YTTGN

Diogo [Raikuro]

Dec 28th, 2017
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  1. Name: Raikuro Andrew Raijinryu
  2. Age:
  3.  
  4. STATISTICS: base stats
  5. Level: 1
  6. HP/Aura: 6000
  7. Physical Strength: 7
  8. Magical Strength: 9
  9. Physical Defence: 3
  10. Magical Defence: 3
  11. Mana Power: 5000
  12. Wisdom: 6
  13. Intelligence: 3
  14. Stamina: 5
  15. Movement Speed: 9
  16. Stealth: 10
  17. --------------------------------------------------------------------------------------------------------------------------------------
  18.  
  19. Physical Appearance: http://prntscr.com/hock9k
  20. Strengths: Fast combat related to electricity and sneak attacks, paralyzing opponents
  21. Weaknesses: Hand-to-hand combat, cutting down his movement
  22. Hobbies: Heavy music, taking job
  23. Professions: Professional assassin (not a bounty hunter, he's specially hired for jobs, he's not Lopex)
  24. Likes: Heavy metal music, annoy people
  25. Dislikes: Kaze, boring people, Kaze, having nothing to do, did I mention Kaze?
  26. Personality: waaayyyy to obnoxious and loud, always picking up fight
  27. Place of birth: Spain
  28.  
  29. MAGIC: Electricity
  30.  
  31. PASSIVE: An effect that's always there, unless in a magicless environment
  32.  
  33. Passive- Overcharge
  34. E(Effect): every time an opponent makes physical contact with Raikuro they take low damage, the user also gets charged with electrical charges each 2 minutes, user gains a stack (cap of 5) each electrical offensive move takes out one stack, each stack gives him 10% more power in electrical attacks, the user can also consume the stacks to recover 100MP per stack
  35.  
  36.  
  37. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  38.  
  39. Basic Spell One- Electrical chain [Magical]
  40. E(Effect): User stabs the ground making a chain of electricity that they then travel on at high speeds, guarantees a hit on someone and everyone in a 2 meters radius.
  41. D(Damage): 450
  42. C(Cost): 100
  43. R(Recoil/Drawback): 5 minutes cooldown, doesn't do damage to people with electric magic or people with immunities.
  44.  
  45. Basic Spell Two- Electric blade
  46. E(Effect): The user charges their dagger, electrifying it, and giving more range. They can shoot an electrical current that does piercing damage 10 meters forwards from where the user points. The blade can also swing the blade in a one meter radius to attack.
  47. D(Damage): 900+50 piercing damage for an electric current. 700 for a physical attack with the blade.
  48. C(Cost): 250
  49. R(Recoil/Drawback): After one use or attack the effect ends.
  50.  
  51. Basic Spell Three- Electrical field
  52. E(Effect): The user releases a burst of electricity that covers a one-meter radius, throwing everyone in that radius five meters away. (Can’t be ignored, someone with an immunity will still be sent back, they just won’t take damage.) This also makes a shield that protects from 50% of the damage from an incoming attack. Physical attacks will be blows away.
  53. D(Damage): 50
  54. C(Cost):200
  55. R(Recoil/Drawback): damage is shit and has a 3-minute cooldown.
  56.  
  57. Basic Spell Four- Thunderbolt
  58. E(Effect): ...Do I have to explain this? Can be spamable.
  59. D(Damage): 900
  60. C(Cost): 300
  61. R(Recoil/Drawback): Tires the user if they spam it, lowering their stamina by one minute with each use.
  62.  
  63.  
  64. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  65.  
  66. Secret Art One- Electrical step
  67. E(Effect): The user travels like an electrical current, where their speed gets tripled and cannot be targeted by an attack, but the foe can see what direction they are travelling.
  68. D(Damage): None
  69. C(Cost): 500
  70. R(Recoil/Drawback): User cannot attack while in this state and takes 3 seconds to materialize and be able to attack.
  71.  
  72. Secret Art Two- Muscle paralysation
  73. E(Effect): The user stabs a muscle with their dagger, preventing that muscle from moving for 10 minutes, the spell only works if the dagger touches a muscle and blood to paralyze them. This spell ignores immunities. This spell takes effect one minute after the foe is stabbed, and can affect multiple muscles if stabbed from than once.
  74. D(Damage): 1-minute paralysis if it’s a large muscle/muscle group. 5 minutes for a small muscle (ping TGN if you don’t know what it comes under)
  75. C(Cost):500
  76. R(Recoil/Drawback): The user is absolutely required to make a wound into any type of flesh obviously so if the user doesn't use muscles either for being a robot or cyborg or just Bob it's impossible to have this spell used on them. This effect also requires the user to be in really close range to the opponent to be able to initiate the requirement and has to be with a normal stab, cannot be activated with an attack from another spell (for example electrical blade).
  77.  
  78. Secret Art Three- electrical grind
  79. E(Effect): The user unleashes a field of electrical grinds and currents, spreading in a web of electricity around the arena. This slows down everyone that’s vulnerable to electrical attacks by 50%, also doing more damage on the foe depending on their speed every time they move long distances (more than 2 meters).
  80. D(Damage): Dependant on the foe’s speed when moving.
  81. C(Cost): 750
  82. R(Recoil/Drawback): The spell starts losing power after 5 minutes.
  83.  
  84. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
  85.  
