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11-02-05 12:59 PM

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Real men type in pink
# Picture Username User bio (hide) Registered on Posts Level EXP
1501.   Arctice 08-15-04 04:54 PM 9 6 568
1502. High Flyin' Ryan 08-14-04 07:39 AM 136 19 33467
1503. IceKirby 08-14-04 07:32 AM 6 5 310
1504.   CALD 08-14-04 05:43 AM 3 3 109
1505. Synneth Relmn 08-13-04 11:09 PM 144 20 36477
1506.   wedge554 08-13-04 10:23 PM 3 3 109
1507. SpiritEssence Like I'm gonna tell you that. 08-13-04 08:48 PM 45 12 6373
1508. Spike ...I like cheese. 08-13-04 01:42 PM 5 4 236
1509.   ¦LaCuNa CĂiL¦ I'm just..Me.



08-13-04 12:04 PM 68 14 11843
1510. pink-is-cool (can delete) Im new so hi, whats up 08-13-04 04:04 AM 13 7 990
1511.   Samus Aran Just so youz know... I'm male. live with it. 08-13-04 04:00 AM 18 8 1613
1512.   red_death 08-12-04 11:11 PM 6 5 310
1513. Metal Jesus like you care 08-12-04 09:59 PM 14 7 1107
1514. AghBob Hey, this is the real me. I'm almost 16, I live in Crestview Florida which isn't too far away from Destin or Pensacola. I like doing stuff with my friends, posting on message boards, and playing video games. I also own Brink of Light.

Here are my sim characters:

My sim characters:
----------------------

First Sim Character:

Name: Seeker
Age: 22
Height: 7'
Weight: Approx. 200 lbs.
Strengths:Projectiles
Weaknesses:Nothing
Race: Humanoid in nature. Though not really. He is a program in the Matrix.
Eyes: Brown
Distinguising Features: Brown hair, nice suit, earpiece, sunglasses.
Weapons: Double .50AE pistols and double machtes.
History: Seeker is a program. He was once a normal program living in the world of the Matrix. Until the agents decided to draft him. They took him away from the love of his life, and programmed him to be one of them. He retains much of his free will, and still loves the one he was taken from. But he cannot talk to her, or the agents will terminate her.

Techniques=
Multipy:Allows Seeker to create multiples of himself or weapons.
Cut/Paste: Allows Seeker to cut himself out of one area, and into another. He also has the abiltiy to move from one host to the next, like the Agents.
Program:Allows Seeker to use the situation to his advantage to create any technique/spell he wants.
Upload: Allows Seeker to bring any weapon into his posession.
Virus: With this technique Seekerr fires any kind of virus at his oppenent. He may not reveal that he shot a virus until it is too late. In fact, a virus with capabilties of Seeker's choosing is embedded inside every bullet he fires.
Fry: Allows Seeker to summon up a storm of lightning and thunder bolts that are guided by him to his enemy.
Electric Lines: Allows Seeker to use anything around him to send electricity to his oppenent.
Glitches in the Matrix: Allows Seeker to do almost anything he wants to the environment around him. Even allowing him to make rocks explode or to move cars or something like that.

-----------------------


Second Sim Character

Name: Seeker
Other Name: Lord of the Nazgul a.k.a. The Witch King of Angmar
Height:7'2"
Strengths: Not telling
Weaknesses: Not telling
Info: He's the leader of the Nine Ringwraiths
Techniques:
Morgul Blade: Whenever Seeker's Morgul blade cuts or stabs you in any way, you have 4 posts left before you die.
The Ringwraith's Curse: The blade of any mortal man that enters Seeker shatters harming the owner of the blade.
Heritage of a Nazgul: Allows Seeker to call one of those dragon like things that the Nazgul ride so that he can become airborne.
Darkness Surrounds: Covers the entire world with Second Darkness. Meaning that the opponent cannot see without a source of light, but making it easier for Seeker to see and making him faster and more powerful.
Cry of the Ringwraith: Stops any attack made at Seeker from hitting him.
Slam: Seeker slams the ground with his mace creating a shockwave going out from him with a radius of 6 feet in all directions.
Gift of the Dark Lord: Allows Seeker to fire blasts of dark energy at the opponent. Each blast is about twice the size of a baskettball and moves at about 200 mph.
Saruman's Training: Allows Seeker to do as Saruman does, in the way that he can flatten his palm in a direction, sending a shockwave in that direction. The shcokwave knocks anything it hits back or kills it.
The Senses of a Nazgul: Allows Seeker to sense his opponent at any time, even if the opponent is moving to fast to see or goes invisible.

