Magic Where Matter is Lost

Sometimes, things go wrong. Some people make characters, then drop off the face of the planet, and others die or otherwise disappear. Whatever the case, we have some characters that are ready to be played (or really close), so we have their character information here. If you already have at least one character (and thereby have proven that you are capable of using your own creativity), ask about taking control of one of these characters. Of course, you'll be given a chance to edit things before they're approved to add your own touches to things, but, if you're going to completely turn the character around, just make a new one.
Faith
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Magic Where Matter is Lost

Post by Faith » Sun Dec 12, 2010 11:05 pm

Stat Revitalizations

****Health Bar: Above Average
****Mana Pool: Above Average
*Strength: Way Below Average
*****Magic Effectiveness: Way Above Average
*Magic Defense: Way Below Average
*Defense: Way Below Average
***Speed: Average
*****Mental Stamina: Way Above Average
**Physical Stamina: Below Average
****Ki: Above Average

Physical Data and Non-Elemental Magick: Dat'k
Physical Data is a type of raw energy-matter that is summoned by Faith using her damaged real hologram system. This energy-matter has been applied to the Dat'k.

Dat'k is a combination of Physical Data and non-elemental magic. The two are fused into one unique form, known as Dat'k. Dat'k, once generated, is only controllable by Faith and takes extreme Mental Stamina to keep the two very different aspects that make Dat'k up fused.

Unless otherwise stated, Dat'k abilities are metaphysical, relying on the user's MAG and the target's DEF. The costs are split evenly between mana and chakra.

Dat'k Tendrils: Faith uses arrow-like 'snakes' that move rapidly towards the target. They can both cut and pierce the opponent, acting somewhat as blades. Faith can also manipulate these 'arrows' in various forms and fashions. They can move in any direction intended, making them extremely versatile, whether they be used for direct offensive, as a deterrent to confine an opponent's movements, or as a defense. ‎​The tendrils have a piercing effect to negate most ability-related barriers and such against it, including "Reflect", "Bounce", and more, but not including "Shell", since that one simply reduces magical damage and isn't a targetable barrier.

Dat'k Dissasembly: Through the use of numerous Dat'k Tendrils, Faith is able to break through defenses and attacks. The ability drives the tendrils with significant force into the intended target. The tendrils will then try to pull apart the defense or attack and try to divert it away. The technique is typically used to destroy an opponent's defensive measures or hold back attacks, but it costs a lot, since it requires extra force from multiple tendrils.

Dat'k Bullet: This techniques allow the tips of the tendrils to be separated and launched, acting much like bullets.

Dat'k Cannon: By condensing the Dat'k Tendrils into cannon-like objects and filling them with uncontrolled Dat'k, the result fires a massive beam of Dat'k. So far, only one cannon has been stabilized by Faith at a time.

Dat'k Ball: This is a achieved by filling a sphere of tendrils with uncontrolled Dat'k and firing it at the opponent. The resulting blast causes a widespread expansion of Physical Data and non-elemental magic that covers a 20-meter radius.

Dat'k Reaver: This is like the bullet technique, but stronger. It fires multiple Dak't crescents at the opponent that have both the damaging effects of the bullets and the slicing ability of the tendrils.

Dat'k Objects: Because she uses a broken and corrupted Real Hologram System to generate physical data Faith can also summon limited objects, most of which are blades and melee weapons, like swords and shields.

Dat'k Well: This creates a medium-sized black dome of Physical Data with Dat'k tendrils traveling the surface and small stalagmites of magic on the dome's perimeter. All targets within the dome are obscured from view, and any targets trapped within are subjected to intense magical damage that ignores the targets resistance. Damage varies depending on how long they remain inside, and the user's mana and ki also drains the longer its used.

Dat'k Wings: "Angel Feathers": A pair of angelic-looking wings and a sword made of Dat'k form on Faith, causing her stats to be swapped around for 15 minutes and an additional 15 minutes per Level-up.
Each performed action greatly decreases the time that she can remain using the Dat'k Wings, leaving an average of one minute when using them at Lv1, then an additional minute per Level-up. This technique requires an incantation which can not be interrupted, or else she loses the mana and ki that are needed to cast it without actually casting it.

Incantation: "Dat'k, Physical Data with magic, heed my call and grant me thine flight! Relinquish your darkening tempest and a blade of evil's bane to scourge all my foes! Angel Feathers!"

****Health Bar: Above Average
*Mana Pool: Way Below Average
******Strength: Way Beyond Average
*Magic Effectiveness: Way Below Average
*Magic Defense: Way Below Average
***Defense: Average
*******Speed: Almost A Godhack
***Mental Stamina: Average
****Physical Stamina: Above Average
*Ki: Way Below Average

‎​The wings grant her with the ability to fly. Each feather is large enough to pull off the wings and be used as a dagger. The feathers can also be fired from the wings and remotely controlled by Faith. The sword that is summoned forth is made from Dat'k and possess the ability to fire a wave of 5 crescent-shaped beams of Dat'k that expand outward from the blade in a shotgun effect that do not rely on her mana or ki. This is performed by swinging the sword in a slashing manner while saying "Scank!". The sword resembles the Master Sword from The Legend of Zelda.

