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Karel Soldier

PostPosted: Tue Dec 26, 2006 8:11 pm


Name: Karel Morosov
Race: Human enhanced with Mako and Jenova Cells
Weapons: Kusanagi, Runeblade
Power Level: Strong

Fighter Tendencies:
Energy: 20%
Strength: 25%
Magic: 30%
Speed: 25%

Simple Techniques

Uncanny Agility (Can leap to unbelievable heights, maneuver in the air, and move on the surface of vertical objects)

After Images (w/speed)


Weapon Abilities (Always active with certain blades)

Kusanagi-The Kusanagi is a customized version of the Heaven's Cloud sword, the light weight of which allows the wielder to use with faster-than-normal speed and agility.

Runeblade-A heavy blade with four materia slots that doubles the rate of growth in equipped materia.


Materia Abilities

Time Materia: Enables use of the time magic "Haste" (Can level up to use "Slow" and "Stop".)

Mastered Slash-All Materia: Enables attack option "Flash", which can cause instant-death to all opponents at once.(1/20 odds).

Added Effect Materia: When attacking, strikes with the effect of paired materia (Fire=Firestrike, Mystify=Confusion/Berserk, etc...1/3 odds)

Level 2 Barrier Materia: Enables defensive spells Barrier (weakens physical damage), and MBarrier (weakens magical damage). (Can level up to use Reflect (reverses low-level spells) and Wall (stronger magic and physical resistance).)

HP<-->MP: Allows the user to substitute his health (injuring him drastically) for magic, charging him to his max power (or Limit Level).

Mastered Elemental Materia: Allows user to absorb paired elemental materia spells (Paired with Fire=Drain Fire) when equipped to armor, or strike with paired elemental materia (Paired with Fire=Firestrike).

Mastered ALL Elemental Magic Materia: Allows user to use Fire, Ice, Bolt, and Quake spells 1-3.

Typoon Summon Materia: Inflicts very strong damage to all foes touching the ground with its non-elemental whirlwind spells.


Limit Break Abilities (Limit Breaks must be built up through effort in battles, or damage taken in battle. 2 turns for Lvl. 1, 3 for Lvl. 2, 4 for lvl. 3, and 5 for lvl. 4...unless damage is taken, in which case, deduct 1 turn for each severely damaging blow taken. The buildup is always active, and resets after a limit is used.)

Level 1 Limit Breaks

Blind Rush-Karel charges his limit dashes at an opponent with an incredible speed burst, slashing straight across an unprepared opponent's chest.

Hyper Kicks-Karel throws his sword in the ground just in front of an opponent, startling them (1/5 chance of paralyzing them.). By the time it lands, he is already leaping over it, unleashing a torrent of five crushing kicks to the chest of an opponent.

Level 2 Limit Breaks

Feral Gaze-Karel's anger rises and energy charges in his eyes. He covers them with his hand for a moment to focus on his opponent's energy signal, then uncovers them, unleashing a wave of raw power towards an enemy.

Shellshocker-Karel flips his sword in front of him, before delivering a solid kick that sends it rocketing towards an opponent with the power to break a shield or barrier on contact. Of course, as it strikes, he follows with a powerful double-palm strike to the hilt of the sword, driving it completely through his target.

Level 3 Limit Breaks

Hasty Barrage-Karel increases his speed dramatically, then fires himself towards his opponent, unleashing a wicked combination of 8 sword-slashes from all different angles at an opponent.

Hunter's Climax-Karel growls as he covers his eyes to sense out the life force of his opponent. Once his opponent has been located, he unleashes a series of eight potentially deadly beams of energy from his blade without opening his eyes. For the finish, he opens his mouth and screams, unleashing a ninth powerful wave of energy, and then at last opens his eyes, unloading the 10th and final blast.

Level 4 Limit Break

(Not yet discovered)
PostPosted: Thu Dec 28, 2006 9:52 am


Name: Aurora
Race: Human
Weapons: Large Shurikens
Power Level:

Fighter Tendencies:
Energy: 30%
Strength: 35%
Magic: 0%
Speed: 35%


Turk Techniques

Thrown Sounds (Can make it seem like she is in one place when she is really in another)

Turk Training (Increased speed, strength, agility. Immune to dark, blind, disease, sleep, silence, confusion, berserk, mini, toad, petrify, and other status magics.)

Weapons Abilities

Crystal Cross-Equips 6 materia and flies near-silent through the air.

Hawkeye-Equips 4 materia and is extremely hard to dodge.

Materia Abilities

Level 2 Restore Materia-User can activate healing spells Cure and Cure2 (Can unlock Regen and Cure3 with levels).

Mastered Transform Materia-Inflicts Mini or Toad status on opponent (1/20 odds)

Added Cut-When paired materia strikes an opponent, it is followed by an automatic attack for moderate damage.

Manipulate-Takes over an opponent's turn in battle and allows her to use one of their own techniques.

ALL Level 2 Elemental Magic Materia-User can activate Fire, Fire2, Bolt, Bolt2, Ice, Ice2, and Quake, Quake2 spells. (Bolt3, Fire3, Ice3, and Quake3 spells with level.)

Enemy Skill Materia-User can learn certain techniques used by enemies in battle. Attacks or spells must land on the user, and she must escape the battle without being knocked out or killed.

Mastered Poison Materia-User can cast Bio, Bio2, Bio3 spells which do moderate damage and poison enemies for a given duration.

Ifrit Summon-Summons a titan of fire who can scorch enemies with its Hellfire attack.

