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Reboot - Illius [Arc]

Jun 25th, 2018
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: Illius Dhargon
  4. Age: 21
  5.  
  6. STATISTICS: base stats
  7. Level: 1
  8. HP/Aura: 12000
  9. Physical Strength: 3
  10. Magical Strength: 10
  11. Physical Defense: 6
  12. Magical Defense: 6
  13. Mana Power: 2000
  14. Wisdom: 8
  15. Intelligence: 9
  16. Stamina: 6
  17. Movement Speed: 2
  18. Stealth: 5
  19. --------------------------------------------------------------------------------------------------------------------------------------
  20. Physical Appearance: The user is covered in an assortment of cloaks and robes in a mix between a dark violet and black assortment with golden shingles around the edges. He has modern length jet-black hair, violet irises. He wears underneath the cloak blood-red coloured vestments and his shoes footwear is black.
  21. Strengths: A skillful tactician, has a wide knowledge on dark/corrupted magic, adapts quickly to any given situation.
  22. Weaknesses: Any emotion that flairs up during battle can alter his actions, tends to have his thoughts elsewhere clouding what his next move should be. Can't stand the agony or suffering of someone rather it's ally or foe.
  23. Hobbies: Researching ancient magic, Star-gazing, Reading
  24. Professions: None
  25. Likes: Nothing in particular.
  26. Dislikes: Crowded places, Loud screaming, fire, secrets.
  27. Personality: Illius prefers to stay isolated from populated crowds and do as he sees is the best course of action. He speaks whatever he see's is evident and won't try to get on people's nerves unless he see's it's necessary. He may seem off putting and untrustworthy at first glance but he'll show signs of guidance and offer those the best course of action to take next. Though he'll keep most things about himself to himself as he does have some issues with keeping secrets with others. He'll hinder his emotions most of the time and try to be calm and collected as we works more efficiently that way.
  28. Place of birth: Unknown
  29. Height: 161.5cm
  30. Weight: 117 pounds
  31.  
  32. MAGIC: Soul Corruption
  33.  
  34. PASSIVE: An effect that's always there, unless in a magicless environment
  35.  
  36. Passive- "Soul Sap"
  37. E: Pure magical attacks that directly hit the target on point will have their mana drained. The user receives 25% of mana based off the damage done.
  38. R: Attacks that are reflected, absorbed, deflected, shielded, anything that won't hit the target directly won't suffer from a mana drain. User must be above 25% HP to use this passive.
  39.  
  40.  
  41. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  42.  
  43. Basic Spell One- "Corrupt"
  44. E: The user focus on poisoning the flux in an area and those within the area suffer curse damage for 5 minutes. Offensive stats of the target are decreased by 10% and they take 100 dmg per minute.
  45. D: 100 per minute.
  46. C: 250
  47. R: Can be cured any any healing or purifying spell. The arte only covers a 5m radius. Cooldown of 7 minutes.
  48.  
  49. Basic Spell Two- "Dark Repulse"
  50. E: The user charges corrupted magic in their hand and force's it outward on a target near them. the atre knocks the target back over 20m.
  51. D: Medium, 300dmg
  52. C: 200
  53. R: The knock-back will be halved if the target weighs more than the user. Cooldown of 2 minutes.
  54.  
  55. Basic Spell Three- "Void"
  56. E: The user concentrates on the target and creates an area from where the target can see, covering a radius of 5m of distortion that crushes the target's anatomy. Those affected will have the next spell or art they endure deal 1.5 more damage. Target is trapped.
  57. D: Medium, 1000dmg
  58. C: 400
  59. R: Anyone can be affected by the distortion, the distortion area will fade after 10 seconds. Anything that hits the target while in distortion will be nullified. Debuff lasts for 1 minute. Cooldown of 3 minutes.
  60.  
  61. Basic Spell Four- "Reaper Blitz"
  62. E: The user summons mini reaper minions that charge at high speed at the target and deal damage. The arte target's the lowest defensive stat. They target the nearest enemy within 50m.