---------------------

My third Sim Character:

Name:Seeker
Other Name: Jinzo
Height: 11'11"
Strengths: Not telling
Weaknesses: Not telling
Info: Look at the card to see what he looks like.
Techniques:
Trap Negation: Any trap set for Seeker is stopped when activated.
Metal Plating: This is a passive ability active at all times. Jinzo is a machine, so his body is covered in a rare type of metal. Only his head isn't covered with that metal. Any attack made on any part of his metal body is useless.
There's a Rocket in My Boots: Jinzo has rocket boosters in his boots, allowing him to become airborne.
A Body That Is A Weapon: Jinzo's body is a weapon. He has weapons hidden throughout his body even in places like his hands and eyes.

----------------------

Next Sim Character: This guy will be the mascot sim character of Brink of Light, once it is up.
Name:AghBob
Other name: None
Description: Possibly the most powerful of my characters. His past is seen in his Bio. He is totally white when he is in the light. His hair, eyes, skin, clothing, and even his weapons are white while he is in the light. While in the light, he is very much just meleee attacks and light sorcery. His ranged attacks while in the light are focused beams of light and his crossbow, which has a clip on it.

While he is in the dark, everything about him is black. He cannot be distinguished from the darkness at this time. His weapons at this point are very much guns and hightech melee attacks. His magic powers at this point are of darkness. He is most dangerous when it is the time of day between darkness and light. At this point, he is able to move extremely fast, and has the powers of chaos. His weapons are whatever he wishes for them to be at this point. He has the ability to sprout wings in light and darkness forms. In light, he sprouts white bird wings, like angel wings. In dark, he sprouts giant bat wings. While in the middle, he has no need of wings to fly.

Weapons in light: Light Magic, Elven Scimitar, Crossbow with clip, light spear.
Weapons in dark: Guns, vampiric runeblde, dark magic, darkness whip.
Weapons useable only in twilight form: Maces, double machetes, random explosives, burning broad sword, chaos magic.

Techniques:

LIGHT:

Darkness: Turns day into night.
Shining Power: Allows AghBob to shoot focused beams of light from his fingers and hands.
Any ray of light: Allows AghBob to create copies of himself from a ray of light. Should the real him be killed, a copy will step up and become the real him.
Elven Fury: This technique may only be activated when AghBob is near a body of water. It summons up horses made out of water that come charging from the body of water and at AghBob's opponent.

The Last Hour: Turns the time of day into the time between day and night. Turning AghBob into his most powerful form.

The Hand of Judgement: Allows AghBob to fire thousands of needle's from the palm of his hand at his opponent.

This Is Real: Allows AghBob to create small stars with a diameter of about 30 feet. The suck up any metal around, and continue to grow. AghBob can control them at will. If they touch the ground, they explode with an explosion that has a diameter of about 60 feet.

DARKNESS:

Light: Turns Night into day.

Dark Power: Allows AghBob to fire beams of dark magic at his opponent from his hands and fingers.

Bats:Allows AghBob to summon a horde of bats to aide him by swarming around the opponent.

The Pain of Darkness: Allows AghBob to make any random object fly at his opponent.

