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Adell 2013
Adell's Skills

Chargables


Sparky Shoulder Check (1-3)
Charge Level 1 (2AP): Adell wants to be the very best, like no one ever was Pikachu, so he learned how to do Volt Tackle! At the first level of charge all Adell can do is cover his body in a sort of electrical layer that lasts for roughly 5 seconds. At it's current voltage all it can do is cause a light jolt in someone's muscles that would cause them to release their grip on him, or drop a weapon.

Charge Level 2 (4AP): At this level of charge, Adell's body will radiate enough electricity to create a sort of barrier around himself. The electricity will radiate about 2 feet out from his body at this level and have enough voltage to slightly paralyze someone during their next post, restricting their reaction speed and ability to tense their muscles, reducing them to 2/3 their normal fighting capacity for that post only. The impact force generated from any attack done while this level of charge is out is enough to throw someone back a couple feet, and an unguarded, or unsuspecting opponent will be thrown right onto their a**. This "barrier" of sorts will block energy based attacks that are at charge level 1, or lower. This charge level will last until the end of the post it is activated.

Charge Level 3 (8AP): At this level of charge the electricity radiating from Adell will be so great that anything it touches will be charred and might not get back up for a while. The bone crippling pain that will erupt from this attack is enough to drop someone to their knees and keep them there for about 5 seconds. The electricity will now radiate 3 feet from Adell's body, and he will leave a slight trail behind him as he moves at this level. The after-image type electricity will remain for 5 seconds and has the same potency as the second level of charge for this attack. This "barrier" of sorts will block energy based attacks that are at charge level 2, or lower; at this charge level it will last until the beginning of Adell's next post, and can not be used for any attacks during that second post.

Radical.... Surfer... Beam... HAAAAA! (1-3)
Charge Level 1 (3AP):

Charge Level 2 (5AP):

Charge Level 3 (8AP):

Volcano Finger Go! (1-3)
Charge Level 1 (2AP): I AM GUNDAM! Adell has become much like a gundam after mastering the signature attack of the Burning Gundam from G Gundam, Erupting Burning Finger! This attack envelopes Adell's hand in a high-temperature layer of energy. At its first level of charge, this attack shows no real threat outside of the first-degree burns it will leaves on the opponent if the attack makes contact. They're not serious burns, but they will sting a lot, likely decreasing their opponent's favor to the afflicted area.

Charge Level 2 (4AP): At this level of charge the attack can now burn through lower level armors and shields (leather, basic chainmail, bronze, etc.) after two seconds of maintained contact. This attack now inflicts second-degree burns. It should be noted that second degree burns cause contractures, which are shortenings of the muscle tissue, which would result in difficulty tightening said muscles and exerting strength, thus reducing their output to about 2/3 of its usual.

Charge Level 3 (6AP): At this level of charge the attack can now burn through mid-grade armors and shields (Silver, Gold, Blessed, etc.), and even magical armors of a medium or lower nature of strength. This attack will now cause Third-degree burns. The contractures caused by third degree burns are more severe than that of a second degree burn, essentially disabling the target from using the afflicted limb for the remainder of the battle.

Instants


Ultra-blaster (1AP): As an avid fan of Megaman, Adell grew up pretending to fire lasers from his arm, just like the Blue Bomber. One day, it actually worked! Once every two posts, Adell can fire a 3-shot burst of little yellow energy bullets from his fist. The speed they are fired is spaced such that if his arm is in motion, each shot can land up to a foot apart from each other. Upon impact the bullets are charged with enough force to bruise easily and inflict pain, as well as push the impacted area back. If all three were to strike the same spot, they may break the bone. These shots travel at roughly 20 fps and can cross a maximum distance of 20 feet.

Internets In My Head O.x (6AP): After having played Final Fantasy VII Crisis Core so many times, Adell has discovered the secret behind said game's Digital Mind Wave (DMW) mechanic. Once every 5 posts Adell has the option to forcibly trigger his DMW and call upon an ability used against him by the foe in his last match of the GTB. These abilities must be special energy based abilities. These abilities can only be copied up to the grade the opponent charged it to, and must be charged by Adell to be used at that grade.

Yippy-yippy! (3AP): It's a bird! It's a plane! Wait, no... It's Avatar Adell! Adell is the next avatar to hail from the air nomads in this season of Avatar, and he's taken well after Aang. Aang's singature phrase, "Yip-yip," which used to command Oppa to take flight is now how Adell announces his air-boosted leap. Whenever Adell shouts Yip-yip," he will then jump at great speeds (roughly 20mph) lifting himself almost twenty feet off of the ground. This ability can only be used once every four posts.

Supplementary Skills


Action Points: Adell's body has resonated so strongly with the RPG games that he played that he is now regulated by a sort of mana system like most characters in those games called AP. Each of Adell's skills will require a certain amount of action points to perform or maintain. Adell earns 2 AP each time he posts and starts with a base of 10 action points. Adells max AP is 20.

Demon Hunter:

Living Legacy: Inspired by the final scenes from Final Fantasy VII Crisis Core Adell too, has taken on the task of living out Zach's dream of becoming a hero. When Adell reaches a critical condition (Bleeding out, beaten pretty excessively, several broken bones, etc.) all of his skills will cost 1 less AP. This skill can not become active until at least 3 days after the round starts or after Adell has posted 7 times. This ability can be used during the 7th post.

I'm No Coward!: Having played Bravely Default Adell has tuned his soul to match the bravery of its characters and discovered a talent within himself similar to their "Brave" command. Once a fight, Adell can double his current AP, but it comes with a cost, as well as a condition. Adell must have already spent at least 10 AP this fight to use this command, and after doing so he will not gain AP for his next 3 posts.

Transformations


This isn't even my final form!



Signature Attack


Vulcan Blaze (1-3): No hero can be without his own attack; they all have that signature move that makes them unique. For Adell, that is Vulcan Blaze! This attack well cause Adell's hand to glow bright red, so much so that it will show through his gloves. The next object Adell punches will become imbued with the energy that caused that glow, and, after a few seconds, that energy will explode! Depending on the charge level of this technique, the resulting explosion will vary in intensity.

Equipment


Fisticuffs - Adell wears a pair of studded knuckle Kevlar gloves capable of blocking attacks from light blades (Knives, daggers, etc.) and deflecting non-enhanced projectiles (Simple arrows, thrown rocks, slingshot, etc.)

Iron Booties - Adell wears a pair of steel toed boots that have small plates tracing the sides of his ankle and lower shin, as well as the side of the shoe and heel making them much more protective than normal shoes, but not as much so as solid armor and allows for regular mobility.

Nutcracker-Be-Gone - A well fitted cup capable of reducing damage from a blow to the groin area to merely impact force, rather than the usual extra pain that follows.

Heroic Tie - Adell's tie is magically enchanted such that it can grow and shrink from its current one foot length up to six feet, or as little as two inches.





 
 
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