Post by Heroic Bilby on Dec 10, 2007 2:07:08 GMT -5
The time has come to splurge my earnings at a ridiculous rate! My canon characters have gone without the abilities they should already have for too long, I say! XD
Anyways, let the spending begin! Each character's name shall be a link to their profile. Here's my shopping list for quick reference, and I shall also be keeping track of the character's subtotals with a final at the bottom for your convenience.
Ability Slot Purchase: 250 munny Upgrade Ability Purchase: 210 munny
Goofy's Secret Stash
Goofy's special supply of Hi Potions and Hero's Drinks which he keeps hidden on his person at all times, just in case of an emergency. If he and his friends are in major trouble the guardian will pull out one of the healing solutions. Doing so causes whoever Goofy chooses to recover half of their full health back and fixes up any current wounds or injuries. Goofy has to resupply eventually though and will run out in a battle after using three Hi Potions. He can also, at the same time or separately, open up a set of Hero's Drinks. These potent potions can fill Goofy and his allies with a strong vigor and makes all of their basic attributes, strength, magic, defence, speed, etc., increase for three turns. Hero's Drinks are harmful if taken again immediately after their effect wears off so Goofy must wait five turns before he can use another on somebody. On the plus side Goofy's secret supply is abnormally well-stocked in these rare brews and he won't be running out any time soon.
Ability Slot Purchase: 250 munny
Super Goofy Tornado
Goofy begins to spin around rapidly, but not like he does for ordinary attacks. With his shield held horizontally to match his arm instead of vertically to be at a right angle to it, Goofy's body begins to float up a meter or so off the ground as he turns and he can also move around freely as he hovers. While doing so the wind swirling around him takes the form of visible streaks of green as the ability's special power comes into effect. Enemies in the area become caught by the strange green wind and forcibly drawn towards Goofy's spinning form where they are held there for the remainder of their turn while simultaneously being struck repeatedly by Goofy's swinging shield. In addition to drawing in and holding enemies the green wind also acts like a barrier around Goofy himself, protecting him from most forms of attack during it's duration. This ability has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Ultimate Whirl Combo
A succession attack consisting for four parts over four turns. Bright white energy swirls around the the user during these attacks, protecting them from physical attacks and allowing the moves to deal powerful repeated damage to anyone the technique collides with as the assault is carried out. Strong direct attacks of a supernatural power can only have their damage dampened by about half by the protective energy but that partial dampening comes at the cost of the technique being forcibly ended before it can enter the next level. On the initiation attack, Whirly-Goof, Goofy begins to spin like a top while slamming into enemies. In the second part, Whirly-Goofra, Goofy's body becomes horizontal and spins around like a helicopter blade, continuously hopping up off the ground and falling back down as he starts and ends the rotations. In the third part, Whirly-Goofga, Goofy grabs his own ankles and his body begins to roll around quickly like a wheel, during which time he can makes hops to reach off-ground targets as well. The final attack of the combination, Whirly-Goofja, is a hectic attack in which Goofy curls up into a much tighter ball and directly homes in on enemy targets with speedy, hard-hitting bounces that hammer into his enemies when they collide. The range, speed and attacking power of each of these attacks are all doubled if performed with an another character as a teamwork move where Goofy and the ally hold on to each other throughout the turns. This ability has a cool-down period of two turns for each part of the succession attack that was used.
Ability Slot Purchase: 250 munny
Critical Cosmo Boost
Goofy's body goes rigid with his shield held up flat above his head for a moment before he suddenly takes off through the air like a rocket, literally leaving a trail of smoke behind him as he flies at incredible speed. During this attack Goofy flies into the closest enemy targets with no less than six passes to deal huge amounts of damage while being nearly immune to harm himself. The power of the attack is at a level that lets it smash clean through the strongest of enemy defences, physical or supernatural, and even reflect spells without losing speed. Goofy can also initiate this ability with the help of a friend by having them "launch" his body. Doing so increases the speed of the flight to new levels, allowing Goofy to better attack enemies who can use high-speed dodges to evade the usual rocket-powered passes. This ability has a cool-down period of five turns.
