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- CHARACTER OVERVIEW
- Name: Mercury Black
- Age: 19
- STATISTICS: base stats
- Level:5 level: 50
- Physical Strength (weapon damage):8 Physical Strength:98
- Magical Strength (spell damage/potency): 2 Magical Strength:47
- Physical Defense (HP, how well you take a melee/weapon attack):6 Physical Defense:96
- Magical Defense (how many spells you can take): 4 Magical Defense:50
- Mana Power: 5000 Mana Power: 5000
- Wisdom (How well you are with plans and weapon-wielding): 5 Wisdom:50
- Stamina (How long you can battle without tiring): 4 Stamina:72
- Movement Speed (How fast are you and your reflexes): 6 Movement Speed:73
- Stealth (How good you are when you need to get around without being noticed): 3 Stealth:48
- Dragon: Kiyiru
- Strengths: Kicks, short distance sprinting, jumping, blocking
- Weaknesses: People who specialise in punching attacks and magical attacks
- Hobbies/Professions/Likes:
- Dislikes:
- Personality: Is a bit of a playboy and a player, makes sarcastic jokes all the time and is very confident. He is care-free
- and will make an effort to annoy someone when he feels like it.
- Close Friends: Bailey, TGN
- Possible Relationships: Bailey
- Physical Appearance: well-built man with gray eyes and, while draped in shadow, seemingly purple hair
- (actually gray), partially slicked back while unkempt at the front. He also wears a gray and
- black two-tone partial-zip jacket, that covers his upper body.
- MAGIC: HgMelee
- PASSIVE: An effect that's always there. These usually have a positive effect with a negative effect.
- Passive- Mercury's protection
- 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,
- R(Recoil/Drawback): The User takes more damage as the battle goes on
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One- Smackdown
- E(Effect):The user rushes at the target, then procedign to axe kick them
- D(Damage):low
- C(Cost):100
- R(Recoil/Drawback):The user is prone to counters afterwards
- Basic Spell Two- Hg burst
- E(Effect): The user charges Mercury atoms into their boots, alowing for more powerfull kicks
- D(Damage):-
- C(Cost):200
- R(Recoil/Drawback):The user may find it hard to control the atoms
- Basic Spell Three- Flash step
- E(Effect):The user is free to Dash aroudn the arena with very fast speeds
- D(Damage):-
- C(Cost):300
- R(Recoil/Drawback):The user may find it hard to stop
- Basic Spell Four- Quick Silver
- E(Effect): The user quicksteps otu of the ay of an incoming attack
- D(Damage):-
- C(Cost):50
- R(Recoil/Drawback):Cant be used twice in a row
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One- Hg quickshot
- 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.
- D(Damage):mid
- C(Cost):150
- R(Recoil/Drawback):The user may haev to regain footing
- Secret Art Two-Mass Defiance
- E(Effect):The user charges Mercury atoms into the metal around their body, increasing both defences by 2
- D(Damage):-
- C(Cost):300
- R(Recoil/Drawback):The user can only use this once per battle
- Secret Art Three- Unseen damage
- E(Effect): The users burst soem of their bullets, spreading harmfull particles aroudn the feild
- D(Damage):low-extreme
- C(Cost):100
- R(Recoil/Drawback): The user cant control where the particles go.
- 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.
- Forbidden Art One- Radioactive decay
- E(Effect):The user will let allow their armor to become radioactive, dealing damage overtime to anyone who comes in contact with his armor.
- D(Damage):high(overtime)
- C(Cost):150
- R(Recoil/Drawback): The user may find their movements harder to control
- Forbidden Art Two- HgCl2 (Mercuric Chloride)
- E(Effect): The user gives up two of their electrons to chlorine, then becomes stable Mercuric Chloride. This tripples defences.
- D(Damage):-
- C(Cost):200
- R(Recoil/Drawback): The user may find it hard to use moves with 'Hg' in the title.
- Forbidden Art Three- Hg brawler
- E(Effect):The user chargers mercury atoms into their boots, then unleshes a devistating combo attack on the target
- D(Damage):exteame
- C(Cost):500
- R(Recoil/Drawback):The user take low damage recoil
- Forbidden Art Four- Hg Hurricane
- 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
- D(Damage):High
- C(Cost):250
- R(Recoil/Drawback):Teh uer is prone to Projectiles while performing the breakdance move
- 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.
- Ultimate Move- Mercury's Rush
- 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
- 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.
- D(Damage):KO
- C(Cost): all remaining mana
- R(Recoil/Drawback): the user will take mid damage if erminal velocity is reached, if not, the user will have low damage.
- 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.
- Takeover- Messenger of the Gods
- 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.
- D(Damage): Dependant on the attack that was used
- C(Cost):-
- R(Recoil/Drawback):The uer may be unable to stand and also gets really heavy due to the mercury in their boots.
- Overdrive - Warth of the past
- E: The user fills their mind with events from the past, sending them to their previous persona. Full of hate.
- R: the user may attack their allies
- Overdriven Art - Assassin Reborn
- 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.
- D: Extreme
- R: The user will take low recoil damage with every big hit that lands
- C: -
- Weapon: Mercury boots
- E:boots with armor that fire bullets at the users will, the boost also ahve a metal base and metal tip
- Power-ups:
- 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.
- Upgrades: Cyber ammo
- E:A belt of ammo that dosnt need to be replaced, shoots out Cyber bullets
- Power-Ups:extra damage on the bullets he fires
- Equiptment: They can be related to your character or just what they pick up over time.
- Equiptment: Emblem Sash
- E: A sash from Mercury's parents hat was given to him before they died, his emblem has been sewn onto it.
- Equiptment: Rerebraces and Vambraces
- E: Thin armor that protects the forearm, upper arm and the shoulder. This can be used to block some incoming attacks.
- Extra Spells(Optional)
- ~~~~~~~~~~~~~~~~~~~~~~
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