Limit Break Abilities

None yet

evil_onyxsonal
Crew

Ruthless Lunatic


Sieg Gainsburough
Crew

PostPosted: Sat Aug 04, 2007 12:16 am


Name: Sieg Gainsburough
Race: Chaos
Weapons: Self, Dusk(Stolen), White Fire
Base Power Level:
Full Power Level: Infinite*

Fighter Tendencies:
Energy %: 25
Strength %: 25
Magic %: 25
Speed %: 25


Abilities:

Might of Chaos*: A trait stemming from his past as the God of Chaos which allows him to tap into the limitless chaos of existence. This ability grants Sieg his infinite power level.

Angelic Regeneration: A semi-passive ability which grants Sieg heightened regeneration based on his power level. (Meaning that with Might of Chaos, Sieg's wounds heal instantly*)

Demonic Booster: An active trait that allows Sieg to gain a boost of strength and speed equal to his power level. (Meaning that with Might of Chaos, Sieg becomes Chuck Norris*)

Shifting Alliances: A restriction bound to Sieg by whatever force brought him back. If Sieg is pushed back far enough to recognize the strength of his opponent and allies himself with them, he will begin to lose chaos and the opposing element until he becomes that alignment.

Skills:

Flight: Whether he be in chaos, angelic, or demonic form Sieg has the gift of flight.

Resurrection(Angelic): A gift of the divine, given to those of a benign persuasion; this spell allows Sieg to bring back to life one person out of combat.

Phaseshift(Demonic): Allows Sieg to create rips in space teleporting himself over great distances. Anything caught in the destination rip becomes distorted and possibly even destroyed.

Immaculate Binding(Angelic): Using White Fire, Sieg can imprison his opponent(s) in searing hot white flames which act as a binding both damaging and holding them paralyzed for 2 turns.

Immaculate Roar(Angelic): Responding to Sieg's feral roar, White Fire creates a towering blaze to strike everything around him severely damaging opponents caught in it and obliterating incoming projectiles for 3 turns. During this time Sieg cannot move or teleport.

Immaculate Wings(Pure Angelic): Sieg spreads his angelic wings, engulfed by White Fire boosting his speed by up to 200% for 2 turns or do one of the following; repeatedly slam his opponent with waves of intense heat and white flames or dive bomb the battlefield causing a wave of white fire to launch out in all directions burning and paralyzing all foes for 1 turn. Requires a one turn charge.

Immaculate Halo(Pure Angelic): Sieg creates a halo of white fire which can be used for one of the following; a disc which can be launched at a foe and has a nasty return trip, a binding collar that disrupts all of the opponent's offensive abilities, or create a nigh impenetrable barrier for 1 turn.

Immaculate Prayer(Pure Angelic): Sieg kneels down and prays for one turn. After that turn, Sieg and any allies close to him will be healed of up to 50% of their injuries.

Immaculate Sword(Pure Angelic): Drawing upon the holy power within him, Sieg can create a blazing sword of holy fire which will only cut evil beings and infuse them with holy fire, burning them from the inside for several turns provided they survive the first strike. When used on the corpse of a foe, the corpse will become consecrated, either burning away or sealing all powers evil in nature.

Immaculate Bow and Righteous Arrows(Pure Angelic): Drawing upon the holy power within him, Sieg can create an angelic bow with which to fire powerful celestial arrows. Given the nature of holy power these arrows will not damage the innocent and will deal great damage to evil, however unlike the Immaculate Sword, these arrows can not only be used on evil but those who would stand in the way of great good. A single arrow fired into the heavens will also rain down thousands of bolts of holy light to damage all foes on the battlefield over several turns.

Righteous Rage(Pure Angelic): In the face of great tragedy, deaths of innocents, or great evil Sieg gains full access to all that is holy and enters a sort of Hyper Mode(Akin to 100% Tension and Super Sayian) for 5 turns, increasing his strength, speed, and power immensely. In this form White Fire consumes him completely scorching anything that touches him.

True Sight(Demonic): Sieg unlocks Dusk: Stage one and gains the ability to see in, around, and through everything for 5 turns.

Devil's Hellfire(Demonic): Sieg's attacks with Dusk gain Hellfire, which sucks away at energy/magick as opposed to health for 3 turns.

Devil's Blaster(Demonic): Sieg launches blasts of dark energy enveloped in Hellfire at his foe damaging both body and spirit.

Devil's Forked Tongue(Pure Demonic): Sieg's penetrating gaze causes his foe to spill their darkest secrets, greatest regrets, fears, etc. Following this forced depression dark, seductive whispers emanate from within the opponent's weapon telling them to kill themselves.

Devil's Wrath(Pure Demonic): Sieg transforms into a powerful beast and launches himself at his foe, slamming them with charged darkness and Hellfire attacks then unleashes Dusk's true form by focusing all of his wrath and hate into the blade which he uses to devour his opponent and strengthen himself.

Devil's Rage(Pure Demonic): Sieg lets out a roar, empowering all allies around him with a 50% strength, speed, and power boost for 3 turns.

Devil's Shrike(Pure Demonic): Sieg concentrates all of his malice into one point, creating a massive demonic gun which blasts corrupting dark energy all over the battlefield, severely injuring pure good and heightening the evil thoughts of any impure soul (Impure being anyone who, whether they be good or not, has hatred within them) elevating the chance for them to succumb to darkness.

Devil's Executioner(Pure Demonic): Sieg draws upon his own evil and forms it into a massive battleaxe, which he then slams into the ground, causing volcanic eruptions all across the battlefield for 5 turns. Can release lesser demons onto the field to attack as long as the effects last.

*-Abilities limited only to the neutral Chaos form and it's Might of Chaos trait.

