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Acmlm's Board - I3 Archive - - Posts by Schwa
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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: 6557 days
Last view: 6299 days
Posted on 11-18-05 07:37 PM, in Sim Battle Arena Cafeteria and Auditorium (Now Playing: "Starting a New Journey May Not Be So Hard") Link
"YEE-EAH!!"

A blue-green etheral streak slices the air, way up high for all to see. Everyone should know who this character is by now, but now there's something quite different about him. For instance, the ether is turquoise, not blue. And his Psi Disc looks bigger from a distance. AND... he's moving WAY faster.

The figure circles downward and the Disc comes to a stop, levitating a foot over the ground. And now it can be made clear that it's no longer a disc! The Psi Disc has been crafted into the shape of a crystal eagle. It's much bigger than the Disc used to be.

Schwa looks a little different too. He has the same white, loose clothes and black blindfold, but there's a little symbol over his heart on his clothes... The symbol is a never-before-seen rune, multicolored with red, gold and blue, and right below that is an upside-down, lower-case 'e' drawn with straight lines, as if a fencer slashed it right on there. (By the way, the upside-down 'e' is a schwa.) Schwa's dark hair is also thicker and cleaner, and he looks older.

Schwa does a frontflip off the bird-platform, and it bursts into white rays of light, vanishing. Snazzy!


"I'm back, friends and foes alike! Well, how do I look? S'been a while! I'll tell ya what happened... Long story short, I finished the biggest assignment I ever had, and it took place in an alternate dimension and timeline on the other side of Hyperspace... and I killed a Demon God! (I had to, or I wouldn't be here.) But staying in the dimension aged me a few years. Just a few. I shouldn't be TOO much different than before... And I'm stronger, too!

"Stronger, full of energy, and excited to be back... That's me in a nutshell." He looks around at the small crowd. "Looks quiet today... I have 3 days off as a reward for my feat, so I better make good use of 'em."


(edited by Schwa on 11-19-05 07:06 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: 6557 days
Last view: 6299 days
Posted on 11-19-05 02:41 AM, in Battle of the Dome (Open FFA) Link
"Innnn-comiiiing!!!"

A turquoise streak of ether suddenly slices across the sky, very fast. Nobody can see it from inside the dome, though, or the incoming character for that matter... until there's a blast from the side of the dome as a small hole is blown open, as a figure rockets on through and into the dome riding some kind of platform and flaring entirely with turquoise Ether.

As he gets closer to the little group, he can be made out clearly. The man wears white, loose, robelike clothes and a jet-black blindfold. Over his heart on his clothes is a rare rune colored the three primary colors, and right below that symbol is a green schwa (upside-down e). His hair is dark and thick. The platform he rides appears to be a crystal eagle.

The platform swoops down, the character in a surfing-position the whole time. Finally, it swoops back up again, and Schwa backflips right off it, landing on the ground reasonably far below in a large poof of turquoise Ether to cushion his fall. As the bird-platform swoops up and up, it dissolves into tiny particles and exits the Material Plane through an invisible rift.

Schwa has landed 25 feet from the nearest person. He introduces himself.
"Hi guys! I'm back at last in a slightly aged body. Don't mind me. But hey, it wouldn't do to start the fighting without me, would it? 'Course not! Let The Schwa show ya what he's all about... with the new powers I picked up in dimension Delaga Ex!"

Schwa takes a special stance, his hands flaring hugely with turquoise Ether. His plan: Wait for an attack against him, or at least for some chaos to pick up. Either way, there was NO way on earth Schwa would miss a chance to spar with old friends such as this!
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 01:52 PM, in Battle of the Dome (Open FFA) Link
"Why, it's YOU!"

Schwa barely has time for formal introductions as Cappa's first attack comes into play.

"Watch!"

Schwa thrusts a hand out and the Ether surrounding it spreads, unfolding very quickly into a wide dome. The dome doesn't surround Schwa, but it's unfolded like a sideways umbrella in front of him, and as the beams strike it, there are poofs of Ether but the attacks never make it to Schwa.

