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Utsutsuki Shiroi (WIP)

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Utsutsuki Shiroi (WIP) Empty Utsutsuki Shiroi (WIP)

Post by Descendants on October 4th 2019, 7:22 am








UTSUTSUKI SHIROI


"My Divine Gift shall lift your wings!"


The Bio


Real Name: Utsutsuki Shiroi
Hero Name: Dumah the Melancholy
Nickname: The Silver Idol
Alignment: Neutral Good
Age: 22
Gender: Female
Race: Human/Sorceress
Hair: Silver
Eyes: Brown
Height: 5’8
Weight: 180 lbs.
Blood type:

The Looks


Utsutsuki Shiroi (WIP) Main-qimg-4f0cf83e314dea87084c1fd795edc401

The Personality


TEXT HERE

The Story


TEXT HERE

The Priority

1. Agility
2. Reaction
3.Endurance
4. Strength


The Powers


Utsutsuki’s powers come entirely from a magical source, gifted to her by a divine being. This magic draws its power from the Divine Fan, a series of crystals that represent the limits of her magic. In total, there are 24 of them, each containing four Grace, a measure of magical energy that each spell or ability consumes. Each crystal in the Divine Fan possesses four Grace, giving her a total of 96 grace to use altogether. Spells and abilities both follow this system, as they draw their power from a magical place. Each level of spell takes a different level of Grace, depending on the level. Minor spells take One, Lesser spells Two, Greater spells Three, Master spells Five, and Perfect spells Seven.

Her magic is divided up into two different categories, Magical Spells and Magical Abilities. The former relies on practiced hand gestures and skills and are carefully constructed depending on class, effect, and school, with each change resulting in a subsequent change to the spell. Spells can vary, but have a limit to how many times they can be cast, and have very specific uses. Magical Abilities, on the other hand, have no set limit and tend to be much more variable in their usage. They can a much broader application; however, due to this utility, they tend to lack the same power as specific spells.

Magic falls under one of six categories; White, which encompasses spells used to heal and protect yourself and allies; Black, which encompasses offensive magic and any spells intended to cause harm or otherwise debilitate; Green, which encompasses all spells or abilities that utilize magic to change or alter the physical world; Blue, which encompasses all magic that directly utilizes mana to achieve its effects; Divine, which draws its power from an otherworldly source; and Dark, which utilizes the physical world to achieve magic, typically through the use of reagents.

Spells are further categorized into a Range, which determines the behavior of the spell; e.g., how far the spell can move. Self, Touch, Projectile, Beam, Wave, Shield, and Mine.

Pisces: A metamagic ability that allows Utsutsuki to affect multiple individuals with one spell, with diminishing results. For each individual after the first affected, up to five, Chain Spell costs 20% extra Grace (minimum of 1), at the cost of 50% less effectiveness for each ‘chain’.

Leo: A metamagic ability that allows Utsutsuki to increase the power of a single spell. For each level of Leo, up to a maximum of five, the spell strength and effectiveness is increased by its original level. For each level increased, the spell cost increases by 50% (minimum of 1). Using Leo also adds a minute (or a single post) of cooldown time per level used.

Gemini: A metamagic ability that allows Utsutsuki to multiply a spell without sacrificing spell strength. For each level of Gemini, up to a maximum of three, an additional instance of the selected spell is cast. Each additional instance costs 75% additional Grace (minimum of 1) and adds one minute (or a post) to the cooldown of the selected spell.

Virgo: A metamagic ability that allows Utsutsuki to change the location a spell lands. For every level of Virgo, up to a maximum of five, the location of the spell can be changed by a foot. Each additional level adds 25% to the cost of the spell (minimum of 1).

Aquarius: A metamagic ability that prevents the need for somatic, and physical requirements for spells while also quieting spells. Each level of Aquarius, to a maximum of four, removes the need for one of these requirements; first level makes a spell totally quiet, second removes any somatic components, third removes the need for any physical gestures. The first level of this spell adds fifty percent to the cost of the spell. The second and third levels double the base cost (minimum of 1) respectively and each add a minute (or a single post) of additional cooldown.

Sagittarius: A metamagic ability that can eliminate or alleviate weaknesses or limitations for spells. Each level of Sagittarius, up to a maximum of three, can eliminate one minor weakness or lessen by half one major weakness; an example of a major weakness is the inability to affect a certain material. Each level of Sagittarius costs double the original cost of the spell (minimum of 1).

Scorpio: A metahuman ability that increases the overall size and range of a spell. Each level of Scorpio, up to a maximum of five levels, increases the size of the spell by 25%, for an additional 20% Grace. Additional levels can be applied, cumulative or seperate, in Scorpio to increase the range of the spell; this costs an additional 25% Grace (minimum of 1) and increases by the range stated above e.g. Self-range spells turn into Touch-range and so on. If the spell has a stated size, Scorpio doubles the size per usage.

