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Posted: Wed Aug 03, 2005 3:48 am
Shin pharlong
Heat shot: Adds a firey attribute to the arrow(s) fired.
Frost shot: " " icey " " "
Bolt shot: " " Electric " " "
Sniper: His right eye is slightly over-developed, being more of an elven eye, then a mortal's. Taking abit longer to target, his right iris takes on a reticule shape and targets far more accuratly over longer distances.
Mitosis arrow: A mystic skill past down through the archers of his elven 'clan'. It duplicates a single arrow up to five times, during flight or held.
Level two skills These are the more advanced skills, that once learnt mark an ascension in the ranks.
Thousand arrow: An upgrade of mitosis arrow, the least duplicated arrows are five, and can go as high as roughly a thousand. No ones ever really counted, concidering most of the arrows that dont hit anything, or do anything significant vanish. (Variation: Splinter rain)
Flare arrow: Upgrade. Turns the arrow into a firey spear length shot while in flight, and has a tendancy to cause a small firey explosion about the target.
Blizzard arrow: Upgrade. The arrow head itself becomes ice and can snap freeze the section of the target it hits. For example, freeze a pair of legs to the ground.
Storm arrow: Crackling with electric, the arrow acts like a battery and sends a vicious current through the target.
Blessed shot: Useing the natural gift of the mystics of his people, he can cast a vaguely holy attribute over an arrow(s).
Straight shot: This advanced ability focuses more energy into the bow, then the arrow itself. This means the arrow can be shot dead straight for an extrodinary distance, rather then being lobbed up in an arch. Also, it has the capability to pass right through a fleshy target, even a tree trunk.
Smart arrow: The arrow head glints at the very tip, and acts as an extension of his right eye. Once fired the arrow(s) can be manipulated via movements of the bow, granting the archer the ability to correct a missed shot, or even fire around obstacles. The arrow however cant travel farther then it would going straight. (one turn rebuttle type attack.)
String shot: Arrows fired with a barely visible strong string tied to the end of it. Firing two arrows tied together can cause decapitation.
Heart shot: The arrow(s) fired use the heartbeat as a homing beacon, and correct flight path MINORLY in order to pierce the heart.
Sync For short periods of time, Shin is able to sync with his elven blood, and take on the appearance of a full blood, also hightening his senses, and the potency of his abilities.
Fusion (mastery) Once one has mastered the previously stated skills, they gain an understanding of how they work, and also, how they can compliment eachother. Thus its possible to create another skill altogether via 'fusing' two different skills. So far, he has only been able to use one fusion skill in practice, due to the fact that there weren't too many master archers in the northern capital during his time, and everyone of them had to make the fusion skills for themselves.
Slayer shot: Via fusion of smart arrow, and heart shot, he can fire an arrow, direct it in the general direction of his target, moving around corners and such if need be, then let the heart shot attribute take control, and ensure a direct hit.
Shin is also currently experimenting with the prized technique used by his teacher, the 'Tri shot'.
Shin isn't however just limited to archery skills, he also has a natural talent with alchemy. The science of equal trade. With that, and the phoenix feathers in his hair (yes phoenix feathers) that rebirth themselves, he can create new arrows, useing minerals from the ground to forge the arrow head, and wood for example a tree to forge the shaft.
Light foot: He is able to focus hard enough to control the muscles in his feet and legs, giving his strides extra power. With this he can travel twice as fast, and jump twice as high. This is great for creating distance between himself and a target.
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Posted: Thu Nov 17, 2005 2:10 am
Kenki was trained by both a master of the Samurai dicipline, and another of the Shinobi ways. One would suspect this to be completely dis-respectful of both styles, and that niether of the masters would agree to it, however they did, both because they were once friends, and also inorder to train someone (Kenki) to be capable, of safe guarding the Kyubi demon.
Bloodline technique(s): Sharingan - Activated within the eyes, this advanced bloodline technique allows the user to copy any movements, and also unlock the secrets behind techniques or abilities. With this technique it is possible to copy techniques exactly, however with more complex, or difficult techniques, it can take some training to completely master them.
He has managed to master a great deal of techniques via the Sharingan, after studying abroad in both the secret village of sand, and sound. Whilst in sound, he met orochimaru, and conciders him an ally, as he briefly worked as an ANBU squadren leader there, as well as in Sand.
His greatest abilities, as far as the ninja dicipline go, are of his own creation. A running succesion of three techniques. Two of which Aieta (Dopers) has seen for herself.
Hyaku -Shougeki (Hundred crash/impact):Creating a focused amount of energy around a certain point, useing latent energies, as well as molding chakra of his own, he can create an attack similiar to the Chidori/lightning edge. He can only focuse the energy around joints, most comonly his knuckles and feet, though elbows and knees aren't out of the question. The energy is presented in a omni-focal force, strongest within a three or so inch radius about the center focus, i.e his fist. The power then weakens another three or so inches outward, the strongest being capable of breaking bones easily, and the weaker, causeing bruises, or even internal bleeding. This technique is more suited to Kenki's style, if not any style of combat then the Chidori, due to the fact it takes a fraction of the time to prepare, and requiers the user to mold roughly half the amount of chakra.
Ikusen - Shougeki (Thousand crash/impact): Useing the same concept, however with more energy, useing approximately the same amount as the Chidori now, the maximum damage, within the first three inches can completely shatter bone, powderizing the point of impact, and sending a vibration along the bone strong enough to shatter the bone. It is now also capable of shredding muscles and tendons completly, and if say the heart is caught within the first three inches, it can shut down completly, if not be turned to pulp. The next three inches from the joint he uses has the power of the original first, and then there is the weaker bruise causing force.
The third and final Shougeki technique is a method, rather then seperate technique. One of the methods, is to 'inject' the Ikusen shougeki into shuriken/kunai and wires, then create clones and position thm all around the target, before launching th ikusen wire shougeki assault. There is then multiple ways of adding to the method.
The other techniques he knows are:
Transformation - Turning into someone else, or a material object.
Replacement technique - Replace himself with a material object, or even person nearby.
Kaze no Yaiba - Creates a blade of wind that cant be blocked. (supposidly.) No tool requiered.
Summoning technique - Kenki is the keeper of the fox scroll, and is capable of summoning various foxes. Regular foxes::They may have a more vicious look to them, but are issentially no different from average. Battle foxes::These foxes are atleast twice the size of Kenki, and its quite easy to ride on the shoulders of one. They have two tails War foxes::These foxes are twice the size of the battle foxes, and are much more vicious looking, even demonic, with four tails. Ethereal Kyubi::This is a forbidden variation, that summons not only the chakra of the Kyubi, but a massive real size ethereal manifestation of the Kyubi.
Shadow shuriken clone:: Creates multiple clones of a thrown object that can deal real damage.
Shadow copy technique:: The Kage Mane gives the user the ability to control the enemy's movement by connecting his own shadow to the target's shadow. The opponent is then forced to move exactly like the user. To get the opponent in his shadow, the user is able to change his shadows shape and extend it. This technique was originally meant to delay the enemy.
Shadow clone::Unlike the regular bunshin no jutsu, Kage bunshin creates real clones, not just illusions. The power and chakra of the user is evenly distributed among the clones depending how many there are. This makes it impossible to decipher which is the real body. This clone can also attack. If this clone recieves a direct hit, it will disappear. This is treated as a forbidden jutsu but many advanced shinobi still know it. It is mainly a jounin level technique
Sand clone::Creates clones of the caster of the jutsu from sand. This is capable of attacking. However, when it is attacked and hit, it doesn't disappear. This makes it one of the most powerful and advanced types of the bunshin. But it's useless as a decoy because it takes on the appearance and color of sand.
Rasengan::The user swirls the air in there hand into a sphere, and mold it with Chakra. They then attack the opponent with it, which will usally cause them to go flying backwords, spinning around. Sometimes the attack will burn the opponent where they are hit by it.
Immortality skill::A jutsu that grants the user the ability to project his soul into the world, anchoring the spirit. The user can then find a new body, take control of it, and once again become young. It is a reincarnation ability.
Hidden snake hands::A summoning jutsu that brings snakes into the sleeve of the user, which can move out and attack/grapple anything they want to.
Hidden mist skill::A highly effective cover technique. Blankets an area in a thick fog, confusing the senses of the enemy.
Five element seal::This technique seals a seperate power, like a posession, or another being inside of an opponent. For example, seals away the power of Take in Roan, cutting off the useage, or atleast weakening the powers available.
Five element unseal::Opposite to above.
Fire element; grand fireball::A technique where the user blows a large ball of fire from his mouth.
Fire element; phoenix fire::A technique where the user blows multiple fire balls from his mouth. It can also be combined with throwing weapons, which creates weapons engulfed in flames.
Double snake assassination::This technique is a murder-suicide technique. Both the opponent and the user must die. This is also why it is treated as a forbidden jutsu. The user joins hands with the target, and uses the aquiered hand to perform the hand seals.
Desert rain: biggrin esert rain is a way of gathering sand in the air which then targets in on the opponent from all the angles. This can also be used as just another attack by hardening and then going through the enemy.
Desert coffin:: This jutsu uses sand to wrap around the victim's body and render them immobile. It can also kill the person by suffocation.
Desert avalanche::This technique focuses chakra into the sand thus bringing a huge mass of sand creating a avalanche of sand which completely engulfs the enemy, suffocating them and drowning them in sand.
Kyuushuu no Chakra::This jutsu allows the user to absorb the opponent's chakra by putting his palm on the enemy. To activate this extraordinary ability the user has to concentrate a considerable amount of chakra into his hand, making a soft blue flame appear around it. The greatest disadvantage of this ability is that the user has to make contact in order to drain chakra.
Kyuushuu hiru no Chakra-(Absorption leech)::This technique, once used will start absorbing the latent chakra in the atmoshphere, after techniques are used. Energies in the air are drawn to the Tenketsu in his hands, and as long as energy/chakra is being expended any were around him, he will continue to absorb up to half the amount requiered for the techniques used. This effectively cuts his Chakra usage with techniques down to half. Best used with the Sabaku Eda technique.
Kyuushuu kagami no Chakra::A powerful variation of the Kyuushuu no Chakra Kenki created, in order to work in conjunction with his Sharingan. Forcing his Sharingan to focus completely on the jutsu copy use, he will form the first hand seal from an offensive technique being used against him, and then hold the seal out to collide with the offensive technique used against him. When the jutsu hits, for example, a fireball from the Katon housenka technique, the ball of fire will be absorbed into the seal his hands are set in, then be re-directed directly back at the original user. The advantage is, he can counter with the same technique, without using the same amount of chakra, since he will ussualy save this for the opponent's trump card jutsu. The downfall is, he can only use this once, and it will cause damage to his hands, and keep the Sharingan from seeing through illusionary techniques, or other uses for some time, so he cant de-activate it eiter for a while. If the technique isn't caught right, the worst case scenario is, he wont be able to use that handseal at all for the rest of a fight. Meaning he could lose the use of some, if not most of his techniques requiering hand seals. This is why, he will only use it once per fight.
Body freeze skill::Used to immobilize enemies. Stops them and freezes them in their tracks.
Beast human clone/half beast clone::Basically the animal turns into an exact replica of the human and it also works vice-versa.
Beast mimicry ninja technique, four legs::Grants the user more animalistic attributes, long sharp nails and teeth, increases hearing and smell, also promotes an increase in muscular strength, dexterity, and much greater speed.
Half beast master combat move, double fang destroyer:: After useing the half beast clone skill, the pair innitiate violent spiral spins in the air, launching themselves at the opponent, and slashing with claws, teeth, or weapons, shredding the target.
Quinqao chidori - Elemental bullet::This variation of the Chidori uses the Sharingan, and two different elements. In this case water and fire. Creating a source for the fire and water, and useing the chidori as the electricity base, th user spins at a high speed, and then shoots th chidori, pushing it with chakra, and the water and fire, with spiral around the trail creating a beam, with the chidori as the head of the shot. (Originaly created by Tobuketsu of the mist 'Hector' and shown to Kenki.)
Sabaku eda(desert limb(s))::This technique uses a source of sand, and molds it into extra limbs that solidify, and attatch to Kenki's body. For example, he could create a second pair of arms that can move seperatly from his actual arms.
Sabaku hebi(Desert snake(s)/serpent(s)):: Creates snakes from sand. It works in a similiar way to the sand clone skill. You would have to be stupid to mistake them for real snakes, but they do take the shape, and can bite, constrict and do anything else a real snake could.
Sabaku seitan(Sand birth)::He can create sand clones of material objects, like shuriken, and even other people.
Wind element; infinite sand blast/sand gust storm:: After sucking in a large amount of air and sand, the user breaths out a massive and powerful gust of wind and sand.
Sand shuriken:: Wraps a shuriken/kunai in sand to increase the amount of damage. Turns it into more of a bullet.
64 palms::Without the Byakugan, he cant see the tenketsu, that control the flow of energy/chakra through the body, but it is possible to memorize where they are. Doing this, he is able to perform the technique, and strike the tenketsu, shutting down all use of chakra.
128 palms::A variation he has made to the 64 palms technique. After useing the desert limb(s) technique, and gaining an extra pair of arms, he can attack with all four, useing the 64 palms strike. He first strikes with his real arms, then, repeats with the sand arms, following his real arms just two strikes behind, making sure to hit any points he may have missed, or that weren't completly sealed shut.
