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Dark Magician Girl

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Author Topic: Dark Magician Girl  (Read 6537 times)
DrgnmastrAlex
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« on: May 20, 2011, 11:03:05 pm »

Name: Dark Magician Girl

Age: Huh

Hp: 300 (only when possessing a body)

Appearance: http://fc09.deviantart.net/fs50/f/2009/333/a/3/sexy_dark_magician_girl_by_killer123456789.png

Bio: Scientists of the Organization had been experimenting with the possibility of creating more mistresses from mundane items, as inspired by the work on the bio-suits that resulted in Unit 001.  The result was a cute, if somewhat skimpy, costume that would overwrite anyone's mind who wore it.  What these scientists didn't know was that they created a costume that was imbued with the enchantment magic and arcane power that they put into it to make it brainwash the wearer.  This magic resulted in an unexpected outcome: a sentient costume.  How they found out?  Like any Organization experiment: they took a cute girl off the streets, in this case a blonde 17 year old with bright blue eyes, and forced the costume on her.  Her mind rewritten to accept the Organization's commands, the costume's sentience quickly took over, merging its identity with that of the obedient thrall.  The result?  A new mistress with great arcane power at her disposal, who was blissfully obedient and willing to follow the Organization's goals, calling itself the Dark Magician Girl.  The only catch was, this new mistress needed someone to wear her at all times...

Special Attacks/Abilities:

Sentient Clothing (passive): Dark Magician Girl is really the clothes that she wears.  It automatically imbues its host with 300 hp at the time of take over, and imbues the host with great magics.  However, should it be fully taken off of its host, it is helpless.  The magic it holds seems to hold it together quite well, making it near impossible to destroy with many magics, and invulnerable to physical means.  There is a 10% chance to realize that the clothes seem to be "wearing" the body, and anyone with means to sense thoughts through psychic or magic power have a 50% chance to realize that the costume itself is in charge.  Any moves or actions that would remove clothing requite a 65% chance to succeed in removing an article of Dark Magician Girl.  When the hat, dress, gloves, boots, and wand are separated from its host, the host returns to being nothing more than a simple girl with 20 hp, although programmed to obey the Organization.  It only assimilates with young women between the ages of 16-24.

Charming Presence (passive): Every round around Dark Magician Girl, when she is possessing a body, inflicts 5 CC, due to her cuteness and sexiness rolled into a single package.  Any physical attack has a 40% chance to inflict 5 CC on the opponent, as the costume is both protecting itself through charm magic and trying to add new thralls to its forces.

Mage (passive): Primarily focused in magic, Dark Magician Girl is not that capable when it comes to physical means.  Any physical attack that connects with it inflicts 25% more damage.  But, could this simply be to lure in attackers?

Arcane Bolt, 75% chance (only usable with a host): deals 20 arcane damage.  A shot of arcane energy shoots from Dark Magician Girl's wand.

Darkness Bolt, 75% chance (only usable with a host): deals 20 dark damage.  A shot of dark magic shoots from Dark Magician Girl's wand.  Has a 40% chance of inflicting 20 CC on the target, due to the enchantment magic being interwoven with her dark magic.

Heart Beam, 65% chance (only usable with a host): deals 25 CC.  A stream of pink translucent hearts shoots from Dark Magician Girl's wand.  They don't do any damage, but they tend to make those affected find it a bit more alluring, thoughts of submission wafting through their minds.

Dark Magic Attack!!, 65% chance (only usable with a host): deals 30 dark damage +5 for every minion she has at her side during the encounter.  Focusing her magic and the magic of any of her minions who are nearby, Dark Magician Girl lets loose a blast of dark magic that deals a sizeable amount on her own, but is devastating when her minions' power is added.  Usable once every two turns.

