YTTGN

TGN [TGN]

Sep 13th, 2015
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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: TGN
  13. Age: 26
  14.  
  15. STATISTICS: base stats
  16. Level: 1
  17. HP/Aura: 10,000
  18. Physical Strength: 9
  19. Magical Strength: 5
  20. Physical Defence: 5
  21. Magical Defence: 4
  22. Mana Power: 5000
  23. Wisdom: 7
  24. Intelligence: 9
  25. Stamina: 4
  26. Speed: 10
  27. Stealth: 7
  28. --------------------------------------------------------------------------------------------------------------------------------------
  29.  
  30. Physical Appearance: [put as much information as you can about your character here]
  31. Strengths: 1v1 fighting, and fast, continuous attacks. Also has a high affinity for science magic.
  32. Weaknesses: Fire, fuck fire. Getting outnumbered can be a problem too.
  33. Hobbies: Drawing, Sports, Physics and Nuclear engineering.
  34. Professions: Guildmaster of the Cyber Guild
  35. Likes: Energy drinks, Steak, Salmon and pretty much any meat, apart from lamb, she hates lamb.
  36. Dislikes: Needles, Fire, the heat and people who discriminate.
  37. Personality: Hot headed, with slight anger issues, TGN likes having controls for herself, and doesn't really put trust in people, even her friends. She is a bit egotistical from being a guildmaster, she hates being told she is wrong but tried not to make a fuss about it.
  38. Place of birth: England.
  39.  
  40. MAGIC: Tech[Marked]
  41. Mark effect- The user can absorb Electricity to restore mana.
  42. The user is 4 times weak to fire.
  43.  
  44. PASSIVE: An effect that's always there, unless in a magicless environment
  45.  
  46. Passive- Valorous Leader
  47. E(Effect): Gives TGN access to ANY magic type of spell, as long as she has previously seen that magic type being used. It may not be as powerful as the original and it also costs life force to cast.
  48.  
  49. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  50.  
  51. Basic Spell One- Cyber Buster
  52. E(Effect): The user summons a Framewire cannon onto their right hand, allowing for three blasts of tech energy to be fired at the foe. The user can also charge the buster to allow for one single, short range blast to be performed.
  53. D(Damage): 3x250 (each blast is 250)- 500 charged blast.
  54. C(Cost): 100
  55. R(Recoil/Drawback): The user must be hit before another buster is summoned. The user’s right hand is also unusable while this spell is in effect.
  56.  
  57. Basic Spell Two- Neuron Rush [Physical-right hand only]
  58. E(Effect): The user charges Neutrons into their right hand by turning their own body’s protons and electrons into Neutrons. Neutron degeneracy occurs, keeping the neutrons moving with energy, this can be changed into a powerful charge of bright neutrons around the user’s hand which deals a large amount of damage, even changing the foe’s atoms into different atoms.
  59. D(Damage):1800
  60. C(Cost): 300
  61. R(Recoil/Drawback): The user destroys the atomic structure of their hand, causing permanent scaring on the hand after multiple uses. 300dmg recoil upon every use.
  62. Life force cost: 100
  63.  
  64. Basic Spell Three- Omni Fusion [status]
  65. E(Effect): The user fuses one of the foe’s basic spells with their own magic. The spell fused is random and can only be used in the fight, afterwards it resets.
  66. D(Damage):-
  67. C(Cost): 300
  68. R(Recoil/Drawback): One use per battle, the spell learnt can be used as long as the requirements are met.
  69.  
  70. Basic Spell Four- Camo Shield [Shield]
  71. E(Effect): The user cloaks their body with hexagonal patters, allowing the user to blend into the environment. This spell can be used to evade an attack.
  72. D(Damage): -
  73. C(Cost): 100
  74. R(Recoil/Drawback): The user can be detected by a foe with the correct requirements. After the foe casts their spell, the user is un-cloaked, no matter where they are.
  75.  
  76. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  77.  
  78. Secret Art One- Atomic Breaker [Physical-Left hand only]
  79. E(Effect): The user starts breaking down the atoms around their fist, causing a chain, nuclear fission reaction to occur. This heats up the area around the user’s fist and causes the area around the fission reaction to become irradiated
  80. D(Damage): 1800
  81. C(Cost): 250
  82. R(Recoil/Drawback): The user’s left hand will become irradiated after repetitive use, causing molecular damage and potential mutations to their DNA. If the spell is kept up for too long or is used too much, the user will get radiation poisoning and will take 200dmg from the heat.
  83.  
  84. Secret Art Two- Nova Strike [Magical-Deals physical damage]
  85. E(Effect): The user charges tech energy around the foe, in a bubble. Once the charge has begun, they cannot escape the bubble. Once charged, Tech energy will bombard the foe doing physical damage.
