YTTGN

Gem [Mel]

Aug 27th, 2016
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  1. Name: Melaine Spiros [Prefers to be called Mel]
  2. Age: 19
  3.  
  4. STATISTICS: base stats
  5. Level:[you start at level 5]
  6. HP/Aura: 4000
  7. Physical Strength (weapon damage): 2 Physical Strength:
  8. Magical Strength (spell damage/potency): 8 Magical Strength:
  9. Physical Defense (HP, how well you take a melee/weapon attack): 4 Physical Defense:
  10. Magical Defense (how many spells you can take): 6 Magical Defense:
  11. Mana Power: 5000 Mana Power:
  12. Wisdom (How well you are with plans and weapon-wielding): 7 Wisdom:
  13. Stamina (How long you can battle without tiring): 3 Stamina
  14. Movement Speed (How fast are you and your reflexes): 5 Movement Speed:
  15. Stealth (How good you are when you need to get around without being noticed): 10 Stealth:
  16.  
  17. Strengths: Strong offense, Powered up in the dark.
  18. Weaknesses: Anxiety, Weak in light, cannot take too many hits.
  19.  
  20. Hobbies: Drawing.
  21. Professions: None.
  22. Likes: Coffee, Silence, Darkness, Friendship.
  23. Dislikes: Strangers, Crowds, Loud Noises, Loneliness.
  24.  
  25. Personality: Mel is an extreme introvert who enjoys being alone in the darkness, preferably in silence. Strangers and crowds scare her, and she usually prefers staying alone and indoors. This does not mean she doesn't like other people though, as she really just want some actual friends. Her main problem though, is that she is too nervous to properly interact with others, and often fail befriending people, and instead coming off as not caring. Mel is easily scared by many things, except the things that people normally are afraid of, such as monsters, jump-scares and darkness. Being afraid and nervous so much, she often seem almost sad, but on the rare occasion when she becomes happy she almost explodes with joy. Mel loves coffee over almost anything else, and she often drinks some when she is in a bad mood.
  26.  
  27. Close Friends: None.
  28.  
  29. Possible Relationships: None.
  30.  
  31. Physical Appearance: http://imgur.com/a/m4IlN
  32.  
  33.  
  34. MAGIC: Shadow (Mark)
  35.  
  36. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  37.  
  38. Passive: Nightfall
  39. E(Effect): The user's power greatly depends on the amount of darkness and/or light in the area. If in very bright, blinding light, the power of the user's Spells will be very weak, and almost useless compared to other people. But if the user is in complete darkness, their Spells will be extremely powerful, much more than most other people are even capable of.
  40.  
  41.  
  42. BASIC SPELLS:
  43.  
  44. Basic Spell One: Shadow Souls
  45. E(Effect): The user can create and control small hands out of any shadow, even their own. The shadows can manifest, and pick up things that weighs between 5 and 40 Kilos, depending on the amount of light.
  46. D(Damage): None.
  47. C(Cost): 50 Mana for every 5 hands.
  48. R(Recoil/Drawback): Even though the user can freely control the hands, they cannot be used for battles.
  49.  
  50. Basic Spell Two: Binding Shadows
  51. E(Effect): The user commands the nearby shadows to manifest and wrap around a target and hold them in place. The darker it is, the harder it is to break free of them.
  52. D(Damage): None.
  53. C(Cost): 100
  54. R(Recoil/Drawback): Unless it is completely dark, they can be broken by Physical force.
  55.  
  56. Basic Spell Three: Darkness Lash
  57. E(Effect): The user commands the nearby shadows to manifest as some sort of sharp claws, and then directly attack the opponent by simply lashing out at them. The thickness and speed depends on the amount of darkness, ranging from a thin needle to an entire pillar. 5 claws will be summoned at a time.
  58. D(Damage): Each individual hit do Low damage.
  59. C(Cost): 150
  60. R(Recoil/Drawback): Relatively weak, can be cut over or dodged.
  61.  