Pure-Once Sieg's alignment changes completely these skills will be unlocked, however all other skills of the opposing alignment vanish.


Note: May add more later. Oh, also, this index has been approved by Ghaleon.
PostPosted: Sat Aug 04, 2007 6:24 am


Name: Great Ryoman, Ryo2k1
Race: saiyan/human/Cybernetic Hero
Weapons: Mecha Form
Basic Form:
Mecha Empowered Form:


Fighter Tendencies:
Energy %: 30
Strength %: 30
Magic %: 10
Speed %: 30


Zanzuken-(after image)
Bukujitsu-(flying)
Futuristic Suit- Because his suit is made of metals from the Fuuuttuurree it is neither effects by electricity, nor magnetic effects.


Attacks:

Mecha Charge:
Ryo powers his suit to full-strength, increasing his power amazingly.

Cybernetic Laser Sword: A large energy sword that can be used for an attack. Comes from his left hand.

Cybernetic Kitty Missiles: Ryo fires two kitty-shaped missiles that do fair damage from his arms.

Cybernetic Gatling Guns: Ryo fires a pair of rapid-shot guns from his arms for a quick assault.

Robotic Kitty Missiles: Ryo fires two kitty-like robots that latch onto the enemy with their metallic fangs and claws. Ryo can use them to sense an enemy in zanzuken, and infect with a minor toxin.

Cybernetic Kitty-Nets: Ryo fires two kitty-shaped missiles from his knees that can restrain energy.

Cybernetic Kitty Shield: Ryo uses his energy to cast a kitty-faced shield of energy that blocks non-ultimate attacks.

Fragment Storm: Ryo2k1 summons a barrage of metal objects to assault his enemy.

Electric Kitty Gauntlets: Ryo charges his fists and deals an extremely powerful punch to his enemies. (1 turn charge)

Cybernetic Kitty Lasers: A pair of lasers stored in his shoulders that can fire an extremely powerful blast similar to a condensed Super Kamehameha (2 turn charge)

Summons:

Battle Cat- Summons the famous Heman animal, except in mecha form to aid Ryo2k1.

Ryo2k1


Azura Flame

PostPosted: Mon Aug 06, 2007 9:13 pm


Name: Tri-Edge (Azura Flame)
Race: Vagrant AI
Weapons: Three-pronge Twin-blades
Power Level:

Fighter Tendencies:
Energy: 15
Strength: 25%
Magic: 25%
Speed: 35%

Attacks:

Data Eye: Can see through and block weak rapid-fire attacks with his twin blades.

After-Image: Tri-Edge can avoid an attack by disappearing a moment before impact. Can also be used to create multiple images (what everyone calls zanzuken, I think?)

Tri-Mark: A triangular mark that allows Tri-Edge to teleport and avoid an attack. 1 Turn.

Flame Storm: An attack that unleashes special flames on all opponents in the area, harming them but not burning.

Fury Blade: If struck by a large attack, Tri-Edge counters by freezing the enemy in place with energy released from the wound. He then divides in 3, and unleashes a flurry of bladed attacks on the bound enemy before finishing with a large attack that slams the enemy back into the earth, released. 1 Turn.

Data Drain: Tri-Edge absorbs the enemy's energy, and reconfigures them to their original form, removing all strength to fight. It also breaks shields in a similar manner. 2 turns.

Drain Heart: An attack that absorbs all the energy from the ground, air, and life around them to restore Tri-Edge no matter how harmed he is. 2 turns.

Azura Flame God: Tri-Edge's tattered form splits, ripping the arms and legs from the joints they are connected too. In between, blue fire holds the limbs to the body and thus he can reconnect at any time. A blue halo also forms behind his back, wreathed in flames. Final Form.

Data Drain:Tri-Edge absorbs the enemy's energy, and reconfigures them to their original form, removing all strength to fight. It also breaks shields in a similar manner. However, in this form a strong shield can resist it. 1 turn.

Tiger Blades: Tri-Edge throws his twin-blades and controls them with his mind, attacking the enemy.

Flame Barrage: Tri-Edge's wings unleash a number of fireballs that do weak damage individually.

Azura WildFlower: Tri-Edge binds the enemy in place as they fire a long-range attack, and appears through the blast. He then grabs the enemy by the face, dragging them along the Data-Stream until they reach a large, energy riddles sun. He finishes by slamming them into it at full speed, causing it to explode with them inside. 3 turns.
PostPosted: Mon Aug 06, 2007 9:51 pm


Name: Balmung
Race: Moderator
Weapons: Katana
Power Level


Fighter Tendencies:
Energy: 15
Strength:30
Magic: 25
Speed: 30

Attacks:

Sword Flash: Balmung draws his sword in a special, quick attack. Uses to parry attacks. 1 turn

Ogre Sword: Balmung brings his sword down in a powerful arch, capable of dismembering limbs.

Lateral Moon: Balmung makes a wide upward arch, capable of delivering powerful long slash wounds to his enemy.

Razor's Edge: Balmung unleashes a number of horizontal slashes with his blade, capable of doing good damage. It can also cut through long-range attacks.

Disaster Sword: An attack where Balmung lunges at the enemy, and attempts to strike the enemy with his sword. If he hits, it spreads an immobilizing energy in them. The attack can also fire off a wave attack from the blade if he misses. 2 turns.

Data Modification: Uses his power as a 'moderator' to disable any one move from the enemy's arsenal. ANY one move.

Data Transfer: Balmung uses his powers to open a 'backdoor', allowing him to avoid one attack. 1 turn charge.