Suiton Daibakufu::Copied during the fight between Joran and Bard's brother, this attack creates a powerful piller of water fired like a beam.
Water clones::This technique creates exact replications of the user via water. Kyuchiyose Edo Tensei (Impure world ressurection.))::A very high level and forbidden summoning skill. The user summons the bodies of the person/people he prefers in wooden boxes with their name on it. After the bodies are summoned the summoner must insert kunais knifes into the summoned bodies. These knives nullify the summoned person's soul and give control of the soul to the summoner.
For this summoning human sacrifices must be made so that the soul of those whom were sacrificed can tie the summoned to this world. One person must be killed for one summoned person. Two for two and so on.
Oto Katta- (Sound cutter):: (Yes, the '-' after Katta is part of the word, oddly enough.) Sound cutter is a technique that takes advatage of Kenki's katana. The blades are set in the guard, and hilt, in a way that they are solid, yet there is a thin piece of steel at the base of the blades, a mechanism if you will. This mechanism, is set up so tat with every slight knock against either of the dual blades, the mechanism rattles, sending a vibration through h blades, creating a tuningfork reaction. He then uses this tuning fork, high pitched sound as a weapon by embedding chakra into the sound produced. The power depends on the pitch. It can be used as a blunt frce, or as a projectile blade of sound.
::CURRENT TRAINING: sad dont totally rely on this. last update: 20/12/05)
Got down, still trying to completely master:: Rasengan. Quinqao chidori. 64 palms. 128 palms. Suiton Daibakufu. Water clones.
Working on:: Variation of Rasengan. Variation of Quinqao chidori. A new function of the Sharingan. Desert graveyard.
::Samurai based techniques::
Kamakiri odori style (Mantis dance) - Sword style. Its based on swiftness, agility, speed and accuracy. He dances on his toes around the opponent attacking vital arears that give him the advantage. Attacking tendons in order to render limbs immobile. The kamatari style uses wind and momentum.
jigoku-honoo doragon odori style (hell blaze/flame dragon dance style) - Stressing speed and agility the same way the odori does, however it uses fire and momentum.
Both odori styles can be used in hand to hand combat, and with the katah scissor blades on his right wrist.
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Posted: Fri Nov 18, 2005 9:10 am
Jitsu
mizu bunshin no Jutsu = Allows user to create water clones that can attack the enemy al though they only have a tenth strength compared to the original.
Suirou no Jutsu = Creates a ball of water around the foe so that the foe can't move. The weakness to this jutsu is that the user must have one of his hands inside the ball, otherwise the captured person can escape.
Suiton Suiryuudan no Jutsu = Uses the water to form a dragon that attacks the enemy. Requires a large source of water
Kirigakure no Jutsu = This jutsu is for quick assasinations as it creates a very thick mist that only the user can navigate in.
Makyou HyouShou = (Bloodline limited move) This move uses water to create incredible strong ice mirrors, that surronds the opponent(s). Mubi uses the mirrors reflections to transport him around at an incredible speed so that he can attack his opponent shiftly from any direction. It was believed that Haku was the last of his clan however many of his family fled to the hidden village of rain before returning under a different name. Never showing this technique in public.
Sensatsu Suishou = Mubi uses water to create ice needles controlled by chakra. For him these are easier to use that just normal shurikin.
Oboro Bunshin no Jutsu = Mist Clone Skill that cannot attack, and disappears in one strike. mainly a genjitsu technique used with Kirigakure no Jutsu to confuse and get the drop on victims.
Suiton Daibakufu no Jutsu - Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. Its a devastating jutsu.
Suiton Suijinheki - Creates a blast of water from the mouth, usually used to block fire type attacks.
Shinranshin no Jutsu - A Ninjutsu technique, which is a variation of the Shintenshin no Jutsu (Mind Body Switch Technique). The ninja creates a hand seal to focus, much like the hand seal created to focus the projection of the spirit in the Shintenshin no Jutsu.
Souja Sousai no Jutsu - A forbidden Ninjutsu technique involving a joined hand seal between the ninja and their opponent. This hand seal deals instantaneous death to both the ninjas performing it, making this a suicide jutsu designed for a sure kill. Mubi was taught to use this if he ever got captured.
Taijitsu
Tekken-fu - Iron Fist Style focusing on strength rather than speed to attack, this style is most effective against other Taijitsu users.
Shihou Hapou Shuriken no Maki - A Taijutsu technique where the ninja creates a quantity of mizu bunshin no Jutsu. They collectively leap into the air and simultaneously hurl a multitude of shuriken and kunai at their opponent, raining steel upon them. This makes up for the clones lack of physical strength.
Shougekishou - A Taijutsu technique where the ninja lifts up their opponent with one arm, retracts, and then drives their palm upward into their opponent, hurling them into the air. With impressive strength, this technique could be quite devastating.
Shishi Rendan - A Taijutsu technique following the Shougekishou, putting both the ninja and their opponent in the air, giving the attacking ninja the advantage. Four separate blows are delivered: a roundhouse kick, elboa to the mid section, and uppercut followed by a powerful backhand blow back towards the floor.
Weapons
Other than the water needles and other ninja tools. Mubi uses a special sword called, Ensui a sword whose blade can be made from any liquid, and which is capable of creating and controlling all three states of Water. The fighting style he uses is called the Hyoumen Ken this uses his natural speed and quick thinking to out move his opponents and make deadly blows using small amounts of chakra.
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Posted: Sun Jan 15, 2006 9:44 am
Jutsu's know/used:
Byakugan - advanced bloodline technique Hyuuga Bunke Juinjutsu - juinjutsu (curse seal technique) performed by the Hyuuga main house on members of the Hyuuga branch house Chiyute no Jutsu - healing jutsu Kage Bunshin no Jutsu - shadow clones Henge no Jutsu - transforming into someone/thing else Kyuushuu no Chakra - absorbing chakra from another person and making it one's own Chidori - Lightning edge (stoled xp) Rokujuu Yonsho - 64 palms Houshou - a taijutsu technique where the ninja palm strikes their enemy, hurling them away Kawarimi no Jutsu - body substitute skill, the user uses speed to his/her advantage, and grabs an item from the environment and places it on his/her current position while moving out of the way
In training Bakuretsu Kage Bunshin no Jutsu - creates a suicidal shadow clone, the clone will eventually explode Kuchiyose no Jutsu: Mouhogosha - A forbidden Ninjutsu technique (Kinjutsu), which is a variation of the Kuchiyose no Jutsu (Summoning Technique). Unlike the Kuchiyose, no contract is required with this technique, because instead of summoning a living being into our world, this jutsu summons the dead (stoled from a Naruto site ninja ) Satsugaite no Jutsu - A Ninjutsu technique where the ninja focuses chakra into the palms of their hands, creating a small ball of killing chakra (and again XD)
Weapons of choice Katana Reverse blade Katana (carried on back) Kunai Shurikens Poisioned needles
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Posted: Tue Jan 17, 2006 1:08 pm
Vincent Dela Ruthgar he has abilitys from his vampire blood but also honed skills that he's learned with his sword.
Blood Drain - Once bitten, victims become slack and unable to resist the attack due to a chemical in the fangs that sedate and also cause a temporary memory loss of the attack.
Immunity -he will not feel pain unless caused by magic or attacks from supernatural creatures
Blood Lust - Vampires who have not replenished, or recently fed, will be overcome by a 'frenzy' and attack anyone for blood. The longer without feeding, the harder to resist the urge to get blood. If a Vampire does not find a victim to drink from, they slip into a coma and sleep beneath the earth for a random length of time. This ranges from a few days to a few millenniums. Living beings passing near the grave will arouse the vampire to attack.
Shapeshift(all forms require use of his blood reserve mist form requires most use though.) Mist form Bat form Wolf form Charm Person-can usually swoon the oppasite gender.
Telekinesis-moving and lifting objects with his mind.
Pyrokinesis-creating and manipulateing fire with his mind.
Suggestion-subconciously suggest things for one to do though the person does not have to.
Invisibility-only works until right before he attacks.
Kin Sight-Allows vampire to see through the eyes of a subserviant vampire, Allows vampire to sense the location and feelings of a subserviant vampire.
Vampiric Regeneration-Regeneration through blood drain.
Aura of Fear-can cause immense fear to those around him.
(sword techs in progress)
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Posted: Wed Apr 19, 2006 4:50 am
WTF so was Orions. scream i am not amused
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Posted: Sat Sep 30, 2006 11:20 pm
okay, i FINALLY did it. and this time i am being smart about it and putting it in my profile. Innate Abilities (non magic):
Vampiric speed/strength/regeneration: Her Lamaie linage shares some blood with that of vampires, enabling her to regenerate quickly if she has the energy. increased strength, speed and agility both on the ground, and in the air.
Shadow stepping: Due to some unfortunate events in her past that caused her to become a lamiae, Nai has the some ability to call upon the shadows around her and disappear into them (with another person as well if they are touching her) to another location. With concentration she can appear anywhere she has been before, but if she isn't focused, she will exit in a random location anywhere in the world. This has caused many awkward moments in her time as a lamiae. She also has minor control over shadows in general, but still needs more experience in this.
Levitation: Nai has had much practice with this, and can levitate herself and other objects with ease and move them at high speeds if necessary. the smaller the object, the easier it is for her to levitate (which is why you will most likely see her riding her staff when she travels)
Aura sense: Nai always was able to tell when someone was coming before they were there ever since she was a child. No one understood how she was able to do this, but when she became a lamiae, this ability multiplied ten-fold, allowing her to sense the auras of others, objects, and energy in general with ease. She can use this aura sense almost as a second sight, allowing her to see even if her sensitive eyes are blinded. If she has come in contact with someone or something, she is able to sense them much better if she had not, sensing them from even farther away. The greater the contact with person/object, the more in tune her senses will be to their aura.
Electric touch: Nai's can emit strong electricity from her body at will, if she has the energy. She can make this electricity jump from her over a good distance, depending on how much energy she puts into it, and can use conductors to her advantage. Likewise if she is hit with an electric attack, she will only suffer VERY minor burns, but absorb the energy for her own use. Nai has also been known to use her electricity's magnetic effect as a barrier to block projectiles like bullets swords or knives and fling them back at her target. Nai has very little experience at doing this, since it uses quite a bit of her energy, so it can fail from time to time, allowing a few projectiles through. With practice this ability can become less tiring and more effective
Martial arts: Nai knows quite a bit of basic martial arts, and practices it on a regular basis. Her martial arts are all self taught from books, so even though she knows it, she isn't perfect at it.
Shape shifting: Being a Lamaie, Nai has three forms each more powerful then the next (she has to go through them in sequence) First is her human form, a beautiful young girl that would turn any man's (or woman's) head. The second is a beautiful demoness with golden wings and a powerful golden scaled tail. (the scales are about as hard as steel) This form has been compared to succubi, entrancing men and women alike with their deadly beauty and charm. Her final form is that of a half serpent, half woman creature with golden wings (the scales become harder then diamonds in this form)

Meditative healing: Even if she has no energy, she can enter a meditative trance that will quickly heal her wounds. This calls upon a little bit of energy from all existing lamiae (VERY few exist, many consider lamaie to be only myths) to heal herself. This meditation takes a lot of concentration, and can leave Nai to be very vulnerable to the outside world.
Spirit form: Only when in a meditative state, Nai can enter a spirit form, allowing her to pass through mirrors and other reflective surfaces. Nai can use this to enter another's being, dreams, or travel to another plane of existence. Nai has only done this once, and didn't like it. She will only use it if she has no alternative.
Telepathy: Nai can send and receive telepathic messages with ease. She can also read other's surface thoughts if they havent shielded themselves from outsiders. She has not had much experience with penetrating the defenses of strong being's minds and is not an expert, but her own mind is very difficult to get into and is laden with traps for those that wish to look into her mind without her permission. She has driven a few people insane when they tried to look into her mind.
Energy absorption: Lamiae feed off the blood of others, like vampires, using the energy to sustain themselves. Nai has been able to take this a step farther, she can not only feed off the blood of her victims, but their life force itself. not only does this let her get more energy from each victim, but she slowly becomes more and more stronger with every victim she feeds on.Magic and Spells: (these include, but are not limited to this list)
Magic Archer (Sagitta Magica): One of the most basic attack spells, but also very versatile. Nai summons a number of elemental magic missiles and fires them at the target. The number can vary from just one to at least a hundred and ninety-nine arrows. The missiles have a homing capability, and will track and follow their target as Nai wills them. Normally, the attack fires in a wide-spread swarm, similar to a Macross Missile Massacre, striking the target from multiple angles, but the caster, by substituting Convergentia for Series, can combine the arrows into a single larger bolt, which is slightly easier to avoid, but hits that much harder. The elemental variations of the magic archer that Nai knows are: ~Wind ~Thunder ~Light ~Ice ~Dark ~Fire ~Earth ~Mana (energy) Different elements may also give the arrows different properties. Wind arrows, for example, might not inflict damage but instead bind the target, while Thunder arrows may paralyze the target if they hit in addition to the damage they do. This makes them useful for stopping someone Nai does not have the intention or ability to hurt. Nai may also combine some of her innate abilities like her electric touch to the arrows to not only freeze the target, but electrocute and paralyze them as well.
Some mages, particularly combat mages (like Nai), will also use the Magic Archer to power up their close combat attacks. A single Light or Dark arrow can add considerable power to a punch, while adding a Thunder arrow to an attack is doubly useful for the reasons stated above. Of corse the more arrows summoned, the more energy is used.