Merge (only usable without a host): Dark Magician Girl, should it be without a host, will gravitate towards the nearest young woman with an above average level of attractiveness.  It doesn't move persay; it simply uses its magic to appear and disappear at will with a rudimentary teleportation spell (can escape battle at a sucess rate of 60% with this move, and try to find a new host this way).  Any NPCs will be automatically entranced, and desire to wear the costume, while heroines have a 50% chance to resist putting on each part (boots, gloves, dress, hat, and wand).  Sucessful resistance results in rejecting the costume and knowing there is a compulsion effect on it.  Failure results in the process continuing, with the chance to continue putting on the costume increasing to 70% after the first article of clothing.  Should the heroine fail resisting all this, they have a 40% chance to resist the final entrancement process.  Sucess results in rejecting the costume and knowing it tried to convert; failure results in becoming the new host for Dark Magician Girl.

Makeover Time! (only usable on CC-maxed hero or heroine): Dark Magician Girl weaves her magic around the target, turning their clothes (and any weapons) into a sentient costume that is obedient to Dark Magician Girl and the Organization.  They receive the same passives as Dark Magician Girl, and unique spell-based attacks. Any previous abilities are overwritten, although if a hero were to fall and then break free, their abilities would return.

Time For Dress Up!:  (% chance of success equal to CC accumulated, stun):  Dark Magician Girl offers her target an article of clothing.  If it succeeds, the target is effectively stunned as s/he takes the time to remove their own clothing and wear what is offered.  Once the subject is wearing five articles, she has a 40% chance of immediately being converted into a minion.  Should the target escape while wearing the clothes, they'll take 1 CC per round, until they take the clothes off.  30% chance to find our that the clothes are the source of their being charmed.



Fragile Bonds (passive): If a minion is stripped of its clothes through similar means to strip DMG's, the clothes and wand return to their normal form before DMG's magic transformed them.  


Magician's Valkyria (female minions)

Appearance: http://i148.photobucket.com/albums/s3/ThekilleR_bucket/Dark%20Magicians/MagiciansValkyria.jpg

+50 hp to converted heroines; 50 hp for NPC-based minions.  They receive Darkness Bolt automatically but at 15 damage, and can use:

Valkyria Bolt, 75% chance: deals 15 damage.  A lesser-powered version of DMG's Arcane Bolt is used.

Lesser Charm, 80% chance: deals 10 CC.  A pink bolt of magic is fired from Valkyria's wand, dealing light charm damage.

Magic Guard!, 65% chance: Anytime a Valkyria is near DMG or another of DMG's minions, they may choose to use their magic to negate an attack from hitting its target.  Stops the attack for that turn, and cannot be used again for three rounds.


Dark Magician (most male minions)

Appearance: http://i261.photobucket.com/albums/ii46/Leahbo2/darkmagician.jpg

+50 hp to converted hero; 75 hp for NPC-based minions.  They receive Arcane Bolt and Dark Magic Attack, but it deals a flat 40 damage.


Magician of Black Chaos (only for a male hero minion who's REALLY impressed DMG)

Appearance: http://images4.fanpop.com/image/photos/15000000/Magician-of-black-chaos-yu-gi-oh-15092579-1152-864.jpg

 +150 hp to converted hero.  They receive all of DMG's attacks but dealing 10 damage more and flat damage, except for Heart Beam, Merge, and Makeover Time which MoBC does not receive.

Aura of Chaos (passive): There is a 50% chance that any attack made on Magician of Black Chaos will spark a random effect, as follows:

1-15: Attack is negated.
16-30: No effect occurs.
31-45: Opponent suffers 5 hp damage as recoil.
46-60: Opponent heals MoBC for 10 hp, and attack is negated.
61-75: Opponent takes 5 CC (can never CC-max opponent).
76-90: Opponent's next attack automatically hits (does not apply to attacks that can be used every # of rounds).
91-95: MoBC takes double damage.
96-100: WILD!

WILD! Roll:
1-25: Attack hits a party member!
26-50: Opponent takes 40 CC! (cannot CC-max opponent)
51-75: MoBC takes 75 damage!
76-100: Opponent is fully healed of damage and CC!

Chaos Blast, 65% chance: deals 35 dark damage, and has a 30% chance of increasing any CC inflicted on the opponent by 50% for five turns.
« Last Edit: May 22, 2011, 05:30:31 pm by DrgnmastrAlex » Report Spam   Logged

Can it wait? I'm just finishing up on some callibrations.

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