Any shadow: Allows AghBob to create copies of himself from the shadows. Should the real him be killed, one of the copies will step up to become the real him.

The Hand of Fate: Allwos AghBob to fire ninja stars from the palm of his hand at his opponent.

Orb of Power: Allows AghBob to summon up an orb of dark power. He can control it. It has a diameter of about 30 feet. Should it touch the gorund, it will explode with an explosion that has a diameter of about 60 feet.

TWILIGHT:

The Powers of Dark and Light: Allows AghBob to use the powers of light and dark once he has transformed, as well as their weapons.

The Rays of Chaos: Allows AghBob top fire beams of chaos magic from his hands and fingers.

The Chaotic Fist: Allows AghBob to fire small explosive spike balls out of the palm of his hand.

The Hour's Power: Allows AghBob to become invisible as soon as he has transformed. He can still be sensed, if it is possible by the opponents element, eyes, or something else not made up.

The Setting Sun: Allows AghBob to summon up a ball of chaotic magic with a diameter of about 30 feet. Should it touch the ground, it will explode with an explosion with a diameter of about 60 feet. AghBob can control all of it's movements.

The Rising Sun: Allows AghBob to create an explosion that goes out from him. He is not harmed by it. It has a diameter of about 4 miles. This can only be used when all attempts in both other forms have failed.

BIO: AghBob was an elven warrior. But in the midst of a great battle, he was crushed beneath a giant rock and laid there for thousands of years. Then, in modern times, the forces of good had need of him, so he was ressurected. The forces of Darkness attempted to take him, so he has the powers of both. He is strongest in the time between day and night.

--------------------------------------

Next Sim Character's Name: Illadin

Other Name:AghBob

Age: Unknown

Height: 8 feet

Weight: 200 pounds

Strenghts:Not Telling

Weaknesses: Not telling

Info: The Illadin from The Frozen Throne. NOT Reign of Chaos. This is the cool version with the two Demon Hunter Blades, Wings, e.t.c.

Weapons: Magic, Demon Hunter Blades

Techniques:

Immolation: Surrounds Illadin in demonic fire, protecting him from all kinds of ranged attacks.

Mana Burn: Takes the energy from any magic based attack and gives it to Illadin. Then, the attack remakes itself and fires back at the one who created it.

Metamorphosis: This ability is always active because of what happened to Illadin. It is passive. It allows Illadin to fire demonic fireballs at his enemies and it allows him to control any fire used against him.

Neclace of Ankh: This is a passive ability. It can be used because Illadin has a necklace with a Uber Ankh of Ressurection on it. This means that as long as Illadin wears this necklace, he will be reborn.

Mirror Image: Allows Illadin to create three mirror copies of himself. They hurt until they are killed. Meaning that if one of the mirrors slashes your arm and cuts you, it will hurt and a cut will appear. But when that one is killed, the wounds he inflicted go away.

Slam: Illadin slams the ground with his feet, creating a shockwave around him that extends for 6 feet. Anything caught in the shockwave is knocked back as if they had been hit by an 18-wheeler going 150 miles per hour.

Anyflame: Everywhere Illadin steps a flame in the shape of his footprint appears on the ground instead of a footprint. Illadin can manipulate this fire top any means he wishes.

Elven Blood: This passive ability makes Illadin immune to poison, disease, and age.

He who is like a God: This passive ability gives Illadin control over the forces of the world, including nature.

-----------------------
NEW SIM CHARACTER:

Name:Nerzhul
Age:Unknown
Height:6.3 feet
Weight:350 pounds (when in full armor)
Description: Tall. heavily armored. Long white hair. Glowing blue eyes. Carries a sword called Frostmourne. (Basically what Arthas became once he put Nerzhul's crown on his head) Nerzhul's crown is on his head.
Weapons:Vampiric Runeblade known as "Frostmourne", and magic.

