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 Charmer RP Character's Skill list (and their power gauge)

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Eria
Admin - Water Charmer


Posts : 2610
Charmer Power : 6453
Join date : 2009-09-22
Age : 25
Location : Charmer Forum
Favorite Charmer : Eria
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Character sheet
Name: Eria
HP:
300/300  (300/300)
MP:
150/150  (150/150)

PostSubject: Charmer RP Character's Skill list (and their power gauge)   Mon Jan 24, 2011 5:46 pm

Ok, in order to make Charmer RP fair in battle...

List ALL of your character's Special Skills (that usually would be used in battle)
Give desccription how it would work, and if the skill would give damage, you MUST write how strong the damage in usual Yugioh ATK point. Also you MUST explain what kind of attack it is. Is it a MAGIC? PSYCHIC? PHYSICAL ATTACK? or anything?? You must write it.

EDIT: NOW, YOU CANNOT EDIT YOUR POST THIS TIME!!! ALL SKILLS YOU JUST POSTED HERE WOULD BE REPOSTED BY ADMIN/MODERATOR!! AND ONLY YOUR SKILLS THAT LISTED IN THEIR POST ARE VALID!! SO DON'T TRY TO EDIT YOUR CHARACTER'S SKILLS!! I SAW YOU EDITING YOUR CHARACTER'S SKILLS, EVEN ONLY ONCE, YOU WOULD BE BANNED FOREVER FROM RP THREAD!!!! IF YOU WANT TO MAKE CHANGES OF YOUR CHARACTER'S SKILL, YOU HAVE 15 MINUTES LIMIT FROM YOUR LAST POST THERE TO POST YOUR CHANGES BY SENDING ADMIN/MOD A PM OF YOUR CHARACTER'S NEW SKILLS!! MORE THAN 15 MINUTES FROM YOUR LAST POST THERE, YOUR PM WOULD BE IGNORED!!

Now, you CANNOT use your character's skill/power that's NOT LISTED IN THIS THREAD.
This is to prevent random skill that coincidentally used in certain situation and thus ruining the fun of RP.

Ok, to make it clear, I'll list them for my characters first. Take it as example.


1. Eria:
- Spiritual Water Art - Aoi = This skill is MAGIC (so any anti-magic things such as anti-magic shield would prevent this attack's damage). Aoi gives water damage to enemy.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Water Charm = This skill is MAGIC. This is Eria's original FLIP Effect. By chanting a spell, she can control any Water monster. However, she can only control 1 monster at a time.

- Possession of Water Spirit = This can transform Gigobyte to Gagagigo. Eria would turn into Familiar-Possessed - Eria. This skill is MAGIC.

- Big Wave Small Wave = This skill is MAGIC. It can attack multiple enemies.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Heart of Clear Water = This skill is MAGIC. It would protect an ally in a water shield. This shield wouldn't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.

- Spell of Watery Rage = This skill is MAGIC. Eria would turn into Raging Eria with this skill.

- Water Spirit Summon = This skill is MAGIC. It need high amount of energy for Eria to use, so she can't use it too often. In Raging Eria state, she can summon any strong Water monster to attack the enemy, and the power varies depending on the summoned monster. (and you can look how much the ATK of the water monster summoned by Eria in Yugioh Wikia if Eria used this skill in RP)

- Water Hazard = This skill is MAGIC. It can attack multiple enemies.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Ritua Pulse = Eria can only use this if she's in Ritua Erial state. This skill is MAGIC. It gives Water damage to an enemy.
Power = 1000

- Ritua Call = This skill is MAGIC. This is Ritua Erial's original FLIP Effect. She can use this skill to summon any Ritua monster (except the Eviritua, because she need another skill to summon them).

- Ceremonial Mirror Meditation Technique = This is Ritua Erial's original skill as shown in the Trap Card Meditation Technique of the Ceremonial Water Mirror. This skill is MAGIC. She can revive up to 2 Ritua monsters from dead at one time, but she can't use it too often because she must chant a long-enough spell.

- Ceremony of Water Mirror = This skill is MAGIC. It allows Erial to summon any Eviritua monster. But, she need a tribute to do that. Any character that used as a tribute for this skill, would have their soul sealed in Ritua Mirror. To recover the character's soul, they must beat Erial in battle to break her magic.

- Ritua Transformation = This skill is MAGIC. It transforms Erial to Eviritua Mind Ogress.

- Eviritua Water Blast = This skill is not magic, but its a PHYSICAL WATER ATTACK. Can only be used if Erial already transforms into Mind Ogress. This skill can attack multiple enemies at once.
Power = 2500


2. Gigobyte/Gagagigo:

- Bite = Just biting a character he wants to bite with his teeth. It's a PHYSICAL attack.
Power = 350 (1850 if he transformed to Gagagigo)

- Kick = Kick another character after jumping (the jumping can be used to avoid any projectiles or attack). PHYSICAL attack. Can only be used in Gagagigo state.
Power = 1850

- Punch = Punch any character he wants to punch. PHYSICAL ATTACK. Can only be used in Gagagigo state.
Power = 1850


3. Lady of Faith:

- Barrier of Light = Creates a magical barrier to protect any object(s). It would create a sphere barrier shield with radius up to 10 km. Would protect from any attack of 2700 or less. If the barrier attacked by a character that has more than 2700 ATK, it would break and all objects inside it might take damage equal to the attacking character's power. This skill is MAGIC.

- Chant of Mysterious Spell of Souls = Lady of Faith's original skill that's described in her card's lore. This skill is MAGIC. It gives her enemy a Light damage.
Power = 1100


4. Eric:

- Exarius Wave Blast = This skill is MAGIC. It gives water damage to multiple enemies with magical wave.
Power = 1700

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Abyssal = This skill is MAGIC. Allow Eric to be in "Exarius Abyssal" state.

- Rage of Neptune = This skill is MAGIC. It gives Water damage to multiple enemies. Can only be used in "Exarius Abyssal" state.
Power = 2600


5. Yuki:

- Exarius Ice Blast = This skill is MAGIC. It gives Ice damage to multiple enemies with magical projectiles of ice.
Power = 1200

- Kiss of Magical Diamond = This skill is MAGIC. It would make any character freeze in 30 minutes unless the character has a skill with the power of 3000 or more in his/her current state.

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Blizzard = This skill is MAGIC. Allow Yuki to be in "Exarius Blizzard" state.

- Exarius Frost Mayhem = This skill is MAGIC. It gives Ice damage to multiple enemies. Can only be used in "Exarius Blizzard" state. It would freeze any character that's attacked by this skill in an hour if he/she can't use a skill that has 3000 or more power in his/her current state.
Power = 2300


6. Rocky:

- Exarius Stone Shoot = This skill is MAGIC. Would give earth damage to multiple enemies.
Power = 1800

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Terra = This skill is MAGIC. Allow Rocky to be in "Exarius Terra" state.

- Exarius Earthquake = This skill is MAGIC. Can only be used in "Exarius Terra" state. Gives Earth damage to multiple enemies.
Power = 3000


7. Tori:

- Exarius Tornado = This skill is MAGIC. Would give Wind damage to multiple enemies.
Power = 1000

- Exarius Aerial = This skill is MAGIC. Allow Tori to walk, float, or fly on the air.

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Wings = This skill is MAGIC. Allow Tori to be in "Exarius Wings" state.

- Exarius Aeronova = This skill is MAGIC. It gives Wind damage to multiple enemies. Can only be used in "Exarius Wings" state.
Power = 2200


8. Daiyou:

- Solar Blast = This is a PHYSICAL FIRE attack. Would give Fire damage to an enemy. Might cause enemy to be burned.
Power = 2900

- Solar Storm = This skill is MAGIC. Would give Fire damage to multiple enemies. Might cause the enemies to be burned.
Power = 2900

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius (or another dimension for Daiyou only). And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Solar = This skill is MAGIC. It would allow Daiyou to be in "Exarius Solar" state, but need Galaxy Gem to work.

- Exarius Molten Sun = This skill is MAGIC. Would give Fire damage to multiple enemies. Might cause enemies to be burned. Can only be used in "Exarius Solar" state.
Power = 4500


9. Tsukina:

(note: ALL of Tsukina's skill there cannot be activated unless she's in radius 10km from Daiyou)

- Lunar Blast = This skill is MAGIC. It gives Light damage to an enemy.
Power = 2700

- Exarius Moonlight = This skill is MAGIC. It would heal multiple allies' wound completely. But, this skill can only be used once per-day.

- Moonlight Healing = This skill is MAGIC. It would heal an ally's wound, but, it's not as perfect as "Exarius Moonlight". Any small wounds such as scracthes would be healed completely.

- Exarius Lunar = This skill is MAGIC. It would allow Tsukina to be in "Exarius Lunar" state, but need Galaxy Gem to work.

- Exarius Mystical Moonlight = This skill is MAGIC. Can only be used if Daiyou activates his power. It reflects Daiyou's power of sun to multiple enemies as a blinding moonlight, causing them to blind in 15 minutes, unless they have an ATK of 5000 or more power in their current state. Can only be used in "Exarius Lunar" state.

- Charade of Eclipse = This skill is MAGIC. Can only be used in "Exarius Lunar" state, and must be together with Daiyou (in "Exarius Solar" state) to perform this attack. Causing both Light and Fire damage to multiple enemies. Need Galaxy Gem to perform, and it would cause Galaxy Gem to lost its power forever if this skill is used.
Power = 10.000

_________________

Calling me Kaze or Kazemachi is as legit as calling me Eria. Smile


Last edited by Eria on Tue Feb 01, 2011 10:15 pm; edited 3 times in total
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Charmer Fan Yuji
Senior Charmer
Senior Charmer


Posts : 2264
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Join date : 2009-09-24
Age : 23
Location : With Hiita, hugging her and telling her how much I love her and will protect her <3

Character sheet
Name: Hiita
HP:
500/500  (500/500)
MP:
300/300  (300/300)

PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon Jan 24, 2011 6:27 pm

Seems a bit complicated to me, but that's just me =P.

1.Hiita
- Spiritual Fire Art - Kurenai = MAGIC. Kurenai gives FIRE damage to enemy.
Power = 500 (original ATK point, 800 in Blazing Hiita state, 1850 in Familiar-Possessed - Hiita state)

- Fire Charm = MAGIC. Hiita's original FLIP Effect. She can control any FIRE monster. Can only control 1 monster at a time.

- Possession of FIRE Spirit = Transforms FoxFire to Familiar-Possession - FoxFire. Hiita turns into Familiar-Possessed - Hiita. MAGIC.

-Spell of Firey Rage = MAGIC. Hiita turns into Blazing Hiita with this skill.

==

2. Meimei:
- Spiritual Divine Art - Poison Flash = MAGIC. Poison Flash damages the enemy and has a chance of poisoning them.
Power = 5500 (original ATK point, 9800 in Calm Meimei state, 11,000 in Rage-Possessed - Meimei state)

- Divine Control = MAGIC. Meimei's original Effect. She can control any DIVINE monster. Can only control 2 monsters at a time.

- Divine Weakening = MAGIC. Meimei drains the enemy of some of their power depending on how much power she puts into the attack.

- God's Might = MAGIC. Meimei creates a special, indestructible barrier around herself to nullify all magic abilities the enemy uses on her.

- Possession of Rage Spirit = Transforms Meimei into Rage-Possessed - Meimei. MAGIC.

- Greater Rage = MAGIC. Meimei's ATK and strength Doubles, can be used up to 30 times.

Spiritual Divine Art - Flash Bomb = MAGIC. Flash Bomb damages multiple enemies. Can only be used in Rage-Possessed - Meimei State.
Power = 11,000.

-Spell of Calm = MAGIC. Meimei turns into Calm Meimei with this skill.

==

3. Tenrai:
- Spiritual Divine Art - Flash Assault = PHYSICAL ATTACK. Flash Assault damages the enemy.
Power = 4000 (original ATK point, 6800 in Calm Tenrai state, 10,000 in Power-Possessed - Tenrai state)

- Divine Control = MAGIC. Tenrai's original Effect. He can control any DIVINE monster. Can only control 2 monsters at a time.

God's Might = MAGIC. Tenrai creates a special, indestructible barrier around himself to nullify all magic abilities the enemy uses on him.

- Possession of Power Spirit = Transforms Tenrai into Power-Possessed - Tenrai. MAGIC.

- Greater Power = MAGIC. Tenrai's ATK and strength Doubles, can be used up to 2 times.

Spiritual Divine Art - Final Flash Fist = PHYSICAL ATTACK. Final Flash Fist severely damages one enemy and has a chance of damaging Tenrai. Can only be used in Power-Possessed - Tenrai State.
Power = 10,000.

-Spell of Calm = MAGIC. Tenrai turns into Calm Tenrai with this skill.

==

4. Kamihime: :
- Spiritual Divine Art - Flash Sword = PHYSICAL ATTACK. Flash Sword damages the enemy.
Power = 3000 (original ATK point, 6200 in Divine Kamihime state, 10,000 in Calm-Possessed - Kamihime state)

- Elemental Control = MAGIC. Kamihime's original Effect. She can control any monster. Can only control 1 monster at a time.

God's Might = MAGIC. Kamihime creates a special, indestructible barrier around herself to nullify all magic abilities the enemy uses on her.

- Spiritual Divine Art - Healing = MAGIC. Kamihime heals any ally monster.

