View Full Version : The Little Black Book- This'll be gone by 9/15/08 so get your stuff out!!
McCloud
June 30th, 2007, 08:10 AM
Attention one, and all: This thread is designed as a place to put the attacks your character knows for reference. This is not a discussion board. And to keep things neat, please use one post and continuously edit it when you get a new attack.
Okay?
On with the show.
Zen/Sin
June 30th, 2007, 10:51 AM
Seeker:
Pain Aura (field of intense pain emitted from sword, makes sword strikes better, but hurts Seeker.)
The Sight (see into people's souls/emotions)
Aeneas:
Lux Aeterna (multiple uses, as Aeneas, it heals everyone in a 10 meter radius with white light, as Death Behemoth, explosions start at the feet of people and more follow where ever they land)
Katryna Seeker:
The Sight (see above)
Soul Searching (use the Sight to find a certain soul)
Soul Cleaver Revival (Make Issac's spirit come out of the sword for a dual attack)
Doesn't have control over pain, is trying to find what she CAN control though.
Torturous Flame
June 30th, 2007, 11:12 AM
Flame:
Fire Power:
Normal: Fire balls/blasts
Fire Weapons: Creates almost any weapon with fire (mostly a whip)
Super Nova: An atomic fire blast that badly burns/kill everythign within a twenty foot radius, can be adapted to only it foes.
Fire Heal: Uses heat to stop bleeding when healing isn't availible, really really hurts.
Burn Wave: A fiery shock wave
Fire Wall: A firey wall that can be held as long as Flame's streangth holds out.
Dove:
Desire Sight: She can see the desires of others.
Fighting Stlye: Abyssus Proeliator: Based entirly on offensive moves
Gale:
Fighting Style: Mollis: Based on offensive defense, as in safe attacks, lfexibility, and agility.
Rider Aura: She can see the aura of her fellow riders, future riders, mounts, and eggs destined to be mounts.
Mind sight: She can read minds by connecting her own to another person's mind.
Ultimate Power (Is only used by accident or when under great pressure): Gale summons the full power of her collective and can destory anything in the area with any magic but holy. She will be out cold by the end of the attack due to energy loss.
Ven:
Love sense: She can read the hearts desire (unlike dove's its only love)
Healing: She can heal
Empathy: She can sense the emotions of those around her
Killer Kiss: A siren ability, a single kiss burns the lungs of the man from the inside out. (never used)
Spells
~~~~
Hatred of the Apocolypse: Only can be used when a lot of hatred and anger is present, it is condensed into a powerful beam.
Passion Protection: A shield of condensed love energy, protecting from all harm
Love of the Creation: Like Hatred of the Apocolypse only harnesses love.
Noel:
Witch's Brew: Can make potions do spell ect. basic witch powers.
Active Power
Clorokenesis: Control of plants (she usally just asks really)
Aromatherapy: She can speak to plants and understand them. It usually smells nice cause plants communicate through scent
Sammy:
Telepathy: Can speak with others with her mind
Telekinesis: Can move things with her mind
Illusion: Can create illusions
Riddle: Can create and solve riddles with ease.
More to come
Krazy Koco King
June 30th, 2007, 11:31 AM
Spark
General Abilities:
Commanding Soul Energy
Special Abilities:
Soul Weapons: Spark can form parts of his body into any weapon to fight.
Soul Blast: Spark can focus Soul Energy into beams to fire at enemies.
Specific Abilities:
Soul Blades: Two basic Soul Blades for attacking purposes, fast and deadly.
Soul Shield: Spark defends himself with both arms, making a shell around himself to protect himself.
Soul Knives: For throwing. Can be guided towards an enemy's soul signature.
Soul Axe: An especially devastating attack, Spark forms both hands into a two-handed axe. In the rare cases that he encounters something that can block soul energy, a Soul Axe is good for breaking through that defense.
Soul Spear: An easily extendable attack; for precise attacking (numbing a specific spot). Travels only in straight lines.
Soul Arrow: Spark forms a bow and arrow out of his hands, shooting a precise, high-speed Soul Arrow at opponents. One Soul Arrow can be much deadlier than half a dozen Soul Knives.
Soul Drain: In addition the initial energy loss when Spark strikes with his Soul Weapons, Spark can continually drain energy from his opponent as long as his Soul Weapons stay in contact with the victim.
Skylos
General Powers:
Water magic
Lightning magic
Mechanical genius
Combat Prowess
Neurotech Katals (His weapons are linked with his nervous system, they can respond to his thought commands, thus allowing him easy use of his built in gadgets in his katals and wrist computer/wristband)
Special Abilities:
Flamethrower: His Katals shoot flames spread or concentrated fireball.
Buzz Saws: His Katals start spinning like Buzz Saws for hard-to-block melee combos.
Katal Shots: He shoots the tip of his Katals which can be poison, electrocuted, etc...
Tie Shot: Skylos shoots two shots tied with a cord that will tie up an enemy.
Spy Shot: Skylos shoots a Katal tip with a camera into a wall or something so that he can spy on a certain place.
Jet Boots: Skylos' boots allow him to fly.
Chain Lightning: Skylos shoots shots from each of his fingers that branch out into a wide bolt.
Electric Blanket: Skylos holds out his hands as bolts come from all his fingers that form an electric net over an area.
Maelstrom: Archos' ultimate Lightning attack, when Skylos fused with him he obtained it too. Basically a huge blast of lightning.
Splash-teleport: Skylos dematerializes his body into water which transfers through the air to a new location, where he reforms his body. A small puddle of excess water is leftover from where he teleported.
Water Clone: Skylos makes a water clone of himself for various useful purposes.
Tsunami: Skylos' ultimate water attack. He pushes all of his water into one big wave that crashes down on the enemy.
Tempest: A combination of Tsunami and Maelstrom, Skylos starts spinning around, sending water and lightning everywhere. The victim(s) are lifted up into the air where they are battered mercilessly by Lightning and Water.
Release Epsilon: Skylos releases Epsilon's power. He is sworn never to do this again, but if he gets desperate enough... who knows?
Spark Waltz: Skylos powers his katals up with lightning and slashes multiple times very quickly.
Staccato: Skylos makes three water clones, surrounds an enemy, and starts stabbing him a ton from all sides.
Richter Beam: An old tool of his, he shoots a carefully calibrated beam into the ground, causing the ground itself to rise up like a wave to crush the enemy. Equipped in his left wristband.
Shield Smasher: A new invention of his; his katal blades split into four at the four cardinal points of the compass, and a single conduit rod extends from the center. Then electricity gathers from the katals to the conduit, forming an electric drill which smashes nearly any barrier.
Eclipse
General Powers:
Control over Elemental Magics
High Mental Prowess (Sensing stuff)
Elemental Transmutation (Changes a particular amount of one element into the same amount of another one. Helps conserve energy and create surprising changes in tactics.)
Special Powers:
Levitate: Eclipse uses wind to levitate himself and others to travel.
Specific Attacks:
Wind Spiral: Forms a spiral of wind that envelops a target, then constricts, breaking it into pieces.
Phoenix Shower: Shoots fireballs that turn into birds and home in on enemies.
Shattering Heat: Requires contact. Makes ice that spreads up a target, and then a flame that shatters the frozen target as it passes over it.
Paralysis Blast: This close up lightning attack paralyzes the target's body, but leaves them conscious
Glacial Tower: Eclipse pulls water out of the air, engulfs an enemy in a pillar of it, then freeze the pillar from the bottom up.
Devastation Spike: Eclipse slams his staff into the ground, and spires of earth shoot out from all around the enemy, skewering them in the middle.
Wind Burst: Eclipse uses a quick burst of wind to blast enemies backwards.
Skewer Wall: Eclipse first blocks an attack with an earth wall, and then spikes grow out of the earth wall to stab apponents.
Flare Storm: Eclipse shoots blasts of burning wind with embers and fireballs in it.
Frost Storm: Eclipse shoots blasts of frigid wind with sharp icicles in it.
Flame Blossom: For use when surrounded, Eclipse raises his staff, which shoots a ring of fire around him, expanding for several yards.
Devastation Volley: Eclipse shoots several dozen earth spikes out of the ground, which hover in midair and then launch at the opponent, guided by Eclipse.
Glacial Cross: Eclipse sets up a round patch of ice on the ground, then maneuvers his opponent onto it. From there, ice spikes shoot out from twelve points around the circle (think a clock), aiming to skewer the target in the middle.