  63. D: Light, 500dmg
  64. C: 150
  65. R: They can easily be deflected by any normal means. Cooldown of 2 minutes.
  66.  
  67.  
  68. SECRET ARTES: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  69.  
  70. Secret Arte One- "Dark Blessing"
  71. E: The user emits a stable dark mist and either targets themselves or another target and heals by 7.5% of their current HP.
  72. D: None
  73. C: 400
  74. R: Healing only works on magic users of dark, death and shadow origin. Has a cool-down of 5 minutes per use.
  75.  
  76. Secret Arte Two- "Nightmare"
  77. E: User emits an AOE of a thick dark mist that travels in front of him crackling with dark energy. Anyone caught within the mist feels immense pain that can cause them to scream. This mist travels outward for 10m before vanishing.
  78. D: High, 2000dmg across all targets caught.
  79. C: 600
  80. R: The user cannot move from their spot from where they released the mist until all the mist released has dispersed, making them vulnerable to foes that strike from behind. Cooldown of 4 minutes.
  81.  
  82. Secret Arte Three- "Malevolence"
  83. E(Effect): The user shrouds themselves in an unsettling aura that hones their dark magical prowess. Anyone near the user with an intelligence lower than the user will become susceptible to the malevolent aura and fall ill both mentally and physically having a universal stat drop of 1 temporarily for a min for each 2 points under int the target has compared to the user.
  84. D: None
  85. C: 600
  86. R: The user can only remain in this state for about 3 minutes. Can only be used twice per battle. Cooldown of 5 minutes.
  87.  
  88. 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.
  89.  
  90. Forbidden Arte One- "Corrupted Repulsion"
  91. E: The user emits a dark wave of energy covering the field. All the magical energy of spells and arts activated is gathered before the user into a single distorted cluster of dark energy. The user then sends out this cluster of darkness towards one target. It deals all the combined damage of all artes in process, but doubled. Any none damaging artes absorbed will have their mana output converted into damage.
  92. D: All combined arte's damage output or mana output doubled.
  93. C: 1/4 of max HP
  94. R: The user cannot use any spells or arts for the next minute and all stats are halved for 5 minutes. The more spells and arts used for this attack the slower it is, the lesser spells and arts used for this attack the faster it is. Can only be used once per day.
  95.  
  96. Forbidden Art Two- "Retribution"
  97. E(Effect): The user releases unsettling aura around themselves. They proceed to unleash a whip of corrupted energy that homes onto an opponent and latches on. Any magical spell or art made by the opponent is redirected to the user. Once any magical spell or art hits the user, he takes the energy received from the blow and directs an even more powerful blow towards the latched on target. The additional damage is half of the damage done to user.
  98. D(Damage): Fixed, depended on opponent.
  99. C(Cost): 700
  100. R(Recoil/Drawback): The whip can only extend up to 10m, the user can be dragged and have their movements altered if the opponent decides to drastically move. If the opponent's arte is unleashes enough damage to kill the user, the opponent comes off unscathed. Chain only lasts for 5 minutes and cannot redirect melee attacks. Cooldown of 7 minutes.
  101.  
  102. Forbidden Arte Three- "Devour"
  103. E: The user gathers corrupted energy around himself till a dark aura surrounds him. The user waits till the opponent makes a move, if the target draws in close to the user, the aura devours them both and the target has their life energy drained from them and is poured into the user. If the target fires a projectile attack the user sends forth the dark aura to devour the attack. It's then converted into a dark orb which is drawn into the user to restore the user's hp.
  104. Replenishes 50% of the damage dealt or damage absorbs.
  105. D: High, 2000
  106. C: 750
  107. R: The user cannot use this for any offensive purposes. The user cannot move or preform any other art while the dark aura is active, as well the user must be able to see the target in order to send forth the corrupted energy. Damage received by the user is doubled. This effect lasts for three minutes. Cooldown of 7 minutes.
  108.  
