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- CHARACTER OVERVIEW
- Name: Jerso
- Age: 21
- STATISTICS: base stats
- Level: 1
- HP/Aura: 9000
- Physical Strength: 10 = 1000
- Magical Strength: 5 = 500
- Physical Defence: 5 = 500
- Magical Defence: 4 = 400
- Mana Power: 5000
- Wisdom: 6
- Intelligence: 5
- Stamina: 3
- Movement Speed: 9
- Stealth: 4
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- Physical Appearance: https://imgur.com/sfbVumv w/o the pokeball
- Strengths: Jack of all trades, adapting to any fighting style / partner, short skirmishes / fights.
- Weaknesses: Long fights, gets worn out easily. Has a small Penis
- Hobbies: Sports, anything. Listening to music.
- Professions: Trying to find one.
- Likes: Sparring, having a laugh with his mates, getting better at the stuff he likes to do or wants to get good at.
- Dislikes: Not being able to learn things easily, being bored, not getting worth out of his time.
- 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.
- Place of birth: Utrecht, Netherlands
- MAGIC: Electricity
- PASSIVE: An effect that's always there, unless in a magicless environment
- Passive- Static Presence
- 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.
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One- Jolt Stab [Physical]
- E(Effect): Stab w/ a electrically charged dagger [MED]
- D(Damage): 1000
- C(Cost): 300
- R(Recoil/Drawback): Unable to use shielding move, 1 minute cooldown
- Basic Spell Two- [Physical]
- 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.
- D(Damage): 500
- C(Cost): 300
- R(Recoil/Drawback): Damages self for 250 damage recoil, 2 minute cooldown.
- Basic Spell Three- Electric Reach [Status]
- 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.
- D(Damage): None.
- C(Cost): 350
- R(Recoil/Drawback): 5 meter range, and cant wrestle items that people are holding, or hold them into place.
- Basic Spell Four- Thunderbolt [Magic]
- E(Effect): Shoots a bolt of lightning at the opponent.
- D(Damage): 500
- C(Cost): 200
- R(Recoil/Drawback): 2 minute cooldown, easily avoidable
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One- Chain lightning [Magic]
- E(Effect): User send out a chaining bolt of lightning into 5 different targets
- D(Damage): 450 (-50 from each target after the first)
- C(Cost): 350
- R(Recoil/Drawback): The attack must always jump to a different target, Cannot loop back to a previously chained target
- Secret Art Two- Wild charge [Physical]
- E(Effect): You charge up, hit someone close to you hard
- D(Damage): 2000
- C(Cost): 450
- R(Recoil): Deals 1/3 damage you do as recoil, 3 minute cooldown
- Secret Art Three- Thunder Clap [Status]
- 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.
- D(Damage): 500/All people hit
- C(Cost): 450
- R(Recoil/Drawback): 2 Meter range around the user, 3 minute cooldown.
- FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
- Forbidden Art One- Thunder Fury [Physical]
- E(Effect): User empowers his fist's and weapons with Lightning, lashing out at the closest target, dealing High damage.
- D(Damage): 2000
- C(Cost): 600
- R(Recoil/Drawback): 4 minute cooldown, Must target the closest person, Ally of Foe.
- Forbidden Art Two- Electrical feedback [Magic]
- 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
- D(Damage): Depends
- C(Cost): 750
- R(Recoil/Drawback): cannot catch really large projectiles nor continuos streams (like flamethrowers), obviously can't catch physical attack
- Forbidden Art Three- Thunder Tempest [Magic]
- E(Effect): The user Throws out 20 electric daggers like bolts in a forward cone
- D(Damage): Small * Magic strength ((250 per dagger) * 20(5000)) Total
- C(Cost): 750
- R(Recoil/Drawback): 5 minute cooldown. Daggers can be easily blocked individually, if 3 or more it will require a spell to block
- Forbidden Art Four- Charge Overload [Status]
- E(Effect): The cost of Jolt Stab goes up by 100, but the 1 minute cooldown gets removed.
- D(Damage): None
- C(Cost): 500
- R(Recoil/Drawback): 5 minute cooldown, while this spell is active for the 3 first minutes, the user can't use other Forbidden Arts.
- 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.
- BANNED-As of normal fights, only story line fights may use Ultimate arts.
- Ultimate Move- The Storm of Zeus
- 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.
- D(Damage): Instant KO.
- C(Cost): All.
- R(Recoil/Drawback): Takes all your mana and 75% of your original stats if it misses.
- 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- Stormkeeper [Status]
- E(Effect): The daggers spread out around users body, to make a suit, this gives +3 in both Atk stats and +1 in stamina.
- D(Damage): N/A
- C(Cost): 350
- R(Recoil/Drawback): User has to be at 30% to use
- Overdrive - Static Gravity [Status]
- 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.
- R: Doesn't apply to Electric magic users and opponents / allies with electric immunities. 10% Slow only affects people on the ground.
- Overdrive Art - Fury of the Storm [Magic]
- 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
- D: 1000 (-100 for every person in the chain afterwards)
- 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.
- C: 1000
- Weapons- If the weapon has a magical soul inside it, a Takeover and spells from said soul may be used.
- Weapon: Daggers
- E: Levin sword styled daggers.
- Power-ups: Interacts with certain spells.
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