Techniques:

Frostmourne: This technique is activated pmce Nerzhul draws Frostmourne. It allows him to use the sword to do a lot of things. It is used to channel the energies of some spells and many techniques. When an attack that is magical in nature is amde at him, Nerzhul can use Frostmourne to absorb it's energies and increase his own power. Also, because this blade has, in a way, a mind of it's own, it is able to see through every move made by the opponent, allowing Nerzhul to anticipate his opponent's next move.

Orbs:This technique has many different parts that are active as long as Nerzhul says they are active. They will stay active for whatever period of time Nerzhul sees fit to keep them active. Nerzhul may only use parts of the orbs, disabling different aspects of each orb's power. Here are the differnet orbs...
1:Orb of Fire: Whenever Nerzhul makes an attack with Frostmourne, a small explosion follows. The explosion is approximately 12 feet in diameter. Whether or not the attack is succesfull, the explosion still happens. This orb also grants to Nerzhul the ability to launch fireballs at his opponent and to control fire.
2: Orb of Frost: Whenever Nerzhul makes an attack with Frostmourne, if the attack is succesful, the opponent's bones are chilled and the opponent's movement speed is hopefully slowed. this orb also allows Nerzhul to launch balls of ice at his opponent and to control ice, snow, e.t.c.
3: Orb of Lightning: Whenever Nerzhul makes an attack with Frostmourne, a large burst of electricity follows, even if the attack is unsuccessful. The burst is 20 feet in diameter. Also, the attack is made stronger if the sword of electricity comes into contact with anything metal such as armor. This orb also disables anyhting electronic it touches. This orb also allows Nerzhul to send bolts of lightning at his opponent and to control electricity.
4:Orb of Wind: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, a large gust of wind follows. This gust of wind carries a great deal of force behind it; so much that if it hits you, it will be like you were hit by an 18-wheeler going at 65 mph. The gust of wind happens and is directed at you even if Frostmourne's attack is unsuccesful. This orb also allows Nerzhul to launch heavy gusts of wind at his opponent and to control the wind.
5:Orb of Venom: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, if the attack is successful, the opponent becomes poisoned. Unless they find a way to remove the poison, they will die in 7 posts.
6: Orb of Corruption: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, if the attack touches the opponent in any way, all of the opponent's armor and shielding is shattered and destroyed permanently unless the opponent finds a way to remake their armor. This orb also grants to Nerzhul the ability to launch bolts of necromatic energy at his opponent and to control the power of darkness.
7:Orb of Water: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, even if the attack is unsuccessful, a large amount of cool water is thrown at the opponent. This orb also grants Nerzhul the ability to control water and and to throw water at his opponent.

Death Coil: Nerzhul launches a bolt of death at his opponent. It has a semi-homing capability, and it is traveling at 60 mph. If it hits the opponent, it will knock them back at least 6 feet. It causes extreme pain when it hits and if it hits the opponent in the chest, head, or neck, it should kill them.

Unholy Aura: Grants to Nerzhul greatly increased movement and attack speed.

Frost Nova: Freezes all the air in an area (in this case around Pensuke), hopefully locking
him in a large block of ice. If the technique is succesful, it will hopefully slow the opponent's movement and attack speed.

Frost Armor: Grants to Nerzhul a cold aura around him, that not only provides extra armor but also does the following.. If the opponent in any way touches Nerzhul, the opponent's movement and atatck speed are greatly reduced and the opponent takes damage.

Death and Decay: This attack takes 2 posts to charge. Once charged, it can be unleashed to it's full intensity. While charging, the user is surrounded by a block o fice impeneratrable by all physical, magical, mental,e.t.c. attacks. Once unleashed, it covers an area of 4 square miles. The attack causes the opponent's skin to age very quickly, causing it to rot. Leperous cancers leap up onto any skin that doesn't decay off, causing the opponent immense pain. This attack also nullifies all magical attacks within the area. The attack lasts for 2 posts. While the attack is being made, Nerzhul remains encased in a block of ice impeneratrable by all magical, physical, and mental attacks.

