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04-27-24 11:56 PM
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Sinfjotle
Lordly? No, not quite.








Since: 11-17-05
From: Kansas

Last post: 6279 days
Last view: 6278 days
Posted on 11-17-05 10:24 PM Link | Quote
In a small room in the back of the Sim-Battle complex, a new profile department had been made. The other times it was simple, you can in, wrote all your information down, and left. Version 3.0 however, had made it a nicer place to visit, while keeping its same stale taste. A girl with deep red pigtails sat behind the only desk in the room, a stack of blank papers to her right and nothing to her left. She took out a pin and looked up, the first visitor had already arrived.

???: "You know what you're supposed to ask Red?"

Red was the only name she went by, she didn't have much thought around her at her creation.

Red: "Of course, I even have the format right here. I know, people can expand it all they want, but here is the basic of it.

Name:
Gender:
Age:
Height:
Weight:
Appearence: (Including eye color and hair color)
History:
Abilities:
Desperation Attack: (A one time only attack that is only used in desperate situations)"

???: "Very good."

Red: "Shouldn't you start?"

The person seemed to think for a second, then started righting down.

Name: Lotus
Gender: Male
Age: 0
Race: Phantom Image
Height: 6'4"
Weight: 0
Appearence: Long black hair masking face, a black trench coat with ripped ends, black eyes, and an overall creepy appearence.
History: Lotus was born out of the need for change. He took on a more realistic form then his predocessor Shadow.
Abilities: Black (Red, Blue, Green, White) Lotus: Deals massive damage, nearly unblockable.
**Passive** Phantom Image: Can't interact with anyone in the material plane, only objects. He cannot be involved in a fight in the material plane.
Desperation: Destructive Lotus: Instantly nullifies all attacks against Lotus and counters with 5x the force, cannot be used on physical attacks of any sort.

Red: "That's... kinda plain, I mean, there were some really good ones in the archive that someone might want to look at!"

Lotus: "I don't have time, enjoy your job."

Red: "Fine..."

Lotus left Red alone, who sighed, it was going to be a slow slow day.



(edited by Dracoon on 02-04-06 12:36 PM)
Koneko

Plasma Whisp








Since: 11-17-05
From: Tartarus. We get faster internet than you.

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 11-17-05 10:38 PM Link | Quote
Player Name: Evren
Age: Well... at the time when he would consider fighting people for fun... about 400
Apparent Age: 30ish
Race: Faerna... Basically, they're psychic cats with an affinity for magic who have learned to shapeshift into many humanoid forms
Home: Broadly, he lives on the planet Ivystar, sort of like Earth but the sentient races never quite got over their fascination with sharp metal objects. He currently resides in the sunken city of TriSun, at the bottom of Lake Tyriin, in the middle of the central continent, which is also named Ivystar... eek this is long.
Birthplace: A small city on Tesvalorn (southern continent) that is now in ruins and remains nameless
Date of Birth: [edit: Doesn't matter]
(Human) Height: Approx. 5'9"
(Human) Weight: 178 lb.
(Cat) Height: Approx. 1'2"
(Cat) Weight: 27 lb.
Hair: Black, short
Eyes: Usually a bright purple, although they range from a dull lavender to a flaming red based on mood, time of day, and lunar cycle

Story: (Note: VERY outline-ey. Don't be worried at the lack of detail)

Evren was born in a small village in the jungles of Tesvalorn, and as he matured he came to question the teachings of the elders that the world was a jungle, and there was nothing else beyond it. As he went to explore and find a way to prove to his people that there were different places, he was found by other Faerna who worshipped the controversial religion of the Eclipse. They found out that he had come from a city, and he led them to it in his ignorance. These strangers burned his home before his very eyes. He escaped, though, and stowed away on one of the ships they had arrived on. As he fled across the central continent, he felt himself go insane, his powerful mind slipping away from him. He awoke inside the Ivory Tower, with many Faerna around him. They taught him many skills, among them magic and sword arts, and eventually sent him to seek the council of the Sorceror of Tyriin. He remains in the sunken city, having joined the city's small city guard to protect it, while the Sorceror slowly coaxes his past out of its misty shadows.

Possessions:

Evren always carries an amethyst with him. When he is in cat form, this gemstone melts into his forehead and is used as a focus for his psychic and magical abilities. It is also a gateway into a small pocket dimension that Evren uses to store his weapons, spellbook, and anything else he happens to pick up. It 'remembers' where Evren's equipment was when he changed to cat form, so he enters human form with the robes, etc ON. Just making sure.

Evren's spellbook is made of paper from the reeds that grew around his village. It contains 500 pages, most of them blank, although the first hundred hold all the magic he has seen and has chosen to use himself; his training allows him to identify any spell used while he watches carefully, and he writes down those he finds interesting.

He wears black robes when in human form. Their only special property is that there are more pockets in it than should be allowed by law.

Evren carries with him several fruit if he expects danger. They were magically grown to heal the... imbiber... of his wounds. They're not especially potent, though, so he tends to run instead of eating them if a fight is going the wrong way.

Weapons:

Evren carries a black rod, three feet in length, made of a psychically malleable metal. He can mold it into any simple form at will, although it cannot mimic magical abilities and cannot split itself into pieces. He usually forces it into a longsword for battle, although it also becomes his pen when he needs to record something.

He also carries a crossbow (too complex for his rod to mimic) and several bolts. These bolts are enchanted to have various magical effects when they strike their targets. These range from explosions to electrical shocks.

Evren usually has several nonmagical throwing knives hidden in various places in the robes, or the amethyst.

Abilities of note:

Evren can cast magic if he has access to his spellbook. He can cast many spells, although he usually restricts himself to standard fire spells and teleport. At maximum, he can use ten of each in a single day, so he avoids overuse.

His psychic abilities are mostly latent, although he can levitate himself slowly and listen to the thoughts of others with some effort. These require full concentration, so are not often used in battle. However, his physical abilities are augmented by his thoughts. Thus, he can do many supernatural things, such as jumping 20 feet in the air.

Evren is very good at swordfighting. His style is more defensive than offensive, as a response to his duty to protect others.

His aim with the crossbow is superb, but he doesn't use it often. This is because the bolts that he can enchant himself are expensive, and he isn't exactly a bank robber. If ranged attack is needed, Evren prefers the knives.

In cat form, Evren will bite and claw at his opponent fiercely. It should be noted that his magical and psychic abilities are vastly enhanced while in the true form of the Faerna.

Threat: Really depends on how bad he wants you dead.

That's all for now, but I know I forgot something...

__________________________________________________

Player Name: Rendar
Age: We'll say... 58
Apparent age: Are you good at judging the age of cats?
Race: Faerna
Home: He lives in TriSun under Lake Tyriin, but some 150 years after Evren leaves.
Birthplace: TriSun
DoB: Who cares?
Height & Weight in cat form are roughly equal to Evren's. He has not yet mastered shapechanging.
Eyes: Dull gray most often, although when very angry they darken to black

Story: (in progress)

Possessions:

Rendar's stone is made of gold, showing his proffession and prowess as a warrior. It has similar properties to Evren's, but has much less storage capacity.

He keeps several trinkets in his jewel. These are trophies he collects from his foes. Examples include two emeralds that were once the eyes of an earth elemental, some bones once belonging to a skeletal lizard, and the enchanted axe of a minotaur (see below.)

Weapons:

Rendar's main attacks rely on his psionic powers. No event in his past prevents him from using them, and his rigorous training allows him to use a variety of abilities. In the past, he has shown to be able to slow time, control flames, conjure various objects from pure energy, levitate himself and objects, and transmute materials from one type to another. <-- Only listing those used in Sim-Battle Arena, keeping secrets to self!

Rendar also wears a black bracelet around his right forepaw. With a psychic command, it extends his claws into those of a dragon, able to cause much more severe injury than his normal cuts. This attack has also been called the Black Dragon Slash.

Threat level: I'm not even going to bother.

_____________________________________________

Name: He claims to have many names, but the one he goes with most of the time is Ashra.
Age: ~100 years
Race: Mostly Human
Home: Lives among the trees of the Sorrow Forest at the moment.
Birthplace: He's not telling. You'd go there and kill everyone. Confess.
Height: 5'6
Weight: Why are you asking?
Hair: Black, short
Eyes: Dull gold, though they flare up in the presence of dragons or the Disciples of Destiny
Special: Hands and feet covered in enchanted bandages, dyed indigo.

Story: Working on it.

Possessions:

-Cloak of Ravens-
The Cloak of Ravens is a normal-looking hooded black cloak. The only power so far used is its ability to transform into a flock (20 or so) of ravens at will, under the telepathic command of Ashra. It's also ridiculously resilient.

Weapons and Attacks:

-The Sword-
Ashra's longsword is made of steel, and is covered in runes. It's supernaturally shiny, and has a sheath that doesn't really exist. By tracing these runes with a sharp object, such as a needle, he can activate various effects. So far, the only one he's activated is the sword's ability to cover itself in voidflare, and add its abilities to his sword attacks.

-Voidflare Affinity-
Voidflare is a special type of energy that Ashra is 'cursed' with. It passes through nonorganic material without affecting or being affected by it. Contact with blood can cause it to explode violently. Any living thing touched by voidflare receives a mild burn, and the voidflare changes into a less explosive state, then entering the bloodstream. Ashra has minor control over any voidflare anywhere, and can move it around with his toughts.

-Voidflare Purging-
Once Ashra's opponent has the voidflare in their blood, Ashra can choose to remove it from their bodies forcefully. To do so, he concentrates the essence into a specific place, usually the veins in the hand, then reverts it back to a volatile state. The explosion contains itself within the skin, so the destruction remains inside, causing broken bones, internal bleeding, and the like. This process weakens the particles of voidflare, allowing Ashra to pull them out of the target. However, due to his curse, purging others causes Ashra unbearable pain, and so often Ashra takes more damage from this option than his foe.

-Voidflare Control-
If Ashra exposes his target to large amounts of voidflare, such that every bit of blood in their bodies contains at least some of it, Ashra can use his telekinesis-like ability to control voidflare to control the movements of such an infected foe. However, Ashra is not an evil person, and he knows that if he does this to anyone, he won't be able to purge them afterwards. Ashra will almost never use this attack on anyone, because of something called ethics.

*****************************
.......Transformation:.......
*****************************
When Ashra comes into contact with the spirit of his sister, he becomes temporarily immune to his own curse. This leads to his vastly different attack set, as he utilizes Nature energy instead of Voidflare.

-The Sword-
It's a different sword, all right. Instead of being covered in runes, it shines with yellow-green nature energy. On command, it can become impossibly sharp, able to cut through the strongest metals like so much butter. This effect is visible in the form of a blue aura about an inch off of the edge of the blade, and indeed, the sword is so sharp that it can cut things before they come into contact with it. Melee combat with the transformed Ashra is obviously a stupid idea under most circumstances.

-Nature Affinity-
Ashra has deft control over nature energy. He can borrow it from almost any living thing, then manifest it as iridescent turquoise essence. By wrapping it around himself, he can "fly," while in reality standing on a solid platform crafted from such power. If he so desires, Ashra can choose to make some of this energy deal damage on contact. Being hit by Nature energy feels like being struck by lightning, although it is not an electrical attack. Creatures unused to channeling the energy will unknowingly absorb it into their souls upon contact. If a soul contains too much nature energy, it can explode, immediately ending the life of such an unfortunate enemy. The transformed Ashra attacks at range with a variety of attacks formed by shaping this nature energy.

*****************************
.......Transformation:.......
*****************************
In an effort to avoid certain unavoidable attacks that require a long time to charge, Ashra has access to a soul gem, stored in an alternate dimension. When he's in his Nature form, he can summon the soul gem over the course of one and a half posts. It takes him another post to enter the soul gem and return it to its storage dimension. The process reverses his Nature transformation, so his body is back at the standard state for the rest of that post. In the next turn, the body falls apart into its component voidflare, and for the next two turns Ashra controls this swarm of energy.

Obviously, I'll update Ashra as he actually uses attacks and items.

___________________________________________________________

Name: Adric
Age: 399. His birthday is in January, let's give him a special celebration for 400 years!
Apparent Age: 55 or so
Race: Human
Home: He lives in a small wooden house in the mountains. It has teleportation circles to the main places associated with his work: The Library, The Museum, and the very well hidden headquarters of the Balance Mages, just to name a few.
Birthplace: It was 400 years ago. No one remembers the city anymore.
Date of Birth: Uhm... 400 years ago, anyone?
Hair: Black and short, with spots of silver; He IS getting old, you know!
Eyes: Black. Not pits of darkness black, just misunderstood black.

Vague Background:
Adric is a Balance Mage. He's better at explaining it than I am... Thus, I quote him.

But no, I'm not a wizard. The word Wizard implies a studious, gray-haired man with dandruff problems, yes? Well, I'm what would be called a Balance Mage, if anyone called us anything. The idea is, where there's a lot of magical power in one place, it draws in the magic around it. So, why hasn't all the magic been sucked into a tiny speck yet? That's where we come in. After all, without Mana energy, the world couldn't hold itself together; The universe itself is, in fact, made out of magic. We call situations like this dragon Mana Surges, because there's so much in one place that if we don't neutralize it quickly, all the mana in the world could simply leak out and disappear, in which case the universe would collapse in on itself, and that would be Really Bad. We have initiates ready at the far ends of the universe to perform ritual magic, holding it together long enough for field workers like me to bring down whatever is threatening the existence of everything. I'd expect we have about two hours before everything goes to hell, so let's hurry up.

And also...

Being mana-drained just happens to be one of the worst things that can happen to a Balance Mage. Since their power (And their incredible longevity - Adric is nearly 400) is dependant upon manipulating the background magic, when there isn't any magic inside of them, they begin to die.

Adric has |||||||||||||||||||| 60 health
and |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 300 mana,
at least when the scale is 100 for an average sim-battler. One | equals 3 points, and that's why everything costs a multiple of 3 to cast.

Possessions:

Adric's spellbook contains the spells necessary to bind multiple magic spells together. If he doesn't have it with him, that's the only power he loses.

Adric has access to a library full of books of forbidden magic. Chances are, if he needs to find a specific spell for whatever purpose, he can. Just give him a week or so to get there and find the right book.

Adric's spectacles are enchanted- He doesn't actually have poor eyesight. They allow him to see mana energy that is invisible to most people. This is a vital ability for Balance Mages, as you have to figure out where the problem is before you can fix it.

Weapons:

Moving right along...

Abilities of note:

Magic. Lots of it. I'm gonna list all the spells he uses in the Sim-Battle Arena, so you know what you're up against, but know also that he knows more spells than I could write here in ten years.

Mana Manipulation
While not actually a spell, Adric can use this ability at very high speeds, and with no mana cost. He can siphon mana out of anything that has lots of it, like the air near a mana surge, or an incoming energy-based attack. If it's not a direct physical attack, it's energy-based. That mana has to be used quickly, or Adric will take backlash damage.

Call Lightning
For the cost of 12 mana, Adric can summon a lightning bolt from the sky on a cloudless day. The cost is only 9 if it's overcast, 6 if it's really cloudly, or 3 in a storm situation. It's a real, honest-to-goodness lightning strike, with all the ouch and fractal patterns on the skin that it implies, though it's more often used to power a combination spell.

Energy Substitution
Adric can exchange the types of mana in a spell he's casting. The mana cost for this ability depends on the energies used. The chart is big. Really big. PM me if you really need to know the exact values. Just know that it can be any element he wants it to be.

Mana Sphere
Adric can store mana for spells requiring large charge times in a sphere of pure mana. About 5% of the mana is lost in the creation of the sphere, but he doesn't need to use his own reserves. Mana Spheres can hold up to 1000 mana worth of spells before bursting... If one bursts, everything within a few MILES will take EXTREME damage as a little part of the universe rips itself to pieces. Adric will NEVER EVER EVER do this, because there's a 1% chance that everything everywhere will disappear forever when this happens, and that would be Really Bad.

Mana Ioun
This is a spell that drains Adric of all of his mana and stores it in a little sphere that orbits his head. Its capacity is limited to 99 spell points. This prevents him from dying from mana drain, but it also makes it harder for him to use magic. It triples the mana cost of any spell he casts until he transfers his mana back into himself. Casting this spell in the first place deals 3 damage to Adric, and another 3 for each turn he spends in this condition. It's still better than taking 12 per turn for having no mana at all.

Mana Disc
This is the only combination spell that Adric has used in the SBA. It requires two turns of charged energy and a Mana Sphere with at least 200 mana inside of it to activate. At the end of the charging process, which is characterized by a chanting that produces silences instead of sounds, the Mana Sphere flattens into a disc, flashes psychadelic colors, and rushes towards its intended target. The damage depends on how much energy was in the sphere at the time of casting. This spell requires 42 mana at the completion of the chant.

"Unveil the Risen
It's actually two effects in one- Any spell with a very fast casting time, followed by the fixed effect of UtR. And that fixed effect is this: All mana within a few hundred miles becomes visible to the unaided eye. This is just a side effect, though, because the intended result is to magnify mana's ability to pull in other mana by a thousand times in an area a few hundred feet across. If there's a mana spike nearby, then it will act like a black hole on any mana-based attacks that get near it. This is very much a last-resort spell for him, but it can be very effective in avoiding very strong attacks by his opponent. Casting this spell relies on Adric's life force; He takes 9 damage when he casts it, in addition to its mana cost of 30.

Mana Barrage: Epsilon Breaker
One of Adric's strongest spells. He begins with three different elements of magic, pouring out in a stream towards his opponent. Later parts of the stream move faster than earlier ones, so there are plenty of collisions. Each collision results in an explosion which, if there is a mana spike nearby, forces mana from neighboring dimensions in through tiny cracks in the fabric of the universe. Of course, each explosion sends out mana away from it, so there are even more collisions. Adric holds this spell in place while forcing mana that escapes back into the ever-detonating vortex. Eventually, the mana elements are all separated into separate areas of the Epsilon Breaker, at which point Adric sends the whole spell at up to three targets. The elements separate in transit into beams of pure energy, and can track their targets. Cost: 120 mana in a UtR'ed environment, 100 outside of one.


That's all he's done so far... But everyone knows there's more to come!

________________________________________________________________


Not yet completed: Nira, Ketra, Koneko, Natsume, Corona, Kuroi

Never-before-seen-but-making-an-appearance-and-profile-soon: Rith



(edited by Koneko on 11-19-05 08:09 PM)
(edited by Koneko on 12-08-05 03:46 PM)
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6279 days
Last view: 6278 days
Skype
Posted on 11-17-05 11:53 PM Link | Quote
Name: William
Age: 17
Height: 5'5"
Weight: 110 lbs
Hair: Short brown
Eyes: Brown
Standard Attire: Orange shirt with a black overcoat and blue jeans. Tennis shoes.
Weapon(s):
Black Thorn - An orange sword with black "thorns" sticking out of it. Used for short range physical damage and also for special skills (see below).
Boomer Guns - A set of two, these guns shoot out a boomerang each that, when fused with the Wired Rod (see next) can cause magic elemental damage. Can be used alone for long distance physical damage.
Wired Rod - A silver metal rod that on both ends has a tangle of wires pertruding from the ends. Used for short range physical attacks as well as short and long distance magical attacks. Wires connect to Boomer Guns for magical power. Can give a short charge of electricity to anything nearby in case of emergencies.
Ninja Star Generator - A small ninja star holder that creates more ninja stars if current inventory is depleted. Used for quick long distance attacks and surprise attacks.
Skills:
Thorn Thrash (Sword Tech)- Sword's thorns shoot out in vines and dig into the ground and then pertruding throughout the battlefield piercing anything in the thorns' path.
Fire, Fira, Firaga (Magic)- Shoots a fireball of certain strength depending on spell (weakest to strongest as listed).
Blizzard, Blizzara, Blizzaga (Magic)- Shoots a icicle of certain strength depending on spell (weakest to strongest as listed).
Thunder, Thundara, Thundaga (Magic)- Casts a lightning bolt of certain strength depending on spell (weakest to strongest as listed).
Bio (Magic)- Causes biological damage and may cause poison.
Electric Charge (Rod Skill)- If anything mechanical is in the battlefield, a short charge can bring it to life for a few turns or until it is destroyed depending on the size.
Fusion (Gun and Rod Skill)- Wires connect to guns to allow any magic attack to be inflicted as well as the damage from the boomerangs.
Tornado Twist (Gun Skill)- The two boomerangs spin around to form a twister and sucking in anything that isn't stuck on the ground other than William.
(More to be listed at a later time)
Bio:
William is a member of Acmlm's Board under the username cpubasic13. He used to be a fierce combatant, but after feeling stressed, quit to go around the other sections of the Acmlm Board buildings and halls. Rixe and Spikeo joined with him as well, although straying away from conversation.

After he was talking to a friend via the AIM line, he decided to head back to the Sim-Battle arena to see if he could get back into it like he used to.

Before leaving, William was defending against the Windonian Empire. Now, he has no idea if they exist anymore as rumors spread to him that Barnaos had died sooner than expected.

William likes to play DDR and StepMania. He also likes Kingdom Hearts and various Nintendo games, as well as beatmania.


Theme Song: Holic by TaQ
Preferred Battlefield: Original battlefields with many various obstacles such as catwalks, rocks, and various other equipment and hazards.



Name: Teko Fronz
Age: 24
Race: Catguy
Home: The now-destroyed planet of Maldia
Height: 5'11"
Weight: 150 lbs
Hair: Long blue. All of his body hair is blue and his tail has a white tip with a black border around it.
Eyes: Blue
Standard Attire: Purple Shirt with a white trenchcoat. Black sunglasses with the right glass missing. A hat with holes for his ears. Black pants.
Weapon(s):
Deck of Cards - The cards possess any skill throughout the entire video game, movie, and sim-battle worlds. Some can be helpful to Teko, others could hurt himself. Some cards allow him to use 3 cards at once and others prohibit his turns. Luck of the draw.
Skills:
Varies with card output.
Bio:
With a mysterious past that nobody can recall, Teko searches for the truth behind the now deceased Windonian Empire. Why did they want to conquer and what was their main goal? What is going to happen from here on out?

His connections are very loose, and therefore the reason behind his search is unknown.


Theme Song: AAA by D.J.Amuro remixed by DM Ashura
Preferred Battlefield: ???




Name: Alzo
Age: 25
Home: Lika Land
Height: 3 ft.
Weight: 140 lbs.
Alignment: Neutral
Appearance: See above
Weapons: Mini-Dual-Scythe v. 1.001
Abilities:
Roundhouse: Spins weapon around overhead and able to fly. Afterwords, slams into ground sending shockwaves out.
Level 2 Magic: Fira, Blizzara, Thundara, Magnera
(More pending)
Bio:
Originally from Lika Land, Alzo and his brother Rixe were banished from a prank gone wrong done by Alzo. An innocent citizen was critically injured due to the explosion and made the townsfolk come to the decision to ban them for six months.

Alzo headed towards the North while Rixe headed south.

Alzo found an ally by the name of Mewquas. Mewquas, the Irken ex-Invader, began to research on some new weapons and gadgets based on Alzo's pranks, but Alzo has no idea about this and still continues to do pranks across the worlds that Mewquas takes him to.


Difficulty: Easy

Name: Rixe
Age: 23
Home: Lika Land
Height: 2 ft. 11 in.
Weight: 100 lbs.
Alignment: Good
Appearance: See above
Weapons: Plasma Mold (a plasma weapon that only Rixe can mold into different styles of weapons)
Abilities:
Rocky Road: Plasma mold morphs into a pick. It then slams into the ground and sends a huge wave towards the opponent.
Level 2 Magic: Bio 2
Level 3 Magic: Firaga, Blizzaga, Thundaga, Magnega, Reflega
(More pending)
Bio:
Originally from Lika Land, Alzo and his brother Rixe were banished from a prank gone wrong done by Alzo. An innocent citizen was critically injured due to the explosion and made the townsfolk come to the decision to ban them for six months.

Alzo headed towards the North while Rixe headed south.

Rixe only met two people heading south, Tyantas and William. Both proved to be great warriors and convinced Rixe to find a place for a new battle arena. Rixe is now trying to escape the planet to try and find a new planet to host a battle arena.
Rixe is more intelligent than Alzo and had nothing to do with the prank except unknowingly supplying the materials (which were stolen from him).


Difficulty: Hard


Name: Tyantas
Age: 10 (equivilent to a human age of 25)
Home: The planet of Zarkathis
Height: 2 ft.
Weight: 10 lbs
Alignment: Any side, as long as it will spark a fight
Appearance: Looks like this but he has little hands (no arms) and has a bandana on his front spike.
Weapons: Dagger, shotgun, Spikeo Star
Abilities: Uses a variety of black magic skills persisting of mainly fire element, although he has a few other elements up his sleeve...
Bio:
Reworking

Difficulty: Average



Name: Mewquas (pronounced Mucus)
Age: ??
Height: 3 ft. 1 in.
Weight: 90 lbs.
Appearance: Mewquas
His SIR
Weapons: Backpack (can sprout legs for enhanced movement and a variety of objects), Zirken Blaster (a blaster gun that is purple and shoots a simple purple beam), SIR unit (a robot that follows commands), Mini sword
Transportation: Irken Voot Cruiser (has a whole lot of features)
Bio:
Irken invader, Mewquas was very upset with the Almighty Tallest's choosing of Zim to a "secret" assignment. Being furious, he decided to take a SIR unit and blast off in his ship to conquer other planets, showing that he should have been the one sent to the secret planet.

After realizing that it was a joke, Mewquas began to question the Tallest's ideas of conquest, so he separated himself from Irken society, searching for the answer to this question.

His new home has yet to be identified.

Recently he has begun investigating Alzo and his motives for wondering if other forms of life are more stupid than his own race.



Difficulty: Hard


Name: Wyre Phrame
Age: ???
Birthplace: Manufactored in Windonian Ship 503
Appearance: A red rod...
Weapons: Transformations (see below Bio)
Alignment: Good
Bio:
A project of Barnaos, Wyre Phrame starts off as a simple rod of three feet. Once hit with an attack, however, it forms into a wire frame version of something related to the attack. Is a very aggresive weapon.

After the death of Barnaos, however, Wyre Phrames programming was stored in a disk. Found by William, Wyre Phrame is now a weapon of William. Either William will summon the weapon or he will use it for an actual fight.


Transformations:
All transformations are caused when attack. For example, a hit with a sword will make him a dual sword weilder. A fire attack would make him some sort of fire guy. Etc...

(NOTE: All appearances of him are wireframed.)
Sword: Earns two swords. Bulky arms and legs.
Gun: Long sniper arms with rapid fire. Short of stature.
Magic: Random
(If others are not mentioned, I will add them later)

Difficulty: ???



(edited by Yokozuna Ed on 08-15-06 11:10 PM)
Teundusia

Red Cheep-cheep


 





Since: 11-18-05

Last post: 6280 days
Last view: 6286 days
Posted on 11-18-05 01:11 AM Link | Quote
Name: Teundusia
Age: 16
Gender: Female
Species: Erumi
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. Because the atoms are so highly compressed, this means that in a single centimetre block weighs roughly 2 tonnes. The armour is less than a centermetre cube all over her anyway. Electrical currents pulse through her body to create a reverse magnetic field,

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 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.
Element Specific Abilities
Fire
Fireball - A ball made out of pure fire energy is created in either of Teundusia's hands. She can then either throw the orb and cause harsh damage on contact and weak damage on
Judai Flamefall - A huge firey red cloud forms over the arena, and begins to heavily rain down orbs of fire. Teundusia is protected by a fire element shield, but this also means that if the opponent were to use a water based attack on her, she would recieve double damage.
Water
Judai Tsunami - Teundusia spins around at around 25,000 times a minute. Water appears around her as if from no where, which allows her to move at extreme speeds towards the opponent, attacking them with water based damage.
Wind
Judai Tornado - Teundusia spins around with her arms straight out at 25,000 times a minute, slightly tipped to the side. This pulls up all the air and a lot of objects within 20 metres that are not fixed to the ground
Electric

Earth
Judai Earthquake -
Ice
Judai Ice Flip -
Air

Physical

Darkness
Blackout - All light in the arena is compelled to be absorbed in a small dark orb created in Teundusia's hand. This prevents anyone from seeing anything.
Black Sword - Dark mist surrounds Teundusia's sword , dissolving away the metal. What is left is a swirling mist, with a colour that's darker than black. The mist has the properties of a solid, but can change into any shape Teundusia wishes. It also has a half a mind of it's own (It is half controlled by Teundusia). They share thoughts with each other through specially designed thought waves so no psychic power can read them. If Teundusia becomes unable to battle while the sword is equipped, the sword will take full control of her body and battle suit. Because the sword is made of darkness it has an evil soul.
Light

Holy

Un-holy

Illusion

Life

Death

Gravity

Time

Chaos

Crystal

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
A powerful earth move that undertakes three posts.
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.

Other Abilities
Fury - This ability automatically activates when Teundusia is angered. She goes slightly insane but in a controlled way (Unlike Rage). Her attack power is increased and she doesn't care about being harmed, yet she can control her attacks and actions, and stop herself if she wants to.

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 surrounding 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.



Name: Taylt
Age: 19
Gender: Male
Strengths: Can generate almost any equipment or anything from games, movies, television etc. Can also turn into any character from games, films etc.
Weaknesses: Not sure.

Armour
All of Taylt's armour is what he generates for himself, and he has no specific clothing.

Weapons
'VR' Generator Gauntlets - A device invented by Taylt's dad before he died. They are specifically designed to fit all sizes of hand. The gauntlets give Taylt the ability to generate practically anything as if he were in a virtual world. They constantly produce a spherical field around Taylt to prevent him creating massive objects, which take a lot of energy. As the gloves take energy directly from Taylt, this is necessary. This does mean that as long as Taylt is living the gauntlets constantly work.

Abilities
Not yet finished.



Name: Imor Erban Sakulm
Age: 27
Gender: Male
Strengths: Has an incredibly high amount of physical strength and speed. Has a small crystal built into the front of his armour which gives him some magical defence. Is extremely skilled in hand-to-hand combat and with various weapons.
Weaknesses: Has little magical attacking ability, so relies mainly on fighting ability and weapon usage.

Torayom - A 5 foot sword with runes engraved down the blade, allowing it to block and return projectile magic (orbs, beams etc), and fire beams and bolts of electricity. Made of mithril and specially sharpened to be able to slash through practically any material.
Garothrak - A long light-weight spear. The handle is made of hardened campher wood, while the spear end made of steel. The end is more of a single sided dagger blade. The blade can be fired off connected with a steel chain for a very long ranged attack.
Sub-realm Daggers - These daggers bring out Imor's true evil personality from the Sub-realm. This changes his control over electricity to power over darkness.
Jaeke Throwing Stars (500) - Very simply steel throwing stars, but they have been tailor made and sharpened to be able to saw through 5 feet of titanium if thrown correctly, which Imor can do 98% of the time.

Armour
------
Reptilian Armour - A special armour Imor created himself with the finest iguana, dragon, crocodile, chameleon and various other reptilian hides, set out in layers. Almost impermeable by axes, swords or guns, it gives a lot of protection over magical attacks, making it the most magical piece of equipment Imor owns. It can store and magnify magic abilities, then attack with it. Another twist is it allows Imor to summon reptilian creatures, and turn into one himself.
Mithril Gauntlets - Has an unusual magical energy running through them, allowing Imor to lift a much larger amount of weight and exert a lot of force onto objects than he normally could.
Mithril Boots - Another piece of equipment with an unusual energy running through it. The Mithril Boots allow Imor to run at very fast speeds, causing sparks and sometimes flames to appear behind him if he tries to stop suddenly.

Accessories
-----------
Hainab Crystal - A crystal built into Imor's armour. It prevents aything from holding him in a weak form (i.e. if he changes into a lizard but is then held by a magical/psychic force from the opponent to stop him changing back), and gives him enough energy to change from form to form without fear of running out.
Jaeke Herbal Soup (3 vials) - A nutricious mixture of liquified herbs and spices in small vials. This has a heavy increase on Imor's physical and mental state giving him heavily heightened reactions and much more physical strength.


(edited by Teundusia on 04-27-06 04:26 PM)
Forte.EXE
When life seems to get bad, just suck it up and deal with it!








Since: 11-18-05
From: Singe City, Ajiina (Davenport, Iowa)

Last post: 6281 days
Last view: 6278 days
Posted on 11-18-05 02:46 AM Link | Quote
Genre Series: Metroid
Name: David Leron Sekai
Gender: Male
Race: Elf Human
Origins: Planet Stzbli of the Elena System
Age: 30
Height: 6ft5
Weight: 149 lbs. (mostly muscle though it doesn't show)
Likes: Those with a good heart, protecting the peace from the evil Space Pirates, Gul'Gen (the old and very wise chozo; Samus' adoptive father)
Dislikes: Those with an evil heart, the Space Pirate race, the pain that sorely aches his lonely heart after losing the true love of his life...
Appearance: He is an elf human with slightly pointy ears. Sekai has long black hair, a few locks covering his left eye, which are highlighted a golden yellow. A small light blue four-pointed crystal with small silver wings etched out of raw diamond is embedded into his forehead. His eyes are different colors; the left is crimson, the right is silver. He has a black body suit covering his entire body, a sweater vest/pants combo, dark green in appearance with silver rings around the wrists, and dark blue armor padding over the torso, and chevron borders fused to the sides of his pants. Overlapping the clothing is a combat coat with swallow tails hanging form the bottom back of the black leather coat, strapped together by leather straps around the waist. An image on the back of the leather coat is a picture of a young girl with cyan long hair and silver eyes. He also wears stylish cybernetic armor boots similar to those of Samus Aran's bounty hunter armor, only jet black in color with green booster indents on the soles of the boots. He traded in his metal gloves for dark brown leather gloves made out of a strange material that resists all forms of wear and tear damage. A necklace attached to an old England pocket watch/locket hangs from his neck, which contained within is a photo of his lost love from his teen years... a beautiful female humanoid with small dragon wings, cyan long hair flowing down her back with silver colored eyes that twinkle like the stars in the endless cosmos of the galaxy.
History: Sekai's been an orphan all his life... he's an elf human. He had never seen his parents at all, and he was raised by a race of aliens who trained in years of magic. But as to how he came to the planet home to the Psialien race: he was shipped away from his parents who were of royal degree; so in short, Sekai is a forgotten prince of rare magic that coursed through his veins. Once crash landing on the nearby planet three light-years away, he was taken care of by his foster mother and trained to weird the magical energies that he had in him. Following the years he has entered his adolescent years, he had left his home, and traveled through the galaxy through the use of his magical energies. Now about Psi Magic, Psi Magic, Psi Energy, or plain magic/energy are forms of pure elements, and are not in anyway artificial, or are they faked elements. The magical elements are an extension of David's own spirit and his sense of justice; this allows him to grow even stronger.

In one of the neighboring colonies on one of the hospitable planets in the Elena System, he had applied for a job as crew member to defend the Starship Forte from raiding Space Pirates. There, he had met a young female dragon humanoid (appears human only with small wings and a small dragon tail) by the name of Kristi. She too was an orphan who never saw her parents. She is known as K. When meeting, the two had become good friends right away, and made a vow to watch over one another because they were raised as orphans. The Starship Forte soon left the planet to travel the galaxy to host life on another planet in the Elena System. The Starship itself was also a colony ship.

Sekai and Kristi had grown attached to one another; as he is the only one onboard the ship to call her Kristi (anyone else who called her Kristi instead of by her nickname would just get their butts whipped badly). They had fallen in love at the age of 15, and developed a deep relationship. At the age of 18, the two were in the study quarters of their joined living quarters when Space Pirates attacked. K and Sekai immediately got into battle stations, but they had dealt a crippling blow to the engines, and the starship was destroyed. They were the only survivors. Using his powers, he managed to create an energy dome to sustain their life from the dead coldness of space and flew to a nearby planet; Planet Xia. In layman's terms, it's just like Earth, only it's a lush rainforest planet with two largely oceans, but without the heavy rain seasons... though in the afternoon leading to night it lightly rains.

The teenagers have decided to make their life on the planet, living together. It remained like that for the next two years, before Sekai and K were hunted down by the leader of the Space Pirate group who attacked Starship Forte. It turned out that the Space Pirates had finally realized that there were survivors, and wanted to exterminate them. The battle was won in the two young adults' favor when they fought to protect the town they lived in, but Sekai suffered a terrible loss; his love has taken a fatal blow, and when the leader was fallen, K died in Sekai's embrace. Her body remains in a special burial in the Town of Monshou's graveyard on Planet Xia, that he visits whenever he has the chance. Every time he visits her, he lets out the sorrow and the tears, and he also lets out the pain that he suffers everyday of never being able to hold Kristi in his arms again...

Ever since, Sekai has worked alongside Samus Aran, and Armstrong Houston, and is a bounty hunter working with the Galactic Federation. Sekai's adventures haven't ended yet. He had taken on a one-man mission towards the Trigon section after the events of the KiHunter Incident two years later, which was home to another race of aliens that wished for universal domination. They were simply known as the Dark Army. The Dark Army was very similar to the Ing from Planet Aether's dark side, but were humanoid creatures with exceptional and powerful darkness within their souls. Sekai had unnecessarily followed after Samus' footsteps, the home planet of the Dark Army self-destructing once its leader was killed in the battle of light versus darkness. He's survived, and was at high fame across the Milky Way galaxy, just like Samus, only unlike the female bounty hunter, he has actual privacy from the everyday fans he's come across. He still contacts his long-dead girlfriend with spiritual dreams whom Kristi often helps Sekai summoned as a Spiritual Aid, and he still safeguards innocent life across the galaxy against the dreaded Space Pirates.

Mythrill Guard: Clamped around Sekai's left biceps is a encrypted designed black metal etched with silver and emeralds in a stylized pattern. The true nature of the armlet is stated to help fully master his true magic that conflicts his ever-growing life.
Weapons: Chozo Staff - Not an ordinary wooden staff. It is said to contain the wisdom and spirit of a Chozo Guardian. It was a gift from the wise and old Gul'Gen.
Mythrill Buster - A weapon gun stolen from a Space Pirate Hunter. It has been altered and branded with Sekai's signature and also allowed by the Federation to own it. Can attack enemies with Samus' beam weapons, or can shift into a strangely shaped beam saber weapon.
Techniques: These are abilities that Sekai has learned over the years of his life, when he lived with the Psialien race. Magical Psi energy are elemental, which means Sekai can use a variety of elemental abilities that can help him in battle, or have an effect of the outcome of a battle. There are seven elements that he uses: Neutral, Flame, Aqua/Ice, Thunder, Nature, Cosmic, Holy, and Darkness.
Spirit Slash - A wave of Psi energy is launched forward when Sekai swipes his index and middle finger in front of him.
Sonic Flash Wave - Sekai swings the sharper end of the Chozo Staff along the ground, sending a blinding shockwave along the ground at the opponent.
Wisp Whip - The Wisp Whip is an attack that was familiar to the creature known as Phantoon. It is a whip made of ghost plasma, which can be used as a long-range melee weapon. The blue plasma's qualities have the effect of being able to break through tough armored opponents with enough strikes. When used for grapple attacks, the plasma deals continuous burning when the targeted enemy gets caught.
Cold Mint - A concentrated kinetic blast of compressed cold wind that smashes the opponent similar to a thrown punch. The attack oddly leaves behind a cool mint scent wavering in the air for awhile.
Double Impact - A double energy blast attack, which can also be used multiple times in rapid succession. Of course the energy blasts do not occur unless Sekai is actually smashing his fists against his opponent.
Sefirot Crystals - Twelve magically formed crystals shoot down while Sekai is high in the air, and embeds around the targeted opponent. Instantly it generates a powerful barrier which doesn't aid in protection, but rather drains the enemy's strength and reel from the unrelentless assaults of attacks colliding with the barrier caused by Sekai.
Spiritual Mist - A cloudy mist wavers through the field, allowing Sekai to alter his attacks into stealth-based forms. The mist itself will also greatly affect the opponent's vision of sight (i.e. dense fog, also affects those who see using a second spiritual eye, though some forms of fore-sighting will bypass this secondary battlefield effect).
Energy Bomb - An explosive formed out of Psi energy, thrown towards the opponent that deals triple splash-hit damage.
Spiritual Enchant - Using his Chozo Staff, Sekai can summon apparitions to him.
Spiritual Barrier - A kinetic barrier of Psi magic is conjured around himself, deflecting back attacks so as long as Sekai can perfect his actions against attacks.
Blazing Fury - A wall of flame wavers towards the opponent like a shockwave, and could infuriate the enemy (i.e. inflicts Berserk -- opponent's attack strength doubles, but attacks everyone and everything friend or foe).
Purgatorial Flame - A thin laser sweeps along the ground near the opponent, which an arc of flames soon flare out in seconds after marking the ground. Most darkness based enemies cannot survive against repeated attacks strikes of this nature.
Firaga Tower - A gargantuan tower of flames is unleashed, traveling towards the enemy with impressive speed.
Nova Blast - A large powerful fireball strike.
Flame Spiral - A Storm Tornado-eques attack barrels forth from Sekai's open hand. The twister attack can melt down ice and evaporate water instantly.
Flame Blade - Sekai summons his fire magic forth, in the form of a magical blade of flames. A melee weapon with extraordinary attack strength, however he must first concentrate to conjure up an energy weapon harnessed in a solid form.
Lotus Volcano - Sekai will charge fire energy in both his hands before firing it into the air, forming a spray of fireballs to rain down the battlefield.
Dragon's Flame - Sekai produces a small fire spark in his right or left hand, and then taking a deep breath, he exhales, which he releases a blazing blast of flames forward. This works mainly for up-close encounters when the enemy lease expects.
Burning Salamander - With a smash of his fist striking the ground, flames pour out from his arms and rush along the ground in the form of a fiery dragon.
Solar Burst - Solar energy from any available sunlight compacts into a ball before fired like a cannon.
Icy Terror - Waves of icy stalagmites erupt from the ground under the opponent, and could spook or terrify the enemy (i.e. inflicts Darkness -- opponent will be unable to perform magical attacks and external techniques for a set period of time).
Cerulean Tower - Planting his hand down onto the ground in a kneeling position, water gushes from between his fingers and form into a large pillar of water that travels towards the opponent with intense strength and speed.
Ice Barrier - This weapon creates four rotating disks of cold energy that spin around Sekai with a ratcheting noise. Creatures that come into contact with the Ice Barrier are treated as if having been shot with a charged Ice Beam; usually they are frozen solid for a short time period.
Sapphire Ice - A variation to K's Sapphire Beam, only a double energy beam attack fired Hadoken style.
Ice Tornado - Conjures a gust of spinning wind to collide against the opponent, only once the opponent is struck by the damaging winds becomes frozen for a period of time.
Aqua Edge - A more physical combat technique. It envelopes an icy mist around Sekai's fingers, making his close-combat punches inflict water damage. He can also use Aqua Edge to control any nearby sources of water to form barriers and shields, but cannot fully control water to his ultimate advantage.
Blizzaga - A powerful snowstorm attack.
Javelin Arrow - It is summoned using the Chozo Staff, the wooden beak morphing open. A small blue ball of energy forms within before firing a bolt of ice, traveling towards the enemy.
Crystal Barrage - Agilely swaying his Chozo Staff, ice crystals are conjured up and immediately launched towards the enemy.
Crystal Freeze - A blast of clear ice shards blown forward in a powerful wind gust.
Bolts of Sorrow - A wave of lightning showers down on the opponent, which deals in low damage, plus make the opponent feel dreadful and filled with sorrow (i.e. inflicts Sadness -- opponent's movements will become sluggish and the intense sadness affects overall attack judgment).
Wave Orbiter - Four pods of purple energy radically orbit Sekai, as they waver out in an arcing patter outward to strike any opponents, close in then shoot off in unknown directions.
Spazer Rain - A rain of lasers is fired high into the air, where they then rain back down in a wider area.
Screw Roll - Odd name for a technique, but it mimics the properties of the Morph Ball, Boost Ball, and Screw Attack. Sekai will perform a somersault, and ignite a blaze of electricity all across his body. And then he lands on the ground in a curled up position and zooms across the ground with a boost of energy. The technique is very strong, but the attack can be stopped by field obstructions such as walls.
Spark Wave - A wavy shockwave of electricity tears across the ground towards the opponent. The technique can also paralyze.
Thundaga - A powerful blast of lightning striking the opponent.
Thunder Blaster - A basic yet better form of lightning conjuring attack. Sekai attacks by emitting electricity through his fingertips into a ball which is then fired forward. What makes this technique different is that it is magnetically charged towards a cybernetic opponent or enemies with any form of metal on them.
Thunder Fist - Launches a powerful electrified punch either at his enemy, or at the ground to send a magnetic fissure towards the opponent.
Endlich Meteor Blitz - Sekai gathers energy into his hands and releases a burst of energy forth as a flurry of bolts sliding forward across the ground.
Lunar Plasma - Sekai concentrates his energy into a solid energy blade coursing with electricity. With an electric melee weapon, he can magnetically charge the blade using any electrical attack fired by his enemies. The actual attack of this technique is that raising and lowering the sword forms a red moon before he suddenly rushes the opponent, slashing him down with stunning power (the enemy will also suffer paralysis).
Earth Bite - The ground splits apart in an attempt to swallow the opponent whole and then slam together to deal crushing damage.
Stalagmite - A sharp spike of stone erupts suddenly from under the opponent to deal sneak damage.
Stone Spikes - When the beak of the Chozo Staff strikes the ground, a wave of hardened stone spikes radiates and travels towards the enemy.
Green Vines - Sekai spins around, creating a vine with flowers and spores that make the opponents slow and do damage if caught in it.
Green Needle - Forming energy needles, they are thrown similar to kunai.
Nature's Wrath - Nature's wrath is released in the form of a tornado attack.
Flower Cutter - A vertical revolving kick in the air, with sharp flowers trailing after his foot.
Oakwood Prison - The ground erupts bringing forth a field of grass with thick tree roots, which grow and surround the enemy, constricting them in a prison of sorts.
Willow Thorns - A stronger variation that the thin branches of a willow tree are now barbed with prickly thorns and bloomed flowers. The flowers scattered along the vine branches can unleash a burst of pollen that can paralyze the opponent, or inflict a dazed confusion once breathed in.
Rose Rapier - An organic weapon that is coated in nature magic. The green stem enlarges into a long fencing sword, while the rose head forms a wooden handle.
Lunar Blaze - A larger concentrated blast of star energy is fired at the enemy.
Luster Cannon - Sekai channels cosmic energy into the palm of his metallic gloved hands, then fires a blast of cosmic energy forward. The attack once striking the opponent leaves behind splash damage of twelve extra hits.
Meteor Storm - A shower storm of meteorites collide down against the ground.
Gravity Well - A small ball of black energy appears before Sekai, which then transform into a spinning well of energy that draws in the opponent towards its center. The closer the enemy is to the Gravity Well, the stronger the pull and harder it is to escape cleanly.
Dragon Meteor - A meteor is summoned from space, surrounded by star energy to strike the opponent with the power of a dragon.
Super Star Impact - A giant star formed of solidified energy thrown in the arc of the Windmill Shuriken.
Shooting Star - A cluster of stars is launched towards the targeted opponent with the swung of the Chozo Staff.
Wings of Starlight - Sekai does a concentration before wings taken on the form of solid energy appears from his back, allowing flight to take place.
Lunar Lance - An energy lance of energy consisting from the vastness of space thrown to stab through the chest of the targeted opponent before vanishing. This unique ability offers resistance strength against opposing energy attacks, and can pierce through barriers.
Sealing Star of Power - A unique self-inflicting ability. Upon sealing down his magic, and left with his own melee attacks, his energy levels steadily increase as if concentrating manually. After a period of time, the seal effect wears off and for the remainder of that time period any elemental magic attacks are twice as strong.
White Halo - A ring of rainbow energy is formed and thrown at the opponent. Once latched it completely immobilizes the enemy, thus halting his movement completely. The ability also can dispel an opponent's energy charging.
Emerald Light - A wave of emerald colored energy rains across the field as a blanketing attack, dealing damage to all possible opponents.
Spirit Fist - Sekai's fists flare up with white flames, and each punch sends a blinding white fist forward to strike the opponent. Works for long-distance attacks.
Celestial Charm - A self-inflicting magical spell that dispels negative and abnormal effects and feelings that were caused by the opponent regardless.
Omega Corona - A huge burst of holy energy erupts all around Sekai before exploding into multiple beams of energy to strike any and all enemies.
Silver Blaze - A purifying energy attack. It is used with the Chozo Staff, the mouth morphed open. After a ball of white energy collects inside, it fires a solid silver energy beam. This technique will destroy barriers conjured through dark magic.
Shockwave of Intense Light - The stronger the presence of darkness (that includes "True Darkness"), the more powerful the overall damage of the shockwave attack (i.e. whenever the enemy has used Darkness to inflict damage, or the Darkness in fueled in his or her soul). The technique is performed by smashing the ground with a white inflamed fist.
Infinity Arrow - A self-defense technique that also doubles as an attack. If an attack collides with the barrier that Sekai conjures in front of him immediately retaliates with arrows made of light.
Divine Breaker - A powerful beam of holy energy which will completely shatter through darkness regardless. The stronger the darkness, the more overall damage infliction it shall perform. Sekai does this by forming holy energy around his right clenched fist and then spreads more holy energy using his left hand, before bringing it back and then releasing it in a Hadoken punch-based attack form.
White Wind - Restores all allies HP to maximum, and removes any or all abnormal status effects.
Big Wave - Using the Chozo Staff's beak as a pick axe, Sekai slams the beak onto the ground and a giant speeding black energy wave shoots out towards the opponent.
Ramune - Sekai's fists flare up with black flames, and each punch sends a blast fist forward to strike the opponent. Works for long-distance attacks.
Demonic Circle - A more defensive technique of the Dark elements. He first charges a wave of darkness into the ground, creating three circles with a single alien kanji depicting the three forms of "Chaos", "Poison", and "Death". Then a larger circle surrounds him, transforming into a series of specialized markings and runes. The field gets affected by the purple poisonous miasma of a non-ignitable gas that surrounds the area outside the rune field, while the air grows stale and cold, and a dreaded feeling of darkness hangs over all known opponents. While Sekai is in full concentration, the enemy will slowly be consumed by the eroding poison.
Dark Sphere - A well of energy surrounds the area between Sekai's open palms when in Kamehameha stance. Once the sphere fully forms and a dull blood red light shined from within the sphere it is launched forward to track down the opponent's every move. The technique is highly probable to never fail because even with complex clones, it can track down the genuine enemy.
Annihilator Wave - The strongest of his Darkness arsenal. The Annihilator Wave starts out by absorbing dark energy used by the opponent, and at the point the black aura shined around Sekai, he then releases it in the form of a powerful shockwave blast. The ability has the tendency of completely draining his overall strength when it's used.
Desperation Attack: "The Soul of a Lost Love" - This spell takes three phases. First he begins to charge up his Psi energy into his staff and stabbing the blunt end into the ground creates a large circle around himself with specialized runes and markings, second he begins to chant the poem he has made for her when he was sixteen in an unknown language, the third phase he surrounds himself in a blazing white aura and the large rune glow brightly with energy, and concentrate on bringing Kristi from the Spiritual World as a summon to aid by his side, and attack together.