Nai has used this ability enough to actually summon more then one elemental arrow at once, though she may only summon two elements if she wants to summon more then just 2 arrows of the same type. For example, Nai may cast 30 light and 30 dark arrows, or 2 arrows of each element she knows, but can not summon 10 fire 10 earth and 10 ice arrows. This ability is particularly useful in seeing what element is most effective against a target, or a target that can change elemental barriers at will.
Disarm/dispel: Nai can call upon the power of ice to disarm a target by freezing the weapon in her target's hands to the point where it is so cold that it feels like it's burning the target's hand and becomes brittle and shatters easily (like it had been sprayed with liquid nitrogen. The wind variation of this spell creates a typhoon like wind in the palms of the target's hands, ripping the weapon from the grasp of the target and flinging it a good distance away, oddly enough this wind will not knock anyone off balance in the area, no matter how strong the wind is. The Dispelling version of this spell is similar to the disarming version, both spells appear around the incoming attack (or defensive barrier) and nullify their effects. the only spells these have little or no effect on are earth attacks and geomancy.
Magic/Physical Boost and Barriers: While not an actual spell, most mages and magical beings use their magic to augment their physical abilities and for protection. For example, a ten-year-old girl with the help of magic is slightly more physically capable than a normal adult male. Mages can also increase this boost deliberately with spells, for added protection to barriers or to increase combat abilities. Nai mainly uses an ice or wind barrier spell to increase defense, and a simple spell to boost all of her senses and abilities for a short period of time.
Most mages always have a low-level barrier that protects them against physical blows, letting only a fraction of the force behind them pass through to strike the mage (Nai's is made of wind, most will notice a very soft breeze coming from her, barely noticeable but doesn't even make her hair sway). This barrier is not a perfect defense, as it can be worn down by repeated blows, or can be broken by a spell as a prelude to an attack. In addition, some people are capable of breaking or bypassing these barriers altogether with a Magic Canceller ability.
Wind barrier (Flans Paries Venti Vertenis): Nai conjures a powerful tornado around the caster that lasts for several seconds. The inside of the whirlwind is calm, like the eye of a storm, but anything trying to pass through the barrier of wind will get blown away easily.
Fog: As simple as this spell sounds, it is actually rather complex and versatile. Upon using this spell the air in the desired area is cooled quickly, creating a very thick fog, one in which anyone within it can only see a few inches in front of them. This fog however, has some magical properties, and thus contains Nai's magical aura. being surrounded by this magical mist makes Nai nearly invisible to those that can sense this sort of energy. This fog, if inhaled, also can distort even the sharpest sense of smell. Being of magical properties, Nai can bend this fog to her will and change it's properties around in a few different ways: ~Fog of Sleep: This fog will find any way to enter a target's body, be it through breathing or through the pores of their skin, quickly overcoming them with drousyness. This is useful against a target Nai does not wish to harm. Unfortunately, changing the fog in this way slows it down, and wont be as effective against a moving target, though if they dont leave the fog soon, it will have the same effect. ~Crushing Mist: Nai can change the gravitational field around each droplet of water, creating a strong, localized gravitational field around her target. The target must be stationary for it's full effect. If the target is moving, or moves as soon as she uses this ability, it will slow them down until they leave the localized area, but not immobilize them. Nai can control the strength of the gravitational field by holding out her hand, squeezing tighter and tighter. The target will be immobilized until she lets them go, or if her hand is no longer facing the target.
Binding Winds: Nai can bring forth any number of wind spirits as swirling ball of energy. They zip toward the targets, leaving a long tail of wind which they wrap around their target. once immobilized, the wind will continue to circle around the target, getting tighter and tighter whenever the target struggles. This spell is spell is purely a binding spell and not an attack.
Ice Explosion: Anything of the ice element can be used for this spell (or Nai can create a ball of ice from the water vapor in the air) the ice then explodes, sending razor sharp shards in every direction. The explosion is loud, so this may also be used as a diversion.
Frozen Earth: A trail of ice runs toward Nai's target and then explodes upwards in a series of spikes, meant to impale the target. Even if the spikes do not impale the target, if anything touches this trail of ice or ice spikes within 10 seconds, it will instantly freeze/freeze to it.
Elemental Tempest: One of Nai's more powerful spells, she can combine any two or more elements and form it into a powerful attack. The nature of these attacks vary depending on the elements used.
Staff: Nai's staff constantly shifts and swirls with both light and darkness, changing depending on Nai's condition and mood. Oddly enough, Nai's staff seems to only respond, and be wielded by Nai herself. Should anyone else touch Nai's staff, they will be burned continuously until they let go. Nai can also call her staff to her hand when needed and shrink it down to the size of a small charm. Nai has also split her staff into two separate staffs on one occasion for battle.
Spell delay: Upon speaking one word, Nai can delay a spell for a while so it can be used immediately.
Mind/Dream read: Depending on the conditions, Nai's spirit can enter another's mind or dream as a visitor, viewing or if she desires, manipulating one's thoughts or dreams to her will.
The Eternal Glacier: This is one of Nai's most powerful spells, Nai can create near absolute zero temperatures of a large area (will go into detail when used)
Evil Eye of Petrifaction: This spell takes great concentration, but Nai can cast forth a beam of energy when, on contact, will turn her target to stone. Magical beings can slow down this process, but this can be dangerous depending on what has been petrified. Only a very strong healing spell can lift the 'curse'
Magic Wall Breaker: This spell creates a 'spear' of the element of choice infused with magic canceling properties. This spell is specifically designed to break through barriers and attack the target within.
Magical Boost: With a rather simple incantation, Nai can boost all of her physical stats (strength, sight, speed, etc) and slightly increase the barrier around her.
Elemental summon: Depending on the situation, Nai can bring forth elements in different forms depending on the element and bend them to her will.
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Posted: Mon Mar 03, 2008 6:49 pm
Ah crap, I don't remember all of the jutsus and techniques Rio knows, but I'll try.
Renge: Renge, a series of high-speed hand-to-hand combat moves. Because of its high speed and power it requires a lot of stamina and it strains the muscles.
Omote Renge: A taijutsu technique performed by opening the first chakra gate, the open gate. It unfastens the control of the brain, and enables a person to use his muscles at their limits. Because of that the user is granted phenomenal high speed and power. But since it requires a lot of stamina it puts an unimaginable strain on the muscles. Omote Renge is launched by a kick to the jaw and putting the opponent in the air. Using bandages to hold the opponent, they are then spunned into the ground with extreme force.
Omote Renge (Secondary Lotus): Like Initial Lotus, it is a technique where the user uses bandages to wrap around the enemy and then opening the Chakra gates spins the enemy at high speeds and then drops them into the ground.The difference between this Secondary and Initial is the speed is slightly faster in the spinning and the drop is much more powerful then Initial. This also puts a more extensive strain on the users body.
Ura Renge: A forbidden jutsu performed by opening 3 chakra gates (releases the body's limits on muscle usage/chakra flow). It puts a lot of strain on the body and muscles and is nearly a suicidal attack. It goes beyond the speed and power of any other lotus technique. Continuous speed and high powered attacks makes this devastating to any opponent. The power can increase even more by opening more chakra gates, but the result is immobility of the user, due to torn muscle fibers.
Doton Shinjuu Zanshuu no Jutsu: The user hides beneath the ground, and reaches up to grab their opponent. The opponent is then pulled under the ground, up to their chin, allowing the head to be subject to more powerful jutsu.
Gouken: The hand-to-hand combat style which tries to break the enemy's bone and create external wounds. It uses strength alone and causes damage to the outer body.
Kage Shuriken no Jutsu: A technique which places a second shuriken in the shadow of a first (thrown) shuriken, confusing the enemy.
Suiken Kempou (Drunken Fist Style): The style consist of high speed unpredictable attacks on the opponent, the whole style is very laid back and the user is usually seems to be messing around. They can pretend to be walking away, sleeping, or just being idle. The attacks are very powerful and even the best Taijutsu master would have difficulty dealing with the unpredictability of the whole fighting style.
Kawarimi no jutsu: The user switches his or her body with a plant, animal or anything for that matter. This is used to escape dangerous situations such as many sharp projectiles being flung at the person. Sometimes you can damage your opponent with this attack even.
Mikazuki no mai: A sword technique which creates two clones that attack simultaneously to confuse the opponent.
Chidori: A secret move for assassination purposes. Its secret lies in the speed of the thrust, and the activation of the body to generate a large amount of Chakra. He then concentrates that large amount into the thrusting arm and rushes towards the opponent. This ability causes the body to speed up, and therefore making the attack more deadly. It emits a distinct chirping sound similar to a thousand birds (=Chidori) chirping. Rioushu has learned how to shoot the Chidori as a beam, project it through objects in his hands, or even how to control lightning from a thundercloud.
Rasengan: A very powerful "Hokage level" technique that was created by the Fourth Hokage. The user swirls the air and chakra in their hand into a sphere, and molds it with Chakra.They then attack the opponent with it, which will usally causes them to go flying backwords, spinning around.Sometimes the attack will burn the opponent where they are hit by it.
Odama Rasengan: A much larger and stronger version of the Rasengan. This technique requires an extremely large amount of chakra to create. When the opponent is hit with the Odama Rasengan, it not only has the effects of the ordinary Rasengan, it also creates an explosion among impact. Dealing even more damage to the target.
Kokuangyou no Jutsu: Creates an illusion of complete darkness over the battlefield. It traps the opponent into absolute darkness, where they can see nothing but their own body. The person/people trapped inside the genjutsu cannot see the user if the user decides to attack, therefore defending one's self is extremely hard.
Sound Chakra: Rioushu is a Lightning and Wind type chakra user, when he combines the two, he gets Thunder, or more accurately, large bursts of sound. He can utilize this in a variety of ways, but you'll have to wait to see.
Kai: A jutsu that destroys/cancels out an illusionary jutsu attempted on the user. Only Shinobi with strong chakra control (such as Sakura) can perform. The user releases a large amount of chakra then quickly haults it. The Genjutsu is usualy dispelled after that, depending on how strong the skill is.
Kage Bunshin no Jutsu: Unlike the regular Bunshin no Jutsu, Kage Bunshins fight back. It's not just an illusion, it creates real clones. The power and chakra of the user is evenly devided among the clones depending on how many there are. This makes it impossible to decipher which is the real body. If a clone recieves a direct hit, the clone will disappear. This is treated as a forbidden jutsu but many advanced shinobi still know and use it. It is mainly a jounin level technique.
Furou Fushi no Jutsu: A jutsu that grants the user the ability to project his soul into the world, anchoring the spirit. The user can then find a new body, take control of it, and once again become young. It is a reincarnation ability.
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Posted: Wed Apr 02, 2008 5:28 pm
Hmm, this could take awhile... ^^;; I've never really made a "move list" before. I tend to just give my characters certain abilities, then let them be creative with them. As a result, they tend to be pretty flexible it thier abilities...
*work in progress*^_^;; Whew! I think I'm done now!
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Incorpal Substance Gatz's unusal consitution benifits him in a number of ways in the physical world, and in a fight. He has a distinct lack of vital organs, for one thing, which becomes particularly handy when someone is trying to kill him. He's held together by energy and strength of will, rather than flesh, so attacks or weapons infused with spiritual/magical power tend to work better on him then raw physical trauma. Simple punches seems to work, incredibly enough--the theory is that his attacker's spirit carries over the damage.
-- Amorphus Form -- Due to his nature, Gatz doesn't have a stable physical body--he can't, in fact, since the chaos in him tends to rapidly dissolve matter. Thanks to the shell of chi he surrounds himself with, however, he's able to fashion himself a facismily of sort, and he's gotten quite good at it after several millenia. Normally he retains the form he's practiced with the most (see Profile), but he can alter the appearance of it with a bit of concerntration, allowing him to take almost any shape he wants. This makes him quite good at mimickry and hiding in plain sight. Most supernatural senses will pick up on the inherent "wrongness" his chaos give off, though, making him fairly easy to spot by individuals with these talents. In his natural state, Gatz looks like a nebulus cloud of the deepest black, with bits of color and dark lightning floating through him at random.
-- Mimick -- Gatz has learned most of his "human" behavior over the years by emulating various people he's met--the ones that didn't run away screaming in terror, anyways. After a first few centuries of practice he became quite good at it. He can now perfectly copy a person's voice and appearance within a few minutes of obeserving them, though learning subtler things like their speech patterns and mannerisms take longer. His otherworldly aura tends to give him away to supernaturally senstive beings, though, so mostly he just uses this ability for pranks and taunts.
-- Speed Boost -- Thought translates into movement for Gatz, and so body's speed is relative to his perspective. Can greatly increase his movement by shifting back to a less human view of things, though doing so takes him some time since he's become largely accostumed to that point of view.
-- Division -- He can split and divide his substance, or bring it together again, without effort. Since his being and his power are one and the same, he has complete control of his movements (even while in several pieces). Distance between parts doesn't affect their functionality much, though Gatz tends to keep all his "doubles" close by, if only for the sake of convience.
-- Phasing -- He can carefully shift his substance around molecules, allowing him to seamlessly pass through solid objects with minimal damage. Unfortunately, repeated trips at the same spot will eventually weaken and destroy said object--and it's hard to be sneaky when you start leaving gapping holes in the walls.