Ability Slot Purchase: 250 munny
Mega Drive
Goofy causes thousands of Drive Orbs to fly out form the face of his shield. Each orb is pure energy and can pass through any physical material, including enemies themselves, each one dealing a small amount of damage as they do so. They can also become physically solid if necessary. Damage dealt by each individual orb passing through an enemy is fairly ignorable on it's own but becomes incredibly dangerous when in so many numbers. An improvement over the ability's previous form, Major Drive, Mega Drive also allows Goofy to choose whether to let the yellow balls fly out and spread over an area or to concentrate them into a single stream. This change can be done whenever desired and of course Goofy can freely aim his shield wherever he wants the Drive Orbs to fly. This ability can be maintained for up to three turns and has a cool-down period of two turns for each turn it was in use.
Item Purchase: 300 munny
Revive
An item that allows you to bring someone that has RECENTLY died back from the dead and heals some of their wounds. One time use. Can only be used on someone else.
Subtotal Cost: 1760
Extra request: Would it be possible to edit out the yellow colouring on the text of the profile? I've decided I don't like it anymore. >
Upgrade Ability Purchase: 210 munny
Currently: Hero Aura
Hero Aura & Aura Guard
Some say that in the heat of battle Hercules positively glows. It's not a just a saying or a trick of the eye though, as the Greek's body definitely gains a keen yellow shine when facing powerful foes in combat. The Hero Aura is a powerful protective energy which Hercules gained after he earned back his godhood but chose to live as a mortal. With it's divine protection he become nigh invulnerable to damage or other harmful effects for certain periods of battle, usually when he needs it the most since it isn't called on consciously by Herc himself. The protection of this ability also stands against ordinary dispelling techniques that may be used by enemies, but strong skills specialized in breaking protective fields may still force it to release prematurely. When in battle with allies Hercules can also consciously focus his Hero Aura outwards from his body, creating a large bubble of faint yellow light around others called the Aura Guard. This protective field can encapsulate a circular area with a maximum diameter of ten meters. This guard does not encapsulate Herc himself but is created next to him while he maintains physical contact with it. During this time his usual Hero Aura protects the man himself. This energy can defend anyone from enemy attacks as all damage and harmful effects towards the creator's friends inside the bubble are reduced to nothing as if each had their own Hero Aura. The energy dome itself doesn't bar anyone, friend or foe, from passing in or out of it freely. In order to generate this field, however, Hercules must remain in one place, thus losing his ability to move freely as he does with a normal Hero Aura. On the plus side this inability to move or attack and the willing concentration on the Aura Guard, including it's nature of allowing anything to move through it, let it avoid barrier-breaking measures for the sake of the safety of others. On the other hand, if such an ability can be used by the enemy Hercules himself cannot move to avoid it being aimed directly at himself so long as he is maintaining the Aura Guard. Herc doesn't mind though since it means enemies will be more inclined to attack him rather than the people he is trying to protect. A true hero never lets their friends get hurt. Hero Aura & Aura Guard last for a maximum of two consecutive turns and have a cool-down period of three turns for each turn either was in effect.
Ability Slot Purchase: 250 munny
Force Punch
The technique trained by Phil and Hercules for a long time to make use of his God-Like Strength has finally been perfected. In initiating Force Punch Hercules appears to simply be throwing a large straight punch. With this ability however the force of his own strength then carries the demigod's entire body a distance of up to ten meters, generally determined by just how much strength he uses for it, across the ground or through the air at a high speed.
