YTTGN

TGN [Mercury]

Dec 25th, 2015
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: Mercury Black
  4. Age: 19
  5.  
  6. STATISTICS: base stats
  7. Level:5 level: 50
  8. Physical Strength (weapon damage):8 Physical Strength:98
  9. Magical Strength (spell damage/potency): 2 Magical Strength:47
  10. Physical Defense (HP, how well you take a melee/weapon attack):6 Physical Defense:96
  11. Magical Defense (how many spells you can take): 4 Magical Defense:50
  12. Mana Power: 5000 Mana Power: 5000
  13. Wisdom (How well you are with plans and weapon-wielding): 5 Wisdom:50
  14. Stamina (How long you can battle without tiring): 4 Stamina:72
  15. Movement Speed (How fast are you and your reflexes): 6 Movement Speed:73
  16. Stealth (How good you are when you need to get around without being noticed): 3 Stealth:48
  17.  
  18. Dragon: Kiyiru
  19.  
  20. Strengths: Kicks, short distance sprinting, jumping, blocking
  21. Weaknesses: People who specialise in punching attacks and magical attacks
  22.  
  23. Hobbies/Professions/Likes:
  24. Dislikes:
  25.  
  26. Personality: Is a bit of a playboy and a player, makes sarcastic jokes all the time and is very confident. He is care-free
  27. and will make an effort to annoy someone when he feels like it.
  28.  
  29. Close Friends: Bailey, TGN
  30.  
  31. Possible Relationships: Bailey
  32.  
  33. Physical Appearance: well-built man with gray eyes and, while draped in shadow, seemingly purple hair
  34. (actually gray), partially slicked back while unkempt at the front. He also wears a gray and
  35. black two-tone partial-zip jacket, that covers his upper body.
  36.  
  37.  
  38. MAGIC: HgMelee
  39.  
  40. PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
  41.  
  42. Passive- Mercury's protection
  43. E(Effect): The user is immune to extra effects e.g Posion, burn, Flinch, Paralysis, debuffs and the user's body can not be controled. The openent may also halucinate randomly,
  44. R(Recoil/Drawback): The User takes more damage as the battle goes on
  45.  
  46. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  47.  
  48. Basic Spell One- Smackdown
  49. E(Effect):The user rushes at the target, then procedign to axe kick them
  50. D(Damage):low
  51. C(Cost):100
  52. R(Recoil/Drawback):The user is prone to counters afterwards
  53.  
  54. Basic Spell Two- Hg burst
  55. E(Effect): The user charges Mercury atoms into their boots, alowing for more powerfull kicks
  56. D(Damage):-
  57. C(Cost):200
  58. R(Recoil/Drawback):The user may find it hard to control the atoms
  59.  
  60. Basic Spell Three- Flash step
  61. E(Effect):The user is free to Dash aroudn the arena with very fast speeds
  62. D(Damage):-
  63. C(Cost):300
  64. R(Recoil/Drawback):The user may find it hard to stop
  65.  
  66. Basic Spell Four- Quick Silver
  67. E(Effect): The user quicksteps otu of the ay of an incoming attack
  68. D(Damage):-
  69. C(Cost):50
  70. R(Recoil/Drawback):Cant be used twice in a row
  71.  
  72.  
  73. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  74.  
  75. Secret Art One- Hg quickshot
  76. E(Effect):The user fires three, mediocre speed bullets. the bullets appear as spheres of mercury. the shtos are fired from the user's boots.
  77. D(Damage):mid
  78. C(Cost):150
  79. R(Recoil/Drawback):The user may haev to regain footing
  80.  
  81. Secret Art Two-Mass Defiance
  82. E(Effect):The user charges Mercury atoms into the metal around their body, increasing both defences by 2
  83. D(Damage):-
  84. C(Cost):300
  85. R(Recoil/Drawback):The user can only use this once per battle
  86.  
  87. Secret Art Three- Unseen damage
  88. E(Effect): The users burst soem of their bullets, spreading harmfull particles aroudn the feild
  89. D(Damage):low-extreme
  90. C(Cost):100
  91. R(Recoil/Drawback): The user cant control where the particles go.
  92.  