Sickle Wind: A single slash of invisible, razor sharp wind sharp enough to shave the tips off grass and cut stone in two.
Doppel
General Powers:
Morph (animate and inanimate now)
Divide (cloning)
Copying others' abilities (normally weaker versions)
Specific Abilities:
Doppel Combo #1: Electric Shockwave Sphere: Doppel makes four clones who surround the opponent, then morph into Cloud, using his Crying Wolf Blast attack from all sides. Then the original (or another clone) flies above the victim, grabbing an EMP device and propelling it downwards. The coordinated attacks strike from all five sides, leaving no obvious method of escape, since the EMP will explode into a brilliant sphere of electric energy once it comes in contact with the shockwaves.
Full-Body Shield: Doppel makes a shield against attacks with as many Doppel clones as possible, literally taking the blows himself while guarding the other person.
Morph-Swap: Doppel's only true magic ability, he morphs into the person he wants to swap places with, and then he can switch places with that person from wherever.
Doppel-Ganger-Up: Doppel creates tons of clones and they all run forward to pummel the enemies.
Full-Body Dogpile: Doppel makes tons of clones that all tackle the enemy.
Full-Body Flare Dash: Doppel makes clones which become Tej and use Heat Aura, then run at the enemy.
Doppel Combo #2: Three of Doppel's clones run at the target. The first one to reach him/her ducks under the targets attack, going down onto his hands where he thrust his feet up, kicking the target in the chin, sending him upwards in the air. The second jumps upwards, kicking the target in the gut, propelling him even further in the air. Then the final Doppel leaps high, morphing into Ghain. Once he reached the point right over the target, he thrusts both palms downwards, shooting out a huge cylinder of wind which blasted Chao downwards into the ground, forming a crater as it did so.
Clone Chain: Doppel throws a clone, who holds out his hand and clones a bunch more clones, ending in a high-speed punch.
Doppel Combo #R: Two rings of Doppel clones surround a target, with half of them transforming into giant razor-sharp rakes to be swung at an opponent. Then all the clones yell "Rake-pile!" and jump forward to mob-attack the target.
Meron
General Powers:
Hacking
Many Various Weapons
Strong Laser Cannon
Skylos combination attacks.
Particle Beam: A shot of one or two Particle Lasers.
Particle Blast: A short-range burst of two Particle Lasers, sending foes flying backwards.
Particle Blade: An assault of one or two Particle Blades.
Particle Stacatto: Using more rapid fire of one or two Particle Lasers, meant to paralyze certain parts of the body.
Remote Cross: A flurry of strikes from one or two Particle Blades, detached from Meron and remote controlled by him.
Rocket Barrage: A barrage of rockets from Meron.
Pandora
General Powers:
Her box can pull out practically anything, and shrink to put in her pocket. She can also block and fight with it.
Feather Storm: Shoots out lots of feathers which put the enemy to sleep.
Blade Blizzard: Shoots out all sorts of sharp objects.
Light Spear Cannon: Shoots three homing light rays.
Crescent Arc: Shoots a ray of silver energy like a melee attack for quick, close up damage.
Negative Vortex: Makes a huge ball of dark energy above the target and then explodes downwards to obliterate an area. One of her ultimate attacks.
Sonic Drill: A drill of wind and sound that breaks through barriers. Sounds like a sonic boom.
Murder of Crows: Shoots out a flock of flesh-eating, red-eyed crows.
Unnamed Light Attack: The light attack Pandora unintentionally used to fight Cipher's Aurora Star. It's probably her most powerful attack, but she doesn't know how to use it. There's no description for it, because she passed out as it was happening. But it's really powerful.
Confetti Storm: Often caused unintentionally, 1-colored confetti shoots out of her box. Then, at her bidding, it launches at the target and does whatever the color is. If it's red, it explodes, if it's blue, it freezes, etc.
Serving of Pain: Often caused unintentionally, Pandora pulls out a ping-pong ball and paddle. If she hits the ping pong ball, it will accelerate to very fast speeds and gain an element aura, usually what the enemy's weak against, and then homes in on enemies.
Light Spear Blast: A single, large light beam that shoots at enemies.
Swallow Fury: Dozens of swallows made of light shoot out, encircle an enemy, and then charge into the enemy at once.
Darkside: Pandora's box acts on its own accord, usually when no other attack works. It blasts out a stream of dark energy, catching up opponents, forming a twister- it then expands, sucking all life in indiscriminately until it is stopped. Only Pandora is not targeted.
Dark Spear Cannon: Pandora's box shoots out paralyzing beams of darkness.
Armageddon: Acting on its own accord, it shoots a beam of darkness into the sky, gathering clouds which rain dark bolts down indiscriminately. Only Pandora is not targeted.
Light Spear Orb: Pandora shoots a single gigantic sphere of light which, if it hit, would be extremely devastating to the enemy. However, the sphere is fairly slow and delicate, and if cut or damaged enough, the whole thing will dissipate.
Light Spear Storm: Some light goes from Pandora's box to the sky, and then the light gathers, and twelve "bolts" of light shoot down to hit her opponent.
Light Spear Ray: Downgraded version of Light Spear Storm. Many more bolts, though.
Shining Shield: Dome of light surrounds and shields allies
Origin
General Powers: Multiplying and reforming inorganic substances, controlling them at will.
Metallic Twister: Orry's metal arms spin around him, making him inapproachable. The arms' radius expands, knocking back all who get within its area of effect.
Inferno: Orry blasts an area with flames, guiding the fire to engulf opponents.
Metal Armor: Orry uses the metal molecules that constantly surround him since his birth to create armor to defend himself. Also can draw on the metal armor to attack, but this takes some away from his defense.
Crush: Three metal arms wrap around an enemy, pulling in opposite directions. The enemy is crushed by the pressure.
Skewer: Orry first throws his enemy in the air somehow, and then a number of metal arms wrap around the opponent, growing spikes from the inside to skewer the opponent.
Triple Threat: A distraction within a distraction, Orry attacks with three different attackes, one after another. The last attack is usually from behind.
Pummel: Using numerous metal hands to first pin the enemy and then cudgel him into submission, Orry knocks the foe unconscious.
Abyss: Orry throws his opponent down into a deep hole, then replaces all the dirt to trap and suffocate them.
Blazing Abyss: Orry throws his opponent down into a deep hole, then shoots a pillar of fire down to burn them.
Quick Escape: Orry uses a metal wire from his armor to latch onto something and reel himself in, away from harm.
Dismemberment: Orry's arms grab an opponent, possibly digging into their skin with spikes and hooks to grab ahold of the person's joints and weak spots. Then the arms pull apart, splitting the opponent into pieces.
Brian
General Powers: Guides his arrows, making them explode at will.
Vic and Tori
General Powers (Vic/Tori):
Drain Touch/Healing Touch
Summoning Specters/Absorbing Berserk Specters
Specific Abilities (Specter Summons):
Scout Specter: A nearly-invisible floating Specter that can do reconnaissance for the twins. Has a very long sanity time. Very little defense, but its invisibility is its main defense. When absorbed, makes Tori invisible and floating. Vic's emotion to summon: N/A, he can summon these at will.
Skeleton Specter: Usually comes in battalions of 12. Animated Skeletons with a variety of weapons. Vic's emotion to summon: N/A, he can summon these at will.
Flame Specter: A Specter made entirely of flames. Flies and shoots flames, also can form weapons out of flames to fight. Pretty much impervious to physical attacks, though water will quickly defeat it. When absorbed, gives Tori the power to use fire. Vic's emotion to summon: Anger, Rage, Frustration.
Knight Specter: A giant empty suit of armor that moves on its own accord. Has a Kite Shield and a Steel Longsword. A close range fighter, also very useful for defending the twins since it's nearly impervious to all but the strongest physical and magical attacks. When absorbed, gives Tori armor and a sword which shoots shockwaves through the ground, thrown like a boomerang, and used for close combat. Since Tori has to wield the sword with two hands, she does not get the Kite Shield. Vic's emotion to summon: Fear, Panic, Need for protection.
Imp Specter: Not seen in battle yet. A small, purple creature with extensive magic powers, specializing in fire and darkness. Vic's emotion to summon: Deviousness, mischevious, intelligence.
Gargoyle Specter: Not seen in battle yet. Somewhat larger than human-size. Powerful, wields a spear. Can shoot green energy beams from its eyes. Vic's emotion to summon: Cowardice, need to flee.
Wolf Specter: Not seen in battle yet. A considerably larger-than-life wolf, with all the extra power and speed that goes with it. About five times the capability of a normal wolf. Vic's emotion to summon: Ferocious fighting spirit.