Ability Slot Purchase: 250 munny
Aura Spheres
Hercules focuses his aura through his body and out from his hands to create two large transparent spheres of light with glowing yellow cores, each easily the size of Hercules himself. These spheres float in place after creation and can exist on the field unused for up to three turns before they disappear. The aura energy is solid to the touch and therefore can be used as a physical shield if necessary and this also means that they can be launched at enemy targets by Hercules or his allies. At the cost of their existence the Aura Spheres have a dispelling effect that can nullify enemy energy, barriers, or power-ups such as temporary stat increases. Their divine power can even remove the invulnerability of a god within their own domain, such as Hades in the Underworld. If there are no hostile energies or powers to dispel then the spheres can cause damage to a target by releasing their power upon contact. Such an attack is similar to the Divine Blast, though on a much smaller scale. There's nowhere evil can be safe from a true hero. Aura Spheres has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Hero Fist
Hercules focuses his demigod powers into an arm, causing it to glow brightly. Along with a strengthened attack power Hero Fist also gives Herc's punch the ability to break through physical guards and shatter barriers or temporarily enhanced defences that his matchless physical force alone cannot penetrate, or simply allow him to safely use his great strength against metaphysical targets that it would usually be useless against. Abilities such as reflect spells or even a temporary invincibility status can also be broken through by the immense energy of this ability. A true hero's punch will always defeat evil. Hero Fist's effect can remain for up to two turns if it goes without striking a target and has a cool-down period of three turns.
Ability Slot Purchase: 250 munny Upgrade Ability Purchase: 210 munny
I Can Go the Distance!
An ability that triggers in Hercules during periods of extreme danger, fatigue or stress on his body or mind. Like the hero he is Herc will refuse to give up even in the most dire of circumstances and his willpower will summon forth his greatest strength of all, giving birth to a new hope. This ability's materialization is a response based on the what the demigod needs the most. Depending on how his training and instincts call him to attempt to respond to his situation the hero's statistical traits will rise up in their necessary proportion in order to make sure he accomplish that goal. If he's exhausted but needs more power his strength or magic stat will rise. If he needs to endure a terrible burden his defence or magic defence will rise. If he needs to move faster his speed will rise. If he can't possibly fight any longer or he's losing too much blood his stamina will actually start to replenish itself by seventy-five percent of his maximum and his wounds will actually start to close or mend themselves, though this particular healing effect is so strong that it cannot be called on more than twice during a single battle no matter how much it may be needed. This amazing power is the manifestation of the strength of the hero's heart which only a true hero can wield. It is the power to believe and never give up for the sake of what he must protect. Hercules can only use this great power to go the distance once every eight turns.
Subtotal Cost: 1420
Upgrade Ability Purchase: 210 munny
Currently: Magic Bomb Bullet
Karma
Leon fires a small, glowing orange sphere of explosive fire magic from his hand at a target like a bullet. Upon contact the sphere detonates and releases a potent blast that can cover a full-grown human in its radius. Because of this ability fire elemental attacks used against Leon, including their heat, deal no damage but instead serve to charge up his own magic. What this means is that this ability can be used freely once for each time Leon is attacked by enemy or ally fire powers. This process of stealing fire energy from an enemy also means that the explosion created by an enemy-charged use of Karma can even damage those who are normally immune or can absorb the fire element as Leon's ability has removed that particular target's affinity from his spell. When not powered by absorbed fire elementals this attack has a cool-down period of one turn.
Upgrade Ability Purchase: 210 munny
Currently: Lion's Heart
Roaring Lion's Heart
This powerful technique is also Leon's answer to the question of how an ordinary man can fight the forces of darkness. This ability allows the warrior to draw out the light residing within his heart and channel it through his gunblade. The resulting effect of this action causes the heavy steel blade of the weapon to be encased in a weightless blade of powerful light. This energy glows bright white and it not only enhances the attacking power of the blade but it also has a much wider range of length, width and height. To be specific, the bottom of the light blade is nearly Leon's shoulder span and it narrows up until the tip creating a range roughly three meters in length. With only the weight of the usual gunblade itself to handle the size of this new blade is of little and inconsequential additional trouble to wield. The Roaring Lion's Heart's greatest power is the that it can simulate the shot effect of Leon's gunblade by literally exploding on contact with the enemy, creating white blasts of smoky light energy that deal even more damage to targets and can bypass most physical defences that the main body of the Lion's Heart comes into contact with. Roaring Lion's Heart lasts for a maximum of seven consecutive turns and has a cool-down period of equal to it's length of use.