Scourge Bone Chimes: Any time that Nerzhul successfully harms the opponent, he is healed a little bit.

Blizzard: This technique lasts throughout the battle. It creates a large blizzard covering the earth that covers the gorund with snow. Because of the large amount of falling snow, you cannot see more than 6 feet in front of you. The winds 12 feet above the two combatants blow at the speed of 90 mph, and thousands of tiny, razor sharp pieces of ice are flying through the air 12 feet above the two opponnents. this prevents anyone from going airborne. If either opponent goes into the air more than 12 feet up, they will have thousands of razor sharp ice shards flying at them, which would most likely kill them. This technique cannot be nullified easily, as Nerzhul has control over cold and the winds of the earth.

The Scourge's King: This technique renders Nerzhul immune to all effects of his techniques and/or attacks
08-12-04 03:16 AM 45 12 6385
1515.   captain Qball 08-12-04 01:09 AM 57 13 9103
1516. rockmyworld Most of what is known about me is unknown. Thank you. 08-11-04 11:13 PM 9 6 571
1517. jungzandvliet 08-11-04 02:28 PM 4 4 169
1518. Link2004 Zelda Fanaitic 08-11-04 08:37 AM 254 25 85703
1519. Pulp Click button for bio. This is to save space.
08-11-04 04:04 AM 84 15 16302
1520. Ultima 08-10-04 06:03 AM 15 7 1231
1521. Raistlin the Red Robed The man with the plan. 08-08-04 11:37 PM 76 15 14064
1522. esoteric 08-08-04 10:49 PM 18 8 1621
1523.   Timmy Turner I have Fairy God Parents!!!! 08-08-04 03:46 PM 24 9 2496
1524.   Kagerato 08-08-04 09:09 AM 25 9 2655
1525. mathius Big fan of star wars and still trying to build a lightsaber 08-08-04 12:05 AM 41 11 5578
1526.   checkplease 08-07-04 06:24 PM 39 11 5176
1527. Aaronrulz1 08-07-04 02:55 PM 3 3 110
1528.   ProtoGuts 08-06-04 10:55 PM 9 6 574
1529.   cent208 Hobbies: rollerblading, running, playing the guitar, playing videogames
Favorite video game: Legend of Zelda: A Link to the Past
08-06-04 02:43 AM 20 8 1904
1530. timdevril 08-05-04 10:40 PM 4 4 170
1531.   Narnotus le french 08-05-04 09:25 PM 5 4 238
1532. Cheese_hAx0r 08-04-04 07:24 PM 5 4 238
1533. BelloTortuga 08-04-04 03:26 PM 5 4 238
1534. mewthree9000 08-04-04 12:48 PM 41 11 5600
1535. kristopher_pearman 08-04-04 12:26 AM 105 17 22964
1536.   Zyse 08-03-04 03:06 AM 11 6 779
1537.   shidakusen 08-03-04 12:20 AM 2 3 60
1538. darkwing42 08-02-04 10:35 PM 3 3 111
1539.   random 08-02-04 03:55 AM 32 10 3871
1540. Katastrophe I love SMB games! 08-02-04 01:19 AM 187 22 54697
1541.   Mario Maniac 08-01-04 02:21 AM 281 26 100860
1542.   MeanMrMustard 07-31-04 04:04 PM 11 6 781
1543.   Teundusia Name: Teundusia
Age: 16
Gender: Female
Description:
Background: The battle between the Erumi and the Delumi... All because of an ancient feud between the fact the Erumi had human forms, and the Delumi have psychic powers. For centuries the two species have fought each other. One fateful day changed the lives of these species. The insect-like Delumi went to attack Earth, the birthplace of human scum. The Erumi catch word of this and come to help Earth. After the invasion of Earth, unluckily by the two species, a single Erumi and a single Delumi were captured. Teundusia was the child of DNA mixture experiments.