Immediately following, Schwa takes off at a dash towards Cappa, barrier still open this time in front of his right arm (which he has held up in front of him slightly as he runs). Halfway to Cappa, his speed multiplies as if he hit a dash panel or something, leaving afterimages and coating Schwa with a ball of flaring, razor-sharp Ether. His move will leave him en route to slam into Cappa with excellent force unless his foe does something first, but should this attack hit, it wouldn't do nearly as much damage as it looks like it would do... just medium Holy/Physical.

If his charge connects, Schwa will glance off a few degrees to the left and slow his charge 18 feet away to a stop, and his skid to a stop will leave a long black streak in the ground. If it misses, he'll keep going forward before stopping (without altering his direction a few degrees).

Schwa's battle style looks like it has changed...
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 07:20 PM, in Profiles 3.0 Link
***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)
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 07:54 PM, in Battle of the Dome (Open FFA) Link
"Sweet defense!" Schwa exclaims, energetically nodding. "But hey, no need to cool down just yet! What's Rule 1? Leaving yourself open in a spar is BAD. Ya should've attacked."

Schwa crouches. "Here I go! Alpha Psibeam!" (echo effects)

Schwa performs his signature attack! He uses his hands to draw a silver arc of energy in front of him, then as it's complete, he thrusts a hand forward, as the arc takes off right at Cappa. The arc is locked on right to his soul, and will home in on Cappa with decent capabilities, but should it hit a wall or another player it'll burst early.

Schwa stands tall after attacking, holding his right hand up in a beckoning motion. It flares hugely with turquoise Ether as if he's preparing something.


"C'mon, c'mon, show ya'r moves!"
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 08:15 PM, in Story Forum Auditorium and Backyard Link
"Wow..."

Someone is off in the shadows, watching the scene.

"They're all so happy here, as am I... but I feel outcast."

That character is Schwa, now slightly older... 4 years, to be precise. He's 21 instead of 17, and he feels ostracized because he had aged faster than the others in the Delaga Ex dimension. He has good reason to feel this way.

"But hey... If Grey won't understand, nobody will. Here I go."

Schwa steps into the gathering and looks for Grey, but he can't find him. He does see Kirbynite, though.

"Hey Kirb," he says with a wave and a pose. "You remember me I hope. Have you seen Grey around here by any chance, or Janus for that matter? ...you DO remember me, right?"
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 10:14 PM, in Battle of the Dome (Open FFA) Link
As Cappa prepares, Schwa's right arm is changing color... it's becoming a lilac-purple, sleeker and smooth like plant matter.

First, the jet-propellor slices through the Psibeam, and it bursts. Then, as it 'propells' towards Schwa, he gets ready... and at the last second, executes an arm-thrust with the purple hand. There's a small wind-burst as a few spores fly out, and the sudden cushion of wind deadens the projectile. It falls to the ground, but being jet-propelled it sputters around like one of those Ground Bloom flowers. ^,^

Yet, Schwa seems displeased...


"Bah, I should've charmed it. Guess I wasn't thinking."

Then the laser-shots. "Whoa!" He twists to the left, evading one, which causes him to stumble and trip, evading the second one. Fully on the ground, he has not the means to dodge numero tres. *Scorch!* "OW! Damn!"

But he doesn't waste TOO much time, as he rolls to his feet. "Rolling Helix!" (echo effects)

Cupping his palms together, a helix of white, solid bubbles beams out of his hands and spirals towards Cappa. If it misses, Schwa will sweep the beam moderately fast towards Cappa until it hits him or he is forced to stop. If any of the spheres in the helix hits Cappa, that sphere will burst and Cappa will receive low damage but be sent flying with supreme force, for the spheres act as force-bombs.
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 10:33 PM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
OOC: Direct challenge to Koneko after a specific request of me to test out my "reduxxed" Schwa against him. The twist is that I have NO idea whom I'll be fighting. Other than that, normal rules, be creative, don't go soft, that whole shpiel. Now, les'sa get to the game, yo!


