YTTGN

Res [Bailey]

Dec 1st, 2015
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: Bailey [B.B] Blütendanse
  4. Age: 21
  5.  
  6. STATISTICS: base stats
  7. Level: 5
  8. Physical Strength (weapon damage): 1 Physical Strength: 1
  9. Magical Strength (spell damage/potency): 8 Magical Strength: 4
  10. Physical Defense (HP, how well you take a melee/weapon attack): 3 Physical Defense: 3
  11. Magical Defense (how many spells you can take): 7 Magical Defense: 3
  12. Mana Power: 5000, Mana Power: 5000
  13. Wisdom (How well you are with plans and weapon-wielding): 9 Wisdom: 9
  14. Stamina (How long you can battle without tiring): 7 Stamina: 4
  15. Movement Speed (How fast are you and your reflexes): 4 Movement Speed: 4
  16. Stealth (How good you are when you need to get around without being noticed): 6 Stealth: 2
  17.  
  18. Strengths: 1 on 1 battles, Shutting down technology.
  19. Weaknesses: Hates physical contact.
  20.  
  21. Hobbies: Sleeping. Drawing. General lazy stuff.
  22. Professions: Nurse, Handyman.
  23. Likes: Sleeping. Taking Techonology apart.
  24. Dislikes: People, waking up early.
  25.  
  26. Personality: Cranky, but not neccesarily mean.
  27.  
  28. Close Friends:
  29.  
  30. Possible Relationships:
  31.  
  32. Physical Appearance:
  33. Blue eyes with bags underneath.
  34. Pale skin
  35. Hair: Dark Brown, with a long braid, often flung over her shoulder and resting on her chest.
  36. Wears a white and red ,Kimono inspired, sweater with sleeves going down to her elbow. With a long black skirt going down to below her knees, short brown socks and black slip on shoes.
  37.  
  38. MAGIC: Nerve
  39.  
  40. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  41.  
  42. Passive- Pent up
  43. E(Effect): Raises ALL of the users stats by 1 for each 2 minutes in combat.
  44. Can be Manually activated or Sped up by spending 100 Mana.
  45. R: User loses stacks for each enemy afflicted by any Basic Art. Excluding Heightend Pain
  46. Payment is restricted to 5 times, can be refilled up to 5 at any time. But never higher.
  47.  
  48. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  49.  
  50. Basic Spell One- "Heightend Pain" [No concact or aiming required]
  51. E(Effect): Heightens the targets perception to pain, this effect lasts the entire battle, Though the physical pain can keep decreasing. Magical will stop at 1.
  52. D(Damage): None Passive effect.
  53. C(Cost): 400
  54. R(Recoil/Drawback): If the target has enough willpower, this move will weaken. Can infect groups, but at a weakend rate (-50%).
  55.  
  56. Basic Spell Two- "Blind Hook"
  57. E(Effect): Briefly blinds the target. After which the caster will release a Punch onto either the opponent's left or right side.
  58. D(Damage): Low
  59. C(Cost): 300
  60. R(Recoil/Drawback): Can be avoided if the User listens closely.
  61.  
  62. Basic Spell Three- "Trickery Punches"
  63. E(Effect): User launches a flurry of punches at their opponent, which each slow the target by 10%. Up to a total of 5 times.
  64. D(Damage): Medium
  65. C(Cost): 400
  66. R(Recoil/Drawback): Can be shielded against, Slow does not Add up if used again.
  67.  
  68. Basic Spell Four- "Burning Strikes"
  69. E(Effect): User lunges forwards, Grabbing onto the opponents chest without failure. After which they shoot them with a surge of Burning pain. This works regardless of the opponents magic, including fire. Causing their Stamina depleat faster (+15% increase)
  70. D(Damage): Low
  71. C(Cost): 300
  72. R(Recoil/Drawback): The secondary effect does NOT stack with either "Trickery Punches" or itself
  73.  
  74. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  75.  
  76. Secret Art One- "Numb Knuckles"
  77. E(Effect): User shoots forwards, ignoring any shield the opponent may cast. Before striking them with an Electrified punch. Stunning them for 5 seconds.
  78. D(Damage): Medium
  79. C(Cost): 500
  80. R(Recoil/Drawback): This move damages the user aswell (12% Recoil)
  81.  
  82. Secret Art Two- "Atomic Punch"
  83. E(Effect): User Grabs onto their opponent. And punches them, While the atoms caught in between explode,
  84. Repelling the user into the air.
  85. D(Damage): High
  86. C(Cost): 400
  87. R(Recoil/Drawback): User takes 12% Recoil Damage, does not cover the landing, or grants invunerbility while in the air.
  88.  
  89. Secret Art Three- “Collective Consciousness” [Instant Activation]
  90. E(Effect): Caster reads the opponents next move, Causing it to miss. This does work on multiple enemies for an increasing fee.
  91. D(Damage): None
  92. C(Cost): 200 + 50 for each subsequent target.
  93. R(Recoil/Drawback): Weakens if used in quick succession, can be worked around. Indicated by the eyes briefly sparking up.
  94.  
  95. Secret Art Four (Only w/o weapon)- "Circling Pummel"
  96. E(Effect): User charges, Boosting their speed to match their opponents, Including boosts.
  97. Circling the opponent, Constantly delvering punches, which speed up the effect of "Heightend Pain" if active.
  98. The target cannot escape this attack by shielding or dodging. To stop this attack the user must land one attack on the caster.
  99. This attack Ignores Area of Effect or cloaking spells completly.
  100. D(Damage): High
  101. C(Cost): 700
  102. R(Recoil/Drawback): User cannot use any other move or avoid while using this spell.
  103.  
  104. 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.
  105.  