  62. Basic Spell Four: Dim Shelter
  63. E(Effect): For a short duration of time, the user completely merges with the shadows, making them completely invisible. It must be at least slightly dim to use this, and the darker it is, the longer it will last, ranging from 5 to 40 seconds.
  64. D(Damage): None.
  65. C(Cost): 200
  66. R(Recoil/Drawback): Strong, direct light will break the camouflage.
  67.  
  68. Basic Spell Five: Dusk Field
  69. E(Effect): A bubble of darkness is created around the user, making everything inside darker. This of course boosts the other Spells of the user, due to the Passive. The size will be depending on the light, ranging from and area of 1 m² to 10 m².
  70. D(Damage): None.
  71. C(Cost): 150
  72. R(Recoil/Drawback): The artificial darkness inside will not be as effective as actual complete darkness, so the user cannot use these spells from it: Gloomy Apparition, Form of Shadow, Dim Shelter.
  73.  
  74. SECRET ARTS:
  75.  
  76. Secret Art One: Black Cocoon
  77. E(Effect): if the user feels incredibly threatened, they can command the nearby shadows to fold around them and manifest, creating an almost impenetrable shield.
  78. D(Damage): None.
  79. C(Cost): 150
  80. R(Recoil/Drawback): Attacks that emit light will have an easy time breaking the shield down.
  81.  
  82. Secret Art Two: Forced Merging
  83. E(Effect): The user forcibly transforms a target into a shadow, being able to move them from one place to another. Depending on the willpower and willingness of the target, it may wary from lasting only 2 seconds up to 3 minutes.
  84. D(Damage): None.
  85. C(Cost):300
  86. R(Recoil/Drawback): The target has to stand on an actual shadow for this to be activated, and they may only be moved from one shadow to another.
  87.  
  88. Secret Art Three: Doppelganger.
  89. E(Effect): The shadows form to create a complete clone of the user (except colorless, slightly see-through and lacking facial features). The clone can exist up to 10 minutes, but will be destroyed if it takes any kind of damage. It will not be able to use spells like it's creator, but instead will try to physically harm the enemy. They will do this by slightly transforming their body, such as turning their hands into blades. Each individual clone can attack every 10 seconds.
  90. D(Damage): One attack from a clone will do Low damage.
  91. C(Cost): 250
  92. R(Recoil/Drawback): A clone can only attack 5 times each before they die, after that they will run out of magic and disappear.
  93.  
  94. Secret Art Four: Form of Shadow
  95. E(Effect): The user transforms into a shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please. It's up to the user how much of their body will be transformed, though at least their entire upper body must still be normal to cast any other spells. This spell will cost mana over time, depending on how long they stay in the form.
  96. D(Damage): None.
  97. C(Cost): 300 + 50 per 30 seconds
  98. R(Recoil/Drawback):
  99.  
  100. FORBIDDEN ARTS:
  101.  
  102. Forbidden Art One: Darkness Batter
  103. E(Effect): Just like 'Darkness Lash', the user commands nearby shadows to manifest as sharp claws that will attempt to directly pierce the enemy. The difference between the two spells is simply the amount of claws that will attack, and the amount of damage a single hit will do. This spell will create 10 to 60 claws in total (depending on the amount of light), lashing out from every shadow around the area, doing damage from all sides. Individually the claws might not be that fearsome an attack, but many at once can do tremendous damage.
  104. D(Damage): Each hit will do Medium damage.
  105. C(Cost): 350
  106. R(Recoil/Drawback):
  107.  
  108. Forbidden Art Two: Twilight Maelstrom
  109. E(Effect): Makes all the shadows in the area manifest, and rapidly swirl around a point, trapping an enemy or defending the user. Anyone who touches the whirlpool will take heavy damage.
  110. D(Damage): High damage on touch.
  111. C(Cost): 400
  112. R(Recoil/Drawback): Broken by light, other Shadow-spells cannot pass through.
  113.  