"Aah... Has it been 3 days already? Wow. Guess Sensae must have another mission for me..."

Schwa wakes up after a refreshing rest. It is now morning, and Schwa is in top condition. He hasn't been taking it easy like he planned, but he HAS been living large, with spars, parties, spending time with Allaura...

"Wow. It kinda makes me sad," Schwa monolouges. "I go 6 months lost in another dimension and timeline, kill off an Evil God, and as a reward I get THREE days off. Three. ...I guess it seems fair... I am a Psi Warrior, y'know. Guess I better get going..."
- - - - - - - - - - - - - - - - - - - - - - - -
He approaches Sensae a while later.

"Hi, Sensae. What's my mission for today?"
"All you have to do..."
"Yes?"
"...is read this letter." And he hands Schwa a letter to boot.

"Let me see that..." Schwa takes it and begins reading. The handwriting is peculiar...

"It's a challenge. It says 'From xxx' at the bottom. But that ain't his name... Someone's keeping the Schwa in the dark."

"Yes. And how shall you respond?"

"This is a fill-in-the-blank, I bet. Okay, he wins. Consider this challenge accepted. I'm leaving right now."

"Schwa, let's expand first. I'd like you to tell me, out of curiosity, why some annonymous fighter would ask you for a spar."

"Well... Ever since I got back from Delaga Ex, I've pretty much been labeled 'The Chosen One' around these parts, if you know what I mean. I even have my own signature attacks... and THAT'S saying a great deal. So I guess it would be because my popularity's going up."

"And what am I going to say next?"

"Ahhhm... I'll bite?"

"Don't let it go to your head."

"...Euh."
- - - - - - - - - - - - - - - - - - - - - - - -
A turquoise streak of ether slices across the air as Schwa makes his way to his destination, following the letter's directions and waiting for, perhaps, a telepathic call...

OOC: As you can see, I've given you control over determining the field. Enjoy.
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: 6557 days
Last view: 6299 days
Posted on 11-19-05 10:40 PM, in Story Forum Auditorium and Backyard Link
Schwa waits for Kirbynite to finish giving his orders to the Deku.

"Decided? Ahm, no. I was, well... let's say... trapped in another dimension for a while. The physics there caused me to age 8 times faster, since my DNA wasn't built for that set of physics. And since I was there for 6 months, that would equal four years. I'm kinda embarassed about it, but at the same time it feels pretty good, because... I'll say while I was there I did some... things, and now I'm a chosen-one of sorts, ya know... According to Sensae, I am "fit to be unique". Does this make any sense?"

Pause.

"And what's a Pep Brew?"
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 12:01 AM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
Schwa can see the mysteriousness of the situation before it even physically comes into view. (Then again, he's blindfolded...)

"Telepathic message should work."

He sends the message, closing in real fast as he does. (Schwa's been known to fly real, real fast on his new Disc ever since returning.) "You're that XXX, aren't you? I hope you're ready for me."

Schwa looks a little different than he used to look. On his white, loose clothes, over his heart, is the rune that symbolizes the Assets (and Rakuma, as Corona once pointed out), and right below that is a green schwa (upside-down e). His hair is thicker, his Ether is turquoise, and his Psi Disc is shaped like a crystal eagle. (That could explain why he travels so fast through the air now.)

Maintaining a surfing-position on his peculiar platform, he swoops low over the land leading up to the water, and as he flies over the trees a flock of birds takes off, stirred up from the flying character's zooming presence. He pivots left as he flies forward just as he gets to the water, creating a wall of water behind him as he skims its surface. He arcs a little and flies paralel to the penninsula shoreline, closing in on the shrine and character nearby. But as he gets to the shrine, he whizzes right by! He is seen circling around once and flying upwards again, before leaping right off the bird-platform (which disintegrates shortly after), backflipping twice, and landing on the ground 50 feet away from "xxx" with a poof of Ether to cushion his fall.