Balmung Azura


Captain Kurotsuchi

PostPosted: Sun Aug 12, 2007 1:33 am


Name: Mayuri Kurotsuchi
Race: Shinigami
Weapons: Ashisogi Jizou, Ear-Kunai
Power Level:
Ashisogi Jizou:
Konjiki Ashisogi Jizou:



Fighter Tendencies:

Energy: 25
Strength:25
Magic: 25
Speed: 25

Attacks:


Shunpo: Flash steps, the equivalent to zanzukening. A master of flash steps can use about 100 of them.

Crush Kunai: Mayuri pulls the golden cover on his ear out, and a blade extends from the piece. He can use this longe-range weapon for fast, reflexive attacks.

Shi-kai: Mayuri releases his zanpakutou, and it takes the form of a three-pronged sword with jagged edges. The special ability of Ashisogi Jizou allows it to paralyze anyone it cuts. However, it is not complete paralysis and the pain receptors still function, allowing for torture.

Ambush: Mayuri has his lieutenant, Nemu, grasp the enemy long enough for him to deliver a powerful slash that paralyzes both Nemu and the enemy.

Ban-kai: Mayuri's second and final release, Konjiki Ashisogi Jizou. Mayuri summons a large caterpillar with a baby face and halo above its head. Mayuri's sword also returns to a normal katana in this state.

--Noxious Breath: Konjiki Ashisogi Jizou can breathe toxic fumes that are fatal to all but Mayuri and his lieutenant, Nemu.

--Fatal Rush: A large number of sharp blades stick out from the bib-like cloth hanging around Konjiki Ashisogi Jizou's neck, and he attacks with a charge that is meant to skewer the opponent.

Summons:

Any of Mayuri's inventions or creations.
PostPosted: Sun Aug 12, 2007 3:56 am


Name: Gin Ichimaru
Race: Shinigami
Weapons: Shin-so (Fully-released zanpaktou)
Power Level: Elite
Player Level: Very Strong


Skills


--Shunpo: Flash steps, similar to a zanzuken technique. A master of flash steps can use about 100 of them to cover great distances in mere seconds.

--Misleading Echo: By combining Ways of Binding # 58 and 77, the user can instantly send a message to a specific ally or enemy. By continuously sending messages at a frequent pace, the messages will echo, making it impossible to determine the location from which the messages are being sent, or even deceive them into believing they are coming from a different location entirely.

--Spiritual Awakening: Training as a shinigami has given Gin the ability to sense spiritual and other types of energy, as well as the life force of his energies.

--Negacion: An ability of the Menos Grande class hollow (evil spirits), Gin's allies surround him in this completely impenetrable light which lifts him into the air and carries him to the safety of Hueco Mundo without the threat of attack.

--Fox-eye: An innate ability specific to Gin in which a sort of 6th sense alerts him to back attacks a moment ahead of time, allowing him a few split seconds to defend himself

Shin-so



--Unreleased: In its unreleased form, Shin-so resembles a normal katana, but is still quite formidable as a weapon.

--Shi-kai: Shin-so carries the first-release property of extending his sword to great lengths in order to drive back or pierce enemies at a distance almost instantaneously. The force of the extending Shin-so is also surprisingly powerful, enough to pierce through most defenses and even drive back an enemy in full-defense. In this form, it can also be wielded at-length to slice through multiple enemies at a time.

--Ban-kai: While the full potential of the bankai of Shin-so is yet unknown, one of its known abilities is to extend into the sky similar to the shikai, only to have countless blades extend downward from the heavens all at once, or at the will of its wielder. This seemingly endless rain of blades can skewer enemies and defenses alike, and can range as far as its user wishes. Shin-so is also one of the few zanpaktou which does not change its form visibly with each release, except when using its special abilities.

Demon Magics


--Way of Binding #1 (Restrain): Can instantly bind the arms of an opponent behind their back, making the two limbs useless in battle.

--Way of Binding #9 (Hit): When it lands, the enemy is engulfed in a red light that completely paralyzes them.

--Way of Binding #58 (Summoning of the Tracking Sparrows): By drawing a circle on the ground and cutting it into four pieces, then muttering a small incantation, the user can locate any person containing the slightest amount of spiritual pressure or life force. Effects are continuous and cannot be undone.

--Way of Binding #77 (Heavenly Rickshaws in Silken Air): By drawing markings on his or her arms and muttering a small incantation, the user can instantly transmit a message to anywhere they wish.

--Way of Destruction #4 (Byakurai): Fires a concentrated bolt of lightning from the user's finger with surprising force.

--Way of Destruction #31 (Shakkaho): Fires a ball of red energy at a target that detonates on impact, creating a cloud of dust in its wake.

--Way of Destruction #33 (Sokatsui): Fires a ball of blue fire similar to the Shakkaho that covers a larger range and wider radius.

--Way of Destruction #54 (Haien): Incinerates whatever it touches completely, but has a relatively small impact zone (an arm or leg, for example).

--Way of Destruction #63 (Soren Sokatsui): First a double-dose of the Sokatsui attack, only with even greater range and more power.

--Way of Destruction #90 (Korohitsugi)
: Forms a black box of energy around a target that is inescapable, which is then pierced by several dozen energy spears which lacerate an opponent from head-to-toe. Can be used as a non-fatal attack at the whim of the user (provided they possess enough skill).

Foxface Ichimaru


Musashibo Saburo

PostPosted: Sun Aug 12, 2007 4:03 pm


Name: Musashibo Saburo
Race: Shinigami (Secretly Vaizard)
Weapon: Ookami-Soshaku (Unreleased, Shi-kai, Ban-kai)
Power Level:
Shi-kai Ookami-Soshaku:
Ban-kai Yasei Ookami-Soshaku:

Skills:

Shunpo- Flash Steps. Used to cover distances quickly.