If this is successful, both Sekai and Kristi together prove that love can transcend throughout time and space, even when separated between life and death. While Sekai can still take damage, since Kristi is already dead, her spiritual form will not take any sort of damage.
Kristi's Abilities: Kristi specializes in a mix of close-range melee and long-range combat. She's never afraid to tear an enemy to shreds with her strength.
Dragon Blades - K uses her magical energy to form a ball of energy, then grasping tightly they shift outward and form a saber type weapon perpendicular to one half of a Space Pirate claw.
Fireball - She can form fireballs in her hands, and swiftly launch them forward.
Freeze Breath - She's part dragon, but unlike most dragons, while Ridley breathes fire, K wields an icy breath weapon. She can breathe chilling flames at sub-zero temperatures.
Sapphire Beam - She charges energy into her hand before she releases a cerulean energy beam.
Dragon Claw - A physical slash attack, that is all. It is liable to shatter down an opponent's shields and blocks.
Tag-Team Abilities: Spiritual Chaos - A black wind first envelopes the opponent, and any form of power ups and energy stores away is eliminated, which does damage in the process. Then K releases a whirlwind of light to damage the opponent further, and decrease overall speed by half.
Chaos Wave - A large wave of darkness and light that creates chaos will wash through every single known opponent currently in battle.
Cosmic Rainshower - Sekai gathers in storm clouds around the area, and then K releases a light pink ball of energy into the clouds. Then the clouds turn a multiple flash of colors as a shower of stars rain down the opponents.
Red Comet - K engulfs herself in violent red flames, and then with a powerful kick Sekai sends her towards a nearby opponent like a speeding comet.
Delta Strike - A strong move which requires the opponent to become under grips of paralysis. Both Sekai with his Chozo Staff, and K with her Dragon Blades, rush the opponent. After he is stunned down, they then slash him in a delta pattern. Sekai slashes upward, downwards, and then a full 360 revolve slash. Then K quickly follows the assault but in reverse direction and with quicker slashes. The end result is a blazing red and blue triangle forming around the opponent.
Extra Information: There is one attack... that is VERY rare. He had only used this once, when he went into a rage after seeing his girlfriend get hit by a fatal attack. He calls it the Divine Wrath. He has no clue whatsoever how he triggered it, but all he knows is that the supreme power is no longer dormant. It felt like one of those one-time deals... you know what I'm saying...?

Sekai is a Freedom Fighter who travels the galaxy and helps save the innocent from the evil clutches of the Space Pirates. He shows high respect for those with powerful wisdom, and those who defend the innocent from evil and darkness. He and K have been friends ever since they met early in their childhood on the summery water planet of Liqueur (then later as teenagers they fall in love). But ever since her untimely death, Sekai had never forgiven the Space Pirates who took her away from him. He and K are still in love with one another, and even though they are forever separated by a ribbon that can never be broken, it's that kind of devotion that shows to the universe that love is always the strongest power.



Genre Series: Rockman EXE
Name: David L. Abbott
Alias/Nickname: DarkStryker
Maverick Hunter Rank: Rank SA
Gender: Male
Age: 24
Height: 6ft1
Weight: 109 lbs
Likes: All his friends, his wife, his long-time friend and brother ForteZero
Dislikes: Those who want to cause chaos and destruction upon the innocent
Appearence: He now wears a dark blue thick sleeveless turtle neck shirt, his Command Armor belt adorn around his waist as usual, large dark blue jean sweatpants, and black sneakers. His black hair remains the same color with the same two locks of blue-colored hair between his eyes, same eye color (green with a bit of hazel when wearing his eye contacts), and the same tattoo of his Navi symbol on his upper right arm. Though why his taste in clothes are similar to Cloud Strife from Final Fantasy VII is anybody's guess.
History: David is your average human on Earth, but he has a dark painful past. His parents perished in a bomb incident when he was only seven, and he was left to fend for himself with his only friend, his NetNavi.

He's grown up with his childhood friend Alia, who is now his wife. They've traveled the world, and by the time Netto was eighteen and was entering his first year at Den University, David and Alia returned. The first year they helped battle against the Dark Nation, and deleted two of the three Super Navis, their Independent Navis, and the members of the Dark Nation. The Star Knights had run amok after the Super Navis were unleashed and collected data on Genesis Sephiroth for his revival. After the leader of the Dark Nation was deleted by Sonance and the base of operations in ruins, Genesis Sephiroth was revived. It was a hard-felt battle, as many sacrificed their lives (David included), but in the final match, Sephy was ultimately deleted, and HolyData was used after his death to revive and restore the entire net, and bring David back to life. But during the twenty minutes of death, David was greeted by a dark green mist. Before he knew it, it introduced itself as RX, or Return X. Then he was infected with the mist before he came back to life.

The second year was no stranger, as a new Net Crime Organization called the Rebellion has surfaced and caused trouble. This time, they used powerful viruses instead of NetNavis. David's Navi ForteZero, absorbed all the viruses that were deleted to gain their power. When it came to storm the base, Shadow was revived after his first deletion, but was then deleted once more. Once the gang reached the final room, they were surprised that the leader of the Rebellion was a young boy full of angst; a genius. The Ultimate Virus was deleted after a hard fought battle, then the Omega Virus. Noah made his escape that day, with his three care takers Scarface, Ferham, and Epsilon. With a huge airship, Noah continued his plan of world domination, and used the second plan, The Zodiac Knights. In only three months all twelve viruses were deleted, then came the battle with the superviruses. Once they were deleted, their main purpose of infecting the entire cyber world was fulfilled, which was used to create the OVX. While R RockMan, R Blues, R Axl, and R SearchMan fought against the OVX, a team of Navis led by Colonel stormed the Net Area of the OVX. Once again, Shadow emerged back from the dead (doesn't he remind you of Sigma?), and fought hard, only to die for the third time. When all seemed lost, R RockMan pulled through by tapping into the power of Perfect Synchro, and deleted the OVX, and rescued the boy from his world of darkness.

Third year in college. Everyone's moved together in a rented home near campus grounds, and David and Alia moving in next to them. A man named Vincent Rebellion came to the city, and planned to rob a bank, but the Net Saviors came and foiled that plan. Later that week, Vincent and Elpizo challenged them to a battle, after seizing Rush as a hostage, and they were about to be deleted until Noah and his Navi Lumine appeared, and deleted Elpizo, even after he used the Crest of Arcadia. In the next few months, there were battles against Waya World Three and Harpuia, Diana Dark Nation and Leviathan, Nicol Nebula and Fefnir, and Greg Gospel and Phantom, and their leader Saiba Yami.

During the Battle Network Tournament, the five of them used it as a chance to spread the dark influence of the chip to capture weak Navis for a later use, which was successful. Omega X made his appearance in one of his matches against Kain and GrenadeMan in the Battle Network Finals. But in the final match of RockMan versus X, Sonance interrupted the match, but so did Forte. Sonance and Forte fought each other, which their full use of their powers was destroying the cyber areas of the island, and triggering the fail-safe program for the volcano to fail and erupt. Everyone made it out alive thanks to David's quick thinking and massive teleportation to a nearby Amerouppe Naval ship. No one had a clue if Sonance or Forte survived... but it wasn't the last they saw either of them...

The tournament has finally come to an end, and things have suddenly quieted for the gang, which gave them enough time to focus on their college life.... but then word from Colonel Redips came out that Pantheon Navis are appearing world wide and all around the cyber world, causing chaos. Dr. Hikari managed to reassemble the old Crossfusion Team, and together, they all fought back the army, while Netto, Enzan, Meiru, Shun, Laika, and Noah traveled to a small war-torn country called Arcadia. The final four battles commenced with the four Generals of Neo Arcadia, and RockMan against Omega X and Saiba Yami. When Omega X was finally deleted, Sonance came by and absorbed X, then set the shining rebuilt city to self-destruct. Everyone escaped before the small island like country was obliterated, but Saiba or his four henchmen didn't make it alive... neither did their Navis except Levi-chan.

A month before the final exams took place, David announced to his friends he considered his family, that Maverick Hunter HQ is relocating to Ajiina to team up with Mitani Hikari and Red Alert, and he and Alia, and their Navis will be moving after the end of the term to the new base of operations (everyone at the old base already moved on, they're waiting for those two). David was promoted and is now the head leader of Maverick Hunters, and Signas announced his retirement from Maverick Hunter after David delivered his news to his friends...

A heli-ship descended from the clouds, and thinking it was the General coming for his Navi, instead the helicopter like ship aimed and fired, destroying Signas' reploid body, which deleted Signas from within. A small mechaniloid army of viruses dropped down from the ship and attacked. David, Marino, Zero, and ForteZero counter-attacked, protecting their friends from harm. After two hours of investigation which was discussed at The Science Labs, a broadcast on every major television network across Earth revealed that Redips' plan has worked, and he placed all of the crazy shit on David!

"What the hell? What's going on?" Zero demanded.

"Well, all I know for sure is that Colonel Redips betrayed us," ForteZero said.

"Whatever Redips is planning, we'll have to find out what it is..." David said.

"And it's not like we can just walk up and ask him what he's up to or anything," Zero surmised.


Not taking it kindly, David and the other Hunters (minus Alia) teleported away from The Science Labs, and stormed the old base of Maverick Hunter HQ. Along the way, they were reunited with Forte.

Getting through security, revived viruses of Wild Jango, Mach Jentra, Silver Horn, Dr. Psyche's evolved form Mad Nautilus, Incentas, and Depth Dragoon through their Command Mission Battle formats, then taking on Redips himself proved the hunters courage of strength and determination for peace. Redips escaped with his wounds, and the Hunters followed him through a warp that leads to an orbiting station circling the planet. They traveled up the long pathway, which led them to a shining golden room. Sitting in the chair hooked up to hundreds of wires and cables were Redips.

"Kneel down before your master..." Redips' voice echoed out through the golden throne room.

"Redips... you tricked us just so you can steal the Crest of Arcadia, didn't you?" David questioned. They couldn't tell if he was smirking, but Redips was, even though his mouth displayed no emotion.

"You're right... but you're wrong on the concept. You see, what I stolen is the true source of the Crest of Arcadia, thanks to my revived viruses that you've deleted once again. Over the month during the Battle Network Finals, I did some research, and discovered the true source, which what I have with me floating within the crystalline dome. And when Saiba took his plans to new heights by unleashing a Maverick wave of Pantheons, I took advantage of your top-notch abilities as Maverick Hunters." Hearing this, everyone took a step forward, ready to kick his ass.

"Saiba's ideas were dangerous. He understood what the Crest of Arcadia did to humans, but he did everything just to realize his own selfish goals. The power of the Crest of Arcadia is no similar to Darkchips. And you for selling out your own soul just to obtain such power are ludicrous. Redips, you're crazy!" David shouted as he aimed his Dark Buster straight at Redips' head. Redips chuckled lightly.

"Foolish human. You have no clue how much potential the crystal possesses, do you? With the true power of the Crest of Arcadia, I can prove to the human world that NetNavis are the true superior beings," Suddenly, the entire room began to violently shake, as the crystal floating high in a closed off crystal dome began to spark wildly with power, "And you Maverick Hunters, shall be the first to witness history in the making!!" Redips laughed evilly as he crossed his arms, before a brilliant flash of light shined out, blinding the hunters.


Redips has collected the original Crest of Arcadia's power, a crystalline object, and fused with it, transforming him into Great Redips. The sheer force of the power forced David to activate the oxygen tanks stored in the battery pack of his armor in order to breathe in space, as the room exploded. The Arcadian Crystal was too powerful, that none of their attacks had any effect on him, until Leviathan surprised them all by flying up, and landing on the left shoulder. After she was hit by an energy blast by Redips, she collapsed to the ground holding Fragment Alpha. Taking the opportunity, the Hunters gathered in what strength they had left, and deleted Redips for good. Leviathan stole the Fragment she had, leapt off the falling structure that entered Earth's atmosphere, and destroyed it, which ultimately deleted her (or so they thought).

Everyone at Science Labs saw the explosion appear in the sky, and had no clue what happened to Zero, David, Forte, Marino, or ForteZero. Luckily, they entered through the emergency hatch when they were slowly descending down to Earth, and survived being burned. The threat was now gone, and after the exams, David, Alia, and their Navis moved away, and were never seen again by those they consider friends and family. David has a sense of justice, and takes pride in defending the innocent from the forces of evil, as long as he has help from all his friends and those he considers family.

Now, recently, there were murders happening across the world. A serial killer has been targeting Net Saviors and Officials alike, brutally killing them in the most senseless and most horrific beyond comprehension. Following a few weeks, it turns out that there is a new terrorism group that the man known as Blaise Fury revealed, known only as The Organization. From deadly non-blood shed murders, to crazy schemes from six operators who represent a human sin, Netto and friends have it tough. After David and Shun's encounter with the serial killer who's known as "The Slayer", and the rescue of the only lone survivor of fifteen hundred Net Saviors and Officials, everyone has been wondering what will happen next...

David knows that his dark soul RX is planning something, as he is starting to become active again. RX was the one who saved David from Slayer when David engaged in combat, making Slayer look like an amateur, and recently has left David for a solo scouting mission. All David wishes for is that when he finds a way to extract RX from his mind and soul, the sooner he can delete him and finally move on with his life and future family. That has come true. RX after his daughter Rebecca was born, seperated himself from David's life force and vanished. RX challenged the Keepers of Life and Death, with extra powers copied, but even he was powerless to defeat Pandora and Prometheus. Return X was ombliterated by Final End, and ceased to exist because he was already dead, his soul was killed. The Gate was cracked before RX's death, but the two Navis behind it were relentless to obey the Organization Navis that freed them from their imprisonment. They have vanished, to revive their true master, which remains unknown. Things have started to get worse before the main problems could be solved... not since the death of Mitani Hikari, leader of Red Alert.
The Command Armor: David may be human, but he has fought alongside his friends, and with Netto and the gang. The Command Armor is a form of Crossfusion but without the process of a Synchro chip, or the NetNavi. David's Command Armor is a complex system, which only he knows, as does his wife and their Navis. The armor is equipped with boosters under the soles of the feet which allows for double-jumping in the air. During the Thanksgiving feast with family and friends, David had a talk with Netto's father Dr. Hikari, and was able to get some help from him with giving his armor an update in terms of strength, and equipping the power of Rare Metal, which is the same metal used to create Darkchips, and the Synchro chips.

-================= Diagnostics Readings =================-

Helmet: EES (Enemy Scan SYS.), Radar Tracking SYS.
Left Arm Weapon: Magnum Revolver (Mk.7)
Right Arm Weapon: Plasma Cannon (Dark Buster Mk.17), D-Saber
Core Armor: Alloy Steel deflects 63.12 damage
Internal Core: Shield Generator (Big Guard) - Projects a golden energy
shield to lessen shock damage
Legs equipped with: EAS, Hover Launcher
Boots: Protection Guard (minimize damage from ground traps such as
Acid, Spikes, ect.)
Special Weapon: Giga Crush, Big Bang Strike

Plasma Cannon "Dark Buster Mk.17" – Particle-based energy weapon.
Uses powerful compressed energy. It is also able to charge its energy
for a short time frame to unleash a bigger, more devastating blast. Has
unlimited potential and strongest ranged weapon.
> Weight: 50 lbs.
> Length: Length of forearm.

Magnum Revolver Mk.7 – Sleek energy pistol weapon. Ammunition
is high-rated plasma energy in the form of energy bullets. The
David-brand version has the Copy Shot attributes installed.
> Weight: 25 lbs.
> Length: Close to around 3' 5".

David Saber "D-Saber" – Power and ability to slice through 300 mm of
reinforced steel in a single stroke. It doesn't require any form of energy
source when in operation.
> Hilt Weight: 50 lbs.
> Length: 5' to 5' 5" ignited from hilt.

-================ End Diagnostics Readings ================-

His boots were slightly bulky, but they looked to be thin and easily maneuverable. There were red gems set into yellow knee guards, with a V-shaped white line outlining it on the lower boot. The main color was mostly azure blue, with white and yellow highlights. White ankle guards surrounded the lower leg, with small red gems set into the ankles. A black body suit covered his body underneath the armor, with his Command Armor belt adorning the waist (like always). The belt itself is white and light blue, with a yellow-colored, pentagon-shaped buckle with an emerald gem set in the center of the belt buckle. A gun holster was connected to the left side of the belt which held within a strange shaped pistol. Three thin white lines lead away from the belt; two connected to his boots, the third running from the tip of the belt buckle to the chest plate. The chest plate was two-toned blue with light blue breast plates and an azure blue main plate, all trimmed in white. The shoulder plates were azure blue as well, circular in shape with a yellow band marking the end of the shoulder plate. Seen over the right shoulder is a saber handle, which is attached to a holster on his back. The gauntlets were a lot like the boots; azure blue, trimmed with white and a ruby-red gem set into the yellow elbow guards. A yellow neck guard finished off the body armor. A circular helmet rested on his head, with his and his Navi's emblem as ear guards. Indigo blue framed his determined face, with azure blue for the helmet's main color. A final red gem was set into his helmet, with an indigo blue strip running along the top of his helmet.

Command Techniques (Complete Total - 52): The Command Technique System are a range of attacks used with the Dark Saber. Seven techniques are known as Giga Attacks, which uses Weapon Energy to perform. Taking damage from an enemy attack refills Weapon Energy.
> Shadetsyurei (Shadow Blade Slash) - David spins around three times with his D-Saber, launching black Sonic Booms in different angled directions before he slows to a defensive pose. The spinning of his saber can also hurt if he's up-close to an enemy.
> Raikentsu (Scythe Maneuver) - David dashes forward and slashes once, before slashing from the left, the right, then an uppercut slash sending the opponent into the air, then appearing above and slashes downward over the opponent.
> Raijingeki (Thunder God Attack) - The D-Saber emits a stream of electricity as David thrusts it straight forward, rapidly damaging opponents struck by the attack.
> Rakuhouha (Fallen Phoenix Crush) - David gathers an immense amount of energy into his fist and punches the ground, launching nine powerful plasma blasts in a 180-degree arc around himself. ||||||||||||||||||||||||||||||
> Tenkuuha (Sky Command) - The D-Saber's energy blade changes from green to violet and allows the user to parry and destroy energy projectiles.
> Ryuenjin (Dragon Flame Blade) - A rising uppercut slash imbued with the power of fire. Also, David is also able to execute various mid-air attacks.
> Kuuenzan (Sky Slash) - Able to execute a mid-air revolving slash.
> Shippuuga (Hurricane Fang) - David is able to execute a slash in the middle of a dash which hits thrice in succession.
> Hyouretsuzan (Ice Fury Slash) - The D-Saber's blade transforms into a sharp icicle, and David dives with it pointed down to impale any opponents underneath him.
> Mikazukizan (Crescent Moon Slash) - Performed the same as Kuuenzan, only an orange energy blade is released during the revolving slash.
> Denjin (Electric Blade) - A rising uppercut slash imbued with electricity.
> Sentsuizan (Spinning Crash Slash) - Similar to Shippuuga, but the technique is performed in the air.
> Shoenzan (Soaring Flame Slash) - Performed the same as Ryuenjin. David doesn't leap into the air, but he slashes upward while standing on ground level.
> Hyoroga (Ice Wolf Fang) - The user hangs from a ceiling for a limited timeframe while dropping immense stalactites of ice on the opponent.
> Ensuizan (Circle Water Slash) - Similar to Mikazukizan, but it's imbued with the power of water and also performed while on the ground.
> Rakukojin (Falling Steel Blade) - David's saber transforms into metal, and dives downward from the air. Upon impact to the ground creates an anchor which damages nearby foes.
> Rekkoha (Splitting Light Command) - Almost identical to Rakuhouha, but after David gathers energy into his fist and smashes the ground, a bombardment of lasers crash into the ground from the sky. ||||||||||||||||||||||||||||||
> Zankourin (Slicing Light Wheel) - David slashes the D-Saber, releasing an "energy saw" capable of rolling up vertical surfaces.
> Hadengeki (Severing Wave Attack) - The D-Saber unleashes a powerful sonic wave of energy from the blade while slashing. It is also capable of concussive damage.
> Gokumonken (Jail Gate Sword) - The technique surrounds David in a green aura while in a defensive position. The aura provides protection from energy projectiles and allows a parrying counterattack.
> Raijinshou (Thunder God Rise) - David spins the blade in a circular fashion while performing a rising uppercut, creating a small vortex composed of electricity.
> Hieijin (Flying Shadow Blade) - David leaps into the air then slashes the D-Saber, launching an energy projectile from the tip of the blade which automatically tracks down opponents.
> Suiretsusen (Water Fury Flash) - David performs a slow but powerful thrust imbued with the element of water.
> Bakuenjin (Bursting Flame Array) - David gathers in energy before punching the ground. The energy released creates a shockwave of small radius. The technique is fire-based. ||||||||||||||||||||||||||||||
> Youdantotsu (Nature Fury Stab) - David performs a slow but powerful thrust imbued with the element of nature.
> Tenshouha (Light Pillar Command) - David after punching the ground summons a pillar of intense light to strike the ground overtop him to damage nearby opponents. ||||||||||||||||||||||||||||||
> Juuhazan (Power Wave Breaker) - David steps back, then slashes heavily downward with the D-Saber. The attack can pierce through barriers.
> Zekkyoudan (Energy Command) - The D-Saber's energy blade changes from green to orange, and allows the user to parry and deflect energy projectiles.
> Raikousen (Electric Blitz) - Dashes into the enemy with an electrified D-Saber for damage while subsequently leaving a trail of electricity for minor damage. During the dash, David turns invisible.
> Hyrouryuushou (Frozen Goddess Slash) - A rising spinning uppercut slash imbued with an ice element. The technique is capable of inflicting multiple damage hits.
> Enkoujin (Severing Ground Flame) - David will perform a downward stab with the D-Saber, the blade ignited with searing flames.
> Rasetsusen (Buzzsaw Slasher) - He performs a spin in mid-air akin to a buzz saw with the D-Saber and controlling the projection of his descent to the ground.
> Ensenga (Ember Dragon Flare) - David swings the D-Saber in front. Once finished, only a trail of fire remains.
> Douryuken (Earth Piercer Wave) - David brings the saber over his shoulder, and then slams it against the ground, which brings up and launches a muddy wave of water.
> Hitenjin (Angel Saber Wave) - The color of the D-Saber turns bright white. David thrusts his saber forward and sends a shockwave made of light energy.
> Suiryujin (Rising Wave) - He leaps into the air then stabs his saber downward, creating two waves on impact.
> Renyoshou (Militant Saber) - Each slash launches an energy missile that zooms towards the enemy with x1.5 charged power.
> Senpuugeki (Crescent Wind Slash) - It's like Mikazukizan, only during the spinning, wisps of air encircles David.
> Hieiryuha (Shadow Puppet Wave) - David jumps into the air and dashes forward with his D-Saber extended, but then before landing he spins around with it still extended outward, just as pitch black after-images of himself flies from four different directions.
> Rakudenha (Godly Thunder) - David smashes his fist into the ground and five powerful bolts of lightning shoot down from the sky around him. The thunderous attacks leave behind a static charge of electricity for only a brief moment. ||||||||||||||||||||||||||||||
> Naikajou (Dead Spiral) - David will mimic the Hurricane Kick, only the kick is his right arm and tightly-held ignited D-Saber extended outward, capable to strike enemies multiple times from all around him whilst rising into the air, hence the deadly spiral.
> Renshinjou (Storm Wind) - David punches the ground and four large twisters made of plasma energy spiral around him before launching outward. ||||||||||||||||||||||||||||||
> Jaganshi (Power Deflection) - The D-saber changes color to a bright pink, and is able to deflect physical projectiles back towards the opponent.
> Ridusatoryu (Slashing Blade) - A reverse 360 mid-air slash which in one revolve eight slaw shaped energy waves radiate outward. This technique can perform more damage when up-close to the opponent.
> Hadouzan (Expanding Wing) - David performs an upward saber slash, which the blade expands larger upon reaching its full height to strike even more enemies.
> Ryuuzan (Freeze Slash) - Similar to Juuhazan, only imbued with an Ice element, and the slash upon striking the opponent deals damage and freezes the opponent in ice.
> Sudoriken (Napalm Uppercut) - With a spinning saber uppercut, the concentrated beam of energy explodes to deal splash damage once reaching maximum height.
> Raijyucuta (Saber Drift) - David swings his saber into the air, perform an S-like spin in midair, and brings the saber back down to the ground where a green wave of energy is released traveling towards the opponent.
> Saikoyari (Crushing Spear) - David will stab the ground with his beam saber, and create upheavals of stone to surround David and pierces the armor of any close-by enemies.
> Kuushena (Heart Wave Saber) - While on the ground, each upward slash David performs sends out a wave of heart shaped energy kunai towards any opponents.
> Hiryuujin (Shadow Sword) - The D-Saber changes to a black color, and while standing on ground level, David will perform an overhead sweep slash, which the energy that ejects outward creates a wicked crevice in the ground.
> Futagounai (Twin Rise) - When David performs a vertical slash, a hologram will suddenly strike seconds after the first.

Hyper Modes: Just like in Command Mission, David can use his Hyper Modes in Sim-Battles as well.
Forte Cross Rock - The armor on the arms are slightly elongated, and a black short crescent blade were on the outer sides of the arms. A bit of Forte's cloak is wrapped around the neck like a scarf. The Hikari family icon (RockMan's icon) formed over his chest, and fused to the black bodysuit. The purple streaks form from the icon and runs down the chest, down the sides of his legs. The boots had purple markings on the front, and while the right side was gold, the left side was silver. The eye colors are different, as the right is red, and the left is green. A mouth guard -- which has Forte's purple streaks running under his eyes -- forms over the mouth.
Sol Cross Rock - His entire bodysuit is brown with golden-orange stripes running down the sides. The legs are encased in a pair of shining golden knee-high boots. A large red gem is set into each knee guard and the toes slanted upward with a darker golden stripe lining the soles and tops of each boot and running down the center of the shins. His gloves are infused with shining golden bracers covering the entire lengths of his forearms with guards extending over the backs of his hands, which were covered with black, with red gems embedded into the material. Darker golden stripes lined the cuffs of the bracers and ran along the outer sides of his forearms. Golden armor had covered his torso and his shoulders and the outline of a blazing sun is set in the middle of his chest. Two green shoulder guards covered his shoulders and brown mouth guard with two dark gold stripes under the eyes covered the lower half of David's face. His helmet was also shining gold and had been redesigned with four spikes jutting out the back and two crests on either side of his head, creating a resemblance to a lion's main. A single horn stood up from the forehead flanked by a pair of red and white eye-like designs. A long crimson scarf was wrapped around his neck and flowed all the way down to his feet.
Hyper Mode "Forte Cross Rock" Abilities: Tri-Buster - A triple shot attack that can hit up to three opponents simultaneously.
Shooting Buster - David blasts the enemy with multiple plasma shots.
Hells Rolling - Wheels of dark energy launched towards the opponent, traveling along the ground and homes in on all possible opponents. He can fire up to five separate rings.
Darkness Overload - An overloading explosion of dark energy aimed towards one specific opponent.
Action Trigger "DNA Replication" - He'll be granted the attacks and abilities of a chosen DNA data and also transform into that chosen DNA, and use it against his enemies.
Hyper Mode "Sol Cross Rock" Abilities: Sol Flare - A rushing attack, striking the opponent with a flare of light energy.
Gun Del Sol - David's right arm transforms into the GDS.
> Solar Shot - A ball of solar energy shot towards the opponent.
> Spread - A yellowish-golden energy wave at ninety degrees in full range.
> Blaster Shot - A blast of solar energy shot at the opponent in a form similar to an exploding grenade.
Django's Sword - A powerful metal sword enhanced with magic. The blade gives off a golden shade of honey. He can perform melee attacks with this weapon, plus use his non-elemental Saber Techniques.
Pile Driver - He summons up the Pile Driver and fires four beams of solar energy towards the opponent who's in the center of the Pile Driver machine. If the enemy has evil energy coursing through his body he'll be purified.
Action Trigger "Crossover Heroes" - A doppelganger of Django appears, and both he and SCR attack with the GunDelSol, before warping to slash with swords.

EX Armor: All X - The armor glowed brightly, before the armor undergone a somewhat odd transformation. First, the shoulder pads remained the same blue color, but light surrounding the top parts formed into an enlarged white oval shaped form with three gold stripes, and a long line of azure blue around the ring. The outer ring is lined with a solid emerald gem stripe, with three gold curved hooks jutting out. The torso armor changed in shape and fortified with better armor plating. A red gem is set in the upper center of the chest, and surrounding it is a large two toned chest plate armor of platinum and silver, with orange shimmering plates lining around the front and reaches around towards the back. The yellow neck guard enlarges and connects to the platinum and silver chest armor, connected with golden snaps and lined with green stripes. The bodysuit changed to an ice blue color, with two platinum stripes running from the sides of the chest down to the outer sides of the knee guards. The lower flexible legs still have the red gems set into yellow knee guards, only the V-shaped white line outlining it on the lower boots now cover the blue portions of the leg armor with a rounded platinum plated armor. The soles and lower edges of the boots are lined with bolted Phillips screw heads, the toes covered in a diamond shaped sapphire blue gem, and two small translucent oval orange gems set in the lower sides of the boots. His helmet remained the same, but was now white, with a V-shaped golden crescent from the bottom of the red gem around to the back of the ear guards. The indigo blue that framed his determined face was now a light gray. The azure blue now shined platinum, and the holographic scarf changed from a crimson color to an amethyst purple.

-================= Diagnostics Readings =================-

Helmet: ESS (Enemy Scan SYS.), Motion Sensor
Left Arm Weapon: Quad Plasma Cannon, Emergency EMP Launcher
(Only used in critical situation for the blast is likely to decommission user as well)
Right Arm Weapon: Quad Plasma Cannon, Enhanced D-Saber
Core Armor: Alloy Steel deflects 99.02 damage, Navichip Data merging
Internal Core: Shield Generator - Absorbs half damages and converts
into energy for Hyper Charge (||||||||||||||||||||||||||||||)
Legs equipped with: EAS (Speed and Agility x2), Hover Launcher, Double-Dash
Boots: Defensive Core (Immune to ground traps such as Acid, Spikes, etc.)
Special Weapon: Nova Strike, H. Charge

Quad Plasma Cannon "Dark Buster Mk.17" – Particle-based energy weapon.
Uses powerful compressed energy. It is also able to charge its energy
for a short time frame to unleash a bigger, more devastating blast. Left
arm cannon conceals EMP Launcher, which emits a large blast of
electromagnetic energy to decommission enemies. Allows ability
to stock up charged energy shots to unleash later (up to four times).
> Weight: 50 lbs.
> Length: Length of forearm(s).

David Saber "D-Saber" – Increased attack strength and increased mobility
and speed executions.
> Hilt Weight: 50 lbs.
> Length: 5' to 5' 5" in length.

-================ End Diagnostics Readings ================-

All X Weapons: D-Saber - As always, only the color is a golden and silver beam saber. With its enhanced capability specs, more damage can be inflicted upon the opponent.
X-Buster - The right foremost part of the cannon was a large red gem surrounded by a half cut golden ring band. Two round red orbs we're located at the sides, surrounded by a plate of armor that resembled the armor from the sides of Axl's helmet. The center part was squared up, and was a dark blue variant, while the rest was a bright white. The underside and the back sides held an elliptical look. As for the left cannon, the left buster was nearly the same but in a different appearance. Just as the right buster, the left one held no cannon barrel, but instead the back top was embedded with a long red gem. A large portion was made of a metallic crystal, translucent blue. Two round red orbs we're located at the sides surrounded by armor that was like the head guards from the sides of Axl's helmet. From the underside the white armor was elliptical in appearance.

Desperation Attacks: Giga Crush (Command Armor) - David will float off the ground. Everything turns pitch black around him as he hugs his body tightly, before spreading his legs and arms out, unleashing a massive shockwave of damage raging across the battlefield. It's powerful, as it damages everyone currently on the battlefield, allies and enemies. With the Rare Metal as a buffer, this move is no longer a kamikaze. ||||||||||||||||||||||||||||||
Big Bang Strike (Command Armor) - David jumps into the air, brings his buster back, then thrusts it forward, launching a powerful plasma shot. The power of the attack recoils David's body back because of the output of energy.
Nova Strike (All X Armor) - Unleashes a barrage of fully-charged plasma shots, followed by four enlarged crescent energy waves slashing through most enemies. ||||||||||||||||||||||||||||||
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: Alia C. Abbott
Alias/Nickname: Emerald Nayru
Maverick Hunter Rank: Navigator / S
Gender: Female
Age: 23
Height: 5ft9
Weight: 117lbs.
Likes: Her husband, Marino, all her best friends and family
Dislikes: Evil, Marino when she chokes Spider for no apparent reason
Appearance: Pinkish red jeans and her Sakamoto Armor belt adorning the waist. Her hair was still let free, but a few locks from the sides of her face were now tinted a strawberry pink, shoulder length. She wears a light blue shirt overlapped by a zipped gray hoodie with her Navi icon printed on the back; a white flower with a blue orb center on a dark blue triangle against a green background inside the circle, and her metal strapped sneakers and light pink socks.
History: Alia's history is nearly the same as Marino's and David's. She's been with her childhood friend since they we're little. She's taken him to her home when David lost his family to a Darkloid attack, and she's supported him throughout his life. Marino has been her NetNavi since she was five.

She is one of Maverick Hunter's three Navigators (Layer and Palette are the other two Navigators) when they are out on missions. Alia is a battle and support analyst and is able to help the Hunters when needed. She also is skilled in battle, but has different armor abilities when she fights alongside her husband.

Alia and David have loved each other since childhood, and they plan to be together till death do they part. Because of a new threat emerging, she has been very busy helping the Officials and Net Saviors on deciphering and analyzing needed data on their new foe. She is a mother to her newborn daughter Rebecca, and has temporarily stand down from battle, but still does her duty when it comes to being the Navigator for her husband and the other Maverick Hunters. They (The Organization) cracked open the gate and released two Navis that were locked behind long ago, only they had their own agenda and vanished.
Sakamoto Armor: The Sakamoto Armor inherits her family name. It is a female version of the Command Armor. The armor allows Alia to fight alongside her husband in battle, plus offers her specialized weapons she can use to defeat her enemies.

-================= Diagnostics Readings =================-

Helmet: EES (Enemy Scan SYS.), Satellite Analysis SYS.
Left Arm Weapon: Magnum Revolver (Mk.7)
Right Arm Weapon: Plasma Cannon (Alia Buster Mk.17), A-Saber
Core Armor: Alloy Steel deflects 62.03 damage
Internal Core: Aurora Shield - Absorbs half of elemental
damages and converts small damages into Giga Crash (||||||||||||||||||||||||||||||)
Legs equipped with: EAS, Double-Dash
Boots: Protection Guard (minimize damage from ground traps
such as Acid, Spikes, ect.)
Special Weapon: Giga Crash, Super Alia Buster

Plasma Cannon "Alia Buster Mk.17" – Particle-based energy weapon.
Uses powerful compressed energy. It is also able to charge its energy
for a short time frame to unleash a bigger, more devastating blast. Has
unlimited potential and strongest ranged weapon.
> Weight: 40 lbs.
> Length: Length of forearm(s).

Magnum Revolver Mk.7 – Sleek energy pistol weapon. Ammunition
is high-rated plasma energy in the form of energy bullets. The Alia-brand
version allows the weapon to transform into different gun based weapons,
and allow for a more variety of specialized attacks.
> Weight: 25 lbs.
> Length: Close to around 3' 5".

Alia Saber "A-Saber" – Power and ability to slice through 300 mm of
reinforced steel in a single stroke. It doesn't require any form of energy
source when in operation.
> Hilt Weight: 50 lbs.
> Length: 5' to 5' 5" in length.

-================ End Diagnostics Readings ================-

Her boots were stream-lined, appearing to be easily maneuverable. There were red oval gems set into the dark pink knee guards. The main color was mostly pink, with white and light purple highlights. A black body suit covered her body underneath the armor, with the Sakamoto Armor belt adorning the waist (like always). The belt itself is white and light pink, with a yellow-colored, star-shaped buckle, and a gun holster hung over the right side. A white line runs from the tip of the belt buckle up to the chest plate, with small oval armor attached to her upper thighs. The torso was protected by a feminine armor, two-toned pink with white roundish armor covering and adding protection for her breasts, with a main light purple plate covering the top half the breast plate armor. The shoulder pads we're pink as well, circular in shape, a purple band marking the end of the shoulder plate. Attached to the right side was the Alia Saber. The gauntlets around the lower arms we're allot like the boots; mostly pink with a purple band marking the end close to the elbows, which they connected to oval red gems set into round pink elbow guards. A white neck ring finished off the body armor. The circular helmet rested on her head, with her and Marino's Navi emblem as the ear guards. Dark pink framed her gentle yet serious face, with light pink as the main color. A transmitter was attached to the right side of the helmet coning from the right ear guard which also had a white antennae. Out from the back her blonde hair fell free down to her shoulders.

A-Saber Abilities (Complete Total - 12): A series of saber techniques that David trained his wife to use before her pregnancy occurred.
> Mikazukizan (Crescent Moon Slash) - Performed the same as Kuuenzan, only an orange energy blade is released during the revolving slash.
> Denjin (Electric Blade) - A rising uppercut slash imbued with electricity.
> Messenko (Destruction Flash) - Performed the same as Rakuhouha. Punching the ground, the attack launches nine powerful plasma blasts in a 180-degree arc all around. ||||||||||||||||||||||||||||||
> Raijyucuta (Saber Drift) - Alia swings her saber into the air, perform an S-like spin in midair, and brings the saber back down to the ground where a green wave of energy is released traveling towards the opponent.
> Ensenga (Ember Dragon Flare) - Alia swings her saber in front. Once finished, only a trail of fire remains.
> Douryuken (Earth Piercer Wave) - Alia brings her saber over her shoulder, and then slams it against the ground, which brings up and launches a muddy wave of water.
> Hitenjin (Angel Saber Wave) - The color of the A-Saber turns bright white. Alia thrusts her saber forward and sends a shockwave made of light energy.
> Suiryujin (Rising Wave) - She leaps into the air then stabs her saber downward, creating two waves on impact.
> Renyoshou (Militant Saber) - Each slash launches an energy missile that zooms towards the enemy with x1.5 charged power.
> Senpuugeki (Crescent Wind Slash) - It's like Mikazukizan, only during the spinning, wisps of air encircles Alia.
> Hieiryuha (Shadow Puppet Wave) - Alia jumps into the air and dashes forward with her A-Saber extended, but then before landing, she spins around with it still extended outward, just as pitch black after-images of herself flies from four different directions.
> Rakudenha (Godly Thunder) - Alia smashes her fist into the ground and five powerful bolts of lightning shoot down from the sky around her. The thunderous attacks leave behind a static charge of electricity for only a brief moment. ||||||||||||||||||||||||||||||
A. Buster Modes: Different Buster Modes that Alia can use to attack her opponents with.
Charge Mode - Main attack mode; able to charge energy to perform powerful attacks.
Vulcan Mode - Secondary attack mode; the buster releases pink blaster bolts of energy in rapid-fire succession.
Arrow Mode - This mode releases solid-energy arrows with the appearance of Roll Arrow attacks after making a full charge. It can destroy Battlechip data before the opponent can use them.
Laser Mode - This mode fires short laser shots after making a full charge.
Magnum Revolver Gun Specialty Modes: Alia's Magnum Revolver uses a variety of gun attacks instead of David's Copy Shot ability. Each weapon uses unlimited ammo.
G-Launcher - Big barreled bazooka, fires powerful shockwaves of energy.
Double Bullet - Twin hand guns, that increases overall rapid-fire assaults.
Ray Gun - A triangular pointed laser gun; can fire a continuous stream of laser fire.
Spiral Magnum - Old fashioned revolver with enlarged spiral barrel; fires powerful piercing energy shots with bullet-time trails, and can travel through solid walls.
Black Arrow - Crossbow type launcher. The weapon fires black energy arrows on a parabolic curve that stray towards the nearest enemy, wall, ceiling or floor.
Plasma Gun - Short pistol with satellite dish fused to the barrel, which fires a webbing of electricity that breaks energy barriers regardless of strength.
Flame Burner - A long rifle barrel with flame thrower body; the weapon releases a long stream of flames out in front.
Ice Gattling - Chain gun Vulcan; fires shards of ice in rapid-fire succession.
Bound Blaster - A short armored revolver with wide-mouth barrel; launches bluish white discus energy shots that bounces around walls, floors, and ceilings.
Blast Launcher - Bazooka weapon. Fires remote time set grenades; the explosive once it has exploded leaves behind a short blast radius for continuous damage.
Nova Flare - Long barreled futuristic pistol gun; It fires a quick, large ray of light. It's very powerful at any range, but its shot lasts only for a short time.
Grapple Talon - A harpoon launcher type weapon, shaped like a bird's talon at the end of the barrel. The talon projectile will fire out which is attached to a wire, and returns when it reaches its distance limit. It not only damages enemies, but it can also be used to travel across long gaps when the mid-air dash doesn't cross it in one leap.
Night Walker - A strange ornament that covers three of the fingers, and the back of the hand; The attack sends out black after-images of Alia forward when the fist punches forward in front, at a moderate pace.
Terra Bomber - A long barreled bazooka cannon. It fires explosive grenades encased in cemented stone. The shots can be delayed to increase the size of the stone and increase the explosion's power.
Shock Rail - A futuristic sniper rifle. The attack consists of a stream of lightning at medium distance fired through the air.
Ocean Sniper - A machine gun type weapon. It fires water bursts similar to watery bubbles in rapid-fire succession.
Delta Ember - A triple barreled crimson revolver. It launches three fireballs that spin in a triangular formation.
Bog Burst - A pair of glove gauntlets with gray fur around the wrist bracelet. It releases a misty fog around the battlefield with each punch thrown.
Medusa Aura - A short barreled shotgun with the appearance and armor of a Megalian virus. The eyes on Trigger 1 fires small bursts of ghostly fireballs. Trigger 2 releases a jade green tornado shot from the mouth similar to RockMan Gyro Soul's Tornado Arm attack.
Mystical Missile - Super Vulcan with larger barrels. Fires mini rockets in rapid-fire succession.
Tiger's Eye - A double-barrel oval-shaped weapon with sleek silverfish pink armor. The weapon fires plasma blasts which can pierce through armor defense regardless.
Buster Shell - Takes the shape of a large blue battery pack with two battery knobs with a large rifle barrel. Releases a spread blast of missiles to strike all known enemies, and spreads damage over a large area, but cannot be fired while moving.
Storm Buster - The weapon is similar to the Blizzard Battlechip, a handheld fan generator weapon. Unleashes a blizzard of snow and ice forward.
Revolver Barrel - Transforms into the Magnum Spiral, but is the shape of a shotgun, which fires a round of energy blast eight times per fire.
Emerald Sphere - The weapon transforms into a bazooka resembling NapalmMan's arm gun with an AK47 ammo magazine plugged in the back. The weapon can fire a spread of twelve energy bombs which after colliding with the ground, explodes and unleashes a spread of emerald shards that do extra damage.
Heart Needle - Transforming into a hand-held chain gun with a futuristic look, she can fire a stream of pink needles towards the opponent in rapid-fire speed.

Hyper Mode: Iron Maiden - Black and white maiden armor fuses with Alia's Sakamoto Armor, and increases her defenses considerably. Iron Maiden lessens damage from elemental attacks even more.

EX Armor: Alia's armor gains more armor differences. Her shoulder guards change into a pure white color with two blue round gems in the front and back sides. A half cut box shaped plate of armor juts out and curves fifteen degrees down. The ends are trimmed with gold, and the left shoulder guard has a stylized A emblazoned on the surface in a light pink color, with a light yellow slash going across it at 90 degrees right to left. The lower legs form bell bottom shaped armor, white in color with blue shimmering stripes all around, white the knee pads form translucent lightning bolt shaped stripes streaking down to the gold anklets surrounding the bell bottom shaped armor. Her right lower arm is now surrounded by a two-toned pink fist type gauntlet weapon, similar in appearance to RockMan's HeatGuts Style fist, while her left lower arm was encased with a large plated armor with three large bolts embedded from the sides and one in the center. While the right hand was a bit larger, the left hand remained the same size. Forming and connected to the sides of her Sakamoto Belt was what looked like flexible strawberry pink armor in the appearance of large oval shields, the edges trimmed white and a smaller circle of the armor emblazoned her and Marino's Icon symbol. Her helmet looses armor around the back, letting her full hair length fall free, as a black triangular visor appears over her eyes and lightning shaped ear guards forms over the sides of her altered helmet. Finally, her chest armor melted in a bright light, changing form into a flexible half-open cut dark pink vest; which appears half cut from the front bottom, and doubles as protective armor.

-================= Diagnostics Readings =================-

Helmet: EES (Enemy Scan SYS.), Satellite Analysis SYS.
Left Arm Weapon: HeatGuts Plasma Cannon (Alia Buster Mk.17)
Right Arm Weapon: Enhanced A-Saber attack weapon
Core Armor: Alloy Steel deflects 97.33 damage
Internal Core: Elemental Armor SYS. (Neutral, Flame, Ice, Thunder)
Legs equipped with: EAS (Speed and Agility x2),
Hover Launcher, Double-Dash
Boots: Defensive Core (Immune to ground traps such as
Acid, Spikes, etc.)
Special Weapon: Falcon Strike

HeatGuts Plasma Cannon – A more powerful compressed energy cannon.
Can interstock twice and unleash in the form of a flamethrower attack.
> Weight: 50 lbs.
> Length: Length of forearm(s).

Alia Saber "A-Saber" – Increased attack strength and increased mobility
and speed executions.
> Hilt Weight: 50 lbs.
> Length: 5' to 5' 5" in length.

-================ End Diagnostics Readings ================-

Ex Armor Weapons: A-Saber - Same as before, but bright pink beam saber with a platinum colored handle. With its enhanced capability specs, more damage can be inflicted upon the opponent.
A-Buster - The cannon barrel was missing, and instead in its place was a large blue orb that shined brightly. The HeatGuts fist gauntlet served as top armor, while the underside was dark pink with a white metallic stripe running from the bottom of the orb to the back end, where it split into two and ended at the sides of two oval shaped orange gems.

Desperation Attack: Giga Crash (Sakamoto Armor) - Bolts of lightning rage and strike the battlefield in rapid-succession and with multiple hits. Depending on how much damage is absorbed the stronger the overall attack strength.
Super Alia Buster (Sakamoto Armor) - This ability is somewhat familiar to David's Big Bang Strike, but the energy is light pink and lime instead of golden yellow.
Falcon Strike (Ex Armor) - Several fully-charged shots that come from above, below, and appears from random spots around the opponents. ||||||||||||||||||||||||||||||
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: Leviathan.EXE
Alias/Nickname: Ice Princess
Maverick Hunter Rank: Rank A
Gender: Female
Age: 16
Height: 5ft0
Weight: 60 lbs
Net-op: Alia C. Abbott
Likes: ForteZero, her pet Ice Dragons
Dislikes: Evil and those who interrupt the peace in the world
Appearence: She wore a white bodysuit and ocean-blue armor. Long blue gloves covered her arms and her high-heel boots went well up her thighs. Her helmet was the same color as her armor, but it had a lighter blue visor over the front of her ice blue eyes and a pair of white fins pointing downward at the back with her long white hair flowing out from underneath it. Her icon of a coiled up ice dragon was displayed on her chest and strapped to her back was a long spear.
Human Reploid Appearence: She wore ice blue jean shorts, knee high cerulean socks, dark blue sneakers, and a short sleeved ice blue shirt with the image of her Navi Icon printed on the back of her shirt. Her long white hair flowed down her back, as she wore gold bracelets around her wrists, with a hairclip tied into the right side of her hair, which the hairclip also was her Navi Icon.
Human Reploid - Battle Armor Appearence: Nearly identical to her Navi form.
History: Leviathan was once a Navi who solely worked for Neo Arcadia, under the command of Saiba Yami and his NetNavi Omega X. She and her past Net-op Diana Dark Nation (who earned the nickname "The bitch in white"), were always coming up with plans to cause chaos. But, when she and ForteZero met, at first it was like any other, good versus evil, but after she kissed him, a few days later he returned the favor and a relationship began to blossom. Leviathan still continued to do evil and also spread the influence of the Crest of Arcadia with Diana, but she and ForteZero keep their relationship hidden from behind their operator's backs.

But, after a few months, when they met one final time, she returned, only to destroy the world. As the teams were assembled to take out this world-wide threat, she was the only survivor to help after the battles ended, and the Hunters went into space to stop their former commander, Colonel Redips. When they won after Great Redips' power, the Crest of Arcadia, was destroyed, Leviathan took the real world crystal and leapt off the falling satellite, and her body exploded along with the crystal, which was seen all across the Earth, but at the last second she has escaped her Copyroid body, and remained hidden until a few months later, she returned to him, and is now a Rank A Maverick Hunter, working with the 17th Unit Division. Leviathan will soon become Rebecca's NetNavi in the next few years.
Soul Unison - Shark Soul: A Soul Unison Alia toyed with when she was looking for the idea of Marino having a program like RockMan's Soul Unisons, but once Leviathan became a hunter, Levi-chan was installed with the program, and it came with the Soul Unison of SharkMan. When in Shark Soul, she cannot use her other weapon programs.
Dragon Scales Armor: Dragon Scales is a type of armor, similar to the elemental armors that became obsolete years ago. Using it prevents Leviathan from suffering by an elemental weakness to electric attacks. She can absorb electrical attacks with the dragon whiskers and counter with a double Bolt, and the armor itself offers resistance to Breaking.
Weapons: Ice Spear - This long spear headed weapon is handy with close-range and long-range combat. She's very skilled in using this weapon.
Ice Glaive - The spearhead transforms into a sword blade brimming with frost.
Crystal Trident - Her spearhead transforms into a three-pronged fork, which increases the number of projectiles launched when attacking.
Frost Halberd - The spearhead and part of the Ice Spear is replaced by a frosty blue axe blade with a long spike. Although speed is slightly decreased when used outside water conditions, the attack strength is slightly increased.
Attacks and Abilities: She has an odd mix of free-style combat when she attacks her enemies. She can also conjure up ice and water for other basic technical attacks.
Frozen Barrage - This attack releases a storm of ice shards towards all opponents.
Ice Dragon - She forms crystals of ice which take shape into deadly Ice Dragons, which she can control and use to attack her opponents.
Glacial Mirror - A massive wall of reflective ice forms before Leviathan. They absorb any attacks launched, and reflect them back towards the attackers.
Ice Shockwave - An attack used with the Frost Halberd attachment. A powerful wave of ice travels along the ground onto the targeted opponent.
Arctic Gale - A strong freezing wind surrounds the Navi, acting as a physical barrier to block out projectile based attacks.
Ice Tower - Stalagmites of ice travel towards the opponent.
Arctic Attack - A storm of icicles form around Leviathan and fly towards her opponents. Each hit implements a Freeze Status Ailment.
Rainbow Splash - A swirling barrier of rainbow colored bubbles that absorb damage for a set amount of attacks.
Vega Frost Slash - Up and downward slash using the Ice Glaive, ending with a three hundred sixty degree revolving slash.
Ice Breakthrough - Ice Drill that explodes upon connecting with an enemy, dealing splash damage.
Shark Soul Abilities: She can use a different style of melee attacks in Shark Soul. Most of these attacks cause water damage.
Fin Cutter - Leviathan fires three shark fin energy shots that travel along the ground. This attack inflicts normal element damage.
Aqua Tower - Leviathan plants her hand against the ground and water gushes out from between her fingers, forming into a pillar of water that travels towards the nearest foe.
Aqua Wave - A large wave of water rushes down the enemy.
Saniigo - Leviathan launches aquatic energy shots that look like starfish.
Bubble Spread - She launches an orb of water, which after colliding with the foe erupts into an explosion of damaging bubbles.
Ice Shark - Nearly the same as her Ice Dragons, but they are Caribbean Reef Sharks. She can use them to attack her opponents with deadly force.
Shark Soul - Support Effects: When in Shark Soul, she gains a few support effects that are instantly activated once entering soul unison. First when she's surrounded by water, she can dive under to avoid attacks. The use of Aqua element Battlechips can be manually charged to inflict even more damage, her element is still Aqua, and she still has a weakness to Electric.
Desperation Attack: Tundra Tsunami Crash - A powerful wave of icy-blue energy erupts from the ground after Leviathan smashes her fist into the ground, and it shoots down the battlefield, striking all known opponents.
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: ForteZero.EXE
Alias/Nickname: The White Shadow
Human Name: Yuriskah (Yuu-rish-ka)
Maverick Hunter Rank: Rank SA
Gender: Male
Age: 16
Height: 5ft2
Weight: 78 lbs
Net-op: David L. Abbott
Likes: His brother and all his friends, challenging battles, his best friend David
Dislikes: Evil and those who use darkness to harm others
Appearence: ForteZero looked almost like the Black Shadow, but there's unique changes. His chest is encased in dark grey body armor, with a power pack located on the back of the armor. His helmet is the same design as Forte's, only the fins are a shade of blue instead of gold. It's removable so he has spiky jet black hair. He has the same purple stripes as Forte's, his eyes a sky blue instead of a dark red. His icon is a round black circle with a red curved S with a non-damaged slash across it, located inside the large diamond shaped jewel in the front of the chest armor. The gold parts on him are the opposite of Forte, which are shades of blue. While most Navis would wear gloves, ForteZero wears none. His fingernails are sharped up into small claws.
Human Reploid Appearence: ForteZero's looks consists of black cargo pants, and metal plated belt, black sneakers and long pair of socks. He also wore a plain white muscle shirt, with a black sewn vest, with his Navi Icon patched to the left breast area, and his Maverick Hunter ID patched on the back of the vest. The distinguishing features were the purple streaks that ran down from under his blue eyes. His hair style was black and spiky, with a few strands highlighted a light scarlet.
Human Reploid - Battle Armor Appearence: The new Reploid Armor of ForteZero. The bodysuit surrounding his body, arms, and legs were gunmetal gray with black gauntlets and greaves with a sapphire blue lining. His shoulders jutted outwards in a kind of spike, along with the ends of his gauntlets. The belt from his human form adorns the waist, with his Navi Icon as the belt buckle, and two saber hilts clipped on each side. His head was the same, the same shimmering blue eyes, same purple streaks, and the sincere yet fierce look on his face. A black helmet with cerulean fins on it, adorned with a sparkling blue gem in the forehead completed his look.
History: At first, ForteZero was just a regular off-the-shelf Navi, and has been with David since he was 12. David lost his family to a threat from the Darkloid SparkMan, and then ForteZero made the great sacrificed and was deleted, all just to save his operator. Alia, David's long-time friend took David when he was in his depression, and pulled him through. Soon, David and ForteZero we're reunited when Cossack offered to repair ForteZero, and change him into who he is today, armed with the rooted original files of the Get Ability program, an exact copy of Forte's GA Program.