He faces the mystery character at a kneeling position, and stands up to his full height.


"Someone got your challenge, apparently. State your name, perhaps?"
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 02:05 AM, in Story Forum Auditorium and Backyard Link
"Ah. Let me give 'er a try..."

Schwa receives the bottle and takes a long swig. He then immediately jerks his head sharply.

"Whoa. A little powerful, but very good. That description would fit Pomegranate Juice, too, FYI. As for your other comment, I have no idea what you're talking about, but hey, it ain't the first time..."

He finds a lawnchair close by and lies down in it.

"This is my last day off. Can you imagine? Gone for 6 months, ageing 4 years instead, killing a Demon God, and as a reward I get THREE days off. Three."
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 12:21 PM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
Schwa stares blankly ahead as his soon-to-be opponent heads for the waves.

"Eheh, I don't... like... going underwater..."

Schwa steps to the edge of the cliff and looks down, coming up with a plan...

"Okay. Let's hope this will work..."

He dives off, as his turquoise Ether flares around him, forming a sphere around him. He hits the water, and the Ether acts as a protective bubble, keeping him from even getting wet. Controlling the bubble's motion with Psi, Schwa takes off towards the escaping figure, purposefully trying to stay a distance but never losing sight of his target.

The whole time, though, he's thinking, "I hate water, I hate water..." His feelings probably come from being in the air so often.
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 03:31 PM, in Story Forum Auditorium and Backyard Link
OOC: To Grey, I hope you know I'm not THAT easy to talk to.

"Gah!" Schwa bats around his head for a moment. "Careful, I say. ...Wait, did you just call me Hunt? What's this about Sandsalot? I'm confused, man... Go easy on me! I just got back from the other side of Hyperspace! 'Sides, this is my last day off.

"Now, tell me again, what is it that you need?"
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 03:46 PM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
"Aw, dude..."

Schwa rockets the bubble out of the water and bursts it. He assumes a hovering position, eye-level with XXX and 25 feet away.


He poses, and thrusts a finger at the figure. "YOU, my friend, are goin' dooowwwn." He flips in the air and takes a hovering battle-stance.

"Psi Mirror!" (echo effects)

Schwa begins with a defensive ability. Four white lines of light suddenly paint themselves around Schwa's feet, in the shape of a diamond cut into quarters (the 4 lines aren't touching each-other, but they form a diamond). The lines then expand upward, becoming light-screens almost as tall as Schwa. And finally, the four screens turn from white light into transparent, shiny, rainbow-colored, glasslike slabs, spread out a little, and begin slowly rotating around Schwa, shining brilliantly.

The best offense is a good defense...
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 06:32 PM, in Battle of the Dome (Open FFA) Link
OOC: To Dracoon, ultimate attacks don't always need a charge. They MUST have SOME drawback, but it isn't always a charge. Read Schwa's Profile again; you'll see he now has access to some very, very high-level techs, but the drawback for none of them is charging energy. Instead, he can only use them after 12 or more turns have gone by, and only 1 of these kind of Techs are usable per battle. In this case, his drawback is fatal to his own character. That's a helluva drawback, if you ask me.

Schwa suddenly aims the beam straight downward. This causes many small force-explosions to erupt right underneath him, shooting Schwa way high into the air.

But as he flies up, he assumes a hovering stance, and hovers to a halt, higher in the air than Cappa. He switches stances again, to an offensive.


"Let's try this one out. Gold Moth!" (echo effects)

The turquoise Ether coating Schwa's purple right arm fades to a brass-color, as he thrusts the arm straight up and thick, brass dust is flung into the air. It quickly expands into a huge cloud of the dust. In this dust, all surroundings seem to be darker as the dust itself twinkles and gleams brightly, making it difficult to see anything except this peculiar powder. Of course, Schwa is blindfolded and sees with a psychic vision, so this won't affect him.

The strange powder hangs in the air for a long time and very slowly falls to the ground. Anyone in this FFA may be affected when it does.