Capricorn: A metamagic ability that gives a spell additional strength against certain species. Each level in Capricorn, up to a maximum of three levels, adds additional strength against a chosen race, be it human, Arcadian, etcetera. Any spells cast using Capricorn will only affect the chosen race. First level ignores all things but the chosen race, and second and third level adds 50% effectiveness to the chosen race each. Each level adds 50% cost to the chosen spell (minimum of 1).

Taurus: A metamagic ability that extends the duration of a spell. Each level in Taurus, up to a maximum of five levels, extends the duration of a spell. Every level for the first four levels doubles the duration by the previous level at the cost of an additional 50% per level (minimum of 1). The fifth level makes the spell permanent; however, at the cost of a permanent Grace reduction of 10 per spell.

Libra: A metamagic ability that improves the penetration of spells. Every level, up to a maximum of five, increases the spells ability to damage hardened objects by double, at the cost of a 50% increase in Grace (minimum of 1).

Cancer: A metamagic ability that alters the flow of energy within spells. Unlike other metamagic, there’s only one level that can be applied four different ways, each with an additional 50% cost increase (minimum of 1). Cancer can add an element to an existing spell, increase the power of an existing element, or remove an element. In addition, Cancer can also create spell-like runes that are only activated under certain conditions.

Aries: A metahuman ability that only affects other Astrological abilities. Aries allows her Astrology to affect physical techniques, metahuman abilities, and other, non-magical abilities at will, at the cost of a 50% increase in Grace (minimum of 1). Using Aries also adds a one second delay to all the magic she casts under its effect, a small but noticeable gap that can be taken advantage of.

The Spells


White Magic

Salve: Range: Touch
Cost: 1 Grace
Cooldown: 1/post
Limit: Five/thread OR five/24hr
A weak healing spell. Salve can be used to cure small wounds, such as small lacerations no larger than 1 (one) inch in length.

Ointment: Range: Touch
Cost: 2 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/24hr
A moderate healing spell. Lesser Heal can be used to cure mild to moderate wounds, such as bullet wounds and large slices. This spell can be used up to once per post, and no more than three times in a 24 (twenty-four) hour time period, or per thread, whichever comes first. This spell takes two Grace per cast.

Panacea: Range: Touch
Cost: 3 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/24hr
A powerful healing spell. Panacea can be used to cure major to severe wounds, such as loss of limb or life-threatening wounds (but cannot bring back the dead.) This spell can be used up to once every two posts, and no more than twice in a 24 (twenty-four) hour time period, or per thread, whichever comes first. This spell costs three Grace to cast.


Medicate: Range: Touch
Cost: 1 Grace
Cooldown: 1/post
Limit: 5/thread OR 5/24hr
A minor purification spell. With a touch, the caster can cure mild illnesses, such as the cold or the flu, from a living thing. This spell can be used once per post, and up to five times within a 24 (twenty-four) hour period, or per thread, whichever comes first. This spell costs one Grace to cast.

Vaccinate: Range: Touch
Cost: 2 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/24hr
A moderate purification spell. With a touch, the caster can cure moderate illnesses, such as pneumonia or ebola.

Quarantine: Range: Touch
Cost: 3 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/24hr
A major purification spell. With a touch, the caster can cure major illnesses, such as cancer or leprosy (though cannot cure genetic illnesses.)


Purify: Range: Projectile on sight
Cost: 1 Grace
Cooldown: 1/post
Limit: 5/thread OR 5/24hr
A minor purification spell. The caster can project magic into a small pool of water no larger than a pond and purify it, making it safe to drink. This spell can purge all sorts of impurities, from thick oil and swamp water to parasites and mud. When cast, the chosen body of water glows faintly green.

Purge: Range: Projectile on sight
Cost: 2 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/24hr
A moderate purification spell. The caster can project magic into any food he or she can see, purging it of any impurities and restoring the health of the food, rendering it safe to eat. Rotten food is restored to an edible quantity, maggots and mold are removed, and the food once again looks appealing. All affected food permanently glow with a faint green light.

Purifying Light: Range: Shield 10 yards
Cost: 3 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/24hr
A major purification spell. The caster can pour magic into the air around them, purifying it and making it safe to breathe. A slight haze will affect the area around the caster. The air purified by this spell tastes slightly minty and leaves a tingling sensation on the tongue.

Green Magic

Bane of the Mer: Range: Self
Cost: 1 Grace
Cooldown: 3 posts/30 min.
Limit: 3/thread OR 2/day
A minor locomotion spell. The caster gains the ability to walk atop a liquid surface as easily as the floor. When activated, a sheen of silvery magic surrounds the feet of the caster.