At the age of three months, she had already learnt most of the English language from the scientists, how to read and write, how to walk and even taught herself how to fly in the same way her alien folk would. By two years of age, she was able to lift 5 times her own body weight, and her strength continued to grow as she did. Her mind was ultimately spectacular, and for three years the scientists experimented on her like a plaything, trying out tests on her einstien mind and hercules body. Various changes happened to Teundusia as she grew older that shouldn't happen to an Erumi.

She was able to hear the scientists clearly when they weren't even moving their lips. "Excellent vantrillaquizem" was the first though that came to her mind, until she had replied to a scientists after he had thought of a question to ask her. Within moments nearly every scientist in the complex was crowding around her. The thoughts of them forced their way into Teundusia's mind, which frankly pissed her off very much. A large amount of psychic energy escaped from her mind with her anger, killing most of the scientists, knocking the rest out into a coma. A single scientist had only been stunned for a couple of days...

She escaped the building with ease, as the guards that would normally surround every doorway out were in the pile of scientists. She made her way to a wood, where she found an abandoned hut. It was very worn out, but it was here home for the next four years, while she practiced her psychic abilities until she could release energy safely and read other people's minds who walked through the woods at her own will.

Although one day through training, a short time after she had turned 6 she attempted a psychic ability, when what came out was nothing she had ever produced before in her life. An orb of ligtning flew from her hands, crashing straight into her home. It burnt down so quickly Teundusia didn't even know what had happened. She attempted another one, but this time a beam of ice froze the burnt down hut. Shocked at what she was now capable of, she spent the next three years teaching herslef how to control the use of these abilities.

Unfortunately, this single living scientist finally tracked Teundusia down, and with a single tranquilizer dart, she fell like a stone. She woke in a rather large room, to her left was a small shelf containing a sword and a pair of nunchucks. To her right was a series of chips which had very small writing on them, explaining what they did. Infront of her was a series of extremely heavy weights, a line of targets getting smaller as they went along, and something that looked like a recharging plug. She gets up, almost throwing herself off the ground as she does. Looking at her body it is now made of metal, and a read-out infront of her explains she is in a specially crafted test battle suit, made out of copper compressed so much there was no gap between the atoms. The only part of her that was uncovered was her face excluding the eyes, where the readouts were.

Looking at her arm, the readout changes to explain what it is. It tells her to take all 6 catridges off the wall and place them in the holding slots provided. Within a few minutes Teundusia realised what was going on, mainly because she had read the mind of the only human nearby. She was back in the laboratory. Only one thing was on her mind now: Escape. The readout infront of her changed to show the suit's battery life, how it's sense drives were functioning, the strength multiplier was at optimum power at 120 times her own weight... This gave her the chance to escape.

She played along for a couple of months, following the training routines, practicing her physical, psychic and magical abilities. She was shocked to find she no longer had a need to eat. She now fed on electricity, which was once every few weeks. Whenever she was recharged, she could tasted the electricity like chocolate to a young child. It was absolute bliss, and she savoured every second of it.

Her escape was too easy. Even though she only had a 6, nearly 7 year old's body, she only needed to perform a single punch at the wall to escape. The punch threw a gargantuan chuck of cement through the complex, causing a huge explosion. Teunduisa was unnharmed. The scientist had a peaceful final breath, knowing his battle suit worked flawlessly. She made her way back to the rubble of her home, where she raised almost a palace with the trees of the forest. Which her powers she moved this and her recharger to an island in the middle of the bermuda triangle. She continues to live there, in her irremovable, indestructable suit, now away from civilisation on her remote island, never to be disturbed...