Ability Slot Purchase: 250 munny
Rough Divide
An invisible streak through space that moves across a point somewhere within Leon's melee range and continues to linger there with it's effect for the remainder of Leon's turn. The Rough Divide is just that. A power that roughly forces a division through something that it intersects, whether it be a physical guard, the dense earth, a massive supernatural mass of energy, or even the air itself. Rough Divide is usually accompanied by a complimentary swing of Leon's gunblade to make use of the opened space, but it isn't absolutely necessary. Things forcibly separated by this ability tend to become free of control if they were being guided by a conscious force beforehand as this ability forces them to disobey. The invisible streak can only cause blunt damage to actual people. A being consisting of a heart, body and soul, a Nobody or a Heartless can all resist being directly divided by the attack themselves. It can still effectively and forcibly push them around, however. Rough Divide has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Fated Circle
An technique that merges offence and defence together for the greatest possible effect. To initiate Fated Circle Leon arches his gunblade over his shoulders before releasing a complete swing around himself. Leon is carried up a few feet into the air during the spinning motion, signaling the use of this ability. The Fated Circle is actually made up of two circles. The first circle, much like the second, is one with Leon himself at it's core. It has a radius from the user's center of gravity of about three meters. Anything hostile within this circle is forcibly rejected outside of that radius by unseen and unstoppable forces regardless of what it may be, though not any farther than that. The circle is not a sphere around Leon but actually the border of a cylinder. This means that anything above and below him may be subjected to the rejection as well. This area is known as the circle of prosperous fates and, so long as they aren't within the space of Leon's own gunblade swing, the user's allies may also stand safely within it. The second circle is the border of a second cylinder, this one occupying the same space as the first but with a larger area. Using Leon as the point of center again this circle has a radius of six meters making twice as large as the circle of prosperous fates. It is known as the circle of doomed fates and the space between it's outer border and the border of the inner circle is a danger zone. During the execution of this technique that entire space becomes filled with hot sparks of non-elemental energy that damage all present enemies, creating a field of explosive power that can reach high into the sky or deep below ground if there are targets there to attack. Damage dealt inside the circle of doomed fates is extreme, making the name quite appropriate. Fated Circle has a cool-down period of five turns.
Subtotal Cost: 920
Total Cost: 4100
That's a lot of munny. I could get an ultimate attack or defence trial AND four ability slots for less than that. XD Incidentally it's also about as much as Leon's next power-up alone will cost me when I finally get to play that out, but that's another story.
None of this has been paid for yet, which is probably obvious since I'm not yet completely broke at this point in time. lol
You will notice that there are two points, among the purchases for Goofy and Hercules, where I buy an Ability Slot and an Upgrade Ability at the same time. This was because as I was creating the ability I thought that their strongest effects might not be able to be included in just one ability and that it would only be acceptable as growth effects from upgrades. If, however, the abilities would work fine without an upgrade then please let me know so that I don't spend more than I need to(Though I'm really not expecting that). Of course, if the abilities are completely unacceptable and can't be bought at all anyways then none of that will matter. XD
Oh yeah, before you charge me any munny though I do need to ask an important question: I know that healing is limited to a few times in battles, but I was wondering how that applied to healing allies? In my case, Goofy has an ability up there that can heal, but Donald Duck is also gonna get Curaga eventually and we all know those two are gonna be sticking together. If two healing abilities from two different characters can't stack their total number of uses with each other then obviously I don't need to spend munny on one for Goofy, so please let me know.
And on that note: Character Mods, do your stuff! What's hot and what's not?
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Anyways, let the spending begin! Each character's name shall be a link to their profile. Here's my shopping list for quick reference, and I shall also be keeping track of the character's subtotals with a final at the bottom for your convenience.