Forte wanted him dead for some time, but when he and David fought back, they were deemed worthy to live, and were left alone. He never saw his older brother again, until ten years later, when David entered college. During around that time, David kept him a secret until the RockMan Hunters attacked Internet City. He made a few appearances, then came out saying he is back and stronger than ever. A month before the fall of the Dark Nation, and the rise of Genesis Sephiroth, David and ForteZero located Forte, and Zero, and convinced them to form a team called the .EXE Maverick Hunters.

One year passed, and David and Alia were living together, and he and Marino.EXE -- Alia's NetNavi: A female NetNavi who studied in the art of ninjitsu like ShadowMan -- stayed with each other and helped with their Net-op's problems. That was when Rebellion came into view. When Storm Eagle attacked the Science Labs, ForteZero was there when the virus was deleted. From then on out, each deleted virus was absorbed by ForteZero, who made a personal quest to become as strong as his elder brother.

The supervirus Ferham, a female virus who seduced NetNavis with lust, was the test subject for a new type of battle, created by David himself. It was then called "Command Mission", where David's Navi enter a designed and confusing battle and try to delete the enemy before his Navi's get deleted. Of course, their nemesis Shadow was alive again, and joined on their side and was formatted to being a mega virus, just like Gospel.

ForteZero fought along with the others, and dismantled the Rebellion, who was headed by a ten year old kid named Noah Kaiyou, who shot through school and has a mastery PhD in everything. That kid who went legit and became good. Every virus that was deleted, ForteZero absorbed their data for their special attacks, but only a few didn't have a basic used attack. Then, the threat of Neo Arcadia appeared. Vincent Rebellion was captured after he failed to rob a bank, was successful in stealing the painting called "Shining Hope", then sent Elpizo to capture Rush, but got his Navi deleted after losing him to the influence of the Crest of Arcadia. During the Neo Arcadia threat, ForteZero and Leviathan would go against their Net-op's orders and secretly see each other. They've developed a relationship, but sadly fate had something else stored for them. In the final battle against Great Redips, Leviathan escaped destruction of the small county of Arcadia, entered an abandoned Copyroid body, and made her way out to space, and stole the one half fragment of the Arcadian Crystal. She perished when she destroyed it in space, while her love made his escape with the others back to earth.

Of course, she is still alive, but recently returned... they and everyone else has been around to help solve the murders, and soon take on a terrorist group called The Organization, and ForteZero wished that unless by other terms, he while in his Human Reploid form he is to be referred as Yuriskah. They are after the Seven Heavenly Virtue Programs, which if all is collected, shall unlock the gate, to which should never see the light of day... but was too late. What was released from within was two Navis. They are known as the Keepers of Life (Pandora) and Death (Prometheus). Both sides had to retreat to avoid a brutal deletion by Prometheus' Final End attack. As of now, things are only starting to get worse, with the death of Netto's cousin and leader of Red Alert; Mitani Hikari. Also, Shadow has escaped to the iner areas of the cyberworld after being inflicted with a severe injury dealt by ForteZero. As of now, Shadow no longer has a Sword Arm.
Style Changes: Neutral Style - White aerodynamic armor. The different parts are interchangeable for a multiple of different battle styles and effects. Using all four of a matching program activates the full form. Hermes has all the black parts glowing blue, Icarus reverses with red, and Ultimate changes to purple, with the white armor changing to black.
Hermes Program Parts
Foot Parts H ------- Gain invisible dash
Buster Parts H ---- Three-way charge shot
Body Parts H ------ Activate X-Drive
Head Parts H ------ Faster charge speed

Icarus Program Parts
Foot Parts I -------- Jump higher than usual
Buster Parts I ----- Powerful laser attack
Body Parts I ------- Halves damage taken, activates Giga Crush
Head Parts I ------- Jump to damage enemies

Ultimate Program Parts
Foot Parts U ------- Higher jump, invisible dash
Buster Parts U ---- Gain powerful plasma shot
Body Parts U ------ Halves damage taken, no recoil
Head Parts U ------ Enables Uppercut move

X-Fire - Gain a fortified built armor of a fire element. Speed, power, defense increases. This Style Change relies on a balance of Combat and Shot attacks.
Ultimate Armor - Transform into heavy armor with flight capabilities, wielding two huge guns. Power and defense is greatly increased, speed is lowered a bit. This heavy armor Style Change uses mostly strong firepower to overwhelm enemies.
ForteZero's List of weapons: The known weapons used by the White Shadow.
Forte Sabers - ForteZero's standard weapon. It's capable of devastating combos and has several external abilities and techniques.
> Drill Crush - A downward stab generates a spiral of energy.
> Firewave - A uppercut slash releases a tower of flames toward until it collides with something.
> Fish Fang - While airborne, a low saber swipe releases a fan of fish shaped missiles.
> Lightning - This ability releashes bolts of lightning at intervals around a mile radius.
> Nine Fragments - Nine simultaneous strikes directed at the enemy.
> Quake Blazer - ForteZero thrusts his Forte Saber downwards violently while airborne, enveloping it in flames.
> Twin Dream - This ability generates a hologram which mimics every move.
> Wind Shredder - Sends out an afterimage which attacks an opponent proceeding a dash maneuver.
Forte Buster - ForteZero's buster guns and his secondary standard weapon. He can charge up and blast enemies down, or unleash a rapid-fire of buster shots.
Katana - ForteZero absorbed this flowing Battlechip data while traveling through the Sneakernet. The metal blade is strong enough to cut down enemies with a single sweep.
D Glaive (Douruga) - A lance that allows for longer glaive attacks. Spinning deflect enemy fire.
> Renyoudan - This technique is similar to Thousand Slash.
S Blade (Sigma) - A giant sword with legendary attack power. It can break enemies' barriers.
B Fan (Bashiyou) - A fan offering high attack and defense capabilities. The weapon deflects energy based attacks, projectiles, and damage wiht the use of an near-invisible force field.
T Breaker (Titan) - A super-powered hammer. Very strong power, but speed is greatly reduced.
> Dairettsui - This technique is used by slamming the T Breaker right into the ground, creating a powerful shockwave to erupt along the ground.
K Knuckle (Kaizer) - A great weapon for close-up attacks. Gains access to Street Fighter moves.
> Ganzanha - ForteZero delivers a powerful punch into the ground capable of smashing shielded enemies.
> Senpuukyaku - ForteZero performs an airborne spinning kick move, capable of attacking enemies on either side.
> Raijinken - ForteZero dashes forward while charging up a wave of electricity before unleashing a tall bolt of lightning.
> Enkoukyaku - ForteZero strikes with a 45 degree angle flaming jump kick, perfect for taking out unsuspecting foes.
> Shouryuuken - ForteZero executes a tall uppercut move capable of freezing enemies caught in his path.
V Hanger (Velocity) - A pair of twin energy daggers. These can be a great asset against close combat opponents.
> Wind Cutter - Flings the short hunter knives akin to a boomerang a short distance before it flies back into the White Shadow's hands.
R Scythe (Rush) - An offensive and defensive, double-bladed beam scythe, similar to Red's weapon.
Latent Attacks and Abilities: Airburst - A rush of holy energy that travels along the ground at a fast rate. Can also be altered to attack in two other forms.
Earthbreaker - ForteZero slams his glowing palm over the opponent for a powerful combat attack.
Iron Reaver Soul Stealer - InuYasha attack. ForteZero dashes in and slashes the enemy with his claws.
Pile Driver - A double Solar Pile attack by thrusting both fists forward.
Frost Splasher - When ForteZero performs a mid-air dash, a barrier of icy energy briefly surrounds him, making him near-invincible until landing. This is only used when he does an air-dash, not when flying.
Earth Graizer - ForteZero pounds the ground with his fist, unleashing a wave of miniature explosions that sweep the battlefield coming from the left traveling right. This is also a Giga Attack. ||||||||||||||||||||||||||||||
Transcendent Wings of Arcadia - Six angelic wings of light grow out from ForteZero's back, allowing the overall style of his fighting technique to differ.While he can fly (atleast when in the cyber world), the wings will alow for even greater speeds to be achieved.
Hyakkaryouran "Profusion blooming of many flowers" - A copied ability from ZephyrMan. A swirling whirlwind of cherry blossom leaves surround the White Shadow before it rains down upon all targeted enemies.
Crystal Eye - This technique originated from the Organization NetNavi CrystalMan.EXE. How this was gained is from the absorption of the diamond shards embedded in the four Navis; RockMan, Blues, Axl, and SearchMan during their repair at Scilabs. Crystal Eye is a heavy hitter technique, fired in its first form the crystalline orb can damage an opponent wiht ten times the force of MetalMan's punch. It can also split into three smaller beads when it collides with a solid surface.
Diamond Wave Explosion - This technique was gained in the same way as Crystal Eye, but the difference is that this is a powered down version than Crystal Beast Cross' version, and the controlled version of CrystalMan. The attack however operates in the same similarities, by conjuring shards of hard diamond, and then unleashing them upon any unlucky enemies.
ForteZero's Weapons Duplication System: This is a complex system based on the Get Ability Program of ForteZero's. This came into production when ForteZero absorbed some deleted data of Storm Eagle during the Rebellion fiasco. Since then, ForteZero has been gaining new weapon data through absortion of complex deleted data. The menu below lists off the name of each Weapon Data alphabetically, minor information in the secondary menu to the right, with full description of each Weapons Data below the Visual Menu listed alphabetically by deleted enemy.

Rolling S. (Armored Armadillo) - The user launches a blue orb that rolls across the ground. If missing target it can rebound from a solid surface once before vanishing upon striking another solid surface. The charged-up state will create a defensive shield around ForteZero. This will protect him against any enemies who try to strike him. Energy projectiles will be eliminated, but if a strong solid object or powerful energy attack strikes the shield, it will shatter. Color Scheme: Light blue.
Arsenal M. (Arsenal Rattrap) - The weapon launches forth a powerful strike missile. It can also be used to intercept other projectile based attacks. When charged, the missile once fired immediately splits into multiple smaller missiles to converge in blanket attacks. Color Scheme: Dark gray.
Spike B. (Axle the Red) - The weapon fires a ball of thorny vines a short distance ahead of the projection, and hovers in a selected location for a limited timeframe, damaging enemies that come in to contact with it. When charged, it launches a spiked ball of vines that bounces along the walls for a while. Color Scheme: Light green.
G. Spinner (Bamboo Pandamonium) - The weapon launches a green bamboo missile that flies forward towards the opponent, non homing. The charged shot fires a missile into the air, then splits and four large missiles shoot down to the ground around the White Shadow. Color Scheme: Forest green.
P. Bomb (Blast Hornet) - Fires a self-exploding device that can attach to certain enemies. When it connects onto an entity, it causes the enemy to become immobilized. Larger enemies are caught fixed; smaller enemies are caught and flown towards the nearest enemy, making a double destruction (i.e. common viruses in the cyber world). When charged, four crosshairs surround ForteZero and search for enemies. Once targeted, ForteZero fires a bee-like miniature that chases and impacts enemies, "stinging" them. Color Scheme: Olive green.
Frost S. (Blizzard Buffalo) - This weapon will fire out a small icicle-type projectile, which will slowly accelerate forward and will strike through any targets. If it hits something and breaks apart, the debris of the projectile will create a small spike object when it hits the ground and will remain for a few seconds before shattering. The charged-up shot will create a large ice block attached to ForteZero which can be used to charge against enemies without taking damage. Color Scheme: Ice blue.
I. Burst (Blizzard Wolfang) - This weapon fires out a small ice block which will fly out a short distance from ForteZero before landing on the ground. If the block strikes any target before landing it'll explode and cause damage to the opponent. If it does land successfully, ForteZero can jump on top of the block, acting as a stepping stone allowing him to jump higher. The secondary fire will cause ForteZero to flash for several seconds. While flashing, dash around to create two large ice-spikes which will fly out from either side of him. Color Scheme: Cyan.
Melt C. (Burn Rooster) - This weapon releases a wave of fire which slowly creeps forward along the ground. Releasing a charged shot
sends flames out in both directions. Color Scheme: Dark red.
Shotgun I. (Chill Penguin) - The weapon fires a large shard of ice which shatters and reflects towards different directions upon impact. Charging it creates a chunk of ice that flattens into a makeshift sled that can be used to plow into opponents. Color Scheme: Ice blue.
T. Ivory (Crash Minotank) - This weapon launches two triceratops horns coated in ivory rocket out from the buster and collides with the enemy. The charged effect, ForteZero forms horns in front of his helmet, and mad charges the enemy. Color Scheme: Goldenrod.
Aiming L. (Cyber Peacock) - A speedometer like targeting system appears in front of the user. The spinning diamond cursor can move around the sized field in front of the White Shadow. When the diamond locks on the enemy, ForteZero can zap a long range green beam while the enemy is targeted. And when it's charged up, the weapon fires a continual ray that can be directed by ForteZero for a short time. Color Scheme: Purple.
Dark H. (Dark Dizzy) - Stops time and space in a selected area. The effect lasts for only a short time. If charged up, the Time Stop effect lasts longer. Color Scheme: Peach pink.
Shadow R. (Dark Mantis) - This weapon releases a small black homing arrow of any close-by opponents. The charged shot releases six black arrows, which is ideal for taking down enemies that have surrounded the White Shadow. Color Scheme: Dark purple.
Pulse B. (Destruct Gryfflion) - This weapon creates a barrier of electricity, which gathers in more power just by running around to build up static electricity. The more static created, the powerful the energy shots fired. Color Scheme: Lavender.
Helix T. (Dive Choujean) - The primary attack fires two silver tornados that spin towards the opponent, while circling each other. The charged effect is that ForteZero surrounds himself in a whirlwind barrier that can deflect oncoming projectiles and send them back to the attacker. Color Scheme: Silver.
D. Saber (Divine Kitsune) - The saber shined white, and can deflect off or destroy projectile attacks. They cannot deflect powerful energy attacks or larger projectiles, or shatter strong energy blasts. Color Scheme: Neon pink.
D. Blaster (Dr. Psyche) - This weapon fires twin black energy beams from his busters, and can pierce through enemy defense easily. Color Scheme: Gray-80%.
G. Shaver (Duff McWhallen) - This weapon fires out a small blue cloud-like projectile which will crawl along the floor and walls until it strikes a target. This is useful for hitting enemies attached to walls. The charged shot will create eight massive ice blocks in a circular spread that flies into the air and come crashing down, striking any enemies below or near his position. Color Scheme: Navy blue.
Iron G. (Epsilon) - ForteZero's forearms enlarge to the same size as a Golem Arm with a trio of metal claws jutting out from the forehands. This weapon will absobr all forms of energy attacks as a negation and the absorbed energy will also power-up attacks. Color Scheme: Crimson.
C. Blaze (Flame Hyenard) - This weapon fires off a burst of fire which explodes after a few seconds. The charged-up version fires off an even more powerful shot which explodes heavily on enemy contact. Color Scheme: Red.
Flame W. (Flame Mammoth) - The weapon's primary fire is a short-range burst of fire discharged from the buster which can smolder targets. The charged state releases a tower of flames which travels forward, striking any targets in the way. Color Scheme: Red.
Absolute T. Field (Ferham) - This generates an invisible forcefield which surrounds the White Shadow from all sides. It repels physical attacks back towards the opponent. Color Scheme: Pink.
H. Crush (Glacial Aurora) - ForteZero will summon a hailstorm of large icy crystals to slam into the ground. The ability's charged attack generates a whirlwind off ice to swirl around the White Shadow which will expand outward at medium distance before fading away. Color Scheme: Teal blue.
Hydro S. (Gleam Marymer) - This weapon turns the sabers energy component into an aquatic blade, which he can slash the opponent with multiple waves of water. Color Scheme: Dark blue.
C. Shot (Grizzly Slash) - This weapon fires out a small boomerang-shaped blade which will fly away from ForteZero in a straight or diagonal path. The charged shot will create an crescent shaped energy barrier around ForteZero which can protect him from enemies. It can absorb most hits before it dissipates, but remains for a short period of time. Color Scheme: Brown.
Solar S. (Helios Unicrown) - This weapon will launch forward energy shaped discs that's made of light. It can pass through solid walls and the likes to attack hidden opponents. The charged effect is that the saw discs explode once created, sending eight energy shots in all directions. Color Scheme: White.
Tyrant F. (Hell Sanhound) - This weapon will emblazon his fists with fire, which after punching the air sends a fist of fire forward. The charged fire creates a stronger attack and punching the ground creates a wave of flames. Color Scheme: Black.
S. Napalm (Hellspitter Juggernaut) - ForteZero summons capsule shaped bombs filled with napalm energy, and throw with deadly accuracy towards the enemy. Charging up the weapon releases napalm missiles that can home down on nearby opponents. Color Scheme: Neon green.
Asura K. (Incentas) - The weapon is similar to Firehit and Counter. Each kinetic punch fired has a random element of Flame, Ice, or Thunder. When fully charged, a total is six kinetic punches of a non-element flies forward to strike any or all avaliable opponents. Color Scheme: Light pink.
Flash L. (Izzy Glow) - This weapon can fire out a small missile projectile the shape of a firefly which can be directed around. It's useful for hitting enemies that move around often. The charged shot will fire out a massive energy beam that travels long-distance. Color Scheme: Dark orange.
Energy S. (Jaguar Fealikks) - ForteZero using this weapon stylizes more around combat attacks. With each slash he performs with his claws, energy radiates outward like crescent shaped boomerangs. When charged, larger boomerang claw swipes lash out in eight different directions around the White Shadow. Color Scheme: Green.
Homing T. (Launch Octopus) - The weapon fires heat-seeking torpedoes which lock onto any opponents in the vicinity. The charged state fires a fish-shaped bundle of missiles and strafe on enemies. Color Scheme: Gray.
F. Gehenna (Mach Jentra) - This weapon releases a fireball towards the opponent. Upon collision erupts into a fiery whirlwind of flames. Color Scheme: Jade green.
M. Ecstasy (Mad Nautilus) - This weapon releases missiles that can inflict abnormal status effects upon the opponent. Color Scheme: Violet.
Rising F. (Magma Dragoon) - This weapon will fire a large fireball that will fly directly up from ForteZero, allowing to land hits on opponents who fly. The secondary fire will make ForteZero perform a large uppercut attack while covered in flames. This will damage any enemies that touch him. Color Scheme: Red-orange.
Ground F. (Mattrex) - This weapon fires out a large bouquet of flames which will fly out a short distance and then land on the ground. Once it lands, smaller flames will randomly fly straight out of the fire and can damage any enemy that touches them. The charged shot unleashes a stream of fire from the Navi's hands quite a distance. Color Scheme: Light orange.
Metal A. (Metal Shark Player) - This weapon fires out an anchor shaped projectile which will bounce out forward along the ground until it strikes something. If it hits a wall, it'll bounce back in the opposite direction, otherwise after several seconds it'll explode. On contact with the opponent, the anchor will explode. The secondary fire is very effective, as it'll summon several projectiles shaped like Storm Eagle. Each one will fly down from the air diagonally and devastate any target caught in their path. Color Scheme: Dark blue.
R. Claw (Neon Tiger) - This weapon will create an arc of orange energy over the barrel of the buster. ForteZero can use this weapon to deal in more smash damage. Color Scheme: Amber.
R. Splasher (Neon Tiger) - This weapon fires small balls of light in a scatter shot fashion. The secondary generates a small capsule containing radiating solar energy that shoots out balls of light randomly in all directions. Color Scheme: Yellow.
Annihilator H. (Ninetails) - The primary way of this attack is he punches his fist forward, unleashing a powerful energy beam. Color Scheme: Crimson.
Shining R. (Optic Sunflower) - The weapon emits a burst of pure light darting out in eight directions, similar to watching fireworks explode in the sky. The charged weapon releases an explosion of light covering a large range around ForteZero. Color Scheme: Yellow.
Military G. (Rampage Bullzoid) - This ability has one primary use, which summons a powerful barrier armed with two mini gun turrets. Unlike AT Field, this ability serves as both defense and counter-attack. Color Scheme: Copper.
Moving W. (Ride Boarski) - This weapon fires off a tiny spinning wheel which drives away on the ground. This can also drive up on walls. The charged-up version fires off three of these wheels with the same function. Color Scheme: Brown.
Scar L. (Scarface) - The weapon is crafty, sleek, and inflicts agile strikes. The ability generates a silver tube the length of ForteZero's hand, which ejects two large crackling energy beams from either end. The lance's capabilities can also repell or absorb electric-element attacks and fire them back. Color Scheme: Vermillion.
Claymore S. (Shadow) - The weapon is similar to Hells Rolling; a ring of black orbs form around the forearms, and then can be launched out that will track down the closest opponent. The technique saps away some energy and that stolen energy is absorbed by the user to boost the next attack. Color Scheme: Light purple.
Pulverizer C. (Shadow) - After a phase of charging, ForteZero can unleash a collection of dark plasma upon the opponents or opponents. Color Scheme: Light purple.
S. Tag (Shadow Renaraid) - This weapon is stylistic. The White Shadow doesn't use his buster or sabers, but mysteriously pulls out sutra charms and launches them forward, which can freeze/paralyze the opponent, mute out a calling of an attack before using it, temporarily blind him/her, or cancel out energy based attacks. The charged effect generates stronger spells such as HPBug (drains opponent's health), FieldBug (opponent's battlefield transforms into Poison Panels when moving about), or longer paralysis, frozen status, mute, blindness, or energy cancelations. Color Scheme: Dark pink.
Pressure A. (Silver Horn) - This weapon summons a giant tidal wave that washes over the entire battlefield. The secondary fire draws in energy before striking the opponent with an icy blast of energy. Color Scheme: Silver.
T. Slasher (Slash Beast) - This weapon will fire out two wave-shaped energy beams that will fly out in diagonal directions and damage any enemy targets they strike. The angle shots allow ForteZero to hit enemies in the air. The charged-up shot will fire out several large energy-waves which will fly out in a circular fashion, creating a full range of fire in front of ForteZero. Color Scheme: Dark brown.
Heartbreak K. (Slayer Lemon) - Using melee combat, ForteZero can form energy hearts and throw them similar to kunai weapons. The charged function changes to an eight bladed shuriken, and when launched will release energy hearts in all directions. Charged or not, they have the handy ability of breaking through energy projectiles such as buster shots or other energy based attacks. Color Scheme: Pink.
Crystal G. (Slayer Kato) - ForteZero launches grenades made of glowing crystal. When exploding, they can either lash out with flame damage, ice damage, or thunder damage. When fully charged they can inflict increased damage with arcing flares upon detonation. Color Scheme: Sea green.
Sniper M. (Snipe Anteater) - This weapon launches a homing missile. The charged-up version fires off three of these missiles and they have the same function. Color Scheme: Blue-grey.
Electric. S (Spark Mandrill) - The weapon launches a purplish yellow spark-like electric charge horizontally. It splits into two and flies away perpendicular to the walls and floors impacted. The charged weapon produces an electric storm with the user at the center, releasing energy walls all around. Color Scheme: Amethyst purple.
Splash L. (Splash Warfly) - This weapon fires off a water beam which can destroy enemies. The charged-up version fires a wave of bubbles that flies towards the opponent. Color Scheme: Cerulean.
T. Thunder (Squid Adler) - This weapon will shoot out three electric bolts, one forward, above and below ForteZero. Once they strike a wall, ceiling or floor, large energy balls will appear and crawl along the terrain for a short distance. This is very useful for striking any enemies surrounding the Navi as if the bolts miss them, the energy balls could easily catch an enemy off guard. The charged shot will create huge lightning bolts that strike the ground at given intervals. The positions of each bolt are random. Color Scheme: Pale blue.
Starburst R. (Starburst Stymphian) - The weapon releases a spread of hawk beak shaped missiles, with razor wings lining the body. They track down the closest opponent and pack quite a punch. Charging up the weapon generates a storm of stars that rains down in random areas. Color Scheme: Gold.
C. Sting (Sting Chameleon) - The weapon launches a green laser that splits divergently into three separate lasers. Charging it makes ForteZero glow in a rainbow of colors, thus making him invincible to all forms of damage for about half a minute. Color Scheme: Green.
Storm. T (Storm Eagle) - This weapon unleashes a powerful horizontal tornado that proceeds to engulf enemies in the user's path. The charged weapon creates a huge vertical twister surrounding ForteZero, and will damage any nearby enemies. Color Scheme: Lilac.
Marsh S. (Swamp Kappaphi) - This weapon is used with the D. Glaive. ForteZero takes aim and throws it at the opponent, the beam blade at the tip glowing a swampy water color. Once striking the opponent it gets sent back by a burst of water into ForteZero's hand. The charged effect is that ForteZero begins to rapidly stab at the opponent, each hit shooting a small burst of water. Color Scheme: Blue-green.
S. Deflector (Swordmaster Samuram) - Useful against Sword-type enemies. Blocking from a sword type attack, a sonic wave of energy immediately radiates outward for splash damage. When charged, ForteZero glows in a sapphire aura, and all his sword attacks become faster for a limited amount of time. Color Scheme: Sapphire.
W. Spiral (The Skiver) - This weapon will create a large tornado-shaped projectile which will fly up above ForteZero, or in diagonal directions. When charged, it releases a tornado that travels along the ground, increasing in size as it does so. Color Scheme: Periwinkle.
V. Tornado (Tornado Tonion) - This weapon fires off an electric tornado which will rush forward after a few seconds striking any enemies in the path. The charged-up version creates an electric energy field around the White Shadow which will sap HP from the opponent colliding with the barrier, which turns into energy for ForteZero. Color Scheme: Yellow.
Acid B. (Toxic Seahorse) - This weapon will fire an acid globule that splashes on surfaces to damage enemies. The charged-up shot will fire out more than one bubble and will cover a larger area when they hit the ground for a larger range of splash damage. Color Scheme: Sea green.
T. Fang (Tunnel Rhino) - This weapon will fire a small drill-projectile which will fly straight ahead and damage any enemies it strikes. This weapon can also be used to destroy through objects like Stone cubes or large boulders. The charged-up shot will make a drill appear in the barrel of ForteZero's buster and can be used to charge into enemies. Color Scheme: Turquoise.
Gomorrah S. (Urbalos Banshii) - The main weapon fires a large wind of jade green energy, which emulates the screeching of a shrieking banshee. With the weapon charged up, ForteZero performs a handstand and spins around in a large jade green twister, as waves of energy splash out in different angled directions for a short period. The splash damage inflicts Confusion upon the opponent. Color Scheme: Jade green.
Blizzard M. (Vanumin Battce) - ForteZero will launch forth a powerful shard of ice that once striking an opponent, splashes as snow, then refreeze again into frozen ice. The charging method releases arrows of sharp jagged ice from a single spin in eight directions. Color Scheme: Black.
Triad T. (Volt Catfish) - This weapon will create three large electric mines around ForteZero which will fire out large electric lines to each other forming a protective pyramid and then fire out in an upward and diagonal directions before the mines vanish. The charged-up shot will make ForteZero punch the ground and cause the ground to shake, which then two electrical balls of energy is launched forward. Color Scheme: Green-blue.
Lightning W. (Web Spider) - The buster fires an electrically-charged "net" that ensnares enemies and allows the user to wall jump off of it. Charging the weapon creates a large network of electrified webs that does damage to enemies. Color Scheme: Dark yellow.
R. Assault (Wild Jango) - ForteZero will emulate the Screw Attack ability after jumping into the air, curling up and set blaze with electrical plasma and smash down onto the opponent. Color Scheme: Indigo.
S. Chain (Wire Sponge) - This weapon will fire off a small extended chain which will grab on to walls and items as well as causing damage to targets. ForteZero can grab onto a wall and drag himself towards it, can also retrieve items such as Mystery Data or his weapons if they slip away from him, and can latch onto the ceilings and swing around much like Zero's Chain Rod weapon or the Grapple Beam from Super Metroid. The charged-up shot will fire out a longer and bigger chain to reach further objects. Color Scheme: Light purple.
Get Ability Program: Just like his brother, ForteZero also has obtained one from his revival thanks to Dr. Cossack. Unlike his brother, he only uses it when it seems necessary. The only times they we're used is when he absorbed the powers of the Rebellion viruses that we're deleted, and other concerns that's occurred recently.
Desperation Attack: Has a folder of Battlechips as emergency incase he's separated from his Operator, though he will call for back-up if the situation proves tough to escape from.
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: Marino.EXE
Alias/Nickname: The Petty Thief
Maverick Hunter Rank: S
Gender: Female
Age: 23
Height: 7ft1
Weight: 50 lbs
Net-op: Alia C. Abbott
Net-op's Age: 23
Net-op's Appearence: Alia still wears pink clothes, but she wears pink jeans with pink and white sneakers, a white T shirt with a heart in the back, which is blocked by the dark green women's poncho. She wears a hair clip in her long blond hair which has her and her Navi's icon on it - a white flower with a blue orb center on a dark blue triangle against a green background inside the circle.
Likes: Ninjitsu, ShadowMan as a challenging rival, her good friends
Dislikes: Perverts, Spider when he cheats at cards
Appearence: Marino, a female Navi that studied in the art of Ninjitsu. She had slightly long green hair coming out from the back of her helmet, and some from the front with a curved hair style. Her helmet was shades of pink, two dull spikes coming out from the sides, light pink with a yellow ring like stripe and a blue part within the yellow stripe. Three blue orbs were embedded into the top of her helmet, two near the bottom of the spikes, and one on the top like a triangle if you look from the top view. Two dark pink fused into her helmet slightly covered the sides of her face, but her mouth and bright blue eyes are still visible. Around her neck was some sort of golden necklace fused to her with a red orb in the middle. Her shoulders were encased in medium sized armor, dark pink in color with four indents colored yellow and blue, her outer shoulder armor near her shoulder blades emblazoned with yellow. Her upper arms were covered in a black silk garment, same with her upper legs. Her torso was covered with a pink swimsuit like bodysuit overlapping her black one. She was a bit big in the chest area, with four gold coins pinned to her at the front. A white stripe ran down the middle of her body, underneath her breasts was a yellow stripe that started from the white stripe and went around to the back, two thin ones going around her waist over her belt. Her icon was a white flower with a blue orb center emblazoned on the belt. Her lower arms are encased in pink armor, her wrist covered in a light pink bracelet with a blue orb in it surrounded by yellow star points from four corners, her hands covered with white gloves. Her leg armor was pink as well, yellow knee pads with large blue orb jewels embedded. Around her shins was light pink anklets with blue orbs located at the sides of her shins, her feet styled like a woman's boots.
Human Reploid Appearence: She's still a bit big chested wearing a light pink short sleeved shirt with her Navi icon printed on the back, though it's blocked by the dark pink women's poncho over her shirt. It's also the belt buckle icon on the belt she wears with her jeans. She wears short blouse jeans combo and the jeans are a faded blue with green and dark pink trims on the short light pink blouse, the ends of the pant legs like bell bottoms. She has custom made shoes that are like high heels, light pink with green and gold trims around the edges, the soles light red, and two green jewels embedded onto the sides of the shoes. Her fingernails are a shade of crimson pink, and her hair is styled the same as her Navi form, but she let her green hair fall down from the back slightly curled up. Her soft green eyes can fool a man who's only after her good looks.
Human Reploid - Battle Armor Appearence: She looks the same as her Navi form.
History: Where shall we start? Marino is Alia's NetNavi, been her Navi for thirteen years. She was a gift from her father when Alia was only five, though in the past she was a bit smaller in the chest area, almost flat. Alia is David's girlfriend, been together ever since child hood. They have been together with David on a trip around the world after David awakened from his dark depression, and it was something he wanted to do after his parents' death.

The three of them saw the whole world, finished their high school years in Netopia, and even met the Dhali Lamha at a remote mountain in Ajiina, who by the way hates it when you say "Hello Dhali!" But enough of the jokes, heh... When Alia hit her sweet sixteen, Marino was given an upgrade to what you see today *Light chuckling*. They returned back to Electopia just in time to enroll into Den University. They had adventures with the original Net-Battle gang they knew years ago, and college has been kick-ass ever since, unless you factor out the countless attacks from the Dark Nation, who rose in power and was brought down in a fierce battle, the rise and fall of Genesis Sephiroth (same in David's condition; died in the battle and was revived beyond human standards), the destruction of the Star Knights, the rise and fall of the Rebellion Army, the Zodiac Knights, and their countless army of viruses, and the Rebellion Cadre, not to mention the deletion of the Ultima Virus army and the OVX, and saving the world from being deleted with only one second left on the stopped watch clock before it struck the Armageddon number: "666" (talk about a close shave).

Today, Alia is getting used to being out on the battlefield. And Marino helps the Maverick Hunters in their quest of world peace. The threat from Neo Arcadia, then Colonel Redips, was negated, and Earth was saved from chaos once more. Of course, she, Alia, David, ForteZero, Forte, and Zero moved to the new base in Ajiina. Now recently, everyone has been in full shift helping the Net Saviors and Officials with solving the brutal murders of other Officials and Net Saviors world wide. Alia at midnight New Years gave birth to a baby girl whom they named Rebecca. Rebecca once she's older will be the Net-op to Leviathan.EXE.
Style Change: Quicksilver - Marino's armor scheme changes to shades of black and gray, losses the bodysuit on her legs, and some of the parts are still gold or green. Her green hair changes to blond hair. Quicksilver greatly enhances her agility.
Cross System: The Cross System was designed around RockMan's Cross System when he once had the power of the Denouujou beasts.
Shadow Cross -- Marino gains ShadowMan-eques armor. Her armor changes to purple and black armor, with the armor thinning around the legs and arms, and sandals fused to her boots. The bodysuit is pitch black but loose-fitting like cloth, an unzipped vest with a long red scarf reaching down to her lower back and the Muramasa strapped to her back. Spiked wristbands are wrapped around her wrists, with knuckle guards around her gloves, and white armor is clamped to the side of her legs. Shadow Cross offers a neutral element, agility, stealth attacks with the shuriken, kunai, and Muramasa weapons, and can conjure shadow clones.
Fefnir Cross -- Marino gains Fefnir-eques armor. Her helmet changed form completely to resemble Fefnir's with a part of her old helmet jutting forward into a pair of golden horns as a visor appeared over her eyes with a white fang shaped frame surrounding the face, armed with two Knuckle Busters. Versus Fefnir's design, her Knuckle Busters were smaller and were far sharper on the outer edges, indicating a preference for slashing, rather than crushing. Pinkish red armor is clamped on the side of her thighs, the bodysuit black. She also wore thick red boots with thick gold anklets and bracelets, but her greaves and gauntlets around the upper arms and body became more compact, the body itself was covered with a pattern of flames. Her shoulder gauntlets which the left side had a short stubby spike pointing up was similar to a cross between Fefnir's shoulder gauntlets and FootMan's. Fefnir Cross offers increased power and defense, and the element of Fire. Main attacks are powerful Heat Shots, and other flame based attacks.
Harpuia Cross -- Marino gains Harpuia-eques armor. Her armor changes to a green, light green, and goldenrod variation armor with two wing-like crests clipped to her anklets, two large fold-down light green wings clipped on her back in a design to that of thrust boosters, and a pair of beam swords strapped to her belt. Her amr gauntlets transform into aerodynamic armor, wiht win glike crests attached to the golden bracelets. The leg armor held a similar apperance to the Command Armor, but green with the rectengular jewel a lighter green. Her helmet was green with a pair of crests similar to wings on the sides of the Harpuia-resembling helmet, and the bodysuit a dark green. Harpuia Cross offers great flight mobility and speed, and the ability to scout out any nearby enemies with the Radar Scout to mainly locate their weak points, and the element of Wind. Main attacks are conjuring up lightning bolts and producing powerful tornados.
Leviathan Cross -- Marino gains Leviathan-eques armor. Her armor changes to an ocean blue and cobalt armor with a black bodysuit, her leg armor with fin like extensions and sapphire ovals embedded into her knees, a matching helmet with two white fins from the top sides of her helmet pointing down her back, armed with a double-sided, double bladed lance halberd. Leviathan Cross offers great mobility and crusader speeds when fighting underwater, and the element of Water. Main attacks are melee combat with the halberd, able to create ice blocks and summon Ice Dragons.
Phantom Cross -- Marino gains Phantom-eques armor. Her armor changes to navy-blue and light purple armor with a mask now covering her face which was part of her altered helmet resembling Phantom's, with a red scarf around her neck, and two katar-like weapons on her arms. The purple boots reached up to her knees with protective pink and dark blue anklets and bracelets that served for armor around certain areas, and the bodysuit a crimson purple color. Phantom Cross offers stealth and combat attacks with ninja styled weapons like kunai and shrunken, and a neutral element. The difference from Shadow Cross is that Phantom Cross offers the ability of invisibility and to locate hidden enemies, hidden unsprung traps, and the shrunken and kunai used are energy based.
List of Weapons: Beam Knife - Marino standard weapon of choice. Twin Beam Knives that can damage an opponent. If she needs to, she'll switch them out with other weapons she has in her arsenal, such as...
Beam Chakram - Another beam weapon. It's a metal tube, with the beam saber part a pink color, curving around at both ends like a ring, with the hilt extending a short beam saber spikes. The metal tube is a dull gray color. With this weapon, she can deal in 25% more damage.
Beam Blade - A katana styled blue beam saber weapon. The sword's handle is the same as a Japanese sword, only pink and gold. Her speed increases 15% when she uses this weapon.
Beam Dagger - A blue beam weapon. It basically looks like a 4, only the point at the top of the 4 is separate, the short line of the number 4 is the metal handle, styled after a fencing sword's handle, and the second beam saber part is a bit elongated and thin. Each attack made by this weapon, could inflict a Blind status onto the enemy.
Beam Miracle - A pink beam saber weapon, the handle designed like a cross of a katana and Zero's Z-Saber with a sapphire bulb at the bottom of the handle. The beam saber part looks more like a question mark (?), but it is really more like a beam whip.
Beam Sword - A pink beam saber, resembling a medieval sword but a bit shorter and thicker. The handle is shaped like a cutlass with gold plated brass knuckles, a golden chrome spike at the bottom of the handle. This weapon increases her offense as well as her defense.
Beam Wonder - A yellow beam saber weapon, length of a Katana, the handle a cross of a cutlass and a rapier sword.
Vengeful Needles - Marino wields the same weapons used by Kagura the Wind Sorceress from InuYasha. She can't apply damage with it, but she can use damage she's received from an opponent and send it right back at the same amount.
Windmill Shuriken - A gift to her from her Ninjutsu Trainer and master of the shadows; ShadowMan. Marino can use this four-bladed weapon to inflict damage from even at long-distance before it returns to her.
Stella Shuriken - Elemental throwing stars.
Comet Shuriken - Elemental throwing stars; target's closest enemy.
Muramasa - She only gains this weapon when in Shadow Cross. It's a powerful weapon that grows stronger when the wielder grows weaker and suffers more damage in battle. While the sword is evil, it however does not have a demonic presence when wielded by those of a light nature and soul.
Ninjutsu Abilities: These are the Ninjutsu Abilities she knows. Most are copies of certain Battlechips, while some are taught by ShadowMan.
Fumikomizan (StepSword) - Marino dashes instantly right in front of her opponent and slash them with her Beam Sword weapon then quickly dashes away.
Shirahadori (AntiSword) - If Marino is attacked by an opponent using a sword, she blocks the attack, pushes him away before slashing in front three times sending three Sonic Booms.
Kakigenkin (AntiFire) - If the opponent launches a Fire-based attack, a statue of a dragon statue materializes in front of her, absorbs it, and launches several fireballs at the opponent.
Hiraishin (AntiElec) - If the opponent launches an Electric-based attack, a Lightning Rod appears, absorbs the attack, and retaliates with a powerful electrical shock.
Daikouzui (AntiWater) - If the opponent launches an Aqua-based attack, a large Faucet appears, absorbs the attack, and fires out a large blast of water.
Mayoinomori (AntiWood) - If the opponent launches a Wood-element attack, a large mushroom absorbs the attack and spreads out a mist of pollen that deals in damage.
Kawarimi (AntiDamage) - She retaliates the last attack, and converts the damage she would of received and launches three shrunken at the enemy.
Aninsutouru (Uninstall) - One attack on the opponent that deals no damage but will "Uninstall" any sort of weapons, power-up effects and abilities the opponent(s) may have.
Kogarashi (Twister) - This wind-based attack damages opponents with Wood-element properties.
Neppuu (Blower) - This fiery tornado deals in Fire-element damage.
Tenziyouura (Dropdown) - She can appear standing upside down, hence "dropping down" on your opponent, to launch a sneaky attack.
Yukashita (Pop-up) - As with Yukashita, only she pops up from the ground instead of dropping down from the ceiling.
Ooakatsunami (BigRedWave) - She plants her hand on the ground, and a large wave of lava bursts from the ground and washes over the terrain, and over the opponent.
Tiyaazisupaaku (Lightning) - She clasp her hands together as she crackles with electricity, before she fires a powerful bolt of lightning at the opponent.
Kanketsuzen (Geyser) - She plants a hand down onto the ground, forcing a large burst of water to shoot up from the ground under the opponent (which deals in Aqua-element damage).
Hayabusagiri (Hawk Cut) - She dashes towards the opponent and slashes with a WideSword, then a LongSword.
Wara Ningyou (Voodoo Doll) - A bail of straw shaped into a doll form. When struck down by an attack caused by the enemy, the doll explodes with a miasmic wave that deals equal damage including status effects back towards the opponent.
Topu (Wind) - She does a stance similar to "pushing a heavy force forward" which immediatly a powerful burst of wind blasts forward.
Engetsukunai - Marino spin-slashes around her to get her opponents to back off. It also deals in damage.
Riyoutekunai - She flings two spinning kunai towards the opponent dealing triple-hit damage.
Renzouken - Used with the Muramasa. She'll dive at the opponent and slash around a total of ten to twenty times. She gets slightly tired from performing this technique.
Kusamura - She throws what looks like green energy needles in a spread fashion. Whatever area they hit creates patches of grass.
Kagebunshin - She creates two clones of herself, which can attack and can only be taken out if attacked by a certain element.
Fire Force - Marino copies the attack from ShadowMan, sending a burst of pink flames to travel towards the enemy.
Interruption - A flash of light temporarily bathes the entire battlefield. During this time, any countering abilities, attacks, ect. have been negated.
Desperation Attacks: "I'm warning you!" - If she's hit by an attack, then calculating the hit damage she received then halve it, she sends it back in a form of purple flames rushing at the opponent. If a Grass Stage is set down, the burning grass adds in more damage.
Ryuuseigun (Meteors) - Thirty powerful meteors rain down from space down at the opponent, in a spread fashion.
Extra Information: Marino is called the Petty Thief because she takes on mercenary jobs on her spare time, though Alia doesn't approve of her part-time hobby.

When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: Spider.EXE
Alias/Nickname: Wild Card
Maverick Hunter Rank: A
Gender: Male
Age: 20-22
Height: 7ft3
Weight: 90 lbs
Net-op: Zekk (No last name)
Net-op's Age: Mid-thirties
Net-op's Appearence: He's a man with dark hair who seems to be somewhere in his mid thirties. He wears heavy black work boots, black pants, a dark blue shirt, and a black coat. A scar ran across his right cheek from underneath his right eye down to his jaw. On the back of his jacket was his Navi's icon - a red X which looked like two wings and two feet.
Likes: Bounty hunting, destroying Navis who cause harm to the innocent, his friends
Dislikes: Bad luck, Marino when she accuses him of cheating at poker and choking him
Appearence: He wears a dark suit and a matching hat over his purple hair. He wore a yellow belt, which extended into a pair of coat tail look-alikes at the back. A whole deck of cards was strapped to his leg in a small carrying case. He also had an extra card in his hat. His icon symbol is a red X with the top two parts redesigned to look like wings. They are also imprinted on the back of the coat tail, and on the back of his poker cards.
Reploid Appearence: Same as his Navi form with several changes. The feroda hat has purple head guard surrounding the back and sides of his head, his purple hair seemingly trimmed and hidden in the feroda hat and head guard. His cards that are used as weapons are energy-based produced from hooked Vulcan-like devices on his wrists.
History: Spider and his Net-op Zekk came into existence when the Rebellion was still in existence a year ago. The leader of Rebellion posted a bounty of RockMan's head, for his deletion. Vile took this offer and trapped RockMan and his friend Axl in a location at Okuvalley Dam and National Park computers.

Vile came and tried to delete RockMan, until the card wielding Navi came and interfered. He wasn't after RockMan's bounty, but was after Vile cause of a one billion Zenny bounty placed on him. Spider saved RockMan that day but Vile escaped, and when Mattrex and Scarface attacked the bookstore where Noah made his appearance into public, Spider's Net-op Zekk was there to help with the job he took. He and Spider are mercenaries, but are willing to lend a helping hand for Netto and his friends if they need it.

Spider and Zekk were there when the earth was saved from the OVX Noah sent out to delete the entire human race with Final Genesis, which was foiled by R RockMan in Perfect Synchro. Noah is a good guy now, but Zekk and Spider have vanished. They've only appeared when there is trouble and Netto and friends need help. Right now though, Spider is a "temporary" Maverick Hunter, since David built him a reploid body so he can travel with the team on missions. With Zekk's permission, David has made back-up data of all of Zekk's Battlechips, and placed it as a Library in Spider's reploid body so he can have access to it without his Net-op's help when he's far away with the team.

Spider wasn't around for much time because he would be with Zekk on bounty hunting missions. He showed up for the Battle Network Tournament, but that was it. Lately he hangs around more and more with the Hunters, since he and Zekk have their own place at the base when they show up, but on other times they're out on bounty jobs. Spider is a bounty hunter, and a Maverick Hunter. Two jobs are hard to keep up, eh?
Abilities: Counter Card - Five energy cards appear in front of Spider. If an attack connects with the card wall, they fly out and strike down the enemy.
Standard Strike - Spider throws lethal pieces of cardboard. Each card has a determined set HP damage (Ex. 8 of Hearts = 80 set HP damage).
Fortune Card - Spider plays a hand of Poker. The hand determines the strength and pattern of attack. It alters differently when in Command Mission.
> Pair – Hits one opponent twice.
> Two Pair – Hits one opponent twice. Second hit is a 50% chance for a critical strike.
> Tri Card – Three hits, each dealing Flame, Thunder, and Ice damage.
> Straight – A five hit card strike on one opponent. The last hit guarantees a critical strike.
> Flush – A single shot attack that casts a Blind Status on the enemy.
> Full House – Hits all opponents.
> Four Penalty – All opponents hit by this have a 25% decrease in all current abilities like Power, Armor, Shield, and Speed.
> Straight Flush – Three separate hits on all opponents. The third hit is a guaranteed critical strike.
> Royal Flush – Powerful attack at 300% Power.
Desperation Attacks: Bluff - Spider can avoid one enemy attack once in battle.
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


Name: Zero.EXE
Alias/Nickname: Crimson Hunter
Maverick Hunter Rank: SA
Gender: Male
Age: 18
Height: 5ft9
Weight: 90 lbs
Net-op: David L. Abbott
Likes: Mexican food, the Shark Soul girls (Roll-chan, Medi, Ring, and Slur)
Dislikes: People who think he's a girl by cosplaying him in a wedding dress, evil criminals
Appearence: His bodysuit was completely black, located on the upper right part of his bodysuit on his legs was a white elongated triangle pocket. His boots are thinned out near the top and is a red color. Around his shins is a gold bracelet. His gloves where now white around the hands while the rest had transformed into a pair of red bracers, gold bracelets around his wrists. Red vest-like armor covered his torso. His helmet was a medium-small sized helmet. The middle and ends was a cobalt blue and the rest was red. In addition, a pair of red crests curve backwards from the sides near the top. At the sides of his helmet was a red dome shaped box, with a short white triangle heading to the front, but stopping before it reached the lines of where the skin and metal met, and a longer shaped triangle reached out a bit ways towards the back, the same length as the red crests. Long yellowish blond hair flowed out from the back of his helmet down to his waist, his eyes midnight black.
Human Reploid Appearence: The clothes he wore consisted of a dark gray hooded sweatshirt, a white tank top underneath, rugged dark red pants and a black leather belt with his Navi Icon as the belt buckle. He had black sneakers, light gray socks, and wore green wrist cloths and a gold necklace with a stylized colored Z attached to it.
Human Reploid - Battle Armor Appearence: He has the looks of a teenager with a long, blonde ponytail, green eyes, and red and white armor. He had red and white boxy shoulder pads with an odd Z-shaped symbol imprinted on the left one, his icon symbol. His chest armor was red, with two green bulb-like things on either side. His helmet was also red and it had a triangular blue crystal in the forehead. The fins were slightly pointy at the ends. The leg armor was a bit bulky but very light in weight, red colored with white knee pads at a triangle point. A hint of gold was around the shins, the boots pure white. At the sides of his shins near the gold were green circle indents. His bodysuit is a black color. His Z-Saber handle was seen at the left side of his shoulder. It was connected to some sort of battery pack on his back, red with vent exhausts in the rear of the battery pack.
History: Zero was created by a scientist who looked up to Wily and World Three. This scientist created a mega-virus that was called "The Zero Virus". Zero used his power to infect the net, and the NetNavis to make then berserk, and delete others. RockMan and Netto, who was ten years old at the time, a month after the fall of World Three, went and cleansed the net of the Zero Virus.