Schwa waits to see how Cappa will react...

10 turns until Unique Energy is fully charged.
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 07:44 PM, in Battle of the Dome (Open FFA) Link
OOC: The dust isn't toxic. Don't worry.

"But whad'ja think of my attack? Pretty cool that I'm enfused with plant DNA now, eh?"

Schwa kneels while hovering, and Ether flares up all around him. He, too, is charging energy. Meanwhile, he mentally checks his Unique Energy mana reserves...

"By golly, I can't wait to show you what's made me the famous Psi Warrior!"

9 turns until Unique Energy ready.
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: 6557 days
Last view: 6299 days
Posted on 11-20-05 07:53 PM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
"You want my best? Coming up, then! Sunbeam of Desert Sentinel!" (echo effects)

Schwa cups his hands together, as solar energy builds up in them... then he launches it forward in one huge, rusty-orange, consistant beam. The beam is aimed directly at the cylinder formation, and upon striking it, it would cause the electricity to consistantly (and very quickly) become stronger and stronger. Schwa's mentality is that the water-cylinder can't hold THAT much electricity without turning it against whomever's inside, in this case, Snow.

Schwa keeps the beam at full-power.
"Fry, my friend! Wahaha!!" It seems Schwa may take his spars a bit seriously.
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: 6557 days
Last view: 6299 days
Posted on 11-21-05 02:55 PM, in Geneology (Schwa) Link
OOC: Okay, you gave me a kinda-tough intro to perform, but I'll do my best. The first character that appears is NOT who you'll be fighting. Good luck.


As soon as Mel leaves the protection of her residense, her energy is detected by a being...

In 5 minutes' time, Mel can see an indigo wolf dashing towards her at full speed, in the distance. The unusual creature is coming from the forest... strange that it would be out in the middle of the day, really.

At the very same time, another character, from far, far away, is making her way through the air also towards Mel as fast as she can fly. However, she's so far away that neither Mel nor the wolf can see her yet.

Things are about to get... interesting...
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: 6557 days
Last view: 6299 days
Posted on 11-21-05 03:09 PM, in Schwa vs. Koneko: Mystery Challenge of the Second Frontier Link
"Aha, a Chain Lightning effect. Ahm... Neo Mirror Topaz!" (echo effects)

Two of the mirrors surrounding him change from a rainbow-color to a shiny golden-yellow. As the lightning crackles around him, any that make it near Schwa are sucked towards the two yellow mirrors and absorbed by them. Schwa's other two mirrors float up above his head to deflect any stray sparks.

After the effect is over, Schwa throws his arms to the side, and with that motion the four mirrors spread out. He then dashes across the air, fast, with his right fist outwards, coated with electricity (somehow). 10 feet away from his target, Snow, he stops and thrusts both hands forward, sending a huge amount of lightning towards the foe. Schwa hopes it'll be enough to bust the pyro-shield.

What happened was that the lightning absorbed by the yellow mirrors were sent directly to Schwa's energy capacities, supercharging him with electricity.
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: 6557 days
Last view: 6299 days
Posted on 11-22-05 03:05 PM, in Geneology (Schwa) Link
As the wolf gets within 50 feet, it suddenly splits into a huge cloud of spiraling mist, and it's heading on a direct course to enshroud Mel. If that happens, things would get lethal for her...

...but it never gets the chance to happen. From the sky, a huge beam of white light coated in red Ether rains down, engulfing the wolf-mist. The mist wavers and dissolves, hissing like a snake as it does. The second figure is visible in the sky now.

She drops down, allowing Mel to clearly see her. She wears white, loose clothes and a grey blindfold. Her hair is dark and long, and her hands flare with red ether. Clearly a Psi Warrior, this character steps off her crystal disc, and breathes a huge sigh of relief.


"What were you thinking?" is the first thing she says. "That creature could've sucked up every ounce of mana within you in seconds! Good thing I killed it. You should be more careful."

Pause.

"What's your name, anyway?"
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