Shopping List
Ability Slot x 11 - 2750 munny
Upgrade Ability x 5 - 1050 munny
Revive Item x 1 - 300 munny
Ability Slot x 11 - 2750 munny
Upgrade Ability x 5 - 1050 munny
Revive Item x 1 - 300 munny
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Goofy
Ability Slot Purchase: 250 munny Upgrade Ability Purchase: 210 munny
Goofy's Secret Stash
Goofy's special supply of Hi Potions and Hero's Drinks which he keeps hidden on his person at all times, just in case of an emergency. If he and his friends are in major trouble the guardian will pull out one of the healing solutions. Doing so causes whoever Goofy chooses to recover half of their full health back and fixes up any current wounds or injuries. Goofy has to resupply eventually though and will run out in a battle after using three Hi Potions. He can also, at the same time or separately, open up a set of Hero's Drinks. These potent potions can fill Goofy and his allies with a strong vigor and makes all of their basic attributes, strength, magic, defence, speed, etc., increase for three turns. Hero's Drinks are harmful if taken again immediately after their effect wears off so Goofy must wait five turns before he can use another on somebody. On the plus side Goofy's secret supply is abnormally well-stocked in these rare brews and he won't be running out any time soon.
Ability Slot Purchase: 250 munny
Super Goofy Tornado
Goofy begins to spin around rapidly, but not like he does for ordinary attacks. With his shield held horizontally to match his arm instead of vertically to be at a right angle to it, Goofy's body begins to float up a meter or so off the ground as he turns and he can also move around freely as he hovers. While doing so the wind swirling around him takes the form of visible streaks of green as the ability's special power comes into effect. Enemies in the area become caught by the strange green wind and forcibly drawn towards Goofy's spinning form where they are held there for the remainder of their turn while simultaneously being struck repeatedly by Goofy's swinging shield. In addition to drawing in and holding enemies the green wind also acts like a barrier around Goofy himself, protecting him from most forms of attack during it's duration. This ability has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Ultimate Whirl Combo
A succession attack consisting for four parts over four turns. Bright white energy swirls around the the user during these attacks, protecting them from physical attacks and allowing the moves to deal powerful repeated damage to anyone the technique collides with as the assault is carried out. Strong direct attacks of a supernatural power can only have their damage dampened by about half by the protective energy but that partial dampening comes at the cost of the technique being forcibly ended before it can enter the next level. On the initiation attack, Whirly-Goof, Goofy begins to spin like a top while slamming into enemies. In the second part, Whirly-Goofra, Goofy's body becomes horizontal and spins around like a helicopter blade, continuously hopping up off the ground and falling back down as he starts and ends the rotations. In the third part, Whirly-Goofga, Goofy grabs his own ankles and his body begins to roll around quickly like a wheel, during which time he can makes hops to reach off-ground targets as well. The final attack of the combination, Whirly-Goofja, is a hectic attack in which Goofy curls up into a much tighter ball and directly homes in on enemy targets with speedy, hard-hitting bounces that hammer into his enemies when they collide. The range, speed and attacking power of each of these attacks are all doubled if performed with an another character as a teamwork move where Goofy and the ally hold on to each other throughout the turns. This ability has a cool-down period of two turns for each part of the succession attack that was used.
Ability Slot Purchase: 250 munny
Critical Cosmo Boost
Goofy's body goes rigid with his shield held up flat above his head for a moment before he suddenly takes off through the air like a rocket, literally leaving a trail of smoke behind him as he flies at incredible speed. During this attack Goofy flies into the closest enemy targets with no less than six passes to deal huge amounts of damage while being nearly immune to harm himself. The power of the attack is at a level that lets it smash clean through the strongest of enemy defences, physical or supernatural, and even reflect spells without losing speed. Goofy can also initiate this ability with the help of a friend by having them "launch" his body. Doing so increases the speed of the flight to new levels, allowing Goofy to better attack enemies who can use high-speed dodges to evade the usual rocket-powered passes. This ability has a cool-down period of five turns.