-- Teleport -- Gatz can teleport after a fashion, by breaking himself down and moving through certain channels in the universe. He has to be careful about it, though, as he's relatively vulnerable while in transit. Chances are that he won't be doing it much while crashing in Roan's domain.
-- Spiritual Awareness -- Largely being a spirit of sorts himself, Gatz is perfectly suited for sensing at the supernatural world around him. He pays a fair amount of attention to the physical as well, but being able to see wandering souls, currents of energy, and other bits of the "hidden world" are all old hat to him. His martials arts training has only increased his awareness of his surroundings, meaning that it can be quite difficult to get the drop on him using standard tatics.
-- Chibi-Gatz -- A three-inch tall, SDed version of Gatz's body doubles. Since it uses a lot less of his substance, he'll use this form for communacation purposes, recognosince work, and situations where he doesn't want to put a lot of himself at risk. He'll also use it for the purposes of voyeourism, and to seducing girls who have a weakness for cute things.
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Chaos Because of its unstable nature, chaos energy is a highly destructive force. It breaks down matter (and most anything else) on contact--the dark coloring comes from the fact that most light hitting him gets "shredded" on contact, and therefore doesn't reflect well. Normal matter that is drawn into the chaos will quickly start to disolve as the bonds holding it together break down. If Gatz concentrates, however, he can strengthen the effect greatly, and refine it into a weapon for battle. He can also draw in chaos from the surrounding environment in order to strengthen his darker side, though excessive gorging may result unwanted consequences...
Not surprisingly, this extreme bent towards Chaos makes him suspetable to the forces of Order/Law. Abilites that make use of this attribute tend to be devastatingly effective against on him, though due to his conversion, he is sightly more resistant to it than he used to be. Other then that, the greatest danger he faces is exhausting himself to the point where he can no longer hold his physical form together. This is why he generally seeks to conserve his energies, though chaotic events, such as battle, actually tend to revitalize him somewhat. Being of exceptionally strong will, Gatz won't "die" even should he lose his physical form--he'll merely disperse into the ether. Much to the delight of his enemies, however, it will be some time before he manages to pull himself back into a battle-ready condition.
-- "Release" -- By reaching into the chaos inherent in most beings, Gatz is able to remove the natural boundries and controls most people place on themselves. As a result the target suffers a "power overload" as their abilities go out of wack, turning against their user and threaten to overwhelm him/her. Gatz's influence last only a short while, but most victims don't survive long enough to recover from the affects. And even should one live through the technique, they are bound to be severally drained afterwards. Over time he has also learned how to target specific forces within people, which allows him to control resulting damage to some extent.
Ironicly, the more powerful and violent the targeted individual is/their abilities are, the more effective Release tends to be. When used on a normal human, the worst it tends to do it decrease inhibitions and cause severe stomach pain. Powers of lesser strength or a more a sedate nature tend to be affected less, though the later occassionally produce some interesting results. This attack doesn't affect purely physical abilities, such as sword fighting, though it is fairly affective against many supernatural powers. Highly disciplined, level-headed individuals may be able to resist the worst of the attack.
-- "Shatter" -- This was originally an anti-magic manuever used to break down shields, enchantments, curses, and highly complex spells. It works by first weaking the bonds between various parts of the spell placed, allowing Gatz to easily break it with a further (and offten violent) application of force. In most cases the spell breaks down completely and disolves, the raw energies swept back into the ether. There's also the occasional explosion of raw mystic energy, depending on how much was tied into the casting. It can do a number on material objects as well, but only if they're made from inflexible materials.
-- "Scatter" -- This move makes use of his chaotic influence to cause confusion and disorder in his enemy. Thoughts, memories, experinces, and even spirits (when multiple ones are present/targetted) get swapped around and twisted sideways, become a jumbled mess in the process. An intellegent and disciplined mind will be able to sort things out rather after a minute or two, though others may have to wait a great deal longer. Most beings hit with this wind up stunned for a time, which makes it great live capture--unless you need to pump your enemy for information, in which case, you'd be better off questioning a sock puppet. It also serves to wreck total havoc on any nearby computer systems, or mentalists who attempt to deleve into Gatz's mind uninvited.
-- "Bond Breaker" -- A move that severs the mental/spiritual/magical/mystical connections formed by various beings. When used correctly it can break up entire networks of people, but it generally works best for cutting off a single person from whatever ties they had. Similarly, can also be used to break links between various artifacts, animals, and familars. Emotional bonds and such tend to be the only type unaffected by this attack.
It is hard to saw when, if ever, a bond broken in this way will ever re-establish itself on its own. For the most part this depends on what willingness of the parties involved have to "reconnect" with each other, and how the connection was orginally made. Older, stronger bonds also tend to repair themselves over a shorter amount of time, whereas recently made ones may never heal without help.
-- "Corrupt" -- Borrowing a little from some of Gatz's other chaos techniques, "Corrupt" is a handy way of disabling spells/magical powers for a time. It infects the target's mystical energies with a small amount of chaos, causing a general state of malfunction when they are in use. This is particularly handy for dealing with enchantments that can be easily replaced, or for those individuals who might manage to resist "Release." The effects also last significantly longer, making it good for long fights.
-- "Devour" -- Gatz becomes stronger by feeding off chaos inherent in his surroundings. He mostly he uses it as form of self-recovery, but if a fight is getting tough, he can easily use it to boost his darker abilities. Since most battles in general constitute to a "chaotic" environment, this ability can make him very hard to take down. It's said that this ability can be negated by fighting with a calm/disciplined mindset and less destructive moves, however, so he's by no means invincable. Feeding his darker side excessively can have unintended consquences, though... such as triggering Gatz's "Self Destruction" technique.
-- "Ragna Blade" -- "Lord of the dreams that terrify. Sword of cold and darkness, free yourself from the heaven's bonds. Become one with my power, one with my body, and let us walk the path of destruction together. Power that can smash even the souls of the gods: Ragna Blade!" Gatz blatantly stole the name of this devastating move from a certain peite redheaded sorceress, but he's been using the move itself for quite awhile. His version even has a few personal twists added to it, making it even more deadly.
This attack harnesses the destructive side of chaos and refines it into a black, blade-like projection of tremendous power. The edge is such that it actually rips through the fabric of reality with it's passage, allowing him to cut through unnatural distortions in space-time--as well as just about anything else. Regular matter can't even be considered an obstacle for the Ragna Blade. A direct hit will destroy all but the most powerful opponents, and even those who weather such the blow cannot avoid grave injury on all levels. A glancing blow gives one a much better chance of survivial, however, so the best defense against the attack is to try and get out of its way.
Gatz's version of the Ragna Blade has a few extra features. First and foremost, he doesn't have to cast a spell in order to use it--he simply forms the blade as an extention of his will, the way he would any other part of his body. Sometimes he still spouts of the words, though, just for kicks. Secondly, as the blade is still part of himself, he has total control over it in a fight, and can shape it as he pleases. And thirdly, he can form up to five copies it at a time before the strain starts to weaken him... though goodness knows why he'd ever need that many at once.
-- "Chaos Spiral: Variant One" -- A spinning attack that makes use of multiple "Ragna Blades." Gatz surrounds himself with the deadly edges and sets them spinning as he throws himself forward, basically drilling through the enemy's body. An extremely powerful, but fairly tiring attack.
-- "Chaos Spiral: Variant Two" -- Gatz surrounds an enemy with multiple "Ragna Blades" at settings them spinning in a rapidly narrowing spiral. "Set enemy to puree, blend well for one minute." An extremely powerful, but fairly tiring attack.
-- "Flying White" -- A move whose name comes from eastern calligraphy, due to the black and white streaks it leaves as it passes through the air. This variation on the "Ragna Blade" creates a blade that is formed equally from chaos and chi. The chaos still forms the cutting edge which leads the attack, while the chi that follows in the sword's wake flows into the gap and prevents the inflicted wounds from closing themselves off for a time. (It's easy to tell when this effect wears off as the chi is set to disapate with "explosive" results.) While lacking the pure destructive power of "Ragna Blade," the mix of enegeries that make up "Flying White" generally makes it harder to resist.
-- "Duality" -- By taking hold of both side of his nature and separating them from each other, Gatz splits into two very powerful copies of himself with drastically differing abilities. Due to the fact that his chaos or chi energies are no longer being restrained by each other, both of his halves greatly increase in the strength of their abilities, allowing him to pummel the enemy between the two forces. The downside to this technique is that it requires holding his mind in two different states of thought at once, which is both hard and exhausting. There is also some difficulty in rejoining the two halves again. As a result, using this technique takes a lot out of him.
-- "Self Destruction" -- The name of this 'technique' is very misleading, as it is often confused with the phrase "self-destruct." Some better descriptions might be "Self Release," "Liberation," or simply "murderous berzerker tance." What actually happens is that Gatz conciously subverts his sense of self, disengaging everything he's learned to emulate about the human mindset. This leaves him to be guided by his primal instincts--as a creature of Chaos, this basically amounts to "destroy and comsume everything in your path." As a result, Gatz's chaotic form and abilities are become complete unfettered... which is bad news for everyone in general. Friend or foe, the entity will seek to destroy anything and everything he comes up against in this state, and will continue to do so until he's contained or he burns off some excess chaos energy, allowing his normal personality to re-assert itself. Unfortunately, circumstances beyond his control might trigger this state, such as mental paralysis/stress, or excessive use of his "Devour" ability.
--"Key of Chaos" -- A method by which he can "unlock all potential possibilities of the universe," and thereby seize a small portion of control over fate. Gatz creates a 'key' from chaos, which he then jams into the target to be affected. The first turn of the key alters the flow of causality so that all possible outcomes are "unlocked", or made available. The second turn "locks" things into place, limiting the possible outcomes to Gatz's liking. The more unlikely an outcome is, though, the more draining he finds the second half of the technique--using it to make something deemed "impossible" happen will practically kill him in the process. Gatz has only used the move to this extent once before during his long existence, and has been understandibly reluctant to repeat the experience since that time.
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Girl-Sense/Radar A fairly self descriptive ablity. Gatz can passively sense the presence of women within a several mile radius. If he focuses a little, he can even pick up on the general mood of an individual--this seems to be easiest for him if the girl is in danger, angry with him, or in a state of undress. It's a handy way for him to keep track of some friends and foes, not to mention a good way of finding "damsels in distress" that he can "rescue."
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Ninjutsu and Thieving Gatz developed most of these abilities while in the persuit of perverted activities, rather then studying under any great ninja master. As a result he's somewhat less adept then the average ninja in this area. Surprisingly (or not), there are a number of ninjas he fails to get along with, though there are exceptions.
-- Stealth -- One must follow only two cardinal rules to master the art of sealth: don't be seen, and don't get caught. Gatz seems to have trouble understanding the purpose of the later, probably due to his mischievious nature--in his mind, being discover red-handed is half the fun! Despite this he's still manged to accumulate a fair amount of stealth training, allowing him to slip quietly into the shadows or the background when he so desires.
-- Substitution -- The most basic of ninjitsus. Moving faster then the eye can track, Gatz places roughly man-sized object (traditionally a log) in the spot he was standing, covers it with a simple illusion of himself, then dissappears while the decoy intercepts the attack. This technique is meant to buy enough time for the ninja to either launch a surprise attack or run away from the battle. Gatz has a few little twists he can add to the basic technique as well... but that would be telling.
-- Snatch -- The ability to use speed, distraction, and light fingers to subtly lift a small object off of someone's person. It's actually more effective during fights, mostly because people have better things to think about while they're in a struggle for their survival.
-- "Panty Raid" -- Gatz's personal twist on pick-pockecting things. No one is quite sure how the master perv manages it, but this move allows him to steal underwear right off of a girl's body, even through several layers of thick clothing. At least he's not the type to fumble around with clasps in the dark...
-- "In-Ma-Fuku-Metsu" -- Lit. translation: "Pervert Blessing Cleave." A move created by the great ninja/panty thief Ziguraghi, for the sole purpose of destroying women's clothing without hurting the victims. It shreds the outer clothes to tiny pieces, though the underwear is usually left intact for modesty's sake (and because Gaia has the whole PG-13 TOS thing ^_^;; ). Not surprisingly, Gatz has spent many years perfecting this technique, and now has it down to an artform.
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Martial Artist/Kung Fu Master Gatz has studied a number of fighting styles over the course of his existence. He’s adept both at “soft” styles (such as Aikido, Ju-Jitsu, Judo, Wing Chun, Tai Chi Chuan, Shinto Ryu) and “hard” styles (Wado Ryu, Shotokan, Mok-Gar, and Kick Boxing). In general, he perfers to use the former over the later. He has also studied the weapon styles of these forms, along with Iaido and Kendo, but he tends to use this later experience more for defense rather than attack.
-- Middle Distance -- A state of mental focus that many fighters learn to achieve, which allows for a heightened yet detached awareness of one's surroundings. Thanks to a certain movie trilogy, it has become popularly known as "bullet time" to the general population. The technique does not actually increase a person's speed, but slipping into the heightened state of awareness allows one to react much more quickly when danger strikes.
-- Kami-giri -- A discipline whose name roughly translates as "spirit-killer" or "god-killer." The style is largely based on an extremely refined state of the middle distance, giving the practitioner a range of perception that borders on the realm of ESP. Experts can view the flow of time itself, and even control it to some extent, giving them reflexes unsurpassed by other mortals. Supposedly, masters of the style can use it to revive the newly dead, though this is said to be a rare occurrence...