Ogre Specter: Not seen in battle yet. A huge, 16-20 foot tall giant with thick skin that acts as armor. Usually wields a mace, club, axe, claymore, or other two handed powerful weapon with astounding strength (proportionate to its size of course). Vic's emotion to summon: Pain
Hydra Specter: Not seen in battle yet. A monstrous, 50 foot long snake like creature with hard scales, and three heads. Has paralyzing venom in its rows of sharp teeth. Long adhesive tongues and flexible, powerful tail used to trap and kill opponents. Vic's emotion to summon: TBA
Reaper Specter (Charon): Not seen in battle yet. Vic's emotion to summon: Hate, Vengeance.
Dragon Specter (Onyx): Not seen in battle yet. Vic's emotion to summon: Protecting others.
Zazu
June 30th, 2007, 11:47 AM
Kyoshi
Holy Palm/Fingers: A beam of holy magic which can be released from either the fingers or the palm.
Lightning Ball: He can fire a ball of lightning from his palm.
Lightning Strike: A bolt of lightning strikes his opponent.
Heavenly Hell: He erupts in holy flames, covering a large area.
Seraphim Eclipse: Lightning bolts strike down around the enemy, locking him/her in one area as a beam of heavenly energy pierces through the opponent. (Near impossible for Kyoshi to actually do)
(More to come for him)
Faolan
General skills: Controlling and manipulating darkness.
Shadow Beast: He summons a large shadow creature that feeds off his energy.
(everyone else will come as soon as I feel like it)
Sean Connery
June 30th, 2007, 12:03 PM
David- Magical lightning attack
Healing magic
He Dosent Really know how to use magic but he could use these if he concentrated for two hours.
FlameHeart
June 30th, 2007, 03:29 PM
Tej FlameHeart
Elemental Magic:
Fire (Expert Level)
Dark (Average Level)
Water (Super Novice Level)
Ice (Novice Level)
Electricity (Novice Level)
Earth (Novice Level)
Wind (Average Level)
Holy (EXTREMELY NOVICE level) [Damages self in doing so]
Physical Combos:
Claws: Tej releases claws from the sides of his wrist that reach all the way to the front of his fists.
Tornado Kick - With his hands planted on the ground, Tej swings his legs in the air like a tornado at high speeds.
God Boomerang - Tej hurls his sword in a boomerang fasion at Godly speeds. Can be mixed with wind magic to create a whirlwind.
Magic Combos:
Fire Clones - Tej creates flaming clones of himself that can only carry out one attack before exploding.
Mind Game: Tej creates a small flame inside opponent's head. Only possible if Tej grips opponent's head for 5 seconds.
Heat Rise: Tej can raise the temperature in his surrounding area.
Flame Aura: Tej engulfs his body in fire.
Body Bomb: Tej creates a time bomb within an enemy that can explode whenever he chooses.
HellFire - Tej's ultimate attack. Tej summons flames from Hell that shoot from underground to the furthest reaches of the sky. Able to incinerate ANYTHING.
__________________________________________________ ____
Sin Infused Tej
Elemental Magic:
Fire (Average Level)
Dark (UBER Level)
Physical Combos:
Live Blade - Sin Tej injects his weapons with his own life essence, thus giving them life. The weapons attack under Tej's command, but move on their own.
Weapon Fuse - Sin Tej is able to fuse weapons together in a black light.
Sin Claws - Tej's nails transform into long, sharp, and black claws.
Fangs - Tej bites a victim with his fangs, injecting them with his life essence. Thus, filling their bodies with darkness, and putting them under his control.
Magic Combos:
Dark Portals: Tej creates multiple portals. Anything that passes through, ends up in another Portal.
Dark Illusions - Using a very small amount of energy, Tej creates very convincing illusions of himself that cannot make contact with the enemy.
Apocalypse - Sin Tej's ultimate attack. Tej fires an enormous, condensed blast of darkness and sets his elemental sword in front to absorb it. The sword shatters, and the beam magnifies in power exponentially. Tej then creates a large portal that the beam enters. Using the last of his strength, Tej creates thousands of portals in the sky, each portal shoots out large portions of the previous beam, thus creating a rain of overwhelming dark power.
__________________________________________________ _
Jenny Flameheart
Elemental Magic:
Fire (Novice Level)
Holy (Expert Level)
Dark (VERY SUPER NOVICE Level) [Damages self]
Magic Combos:
Healing Cacoon - Jenny creates a cacoon of holy magic around target that provides excellent healing. Capable of a full heal in a matter of seconds.
Net - Jenny creates a glistening, holy net that captures an opponent and strangles them. Can be fused with her fire magic to singe through skin.
Light Beam - Jenny fires laser-like holy magic from any of her finger tips. Also possible to do all at the same time.
Teleportation - Self explanatory
Barrier - Jenny can create Barriers to defend her and allies.
Invisibility - Jenny uses the pureness of holy to become invisible to the naked eye.
Heat Oven - Jenny's ultimate attack move. Jenny creates an inescapable holy barrier around an opponent, then pumps intense heat into it, thus cooking the oppoent within.
Revive - Jenny's ultimate heal move. Only under extreme stress, sorrow, or any other uncontrolable emotion can she use this. Jenny summons life from the heavens to bring back to life a fallen ally.
__________________________________________________ _________
Aighbek (Death) Kahn (Deceased)
Elemental Magic:
Fire (Expert Level)
Dark (Expert Level)
Physical Combos:
Magic Combos:
Inferno - Aighbek's ultimate attack. The sky erupts in flames. Enormous balls of exploding flames shoot from the clouds as a large beam of fire slowly moves down to finish off any survivors.
More later...
__________________________________________________ __________
True Demon (Aighek)
Elemental Magics:
Dark (Godly Level)
More later...
__________________________________________________ __________
Iorey Sever
Elemental Magic:
Water (Expert Level)
Ice (Expert Level)
Magic Combos:
Ice Rain - Iorey sends his weapons spinning into the air. From the weapons, a barrage of icicles rain on a foe.
Ice Sword - Iorey shoots an ice projectile in the form of a large blade.
Cool - Iorey lowers the area's temperature.
Mist - Iorey becomes a mist and is unable to physically attack or be physically attacked.
Freeze - Iorey is able to freeze any part of foe's body. If used in conjunction with Mist, Iorey can freeze opponents from the inside.
Torture - Iorey sticks a piece of ice to foe's body. This ice can expand and create icicles that penetrate the foe's skin.
____________________________________________
Squirrely Family
Elemental Magic:
Poison (Expert Level) [Rabie Squirrely]
Physical Combos"
Super Strength - [Rambo Squirrely] can lift anything and has super strong punches.
In-rabie-cate - [Rabie Squirrely] bites an enemy and gives them rabies.
Flick Off - The Squirrely Family's secret ultimate technique. With either one or two hands, they flick their opponent off, causing mass confusion and hilarity.
Magical Combos:
Intoxicate - [Rabie Squirrely] can spit his rabies at enemies and poison them.
More later...
McCloud
July 1st, 2007, 02:00 AM
~Hioni Nokosu~
Natural Power
Birthright - Hioni the demon is capable of using the wind as a weapon. However, he had been unknowingly suppressing it with his fire-based Celestial soul. Therefore, his wind powers are limited.
Shingan - Thanks to the blade that cut his right eye, Hioni is able to see the souls of other living beings. It has become refined to the point where he is able to locate anyone anywhere at any time.
Shinsoku
1st - God Slash - The most basic of Shinsoku's techniques, it creates a high-speed slash that is near-impossible to follow.
2nd - God Shot - Similar to the First in it's execution, the Second is used as a ranged attack due to the shock-wave it creates.
3rd - The Madness of Heaven and Earth - The Third is a move that is taught at the intermediate level when students are able to handle the strain of Shinsoku. It is a series of high-speed slashes that can take down almost anyone.
4th - Flying Madness of Heaven and Earth - Put simply: Third and Second combined into one move.
5th - Shielded Slash - The Fifth is used if the First cannot be performed. The Fifth is nothing more than the First with a sheath.
6th - Shielded Wave - The Sixth is the same as the Second, with the exception of the weapon being the sheath.
7th - Shielded for the Insane - The Seventh is the "Madness" technique performed with a sheath.
8th - Fist of God - The Eighth doesn't use a weapon, but instead delivers a quick punch that is capable of shattering defensive auras.
9th - God's Rage - The Ninth is the Eighth used over and over in succession.