Soul Suppression- Great control of Spiritual pressure, allows Saburo to mask his Spirit Pressure to trick opponents into thinking he is weak.

Drunken Master- An actual drunken master, Saburo will sometimes drink before a fight, giving his attacks an unpredictability which throws his opponents off. Sometimes backfires causing Saburo to lose his balance and fall over.

Hollow Mask- Saburo's secret technique for hunting Hollows, his black Hollow Mask is a sign that he is actually a Vaizard, loathed by the Shinigami. However, he keeps it hidden at all times until he really needs it.

Ookami-Soshaku:

Unreleased- A seemingly simple katana with designs of a wolf running along the blade.

Shi-kai- With the release word "Strike!" Ookami-Soshaku transforms into a large glaive with a serrated blade decorated with a running wolf. Saburo can release a ghost wolf with a swing of his glaive, which moves at his will. Once the wolf is released, calling it back causes it to become an ethereal flame on the glaive's blade until he launches it again. Another technique of Ookami-Soshaku is the "Dance of Seven Moons", in which Saburo will spin his glaive above his head and call out seven wolf spirits who can either emit an eardrum shattering howl or become clones of Saburo to distract his enemies.

Ban-kai(Yasei Ookami-Soshaku)- Ookami-Soshaku's blade turns gold and becomes long and thin but twists forming an intricate pattern resembling a wolf's head. Saburo's coat gains a white mane as part of the aesthetic change. In this state, Saburo can summon a large wolf to ride on, becoming that of a jouster. When dismounted, Saburo can call the wolf spirit into himself and assume many of it's features, increasing his strength, speed, and stamina tremendously.


Vaizard: A form which can be entered through the Hollow Mask but cannot be sustained without dire consequences.

Feral Transformation- While wearing his Hollow Mask, Saburo becomes feral and aggressive, in almost every way becoming like that of a Hollow. However, for the most part, he can control this transformation, making him both a formidable opponent and a fierce ally. In this form his strength, speed and stamina are increased and though damage can be dealt to him, he won't feel it until he removes the mask. Prolonged use of the mask can either cause the mask to break down even farther or cause Saburo's inner Hollow to take over, causing him to lose himself forever.

Sense Hollows- In Vaizard form, Saburo can sense the exact location of Hollows.

Call Hollows- In Vaizard form, Saburo can perfectly mimic the howl of a Hallow, causing other Hollows to think he is in danger, thusly drawing them into a trap.

Cero Blast- A Menos Grande attack which only powerful Vaizards can use. Highly destructive.

Hollow Ban-kai- Crossing his Hollow abilities with his Shinigami abilities, Saburo becomes even more dangerous when Ookami-Soshaku is in Ban-kai form. In this form, Saburo can take several direct hits which would normally be fatal without flinching. Also in this form, Yasei Ookami-Soshaku becomes twisted and even more destructive with a chance to launch multiple Cero Blasts from the blade.
PostPosted: Sun Aug 12, 2007 10:16 pm


Name: Jyuushirou Ukitake
Race: Shinigami
Weapons: Sogyo no Kotowari (Fully Released Zanpaktou)
Power Level: Elite
Player Level: Elite

Skills


--Shunpo: Flash steps, similar to a zanzuken technique. A master of flash steps can use about 100 of them to cover great distances in mere seconds.

--Spiritual Awakening: Training as a shinigami has given Jyuushirou the ability to sense spiritual and other types of energy, as well as the life force of his energies.

--White Crawl: A binding spell in which Jyuushirou's eyes take on a murky color and can instantly knock out those who look into them. Then, the strange energy within is released to destroy anything within a short radius.

--Mirror Door: The mirror door is a practically impenetrable barrier from the outside that is extremely simple to escape from the inside. Even the most powerful enemies will find it very difficult to get inside, while the weakest will be able to escape from within. Cannot be casted on one's self, and the caster cannot be within the barrier.

--Reverse Demon: An extremely useful technique that allows the user to nullify an attack by striking it with a perfectly opposite force. Works at any distance, but most specifically against physical and charged physical attacks.

Sogyo no Kotowari


--Unreleased:

--Shi-kai:

--Ban-kai:

Demon Magics


--Way of Binding #1 (Restrain): Can instantly bind the arms of an opponent behind their back, making the two limbs useless in battle.

--Way of Binding #4 (Crawling Rope): Can summon an energy rope to entangle an opponent's limbs, incapacitating arms or legs.

--Way of Binding #9 (Hit): When it lands, the enemy is engulfed in a red light that completely paralyzes them.

--Way of Binding #58 (Summoning of the Tracking Sparrows): By drawing a circle on the ground and cutting it into four pieces, then muttering a small incantation, the user can locate any person containing the slightest amount of spiritual pressure or life force. Effects are continuous and cannot be undone.

--Way of Binding #61 (Six Rods of Prison Light): Summons six thin, but wide, beams of light that instantly slam into a target's midsection, holding them in place (and rooting them to a single spot until the end of battle).

Way of Binding #75 (Quintet of Iron Pillars): Summons five incredibly tall and thick pillars to pin a target to the ground.

--Way of Binding #77 (Heavenly Rickshaws in Silken Air): By drawing markings on his or her arms and muttering a small incantation, the user can instantly transmit a message to anywhere they wish.