  106. Forbidden Art One- “Severing punch” [Locked onto 1 target]
  107. E(Effect): User charges up their fist with magical energy for a brief period, after which they punch their target in the face, regardless of the distance, this move stacks with Pent up. (Charged to max capacity in 5 minutes)
  108. D(Damage): Varies depending on the charge.
  109. 5 Minute Charge: Extreme
  110. 5 Minutes +1 Pent up Boosts: Extreme + 100% Chance to slow the target by 80%
  111. 5 Minutes +2 Pent up Boosts: Extreme + 100% Chance to slow the target by 80% 30% chance to disable one spell for the remainder of the battle.
  112. 5 Minutes +3 Pent up Boosts: Extreme + 100% Chance to slow the target by 80% + 30% chance to disable one spell for the remainder of the battle. + 100% Chance to Break shields completly, Magical or Physical.
  113. 5 Minutes +4 Pent up Boosts: Extreme: 100% chance to disable All the Basic, Secret or Forbidden art used depending on what the target used last, for the remainder of the battle. + A 50% slow to the target.
  114. C(Cost): 400 + 100 if manually adding Pent up.
  115. R(Recoil/Drawback): Can only target one Enemy, User cannot use "Collective Conciousness" while charging.
  116.  
  117. Forbidden Art Two- "Astonishing Brawler"
  118. E(Effect):
  119. Passive: User electrifies their Hands, increasing their punches damage. With a 20% chance to stun on ANY contact move.
  120. Active: User shoots forwards, faster then the eye can track, upper cutting the opponent into the air as Lightning strikes them
  121. D(Damage): High
  122. C(Cost): 900
  123. R(Recoil/Drawback): The passive is disabled whenever the Spell is activated, and will not return untill the spell is activated again.
  124.  
  125. Forbidden Art Three- “Impulse” [Instant Cast]
  126. E(Effect): Causes the target to contort their body in pain. Disabling any spells they were casting. User can control their opponent for a brief period, or toss them away to deal bonus damage.
  127. D(Damage): High if thrown away: Extreme.
  128. C(Cost): 300 +50 for each second active after 10.
  129. R(Recoil/Drawback): Can be fought back against, If the user wants to keep their target locked down, will drain mana.
  130.  
  131. Forbidden Art Four- "Shattering Punch"
  132. E(Effect): User charges up for a brief period, increasing their defenses by 3 while charging. After charging, Or after being hit,
  133. Caster will hit the target square in the chest, shutting down their nervous system for a brief moment as they heal 200 Mana
  134. D(Damage): Medium
  135. C(Cost): 600
  136. R(Recoil/Drawback): If not hit by the opponent, this move will lock the caster in place untill it is activated, or canceled
  137.  
  138. 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.
  139.  
  140. Takeover- “Mental Strain”
  141. E(Effect): Caster surrounds themself with an aura, which briefly heals them, while hurting the target if they step within the radius.
  142. D(Damage): Low, but continues for aslong as the target is within the AOE.
  143. C(Cost): 600 Mana
  144. R(Recoil/Drawback): Healing is based on how long the target stays within the Radius, Radius is only 30 centimeters around the target.
  145.  
  146. Overdrive - “Holy Guardian Leonidas” [instant cast]
  147. E: User gets cloaked in an armor of pure white Dragon scales, rendering them immume to every physical and or weapon using move. Ranged or close combat.
  148. R: Cannot be used without a target to protect. Self does not count as viable target. Does not block magical Damage
  149.  
  150. Overdriven Art - “18 Fists of the Dragon” [Aim + Locks onto the target]
  151. E: User consumes all their dragon scales for a total of 18 consecutive hits.
  152. The dragon scales cloak the users hands, Negating the effects from shield and Area of Effect Spells.
  153. Each punch slows the target up to a cap of 75%. (Stacks with Cold Surge)
  154. Each punch doubles in speed, with the slowest one at starting at 25% of the casters speed.
  155. If hitting a limb of the target, this limb WILL be paralyzed for the remainder of the day. (Effect triggers 100% of the time)
  156. D: Varies upon the area struck. Head + Legs: High Torso + Arms: Medium
  157. R: Every single punch can be avoided, but not be shielded against.
  158. Cannot use any other move untill all 18 punches have been used. Head cannot be Paralyzed or stunned, but will take increased damage.
  159. C: All protective scales + 1000 Mana
  160.  
  161. Weapon: Ceran Fallen Draconian Spear
  162. E: Weapon dealing moderate physical damage, pierces through shields or armor.
  163. Can be infused with Static Shock for Low bonus magical damage. Stunning every 3rd strike.
  164. R: Has to be wielded in both hands, making casting aimed spells impossible.
  165.  
  166. Power-ups: None.
  167.  
  168. 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.
  169.  
  170. Upgrades: 1
  171. Undamagable shirt.
  172. E: Negates any tears, slashes, burns or otherwise battle damage. Does not BLOCK the damage caused by the attack.
  173.  
  174. Equiptment: They can be related to your character or just what they pick up over time.
  175.  
  176. Equiptment:
  177. Infinite Space Bag. Storage purposes.
  178. Ceran Fallen Draconian Violin, used to activate either "Cell Repair", or "Summon Blossom", but can also be played for entertainment purposes.
  179. Ceran Fallen Badge. No actual purpose besides a status symbol (Not equipped)
  180.  
  181.  
  182. Power-Ups:
  183.  
  184. Extra Spells(Optional)
  185. ~~~~~~~~~~~~~~~~~~~~~~
  186. Cell Repair ,only usuable outside of battle.
  187. Summon Blossom, Summons her Dragon, Blossom to her, regardless of location, cannot be used inside of battle or to fight single enemies.
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