10th - God's Spiral - The Tenth is an attack that sends the wielder flying toward the opponent in a spiral, bringing the blade up behind to strike with an immense amount of speed.
11th - God's Dance - Despite common belief, the Eleventh is not a healing technique. The circular motions employed bring the energy flowing through the user's body around to even out what remains of their aura.
12th - God Sprint - The Twelfth is a running move that places the energy used in Shinsoku attacks at the feet, allowing for the same speed used in a slash to be used in a strike.
13th - Image of God - Normally used after the Twelfth, the Thirteenth creates an image of the user that is sometimes capable of creating the illusion of attacking the opponent.
14th - Double-Edged Madness - To be put simply, the Fourteenth is the Madness of Heaven and Earth with both a sword and sheath in hand.
15th - Blessing from God - The Fifteenth is a technique used to gather energy and aura from the world around the user and borrow it for a moment of time.
16th - Namida no Hurricane - Based solely on emotions, the Sixteenth is the second most powerful technique in Shinsoku. Each person's version is different. Hioni summons black flames to cover his body and increase all of his attributes, although he sometimes is left with burn marks wherever the fire touched his body.
17th - Katana no Hurricane - Shinsoku's final move. The Seventeenth is only able to be used after the Sixteenth is mastered, as it combines the power of the Sixteenth with the power of the user's dominance over the emotions. It drains the user of all the emotions and casts them into the blade, creating a powerful force.
Muramasa
Reforge - Having met the spirit of Muramasa, forger of the sword, Hioni is capable of changing the blade into any other sword simply by picturing it.
Past Life - The Muramasa katana is an old blade. And as such, it has been used by many people. Hioni is able to tap into the strength of those who have used the Muramasa before him, adding to his own abilities.
Celestial Power
First Form - Hioni's first transformation is from his demon body into the red-eyed demon body that he normally wears. It allows for him to manipulate, create, and control any and all fire.
Soul Form - Hioni's second transformation normally shatters his demon body to be replaced by a fiery red version of himself with a pair of cold blue eyes. This was thought to be his Celestial form, but it was only a fraction of the real thing.
Celestial Form - Instead of shattering his demon body, the fire of his Celestial soul merge with his demon flesh to create an even more powerful being.
Juror - A Celestial power given only to him, Hioni looks into the lives of others by staring through their eyes. He then gives that person a judgement of either Innocent or Guilty, which ties in to the other Celestial's powers.
~Ayame Nokosu~
Natural Power
Birthright - Ayame the demon is capable of using wind powers due to her ancestry. However, just like her brothers, Ayame's wind prowess is currently very low.
Pain-Breaker - In any form, Ayame is capable of withstanding any and all forms of pain just by dismissing it as a distraction.
Dual-Kodachi
Trinual Hurricane - Ayame holds one kodachi in reverse and begins to spin around, turning herself into a bladed top.
X - The first strike with the left is followed directly by the right landing on top of it, creating an 'X' with the weapons. The attack is used to cut through anything, and is capable of doing so.
Dual-Lancer - Charging forward, Ayame thrusts both kodachi ahead of her like a spear, although different in the sole reason that she can move her 'spear' more easily than a normal one.
Bladed Fists - Although it isn't a technique, this style puts the kodachi on Ayame's wrists, bound there with water.
Hide in the Rain - Ayame throws one of her kodachi toward the opponent, followed immediately by the second one so it follows the exact path of the first one. If the first one does not hit, the second one most likely will.
Dance in the Rain - Ayame coats the hilts of her kodachi in water and manipulates them to circle around her body. She can set the blades to act as a shield or to follow her attacks.
Kaiten Kenbu: Rokuren - In the blink of an eye, Ayame slashes six times with her kodachi, three with each blade. It's her second-most-powerful attack, and it is easy enough for her to pull off that it sometimes is her first attack.
Kaiten Kenbu: Rokuren (Remixed) - Instead of six slashes, three on each side, Ayame slashes six times with both swords for twelve instantaneous attacks.
Celestial Power
First Form - Ayame's first form is almost identical to her demon form, with the exception of her eye and hair color. When she is in this form, she is capable of controlling water and bending it to her will.
Soul Cover-Up - Instead of her body shattering to leave her blue-soul imprint, Ayame's body is covered in water that acts as Celestial armor and works the same way that Hioni's Soul Form does.
Celestial Form - Her body merges with the Cover-Up to bring her true Celestial power to light...
Unbound - A Celestial power specific to Ayame, she is able to undo the punishments given by her sister to souls that are wrongly found Guilty. She heals their soul and sets them free.
~Kaze Nokosu~
Natural Power
Birthright - Unlike her siblings, Kaze's demon wind powers were only enhanced by her Celestial soul. Her natural demon form and First Form are very similar.
Telepathy - Also something her siblings don't know, Kaze can look into the minds of others and communicate with them as if she were standing next to them.
Wind Serpent
The Undead - Kaze draws her blade and the pieces detach, allowing for freedom of movement. She is able to control the parts of her blade with her wind powers.
Life After Death - The sections of the Serpent detach right after a slash and hit the target again in the same fashion as a whip.
Blade-Shield - While in pieces, Kaze can move them around to form a solid barrier between herself and any attacking foe.
Armor of the Dead - The segments of the blade attach to parts of her body, acting as both armor and weapon at the same time.
Dying Hurricane - After tapping into her Celestial form, Kaze summons blades from her own soul to attack the foe in a whirlwind of slashes.
Celestial Powers
First Form - Kaze's First Form and demonic form are almost identical, and there is little distinguishable difference between the two. The major difference is that the toll Kaze's illness takes on her body is slightly greater in her First Form.
Celestial Form - Unlike Hioni and Ayame, Kaze was able to merge her demon body and Celestial soul without having to go through an intermediate phase. However, until Kaze fulfills her contract and attains true Celestial status again, her sickness continues harming her and does so at a rapid pace in this form.
Judgement - After receiving a statement from Hioni, Kaze gives punishment to souls found Guilty and sends souls found Innocent on to their next life.
~Kyu Nokosu~
Natural Power
Birthright - Unlike the other three, Kyu was born with the polar opposite of his race's wind powers. This restraint makes him considerably weaker than the other three, but only while in his mortal form.
~Daniel McCloud~
To be announced...
~Zachary Charon~
To be announced...
~Daemon Kasei~
To be announced...
~Levi Bassman~
To be announced...
~Celipa Nokosu~
To be announced...
The Unwanted
July 1st, 2007, 03:49 AM
Cloud Sytria
Aura Blast: Purple wave of energy
Shockwave: Simple shockwave in chosen direction
Crying Wolf Blast: Powerful shockwave in chosen direction
Fyrefox: Artificial flames launch at enemy's in the form of a fox that explodes
Wolf's Tear: Huge shockwave emitting in a full circle from Cloud
Sayonara: A joint attack with Kyle in which Cloud teleports all around the enemy slicing with his word one by one, he then runs at the enemy from the front and slices completely through them, if the attack fails to destroy the opponent then CLoud leaves his back open to attack. (Very Risky Attack)
Fire Soul Fusion: Can fuse with Draco to become the Fire Soul Raioku.
Draco
Rapid Fire: Fire's randomly at enemy with stronger bullets
Fireball: Shoots simple fireball
Nova Blast: Shoots small sun at enemy
NovaBurst: A fire covers Draco but doesn't harm him or allies, the fire seems to grow until Draco orders himself to unleash the attack, the flames are launched off Draco and fly at the enemy in the form of a human, if Draco does not use the attack however, he gets a boost in strength and speed.
SuperNova: Contains an explosion inside himself of supreme fire energy of an exploding star
Dragon Transformation: Can transform into a dragon
Draco X Transformation: Can tranform into Draco X
Fire Soul Fusion: Can fuse with Cloud to become the Fire Soul Raioku.
Kallo
Holy Bolt: Shoots a simple bolt of electricity infused with Holy at enemy.
Pure Lightning: Fires a long powerful arc of lightning infused with holy at the enemy.
Pheonix Flame: Kallo guides Axel to the enemy before Axel shoots flames at the enemy.
Pheonix Inferno: Axel flies away from Kallo as a distraction and Kallo holds the enemy, when they are stopped Axel flies at their chest and explodes in flames. (Attack however damages both Axel and Kallo as well as Enemy.)
Dark Kallo Transformation: Kallo transforms into his dark alter ego.
Pure Kallo Transformation: Kallo transforms into his pure angel form.