Ability Slot Purchase: 250 munny
Mega Drive
Goofy causes thousands of Drive Orbs to fly out form the face of his shield. Each orb is pure energy and can pass through any physical material, including enemies themselves, each one dealing a small amount of damage as they do so. They can also become physically solid if necessary. Damage dealt by each individual orb passing through an enemy is fairly ignorable on it's own but becomes incredibly dangerous when in so many numbers. An improvement over the ability's previous form, Major Drive, Mega Drive also allows Goofy to choose whether to let the yellow balls fly out and spread over an area or to concentrate them into a single stream. This change can be done whenever desired and of course Goofy can freely aim his shield wherever he wants the Drive Orbs to fly. This ability can be maintained for up to three turns and has a cool-down period of two turns for each turn it was in use.
Item Purchase: 300 munny
Revive
An item that allows you to bring someone that has RECENTLY died back from the dead and heals some of their wounds. One time use. Can only be used on someone else.
Subtotal Cost: 1760
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Hercules
Extra request: Would it be possible to edit out the yellow colouring on the text of the profile? I've decided I don't like it anymore. >
Upgrade Ability Purchase: 210 munny
Currently: Hero Aura
Hero Aura & Aura Guard
Some say that in the heat of battle Hercules positively glows. It's not a just a saying or a trick of the eye though, as the Greek's body definitely gains a keen yellow shine when facing powerful foes in combat. The Hero Aura is a powerful protective energy which Hercules gained after he earned back his godhood but chose to live as a mortal. With it's divine protection he become nigh invulnerable to damage or other harmful effects for certain periods of battle, usually when he needs it the most since it isn't called on consciously by Herc himself. The protection of this ability also stands against ordinary dispelling techniques that may be used by enemies, but strong skills specialized in breaking protective fields may still force it to release prematurely. When in battle with allies Hercules can also consciously focus his Hero Aura outwards from his body, creating a large bubble of faint yellow light around others called the Aura Guard. This protective field can encapsulate a circular area with a maximum diameter of ten meters. This guard does not encapsulate Herc himself but is created next to him while he maintains physical contact with it. During this time his usual Hero Aura protects the man himself. This energy can defend anyone from enemy attacks as all damage and harmful effects towards the creator's friends inside the bubble are reduced to nothing as if each had their own Hero Aura. The energy dome itself doesn't bar anyone, friend or foe, from passing in or out of it freely. In order to generate this field, however, Hercules must remain in one place, thus losing his ability to move freely as he does with a normal Hero Aura. On the plus side this inability to move or attack and the willing concentration on the Aura Guard, including it's nature of allowing anything to move through it, let it avoid barrier-breaking measures for the sake of the safety of others. On the other hand, if such an ability can be used by the enemy Hercules himself cannot move to avoid it being aimed directly at himself so long as he is maintaining the Aura Guard. Herc doesn't mind though since it means enemies will be more inclined to attack him rather than the people he is trying to protect. A true hero never lets their friends get hurt. Hero Aura & Aura Guard last for a maximum of two consecutive turns and have a cool-down period of three turns for each turn either was in effect.
Ability Slot Purchase: 250 munny
Force Punch
The technique trained by Phil and Hercules for a long time to make use of his God-Like Strength has finally been perfected. In initiating Force Punch Hercules appears to simply be throwing a large straight punch. With this ability however the force of his own strength then carries the demigod's entire body a distance of up to ten meters, generally determined by just how much strength he uses for it, across the ground or through the air at a high speed.