  109. Forbidden Arte Four- "Naglfar"
  110. E: The user casts a storm of darkness over the target and they become enveloped by it. The target receives a burst of dark corrupted energy dealing massive damage.
  111. D: Extreme, 5000dmg
  112. C: 1500
  113. R: A 10 second charge time is required, this also requires the user to focus on this one spell, no other spell may be used while casting. 5 minute cooldown.
  114.  
  115.  
  116. 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.
  117. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  118.  
  119. Ultimate Move- "Succumb to Darkness"
  120. E: The user opens a large gate of corrupted energy beneath the entire battlefield and all those he chooses are dragged away into the depths of darkness. Once targets are taken away there is no return, they drowned in the eternal darkness as they struggle to fight back a futile effort. Soon they lose all meaning to fight, they start to feel cold and emotionless and depressed. They start to shut down as all they can see is darkness as the corrupted energy slowly erases every memory of the target soon making them essentially empty and then finally killing them off never to be seen again.
  121. D: Do I really need to explain the obvious.
  122. C: All remaining mana from the user and drops HP of user to 1.
  123. R: The user enters the state where they feel no emotion and enter a deep sleep. They're subjected to nightmares of the past and feel occasional pain every now and then. Once awake the user feels weak and sick. This sleep lasts for a week and the illness an additional week.
  124.  
  125. 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.
  126.  
  127. Takeover- "Therion Blight"
  128. E: This can only be accessed when the user allows for the darkness within to block out any form of remorse, kindness or mercy to any unfortunate soul facing them. The user shrouds themselves in a corrupted aura and emerges with clothes tattered and their left arm morphed into a daemon arm. Their current speed is tripled and all spells and arts have their damage scale upped by one stage, for example light damage is now medium damage.
  129. D: None
  130. C: 1/4 of current HP.
  131. R: The user can only enter this state once they've dropped below 40% HP. It only lasts until the user has no mana left. User cannot drain mana.
  132.  
  133.  
  134. Overdrive - "Therion Soul"
  135. E: The user gains control over themselves and the dark corrupted aura around them and gains control of their own mind again. The user can only access this form once they have no mana left. The user's current offensive stats and speed are now doubled and his daemon arm can absorb basic artes into conservative energy that's used for later. All spells and arts now use require HP to use and is equivalent to the amount of the mana cost. All mana abosrbed through magical attacks is stored for later.
  136. R: It can only absorb artes that deal 750 dmg or lower and the palm of the daemon arm must be directly in the path of the incoming arte. Otherwise they take normal damage. User takes 1.2x more damage in this state.
  137.  
  138. Overdrive Art - "Grand Devour"
  139. E: The user transfers all half of the gathered mana into themselves and releases a trembling dark cloud of corrupted energy behind him. He unleashes all the corrupted energy towards every enemy target on the field that he can see as they become enveloped in it and suffer only to be proceeded by a follow up explosion of corrupted energy at all targets inflicted. Deals double total damage. Cannot be stopped by any means.
  140. D: (Extreme: 5000+Half Mana gathered) x 2
  141. R: The user cannot use any spells or arts afterwords, and the arm serving as the daemon part suffers severe strains. They cannot use magic until the next following day. Any attempt to use magic until then proves unstable and can cause serious injury to the exhausted user.
  142. C: 3/4 of current HP.
  143.  
  144. Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
  145. Weapon: Naglfar
  146. E: A tome that allows the user to summon storms of corrupted darkness to devour all who oppose and hone their dark artes.
  147. Power-ups: The user's seplls and arts damage output are doubled when below 30% HP, but artes require double the mana. Artes required using this tome can be casted by the user is it's in at least 10 m of the user.
  148.  
  149. 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.
  150.  
  151. Upgrades:
  152. E:
  153. Power-Ups:
  154.  
  155. Gear- Things that may relate to your character’s Armor/clothing or just things they pick up overtime that are notable.
  156.  
  157. Gear:
  158. E:
  159. Power-Ups:
  160.  
  161. Extra spells
  162. ~~~~~~~~~~~~~~~~~~
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