-- Blade Dancer -- A defensive kung-fu style that trains one to dodge within a hair's breadth of a sword strike, which is how it gained its name. The basic principle is that one creates an opening by dodging so close to the opponent's attack, during which the fighter can strike back at his temporally defenseless enemy. It is simple in theory, but difficult in practice. The biggest difficulties lie in knowing when to strike and patiently waiting for your opponent to mess up.
-- Infinite Edge -- A style Gatz created that gives one the benefits of a sword when none can be found at hand. It turns anything with a thin enough edge into a cutting weapon of unbelievable sharpness--even cutting a tree in half with a piece of paper is said to be possible. It can also be used to greatly increase the effectiveness of bladed weapon attacks, turning simple sword strikes into a force to be reckoned with. The details of this style are a bit difficult to explain, but it seems to largely depends on one's fighting skill and mental perception, rather than drawing on raw power.
-- Nerve Touch -- An ancient kung-fu designed to paralyze part of the opponent's body with carefully placed strikes to certain nerve clusters, this is a good style for disabling someone without harming them. Unfortunately there are a number of beings it is ineffective against (Gatz being a prime example himself), and thus using it is not always an option.
-- Palms of Thunder -- A palm-strike technique that sends a rolling wave of force through the target wherever it lands. While not particularly dramatic when it hits, many find the sensation these blows leave behind to be both painful and disorienting. The usefulness of this kung-fu style comes it the way it passes through most physical defenses, making it ideal for those opponents who rely on heavy armor or excessive blocking for protection.
-- Hands of Lightning -- A kung-fu style that stresses lightning quick attacks with the hands. It allows one to rain a flurry of rapid strikes down on the opponent, but due to the speed required, the user is prevented from landing more powerful blows.
-- Destruction Technique -- An odd style that involves hitting first hitting to stress the material bonds of the target, then hitting the same place again within the same millisecond, breaking them completely. The object shatters on the molecular level as a result, causing it to disintegrate in a explosion at the point of impact. Flexible materials (like flesh) don't break as easily as more inflexible materials (like bone), but a hit by this attack will still cause a lot of damage to a human being. Since metallic bonds tend to be both malleable and strong, metals tend to dimple slightly rather than break under the attack. This move is easiest to perform using one's fist, but experts can easily use any part of their body for the attack. The force of the attack can also be channeled through the ground by use of a weapon, and though not nearly as powerful, can be used as a long-range attack in this manner.
-- Titanium Umbrella -- A personal martial style created by Gatz, for use with the weapon by the same name. The movements might seem a bit odd at times, but it's fairly good defensive style. It also meshes well with various "soft" martial arts, largely because many of moves are based on other weapons styles from these same disciplines.
-- Reaver Stance -- A personal martial style he's created, for use with his Reaver Stick. Gatz says that it is imperative for one to be highly adept in this style before trying to wield such a complex weapon "unless you don't mind frequent lacerations and occasional loss of limb." Use of the Reaver Stick's versatile form, its deadly blades, and the surrounding environment combine to create a fighting art with offense capabilities few other melee styles can. The two-handed weapon style also makes use of Tae Kwondo, mostly as a method of counter-attack while blocking.
-- "Endless Rote" -- A simple trick hat makes it significantly more difficult to breach the walls of one's mind. The user accomplishes this by occupying his surface thoughts with gibberish and trivia, forcing the pyschic intruder to dig a mass of useless nonsense before reaching thier goal. Familar, easily repeative thoughts work best, which is how the technique gained its name. Gatz's personal preference is to recite passages from the Tao Te Ching and Sun Tzu's The Art of War--whither or not he uses the original Chinese depends on his mood.
-- "Mach Punch" -- A super-sonic punch to the head or the stomach. A little shockwave appears behind the target when it hits. It's commonly used to knock unsuspecting victims/friends unconcious, though it's also handy for landing a powerful, debilatating blow on a single enemy.
-- "Stone Crusher" -- A double handed palm strike strong enough to shatter boulders. This is definitely not something you'd want to get hit by. It requires a strong foundation and both hands, though, so it is fairly easy to see the attack coming.
-- "Water and Stone" -- A classic "delayed attack" move. It consists of single focused blow that force of which ripples through the target at the point of impact. Though the internal damage inflicted tends to be serve, it happens so subtly that most do not notice it until things are too late.
-- "Heart Stopper" -- Perhaps the least subtle kung-fu technique ever invented. It involves a powerful twisting punch that smashes into the enemy's chest--and in most cases, keeps going until a noticeable bulge can be seen sticking out of their back. This is good move if you've got the enemy pinned at close range and feel like doing a lot of damage.
-- "Sword Stealer" -- By judging an opponent's speed and syncing with their movements, it is possible to catch hold of melee weapon midway through an attack and halt it. Practiced individuals might also give a quick twist while the weapon is in motion, loosening the surprised attacker's grip and snatching the weapon away. Failure to successfully perform this complex unarmed maneuver usually results in a speedy and painful death, however, which could explain why it is rarely used by martial artists today.
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Chi
-- Elemental Manipulation -- By manipulating chi one can gain a measure of control over the forces of nature, allowing them to manipulate the elements. Thanks to centuries of training Gatz has gotten particularly good at this, allowing him to create a variety of effects on a fairly large scale. It has also given him a fairly good defense against various elemental attacks. Since all moves of this type are based on the same principle, he generally doesn't bother with naming them, thinking it rather silly to have fifty different names for what is essentially the same technique.
Rather then burn power to "create" an element, Gatz instead focuses on working with whatever is happens to be on hand in already. He's become fairly adept at using the environment to his advantage because of this. He can still bring forth a number of elements on his own--with usually lesser results--but perfers not to waste the energy needed to do so. Certain aspects of the elements also give him more trouble then others, due to his chaotic nature... ice and stone in particular seem to bug him a lot.
-- Ebb and Flow -- An discipline largely based on Tai Chi movements. It teaches one to treat incoming attacks like a steady current of water, allowing one to move with and around the flow of oncoming force, rather then attempting to face it head-on. Movements from this style allows one to redirect various direct attacks out and away from the defender, rendering them ineffective. In rare cases, an attack can even thrown back at the attacker(s). This is a good style for thrawting long-range assaults as Gatz steadily moves closer to his opponent(s), or for deflecting weapon strikes. It works best against obvious attacks that rely on brute force, but is less effective against other kinds of danger.
-- Light Feather -- One of the most basic kung-fu disciplines, used in a large part by most martial artists in the world. Many fail to acknowledge it as a martial discipline due to the fact it focuses solely on personal movement, and therefore has no offensive capabilities. Those who become adept in the art learn to manipulate their inner chi in order to move with more speed and agility than previously possible. They can also leap great distances, run across water, and slow their rate of descent through the air. Masters of the discipline can literally "step" into the air, giving them near-flight like abilities. Gatz, with his unusual physical properties, can even take this several steps further and zoom through the air with ease if he chooses to. Of course, the majority of martial art attacks only work if you're on solid ground...
-- Weapon Manipulation -- Having become intimately familar with his weapons after many long years, Gatz is able to control their slightest movements with ease. This is partly because chi that helps to make up his form has soaked into them over time, which makes them something like an extention of himself. This allows him to subtle change their direction in mid-flight, or "call" them back to his body should he lose hold of them during battle.
-- "Smashing Waves" An ancient sword move that uses a spinning slash to generate a directed shockwave from one's chi. Gatz chooses to perform it using his umbrella instead. The move is fairly powerful and difficult to block with only one's weapon, making it useful against multiple opponents. Unfortunately the shockwave will become diffused unless it can be compressed against solid ground, making in ineffective in certain cases.
-- "Standing Wave" -- A derivative of the "Palms of Thunder" technique. It imbues the physical "wave" created by the melee strike with chi, which channels the blow so that it bounces around inside the target's body rather than simply passing through and dissipating. Victims become suffer from intense pain and disorientation as the wave jostles around inside of them, causing internal damage. Extreme applications of the move have been known to literally shake people apart.
-- "River Current" -- An internal chi technique. By paying close attention to the flow of chi within their bodies, a martial artist can harness that flow and move with it, lending great force to even the softest strikes. Since use of this discipline requires a more relaxed, less hasty form of movement, however, it cannot be used in conjunction with a rapid succession of strikes.
-- "Feather Touch" -- A technique that makes great application of the "River Current" technique. Focusing the flow of chi into the open palm of one hand, the user gives his enemy a firm but "gentle" shove to the torso--throwing the target a good fifty feet in most cases. Though the force of the blow is great, the chi helps to spread it evenly so as to cushion damage from the strike. As a result the target doesn't take much damage... unless they happen to smack into something solid mid-flight, which can change things a bit.
-- "Spiral Touch" -- This incredibly deadly move is variation of the oh-so begnien "Feather Touch." Unbelievably, the only major difference between the two sister moves is a flick of the wrist. This twisting motion causes the force of the blow to spiral outwards, allowing that energy to exceed its normal damage potential. Some of the more gruesome effects this technique has on a human being include twisting the intestines into a complicated knot, or shattering the rib cage and sending the newly created bits of bony shrapnel torpedoing throughout one's chest cavity. It is surprisingly dangerous for such a simple move, and tends to prove instantly fatal to most people if it lands sqaurely.
-- "Boom Ball" -- A technique for when subtly and skill just aren't going to cut it. A large amount of chi is compressed into a glowing marble, then "flicked" at the opponent. This energy is released on impact and, somewhat predictably, results in a large explosion. He can also tie it into one of his physical strikes, seeing as his own chi won't harm him. The main advantages of this move are that 1) it can be pulled off fairly quickly without any theatrics, 2) he can create many "Boom Ball"s at once, and 3) the technique seems so small and harmless that opponents often fail to take notice of it.
-- "Floating Mine" -- A variable of his "Boom" technique. Instead of detonating the chi marble on impact, Gatz suspends it in midair, where it will wait patiently until something solid (like his opponent) bumps into it. He can use this technique multiple times to cloak the nearby area in an airborne minefield, which can give him a distinct advantage.
-- "Soul Punch" -- A technique developed by exorcists for expelling evil spirits from possessed people. Strangely, it looks more or less like a normal punch to the solar plexis. A successful hit removes most foreign mystical influences from the target's mind, body, and spirit. The move is also useful for dispelling ghosts and such. On a side note, the technique can be intentionally abused in order to knock a living person's soul clean out of their body. This won't "kill" anyone directly, but it is useful if you're looking to pick up a lose soul or borrow an empty body...
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Ancient Knowledge ... While this probably doesn't count as a "move" or a "technique," it's safe to say that Gatz has a long an extensive knowledge of battle, warfare, magic, the supernatural world, and the points at which those subjects intersect each other. Don't be surprised if he's familar with some archaic weakness certain races have, or ways to subdue them. Examples: -- "Elves/faeries are highly 'allergic' to iron; it burns them on contact. The smaller fey might be tempted out by gifts of milk and stale bread, provided they are left outside before sunset, and no prying eyes are present. Note to self: never, ever try to out-drink any of the Fey. On the whole it's a very bad idea, and come morning you're likely to wake up and find yourself somewhere (or somewhen) you'd rather not be." -- "Western dragons like milk and sleeping on piles gold, or other soft metals. They also enjoy wine, and while it might take a hefty amount to intoxicate any good-sized wyrm, it has been successfully accomplished in the past. While they have thick, scalely hides, their underbellies are softer and relatively vulnerable. They're often associated with demonic forces in Western literature." -- "Eastern dragons control various forces of nature, usually related to weather or bodies of water they might inhabit. Each of the adults are said to have a large pearl of mystical properties in their possession, which they tend to carry in their mouths for safe keeping. Like dragons in the west, they also seem to enjoy gifts of milk. They're also significantly easier to get drunk, though they're a bit more prudish about it. The girls can also make for some really hot babes in human form... Unlike the West, peoples of the East dragons are associated with the movents of Heaven and the natural world." -- "... No, I don't know why certain beverages pop up in folklore so often. Stop asking me about it."
He's also been buddies with some of the worst troublemakers in history, even among different mythologies, and as a result tends to have his own commentary on various religious parthenons.
-- Mentor -- Gatz may also impart some of his experience on other characters from time to time, if they give him good reason to. He's particular likely to teach people he preceives as an underdog (or a hot babe). For some odd reason, his more battle-oriented lessons generally involve him happily beating the tar out of his students/victims as he imparts various tidbits of advice. It is suggested that only those of stout of heart and body seek this later kind of mentoring.
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Weapons
-- Titanium Umbrella -- (more details to at: http://www.gaiaonline.com/guilds/viewtopic.php?t=2215677&page=1 ) A metal parasol patterned after those in the east. It's made out a silvery metal of incredable lightness and durability. Despite the name, it is unknown whither or not the weapon is actually made of titanium. Gatz says "I know the name is a little misleading, but it also sounds pretty cool... Right?" It makes for a good personal shield, due to the thick slats that make up the umbrella roof, and is also a useful bludgeon when it is folded shut. The rim of the umbrella is quite sharp, but the angles it must be held at makes for some awkward movements when attempting to cut with it. It's also a fairly good conductor of electricity, which can be either a boon and a weakness depending on the circumstances.