Ability Slot Purchase: 250 munny
Aura Spheres
Hercules focuses his aura through his body and out from his hands to create two large transparent spheres of light with glowing yellow cores, each easily the size of Hercules himself. These spheres float in place after creation and can exist on the field unused for up to three turns before they disappear. The aura energy is solid to the touch and therefore can be used as a physical shield if necessary and this also means that they can be launched at enemy targets by Hercules or his allies. At the cost of their existence the Aura Spheres have a dispelling effect that can nullify enemy energy, barriers, or power-ups such as temporary stat increases. Their divine power can even remove the invulnerability of a god within their own domain, such as Hades in the Underworld. If there are no hostile energies or powers to dispel then the spheres can cause damage to a target by releasing their power upon contact. Such an attack is similar to the Divine Blast, though on a much smaller scale. There's nowhere evil can be safe from a true hero. Aura Spheres has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Hero Fist
Hercules focuses his demigod powers into an arm, causing it to glow brightly. Along with a strengthened attack power Hero Fist also gives Herc's punch the ability to break through physical guards and shatter barriers or temporarily enhanced defences that his matchless physical force alone cannot penetrate, or simply allow him to safely use his great strength against metaphysical targets that it would usually be useless against. Abilities such as reflect spells or even a temporary invincibility status can also be broken through by the immense energy of this ability. A true hero's punch will always defeat evil. Hero Fist's effect can remain for up to two turns if it goes without striking a target and has a cool-down period of three turns.
Ability Slot Purchase: 250 munny Upgrade Ability Purchase: 210 munny
I Can Go the Distance!
An ability that triggers in Hercules during periods of extreme danger, fatigue or stress on his body or mind. Like the hero he is Herc will refuse to give up even in the most dire of circumstances and his willpower will summon forth his greatest strength of all, giving birth to a new hope. This ability's materialization is a response based on the what the demigod needs the most. Depending on how his training and instincts call him to attempt to respond to his situation the hero's statistical traits will rise up in their necessary proportion in order to make sure he accomplish that goal. If he's exhausted but needs more power his strength or magic stat will rise. If he needs to endure a terrible burden his defence or magic defence will rise. If he needs to move faster his speed will rise. If he can't possibly fight any longer or he's losing too much blood his stamina will actually start to replenish itself by seventy-five percent of his maximum and his wounds will actually start to close or mend themselves, though this particular healing effect is so strong that it cannot be called on more than twice during a single battle no matter how much it may be needed. This amazing power is the manifestation of the strength of the hero's heart which only a true hero can wield. It is the power to believe and never give up for the sake of what he must protect. Hercules can only use this great power to go the distance once every eight turns.
Subtotal Cost: 1420
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Leon
[/i][/url] Upgrade Ability Purchase: 210 munny
Currently: Magic Bomb Bullet
Karma
Leon fires a small, glowing orange sphere of explosive fire magic from his hand at a target like a bullet. Upon contact the sphere detonates and releases a potent blast that can cover a full-grown human in its radius. Because of this ability fire elemental attacks used against Leon, including their heat, deal no damage but instead serve to charge up his own magic. What this means is that this ability can be used freely once for each time Leon is attacked by enemy or ally fire powers. This process of stealing fire energy from an enemy also means that the explosion created by an enemy-charged use of Karma can even damage those who are normally immune or can absorb the fire element as Leon's ability has removed that particular target's affinity from his spell. When not powered by absorbed fire elementals this attack has a cool-down period of one turn.
Upgrade Ability Purchase: 210 munny
Currently: Lion's Heart
Roaring Lion's Heart
This powerful technique is also Leon's answer to the question of how an ordinary man can fight the forces of darkness. This ability allows the warrior to draw out the light residing within his heart and channel it through his gunblade. The resulting effect of this action causes the heavy steel blade of the weapon to be encased in a weightless blade of powerful light. This energy glows bright white and it not only enhances the attacking power of the blade but it also has a much wider range of length, width and height. To be specific, the bottom of the light blade is nearly Leon's shoulder span and it narrows up until the tip creating a range roughly three meters in length. With only the weight of the usual gunblade itself to handle the size of this new blade is of little and inconsequential additional trouble to wield. The Roaring Lion's Heart's greatest power is the that it can simulate the shot effect of Leon's gunblade by literally exploding on contact with the enemy, creating white blasts of smoky light energy that deal even more damage to targets and can bypass most physical defences that the main body of the Lion's Heart comes into contact with. Roaring Lion's Heart lasts for a maximum of seven consecutive turns and has a cool-down period of equal to it's length of use.
