Post by Moth Violet on Nov 5, 2019 19:40:01 GMT -8
"Will the darkness free me, consume me or destroy me?
The question remains as I meld a resurrection"
Moth Violet
Name: Dahlia Lumin
Alias: Moth Violet
Species: Hybrid Human/Demon (Human, Saiyan, Namekian, Animal-man, Android, Monster, Hybrid or aforementioned species, etc)
Age: 16
Gender: Female
Statistics
Power Level: 1,647
Skills: Statistics You can find information about your Skills and Statistics here. You start with 30 skill points to spend.
Fighting: 5
Energy Control: 10
Reflexes: 10
Resilience: 5
Accuracy: 1d100 + 5 (Fighting) + 5 "Class" = 10 / 1d100 + 14 (Energy Control) "10 Starting + 4 Recruitment" + 5 "Class" = 19
Defense: 50 + 10 = [60] Reflexes
HP: 50 + 5 (R) -15 (Class) = [40] Resilience
KI: 100 + 15 = [115] (+1 Per Turn) [Item Robes]
DR: 1
Effort Points: 0
Zeni: 11,000
Mastery Points: 0
Character Race
Race: Human/Demon Hybrid
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Lifedrinker
- Requirements: Demon
- Effect: Your every successful attack heals you 2 Health Points.
Traits
Character Class
Class: Witch/Wizard
Class Features:
Witch/Wizard Level: 0
- Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
- Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
- Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
- Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
- Divinate: You gain +10 Defense on your next turn.
- Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
- Evoke: You sacrifice 10 HP and restore 10 Ki.
Appearance:
(Dahlia Lumin)
As Dahlia Lumin she looks like a typical teenage girl with purple hair and eyes often looking very innocent which helps hide her more darker personal when her demon ki powers consume her in her alter ego form of Moth Violet
(Moth Violet)
As Moth Violet Dark Magika Senshi she can look intimating when she wants her eyes are distinctly, her outfit always changes with her transformation despite what she was previously wearing as Dahlia. Besides her demon like red eyes her violet glowing moth wings are also a distint feature of her in her dark Magika form.
Personality:
(Dahlia Lumin)
Dahlia Lumin: Fear, Uncertainty and Struggle. Desires normalcy.
Her personality is much the same one the surface before her fateful encounter with a Moth Yokai black crystal shard that imprisoned him. With part of Moth Yokai's dark ki corrupting her she often tries to keep her darker side repressed to function in normal society.
She is a quickly becoming two different people as her normal form is often used as a cover more and more to go through the motions of life she is starting to wonder who is she? Dahlia the teenage girl in over her head or Moth Violet just right under the surface. In her normal form fear and uncertainty plague her as she tries to find hold her personality together.
She has a direct connection her her trapped Master Moth Yokai and often talks in her thoughts but not openly as Dahlia fearing people will think she is crazy. She fears for her loves ones and the full destruction of her normal life due to her ill fated discovery of the dark crystal shard that got her into this situation.
(Moth Violet)
Moth Violet: Ruthless Ambition, Cunning and Impatience. Conflicted: tempted by power over return to normalcy.
In her dark magika moth girl form her darker side is instigated and pushed to the extreme by the dark energy inside her that gives Moth Violet her powers. She is become more ruthless and cunning due to trying to survive from her enemies while also learning from her Master Moth Yokai through communication and his astro spirit projections. She is impatient because her Master promised to being some sort of normalcy back to her life once he is freed, whether that is the truth or not it really doesn't matter when her master's demon enemies are trying to kill her and her loved ones in her normal life. More and more she is becoming more demon like resorting to using harsher violence encouraged by her master who is slowly turning her into his weapon of mass destruction all in an effort to free him. Thus the two need each other, but at what cost?
History:
Dahlia grew up in West City in a typical middle class family her father and mother both working as teachers. She spent a lot of time with her father who is a entomologist studying insects going out with him and some college students to study insects in the wilderness. If there was one insect Dahlia really liked it was a distinct purple moth that her father kept in a holding tank for study. As she got older she got into manga especially a popular Magika Senshi she particularly liked imagining being one over time coming up with her own character based off a purple moth theme going so far as to draw and color crude pictures of it. As she went into middle school the pressures of fitting in made her put her interests of insects and Magika Senshi manga to the back burner getting into more of the interests of other kids her age it seemed.
