiple quiver feathers are summoned in clusters and begin spiraling and soon enough multiple cyclones flow in the high winds. They all crash into the ground where the user is multiple times then return spiraling above the caster forming a giant spiral of cyclones forming together. Then the user aims the cluster at the target and the multiple cyclones act as a drill piercing through all defenses till the enemy gives in.
  151. Damage: Instant KO
  152. Mana Cost: All Remaining Mana
  153. Drawback: Drains the user of flying for the remainder of the day as well as any usage of magic.
  154.  
  155. 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.
  156.  
  157. Takeover- "Ourso Transformation"
  158. Effect: User releases large amount of wind energy and becomes enveloped in a sphere of wind. Out emerges a fearsome beast, Aerolite Ourso, a beast that uses wind in it's attacks along with razor sharp claws. In this form, all stats are double except for stealth and magical defense. The user also gets wind ailment in each physical attack they do. It's claws can pierce through any shield or barrier. And any attack absorbed by the opponent drains there hp. Also when in a wind elemental environment it's physical strength and speed are tripled and is able to emit winds from it's claws that do damage.
  159. Damage: None
  160. Cost: None
  161. Drawback: If the user gets hit a lot consecutively user enters a confused yet enraged mode where the user doesn't exactly know where it's attacking and can inflict itself with damage, but it can sense it's allies luckily. Artes that require physical speed have the speed reduced by 25%. This form can only last until the under drops below 25% health or unleashes their overdrive arte.
  162.  
  163. Overdrive-"Raging Quiver Storm-Field"
  164. Effect: User releases a bunch of quiver feathers into the air and scatters them across the field, the entire field is then filled with quiver feathers twirling and flowing with high winds. This is known as an arena effect. This allows wind attribute magic users to gain 25% speed and the caster 50%. Any other type of magic user is slowed by 25%. Cannot be absorbed.
  165. Drawback: User takes time to scatter all the quiver feathers into the entire area, 10 seconds. User's stamina is used up 25% more quickly while in this field. Water attacks that target the entire area will disperse the spell and overdrive ends.
  166.  
  167. Overdrive Art-"Hyper Quiver Dragoon"
  168. Effect: User gathers energy from the amount of wind and quiver feather's magic and sends every single feather on the field into a sphere to create the form of a dragoon. This dragoon absorbs physical attacks, once it consumes the enemy it'll spiral high into the air while inside the target receives hundreds of slash's from the quivers inside and high winds, then the dragoon crushes into the earth causing a burst of energy to explode. This attack is homing and can fuse with other attacks to become for durable to magic attacks. Wind, electric, fire, and light help it gain energy. Also the user's armor is destroyed causing a 25% debuff.
  169. *If fused with two other elements: destroys normal shields or barriers
  170. *If fused with three other elements: Destroys any barrier and causes a 50% defensive debuff
  171. *If fused with four other elements: Attack strength is doubled and makes the target unable to carry weapons. Causes a bleeding effect taking away 1/16th of the users maximum hp every minute.
  172. Damage: Extreme, 3500dmg
  173. Cost: 1/4 of current life-force.
  174. Drawbacks:This takes a major strain on the user's control over magic, if weaken enough the dragoon won't smash into the earth and cause secondary effects and will remain high damage. Caster receives a 50% debuff in both defenses for one minute after this art is preformed. User can't fly for 1 hour.
  175.  
  176. Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
  177. Weapon:
  178. E:
  179. Power-ups:
  180.  
  181. 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.
  182.  
  183. Upgrades:
  184. E:
  185. Power-Ups:
  186.  
  187. Gear- Things that may relate to your character’s Armor/clothing or just things they pick up overtime that are notable.
  188.  
  189. Gear:"Scarlet Scarf"
  190. E: A scarf made from crimson quiver feathers, it shines beautifully in the day or night. Gives a 5% boost to both defenses and speed
  191. Power-Ups:
  192.  
  193. Gear:"Quiver Shoulder Guard"
  194. E: A plating made a metaloid and contains crimson quiver feathers attached to it, it's used for offense. Boosts Magical strength by 5%
  195. Power-Ups:
  196.  
  197. Extra spells
  198. ~~~~~~~~~~~~~~~~~~
  199.  
  200. When your sheet is finished, put it in #sheet-submissions for a review.
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