  86. D(Damage): 1800
  87. C(Cost): 300
  88. R(Recoil/Drawback): The foe can shield to block half of the damage that this spell does, projectiles can be fired through the bubble, and can’t be defended by the user. 1-minute charge time.
  89.  
  90. Secret Art Three- Neon Tempest [Physical]
  91. E(Effect): The user channels energy into their claws, and dashes to the foe, delivering 10 slashes to their vital organs. This attack is performed at blinding speeds, and can only be avoided by someone with can equal or higher speed stat then the user.
  92. D(Damage): 900x10/400x10
  93. C(Cost): 350
  94. R(Recoil/Drawback): once the first three blows are dealt, anyone with 5 or above speed can then block the rest of the slashes.
  95.  
  96. 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.
  97.  
  98. Forbidden Art One- Grigori’s Rend [Physical]
  99. E(Effect): The user’s claws glow, and extend using the user’s magic. These extended claws can cut through almost anything (yes, including armor and shields). The user can also use the magic type of the last spell they got attacked by.
  100. D(Damage): 4500 upon attacking.
  101. C(Cost): 500
  102. R(Recoil/Drawback): The user has a 5 min cooldown.
  103.  
  104. Forbidden Art Two- Demand of the Utopia [Status]
  105. E(Effect): The user taps into their mark’s power, where they draw out energy from it, doubling their attack and speed stat for 5 mins. This can also be passed onto an ally, but has a life force cost to do so.
  106. D(Damage):-
  107. C(Cost): 350
  108. R(Recoil/Drawback): If the user’s mark is attacked physically after the cast of this spell, the buffs will be lost. 15 min cooldown.
  109. Life force cost: 200(only if transferring to an ally)
  110.  
  111. Forbidden Art Three- Cyber Surge [Special]
  112. E(Effect): The user starts charging energy, this can be charged for a maximum of two mins. The user will absorb the energy of any damage they take, and will channel the energy into a beam that locks onto the foe.
  113. D(Damage): double the damage taken while charging. (700 base damage)
  114. C(Cost): 400
  115. R(Recoil/Drawback): The user still takes damage from all attacks, they also cannot cancel the spell without firing the beam, leaving them vulnerable.
  116.  
  117. Forbidden Art Four- Cyber God [mixed-Unique]
  118. E(Effect): The user draws power from their mark, causing two arms of tech energy to appear besides them. These arms can be used to either defend for one spell, or attack the foe. If attacking, the arms will appear to the sides of the foe (above and below if they are flying) and attempts to crush them with energy.
  119. D(Damage): 2800
  120. C(Cost): 300
  121. R(Recoil/Drawback): The user cannot use this spell again if their mark is attacked physically, the arms will disappear after one attack/defence.
  122.  
  123. 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.
  124. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  125.  
  126. Ultimate Move- Cyber Breakdown
  127. E(Effect): The user channels Energy from their mark, and delivers a single punch to the foe’s heart, causing flux to stop being processed and tech energy to fill and engulf the foe in a quick and painless KO.
  128. D(Damage): KO
  129. C(Cost): all remaining mana.
  130. R(Recoil/Drawback): All remaining mana,
  131.  
  132. 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.
  133.  
  134. Takeover- Cyber Circulate
  135. E(Effect): The user glows in a blue light, their mark glowing. After the light stops glowing, they will emerge in a Cyber suit that is specialized for their own needs. This suit enhances the user’s stats, depending on the circumstances. The user also gains a visor that allows them to view enemy data, muscle movements and organ conditions, e.g. Deeper breathing, elevated heartrate, training zone and possible conditions. This suit grants the user the ability to wield almost any weapon given to them.
  136. Attack mode- The blue power threads will glow, boosting the user’s speed and attack stats by x3
  137. If the blue power threads are touched by a foe, they will take 100 points of damage.
  138. Defence mode- The red power threads glow, boosting the user’s stamina and defensive stats by x3
  139. If the foe hits any of the light armor on the takeover, their spell will be ‘short circuited’, causing the spell to be stopped, and mana absorbed into the user.
  140. D(Damage):-
  141. C(Cost): 200
  142. R(Recoil/Drawback): The user is prone to heat, enough exposure to heat may cause the suit to overheat, ending the takeover and dealing 500 points of damage to the user. The user has to end and re-enter their takeover to swap the modes.
  143.  
  144.  
  145. Overdrive – Homeostasis termination
  146. E: The user shuts down internal organs that are not needed for fighting, like the stomach, liver, bladder, kidneys, intestines and pain receptors. This allows for maximum energy output from the user’s actions, granting x5 speed, attack and magical attack.