Kyle
Later...
Grey Angel
July 1st, 2007, 04:59 AM
Erutan & Spirit
Wind
Tornado - Creates a large tornado that damages everything in a 50 ft. radius
Wind Cannon - Shoots a blast of powerful wind energy from the palm that can knock the opponent away.
Breath of Life - Heals all wounds.
Tornado Fist - A tornado in his fist which spins the victim doing extra damage.
Intangibility - Becomes wind itself.
Float/ Flight - Allows user to fly and others as well.
Air Slam - Victim is slammed into the ground below at high velocity while being crushed by air.
Wind Dragon - The user summons a dragon of the wind, which can only be seen by the dust that it lifts if it is close to the ground, otherwise, it can be felt if flying right through a person. It always remain unseen and roams freely, preventing the opponent from escaping if they try to flee.
Earth
Earth Pillar - Creates a pillar of whatever is around (stones, dirt, mud, etc.)
Constriction - Tangles victims in vines, squeezing the life out of them and draining energy as they do it.
Engulf - Victim sinks into ground below them.
Forest's Rage - The user attacks the opponent with a barrage of forest based attack, including razor leafs, thorn vines and the growth of a forest.
Earth Dragon - The user creates a dragon made of earth, which roams and attacks the opponent freely. It prevents the opponent from escaping and can travel in the earth undetected.
Water
Tidal Wave - Smashes a wall of water toward the opponent, the source coming from user's mouth.
Aqua Cannon - Shoots a powerful stream of water from the palm at the opponent.
Water Shield - Creates a sphere of water around the user which could be expanded as an attack.
Aqua Morphosis - User becomes water.
Water Dragon - The user creates a living dragon of water which attacks on it's own will and roams the area freely, preventing the opponent from fleeing. It can travel in the water undetected and can barely be seen in the rain.
Fire
Eruption - Creates a pillar of fire and lava under the victim.
Heat Wave - Engulfs the entire area in fire.
Heat Cannon - Shoots a blast of fire from the palm to the opponent.
Solar Regeneration - Heals all wounds using the sun.
Fire Dragon - The user creates a living dragon of fire, which roams around freely and attacks at will. It prevents the opponent from fleeing and can travel in fire and lave undetected, and can barely be seen in a heat wave.
Lightning
Lightning Kick - User jumps into the air and kicks the person below, shooting a bolt of lighting from their foot, then slamming down on them as a bolt of lightning.
Lightning Dash - Allows user to run faster than the eye can see, only leaving a bolt of lightning for each step taken.
Bolt Slam - Slams the opponent down to the ground using a powerful bolt of lightning.
Bolt Storm - The user raises his hands and thrusts them downward, creating a storm of lightning bolts on the target(s) which is/are selected based on the extence of the user's sight.
Shock Cannon - Shoots a blast of lightning from the user's palm to the opponent.
Lightning Dragon - The user creates a dragon of lightning which can travel and attack freely on it's own accord. It prevents the opponent from fleeing and can travel between the clouds at great speeds.
Ice
Frost Bite - Freezes opponent instantly
Ice Spears - Creates a storm of falling icicles spears.
Ice Dragon - The user summons a dragon that can freely roam and attack at at it's own will. It prevents the opponent from escaping and can travel in ice undetected.
Metal
Magnetize - Attracts all metallic objects in a 100 ft. radius.
Purify - Seperates combined metals.
Metallic Shift - Changes the form of a metal object, including the metal itself.
Flower Bud - The user thrusts their weapon into the ground. The metal from the weapon then starts to emerge from underground, around the user, slicing and trapping anyone or anything that happens to get caught in the attack. The farther they thrust their weapon into the ground, the more complete the bud becomes.
Blossoming Flower - The user twists their handle, thus making the bud blossom, shredding anyone nearby or who was caught in Flower Bud. The more the twist their handle, the more the bud blossoms until it covers an area of 50 ft.
Tower of Pain - The user creates a tower of metal from beneath the opponents, shredding them from the bottom up, going right through them while the victim stays in the bottom. When the tower retracts, the victim is shredded yet again until the tower is finally gone.
Time
Time Freeze - Stops time.
Time Travel - Enables the user to travel through time unnoticed.
Time Alter - Allows the user to be seen in different parts of time outside of the present.
Time Peak - Allows the user to see through time.
Other
Unison - The user combines all dragons they have created into a single elemental being with the abilities of a dragon, but in the form of a fighter in dragon armor. They have the abilities of the combined dragons, but with increased speed, strength and durability.
Storm Dance - The user dances where they stomp the ground continuously; the opponent is consistently struck with bolts of lightning, pillars of earth, tornados of frigid air and blast of fire from under the surface.
Vis - Combines all of the elements into one element, and shoots it at the opponent through the left palm affecting them with all elements.
Vicis - Gathers the energy of time and shoots it at the opponent through the right palm, leaving them suspended in that specific moment of time, behind everyone else.
Vis Quod Vicis - Combines both Vis and Vicis into one, and fires it through both palms at the opponent. The victim is then affected by all the elements, is suspended in time, and is stripped of all powers and strengths until retuned to the present.
Combination - Combines the user and their partner to become one being. Everything is increased by the strength of the bond of both users.
Tandem - When the highest level of combination is reached, the outcome of the combination splits into 2 beings, one evolving into a God or Goddess, while the other half stays as the original 2 users of Combination.
Physical Combos - Erutan & Spirit
Riders's Fury(Erutan) - The user taps into the powers of the Rider and strikes the opponent in a flurry of strikes from all directions, where each strike creates a disruption in the air.
Dragons' Fury(Spirit) - The user taps into their partners power in order to gain control of their full physical power, allowing the user to srtike with a combination of physical power and energy combined.
Nature's Rage - Traps the victim in a tornado of all the elements where they are attacked by all sides and no way to escape unless the user commands it.
Rage of Time - Enables the user to attack his opponent with A stream of time surrounding his/her weapon. Once the weapon makes contact, the time stream freezes anything it touches in time.
Vicis Tentatio - The user freezes time and attacks the opponent with great speed, ending the attack by unfreezing time allowing a time-sonicboom hit the opponent from all directions from which they were attacked by.
Phasmatis Offendo - The user attacks the opponents soul directly while doing physical damage and draining their magical, spiritual and physical energy as well.
Offendo Superum - Only available during Tandem. The user attacks the opponent using the powers of nature, time, light, darkness and neutrality all at once. The victim of the attack is then obliterated from exsitence.
Denique Saevio - Kills all enemies in a 1000 mile radius, but kills the user as well.
Daisy
Earth Pillar - Creates a pillar of whatever is around (stones, dirt, mud, etc.)
Earth Tower - An even larger and stronger version of the Earth Pillar technique. (duh)
Constriction - Tangles victims in vines, squeezing the life out of them and draining energy as they do it.
Engulf - Victim sinks into ground below them.
Earth Blade - Creates a blade made purely of compressed earth. The more taken from the area, the stronger and sharper it gets.
Earth Armor - Like Earth Blade, the more earth gathered to make the armor, the more powerful it becomes.
Earthquake - The user stomps on the ground creating an earthquake with a 500 ft. radius, damaging everything in that range. Afterwards, sending 5 powerful aftershocks, finishing anything that may still be standing.
Fissure - The user thrusts their hand or weapon in to the ground, and creates a large fissure in the direction they are facing, destroying anything in the path of the large split. Molten rocks are then shot upward from the crevice along with extremely hot air released from pockets under the earth's crust. Anything/anyone unfortunate to fall in, well, to be nice, bye-bye forever.
Gaia's Fury - The user must first perform fissure to make their opponents fall victim in the large crevice, the fissure is then shut quickly before anything can be released, trapping the victim(s) in a pocket filled with hot air and molten lava with no means of escape.
Gaia's Children - The user instantly grows plants and trees at will as long as their is a patch of earth around.
Physical Combos
Riders's Fury - The user taps into the powers of the Rider and strikes the opponent in a flurry of strikes from all directions, where each strike creates a disruption in the air.
Nix
Spirit Cannon - Shoots a blast of spiritual energy at the opponent through the palms, taking out chunks of the victim's spritual energy and damaging the soul.
Phasmatis Offendo - The user attacks the opponents soul directly while doing physical damage and draining their magical, spiritual and physical energy as well.
Phasmatis Sterilis - Attacks the opponent through the Phasmatis Regnum (Spirit Realm) attacking their soul and allowing the user to take chunks of the opponent's soul without any problems.