Ability Slot Purchase: 250 munny
Rough Divide
An invisible streak through space that moves across a point somewhere within Leon's melee range and continues to linger there with it's effect for the remainder of Leon's turn. The Rough Divide is just that. A power that roughly forces a division through something that it intersects, whether it be a physical guard, the dense earth, a massive supernatural mass of energy, or even the air itself. Rough Divide is usually accompanied by a complimentary swing of Leon's gunblade to make use of the opened space, but it isn't absolutely necessary. Things forcibly separated by this ability tend to become free of control if they were being guided by a conscious force beforehand as this ability forces them to disobey. The invisible streak can only cause blunt damage to actual people. A being consisting of a heart, body and soul, a Nobody or a Heartless can all resist being directly divided by the attack themselves. It can still effectively and forcibly push them around, however. Rough Divide has a cool-down period of three turns.
Ability Slot Purchase: 250 munny
Fated Circle
An technique that merges offence and defence together for the greatest possible effect. To initiate Fated Circle Leon arches his gunblade over his shoulders before releasing a complete swing around himself. Leon is carried up a few feet into the air during the spinning motion, signaling the use of this ability. The Fated Circle is actually made up of two circles. The first circle, much like the second, is one with Leon himself at it's core. It has a radius from the user's center of gravity of about three meters. Anything hostile within this circle is forcibly rejected outside of that radius by unseen and unstoppable forces regardless of what it may be, though not any farther than that. The circle is not a sphere around Leon but actually the border of a cylinder. This means that anything above and below him may be subjected to the rejection as well. This area is known as the circle of prosperous fates and, so long as they aren't within the space of Leon's own gunblade swing, the user's allies may also stand safely within it. The second circle is the border of a second cylinder, this one occupying the same space as the first but with a larger area. Using Leon as the point of center again this circle has a radius of six meters making twice as large as the circle of prosperous fates. It is known as the circle of doomed fates and the space between it's outer border and the border of the inner circle is a danger zone. During the execution of this technique that entire space becomes filled with hot sparks of non-elemental energy that damage all present enemies, creating a field of explosive power that can reach high into the sky or deep below ground if there are targets there to attack. Damage dealt inside the circle of doomed fates is extreme, making the name quite appropriate. Fated Circle has a cool-down period of five turns.
Subtotal Cost: 920
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Total Cost: 4100
That's a lot of munny. I could get an ultimate attack or defence trial AND four ability slots for less than that. XD Incidentally it's also about as much as Leon's next power-up alone will cost me when I finally get to play that out, but that's another story.
None of this has been paid for yet, which is probably obvious since I'm not yet completely broke at this point in time. lol
You will notice that there are two points, among the purchases for Goofy and Hercules, where I buy an Ability Slot and an Upgrade Ability at the same time. This was because as I was creating the ability I thought that their strongest effects might not be able to be included in just one ability and that it would only be acceptable as growth effects from upgrades. If, however, the abilities would work fine without an upgrade then please let me know so that I don't spend more than I need to(Though I'm really not expecting that). Of course, if the abilities are completely unacceptable and can't be bought at all anyways then none of that will matter. XD
Oh yeah, before you charge me any munny though I do need to ask an important question: I know that healing is limited to a few times in battles, but I was wondering how that applied to healing allies? In my case, Goofy has an ability up there that can heal, but Donald Duck is also gonna get Curaga eventually and we all know those two are gonna be sticking together. If two healing abilities from two different characters can't stack their total number of uses with each other then obviously I don't need to spend munny on one for Goofy, so please let me know.
And on that note: Character Mods, do your stuff! What's hot and what's not?
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