  86. Forbidden Art One- 1-billion-volt bolt
  87. E(Effect): The user charges a high voltage bolt in their hand, getting stronger until it is released in giant amounts of electrical energy in a giant AOE radius of 10 meters. Goes through 50% of shield damage
  88. D(Damage): 450 (0-1- second charge)
  89. 900 (10-20 second charge)
  90. 1800 (20-30 second charge)
  91. 4500 (30+second charge)
  92. C(Cost):1000
  93. R(Recoil/Drawback): This spell can be dodged, without taking any damage, the user also needs to recharge for 5 mins. They are unable to use electric attacks during this time
  94.  
  95. Forbidden Art Two- Soul Resonance, God's Thunder
  96. E(Effect): The user absorbs all the electricity in the area into Kavacha’s Gauntlets, to then cause a large electrical burst to surge to the foe. The gauntlets ensure it’s through the weak spots, ignoring immunities and resistances, cannot be dodges. This spell can be shielded and tanked with a high defence stat. Any electrical devices are drained of power, sometimes causing a blackout.
  97. D(Damage): 4500 (lower if there's not many electrical devices)
  98. C(Cost): 1500
  99. R(Recoil/Drawback): The user needs electrical devices in order to charge the spells, if there are no devices nearby, the spell with do nothing. This spell won’t take electricity from cyborg parts, or from robots. After this spell if performed, Kavacha goes dormant for 12 hours, and won’t be able to give the wielder any power.
  100.  
  101. Forbidden Art Three- Electrical Enchantment
  102. E(Effect): The user enchants themselves, or an ally with the electric element, giving electrical powers to their attacks, and a 5% chance to paralyse the foe. Gives an effect of slowing the foe down by 5% for each attack (this caps at 25% and the foe recovers 5% of their speed every minute). This also doubles speed and electrical spell strength.
  103. D(Damage): None.
  104. C(Cost): 750
  105. R(Recoil/Drawback): can only use on one person, only lasts 5 minutes after that the user loses electrical power and gains a 50% debuff on electrical attacks for 2 minutes
  106.  
  107. Forbidden Art Four- Electrical feedback
  108. E(Effect): The user charges their hands, and catches a single projectile attack, the electrifies the projectile and throws it back at the foe. The projectile becomes pure electricity and also becomes 50% stronger then the original projectile’s power.
  109. D(Damage): x1.5 the damage of the original projectile.
  110. C(Cost): 750
  111. R(Recoil/Drawback): The user cannot catch large projectiles, or continuous projectiles (e.g. Flame throws or guns) and can’t catch physical projectiles.
  112.  
  113. 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.
  114. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  115.  
  116. Ultimate Move- SHUT DOWN
  117. E(Effect): The user electrifies an opponent with such strength it shuts down any electrical power effects the opponent even if the target is immune to electricity, shutting down the body instantly killing it.
  118. D(Damage): KO
  119. C(Cost): all MP
  120. R(Recoil/Drawback): the usual ultimate move drawback, won’t work with spectral bodies like Bob
  121.  
  122. 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.
  123.  
  124. Takeover- Kavacha's madness
  125. E(Effect): The soul from the gauntlets takes over the wielder, giving them a new identity, Kavacha. He is an insane (not the good kind) assassin from medivial England that will stop at nothing untill every enemy has been destroyed y his electricity. The user’s electrical attacks triple in strength, and doubles their speed. The body is now controlled by Kavacha, who will stop at nothing to kill his target, even if they are in main. His mental problems make him carry on fighting even when the foe is knocked out, making him deadly.
  126. D(Damage): none
  127. C(Cost): none
  128. R(Recoil/Drawback): The user can only remain in this form for ten minutes in combat, the timer starts as soon as the battle starts if they are in this form. If a battle starts with the takeover active, the user will only have 5 minutes in this form. After the takeover ends, the user can’t use it for combat for two hours. The takeover makes all the user’s defences drop to 1, when the takeover ends, all the pain Kavacha ignores will fully hit the wielder.
  129.  
  130. Overdrive - Electric terrain
  131. E: The user electrifies the terrain, preventing grounded people from falling asleep. Anyone not able to resist electricity gets slowed down by 50% and gets hit with 5 damage every second. The user’s electrical powers have triple the strength and the user is able to move as an electrical current around the field at will, with double speed and only taking a second to materialize. The user can still be targeted if the foe can keep track of them. Opponents that have electrical immunities that aren’t due to marks, lose that ability, and only resist electricity.
  132. R: The user becomes a bit dull-minded because of the speed, making their movements and accuracy a bit sloppy. AOE attacks do double damage if they hit.
  133.  
  134. Overdrive Art - Discharge
  135. E: The user Unleashes all of their electricity into the field for a huge blast of electricity, that does major damage to anyone inside the field.
  136. D: 4500
  137. R: Knocks out the user too and can also hit allies, can also be protected.
  138. C: 2000 MP
  139.  
  140.  
  141. Weapon: A dagger
  142. E: Just a dagger that conducts electricity and can be charged by Raikuro.
  143. Gear: Kavacha's gauntlets
  144. E: similar to every other Champion’s Catalyst weapon, these gauntlets have the soul inside of an insane warrior named Kavacha that boosts all electrical moves of the user by 50% and give electrical charges giving the user 5% of mana recovery every minute
  145.  
  146.  
  147. Extra spells(Optional)
  148. ~~~~~~~~~~~~~~~~~~
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