- Spiritual Divine Art - Healing Ray = MAGIC. Kamihime heals and recovers the energy of multiple allies, her energy will be drained quite a bit depending on how many people this affects.

- Possession of Calm Spirit = Transforms Kamihime into Calm-Possessed - Kamihime. MAGIC.

- Greater Peace= MAGIC. Kamihime's ATK and strength Doubles, can be used once per battle.

- Spiritual Divine Art - Resurrect = MAGIC. Kamihime resurrects one Ally monster from the dead, has a chance of severely damaging Kamihime. Can only be used in Calm-Possessed - Kamihime state.

Spiritual Divine Art - Flash Sword Rain = MAGIC. Kamihime damages Multiple enemies and has a chance of stunning them. Can only be used in Calm-Possessed - Kamihime State.
Power = 10,000.

-Spell of Divine = MAGIC. Kamihime turns into Divine Kamihime with this skill.

==

5. Crystal: :
- Crystal Sword = PHYSICAL ATTACK. Crystal Sword damages the enemy.
Power = 3000 (3700 in Crystal Berserker, 4500 in Pure Crystal).

- Crystal Dance = PHYSICAL ATTACK. Crystal does a dance like attack/combo and damages one enemy.
Power = 2000. (3000 in Crystal Berserker, 4000 in Pure Crystal).

- Spiritual Crystal Art - Crystal Field = MAGIC/PHYSICAL ATTACK. Crystal Spikes come up from the ground and damage multiple enemies.
Power = 3500. (Original ATK, 5000 in Crystal Berserker, 6000 in Pure Crystal).

- Possession of Crystal Spirit = Transforms Crystal into Crystal Berserker. MAGIC.

- Berserker State = MAGIC. Crystal's ATK and strength increase by 1000, can be used once per battle.

- Crystal Dome = MAGIC. Raises a dome to protect herself and any ally monsters from harm. Can protect up to 4000 damage, 8000 in Crystal Berserker state, and 10,000 in Pure Crystal state.

- Crystal Art - Crystal Rain = MAGIC. Crystal damages Multiple enemies and has a chance of stunning them. Can only be used in Crystal Berserker.
Power = 3000 (4000 in Crystal Berserker, 5000 in True Crystal).

- Crystal Clone = MAGIC. Makes a Clone of herself with the same powers and ATK as her normal state. Can only make up to two Clones. 3 in Crystal Berserker. 6 in True Crystal.

- True Crystal Form - MAGIC. Transforms Crystal Berserker into Pure Crystal.

==

6.Shirafune:

- Snow Blast = MAGIC. Shira blasts one enemy with a blast of Snow.
Power = 800. (1200 in Freezing Shirafune state, 1850 in Familiar-Possessed - Shirafune state).

- Spiritual Snow Art - Blizzard = MAGIC. Shira calls upon a blizzard to slowly deal damage to all enemies over time.
Power = 800. (1200 in Freezing Shirafune State, 1850 in Familiar-Possessed - Shirafune State).

- Aqua Control = MAGIC. Shira's original FLIP effect, Shira can control any Aqua-Type monster. She can only control 1 at a time.

- Possession of Snow/Ice Spirit = MAGIC. Transforms into Familiar-Possessed - Shirafune state.

- Blind Rage = MAGIC/PHYSICAL ATTACK. Shira unleashes a Blizzard that damages all enemies and attacks one target. Can only be used in Familiar-Possessed - Shirafune State.
Power = 1850.

- Cold Fury = MAGIC/POWER UP. Shirafune unleashes her anger and doubles her ATK power, as well as negating any abilities that could bind her or stop her from moving, can only use in Familiar-Possessed - Shirafune state.

- Ice Shield = MAGIC. Shira can deflect or block against at least 1850 damage, this resistance is doubled when Cold Fury is used. Can only use in Familiar-Possessed - Shirafune state.

- Ice Zone: = MAGIC. Shira freezes the entire room from roof to floor, preventing anyone from getting in or out of the room, the ice is near indestructible, and no one can teleport in or out of the zone, nor open a dimension hole, however it takes a great amount of energy to use. Can only be used in Familiar-Possessed - Shirafune state.

Spell of Ice Art = MAGIC. Transforms Shirafune into Freezing Shirafune State.

=

7.Kaos:

- Chaos Blast = MAGIC. Shoots one enemy with Dark Magic.
Power = 1800 (2400 in Chaos Kaos State. 3000 in Familiar-Possessed - Kaos state).

Spell Control = MAGIC. Kaos' original effect, Kaos can control any Spellcaster-Type monster. Can only control 1 monster at a time.

Possession of Spell Spirit = MAGIC. Transforms Fortune Fairy En into Fortune Lady Fire and transforms Kaos into Familiar-Possessed - Kaos.

Spiritual Chaos Art - Chaos Control = MAGIC. Kaos unleashes a torrent of Dark Energy to assault one enemy in front of him repeatedly. Can only be used in Familiar-Possessed - Kaos State.
Power = 3000.

Chaos Canceler = MAGIC. Kaos can nullify one ability of one opponent for a range of 15 minutes, afterwords he must wait 5 minutes before he can do it again.

Will to Defend and Live = MAGIC. Kaos' ATK rises by 1000 and one ally monster has their health restored to full.

Chaos Rip = PSYCHIC/MAGIC. Kaos concentrates his energy on one target and slowly crushes them with his energy. Can only be used in Familiar-Possessed - Kaos state.
Power = 2500.

Spell of Chaos Art = MAGIC. Kaos' transforms into Chaos Kaos state.

Psychic Assault = PSYCHIC/MAGIC. Kaos binds and levitates one enemy, and draws in all things around them to slam into the enemy.
Power = 1800 (2400 in Chaos Kaos state, 3000 in Familiar-Possessed - Kaos state).

Portal = MAGIC. Kaos can open a portal to nearly anywhere he knows the location of, or if he can follow a energy pattern, he can follow that person there.

==

8.Tenka.

- Arm Cannon = MAGIC. Tenka fires off a blast from her arm cannon at one enemy.
Power = 1800 (2000 in Storm Tenka, 3500 in Nanobots-Berserker - Tenka).

- Double Arm Cannons = MAGIC. Tenka fires off a blast from both her Arm Cannons at one enemy.
Power = 2000 (2200 in Storm Tenka, 3500 in Nanobots-Berserker - Tenka).

- Thunder Control = MAGIC. Tenka's original effect, she can take control of any Thunder-Type monster, she can only control 1 at a time.

- Pervert Destroyer = PHYSICAL ATTACK. Tenka believes the enemy is a pervert and wildly attacks the enemy multiple times.
Power = 2000.

- Arm Blade = PHYSICAL ATTACK. Tenka slices one enemy with her arm blade.
Power = 1700 (2000 in Storm Tenka state, 3000 in Nanobots-Berserker - Tenka).

- Nanobots-Possessed = MAGIC. Tenka looses control of the Nanobots inside her and goes into her Nanobots-Berserker - Tenka state.

- Arm Cannon Full Power = MAGIC. Tenka fires off her cannons at full power at multiple enemies. Must be in Nanobots-Berserker - Tenka to use.
Power = 3500.

- Mad Berserker Charge = PHYSICAL ATTACK. Tenka madly slices and dices one enemy.
Power = 3000.

Calm of the Storm = MAGIC. Transforms Tenka to Storm Tenka.

=

Kyouko:

- Red Flame Ball = MAGIC. Kyouko blasts one enemy with a fireball.
Power = 1800 (2500 in Burning Kyouko state, 3100 in Familiar-Possessed - Kyouko state).

- Toon Control = MAGIC. Kyouko's original effect, Kyouko can control any Toon, but only 1 at a time.

- Possession of Flame Spirit = MAGIC. Kyouko turns into her Familiar-Possessed state.

- Spell of Flaming Rage = MAGIC. Kyouko turns into her Burning Kyouko state.

- Blue Fire Flow = MAGIC. Kyouko burns Multiple Enemies with a large flow of Blue Fire.
Power = 2200 (2900 in Burning Kyouko state, 3300 in Familiar-Possessed - Kyouko state).

- Spiritual Black Fire Art - Amaterasu = Kyouko burns multiple enemies with Black Fire, has a chance of burning the enemy for 10 additional damage.
Power = 2500 (original ATK, 3500 in Burning Kyouko state, 4500 in Familiar-Possessed - Kyouko state).

=

Hina:

- Dark Shadow = MAGIC. Hina calls upon her shadow powers, must be used to use her attacks.

- Dark Shadow - Stab = PHYSICAL ATTACK. Hina gets her shadow to go behind the enemy and stab them through the back.
Power = 1700 (2100 in Praying Hina state, 2600 in Shadow-Possessed - Hina state).

Dark Shadow - Clone = MAGIC. Hina creates clones of her Shadow, can creature 2 clones in Hina state, 4 in Praying Hina state, and 8 in Shadow-Possessed - Hina state.

Spirit Control = MAGIC. Hina's original effect, Hina takes control of any Spirit Monster, but can only control up to two at once.

- Soul Snatch = MAGIC. Hina can take a Soul that is out of it's body and put it back in, even if the body is in another dimension.

Spirit of Shadow Possession = MAGIC. Hina transforms into her Shadow-Possessed state.

Spell of Black Shadow = MAGIC. Hina transforms into her Praying Hina state.

Ultimate Shadow Dance = PHYSICAL ATTACK. Hina commands all the shadows currently out to converge and attack one enemy relentlessly.
Power = 2550 (Original ATK, 3550 in Praying Hina state, 5000 in Shadow-Possessed - Hina state).

_________________

^HIITA-CHAN! X3 <3.
Me on DeviantArt.


Last edited by Charmer Fan Yuji on Mon Jan 31, 2011 8:08 am; edited 15 times in total
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Ayai-chan
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Senior Charmer


Posts : 1788
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Join date : 2009-10-26
Age : 23
Location : In the depths of my imagination. =^.^=(V)
Favorite Charmer : Aussa
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Character sheet
Name: Aussa
HP:
310/310  (310/310)
MP:
160/160  (160/160)

PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon Jan 24, 2011 6:34 pm

(I completely used Eria's as a guide. Hope you don't mind, Kaze-kun. ^^a;; )

1. Aussa the Earth Charmer:
- Spiritual Earth Art - Kurogane = This skill is MAGIC. Kurogane gives earth damage to enemy.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Avalanching Aussa state, and up to 1850 in Familiar-Possessed - Aussa state)

- Earth Charm = This skill is MAGIC. This is Aussa's original FLIP Effect. By chanting a spell, she can control any Earth monster. However, she can only control 1 monster at a time.

- Possession of Earth Spirit = This can transform Archfiend Marmot of Nefariousness to Familiar-Possession form. Aussa would turn into Familiar-Possessed - Aussa. This skill is MAGIC.

- Earth Chant = This skill is MAGIC. By chanting a spell, she can either:
Summon a hand made out of Earth to usually grab an enemy and drag them underground.
OR
Protect an ally with an earth barrier. This shield won't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Avalanching Aussa state, and up to 1850 in Familiar-Possessed - Aussa state)

- Spell of Earthy Rage = This skill is MAGIC. Aussa would turn into Avalanching Aussa with this skill.

- Earth Spirit Summon = This skill is MAGIC. It need high amount of energy for Aussa to use, so she can't use it too often. In Avalanching Aussa state, she can summon any strong Earth monster to attack the enemy, and the power varies depending on the summoned monster.

===

2. Hazel:

- Fireball = This skill is MAGIC. Fireball deals some fire damage to one enemy.
Power = 800

- Hinotama = This skill is MAGIC. Hinotama deals a lot of fire damage to several enemies in a wide area.
Power = 1000

- Earth Chant = This skill is MAGIC. By chanting a spell, he can either:
Summon a hand made out of Earth to usually grab an enemy and drag them underground.
OR
Protect an ally with an earth barrier. This shield won't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.
Power = 500

- Gaia = This skill is MAGIC. Gaia hurls several small spires of earth to several enemies.
Power = 800

- Grand Gaia = This skill is MAGIC. Grand Gaia deals massive earth damage to one or several enemies.
Power = 1500

===

3. Lina:

- Douse = This skill is MAGIC. Douse deals some water damage to several enemies in a small area.
Power = 500

- Diamond Dust = This skill is MAGIC. Diamond Dust deals some ice damage to several enemies in a small area.
Power = 700

- Gust = This skill is MAGIC. Gust deals some wing damage to several enemies in a small area.
Power = 500

- Diamond Dust Cyclone = This skill is MAGIC. Diamond Dust Cyclone deals a combination of powerful wind and ice damage to several enemies in a wide area.
Power = 1000

- Light's Assault - This skill is MAGIC. Light's Assault deals some light damage to one or a few enemies.
Power = 800

- Healing Light = This skill is MAGIC. It can partially recover the damage that was dealt onto one other character.
Power = 800

- Heaven's Barrier = This skill is MAGIC. Protects many allies within a wide range. Can only be used once.
Power = 2500

- Luminous Healing = This skill is MAGIC. It can fully recover the damage dealt onto a group of characters in a small area.
Power = Amount of damage dealt onto the characters being healed

_________________

lovelyA True Spellcaster-Type User at Heart lovely

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Last edited by Ayai-chan on Mon Jan 31, 2011 10:20 am; edited 2 times in total
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Skyblade LV12
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Join date : 2011-01-15
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Name: Skyblade the Elemental Charmer
HP:
300/300  (300/300)
MP:
300/300  (300/300)

PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon Jan 24, 2011 6:53 pm

Right, I'll try to make things right this time.