-- Reaver Stick -- (more details at: http://www.gaiaonline.com/guilds/viewtopic.php?t=2215677&page=1 ) A large, scythe-like weapon that seems to mostly be made up of deadly killing edges. It consists of several bladed sections linked together by chain. It is an extremely versatile weapon in a fight, due to the fact it can be locked into different configurations, allowing one to change their method of attack on the fly during battle. Besides the spell that stores away the chain and a few general purpose enchantments to maintain sharpness and durability, no special magics were woven into the weapon. As far as Gatz is concerned, it doesn't need them. "It is sharp, durable, and obeys its master every command. What more could one wish for in a blade?" He tends to keep in storage most the time, but can also be found carrying it around on his back in an odd-looking canvas sheathe.
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Posted: Mon Apr 07, 2008 6:00 pm
Kawarimi no jutsu: It's implied in the name. The user switches his or her body with a plant, animal or anything for that matter. This is used to escape dangerous situations such as many sharp projectiles being flung at the person. Sometimes you can damage your opponent with this attack even.
Kirigakure no Jutsu: A highly effective cover technique. Blankets an area in a thick fog, confusing the senses of the enemy.
Chidori: A secret move for assassination purposes. Its secret lies in the speed of the thrust, and the activation of the body to generate a large amount of Chakra. He then concentrates that large amount into the thrusting arm and rushes towards the opponent. This ability causes the body to speed up, and therefore making the attack more deadly. It emits a distinct chirping sound similar to a thousand birds (=Chidori) chirping. It's Kakashi's only original move, and it's said that he once cut through lightning with it, hence its alias: Lightning Edge.
Mizu bunshin no jutsu: Creates clones composed of water. When hit, it automatically dissolves and returns back into shapeless water. This one is capable of attacking. The clone has 1/10 of the power of the original. It can only be controlled while still in a certain radius of the user.
Suiton Daibakufu no Jutsu: Sends a large spinning pillar of water towards the opponent. Can only be performed when near a moderately large water source, and uses a large amount of chakra. It's a devastating jutsu.
Suiton, Suijinheki: The user creates a large wall of water. A defence to protect the user from an offensive attack. There must be a nearby source of water to perform, however, The Second Hokage was able to perform it by spitting water out the mouth. He used it to block a fire-type attack.
Suiton, Suiryuudan no Jutsu: Creates a large dragon shape formed from a large amount of spinning water. The dragon form is sent towards the user's opponent for a powerful attack. This jutsu can only be performed when near a large amount of water.
Suirou no Jutsu: Creates a large sphere of water, that holds the opponent inside it. The prison is difficult to escape, yet, the drawback is that the user must keep contact with the sphere to keep the prison working.
Water Element, Water Wave: A jutsu which creates water out of no where and then thrases it all over the place drowning the opponent and slamming them into solid surfaces. The attack requires a high ammount of chakra to be performed.
Kokuangyou no Jutsu: Creates an illusion of complete darkness over the battlefield. It traps the opponent into absolute darkness, where they can see nothing but their own body. The person/people trapped inside the genjutsu cannot see the user if the user decides to attack, therefore defending one's self is extremely hard.
Bunshin no Jutsu: Everyone is required to know this. Requirement to Graduate as a Gennin. This is a basic jutsu. It creates illusions of the caster, in other words: clones. These are basic clones that aren't real. If they are hit by something, they automatically disappear.
Kai: A jutsu that destroys/cancels out an illusionary jutsu attempted on the user. Only Shinobi with strong chakra control (such as Sakura) can perform. The user releases a large amount of chakra then quickly haults it. The Genjutsu is usualy dispelled after that, depending on how strong the skill is.
Kage Bunshin no Jutsu: Unlike the regular Bunshin no Jutsu, Kage Bunshins fight back. It's not just an illusion, it creates real clones. The power and chakra of the user is evenly devided among the clones depending on how many there are. This makes it impossible to decipher which is the real body. If a clone recieves a direct hit, the clone will disappear. This is treated as a forbidden jutsu but many advanced shinobi still know and use it. It is mainly a jounin level technique.
Henge no jutsu: A basic shinobi skill. Transforms the user into another different appearance. Whether they transform into another person or turn into a material thing such as a shuriken, doesn't matter.
Water/Lightning: As a Water and Lightning type ninja, Ryu can use his water techniques and then electrify them, drowning and/or electrocuting his enemies to death. Good fun eh?
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Posted: Thu Apr 17, 2008 5:24 pm
*work in progress*Werewolf Werewolves have a number of advantages over the everyday human, especially in the heat of battle. This often helps to offset few failings, such as their acute weakness to silver, and a general ignorance of modern human culture/technology. Tsune herself is slightly more techno-savvy than most her relatives, but still has trouble with a number of modern (in)conveniences.
-- Enhanced Strength & Speed -- She easily outclasses a normal person in terms of raw speed, strength, and agility. She can easily bench lift five times her weight (600 lbs), and can shift up to four times that much while in a Rage. She also has a large amount of amount of stamina, and it goes without saying that she can outstirp any normal human in a foot race. It would take a considerable amount of training for a normal person to match her physical prowess.
-- Enhanced Senses -- Like many werewolves, Tsune possesses an array of senses and animal instincts the average human isn't privy to. Her senses of hearing and smell are particular keen. Her range of sight is about as good as that of a normal human, but years of tracking have left her more attentive to subtle details; she has excellent night vision as well. Thanks to her shaman training she also possesses the gift of "Soul Sight," though this is not true of all her kind (see Shamanism section).
-- Regeneration -- Perhaps the werefolks’ biggest advantage in a fight is their amazing regenerative ability. They shrug off blows that would kill most men in an instant, healing punctured organs and splintered bones within seconds. The ability has its limitations, though... Such rapid repairs to the body drain a fair amount of energy in the process. Even with their inhuman stamina, any werewolf who is continually forced to heal near-fatal injuries will eventually blackout, all their reserves of strength used up. Their body will attempt to heal itself at a more regular rate, but at this point death tends to only be a matter of time. This process can make for a drawn out and horrific death in some cases...
The regeneration process can also be slowed/prevented by use of silver weapons and magic; failing that, tooth-and-claw injuries caused by another supernatural being.
-- Nature Commune -- Many werewolfs possess the ability to communicate with animals to varying degrees--though most are adept at speaking to normal wolves, obviously. With her heightened connection to nature, Tsune is fairly skilled at communicating with other animals in this manner, allowing her to access to insight and information other people might miss.
-- Rage -- An adrenaline fueled ability most werewolves possess, it temporarily increases a werewolf's strength and speed. Since it taps into her "fight or flight" response, though, staying in this state for too long can lead to the user going berserk, or fleeing in a frenzied panic. It also takes a slight toll on wolf's body.
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Advanced Shapeshifting Like many werewolves, Tsune has can transform into three standard forms--hybrid, wolf, and human. With training she's managed to progress beyond simple forms, however, and can now tweak her body in order to alter her appearance dramatically. Her major limitations seemed to be that she’s unable to change her species, gender, and basic body functions. She also seems to have some limits to the amount of mass she can gain/lose, but other than that, her physical form is fairly flexible. This 'advanced' kind of shapeshifting is mostly useful for cosmetic purposes, but it has a practical applications as well, such as temporarily increasing her physical strength, or letting her fit through tight spaces.
-- Hybrid Form (Crinos) -- Tsune's preferred form of choice. She appears as a young human woman with a wolf's ears and tail. Unlike most of her kin she opts not to do the whole muzzle and body fur thing, though she'll take on a more traditional appearance if she has to. She particularly likes this form since it doesn't interfere with most of her abilities and still allows her to make full use of her weapons.
-- Wolf Form (Lupus) -- Once fully transformed, Tsune takes on the appearance of a large white timber wolf. She's a fairly large for her kind, standing 4" at the shoulder and about 8' from tip to tail. Some in the tribe find her size a bit odd, given that she looks like a shrimp most other times, but most write it off to a manifestation of her spiritual power or the influence of her father's bloodline. The form has a number of advantages, such as slightly increased senses, speed, strength, and spiritual power. Unfortunately it also has the major disadvantage of making a number of her weapons completely impractical--there are just some things simple tooth-and-claw won't take down. There's the hassle of having to remove her jacket, since the items it holds don’t transform along with her... Fortunately, the rest of her clothing seems willing to shapeshift along with her body.
-- Human Form (Homid) -- The appearance Tsune uses when she has to "blend in" with normal society. It looks much like her hybrid form, sans the wolf ears and tail. Despite the fact she can fix her eyes and her hair if she wants to, she usually doesn't, not realizing that their coloring tends to make her stand out in the average crowd. Strangely, walking around in full human form leaves her feeling oddly naked and exposed to the world... Possibly because it dulls her normal senses somewhat.
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Swordsmanship
-- Wax & Wane -- The name of Tsune's sword style, it's a stance which is balanced in offensive and defensive ability. The discipline also teaches a natural rhythm in battle that most fighters lack, making it easier to control one's timing and accurately predict enemy attacks.
-- Call Sword -- If she's lost hold of her main weapon, Tsune can let out a short howl to call it back to her. This works best with Silver Fang, as the weapon is sentient and has a strong bond to the wolf-girl, but if she concentrates she can do it with most normal swords as well.
-- "Flying Blade" -- A discipline that makes use of her sword and her rosary techniques in conjunction. Mostly it allows her to use her sword attacks over a long distance, which catches most enemies off guard.
-- "Exorcist Blade" -- A simple move that imbues her sword with holy spiritual power, allowing her to greatly increase its effectiveness against the undead and demonic beings. It's easy to tell when it's active, as blade is enveloped in a softly glowing white aura.
-- "Ricochet" -- An original and slightly risky counterattack that Tsune created on herself. It takes several factors to make this move possible; her speed, strength, extra senses, familiarity with firearms, and a suitably strong blade are all necessary for the move's success. The concept for the counter is simple enough--if somebody takes a shot at her with a gun, Tsune quickly turns into the attack and smacks the slug out of the air with her sword. She's practiced this to the point where she can redirect the shot towards another target with a fair amount of accuracy, though the bullet's momentum makes it hard to hit it straight back at the person who shot it. The obvious danger of this technique is that there's a good chance she'll get hit, should she fail to deflect the incoming bullet for some reason. If she has Silver Fang on hand, she can use the same discipline to deflect certain supernatural attacks as well.
-- "Full Moon" -- A whirling attack that quickly takes one full circle several times, it's a good tactic for when one is surrounded. The name comes from the circular after-image the blur of the blade creates.
-- "Moon Rise" -- A variation of "Full Moon." Tsune spins at an angle, bringing the blade up and around in several quick revolutions. This version of the move is used to force the weapons of a blocking enemy up high, creating an opening in their defenses. If the opening is successfully created, the move finishes in a quick and deadly lunge.
-- "Moon Set" -- A leaping variation of "Full Moon." As opposed to "Moon Rise" this attack swings down at the opponent.
-- "Half Moon" -- A powerful two-handed attack that occurs near waist height. It's purpose is to either cut the enemy, or to knock them back with the sheer force of the hit. The two handed grip is necessary for both the extra power and in case Tsune suddenly needs to reverse the direction of her blade.
-- "New Moon" -- Concentrating on speed instead of pure power, Tsune moves so fast that it's difficult to track her movements with the naked eye. As a result she seems to disappear from sight, only slowing down enough to be seen when she is forced to plant her feet for a strike.
-- "Hunter's Crescent" -- A feint followed up by a lighting fast counter-attack. Her blade leaves behind a curving flash of metal as it swipes through the air.
-- "Silver Fang Howl" -- A move that taps into the power of the Silver Fang sword. A single swing of the sword blasts the enemy with gale force winds as a wave of raging wolf spirits rush out, seeking to tear flesh from bone.
-- "Silver Fang Slash" -- A move that taps into the power of the Silver Fang sword. A devastating slash attack that can cleave giant boulders in two. The ghosts of fallen Silver Fang warriors can been seen trailing behind the sword as they lend it their power.
-- "Silver Fang Rush" -- A move that taps into the power of the Silver Fang sword. Similar to "Silver Fang Slash," but a thrusting attack. It punches through steel walls and enemies like tissue paper, leaving gaping holes behind.
-- "Wild Ascension" -- Giving herself fully over to the ghosts of the Silver Fang clan, Tsune enters a state in which she can access the sword's colossal power and use it in conjunction with her other techniques. Her basic abilities, like strength, speed, and mystical powers, also increase during this time, making her a very tough opponent to beat. One can tell when she has achieved this state by looking at her eyes, which will change from their normal color to a luminous silver hue. In most cases, Tsune is required to have the sword with her, but she's familiar enough with the spirits of her clan that she might be able to call them regardless in moments of extreme danger or anguish.
There are a number of disadvantages to this technique, the greatest of which is that Tsune surrenders most control over her body when she uses it. She's left at the mercy of her ancestors--they force her to fight who they want, how they want, and is doomed to act as their mouthpiece as well. Though she never truly goes "berserk" in this mode, she can certainly be forced to act that way, especially if Roan or her kids show up. The spirits of the pack may also take her over on their own, if such an opportunity comes up and they feel that need is pressing, and being possessed without her permission doesn't sit well with Tsune. The ghosts of Silver also have a tendency to ignore her guns, which can be rather annoying in a long-range battle, though she manages to remind them from time to time.
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Gunslinger She reloads the "bullets" that require her spiritual energy by blowing into the chamber, a method that has the extra benefit of requiring the use of only one hand. Even though most of her spirit related gun techniques come from the same place, the abilities of the bullets are not interchangeable--Tsune has to decide which attack she wants to use before she loads it into the gun. This is not to say that she can't load several different shots at once, however...