Zero himself went and fought against RockMan and Blues, but when he was defeated, he begged RockMan to delete him. Dr. Hikari, Netto's father, saw the potential Zero had within his heart, and took Zero and had his format changed from a virus, to a NetNavi, using data that RockMan found in the old ruins of the World Three server. After Zero betrayed the Professor, the Life Virus R appeared, but he took care of it in his new Navi state. Tracked by The Science Labs, Zero wandered the net for years, helping those who were in danger.

Its ten years later, Zero returned to help RockMan take down a new group who calls themselves "The Dark Nation". He met David and ForteZero during the long struggling fight, and with permission, he was given a complete reformat and reconfigured. His frame was changed, and he was now known as "The Blond Bomber". His old nickname "The Red Demon" no longer exists. The threat of the Dark Nation, then Genesis was averted from disaster, and life went back to peace, until the next year, when the Rebellion appeared. Their first attack was on Dr. Hikari's completed project modeled after David's mapping ideas of a reploid, which was altered from plans of the Copyroid bots. Zero, just like Forte, comes to help here and there, but he mainly hangs out with David and the others longer than Forte has. The blond swordsman battled through thick and thin against many Rebellion viruses, battled along with the team against Scarface's maverick army entering the real world, then to help defeat the OVX by destroying the core that projected the Ultima Viruses world-wide. He is now team leader of the 0th Special Unit of Maverick Hunters along with Forte, who vanished during the final battles.

Zero moved in with David and the others during the third year of college, living next door to Netto and the gang. A man named Vincent Rebellion and his Navi Elpizo appeared from the blue, and robbed a bank. Their plan was foiled. Next, they kidnapped Rush after sending a wave of Garum and Conoroid viruses to attack their homepage. When Netto, Shun, and Enzan showed up to defeat Elpizo and save Rush from deletion, a reformed Noah along with his new Navi Lumine showed up, and helped delete Elpizo who had transformed to his Kaizer form with the Crest of Arcadia. He remained at the side lines mostly, but showed up when the Battle Network Tournament came into play. He was able to enter the Finals, but lost against his good friend RockMan. The final battles after the Battle Network Finals led them all to fight against an army of Pantheons, and the battles against the Generals, their Navis, Saiba and Omega X. When they were defeated, and died when the country self-destructed, they took out Redips as well when he revealed himself to be a maverick all this time. Now with the threat of The Organization, everyone is active and waiting to defend the peace from those who wish to disturb the innocent.

Sometimes he and Forte get into arguments, but they are good friends in battle. Those who underestimate him suffer dire consequences.
Element Chips: A new upgrade allows Zero to wield all five elements of Neutral, Flame, Thunder, Ice, and Nature. The elements correspond and activate when a selected EX Skill is in use.
Trait Chips: A new specialized system developed by David for Zero's use. Zero can use different traits to help his overall outcome of any battle he's engaged with.
Style Changes: Black Zero - Zero's entire color scheme changes to shades of grey and black, and his hair becomes a pale blondish white. His parameters increase a bit, and quicken his speed executions.
Absolute Zero - The image is the same as Gospel Soul, only more demonic looking. Flying abilities, plus all attacks are Aqua/Ice elements. Some attacks could cause the possibility of frozen status on enemy. All abilities in Power and Speed increases alot. The Giga Attack "Calamitious Arts" inputs random attacks from any position around the opponent. When in low HP, Zero goes berserk.
Zero Virus - Zero reverts back to his original form, and grows a bit taller in height. The Z-Saber is now a weapon that forms over his arm like Blues with his default sword. Zero cannot use his buster or any other weapon except his saber.
List of Weapons: These are all of Zero's weapon in his Weapon Inventory.
Z-Saber - Zero's saber, that damages opponents with high mobility slashes and special attacks.
Z-Buster - Zero's specialized buster gun. Fires out plasma bullets, and when charged fires stronger plasma shots.
Triple Rod - A spear like weapon, which can stab the opponent thrice in a row. The weapon can be launched in different directions.
Chain Rod - Can be used for long distance attacks. Can hook then hang on the ceiling, or draw in items in any direction.
Recoil Rod - A close range weapon that attacks in separate directions, almost the same as the Chain Rod.
Shield Boomerang - Used for defense, useful to block out most and all attacks, or to deflect enemy fire.
Z-Knuckle - Use for offensive tactics. The weapon can make a copy of the opponent's weapon and use it for himself. The weapon is an Asian-style dragon-head bracer gloves.
EX Skill: A complete list of EX Skills that has been created by David and Alia.
Laser Shot - A charged buster attack released a piercing laser shot.
Spark Shot - Generates a ball of electricity that once colliding paralyzes the enemy.
Tenshouzan - Zero performs a flaming uppercut with the Z-Saber.
Sengatotsu - Performs an electrical blitzing move while dashing.
Energy Chain - Using the Chain Rod, Zero can stab the opponent to drain some energy.
Burning Shot - A charged blast shot that generates another explosion upon collision to generate more damage.
Kougenjin - Sends a wave slash from the Z-Saber that travels only a short distance.
Filter Shield - Using the Shield Boomerang can filter enemy shots into something else.
Reflect Laser - Releases a charged laser shot that can reflect off solid surfaces four times.
V Shot - A double electric shot that fires in diagonal directions.
Blizzard Arrow - A charged shot fires a triple arrow shot made of ice in three different directions.
Reppuugeki - A similar move to David's Raijingeki, but is not electrical.
Rakusaiga - Zero dives into a drill like spin as he descends with the Z-Saber extended downward. With the Ice Chip the blade turns ice cold, and with the Thunder Chip, the attack releases two electrical balls that travel along the ground away from Zero.
Tenretsujin - Zero performs an electrical uppercut with the Z-Saber.
Zaneidan - Zero executes a sonic boom along with an Ice element triangular wave attack.
Thousand Slash - Zero will use a forward close-range Multi-Stab attack with the Recoil Rod, which covers a wide area.
Soul Launcher - With the Recoil Rod, Zero can release four orbs of energy from a charged Recoil attack. Using the Flame Chip allows the energy orbs to burn upon colliding with the ground before fading away.
Crawl Shield - Zero snaps the Shield Boomerang along the ground and it races across the floor before returning shortly to Zero.
Circular Shield - Zero launches the weapon into a circular orbit around him four times.
Time Stopper - Stops the movement enemies for a brief moment.
Tractor Shot - A green electrical orb forms over the barrel during charging process, and attracts enemy attacks to increase overall damage.
Ice Javelin - Releases a stream of ice from the buster after initiating a charge.
Tsuibangeki - A downward saber stab that releases stone debris into the air once striking the ground.
Buraitotsu - A move similar to Reppuugeki, but the forward stab releases an electrical energy ball.
Shouenga - This move executes a rising saber slash. Other combo moves can also be executed during the attack.
Shougetsujin - Zero will slash his saber along the ground and release a blade of ice that travels along the ground, freezing any enemies in its path.
List of Attacks: Charged Shot - Like the name implies, a charged plasma shot.
Charged Slash - Like it says, a charged up saber slash to an opponent. Effects look like a Geyser.
Charged Triple Rod - Spins the weapon in his hands, which makes him momentarily invincible until he stops.
Charged Chain Rod - Spins the Chain Rod in his hands, which momentarily changes into a rod, and makes him momentarily invincible until he stops.
Charged Recoil Rod - Zero stabs forward in a powerful thrust in any direction.
Charged Shield Boomerang - Zero charges energy into it, then throws it at his enemy/enemies. The energy blades carve through them, and flies back into Zero's hand.
Black Zero Attacks: Zero Slash - As it says, normal damage from a slash.
Zero Breakthrough - Armor piercing attack. Moderate damage.
Zero Dragon Slash - Anti Air attack -- which means even if you're in the air, Zero can bring down an enemy. Moderate damage.
Zero Slash Wave - 50%-200% attack power into normal damage.
Zero Skull Crush - Critical Hit... that means very high damage... no it doesn't kill you, despite the name of that attack.
Absolute Zero Calamitious Arts: Zero appears around the opponent at random spots and attacks with random moves.
Zero Virus Attacks: Zet Saber - A three-step sword slash attack.
Denjin Saber - Slashes the opponent with an uppercut saber attack.
Mikadzuki Saber - A spinning slash attack in the air descending downward to the ground.
Phantom Zero - He fires an onslaught of shockwaves in ghostly forms of himself.
Command Techniques: Under intense training by David, Zero can now use these saber techniques against any opponent.
Tenshouha - Smashing the ground with his fist, a pillar of light will shoot down from space and strike the ground. It's a Giga Attack, and taking damage refills the Weapon Energy Gauge. ||||||||||||||||||||||||||||||
Juuhazan - While on the ground, Zero will slash downward with heavy force, which can break through even the strongest of barriers.
Rasetsusen - While in the air, Zero will do a continuous 360 spin-slash and fall towards the ground.
Raikousen - Zero will dash forward, and strike the enemy with an electrified Z-Saber. During the dash, he turns invisible briefly.
Enkoujin - Zero will jump into the air, then execute a flaming attack from above.
Hyouryuushu - Zero will perform a spinning upward slash that hits enemies multiple times with ice damage.
Zekkyyouden - Zero's saber turns orange. Deflects energy shots fired by enemies.
Youdantotsu - Zero will perform a thrusting stab towards the enemy.
Reploid Weapons: David and Alia had upgraded Zero's overall weapons, and added more for him to use. Listed in specialty order.
B Fan - Offers high attack and defense. Can deflect energy attacks and damage.
D Glaive - Longer ranged attacks, and can deflect enemy fire when spinning.
K Knuckle - A great weapon for close-up attacks, with Street Fighter moves.
> Ganzanha - Smashes shielded enemies.
> Raijinken - A U move that summons bolts of lightning to strike the opponent.
> Enkoukyaku - Forty-five degree flaming kick.
> Senpuukyaku - An airborne hurricane kick to attack surrounding enemies.
> Shouryuuken - A tall uppercut attack of freezing power.
S Blade - A powerful broadsword of legendary power, and has high attack strength.
T Breaker - Powerful hammer but sacrifices half speed. Breaks through all barriers no matter how powerful they are.
V Hanger - Twin dagger weapons. Works on long distance attacks, and can release energy boomerangs from a swinging slash.
Mark Buster - Two squared shields similar to a Mark Cannon weapon. It has a laser targeting device to spend less time aiming, and more time attacking. It can also target projectiles and shoot them down.
Turbo Buster - Sleek aerodynamic design. It works best for fast rapid-fire shots, but cannot charge.
Scope Buster - A green cannon but with a large scope lens and squared barrel. This weapon increases overall accuracy and best for long-distance.
Guard Buster - A round green and gold rim shield similar to WoodShield Style. Useful to block and repel energy attacks.
Red Lotus Saber - A beam sword made of live flames, the hilt shaped in similarity to Zero Virus helmet, and two handed handle. Speed and defense increases the weapon's overall damage potential, and even useful for long-distance attacks.
Flame Saber - A Fire element broadsword saber.
Ice Saber - An Aqua element broadsword saber.
Thunder Saber - An Electric element broadsword saber.
Nature Saber - A Wood element broadsword saber.
Z Ichimonji - A long steel sword weapon with shuriken shaped hilt, and golden laced handle. Adds a forty percent boost in attack, and is usable in penetrating the opponent's armor defense.
Double Tooth - A broadsword hilt and handle, with two separate blades. It increases critical hits when attacking enemies.
Tetsusaiga - The same broadsword weapon used by ForteZero, the Tetsusaiga can cut down enemy forces with a single sweep of the weapon. However, what makes this different from ForteZero's Tetsusaiga is that this uses a weapon energy gauge. ||||||||||||||||||||||||||||||
Desperation Attack: Zero still has control over what's left of the Zero Virus floating in the net, and he uses certain viruses with his Zero Virus mark to help him in battle, but he hardly requires help unless it's a team effort with the two Shadows, David, Marino, or Spider.
Extra Information: When two Hunters are on a mission/battle, they use the "Tag Assist". When the Tag Assist is used, time momentarily freezes so the Reserve Ranked Maverick Hunter teleports down. The one who called in the Tag Assist teleports away and becomes the "Reserve Rank", and the one who he tagged in becomes the "Active Member" in battle, as time unfreezes. The Tag Assist also helps in freeing a trapped Active Member if the opponent has him locked in by means of using a summon creature that fights for him/her and is not the main objective in the battle. When that happens, the trapped Hunter becomes the Reserve Rank, and the one who saved him becomes the Active Member.


(edited by Forte.EXE on 02-08-07 12:35 PM)
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6285 days
Last view: 6279 days
Posted on 11-18-05 10:22 PM Link | Quote
Character name:♥♪!? / Geno
Game Series: Mario RPG
Description: The protector of the Star Road named "♥♪!?", He chose to inhibit a doll by the name of "Geno" since it looked the strongest out of a bunch of dolls, including Mario and Bowser. He chose well.


Special Attacks:
-Geno Beam
Geno Charges Energy, then Unleashes a powerful beam of energy.
-Geno Boost
Geno Gives himself or a target Ally strength, increasing Defense and Base Power by 1. Geno must 1 Point of his SF Gauge for each Geno Boost on the target in order to stack Geno Boost. Stacks up to 4 times
-Geno Flash
Geno Charges Energy, then Transforms into a Cannon and fires a ball of orange Energy that envelops the entire field, damaging only Enemies
-Fist Power
Geno either Launches both of his fists at his Enemy, or the Fists turn into guns and shoot a spread of bullets, and can shoot the same bullets with an open palm. In any case, Geno's fists reform afterwards.

Super Attacks:
-Geno Blast
Geno Charges Energy, then summons Beams of Energy from the Sky to strike all over the field, missing Allies usually.

-Geno Whirl
Geno Throws a Slicing ring of yellow energy. This Attack is rumored to deal 9,999 when Timed right.

-Hidden Moves
Geno has Hidden Moves, can you provoke him to use them?

Character name: Alex
Game Series: Mario Tennis
Description:

Style: SB

Stackable Attacks:
-Return Ace (Stackable)
Alex stirkes a ranged Projectile, reflecting it. This only works on attacks equal to or less than Return Ace's power.

-Top Spin/Slice Strike (Stackable)
Alex hits a Tennis Ball at an Enemy from a curve, the Tennis Ball curving back at the target.

Mainline Attacks:
-Smash Ace
Alex jumps and smashs a ball at an enemy

-Service Ace
Alex Throws a ball into the air and strikes it.

Super Mainline Attack:
-Smash Sevice Ace
Alex smashes a Tennis Ball with incredible force that almost always hits it's mark.

-Power Hit
Alex can use a variety of Power Hit attacks as he gets into the battle. Can you provoke him to use them?

-Power Hit Gauge ---+++===
Only when this is full can Alex use a Power Hit. This goes up whenever Alex hits a Tennis Ball (+2) and when he hits an opponent (+1).

Other Attacks:
-Taunt
Alex Taunts his opponent, reducing his/her Defense his/her Power by 1/2 of that amount for up to 3 turns.


Special Ability: Doubles Partners - Whenver Alex fights with an Ally, he and his ally get a boost to both Power and Defense, and his Partner recieves a Tennis Racket (This weapon forms in a way that makes sense, if possible. EX: Zeron pulls out a Shadow Racket that replaces his hand, like Shadow Sword.) and gets 'Top Spin/Slice Serve'.


Name: Zeron
Gender/Race: Male Reploid
Age: Unknown
Height: 6'
Weight: 300 lbs
Appearence: A black-armored reploid. He is human shaped with armor whose design is similar to Megaman X's unupgraded armor.
History: Zeron was once a mere virus that took over a basic Reploid. Now, he is a good guy in search of a purpose.
Abilities:
-Primary Weapon: Shadowbuster
A buster whose shots home in.
Charge Step 0: Basic Shadow bolt
Charge Step 1: Longer, faster Shadow bolt
Charge Step 2: A large blast of Shadow energy that has a slowing effect
Charge Step 3: A large, enveloping blast of Shadow energy that has a paralyzing effect
Charge Step 4: 3 shots of Charge Step 2

-Secondary Weapon: Shadowsword
A sword that has a decent reach.
Charge Step 0: Basic slashes, normally used in 3 steps
Charge Step 1: As Charge Step 0 with a 4th step
Charge Step 2: A slash that sends of a burst of wide Shadow energy.
Charge Step 3: As Charge step 2, this step is used to get to Step 4
Charge Step 4: As Charge step 1, sending a burst of wide Shadow energy each Step.

-Stored Abilities:
Zeron keeps abilities from his opponents. His current ones are not yet revealed (He holds 4 right now)

-DoubleSoul:
Zeron has a hidden system that allows him to cross himself with Souls of those he is friends with. This ability takes a full post to pull off and can be interupted by a good attack.
Current DoubleSouls
Kire Tajin
Geno
Alex

-ShadowClone:
Zeron can create a Shadow Clone of himself using Charge Step 4 of either weapon he carries.

-TrueShadowArmor:
Zeron ignores half damage from light based attacks and does not suffer a weakness of such attacks.

Desperation Attack: ShadowSuperNova - Zeron emits a wave of powerful Shadow energy that ignores objects and allies and has a slowing effect.


(edited by Stephan Reiken on 10-04-06 03:26 PM)
(edited by Stephan Reiken on 10-04-06 03:31 PM)
(edited by Stephan Reiken on 10-04-06 03:32 PM)
Schwa

Panser
Embodiment of Good, infused with the Living Assets

"Alpha Psibeam!" (echo effects)









Since: 11-18-05
From: Tacoma, WA of the Material Plane; Crystal Psipalace

Last post: 6540 days
Last view: 6282 days
Posted on 11-19-05 07:20 PM Link | Quote
***Schwa***

General Info
Age: 21
Title: Psi Warrior, Embodyment of Good, Prince
G: Male
Style: Offensive Defense

Bio and Past
At 8, a swordfighter-slash-pillager... at 12, a changed man. After leaving a destroyed village with nothing but a short sword, Schwa had chosen the path of war and theft as a lifestyle. But that changed... One day, at the age of 12, he met, at the top of a mountain, a Redhawk Dragon, a rare kind of dragon said to be half-dragon, quarter-Pheonix, quarter Thunderbird. After a wise chat and a friendly spar, the dragon promised Schwa one favor to be used immediately. Schwa asked to be flown to the other side of the world.

But there was a change of plans! For on the way, the two encountered the most magnificent sight any mortal could hope to see... Crystal Psipalace, the HQ of the Psi Warriors. This thing is beyond description, but I'll try... Imagine a gigantic temple, constructed of balconies, columns, arches, domes, etcetera, ALL made of shining blue crystal, and at the highest point of this palace is a white light as bright as the sun (the Dimensional Core) that makes it glow, day and night. Awestruck by the sight of this palace, Schwa changed his mind and requested to be dropped off there, regardless of any possibility to get down. It was done.

At the palace, Schwa met Sensae, 'Host of the Assets'. He explained that Crystal Psipalace is the headquarters of the strongest deities in all existance, the Living Assets, Virtue, Respect, and Honor. A Psi Warrior was spiritually 'one' with the Assets, having been bound to them through an oath, and the Psi Warriors, being the embodyments of Good, were specialists in assasinating the forces of Evil. After a long conversation, Schwa made a life-changing descision: He took the Pact of Honor and enfused his soul with the Assets, becoming a Psi Warrior for the rest of his days.

After 5 more years as a Psi Warrior, he had come very far when something ELSE happened to him! In an encounter with a mushroom demon known as the Ma Pingon Neo, he was poisoned by demonic mushroom spores. In 24 hours, he had gone into a frenzy, and almost died, until an SPH Scientist (a Psi Warrior Scientist; they study the 'rules' that soul-related propertries must follow, aka Spiritual Physics) named Zin (more on him to come) managed to purge him at the last second. Cured at last, Schwa was his normal self... but not for long... for the spores had been embedded in him so long that they made an imprint on his DNA, giving him (though less than 1%) some of the properties of the mushroom species that had affected him (though Ma Pingon, not Ma Pingon Neo). He gained a whole bunch of new attacks and a Soul Unison to boot, but whenever in a setting with many spirits of nature about, his plant-DNA surfaces and slightly alters the appearance of his right arm. Nothing major, but it's there...

And finally, a year later, he got himself into yet another life-changing experience-- his toughest mission of all time. This ended him up whisked off to another dimension AND timeline on the other side of Hyperspace, Delaga Ex, and the only way he could get back home was to kill off a Demon God... you heard right. God. Using all the powers of the Assets he had ever learned, he felled this fell lifeform and was able to return to his home-dimension, but being in Delaga Ex for so long had aged him a bit. The funny thing was that not much time had passed in his home-dimension, even though it seemed like a long time where HE was...

...and Schwa is here today with all these experiences under his belt.

Appearance
Schwa wears white, loose, robelike clothes, and a jet-black blindfold over his eyes. Over his heart on his white shirt is a rare rune colored the 3 Primary colors, which represents the Assets, and right below that is a green schwa (a schwa is an upside-down e) representing his uniqueness that all the Psi Warriors finally recognize. His hair is dark and thick, and his hands constantly flare with turquoise Ether; the more excited he is, the more brilliantly it flares.

In Combat
Schwa's battle style is Offensive Defense. This means that he can defend himself very well and still keep the heat on. The downside is that his Attack Power, while pretty good, doesn't excel very often (he has only a few high-power attacks).

For melee attacks, Schwa strikes the foe with Ether, and 90% of the time this is in the form of an energy projectile-- bolts, rings, beams, discs, arcs, you name it. Most of his basic projectiles can deal anywhere from low to above-average Holy/Psychic damage. Also at his disposal is his ether-coated fist strike, which he doesn't use as often but can deal from below-average to average Holy/Physical damage. He can use this in conjunction with speed-bursts to reduce attack power but increase accuracy (and of course, strike speed).

Defense-wise, Schwa is very stable. He is almost immune to Darkness-type attacks, and against Holy attacks he can actually absorb the energy to add to his stats temporarily (or sometimes a free-turn of charging) while receiving only part of the total damage. He has no full weaknesses; the only excpetion is that while preparing a Ma-Pingon Tech (see below on Techs), he would take slight extra damage from fire. Against Techs, Schwa is almost immune to Dispelling-type spells, as his abilities are based on Psi (coming from the mind and soul working as one), not magic (which just comes from the mind, *usually*), but a highly-advanced or specially-crafted Dispel may actually get to him.

One other thing... Being a Psi Warrior, Schwa is very apt at mind-reading. He purposefully doesn't do it often, especially for winning a spar (that's just dishonorable), but this skill may be invoked for plot purposes. Thought that might be important for you to know... (But the skill does have a limit! Schwa can't read the minds of the enraged else he damages himself instead. This is true for all Psi Warriors.)

Techs and Abilities
This is where Schwa truly shines! A Tech, short for Technique, is a "special attack" Schwa can pull off once per turn. He has many kinds of techs... Normal Techs can be pulled off nearly anytime. Ma Pingon Techs can only be pulled off if Schwa's plant-DNA has surfaced. Prince Techs are what makes Schwa unique to the other Psi Warriors, as only he can use them (meaning other fighters can't copy them in any way possible)-- they can only be used on the 12th turn and beyond, and he can only use 1 per fight.

UMana lllll....... 5/12

This is the kind of meter you'll see under each and every one of Schwa's moves, displaying the amount of UMana (Unique Mana) charged in Schwa's mana reserves. It starts at 0 at the beginning of the fight and goes up by 1 every turn. When it hits 12, Schwa gains the means to execute a Prince Tech ONE time that battle, and after the 1 time, this meter disappears for the rest of the fight. In the above example, the UMana has 5 out of 12 points charged. It'll be 7 turns until the Prince Tech is ready.

Schwa's Techs are as follows...

Offensive Techs
Alpha Psibeam -- Schwa's generic means of damage. It releases a silver arc of holy energy that flies at one target, homing in forever until it hits the target or a wall, or is destroyed. It homes in because it is locked on directly to the target's soul for a sure it. Damage: Above-average, Holy/Psychic. Extra damage to Undead, Demons, and anyone Evil.
Beta Psibeam -- Level 2 Tech. This is the same as Alpha Psibeam, only it's gold-colored, faster, and stronger. Damage: Heavy, Holy/Psychic. Extra damage to Undead, Demons, and anyone Evil.
Whitestar Discharge -- This can only be used once Schwa has become afraid during the fight, and using this releases him from that emotion. It lets loose a huge, fast flurry of white lightning directly ahead and wide. Damage: Above-average, Electric.
Blue-Orbit Outburst -- This can only be used once Schwa has become engrieved in battle, and using this releases him from that emotion. Jagged ice-spheres erupt from the ground around Schwa and fly at one or more targets of Schwa's choice. Damage: Average (per hit), Ice/Physical.
Starburst of the Lion -- This can only be used once Schwa has become angry in battle, and using this releases him from that emotion. Fireballs fly from Schwa's body in every direction for 3 seconds. Damage: Average (per hit), Fire.
Moonbeam of Stormbird -- Four thin, consistant, purple beams fly from Schwa's palms en route to strike any targets Schwa chooses. The beams don't do damage, but rather erode nearly any form of energy they touch.
Sunbeam of Desert Sentinel -- Schwa cups his palms together and fires a huge orange beam from them. This beam doesn't do damage, but causes forms of energy to expand very quickly. This effect can be used either to help allied attacks, or overload certain foes such as those based on electricity...
Gyrowell -- Schwa's Ether swirls together to form an artificial gravity well on the field. It lightly pulls in all objects except Schwa, including attacks. This makes balancing harder, especially for aerial maneuvers. Schwa can collapse it suddenly.
Gyrowell Advance -- This is a stronger form of Gyrowell, and when Schwa uses it, he tires for a turn. He can collapse it into a damaging shockwave that ripples outward. Damage: Below-average, Psychic.
Gyrowell EnerDrain -- This is like the origional Gyrowell, only any forms of energy that collide with it are absorbed and make the well stronger for a while. Overloading this well with energy will result in a super-powerful explosion that even Schwa is vulnerable to. Damage: Very heavy, Psychic.
Gyro Pulsar -- This version of Gyrowell acts in reverse; that is, it lightly repulses all objects.
Psychic Earth -- Level 2 Tech. Schwa does a handstand and feeds Ether into the earth. This results in the earth itself performing an attack on the opponent, usually in the form of a beam. Damage: Varies.
Alpha Gamma Omega -- Level 3 Tech. Upon firing, a combo is executed. First, two thin red beams fire from Schwa's palms into the foe, doing low damage but lowering the Defensive stat. The second attack is 2 white homing wisps fired from the shoulders to paralyze the target. And finally, a HUGE sphere of raw Psychic energy is launched (get this: 56' in diameter, ) for unbelievable damage, made worse if the first two moves struck as well. Damage: Unbelievable, Holy/Psychic.
Emotional Rockets -- Level 2 Tech. Schwa summons 3 colored cones of energy, red for Anger, yellow for Sorrow, and blue for Joy. He launches them one post at a time and they home in, and each rocket has a different effect. When Joy hits, Schwa gains a turn of charged energy. When Sorrow hits, the target is either poisoned or slowed. When Anger hits, the foe takes very high damage but his/her Attack Power skyrockets for a while. Damage: Varies.
Emotional Bomb -- Level 2 Tech. Schwa fires a sphere of negative Psi Energy skyward. It comes down the next turn, following the target from the air (but still en-route to the ground). It explodes when it hits something, becoming a shockwave of Darkness-element, doing good damage to those it hits (even Schwa). If it hits directly, the foe will be attacked by his own negative memories/emotions nonstop, until the foe can mentally battle them away. Until then, the foe constantly receives damage and stat-reductions. This is a Demon Tech. Damage: Average to Heavy, Darkness/Psychic.
Neutral Wave -- Level 2 Tech. When this is launched, a HUGE shockwave of green spiky energy arcs outward. Summoned creatures and Soul Unisons take heavy damage (or are forced out of their unisons sometimes), charged energy is destroyed, field changes are destroyed, stat-reductions/increments and status-ailments are neutralized, and pretty much anything 'special' is removed. This affects everything BUT Schwa, unless Schwa bathes himself in the shockwave too.
Psi Crush Alpha -- Schwa slams the ground with his purple arm, and after an 8 second delay, a HUGE earth spike shoots from the ground under the foe. 2 more follow, each in 3-second increments. A strong attack, but the downside is that a fast or skilled foe can dodge this quite easily. Damage: Heavy, Earth.
Rolling Helix -- Schwa launches a helix of white spheres that spiral from his palms like a beam. Any targets that hit this are thrown away from it with supreme force and take little damage (except for maybe from hitting something). Damage: Low, Psychic.
Secret Bomber -- Schwa jumps up and spins around, scattering energy bombs in all directions. Perfect for crowds. Damage: Average, Fire/Psychic.
Psi Shroom Cannon -- Level 2 Tech. Schwa's hand becomes surrounded in a tightly-packed globe of tiny white light spheres, which he's ready to fire like a machine-gun at any time. Each sphere, upon being fired, grows in power as it travels. Damage: Low to Average (per hit), Psychic/Nature.
Satelite Union -- Level 3 Tech. Four prisms erupt from the 4 corners of the field and float way high in the air. There is a pause, then they all shine a powerful solar beam on the target at once. Those caught inside lose HP and energy very, very fast. The beams last a good 10 seconds. Damage: Very Heavy, Holy/Nature.
Magna Wave -- Schwa slams his palms on the ground and holds them there, as a hot yellow mist erupts from it. All fire-attacks become stronger in this mist and can be psychically controlled by Schwa. All ice and water attacks become weaker. After 2 turns of this is play, Schwa can summon a green fire-worm per turn to shoot from the ground at a target. Damage: Average, Fire/Nature.
Mancy Wave -- Like Magna Wave, only the mist is mageneta and the effects are different. Anything based on mana, magic, or raw energy can be controlled by Schwa. Holy and Darkness attacks lose power. Anyone in this mist will slowly lose mana.
Prince Schwa's Destiny Saber -- Schwa summons a neon-green rapier. With this in hand, he gains access to a whole lotta special moves (not just new Techs), and the more damage Schwa takes from the time of this move, the stronger this blade becomes. The blade lasts for 8 turns, and after the turns are over it turns into a single very powerful attack before disintegrating. Damage: Varies.
Total: 24 Offensive Techs.

Defensive Techs
PhotoEnergy Cable -- Aka Vines of Photosynthesis. When Schwa is running low on mana, he can summon energy wires to bind his limbs and zap extra mana into him. He has limited movement in this state.
Plasmatech Barrier -- Schwa summons hundreds of tiny Ether ribbons to bind him in a ball. Any energy attack is absorbed by these ribbons before releasing Schwa. Schwa can then either absorb the energy as a free turn of charged energy, or fire the energy as a powerful attack into the foe. If Schwa stays in this state for over 2 turns, he'll start taking damage. Damage: Varies.
Psi Mirror -- Four shiny, rainbow-colored, transparent plates of energy appear around Schwa and rotate around him. They can deflect nearly any energy attack, but really powerful ones or nearly any normal physical attacks will shatter them. They burst when shattered, damaging foes close to them, and Schwa can fire his attacks right through them.
Psi Vortex -- Schwa summons a huge cloud of small, multicolored spheres around him, and an indigo cloud directly above him. Both begin to spin like a hurricane. If a foe hits a sphere, it shocks him and he is thrown outward as the sphere is destroyed. This makes it very tough for melee fighters to get close to Schwa. Damage: Below-average, Psychic.
Neo Mirror Ruby -- This is similar to Psi Mirror, only there are only 2 mirrors and they are red. They draw in fire and absorb them, allowing Schwa to release it out of his own palms.
Neo Mirror Sapphire -- Like its ruby version, only with ice.
Neo Mirror Topaz -- Like its sapphire version, with lightning.
Neo Mirror Emerald -- Like the other 3 versions, but with a whole different effect. They absorb mana-related and energy attacks, sending it to Schwa in the form of charged energy.
Crimson Bubble -- A red bubble filled with orange wisps orbits the foe perpetually. (It is really in the Etheral Dimmension, so it cannot be struck.) Should Schwa receive damage from that foe, the bubble attacks and does damage equal to what Schwa received. Then it recharges its ability over 3 turns. It can do this counter-move 3 times before vanishing.
Azure Bubble -- Like Crimson Bubble, only the bubble is blue and instead, sucks up and dispels energy-based Techs (they HAVE to be Techs) 3 times.
Gold Moth -- Schwa holds his purple arm in the air, and brass-colored dust shoots out and fills the area. This makes the surroundings appear darker, yet the dust twinkles brightly, making it hard for anyone in this kind of atmosphere (except someone like Schwa, who wears a blindfold) to see clearly.
Network Crystal -- Level 2 Tech. Schwa scatters many white seeds with his purple arm, which sprout as spiked crystals all over the arena. Every one crystal on the field ups Schwa's Defense a tiny bit. They can easily be destroyed by physical attacks but they resist energy and elemental attacks.
Magna Crystal -- Level 2 Tech. A prism appears and floats 16' in the air in the center of the arena. It borrows energy from all mana-based attacks used by anyone close enough to it, lowering their Attack Power, and storing it inside. The mana stored inside adds to Schwa's Attack and Defensive stats. This prism can be destroyed mainly by physical attacks, but its defenses are pretty good.
Prince Schwa's Phantonomical Spheres Schwa's body turns transparent and lumniscent as he summons 2 steel spheres lined with spikes. Part of his soul is trapped in each one. Any attack that WOULD hit Schwa phases through him until the spheres are destroyed. The catch is that Schwa still recieves damage as the spheres do, but on the flip side he can psychically move the spheres in any directions he wants (with limited speed, though), allowing him to "dodge" damage with amazing efficiency. This is one of Schwa's most annoying Techs of all time for any opponent. These spheres last for a max of 12 turns.
Total: 14 Defensive Techs.

Effect Techs
Blessing of Attack -- Schwa casts this blessing on an ally to increase his/her Attack Power by 15% for a long time.
Blessing of Defense -- Same, but with Defense.
Blessing of Agility -- Same, with Agility.
Psi Blessing -- Works with all stats, and it's by a good 25%, PLUS the target receives a turn of pre-charged energy! The downside is that it lasts for a much shorter time, in fact only a few turns.
Soul Search -- Schwa can see souls clearly with this active, rendering invisibility, clones, illusions, etc. useless. If active for several turns, Schwa tires.
GravBoost Aura -- Schwa summons an aura on the ground. It looks like a large green light-ring on the floor, and any allies in the ring get a boost in stats, especially Agility.
Courage Aura -- Same, but instead of a stat-boost, they receive a morale-boost, which can be just as important.
Status Purge -- Schwa can use this on himself or an ally to 'shock' any status-ailments out of them. Note that the recipitent recieves average damage for this. Excessive use tires Schwa.
Halo of Graceful Charm -- Schwa fires a lavender Ether ring forward that tries to envelop any projectiles it can (while moving in a straight line), charming them and allowing Schwa to control them psychically. (Projectiles ONLY.)
Etheral Mending (illegal) -- Schwa uses this AFTER a friendly spar is over to honorably restore his opponent to full health in 10 seconds.
Mekuzine Static -- Releases Mekuzine, a strange substance carried by the Ma Pingon, in the form of sprayed dust at a foe. Though short-range, anyone hit by this that doesn't have plant-matter embedded in them (like with Schwa) will be heavily paralyzed. (It's like Stun Spore from Pokemon but powerful.)
Mekuzine Chemical -- This type of Mekuzine is corrosive to biological matter and will poison the target pretty strongly.
Mekuzine Sugar -- This dew-like Mekuzine type slows the system to a stop, putting the target to a peaceful sleep for a few turns. (If the sleeper is attacked, he/she awakens.) During this time, Schwa usually likes to rack up a few turns of charging or regrouping somehow.
Mekuzine Ash -- This Mekuzine is thick, grey and hazy, blinding the target.
Mekuzine Coffee -- It's NOT coffee, it's just CALLED coffee. This rust-colored Mekuzine silences the target.
Prince Schwa's Telestability -- Used in team-fights. Schwa activates a unique psychic link with an ally, allowing any and all effects that happen to the ally (damage included) happen to Schwa, and vice-versea. At the same time, the ally gains the ability to fight with ALL of Schwa's stats and vice-versea (meaning the ally becomes great with energy attacks, defense, etc. whatever Schwa is good with, plus the weaknesses/resistances as well). It's like activating a Soul Unison with an ally without the merging-part. This link lasts 12 turns.
Prince Schwa's Limits Breaker -- All this does is supercharge all of Schwa's stats excpet HP and charged energy, making him a very very good fighter, for 6 turns. Sometimes a simple boost is all ya need.
Total: 17 Effect Techs.

Summon Techs
Thunder Glider -- Summons a blue top-shaped platform. Schwa can fly on this thing and shoot lightning. While on this, he gains access to the Techs Thunder Slash and Thunder Barrier.
Spirit of Wind -- Summons the Air Elemental given to Schwa as a gift from Ariel the Wind Goddess. The Elemental is capable of wind and lightning attacks, and Schwa can use it to activate a Soul Unison (see below on Soul Unisons).
Golden Friendship -- Summons Solaris, the Hybrid Chao. Solaris is a Dark Chao with the visage, heart and soul of a Hero Chao, a symbol that light can indeed come from dark. Solaris is weak in Attack Power, but he's very fast, and note that the better Schwa is doing, the better Solaris will do stat-wise and vice-versa. He has some unexpected attacks, and not much is known about what exactly he can or can't do.
Zraku Guardian -- Summons Emily. All Psi Warriors have a Zraku (Psi Warrior ancestor) that protects them, and Emily is Schwa's Zraku. She is WAY stronger than Schwa, but not while he's around. She chooses to play second-fiddle even though she surpasses Schwa in all aspects of battle... but sometimes she fights battles alone, and that's when she really kicks ass!! She's capable of many, many Techs and a breath-weapon. (Zrakus look like foxes made of blue Ether with silver, glossy eyes.)
Note about Emily: You may choose to have a Sim-Battle with Emily alone instead of Schwa. If you do that, make SURE to use a VERY powerful character. She is only to be used in such fights. Think about it, I mean she's a freakin' 1,000-year-old Psi Warrior soul!!
Royal Ball -- Summons the Royal Ball. This is a gift given to Schwa by the Oracle Lord, Kyr'Shei. It looks like a blue ball of dimly-glowing gel. He can attack with it by throwing it, doing Oracle-damage, and he can also use it to activate a Soul Unison.
Pingon Word -- Summons Pingo! Pingo is the Ma Pingon that infected Schwa way-back-when, but his demon-form is dead and he is now his true self. All of Pingo's abilities take a turn of charging; they're powders that he scattrers over Schwa to do various things to him. Schwa can also use him in a Soul Unison.
Prince Schwa's Hard Training -- Summons one of Schwa's allies from the Delaga Ex Soul Council; Asriath (the Mage), Roadrunner, Sea Turtle, Tiger, Wolf or Chu. As soon as the spirit appears, he/she takes over for a while as Schwa rests (for the move is very tiring to perform). All the spirits are very good fighters (probably better than Schwa) and are immune to physical damage. The spirit will fight for 10 turns or until it is defeated; either way, Schwa won't fight again until the spirit is done, and should the spirit actually be defeated by the foe, Schwa STILL has to wait the full time to be able to use Techs again.
Notes about the Council: Asriath is the head of the Council. He rules over the other members of the Council, and in battle he posesses very advanced magic of nearly all categories. Roadrunner rules over the Deserts of Delaga Ex. He is very fast and very, VERY evasive, but lacks Attack Power, and a lot of his attacks are Physical or Earth-element. Sea Turtle rules over the oceans of Delaga Ex, of course. He's pretty fast in the water and has some homing attacks and some nifty Water-element Techs. Tiger rules over the forests and jungles of Delaga Ex. He is extremely powerful, and uses many physical and Fire attacks/Techs, however the fire never harms the enviornment. Wolf rules over the open plains and grasslands of Delaga Ex. Wolf is not as strong as Tiger, but he's pretty clever, attacking physically, with Ice, or with his special stat-changing abilities. Chu rules over the caverns of Delaga Ex. One may think he's not a very worthy foe judging from his low stats, but against Chu you'll NEVER know what to expect! His Techs are nifty, creative, and unexpected. When Schwa uses his ability to summon from the Council, the spirit that appears to aid him is directly based on the battle terrain. Asriath appears in the cities and towns, while the other spirits appear in wherever they rule (so if the arena is in the woods, Tiger appears, etc.)
Oracle Spirit-Splicing Trick -- This unique move summons 2-4 wisps around the foe and damages Schwa an equal amount of times. Each time the target attacks Schwa and connects, one of the wisps studies the attack and morphs into a bizarre summoned creature specializing in the studied attack. The better the attack, the more advanced the summon. (However, a weak attack will result in the summon to have the weak attack but very high stats.)
Total: 8 Summon Techs.

Total amount of Techs: 63 (3F in Hexidecimal )

Soul Unisons
Schwa's wild-card is his Soul Unisons. He has 3. A Unison is when he merges and becomes one with an ally of his, and the only allies he can do it with are the Air Elemental, Pingo, and the Royal Ball. In a Unison, he gains new stats, attacks, weaknesses, resistances, and even personalities! That's because he's sharing the body and soul of another lifeform.

***Schwalemental*** (Schwa/Air Elemental) This form looks like Schwa encased inside the Air Elemental, but the Elemental is silver now and transparent, and Schwa's body is transparent, emitting electricity, and eyes glowing silver under the blindfold. In this form, he gets many new Electric-based and Wind-based Techs and loses access to his origional Tech set. He is very good at evading attacks, and he is resistant to Physical, Electric and Wind attacks, but weak against Earth attacks, and water may stun him (but make him temporarily stronger). After taking enough damage, he de-merges and the Elemental dies.

***Prism Schwa*** (Schwa/Royal Ball) This form looks like Schwa's sillhouette encased in a large blue prism. In this form, he has access to many special Oracle attacks, but loses the ability to use Techs. He is resistant to most forms of Elemental-energy and very weak against Non-Immortal energy. Any damage he takes is sent to the Royal Ball, not Schwa. After 12 turns, he de-merges and the Royal Ball disappears. If the Prism is busted, Schwa is revealed and becomes paralyzed for a little while.

***Schwa Pingon*** (Schwa/Pingo) Schwa's most drastic change. In this form, Schwa's skin becomes lilac-purple, smooth and sleek like plant-matter, his white clothes becomes turquoise, his blindfold melts into his skin, his eyes become glossy and teal, his hair forms into vines lined with razors that coat his head (but 2 of them are very long and hang down), his Ether becomes purple, and his voice becomes softer. He is resistant to Electricity, Earth and Water, but weak against Fire and Ice. He gains access to all his Normal and Ma Pingon Techs, but not his Prince Techs, and all his Ma Pingon Techs are stronger. Any Psychic damage he'd ever give out is replaced by Nature damage. His melee attacks are also changed. After receiving enough damage, he de-merges and Pingo is gone for the fight.

Conclusion
This is Schwa in a nutshell. Basically your character will have to be good at everything (and not be Evil ) to have a fair shot at winning. Besides Emily, Schwa is my toughest character to defeat, simply because he's so diverse in his battle tactics. Anything your character says or does WILL directly influence how the battle against Schwa goes, so you reeeeeealy need to think about your actions before executing them. I wish you much luck against Schwa, and if you ever have any questions about him, the Psi Warriors, or Spiritual Physics in general, PM me and I promise to explain anything you're curious about.


***Allaura***

General Info
Age: 18
Title: Psi Warrior, Embodyment of Good
G: Female
Style: Victory in Endurance

Bio and Past
Allaura is Schwa's admirer. She is attracted to him, and you could probably infer that someday 20-or-so years from now they'll be married, but as of the present any feelings she feels for him are kept mostly secret. Allaura is always there for Schwa when he needs emotional support, but it makes her sad when Schwa fails to see the feelings for him that she tries to show or hint. She has a very kind heart and she has been a Psi Warrior ever since the age of 8, which is longer than Schwa.

Allaura had a challenging past. When she was very, very young, the small city she lived in with her folks was attacked by the local king's soldiers on orders. She was one of the 14 survivors who were blessed with liberty, but both her parents were killed, leaving her technically an orphan... The other suvivors took care of her, though, and protected her with their lives, for they heard their Druid (yes, they had a Druid... Lucky bastards, yes?) has said that she would someday grow up to be "an embodyment of Good itself", which confused them but they took his word for it...

But the insane king was far from satisfied, and ordered ALL the survivors dead, even if it took the rest of the soldiers' lives. Soon after, the surivors learned they were being hunted, so they had to travel by night and hide by day... Slowly things got harder and harder, but they always managed to barely stay one step ahead of the soldiers... until a man in a town found the group and decided to turn them in. Things immediately went downhill as the soldiers AND townsfolk sandwiched the group and slaughtered them all but one... Being possibly the luckiest little girl in years, 6-year-old Allaura escaped, completely unharmed.

And still, the king says to kill 'em ALL, so Allaura is still in danger! Now completely alone, Allaura had to find a way to escape from the king's iron grasp. The next town was reasonably close by; she walked there within less than 2 hours, taking a shortcut through a thick forest. At the next town (Avachiledu was what it was called), she met a troupe of travelling actors, who lightheartedly took her into their group-- a total stranger-- without even thinking about it much. Travelling actors are known for their playful and giving lifestyle, and as Allaura explained her story to the actors, they were not only moved, but envigorated by the drama (of course, travelling actors are attracted to stories such as hers), and vowed to protect her as best they could, despite the king's awful power. As they travelled towards the border, Allaura gained a deep friendship with the actors and, for the first time, lived happily (yet still with need to be alert).

Allaura was 7 years old when they finally reached the next country, and were free from the king, who heard it about it immediately and ordered the soldiers killed for their faliure. (Sir, we may have a Nero on our hands... ) Now, the border of the two countries were mountainous, and as bad luck would have it, the actors were swamped by Brigands shortly after crossing. With Battleaxes and fine Crossbows at their disposal, the troupe was doomed... if it weren't for the efforts of Psi Warriors Drake and Ye'Zul, who streaked from behind the peaks, swooped down, and after a bloody battle, forever silenced EVERY Brigand in the area. Drake even went out of his way to shield Allaura! Amazed and awestuck, Allaura thanked the two Psi Warriors and began curioiusly asking all sorts of questions. They had a fine conversation, and Allaura vowed to someday help them out. (Psi Warriors never take alliances lightly, so they were equally grateful, amazing as it is.) There were treasure among the Brigands, and the actors thought the Psi Warriors should have it all, but the two embodyments of Good generously offered to divide the spoils. Allaura took one treasure-- a tiny, lamp-shaped trinket, which Ye'Zul said would instantly grant a single, reasonable wish to the holder.

They travelled south, deeper into the new country, ostracized by the fact that they were outsiders in a foreign land, and since nobody would accept their proposals to perform for the towns and cities, things got harder in the supplies and food department. Worried for her friends, Allaura said they could go back to their native land if it would help them, but they refused for the sake of her safety. But things were destined to get even worse... The king, meanwhile, had hired a band of assassins to hunt and fell Allaura for good, and it was almost a year later when they found Allaura among the actors and began killing them all. Shocked and engrieved, Allaura managed to escape AGAIN, crying and sobbing... when she remembered the trinket she had. She thought it would be a good time to use it, and after thinking about the wish, decided 'Take me into the presence of the Psi Warriors.'

Instantly she was at Crystal Psipalace, and suddenly for the first time in her life she felt safe. She went inside looking for the ones who helped her before, Drake and Ye'Zul, and when she found Sensae she learned that, being slightly old, they had both died in combat. Allaura had never felt so alone... Her parents, the survivors, the actors, and even her Psi Warrior allies had died. Sensae held the little 8-year-old girl close and consoled her, knowing what was about to happen. Then the idea hit Allaura, one that would change her life... Without even knowing the words in her mind, by the grace of the Assets she whispered the Pact of Honor as she held Sensae, as the Assets flowed into her and Psi Warrior Allaura was born. (Some say that being close to Sensae helped her soul [not her mind] learn the Pact on the spot.)

Sensae gave her a day to get used to the Psi Warrior atmosphere, but she immediately took off on a Psi Disc towards a specific destination-- the king that had destroyed her life until now. She battled her way through all the guards singlehandedly, raided the Throne Room, and attacked the King. With one hit, a Demon was expelled; she killed it, and the King immediately died by the hand of an Evil God that had posessed him with he demon, for failing his mission: bring the land into total corruption.

Vengence finally achieved, Allaura clung to her new life and lifestyle with renewed passion, finally able to rest assured that her loved ones that had died were in peaceful hands...

Appearance
Like Schwa, Allaura wears white, loose clothes, though without the symbols. Her blindfold is actually grey, and her brown hair is long and waves in the wind when she flies. The ether that coats her hands is red, not turquoise, and the red ether symbolizes Courage, which is her key-trait.

In Combat
Allaura's fighting-style is called 'Victory in Endurance'. This means that the longer the foe stays in battle with Allaura, the harder it gets for the foe to win. Long matches maximize Allaura's strengths and minimize her weaknesses, and a lot of her attacks take several or even many turns to fully carry out.

Allaura's primary offensive capabilities are similar to Schwa's-- very similar, save for some small key differences. She uses the same etheral projectile-system as Schwa, minus the speed-boost trick, save for her Attack Power is a tiny bit lower and her Attack Range has increased by a noticable amount. She's REAL bad at Physical, ether-coated attacks, so she doesn't use them, making her a full-fledged ranged fighter. Notice that whenever she focuses at blocking attacks with her ether, her Attack Power rises a few points. This supports the 'Victory in Endurance' theory, since the more she's hit the stronger she gets, though it is by a near-unnoticable amount.

Another thing is that against potential allies, she hesitates to attack, as she has a kind heart and would rather become friends with whomever she's fighting as opposed to felling them. In a spar, she realizes it's all for a good purpose and she holds nothing back. And against Evil, she pulverizes with precise power and precision. (I enjoy alliteration. ) She is overall a little wiser than Schwa, having more experience as a Psi Warrior and life experience with all the deaths in her past, and unlike Schwa she only uses her special powers (such as mind-reading) when she absolutely has to.

Techs and Abilities
Allaura is all about planning ahead. Nearly all her Techs make available certain actions in the turns to come, and she relies on her fast-paced tactical fighting-style to dish the damage and win the battle. A lot of her Techs are also Level 2 or above, meaning they require a charge, and some of those Techs can only be charged with a special kind of energy that is made available through other Techs, while some other Techs come as a set, meaning to be executed perfectly one Tech might require another to be used some turns later. It is a little complicated when you think about it, but nobody ever said being a Psi Warrior was effortless... besides, nobody can do it like Allaura does it.

Here is a list of her Techs. Due to the nature of her battle style, the Summoning Techs are listed first.