Lycan Cannon - The user gathers energy from the surrounding area and releases a blast of pure grey energy.
Spirit Force - The user gathers spiritual energy from the ground to increase the gravitational pull. The attack also gathers energy for one of the following attacks.
-Spirit Blade - The user creates a blade of pure spiritual energy on their right hand, allowing them to slash and send a wave of pure energy in any direction.
-Gravity Cannon - The user blasts the opponent with a shot of pure gravity which makes them incapacitated for a few moments, but longer depending on how weak the opponent is.
-Lycan's Breath - The user fires a beam of pure energy at the opponent from the mouth, causing the victim to take major damage and paralyzes them, but the user must regain their stamina before they can move if the attack is successful. Otherwise, it just gains strength.
Physical Combos
Lupus Offendo - The user savagly strikes the opponent from all directions with great speed and strength.
Prince's Fury - The user wraps their opponent in their cape, encasing them in a small dark area that stabs them from all directions, then wraps them, and whips them out into the air.
Calamity - The user runs at a high speed in which they create multiple physical beings, giving each of them their own conscious. They all attack in accordance to the original, and they dissappear once the original moves at a slower speed.
Special
Release - Reveals the true form of the Prince's Shadow which is the King's Light, which gives the user increased speed, strength, and endurance for magic, spirit and the pysical being. The attack only last half an hour if used at 100%, and at the end, the user is left with no energy left and must completely rest, unless they have previously taken something that will keep them energized.
Phasmatis Ruina - The user destroys the souls of everything in a 10000 mile radius while destroying themselves. A piece of themselves as far as the attack reaches.
More to come for all.
Aura
July 1st, 2007, 11:56 AM
Haarku:
Leaf Alchemy-Can turns leaves into glowing green orbs, which can be used for everything. And when I say everything, I mean everything. Yes, he turn the orbs into a mansion, or spray enemies with acid.
Leaf Throwing-Haarku can throw leaves as weapons. They can stab and slash. Very hard to learn.
Seeva:
None-she has no powers, because she didn't even know that magic existed. She just has a steel rod/staff that she uses in combat.
Rolicial Mentaka:
Ice arrow-Rolicial can conjure ice arrows at will to use with her bow.
Ice control-Rolicial can change the form of ice at will. Not in a god-moddy way.
Cupid.
July 1st, 2007, 12:21 PM
Character: Alexius
__________________________________________________ ____________
Physical/Power moves:
1. Rocky Armor: Can make a body of armor that can reflect alot of thing that come at him (and it can make his physical punches and kicks hurt more) and can also create one for a ally but requires alot of attention.
Magical moves:
1. Spike Ball: Can make a ball with spike of rocks and throw it at enemys and can make it explode spreading spikes.
2. Earth Fly: Can make a peice of ground levitate and fly with him on it but can only really carry him unless under a great emotion or stress.
3. Duplication: Alex takes a whole lot of rocks and make them into either himself or other people. He can make some of them explode into spikes when another person destroys it only. He can make up to 6 or so only for right now unless he is under emotional stress.
4. Plant Growth: More Later
5. Photosynthesis: More later
Sean Connery
July 9th, 2007, 02:16 AM
David: Telekinesis
Yeah that was the point of the whole exchange thread.
Ninja edit performed....
The Saiyan
July 13th, 2007, 09:25 AM
((If it doesn't have an explanation, it doesn't NEED an Explanation. Attacks differ from Offensive Abilities in that they're extremely linear in usage, and Superweapons differ from Attacks in that they are INCREDIBLY destructive, extremely high-cost, and in some cases require cooldown before they can be used again.))
Geoff Anderson
Offensive Abilities:
Telekinesis
Chronokinesis: Using Quantum Particles, Geoff can alter the flow of time, slowing it down for one or several target objects. The resulting effect is proportionate to the amount of energy/Particles he has at his disposal.
Kinetic Manipulation: Geoff can literally take the kinetic energy from molecules. BUT! The force needs to be put somewhere else, or it will go off like a Molotov Cocktail. (Think grenade)
Supportive Abilities:
Levitation
Teleportation
Chronokinesis: Additionally, Geoff can use Quantum Particles to accelerate the speed, reflexes and reaction time of one or several target objects. The resulting effect is proportionate to the amount of energy/Particles available at the time.
Regeneration: A subdivision of the Chronokinesis power, Geoff can use Quantum Particles to kick-start healing of wounds. Just like Chronokinesis, however, the effect is heavily dependent on the amount of energy/Particles available.
Attacks:
Wipe Away: There's a heavy jargon-filled explanation for this one, but I'm going to save you all the headache. This, simply, banishes a victim back to wherever they were X minutes ago. However, it also removes any injuries sustained within that time and nothing stops them from coming back.
Quantum Blade: This simply condenses Quantum Particles into the form of a weapon. The resulting weapon is just as effective as if it was made of actual materials. Geoff is particularly fond of making a sword with it, hence the name.
Quantum Explosion: Woo! More jargon! By charging up Quantum Particles, condensing them into a ball and then releasing them, Geoff can replicate a hand grenade.
Stasis: Geoff uses an immense amount of Quantum Particles to halt the flow of time. Don't even bother trying to wrap your brain around how that's possible - it made MY head hurt.
SUPERWEAPON: INFINITY: Geoff's answer to the "need more power" problem. By literally dragging all the power he can from everything within a 25-meter radius, AND THEN SOME, Geoff can provide himself with one full minute of unlimited magical power. There's a cost, though - while Geoff has managed to limit Infinity to not sapping power from sentient creatures, the rest of the surrounding environment is more than likely going to be ruined by having a good deal of life force sapped from it, along with its other energy sources. After the full minute runs out, Geoff can continue using any of his abilities that do not require Quantum Particles, however it will be two hours before he can resume using abilities that require Quantum Particles. Additionally, it will be a full 24 hours before Infinity can be used again.
Support/Partner: Maryū: Maryū is a dragon-shaped construct made of Quantum Particles. Geoff can summon it and dismiss it at will - and it has absolutely no sentience.
-Abilities:
-Screech: Maryū releases a high-pitched sonic stream, paralyzing and damaging whatever it hits for as long as Maryū is screeching.
-Roar: Maryū roars. Loudly. The force of Maryū's roar travels forward for a short distance, tossing anything in its path out of its path. Violently.
-Bond: Maryū attaches itself to a non-sentient object (machines, usually) and thereby increases all functions of that object by either 100% or 250%. Should functions be enhanced 250%, the strain created will destroy the object in 180 seconds.
-Evolve: Maryū literally deconstructs and reconstructs an object it is bonded to. By doing so, a completely new, cooler-looking and 150% more effective object is created. The process is irreversible and any objects created through Evolve require Maryū to be bonded to them in order to function at all. (They don't get the bonus from Bond.)
-Hack: Maryū, utilizing Geoff's knowledge of machinery, is able to Bond to an object and, instead of giving it a bonus, takes away all its functionality and allows Geoff to mess with the programming as he sees fit.
-Morph: Maryū deconstructs itself and reforms as four human/dragon hybrid beings. These do not have any of Maryū's abilities except for Screech and Roar, both of which have 25% of their normal power. Additionally, these Maryū clones can use Quantum Blade and Quantum Explosion at 25% of their normal power.
Zen/Sin
July 31st, 2007, 05:58 PM
Kaitlyn:
Old powers:
Card bend - Bend and reshape cards to make weapons, vehicles, familiars, etc.
Joker - Awaken the Joker. Higher attack, plus summoning of "Card soldiers".
Soul's End - Burn away the power of the Joker for a final, banishing attack.
Current powers:
Embellishing Hate - Let the hate from Klyr's attack to overrun her. (read Hatred Released for more info)
The Hidden - Use the hatred and dark energy growing inside her to "jump-start" her dormant Joker powers. Evil thoughts corrupt her, and she can't hold on for very long.
Elias:
Dreamcutter Combos
1st - Create a dream Elias while dashing behind the person for a slash attack
2nd - Draws out a sword. Pushes the sword through a dreamgate. If the enemy steps on one of many Dreamgates spread around, the sword launches out like a landmine
powers:
Dream winding - Makes dreams. They can be used as decoys, distractions, scouts, or can even take limited damage.
Dream Blading - Pulls out a weapon from the opponent's memory, normally a weapon that they fear, lost, or are weak against.
"Godly Soul" moves
Blood over Soul: Increase the flow of blood, mend broken bones, increase power at the cost of losing the Godly Soul's power, must actually bleed on the dreamcutters.