--Way of Binding #99 (Seal and Great Seal): A two-part spell which requires at least 4 turns to complete charging for the first step, and another additional turn for the second. Part one involves a binding of the limbs of a target with unbreakable spiritual fabric and iron shafts. Part two covers the target from head to toe with the same spiritual fabric, then stabs the trapped opponent with numerous blades before finishing by smashing them with a large, metal cube.

--Way of Destruction #4 (Byakurai "White Lightning"): Fires a concentrated bolt of lightning from the user's finger with surprising force.

--Way of Destruction #31 (Shakkaho "Red Flame Cannon"): Fires a ball of red energy at a target that detonates on impact, creating a cloud of dust in its wake.

--Way of Destruction #33 (Sokatsui "Blue Fire, Crash Down"): Fires a ball of blue fire similar to the Shakkaho that covers a larger range and wider radius.

--Way of Destruction #54 (Haien "Abolishing Flame"): Incinerates whatever it touches completely, but has a relatively small impact zone (an arm or leg, for example).

--Way of Destruction #63 (Raikoho "Thunder Roar Cannon"): Fires a massive wave of yellow energy at a target with extreme destructive capabilities.

--Way of Destruction #63 (Soren Sokatsui "Twin Lotus Blue Fire, Crash Down): First a double-dose of the Sokatsui attack, only with even greater range and more power.

--Way of Destruction #90 (Korohitsugi "Blakc Coffin"): Forms a black box of energy around a target that is inescapable, which is then pierced by several dozen energy spears which lacerate an opponent from head-to-toe. Can be used as a non-fatal attack at the whim of the user (provided they possess enough skill).  

Jyuushirou
Crew


Grimmjow Jaegarjaques

PostPosted: Mon Aug 13, 2007 8:13 pm


Name: Grimmjow Jaegarjaques (Jaggerjack)
Race: Espada
Weapons: Pantera (Zanpakuto)
Power Level:
Player Level:


Skills


--Negacion: An ability of the Menos Grande class hollow (evil spirits), Grimmjow always carries a portable one with him. This can be used to entrap an enemy for a turn.

Konzui: Soul sucker, used to absorb spiritual energy from enemies. This attack doesn't work on those with strong or even mild spiritual powers, but can kill those with no spiritual powers.

Pesquisa: The ability to sense spiritual energy. Proportionally, larger spiritual energies will be easier to sense.

Sonido(Echoing Movement):
Similar to Flash Steps, even in that a master can only use about 100 of them.

Cero: A powerful energy attack that is exclusive to Menos Grande and Arrancar.

Gran Rey Cero: A destructive blast of energy exclusive to the Arrancar Espada, due to the energy required to use it. 2 turn charge.

Pantera


Panther King:
When Grimmjow's zanpakuto is released, his body transforms to its original form. He gains jagged teeth, and a tail that can be used as a powerful whip. His hair becomes long and flowing, and his eye markings enlarge, extending to the tips of his ears. He loses his trademark jaw mask, which is replaced by a sort of crown just above his forehead.

Panther's Roar: He can roar when his zanpakuto is released, creating shockwaves that knock back enemies around him.

Energy Claws: Grimmjow can create energy from his fingertips, giving him the ability to rip through all but the toughest defenses.

Espada Darts: Grimmjow can fire a number of 'darts' from his elbows with the power to destroy large buildings.  
PostPosted: Tue Aug 14, 2007 12:58 am


Name: Zaraki Kenpachi
Race: Shinigami
Weapons: Zanpakto (No Name)
PowePlayer Level:

Skills



Overwhelming Spiritual Pressure: The Spiritual energy that flows from Zaraki protects him from small attacks, or weak opponents.

Elite Swordsmanship: Zaraki's attacks come directly from his unrelenting fury with his zanpakto. As his spiritual pressure flows from him his sword can cut through nearly any object he sets himself against. Including barriers and shields.

Unleashed Spirit Energy: Zaraki wears an eye patch that devours half of his spirit energy, and bells in his hair to alert those focused enough to his movements. When Zaraki removes the eye patch his true spiritual energy is released and he more than doubles in strength and speed. All of his skills also increase to double their suppressed abilities.

Kenpachi Zaraki Squad 11


Arena Emperor

Fashionable Genius

PostPosted: Tue Aug 14, 2007 2:07 am


Name: Endrance
Race: Modified Character
Weapons: Princess Blade (1/5 chance of banishing enemy from battle immediately), Tempting Rose (Adds Charm to his attacks, so those who are cut become inclined to listen to his suggestions. Weak enemies are instantly under his spell, while repeated cuts will eventually turn the strongest of enemies to his will. Sword also will allow Endrance to use two sword magics in one turn every 4 turns IF being wielded.).
Power Level:Very Strong
Player Level: Super Elite


Magics


--Repth: Simple healing, removes small wounds with ease.

--Ol Repth: Strong healing, removes large wounds but requires two turns.

--La Repth: Simple healing for all those around Endrance, removes small wounds with ease

--OrVak Don: A powerful fire spell. A rain of fiery meteors drop from the sky at Endrance's command.

--OrAni Zot: A powerful darkness spell. It casts a large number of black claws that attempt to impale the enemy.

--OrLei Zas: A powerful light spell which casts a massive wave of light energy towards an opponent with the power to negate darkness attacks as well.


Blade Brandier Skills


Sword Flash: Endrance draws his sword in a special, quick attack. Uses to parry attacks. 1 turn

Ogre Sword: Endrance brings his sword down in a powerful arch, capable of dismembering limbs.

Lateral Moon: Endrance makes a wide upward arch, capable of delivering powerful long slash wounds to his enemy.