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‎​To see each of the following moves (which are only available with Angel Feathers, lock Faith into the appropriate motions once initiated, and cost the Angel Feathers' form time), watch the first 52 seconds of this video, but imagine the last of the abilities being executed against only one target:

[youtube]http://www.youtube.com/watch?v=-TtXSp35NYQ[/youtube]

Level 1

Braver:a single, downward slash using the Dat'k sword that deals low, physical damage at a low cost

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Cross Slash: a cross-shaped slash that, when hitting the opponent, causes a massive flinch factor

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Level 2

Blade Beam: a sword beam that deals 3.5 times the damage as the Braver (medium damage); slow and easy to dodge, but doesn't cost a lot

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Climhazzard: a rush, then upward rip with a high jump that deals the same damage as the Blade Beam; costs a lot, but is extremely fast

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Level 3

Finishing Touch: This slash deals fire damage that has a blowback effect that has a metaphysical effect. Heavy damage

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Meteorain: a slash that deals medium, fire-elemental damage to an area

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Level 4

OmniSlash: 8 heavy slashes to the target.

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Spells (MAG vs. RES; cost mana)
‎​
Fire
Lion Flame: A lion-shaped head of fire appears and rushes for the target for medium fire damage.

Fireball: This summons a sphere of fire above the target that drops down for low-level damage.

Flame Blade: Once cast, it summons a single blade of fire from the sky that strikes into the ground at an angle, causing a small explosion that deals medium fire damage and causes a massive stun factor.

Firestorm: This creates a tornado of fire that ignes all the air inside, causing a massive explosion for heavy damage.

Explosion: This causes a fire-elemental explosion for heavy damage.

Firewall: This creates a defensive barrier of superheated flame. If target hits this, it causes very low damage.

Fearful Fire: This spell summons several spheres of fire above the opponent that rain downward, causing several small hits.
Ice
Blizzard: This causes 100 meter wide ice sheets to drop from above the target and is like snow falling from the sky in large amounts, making it so wide and large it's seemingly impossible to dodge. It deals low-level damage.

Ice Wall: This summons a wall of ice that is used defensively.

Icicle: A wall of ice forms around the target, then shatters inward, creating shrapnel for low-level damage.

Absolute: This forms a jagged block of ice on the spot that the target is occupying, freezing them, then smashes the ice block in an explosion, dealing medium damage.

Ice Storm: This summons several spears of ice to pierce a target, encasing the target within the ice, which is then shattered into pieces to heavy damage.
Lightning
Shock: An arc of lightning appears above the target for low damage.

Heaven's Might: A pillar of lightning appears from above and below the target for medium damage.

Stampede: Several pillar of lightning race from different angles toward the target for a heavily damaging attack.
Water
Aqua Torrent: A water torrent appears and rushes horizontally at the enemy for medium damage.

Aqua Needles: A cloud appears over the target, then a rain of water needles falls on the target for medium damage.

Torrential Torrent: This creates a massive water torrent that rushes for the target horizontally for heavy damage.

Bubble: A bubble drops onto the target and explodes into smaller bubbles, causing multiple, low-level strikes.
Air
Air Cannon: A green beam of air lances at the target and continues through them until it vanishes from sight, damaging anything in its line of fire without getting weaker. This is a low-level attack.

Aviary: A large gust of wind forms below the target to throw it off-balance and break concentration, allowing for other spells to hit more easily. This deals no damage.

Triclone: Three small cyclones assault the target from various angles, each cyclone doing low-level damage.

Wind Storm: The spell causes dozens of small wind blades to plummet toward the ground. They are small and fast projectiles that affect the entire field for low-level damage.

Saizen: A blade of razor-sharp wind is launched at the target for medium damage.

Storm: This picks up anything that's nearby and tosses it at the target for damage that varies with the object.

Whirlwind: The spell involves a twelve-hit tornado of wind that gradually lifts the target higher with each hit (depending on the weight). This spell has a massive effect radius, making it ideal for hitting multiple targets. The tornado also traps the target inside, allowing for the twelve hits to be more successful. This is one of most mana-costly spells. Each hit from the tornado is slightly stronger than the last

Diety: This summons a massive, downwards amount of air that has various shapes, from crushing foes beneath a pillar of immense atmospheric pressure to crushing foes with the hand of a deity. It deals medium damage.

