YTTGN

Jerso[Jerso]

Mar 17th, 2018
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  1. CHARACTER OVERVIEW
  2.  
  3. Name: Jerso
  4. Age: 21
  5.  
  6. STATISTICS: base stats
  7. Level: 1
  8. HP/Aura: 9000
  9. Physical Strength: 10 = 1000
  10. Magical Strength: 5 = 500
  11. Physical Defence: 5 = 500
  12. Magical Defence: 4 = 400
  13. Mana Power: 5000
  14. Wisdom: 6
  15. Intelligence: 5
  16. Stamina: 3
  17. Movement Speed: 9
  18. Stealth: 4
  19. --------------------------------------------------------------------------------------------------------------------------------------
  20.  
  21. Physical Appearance: https://imgur.com/sfbVumv w/o the pokeball
  22. Strengths: Jack of all trades, adapting to any fighting style / partner, short skirmishes / fights.
  23. Weaknesses: Long fights, gets worn out easily. Has a small Penis
  24. Hobbies: Sports, anything. Listening to music.
  25. Professions: Trying to find one.
  26. Likes: Sparring, having a laugh with his mates, getting better at the stuff he likes to do or wants to get good at.
  27. Dislikes: Not being able to learn things easily, being bored, not getting worth out of his time.
  28. Personality: Relaxed and chill, gets very worked up quickly when with friends or when he is doing something he likes to do. Looks rough on the outside but can be a great mate. Hates to lose. Can be serious, and intelligent, but would rather have a laugh and make the best out of his time.
  29. Place of birth: Utrecht, Netherlands
  30.  
  31. MAGIC: Electricity
  32.  
  33. PASSIVE: An effect that's always there, unless in a magicless environment
  34.  
  35. Passive- Static Presence
  36. E(Effect): The unit emits a static field that hinders the muscle movement of people around them, lowering their speed by 15% and making to harder for them to dodge attacks. The radius gets smaller the longer the fight goes on.
  37.  
  38.  
  39. BASIC SPELLS: Five if you do not wield weapons, four if you do.
  40.  
  41. Basic Spell One- Jolt Stab [Physical]
  42. E(Effect): Stab w/ a electrically charged dagger [MED]
  43. D(Damage): 1000
  44. C(Cost): 300
  45. R(Recoil/Drawback): Unable to use shielding move, 1 minute cooldown
  46.  
  47. Basic Spell Two- [Physical]
  48. E(Effect): User overpowers his muscles, causing him to increase his speed rapidly over time, user then runs / jumps at the opponent recklessly, tackling and or hitting them in the process.
  49. D(Damage): 500
  50. C(Cost): 300
  51. R(Recoil/Drawback): Damages self for 250 damage recoil, 2 minute cooldown.
  52.  
  53. Basic Spell Three- Electric Reach [Status]
  54. E(Effect): You summon forth an electric hand that deals no damage, but allows you to pull an object or person with less than 5 p.def towards you. If they have higher than 5 p.Def, you disrupt their balance canceling charging spells.
  55. D(Damage): None.
  56. C(Cost): 350
  57. R(Recoil/Drawback): 5 meter range, and cant wrestle items that people are holding, or hold them into place.
  58.  
  59. Basic Spell Four- Thunderbolt [Magic]
  60. E(Effect): Shoots a bolt of lightning at the opponent.
  61. D(Damage): 500
  62. C(Cost): 200
  63. R(Recoil/Drawback): 2 minute cooldown, easily avoidable
  64.  
  65.  
  66. SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
  67.  
  68. Secret Art One- Chain lightning [Magic]
  69. E(Effect): User send out a chaining bolt of lightning into 5 different targets
  70. D(Damage): 450 (-50 from each target after the first)
  71. C(Cost): 350
  72. R(Recoil/Drawback): The attack must always jump to a different target, Cannot loop back to a previously chained target
  73.  
  74. Secret Art Two- Wild charge [Physical]
  75. E(Effect): You charge up, hit someone close to you hard
  76. D(Damage): 2000
  77. C(Cost): 450
  78. R(Recoil): Deals 1/3 damage you do as recoil, 3 minute cooldown
  79.  