Razor's Edge: Endrance unleashes a number of horizontal slashes with his blade, capable of doing good damage. It can also cut through long-range attacks.

Disaster Sword: An attack where Endrance lunges at the enemy, and attempts to strike the enemy with his sword. If he hits, it spreads an immobilizing energy in them. The attack can also fire off a wave attack from the blade if he misses. 2 turns.

AIDA/Epitaph Skills


--Entrust: Endrance's avatar has a special ability which allows its user to entrust all the power of his avatar to another person. While this does not grant that person use of his avatar skills, it can increase their own abilities two-fold (or more if the person does not share Endrance's level of skill).

--Epitaph's Strength: Bolstered by the power of the Epitaph, Endrance is much more resistant to poisons and other status spells than a normal person. It also allows him to coexist with the AIDA infection in him on a much safer level than if it were to infect another person. That is to say, he may retain his sanity and control over his own heart, while others would not.

--Rose Petal Rain: A rain of petals with the ability to negate sealing spells. Is used when Endrance plucks a petal from the rose adorning his hat, or when a petal falls from the rose.

--Mia's True Form: Only upon the defeat of its master will Mia, the cat on Endrance's shoulder, leave him. In this event, it becomes a very volatile AIDA (a being of corrupted data) which can control the heart of whomever it infects.

Avatar Macha


--Avatar Form: Endrance's awakened avatar Macha takes on the form of a large cat with rabbit-like ears and a lower body engulfed in a surprisingly resilient skirt of rose petals. In this form Endrance is completely rejuvenated and gains a great increase in power and defense.

--Shot Rain: A series of energy discs are fired in succession with hopes of cutting an enemy to shreds. They are not as powerful as his other attacks, but their sharp edge makes them good for barriers and strong armor.

--Scratch Attack: A combination of extremely swift movement coupled with a pair of slashes from Macha's newly formed claws delivers strong melee damage to those caught in his path.

--Bolt of Love: A series of countless lasers fired from the fingertips of Macha all at once, which fire continuously for a few seconds. The move, while not super powerful, can pierce defenses and is near impossible to dodge.

--Seductive Voice: With the nickname, "The Temptress", Endrance's avatar has the ability to release a beautiful, high-pitched sound that slows the movement of opponents (and removes all speed boosts) and even draws weaker ones in for the slaughter.

--Bewitching Wind: A whirlwind of rose petals forms around the Avatar Macha giving it an extra layer of armor protection. Though made of what appears to be a flimsy material, the wind protects him perfectly from all but the strongest attacks for a turn (and weakens ultimate attacks in that turn) and remains strong for another, but cannot be re-summoned for another 3 turns.

--Data Drain: The ability to reconfigure the data of an enemy, giving Endrance a boost in strength, removing all power-ups of an enemy, and returning them to their original state.  
PostPosted: Wed Aug 15, 2007 4:46 pm


Name: Ulquiorra Schiffer
Race: Arrancar
Weapons: Iron Skin, Bare Hands, Zanpaktou


Arrancar Skills


--Negacion: An ability of the Menos Grande class hollow (evil spirits), Ulquiorra always carries a portable one with him. This can be used to entrap an enemy for a turn.

Konzui: Soul sucker, used to absorb spiritual energy from enemies. This attack doesn't work on those with strong or even mild spiritual powers, but can kill those with no spiritual powers.

Pesquisa: The ability to sense spiritual energy. Proportionally, larger spiritual energies will be easier to sense.

Sonido(Echoing Movement): Similar to Flash Steps, even in that a master can only use about 100 of them.

Cero: A powerful energy attack that is exclusive to Menos Grande and Arrancar.

Gran Rey Cero: A destructive blast of energy exclusive to the Arrancar Espada, due to the energy required to use it. 2 turn charge.

Personal Skills


Iron Skin: A physical attribute exclusive to Arrancar created from Vasto Lorde Menos Grande Hollows (the highest level hollow in existence), in which their skin is of a strength equivalent to a barrier capable of deflecting all minor attacks without damage.

Negative Impaler: Ulquiorra's trademark maneuver, in which he focuses his spiritual pressure into his fingertips, which (combined with his iron skin) gives his hand all the properties of a powerfully charged blade with the capability of piercing defenses, armor, flesh, and bone alike. Notably, the arrancar seems to have a fetish for impaling opponents in the same location as his hollow hole, either at the base of the neck or in the mid-sternum.

Negative Deflector: A move in which Ulquiorra focuses his negative spiritual pressure into a part of his body, usually his hands or feet, in order to deflect attacks on par with a cero or a powerful energy wave. Combined with his iron skin, this attack makes it extremely easy for him to deflect high level attacks without damaging his own body.

Dulled Perception: Given his advanced level of hollowization, Ulquiorra has achieved the ability to dull his senses in order to feel no pain, even when severely injured. This ability allows him to fight to his utmost until his body is absolutely broken.

Shattering Eye: Ulquiorra has the unique ability to replay past events he has seen by taking out his own eyeball and crushing it. When he does so, the eye turns to a dust that scatters around an area and allows those he wishes to witness events he has seen through the dust. When it is completed, the eye will regenerate without fail.

Psycho Prison: A technique in which Ulquiorra touches his hand to the forehead of an enemy, thereby forcing them into a state of extreme doubt. In this state, the enemy becomes unable to distinguish his own desires from that of Ulquiorra, leaving the victor in the mental struggle to be the warrior with the stronger will. In nearly every case, this is Ulquiorra himself.