-- Silver Bullet -- Silver ammunition is a handy item to have when dealing with the undead (or particular annoying pack-mates). Tsune keeps her backup gun loaded with these in case she needs them--she's also smart enough to leave the safety on to prevent misfires.
-- Call Gun -- Using the same method she would to call her sword, Tsune can give a sharp whistle that will send her gun flying back to her if she doesn't already have it in hand.
-- "Flying Gun" -- A combination technique that makes use of her rosary and her magnum. It's a little trickier to control then Flying Blade due to the recoil of the weapon, so she generally prefers to use it for traps.
-- "Exorcist Shot" -- A bullet made up of spiritual power, launched from her gun. It's very effective against the undead, demons, and the other numerous minions of evil. It doesn't tend to affect normal humans/creatures, however, which makes it useful for both curing possession over a distance and for crowded areas.
-- "Healer Shot" -- A bullet made up of spiritual power, launched from her gun. Rather then exorcism, this shot is imbued with the essence of healing. It's useful for helping people she can't get to right away, either due to distance or the heat of battle, but it doesn't tend to be as effective as her hands-on treatment.
-- "Seeker Shot" -- A small, friendly nature spirit is summoned and placed into either a real or spiritual bullet. After instructing it to find a certain target Tsune fires, releasing the "homing" bullet to do it's work. If possible, the round will curve it’s path to follow a target, round a corner, or track an opponent who is hidden from view.
-- "Spirit Fang" -- Tsune uses a minor summon to quickly call forth the spirit of a wolf and blows it into the gun chamber. It sits there contentedly until she fires it off, delivering her helper to the target with incredible speed. The friendly spirit will attempt to hassle or latch onto the enemy, distracting the foe long enough Tsune to get in some attacks without interruption.
-- "Talisman Shot" -- A rolled up talisman encased in one of her spirit bullets. It's the perfect way to deliver the things over a distance, especially if she only needs one. To seal something in this manner, though, she'll usually wind up having to shoot off several attacks in quick succession.
-- "Howling Shot" -- Tsune traps the essence of her "Spirit Howl" technique in bullet form. The result is a round that detonates on impact, releasing a explosion of spiritual and sonic energy. The blast is as disorienting as it is damaging in nature, disrupting the target's soul/spirit with its piercing cry. The shockwave created from bullet's passing has a similar (though lesser) effect, so near misses can leave an enemy feeling of unbalanced for a moment.
-- "White Wolf Cannon" -- A move that condenses all of Tsune's offensive gun techniques into a single shot--it also requires a talisman and a regular bullet as a base. The result is a giant-sized, howling wolf spirit who launches out of the magnum and barrels down on the opponent with amazing destructive force. If dodged quickly turns to attack again, going on until either the bullet hits something or the attack is dispelled. Unfortunately, the power of this technique is such that Tsune's gun would break if she tried to load more then one into the chamber at a time.
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Shamanism Shamanism rests at the center of many werewolf religions. It stress personal connection to nature and the spirit world, which many view simply be two sides of the same coin. Thus it is always important for a pack to have strong shamans to guide them and keep things in balance, least something in the world go horribly wrong. Tsune has been blessed with particularly strong powers, likely due to her heritage and great strength of will. This can be both a blessing and a curse, however, as many shaman abilities requires the opening one's senses to the spirit realm. As Roan and her minions clearly demonstrate, not everything that lurks there is friendly... As such, shamans also train themselves in ways to subdue hostile spirits.
-- Soul Sight -- The ability to view into the spirit world, allowing one to clearly see ghosts, souls, the flow of nature, and other such supernatural beings. It's absolutely necessary for a shaman to have this skill. Tsune's training takes it two steps further, allowing her to "hear" and "scent" a spiritual presence as well. There are a number of situations where this is more useful then sight alone, particularly while tracking something inhuman.
-- Healing -- In studying the ways of the spirit and those of nature, one naturally learns a great deal about the healing process. Tsune can heal wounds by laying hands on the target and briefly meditating on them, and also knows a fair bit about medicinal herbs as well. She can most moderate injuries, though things like gapping holes through the torso and resurrection are beyond her skill.
-- Psychic Surgery -- A technique that allows one to slip their hands seemlessly into a person's flesh and fiddle around with the insides. Foreign objects or supernatural humors might be extracted and/or implanted in this manner. Though the method is normally used as a means of healing it can also be used in combat, though it requires a fair amount of concentration to perform.
-- "Sleep" -- Originally a healing technique meant to help a patient get through the worst of their pain, it's also useful in subduing enemies. Tsune simply has to slap one of her talismans on the target's forehead, instilling a mental and spiritual paralysis that causes the person to drift off into unconsciousness. It's also effective on a number of undead creatures with corporal forms, though the more powerful beings tend to resist the effect.
-- "Sacred Breath" -- Both a way of expelling evil influences in the body and a healing technique. It's most useful in cases where a more forceful approach, such as "Soul Punch" or an exorcism, could prove disastrous. The shaman places their mouth over that of the person they are attempting to cure and gently exhales, sending a gentle stream of spirit power into the patient. This energy will attempt to remove any unnatural influences from the patient as it heals them from the inside out; the longer the technique is sustained, the greater the effect/chances of success. A number of people have been brought back from the brink of death through the use of this move.
The downsides to this technique are that it requires both time and a relatively peaceful setting--both Tsune and her patient are fairly vulnerable during the treatment. It's also not a good idea to use it on actively possessed people, as the spirit often tries to "jump out" of the carrier and into the shaman. One upshot is that Tsune can use it on herself as a breathing exercise, allowing her to cleanse her own body of curses and such.
-- "Soul Punch" -- A technique developed by exorcists for expelling evil spirits from possessed people. Strangely, it looks more or less like a normal punch to the solar plexus. A successful hit removes most foreign mystical influences from the target's mind, body, and spirit. The move is also useful for dispelling ghosts and such. On a side note, the technique can be intentionally abused in order to knock a living person's soul clean out of their body. This won't "kill" anyone directly, but it is useful if you're looking to pick up a lose soul or borrow an empty body... Most shamans view this as a rather crude means of exorcism, but it's handy in the heat of battle.
-- "Spirit Claw" -- A werewolf version of "Soul Punch" that is significantly more effective when going fighting tooth-and-claw against the undead and other evil spirits. It shreds a small part of the target's spirit, doing significantly more damage. Best of all, it can also be used in full wolf form.
-- "Spirit Howl" -- Tsune lets out a chilling howl from the core of her being. It penetrates right down to the soul, rattling a person's spirit at the core. It's a good way to momentarily stun a group of enemies or scare a number of spirits out of hiding. It can also be used to call for help over a distance. The problem is that it's also quite loud on both the physical and spiritual planes, and clearly broadcasts her presence to anyone in the area. This move is most effective while she's in wolf mode, but works fairly well in her hybrid form, too.
-- "Exorcise" -- The art of dispelling unfriendly spirits and sending them on to the afterlife. Tsune focus on her spiritual power on the target and forces them to submit to death. Not all lingering spirits go peacefully into the great beyond, however, so she is often required to first soften them up with talismans or a few attacks.
-- "Cleanse" -- An exorcist technique for removing curses and banishing evil presences from specific area. It's very similar an exorcism in many regards, but focuses more on dispelling dark energies then sending spirits to the great beyond.
-- "Seal" -- Sometimes an exorcist stumbles across restless souls that are beyond their power to dispel. Rather then allow the offending spirits to remain at large, however, the shaman can instead bend his/her mystical powers to bind them to a physical object. Large boulders or trees traditionally make good receptacles, as they tend to weather the passing of time. This technique is significantly easier when used in conjunction with talismans or her rosary, these items having ties to both the physical and spiritual world. Shamans try to avoid using this move if they can help it, since trapping a dead spirit in the realm of the living tends disrupts the flow of things and tends to have unintended consequences later on.
Other uses of this technique include sealing away a target's supernatural powers. This can be useful when the goal is to capture the enemy alive, but strong opponents tend to burn/break through the bindings rather quickly.
-- "Sanctuary" -- Using her talismans as a focus, she creates a barrier of spiritual energy around herself. It provides good protection against magic, the elements, and hostile beings, but it does little for physical attacks of a purely physical nature. It's also prone to breaking after being hammered on for too long, so it provides a brief reprieve at best.
-- Medium -- The ability to freely commune with spirits and nature. This requires Tsune to open her mind slightly in order to allow words and impressions to drift through from the "other side." This works largely to her benefit, but strong presences and the occasional wailing ghost can cause her a fair amount of psychic backlash while in this state.
-- Summoning -- The ability to call forth a spirit from beyond the veil of death. Mostly this is used as a means of divining information, though it can be used in conjunction with the ability to channel spirits. This type of summon is meant to be temporary at best, however, as most shamans view permanently shackling a soul to the mortal plane to be immoral at best. Tsune can also use this move to call up a number of wolf spirits to help her in a fight.
-- Channel -- Tsune opens up and allows a friendly spirit to enter her body so that it might guide her actions. This is a handy way for her to temporarily gain expertise in a skill she lacks, or to gain additional information from the spirit. The trouble lies in that she loses use some of her own abilities while deeply connected to a spirit, and that some spirits must be forcibly ousted from her body if they refuse to leave of their own accord. Often used in conjunction with a summoning.
-- Spirit Walk -- Using meditation to create an astral projection of herself, Tsune leaves her body and wanders the world as spirit. She's undetectable by most people while in this form, though there are a number of supernatural individuals who can sense her, if not see or hear her. It's an excellent way to spy on people, deliver messages in dreams, enter the spirit realm, or temporarily "possess" a person's body. Unfortunately her own body is largely defenseless while in this state, leaving her open to attack.
-- Sacred Blood -- Whether because of her shaman training or her heritage, Tsune's very blood seems to have mystical, near-holy properties. She can use a small blood sacrifice to increase the effectiveness of her spells or to strength the bindings she places on a person. The crimson substance also seems to be fairly poisonous to a number of evil creatures, including vampires and demons, lending her some level of protection against their fangs. For obvious reasons, though, Tsune is relucant to rely on this ability anymore then she has to.
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Nature Magic Various nature spells that don't require Tsune to tap into the spirit world. She's somewhat inexperienced in this area, though, so she lacks spells that have the same punch as her other techniques. They have the advantage of versatility, however.
-- "Wind Run" -- A basic magic most of the cubs learn early on, it uses the winds to greatly speed one's passage. It works best when traveling in fairly straight line, though, so it isn't that useful in battle except as a means of retreat. It can also be used in reverse to slow one's fall, though it fails to halt it entirely.
-- "Strands of Moonlight" -- A magic that weaves nearby beams of natural light into stands of force. The light forms into a silvery version of her rosary, which she uses in battle as a means to snare or bind a target. The "strands" can also exhibit deadly cutting force when quickly whipped at a target, or broken apart into individual "beads" which can be used as projectiles. For some reason, moonlight seems to work a little better then sunlight does.
-- "Moonlit Serenade" -- A rapid-fire attack that makes use of her handgun. Tsune uses draws strength from the natural light around her and uses it to channel power into her weapon. This allows her to keep up an almost continuous stream of fire without having to "reload" her spiritual bullets. She can also take out her backup weapon and use it as well in order to double her firing rate. Again, moonlight tends to work best.
-- "Blade of Light" -- Tsune summons forth a shining sword, made of condensed light and holy power. The sword has an immaterial look to it, though it seems to function normally in battle. It is similar to "Exorcist Blade" in that it is very effective against shadows, ghosts, and demons, but it tends to be a little more draining to maintain. Tsune generally uses this for dual-sword fighting, though she'll also use it if she's unable to reach Silver Fang for some reason.
-- "Guiding Light" -- This move summons a ball of light to illuminate one's path. A friendly spirit can be attached in order to make the light autonomous and to help guide the user in unfamiliar territory. This spell is thought to have something to do with the origin of stories about witch lights and will-o-wisps.
-- "Eclipse" -- A stealthy spell that wraps her in an invisible shroud that cloaks both her body and spiritual presence for a period of time. It also makes used of a mild misdirection magic, making a person's eyes subtlety slide away from Tsune when they seek to look directly at her. It's very hard to see through this spell, even for those used to looking for such things. Perhaps her enemies would have more successful if they relied on more then just sight...
-- "Chill Night" -- A magic that encircles the target with a cushion of frigid night air. Though it feels slightly chilly, the bubble remains at a constant temperature, which helps to protect one against both flames, heat, frost, and extreme cold.
-- "Tidal Force" -- A magic that mimics tides caused by the pull of the moon, allowing the user to control water to some extent. The commands that can be given are somewhat limited, though.
-- "Nurture" -- The ability to encourage plants to heal and grow strong, and to control them to some extent. Since it's not overtly useful in battle Tsune hasn't practiced with it much, though she can use it to tangle up her opponents' feet or make briars pop up in their path, should her surroundings allow for it.
-- "Quake" -- A rather self explanatory move that calls upon friendly nature spirits in the earth to "shake things up a bit." The force invoked depends on the area targeted. Spread over a wide area, it can knock a group of enemies off their feet; when concentrated on a single spot, it can cause the ground to explode in a geyser of dirt and rock.