Weapons, Shields and Armour
4 1/2' sword - It is made of copper compressed at an atomic level (No space between the atoms). The blade edge is sharp enough to cut through a foot of lead with a single swipe in Teundusia's hands.
Diamond coated nunchucks - Coated in diamond to increase impact damage and durability. Has secret clutches on each half that realeases a small dagger, the blade made out of pure moulded diamond.
Compressed Copper Exoskeleton - An experimental armour was created to further increase the incredible powers of this amazing alien girl. It has the ability to grow with Teundusia as she grows. The armour is so higly compressed there is no gap between the atoms, making it the strongest armour created. It also prevents death from natural causes (old age), so Teundusia lives forever unless killed in other ways.

Passive Abilites
Psy-Shield - A constant psychic shield covers Teundusia's robotic body for extra protection.
Electric Counter - Whenever the opponent touches Teundusia's metal body, a medium power electrical current is sent through there body, unless they're quick enough to react against the speed of electricity.
Strength - The robotic body gives Teundusia an immense amount of physical strength.
Fly - Her alien form has the ability to fly.
Mind Reading Block - A layer of 'one-way' psychic energy covers Teundusia's mind so she can unleash her psychic attacks without her opponent reading her mind.
Scan - Tells Teundusia various aspects of anyone or anything, including strong and weak points, name, life/spiritual/magical/mind energies etc.
Breathless - The battle suit creates a synthetic type of oxygen, giving Teundusia the ability of not having to breathe.

Active Abilities
Magical Abilities
Elemental Orb - Teundusia creates an orb of any element she can think of. The orb can be of various strengths and sizes.
Elemental Beam - Same as Elemental Orb, but she fires a beam of the element.
Elemental Control - Teundusia can control elements around her, and can change and manipulate them in any way she wishes.
Elemental Influence - Can charge inanimate objects with an element e.g. her sword.
Non-elemental Magic - Passed down from Teundusia's 'mother'. She can create orbs, beams, weapons, shields, practically anything out of non-elemental magic, and even cause them to turn completely solid.
Magical Frenzy Alpha - An ability that is performed by the battle suit. Teundusia can mix up to four different elements into one, then fire it as an orb or beam. The energies in the mixture do not negate each other out (e.g. If Teundusia mixes fire and water, the water doesn't smother the fire part.) The opponent can negate each part with opposite elements though.
Magical Frenzy Beta - An ability that is performed by the battle suit. Working the same way Magical Frenzy Alpha does, but then Teundusia can put the magical energies into other objects.

Psychic Abilities
Psychic Defence - A purple sword and shield forms in both her hands for use as her weapons.
Mindblast - A surge of psychic energy is directed to the opponents mind, causing anything from slight wooziness to brain exploding. The ability needs charging depending on how much energy is used.
Manipulation - Allows Teundusia to move and manipulate objects around her. If more of her psy-energy is used she can attempt to control the opponent. Some will power is needed to break free of her psychic control.
Telekenesis - Teundusia can read her opponent's mind to find out
Pyrokenesis - A beam or ball of psychic fire is thrown from Teundusia's hands. Psychic fire has all the properties of fire besides the fact it doesn't need oxygen or a fuel. It can burn with as high or as low a temperature as Teundusia pleases.
Kenesis Blast - A blast of psychic energy is thrown from Teundusia's hands. The psychic energy acts like a solid obstacle, causing plain physical damage on contact.
Manipulation Overdrive - Takes 2 posts to charge. This much more powerful form of Manipulation allows Teundusia to manipulate herself at a DNA and molecular level. She can change her size, her strength, her armour's strengths, practically anything about her physical form can be changed and improved. Teundusia only needs to charge this once, then she can use it whenever she wants.

Sword Abilities
Swordsplay - Teundusia swipes several hundred times in a few seconds with her sword with brilliant accuracy.
Gust - Teundusia spins her sword in circles in an extremely fast motion. After a few seconds, a massive gust of wind is sent towards the opponent. There is enough force to rip a house from it's supports.
Projectile Block - With great speed of moving her sword, Teundusia can block solid projectiles with her sword, and has a small chance of causing it to rebound back to the opponent.
Air Split - The sword is so sharp that if enough force is applied to the air in the correct way, it can shatter it temporarily, making it impossible to breath. Teundusia's sword must be charged with Air and Light magical energy.