  80. Secret Art Three- Thunder Clap [Status]
  81. E(Effect): The user charges up his hands, Smacking them together, causing all caught in the range to be stunned for One minute, or if they are hit first.
  82. D(Damage): 500/All people hit
  83. C(Cost): 450
  84. R(Recoil/Drawback): 2 Meter range around the user, 3 minute cooldown.
  85.  
  86.  
  87. FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
  88.  
  89. Forbidden Art One- Thunder Fury [Physical]
  90. E(Effect): User empowers his fist's and weapons with Lightning, lashing out at the closest target, dealing High damage.
  91. D(Damage): 2000
  92. C(Cost): 600
  93. R(Recoil/Drawback): 4 minute cooldown, Must target the closest person, Ally of Foe.
  94.  
  95. Forbidden Art Two- Electrical feedback [Magic]
  96. E(Effect): The user charges his hand and becomes able to catch a single projectile attack (cannot be too big nor continuous), the user then electrifies the projectile and is able to throw it back, the attack becomes pure electrical element and becomes 50% stronger then the original attack power
  97. D(Damage): Depends
  98. C(Cost): 750
  99. R(Recoil/Drawback): cannot catch really large projectiles nor continuos streams (like flamethrowers), obviously can't catch physical attack
  100.  
  101. Forbidden Art Three- Thunder Tempest [Magic]
  102. E(Effect): The user Throws out 20 electric daggers like bolts in a forward cone
  103. D(Damage): Small * Magic strength ((250 per dagger) * 20(5000)) Total
  104. C(Cost): 750
  105. R(Recoil/Drawback): 5 minute cooldown. Daggers can be easily blocked individually, if 3 or more it will require a spell to block
  106.  
  107.  
  108. Forbidden Art Four- Charge Overload [Status]
  109. E(Effect): The cost of Jolt Stab goes up by 100, but the 1 minute cooldown gets removed.
  110. D(Damage): None
  111. C(Cost): 500
  112. R(Recoil/Drawback): 5 minute cooldown, while this spell is active for the 3 first minutes, the user can't use other Forbidden Arts.
  113.  
  114.  
  115. ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power 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.
  116. BANNED-As of normal fights, only story line fights may use Ultimate arts.
  117.  
  118. Ultimate Move- The Storm of Zeus
  119. E(Effect): User calls upon Zeus, who then seals the opponent into his position, creating a thunderstorm, where the thunder directly hits the opponent until he faints, surrenders, or dies.
  120. D(Damage): Instant KO.
  121. C(Cost): All.
  122. R(Recoil/Drawback): Takes all your mana and 75% of your original stats if it misses.
  123.  
  124. 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.
  125.  
  126. Takeover- Stormkeeper [Status]
  127. E(Effect): The daggers spread out around users body, to make a suit, this gives +3 in both Atk stats and +1 in stamina.
  128. D(Damage): N/A
  129. C(Cost): 350
  130. R(Recoil/Drawback): User has to be at 30% to use
  131.  
  132.  
  133. Overdrive - Static Gravity [Status]
  134. E: Changes the ground to electricity, weakening ground moves and making the users passive work anywhere on the field, and increases the slow by 10%. Flying / Jumping will get dragged down to the ground.
  135. R: Doesn't apply to Electric magic users and opponents / allies with electric immunities. 10% Slow only affects people on the ground.
  136.  
  137. Overdrive Art - Fury of the Storm [Magic]
  138. E: All targets currently grounded are shot with a Super charged Chain lightning, Each player start their own chain, that'll jump from one player to another
  139. D: 1000 (-100 for every person in the chain afterwards)
  140. R: If used on less than 7 opponents, it'll take away 100 base damage per missing opponent, The attack must always jump to a different target, Cannot loop back to a previously chained target.
  141. C: 1000
  142.  
  143. Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
  144. Weapon: Daggers
  145. E: Levin sword styled daggers.
  146. Power-ups: Interacts with certain spells.
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