Summoning Techs
Divine Summoning -- Her signature ability, this Tech creates 3 Celestiaspheres in front of her that act as weapons. Celestiaspheres are spheres of compressed ether combined with elemental energy. They come in 6 varieties-- red for Fire, yellow for Thunder, blue for Ice, mahogany for Earth, white for Air and teal for Water. Using these, she can attack foes, hype up other Techs, or make available certain special Techs, or even combine them with her other Techs or allies' Techs for something real powerful. They are very diverse.
Alpha Aura -- Creates the Alpha Aura on the ground. Each turn she stands in the lit ring on the ground grants her a turn of charged Alpha Energy, a special kind of energy that she can only obtain in this fashion. She can use that energy to pull off unique Techs, raise her stats, and various other things.
Alpha Core -- Level 2 Alpha Tech. A pink prism is summoned above the arena center. Automatically this absorbs a small amount of the Attack Power of all elemental or mana-based attacks, converting them into Ether projectiles that it fires at the foe. This can be destroyed by physical attacks but is highly resistant to energy attacks.
Determined Core -- Level 4 Alpha Tech. A blue prism is summoned above the arena center. Automatically this absorbs a bit of Attack Power from elemental or mana-based attacks, storing it. As it stores energy, Allaura's stats rise in sync. The stat-increments vanish slowly when this is destroyed, but it is very sturdy.
Amorphous Wood -- Level 2 Tech. Only usable once Allaura has spawned Psi Flora with her Spore Arrow attack (see Offensive Techs). This ability releases the souls of 3 of the Flora (wilting them), merges the souls, and creates a summoned plant called the Psi Cabbage. Though immobile, this summon is a pain to deal with in battle because of it being so hard to take down. It attacks any foes Allaura telepathically commands it to, using many Nature attacks. And yes, the Psi Cabbage does have a soul, and is an intelligent being.
Allaura's Spiral Alliance -- Level 2 Tech. This ability tears open a portal to the Spiritual Plane and summons Spiral Jex, the Zyinthian Knight from the Yon Ji'Von Realm that Allaura allied up with on a long mission while Schwa was missing. Jex is a humanoid-creature made of what seems to be a combination of flesh and glass, and he always wears a heavy helix-shaped shell on his back equipped with a whole lotta secret gadgets. He actually fights better in water and low-gravity. With Jex in play, Allaura gains access to 3 extra Techs.
Total Summoning Techs: 6

Offensive Techs
Psi Arrow -- Allaura's main attack. It fires a spearlike projectile in a straight line, fast, which does a bit above average Holy/Psychic damage and penetrates energy barriers. It is almost as strong as Alpha Psibeam.
Wisp Arrow -- When Allaura has absorbed some damage with her defensive Tech 'Wisp Aura' (see later), she can fire this attack just like Psi Arrow, only faster, weaker, and non-shield breaching.
Wisp Scyther -- If Wisp Aura absorbs a good amount of damage, this attack can be fired instead. While slower than Wisp Arrow (and even Psi Arrow), this energy axe-like attack does heavy damage and destroys energy barriers upon contact.
Wisp Crusher -- If Wisp Aura absorbs a LOT of damage, this attack can be fired. It's a huge beam that does very heavy damage and throws the foe backwards, hard.
Magma Arrow -- Fires a spearlike fire-projectile in a straight line. It does average Fire/Psychic damage to the sap it hits, and if it hits something it bursts into a cloud of wispy, ether-coated embers. The embers open many possibilities for Allaura. Divine Summoning may increase it's attack power and the amount of embers.
Spore Arrow -- Fires a spearlike projectile of green fire in a straight line. It does average Nature/Psychic damage to whomever it hits, and when it hits something it scatters seeds. These seeds almost immediately become Psi Flora, a special kind of summoned flower that opens many possibilities for Allaura. Divine Summoning may increase it's attack power and the amount of seeds, as will having the Psi Cabbage in play.
Spark Arrow -- Fires a thunderbolt straight ahead. It does average Thunder/Psychic damage to the opponent it hits, and upon contact with something a black cloud materializes above it. The cloud doesn't last forever, but opens many possibilities. Divine Summoning may up the damage of the attack and the size of the cloud.
Divine Tower -- Only an option with Divine Summoning in play. The 3 spheres form themselves into a tower of elemental energy, which acts as a turret for attacking foes from a long distance with elemental attacks. Sometimes the tower surrounds Allaura.
Psi Flurry -- With the embers in play, this causes it to rain fireballs for a small while on one foe only, which each hit for average Fire/Psychic damage. With a black cloud in play, the cloud emits a huge shower of electric sparks over the area until it disappears, each hitting for below-average damage and a small chance to paralyze.
Haze Buster -- One or more of the Psi Flora that have been spawned will explode into a burst of green fire. Caught in the middle, the foe can receive major Nature/Psychic damage. The damage is increased if the Psi Cabbage is in play.
Divine Meteor -- Level 2 Tech. Fires one of the Celestiaspheres from Divine Summoning with excellent force and a chance to cause extra effects. However, this will destroy the sphere launched. Usually this causes heavy damage.
Alpha Omega Alliance -- Level 3 Tech. Like Schwa's move, Alpha Gamma Omega, but this time only the 1st and 3rd steps are followed. The last step is brand new-- it summons 2 out of 3 possible allies to fight alongside Allaura-- the Saggitarius Knight, the Quicksilver Archer, or the Darth Bishop. Each ally is pretty strong and can use their own Techs as well.
Homing Sphere -- With Jex only. This Tech fires 8 spheres of compressed ether into the air, which spread out and try to convex on the opponent at the same time. Each hit does slightly below-average Holy/Psychic damage.
Total Offensive Techs: 13.

Defensive Techs
Wisp Aura -- Allaura starts emitting wisps of light. Any damage she takes is slightly reduced, and the cut damage is absorbed into the aura, increasing her Defense as long as the aura stays up. Kept on 10 turns, and the aura begins to damage Allaura. That is why she releases it in the form of an attack first.
Pyro Cycle -- Embers in the area will swirl around Allaura for a while and go out. She is hard to hurt in this form.
Mirror of Allaura -- Level 2 Tech. A dome similar to liquid-glass forms in front of Allaura for a turn. It deflects all energy attacks easily. After the first turn, it forms into 3 glass spheres emitting colored fire-- one's Blue-Violet, one's Red-Orange, one's Yellow-Green. On the second turn, these attacks are launched at the foe. The Red-Orange one causes intense Fire/Psychic damage, the Yellow-Green one causes a poison-condition, and the Blue-Violet one drains mana (and HP equal to the mana drained).
Divine Barrier -- Sacrifices one of the Celestiaballs to summon an elemental/Psi barrier that lasts a long time. Each barrier has different effects, depending on the type of Celestiaball sacrificed.
Alpha Mirror -- Level 2 Alpha Tech. Summons several broken fragments of a pink-prism, which float around Allaura and deflect any energy or mana-based attacks that hit them. The shards are easily destroyed by physical attacks.
Determined Mirror -- Level 4 Alpha Tech. Like Alpha Mirror, but the shards are blue and they absorb the energy attacks rather than deflect them. The absorbed attacks either add to Allaura's stats for a while or are launched back by Allaura in the form of Psi.
Spiral Barrier -- With Jex only. An electric/psychic barrier appears in front of Allaura linked directly to Jex's high-defense. The barrier lasts as long as Jex's defenses do, so if Jex's shell is attacked, the barrier weakens too and vice-versa.
Total Defensive Techs: 7

Effect Techs
Blessing of Attack -- Same as Schwa's.
Blessing of Defense -- Same as Schwa's.
Blessing of Agility -- Same as Schwa's.
Psi Blessing -- Same as Schwa's.
Azure Bubble -- Same as Schwa's.
Crimson Bubble -- Same as Schwa's.
Etheral Restoration -- Same as Schwa's Etheral Mending. Illegal in mid-fight.
Mystic Platform -- One or more of the Psi Flora in the area rise up and turn into floating platforms. The bottoms of the platforms emit bright sparkles and do damage to the touch, but the tops are perfectly safe for all foes to stand on. A useful tactic on occasions.
Psi Shackle -- Allaura fires a red thunderbolt in a straight line. Upon hitting a foe, it expands into a cage of psychic energy, and the foe trapped inside is incapable of moving, attacking, using Techs, or taking damage from his/her foes until the force-field wears off in a few turns.
Fore-Cast -- With a black cloud in play, ether-coated rain falls in the area for a few turns, damaging summoned units and dispelling many effects.
Sonic Refraction -- With Jex only. Allaura fires Psi Shackle into Jex's shell, which is refracted into huge, powerful sonic-beams which have a good chance to paralyze all foes in Jex's view (since it's refracted forwards).
Adaptive Radiation -- Level 3 Alpha Tech. Rainbow-colored crystals fly into the air and vanish, coating the arena with an aura that adjusts Allaura's weaknesses and resistances to benefit her in the battle. This effect lasts 6 turns.
Total Effect Techs: 12

Total amount of Techs: 38. (26 in Hex.)

Conclusion
All in all, Allaura's adopted battle strategy will cause every single action she ever makes in battle to make a big difference. The longer the foe stays in battle, the better Allaura will do, unless the foe can constantly dispel the tools she spawns or can adapt from using physical attacks to energy on a dime and vice-versa, as a lot of her defensive Techs demand it. Allaura can take on a foe with high Defense as if it were nothing, as her style requires a long battle for her to do real well, and she does an amazing job of using the damage she takes to her advantage. She may be harder than Schwa in some areas, but easier in others, for she does indeed have some very apparent style-wekanesses. It's just a matter of finding them.

Good luck against Psi Warrior Allaura.


***Kaz***

General Info
Age: 18
Title: Cosmic Warrior, Last of the Yamathians, Rival of Schwa
G: Male
Style: Perpetual Offense

Bio and Past
Ages ago, the Yamathians, a race of humanoids on a distant orange-clouded planet, lived prosperingly. Soon before reaching the height of their prosperity, they were forced into war... for another sentinent race, the Red Sentinels, a race of cybernetic, arachnid-like humanoids, felt they needed to colonize the Yamathians' only colonized planet. Therefore, the existance of the Yamathians were in danger unless they chose to fight back.

They did-- to an extent practically beyond description. Each and every Yamathian on the planet, children, old people, and anyone in between, fused themselves with biological armor through the power of science and became Cosmic Warriors, killing machines if you will. Everyone. And they used their new bodies (basically) to combat the Red Sentinels, in a great melee in space.

Bloody war, really, and the Yamathians began losing for some odd reason. So, a young Yamathian named Kaz decided to get help against official orders. Flying to a nearby green planet called Earth, he met up with Schwa, a Psi Warrior, and the two of them became friends in a short bit. Schwa thought Sensae may be able to provide some assistance, so they headed to Crystal Psipalace and asked him... where Kaz was turned down! Sensae told him that the Yamathians ceased to be people after fusing with their armor, and became blood-thirsty instead. There was an argument, but Sensae told him in the end that unless the present elements of peace were utilized, the Yamathians would die. Angry and confused, Kaz took off back to his home planet to help out in the war.

But by the time he got back, the war was over. The entire planet was completely obliterated, ALL the Yamathians were dead, and over 3 quarters of the Red Sentinels were dead. Since the planet was gone from existance, the Red Sentinels couldn't colonize it either. It was a Lose-Lose Situation, and Kaz was officially the only Yamathian left alive.

From that point on, Kaz vowed revenge against the Psi Warriors for not helping him, and promised he'd kill each and every one of them, starting with Schwa. But after 5 months of off-and-on battling between Schwa and Kaz, Kaz finally discovered that Schwa was in alliance with the Oracles, and Oracles were very sacred to the Yamathians, so he had to swear off his revenge on account of honor. Eventually he met one of Schwa's Oracle friends, who helped him overcome his rage, and he felt satisfied at long last.
But it was impossible for Kaz to completely disregard the Red Sentinels' acts against his people... so he helps out Schwa in battle whenever he can, for he never feels at ease unless he's in combat. He hopes that someday he'll find any survivors among his people besides himself, and his all-time goal is to one day see the destruction of the Red Sentinels. His relationship with Schwa is along the lines of Megaman and Bass from the origional generation.

Appearance
Kaz is completely clad in jet-black, SUPER futuristic, biological armor. Think of a cross between a Storm Trooper, Alien, and Predator, paint everything (including the visor) a shiny dark-black, and there you have it. He also wears a very thick belt around his waist (that's attached to the suit, actually), which has many kinds of gadgets in it, including bombs, batons, futuristic pistols, robotic stuff, metal spheres, and who-knows-what else. His fists are lined with hints of silver, and they appear to be like metal gloves in the way they are attached to the arm... Finally, his back has several holes in it, which sevre as the Afterburner, meaning Kaz can fly.

In Combat
Kaz's style is Perpetual Offense. This means that Kaz does best if he never stops attacking the foe until he or she is defeated. Melee is the best way to go for Kaz, because all of his melee attacks do great damage. His melee moves can include anything from martial arts, rocket-tackle fists backed by the Afterburner, throws, artsy kicks, and even his fists breaking off the arm propelled by a mini-afterburner and thudding into the opponent from a distance! He also makes use of his Raw Energy attacks; he forms an alien-energy between his hands and throws the energy spheres into foes. Getting hit by these feels like a hammer slam. He can also use his palms to throw back similar kinds of energy projectiles targeting him.

But it doesn't stop there-- with effort, Kaz can attack thrice in one turn! How? Combos, which is what Kaz specializes in. Though using many Combos in succession is very tiring, Kaz DOES have 3-hit Combos at his disposal at any time he wishes to use them. In a Combo, all 3 hits will be written out as if they all hit, but that doesn't mean they did... for if any attack in the combo misses, the ones after it will never be executed. Keep this in mind when in battle with Kaz.

The Master Meter/Hyper Mode
This is Kaz's all-star ability, and it deeply proves that Kaz does indeed NEED to be attacking successfully at ALL times to win the battle.

MM llllllllllllllll.... 80u

This meter, the Master Meter, will be displayed at the bottom of all of Kaz's moves. The battle begins with the Meter set to 80u (80 units). Every turn, it goes down by 7u, or 8u if the Afterburners are in effect. Every melee-hit that Kaz scores earns 12u on the Meter, meaning it can go up by 4 or 5 per turn if Kaz is attacking and hitting once per turn. In Combos, though, if all 3 hits of the Combo hit, that's 36 minus 7 or 8... 28u to 29u in one turn!! Any blocked attacks will only be worth half the u, and of course anything that misses will be worth nothing. And lastly, Kaz's meter will react to some elements, sometimes for the better and sometimes for the worse. For instance, fire attacks against Kaz will make the Meter skyrocket. (That's a HINT, goddammit! )

So what's the point of the Meter? It all comes down to the Meter hitting 100u, which is Kaz's biggest strategy. Should that happen, HYPER MODE is activated. ALL of Kaz's stats skyrocket, and his body changes shape to become sleeker and sharper. He also gains high resistance to nearly all kinds of status-conditions. It becomes almost impossible to inflict damage on Kaz or to stand up to his attacks. And Kaz gains brand-new attacks at his disposal in addition to his current ones. All this... for 4 turns, no more, after which will set the Meter to 50u.

Should the Meter hit 0u, Kaz loses his Afterburner and energy attacks, and all his stats plummet. He even takes damage every turn. This continues until he can rack up at least 7u on the Meter again. This is definitely NOT a pretty sight for Kaz to behold, so it is important for him to be able to hit to foe reasonably often as to not make this blunder.

Techs and Abilities
First off, Kaz has NO Techs at all, as he relies on other tactics to win the battle, as explained above. However, the tools in his belt may fit the category, the only differences being that these "abilities" aren't named; they're just actions, and while he can't use melee on the same turn as a special ability, he can pull off 2 abilities in one turn. Any damage the foe receives from these powers will add only 4u to the Meter, not 12u.

The Razor-Sphere -- This metal weapon is thrown at an angle at the ground, where it bursts into a wide fan of razor-sharp metal rings that flurry over the foe. The outside edge of the "fan" travels faster, the rings getting slower closer in the middle, making this attack appear to surround the foe. The only ways to dodge the razors are to move far backwards or straight up. Be careful or this one can cut up your character pretty bad.

The Wireframe Sphere -- This one is a metal sphere wireframe surrounding a glob of magenta energy floating in the center. Upon activation, the sphere hovers circles around Kaz's head 4 feet away. It'll fire energy-bolts at foes nearby, sometimes 3 in succession, for below-average damage per hit and a near-guarantee to knock the wind out of the target (they're heavy). Kaz can only have 2 of these orbiting him at a time, and only 1 can be activated per turn.

The Probe -- Kaz's "greatest invention", that is, he built it himself! This small, chrome, stereotypical-UFO-shaped bot uses antigravity to hover anywhere it wants. It has capabilities to fire energy bolts, fireballs, and lightning bolts, each for anywhere from low-to-average damage. It also can emit a paralysis-field to stun anyone who touches it (not while attacking) and is equipped with 6 small explosives and 2 EMP-grenades. Only 1 Probe may exist at a time, and when it is destroyed, Kaz has 5 turns before it regenerates in his inventory.

The Baton -- Upon throwing, it attempts to circle the foe like a boomerang, firing weak flame-projectiles at the opponent the whole time, and return to Kaz's hand as if guided. This is a perfect way to cause a chaotic atmosphere and make it difficult to dodge.

The Laser Grenade -- After arming, Kaz throws this and ducks behind something (or flies far away from it if nothing's available). 5 seconds later, the sphere that landed somewhere hopefully out in the open will let loose a continuous flurry of laser-shots in all directions. The flurry lasts 11 seconds, there is a 6 second pause, then it explodes into a force-shockwave to throw opponents.

The Acro Grenade -- This explosive is an arrow-shaped missile. Kaz arms and throws it, and it takes off into the air (unless Kaz is in the air), loops around, then follows the nearest target. If it gets 7 feet away, it bursts into a cloud of small explosives that drop to the ground and burst into small fire-geysers, most of which are moving fast enough to thud and douse the foe in fire.

The Lightbending Pistol -- When Kaz brings out this bazooka-like gun (it's actually way smaller and lighter than a real bazooka and crafted out of special material), four solar-panels (or something similar) fly out from the start and hover around Kaz, tilting towards any sources of light around. Any light absorbed by the panels charges the gun, and Kaz can use it to fire some really powerful solar-blasts with this method. This gizmo is the only one that breaks the 4u rule; this method of attack can either rack up 4u, 8u or 12u depending on the strength of the shot. (Interesting note, the gun folds up to a small size to fit in Kaz's belt.)

Conclusion
Kaz is a very offensive character, and dodges better than he blocks, unlike Schwa. He relies on Combos to fill the Master Meter and achieve Hyper Mode, and when he's in Hyper Mode he's almost invincible so it's a good strategy. The strategy has weaknesses, though... If he can't hit the opponent, or see it, he can't fill the Meter. His Lightbender works better in the daytime than at night, yet in the night he has better vision (Yamathians work that way). Overall, Kaz is not as well-balanced as most characters, as he is the perfect assassin against some foes and very disadvantaged against others. Against a flying opponent, Kaz would be quite an enjoyable challenge; I recommend it actually.

Good luck against this war-machine, and don't unleash his rage.


***Diaxos***

General Info
Age: 358 years, appears 12
Title: Embodyment of Chaosmusket the Runed Katana
G: Male
Style: Perpetual Defense

Bio and Past
Diaxos is the embodyment of a special, posessed weapon that was hundreds of years old... until it was destroyed. The legend told in Delaga Ex goes something like this: 'Chaosmusket', the Runed Katana, was created with all the powers of the Delaga Ex Spirit Council combined, and in it was, of course, stored unbelievable energy, an energy that was instantly transferred to the wielder upon physical connection. The wielder of Chaosmusket basically had the skill of a god with this sword in his hands. The Delaga Ex Council created this blade when Asriath, the head of the Council, had a vision of disaster upon the land and a vision of the blade appearing in the hands of an armored knight made of white light. He and the council then spent 3 months planning the creation of the sword, and each member of the Council even appeared to one of the 7 Elders of Delaga Ex (in each of the capital cities) as part of the whole plan.

At the end of the 3 months, Chaosmusket was completed, and the Council members and the 7 Elders were all more than satisfied. Now, 7 disasters were said to happen in Delaga Ex, each one foresaw by a different Elder, so it was agreed that Chaosmusket was to lie hidden in the Soul Scantum inside the High Spirit Temple, which is the place built to honor the Council for watching over the land. That way, only the most worthy hero could obtain it and have the edge to face whatever was out to get the innocent people of Delaga Ex... Think of it as a filter of sorts.

Each disaster happened on cue, and each time, a hero named Dais went to the High Spirit Temple to obtain Chaosmusket, and, found worthy each time, took the blade and banished the chaotic forces that threatened their land. Thus, Dais became Delaga Ex's legend. Now, like mentioned before, Chaosmusket's energy would flow into the wielder instantly upon touching the sword. But there was one small factor that was overlooked while creating the blade... and that was that upon releasing Chaosmusket, when the Council's energy would flow back into the sword, a tiny, tiny portion of the wielder's soul was taken with it. So, after the 7th disaster was silenced and the blade once again placed into the Soul Scantum, a pretty good-sized portion of Dais's soul was inhabiting the blade. Dais soon began having strange feelings for this reason, which was not apparent to him, and soon these feelings got stronger and even painful, as part of Dais's soul called out to the rest of itself through the Spiritual Plane...

By the 7th day, Dais was drew back to Chaosmusket as if being controlled, back to the Soul Scantum where the dangerous sword lay. He felt it speak to him, call to him... and as he lay his hands on the blade for the 8th time, Chaosmusket assimilated his entire soul and Dais's body dissolved. Nobody knew what became of him except the Council, who, as a group, decided that Chaosmusket was FAR too dangerous for anyone else to use, for the sword now had a soul living in it and was technically posessed. So it was decided that they hide the High Spirit Temple from the grasp of the Material Plane, thus hiding the sword as well. The following night, the Temple burst into rainbow-colored fire and light-rays as it, too, dissolved, though this time by the power of Asriath. Such is the legend of Chaosmusket the Runed Katana.

But the legend continued, else Diaxos would not exist! As Schwa became trapped in Delaga Ex, he had to meet with the Spirit Council first thing, and to do that he had to find the Temple, which was no longer in the Material Plane, complicating things. To find it, he had to show the 7 Elders he meant business, and after that failed as well, Asriath finally took matters into his own hands and appeared to Schwa instead. Schwa learned about the legend of Chaosmusket, and how it was connected with the appearance of the Demon God that was after their land... He also met Sakra, Dais's daughter finally grown up (whom Dais never got to meet), which was the only one who could safely wield Chaosmusket, since the soul inside was her father. Schwa helped Sakra prepare for the 3 Tests of Demise, which would test her worthyness of the blade and kill her if she failed. Eventually she obtained the weapon, and another similar weapon (more on this to come), and the two of them squared off against the Demon God.

Sakra was killed, and the weapon was shattered and dissolved. Shortly after, Schwa won the fight, and was sent home, 3 years older after only 6 months. But the destroyed weapon wasn't COMPLETELY destroyed, for the soul inhabiting it, thanks to the presence of the Assets, jumped to the Etheral Dimension and then to the Material Plane in OUR universe at the same time as Schwa! Some Psi Warriors say that the soul "rode the Assets". As he appeared in the Material Plane, his soul, being from another dimension, reacted in an unusual way to the spiritual atmosphere of our dimension-- the soul-energy reacted with the mana in the air and formed a body, though not made of flesh-- it's hard to say just what Diaxos is made of, but in truth it's pure mana. Thus, Diaxos was born; the embodyment of Chaosmusket the Runed Katana, now walking the Material Plane forever in foreign dimension.

Diaxos is friendly, determined, and clever. He can figure out many things just by studying them, but he can't understand his own nature. He seems to prefer to keep his identity secret unless necessary, though Diaxos works just fine as a name for him. And lastly, he's spiritually drawn to the energy signature of the Psi Warriors, due to the means of transferrance between dimensions, and as he travels, he searches for the Psi Warriors and a meaning...

Appearance
Diaxos looks like a 12-year-old boy, with green eyes, slightly light-brown, slightly spiked hair and teal attire; something similar to half-normal clothes, half-tunic. In the front of his suit is a pure sapphire gem, which some characters may be able to sense a peculiar energy radiating from. He appears unarmed, but he can cause his weapon-- mana formed into a copy of Chaosmusket, basically-- to form in his hands at will. All in all, he appears like an innocent... but there's always something about him that can easily be sensed by others that says he is no ordinary character... Chaosmusket, the Runed Katana, looks basically like a katana colored a silvery onyx with a gold streak from the tip to the handle, and in the limelight it gives the appearance of a glow. The runes on the Katana, which are unlike any runes of even most cryptic languages (as the sword and Diaxos himself come from another dimension), are also colored silver-onyx, and can't be seen until they light up when he uses a Tech or ability.

In Combat
Diaxos, opposite of Kaz, has adapted the style of Perpetual Defense, meaning he ALWAYS puts defense over offense when in danger, and his abilities heavily support this style. And like Kaz's Master Meter, Diaxos has an effect that REQUIRES him to defend (rather than offend, unlike Kaz) against attacks to maximize his power and win the battle.

When the battle begins, he summons Chaosmusket at his side, and the sword in turn produces 3 Dimensional Chakra (referred to as DChakra). For Diaxos, DChakra are his power-source; they appear as tiny specks of brightly glowing light, but all they are are basically a form of other-dimensional mana, warped in through the Spiritual Plane by the nature of Chaosmusket. Diaxos uses this peculiar mana as fuel to power his Techs, attacks, defenses and abilities. DChakra comes in 3 forms; Blue, Green, and White, and you may have guessed that different combinations will allow different results. You're right. At the beginning of a battle, the DChakra that is summoned is ALWAYS Blue, Blue, Green.

DChakra @ @ @ @

This meter will be displayed at the bottom of each of his moves. You can probably infer from this that in this example, Diaxos has 2 Blue, 1 Green, and 1 White DChakra orbiting Chaosmusket. A rare example, since Whites are so hard to get, but an example nonetheless...

Now, basic attacks and defenses wouldn't cost any DChakra. Sword thrusts and slashes, or parries, follow this example. Most of Diaxos' basic sword assults cause average Physical/Energy damage. And, since Diaxos strongly puts defense over offense, if an attack comes his way he'll make every effort to defend against it with Chaosmusket. Without any DChakra usage, Chaosmusket can block physical weapons pretty well and magic attacks decently. (Big magic attacks can't be blocked, but a FireBolt or something similar could be blocked with ease.) Unlike Schwa's Ether, Diaxos's weapon can be used to not only reduce damage, but prevent the attack from even reaching him, meaning it is difficult to inflict damage on Diaxos.

But in keeping with the meaning of Perpetual Defense, Diaxos defends against attacks to replenish his DChakra. Against physical attacks, when the weapon or other means of attack collide with Chaosmusket, the sword channels a tiny portion of the mana stored in the attack (yes, even a simple sword-thrust contains mana, even if it doesn't REQUIRE mana-- the mana is present wherever fighting effort is released, see Koneko for more info on this, trust me ) into itself and uses it to produce Blue DChakra. Blue DChakra is used for Diaxos' hyped-up physical attacks, combos, or Sword Techs. Against magic, when Chaosmusket collides with a mana-based projectile or spell or whatnot, it also channels mana directly from the attack, and uses it as fuel to produce Green DChakra. Green DChakra is used for magic and energy-based Techs and attacks. And finally, to unlock the almighty White DChakra, Diaxos must use certain Techs with his blue or green DChakra to absorb spiritual energy, and White DChakra cannot be produced by normal defense means. White DChakra allows Diaxos to use his highest-level Techs; soul energy. Such energy can be used for a wide variety of awesome abilities, some of which include summoning, field effects, ultimate attacks, etc. But while the White DChakra hold amazing power even singular, they are very hard for Diaxos to bring to bear and require expertly timed execution of abilities in sync with what's going on around him.

So, what all this means is that Diaxos basically has to defend in order to attack. And since his attacking fuel doesn't come free, he usually tries to keep at least one Blue and one Green in play at all times. After all, you never know when they might be indispensible for a complex defense or a window to attack... Ah, yes. A lot of the Techs and abilities that use this DChakra can allow more DChakra to be played, for some of the abilities allow Diaxos to block advanced attacks, which in turn bring home a massive amount of the stuff. (The more advanced the attack blocked, the more energy comes from it.)

Now, aside from his skills at parrying, like all fighters, Diaxos comes with material weaknesses and resistances. He starts out not resistant to anything, but a few properly played DChakra units will alter that. As for weaknesses, he is not weak against any elements exactly, but, being basically made of mana, Dispelling-abilities will actually do damage to him as if he were a summoned unit, though not quite to that extent of power. And, since the DChakra is also mana (just from another dimension), a Dispelling ability aimed at them will extinguish them. The trick is getting it to WORK, though, for some of Diaxos' Techs can be used to counter Dispelling abilities and were specially crafted for that reason. Next, since Diaxos is made of mana and therefore energy, if an energy attack connects with his body there will be an explosive reaction. This doesn't do a whole lot of extra damage to him but it usually throws him and it is a noticable hazard to close-range energy attackers. Finally, Diaxos gets a terrain-advantage in an area with a lot of mana in the atmosphere, giving him a small stat-boost in most areas.

Techs and Abilities
It was mentioned before, but it will be mentioned again;

Blue DChakra enables physical upgrades and sword-techniques for Diaxos.
Green DChakra enables Diaxos to use magic or mystical abilities.
White DChakra is Soul Energy, Diaxos' "wild card".

The DChakra in play will solely determine what Techs and special abilities are available. Also, ANY number of DChakra can be burned for one ability, and the more burned, the better the ability becomes. However, some abilities require a higher minimum amount. Here is a list of them.

Physical Techs and Abilities
Sonic Dash (@) Diaxos takes off from standstill to the speed of sound (complete with afterimages, ), ready to stop instantly and strike once at any time. He can only move in a straight line, though, but he can move in the air, and he can instantly change direction by burning another Blue DChakra. This is very useful for making it past a flurry of attacks without receiving damage, and it is especially useful because Diaxos can still block with Chaosmusket while in hyper speed.
Mastery Catch (@) Diaxos intercepts a powerful attack with his blade, likely stopping it and racking up some more Blue DChakra. The interception comes very fast and in the blink of an eye, and the foe may not even know that his or her attack was blocked until 5 seconds later. This is Diaxos' signature move, basically, and it is famous for allowing nearly NOTHING to get by or to him, making Diaxos an invaluable ally to have if your life is in danger. However, stronger attacks require more DChakra to be used up.
Combo Dash (@) First, Diaxos burns a number of DChakra equal to how many times he plans on attacking. Then he strikes with a combo-- jumping at the foe and darting to various angles around the foe very quickly. He can only strike a number of times equal to how many DChakra units he burned, plus one. So if 2 were burned, he'd get in 3 hits.
Meteor Forge (@) Chaosmusket absorbs a number of blue DChakra units, and each one it absorbs makes it become a bit stronger. With 4 or 5 DChakra burned, the blade ends up very strong and VERY heavy, allowing Diaxos to hit with brutal force. The effects grow weaker as time passes, so the stronger the blade becomes, the longer it'll be before it is all gone. Lethal with the Combo Dash.
Rune Flurry (@ @) Chaosmusket's runes light up and fly off the blade, then vanish as they reappear behind the foe as a shower of tiny glowing scythes. The speed and power of the attack rise with the amount of DChakra burned.
Rune Star (@ @) Chaosmusket's runes light up and fly off the blade, forming together into a slim spikeball. Diaxos uses sword-motions to control the movement of the new weapon, but the sword cannot deploy DChakra while this is in play. It lasts for only 1 turn, but an additional turn is gained with each DChakra point burned as well as how well Diaxos handles the control.
Rune Rang (@ @) Chaosmusket's runes form into curved scythes that fly at the foe, curving like a boomerang, and returning back to the blade as runes. Only one scythe is formed with the minimum DChakra burnage, with an additional attack and a rise in attack speed with each additional one burned. It is important to know that this attack increases in power with distance.
Cross Cutter (@ @) Diaxos slashes an X in the air in front of him, and right after doing that, a designated target anywhere in Diaxos' line of sight is attacked by an invisible blade in the same pattern. Speed and Attack Power increase with the amount of DChakra burned.
Aura Blade (@ @ @) This uses Chaosmusket's energy to distort the mana in the area around Diaxos (that doesn't affect him, just most others), lowering Atk and Def temporarily for anyone near Diaxos. The strength, range and duration of the aura increase with the amount of DChakra burned.
Spirit Blade (@ @ @ @) One of Diaxos' only ways to rack up a rare White DChakra. What this does is change Chaosmusket's energy structure slightly to tap better into the Spiritual Plane, just for a few turns. A gague appears at the bottom of each of Diaxos' moves for that time. Whevever he hits the foe or blocks successfully, the gague fills up by a few points. If he can fill it to 10 before the time runs out, a White DChakra materializes! The duration of this effect grows longer the more DChakra units burned.
Signature Shift Alpha (@ @ @ @ @) The five (ONLY five) Blue DChakra units are absorbed into the sword, morphed, and reproduced as 2 Green DChakra units. With this, Diaxos can use magic/energy Techs even if he's fighting someone who won't allow Chaosmusket to generate them. Though it seems like an unfair tradeoff, if he's doing a lot of blocking against a physical attacker these 5 Blues will come fairly quickly.
Total Blue Techs: 11.

Energy/Mana Techs and Abilities
Energy Barrier (@) Brings up a mana-barrier around Diaxos to protect against energy and mana-based attacks. The barrier lasts only 1 turn, but lasts longer the more DChakra burned. While not useful if DChakra are in need of being generated, this gives Diaxos a small break to regroup or prepare other attacks. (He can also protect an ally with this skill.) Also useful since touching any form of mana will cause an explosion over him, and this shield prevents that.
Pyro (@ @) Everyone loves the classic Firebolt! This version shoots a few, not just one. It's basically your average Fire spell you'd find on even basic mages. However, the more DChakra burned, the hotter, bigger, more numerous and stronger the fireballs become, meaning this can become a pretty strong Tech.
Cryo (@ @) This spell, on the other hand, releases frozen energy forward, just like Pyro only icy, not firey. It grows in power and number the more DChakra burned.
Dynammo (@ @) This spell creates lightning balls and fires them. Power and number grow with DChakra burned.
Mana Grid (@ @) Creates a cloud of mana-fragments, only visible by the sparkles it emits, slightly in front of Diaxos. The cloud clings to any elemental or energy-based attacks, making them stronger. (This can actually be a double-edged sword if the enemy plays his cards right.) The magnitude and duration increase with the amount of DChakra burned.
Astro (@ @ @) Forms a ringed energy sphere made of raw mana and lets it fly. The sphere can curve in one direction slightly if the foe is to the left or right, but after firing it doesn't exactly home in. If it hits the foe, it bursts and sends the foe flying while doing about heavy damage. Power, speed and curve magnitude rise with DChakra burned.
Tech Barrier (@ @ @) Mana crackles around Diaxos, and targets the first Tech or special move used by the foe in an attempt to weaken or dispel it. It works better on magic or mana-based moves than weapon-based moves, and is the perfect counter against Dispelling abilities. Against passive abilities, it doesn't dispel them, but weakens them for a short while. This Tech doesn't work on everything. Power of the spell and countering efficiency rise with DChakra burned, so more DChakra may be required to silence highly advanced Techs.
Negative Burst (@ @ @) Diaxos distorts the mana around the foe, causing a conflagaration of negative energy around him/her. The burst will lower all stats except HP and Mana for a little while. Magnitude and duration of the effects rise with DChakra burned.
Void Shot (@ @ @) Diaxos fires a blast of distorted mana at the foe, which has limited homing capabilities. If it hits the foe or gets near it, the foe will be hit with a status effect; either Paralysis, Blind or Silence. Area of effect, speed, and homing efficiency rise with DChakra burned.
Spirit Portal (@ @ @ @) Diaxos creates a sphere of mana that acts as a link to the Spiritual Plane. Given 4 turns, the sphere can be reabsorbed into Chaosmusket, which then produces a White DChakra unit. The sphere can be destroyed in the meantime, though, especially by magic. Sturdiness of the sphere rises with DChakra burned.
Signature Shift Beta (@ @ @ @ @) Like it's Blue version, this sucks in the 5 Green DChakra, bends it, and produces 3 Blues (not just 2). Useful against mages who don't offer the chance to produce Blues.
Total Green Techs: 11.

Spiritual Techs and Abilities
Soul Alliance (@) Blesses Diaxos with the powers of one of the Delaga Ex Spirit Council for the rest of the battle. This can only be used once per fight, and the Council spirit who's power transfers to Diaxos depends on the terrain (matches with Schwa's Prince Tech, see above). He gets 2 new moves (one Blue Tech and one Green Tech), stat-boosts, that sort of thing, and most importantly he gains access to that spirit's telepathic advice as he fights.
Magi's Saturation (@) Fills the area with other-dimensional mana in the air to a huge extent. This automatically gives Diaxos the terrain-boost he can use, and makes all mana-based attacks WAY stronger. This mana can't be dispelled very easily at all, since it comes from another dimension.
Combo Finale (@ @) Activates an 8-step combo of unbelievable power and speed. Power and speed increases further if additional Blue DChakra are burned.
Ultima Gate (@ @ Summons 8 spheres of compressed mana in a wheel in front of Diaxos. The wheel then starts spinning, drawing the foe towards it with incredible force. Should the foe be drawn into the wheel, it'll zap the foe continuously with raw mana for a good 10 seconds as the wheel absorbs the foe's mana, charging Chaosmusket. After the 10 seconds, Diaxos lets him/her have it with the charged sword, and with one slash, creates a huge energy wave around the blade when he strikes the foe, doing even more damage and sending the foe flying forwards. This move can also be performed in the air. The vaccum-power and duration of the wheel rise with the amount of Green DChakra burned.
Total White Techs: 4.

Combos
Pyro Blade (@ @) Coats Chaosmusket in fire for a little while. Speed rises as Blues are burned and power/duration rises with Greens burned.
Cryo Blade (@ @) Chaosmusket radiates frozen energy for a while. Speed rises with Blues burned and power/duration rises with Greens burned.
Dynammo Blade (@ @) Chaosmusket emits electricity. Speed rises with Blues burned and power/duration rises with Greens burned.
Eagle Cutter (@ @ @) The sword levitates agiley, and under Diaxos' control, attacks the foe. Speed and power rise with Blues burned and duration rises with Greens burned.
Light Blast (@ @ @) Chaosmusket fires a beam of Holy energy at the foe after a slight energy charge. Power decreases with distance. Power rises with Blues burned and attack size rises with Greens burned.
Total Combos: 5.

Total Techs: 31. (That's 1F in Hex. )

Conclusion
Since the type of attack blocked determines what kind of attacks Diaxos can use, fights against certain fighters will heavily vary from fights with other characters. Since Diaxos is so apt at blocking, power alone will not win the fight. You will need a way to breach Diaxos' defenses without opening any opportunities for him to attack, which is much easier said than done. It is suggested that you battle Diaxos at least twice, with a different character each time. That will give you a good view on just how he fights in each situation, because yes, Diaxos needs to be very adaptable from fight to fight, because no fight is ever similar to another.

Good luck trying to breach this fighter!


***Zin***

General Info
Age: 38
Title: Psi Warrior Scientist, Embodyment of Good, Spiritual Physicist
G: Male
Style: Alter the surroundings

Bio and Past
Zin has, according to himself, a very interesting, diverse background. Before he took the Pact (not the Pact of Honor, more on this to come), he was a Physicist, an Astronomer AND a Mage in his lifetime. He claims he is the luckiest man alive to have been showed so much wisdom and knowlegde about the world and realms in one lifetime. His dream, ever since he was little, was to learn all about the existance of our world and to become wise. He is successful in the sense that he has accomplished his goals so passionately. At 38 years old, Zin, a Psi Warrior Scientist, helps discover more about the hidden lore of how magic and mana works and the "rules" they have to follow, more about the Spiritual Plane, and helps to engineer new Psi Warrior Techs for others to learn as they fight. It is the Scientists that supply the fighting Psi Warriors with their greatest weapon: knowledge.

While he was little, Zin's grandparents, whom he lived with (his real parents were fugitives and couldn't take care of him very well, and wanted a better life for him so his grandparents took him in), always taught him that magic was a man's best friend, and that it was the solution to all problems. Growing older, Zin decided that he was supposed to decide for himself, so he dedicated his existance to discovering the secrets as to how things work. He left home at the age of 15 after leaving a note for his grandparents, and was hired as the apprentice of a paladin (who knew limited holy magic). Working there for 3 years, he learned a bit about Holy magic and how it works.

At 18 years old, he and his master were seperated in a blizzard and they never saw each-other again. Zin found shelter in a log cabin nearby, and living there were two other mages, an Elementalist and a Warlock (elemental and dark magic respectively), two unlikely best friends. The three of them had a friendly discussion, and Zin decided to stay with them for a year or so, so he could learn about other kinds of magics in addition to Holy magic.

It was about 6 months later that Zin and the two magic users discovered that Zin had the gift in him; he, too, could utilize magic. This gave him the ability to learn first-hand how magic within a person works. He learned the 3 main kinds of magic, Elemental, Light, and Dark, comparing them and their energy-flows. After he left the presence of his two allies, he continued to study them for years and years.

He was 23 when he decided that he needed to learn just what the magic was doing (because, of course, magic is NOT an anything-goes miracle; it has to follow it's own laws of physics-- for example, a fire spell doesn't just create fire, as states the Law of Conservation of Energy [energy cannot be created or destroyed], instead it could heat the air around it, conflagarating it, then shape the mana in the air to determine the direction the fire shoots. Zin wanted to figure out just how that worked, as he never heard anything about it before). So, as he headed into a desert-mountain city, it just so happened that a crossbow-wielding merchant was on his way to New Krachet, one of the biggest cities in the continent known for the Physics Dome, which is a building where the wise gather to learn and study about the rules that material matter must follow. The catch was, that this Zin's paradise was 200+ miles away, so it would take a long time of traveling to get there. Nevertheless, Zin decided to accompany the traveller to the city to benefit them both.

Along the way, both characters fought for each-other, and in several months' time they had made it to New Krachet with minimal injuries. Zin rested up and headed right to the Physics Dome, and for 3 years stayed at the city, becoming an expert on the subject of physics. Now he could learn how to better control his magic, as he knew just what the magic was doing or changing in order to function. (While he was there, he also studied astronomy a little.) With all this knowledge, he felt compelled to use it for the good of humanity, but he didn't know how exactly. He traveled to a city 6 miles away and decided he's try the unthinkable: engineer some new magic abilities and Techs.

After 1 year, when he was 27 years old, he had completed a masterpiece: Zin's Spellbook. It taught the reader 6 of Zin's specially crafted magiccal Techs, promising mastery over them through years of practice. He was a huge success! Within 3 months, he was very popular among magic-users, and he was holding speeches in various cities to teach his views and knowedge on magic, and how they relate with physics. He became one of the youngest mages in history to be this successful, and though he wasn't nearly as popular as Athos or Kamek (can you guess the games? ), what more could he want than the life he's lead?

But at 28 years old, he got himself into his biggest predicament of all. Entering one city, he was approached by a Dark Merchant, a merchant who works on the side of the Black Market, who, like a sneaky snake, convinced Zin to buy the jet-black, runed Spellbook he was carrying. Zin thought about not bothering to open it, but he was compelled that night to read what was in there... Inside was lore of forbidden ritual magic, and for the foolish reason of intense curiosity he wanted to give it ONE try. Hey, what could one time hurt, eh? Yeah right.

He managed to summon a demon! He tried to control it, but it was way too mentally strong and it got loose, immediately attacking anything magic-related in the town. Zin raced outside to stop it, and was confronted by a Psi Warrior doing battle with it. The Psi Warrior felled it as if it were nothing, and approached a humbled, even humiliated Zin. Zin tried to apologize as best he could, but he could barely get the words out. The Psi Warrior simply told him that his apologies were accepted, and that every famous mage makes that mistake at one point or another; it's just a matter of whether or not that mage could break free of the desire-hold it binds the user to, as many mages are tempted to do it again. Sadly, Zin accurately determined that he would most likely not be able to resist the temptation a second time, so the Psi Warrior took a look at the book for him. It was a cursed book, immune to destruction, so it would always return to haunt the user. Zin asked for the Psi Warrior to take him to his leader.

Zin then got his first visit to Crystal Psipalace, and got to meet Sensae. They talked, and Zin said that above all else he wants to discover as much as possible about the rules of magic in his lifetime, but because of the book incident, he apparently knew very little. He asked if it would help if he became a Psi Warrior, and Sensae said that while it would help him learn all he needed to know, it was a commitment that couldn't be backed out of and he'd lose his magic. Zin decided he was ready regardless, and as he took the Pact, words sprang into his mind that were a bit different than the Pact. He had managed to take the Pact of Wisdom, becoming a special kind of Psi Warrior; a Psi Scientist, one of the keepers of Spiritual Physics. Really... what job could be better for our Zin? To this day he still engineers new attacks for the Psi Warriors and himself, and studies the rules that magic AND spiritual energy follow.

Appearance
Zin wears grey, loose clothes, with a tie-dye stripe from the right shoulder to the left waist on both sides. That's the special Psi Scientist uniform. Instead of a blindfold, he wears an eye-patch over the right eye, that can basically act as a microscope if he closes his left eye (appropriate for a scientist, eh?). His hair is dark, and starting to grey around the edges. He has the short, bristly beginnings of a grey beard over his chin, but it's not really a beard... just the beginnings... (He shaves. ) His weapon is a glowing, neon-green whip, and he doesn't always carry it.

In Combat
Zin's style is to alter his surroundings, turning them against the foe. He can manipulate mana when he touches it, allowing him to control some of his opponents' attacks, and he can manipulate the atoms in many different things if he keeps his hand upon them for a while, changing them into other things. (With this ability, he can also add his Psi atoms to give them a Holy/Psychic bolster.) Of course, this isn't his ONLY combat ability...

Zin also uses a physical weapon. The idea was taken from the Kuasutics, an ancient people who used energy whips in combat. Zin built his glowing-green energy whip from that idea, only it is infused with his energy signature. He can use it to strike 3 or 4 points miliseconds apart from each-other, but the only problem is that his Attack Power SUCKS. Zin does not specialize in combat; he's more of a "supporting spellcaster" type (without the "spells", more like Psi ). However, the whip can be used to infuse his energy signature into energy attacks, turning them against the opponent, without having to get close to them.

Defense-wise, Zin can bring up green ether to protect himself like Schwa, but his ether protects him better and, of course, allow him to alter energy or mana-based attacks without being hurt much by touching them. (Not like he wouldn't use his whip, though...) Like all Psi Warriors, he is extremely resistant to Holy and Darkness attacks, but unlike Schwa and Allaura he has a tiny bit of resistance to fire, ice and thunder, due to so much exposure to them over the years in his Psi Scientist career.

Remember... his Attack Power is VERY low, so you won't often see him use his own attacks. More often than not, battles with Zin will be 2-on-2 or FFA, where he pairs up with an ally to support that ally the whole way. It will be a good descision to take out Zin as fast as possible in those fights.

Techs and Abilities
As a supporting spellcaster, the upper percentile of Zin's Techs and Abilities are meant to bolster whomever it is that Zin happens to be fighting for. With this in mind, keep in mind that, like most supporting spellcasters, fighting 3 Psi Warriors alone is NOTHING compared to fighting 3 Psi Warriors AND Zin-- the extra support makes it feel like you're fighting 7 Psi Warriors. This is true with non-Psi Warriors as well, obviously... but don't forget that Zin can hold his own in 1-on-1 combat reasonably well.

Zin has a passive ability, being a "Psientist" and that is that any Psi Warriors that fight on his side have access to any of his Techs labeled "Learned Tech" in that particular battle. They are not apt at using these Techs, but they CAN use them. (Since Zin starts with no Learned Techs, it is vitally important that he battles often to gain some.)

Zin's Techs come in two categories-- Normal and Engineering Model. The Normal Techs work just like, say, Schwa's Normal Techs, with the slight exception of the Tech 'Appraisal' which he can learn and re-engineer existing Techs from fought fighters on the spot with. (However, those are also learned as Normal Techs. ) Engineering Models are where Zin truly shines, as he is able to cause the celluar structure of an ally to subconsciously, willingly morph its form and texture, essentially becoming a whole different character for a short time. All of Zin's Engineering Models were engineered by him, save for maybe a select few which will be noted otherwise.

Normal Techs
Appraisal -- Zin studies opposing Techs with his microscopesque blind eye, learning a Psi Warrior variation of them on the spot. He can even combine them with his existing Techs to make new ones. All of them are added to his list. He can also engineer new Techs by studying non battle-related phenomonon with Appraisal, which is important info for RPs.
Emerald Cracker -- By repeatedly striking points in a general area over and over again with the Whip with miliseconds' pause between strikes, a chain-reaction is created in which a cloud of green, Psionic sparks of energy lingers in the air. In some cases it can be sent in a straight line at a very slow speed, other times it lingers in one spot. This energy cloud continuously shocks any targets caught inside. Original Tech.
Sonic Stance -- Rather than quick cracks at the air, this attack is caused by spinning the Whip at intense speeds in a spiral motion in front of him. Energy rings are shot out like a cannon, infused with a high-pitched energy frequency that causes a speed-hindering status condition on the target. Randomness plays a part of this attack, for the target has a 55% chance to get hit with Slow and a 30% chance to get hit with Paralysis. The magnitude and duration are also random. It is said that the chances will improve if Zin has Psi Blessing bestowed upon him from another Psi Warrior. Original Tech.
Virtual Alpha -- This is, believe it or not, an improvement/stand-alone variation on Schwa's first step in his ultimate attack Alpha Gamma Omega. Zin cracks a triangle with his whip, and out of the spawned energy spheres fire three thin, green, quick-as-lightning beams towards the foe. They are aimed to merge at the exact point of the target, and if that happens, it throws the foe combined with heavy damage. On their own, the beams are weak, and either way getting hit by ANY of them cuts the target's Defense considerably (multiple attacks don't stack) for a limited time. Original Tech.
Blessing of Attack -- See Schwa's. Zin's version is much stronger.
Blessing of Defense -- Ditto.
Blessing of Agility -- Ditto ditto. (Geez, don't I sound like a familiar Pokemon?)
Psi Blessing -- Also ditto... but remember, Zin likes re-engineering his Techs on the spot, and this is one he likes to do it with. You'll see.
Total: 7 Normal Techs.

Engineering Models
Here are all the forms that Zin has engineered to bestow upon allies, in order of construction on those forms.
1) Zin's Wolfsage XI -- Zin's first morph, engineered for purposes of experimentation, resembles a humanoid wolf with a jeweled crest worn over the forehead to symbolize wisdom. This is the 6th variation of this model. This morph uses melee claw attacks and is very agile and quick, apt at aerial tactics like flips and wall-kicks, and finally, very wise. It is his attempt at combining the energy signature of a Zraku with non-Zrakus, and it works pretty well. The only problem is that they end up very shaggy most of the time...
2) Zin's Drakesage III -- Zin's second morph. Since the first one went well, he decided to work on finding more ways to invoke wisdom. His first thought was the Dragons. He found Dragon Eggs in a volcano ruins, used Appraisal to capture their energy signature, and after two miserable failures, he was successful in creating a morph that resembled a Rust Dragon, a Red Dragon variation. (So it's a variation of a variation! ) This morph comes equipped with one of three weapons-- broadsword, greatsword or hammer, chosen at random. The morph is very good at using that weapon, plus it is equipped with a fire breath-weapon and a strong build. This is definitely Zin's "tank", and as tanks should, this morph can charge recklessly into battle often with little or no consequences.
3) Zin's Ninja -- Shortly after mastering the second morph, Zin went on a mission where he met a female ninja that helped them. He captured her energy signature while they were involved with the mission, and using some of the sleek designs from the Rust Dragon, he was able to compile a sleek morph perfect for stealth fighting. This morph is mostly that of the female ninja with a little bit of the dragon, and comes equipped with one (and sometimes two) katana(s), smoke bombs, shruiken, poison darts and night vision, not to mention the agility bonus. Don't you wuv ninjas!? =3
4) Zin's Bear -- The ninja incidents that soon followed after Zin's morph was popular eventually led to the study of ancient martial arts. Zin learned that in a certain Zodiac wheel, the Bear symbolized raw power, so he got to work immediately, anticipating Power to compliment the Wisdom morphs. This morph looks like a runed bear, and it is designed to be very slow but unbelievable at handling damage and dealing it. Zin's Bear morph can slowly lumber in between rows of cannons lined up and firing and come out alive!
5) Zin's Valkyrie -- In fact, that tactic was used, and it... didn't go so well. While the Bear was even moreso a tank than the Drakesage, it wasn't invincible. But what was a master at avoiding damage? He decided the answer was someone not in the Material Plane, after he was trapped in a cavern on one of his next missions and he met the spirit of a cheerful girl. This eventually led to a long lasting friendship between the spirit and Zin's expedition team, which in turn led to Zin finishing a morph based on the spirit girl's cellual structure. This morph is a ghost and is immune to physical damage, attacking with Wind-based attacks, flight-capable and very swift.
6) Zin's Chaos Zero -- There were 4 expiditions to be made in total, and, like the first one, the second one ended up in a trap. While there they happened to meet one of Chaos Zero's spawn, which, unlike the spirit girl, gave them trouble. But the mini Chaos fascinated Zin, and he decided he'd make a morph of it, eventually doing so. This morph requires nearby water to get to work, and in this form the recipitent is heavily resistant to all physical damage, and VERY powerful with his heavy water and energy attacks.
7) Zin's Eagle -- This morph was thought up on the spot, being a simple morph, to get some Psi Warriors out of a tricky pickle. He improved it 7 times afterwards to make it look and function better. The morph is a silver Bald Eagle, not capable of much fighting but able to fly and last almost infinitely in this form. That means this form is the best non-combat form that Zin has available to his allies.
8) Zin's Zealous Gator -- Studying ancient Zodiacs with a little more detail, this was to be Zin's first morph that was changed 75% from the original stucture. He took a Gator, an ordinary Gator, and blacksmithed away. The resulting morph has yellow stripes, stands on two legs, wears heavily spiked armor and carries a HUGE steel hammer. There are also gizmos on it's teeth that allow it to fire an occasional Ball'a Lightning. The morph is strong and intelligent, but not terribly wise. Zin claims he got some of the Zealous Gator's ideas from a picture he saw from a MMX2 instruction manual, but he didn't know what the manual was. That, sirs, is how to make the best inventions; blind trust.
9) Zin's Raven -- When someone said to Zin in an outrage "Be diverse!!!", he took it to heart. Later he constructed the morph of himself as a 12-year-old, indigo-robed Night Mage. The mage is capable of Dark magic and plenty of illusion magic, plus it has a phasing technique to pass through objects and attacks. He made this morph mostly to spite the outraged Psi Warrior who told him, but he decided it was useful enough to keep.
10) Zin's Dove -- Zin was having fun by now, and decided to make the "opposite" of his Raven morph, which happens to be a bard in green and white, armed with a clarinet and a small harp plus some Attack-lowering water balloons. This morph is good at using music to monkey with the opponent's stats and status, and it is apt at Nature magic.