Nun-chuck Abilities
Wildfire - Teundusia spins the nunchucks in the air wildly, charging them with the non-elemental green energy. After a few seconds it sprays in the form of tiny orbs at the opponent.

Multiple Post Abilities
Earth Rupture
Earth Rupture Post 1 - Teundusia stabs her sword into the ground, causing a ripple of Earth to travel to the opponent in an attempt to trip him/her. A weak magical shield surrounds her for some protection.
Earth Rupture Post 2 - A spike made of whatever Teundusia's opponent is standing on shoots up from the ground in an attempt to turn the opponent into a kebab.
Earth Rupture Post 3 - The energy around Teundusia gathers together and flies through the ground at over 1000 mph, firing at the opponent from the tip of the spike from the second post. Teundusia can choose to wait an extra post to launch a much more powerful energy orb.
Rage
Because of the shear power of Teundusia's mind, the scientists input a defence chip in Teundusia's brain. A hard strike to the head can activate the chip in her brain, activating the harmful mechanism.
Rage Post 1 - Magical energies shoot aimlessly from Teundusia's hands.
Rage Post 2 - Her psychic powers go hay-wire, objects are lifted, balls of psychic energy fly everywhere etc.
Rage Post 3 - Teundusia goes insane, not caring whether she is hurt or not. She repeatedly makes her way towards her opponent, either attempting to grab them and slam them to the ground or just punch them with the force of an concord flying into you at full speed.
Rage Post 4 - Same as post 3
Rage Post 5 - Teundusia calms down, too tired to attack for two posts.

Cartridge Power-ups
Psy-Energise - Increases the power of Teundusia's Psychic attacks.
Elementergise - Increases the power of Teundusia's Elemental attacks.
Elemultiply - Increases Teundusia's magic fire rate by triple.
Speed - A program which boosts the speed of Teundusia's muscles, giving her a five times increase in movement speed.
Strength - A program which stimulates the cells in the muscles to grow larger, increasing Teundusia's strength even further.
Solar Charge - All post charging abilities take1 less post to charge as long as there is light in the arena while this cartridge is in use

Finishing Abilities
Psy-Virus - Psychic finishing ability. With a two post charge, tiny organisms are created in Teundusia's mind. After two posts, she unleashes them into the air with her breath, obviously not affected by them herself. A very painful death would slowly go over the opponent if this attack is successful. They travel through the opponents blood if inhaled. It takes 5 posts to take full effect, starting off as slight pains in muscles. Each post it gets worse. Second post would be things like headache, muscle cramps etc. Third post would be a slight migrane, and parts of the body would begin to break down like fingers and toes would stop working fully. Fourth post would have heavy migrane, and if the opponent cannot find a way of removing the organisms by this point, the thinner bones and larger muscles break, causing huge pain. By this point, Teundusia could command the organisms to stop their work as the opponent would be helpless. By the fifth post, the brain explodes, killing them. Of course, this is only used if Teundusia's aim is to kill her opponent.
Elemental Storm - Magical finishing ability. Three post charge. The 'storm' is different depending on what element Teundusia uses for the storm, which would be explained in the post. The storm lasts for as long as Teundusia wishes. She cannot attack or defend herself while the storm is underway unless the storm gives her some form of protection.
Earth Shatter - Sword finishing ability. Teundusia stabs her sword in the ground. The post charge differs depending on if she is holding and charging the sword (3 posts), or if the sword uses energies already in it to charge the attack (7 posts). If she isn't holding onto it, she can attack and defend herself as she normally would, minus anything she does with her sword. When charged, the arena becomes one with Teundusia. She can change the entire arena as she would with Psychokenesis.
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