-- "Gale" -- Tsune uses the spirits in the air around her to summon up a small but fierce windstorm. Unless it sends something flying, however, it doesn't cause much damage to the enemy--it's mostly used to slow down the movement of her opponents, knock them off their feet, and skew the flight of projectiles. There is a small bubble of calm around Tsune, however, so as not to hinder her own movements--those close enough to the wolf-girl are unaffected by the winds.
-- "Gale Shield" -- A wall of fierce winds that surround Tsune and greatly helps in deflecting long-range and mid-range attacks. Unfortunately it's largely a defensive spell, as many of her own attacks also have trouble penetrating the barrier.
-- "Persistent Ember" -- A small fire spell, originally intended for cooking in harsh conditions. It only produces flame about the size of a handball, but the fire burns fiercely despite the presence of moisture or a lack of oxygen. The tiny fireball is not very powerful, but others will find it very difficult to quench. The flames ignited by the original "ember" are quite ordinary, however, and are not nearly as resistant being snuffed out.
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Survival Skills The necessary skills any young cub needs to survive in the wilds--even more so when those wilds border Roan's private property! Tsune spent much of her youth learning how to track, trap, hide, hunt, and live off the land in both wolf and human form. As such she's very self-sufficient and boasts a fair amount of stealth while in the wilderness, though she doesn't handle herself as well in more urban environments... She's been kept relatively sheltered from any technology more complicated then a trigger mechanism.
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Weapons -- Silver Fang -- Despite the name, this sword isn't actually made out of silver--it would be rather silly for a werewolf to own something like that, wouldn’t it? The weapon is actually made out of mithral, a, mystical, silvery metal of extreme toughness that was produced in ancient times. Since the material itself is highly conductive to magical and spiritual power, it's the ideal for Tsune's mixed fighting style. The metal in the blade has been folded over and over again to increase its strength and cutting power, while the hilt is supposedly carved from a fang belonging to the Silver Fang pack's founding Alpha. There are theories about the sword's origins, but nobody seems to know quite where it came from--and Tsune sort of ran off with it before thinking to ask her father about it. Opps...
The Silver Fang sword is tied to the spirits the clan for which it was named. Supposedly all the strength and wisdom of the tribe's fallen warriors of the clan flow through it, making it conduit for the collective souls of the pack. Tsune's can tap into this power more easily then most, thanks to her shaman training, but it's also much easier for her to lose sense among the flood of voices that come with it. When this happens the sword--or more accurately, the spirit pack--can overtake her. And since so many of the wolves have an axe to grind against Roan and her offspring, this can result in some rather dangerous confrontations... One can tell whether or not this has happened if her eyes suddenly change colors.
Besides the immense tide of spirits behind it, being tied to the Silver Fang clan gives the sword a few other unique properties, the sum of which make it a *very bad idea* for anyone born outside of the clan to lay a hand on the blade. The tribe's ancestors don't take kindly to this sort of thing, and severely punish those who try to desecrate the sacred weapon--even werewolves from other tribes won't be spared the soul-wrenching agony. Even should a being powerful enough to withstand the spiritual onslaught get a hold of the weapon, they will be sorely disappointed with their prize. Refusing to serve the offender, the spirits will remove their attentions from the sword, turning the Silver Fang into nothing more than an ordinary (though still well-made) blade. It will remain in this inert state until another from the clan's bloodline takes hold of it, drawing the spirits back.
-- Guns -- Tsune owns two .600 six-shot Magnum revolvers. She keeps one in a belt holster on her left, and the other in an arm holder underneath of her jacket. She tends to use silver ammunition when she can get a hold of it, knowing the affect the metal has on the undead and other paranormal creatures, though she's understandably loathe to use the material. To try and conserve ammo she keeps the gun at her hip unloaded, and uses her "spiritual" bullets with it instead. The backup she keeps fully loaded, however. She has two boxes of replacement rounds stashed in her jacket pockets. Some werewolves might look down on the use of guns (and silver bullets), but Tsune is quick to point out "Dude, have you seen the kind of heat Roan and her brats are packing? A girl needs all the help she can get!!!"
-- Steel Hunting Knife -- A commercial serrated hunting knife that she keeps tucked in her left boot. She mostly uses it for skinning prey, but it will do for a last-ditch weapon in a pinch. Though if things get to that point, she's already in a lot of trouble...
-- Cigarette Lighter -- It's not much surprise that she has one of these, seeing as she's developed a bit of a smoking habit. Not to mention a love of cooked food, as opposed to raw meat--and rubbing sticks together simply takes forever before one gets a decent flame. Fire good~<3
-- Rosary -- A rosary made up of 108 wooden beads, carved from the branch of a sacred tree and painted with small religious symbols. Oddly, it seems to lengthen or shrink as she needs it to... Tsune uses it with when she either doesn't have the moon or sun to work with, or when the technique can use a bit of physical reinforcement. It's gotten to the point where she can manipulate the string of beads as she pleases, but the item still has somewhat limited use as a weapon. She keeps it wrapped around her left wrist.
-- Talismans -- Rectangular slips of paper with mystic writing on them, used in conjunction with her shaman powers for bindings. The creation of these charms is skill Tsune picked up while traveling through Asia. Due to the spiritual power they contain, the talismans tend to withstand the forces of the elements, as well as purely physical attacks. A target hit with one of these is unable to remove it on his own accord--either another being with mystical power or Tsune herself will have to remove it, unless the target is able to "burn" through the binding spell on their own. She keeps these in her jacket pocket.
-- Healing Herbs -- Bags filled with mixtures of healing herbs--not to be confused with the dry soup-mixes she carries in a different pocket. These are useful for treating injures on others if her powers prove ineffective, or when she receives a wound that doesn't heal quickly on its own (such as those caused by silver weapons). She also carries a few gauze bandages incase they need to be applied externally.
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Posted: Thu Apr 23, 2009 3:29 pm
I realise I never did one of these, and since I'm back now and have new moves, I figured it was about time... ((long post ahead XD))
Azrael has numerous abilities that can be broken down into a few sections
Canite Abilites Kagu-Zuchi Abilities (Including those of Isoda) The Nightshade Gauntlets Shinigami and Visored Abilities (Including those of his Zanpaktou) Other (lol)
Canite
Potence - Brujah Canite ability to increase strength, fairly straightforward.
Celerity - Brujah Canite ability to increase speed, if this was a game, this is your bullet time button.
Presence - Brujah Canite ability, gives the user a more formdible presence, either when motivating or threatening, without actual mind control capabilites.
Quietus - Taught to Azrael by the Mugen Clan in Japan, this is typically an Assamite Ability. Azrael can create an aura of silence, either around his person, or at higher release levels, larger areas.
Obtenebration - Taught to Azrael by Zachriedek and the Mugen. Typically a Lasombra ability, it allows the manipulation of shadows, from movement to taking physical forms - can be fatal with a litttle imagination.
Kagu-Zuchi / Isoda
Imunity to fire - This is a passive ability and is always active. Azrael is immune to all fire and heat based attacks, he does share his body with the god of fire after all...
Fire creation - Azrael can create fire from nothing, simply by clicking his fingers/poimting etc, beats needing a zippo when you need a smoke.
Ascension - Azrael can allow Kagu to physically posess his body, drastically changing his appearance and raising his power levels. All abilities are magnified once ascended.
Breathing Fire - Once ascended Azrael can literally breathe fire at his enemies.
Flight - Kagu's ascension provides Azrael with a pair of purple feathered wings, which allow him to fly
Isoda - Being a master inventor, Azrael achieved the impossible when he recrafted the anchient daemon blade Isoda into a Gunblade, without breaking the seal holding the god of fire within. The weapon has evolved nowadays however into simply firing bursts of spiritual/flame energy. However ammunition can still be loaded when certain circumstances arise.
Call out - Isodas blade rapidly grows in size, coming to resemble the soul edge from the soul calibur series, it is held out in front of Azrael pointing down, and serves as a shield against the more brutal of projectile attacks.
The Nightshade Gauntlets
Anchient heirlooms crafted by the Mugen and given to Azrael during his mission in Japan. In appearance they are a dark and shimmering purple, samurai style armored gloves. The gauntlets absorb the spiritual energy of every defeated foe. The energy can be used to bolster any of Azraels energy based attacks, and the gauntlets themselves are indestructible.
Shinigami
Azraels Shinigami abilities technically come under four catagories, Shinigami techniques, his kidou (demon arts, or 'spells'), the abilites of his twin Zanpaktou - Zabimaru and Benihime and his Visored abilities.
Shinigami Techniques
Shunpo (Flash Step) - The ability to move at a greatly increased speed, gives the impression of short range teleportation.
God Speed - Azraels mastery of Shunpo, combined with his canite celerity, enables him to move at speeds that are almost undetectable, even to Canite masters of Celerity. Due to it's immense power this move is a double edged sword, and damages Azrael physically to use it, ranging from muscle damage to internal bleeding.
Kidous Being of Captain Level, Azrael can call forth his demon arts by name alone, without the incantation
Bakudou: Bakudou #1 - Sai ("Obstruction") This spell is used to paralyze the target. Bakudou #9 - Geki ("Conquer") Surrounds the target in a red light that restricts movement. Bakudou #58 - Kakushitsuijaku ("Call forth the tracing sparrow") Traces the location of a target soul. Bakudou #77 - Tenteikuura ("Heavenly rickshaw of the silky sky") Directly relays a message to any number of target souls. Bakudou #99 - Kin ("Seal") Partly immobilizes the target's body. Bakudou #99 Second Style - Bankin ("Complete seal") The first song called shiryuu ("halting wrap") constricts the target with a bandage-like cloth. The second song called hyakurensan ("100 joined locks") pierces the target with shards of timber. The final song called bankin taihou ("final prohibition, immense seal") drops an immense boulder over the target.
Hadou: Hadou #4 - Byakurai ("White lightning") Fires a bolt of lightning from the caster's finger. Hadou #31 - Shakkahou ("Red Flame Gun") Attacks the target with a red blast of fire. Hadou #33 - Soukatsui ("Blue Fireball") Fires blue fire blasts at the target. Hadou #54 - Haien ("Incinerating Flame") Attempts to completely detroys a target by burning it to ash. Hadou #63 - Raikouhou ("Roaring Thunder Burn") Calls forth a wave of thunder that seeks the target. Hadou #90 - Kurohitsugi ("Black Coffin") Summons a black coffin, which surrounds, then severly damages the target. ((players intending to survive should avoid this at all costs))
Zabimaru Azraels black Zanpaktou, its standard form is that of an all black katana
Shikai (Initial release) - The blade becomes longer and grows six inch teeth at regular six inch intervals. The blade can extend and retract great lengths and cab be used like a serrated whip.
Bankai (Final release) - The blade transforms into a full lenght naginata, still all black. It's latent ability is to double the weight of everything it strikes. This serves to cause an enemy who can easily block physical attacks with their own weapon to become fatigued as their weapon grows incredibly heavy in their hands. It also causes body parts struck to double in weight also - This is a weapon best dodged...
Benihime Azraels white Zanpaktou, its standard form is that of an all white katana
Chire (Scatter) - The blade disintegrates into thousands of cherry blossoms, that seem to dance on the wind. They are in fact controlled by Azrael, and each one is razor sharp. The general attack pattern is a swarm from all sides, tearing the enemy to ribbons.
Shikai - The blade becomes a masamune, increasing its reach and power. It also increases the number of petals formed when 'Chire is used'
Bankai - Azrael drops the blade point down to the floor, where it sinks into the ground amidst a ripple effect, as if dropped into a liquid. One hundred blades, each the size of a telegraph pole, rise from the ground behind Azrael, in two rows of fifty. The ammount of petals create by 'Chire' is unimaginable.
Visored Abilities
Visored Ascension - Studying the research into Hollows/Arrancars and Visored, Azrael set about gaining this power for himself. Reaching his hand to his forehead, Azrael is able to pull a mask over his face, a half white, half black skull mask with rams horns. This greatly increases his reiatsu, as well as the power of all his Shinigami and Zanpaktou attacks. Due to the power of this form it can only be kept active for a short time. When used whilst possessed by Kagu it's effects are even greater, and this can be considered Azraels 'ultimate form'
Cero - With his mask activated Azrael can create a ball of pure spiritual energy, focused around his mouth. This energy is then fired at the enemy in solid beam, causing massive damage.
Other
Eye of the doomed childe - Azraels right eye has been replaced by that of his deceased childe, and is normally kept covered by a bandana. It serves two purposes. The eye is completly transparent, and when faced with such a sight the general reaction is to look into the eye, to see what is behind. However locking contact with the eye causes it's defensive ability to activate. The target is instantly filled with terror, their mind plagued with very convincing mental images of their worst fears. Lesser warriors will be frozen to the spot with fear. The other ability of the eye is that it can clearly and precisely determine the weight/mass/composition of all but the most unique items/bodies/weapons etc. However this does not provide any info on abilites/attacks or powers, and is only used as a compliment to the 'Soul of the Warrior Alchemist'
Soul of the Warrior Alchemist - Upon diablerising his recently turned childe in order to defeat the flesh crafted Wendigo sent to kill them, Azrael gained his long time companions bloodline ability. As part of a family of warrior Alchemists the late Aoshimaru DeSeer was able to transform the make up of one object/particle/molecule into another, as long as a sample of the proposed 'changee' was available. For example as long as he has some gold, he can turn lead to gold etc. This has countless creative posibilities in battle, however it's direct attack power is very low and cannot be used directly on most opponents or their equipment. It is more used to adapt the battle environment/location or to provide cover/aid to allies.
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