Soul over Blood: Go into a coma like state where the Godly Soul is slowly mended. Blood flow comes to a near stop. Very vulnerable, but leads to stronger attacks below.
Ex-God Rage: The Dreamcutters shatter, and take a piece of the Godly Soul. They launch out, and become a maelstrom of metal. Desparation attack, must do Soul over Blood right before, or after.
Remembering: Create dreams of the enemy's past. The memories are physical, as in, can damage anyone in the area.
Brock Stowne
Powers: Gorgon Gaze: Turns people slowly to stone.
Paralyzer: Immobilizes people, steals their soul.
The Flowing: Calls up the people he has Paralyzed. They can only move in a flowing, almost dancing way. Made of dust-like stuff, they can only take one attack
Sutternalt
September 11th, 2007, 10:49 PM
Siram:
Materialize: Siram can float as 6 cells to where he wants to go, and then form into something. Essentially, he can materialize out of thin air, after floating there.
Acid Puddle: He can make acid. Uh. Yeah.
Morph: He morphs into anything biological. Usually I have fun with it and go into detail. Sometimes I don't.
Forms of morphing:
T-Rex: See Jurassic Park. Big, mean dinosuar. Large teeth.
-Roar: cripples/stuns opponent.
-Bite: Uh, yeah. He BITES them.
-Seismic Stomp: A stomp that throws enemies into the air, if they are close enough.
Jet [bird]: Some sort of jet propeled bird.
-Joust: Fly straight at someone with a sharp beak at 200 mph. Ouch.
Miss Understood
September 12th, 2007, 03:48 PM
Sabine-
Control-she controls people using siren powers. duh.
also uses music to control people more strongly/control large amounts of people (see intro thread)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multi-arrow-cast on her bow. 1 arrow splits into 10 and they all home in on target.
Earthen Rampage-arrows do massive amounts of earth damage.
Water Rampage-arrows do massive amounts of water damage by exploding into a varied amount of water.
Fire Rampage-Arrows explode when they hit the target.
Holy Rampage-blessed arrows shot at target.
Dark rampage-coming soon.
So, basically, she can bless her arrows.
Her accuracy with bows is 99%.
Medic!
February 9th, 2008, 01:34 AM
Rythos Vrael
Weapon Attacks:
-Dark Harvest: Circular scythe attack, sending a shockwave in all directions. Good for when Rythos is surrounded.
Magic Attacks:
-Illusions of Midnight: Creates an illusion of darkness, usually an outdoor setting with trees and clouds and whatnot. Can also turn into an ethereal scene of swirling chaos and shadow. The only downside to this is that if the enemy can absorb darkness, or can use shadow to an advantage, it backfires and Rythos must use Shatter Illusion ASAP.
-Shatter Illusion: Breaks down said illusion. Occassionally, pieces of the illusion become real, and can hurt the target foe. (a piece of the sky falling, etc.)
-Halo's Light: Blasts a column of light from Rythos' palm.
-Memories Forgotten: Summons a ghostly image of foe's traumatic memories. Distracts target.
-Ethereal Call: Summons a ghost or phantom to aid in battle. Hopefully, Rythos can develop this skill to call upon higher ethereal beings. *Hint-hint: Angels would be nice... c'mon... quest for atonement! It works... right?*
This character is a mage/summoner at heart, but can defend himself with his scythe if need be. He his average with said weapon, but excells at magic.
FlySkyHigh
February 9th, 2008, 01:14 PM
Hikari Tenchi
Natural Abilties
- Tri-Form: Tenchi has three different bodies. His Human Body, His Angelic Body, and the body of Death.
- Birthright: Tenchi is the only person who is able to wield Nitelm freely. If anyone else wishes to hold it, they must have his explicit permission, or it will feel heavier than anything they can ever carry.
Human Abilities
- Limitation: In this form, he is limited with his abilities in Shinsoku and Nosheki, this is his first binding to hold back.
- Transcendence: In this form, he can go into either Angelic or Death state.
Angel Abilities
- Release Restraint: When Tenchi's Angelic side is active on Earth, Heavenly chains are wrapped about his being, making him slower and weaker. In times of need, he can release these chains, and attain his full, almost god-like powers.
- Guidance: This ability is used when Tenchi is near a newly dead soul. He can drag the soul from it's body, give it a moment to speak some final words to it's loved ones, then carry it on to wherever it needs to be.
- Light Control: An Angelic gift, Tenchi is given the ability to manipulate Light to all extremes, from making it disappear completely, to making it solid and using it as a weapon.
- Blessing of Sight: A rare gift among Angels, this ability, only usable for brief periods of time, allows Tenchi to see forward in time and thus predict his opponent's next move.
- Angel's Guard: The robes that Tenchi wears in his angelic state are far more protective than any regular armor. Weaved with a special metal found only in the heavens, it has the ability to resist many types of magic, and all but the strongest of blows.
Death Abilities
- Death Kiss: Not literally a kiss, this happens when Death touches an Opponent he has set on fighting, it places a curse upon them, expellable only by Himself, or God. This curse allows him to know wherever they are, in time or space. The ultimate hunters weapon.
- Cloak of Death: Black Angel wings come with his form, and these wings can wrap around himself, forming a cloak that doubles as a set of armor. The shield is impenetrable, but it takes awa yhis ability to attack.
- Death's Scythe: This power lets him summon the ultimate weapon, Death's Scythe. The weapon is unbreakable, able to cut through almost anything, and had the ability to open up rifts in space to defend or attack.
- Rising Dark: This gift, the opposite of the Angel's light control, allows Death to manipulate darkness in the same way.
Shinsoku
1st - God Slash - The most basic of Shinsoku's techniques, it creates a high-speed slash that is near-impossible to follow.
2nd - God Shot - Similar to the First in it's execution, the Second is used as a ranged attack due to the shock-wave it creates.
3rd - The Madness of Heaven and Earth - The Third is a move that is taught at the intermediate level when students are able to handle the strain of Shinsoku. It is a series of high-speed slashes that can take down almost anyone.
4th - Flying Madness of Heaven and Earth - Put simply: Third and Second combined into one move.
5th - Shielded Slash - The Fifth is used if the First cannot be performed. The Fifth is nothing more than the First with a sheath.
6th - Shielded Wave - The Sixth is the same as the Second, with the exception of the weapon being the sheath.
7th - Shielded for the Insane - The Seventh is the "Madness" technique performed with a sheath.
8th - Fist of God - The Eighth doesn't use a weapon, but instead delivers a quick punch that is capable of shattering defensive auras.
9th - God's Rage - The Ninth is the Eighth used over and over in succession.
10th - God's Spiral - The Tenth is an attack that sends the wielder flying toward the opponent in a spiral, bringing the blade up behind to strike with an immense amount of speed.
11th - God's Dance - Despite common belief, the Eleventh is not a healing technique. The circular motions employed bring the energy flowing through the user's body around to even out what remains of their aura.
12th - God Sprint - The Twelfth is a running move that places the energy used in Shinsoku attacks at the feet, allowing for the same speed used in a slash to be used in a strike.
13th - Image of God - Normally used after the Twelfth, the Thirteenth creates an image of the user that is sometimes capable of creating the illusion of attacking the opponent.
14th - Double-Edged Madness - To be put simply, the Fourteenth is the Madness of Heaven and Earth with both a sword and sheath in hand.
15th - Blessing from God - The Fifteenth is a technique used to gather energy and aura from the world around the user and borrow it for a moment of time.
16th - Namida no Hurricane - Based solely on emotions, the Sixteenth is the second most powerful technique in Shinsoku. Each person's version is different. Hioni summons black flames to cover his body and increase all of his attributes, although he sometimes is left with burn marks wherever the fire touched his body.
17th - Katana no Hurricane - Shinsoku's final move. The Seventeenth is only able to be used after the Sixteenth is mastered, as it combines the power of the Sixteenth with the power of the user's dominance over the emotions. It drains the user of all the emotions and casts them into the blade, creating a powerful force.
Nosheki Arts
Zaraku- focuses users energy into electricity, forcing a bolt of lightning from their body, basic attack and training spell.
Kitensu- spreads users energy and creates ice by absorbing moisture and freezing it. Binding and blocking spell.
Kitensu Mald- spreads then focuses energy in the air, creating ice shards and sending them out as weapon or shield. Defensive or Offensive.
Ziret- condenses the entirety of the users energy (Including the body) into one point and moves it across space at high speeds, similar to teleporting.