  114. Forbidden Art Three: Gloomy Apparition
  115. E(Effect): Nearby shadows will jump away from the surface they belong to, and begin swirling in a ball around a point. The swirl will manifest, and take varying shifting appearances that seem to resemble that of some kind of creature. The thing will gain what seems to be a conscience, and attack any foe of the summoner, by growing an orifice with thousands of shadowy teeth and biting the enemy. Even though the teeth will not hurt physically, extreme inner pains will appear where the enemy was bitten. It can attack a single target every 10 seconds. The monster has a lot of defence against normal attacks, but light will harm it badly.
  116. D(Damage): High damage per attack.
  117. C(Cost): 700
  118. R(Recoil/Drawback): Cannot properly exist in sharp light, so it must be quite dark to be summoned.
  119.  
  120. Forbidden Art Four: Terrify
  121. E(Effect): The shadows infiltrate and corrupt the mind of the target, making them see terrible, horrifying visions of shadows ripping them apart, chasing them, or turning into gruesome depictions of the ones the target loves. The target will believe this no matter what, unless they are distracted or reminded that they are, in fact, safe. In reality nothing really seems to happen, but the target will see their worst nightmares for a few minutes. The stronger the fear of the target, the worse it will be for them.
  122. D(Damage): None.
  123. C(Cost): 350
  124. R(Recoil/Drawback): It is possible to break out of the hallucinations though, either through sheer willpower or plain fearlessness. Taking damage or getting healed will also break the spell.
  125.  
  126.  
  127. ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power and damage 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.
  128. BANNED-As of normal fights, only storyline fights may use Ultimate arts.
  129.  
  130. Ultimate Move: Suffocating Darkness
  131. E(Effect): Can only be activated in complete darkness. The pitch-black darkness solidifies for a single enemy, making them unable to move. After a few seconds, the solid darkness begins pressing at the target from all sides, in an attempt to crush them. This move is extremely dangerous, and is capable of crushing several bones. The user themselves decides when it's time to stop. Everyone around the target is slowed down, due to the darkness feeling solid, and hard to walk through.
  132. D(Damage): Extreme
  133. C(Cost): All remaining mana.
  134. R(Recoil/Drawback): All allies around are also slowed down, the user will faint after use, the user cannot defend themselves or use any other spells while this one is active.
  135.  
  136.  
  137. Takeover: Grue
  138. E(Effect): Can only be activated in complete darkness, and cannot be seen even with nightvision. The user turns into some unseen monster, that violently claws out at the opponent, going through any defences. In reality, the user completely merges and becomes one with the pitch-black darkness, and gains full control over it. Without the limitations of a human body, the user can freely move their new body of shadows, and freely manifest and attack the enemy as much as they want. The user retains their consciousness and free will, but loses their fears and paranoia while in this state.
  139. D(Damage): Each slash will do High damage.
  140. C(Cost): Will drain all mana.
  141. R(Recoil/Drawback): This form is only available within COMPLETE darkness, even the light of a lighter will keep the user away. The user will pass out once they can no longer uphold the transformation.
  142.  
  143.  
  144. Overdrive: Full Potential
  145. E: When it gets very dark, the user will reach their full potential, and all of their stats will grow by 20%. Any mental weaknesses, such as fear will completely seize to exist while this is active.
  146. R: On the other end of the spectrum, if the user is bathed in blinding lights, their stats will fall by 25%, and their problems and faults will show themselves much more.
  147.  
  148. Overdrive Art: Complete Control
  149. E: With darkness being all around, the user can freely use them to bend the surroundings to their will. They can solidify things in any shape they want, such as a chair, a podium, a table, stairs, and much more. Being made of nothing, they don't weigh anything either, and doesn't really respond to gravity. The user can completely change the battlefield, and shape the place they're at to something that favors them.
  150. D: None.
  151. R: They cannot be used for battle. Getting attacked/Thrown at someone will destroy them. Light will make them disappear.
  152. C: 50 mana per creation.
  153.  
  154. Weapon: None
  155.  
  156. UPGRADES:
  157.  
  158. Upgrades:
  159. E:
  160. Power-Ups:
  161.  
  162. Equipment: They can be related to your character or just what they pick up over time.
  163.  
  164. Equipment:
  165. E:
  166. Power-Ups:
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