Conclusion
Zin's surroundings, and his allies, determine whether or not he can win the fight very easily. Alone, he's not the best fighter, but on a team with someone, he's very difficult to beat. One must be careful when attacking Zin, else they may find their own attack shot back with double power. One must also be aware of the setting of the fight, because for example if a river is nearby, Zin may take some and make it into acid to shoot at the foe. The field does indeed determine how the battle goes. All in all, one can't be careless against Zin, and in a team fight, a strong bond with your allies are necessary to win.

Good luck against this wise fighter.


***Team Gemini***

General Info
Age: Both 12
Title: Galaxy Peacekeepers
G: (Amiachi: Female) (Korrachi: Male)
Style: Teamwork

Bio and Past
While not of the same blood, both Ami and Korra of Team Gemini will tell you they're twins. The existance of these two young, space-travelling children with special powers proves that you don't have to be in the same family to be a brother or sister to someone you love. That said, Ami and Korra are twins with special origins.

It all started aboard a space colony of Earth folks that had left Earth years ago to escpae a threatening Government order. Aboard this colony were around 32,000 people of a huge variety of origins-- human, elven, ogre, Dragon, robot, Lakio, Finyimeshu-- all kinds, basically, since several of the members of that colony came from other planets to support it. This colony was called Titanium Bond.

Korrachi is cybernetic, made so when his parents (his mom was half Elf and his dad was a full human, meaning Korrachi is one-quarter Elven), who were in a high position of political power aboard the colony, became involved in a terrible accident-- an Iremine leak in their own chambers, infecting them with the gas which transferred to Korrachi before they passed away. To save Korrachi, the two professors of Titanium Bond worked together to build a robotic frame for him that would allow him to live with the Iremine in his body (since Iremine cannot be removed from the body once it gets in). However, almost immeditately after installing the half-robotic body onto 3-year-old Korrachi, it broke when he woke up. It still worked, but half of the self-running programs installed into it busted beyond programmable repair. And the suit couldn't be removed once put on or the Iremine would kill Korrachi, so he would have to live with an incomplete robotic suit for the rest of his life...

3 days later, a new character appeared aboard Titanium Bond, attracted to Korrachi's new energy signature. That character was Amiachi, a very young alien girl with the appearance of a little human girl with celestial beauty. Attracted to 3-year-old cybernetic Korrachi, she immediately approached him out of nowhere and befriended him with her charming, innocent attitude. Soon after, the rest of the colony began familiarizing themselves with Ami, and she wanted to be friends with all of them, with surprising succession. Nobody could make friends like this girl, they soon figured out. Ami was uplifting to be around, no matter who you were. But she was especially attracted to Korra, and Korra, with his newfound ability to actually function on his own despite being 3 years old (thanks to his cyber suit), was grateful for the company. It turned out that Ami was lost, seperated from her people, her whole life. She seemed to have some sort of highly cosmic powers, but nobody could pinpoint them.

But things began turning even more sour. More Iremine leaks started surfacing, and eventually other leaks such as gas leaks made their way into the picture. The only solution was to evacuate Titanium Bond and rebuild the space colony somewhere else. (It's true, the place was 75 years old by now and falling apart.) They loaded everyone onto transport ships and decided to return to Earth to get the supplies necessary to build a new colony. They were also destined to stop at 2 other planets for the same reason.

One of the transport ships was defective, though. There was a gas leak, and everyone was to evacuate before it exploded. Most, but not all, made it off. Two of the ones that was left on were, of course, Ami and Korra. With her telekinetic space barrier, Ami saved his life from the cold, hard vaccum of space, and her own, floated them down to the nearest planet, and rested.

From then on, Korra lost his memory and some of his busted auto-programs miraculously (but unknowingly) turned back on. Ami stopped speaking for good. She would follow Korra everywhere and help him travel between planets, but she never spoke again until much, MUCH later in life. For 9 years, they wandered, playing the role of intergalactic peacekeepers so Korra could further train himself and turn back on all his programs through the art of battle... and they ALWAYS battled as a team. Their bond grew with each-other, and after only a year they recognized each-other as brother and sister. Only Ami knew the truth.

It was when they were recently 12 years old when the calamity of all time happened. Zuel, an alien known and feared as "Ena Ka'dirriuchamatis" or "The Power Gatherer" around the galaxy, captured Ami and sent Korra spiraling away. Also captured by him were two older versions of herself, Saria and Ryia, which in reality were the last of her people AND her line. At the last second, all three girls projected their crystals in their helmets into Korrachi, encasing him in crystal which was shattered. This was good and bad, good because without the girls' crystals, Zuel couldn't absorb their cosmic energies.

But a ragtag group of warriors found the "meteor" which was one of the 4 pieces of Ami's crystal at the top of a mountain, where Ami's "soul", or cosmic energy, spoke to them. They were to rebuild the crystal and free Korrachi from inside. Eventually they did-- there were 4 Korrachis inside the crystal, each with a different personality and power, which they merged together to "rebuild" Korrachi-- and Korrachi's programs were almost all turned on. He led them through space to the dimensional rift that Zuel was hiding in, bringing the crystal right to him.

It was then that Ami started speaking again, and she was finally convinced that she was not Korra's true blood-related brother. She was the daugher of Saria and the granddaughter of Ryia, who were a princess and queen of a now nonexistant nation in an alternate dimension. Zuel destroyed it, absorbed all their cosmic energy one person at a time, killing them off and the life force of their planet to boot. Korra's programs finished turning on by themselves and he regained all his memories back, as he instantaneously learned that his parents had died giving Korra what makes him special. With the newfound knowledge in play, Ami got past her emotional barrier and unlocked her FULL power, destroying Zuel in one shot.

The cosmic energies he had absorbed swirled apart and reformed the entire nation he had absorbed. Ami was given the choice between returning home or, as Saria put it, "travelling with that no-good mercenary you're not even related to". Ami decided in front of everyone that even through she and Korra weren't really related, all you have to do to be a brother or sister is love someone, and vowed to always travel with Korrachi. They respected her descision, and the two "twins" left her home forever to travel as always before.

From then on, Ami spoke freely again, Korra's memories were unlocked, and all was well. They are now very famous peacekeepers known across the whole galaxy, and now that Ami has beaten her emotions, her powers to travel through space have increased twentyfold, so they can appear at any planet anytime. She can also detect disturbances anywhere in the galaxy with ease. They truly are wonderful peacekeepers!

Appearance
Korra appears as a 12-year-old boy with some robotic limbs; most of his torso, his right arm, a portion of his left arm, and both legs are cybernetic, plus he wears half of a helmet (it covers the left half of his head). His cyber armor is a bluish-silver. His hair is brown and messy, and his eyes are jade green. When attacking, his arms and hands glow silvery white as he discharges electricity.

Ami appears as a 12-year-old human girl of celestial beauty. She wears lavender armor made of really really tiny crystals all linked together in fiber-chains. Beneath that is a layer of thicker blue crystals that give her her cosmic powers. Her lavender-crystal helmet is shaped like Jirachi's Helmet but without the streamers, and it comes complete with a huge, shiny blue crystal in the center of her helmet forehead. The crystal can be used to fire and transfer attacks. Ami's soft skin is slightly pale as a result of always being under a different star.

In Combat
Team Gemini's style is Teamwork. This means they fight as a perfect team, using double-attacks, Tandem attacks (combining their attacks to make ultra-strong combos), etcetera. One twin covers the other's weaknesses, too. They try never to be seperated for any length of time. Overall, having both twins fight alongside each-other is worth fighting WAY more characters than any ordinary pair.

Korra's melee attacks include martial arts, mostly kicks. He knows a huge variety of kicks ranging anywhere from simple to complicated, from powerful to practical, the whole enchilada. To replace his punching skill, though, Korra is equipped with the powers to charge his arms with electricity and fire it in the form of white spheres at the foe. Ami's melee attacks, on the other hand, are based on cosmos-space-energy known as Cosmic energy. From the crystal in her helmet forehead, she can fire energy beams, energy rings, and even shockwaves as well as an arsenal of many other projectile types.

Defense-wise, Ami can summon up a wall of force in a split-second to reflect attacks or blow the foe down, plus she is apt at dodging the attack altogether with her quick-hovering skills. Korra is more likely to block attacks with his own attacks than he is to dodge. And, of course, the twins will cover each-other in combat, taking blows they know the other can't take or moving the other twin out of danger. Korra is also 65% resistant to Darkness and Electricity attacks, while Ami is 75% resistant to Holy and Cosmic attacks.

The Gemini Buster
This is a teamwork-requiring tactic in which Korra's right hand morphs into a buster cannon, like liquid metal, and at the same time Ami positions an ammo-type in her crystal. She presses firmly against Korra's armor with her palm, transferring the ammo (and a snazzy color) to Korra's cannon. This is called equipping the Gemini Buster. Korra can then fire the ammo a limited number of times.

The different types of shots are as follows...
Cryo Cannon -- The most reliable shot they have. This ammo fires a bolt of frozen energy in a beeline. Korra can freeze targets on some occasions. It does above-average Ice damage.
Burst Bomb -- This shot is a huge sphere of flames, which is actually a bomb! The bomb explodes into a barrage of smaller bombs upon contact with ANYthing, and the smaller bombs coat an area with hot fire. This is actually very good against machines and siege weaponry.
Reset Rain -- Once called Purity Flush, this projectile is a compressed sphere of the purest water. It's fired straight up into the air, then it rains for a turn, doing incredible damage to summons and Soul Unisons, dispelling status ailments on either party as well as stat changes, etcetera. Some fighters may be able to use the water to their advantage, for example Korra's electric shots would be charged in the rain.
Lens Laser -- Once called the Mirror Beam, this projectile is a huge beam of energy that fires forward, bounces off an invisible mirror that Ami designates and increases in power, then repeats process a second time for even more power. The power behind this beam is enough to send many people flying. It requires a 6-second charge to aim and fire this mass weapon of destruction.
Shard Shrapnel -- This projectile is a crystal bomb that plops to the ground. Ami then surrounds herself and Korra with an energy shield as the bomb goes off a turn later, shooting thousands of small high-speed crystal needles in all directions. This attack is good at dealing heavy damage to a huge group of living organisms (but not machines).
Dynammo Drive -- Korra still fires his normal electrically-charged spheres, but this time they can be controlled directly by Ami's cosmic mind. She can make them chase foes forever and ever, or even combine the spheres into giant spheres and attack with them. She can even absorb them into her crystal and stuff!
Metal Mastery -- Korra summons and throws steel gears of many shapes and sizes. This may seem like a dumb attack, but it's powerful and gives Korra a solid ranged physical attack, plus he can throw them in superly expertise ways, such as like a boomerang, curve rolls, trick shots, zigzags, down the line, lob-- take yer pick, I got mo'.
Wild Warp -- When Korra fires this, an energy field surrounds him, and a design appears in Ami's crystal. Anytime he chooses from then on, he can (one time per energy field) instantly switch places with Ami while providing a split-second invincibility to Ami to boot. Used with perfect timing, Team Gemini can confuse the foe and dodge damage simultaneously. Korra can only charge three of these energy fields per batch of ammo.

Elemental Blessings
In times of desperation, Ami can charge Korra with an elemental blessing, morphing his body into that element. This, however, takes great concentration on Korra's part to use, and if used for more than a few turns it's used at the expense of Korra's HP. Ami can remove the blessing at any time as well.

For example, if Korra was blessed with fire, he could become a fireball free to move and burn anywhere he wanted. If the blessing was wind, Korra would become invisible. Water would cause him to melt, etcetera.

Tandem Attacks
These are as close to Techs as you'll get with Team Gemini. These moves involve both twins setting up over a turn or two, then performing as a team as they attack at the same time. Ever play Mario/Luigi Superstar Saga? Ever use any Bros. Attacks? Think of it as that. Even more are unlocked when certain Gemini Buster ammo is in place. They are very powerful because they are all at least "Level 2 Techs" and use both twins' turns at the same time.

Here are some of the Tandem Attacks.

Gemini Sonic Kick -- Turn 1: Korra leaps high into the air, and, powered by Ami's telekinetic, cosmic energies, begins spinning in place at a high velocity. Anything that touches the spinning Korrachi is damaged and sent flying. Turn 2: Korra lands, and takes off at a speed-of-sound dash right at the foe (complete with afterimages, lol), delivering a jump-kick with enough force to send a tank flying backwards. It comes in with god-speed and is hard to dodge, so the target would have better luck getting a barrier up.
Gemini Star Arrow -- Turn 1: Korra charges up a LOT of electricity into his right arm, while Ami hovers and holds perfectly still. Turn 2: Korra turns around and releases it right at Ami, perfectly aimed at her crystal. It is absorbed into the crystal, and in turn she now fires two thin, concentrated cosmic beams at any two targets she chooses. The beams do above-average damage, pierce physical defenses and have a chance to cause paralysis for several turns.
Gemini Formation Wave -- Turn 1: Korra charges electricity into his right arm, while Ami lands behind him. At the end of the turn, he fires straight up, and Ami uses telekinesis to hold the huge sphere suspended in the air. Turn 2: Korra fires a stream of electricity into the sphere to hyper it up, followed by Ami hovering straight up and firing a beam into the sphere to break it into 100 small spheres. She then uses her powers to launch 10 formations of 10 spheres each at the foes in quick, unusual patterns. They each do low Electric damage, but there are 100 of them! The formations are spaced in such a way that they are hard to dodge one after the other. This also makes a good defense against attacks for Ami.
Gemini Giga-Crush -- This doesn't work indoors. Turn 1: Ami hovers into the air, lifting Korra with her, and as he charges electricity into his right arm they are lifted 100 feet into the air. Korra uses a cyber eye to scope out a target. Turn 2: Ami rockets Korra to earth like a meteor right at the target. Upon reaching 25 feet, he fires his charged shot down, as a HUGE ball of compressed thunder finishes the distance, doing incredible damage and stunning the target. The force of shooting the attack propels Korra into the air again, where he turns it into a double backflip and lands 30 feet from the target, Ami right behind him. This attack is so powerful that Korra loses a turn after attacking due to fatigue (but Ami still gets to move).
Gemini Whisper -- This works if Cryo Cannon is equipped. Turn 1: Ami uses her cosmic energy to supercharge Korra, who shoots directly into Ami's crystal. The result traps Ami in a large, perfectly smooth crystal ice-globe. She stands motionless encased inside the solid globe. Turn 2: Ami's crystal flashes and emits a strobelight of cosmic energy flashes. This is amplified by the crystal ice-globe, firing ripples of ice energy in all directions and freezing everything in sight while delivering heavy Ice damage to all targets who can't defend themselves. This melts the ice-globe after all its' energy has been expired, and Ami loses her next turn to fatigue.
Gemini Maelstrom -- This works if Burst Bomb is equipped. Turn 1: Korra fires Burst Bomb straight up, and Ami holds it in place as Korra switches back to his normal hand (discarding the rest of his ammo). Korra then charges up electricity in his right arm. Turn 2: Korra fires into Ami's crystal, as Ami fires one Gemini Star Arrow into the bomb. The result is a huge storm of thunderbolts coated in nuclear fire that coats half of the arena (on the opposite side the twins are on), striking mercilessly for 7 to 15 seconds. This can only be used reliably once per fight; a second time would seriously take it's toll on the twins.
Gemini Beehive -- This works if Shard Shrapnel is equipped. Turn 1: Korra fires the crystal sphere straight into the air, and Ami fires a beam at it, setting it off early. This coats the needles in cosmic energy, so she can control them and lock them suspended in midair moments after going off. Meanwhile, Korra has switched out of Gemini Buster mode and is charging up electricity. Turn 2: Ami hovers behind Korra, hovering all the needles around Korra's head in a lazy circle. Korra fires upwards, shooting not a sphere but a cone of electricity that coats all the needles, coating them in a veil of sparks. Ami then fires the needles forth, and they fly after any opponents nearby like bees, attracted to kinetic energy because of the sparks combined with the cosmic energy. Each and every needle will keep flying until it pins against something moving. Deadly.
Gemini Factory Alchemist -- This works if Metal Mastery is equipped. Turn 1: Korra charges up electric energy with his Metal Mastery form with Ami's help. Turn 2: Korra releases a cone of thunder into the air, which shoots sparks at enemies nearby as a HUGE gear begins materializing in the air. It finishes appearing at the end of Turn 2, and Ami holds it in midair, spinning ferociously. Turn 3: Ami slams the gear right on top of Korrachi! The gear has a hole missing out of the center, which is where it's centered, so Korrachi isn't harmed. As soon as it lands, it bursts into a cyclone of buzzaws, which circle around the area and slowly either fall to the ground and dissolve, or spiral outward never to be seen again. This 3-turn move both crushes and dices a whole group of opponents, so it is very advanced.
Gemini Solar Flare -- This works if Korra has an elemental blessing of fire. Turn 1: The fireball which is Korra flies into Ami's crystal and is absorbed, as Ami's body begins glowing white and the air around them superheats. Turn 2: Ami fires a MASSIVE Solar Beam out of her crystal that engulfs half the arena for 10 seconds, for unbelievable Fire damage. This tactic costs Ami her next turn and both twins a fair chunk of their vitality.

Total number of Tandem Attacks: 9.

Conclusion
Ami and Korra fight as one. Against them, either take a second character or a friend. In a FFA, engage them one at a time or try and seperate them. If they stay together, the Gemini Buster and their Tandem Attacks will overwhelm you. All in all, for such a unique style they're pretty hard to beat... but if you can defeat one, you can defeat the other.

Good luck against this cosmic duo!


***Yinns***

General Info
Age: 34
Title: Gadgeteer, Inventor, Sky Admiral, Symbol of Moogle Pride
G: Male
Style: Unpredictable Results (and an RNG)

Bio and Past
Never underestimate the power of a Moogle! ...Teachings such as this have not only spread nationwide thanks to this fellow, but believed and even respected. Born a Moogle, raised a Moogle and known as a Moogle his whole life (since he IS a Moogle, duh), Yinns has lived to see his dream of Moogle respect come true. He is the "Symbol of Moogle Pride" all across his home country, New Ivalice (a country born from a dream and warped into the Material Plane through the powerful magical force known as Desire), and is even recognized by that title in some other countries. When folks fail to recognize him by that name, they instead recognize him by his wonderful airship he built from scratch, the Amberglaze, which he led his side to victory in during a Civil War in New Ivalice against the humans after turning it into a Battle Carrier. Ever since then, he has been known as the Sky Admiral by some. And, of course, at heart, he has always been an inventor (a Gadgeteer by FFTA standards), and he loves his wife and kids more than anything else in or out of existance, even the Amberglaze.

Yinns grew up in Baguba, back in a time where Moogle Segregation was still in effect in New Ivalice. This means that he was born only a few years after Ivalice had transferred to New Ivalice (a.k.a. became a dream made real), and likewise, growing up was hard. Though not nearly as bad as Jim Crow was in our own timeline, Moogle Segregation closed many doors for Yinns as a kid. He wanted to be an inventor almost all his life, but to do that he'd have to be able to travel frequently, to do THAT he'd need money, and money was out of the question.

But Yinns was a fighter against destiny, and decided to make his own miracle. At the age of 15, he made his first debt paid to the world with his first invention, a new kind of Viera weapon called the Silicon Spike. With it, he engineered one new Red Mage Tech into the rapier for Viera Red Mages to master as they got used to the weapon, called Chain Lightning, an idea he took from a game made in another country called Warcraft III. Silicon Spike was a HUGE success, and in that rare instance the Moogles were all earned some respect from Yinns's creative deed.

But a few weeks later, Yinns saw the true, unwatered effects of what the segregation was doing to Moogle families countrywide when they turned on the news to watch Yinns's interview. Yinns absolutely couldn't believe his parent (singular, his dad was long gone by the time Yinns was 3-- nobody knew where he left to) would shelter him from the truth for so long. He dedicated himself for the rest of his life to ending this segregation that was the cause for so many poor Moogle families and even the occasional violence. With the money he earned from his invention, he took a Wind Train flight to another continent-- the most technologically advanced continent in the world, NeoTerra (ask Dracoon for more info).

There, he re-engineered Silicon Stick to benefit more than just Vieras-- Silicon Saber II, still a rapier with just a different name, his next version of the weapon, would offer stat bonuses to Speed and Resistance upon wielding as well as amplify the power of Electric and Plasma-based attacks and Techs. He had to be less specific than in his first version of the weapon, since the combat population outside of New Ivalice was WAY more diverse and flexible than his home country. Even though Silicon Saber II was a great improvement, it was less popular in NeoTerra because there were already similar, but not quite identical, versions of the weapon, plus there were bigger countries in the picture.

He continued to invent, more than just weapons this time-- his invention span grew very diverse in itself. His inventions eventually included anything from combat tools to adventuring tools (like Hookshots and Magnet Gloves), to everyday household decorations and gadgets (like droids and chromatically self-altering wallpaper), even to transportation, which would eventually become his temporary area of intense expertise at the time of the Amberglaze years from then. People all over NeoTerra began to recognize Yinns as a very respectable inventor, but what Yinns really wanted was for them to recognize him as a very respectable Moogle.

During his travels across NeoTerra, he met many magic-users, and as he found the way they despised technology so much (MOST magic-users, but there are many exceptions), he personally vowed never to rely on magic to get him out of a jam. Magic-infused items were his exception, as long as they were invented by either himself or another Moogle. He still upholds that code of ethics on himself to this day, but it never gets in the way anymore as you'll soon see...

Yinns was 19 when, one day, brigands and rouges decided to ambush him, steal his stuff, and sell it for their own profit. Unarmed and defenseless, Yinns the inventor was gotten the better of, lost all the gil, wares AND blueprints he was carrying, and left beat up on the side of the road. Nobody would accept the brigands' items as their original products, though, so Yinns's future wasn't totally screwed. Still, he was in a jam, and once again he decided to make his own miracle. Heading to the next city after an almost too convenient encounter with a pair of travelling married Clerics, he withdrew raw materials from his account at the bank located there, and got to work on combat accessories for himself. He was going to learn self-defense. For 3 days he stayed in a hotel, working and scribbling and hammering away at some brand-new inventions that would change his life...

On the 3rd night, there was a citywide power-outage, and as Yinns stepped outside the building to de-stress (for yu could imagine how much a power failure would automatically FREAK Yinns out), he noticed another traveller was trying to get into the hotel, but there were no vaccancies. The traveller was carrying a sword, an axe, a pike and a small halberd as well as plenty of metal. An idea in mind, Yinns offered the traveller to stay in Yinns's room as a roomie under the condition that Yinns could use his spare metal. There was an agreement, and Yinns put his own projects on hold for a while as he used the traveller's metal (the man's name was Eagle the Mercenary, as he later found out) to create a working power generator for the hotel! The manager had it installed in a hurry, and, grateful for the assistance, paid Yinns 48,000 Gil.

Eagle, a mercenary who had mastered almost every form of weapon-to-weapon combat, didn't know a whole lot about technology and was very, very impressed with Yinns's feat, quoting this line: "Your metal battery has astounded me. Even for a Gadgeteer such as yourself, it was beyond the capabilities of a normal mind to put together in a mere 12 minutes. My respect is yours." But Yinns had to let him know the sad reality that he was, in fact, considered "classless" by the standards of New Ivalice, and was no Gadgeteer, though if he could return home he would immediately switch to that class. (As long as he was outside New Ivalice boundaries, he didn't have the power to select or change his class, thanks to the absence of the Judges. What are the Judges? Use Google or GameFAQs.) Yinns and Eagle got to know each-other over the next day, and Eagle learned of Yinns's brigand tale, and why he was making combat accessories for himself. Moved by his tale, Eagle helped him out a bit by explaining the most important rules of any duel, such as rules like "The mightiest attacks can easily be executed through mustering charged energy", "Your opponent will almost never be able to dodge a hit right after finishing his own attack", etcetera. Yinns took these to heart.

It was soon after Eagle left to continue his travels that Yinns finished his gear. Since he was training to be a Gadgeteer, he decided, his main weapon was, of course, knuckles, but the amber-gleaming Rocket Knuckles he designed were beyond ordinary capability of combat, as were the air-dashing Emerald Footgear and his gadget-saturated Silicon Vest. Yinns would've prefered to spar with Eagle, but Eagle was gone, so he tried the next best thing; an Arena located two cities away. They held a 3-round Tournament every day of the week. He begain travelling towards this destination. In the Arena, he was, once again, a major success and only lost to one opponent in the Final Match, who combined Holy and Dark magic to make chaotic explosions that proved to be too much for Yinns.

Almost obsessed with this new art called "combat" he discovered, Yinns rented a house in town and began tweaking his combat accessories to fix the errors and drawbacks he left open for himself. He then entered another daily Tournament, earned the Silver once again, tweaked again... He repeated this process four times until he finally won Gold, beating his original Finals opponent in the process. But he still had some life goals... He wanted to be a true Gadgeteer so he could master the almighty Pandora, and begin inventing in THAT field as well.

He travelled for many more years, and at the age of 25 he'd been to every major city in NeoTerra at least once. He was a huge success, travelling and selling his high-tech inventions to make profit, but as he re-entered the first city he ever appeared in upon entering NeoTerra, the capital city White Metropolis, he decided it was finally time to go home-- and invent his biggest challenge of all time in the process.

For the following year and a half, being almost rich, he hired an all-star crew consisting of many races (though he was the only Moogle) and, following the latest trend of White Metropolis and what was in his Moogle blood, began constructing a huge airship codenamed the Amberglaze. Although he was the manager of the project, he helped alongside his crew at the building to pull it off successfully, and quickly rumors spread to other cities of "a Moogle inventor supervising AND building the mightiest airship of them all". This rumor had everyone impressed beyond belief, and by the time the ship was finished, Moogle respect all over NeoTerra had finally been achieved, and Yinns cried tears of joy at the sight of his finished Amberglaze-- and part of his dream finally coming true.

Aboard the Amberglaze, Yinns and his crew flew back to New Ivalice, where Moogle Segregation had gotten worse. Yinns was almost denied access to his home country, but when the officials sampled his inventions from his long stay in NeoTerra, access was granted. His crew accompanied him to his old house, which was completely in ruins and his family nowhere. The sight of this engrieved Yinns more than ever before, and he decided right there that it was time to end this nightmare that Moogles all over New Ivalice have had to put up with for a generation. He started his goal by finally choosing a class, and with his experience at inventing at hand, he could skip right over Thief and become a true Moogle Gadgeteer, at long last. FINALLY he had access to the powers of the Pandora's Box!

Word soon got out that a vengeful Gadgeteer was holding rallies and peace talks in cities across New Ivalice, successfully setting whole crowds against the segregation with his amazing way of speaking. The humans didn't like this, since the segregation gave THEM most of the power in New Ivalice, and pretty soon the amount of violence incidents against Moogles went way up. Yinns would NOT stand for this, and countered by distributing his amazing Moogle combat accessories nationwide for them to defend themselves. Of course, Yinns was the only Moogle in existance with access to his Rocket Knuckles, Emerald Footgear and Silicon Vest, since those three accessories were his unique-to-self masterpieces.

These events ended up in a Civil War almost a year later, solely between the humans and the Moogles. Yinns would not stand for this, either, and with his all-star crew from NeoTerra still at hand, they organized a secret resistance force that was even stronger than the main Moogle army. The resistance consisted of Yinns, his crew and a few other New Ivalians, making it quite small, but as leader of the resistance, Yinns used both wits and inventions to make his tactics sheer genius.

The humans retalliated by summoning and enlisting the help of three non-native forces; the Centaur, the Bael (huge, metal-like spiders), and a strike wing of the fabled Axem Rangers themselves, to turn the tide. This evened things out a little, so Yinns decided they were going to swoop in and crush and capture their capital city in one blow... with the assistance of the Amberglaze, of course, which the crew upgraded in 3 weeks to become a massive Battle Carrier. Meanwhile, half of the resistance force rallied all Moogle Airship inventors and organized them into a Moogle Air Force codenamed 'Fleet Yinns'. Yinns, now feared as the Sky Admiral by his enemies, led this new strike force of winged terror from the cockpit of the Amberglaze itself.

They struck out against the humans, capturing their capital in the biggest "engagement" ever held in Ivalice with unbelievable success. In victory, Yinns forced the human leader to sign a treaty with the Moogles, forever ending the Moogle Segregation, which is what most of the ordinary human clanners wanted from the start. A few months after, Yinns married another high-ranked Moogle pilot he had fallen in love with among the combat, and the news was HUGE. After they were married, Yinns almost fainted in surprise and joy when his new wife told him she had dreamed of living in NeoTerra for most of her life. So, unsurprisingly, they moved back to NeoTerra, taking (most) of their all-star crew back with them (however, two of the crew members decided to live in New Ivalice and stay behind) in the Amberglaze, and started a family in a smaller, quieter town on that high-tech continent. They eventually had two kids, Tai and Connie.

And Yinns continues to invent for the good of both his Moogle bretheren back at home, his fellow citizens across NeoTerra, and his own family that he lives with. He still has to travel a lot, but unlike his own dad who left when Yinns was three, Yinns makes sure that family is his top priority. He also keeps himself fit through the art of combat, and when he heads to the Arena his family never worries about him, though his wife often dismisses it as "the child inside him coming out to play", which, to this day, baffles Yinns. Yinns is 34 years of age currently, and has already lived to see his lifelong dream come true.

Appearance
Yinns, being a Moogle, has a cute, furry, almost catlike face, with long ears as well but the ears are concealed by his Gadgeteer cap. Yinns wears a slight modification of the typical Gadgeteer outfit; his is a light bluish-purple rather than heavy-blue, and the outfit itself, a coat with a diagonally-strapped belt over the shoulder and MANY zipper pockets, is made tighter and less baggy. His Gadgeteer cap is the same color and texture as his coat, and the edges are typically rolled up to reveal a furry white ring coating the rest of the cap. The furry ball over his head as well as his small, batlike wings (which he never uses to fly as they wouldn't support him with all the weight from his gadgets) are a shade of red-orange rather than pure crimson, and the wings themselves are a little tattered along the bottom edges from all his travels. His jeans are the same color and texture as his coat and hat, and sewn with not only normal thread but some diamond fibers as well to give it extra duration and luster. Over his coat, he wears the Silicon Vest he invented for himself (nobody can wear it but him), which is a thin model coated in a computer chip design, slightly transparent, and LOADED with internal hidden gadgets and perpetually running computer programs and AI systems. His shoes are sleek and jade-colored; they're his Emerald Footgear that allow him to walk on air for brief seconds. Concealed in compartments in his coat sleeves are his Rocket Knuckles, which are amber-colored, diamond-shaped claws, (his melee weapon as a Gadgeteer), which fit over his hands like gloves when they slide out of the hidden compartments. Yinns is 3'9'' tall, which is about the normal height for a Moogle (give or take a few inches). Nobody on Earth knows just where Yinns keeps his signature Gadgeteer Pandora's Box, but it's on him somewhere...

In Combat
Yinns's style relies on the use of both common Techs, initiated and utilized thanks to the awesome technology of his Silicon Vest, as well as the COMPLETELY UNPREDICTABLE results of the Techs released from his Pandora's Box, which is, contrary to popular belief, the signature weapon of the Moogle Gadgeteer as opposed to knuckles. Therefore, Yinns's sense of statistical combat balance varies from perfectly balanced to a very, very "jagged stat-chart", thanks to his Pandora skills. He really has no say in just how balanced he is anymore the moment he pulls out that box and initiates a Pandora from it. More on Pandoras will be explained later. For now...

Yinns uses his Rocket Knuckles to attack, which for the most part is a very short-ranged attack, but when Yinns blueprinted them, he really WAS thinking "Rocket" Knuckles, for the Knuckles have capabilities to shoot off the fist, propelled by burning Zodiac Oil come straight from the mines of New Ivalice, into the foe from over 50 feet away. Of optional use, too, is heat or mineral-seeking capabilities that can be "commanded" to the Knuckles through a computer program upon launch. Since there's not a lot of room for the Zodiac Oil to hold in, Yinns can only launch his Knuckles as projectiles a limited number of times each battle before reloading it's fuel, and he can only bring one spare fuel container per fight. Using the seeking commands uses even more Oil than usual, so he definitely doesn't use it excessively. And to conserve fuel, Yinns may use his projectile Knuckles with an elastic coil instead of the fuel, which has a range of only 17 feet, but in some cases is more useful for he can perform several trickily aimed attacks with the coil, such as a roundhouse hook or a massive curve in the flight path... A few times he's even gone so far as to use the "Coil Knuckles" as a hookshot to swing to safety!

Other than his Knuckles, Yinns has a few other non-Tech attacks, such as the concealed Solar Lens in the center of his vest, which opens up like a camera eye and can fire concentrated energy beam attacks with a MINIMUM 6-second charge. He can also charge for full turns for a massively stronger attack, though more than one or two turns max of charging is not often used by Yinns as it triggers a possible Overheat, temporarily disabling him from attacking.

Hidden in seperate compartments both in his sleeves and his coat pockets are explosives of many varieties. In fact, Yinns has invented the Fire Bomb, the Whirlwind Bomb, the Egg Bomb, the Spider Bomb and the Anti-Mage Bomb, 5 genuine explosives, to round out his collection. They're very well organized, too, and he can slide them into his hands anytime from compartments in his sleeves thanks to a computer program in his vest triggered by voice-activation. Each explosive has a different effect varying vastly from the last, and the 5th type in his collection was a suggestion by a fellow Moogle, which he just couldn't turn down. The Knuckles, the Lens and his bombs make him diverse and dangerous even without his Techs and Pandoras.

Defending and evading, Yinns dodges better than he blocks, thanks to his Emerald Footgear. With them, he can perform an air-dash jump. Think of a leap into the air, then suddenly being able to halt all vertical movement and rocket forward for several yards before stopping in midair and dropping to the ground. Although Yinns is too heavy with his gadgets to jump or recover with frontflips and backflips, he can use his wings to jump reasonably high before the dash, maximizing dodging capabilities. But Moogles have pretty good defenses for the most part-- Yinns's are average, but he has a passive skill that almost completely prevents Yinns from being knocked down to the ground. He won't always resist an attack-throw, on the other hand. Resistance-wise, Yinns is not resistant to any element, though his vest may protect him SLIGHTLY from electricity at least for a while. Overexposure to electric attacks might cause temporary system malfunctions. Also, the Vest can't take too much heat for a long period of time, whether it be system overheating or repeated powerful fire attacks. And finally, an EMP-based attack is, by Yinns, considered worse than death, for he is temporarily 100% attackless and defenseless should he be hit by one. Overall, Yinns has more elemental weaknesses than he does resistances, but his Steadfast passive sorta balances that out.

Techs and Abilities
Yinns has two kinds of Techs. The first are his run-of-the-mill Nomal Techs, which are triggered by voice-activated computer programs and often powered by his vest as well. Yinns utilizes holograms to make some of his Techs look fancy.

His second Tech type is the dreaded (even by Yinns, but still somehow overused) Pandora, initiated with the help of his true signature Gadgeteer weapon, the Pandora's Box. A Pandora is basically a Tech with guidelines, but aside from that, 100% unpredictable results. Yinns's got a chance with every Pandora to really help himself... or severely hinder himself. It really all depends on luck!

A Pandora works like this. Yinns calls the Tech, and the lights on the box light up. There are 3 bits of numerical data now displayed. The first number is called the Magna Factor, and it's a random number ranging from 1 to 6. The Magna Factor always determines how powerful the Pandora becomes, 1 being the most powerful and 6 being the weakest. On a 1, there is a high chance for the Pandora's Box to overheat and become unusable for a while. The second data, the Aura Factor, a random number from 1 to 8, determines how powerful the range of the Pandora becomes. On Lucky 7, the attack can be aimed at any 7 targets (max) Yinns chooses, but on Crazy 8 the Pandora hits Yinns and nobody else. On the almighty 1, the Pandora targets EVERYBODY in the field, Yinns included. From 2 to 6, the Pandora randomly hits a number of people within a certain range of Yinns. Besides the 1 of course, 2 is strongest, meaning the range and amount of targets is highest, and 6 is weakest, then of course you have 7 and 8 and, yeah... The third number data, the Halflife Factor, a random number from 1 to 10, determines how long the Pandora will last. A 1 is permenant and embedded so hard, only the most powerful healing magics and abilities will be able to remove the effects. A 2 or 3 is permenant and can be dispelled with healing or dispelling abilities normally. 4 to 9 is temporary, the effect lasting longer with the lower of those numbers. And a 10 cancels the effect completely as if the Pandora never even took place. Once the three random numbers are generated, the Pandora takes place (unless Halflife ends up a 10), but should it target any of Yinns's opponents, just like the rules state it's not necessarily a sure hit; you may have an opportunity to protect yourself with a high-level defense of some kind, but blocking a Pandora is still close to impossible. Most Pandoras cause status effects of some kind, and the effect is dependant on the type of Pandora used.

(NOTE: All random numbers generated during the SimBattles ARE random, generated at www.random.org without any cheating methods whatsoever. Should I happen to get good rolls at a convenient time, it's completely based on luck alone. As such, should I get crappy rolls at a bad time, I am obligated to accept it as bad luck and not even CONSIDER re-rolling secretly. You have my word as a veteran SimBattler.)

Yinns's Normal Techs are displayed below, followed by his Pandora skills. Yinns has many of the Pandoras directly from the books in Final Fantasy Tactics Advance lore (with the exception of the illegal ones, such as Gold Battery [for healing] and Black Ingot [for 1-hit KO], of course), all slightly tweaked to match the physics of Yinns's exclusive, RNG-style Pandora's Box, plus some brand-new ones that Yinns engineered himself, from pure scratch. All his Normal Techs were also designed from scratch by Yinns, but some of them were begat by ideas Yinns has been introduced to on his travels. All of the Techs, both Normal and Pandora, are voice-activated and run by computer programs in both the Vest and the Box. Also, some of the Normal Techs make use of a lens and crosshair system; those Techs come equipped with an AI that tracks where the opponent is moving, and aims the attacks to positions where the foe will "run right into them". Finally, involving Pandoras, keep in mind that the Pandora's RNG display and effect will happen on the turn AFTER the initiating of the Pandora itself, and likewise, it is impossible for Yinns to initiate one Pandora after the other. He has to Pandora in 2-turn increments.

At long last, here they are...

Offensive Techs
Zodiac Fire -- Launched from a tiny, tiny nozzle in each of the Rocket Knuckles, which are each cleverly connected to a secret second fuel tank of Zodiac Oil concealed in compartments in the trousers, comes forth a huge jet of chemical-based flame at the opponent in a manner very resembling to a genuine flamethrower. It's HOT stuff and the cloud of burning oil stretches several yards, but the Oil isn't infinite, so though very effective it's best used sparingly.
Zodiac Alchemy -- Also used with the secret Zodiac Oil reserves, a machine in the Vest seperates the fumes from the Oil and combines them with two more rare chemicals stored in yet more tiny compartments, before finally shooting the now poisonous cloud of hybrid toxins out of the same tiny nozzles. The cloud slowly floats towards the opponent and spreads out a great, great deal before dissolving, and breathing it in (even for Yinns) causes an intense Poison condition that saps HP and physical strength at a fast rate, nothing else. The poison can be dispelled like any other poison, and the process of releasing the cloud is hindered slightly by a 5-second delay as the chemicals are spliced together. (Yinns got this idea from the Sega Genesis game Sonic and Knuckles's badnik Toximister from Lava Reef Zone after watching a tomboyish Neko girl [catgirl, basically] play the game with intense skill in a technology shop somewhere in NeoTerra.)
Miles Flick -- A lens drops from a compartment in his cap over his right eye, allowing Yinns to lock on to a spot on the ground with a crosshair only Yinns can see. After locking on, using a combination of hologram technology, robotics and molecular sliding, a small hole in the ground instantly opens as a large white glove pokes out, flicking whatever's in it's way HARD with the center finger, before vanishing in the hole again and the hole closing. This painful attack can easily send a fighter airborne, causing two-step damage from both the flick and the fall. (After Yinns was introduced to Sonic the Hedgehog's games and learned that Miles "Tails" Prower really DID exist [because he does, in the RP universe], he used D-mail to contact Tails in his home dimension so they could talk technology. This led to the exchange of inventions through D. Postal Inc, where Yinns got this Tech directly from Tails. This Tech is directly from his moveset on the game Sonic Battle for the GBA, hence the name "Miles Flick".
Moogle Ping -- When executed, a computer program in the Vest causes the Vest itself to emit a strobe of ultrasonic waves in all directions. The repeated sonic pings shatter some kinds of minerals into dust, dispel certain effects from the field, do damage to nearby opponents that happen to be wearing heavy armor, have a temporary EMP effect against machinery besides Yinns's, and have a 15% chance to cause nearby biological opponents to go insane for several turns. Should that last effect happen, opponents may harm themselves, Yinns, allies or even bystanders in their mysterious rage. Everyone else should use high caution in that scenario, especially in a FFA. Yinns used a replica of the Autumn Malboro's natural defense mechanism during the invention of this feature.
Beta Gridlock -- The Vest discharges excess electricity towards the ground after conducting it with Liquid Mooncrest, which is hidden in a cylinder-shaped compartment in the heart of the Vest coated around one of the Vest's 3 cores (which is, by default, turned off for this reason unless this Tech is in use). This causes the electricity to spread widely forward along the ground in a special pattern, forming a diamond-shaped grid of electricity over a large part of the arena that lasts up to 4 turns (as the record). Anyone, even Yinns (though rare for him), to step on the grid of electric currents will get a shocking surprise and their HP and (temporarily) their Speed cut as a reward.
Beta Volt Cannon -- Similar to the previous Tech but using the lens crosshair like in Miles Flick, the difference here is that first, pockets of magnetic energy are formed on Yinns's left and right, then as the Mooncrest-amplified electricity is discharged, it immediately fills the pockets in the form of glowing red spheres of thunder. Using more magnetism, the spheres are then fired like cannonballs at wherever Yinns wants (thanks to the crosshair aiming system). With amazing speed, this process is repeated over and over for anywhere from 6 to 12 seconds (it can go longer, but not without overheating), pitting the foe against a lethal shower of compressed high voltage. Each hit has a slight chance for either paralysis or knocking the foe backwards and into the air. These attacks also do extra damage against machinery, but not like a genuine EMP would have it...
Volt Knuckles -- Level 2-3 Tech. Upon activation, electricity begins rapidly powering up the Rocket Knuckles through a computer program in the Vest. Yinns can move, but not attack, while charging energy, and he can charge energy for either 1 or 2 turns. After charging, hopefully close to the foe by now, he fires both of the charged Rocket Knuckles in a volley at the foe using the Coil (not the Jet, else there'd be an explosion). The attack not only does at least heavy Electric damage if it connects, but the Knuckles have become magnetic, and he can pull the foe towards him as well, finishing with a combo, or throwing the opponent in an arc and into the ground behind him, or there's even the option of pulling himself into the opponent instead and giving it a second electric shock! This attack often causes paralysis, especially if both Knuckles hit the mark.
Critical Mass -- Level 4 Tech. As soon as Yinns says these words to the Vest, a faint beeping sound can be heard from the Vest. The beeps are low in frequency, but the foe can usually notice pretty soon that the frequency is picking up at a good rate... Turns pass, the beeping eventually gets so fast it's like a continuous hum, and on the 4th turn: BOOM! Yinns's vest emits a superpowered raw energy explosion, doing incredible damage to anyone at least 25 feet from him, AND to Yinns himself! Yinns's Vest will not work for 1 turn after it selfdestructs in this manner, but no matter how many times this Tech is used in Yinns's life, the Vest will not break for good. ...It's always repairable after the fight. This is a desperation attack not often used.
Total: 8 Offensive Techs.

Defensive Techs
Moogle Barrier -- Yinns's Vest generates a dome around him made of dense energy. It protects him against nearly anything, but he can't jump or use a Tech or the barrier vanishes. There is another variation of this Tech where his crosshair lens appears, he locks on to a target, and projects the barrier to that target with only the no-Tech rule in effect, though it is the one protected by the barrier himself that cannot get airborne instead. The barrier can last up to 5 turns max before he must shut it off to prevent overheating.
Mirror Step -- A program in the Vest generates 5 holograms of Yinns. They can all move around on their own, but they MUST appear to speak and attack in sync, and a hologram that's attacked successfully will instantly break up. If the real Yinns is hit, all Holograms break up on the spot. Interestingly, using the holo-generator so stressingly borrows from Yinns's physical Defense for each Hologram left, meaning the foe has a good opportunity to make one attack hit hard. On the other hand, all 6 Yinns look EXACTLY alike, and they even fool advanced detection Techs from unmasking the real Yinns in this state. It's confusing!
Jupiter Well -- Named after the heaviest planet in the galaxy, this Tech involves a program in the Vest making gravity in a 13-foot radius from Yinns exceedingly heavy (not AS bad as Jupiter, but you can almost not stand up). Yinns is in the eye of the well and not affected. He can keep the well up for 3 turns in a row before having to shut it off and prevent an overheat. Absolutely DEVESTATING against heavily armored fighters, not too good against magicians.
Zodiac Slick -- Spills Zodiac Oil coated in shiny minerals in a fan-shaped splash in front of Yinns, borrowing directly from his "flamethrower" tanks. Walking properly on this shiny-ified oil just can't be done! Yinns simply air-dashes over it, but some foes aren't lucky... and note that this oil will ignite with green flame for up to 8 turns if exposed to fire or a spark.
Total: 4 Defensive Techs.

Effect Techs
Defrag -- Costs Yinns his turn in order to defrag the Vest's entire programming and AI systems, allowing faster Tech reaction time and overall Tech efficiency, and temporarily offering a high resistance to all stat-changing effects. The latter effect wears off over approximately 12 turns as the complex computer becomes in need of another defrag.
Reboot -- Yinns's Vest completely shuts down and fixes itself entirely, removing any Overheat status and any abnormalities in Yinns's stats, status ailments, painful wounds on Yinns (without actually healing HP damage), the whole shpiel. This may be more necessary than a Defrag, should Yinns ever finding himself seriously stressing out the computer by over-Teching or overheating more than once a battle. The downside is, though, similar to the effects of EMP (mentioned previously), but thankfully for only one turn.
Giga Plus -- When the command is given, a computer program uses a turn to siphon electricity-infused medicine into Yinns's body, which is stored as a liquid in a compartment in the back of the coat. Yinns then enjoys a severe boost to Attack, Defense and Magic Resistance for 5 turns. The effect slowly weakens over those 5 turns and leaves him at the beginning of his 6th.
Refuel -- When running low on either Knuckle fuel or Flamethrower fuel, Yinns can use this program once per battle to fill one or the other to the max amount it can hold. This is done simply by switching cartridges with the help of some nifty (but concealed) robotics. A plus is that after using this Tech, he can still use a normal attack that turn, but this Tech has to be used BEFORE he attacks that turn. Plus, ya know, the once-per-battle clause is there...
Rebomb -- This costs Yinns a turn as robotics and a computer program allow Yinns to restore ONE of his 5 bomb-types to it's max ammo. Unlike Refuel, this can be used infinitely, but like Refuel he can use it and still attack as long as he Rebombs before the actual attack.
Auto Bide -- Level 4 Tech, and although under "Effect Techs", it still can cause major damage. Working like the old Pokemon move (which is mostly where he got the idea), his Vest goes into a mode that tracks how much damage Yinns takes for the next 3 turns, and automatically charges energy accordingly. Yinns can still use Techs, Pandoras and attacks in the meantime. At the end of the 3 turns, Yinns uses the crosshair-lens system to lock on to a target in conjunction with the Solar Lens for a MUCH stronger, more accurate Solar Lens attack. The attack power is equal to how much damage Yinns took in the 3 turns.
Data Hack -- Only usable once per fight, this allows Yinns to "re-roll" one Pandora right after the results are displayed, should he not like the results. This is the one exception to the note I labeled above.
Total: 7 Effect Techs.

Yinns does not use any Summoning Techs.

Total amount of Normal Techs: 19. (12 in Hex.)

Pandoras
A75- Shaded Spring -- A tweak of Red Spring with the opposite effect. Those hit by this Pandora will have their Speed dropped. A 1 on the Magna Scale with this may cost the target the game.
B51- Blue Screw -- Like the traditional Blue Screw, those hit will be relieved of any positive enhancements of any kind that they have had placed upon themselves, depending on the Magna Scale reading. This one isn't so dangerous to Yinns.
D37- Green Gear -- Also like the traditional, this Pandora causes an HP-sapping poison. When the Halflife hits 1, this can be very, very lethal to it's targets.
G19- Silver Disc -- Causes a Blind condition. A 1 on the Magna prevents even detection spells from being remotely helpful.
J99- Chroma Gem -- Targets are made sleepy or, with higher Magna levels, put to sleep entirely. Unless Magna or Halflife hit 1, sleeping targets should wake up easily when hit with an attack.
K60- Tinted Spring -- A tweak on Yellow Spring with the opposite effect. It cuts ALL Defenses or the target, and with the right readings, reduces steadfastness as well (targets can be sent flying easier).
M27- Red Ingot -- A tweak on Black Ingot to make it legal for Yinns to have entered the Arena no matter where he's gone. Rather than cause a 1-hit KO like it's counterpart (sorta), it simply deals damage to the target(s). You don't wanna be a target when Magna hits 1. In this case only, Halflife has no effect whatsoever unless it hits 10.
P35- White Battery -- Cuts the target's Attack Power. Targets are screwed when the Halflife hits 1.
Q83- Violet Dial -- Causes Silence, which is the prevention of Techs and magic-based attacks. Lower Magnas mean only more advanced moves are prevented.
T44- Peach Lens -- Similar to Red Ingot, but causes damage to the mana instead of HP. Once again, unless it's 10, Halflife does nothing whatsoever.