1. Ice

Sonic Boom: Magic/physical attack, This attack has different levels of intensities. In Ice's normal form, he can use intensities 1-5.
-Intensity 1: Small attack radius, 1000 Power
-2: Medium attack radius 1500 Power
-3: Large attack radius: 1800 Power
-4: Super attack radius: 2000 Power
-5: Full circle: 2400 Power

In Ice form, he can use an Explosion Shockwave, strikes all enemies: 2800 power.

Shadow chain: Magic, thickens shadows around an enemy and binds them.

Shadow Shield: Magic, Reduces enemy attack by 2000.

Guardian Block: Magic, Creates a dome around Ice and reduces all damage to zero, can only be used once during a period of time.

Shadow Bits: Magic, forms shadow like devices which swarm an enemy and attacks from all directions, 2000 power.

Shadow Bind: Magic, Ties all enemies and renders them immobile.

Dark Poison: Magic, Causes unconsciousness upon breathing, long term exposure causes death.

Teleport: Magic, opens a portal which allows people to go to a predetermined area.

Shadow Taming: Magic, user is able to control the shadows.

Ice form attacks:

-Ice Shard: Magic, shoots ice shards at an enemy, 2000 power.
-Ice Prison: Magic, Encloses enemy in an unbreakable dome, Ice must focus on the prison for it to stay effective.
-Freeze: Magic, All things within a 10 km radius is frozen, can only be thawed by outside heat.
-Mirror Shield: Magic, All attacks are reflected back to their users. Only negatable by attacks using physical contact

Frost:

Healing: Magic Heals all HP of an ally. Takes time for full recovery.

Blizzard: Magic, envelops an enemy in a haze and then pelts them with relentless snow, 1900 Power.

Ice Shot: Shoots a shot of ice which always hits an enemy. 1500 power

Ice Guard: Physical, forms a shield on the arms of the user, can negate attacks until 10000 accumulated damage is done.

Freeze wave: Magic, shoots an icy sonic boom. 2000 Power

When both Ice and Frost are together:

Breaker: Magic, Negates and Destroys all attacks and affecting spells.

Giga-wave: Magic, Shoots a sonic boom large enough and sharp enough to cut almost anything, 5000 power.

Giga Shot: Magic, fires a sonic boom that is guided to its target. 2500 power

Revival: Magic, revives a deceased person, takes time for recovery.

Wall of Haze: Magic, Creates a wall which disintegrates anything that passes through it.

Reset: Magic, An area within a 50 mile radius is consumed with white light and all beings are eliminated, including the users.






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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon Jan 24, 2011 10:36 pm

I really hope I don't need to add more characters here. Just wondering how to listing their skills would give me a headache =_=

Noir

- Mist Body (Magic)
Noir can turn into a black mist when he got attacked, makes him cannot be destroyed by battle. And since he's already dead, he receive no damage.

- Shadow Clone (Magic)
Create a clone that has the same ability as the real him. Noir can makes clone of himself up to 3 clones in one time.

- Spellbinding Circle (Magic)
Use to paralyze enemy.

- Spell Breaker (Magic)
Breaks any kind of seal or barrier, no matter how strong it is. This spell need high amount of energy for Noir to use, so he need some time to regaining himself before he can cast it again.

- Shadow Bind (Magic)
Create a large enough shadow area that will remove any kind of spell and special ability. Anyone who got trapped inside this area will get his/her ATK reduced to 0. This spell also need high amount of energy to use, so Noir can't use it for a long time.

- Curse of Slight Pain (Magic)
Casts a small amount of fire inside enemy's body. This spell won't makes a fatal wound, but there's a high chance to make anyone who got hit by it to be unconscious because of it's pain.

- Dimension Wall (Magic)
Opens a dimension hole to receive enemy's attack, and send it back to it's owner. The damage is equal to his/her original ATK.

- Shadow Manipulation (Magic)
Noir's main ability. He can fired a great amount of shadow to attack (won't give much effect to people who have magical ability, but it can affect normal human quite hard). He also can absorb any kind of Dark-Type or Shadow attack and use it as he pleased, as re-formed it to a weapon (usually a spear-shaped shadow), or simply to regaining his own power.

- Soul Line (Magic)
Choose one enemy, then connect his own soul with his/her soul. Every time Noir got attacked, that person will get the same pain.
>> This curse can be applied even with his clone. So if one clone has activated this curse, then the real him or his another clone got attacked, the person that connected with him will take damage too.

I think that's all. Unless you count his ability to opens a dimension hole to teleport within a certain distance, and how he take someone's soul XD

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Jan 25, 2011 3:12 am

CHARACTER POWER AND ABILITY


1. Dharc the Dark Charmer

- Dark Core : Dharc can create a mini black hole that would absorb his opponent. (Status : Remove from play, chance 20%)

- Dark Illusion : Dharc can create an illusion to counter enemy's attack and engulfed enemy with a deadly violet fog (Status : Counter attack)

-Spiritual Dark Art - Greed : Dharc can create a Dark magical ball covered with black seal. (Power : 500)

-Dark Charm : Dharc can charm any creature with a dark element (Status : Take Control)


=========================


2. Victor the Dragon Charmer

- Dragon Shootray : Victor emit a golden laser from his magic wand which is strong enough to chatter a giant boulder (Power : 1800)

- Dragon Charm : Victor has a power to charm a dragon creature (Status : Take Control)

- Dragon Dynamite : A multiple golden fireball flies at the enemy and explode them inside a 9000 celcius degree fire (Power : 2400)

- Familar Possessed Transformation : As long as Victor is a dragon charmer, he can transform into this state and added every of his ATK by 650 points)

- Spellbinding Circle : Victor can formed a spell circle to make his enemy can't move. Usually to stop a stronger opponent such as dragons (Status : Paralyze)

- Dragon Revival : Learned from his stepmother, Victoria. Victor can revive a dead dragon and befriend it


==================


3. Rasmus (2nd revival)

- Super Strength++ : Rasmus has a power far beyond superhuman.

- Super Durability++ : Like most of Class A Khotenian, Rasmus is durable enough even to tank Solar System explosion.

- Super Speed++ : Rasmus can move faster than light in a combat

- Super Virus : A virus he created after his second revival after killed by Engina. He is the source of the virus and he can transfer it via body contact. The virus's effect would Make the victim lose his/her memory and only obeyed Rasmus's order. The victim's brain would become purple and would rot in 3 hours.

- Fly : Rasmus can fly at a very high speed

- Power Devourer : Rasmus can absorb his enemy's power and added it to his power (Status : Power up)

- Energy Manipulating : Rasmus can manipulate dark energy as he wishes. (Power : relative)

- Paralyzing field : Can only used while he he holds 'gem of seven sin'. Rasmus can turn the surrounding area to a field which is filled with illusion and would make all his opponents feels dizzy. (Status : Paralyze)

- Dark Disruption : A potential planet buster if hit the planet directly. Rasmus blasted a massive dark energy wave from both of his hand. (Power = 20000)

- Final Form : Rasmus turned into his final form where he turned into dark energy with almost indestructible armor covering his body. His power increased significantly (Status = Power up)

- Cutting Wave : Final form. Rasmus can make a cut with a mere swing of his hand (Power : 5000)

- Teleportation : Final form. Rasmus can teleport to anywhere he wants.

- Cosmic Matter : Rasmus blaste a dark green energy that would make a dimension crack and massive explosion (Power : 30000)

- All End : Forbidden technique only permitted to use in empty dimension. Rasmus creates a black sphere that would engulf everything and vaporize everything it touches (Status : Instant destruction. Chance 80%)


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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Jan 25, 2011 11:47 am

1. Niji the Elemental Charmer

- Earthen Fury = MAGIC. Can only be used when her Attribute changes to EARTH. Attacks one or more enemies with the power of Earth.
Power = 2000

- Water Deluge = MAGIC. Can only be used when he Attribute changes to WATER. Attacks one or more enemies with a flood of water.
Power = 1800

- Volcanic Rage = MAGIC. Can only be used when her Attribute changes to FIRE. Attacks one or more enemies with a series of incinerating flames.
Power = 2000

- Tempest Storm = MAGIC. Can only be used when her Attribute changes to WIND. Attacks one or more enemies with focused gusts of wind.
Power = 1600

- Heavenly Blast = MAGIC. Can only be used when her Attribute is LIGHT. Attacks one or more enemies with blasts of light.
Power = 2000

- Forbidden Darkness = MAGIC. Can only be used when her Attribute is DARK. Attacks one or more enemies with the forces of darkness.
Power = 2200

- Attribute Inheritance = MAGIC. Can change her Attribute according to what Barrier Statue was sent to the Graveyard. Can only be used when Mitsumi plays the actual card.

- Elemental Call = Can Summon a monster with "Elemental" in it's name (besides herself) to come to her aid and protect her. Can only be used when Mitsumi plays the actual card.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Jan 25, 2011 1:32 pm

CHARACTER POWER AND ABILITY

1. Wynn the Wind Charmer

- Spiritual Wind Art - Miyabi : Blasts a fierce gale at enemy. (Power : 500)

- Mystical Space Typhoon : Wynn creates a fierce typhoon at her opponent (Power : 450)

- Familiar Possessed form : Wynn fused together with her familiar, Petit Dragon and increased every of her power by 1350

-Winda form : Wynn become a miko of Gusta and has a psychic power, while he power increased by 500 points.

- Storming Wynn : Wynn's hidden potential. She can summon any wind creatures and increased her own power by 300

- Gusta Emphaty : Wynn can only use this power if she become a Wynnda the Miko of Gusta. She emits a powerful lightning at her opponent. (Power : 1800)

- Daigusta Garudos form : Wynn can perform a synchro summon with her new partner Gusta Garudo and fight together as Daigusta Garudos (Power : 2200)

- Fly : Wynn can fly either in normal form, Wynnda form, Familiar Possessed form and expecially Daigusta Garudos form.

-Wind Charm : Only in normal form. Wynn can charm any wind creature. (Status : Take over)

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Wed Jan 26, 2011 9:04 am

Yamikaru Kaze

Black Shadow : a Normal black-clone. Damage 30(1800)/attack (same as Yamikaru do)

Dark Slash : A Normal slash-wave that will injure its target. Damage 800

The Sleeping Black Sword : Yamikaru unsheates his sword and makes a huge dark aura. It makes his opponents sleepy and weakened their defenses. Damage 0

Dark Slash #2 : Another "Dark Slash". creates a dark wind-cut. If it hits, the opponent'll exploded and throwed about 3 meters from where they stands. If they still can stands, it'll weakened their body. Damage 1500/Paralyze for random time 30-60 minutes

Dark Wall : Creates a large wall that divided Yamikaru and the others. Any attacks blocked and trapped any opponent that already on that. No one can enters. Damage 0

Dark Room : Creates a big castle (sometimes small). The opponent(s) that on the dome can't see anything. If they or Yamikaru talks, they'll hear the sound everywhere so they can't detect where are friends or foes stands. Yamikaru detects his target by spreading a dark aura, which raises Yamikaru's sword to the target. Damage 0

Chaos Sword : Yamikaru's last technique. His sword shines and his movement became faster. Immuned by any spells. He launch any explosion at any place, mostly near where his target stands, and can launch many "Dark Slash" every 5 seconds. Attack and Slash damage are doubled and his stamina regenerated. 2500/slash

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Wed Jan 26, 2011 4:06 pm

Garaito wrote:
Yamikaru Kaze

Black Shadow : a Normal black-clone

Dark Slash : A Normal slash-wave that will injure its target

The Sleeping Black Sword : Yamikaru unsheates his sword and makes a huge dark aura. It makes his opponents sleepy and weakened their defenses

Dark Slash #2 : Another "Dark Slash". creates a dark wind-cut. If it hits, the opponent'll exploded and throwed about 3 meters from where they stands. If they still can stands, it'll weakened their body.

Dark Wall : Creates a large wall that divided Yamikaru and the others. Any attacks blocked and trapped any opponent that already on that. No one can enters.

Dark Room : Creates a big castle (sometimes small). The opponent(s) that on the dome can't see anything. If they or Yamikaru talks, they'll hear the sound everywhere so they can't detect where are friends or foes stands. Yamikaru detects his target by spreading a dark aura, which raises Yamikaru's sword to the target.

Chaos Sword : Yamikaru's last technique. His sword shines and his movement became faster. Immuned by any spells. He launch any explosion at any place, mostly near where his target stands, and can launch many "Dark Slash" every 5 seconds. Attack and Slash damage are doubled and his stamina regenerated.

Please write the power of Dark Slash, Dark Slash #2, and Chaos Sword in Yugioh ATK point.
It's the rules for each skill that would give damage.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Wed Jan 26, 2011 7:33 pm

Sorry, I forgot to put up Tori's...!! DX


1. Kato Tori

- Ninjitsu Art of Replication = NINJITSU. Can make one or more doppelgangers of herself in order to fool an enemy. Consumes a slight amount of energy. (In Tori's case, she can usually make one to three clones a day, depending on how much energy she has stored.)

- Ninjitsu Art of Decoy(Substitution) = NINJITSU. Can negate any damage dealt onto her by replacing herself with an inanimate object, such as a tree stump. Consumes a slight amount of energy.