That changed one day when her and her father went out on another trip to study insects on a exotic trip on the South Islands. Dahlia stumbled upon a vividly dark black crystal fragment. The curious girl touched it and was engulfed in the desperate dark energy of the Demon Lord Moth Yokai, it almost seemed like destiny and the dark energy finding a host and sensing her old hidden desires corrupted her to the benefit of the Demon Lord....a trade off so to speak.
The dark powers would morph to fit her own childhood desires to be a Magika Senshi in return for her being an agent of evil for Lord Moth Yokai
(NPC: Demon Lord Moth Yokai)
Thus an unlikely villain would be unleashed on Earth.
Moth Violet dark magika senshi!
RP Sample:
Moth Violet kicked off the ambulance into the air flying making her way to one of the apartment buildings flying above the overwhelmed and bewildered West City firefighters and their assembly of red fire trucks looking at the strange girl with moth wings flying through the air not seeing the Changeling stranger not far behind her.
The Dark Magika Senshi rushed to a balcony feeling the heat as she recklessly rushed in finding the apartment building burning down. "Hello anybody here?" she yelled as the heat became so intense she she had to take some steps back, the smoke made her cough as she found it it harder to breath, the fumes of burning material burned her sinuses making her want to sneeze as her eyes watered up, even in her Dark Magika Senshi form her allergies were still apart of her as she realized she may of made a big mistake rushing into something she had no experience with.
"Help!" A shout rang out from deeper inside the apartment on the other side of growing wall of flames and collapsed materials from the ceiling.
The flames heat and Moth Violets own fears of getting burned pushed her back even in her alter ego transformation state where she was often much more courageous and brave than her normal self the demonic dark energy manipulating and twisting her personality.
Fear quickly turned to anger and frustration, "what the hell am I supposed to against this?" She said wanting with every fiver of her evil Dark Magika body to leave the person and selfishly save herself having never in her young life dealt with dangerous fires. It wasn't as simple as punching or magika ki blasting her away out of this jam, she seemed at a loss of what to do.
Then the voice of her master rang out, "flare up your dark aura and increase your power level, it will protect you from the flames," the voice of the demon lord said trying to push her. "You should not be intimated by mere fire with your kind of power!" He added the words stinging the villainesses' ego.
"Tch, alright I will try!" she said igniting in her purple ki aura and rushing back in increasing her power as she felt her energy surge it started to minimize the heat, but not the smoke and fumes that ravaged her respiratory system. She staggered through the flames over to the old man who was laying on the ground in a hall, his leg seemed injured as he was struggling to breath too.
Moth Violet grabbed the man using her super strength in almost a angry rage grabbing him like a rage doll as she suffered in the fiery death trap. "Master at this rate I am going to die with these people!" She cursed aloud as the dazed old man was dragged towards the balcony to safety.
Then suddenly the floor gave out as Moth Violet's eyes widened and she screamed aloud as she and the old man fell down into the floor below them into a thick cloud of smoke entangled in rubble.
"Damn it!" she shouted, she was not injured or burned with her ki aura acting like a crude barrier, but she coughed more and more, she cloud not see as the smoke blacked out everything her eyes watering up and mucus filled her nose, this was definitely not going well like she had envisioned.
Even with her super powers the building fire was doing her in slowly suffocating her as she started to panic and curse her master as her anger boiled over, "this is your fault! Wanting me to save this people as a hero!" she hissed in a maddening panic using her super strength as she stumbled to bash, punch and push debris out of her way in a disparate attempt to find an escape through the blinding smoke.
None of her power's her master had gave her could help her if she could breath as she realized fearing for her life she had made a huge mistake as she started.
"This doesn't look good," she said trying to keep herself together.
Referred by: Warr
Actual Bonuses: 1,000 EP, 1MP, 25% Bonus Thread
Recruitment Bonus Month: 1,000 Zeni and 2 MP, you receive 2,000 EP and 2 MP.