Soul Unisons
The process of a Soul Unison is described in Schwa's Profile, so you should be familiar with how this works, but the thing is... Yinns doesn't have any Soul Unisons. YET. However, he has the potential to unlock them for himself, should he ever meet Schwa in person during one of his unisons, triggering his curiosity.

As Yinns develops as a character, this section might change, but it will likely be only in a very long time. Time will tell.

Conclusion
Yinns is one of the most diverse characters of them all, and has the potential to either completely whup someone or get whupped himself based solely on some RNGs (Random Number Generators). Therefore, as part of his survival skills, Yinns has to be very, very flexible no matter what the situation speaks of. He may rely on his technology a bit much, but no matter who he fights, a careless, non-diverse, or rigid opponent against him is no match for Yinns. The keys to beating him are well-timed attacks, a diverse slew of Techs and abilities, and a very flexible style. Remember: Never underestimate the power of a Moogle!

Good luck against this adorable, high-tech family man. Seriously, you WILL need some pretty good luck against him should he bring out a certain box you'll learn to hate!


Possibly Yiusi next...


(edited by Schwa on 04-05-06 06:21 PM)
Sinfjotle
Lordly? No, not quite.








Since: 11-17-05
From: Kansas

Last post: 6279 days
Last view: 6278 days
Posted on 11-20-05 12:19 AM Link | Quote
Name: Mel
Mother: The Time Mistress: ???
Father: The Time Master: Star
Hereditary Trait: Both?
Age: 14
Hieght: 5'4"
Appearence: Mel wears a black cloth armor that consists of many different magical properties. The armor itself is light weight, but very protective. She has red hair that is extremely long and goes down almost to her knees. She keeps a slim sword by her that has about a three-foot blade on it. The blade seems to change colors at random.

Earth Magic: Stone Touch: A stone tomb tries to encase the target, either petrifing them, or dealing damage.
Rock Wave: The earth forms a "wave" that can crush the target.
Stone Rain: The earth explodes in front of Mel and rocks fall onto the target from almost every angle.
Stone Shield: A pillar of stone launches from the ground in front of Mel in an act of defense.
Fissure: The ground seperates, making a fissure in the earth, and closes suddenly, crushing things trapped inside.
Rock an' Roll: A perfect sphere of stone is made and rolls towards the target, increasing in size as it rolls.

Wind Magic: Windy Cutter: A wind picks up that seems to cut any number of targets due to its incredible spin.
Tornado: A mini tornado chases around the target.
Gale: A sudden force of wind is made to deflect projectiles and stun the target.
Flight: By using the wind, Mel can "fly".

Water Magic: Flood: Floods the current area with water that is up to 10 feet deep.
Heavy Rain: A magic rain that can weigh down the opponet.
Burning Rain: A rain that upon touch seems to burn through the skin.
Water Ball: A ball of water that acts like a fire ball, except it is meant to stun, and not inflict damage.
Whirl Pool: Can only be used after Flood, does as the name implies and creates a whirl pool.

Ice Magic: Platform: Can freeze water and turn it into a stage of ice.
Ice Needle: Shoots tiny ice needles at the target, striking at critical organs.
Cold Wave: Can instantly freeze the area.
Ice Aura: Can freeze the target.
Ice Dome: Creates a dome of ice, special technique that can't be undone. Has many secret properties about it.

Lightning Magic: Lightning Bolt: A bolt of lightning shot from Mel's hand that can paralyze and deal mid damage.
Lightning Runner: A series of lightning that runs along the earth, destroying as it goes.
Electricution: A simple wave of electrcity that is used to do minor damage, stun, and maybe paralyze the target.
Lightning Fury: A series of thousands of lightning bolts that can deal heavy damage.
Thunder Fury: A much more powerful Lightning Fury, special attack causes damage to Mel.

Fire Magic: Fire Ball: A simple ball of fire.
Heat Wave: A sudden flare of heat that can burn the land.
Inferno: A huge blast of fire that originates from Mel, can badly burn anyone near.
Ulimited Fire: A constant volley of Fire Balls.
Supreme Fire Ball: A huge ball of fire that is slow, but when it envelopes the target, it burns them, then explodes. Special attack, and requires a turn charge before doing.

Light/Holy Magic: Saint Ray: A blast of pure holy/light energy that causes mid damage.
Holy Field: A field changing attack that blesses the area and promotes health and growth, against demons, it acts like a poison.
Bright Flare: A sudden explosion of light/holy energy that causes mid-heavy damage.

Dark/Evil Magic: Drain: A spell that drains mid health from the target.
Enveloping Darkness: A field of pure evil energy that promotes decay, against holy beings it acts like a poison.
Shadow Flare: A sudden explosion of dark/evil energy that causes mid-heavy damage.

Time Magic: Blink: An instant magic that allows the user to blink in and out of time, effectively dodging almost any attack, but they can't attack on their turn and it can't be used twice within 10 turns.
Temporal Confusion: A spell that makes attacks that had already happened, happen again.
Distortion: An attack that causes pure pain, but no damage.

Void Magic: Empty: A field effect attack that turns everything to emptyness.
Gravity: A concentrated void attack that drastically slows down movements, or make something incredibly light weight.
Black Hole: As the name implies, can cause dramatic damage.

Chaos Magic: Chaotic Strike: A blast of pure Chaos magic.
Chaotic Heaven: A strong attack that can completely destroy everything around, dealing massive damage to the target, requires no charge, but stops Mel's movement for one turn.
Chaotic Messenger: Changes Mel's appearence and abilities, to make her stronger, faster, and more powerful.

Law Magic: Lawful Strike: A blast of pure Law magic.
Process: A strong attack that focuses on the target and deals extremely massive damage, requires no charge, but stops Mel's movement for three turns while giving her a defence bonus.
Lawful Messenger: Change's Mel's appearence and abilities, making her stronger, faster, and overall more powerful.

Banished Magic: Simoon: (Fire Wind) A blast of Fire and Wind that consumes the target and unleashes full fury of both.
Energy Explosion: (Fire Lightning) A series of explosions of Fire and Lightning magic that consumes the target and unleashes full fury of both.
Blazing Ice: (Fire Ice) Ice needles fly from the users hand and explode on impact.
Barren: (Fire Earth) The earth heats up drastically and every plant dies.
Water Spout: (Water Wind) A blast of Water and Wind that consumes the target and unleashes full fury of both.
Shattering Tears: (Water Ice) A series of blasts of Water and Ice magic that consumes the target and unleashes full fury of both.
Electric Rain: (Water Lightning) Rain electrified by lightning hits the target, shocking them and slowing them down.
Ground Sink: (Water Earth) The earth turns to a quicksand like death trap.
Ice Bolt: (Ice Lightning) A bolt of blue lightning strikes causing ice and lightning damage.
Frozen Earth: (Ice Earth) The earth freezes over, making it slippery and hard.
Dust Storm: (Earth Wind) a dust storm picks up, hurling heavy rocks with absolute accuracy.
Bladed Wind: (Lightning Wind) Green lightning strikes several times and heavy winds emit from them, cutting up everything.
Temporal Discharge: (Time Void) A sudden discharge of Time and Void energy.
Lawful Chaos (Anarchy): (Law Chaos) A single attack that combines Law and Chaos and disrupts the universe for a split second to deliver the attack.
Evil Light: (Holy (light) Evil (dark)) Light consumes the world and darkness rips the light apart, the cycle repeats several times, causing massive damage to those of both holy and evil alignments, it has no effect on the completely neutral. (Evil light! Holy darkness! Please, strengthen your fight to rip this person into shreds. Don't allow him to unbalance your fight, don't allow him to tip the scales of judgement. Please, dispose of him!)
***All banished magic requires a charge, and leaves Mel vulnerable for one turn.***


History: Mel was raised by her mother until she was 13. She left her mother and their home which was in the forest of time to find her real father and get training from him. Her mother taught her very well and to anyone outside of the forest of time, she seemed to have suddenly appeared out of no where. She claims to be Star's daughter and her energy feels very much like Star's, but the difference in it is noticable. It is sometimes annoying to people around her who respect Star.

Desperation: Seal of Life and Death


(I've scratched a lot of ideas that I thought would be cool, but really suck.)

Name: Nijote
Age: 22
Weight: 120
Hieght: 5'6"
Build: Slender-strong
History: A renown assassin. She has much more skill than any other human and her stealth and skill seemed to go beyond the human limits. She was once the ultimate assassin of darkness, willing to kill anyone for the right price. She was manipulated from the early age of eight to not care about human life, not even her own. She was drugged constantly, drugs that would send her into mad fits of rage and violence. She would be forced into missions after these drugs were injected, she never left a single person alive. She was soon known as the "The Little Red Cloaked Assassin" which was a mock of "The Little Red Riding Hood". Starting her assassinations at the age of 15, she was already feared and the very first surviver described her as "A young small girl in a red hood", the name was earned and she lived for several years with the name. Her name was never known and she had the ability to silence anyone who opposed her, she almost brought one of the mightiest worriers down to his knees in a very short time.

She was ordered to kill Schwa, the Psi Warrior. His connections to magical energy (mana) was cut off by Nijote and without his secondary abilities, he would've been defeated in no time at all. He ended the battle before she could kill him though, he made one simple attack that echoed throughout her life. His attack was infused with a light that Nijote had never seen in her life before. She couldn't bring herself to fight back and Schwa left mostly unharmed.

After questioning what had happened, she learned about her past. She was taken from her mother who had become a whore to support their life. She was killed by her uncle who took custody of Nijote later. Nijote's mother was once a thief, a highly skilled thief that could get through any situation with her speed, charm, and looks. Nijote was raised for the first eight years of her life to be a normal girl, but it went to a waste. In a rage, Nijote killed her uncle and wandered around from country to country, job to job, taking on the jobs of a thief instead of an assassin.

One day she met a priest, Lunari, who she stayed with for a while. Lunari helped her get back on her feet and they eventually parted ways, Nijote now wanders as an assassin killer and a Robinhood like thief.

Abilities: Rush: Nijote has such a speed that she can go faster than what the human eye can comprehend. While "rushing" she is limited to a certain series of attacks.
Stealth: Nijote has an ability of great stealth, where sometimes looking at her won't even reveal her. While stealthed, she has many abilities to stay stealthed, or attack and restealth.
Acrobatics: Nijote has three primary forms of fighting, this is the most dangerous form where she uses her grace and elegance to preform many unhuman attacks.
Assassination: Nijote's final form of attack, the assassination form can deal critical damage from almost every strike.

Rush Attacks: Speed Demon: Nijote goes at her full rush speed and does a few passing by cuts with her daggers.
Drilling Kick: Nijote let's momentum deal damage as she does a spinning kick, digging her heel into the opponets stomach.
Knee Strike: Nijote leaps into the air, using her knee as the object of destruction.

Special Rush Attacks: Red Wave: Nijote takes a burst of speed where she goes beyond reality, passing through solid matter, leaving only a strong force about equal of running into a brick wall behind.
Aerial Buster: Nijote tackles the target, sending them flying in mid air, with a kick she sends them straight into the ground to bounce up right into a spining kick.
Speed Combo: Starting with a shoulder tackle, Nijote pushes the target off balance and then does a multitude of kicks and slashes.

Stealth Attacks: Stealth: Makes Nijote practically invisible and she makes absolutely no sound (duh).
Triple Stab: Nijote stabs three times from different directions catching the enemy by surprise, she then backs off and restealths.
Blind Strike: Nijote swings at the forehead of the target, hitting them just above the eyes causing blood to blind them.
Image: Njiote can make her body to appear where it isn't.

Special Stealth Attacks: Critical Strike: Nijote strikes at a critical area, causing massive damage.
Blood Bath: Nijote strikes at every artery, causing the target to fall victim to massive blood loss.
Unknown Edge: Nijote rushes, while stealthed, and deals a strike from behind going at an incredible speed.
Eviscreation: Completely takes out the target, turning their organs to mush and letting them drain through the wounds.

Acrobatic Attacks: Ring User: Nijote makes a very large bladed ring from parts of her equipment.
Perfect Balance: Nijote can balance practically using one finger.
Ring Attacks: Nijote can use a multitude of ring attacks.
Chaser: Nijote makes her ring chase the enemy and act as a seperate entity.

Special Acrobatic Attacks: Surfing Blitz: Nijote steps on the ring and places knives on all its edges, shen then spins on the ring and knives shoot everywhere.
Gate: Nijote creates a gate and when she steps through the ring...

Assassination Attacks: Deadly Blows: Nijote can instantly kill someone just by hitting certain points.
Ulimited Blows: Nijote and make a rain of dagger strikes that would basically gut a target clean.

Special Assination Attack/Desperation Attack: The Slave's Edge


Name: Star ("Young/Time Champion/Blade Master" mix and re-do.)
Gender: Male
Hieght: 5'10-6'
Weight: 139
Appearence: Star has three major appearences, his younger self has a small buckler, cape, padded leather armor, and a short sword. His hair is dark brown and his eyes light up with youthful spirit.

Star (when possessed by Ark, the Time Elemental... Stark?) changes to full plate mail armor. It shines brightly white and sparkles in the sun. His buckler becomes a tower shield and his hair turns lighter gray/brown. His eyes become pure white and he gets about 2 inches taller.

Star when he realizes his potential, expels Ark and loses a massive amount of power. At the same time, his soul is strengthened unbelievably and he fights with his own power. He has a light blue glow around him. He wears only cloth armor and doesn't have a shield. He has a longer, more elegant, sword.

History: Star was once just a kid, about 17 years old. He had been trained his entire life by a great swordsman, his father. One day his father went to the Mountain of Time to fight the crazed demon Ark, an elemental of time. Ark killed Star's father and Star tried to kill Ark for revenge. Ark didn't die easily though and through the manifestations of his currupted power, he possessed Star. Star slaughtered everyone he met with. He struck them down without any remorse as Ark controlled him. Star could still fight sometimes, but he was always borrowing Ark's powers, who only kept him alive for entertainment.

One day, Ark lost control over Star and Star fled into the time stream, where he had more control than Ark did. Star wandered around and eventually found the Forest of Time, a city for the cursed. Time forced aging there and Star saw a few other cursed like him die and the spirits that possessed them shattered. Star was known as the Master of Time for not being effected by the forest. He met the Mistress of Time whom Star fell rapidly in love with. Star and the Mistress of Time left the Forst of Time to seek out a cure. A part of Star's soul grew much stronger and so when he returned to the world, he lashed out against Ark.

To Ark dismay, this was Star's reflection, seen in the Time Stream. This Star was weaker, but the Ark controlled Star couldn't defeat him. With a short battle, Ark was forced from Star's body who changed completely.


Abilities: (All abilities will have a *, 1 * means only BM Star can use it ** means only Ark possessed Star can use it *** means all Stars can use it.

***Electric Blade: Star lashes out with a blade consumed by lightning.
***Swift Sword: Star lashes out several hundred times extremely quickly and very smoothly.
***Counter Stance: Star moves into an immobile stance and gets the ability to counter all attacks thrown at him.
***Lightning Fury: Star uses a multiblast of lightning.
***Star Struck: Star summons down a shooting star to hit the enemy.
***Heaven's Fury: Star summons down a swarm of shooting stars to hit the enemy.
***Perfect Aim: Star shoots four bolts of lightning that lock on to the target and guide Star's sword.
***Static: Star releases electricity to cause a slowed down movement for the target.
***Blink: Star blinks in and out of time.

**Time Blade: Star strikes out with a super fast blade that slows down the enemy
**Time Freeze: Star freezes time.
**Stop Step: Star speeds himself and stops the opponet to make a short distance "hop" through reality.
**Unforgiving Blade: Star cuts himself with his sword and then slashes towards the enemy. The blood that falls of the sword becomes a deadly projectile.
**Time Mastery: Star can mess with time however he wants for a short period.
**Currupt Ark: Star allows the currupt Ark (*Note, the real Ark who is a seperate person, is not summoned.)

*Blade Ring: Star throws his sword and it forms a perfect edged ring as it flies through the air.
*Stupify: Star seems to make copies of himself as he goes through the air, all he is actually doing is breaking the laws of time/space to break light speed.
*Flash Step: Much like Stop Step, except Star does it with pure speed.
*Sword Seals: Star can use any elemental power by drawing a seal around the opponet. This causes massive damage if the opponet is caught inside.
*Comet: Star summons down comets to destroy his enemy.
*Lightning Reign: Star lets lightning take over the earth for just a second.

Desperation: Young Star: Lightning Reign Variation.
TC Star: Stop Freeze Slice Repeat.
BM Star: Unleash Soul.


Name: Faraa
Age: 19
Gender: Female
Apperence: Faraa is demi-human, or a beast human. She resembles both a human and a fox. Her eyes are sharper than humans, her ears are that of a fox and the fur on them is a golden brown. Her fair is lengthly and gold. She has a relatively small build and her tail seems almost needed for balance. She has tight fitting, yet somehow apparently light loose looking, clothes. They change color and help her blend in with her surrondings.

History: Faraa is the daughter of a great thief. The thief in question was one of the best thieves to have ever lived. The thief worked closely with Nijote's mother and together they were unstoppable. When they split ways, they tried to forget about each other. Eventually, Faraa was born as and raised as a perfect thief. Agile, strong, brave, smart. She could do practically everything, and she didn't even need weapons for it. She lived a peaceful life, stealing what she needed. Tyring to blame her for being a thief was insane, because she looked nothing like one.

Abilities: Fox Spirit: This increases Faraa's agility and grace.
Illusion: Faraa is great at creating copies of herself or others to confuse the target.
Disembodied Force: Faraa throws small projectiles that seem to have an incredible accuracy as if she's moving them with her mind. (even though its just strings)
Fox Flare: Faraa throws down a small small bomb like thing, that acts like a flash bomb and blinds the target and anyone around.
Taunt: Faraa has a special taunt that has a weird magic in it that makes anyone angry.
Charm: Faraa is quite good at charming people, so good in fact, that even under a lie detector test, it would seem real.

Change Form: Faraa changes into a fox.
Fox Magic: Faraa has svery powerful fox magic that is more than just illusions, the fox magic can create real things out of nothing and make real force from nothing. It is especially strong with fire and wind.
Rushing Demon: Faraa rushes at the target and throws illusions everywhere around her to make her seem like a demon. The attack itself is mind blowingly powerful, although predictable.

Desperation: Theivery: Faraa steals a vital thing from the target and attempts to escape.



Name: Shen
Gender: Female
Age: 20ish
height: 5'9"
Weight: Feather - 139 lb
Trait: A passive trait Shen has is the ability to actually change her weight on will. However, it can only be down to about a feather, and only up to 139. Changing weight changes it not only for her, but for the world. All her clothes are weightless because of this.
Eye color: Deep blue, her entire eye is deep blue.
Hair Color: Light brown.
Equipment: A straw hat that hangs enough to cover her face down to her nose, all around her head. A very straight and worn out looking staff. Worn out clothes that resemble that of something similar to Rurouni Kenshin's, but not the same color, its all blue and white. Under the clothes, she has a chain mail body piece that is amazingly weightless and never makes a sound, she also wears a chain mail skirt, same as above.

Beliefs: Shen believes in the final attainment of a completely perfecy body, but believes there is also a way to use the form and not die after. Along with a perfect body, Shen believes that it is possible to attain a perfect spiritual form and control of it. The perfect "Anima", Soul, or whatever you may call it. Shen seems somewhat passive and believes doing kind things will help her reach her desired state.

Techs: Shen's techs are all spiritual or soul based.

Soul Bind: Shen reaches her soul out to touch another person's, binding them to her and their every action to her every action.

Elemental Anima: Manipulates soul energy to deal elemental damage.

Soul Enchant: Can enchant things with her soul, to control them without touching them.

Misconception: By leaving a fake signal of her soul, it tricks all five senses to believe she is still there; however, she can move about perfectly quietly and no one will sense her or believe they sensed her.

Big Bang: She can make part of her soul detach and collide with someone elses, the force of the two souls meeting will create a huge explosion, leaving the unlucky victim in the center of it. However, she can't maintain any form of concentration or attack while doing this and to focus enough energy, the part of her soul moves slowly.

Anima Orb: By using soul energy, she makes a perfect orb in either of her hands, that upon a direct hit, will distort all the senses and drain energy.

Nirvana: A state of enlightenment, where the senses become intune with the earth and the body becomes stronger, the senses sharper, and all over a more effective fighter. However, sometimes Shen will lose the will to fight someone when reaching this level.

Diminsional Anima Bomb: A huge anima bomb that can make someone feel as if their soul has been ripped out of their body.

Immortal Slayer: (story only) Seperates an immortal from its body and keeps them sealed in the caster for a certain amount of time. While the spirit is sealed, it is inactive. The caster than makes a seal on the immortals body, which could take seconds or life times depending on how strong the immortal is, the immortals body accepts this as a new soul and when the immortals soul enters it, the fake soul self destructs, destroying the immortals soul forever.

Great Nirvana: The state of absolute unity with everything, understanding everything, and absolute control. Shen will almost never continue fighting after this point and all moves past this point are unknown.

What is known about Shen: Shen is known to be very kind and help others in almost anyway she can, forgetting about herself quite frequently. This could be due to the state of Nirvana that she is forever in (a step down from the actual move) and that she lacks the will to put herself first. Only her hands and face have actually been seen, and no one speaks about her face because they were trusted to never say anything. Her hands however, look as if they had suffered no hard ship which can be used to assume she was raised in good surrondings and had to do little work with her hands. No one has ever died fighting Shen, but most never want to try and fight her again, always mumbling about risking their eternal soul just to see her powers.



Name: Doe
Gender: Unknown, voice is masked to a neutral tone.
Hieght: Shorter than 6 foot, taller than 5'9".

Appearence: Doe is masked in bandages from head to toe. He always wears a very long trench coat that contains a gun that changes how it works depending on how many pieces are put on it. From a pistol to a very long sniper rifle. The trench coat acts as camo no matter where Doe is.

History: Doe is a known assassin. The best low profile assassin. Many cases that have a bullet hole in the head are figured to be Doe's work. Doe hardly every speaks to his/her victim and remains silent even in company he/she has known for a long time. Doe has the range on his/her sniper rifle to shoot someone from almost fifty miles away. Doe's age is unknown, but the mysterious sniping only started seven years ago, assuming Doe was 16 when he/she started, she/he is now only 23 years old.

Doe is believed to have been tortured so badly that she/he had to be wrapped in bandages until he/she healed. He/she now chooses to wear the bandages to hide his/her identity to the fullest extent. It is believed that Doe can be linked to Nijote.

The gun: Doe's gun is an eight piece gun. The central piece can act simply like a hand gun. It has a barrel add on that changes it to a rifle. A back add on that gives it more power for each bullet and allows Doe to fire magical bullets. A second barrel addon that can make it a shotgun. A scope for sniping (rifle sniping). A silencer that can be used with the pistol, rifle, and shotgun. An aditional barrel addon that turns the entire gun into a twelve foot sniper rifle. Finally, a stand addon that lets Doe use magical bullets while in full sniping.

The bullets: Bullets can be charged with elemental magic from this list:

Fire series (each series includes 4 different calibers): A simple blast of fire from one being like a small fire ball to four being a huge blast of napalm.

Ice series: A small ice spike to a shrapnel explosion of ice.

Lightning series: This bullet actually sticks into the target and calls lightning. Four ends up being an entire thunder storm.

Water series: A jet of water to a torrent.

Wind Bullet (only one, level 3 rated) : Creates a vacuum behind the bullet that can rip things apart.

Additional weapons: Doe carries another fire arm, a special one. It is a large hand gun that is believed to have some special property about it. It can only fire normal bullets though.


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Lord SkyLart

Cukeman








Since: 11-18-05

Last post: 6327 days
Last view: 6327 days
Posted on 11-20-05 08:59 PM Link | Quote
Full Name: Don't know
Call Name: Sora
Age: 14
Home: Destiny Islands
Birthplace: Destiny Islands

Job: Keyblade Master
Race: Human
Apperance:

(pic from KH2)

Weapon:Keyblade
Magic: Fire, Ice, Aura, Gravity, Summon, Cure, Thunder, etc.
Best abilty: Fusion

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Name: Ansem

Age: ???

Home: ???

Birthplace: ???

Job: Lord of Darkness

Race: Human

Appearance:


Weapons: Soul Eater (It is a Dark Sword)

Magic: Dark Fireball, Darkness Strick, and more

Best Ability: Rage, Summon


(edited by Ansem on 12-19-05 12:52 PM)
Blue Warrior

Mole








Since: 11-18-05
From: California
Activity: 60%

Last post: 6279 days
Last view: 6278 days
Posted on 11-25-05 12:15 PM Link | Quote
Name: Blue Warrior
Gender: Male
Age: 13
Height: 5.1 - 5.5 ft
Weight: 107 lbs
Appearance: Brown eyes and dark brown hair
History: Blue Warrior resides in a homemade dome known as the Sapphire Control Center. He often builds his public domain's popularity with the attraction of comics, music, a discussion center, and more. Not much can be said about this character.
Abilities: Super Jump, Punch-Punch-Kick Combo, Multi Shot, Charge Shot
Desperation Attack: Author Powers - Enables Blue Warrior to control a mouse cursor with the right- and left-clicking abilities.


(edited by Blue Warrior on 12-03-05 02:01 AM)
mathius
Newcomer








Since: 12-29-05

Last post: 6597 days
Last view: 6597 days
Posted on 12-29-05 06:58 PM Link | Quote
Name: Mathius
Race: Andromedian
Age:5000
Profession: King, Dragon Tamer, Ex Solder, Ex Bounty Hunter
Appearence: Crystal blue eyes, brown hair, black robes, feline tail

Bio: Mathius was the son of the legendary King Martian and fought in many battles until one day his father died in a battle on the planet of Renar ever since that day he presided over the throne until the battle of Andromeda happened and was exiled and now has a bounty on his head for one million diterrans (1,000,000,000 U.S dollers) and now he fights for his life.

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Name: Zanzumagigathia
Nickname:Zan
Age: Unknown
Race:Fraal
Appearance: Grey skin, 3 feet tall, sort of enlongated head
Occupation: ?
Bio: Zan is one of the more mystirious Fraal, for he has mastered an art that has never been used since the great wars, the Psyon Kenar Junai arts, an old martial arts style that use the Fraal's emence phychic powers, their wits and their phisical strength. Some say he is a Wanderer, a Frall Trader, but others say he is a Farseer, a Fraal gifted with the third sight. What ever he is he sure makes a powerful opponent.

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Name: Lord Roc de Familar
Nickname: Lord Roc
Race: Human
Occupation: High Mage/Rune Warrior/Knight of the Autumn Breeze
Appearence: Dark red hair, Grey eyes, Blood Red robes runes on hands face and forhead.
Age: 24
Gender: Male

Bio: Lord Roc was born in the town of Morte, a town of evil creatures and humans, at the age of 5 he was sent to the town of Runeman, where he took the vow to be a Rune Warrior. At the age of 10 He started learning magic in the Autumn Woods and was taken to the town of Breeze where he became a Knight and Lord, Afrter learning all the magic he can learn he was found by the Wolf Coven and made into a High Mage, A mage that is knowligable in magic and is on his way to sagehood.

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Name : Raddo Sumisu
Age: 15
Race: Human
appearence: Brown hair, grey eyes, scar under right eye, skinny
Occupation: Student mage, Martal Artist

Raddo is known forhis mastery of 5 different martal arts styles and he mixed the styles into his own style, the Kecci Oni Jagon style. He has lightning reflexes and his hard to beat he got his scar during a climatic battle with a demon after the battle a powerful wizard showed up and he is cerrantly learning magic but every time he tries to use magic he must remember the 4 rules of magic. Rule 1: Magic is Addictive. Rule 2: Magic can corrupt. Rule 3: Magic is powerful and Rule 4:Magic attracts evil beings
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Name: Noruke Iriatasa
Race:Koryunen (CORE-Ryu-NEN)
Occupation: Exile, Ex-Knight of Ki Energy
Age:????
Appearance: Grey cape with hood,Shiney metal armor, Kitana staped to his waist, Green dragonlike eyes.
Bio: Coming Soon


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Clockworkz

Birdon


 





Since: 11-18-05

Last post: 6278 days
Last view: 6278 days
Posted on 01-07-06 01:08 PM Link | Quote
I'm going for an economy profile, because I'm lazy; not because I'm nondescript.

Name: Murimasa
Age: Unknown
Sex: Male
Origin: Hell
Height: 6'2"
Weight: 185 lbs
Eye Color: Indigo
Hair Color: black
Weapon proficiancies: Melee, close combat, magic.
Magical elements used: Dark, Unholy, Nonelemental
Magical resistances: None
Magical Absorbtion: Fire, Water, Ice, Electricity, Air, Dark, Unholy, Energy, Earth
Magical Weaknesses: Holy
Weapons: Harbinger - Greatsword that feeds off the soul of the victim, weakening his/her physical condition. Forged in Hell's Fires, making it incredibly resistant to almost any bombardment.
Dead Man's Head - An amulet that, when magically activated, lets out the screams of all the tormented souls, in an attempt to shake the foe's consciousness and throw off his/her abilities
Armor: Black, fullplate mail, forged in Hell's fires. Due to the strong potency of the unholy elements, it is near indestructable, and is weak only to hily energies.
Magical Techniques: Energy Absorption - Absorbs any magical attack into his being, nullifying it's power.
Energy Multiplier - Using the above skill, Murimasa can save the energy, and, using some concentration and time, can double it, through his master Belzebub's energy.
Energy Shock-bolt - Using the combined powers of the above techniques, Murimasa can fire the doubled energy through the tip of his sword as non-elemental magic. It's speed and power depends on how much energy was absorbed. The more energy, the faster and more devestating the beam becomes.
Dark Matter Bolt - A bolt of dark energy that can be incredibly if hit point-blank. Can be charged for up to 10 seconds to maximise damage.
Dark Matter Wave - A shockwave of dark energy that knocks back anything near it.
Dark Matter Infusion - Manipulation of dark matter to boost the abilities of Murimasa's physical being, like speed, physical strength, flying, jumping, etc.
Demonic Callling - Murimasa calls forth many lesser demons from hell. These are varied, small (about 4' max), weak, and have many forms, like minotaurs, harpies, serpants, imps, etc.

I may update later. I'm just.... meh.
Ed The Robot

Shyguy


 





Since: 01-07-06

Last post: 6637 days
Last view: 6637 days
Posted on 01-07-06 09:11 PM Link | Quote
Name: Fawful
Gender: Male
Age: unknown

Height: somewhat short

Weight: not very heavy

Appearence: He is from the Beanbean kingdom and beacuse of that, he has green skin. he has a red cloak and wears glasses that conceal his eyes. he also has a little curl of black hair on his head.



History: he was a villan in the game Mario & Luigi Superstar Saga

Abilities: has a veriety of gadgets, that do many things, such as:

Hyper Helmit: uses a special helmit to shoot a lazer blast!

Phase Belt: alows Fawful to fly and move through solid objects, but it has very little batteries...

Scan goggles: alows fawful to pinpoint the enimy's weak point

holo-clone: creates a holographic likeness of fawful

Shrink Ray: Shrinks opponets and weakens them

Time Machene: transpots self up to 3 posts into the future

MUSTARD OF DOOM!!!: a powerful granade that looks like a bottle of mustard

I HAVE FURY!!!: Fawful says something and opponents lose a post to figure out what he ment (only in 1 vs. 1 games)

Desperation Attack:
THE BUTTION!: no one know what it will do, but it's very deadly...




Name: NES X

age: none

Appearence: a formless grey blob. his transformations look somwhat pixilated, like on the NES

History: fawful found him after the Mario Bros. defeated him. NES EX seeks to find out why he was made...

Abilitys:
TRANSFORM: NES X is able to transform in to (and use the ability's of) any of the following

Mario: jumps on somone and damages him

Kirby: copies opponent's last attack

Exitebike: tuns into a bike that can run over people

Bowser: launches a POWERFUL flame attack

Donkey Kong: Throw barrels

R.O.B.: Grabs opponent and Throws him

Ice Climbers : attacks with hammer

Koopa: launches forward at great speed to hit an enimy

Duck Hunt: summons a rain of ducks to hurt all opponents

Birdo: Fires egg with bomb-omb or antidote inside

Desperation attack:
Pause : all opponents can't move for 4 posts





Name: Popple

age: unkown

appearence: a Masked, green skined Beanbeankingdomian with a big mouth that wears purple stripes.

Gender: Male

Hight: shorter that Fawful

Weight: lighter than fawful

history: Another villan of Mario and Luigi, Popple is a theif that has been beaten by the Mario Bros. 3 or 4 times over the course of the game. recently, he has teamed up with Fawful and NES X for some reason...

Abilitys:
Item Launcher: Popple can fire one of these at anyone (incuding self)

Super Shroom' : triples size and power for an alliy for 3 turns (note: it is instant K.O. if you use another one to untill the effect wears off.)

Poison Shroom': Damages and poisons enimy

Mini Shroom': makes opponet really small for 3 posts (note: using a second one counts as using an antidote)

Antidote: cures status ailment for ally

Fire Flower: Creates a HUGE fireball that damages enimy!

Bomb Omb: Creates an explosion that damiges all enimys.

WEAPON STEAL: Popple steals a weapon from an opponent! effectivly, Popple can attack with the weapon , but can't use it's special abilitys. the opponent cant use the weapon, or it's pecial ablyitys while it's gone, but can get it back by sucsessfully hitting Popple. If the battle ends and Popple has a weapon, the opponent gets the weapon back, but Popple keeps a copy of it.


Desperation attack:

ABILITY STEAL: popple can steal one normal ability from an opponent. the opponent cant use the ability for the rest of the battle, but Popple Keeps a copy of the ability or can give it to Fawful / NES X. this attack can be used once every 10 posts, so watch out!

Stolen Abilitys:

Fire: litely damages opponent with flame

Barrier: creates a nearly-invincible shield as long as Popple doesn't do anything else

Summon: should be self explanitory, especily if you've played Final Fantsy X.



Togeather, these 3 villans ALlWAYSE fight as a team!
however, they arn't alone...

Name: Invader Zim

Race: Irken

apperence: in his disguise, he looks like a weird earth kid with green skin. without it, he looks like this: (the little robot is GIR, by the way)


History: he was sent on a "special" assighnment to take over Earth after he ruined "OPEERATION IMPENDING DOOM 1" and even though he is mostly a loner, he hopes that helping Fawful will give him an edge at takeing over the earth...

abilitys:

wall walk: with his metal leg thingy that come out if his backpack thingy, he can climb up walls.

lazer of DOOM: a standard irken zap-o-ray mach III

GIR: his idiotic robot assistant, GIR, makes for easy distractions

Zim's ship: a standard model ship given to all Irken invaders. it is eqiped with a lazer beam, warp drive, tractor beam, and it can go 8 trillion Irken miles per hour (whitch equils about 100 earth MPH).



(edited by Ed The Robot on 01-14-06 10:44 AM)
(edited by Ed The Robot on 02-04-06 09:44 AM)
Chaosman000









Since: 11-18-05

Last post: 6661 days
Last view: 6661 days
Posted on 01-15-06 09:40 PM Link | Quote
Name: Justin
Gender: Male
Race: Kendrian
Age: 14 (28 in kendrian years)
Height: 5" 6'
Weight: 102 lbs
Appearence:Wears Armor similar to Zeros (megaman x-3) but its grey and only his face is seen. His face is a tigers but with humanish shape. Eye color= Gold and has brown hair (like a humans)
History: Was about to become an experament of Dr. Evo Train along with his girlfriend Flora but escaped in the nick of time. They met Rayvin and Created the team Known as Fate
Abilities: Chaos Slash, Chaos Ray, Hyper Dash, Life, Kendrian Claw
Desperation Attack: Universal Reborn: Puts every thing the way it was before the battle/adventure started

Name: Flora
Gender: Female
Race: Kendrian
Age: 13 (26 in Kendrian years)
Height: 5" 6'
Weight: 96 lbs
Appearence: Half tiger, half human (thats a kendrian) wears silver pants and no shirt (OMG!) She has green eyes and brown hair
History: Was about to become an experament of Dr. Evo Train along with her boyfriend Justin but escaped in the nick of time. They met Rayvin and Created the team Known as Fate.
Abilities: Hyper Slash, Hyper Dash, Life, Kendrian Claw
Desperation Attack: Universal Phinox (brings all people who are good at heart back to life if they have died within 2 days

Name: Rayvin Leonhart
Gender: Male
Race Human/Demon
Age: 15
Height: 5" 11'
Weight: 129 lbs
Appearence: Teenage warrior with Black Hair, red tips, Black Sleavless shirt, Black Jeans, Black Rocket Shoes, Black Bracelet on his right wrist, LIGHT blue eyes, A sword at his waist
History: The offspring of a demon and a human is a wanderer who helps anyone who needs it and after being rescued by Justin and Flora joined them and created Fate or the Demon Fighters (yes he is a demon and fights demons be cause his father killed his human mother and bannished him)
Abilities: Chaos slash, Chaos Ray, Warp
Desperation Attack: Demon Rage (turns into a full demon and auto kills everyone he sees including Flora and Justin)
Vulkar

Goomba


 





Since: 12-02-05

Last post: 6656 days
Last view: 6656 days
Posted on 01-26-06 07:29 PM Link | Quote
I might as well start posting here...hope its okay that I have my own format.

Model number: Z-35.

History: the Z version is a much more advanced and powerful version of the Y model series. This droid however was merely a prototype. These droids, like the Y series were cancelled due to an accident making it sentient.

Appearance: Z-35 is in the shape of a humanoid, only its arms can split into four, allowing it to use melee defense at the same time as using its guns. This droid is also about the same height as a normal human, and is a metallic white.

Transformations:

Artillery: Z-35 can change its fore-arms, allowing it to fire missiles that lock onto the enemy, and explode with devastating force.

Sniper mode: Z-35 can switch to laser based weaponry on its arms, allowing much faster firing, though after 25 continuous shots, the weapon overheats, and Z-35 must use a different weapon to attack

Speed: Z-35 is already capable of extreme speed. However, this speed cannot by continued for long periods. The speed transformation allows Z-35 to go much faster for a continuous amount of time. The maximum speed that can be reached is the speed of sound, but Z-35 has to build up to that speed in three posts.

Weapons:

Shotgun: The shotgun can fire plasma shards that spread out. This is designed to hit fast moving targets, so that they have to dodge more than just a single bullet.

Pistols: Z-35 is issued with three standard Plasma pistols. Two are to be fired at one time, and the third is used if one of the two is destroyed.

Swords: Z-35, like the Y-35, issue has long katana. Both are used at the same time, normally one is used for defensive purposes, and the other for attacking. However, Z-35 is programmed to be able to attack with both blades, or defend with both.

Missiles: Z-35 has small missile launchers attached to his forearms, and are in two different types. One type moves very quickly, nearly as fast as a bullet, but does not lock on. The other type moves slower, but locks on.

Flamethrowers: This is a short range weapon, one which can burn up most enemies with only a single shot. However, this weapon loses strength after 30 meters.

Chaingun: Z-35 has a machine gun which fires 45 rounds a second. This can accurately hit a target a mile away.

Magnets: Z-35 is equipped with very strong magnets, which it can use to send metal objects flying at the enemy, or to anchor itself to the ground when there are metal objects around. Its magnets are strong enough, so that when activated, Z-35 can garb onto even the polar regions.

Laser: this weapon can be fired out of Z-35’s fingers. It is a continuous beam which can heat things up to five thousand degrees.

Gass canisters: Z-35 can send out gass from his body. In it is a lot of compressed gass of all different sorts, all of which can be released. The gasses included are ozone(in case of ultra violet light), smoke, and a deadly virus which eats away flesh, but in a way as to not cut blood vessels. This disease can enter someone through sweat spores.

Contaiment field: Z-35 can launch a containment feild from his body, which can create a place to hold diseases or strong attacks. There are only two ways to destroy this shield. This shield launches up from Z-35's shoulder, creating a small doughnut of a shield, of which Z-35 is the center. This shield is usually created for the purpose of sending out a deadly virus or poison.

Mental capabilities(please read the explanation for these down below, in other information):

Psi-balls: Z-35 has the ability to make a ball of energy appear, and then use it for telekenesis, or many other abilities which will remain unsaid.

Electrokenesis: Z-35 has the ability to control electricity

Pyrokenesis: Z-35 has the ability to control flame, once it is summoned.

Defensive capabilities:

Blocking: Z-35 can, if he wishes, use any of his weapons, all of which are as strong as him, to block many objects, and while he cannot usually generate the speed, it could survive a bullet.

Shield: Z-35 can generate a small melee shield from his arms. This shield is about the size of his torso.

Armor: Z-35 has armor very similar to the Y-35 model, only stronger. This armor is made out of copper atoms, condensed down to the single atom. There is no free space between it. This effect is countered through special anti-gravity generators, an advanced device to stop his armor from becoming a virtual black hole. All of his armor and weapons work like this. This also makes it so that Z-35 reaction is better, due to the fact that the wires communicate in this way, which allows electricity to travel faster and better.

Computer size: Z-35 has a very small computer, in order for a large amount on the body to be taken, and no damage to the main computer. This computer is about the size of a small marble, and placed in the top of its head, protected by a large amount of armor.

Backup: In rare cases where Z-35 has his brain destroyed, he goes to a backup computer, placed in an unknown part of his body.

Electrical immunity: Z-35 has an immunity towards any attacks related to electricity. He can simply absorb it, and use it to make himself stronger, until he uses up that energy. Also, as light waves are electricity, Z-35 is immune to all light attacks as well, including ordinary light, or ultra violet(thanks to Cairoi for the light part).

Heat immunity: Z-35 also has an immunity to most heat. It would take a temperature higher than the sun to even begin to effect him.

Ranged shield: Z-35 does this whenever he wishes to protect himself from a ranged attack. It takes away the speed of the projectile, making it so that aonly the other properties are what matter. It can also expand slightly, in case Z-35 wishes to eject a certain amount of gass inside of himself.

Sensors:

Heat: Z-35 can find humans even when blinded by using heat sensors.

Visual scanners: Z-35 also has two cameras, both on its head, in order to see. These are protects by flexi-glass, a virtually bullet proof type of plastic.
Night vision: This allows Z-35 to see even in the darkest of places, assuming the darkness can be pierced.

Audio scanners: With the slightest sound, Z-35 can see all around and above him. Z-35 can also hear what the opponent says.

Mental: Z-35 has an uncommon function, one which allows to tell when the opponent is using more that the standard amount of mental stress, which is usually a sign of magic being called, and definitely a sign of psychokenesis.

Other information:

Psychokenesis: The thought of a robot being psychic is an idea not commonly though of for most. There are several people who believe that thought is what causes psychokenesis. Z-35 has become sentient, and is capable of original thought, independent of his original coding.

Programming: Z-35 originally was planned to have programming, however, he progressed out of it, and was made just as alive or real as any human. He no longer functions in lines of code, rather he functions with originaly thought, allowing him to have psychokenesis.

Magic: Soon after freedom, Z-35 interrograted several magic users, and learned how to use it, after forcing another to give him the ability for it.
____________________________________________________________________

And my other character:

Name: Alex Seggit
Hair: Orange
Hair length: Very short.
Eyes: Brown
Skin color: White
Height: 6'2
Ability:
_____________________________________________________

Misceleaneous abilities:

Pyrokenesis: Alex can control fire or flame using the ability.

Electrokenesis: This gives Alex the ability to summon, and control electricity. This power is nonelemental, but cannot increase its strength, unless Alex created it.

Telekenesis: Alex can use his mind to influence matter like it was himself.

Psychokinesis: Alex can sense things happening seconds before they happen, therefore making him able to dodge things that go even at the speed of light, as he will dodge it before it was even fired.


Energy: Alex has the ability to control energy. He gets his psychic powers from this, but he can also control light, dark, or elemental energy. His power goes so far, that he can control even time itself. This also makes it so that none of his pskokenetic powers take a large amount of strain on his mind, just the ability to concentrate.

_____________________________________________

Offensive:

Soul Projection: The very soul can be sent out, and attack the enemy with seriously powerful attacks. However, it also makes his body vunerable to attack.

Death Field: This makes it so that Alex attempts to suck the life force from any one nearby, and add it to himself, making himself more powerful.

Ki: An energy force attack, which basically makes Alex shoot energy at an opponent. A standard Ki blast goes to its target, and explodes after the time need to reach its opponent has passed. It explodes for 25 feet, and then steadily loses energy for another 25 feet. The attack properties of this are somewhat odd, because where it causes burns, they are not heated burns. It is simply pure, nonelemental energy, coming straight from Alex's mind. Usually then five of these are thrown in one turn, but a maximum of ten can be sent at the opponent.

Dark Ki: Alex can make an explosion very similar to the one described above, only he can alter it so that it attacks the mind, rather than the body. The mind is more than likely the weakest point of any battler's attack, and Alex can use this dark ki to attack the mind. This attack will not be stopped by physical barriers, and as it moves at the speed of thought, cannot be stopped.

Kiajutsu: basically a giant shockwave of energy. It can explode for 100 feet, coming out from Alex. It then loses its energy after another 100 feet. The explosion has enough strength, so that it can crush adamantium like tin foil. What is does to humans, is completely destroy them, leaving no visible body. The explosion is usually charged, but it doesn't have to be. However, if it is charged, then the attack can go much farther, and much stronger.

Surge: Uses a form of telekinesis to tighten surrounding threads of torpid gravitational energy and snap them loose in a desired direction. The resulting waves of force can knock even the most stable enemies to the ground.

Shatter: Alex can send blasts of cold energy, to freeze his opponent, as it reaches -1000 degrees. The freezing temperature coming from this can reach out, and freeze anything near it, so Alex uses this only when he is a good distance away. However, he can decrease the temperature, so that the splash damage isn't nearly so high.

Mind strike: There are several methods of detroying a mind. Alex discovered one of them on his own. He has to lock on to an enemy, by seeing him. Whther it is seeing physically, and mentally. Even if another person was sending him a message therough a telepathic link would count as viewing him. Next, he goes into the enemy's mind, where he uses a technique which litterally wounds the mind. Most people would have their mind completely erased from it, and there is only one defense, which requires a type of psychic shield on the mind. Dodging is impossible due to the speed at which it is sent(faster than light). Anyone who doesn't lose thier mind from this, and doesn't block, would lose many of their memories, their thoughts, and their knowledge. This entire attack takes about one second to pull off, and once the attack in sent, it moves at the speed of thought, going through anything in its way, and homing in on its enemy.
_______________________

Defensive:

Tai Chi: Tai Chi enhances Alex, making his health and vitality increase. This is not healing, but simply making him able to take more damage. As a matter of interest, this is also a real ability.

Negate: This is basically a shield that can be generated by Alex, and cannot be penetrated, except by a stronger force of will than Alex's. Alex usually uses this as armor.

Robotic implants: Alex has a robotic implant that goes straight into his mind. In emergency situations, it can use any of Alex's abilities as a defensive technique. However, if Alex wishes, he can overide it. Also, this implant cannot multitask, and simply takes on the largest threat.

Armour: Negate armour.
Armour description: This is basically Alex using negate to cover his entire body, rather than just creating a shield.

Close range weapons: In addition to all of his abilities, Alex also has a sword. This is not made like ordinary weapons, but which was made out of living organisms, so that if something touches the sword, then these organisms will go onto that object, and get to the holders flesh in seconds. This organisms are control by alex, and can reproduce at will, or die. This makes it so that the sword can change its size, or form.

In cases where having a biological sword is illegal, Alex uses a sword made out of nanobots. They are controlled by magnetism, and have many of the same abilities of the bacteria. Alex controls this sword using a robotic, nonmagnetic chip to send messages to his sword, and is able to control it like an extension of his body.

In some cases, where legal, Alex uses both swords, which while adding highly on defensive techniques, is much weaker when it comes to brute strength.
n3g-Z3r0 theory

Rat


 





Since: 01-09-06
From: Augusta, Ks

Last post: 6320 days
Last view: 6297 days
Posted on 01-31-06 09:56 AM Link | Quote
Character name: Braimond
Gender: Male
Race: Human/Unknown
Age: Unknown
Height: 5'8"
Weight: 145lbs

Appearance: Shadowed face which is covered mostly by a hood, a robe that goes over his armor and the hood goes over his face, the robe is black and red, black slayer boots with upgraded red metal alloy embedded into it. Black plate legs with red embedded metal. Black plate body with red embedded metal, an embedded red dragon on the back. Black gloves with red embedded metal.

History: A warrior at a young age, never knowing his father barely knowing his mother. Saved the world along with others like him from the treat of dragons. Stayed as a shadow king and then went into the darkness of a cave which became his sanctuary.

Abilities: Amazed fighter that is unable to be truly killed, Has the power to summon a dragon of destruction. Emits a fire aura and fire emits from his blade. Can slow time so to pull of greater attacks and combos. Can summon all types of dragons.

Magic: All fire elemental spells

Desperation: Earthbound: Summons eight dragon kings that destroy the earth. Will rarely do this.
Jack Skellington

Bit








Since: 11-17-05
From: The Netherworld

Last post: 6325 days
Last view: 6315 days
Posted on 02-01-06 11:23 PM Link | Quote
Last edit: 5 / 15 / 06
Added more to Jack's chronicles
Added more to Jack's chronicles
Updated Jack's moves
Updated Pie's moves
Added a bit about Alexa.
Brought back some of Ghost's bio.
Brought back Cyberaptor's bio.
Edited Kyle's bio.
Revealed a new character.
Updated Jack's chronicles.
Cleaned up some errors.

---

__________
== Jack ==


Race: Human / Undead
Alignment: Neutral
Gender: Male
Age: Died at 15
Height: 5' 9''
Weight: Rather light
Battle Style: Wear 'em Out
Appearance: Black, shiny hair that has a sort of spiky shape in the back. Glowing green eyes, with eyeshadow and eyeliner around them, contrasting to his pale white skin. An ankh, the egyptian symbol of life after death, is worn around his neck. Wears a black coat with a tail that stops at his calves, and drifts behind him when he runs. Underneath this is a long sleeve shirt, also black, that extends a little past his palms. He wears ebony gloves with holes for his fingers, which are in stitches for some reason... finger nails are polished black. The monochromatic ensemble is completed with black pants and boots with all sorts of silver zippers and buckles, which seem to serve no purpose in their placement.


Past: Although he is undead, Jack is not technically neutral, not evil. He previously worked for the Council of the Dead, which is recognized by all immortals and deceased as an impartial and quite necessary organization that has existed as long as there has been life. By no means evil, the Council of the Dead manages all of the souls of the deceased. They supervise the souls in the Netherworld until finally their judgment, when it is decided that they be sent to either Paradise or Suffering, or in some rare occasions back to Earth or even sentenced to work for the Council.

Souls are generally only sentenced to service to regain honor and save oneself from Suffering - and service usually lasts for about 1,000 years. In death, Jack was forced to become a Bereavement Usher when a friend of his sacrificed her soul on his behalf.

Bereavement Ushers are commonly characterized by mortals as the 'Grim Reaper.' The uniform of an Usher is the iconic black hooded robe, and a scythe is given to all Ushers for defense - defense against the monsters that roam the Netherworld and try to harm wandering souls, and defense against even the souls they must escort (not everyone takes their death so easily, ya know.)

As an Usher, Jack's job was to escort people out of life and into the Netherworld, where they would wait until judgment. He served at this for a time, but he soon became unstable, very reckless and depressed. He was unhappy with his position, the fact that he had no idea of what became of his friend Dratuu and that he could do nothing to find out. Eventually, after several terrible incidents due to his recklessness, the Council decided that he was unfit for the job and sought to send him to Suffering. However, Jack exploited his abilities as an Usher and escaped to the land of the living, become the first rogue Grim Reaper.