  93.  
  94. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana. You start off with four, and lose one per weapon you use.
  95.  
  96. Forbidden Art One- Radioactive decay
  97. E(Effect):The user will let allow their armor to become radioactive, dealing damage overtime to anyone who comes in contact with his armor.
  98. D(Damage):high(overtime)
  99. C(Cost):150
  100. R(Recoil/Drawback): The user may find their movements harder to control
  101.  
  102. Forbidden Art Two- HgCl2 (Mercuric Chloride)
  103. E(Effect): The user gives up two of their electrons to chlorine, then becomes stable Mercuric Chloride. This tripples defences.
  104. D(Damage):-
  105. C(Cost):200
  106. R(Recoil/Drawback): The user may find it hard to use moves with 'Hg' in the title.
  107.  
  108. Forbidden Art Three- Hg brawler
  109. E(Effect):The user chargers mercury atoms into their boots, then unleshes a devistating combo attack on the target
  110. D(Damage):exteame
  111. C(Cost):500
  112. R(Recoil/Drawback):The user take low damage recoil
  113.  
  114. Forbidden Art Four- Hg Hurricane
  115. E(Effect):The user uses a Breakdance move (Windmill) and shoots aura covered bullets into orbit aroudn the user, then firing at the target, still in teh breakdance move
  116. D(Damage):High
  117. C(Cost):250
  118. R(Recoil/Drawback):Teh uer is prone to Projectiles while performing the breakdance move
  119.  
  120.  
  121. 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.
  122.  
  123. Ultimate Move- Mercury's Rush
  124. E(Effect): The user gathers all of their energy, making a dragon aura around himself, made of mercury. The user then jumps as high as possible into the air
  125. in order to have enough fall space to reach terminal velocity. the user will then charge down at the target from above and landing right onto them.
  126. D(Damage):KO
  127. C(Cost): all remaining mana
  128. R(Recoil/Drawback): the user will take mid damage if erminal velocity is reached, if not, the user will have low damage.
  129.  
  130. TAKEOVER: A special form only accessible after you have met certain conditions. These cost little to no mana and usually transform you into a powerful entity, such as a dragon, giant, naga, etc.
  131.  
  132. Takeover- Messenger of the Gods
  133. E(Effect):The user breaks the Mercury atoms in their body, then rebuilds them, sending them stright to the user's boots. This boots the damage done by kicking attacks, also givign the user extra jump.
  134. D(Damage): Dependant on the attack that was used
  135. C(Cost):-
  136. R(Recoil/Drawback):The uer may be unable to stand and also gets really heavy due to the mercury in their boots.
  137.  
  138.  
  139. Overdrive - Warth of the past
  140. E: The user fills their mind with events from the past, sending them to their previous persona. Full of hate.
  141. R: the user may attack their allies
  142.  
  143. Overdriven Art - Assassin Reborn
  144. E: The user uses all the bad memorires as fule for attacks. the user gains x4 attack, speed and defence. Then letting out a deadly combo attack, with no mercy.
  145. D: Extreme
  146. R: The user will take low recoil damage with every big hit that lands
  147. C: -
  148.  
  149. Weapon: Mercury boots
  150. E:boots with armor that fire bullets at the users will, the boost also ahve a metal base and metal tip
  151. Power-ups:
  152.  
  153. UPGRADES: They are made by TGN and you can have up to three that boost you in battle, you can have as many as you want that dont boost you.
  154.  
  155. Upgrades: Cyber ammo
  156. E:A belt of ammo that dosnt need to be replaced, shoots out Cyber bullets
  157. Power-Ups:extra damage on the bullets he fires
  158.  
  159. Equiptment: They can be related to your character or just what they pick up over time.
  160.  
  161. Equiptment: Emblem Sash
  162. E: A sash from Mercury's parents hat was given to him before they died, his emblem has been sewn onto it.
  163.  
  164. Equiptment: Rerebraces and Vambraces
  165. E: Thin armor that protects the forearm, upper arm and the shoulder. This can be used to block some incoming attacks.
  166.  
  167. Extra Spells(Optional)
  168. ~~~~~~~~~~~~~~~~~~~~~~
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