= [1,000 Zeni and 2 MP, you receive 2,000 EP, 2 MP, 25% bonus in thread]
1,000 + 50,000 (2,000 EP x 25 Zeni) = 51,000 Zeni
Items/Purchase
Make a Log to show what you have spent your EP/MP/Zeni on, when you learned skills, when you completed threads, and any other accounting work. This should probably be an additional post reserved in this thread explicitly for this purpose.
Moth Violet's Dress (Robes)
Description: Worn by Priests and Magicians alike, these robes have been crafted to encourage the free flow of energy throughout their wearers.
Type: Outfit - Moth Violet Dress (Robes)
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Increase your maximum Ki by +15 and regain 1 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Limit: None.
51,000 - 40,000 = [11,000 Zeni]
Scrying Staff
Description: Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
Description: Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
Totem
Description: A hand-carved totem that's said to ward against certain malicious energies.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns.
Limit: Once per thread
Description: A hand-carved totem that's said to ward against certain malicious energies.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns.
Limit: Once per thread
Technique Slots: 4/5
Starting Non-Basic Technique Chosen: As described here in the technique rules.
Moth Demon Blast
Description: Moth Violet throws up her right hand and starts to focus her dark magika ki into a focus point forming a glowing dark, the demon emblem of her master Moth Yokai, the throws her charged hand back before thrusting her hand forward in a punching manner unleashing a massive blast of dark violet ki at an enemy.
Type: (Energy, Ranged, Finisher)
Action: Standard Action
Base Damage: Costs 35 Ki, Deals 5d8+10 Base Damage, may be used once per thread
Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR.
Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit.
Cost: Costs 35 Ki,
Learn: Chosen Technique
Violet Sidewinders
Moth Violet unleashes a ki blast that scatters out into multiple ki blasts that target enemies and is hard to evade able to zero in and chase enemies even if they attempt to evade. The downside is that the attacks use up some of its attack power being able to turn on a dime to target an evasive enemy.
Type: Energy, Ranged, Area
Action: Standard Action
Base Damage: Deals 10 Damage to up to 3 Targets and has +15 Accuracy
Major Effect: Charging: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit.
Cost: 25 Ki
Learn: 2 Weeks
Basic Starter Techniques
FOCUS ENERGY
Description: You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
DRAGON DASH
Description: Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ENERGY BLAST
Description: You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 1d12
Effects: None
Cost: 2 ki
Enhanced: Upgrades to 2d6+2 damage.
GRAPPLE
Description: You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
GUARD
Description: You hunker down against incoming attacks to survive them.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
POWER UP
Description: Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Description: Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
RAPID MOVEMENT
Description: You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Description: You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
SENSE
Description: You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Description: You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
STRIKE
Description: You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
Description: You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
SUPPRESSION
Description: You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
Description: You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
FLIGHT (Level 2 Witch)
Description: Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Team Based Techniques
The below techniques are techniques known to everyone without taking up any slots, but may only be used when battling alongside a player or gm-controlled ally.
DISTRACT
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type: Utility
Action: At-Will
Effect: You can give one of your standard actions to an ally that goes in the turn order after you.
Cost: None.
Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type: Utility
Action: At-Will
Effect: You can give one of your standard actions to an ally that goes in the turn order after you.
Cost: None.
Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
INTERCEPT
You rush to the aide of your ally, jumping in front of an attack that targets them.
Type: Defense
Action: Bonus Action
Effect: You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost: None.
Limit: Three uses per battle.
You rush to the aide of your ally, jumping in front of an attack that targets them.
Type: Defense
Action: Bonus Action
Effect: You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost: None.
Limit: Three uses per battle.
KI TRANSFER
You funnel your own ki into another person, rejuvenating them and lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You spend 10 ki to restore 25 ki to an ally. Their base power level is also boosted by +25% of your current PL. The total boost cannot exceed more than 50% of their current PL.
Cost: 10 ki.
Limit: Can only use once per ally.
You funnel your own ki into another person, rejuvenating them and lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You spend 10 ki to restore 25 ki to an ally. Their base power level is also boosted by +25% of your current PL. The total boost cannot exceed more than 50% of their current PL.
Cost: 10 ki.
Limit: Can only use once per ally.