- Ninjitsu Art of Transformation = NINJITSU. Can transform into a person or object for a temporary amount of time. The amount of energy used up depends on how long the transformation lasts.

- Ninjitsu Art of Escape = NINJITSU. Concealing herself with a smoke bomb, Tori can move from one spot to another undetected. Cannot be used to travel across dimensions or worlds, only within the area she is currently in. (For example, like in the Charmer household, Tori was able to travel between the different rooms and areas of the house with this technique, or at Duel Academy, since she recognizes the area so well.) Can consume vast amounts of energy if used too often.

- Aura Insight = Skill given to her from birth. Tori has the ability to look at a person's aura, or the emotional or mental states that the person is feeling at the moment, which means it can also be used to find evil or malicious intents. She can also use this to detect a person's location within a certain distance away from her. She also uses this to hide her own aura from enemies if need be. Does not consume any energy.

- The North Wind's Reincarnation = Past Life Skill. Tori calls out to her past life, Airi, to lend her the ability to move as swift as the wind. With this skill, she can transform herself into the wind and manipulate the wind to her advantage. Can only be used once.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Sat Jan 29, 2011 1:01 am

Since I don't wanna appear sneaky and just edit the previous post, I might as well just make a new post XP.

Norsewemko:



- Light Shot = MAGIC. Norsewemko shoots one enemy with a ray of Light Magic.
Power = 1800.

- Light Bullet = MAGIC. Norsewemko takes aim at one enemy and fires off a round of Light Energy in the shape of Bullets.
Power = 2200.

- Light Bind = MAGIC. Norsewemko binds one enemy with Light Magic, preventing them from moving.

- Light Ray = MAGIC. Norsewemko lets out a blinding blast of Light to blind her enemy.

- Light Purification = MAGIC. Norsewemko slowly fills the enemy with Light to drive off the darkness inside of them. Only be used if enemy is successfully bound by Light Bind.

- Light Link = MAGIC. Norsewemko binds herself to one enemy or ally, resulting in them taking any damage she takes and preventing herself from being killed by a weapon.

- Light Negate = MAGIC. Norsewemko can make herself invulnerable to all magic attacks for a period of 10 minutes.

- Light Flare = MAGIC. Norsewemko blasts multiple enemies with a flare of white Magic.
Power = 2500.

- Light Bomb = MAGIC. Norsewemko's Strongest Technique, she gathers all Light Energy aorund her into one big Energy Ball and throws it at her enemy.
Power = 2700 (Original ATK).


Nekura:

- 100% Accuracy = POWER UP. Nekura activates the hidden abilities of her eyes to make sure she hits her target.

- Single Shot = PROJECTILE. Nekura aims her gun at one enemy and fires it.
Power = 1500.

- Rapid Fire = PROJECTILE. Nekura takes aim at one enemy and fires off her gun like a Machine Gun.
Power = 2000.

- Double Shot = PROJECTILE. Nekura takes aim at one enemy with both her guns and shoots them at the target.
Power = 2000.

- Double Rapid Fire = PROJECTILE. Nekura takes aim at one enemy with both her guns and fires them off like a machine gun.
Power = 2600.

- Element Shot = MAGIC. Nekura changes her regular bullets into Elemental Bullets to use the enemies elemental weakness against them.

- Ultimate Shot = MAGIC/PROJECTILE. Nekura takes aim at one enemy and combines all the elements into one shot and fires it off like a laser.
Power = 3000 (Original ATK).

=

Seigun:

Original ATK Power = 4500. Chaos-Possessed = 5850. Chaos Seigun = 4800.

Chaos Control = MAGIC. Seigun's original ability, He can take control of any LIGHT or DARK monster, can only control 2 at a time.

Chaos Sphere = MAGIC. Seigun shoots the enemy with a advanced form of a Dark Core.
Power = 4000 (5050 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Negate = MAGIC. Seigun can negate the ability of 1 enemy at a time.

Chaos Copy = MAGIC. Seigun can copy 1 ability of 1 enemy, must be in contact with Enemy to use.

Chaos Blade = MAGIC/PHYSICAL ATTACK. Seigun makes a Sword of Magic and attacks his enemy with it.
Power = 4500 (5750 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Volley = MAGIC. Seigun shoots multiple bursts of the Chaos Sphere at one enemy.
Power = 4400 (5550 in Chaos Possessed form, 4800 in Chaos Seigun form).

Possession of Chaos Spirit = MAGIC. Seigun turns into his Chaos-Possessed form.

Will to Protect = MAGIC. Seigun doubles his attack power temporarily, can only use in Chaos-Possessed - Seigun form, and only against a powerful enemy.

Spell of Chaos Art = MAGIC. Seigun transforms into Chaos Seigun state.

Portal = MAGIC. Seigun can open a portal to anywhere he wants to go. But only uses it if he can sense that someone is in danger.

Chaos Assault = PHYSICAL ATTACK. Seigun sends all his energy into his feet and hands, increasing his speed and striking power in his fists.
Power = 4400 (5550 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Shield = MAGIC. Seigun makes a shield that can protect against 4000 points of power, this increases to 6000 in Chaos Possessed form, and 5500 in Chaos Seigun form.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Feb 01, 2011 10:26 pm

OK, now to make things clear, there's a member who loves to edit their character skill list in order so he can use it to specifically fight a character in RP thread. This is a sly trick and doesn't accepted anymore. Therefore... I already discussed with Eria, and we'll put the rules here. But it's Eria's job, not me. My job is to repost the character's ability to make sure no one is cheating.

Last but not least, check the very first post because there's an edited rules here. Don't blame me if you didn't read it because I made this statement with giant font and bold. If you say you didn't read them, I treat that as you're already read them.


For Eria's characters...

Eria wrote:
1. Eria:
- Spiritual Water Art - Aoi = This skill is MAGIC (so any anti-magic things such as anti-magic shield would prevent this attack's damage). Aoi gives water damage to enemy.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Water Charm = This skill is MAGIC. This is Eria's original FLIP Effect. By chanting a spell, she can control any Water monster. However, she can only control 1 monster at a time.

- Possession of Water Spirit = This can transform Gigobyte to Gagagigo. Eria would turn into Familiar-Possessed - Eria. This skill is MAGIC.

- Big Wave Small Wave = This skill is MAGIC. It can attack multiple enemies.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Heart of Clear Water = This skill is MAGIC. It would protect an ally in a water shield. This shield wouldn't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.

- Spell of Watery Rage = This skill is MAGIC. Eria would turn into Raging Eria with this skill.

- Water Spirit Summon = This skill is MAGIC. It need high amount of energy for Eria to use, so she can't use it too often. In Raging Eria state, she can summon any strong Water monster to attack the enemy, and the power varies depending on the summoned monster. (and you can look how much the ATK of the water monster summoned by Eria in Yugioh Wikia if Eria used this skill in RP)

- Water Hazard = This skill is MAGIC. It can attack multiple enemies.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Raging Eria state, and up to 1850 in Familiar-Possessed - Eria state)

- Ritua Pulse = Eria can only use this if she's in Ritua Erial state. This skill is MAGIC. It gives Water damage to an enemy.
Power = 1000

- Ritua Call = This skill is MAGIC. This is Ritua Erial's original FLIP Effect. She can use this skill to summon any Ritua monster (except the Eviritua, because she need another skill to summon them).

- Ceremonial Mirror Meditation Technique = This is Ritua Erial's original skill as shown in the Trap Card Meditation Technique of the Ceremonial Water Mirror. This skill is MAGIC. She can revive up to 2 Ritua monsters from dead at one time, but she can't use it too often because she must chant a long-enough spell.

- Ceremony of Water Mirror = This skill is MAGIC. It allows Erial to summon any Eviritua monster. But, she need a tribute to do that. Any character that used as a tribute for this skill, would have their soul sealed in Ritua Mirror. To recover the character's soul, they must beat Erial in battle to break her magic.

- Ritua Transformation = This skill is MAGIC. It transforms Erial to Eviritua Mind Ogress.

- Eviritua Water Blast = This skill is not magic, but its a PHYSICAL WATER ATTACK. Can only be used if Erial already transforms into Mind Ogress. This skill can attack multiple enemies at once.
Power = 2500





2. Gigobyte/Gagagigo:

- Bite = Just biting a character he wants to bite with his teeth. It's a PHYSICAL attack.
Power = 350 (1850 if he transformed to Gagagigo)

- Kick = Kick another character after jumping (the jumping can be used to avoid any projectiles or attack). PHYSICAL attack. Can only be used in Gagagigo state.
Power = 1850

- Punch = Punch any character he wants to punch. PHYSICAL ATTACK. Can only be used in Gagagigo state.
Power = 1850


3. Lady of Faith:

- Barrier of Light = Creates a magical barrier to protect any object(s). It would create a sphere barrier shield with radius up to 10 km. Would protect from any attack of 2700 or less. If the barrier attacked by a character that has more than 2700 ATK, it would break and all objects inside it might take damage equal to the attacking character's power. This skill is MAGIC.

- Chant of Mysterious Spell of Souls = Lady of Faith's original skill that's described in her card's lore. This skill is MAGIC. It gives her enemy a Light damage.
Power = 1100





4. Eric:

- Exarius Wave Blast = This skill is MAGIC. It gives water damage to multiple enemies with magical wave.
Power = 1700

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Abyssal = This skill is MAGIC. Allow Eric to be in "Exarius Abyssal" state.

- Rage of Neptune = This skill is MAGIC. It gives Water damage to multiple enemies. Can only be used in "Exarius Abyssal" state.
Power = 2600





5. Yuki:

- Exarius Ice Blast = This skill is MAGIC. It gives Ice damage to multiple enemies with magical projectiles of ice.
Power = 1200

- Kiss of Magical Diamond = This skill is MAGIC. It would make any character freeze in 30 minutes unless the character has a skill with the power of 3000 or more in his/her current state.

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Blizzard = This skill is MAGIC. Allow Yuki to be in "Exarius Blizzard" state.

- Exarius Frost Mayhem = This skill is MAGIC. It gives Ice damage to multiple enemies. Can only be used in "Exarius Blizzard" state. It would freeze any character that's attacked by this skill in an hour if he/she can't use a skill that has 3000 or more power in his/her current state.
Power = 2300




6. Rocky:

- Exarius Stone Shoot = This skill is MAGIC. Would give earth damage to multiple enemies.
Power = 1800

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Terra = This skill is MAGIC. Allow Rocky to be in "Exarius Terra" state.

- Exarius Earthquake = This skill is MAGIC. Can only be used in "Exarius Terra" state. Gives Earth damage to multiple enemies.
Power = 3000




7. Tori:

- Exarius Tornado = This skill is MAGIC. Would give Wind damage to multiple enemies.
Power = 1000

- Exarius Aerial = This skill is MAGIC. Allow Tori to walk, float, or fly on the air.

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius. And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Wings = This skill is MAGIC. Allow Tori to be in "Exarius Wings" state.

- Exarius Aeronova = This skill is MAGIC. It gives Wind damage to multiple enemies. Can only be used in "Exarius Wings" state.
Power = 2200




8. Daiyou:

- Solar Blast = This is a PHYSICAL FIRE attack. Would give Fire damage to an enemy. Might cause enemy to be burned.
Power = 2900

- Solar Storm = This skill is MAGIC. Would give Fire damage to multiple enemies. Might cause the enemies to be burned.
Power = 2900

- Exarius Dimensiongate = This skill is MAGIC. Allows the user to teleport to Exarius (or another dimension for Daiyou only). And need an hour to chant a full spell to make it work. Can only be used once per-day. Cannot be used if the user already cast any spell in that day.

- Exarius Solar = This skill is MAGIC. It would allow Daiyou to be in "Exarius Solar" state, but need Galaxy Gem to work.

- Exarius Molten Sun = This skill is MAGIC. Would give Fire damage to multiple enemies. Might cause enemies to be burned. Can only be used in "Exarius Solar" state.
Power = 4500




9. Tsukina:

(note: ALL of Tsukina's skill there cannot be activated unless she's in radius 10km from Daiyou)

- Lunar Blast = This skill is MAGIC. It gives Light damage to an enemy.
Power = 2700

- Exarius Moonlight = This skill is MAGIC. It would heal multiple allies' wound completely. But, this skill can only be used once per-day.

- Moonlight Healing = This skill is MAGIC. It would heal an ally's wound, but, it's not as perfect as "Exarius Moonlight". Any small wounds such as scracthes would be healed completely.

- Exarius Lunar = This skill is MAGIC. It would allow Tsukina to be in "Exarius Lunar" state, but need Galaxy Gem to work.

- Exarius Mystical Moonlight = This skill is MAGIC. Can only be used if Daiyou activates his power. It reflects Daiyou's power of sun to multiple enemies as a blinding moonlight, causing them to blind in 15 minutes, unless they have an ATK of 5000 or more power in their current state. Can only be used in "Exarius Lunar" state.