  147. R: This state can only be held for a few mins, before permanent internal damage is taken. If the user goes beyond their limit, they will faint, and without treatment, they WILL die. Any damage taken in this state won’t be felt, but once it ends, the user will feel all the pain of the damage taken at the same time.
  148.  
  149. Overdrive Art - Overload
  150. E: The user draws a large amount of energy from their mark, performing a devastating combo attack that deals massive physical and magical damage. By using elements from most of her spells and magic types, this spell covers a wide range of magic types, all that she knows the release for.
  151. D: 2800
  152. R: This requires the user to be in the anerobic zone, and above 500 health, if the user if below 500 health, this cant be performed
  153. C: 1000
  154.  
  155. Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
  156. Weapon: Grigori- Ripper hook
  157. E: A weapon made from the refined scales of the same Dragon who gave grigori his mark, these claws contain the soul of Grigori, a Champion's catalyst from medieval England
  158. Power-ups:
  159.  
  160. 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.
  161.  
  162. Upgrades: Cyborg eyes
  163. E: Allows TGN to see the world in greater detail, giving her data on anything she looks at.
  164. Power-Ups: removes Sensitivity to light, as cyborg eyes have to pupils
  165.  
  166. Upgrades: Cyborg Internal organs
  167. E: After fatal battle damage, TGN was given Cyborg internal organs, that function just like real organs, but they can be turned on and off at will.
  168.  
  169. Upgrades: Cyborg feet
  170. E: Attached after Multiple ankle breaks from running, they prevent the effects of friction from affecting TGN.
  171. Power-Ups: When not wearing shoes, TGN may find it easier to cope with terrain effects.
  172.  
  173. Gear- Things that may relate to your character’s Armor/clothing or just things they pick up overtime that are notable.
  174.  
  175. Gear: Blue parts of outfit that glow when drawing power from the tech mark. It serves no purpose apart from looking badass
  176.  
  177.  
  178. Extra spells(Optional)
  179. ~~~~~~~~~~~~~~~~~~
  180. Wind Release
  181. E: Allows the user to gather wind energy, and release it at a sharp blade of wind at a foe
  182. D: 250
  183. C: 100
  184. R: easily dodgable
  185. LFC: 100
  186.  
  187. Fire Release
  188. E: Allows the user to father fire energy, and shoot a fireball at the foe
  189. D: 250
  190. C: 100
  191. R: 50 recoil
  192. LFC: 100
  193.  
  194. Water Release
  195. E: Allows the user to gather water energy, and shoots a beam of water at the foe
  196. D: 250
  197. C: 100
  198. R: easily dodable
  199. LFC: 100
  200.  
  201. Earth Release
  202. E: Allows the user to gather earth energy, and punch the ground, causing a mini earthquake bellow the foe.
  203. D: 500
  204. C: 100
  205. R: dosn't effect foes in the air
  206. LFC: 100
  207.  
  208. Ice Release
  209. E: Allows the user to gather Ice energy, and form ice around their fist, then punching the target with an icy fist
  210. D: 500
  211. C: 100
  212. R: its just a punch, you can dodge a punch
  213. LFC:100
  214.  
  215. Time Release
  216. E: Allows the user to gather time Energy, and nullify the cost of the next spell used
  217. D: -
  218. C: 50
  219. R: 10 min charge time
  220. LFC: 100
  221.  
  222. Electric Release
  223. E: Allows the user to gather electric energy, and double their speed for 1 min
  224. D: -
  225. C: 50
  226. R: its just not good
  227. LFC: 100
  228.  
  229. Darkness Release
  230. E: Allows the user to gather Dark energy, and engulf the foe in darkness
  231. D: -
  232. C: 50
  233. R: The foe can walk out of the darkness
  234. LFC: 100
  235.  
  236. Poison Release
  237. E: Allows the user to gather Poison energy, and place a weak poison effect on the foe
  238. D: 50 per min
  239. C: 100
  240. R: can be removed ez
  241. LFC: 100
  242.  
  243. Death Release
  244. E: Allows the user to gather death energy, and destroy any small summon of the foe
  245. D: Destroy summon
  246. C: 100
  247. R: Only works on things like small animals
  248. LFC: 100
  249.  
  250. Metal Release
  251. E: Allows the user to gather Metal energy, and turn a body part into steel, blocking half damage
  252. D: -
  253. C: 200
  254. R: only works on physical attacks
  255. LFC: 100
  256.  
  257. Aura Release
  258. E: Allows the user to gather Aura energy, and make a shield that blocks small projectiles from hitting the user, e.g. a throwing knife
  259. D: -
  260. C: 100
  261. R: doesn't stop magical projectiles
  262. LFC: 100
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