Zanpaktou


(Ulquiorra's zanpaktou has yet to be revealed, since the arrancar prefers to fight in a much more brutal fashion, using his iron skin and bare hands. However it is very likely that in a future battle, when pushed to his limits, these abilities will be revealed.)

Cuatro Espada Ulquiorra


Masato Ovan

PostPosted: Thu Aug 16, 2007 10:11 am


Name: Ovan
Race: AIDA/Epitaph PC
Power Level:Super Elite
Player Level: Super Elite

Weapons
Demon Slice Bayonet (Can attack with equal strength at close range or at a distance.)

Tri-Edge Blade (A demonic looking blade held in his AIDA-arm, whose cuts infect the user with a lesser strain of AIDA that causes the infection to build up in that player until their heart, mind, and body become controlled. The effects continue to mount over time, manifesting in strange black dots that begin to bubble away from the infected area and a black and red skin distortion that spreads over the area.)

AIDA-arm (This arm is the hidden secret beneath the near-indestructible coffin over Ovan's left arm. With this extensive appendage, Ovan can strike nearby, at a distance, and with his strikes can always successfully destroy or defeat (meaning kill or put into a coma) that which it touches. No barrier less than the White Dragon Shield or the Chaos Shield itself could even hope to slow its swings.)

AIDA's Coffin (The large, metal coffin which Ovan wears over his infected arm is actually a useful tool in defending. Its metal is nearly impossible to even c***k, and it can only be removed when Ovan releases the padlock which seals it to his arm. In most cases, though, it's better for you if you just leave it on...)


Magics


--Ol Repth: Strong healing, removes large wounds. Usually takes 2 turns, but Ovan can cast it in 1.

--La Repth: Simple healing for all those around Ovan, removes small wounds with ease

--Fa Repth: Strong healing for all around Ovan, removes great wounds with ease, but takes 2 turns to charge even for Ovan.

--OrVak Don: A powerful fire spell. A rain of fiery meteors drop from the sky at Ovan's command.

--OrZan Rom: A powerful lightning spell. It casts a large number of lightning bolts that strike at enemies all over the field.

--OrGan Bolg: A powerful earth spell. It shakes the earth and strikes upward with large stone pikes which can skewer enemies from below.

--OrAni Zot: A powerful darkness spell. It casts a large number of black claws that attempt to impale the enemy.

--OrLei Zas: A powerful light spell which casts a massive wave of light energy towards an opponent with the power to negate darkness attacks as well.



Steam Gunner Skills


Thorn Shot: Ovan fires a steam-powered wave that can strongly damage enemies near him.

Thunder Spark: A steam-powered shot that pierces straight through defenses, skin, and flesh. Fires with extreme speed and accuracy, but is very small.

Plectra Bullet: Shoots a powerful steam-powered wave into the sky that can strongly damage those attacking from the sky and has the force to drive even guarded enemies back to their original attacking position. Has a very good range.

Tempest Blast: Ovan fires several shots like the Thunder Spark simultaneously which cover a medium-sized area in the direction of the fire.

Sphere Bullet: Like a cross between the Plectra Bullet and the Thunder Spark, Sphere Bullet fires a bowling-ball-sized blast with extreme speed at airborne enemies that cuts through attacks and defenses (and enemies of course) like a hot knife through butter. Has great range.

Flak Cannon: Though it requires a 3-turn charge of his bayonet, Ovan can launch a steam-powered blast that can fill the entire sky of the battlefield with power, destroying anyone foolish enough to be caught in the air when the Flak Cannon is launched.


AIDA/Epitaph Skills


--Rebirth: (Unknown effects, is assumed to be a result of Corbenik's defeat)

--Epitaph's Strength: Bolstered by the power of the Epitaph and the OVAN strain of AIDA, Ovan's body rejects all poisons and status effects.

--Tri-Mark: Using his three-limbed attack, Ovan creates a triangular-shaped mark that can be used to transport instantly to another area, or anywhere on the battlefield.

--Tri-Attack: A three-sided assault which unleashes steam-power, AIDA's power, and the power of the Epitaph Corbenik at once to shatter enemy's bodies and defenses alike.



Avatar Corbenik


--Avatar Form: Ovan's avatar form enhances the AIDA-arm on his shoulder and rims his eyes with a helmet-formed set of glasses that further add to his infected appearance. His body becomes distinctively blue, and his power increases exponentially.

--Energy shot: A series of energy balls are fired in succession with hopes of stunning any enemy caught in their path. They are not as powerful as his other attacks, but their stun ability can create openings for charged moves.

--Variant Summon: Ovan releases 5 AIDA-balls which will hover around and follow an enemy, firing Algor Lasers (a moderate-damaging laser attack) until they are all destroyed. Can attack from a distance as well.

--Clinch Needle: Ovan summons an extremely powerful ball of energy and then smashes it into thousands of tiny shards, each still powerful enough to pierce defenses and bodies alike. These shards shoot towards the enemy in a huge wave, making it extremely hard to avoid or block.

--Devil's Verdict: Ovan surprises the enemy by turning feigning a slash that instead results in the epitaph launching an enemy into a whirlwind of power behind them which draws the enemy in. Then, while struggling, Ovan punishes his enemy with an extremely destructive (and massive) ball of energy. (4-turn charge)

--Fearful Visitor: Ovan attacks with extreme speed and slashes with his sword, which (if-parried) triggers a counter-strike from his AIDA-arm, destroying the weapon, the hand that wielded it, and for the unprepared, their bodies in addition. (2-turn charge)

--Data Drain: The ability to reconfigure the data of an enemy, giving Ovan a boost in strength, removing all power-ups of an enemy, and returning them to their original state. (5-turn charge)
 
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