- Charade of Eclipse = This skill is MAGIC. Can only be used in "Exarius Lunar" state, and must be together with Daiyou (in "Exarius Solar" state) to perform this attack. Causing both Light and Fire damage to multiple enemies. Need Galaxy Gem to perform, and it would cause Galaxy Gem to lost its power forever if this skill is used.
Power = 10.000


For Kirikaze Fuuma :


Kirikaze Fuuma wrote:
1. Dharc the Dark Charmer

- Dark Core : Dharc can create a mini black hole that would absorb his opponent. (Status : Remove from play, chance 20%)

- Dark Illusion : Dharc can create an illusion to counter enemy's attack and engulfed enemy with a deadly violet fog (Status : Counter attack)

-Spiritual Dark Art - Greed : Dharc can create a Dark magical ball covered with black seal. (Power : 500)

-Dark Charm : Dharc can charm any creature with a dark element (Status : Take Control)


=========================


2. Victor the Dragon Charmer

- Dragon Shootray : Victor emit a golden laser from his magic wand which is strong enough to chatter a giant boulder (Power : 1800)

- Dragon Charm : Victor has a power to charm a dragon creature (Status : Take Control)

- Dragon Dynamite : A multiple golden fireball flies at the enemy and explode them inside a 9000 celcius degree fire (Power : 2400)

- Familar Possessed Transformation : As long as Victor is a dragon charmer, he can transform into this state and added every of his ATK by 650 points)

- Spellbinding Circle : Victor can formed a spell circle to make his enemy can't move. Usually to stop a stronger opponent such as dragons (Status : Paralyze)

- Dragon Revival : Learned from his stepmother, Victoria. Victor can revive a dead dragon and befriend it


==================


3. Rasmus (2nd revival)

- Super Strength++ : Rasmus has a power far beyond superhuman.

- Super Durability++ : Like most of Class A Khotenian, Rasmus is durable enough even to tank Solar System explosion.

- Super Speed++ : Rasmus can move faster than light in a combat

- Super Virus : A virus he created after his second revival after killed by Engina. He is the source of the virus and he can transfer it via body contact. The virus's effect would Make the victim lose his/her memory and only obeyed Rasmus's order. The victim's brain would become purple and would rot in 3 hours.

- Fly : Rasmus can fly at a very high speed

- Power Devourer : Rasmus can absorb his enemy's power and added it to his power (Status : Power up)

- Energy Manipulating : Rasmus can manipulate dark energy as he wishes. (Power : relative)

- Paralyzing field : Can only used while he he holds 'gem of seven sin'. Rasmus can turn the surrounding area to a field which is filled with illusion and would make all his opponents feels dizzy. (Status : Paralyze)

- Dark Disruption : A potential planet buster if hit the planet directly. Rasmus blasted a massive dark energy wave from both of his hand. (Power = 20000)

- Final Form : Rasmus turned into his final form where he turned into dark energy with almost indestructible armor covering his body. His power increased significantly (Status = Power up)

- Cutting Wave : Final form. Rasmus can make a cut with a mere swing of his hand (Power : 5000)

- Teleportation : Final form. Rasmus can teleport to anywhere he wants.

- Cosmic Matter : Rasmus blaste a dark green energy that would make a dimension crack and massive explosion (Power : 30000)

- All End : Forbidden technique only permitted to use in empty dimension. Rasmus creates a black sphere that would engulf everything and vaporize everything it touches (Status : Instant destruction. Chance 80%)


========


1. Wynn the Wind Charmer

- Spiritual Wind Art - Miyabi : Blasts a fierce gale at enemy. (Power : 500)

- Mystical Space Typhoon : Wynn creates a fierce typhoon at her opponent (Power : 450)

- Familiar Possessed form : Wynn fused together with her familiar, Petit Dragon and increased every of her power by 1350

-Winda form : Wynn become a miko of Gusta and has a psychic power, while he power increased by 500 points.

- Storming Wynn : Wynn's hidden potential. She can summon any wind creatures and increased her own power by 300

- Gusta Emphaty : Wynn can only use this power if she become a Wynnda the Miko of Gusta. She emits a powerful lightning at her opponent. (Power : 1800)

- Daigusta Garudos form : Wynn can perform a synchro summon with her new partner Gusta Garudo and fight together as Daigusta Garudos (Power : 2200)

- Fly : Wynn can fly either in normal form, Wynnda form, Familiar Possessed form and expecially Daigusta Garudos form.

-Wind Charm : Only in normal form. Wynn can charm any wind creature. (Status : Take over)


For Ayai-chan :


Ayai-chan wrote:
1. Aussa the Earth Charmer:


- Spiritual Earth Art - Kurogane = This skill is MAGIC. Kurogane gives earth damage to enemy.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Avalanching Aussa state, and up to 1850 in Familiar-Possessed - Aussa state)

- Earth Charm = This skill is MAGIC. This is Aussa's original FLIP Effect. By chanting a spell, she can control any Earth monster. However, she can only control 1 monster at a time.

- Possession of Earth Spirit = This can transform Archfiend Marmot of Nefariousness to Familiar-Possession form. Aussa would turn into Familiar-Possessed - Aussa. This skill is MAGIC.

- Earth Chant = This skill is MAGIC. By chanting a spell, she can either:
Summon a hand made out of Earth to usually grab an enemy and drag them underground.
OR
Protect an ally with an earth barrier. This shield won't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.
Power = 500 (the original Charmer's ATK point, but would be up to 800 in Avalanching Aussa state, and up to 1850 in Familiar-Possessed - Aussa state)

- Spell of Earthy Rage = This skill is MAGIC. Aussa would turn into Avalanching Aussa with this skill.

- Earth Spirit Summon = This skill is MAGIC. It need high amount of energy for Aussa to use, so she can't use it too often. In Avalanching Aussa state, she can summon any strong Earth monster to attack the enemy, and the power varies depending on the summoned monster.


===


2. Hazel:

- Fireball = This skill is MAGIC. Fireball deals some fire damage to one enemy.
Power = 800

- Hinotama = This skill is MAGIC. Hinotama deals a lot of fire damage to several enemies in a wide area.
Power = 1000

- Earth Chant = This skill is MAGIC. By chanting a spell, he can either:
Summon a hand made out of Earth to usually grab an enemy and drag them underground.
OR
Protect an ally with an earth barrier. This shield won't be destroyed by another character's power that has 2000 or less ATK. If it attacked by another character that has more than 2000 ATK, the shield would be destroyed, and the character that's protected by this skill would took damage equal to the attacking character's ATK.
Power = 500

- Gaia = This skill is MAGIC. Gaia hurls several small spires of earth to several enemies.
Power = 800

- Grand Gaia = This skill is MAGIC. Grand Gaia deals massive earth damage to one or several enemies.
Power = 1500


===


3. Lina:

- Douse = This skill is MAGIC. Douse deals some water damage to several enemies in a small area.
Power = 500

- Diamond Dust = This skill is MAGIC. Diamond Dust deals some ice damage to several enemies in a small area.
Power = 700

- Gust = This skill is MAGIC. Gust deals some wing damage to several enemies in a small area.
Power = 500

- Diamond Dust Cyclone = This skill is MAGIC. Diamond Dust Cyclone deals a combination of powerful wind and ice damage to several enemies in a wide area.
Power = 1000

- Light's Assault - This skill is MAGIC. Light's Assault deals some light damage to one or a few enemies.
Power = 800

- Healing Light = This skill is MAGIC. It can partially recover the damage that was dealt onto one other character.
Power = 800

- Heaven's Barrier = This skill is MAGIC. Protects many allies within a wide range. Can only be used once.
Power = 2500

- Luminous Healing = This skill is MAGIC. It can fully recover the damage dealt onto a group of characters in a small area.
Power = Amount of damage dealt onto the characters being healed



=======


1. Niji the Elemental Charmer

- Earthen Fury = MAGIC. Can only be used when her Attribute changes to EARTH. Attacks one or more enemies with the power of Earth.
Power = 2000

- Water Deluge = MAGIC. Can only be used when he Attribute changes to WATER. Attacks one or more enemies with a flood of water.
Power = 1800

- Volcanic Rage = MAGIC. Can only be used when her Attribute changes to FIRE. Attacks one or more enemies with a series of incinerating flames.
Power = 2000

- Tempest Storm = MAGIC. Can only be used when her Attribute changes to WIND. Attacks one or more enemies with focused gusts of wind.
Power = 1600

- Heavenly Blast = MAGIC. Can only be used when her Attribute is LIGHT. Attacks one or more enemies with blasts of light.
Power = 2000

- Forbidden Darkness = MAGIC. Can only be used when her Attribute is DARK. Attacks one or more enemies with the forces of darkness.
Power = 2200

- Attribute Inheritance = MAGIC. Can change her Attribute according to what Barrier Statue was sent to the Graveyard. Can only be used when Mitsumi plays the actual card.

- Elemental Call = Can Summon a monster with "Elemental" in it's name (besides herself) to come to her aid and protect her. Can only be used when Mitsumi plays the actual card.


======


1. Kato Tori

- Ninjitsu Art of Replication = NINJITSU. Can make one or more doppelgangers of herself in order to fool an enemy. Consumes a slight amount of energy. (In Tori's case, she can usually make one to three clones a day, depending on how much energy she has stored.)

- Ninjitsu Art of Decoy(Substitution) = NINJITSU. Can negate any damage dealt onto her by replacing herself with an inanimate object, such as a tree stump. Consumes a slight amount of energy.

- Ninjitsu Art of Transformation = NINJITSU. Can transform into a person or object for a temporary amount of time. The amount of energy used up depends on how long the transformation lasts.

- Ninjitsu Art of Escape = NINJITSU. Concealing herself with a smoke bomb, Tori can move from one spot to another undetected. Cannot be used to travel across dimensions or worlds, only within the area she is currently in. (For example, like in the Charmer household, Tori was able to travel between the different rooms and areas of the house with this technique, or at Duel Academy, since she recognizes the area so well.) Can consume vast amounts of energy if used too often.

- Aura Insight = Skill given to her from birth. Tori has the ability to look at a person's aura, or the emotional or mental states that the person is feeling at the moment, which means it can also be used to find evil or malicious intents. She can also use this to detect a person's location within a certain distance away from her. She also uses this to hide her own aura from enemies if need be. Does not consume any energy.

- The North Wind's Reincarnation = Past Life Skill. Tori calls out to her past life, Airi, to lend her the ability to move as swift as the wind. With this skill, she can transform herself into the wind and manipulate the wind to her advantage. Can only be used once.


For Yuji :


Charmer Fan Yuji wrote:

1.Hiita


- Spiritual Fire Art - Kurenai = MAGIC. Kurenai gives FIRE damage to enemy.
Power = 500 (original ATK point, 800 in Blazing Hiita state, 1850 in Familiar-Possessed - Hiita state)

- Fire Charm = MAGIC. Hiita's original FLIP Effect. She can control any FIRE monster. Can only control 1 monster at a time.

- Possession of FIRE Spirit = Transforms FoxFire to Familiar-Possession - FoxFire. Hiita turns into Familiar-Possessed - Hiita. MAGIC.

-Spell of Firey Rage = MAGIC. Hiita turns into Blazing Hiita with this skill.


==


2. Meimei:
- Spiritual Divine Art - Poison Flash = MAGIC. Poison Flash damages the enemy and has a chance of poisoning them.
Power = 5500 (original ATK point, 9800 in Calm Meimei state, 11,000 in Rage-Possessed - Meimei state)

- Divine Control = MAGIC. Meimei's original Effect. She can control any DIVINE monster. Can only control 2 monsters at a time.

- Divine Weakening = MAGIC. Meimei drains the enemy of some of their power depending on how much power she puts into the attack.

- God's Might = MAGIC. Meimei creates a special, indestructible barrier around herself to nullify all magic abilities the enemy uses on her.

- Possession of Rage Spirit = Transforms Meimei into Rage-Possessed - Meimei. MAGIC.

- Greater Rage = MAGIC. Meimei's ATK and strength Doubles, can be used up to 30 times.

Spiritual Divine Art - Flash Bomb = MAGIC. Flash Bomb damages multiple enemies. Can only be used in Rage-Possessed - Meimei State.
Power = 11,000.

-Spell of Calm = MAGIC. Meimei turns into Calm Meimei with this skill.


==


3. Tenrai:
- Spiritual Divine Art - Flash Assault = PHYSICAL ATTACK. Flash Assault damages the enemy.
Power = 4000 (original ATK point, 6800 in Calm Tenrai state, 10,000 in Power-Possessed - Tenrai state)

- Divine Control = MAGIC. Tenrai's original Effect. He can control any DIVINE monster. Can only control 2 monsters at a time.

God's Might = MAGIC. Tenrai creates a special, indestructible barrier around himself to nullify all magic abilities the enemy uses on him.

- Possession of Power Spirit = Transforms Tenrai into Power-Possessed - Tenrai. MAGIC.

- Greater Power = MAGIC. Tenrai's ATK and strength Doubles, can be used up to 2 times.

Spiritual Divine Art - Final Flash Fist = PHYSICAL ATTACK. Final Flash Fist severely damages one enemy and has a chance of damaging Tenrai. Can only be used in Power-Possessed - Tenrai State.
Power = 10,000.

-Spell of Calm = MAGIC. Tenrai turns into Calm Tenrai with this skill.


==


4. Kamihime: :
- Spiritual Divine Art - Flash Sword = PHYSICAL ATTACK. Flash Sword damages the enemy.
Power = 3000 (original ATK point, 6200 in Divine Kamihime state, 10,000 in Calm-Possessed - Kamihime state)

- Elemental Control = MAGIC. Kamihime's original Effect. She can control any monster. Can only control 1 monster at a time.

God's Might = MAGIC. Kamihime creates a special, indestructible barrier around herself to nullify all magic abilities the enemy uses on her.