Ziret Katen- Immensely difficult spell requires ten hours to cast. Similar to Ziret except it allows the user to move across space and time.
Shorak- camouflaging spell creates a thin layer of energy around the user, than changes color in order to perfectly conceal the person inside. However, when moving it does create a slight effect similar to water, because it cannot change color fast enough to keep up with the person moving.
Yanjo- spell focuses energy into the palm of his hand, from there creating flame, from there the user can manipulate it into any shape or size. Multipurpose spell.
Onaki- spell gathers the moisture into the air and supplements it, creating multitudes of water, from there the user can manipulate it into any shape or size. Multipurpose spell.
Zaraku Tuo- Multi-simultaneous-fire Zaraku spell, can range anywhere from 2-30 bolts at the same time. However, more than 10 can be extremely dangerous due to the fact that after that point it becomes very hard to control where the bolts go. Offensive or Defensive spell.
Anyerakinosho- Final spell. Focuses all the users remaining energy into one point on the end of an object in the person’s grasp, or on the end of their finger, etc. When touched, creates a massive explosion, similar in strength to an atom bomb. Damages the user as well. Chances of surviving use: slim. Recommended to be used on a projectile weapon. Last Resort spell.
OOC: More to come when I think of it.
Hyperion
February 10th, 2008, 05:30 PM
Eon's attacks-
Blade attacks
X draw - basically slashes in an X shape with his sabre claws crossed.
Leap of the blade- leaps into the air and drops onto his foe, digging the end of his blades into them.
Blade rush- rushes the foe swinging the blades in big upward arcs.
False cut- pretends to punch the foe while missing to one side, slashing the foe on the way past.
Back slash- Fakes to hit the foe, reaching over them and then slashing towars himself across the foes back.
Physical attacks [only used when the blades are lost from him]
wall plant- general attack with many variations, foot plants off the wall gaining momentum and the strikes the foe.
Iverted attack- general attack with many variations, attacks the foe while performing a flip spin.
Fist explosion- user seems to explode towards foe so fast it will inflict huge damage.
Shuriken attacks
Quick draw- quickly fire 3/4 shurikens in fast sucsession
Role Fire- General attack, throws shurikens while jumping/rolling/spinning/flipping through the air
Arcness- Dissapears into the dark and then throws shurikens out of it in a big curved arcing shape
more to come as Eon progresses...
Storm Wolf
April 14th, 2008, 07:07 PM
Dan Meckwood (Note: All of Dan's spells, chants and attacks are air orientated for now.)
Slashing Breeze - By focussing his elemental power through his sword to deliver a scythe-like winds with each swing of his blade. Has yet to find something it cannot cut through without putting optimum power into it. [Seen in battle frequently when I used to post here regularly...]
Shielding Breeze - Creates a swirling air current for casting away projectiles and for allowing safety from water and fire. Not the easiest thing to maintain, but can walk through fire and water for 10 minutes. [Only used in the first part of someone's 4-part saga, never saw the other three...]
Swiftening Breeze - No brainer here, manipulates the wind with a light veil that makes him able to move much faster than normal. Easy to manage and can be maintained rather well. [Used in the first of that same 4-part saga]
Soaring Breeze - Allows him to levitate himself and object at his command. [Used this to jump out of a window safely in the... Yeah you guessed it "the 4 part saga thingmajiggy"...)
Embodiment (sp?) - Embodies air and can move invisible and much more hastily. Takes a lot of energy out of him, so he can only move around like this for a few seconds at most. [Eclipse taught him this.]
That's about it for now...
Zen/Sin
July 25th, 2008, 04:20 PM
Tristan's Powers
Arts: As of now, Tristan has control of four Arts. Arts are ways of sending out sections of Tristan's very fragmented Soul. The Arts charge these Fragments with different powers...
Art of Breaking: Crushes, breaks, snaps, doesn't kill what wasn't made by Tristan.
Art of Destruction: Obliterates, takes several forms. Most common one is a large blade of malleable darkness around his arm.
Art of Death: KILLS. Doesn't discriminate between ally and enemy. Takes the largest amount of Soul Fragments to use. Takes the form of a huge glowing Halo. The halo does no damage on the outside, but anything caught inside is removed from existance.
Art of Creation: Creates anything that can't be used to kill. Defensive, stairs, even internal organs can all be made by Tristan.
Team Attacks: Tristan doesn't like to take all the glory for himself, instead, he teams up with allies for various devastating attacks.
Gravitonne Piledriver:
Team Members: Zeke, Tristan.
Description: Tristan makes a staircase, runs up, and leaps off. Zeke increases the gravity around Tristan, flinging him into a group of enemies whilst Tristan flings Arts in all directions. The attack ends with Zeke flinging the debris from Tristan's landing at anyone who remains.
Quad Attack 1:
Team Members: Brian, Noah, Zeke, Tristan
Description: Brian unloads a crossbow bolt into a single enemy, Zeke goes left, Noah goes right. As the bolt hits, Zeke stabs said enemy in the chest, while Noah sneaks up and hits him in the back with energy blades. Tristan sprints up and attempts to decapitate the punctured opponent.
More to Come!
Medic!
July 27th, 2008, 02:22 PM
[name: Jason]
[abilities:]
.:Combo: Three quick strikes render the foe drained of his energy. Extreme cases knock the victim out.
.:Tranquilizer: Jason concentrates, then fires a beam of energy at a foe. Stuns the target temporarily, making it easier to flee from a battle.
.:Celestial Strike: Since Jason has synced his soul with the heavens, he has been able to harness the power of day or night into a devestating attack.
[day element: Fire]
[night element: Ice + Boost to Dreamer's Blade enchantment]
.:Winter's Grasp I: Jason has been able to sync his soul to the winter solstace, but not entirely. However, he has been granted an ice elemental attack. Jason swings his blade in the air, creating a shockwave of pure ice energy. When the foe is struck, he is immediately frozen in place. Jason then runs up to the opponent and strikes his icy shell, obliterating his target. If paired with a fire based attack, does extra damage to the foe.
.:Rebirther's Embrace: A helpful healing maneuver, with an added bonus. For a while afterwards, the ground Jason stands upon rejuvenates other allies. You can tell what ground is sacred by the spreading greenery on the ground. Will continue to spread until Jason wills it to cease. With this said, he can only let it spread so much at once. After the spell has been woven, the ground will shrivel and die, and new plants will sprout in it's place. It basically takes the lifeforce of plants to aid the caster and his allies.
[more_to_come]
Torturous Flame
September 1st, 2008, 05:09 PM
How about we put these in people's dorm things? It'll clean stuff up. I'm leaving this open for input on that.
Hyperion
September 1st, 2008, 05:12 PM
Would be good to have everything about your characters clumped together.
Torturous Flame
September 1st, 2008, 05:12 PM
thats what I was thinking, but i wondered about everyone else's opinion.
Moongem
September 1st, 2008, 05:14 PM
I think the stuff here should be put into the threads which has your characters. That would make the most sense to me.
Zazu
September 1st, 2008, 05:16 PM
That would probably work the best. Although I never really saw the need for specific techniques, so not like I'd use it anyways (even though I have). >_>
Chainlinc3
September 1st, 2008, 05:21 PM
specific techniques do kinda confuse me, though I suppose they could be helpful. But plus, if each character had a thread, the Dorms sub-forum would probably get used. I mean, maybe I'm oblivious, but it seems kinda inactive.
Torturous Flame
September 1st, 2008, 05:22 PM
yeah, I'm also stickying everyone's profile threads in there, make'm easier to find and stuff
Krazy Koco King
September 1st, 2008, 05:23 PM
I agree with the idea. But I don't agree with having a thread per character. Makes things too messy.
Zazu
September 1st, 2008, 05:25 PM
I think she means our character threads that we made some time ago?
Moongem
September 1st, 2008, 05:27 PM
That's what I ment. For them to be put into *insert name here*'s Characters.
Krazy Koco King
September 1st, 2008, 05:34 PM
Yeah, the idea is we're going to stuff as much into the out-of-the-way dorm threads as possible to take the stickies away that are cluttering up the main forum.
Zazu
September 1st, 2008, 05:36 PM
Not really. The idea is to be able to get all the info of a character from one source, instead of having to jump around the forum.
Krazy Koco King
September 1st, 2008, 05:37 PM
That too. That's more of an effect than a cause, though.
Chainlinc3
September 1st, 2008, 05:37 PM
Nimrodded.
Torturous Flame
September 1st, 2008, 06:06 PM
Well okay, the students (ha) have spoken
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