He now roams the living realm, trying to formulate his next move. The Council is after him, and if they should find him he would be condemned to Suffering. Whenever he can, he searches for Dratuu through the means of soul scoping or even exploring the Netherworld, although the latter is more dangerous as he has a greater chance of being caught. Having experienced such complexities, he generally hates mortals and their short-sighted concerns about earthly matters, making him very hard to get along with at first. However, if he meets a character that is truly good or worth anything inside, he should hold them in high regard. Though at times he can seem almost undoubtedly evil, deep down Jack is really a good guy - he's just a bit stressed out is all.


Chronicles

Jack's Awakening
Jack returned to the world of the living through a portal by the graveyard nearest to the Sim Battle Arena, choosing to visit that place for old time's sake. Along his way, he found Kuroi, and started a fight with him to get used to his physical body again. The rest of the story is not known, but Jack probably did something scary and disappeared in a cloud of smoke.

Challenge to Grey
Alone in the cafeteria during while an intense tag game was conducted outside, Jack sought some peace but was visited by Atrats the death sprite. Atrats tried to convince Jack to return to the Netherworld as he usually did, saying that the living were stupid anyway, but Jack insisted on remaining. He would continue his 'search' here, for now.
Seeing that Jack was unmovable, Atrats tried to force him out. He found Grey, supposedly the most powerful being in the Arenas, and made up a story about Jack insulting him and challenging him. Grey accepted the 'challenge' that Jack never even started. To toss more fuel to the fire, Atrats told the same story to Jack, names reversed. Jack also accepted the challenge.
The fight went along smoothely at first, but Jack soon discovered that he was subject to a series of horrible illusions. Thinking that Grey was playing mind tricks on him, Jack tried to counter with logic, but it was later that he realized he was actually inside Grey's mind. This was after he sprayed Grey with his fear gas, however, and plunged the both of them in a quite harmful nightmare world. Jack figured out the solution to escape Grey's mind, and killed himself.
He then awoke to conduct a more corporeal battle with Grey. The most orthodox part of the battle continued a bit longer, but ended when Atrats decided to stop waiting around the stands and actually take a part in Jack's demise. Tired of simply haunting his imagination, Atrats tripped Jack on a puddle of decaying goo, but Grey was able to see him with his Second Sight and froze him solid. Jack tried to send Atrats away, but he would not listen. Instead, he vanished to the Netherworld to alert the Council of Jack's current position. Jack left in a rush, not wanting to spare a second if he could help doing so. Before he went, Grey gave him a magic marble that he could use for a quick hand in battle.
Mere seconds later, four reapers appeared with Atrats, only to find an empty court. Having dealt with Atrats on previous accounts, they did not believe his claims, and left in a huff. Atrats, dumbfounded, flew away from the arenas with a warning, and contemplated apologizing to Jack.

Another Miserable Battle
Jack found a spot in an abandoned sewer tunnel that was practically parallel to The Netherworld. He camped there for several days, spinning his Soul Scope to search for the lost soul of his friend, but recieved no sign of her. The days of staring into the ethereal sphere were agony, especially with Atrats as his only company, and Jack eventually sent Atrats away because he could no longer stand his annoying chatter.
On his own, Atrats got tired of waiting for Jack and exploded one of the pipes with his acidic goo. This lead to a chain reaction that ended up blowing a hole in the street above, just when a demon named Jared has been passing by carrying groceries. He and Jack actually got along well, and agreed to have a spar to relieve the boredom.
Both showed excellent fighting skill, but it was Jared who got the better of Jack by reversing his own technique to knock him from a high pipe near the ceiling into the channel below. When Jack did not surface for some time, Jared worried and went into the water to rescue him. Jack turned out fine, and was rather surprised that Jared would bother going into the water after him - such an act was strange him.
Jared was about to leave, when suddenly the Soul Scope went out of control and began spewing out hordes of Netherworldly monsters! This time, Jared and Jack fought as a team against the waves of horrors, even aided by Atrats here and there.
Oddly enough, Atrats reported that the troop of demons he'd seen entering the realm of the living were cat-like and had turquoise X marks on their chests, although this was not what faced Jack. It seemed that some other demons had entered the living world as well, which could be a major problem, but Jack had no time to worry about that.
The final monster that escaped through the portal was an Insane, a giant tentacled brain monster that was just as lethal to the mind as it was the mind. Jared and Jack were kept busy with this toughest fiend, endeavering to cut off the tentacles and finally finish off the membrane with a powerful Shadow Nova. Doing this, Jack was able to safely close the portal before an Sandworm could escape.
Tired, bloody and slimy, the three left the sewers and found that the street above was deserted. Day had shifted to night during their conflict, as well. There, Jared left Jack and Atrats to find some food and a mountain dew. After the tearful goodbye (delivered by Atrats), Jack vanished in a wave of smoke, headed for a safe place to enter the Netherworld and investigate the inflamation of monsters.

Schwa vs. Jack
Jack entered the cemetery in Halloween Town, his favorite retreat when for he feels particularly depressed. He was roused from his dark thoughts when Atrats appeared, telling him that a boy had entered the graveyard. Halloween Town was a place hidden from nearly everyone, so Jack decided to investigate, even though he'd rather have not been bothered. After having fun spooking the boy, who was named Diaxos, Jack learned that he was not the only visitor - Psi Warriors had come to the site earlier.
Jack knew little about Psi Warriors, just bits of tales about their triumphs over evil. He had no beef with them, but he still felt that Halloween Town was an extension of his own space, a place for his kind, and that Psi Warriors didn't belong.
Jack talked about Psi Warriors with Diaxos, who accidentally inspired him to create a disaster. Jack decided that he wanted to meet the Psi Warriors, as they were perhaps the only ones that could help him - and help to Jack would mean total annihilation of his soul, so that he would not be forced to return to the Netherworld when he died again. In his twisted mind, the only way to attract a Psi Warrior would be to use bait, in this case a disaster.
Jack started to create a portal to the Netherworld that he planned to interrupt,
which would result in the lands of the living and the dead merged into one dimension - utter chaos. However, Diaxos destroyed the portal before he could finish and this sent the already troubled Jack over the edge. He tried to subdue Diaxos, but he defended the assault long enough for Jack to learn that he was, in reality, immortal as well.
This new knowledge lessened Jack's anger - he disliked mortals with a passion, but he could sympathize with those like him. Still, this only delayed Jack, and he tried once more to merge the Netherworld with the living realm, but he was stopped again by Diaxos.
Diaxos asked Jack what was troubling him, and Jack explained rather loudly his position as a reaper, the lost soul of his friend, and his mark for damnation. Getting that off of his chest, he calmed down, and apologized to Diaxos. He saw that there was good in Diaxos and liked that, which was why he sent the boy away. He didn't want any of his terrible influence to rub off and corrupt someone as pure as Diaxos.
Just as Diaxos turned to leave, he spotted a Psi Warrior in the sky. He warned Jack that he was in danger, but Jack didn't care. He even called that Psi Warrior by emitting an evil aura.
However, the Psi Warrior did not make war - in fact, he pointed Jack in the right direction, and offered him the choice of fulfilling his destiny or quitting. The Psi Warrior helped Jack find his way, something he had lost sight of long ago, and Jack decided to change.
But immediately afterward, Alexa, one of the reapers owned by the Council of the Dead and Jack's former friend arrived. The constant signatures of good and evil forced her to investigate, and it only made her day to claim Jack's bounty. She captured the outlaw and, after sparing only some rushed technical mumbo-jumbo for Diaxos and the Psi Warrior, she prepared to take Jack back to the Netherworld where he could be tried and sent into an eternity of Suffering.
However, the Psi Warrior Jacob would not allow it, and let Jack escape on a Psi Disc. Before leaving, Jack was able to tease Alexa and apologize to Diaxos. Allaura arrived to deal with the grim reaper, along with another Psi Warrior who vanished shortly after arriving.
Thouroughly frustrated, Alexa let loose on Allaura and Diaxos with rapid scythe combos and smoke tricks. Yet it seems that if Allaura can get a good Holy shot at her, she'll be stunned long enough to deal considerable damage. Will their deaths be rescheduled, or will the reaper get a taste of her own medicine?

The Tome of the Ghost
After a terrible ordeal in the Netherworld, Jack was seen teleporting into the Sim Cafeteria as a wreck. Muttering in a paranoid matter about next Halloween, he surveyed a map he had retrieved, and then hurried away to the church displayed on its directions.
He had chosen a horrible day to travel, as it was perhaps the stormiest day in years. Not that he had a choice - he was bent on taking as little time as possible on his journey. Jack climbed a steep and miserable hill and arrived at the old cathedral, which appeared to be empty. Finding the doors locked, he impatiently kicked them open and stormed into the library.
There, Jack flitted about the bookshelves for hours, until he finally found the book he was looking for - the Tome of the Acronv'taa. As he was reading, he was interrupted by Sabata, who's queen Hel had become interested in Jack and demanded that he be captured for her. Jack, of course, refused to come quietly, and the two chose to settle the dispute with violence. Jack began the fight by stealing Sabata's shadow, and played keep away while using the spellbooks around him to cast unconventional magic attacks. However, Sabata used a powerful Black Hole technique to pull everything into his gun (which tormented Jack to no end - he hated to see all of those irreplaceable books so carelessly destroyed), but the attack backfired and resulted in an explosion. Jack was blown out the window, and Sabata thought that he was thrown down several stories to the hill. Yet when he checked, Jack revieled that he had really caught himself on a ridge near the rooftop. He had kept his Tome out of harm, and proceeded to chant a spell from this most powerful book of all. Sabata rushed to the top, and pulled another black hole. This one captured Jack, and he was teleported to the top of the bell tower, narrowly missing the sharp pole that stuck out when he fell from the sky. Sabata made to stop him before he could finish the spell, but Jack summoned his pet sandworm, Samus, to keep him busy.
This chapter is still going... take a look for yourself!


Battle

For combat, Jack uses the some of the Netherworld elements. These are:

Death
Soul
Confusion
Pain
Form
Fear

Jack's preferred style of combat is to wear out his opponents by exploiting common weaknesses such as fear, pain, and the like, and then swiftly finish them off when they can barely fight any longer. As such, he is most deadly when faced against a mortal, but he has less of an effect on machines or a high being.


Techniques (Techniques will be revealed as they are used in battles)

Obvious punches or kicks -May be used on a second's notice, usually just a filler between moves

Grim Touch - A desperation move. Tapping into his reaper powers, Jack simply has to touch a living target to kill them instantly. Doing this, of course, sends a blaring signal to the Council of the Dead and would likely result in their prompt arrival, making this ability not-so-tempting to Jack. Along with that, this is a very tough ability to use without full reaper powers, and will leave Jack feeling very, very drained after its use.
Death Ball - A wispy, gas-like ball comprised of pure death. Especially effective on biological targets. Has almost radio-active like effects, and leaves any foes feeling very fatigued. Leaves no physical scars at all. If fired at the ground, the death ball will split into smaller parts and coat the ground, damaging all that step on it. This attack can be charged especially quick and made especially powerful if Jack is feeling an extreme emotion or focus.
Life Sappy - Jack can suck the life force from any living being if he can touch their skin and hold on long enough. The life force can be converted into HP for Jack, but that doesn't always happen because of the healing rule.
Soul Scope - Not used for attacking, Jack can conjure a Soul Scope as a way to see into the Netherworld or even allow corporeal travel between the two realms. If the portal is closed with something between it, both dimensions would be spliced - a horrible consequence, which is why only Grim Reapers are LEGALLY giving the ability to conjure a Soul Scope.

Hypnosis
Mind Shatter
Lunacy

Shadow Steal - With a simple clicking noise, Jack steals his target's shadow, which follows him like his own. Jack then gains full control of it, and a counter starts at ten, decreasing by one with each move of his opponent. If the counter reaches 0, something... horrible... will happen. What? Heh heh heh...
Nightmare Entity
Shift - Jack becomes a shadow, increasing his agility hundreds of times over and giving him a great freedom of movement. Jack can attack his enemy's shadow in this form, but he will instantly change back if he himself is hit.
Fear Spray - Jack shoots a long-ranged jet of hallucinogenic gas at his target. Victims will find themselves in an imaginary world of terror, where everything down to the smallest pebble is transformed into a horrifying caricature, rendering the target senselessly paranoid. Can have traumatizing effects when done in tandem with Nightmare Entity or Fright Demon.
Shadowmancing - Jack controls the surrounding shadows and bends them into shapes that he imagines. He uses these shadows to attack terrestrial-based foes. The shape that he chooses to form the shadows into changes depending on whatever he feels like using.
Dark Ball - Nova - Jack absorbs surrounding shadows into a large ball, and then fires them as a giant, powerful ball. This attack can put targets to sleep if not guarded properly.
Dark Ball - Flurry - Jack absorbs surrounding shadows into a large ball, and then fires them as a rapid stream of dark bullets. Useful for fending off overwhelming amounts of enemies at once.
Dark Ball - Chain Wave - Jack absorbs surrounding shadows into a large ball, and then fires them as wispy beams that home into foes in unpredictable patterns. Each beam does light damage, but in sum they can be deadly.

Six Sword Agony - Jack summons six magic swords, that are animated by his own will. He can levitate them wherever he wants, and has created several techniques with them. One sword disappears every turn until they are all spent.
Doloros Idios
Doll of Intense Pain - If Jack can acquire any part of his foe, such as a hair or a bit of skin, he can apply it to his voodoo doll and use it as a weapon. If Jack hurts his doll like this, the defender can only block the damage through means of defensive magic - there is no physical way to avoid the damage. Note that although one experiences great pain, they take absolutely no damage through this doll.
Blood Blade - A dagger technique that steals a target's blood and leaves a terrible pain that lingers for several turns. Useful setup for the voodoo doll.
Crux Slash - In sonic speed, Jack makes two diagonal slashes like an X and a horizontal slash to the top of the shape while his dagger creates hot flames. Once completed, the flames rushed forward at a target and burn foes with immense pain. This is an evil attack, and Jack tries not to use it too often...
Foul Crevice - Jack hovers in the air momentarily, and then fires a powerful force that tears apart everything in its path like a giant buzzsaw. A heated crevice is also created across the ground, giving this evil attack its name.

Soul Dagger - Cuts the physical body and also pierces defenses to damage the soul.
Homing Dagger - Jack throws his dagger, which homes into his enemies. It will always return to his hand again, through teleportation if it must.
Levitate - Jack can slightly float objects around. He usually uses this technique to bring objects that are at a distance to him.
OBE
Possess

Plague - Insects - Jack plants his dagger in the ground, which sprouts a wave of insects that sting and bite all opponents.
Plague - Spiders - Jack plants his dagger in the ground, which sprouts a wave of spiders that bite and tangle all opponents with webs.
Plague - Bats - Jack plants his dagger in the ground, which sprouts a wave of bats that swarm and bite all opponents.
Power Ring - A black ring of smoke is created around Jack and his allies. While inside the ring, Jack's fighting abilites are significantly heightened.
Skeletal Grip - Jack sacrifices some blood to summon giant skeleton arms that attempt to grab hold of terrestrial opponents.
Doom Garden - Jack sacrifices some blood to raise a stream of brambles that sprout up from the ground, homing into foes. The brambles attempt to entangle targets and keep them in a highly poisonous hold.


Fire - A simple ball or jet of fire, which Jack uses less for combat and more for convenience. Med-Light damage.
Ice - An average blast of ice. Not very powerful, but useful enough.
Wind
Electricity


Summon

Fright Demon
Ghosts
Samus


Summary:

Offense: Very High (A)
Defense: Average (B) (0)
Speed: High (B)
Mana: N/A
Stamina: Very High (A) (95 HP)
Intelligence: High (B)
Agility: High (B)
Trickiness: High (B)
Overall Difficulty: Hard (B)

Relations

Atrats



A 'deathy' sprite that appears to Jack when no one else is around. He's not very nice, and often tries to give Jack a hard time, but its only really teasing. Atrats does not like Jack's wanderings in the land of the living, and often tries to convince him to return to the Netherworld.

Alexa

One of Jack's former co-workers. Alexa and Jack reaped together quite harmoniously, and during Jack's short time spent as a reaper they were good friends. Alexa helped take Jack's mind off of his troubles, and was always there for him. They were competetive in their work, and though Jack did not generally like his position he would at times race to claim more souls in a day than she could. If you can imagine.
However, near the end of his time in the Netherworld, something terrible happened between them that ruined their friendship forever. Alexa has not forgiven Jack, and now actively hunts for him along with others in the Council.

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== Pie ==

Race: Human / Virus
Alignment: Neutral / Evil
Sex: Male
Age: 15 / Relatively new
Height: 5' 10''
Weight: Rather light
Battle Style: Learning
Appearance: Blue, spiky hair pointing out from underneath a heavy metallic helmet. Eyes are hidden by a visor on the helmet. Wears a gray armor that is pretty light in weight, and sort of plastic - like. The armor and helmet has glowing blue lines that run randomly around it, horizontally and vertically. Gloves and boots that are lit up fade through different shades of blue while marquing a strange language.

Bio Pie >> "Unauthorized access - data being coded;;
Leave this place now."

1P001i1e0 010i1s0 1t01he01 0s0a101m0e10 10pe010r10s10on 01a0s 01J0a1ck1, b10u10t10 10fr01o01m01 1a10n1 01a10l101t0e1r10n10a1t1e0 1t1i1m10e10li10n101e0.0 H01e01 10e0n1t01e0r0e1d01 0t1hi11s0 101o01n01e01 01f0r11o0m1001 t010h1e0 01f1u00101t0u1010r1e i01n1 10a10n10 a0t010t1e01m0p10t1 0t01o01 01b01y0p1a01s0s1 010t1h010e01 0s1e001c0u10r1i0t10y0 1s0y10s1t01e01m0s1 01o0f10 10C1y0b10e1r01c0i10t10y1.0 01O0nce01 ju01s0t0 1a0 01h0uma01n,0 1P0i1e0 1wa0s1 0in10f01u0s1e0d0 wi0t1h01 0a0 0f1r00ee-10r11e0al01m01 0e0x0i01s0ti0n01g1 c01o0m1p01u10t0er0 01p0ro10g1r0a10m1,01 0gi10f0t1i0n1g1 0h0im010 1wi0t0h10 e0x0t0r0a10o0r0d1i01n01a0r00y0 10ab011i01l00i1t0e10s0.01 0P10i10e1 01m0a1i0n1t0a10i1n0s10 10a0 0s1y0m0b0io0t0i10c10 re10l1a01tio01n0sh01i01p w01i0t0h1 01t0h0e0 10p0r1o01g0r0a1m,10 0w1h0i1c01h 1ha01s b1a01s0i10c1a01l0l0y10 10b0r1a0in10w1a1s0h10e1d01 01h01i0m1. 01T0h10e01 0p1r01o01g1r10a0m1 w01as01 0110sp01e0c10i1a0l1ly0 10d01esig01ne1d01 010to01 in010f10i10ltra01t0e0 C1y01b0er0c10i1t0y,0 10an0d10 pl10a1n0s1 00t10o1 0u10s1e01 01Pi01e0 101a01s 01a01 01h10o01s10t to 01t0a0k01e0 o0v1er01 01a0n1d0 1g01a0i1n01 t10h010e1 01i1n0f1i0n1i0t10e10 kno10w0l0ed1g01e st01o0r01ed 100ins0i1d00e i10t0s ban010k0s1.

Chronicles

Venture in the Woods

Alternate Open Battle - Forte.EXE


Techniques

Obvious punches or kicks - (Medium-light) May be used on a second's notice, usually just a filler between moves

PolyBomb - Pie summons any number of geometric shapes around his rod that home into targets with unpredictably jerky patterns. Upon contact, the shapes explode and shatter into small glass-like shards that deal cyber damage. Each shape does less damage depending on how many are generated, but in sum they always deal the same amount.
GraviBeam - An energy-like grappling beam that latches onto a target and slowly drains its health. Pie can pull himself to the target, or pull it to him.
Globe - Laser Storm - Pie summons his DataGlobe, which floats in the air above the battle and fire an endless wave of lasers over the scene. The lasers do not harm Pie, but they deal light damage to all opponents. After a few turns, the damage will add up to a considerable level.
Globe - Flail
Globe - Neutron Twirl
GridZap - A wireframe grid appears at the floor of the battle ground. The squares beneath all combatants then light up and continually fire beams of energy, tracing their movement. This forces fighters to keep moving, and can become quite distracting. Note that the grid targets Pie as well, and CAN be used against him...
CyberBlast - Pie charges a clearish-blue sphere that deals cyber damage when thrown. Pie can choose to 'store' the ball in his memory, from which it can be taken out at any time to be charged more or fired.
CyberBeam - Pie fires a beam of cyber energy. Can be used on a moment's notice.
SonicSlash
ElectroStrike - Pie fires a cyber-electric jolt from the tip of his rod. Often used in combos as a finisher.
BioBomb - A bomb that is set to destroy only the DNA of whatever Pie commands. Can have a small or large explosion radius.
MagnaTwirl
Gyro

PlasmaShield - Using his rod, Pie creates a small shield in front of himself that blocks most attacks.
GeoShell
Reflect - Pie draws a clear rectangular shield in front of himself that bounces projectile attack away from him.
TeleGrid - Pie summons a wide wireframe portal that teleports all projectile attacks behind him.
Blink
Hologram

Scan -
Infect
Reprogram
Shutdown
Duplicate - Pie splits into any number of clones, which both deal and receive damage proportional to their number.

Copy - Pie's coin ability is the ability to copy and re-use other character's techniques; that is, after all, the very function Pie was designed for as a Virus. His library of complex attacks only grows bigger with every fight. Always one to prove efficient, Pie might make adjustments to techniques he copies to improve them, and his copied moves almost always have a cyber - charged twist to them. Be wary, as Pie can copy identities as well as abilities, allowing him to use other people as a flawless disguise.

Wolf Form - Copied from Delano. Pie assumes the form of a wire frame wolf and can attack with cybernetic teeth and claws.
Grega Breath - Copied from Forte. Pie summons a Grega head that blows digital fire at opponents.

Summon


Summary:

Offense: High (B)
Defense: High (A) (1)
Speed: High (A)
Mana: N/A
Stamina: Very High (A) (90 HP)
Intelligence: Uber (S)
Agility: Uber (S)
Trickiness: High (B)
Overall Difficulty: Hard (B)

Relations

Cyberaptor - Pie's nemesis of sorts

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

== Ghost ==

Race: Demon / Undead
Alignment: Evil
Gender: Spirit / None / Male (Male for simplicity)
Age: Less than 1 year
Height: 6' 4''
Weight: Heavy
Battle Style: Relentless offense / Tricky dodge
Appearance: Ghost wears a black costume with a turquoise X stretching from each shoulder down across to his waist. He dons tan gloves with a turquoise diamond on each. He also has turquoise boots. His mask is a deeper blue with a stitched mouth and cut out eyes. All one can see in the eyeholes is a dark black. The top of his mask goes outward from the back of his head, in a zig-zagging pattern and ends in a downward point. Floating just below the point is a blue flame. At no point on his body can you see Ghost's skin, as he has none - in fact, he IS the costume, beneath which is nothing but spiritual flames.

Bio: Ghost has been summoned to serve an Ancient being that is imprisoned in a deep corner of the Netherworld. A portion of his soul was spliced from a very skilled warrior of medieval days, and some characteristics are passed on, but in reality he is only a projection of his master's will. He is rarely spotted, only just a few times to haunt the Gravity Warrior Kyle in an attempt to capture his soul... whatever happened to Kyle, anyway?

Ghost acts for his imprisoned master and seeks to free him into the Netherworld to wreak havoc and enslave the souls of the dead. The Council of the Dead imprisoned the demon in a near - unbreakable cell, although it seems that Ghost has figured out a way to break the seal, and it involves capturing souls. If you aren't on his list or you aren't dead, you shouldn't be seeing him...

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== Cyberaptor ==

Race: Velociraptor / Cyborg
Alignment: Good
Sex: Male
Age: Very new
Height: 7' 0''
Weight: Very Heavy
Battle Style: Versatility

Bio:Cyberaptor is the Third Guardian of Cybercity, an entirely virtual city that exists inside the largest computer in the universe, named Idea. Idea itself is the size of an island, but the island is inaccessible except to those who are allowed to enter. Cyberaptor's duties involve keeping the whereabouts of Cybercity, or even the fact that it exists unknown, fending off Virus invaders, and mission work assigned by Idea.

He is rarely seen, as his duties bind him mostly to Cybercity, but on rare occasions he may be assigned to a battle for 'training,' or Idea's kind way of letting Cyberaptor have a break every now and then.

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== Archael ==

Race: Angel
Alignment: Good
Sex: Spirit (Male for simplicity)
Age: As old as Time itself
Height: 6' 5''
Weight: Medium

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== Kyle ==

DECEASED


(edited by Jack Skellington on 04-22-06 02:01 AM)
(edited by Jack Skellington on 04-23-06 04:29 AM)
(edited by Jack Skellington on 04-23-06 08:41 PM)
(edited by Jack Skellington on 04-29-06 02:27 AM)
(edited by Jack Skellington on 05-06-06 06:41 PM)
(edited by Jack Skellington on 05-15-06 09:35 PM)
(edited by Jack Skellington on 06-06-06 03:39 PM)
(edited by Jack Skellington on 09-25-06 06:54 PM)
Hiryuu

Sword Maiden
Retired Admin








Since: 11-17-05
From: Nerima District - Tokyo, Japan

Last post: 6278 days
Last view: 6278 days
Posted on 02-12-06 06:47 AM Link | Quote
Considering that I may yet get a chance to start up some of the solo work I have again on my hard drive with these two, I may as well try to get something down. The only problem is that given what I've restricted my characters to and the arc that it pertains to, it doesn't really give me a lot of leeway to just randomly go into any battle in the SB past the people that I used to post with back in the old days. I still would probably be able to do something in lieu of something more KoF-like but I sincerely doubt the chance will arise any time soon. For all I know, SF/SBing, for me, is dead.

But that doesn't mean I won't at least post what I've got going just in case I get proven wrong one of these years.

If you don't have an idea of where my characters come from, you might want to check the Unreal Saga series on the board archives, but if you'd rather sit through this read then...okay. A couple people wanted something to go on just in case I ever did decide to pick it up again, so here goes:

- - - - -

Call name: Hiryuu
Gender: Male
Age: Depends on the current arc in the story. At the beginning of the US, he was 18. With the advent of the solo write for the Element story arc of it that I'm going by myself in, he's around 21. I also have a few other things that I've theorized and a few failed arcs that went were written for the future, but as far as you know, it's around my actual age.
Height: 6'2"
Weight: ~180lbs.
Appearence: Brown hair, chin-length and kinda messy with bangs, green eyes. From the start of US, he probably didn't have the best build in the world (probably? no shit..). Three years of going from a normal human life to an 'unreal' one in another time and space kinda helped him out physically, though it's something I never got to delve into specifically it was just always assumed to happen.
History:

I'd rather keep it very 'Author's Notes' like for now...

In his most basic form, he's mostly a self-insertion character that never strayed far from the universe of Ranma 1/2, an animé created by Rumiko Takahashi. That was when I started or right before, mostly in RPs before I learned of the SB forum on Ace's about three years ago. Most of the character was created as a basic runoff of Ranma Saotome of which I used to use before the advent of the Unreal Saga. Eventually, I started finding that the originality of the character just wasn't there. Now, it's become a matter of creating something out of him that isn't as close but yet ties directly to those roots, even if not unoriginal.

The story is laid out in the thread, but a basic summary of Hiryuu's history from the start of US came from just a normal everyday life that suddenly 'mixed' what was considered fantasy of the real world into his life and a select few people that he knew. In theory, the explanation of this was supposed to be that everything that was written in the world, much like our own, that was considered mythical or fantasy actually existed in a certain time and space. An example of this would be to take any animé that you can think of that is considered 'unreal', something that you would think would never happen in the world but might have to potential of happening if things turned out as described in said animé. Each animé, comic, story, anything has its own set reality.

What usually keeps these 'realities' from being nothing more than 'fantasies' was broken for reasons still yet to be determined fully. In theory, the events that led up to it were based solely around the Anya character from Crystaltina (see her character if she ever posts it) that was made from the SF. Unbeknownst to the people she SF and SB'd with, including herself, she was exactly as her character was, just not "awakened" yet. The awakening of her character led to the awakening of those that she role-played with, including this character, "Sofie", and "Colin". This was more than likely no coincidence in happening when it did or how it did. I cannot state the importance of the other characters involved with this. That is merely up to the owners of the characters themselves. I have theorized for them, but that is clearly their call so I won't bore you with those details.

From there, the story went from Earth to Anya's homeworld on Vid via a series of events. Enter laughs, fun, drama, tension, and a whole lot of other things that we made with a story over the years with our free time, mostly for kicks and for something that we never really wanted to progress. Though the story wasn't finished and there were several arcs that were planned, the character that I had made some progressing over the years. The only problem I really had was that I always felt like he was getting second fiddle to said Anya as I felt the rest of the crew did for US...and I was, which was probably the discouraging problem to begin with. That may have made me eventually try to write a solo work together that incorporated them all as 'equals' even though the superior character, based on history, was Anya to begin with. Basing her full potential versus my own, it would've basically been a God against a weak and frail baby except in a few cases that I've had in my head but never on paper...but I digress. So it made itself apparent that I may benefit from actually TRYING to progress my own character rather than be a sideshow, just in case.

The big thing I wanted to bring out was at the start of the arc, he eventually got 'cursed' much like the former Ranma Saotome. For those that don't know of his 'tragic story' it would involve turning into a girl when hit with cold water and being able to turn back with hot. This, in fact, wasn't very original since it was a carbon copy of Ranma Saotome's character. However, I eventually theorized why it happened the way it did instead of writing it off as a 'bad move' on my character's part. Some theories included figuring that this character could likely be an incarnate of Ranma Saotome or that the fantasies themselves boiled over into this world among other things. I haven't yet decided what I would do if that was the case, but I would like to think that's the most probable, but considering that the character didn't get dumped into the cursed springs when he got the curse it kinda made me think that there's a reason I need to give later on if I ever get to explaining the circumstance of WHY he got 'cursed'. I was actually planning on using part of the 'Element' arc to go into that and I would go more into this, but I think that would be major spoilers. I will say that who gave Hiryuu his curse is more related to him than he could ever hope to imagine.

Eventually, I worked on having said curse serve a purpose instead of just some funny cliché I could pull off in battle. True, it was fun to pull off and it gave us a few laughs, but it didn't quite serve as a character enhancer for two reasons: first, why a girl? Besides the gender, sex appeal change, and a few other things I need not go into there's not much difference. You figure that if you're going to get some other form that you can turn into that you would get something that's going to end up being either extremely beneficial or extremely not. Getting turned into something like, say, a black piglet would more than likely be able to encourage a nice and fatal flaw with my character which I could later exploit as a 'weakness'. Given this, it really isn't too much of a hinderance with swapped genders only. In theory, it may just be a little bit of physical strength but a boost up in say spiritual energy and agility...but that's it. Eventually, I gave up on thinking that it was any good in terms of a booster by itself because the character's ability wasn't much different than the cursed form based on these facts.

This meant that I would have to take my time to diverge the two to make them anywhere near interesting. But how would you do that? I had tried this before with an 'amnesiac' approach in a later part of the US arc to expand the character of a possible 'side' of Hiryuu's curse that may have been residing in him the whole time, but it didn't really turn out the way I hoped it would, mostly because I couldn't really write about it and the other people in the project were slowly getting out of posting in the project just shortly before it dried up. I pitched the idea later in my head because it felt dumb to begin with and there really wasn't any point of taking it any further except to screw with Colin's character a bit (though, I had my laughs with it and it was kinda cute sometimes but overall kinda odd when I thought about it). It just felt like I was dealing with a possessed character, in all honesty.

So I can't have diverging personalities. Why? Because I have one person who's practically the same on both sides of the curse; physically, spiritually, and mentally. That was the rut in the road that I constantly chided myself over. How was I going to jump this hurdle?

That's when the solo write began for 'Element' after I and others had practically 'given up' on SF/SBing. This is something that I did that was supposed to be set 3 years after the events that started US unfolded. The intro of this story basically has me 'sparring with Colin' (laff) when an accident of freak circumstances occur. Take one powered up Angel Bolt from an attacking Colin that actually hits, take one stream of water you're next to and take one spirit from an older story arc that just made it out of her confinement of an older generation (US past story arc) who's looking to find her way back into the body (or descendant) of the person that she used to be part of and narrow all that in one spot: my character. After a shocking water treatment and one gigantic spirit explosion we've got a winner called Colin of a battle for once and we have...

...two characters. In this, the 'curse' became its own person. Enter a long story arc that I would like to finish one of these days. I'll follow up more on her soon in her own section.

What I need to stress is, at the point where it happened, they were literally no different than they were just before they were both the same person. However, from that point on, the personalities start to diverge. Hiryuu no longer is cursed anymore because his 'sister' IS the curse. From there, I could build off of making the characters who they would be. My PLANNING is that it would just basically be 'what he would be like if he was a girl to begin with' rather than just trying to create some personality that she suddenly turns into out of nowhere that I wouldn't agree with. It keeps it mostly realistic. Additionally, there is more to her character that I will later get into in the actual story but I haven't actually got that on paper yet. Let's just say that there's a lot more to her than I originally envision. HIryuu's world as well as the 'cursed' person's world, Rain, suddenly opened up.

If you were paying attention, you'll notice I said 'spirit that was looking for its host'. Yes, that does play a role and quite early in the arc as well, but that's spoilers and I think I'm diverging to much off into Rain than Hiryuu.

This is a VERY, VERY undetailed account of his history. Anything else you'd like to hear you can get it directly from the archives, but I'd rather keep it brief now. All you really need to know is that everything he learned was self-taught mostly from intuition and adapting anything that he knew from the 'fantasies' that he had seen. Again, this really didn't lead to originality until later on when I started developing both characters a little better.

Abilities:

I'll keep this brief, really all you need to know is he's not a one-trick pony. Eventually, he starts taking the time to develop techniques of his own, but at the start he mostly used what he knew from animé-watching. It was one of those 'use what works' things that served well for the time being. However, there was more power that lie with his original techniques.

Basically, if you can think of DBZ, then this wouldn't be much of a stretch. It's your basic fighting-type character who has his own arsenal of attacks and specials just like anyone else.

I'll name a few off and give my opinions on them:

KACHUU TENSHIN AMAGURIKEN - Ranma-based technique. Dated. Physical.
Ah yes, the fast-action Chesnut Fist. This was a larf back in the day since I had told everyone that I could hit at some phenomenal rate of 700 hits per second if I was pissed off enough. Theoretically, this may indeed be possible, but in terms of keeping it realistic to a character that's not really, say, a God...it wasn't really believable. I believe that it may be possible to hit 20 or 25 a sec normally.

The thing behind this technique is that it uses spiritual energy to enhance your arms to move them as fast as possible to punch an opponent in the same spot over and over depending on if you used one or two fists. The more energy you put in, the better the results, but there was a limit that I needed to eventually make with it, as I said. The key words are 'same spot'. The attack will hit any given spot fast without rebounding the character attacked with it. This means that its range of effectiveness serves only as a decent body blow to, literally, knock the wind out of the opponent and then some. Headshotting wouldn't be as effective as I would hope since the opponent would likely rebound after a few shots of it and it wouldn't prove as effective in terms of damage.

Also, there's a point that the technique would get 'numb', in that it wouldn't be effective anymore. So it would need to be limited to only a few seconds of use at any given time. This works well in two reasons: 1) You don't have a very worn out Hiryuu within a minute of time wasting energy by churning it all into one attack that has a set limit and 2) you don't have wasted effort on a technique that isn't as effective after the first hundred hits or so. So, this literally limits the character's usage of it to about 5-10 seconds with a total hit range of about 100-200 shots of a fist at any given point. Effectively used in an open spot, it could prove to be very hindering to an opponent. Not effectively used, it could serve to be my character's undoing.

Overall, I'd say this technique has its merit for short range. It's more like a desperation attack times but if my character has a lucky opening, he'll take it with this more than likely.

MOUKO TAKABISHA - Ranma-based technique - Dated. Non-elemental
An effective chi-based attack, but not the best in the world, in my opinion, which later led to better uses of it. The basic reason that this attack fuels itself is by using one's 'pride' as its energy source. Not feeling good about yourself? Well, you won't be able to use the technique or you'd be able to pull of its variant if you were really feeling depressed, called the SHISHI HOUKOU DAN. The stance for it is...amusing, at best. Based on how prideful you're feeling is how much power that will be delivered into the sphere of energy that slams itself into the opponent. Obviously, there's a capacity to that even if you had an ego the size of the sun. Relying on emotions for an attack like this didn't really prove effective if I could generate the same thing in something like Yuusuke's REI GUN from Yuu Yuu Hakusho with minimal effort. I would imagine that it'd be a lot better off with just a ki blast of energy unnamed rather than trying to be ridiculously cliché about it.

In essence, for a long-range attack projectile attack, there are much better. In essence, I really need to work on this.

HIRYUU SHOTEN HA - Ranma-based technique - Dated. Wind elemental (in basic form)
Now THIS technique I always have fun with: "The desperate move of desperation!" For some reason, I always thought that this technique had a lot of potential, regardless of its flaws. Even in its basic form it could easily defeat most basic opponents without so much as blinking and raising a fist up high. Generating a tornado of wind energy to impact with your opponent and possibly knock them a loooong ways away isn't anything shabby. Combine this with theoretical properties of absorbing attacks, elements, and being a barrier against oncoming attacks, even temporarily, made this into a weapon of choice where available.

The only problem is the way that it is required to perform and its weak point. In its basic form, you would have to physically have your opponent try to beat the crap out of you with you doing nothing as the both of you went around in a circle, unbeknownst to the person attacking you. When the energy of hot and cold (the attacker and the person not) swirl together to combine, then you could unleash the attack after summoning the energy to create the vortex of wind energy by extending your arm upwards. Boom. You have yourself a tornado that just knocked an opponent for miles, literally.

This would likely be the most powerful variant of the attack, but the problem is that my character would likely be in trouble trying to get anyone to dance with him like that. Even if my character got in a lucky run of it and the opponent happened to survived it, I would doubt that my character would be able to perform it again a second time without the person catching on.

In its secondary form, however, you didn't have to worry about that. Power traded off for ease of use and directional use (instead of just straight up). My character can literally just summon a whirlwind of energy based off of spirit energy. The more energy, the more fierce the attack. However, such a move is taxing. It's a "desperation-like" move for a reason. Not QUITE a desperation really, but close to it.

The fatal flaw of this move is one that most haven't ever take the time to realize. The connection of the attack is usually based on hot and cold. This is yet another factor in the attack's potential of damage. My character must be "as cold as ice" in that he must be completely calm in any circumstance. The most effective part of the connection of the attack stems from how pissed off the opponent is. The more said opponent is rageful the stronger the attack will be on impact.

Therein lies the question, what happens if said opponent clears his/her mind before the technique is launched or impacts? Zero damage. That's right. The "desperate move" gets its touch by being negated because the opponent has a level head on their shoulders. It really is a gamble, but mostly one that the opponent is not informed of at the time. Still, I would really not refer to this as a desperation move all that much as I have better in my arsenal. It's really a 'catch off guard' move more than anything.

Still, I like a flaw or two when I can find them in my own attacks. It defines some decent limits where I need them.

>>>

Those were the Ranma-based techniques. I currently don't have a lot of originals down on paper or used in my head but I have some ideas in mind. I may add them on at a later point, but they have to do with the continued divergence of him and Rain. This is to say he's got most common defense skills as well, such as being able to put up somewhat of an energy barrier in defense to a move. This would allow a normal human body to withstand something like a Flare or Ultima attack, let's say, rather then getting evaporated like you were nothing. I will say that his tolerance went up over the years from being kicked around by Anya.

Additionally, his resolve to do something will be what boosts his offense and defense. Coincidentally, his rage, mostly inspired from the code name I gave the character, will also improve his offense SIGNIFICANTLY with the loss of defense and, in worse cases, control.

Desperation Attack:

HIRYUU KOURIN DAN - Ranma-based technique. Dated. Non-elemental.
The Dragon Descent Bomb. A fitting title to the move. Manipulate what spirit energy you have left to fly and drop a spirit bomb to impact with the opponent in an enormous radius as a last resort. Basically, it's one of those 'blow the hell out of all you can below you' attacks. Obviously, this is going to drain a lot of energy and is more effective as a Final Attack than anything else and to make this shot count as the decisive blow because, let's face it, if you pour all you energy into an attack, you're going to be screwed for at least SOME amount of time and you will get your ass beat by said opponent if he/she finds a way to stand against it.

In all the arcs I've written or been a part of, I've maybe used this once and it wasn't against an SB opponent. Said time, the opponent survived it easily. Said opponent was also a fsckin' monster.

>>>

End Ranma-based attacks. I have at least one extra that I may write in an arc later but I haven't really got that all sorted out either. Definitely gonna have to come back to this later.

- - - - -

- - - - -

Call name: Rain
Gender: Female
Age: At the time of the curse, the same as Hiryuu. In the 'Element' arc, 0 but with the body and mind of a 21-year-old.
Height: 5'6"
Weight: ~140lbs.
Appearence: Red hair with hair-style identical to Hiryuu's own. For everything that is different, it's always kinda fun that the green eyes are always the same. I'd rather keep her actual 'measurements' to myself, since it's really not that much different either way, but I will say that she is built remarkably well for being a 'curse'. This has actually helped more often than I would've liked sometimes.
History:
The supposed 'cursed' female form of Hiryuu when he gets hit with cold water. She would have the same thoughts, feelings and actions just driven by different hormones and an altered body at the beginning of the US story arc. Usually, she didn't have much of an outside stay and was 'rectified' easily by hot water soon enough. During that time, there wasn't really much of a point to having her out except to exploit a few things that I could with her.

When the 'Element' arc rolled around, though, I knew that I was going to have to make her special and unique in some way rather than just a character that continually held on to the coattails of the person she was constantly linked to in body and mind. It doesn't really give a point for character development if you have it that way. When the split happened, it created two people instead of one by a stroke of pure coincidence and perhaps more than just that which I may get to in the arc later. This means that both people were people, they had their own bodies and minds at the time that this happened (and I hope I don't have to tell you that the clothes didn't have a similar dupe, that's just unrealistic...laff). That said, from that point on, Rain was her own person, she just didn't have the ability to realize that yet except from her own perspective of "knowing what she used to be". This means that my character would have the experiences of my male counter-part but would eventually be driven to feel and act even slightly different than he did. It wouldn't be right otherwise.

I would imagine that the play-on that I did with the romance of Colin (as laughable as his character is, to be brutally honest) did not die thanks to this. It would give me something to open her world up with a bit during the arc. You can see more of his laughs in the actual story but his character really isn't defined too well so I really don't have much to go on except what I script for him. I suspect that there might be good that comes from this, however.

As for her existence in general, there is more to it than just a simple 'accident'. That would be what the entire 'Element' arc will be about. I guess this is more of a selling point than anything but I will say that her character is deeper than even I thought possible. The prospect of taking my characters to this point was definitely a wiser one than I ever thought would be even if the solution was, generally speaking, an easy one.

Oh and an add for where I came up with the name for her, it was two-fold. In the story, I had taken the name 'Rain' because it was a character that I knew the character 'Sofie' to use in her SFing at the start of US. It was to be a ploy to make sure people didn't know who the character was. In the story, though, only Colin was the one who was and still is clueless about the relation between Rain and Hiryuu. That made for some laughs.

The second part is that I had given this name to my friend Sofie as well because she needed a name for her character. This would actually be the name of a niece of mine. I always thought it was a nice and unique name. What better way to use it?

>>>

As for actual attacks and abilities, same as Hiryuu for now but I do suspect that I will have some fun diverging from this soon enough. For one, you have to consider that she is probably better off spiritually and is probably far more agile with the cost of being a physical powerhouse.

Just on a whim, If I had to assign something like weapons to both character, Hiryuu would likely get something that would accent his strength...say an axe or a sword, while Rain would likely get something that would accent her agility more, say daggers or claws. She's not going to belt over to a magic-user or anything, but she would have some minor changes to accomodate for what she has better.

- - - - -

That's about all I'm going to write for now. I've been on this post for three hours and I think I've got the basic things out on the table. It helps for me to write this just in case I do decide to pick up 'Element' sometime soon and at the same time...I may just SF/SB again...one of these years.


(edited by Millenia on 02-12-06 06:06 AM)
Salmon Steak

Octoballoon








Since: 02-11-06
From: Ohio University

Last post: 6640 days
Last view: 6640 days
Posted on 02-18-06 04:42 AM Link | Quote
Name: Steak

Gender: Male

Age: uncertain...easily over 500

Height: 6' 1"

Weight: 160-ish

Appearence: Drow (jett-black skin, long mostly-straight white hair, and this one's got emerald-green eyes), wearing long dark blue robes, black leather gloves, and occasionally the tips of black leather boots peek out from the bottom of the robe.

History: Long, and mostly unknown. Steak's main bolstering of power seems to come from the various transformations he's been through over the years, of which there were three big ones. The first was becoming a female Elven warrior called "Fried Chicken," which noteably improved his tolerance for physical abuse, and to hand it out. He gained an immunity holy-aligned spells at this time. The second was becomnig a rautweiler that had two levels of transformation, the first into a Hell Hound, and the second into a Black Hell Hound...referred to as the "Black Dog." After this, his magick attack, which was already very powerful, could then be described only by the word "catastrophic," and since then fire and unholy attacks roll off him like water off a duck's back. The last of these major transformations was into a dwarven warrior called "Oin Ironbreaker." Becoming the dwarf massively increased his stamina, tolerance to being attacked altogether, and was the push that sealed his immunity to status attacks.

Abilities: The greater majority of Steak's abilities come from spell-casting. Steak is aware of and has memorized the bulk of the known spells. His favoured attacks include Flare-type spells, the Bigby's Hand group (as per AD&D, and typically has multiple snake-skin gloves on his person for the material component to these spells), the Prismatic-spell group with some customized variations, several spells associated with summoned monsters (which come from *him*, not from summoning a monster), and as the fight drags on, he begins using the upper Flare-type spells (things like Shadow Flare, et. al.), things from the Meteor group, some of the unfocused spells (i.e., Merton of FFVI, Doomsday of FFIX, etc.), particularly vicious stat-altering spells (i.e., Meltdown from FFVIII, etc.), draining spells, and Ultima. Though...at the beginning of a fight, it's a fore-gone conclusion that he'll start with use Hastega on himself, since then it won't wear off, and then start probing for status weaknesses, and then for elemental weaknesses. It's this probing of an enemy for as long as he does that is perhaps his biggest flaw.
Steak's weapon is a brass-handled rapier with a bone grip. As one might imagine, this is enchnated, and does utterly severe damage to undead and demons. Celestial creatures, however, are mostly unaffected by this blade. He fights using many different styles, typical of old Italian and Spanish masters of the 15th and 16th centuries.

Desperation Attack: Ultima-ga. Same idea and proportionate increase in power regarding Fire, Fira, Firaga. Undodgable/unblockable, and barrier-piercing. Takes two rounds to charge, during which defenses weaken. Effectively being at Ground Zero of a multiple megaton thermonuclear device. Used if and only if it seems there is no other means for victory.
Lord Rahl

Red Paragoomba








Since: 11-17-05
From: Alberta, Canada

Last post: 6479 days
Last view: 6479 days
Posted on 03-02-06 09:25 PM Link | Quote
I'm just pulling Rahl's info from the archives. Nijiru's has been redone. I will also be posting d20 3.5E stats for all my characters some time in the future.
EDIT: Changed Gunnar's info.

Character: Lord "Zedd" Rahl
Full Name: Zeddicus Z'ul Rahl
Titles: Lord of D'Hara, Confesser, First Wizard, War Wizard, Seeker of Truth
Age: ~3 000 years
Apparent Age: 32 years
Race: Human
Home: Temple of the Winds
Birthplace: the kingdom of D'Hara (destroyed)
Date of Birth: Unknown
Height: 5' 7"
Weight: 152lb.
Signature Attire: magiked War Wizard's clothing (black shirt and pants, gold belt with pouches, silver bracers), white undershirt, black boots, gold magic-reflective cloak
Hair: short black
Eye Color: Gray
Structure: Rahl is on the lighter side of medium build.
Family: all dead
Weapon(s): Sword of Truth, high-level magic, master of Additive and Subtractive magic, Confesser ability (withheld from use by Rahl)
Skills: Rahl has spent the majority of his life studying magic throughout the worlds, pausing only to help friends and family in battles where his skill is needed. Due to the amount of training he has done with his magical abilities over his lifetime, Rahl has a nearly limitless amount of mana to draw off, and very good mana regain. Because the Temple of the Winds is an immense bastion of knowledge, odds are Rahl knows the spell you're using, and how to counter it. Also, because of Rahl's power, even though his home is in the Nine Hells, Demon Lords and dark gods leave him alone. == Some idea of his power.
Risk Rating: God-killer Will not accept challenges.


Name: Nijiru
Age: Unknown, appears 20
Gender: Male
Height: 5'9"
Weight: 120lbs
Species: Dark Angel
Class: Angelic Swordsman
Clothing: White robes, dress shoes
Hair: Black
Eyes: Blue
Origin: Unknown
Description: With white robes and black angel wings, Nijiru can be fairly unsettling to look at. He is of a slender build, but his build hides the strength he has gained through fighting and flying. He learnt, when young, how to hide his wings and was taught to act like a normal human.
Personality: Due to the conflecting nature of his bloodline, Nijiru has been said to have more than one personality. His father's darker tendences show when Nijiru gets very angry, but for the most part, his mother's kind nature rule his mind. Having lost his mother at a young age, Nijiru trained with his father most of his life, until his father vanished when Nijiru was 14. No one, according to Nijiru, has seen his father since, or knows of his whereabouts. Nijiru holds great intrest in other swordsmen, and is willing to duel nearly anyone in a friendly one-on-one duel.
Education: High school. Due to the training by his father, Nijiru also has good survival skills and swordsmanship, mixed with minor knowlodge in magic.
Non-magic Weapons: High skill with katana, moderate skill unarmed, perfect flight.
Magic Weapons/Items: Two spirit weapons: "Yami" and "Hikari".
Nijiru was taught by his parents how to extend his soul into weapons: one weapon for each half of his bloodline. "Yami" normally takes the form of a black katana which seems to absorbs all the light around it, while "Hikari" is normally a white katana which gives off the light of a small lantern, however both blades can take the form of any melee weapon Nijiru wishes.
Magical abilities: Bladebeams, healing, Soul Rend, Teleportation
Both swords can launch bladebeams at a moderate speed for moderate damage.
"Hikari" can heal physical wounds a person has suffered. It cannot regrow lost limbs or raise a person from the dead, however.
Soul Rend is a melee attack done with "Yami", causing immense pain to the person Nijiru attacked. If used on someone, Soul Rend will not effect them again for one day.
Nijiru also taught himself how to teleport. He can do this by spinning at high speeds and disappearing in a wave of black feathers. However, this skill is very draining, and will cause Nijiru to passout wherever he teleports to for a couple hours.
Risk rating: Epic angelic swordsman
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(still under construction, expect changes over time)
Name: unknown
Alias: Gunnar
Gender: Male
Age: 64
Height: 5'7"
Weight: 150 lbs
Appearence: Elderly man in simple earthen clothes with green eyes and short white hair, holding a 6-foot quarterstaff.
History: Evil mage who was convinced to turn from his evil ways. Nijiru's father.
Abilities: Gunnar is very skilled with his staff and with unarmed combat. He also has a fair amount of sorcerous ability which he has refined into his fighting style.
Items: Enchanted 6-foot quarterstaff. No one knows exactly what enhancements are on this staff, however it has a durability tougher than mithral, and can attack on its own at Gunnar's command.
Risk rating: Epic monk-dark mage


(edited by Lord Rahl on 03-16-06 12:13 AM)
(edited by Lord Rahl on 07-24-06 04:43 AM)
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