- Spiritual Divine Art - Healing = MAGIC. Kamihime heals any ally monster.

- Spiritual Divine Art - Healing Ray = MAGIC. Kamihime heals and recovers the energy of multiple allies, her energy will be drained quite a bit depending on how many people this affects.

- Possession of Calm Spirit = Transforms Kamihime into Calm-Possessed - Kamihime. MAGIC.

- Greater Peace= MAGIC. Kamihime's ATK and strength Doubles, can be used once per battle.

- Spiritual Divine Art - Resurrect = MAGIC. Kamihime resurrects one Ally monster from the dead, has a chance of severely damaging Kamihime. Can only be used in Calm-Possessed - Kamihime state.

Spiritual Divine Art - Flash Sword Rain = MAGIC. Kamihime damages Multiple enemies and has a chance of stunning them. Can only be used in Calm-Possessed - Kamihime State.
Power = 10,000.

-Spell of Divine = MAGIC. Kamihime turns into Divine Kamihime with this skill.


==


5. Crystal: :
- Crystal Sword = PHYSICAL ATTACK. Crystal Sword damages the enemy.
Power = 3000 (3700 in Crystal Berserker, 4500 in Pure Crystal).

- Crystal Dance = PHYSICAL ATTACK. Crystal does a dance like attack/combo and damages one enemy.
Power = 2000. (3000 in Crystal Berserker, 4000 in Pure Crystal).

- Spiritual Crystal Art - Crystal Field = MAGIC/PHYSICAL ATTACK. Crystal Spikes come up from the ground and damage multiple enemies.
Power = 3500. (Original ATK, 5000 in Crystal Berserker, 6000 in Pure Crystal).

- Possession of Crystal Spirit = Transforms Crystal into Crystal Berserker. MAGIC.

- Berserker State = MAGIC. Crystal's ATK and strength increase by 1000, can be used once per battle.

- Crystal Dome = MAGIC. Raises a dome to protect herself and any ally monsters from harm. Can protect up to 4000 damage, 8000 in Crystal Berserker state, and 10,000 in Pure Crystal state.

- Crystal Art - Crystal Rain = MAGIC. Crystal damages Multiple enemies and has a chance of stunning them. Can only be used in Crystal Berserker.
Power = 3000 (4000 in Crystal Berserker, 5000 in True Crystal).

- Crystal Clone = MAGIC. Makes a Clone of herself with the same powers and ATK as her normal state. Can only make up to two Clones. 3 in Crystal Berserker. 6 in True Crystal.

- True Crystal Form - MAGIC. Transforms Crystal Berserker into Pure Crystal.


==


6.Shirafune:

- Snow Blast = MAGIC. Shira blasts one enemy with a blast of Snow.
Power = 800. (1200 in Freezing Shirafune state, 1850 in Familiar-Possessed - Shirafune state).

- Spiritual Snow Art - Blizzard = MAGIC. Shira calls upon a blizzard to slowly deal damage to all enemies over time.
Power = 800. (1200 in Freezing Shirafune State, 1850 in Familiar-Possessed - Shirafune State).

- Aqua Control = MAGIC. Shira's original FLIP effect, Shira can control any Aqua-Type monster. She can only control 1 at a time.

- Possession of Snow/Ice Spirit = MAGIC. Transforms into Familiar-Possessed - Shirafune state.

- Blind Rage = MAGIC/PHYSICAL ATTACK. Shira unleashes a Blizzard that damages all enemies and attacks one target. Can only be used in Familiar-Possessed - Shirafune State.
Power = 1850.

- Cold Fury = MAGIC/POWER UP. Shirafune unleashes her anger and doubles her ATK power, as well as negating any abilities that could bind her or stop her from moving, can only use in Familiar-Possessed - Shirafune state.

- Ice Shield = MAGIC. Shira can deflect or block against at least 1850 damage, this resistance is doubled when Cold Fury is used. Can only use in Familiar-Possessed - Shirafune state.

- Ice Zone: = MAGIC. Shira freezes the entire room from roof to floor, preventing anyone from getting in or out of the room, the ice is near indestructible, and no one can teleport in or out of the zone, nor open a dimension hole, however it takes a great amount of energy to use. Can only be used in Familiar-Possessed - Shirafune state.

Spell of Ice Art = MAGIC. Transforms Shirafune into Freezing Shirafune State.


=


7.Kaos:

- Chaos Blast = MAGIC. Shoots one enemy with Dark Magic.
Power = 1800 (2400 in Chaos Kaos State. 3000 in Familiar-Possessed - Kaos state).

Spell Control = MAGIC. Kaos' original effect, Kaos can control any Spellcaster-Type monster. Can only control 1 monster at a time.

Possession of Spell Spirit = MAGIC. Transforms Fortune Fairy En into Fortune Lady Fire and transforms Kaos into Familiar-Possessed - Kaos.

Spiritual Chaos Art - Chaos Control = MAGIC. Kaos unleashes a torrent of Dark Energy to assault one enemy in front of him repeatedly. Can only be used in Familiar-Possessed - Kaos State.
Power = 3000.

Chaos Canceler = MAGIC. Kaos can nullify one ability of one opponent for a range of 15 minutes, afterwords he must wait 5 minutes before he can do it again.

Will to Defend and Live = MAGIC. Kaos' ATK rises by 1000 and one ally monster has their health restored to full.

Chaos Rip = PSYCHIC/MAGIC. Kaos concentrates his energy on one target and slowly crushes them with his energy. Can only be used in Familiar-Possessed - Kaos state.
Power = 2500.

Spell of Chaos Art = MAGIC. Kaos' transforms into Chaos Kaos state.

Psychic Assault = PSYCHIC/MAGIC. Kaos binds and levitates one enemy, and draws in all things around them to slam into the enemy.
Power = 1800 (2400 in Chaos Kaos state, 3000 in Familiar-Possessed - Kaos state).

Portal = MAGIC. Kaos can open a portal to nearly anywhere he knows the location of, or if he can follow a energy pattern, he can follow that person there.


==


8.Tenka.

- Arm Cannon = MAGIC. Tenka fires off a blast from her arm cannon at one enemy.
Power = 1800 (2000 in Storm Tenka, 3500 in Nanobots-Berserker - Tenka).

- Double Arm Cannons = MAGIC. Tenka fires off a blast from both her Arm Cannons at one enemy.
Power = 2000 (2200 in Storm Tenka, 3500 in Nanobots-Berserker - Tenka).

- Thunder Control = MAGIC. Tenka's original effect, she can take control of any Thunder-Type monster, she can only control 1 at a time.

- Pervert Destroyer = PHYSICAL ATTACK. Tenka believes the enemy is a pervert and wildly attacks the enemy multiple times.
Power = 2000.

- Arm Blade = PHYSICAL ATTACK. Tenka slices one enemy with her arm blade.
Power = 1700 (2000 in Storm Tenka state, 3000 in Nanobots-Berserker - Tenka).

- Nanobots-Possessed = MAGIC. Tenka looses control of the Nanobots inside her and goes into her Nanobots-Berserker - Tenka state.

- Arm Cannon Full Power = MAGIC. Tenka fires off her cannons at full power at multiple enemies. Must be in Nanobots-Berserker - Tenka to use.
Power = 3500.

- Mad Berserker Charge = PHYSICAL ATTACK. Tenka madly slices and dices one enemy.
Power = 3000.

Calm of the Storm = MAGIC. Transforms Tenka to Storm Tenka.


=


Kyouko:

- Red Flame Ball = MAGIC. Kyouko blasts one enemy with a fireball.
Power = 1800 (2500 in Burning Kyouko state, 3100 in Familiar-Possessed - Kyouko state).

- Toon Control = MAGIC. Kyouko's original effect, Kyouko can control any Toon, but only 1 at a time.

- Possession of Flame Spirit = MAGIC. Kyouko turns into her Familiar-Possessed state.

- Spell of Flaming Rage = MAGIC. Kyouko turns into her Burning Kyouko state.

- Blue Fire Flow = MAGIC. Kyouko burns Multiple Enemies with a large flow of Blue Fire.
Power = 2200 (2900 in Burning Kyouko state, 3300 in Familiar-Possessed - Kyouko state).

- Spiritual Black Fire Art - Amaterasu = Kyouko burns multiple enemies with Black Fire, has a chance of burning the enemy for 10 additional damage.
Power = 2500 (original ATK, 3500 in Burning Kyouko state, 4500 in Familiar-Possessed - Kyouko state).


=


Hina:

- Dark Shadow = MAGIC. Hina calls upon her shadow powers, must be used to use her attacks.

- Dark Shadow - Stab = PHYSICAL ATTACK. Hina gets her shadow to go behind the enemy and stab them through the back.
Power = 1700 (2100 in Praying Hina state, 2600 in Shadow-Possessed - Hina state).

Dark Shadow - Clone = MAGIC. Hina creates clones of her Shadow, can creature 2 clones in Hina state, 4 in Praying Hina state, and 8 in Shadow-Possessed - Hina state.

Spirit Control = MAGIC. Hina's original effect, Hina takes control of any Spirit Monster, but can only control up to two at once.

- Soul Snatch = MAGIC. Hina can take a Soul that is out of it's body and put it back in, even if the body is in another dimension.

Spirit of Shadow Possession = MAGIC. Hina transforms into her Shadow-Possessed state.

Spell of Black Shadow = MAGIC. Hina transforms into her Praying Hina state.

Ultimate Shadow Dance = PHYSICAL ATTACK. Hina commands all the shadows currently out to converge and attack one enemy relentlessly.
Power = 2550 (Original ATK, 3550 in Praying Hina state, 5000 in Shadow-Possessed - Hina state).


==========


Norsewemko:



- Light Shot = MAGIC. Norsewemko shoots one enemy with a ray of Light Magic.
Power = 1800.

- Light Bullet = MAGIC. Norsewemko takes aim at one enemy and fires off a round of Light Energy in the shape of Bullets.
Power = 2200.

- Light Bind = MAGIC. Norsewemko binds one enemy with Light Magic, preventing them from moving.

- Light Ray = MAGIC. Norsewemko lets out a blinding blast of Light to blind her enemy.

- Light Purification = MAGIC. Norsewemko slowly fills the enemy with Light to drive off the darkness inside of them. Only be used if enemy is successfully bound by Light Bind.

- Light Link = MAGIC. Norsewemko binds herself to one enemy or ally, resulting in them taking any damage she takes and preventing herself from being killed by a weapon.

- Light Negate = MAGIC. Norsewemko can make herself invulnerable to all magic attacks for a period of 10 minutes.

- Light Flare = MAGIC. Norsewemko blasts multiple enemies with a flare of white Magic.
Power = 2500.

- Light Bomb = MAGIC. Norsewemko's Strongest Technique, she gathers all Light Energy aorund her into one big Energy Ball and throws it at her enemy.
Power = 2700 (Original ATK).


Nekura:

- 100% Accuracy = POWER UP. Nekura activates the hidden abilities of her eyes to make sure she hits her target.

- Single Shot = PROJECTILE. Nekura aims her gun at one enemy and fires it.
Power = 1500.

- Rapid Fire = PROJECTILE. Nekura takes aim at one enemy and fires off her gun like a Machine Gun.
Power = 2000.

- Double Shot = PROJECTILE. Nekura takes aim at one enemy with both her guns and shoots them at the target.
Power = 2000.

- Double Rapid Fire = PROJECTILE. Nekura takes aim at one enemy with both her guns and fires them off like a machine gun.
Power = 2600.

- Element Shot = MAGIC. Nekura changes her regular bullets into Elemental Bullets to use the enemies elemental weakness against them.

- Ultimate Shot = MAGIC/PROJECTILE. Nekura takes aim at one enemy and combines all the elements into one shot and fires it off like a laser.
Power = 3000 (Original ATK).

=

Seigun:

Original ATK Power = 4500. Chaos-Possessed = 5850. Chaos Seigun = 4800.

Chaos Control = MAGIC. Seigun's original ability, He can take control of any LIGHT or DARK monster, can only control 2 at a time.

Chaos Sphere = MAGIC. Seigun shoots the enemy with a advanced form of a Dark Core.
Power = 4000 (5050 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Negate = MAGIC. Seigun can negate the ability of 1 enemy at a time.

Chaos Copy = MAGIC. Seigun can copy 1 ability of 1 enemy, must be in contact with Enemy to use.

Chaos Blade = MAGIC/PHYSICAL ATTACK. Seigun makes a Sword of Magic and attacks his enemy with it.
Power = 4500 (5750 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Volley = MAGIC. Seigun shoots multiple bursts of the Chaos Sphere at one enemy.
Power = 4400 (5550 in Chaos Possessed form, 4800 in Chaos Seigun form).

Possession of Chaos Spirit = MAGIC. Seigun turns into his Chaos-Possessed form.

Will to Protect = MAGIC. Seigun doubles his attack power temporarily, can only use in Chaos-Possessed - Seigun form, and only against a powerful enemy.

Spell of Chaos Art = MAGIC. Seigun transforms into Chaos Seigun state.

Portal = MAGIC. Seigun can open a portal to anywhere he wants to go. But only uses it if he can sense that someone is in danger.

Chaos Assault = PHYSICAL ATTACK. Seigun sends all his energy into his feet and hands, increasing his speed and striking power in his fists.
Power = 4400 (5550 in Chaos Possessed form, 4800 in Chaos Seigun form).