Feather: Range: Self
Cost: 2 Grace
Cooldown: 3 posts/30 min.
Limit: 2/thread OR 2/day
A moderate locomotion spell. Any downwards motion the caster takes is slowed by 80%, and additionally he or she takes no damage from falling. When activated, a sheen of silvery magic surrounds the caster.

Wings Upon Me: Range: Self
Cost: 3 Grace
Cooldown: 3 posts/30 mins.
Limit: None
A major locomotion spell. The caster takes flight using magic, flying at subsonic speeds with complete control. This spell can be renewed for double the current cost per post to continue the flight.


Reforge: Range: Touch
Cost: 1 Grace
Cooldown: 3/post
Limit: None
A minor reinforcement spell. The caster touches a piece of clothing, armor, or weapon and imbues it with magic, granting it low levels of durability and strength on par with high-grade weaponry. Any armor imbued with this spell shines a light silver color.

Harden: Range: Touch
Cost: 2 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/day
A lesser reinforcement spell. The caster touches any solid object and imbues it with magic, granting it a moderate level of durability and strength on par with low-level superhuman. This spell can be cast once per post and three times a thread. Any materials enhanced with this spell shine a light silver color

Black Shield: Range: Shield 10 feet
Cost: 3 Grace/post
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A major reinforcement spell. The caster projects their hand and creates a wall of pure magical energy, capable of handling mid-tier superhuman attacks, magical attacks included. The current cost of the spell can be spent every post to continue its effects. Aesthetically speaking, this spell is silver in color.


Ghost Form: Range: Self
Cost: 1 Grace
Cooldown: None
Limit: None
A minor alteration spell. The caster says the name of the spell while touching a surface; doing so allows her to walk through this surface. This works on all surfaces, excluding magical ones. The limit to this spell are surfaces up to ten feet in thickness. This spell lasts until the caster leaves the surface.

Shadow Form: Range: Self
Cost: 2 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/day
A lesser alteration spell. The caster says the name of the spell while keeping his or her hands pressed together; additionally, the caster must sacrifice a handheld mirror at least an inch in diameter, which is consumed upon casting. Doing so renders the caster completely invisible to all conventional forms of sight. They can still be detected by magical means of detection and non-conventional means of sight, such as infrared. Doing any action that can be considered offensive or defensive, including casting any other spell, breaks the illusion. This spell lasts for two posts and can be extended at double the current cost for one post each.

Hidden Form: Range: Self
Cost: 3 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A major alteration spell. The caster says the name of the spell while keeping his or her hands pressed together; additionally, the caster must burn sage or other strong-smelling herbs. Doing so renders the caster completely invisible to magical and non-conventional means of detection, such as ultraviolet or infrared. This does not render the caster invisible in any way. This spell can be overcome by significantly powerful magical or metahuman senses or by physically interacting with her, which will render her visible again. This spell lasts for two posts, and can be extended for double the current cost.


Summon Small Item: Range: Self
Cost: 3 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/day
A minor teleportation spell. The caster breaks a wooden twig at least two inches in length in their hand. By channeling magic through this motion, the caster can teleport one object no larger than six inches in diameter and weighing no more than 25 pounds to her hand. This effect is instant. This item must be in a place the caster knows about and has seen, and not in a magically protected container. This spell is heralded by a flash of white light.

Summon Medium Item: Range: Self
Cost: 5 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A lesser teleportation spell. The caster breaks a wooden stick at least six inches in length in their hand(s). By channeling magic through this motion, the caster can teleport one object no larger than two and a half in diameter and weighing no more than 75 pounds to her hand. This effect is instant. This item must be in a place the caster knows about and has seen, and not in a magically protected container.

Summon Multiple Items: Range: Self
Cost: 10 Grace
Cooldown: 1/every two posts
Limit: 2/thread OR 2/day
A greater teleportation spell. The caster breaks a wooden stick at least a foot in length in their hand(s). By channeling magic through this motion, the caste can teleport up to five small or two medium objects. This effect is instant. This item must be in a place the caster knows about and has seen, and not in a magically protected container. This spell is heralded by a flash of white light.

Blue Magic

Alter Weapon: Range: Touch
Cost: 1 Grace
Cooldown: 1/post
Limit: 2/thread OR 2/day
A minor alteration spell. By placing her hand on any weapon, she can alter the shape and function of it; this can turn an off-balance into a mighty weapon of war, remove the need for a gun to reload, or a myriad of other benefits.

Alter Armor: Range: Touch
Cost: 2 Grace
Cooldown: 1/post
Limit: 2/thread OR 2/day
A lesser alteration spell. By placing her hand on any armor or clothing, she can alter the look and functionality. While this doesn’t change the durability at all, it also doesn’t lose any of the functionality of the original, even if the change in design would make it seem so. This spell is mostly used to make clothes and armor that fit instantly. This spell is heralded by a light silver flash.