Air Master: A falcon-shaped bird of green air flies towards the target for medium damage. It can evade one attack that's coming for it.
Earth
Pressure: a large, brown circle will appear around the target and an immense amount of pressure will drop from the sky, aiming to crush the target area for low damage

Earthquake: large chunks of earth burst from below the target, forming spikes that rise towards the target for medium damage

Well: This creates a medium-sized, black dome with bolts of gravity magic on the surface and small earth stalagmites on the dome's perimeter. All targets within the dome are obscured from view, and any targets trapped within are subjected to intense gravitational pressure. The gravity damage varies depending on how long they remain inside. The user's mana also drains the longer that it's used.

Triangular Chasm: When the spell is used, a huge, triangular chasm opens under the target, calling forth a wave of several stalagmites that rise and fall through the ground, juggling and dealing medium damage to all enemies within range.

Meteor: Large chunks of flaming earth rain from the sky, aimed at the target. This causes heavy direct and medium, earth-elemental splash damage. If it causes direct damage, it causes fire and earth damage.

Earthwall: This creates walls of earth for protection.
Light
Halo: A ring of light appears around the target and anything in the ring is autohit for low damage.

Index: This causes a beam of light to be shot from the user and to rush towards the target for low-level damage and a good stun factor.

Forwards Unto Dawn: A spear of light lances down from above the target, causing medium damage.

Lighting the Rings: This pink beam of light is fired at the target and, when it hits, expands to cause heavy null damage. The beam is extremely fast.

Pillar of Autumn: This spell draws a magic circle which is then pierced by four spears of light. The spears then rush toward the target for medium to heavy damage. Upon hitting, they almost seem as though they are material, but still deal magical damage.
Darkness
Black Hole: This causes a black dot to appear, drawing in all light, then exploding for a powerful attack that causes damage to anyone who's in range, including Faith.

Ghost: When the spell is activated, it entails the assault of the target by an otherworldly force, sometimes described as an phantom that ravages the target. It deals multiple, low-level, magical hits. The ghost is translucent and is thereby difficult to see in certain situations.

Demon Lance: An illusary demon is summoned in the sky wielding a javelin that's imbued with darkness. The demon throws the javelin at the ground, striking the target or near the target, creating a small explosion upon contact that causes medium damage.

Tendril: Darkness tendrils rise from the ground and strike at the target from all angles for medium damage.
Non-LMNTal
Dragon Strike: When the is spell is activated, a dragon with either the color blue, green, or white will appear and cause magical damage as it rams into the target. Depending on the color, the damage will vary. From weakest to strongest, the variants are the white dragon, the blue dragon, and the green dragon.

Armada: During the spell, the target gets trapped in an area of distorted time and space, having a chance of instantly teleported from battle if a die roll lands on an even number. If an even number is rolled, the target acts as if it never existed in this battle, providing drops at the end of battle. It rewinds the target's energy totals using time manipulation. It then accelerates the target's electrons, hastens its flow of time, and uncontrollably quantizes the target into a random location on the planet. If an odd number is rolled, the attack deals 5 hits of heavy damage regardless of level, defense, or magical resistance. This uses all of the user's mana and ki.

Drain: This spell, once cast, looks like a Triforce sign around the target's waist. Tt then drains mana from the target and adds it to the caster's mana pool.

Extension: This spell looks like a bow and arrow when summoned. It is fired as non-LMNTal magic and, upon hitting the target, strikes as the element that it are most vulnerable to. If the target is equally weak to each element, it then deal non-LMNTal damage. If the target takes equal damage from each element, but less from non-LMNTal damage, the spell strikes as a random element.

Mahdsi: This spell teleports around the target and causes a minor paralysis. 12 beams of fire, water, air, earth, ice, and lightning then all lance toward the target for a super-heavy assault that can only be used once per battle and uses 3/5ths of the user's mana supply. This is one of Faith's most damaging attacks.
Last edited by Faith on Fri Jan 21, 2011 2:16 pm, edited 8 times in total.
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K
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Post by K » Mon Dec 13, 2010 12:56 am

I realize that it's not finished, but I'll pick at what's already here.

Stats:
Dicounting the things that cancel-out, you have these:
+ incredibly high, way above
- below
You can see the problem.

Then tendrils are okay, but remember that they're not always gonna' break skin. In fact, not even close to always.

The disassembly is okay as long as you keep it within reason. It can't pick absolutely anything apart, but... Well, we'll see as it goes.

Now, wait, are these all metaphysical, or is the majority magical attacks, but the ball is somehow metaphy?

Dark Cube is reasonable as long as you don't spam it. I'm guessing that the tendrils can't move incredibly quickly; exactly how quickly can they move and form said cube?

The objects part is gonna' have to be really limited and really high cost.