Chaos Shield = MAGIC. Seigun makes a shield that can protect against 4000 points of power, this increases to 6000 in Chaos Possessed form, and 5500 in Chaos Seigun form.


For Garaito :

Garaito wrote:
Yamikaru Kaze

Black Shadow : a Normal black-clone. Damage 30(1800)/attack (same as Yamikaru do)

Dark Slash : A Normal slash-wave that will injure its target. Damage 800

The Sleeping Black Sword : Yamikaru unsheates his sword and makes a huge dark aura. It makes his opponents sleepy and weakened their defenses. Damage 0

Dark Slash #2 : Another "Dark Slash". creates a dark wind-cut. If it hits, the opponent'll exploded and throwed about 3 meters from where they stands. If they still can stands, it'll weakened their body. Damage 1200

Dark Wall : Creates a large wall that divided Yamikaru and the others. Any attacks blocked and trapped any opponent that already on that. No one can enters. Damage 0

Dark Room : Creates a big castle (sometimes small). The opponent(s) that on the dome can't see anything. If they or Yamikaru talks, they'll hear the sound everywhere so they can't detect where are friends or foes stands. Yamikaru detects his target by spreading a dark aura, which raises Yamikaru's sword to the target. Damage 0

Chaos Sword : Yamikaru's last technique. His sword shines and his movement became faster. Immuned by any spells. He launch any explosion at any place, mostly near where his target stands, and can launch many "Dark Slash" every 5 seconds. Attack and Slash damage are doubled and his stamina regenerated.



For Runo :

Runo wrote:
Noir

- Mist Body (Magic)
Noir can turn into a black mist when he got attacked, makes him cannot be destroyed by battle. And since he's already dead, he receive no damage.

- Shadow Clone (Magic)
Create a clone that has the same ability as the real him. Noir can makes clone of himself up to 3 clones in one time.

- Spellbinding Circle (Magic)
Use to paralyze enemy.

- Spell Breaker (Magic)
Breaks any kind of seal or barrier, no matter how strong it is. This spell need high amount of energy for Noir to use, so he need some time to regaining himself before he can cast it again.

- Shadow Bind (Magic)
Create a large enough shadow area that will remove any kind of spell and special ability. Anyone who got trapped inside this area will get his/her ATK reduced to 0. This spell also need high amount of energy to use, so Noir can't use it for a long time.

- Curse of Slight Pain (Magic)
Casts a small amount of fire inside enemy's body. This spell won't makes a fatal wound, but there's a high chance to make anyone who got hit by it to be unconscious because of it's pain.

- Dimension Wall (Magic)
Opens a dimension hole to receive enemy's attack, and send it back to it's owner. The damage is equal to his/her original ATK.

- Shadow Manipulation (Magic)
Noir's main ability. He can fired a great amount of shadow to attack (won't give much effect to people who have magical ability, but it can affect normal human quite hard). He also can absorb any kind of Dark-Type or Shadow attack and use it as he pleased, as re-formed it to a weapon (usually a spear-shaped shadow), or simply to regaining his own power.

- Soul Line (Magic)
Choose one enemy, then connect his own soul with his/her soul. Every time Noir got attacked, that person will get the same pain.
>> This curse can be applied even with his clone. So if one clone has activated this curse, then the real him or his another clone got attacked, the person that connected with him will take damage too.

I think that's all. Unless you count his ability to opens a dimension hole to teleport within a certain distance, and how he take someone's soul XD


For Sky Blade :

Skyblade LV12 wrote:
Right, I'll try to make things right this time.

1. Ice

Sonic Boom: Magic/physical attack, This attack has different levels of intensities. In Ice's normal form, he can use intensities 1-5.
-Intensity 1: Small attack radius, 1000 Power
-2: Medium attack radius 1500 Power
-3: Large attack radius: 1800 Power
-4: Super attack radius: 2000 Power
-5: Full circle: 2400 Power

In Ice form, he can use an Explosion Shockwave, strikes all enemies: 2800 power.

Shadow chain: Magic, thickens shadows around an enemy and binds them.

Shadow Shield: Magic, Reduces enemy attack by 2000.

Guardian Block: Magic, Creates a dome around Ice and reduces all damage to zero, can only be used once during a period of time.

Shadow Bits: Magic, forms shadow like devices which swarm an enemy and attacks from all directions, 2000 power.

Shadow Bind: Magic, Ties all enemies and renders them immobile.

Dark Poison: Magic, Causes unconsciousness upon breathing, long term exposure causes death.

Teleport: Magic, opens a portal which allows people to go to a predetermined area.

Shadow Taming: Magic, user is able to control the shadows.

Ice form attacks:

-Ice Shard: Magic, shoots ice shards at an enemy, 2000 power.
-Ice Prison: Magic, Encloses enemy in an unbreakable dome, Ice must focus on the prison for it to stay effective.
-Freeze: Magic, All things within a 10 km radius is frozen, can only be thawed by outside heat.
-Mirror Shield: Magic, All attacks are reflected back to their users. Only negatable by attacks using physical contact

Frost:

Healing: Magic Heals all HP of an ally. Takes time for full recovery.

Blizzard: Magic, envelops an enemy in a haze and then pelts them with relentless snow, 1900 Power.

Ice Shot: Shoots a shot of ice which always hits an enemy. 1500 power

Ice Guard: Physical, forms a shield on the arms of the user, can negate attacks until 10000 accumulated damage is done.

Freeze wave: Magic, shoots an icy sonic boom. 2000 Power

When both Ice and Frost are together:

Breaker: Magic, Negates and Destroys all attacks and affecting spells.

Giga-wave: Magic, Shoots a sonic boom large enough and sharp enough to cut almost anything, 5000 power.

Giga Shot: Magic, fires a sonic boom that is guided to its target. 2500 power

Revival: Magic, revives a deceased person, takes time for recovery.

Wall of Haze: Magic, Creates a wall which disintegrates anything that passes through it.

Reset: Magic, An area within a 50 mile radius is consumed with white light and all beings are eliminated, including the users.



LAST BUT NOT LEAST : ALL OF THIS ARE THE CURRENT POWER AND SKILL YOU ALREADY POSTED!!! IF I SEE A CHANGE OR EDIT, TAKE THE CONSEQUENCES BY YOURSELF!!

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Feb 01, 2011 10:34 pm

Charmer Fan Yuji wrote:
Since I don't wanna appear sneaky and just edit the previous post, I might as well just make a new post XP.

Really? :v

REALLY?! >:v









Stop being hypocrite. You're embarrassing yourself.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Wed Feb 02, 2011 6:18 am

I just didn't see the need to flood with posts whenever I was gonna make a move thing for someone new is all, but eh, I'll quit editing for good then and post to add newer characters, and newer characters only =P.

Only got one to add right now though...

Taka:

Original ATK = 2800.
Familiar-Possessed = 3850.
Flying Taka = 3200.
"Taka" = 4000.

Bird Control = MAGIC. Taka's original Effect, he can control any Bird/Winged-Beast-Type monster, he can only control two at once.

Wind Blades = MAGIC. Taka flings two Blades of Wind at one enemy.
Power = 2500. 3000 in Familiar-Possessed, 3200 in Flying. 3800 in "Taka".

Tornado = MAGIC. Taka creatures a Tornado to hit Multiple Enemies.
Power = 2800. 3600 in Familiar-Possessed. 3200 in Flying. 3850 in "Taka".

Possessed of Wind Spirit = MAGIC. Taka transforms into his Familiar-Possessed form.

Spell of Storm Art = MAGIC. Taka transforms into his Flying Taka form.

Wind Force = MAGIC. Taka can manipulate the wind to blow his enemy away or force them down onto the ground, essentially a binding move.

Great Typhoon = MAGIC. Taka sucks one enemy up into a Tornado, and pummels them with any nearby debris that gets sucked in.
Power = 2800. 3600 in Familiar-Possessed. 3200 in Flying. 3800 in "Taka".

Tornado Typhoon Storm = MAGIC. Taka creates multiple Tornadoes that suck in multiple enemies and cut them up with Wind Blades inside the Tornado.
Power = 2800. 3850 in Familiar-Possessed. 3200 in Flying Taka. 4000 in "Taka".

Wind Barrier = MAGIC. Taka makes a Barrier made of Wind to protect either himself or one ally from an enemy attack, can protect up to 2000 normally, 3000 in Flying Taka, 4000 in Familiar-Possessed, and 5000 in "Taka".

"Taka" = Transformation. Taka unleashes his hidden ability to transform into a Half-Man Half-Hawk form.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Wed Feb 02, 2011 6:22 am

Charmer Fan Yuji wrote:
Only got one to add right now though...

Taka:

Original ATK = 2800.
Familiar-Possessed = 3850.
Flying Taka = 3200.
"Taka" = 4000.

Bird Control = MAGIC. Taka's original Effect, he can control any Bird/Winged-Beast-Type monster, he can only control two at once.

Wind Blades = MAGIC. Taka flings two Blades of Wind at one enemy.
Power = 2500. 3000 in Familiar-Possessed, 3200 in Flying. 3800 in "Taka".

Tornado = MAGIC. Taka creatures a Tornado to hit Multiple Enemies.
Power = 2800. 3600 in Familiar-Possessed. 3200 in Flying. 3850 in "Taka".

Possessed of Wind Spirit = MAGIC. Taka transforms into his Familiar-Possessed form.

Spell of Storm Art = MAGIC. Taka transforms into his Flying Taka form.

Wind Force = MAGIC. Taka can manipulate the wind to blow his enemy away or force them down onto the ground, essentially a binding move.

Great Typhoon = MAGIC. Taka sucks one enemy up into a Tornado, and pummels them with any nearby debris that gets sucked in.
Power = 2800. 3600 in Familiar-Possessed. 3200 in Flying. 3800 in "Taka".

Tornado Typhoon Storm = MAGIC. Taka creates multiple Tornadoes that suck in multiple enemies and cut them up with Wind Blades inside the Tornado.
Power = 2800. 3850 in Familiar-Possessed. 3200 in Flying Taka. 4000 in "Taka".

Wind Barrier = MAGIC. Taka makes a Barrier made of Wind to protect either himself or one ally from an enemy attack, can protect up to 2000 normally, 3000 in Flying Taka, 4000 in Familiar-Possessed, and 5000 in "Taka".

"Taka" = Transformation. Taka unleashes his hidden ability to transform into a Half-Man Half-Hawk form.



OK, I quoted this to make sure no editing.



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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Fri Feb 04, 2011 10:31 am

Lyna Lyna:

Spiritual Light Art - Kousai:
  • Signature Skill. Light Magic Attack. Summons several Light and shoots them at the enemies. Does 500 Light Damage up to three enemies. Takes 1 turn (action) to cooldown and consumes 8% of her Magic Energy (20 MP) [30% chance of blinding an enemy for 5 turns.]

Light Charm:
  • Signature Skill. Lyna's original FLIP effect, takes control of any Light monster/creature/character. Takes 2 turns to cast, can be used only once per battle and gradually consumes 10% of her Magic Energy per turn. (25 MP)

Light of Intervention:
  • Deffensive Skill. Lyna takes damage from any physical or magic attack to the MP instead of HP. Won't work if the user's Magic Energy is under 32% (80 MP). Lasts 5 turns or until the her Magic Power reaches 0. Consumes 4% of her Magic Energy when used. (10 MP)

Heaven's Barrier:
  • Support Skill. Lyna supports an ally so attacks that require Magic to be used cannot be interrupted or blocked by the enemy. Lasts 3 Magic attacks, takes 5 turns (actions) to cooldown and consumes 10% of the user's Magic Energy (25 MP). Cannot be casted on herself.

Light Heal:
  • Recovery Skill. Heals an ally by 50 HP and restores their condition. Takes 1 turn to cooldown, 1 turn to cast and consumes 20% of her Magic Energy. (50 MP)

Magic Heal:
  • Recovery Skill. Gradually restores the Magic Energy of an ally by 2% per turn. Restoring effect lasts 15 turns, takes 3 turns to cooldown and consumes 32% of her Magic Energy. (80 MP)

Possession of the Light Spirit:
  • Upgrade Skill. Transforms into Familiar-Possessed - Lyna, increasing her attack to 1850. Needs Happy Lover to perform and can only be used once per battle, consumes 24% of her Magic Energy and needs 1 turn to perform. Her skills are temporally upgraded while in this form.

    -Spiritual Light Art - Kousai: Power increases to 1850 and increases the chance of blinding an enemy to 40%. Cooldown time is reduced to 0.
    -Heaven's Barrier: The ally supported is also protected by a Light Aura, reducing damage dealt by the enemies by 10%
    -Light Heal: Healing amount is increased by 100 HP and gradually restores the ally's HP by 6% for 15 turns.
    -Magic Heal: Restoring amout is increased to 6% per turn and automatically restores 10% of the ally's Magic Power.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Fri Feb 04, 2011 11:40 am

Will Lair wrote:
Lyna Lyna:

Spiritual Light Art - Kousai:
  • Signature Skill. Light Magic Attack. Summons several Light and shoots them at the enemies. Does 500 Light Damage up to three enemies. Takes 1 turn (action) to cooldown and consumes 8% of her Magic Energy (20 MP) [30% chance of blinding an enemy for 5 turns.]