Alter Matter: Range: Touch 10 feet
Cost: 3 Grace
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A greater alteration spell. By placing her hand on any solid or liquid matter, she can alter the look, functionality, or type of matter ie turning lead into gold or water into wine. This cannot change the mass or durability of an object, but can be used to create doorways and tunnels. This spell is heralded by a continuous stream of bright silver light.

Animal Sense: Range: Self
Cost: 1 Grace
Cooldown: 1/post
Limit: 3/thread OR 3/day
A minor enhance spell. The caster selects one cardinal sense - sight, smell, touch, hearing, or taste. This sense is tripled for the duration of the spell. A low silver light emits from whichever sense the user enhanced. This spell lasts two posts. The current cost of the spell can be used to extend the duration.

Sixth Sense: Range: Self
Cost: 2 Grace/post
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A lesser enhance spell. Once cast, a silver tendril surrounds the users forehead, floating about an inch from the skin. This spell enhances the casters attention to detail and overall comprehension of the environment and situations as a whole. Things they would typically miss, subtle clues in conversations or the slight bulge of a weapon, now standout like a sore thumb. The cost of the spell can be used to extend the duration.

Divine Skills: Range: Self
Cost: 3 Grace/post
Cooldown: 1/every other post
Limit: 2/thread OR 2/day
A greater enhance spell. Once cast, the users eyes turn white, overriding any color they may have had previously. When an individual under the effect of this spell looks at another individual, they are capable of seeing what skills they possess, such as swordplay, leadership, martial arts prowess and the like. Anything greater than average is considered a skill. This spell does not give specific levels, just merely whether they are skilled or not.The cost of the spell can be consumed to increase the duration of the spell. [Permission Based]

Divine Abilities: Range: Self
Cost: 5 Grace
Cooldown: 1/every third post
Limit: 2/thread OR 2/day
A master enhance spell. Once cast, a silvery shroud surrounds the user, evident of some great magic. When an individual under the effect of this spell looks at another individual, they are capable of seeing what abilities they possess, either through magic or other means. This works on items as well. Any special powers or skills that would be under a “sub-category” of a power are concealed; she can only see the parent power. This spell does not give any particular details about the power of said abilities, merely that they possess it. The cost of the spell can be consumed to increase the duration of the spell. [Permission Based]

The Weaknesses


TEXT HERE

The Items


Crown of Velora: A beautiful silver circlet that glows with an ethereal light. Created by Velora for her Champion of the Age, which eventually fell to Utsutsuki. Like all Divine Artifacts, it has two abilities. It’s core ability, its Passive, allows her to exert control over any and all magical devices and artifacts, effectively rendering them hers; this is called Possession. The Crown of Velora’s Active effect, called Tunnel of the Gods, lets her create a wormhole to any location she’s been, regardless of dimensional positioning. Using Tunnel of the Gods is quite a dramatic process and creates a light-blue ‘wormhole’, for lack of a better word, that swirls inwards with energy, obscuring the other side.

Of course, these abilities aren’t all-powerful. Possession requires her to physically touch the object in question, and though it renders her resistance to curses that may be present on the object or artifact, she is not entirely immune if the magic is powerful enough. Tunnel of the Gods, meanwhile, can only be used once a day. It takes up to ten minutes to cast fully, and thus is very impractical in any combat engagement.

Blade of Bahrakadhum: A shortsword designed more for stabbing than cutting that is worn on her left hip.. A bronze hilt emblazoned with an odd symbol transitions into a black blade. Created by Bahrakadhum for use of her Champion of the Ages, it eventually fell into Utsutsuki’s hand after laying abandoned for centuries. Like all Divine Artifacts, the Blade of Bahrakadhum has two major abilities. First, it’s Active ability simply called Ogre, transforms the shortsword into a massive two-handed weapon reminiscent of a zweihander; despite its size change, it does not gain weight or mass, and it’s center of mass remains low in the hilt, allowing Utsutsuki to wield it effortlessly. It’s Passive ability, called False Victory, creates an aura ten feet around her that imbues everybody, friend or foe, with a sense of confidence and self-assurance that can prove deadly in the wrong circumstances. This ability is activated so long as she is at least touching the hilt of the sword.

Despite being a powerful weapon, it is still vulnerable to certain things. If someone can force her to drop the weapon, or prevent her from drawing the blade in the first place, Ogre will revert to its original form.

Staff of Torronah:

Flame of Uzh’kadhor: A pair of gauntlets

Guiding Hand of Sharesh: A necklace

Aegis of Ristria: A chestplate

Cloak of Shadowfell: A cloak

The Divine Fan: A series of crystals floating behind her

The Fluff


TEXT HERE






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