The vector arrow is overpowered. A ton of gravitational force from just one, little attack is bullshit; it's a way to guarantee pretty much any other attack as an autohit. Notice that Lear has a gravity ability. However, it's limited to how much slime she can paint and where. It's generally not the kind of "I can turn your body into a ragdoll"-type thing, and if it is (at this Lv), she really has to work at it. It's not just, "Whoop! There you go off the cliff!" or anything.
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Faith
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Post by Faith » Tue Jan 11, 2011 9:53 pm

Updated. Ready for approval. She'll get the card system later. Its gonna take. Weeks to tune it to work right
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Noah Ivaldi
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Post by Noah Ivaldi » Tue Jan 11, 2011 11:14 pm

Stats: They're fine; I just want you to realize that your relative terms are inconsistent with your astericks.

The Physical Data could use a bit more explanation, but I can let it go as it is. I get what you mean for the Dat'k, so its explanation is fine.

Now, you say that the Dat'k stuff is metaphysical; you entirely mean that it's based on your MAG, but deals physical damage, right? Also, what were the costs going to be? Every Dat'k ability is half mana and half chakra, or what? The spells are assumed to cost mana and depend on the classic equation for damage.

Again, for the Dat'k Objects, remember that it'll have to be very limited and at a very high cost.

Dak't Well: Again, "ki" is not a damage type. Chakra, or "ki", is spent. It is not a damage type, it is not a classic determinate of damage, or anything of the sort. Like health, mana, and many other energies, it's just a measure of expendable energy. Otherwise, the ability is fine, so long as you keep in mind the fact that this one is particularly expensive.

Earth Well: Once more, is it just gravity damage? Are the stalagtites of earth, or are they basically just spikes of gravity magic? By "gravity lightning", I'm guessing that you mean that it's just bolts of gravity magic, not having anything to do with lightning-LMNTal damage at all, correct?

Earth Meteor: Wait, the splash damage is earth-LMNTal? Was that done on purpose?

Lighting the Rings: Remember that the cost will be absolutely massive. That is, at Lv1, it'll almost entirely drain your mana. Null attacks are great, but they come with massive drawbacks (such as, in Crisis Core, how hard it is to get Costly Punch, the low attack speed, and the HP cost). Also, because it's null damage, but light-LMNTal, don't be suprised if people still resist, nullify, absorb, et cetera it.

Air Cannon: It may aid you to know that such effects as what you're describing are often called "piercethrough" effects, as they seem to pierce through initial targets to hit in a line behind the initial targets. I just figure that you may want to keep that in mind when developing a similar ability. By your description, I'm guessing that (as with many piercethrough attacks) it doesn't get weaker as it goes and has no other Split Damage-like properties, correct?

Air Master: No problem with it as long as you remember that it won't be able to dodge anything, and it'll be expensive.

Is Ghost supposed to be an autohit, or can we see it coming and get a move on?

Again, just how wide are the ice sheets of Blizzard? Simply making them wide isn't going to guarantee its success.

Dragon Strike: The magic dragons (whom are not named "Puff") ram into targets, right?

Armada: How does it make the target as though it was never in this battle? Does it rewind the target's energy totals via time manipulation? Does it warp the target outside the battlefield? How does this work? Also, how about you dish-out five of those big hits, rather than ten?

Drain: Remember that this will be quite weak, just like Syphon, which this is basically another version of.

Extention: If the target is vulnerable to all elements equally, will it result in non-LMNTal damage? What if the target takes less damage from non-LMNTal magic, but increased from other LMNTs equally; does it pick one randomly, or what?

Mahdsi: Erm, how about it costs 3/4ths of your total mana? It sounds pretty powerful, and it's nearly an autohit, so I'm actually being very generous at that...

Vector Arrow: The issue is still there. Read above.

Otherwise, this is looking yet better.
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Post by Faith » Thu Jan 13, 2011 9:37 pm

[Updated]
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Dycedarg
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Post by Dycedarg » Fri Jan 14, 2011 8:25 pm

Approved.
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Laola
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Post by Laola » Sat Feb 05, 2011 3:53 am

I just gotta' say that, after reading your edit, I'd advise you to change the mantra for your Windscar-copy ("Scank"); I don't think that characters will appreciate being called skanks as you attack. xD
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Post by K » Mon May 23, 2011 8:39 pm

I saved this thread because it's the only useful bit of character info that Bill had.


. . . . . I want you to realize, though, that he demonized me for supposedly copying FF so much, then blatently stole his techniques from FFVII, one from Inuyasha, and he even stole the sword design of Link's Master Sword in the TLoZ series.
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Post by Terah » Fri Sep 09, 2011 7:49 am

I need a copy of Faith's abilities emailed to me, the yahoo email works fine. Make sure it's an exact copy of the post with bbcode and all.
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Post by Terah » Fri Sep 09, 2011 7:49 am

Please and thanks

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Post by K » Fri Sep 09, 2011 10:33 am

Dude, Bill, just use the quote function like everyone else. Lazy-ass. -_-
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