Light Charm:
  • Signature Skill. Lyna's original FLIP effect, takes control of any Light monster/creature/character. Takes 2 turns to cast, can be used only once per battle and gradually consumes 10% of her Magic Energy per turn. (25 MP)

Light of Intervention:
  • Deffensive Skill. Lyna takes damage from any physical or magic attack to the MP instead of HP. Won't work if the user's Magic Energy is under 32% (80 MP). Lasts 5 turns or until the her Magic Power reaches 0. Consumes 4% of her Magic Energy when used. (10 MP)

Heaven's Barrier:
  • Support Skill. Lyna supports an ally so attacks that require Magic to be used cannot be interrupted or blocked by the enemy. Lasts 3 Magic attacks, takes 5 turns (actions) to cooldown and consumes 10% of the user's Magic Energy (25 MP). Cannot be casted on herself.

Light Heal:
  • Recovery Skill. Heals an ally by 50 HP and restores their condition. Takes 1 turn to cooldown, 1 turn to cast and consumes 20% of her Magic Energy. (50 MP)

Magic Heal:
  • Recovery Skill. Gradually restores the Magic Energy of an ally by 2% per turn. Restoring effect lasts 15 turns, takes 3 turns to cooldown and consumes 32% of her Magic Energy. (80 MP)

Possession of the Light Spirit:
  • Upgrade Skill. Transforms into Familiar-Possessed - Lyna, increasing her attack to 1850. Needs Happy Lover to perform and can only be used once per battle, consumes 24% of her Magic Energy and needs 1 turn to perform. Her skills are temporally upgraded while in this form.

    -Spiritual Light Art - Kousai: Power increases to 1850 and increases the chance of blinding an enemy to 40%. Cooldown time is reduced to 0.
    -Heaven's Barrier: The ally supported is also protected by a Light Aura, reducing damage dealt by the enemies by 10%
    -Light Heal: Healing amount is increased by 100 HP and gradually restores the ally's HP by 6% for 15 turns.
    -Magic Heal: Restoring amout is increased to 6% per turn and automatically restores 10% of the ally's Magic Power.

And I Quote.

OK, this to make sure no more editing.


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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Sun Mar 06, 2011 8:00 pm

Meh, I'll add them in as Antagonists....

Amy:

Hidden Blade = PHYSICAL. Amy slashes the enemy with a blade that is hidden in her sleeve.
Power = 2200.

Power Absorb = COUNTER/POWER UP. Amy absorbs any kind of non-Melee attack that comes towards her, and makes herself stronger based on the power of the attack.

Super Speed = EVASION. Amy moves at high-speed to either avoid a attack, or move faster then the enemy can see to strike them.

Copied Attack = MAGIC. Amy shoots the enemy with an attack she has absorbed .
Power = Based on the strength of the original ATK + 4000.

Infinity Shot = MAGIC. Amy unleashes a large magic blast in the shape of an infinity symbol at her enemy[ies].
Power = 6000 (Original ATK, Becomes stronger by 1000 for each Attack she absorbs).

Mind Control = MAGIC. Amy creates in illusion on her enemy, making them believe she is an ally and that their allies are their enemies. The Illusion is difficult to break free from, but not impossible.

Waru:

Hidden Blade = PHYSICAL. Waru slashes the enemy with a blade that is hidden in his arm.
Power = 4000.

Power Absorb = COUNTER/POWER UP. Waru absorbs any kind of non-Melee attack that comes towards him, and makes himself stronger based on the power of the attack.

Super Speed = EVASION. Waru moves at high-speed to either avoid a attack, or move faster then the enemy can see to strike them.

Copied Attack = MAGIC. Waru attacks the enemy with an attack he has absorbed in his life.
Power = Based on the strength of the original ATK + 6000.

Life Absorb = PHYSICAL. When Waru is severely injured or has sustained severe injuries, he can absorb the enemies Life by grabbing their head to heal and restore himself.

Infinity Shot = MAGIC. Waru unleashes a large magic blast in the shape of an infinity symbol at his enemy[ies].
Power = 10,000 (Original ATK, Becomes stronger by 1000 for each Attack he absorbs).

Illusions = MAGIC. Waru confuses the enemy with power illusions that are difficult to break free from.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Sun Mar 06, 2011 10:19 pm

Charmer Fan Yuji wrote:
Meh, I'll add them in as Antagonists....

Amy:

Hidden Blade = PHYSICAL. Amy slashes the enemy with a blade that is hidden in her sleeve.
Power = 2200.

Power Absorb = COUNTER/POWER UP. Amy absorbs any kind of non-Melee attack that comes towards her, and makes herself stronger based on the power of the attack.

Super Speed = EVASION. Amy moves at high-speed to either avoid a attack, or move faster then the enemy can see to strike them.

Copied Attack = MAGIC. Amy shoots the enemy with an attack she has absorbed .
Power = Based on the strength of the original ATK + 4000.

Infinity Shot = MAGIC. Amy unleashes a large magic blast in the shape of an infinity symbol at her enemy[ies].
Power = 6000 (Original ATK, Becomes stronger by 1000 for each Attack she absorbs).

Mind Control = MAGIC. Amy creates in illusion on her enemy, making them believe she is an ally and that their allies are their enemies. The Illusion is difficult to break free from, but not impossible.

Waru:

Hidden Blade = PHYSICAL. Waru slashes the enemy with a blade that is hidden in his arm.
Power = 4000.

Power Absorb = COUNTER/POWER UP. Waru absorbs any kind of non-Melee attack that comes towards him, and makes himself stronger based on the power of the attack.

Super Speed = EVASION. Waru moves at high-speed to either avoid a attack, or move faster then the enemy can see to strike them.

Copied Attack = MAGIC. Waru attacks the enemy with an attack he has absorbed in his life.
Power = Based on the strength of the original ATK + 6000.

Life Absorb = PHYSICAL. When Waru is severely injured or has sustained severe injuries, he can absorb the enemies Life by grabbing their head to heal and restore himself.

Infinity Shot = MAGIC. Waru unleashes a large magic blast in the shape of an infinity symbol at his enemy[ies].
Power = 10,000 (Original ATK, Becomes stronger by 1000 for each Attack he absorbs).

Illusions = MAGIC. Waru confuses the enemy with power illusions that are difficult to break free from.




Done.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Fri May 13, 2011 11:34 pm

Angelionic wrote:

Hayato

Manifestation= MAGIC.
Manifests one of the weapons below with their varying abilities.

Wicked Breaking Flamberge- Baou= PHYSICAL.
Attacks with the manifested Baou. Negates effects of enemies destroyed by the sword, eg: Afermath, Curses.
Lasts till cancelled/destroyed.
POWER= 500

Butterfly Dagger- Elma= PHYSICAL.
Attacks with manifested Elma. Reforms if Destroyed. Returns to the owner if lost or stolen within five minutes, or at the owners call.
Lasts till cancelled.
POWER= 300

Gravity Axe- Grarl= PHYSICAL.
Attacks with manifested Grarl. Multiplies weight of enemies/unknowns x4.
Lasts till cancelled/destroyed.
POWER= 500

Rod of Silence- Kay'est= MAGIC.
Summons a shield with manifested Kay'est. Shield protects from weak attacks and magic aimed directly at the owner.
Lasts till cancelled/destroyed.

Shooting Star Bow- Ceal= PHYSICAL.*
Attacks with manifested Ceal. Long range shots with low accuracy.
Lasts till cancelled/destroyed.
POWER= 200

TWin Swords of Flashing Light- Tryce= PHYSICAL.*
Attacks with a manifested Tryce. Increases speed dramatically, but attacks are weak and unfocussed.
Lasts till cancelled/destroyed.
POWER= 100 x2 attacks.

NOTE: Only One weapon can be manifested at a time, except at a later stage, in which Shooting Star Bow-Ceal can be manifested with Elma.
All items with an arterisk are not currently available to Hayato.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Mar 13, 2012 4:48 pm

update my OC's skills

Dark Slash 50 A Normal slash-wave that will injure its target. Damage = 40

The Sleeping Black Sword 25 Yamikaru unsheates his sword and makes a huge dark aura. It makes his opponents sleepy and weakened their defenses. Damage = 10

Deadly Black Wind 60 Change the flow of the wind into a strong gust that can cuts enemy's skin and disabling their movement

Yami no Kagami 90 Creates a copy(s) of himself, friend, or foe. The illusion deals half of the current damage of Yamikaru

Nisshoku 100 Affect only in particular area. Creates a black-out so his enemy can't see anything nor hear anything. Last only for 5 minutes, but 1 hour if in Chaos Sword mode.

Chaos Sword 150 Yamikaru's last technique. His sword shines, the hilts release a dark aura, and his movement became faster. Immuned by any spells. He launch explosions at any place, mostly near where his target stands, and launch many slashes at them while cast the exploding. His doppelganger(s)'s movement become faster too.

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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Tue Mar 13, 2012 5:32 pm

Mei-Kou, Master of Barriers

Fist of the Still Mind = PHYSICAL
Using ancient fighting technique, Mei-Kou throws a blessed punch at the enemy. Basic Attack.
Power = 1700

Barrier of the Unshakeable Fortress = MAGIC
Mei-Kou calls forth a barrier to protect himself or a friend. Can deflect up to 1000 points of damage.

Takkosho of Ghost Destroying = MAGIC
This weapon empowers Mei-Kou magically, increasing Fist of the Still Mind's damage output and Barrier of the Unshakeable Fortress' damage deflection by 300 points. Gives the ability to guide the dead on to the afterlife, so to avoid them returning as ghosts, zombies, phantoms, etc. After two consecutive moves, Takkosho loses it's power until the next encounter.

Disenpower = MAGIC
By giving up his life force, Mei-Kou can destroy a permanent trap, spell, etc. The more powerful the permanent is, the more life force required. If this power is used, Mei-Kou passes out and cannot act until AFTER the encounter. Using too much life force CAN kill Mei-Kou, so this spell is really a one-hit wonder intended for specific situations.

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Kirikaze Fuuma
Mod - Kaze no Soldier


Posts : 3511
Charmer Power : 5606
Join date : 2009-09-22
Age : 28
Location : Fuuma Village
Favorite Charmer : Wynn
Badges :


Character sheet
Name: Wynn
HP:
280/280  (280/280)
MP:
170/170  (170/170)

PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon May 14, 2012 11:16 pm

Vampire's Curse


A.) Overpowering Eye : Vampire's Curse could engulf the enemies around him with fear, with a powerful glare which created a heavy atmosphere and killer aura around him. (Type : Control)

B.) Sharpness Nail Blade : Vampire's Curse could slice his opponent in two with his sharp nail. (ATK : 1800 (+500 after using his revival effect x the number he used it))

C.) Nail Fang Blow : Vampire's Curse performs a cross slash on his enemies (ATK : 2000 (+500 after using his revival effect x the number he used it))

D.) Bat Transformation : Vampire's Curse can turn into a bat and suck his opponent's blood.

E.) Blood Suck : When heavily injured, he can suck a blood from a nearby creature by extending his head and biting his victim's neck which heals himself at the same time. (Type : Revival)

F.) Inhuman Speed : Vampire's Curse can move incredibly fast while leaving a black shadow before he reappear again.

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Kirikaze's Charmer Forum Journey : 2009 - 2016, 2016 - ?
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Binding Dharc
Junior Charmer
Junior Charmer


Posts : 289
Charmer Power : 1760
Join date : 2012-05-20
Age : 21
Location : -NA-
Favorite Charmer : Dharc
Badges :


Character sheet
Name: Hiita the Fire Charmer
HP:
350/350  (350/350)
MP:
400/400  (400/400)

PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Mon May 21, 2012 5:36 am

1. [b]Hiita[/b]
[u]
All following skills are Magic FIRE element[/u]

-[b]Spiritual Fire Art: Kurenai[/b] = Hiita deals FIRE damage to one enemy.
(Power: 500 / FP: 1850 / BH: 800)

-[b]Inferno Tempest[/b] = Hiita Deals heavy FIRE damage to all enemies.
(Power: 500 / FP: 1850 / BH: 800)

-[b]Okazi[/b] = Hiita deals low FIRE damage to one enemy.
(Power: 500 / FP: 1850 / BH: 800)

-[b]Crimson Fire[/b] = Hiita converts an enemy's attack into FIRE magic that deals them double it's damage.
(Power: Conversion type)

-[b]Salamandra[/b] = Hiita equips a fire sword, cutting MP consumption of other skills.
(Power: Equip type)

-[b]Tremendous Fire[/b] = Hiita deals FIRE damage to both her opponent and herself.
(Power: 500 / FP: 1850 / BH: 800)

-[b]Covering Fire[/b] = Hiita takes regular damage and deals half the damage in FIRE damage to the enemy.
(Power: Conversion type)

-[b]Familiar Possessed[/b] = Hiita becomes Familiar-Possessed Hiita, attacks power becomes FP setting.
(Power: Transformation type)

-[b]Blazing Transformation[/b] = Hiita becomes Blazing Hiita, attacks power becomes BH setting.
(Power: Transformation type)

-[b]Fires of Doomsday[/b] = summons two Doomsday Tokens to take the next two attacks.
(Power: Defense type: 1500)


Last edited by Binding Dharc on Mon Jun 11, 2012 9:31 pm; edited 1 time in total (Reason for editing : I am no longer using Dharc)
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PostSubject: Re: Charmer RP Character's Skill list (and their power gauge)   Today at 12:21 pm

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Charmer RP Character's Skill list (and their power gauge)
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