Post by Xiggy on Oct 13, 2009 2:31:46 GMT -5
Oh lordy lord...I'm going to be so broke after this. And Cid too. D8
Bought [Canon Discount in brackets]:
Warped Tour upgrade - 300 [150]
Bulls Eye + Upgrade x3 - 900 [450]
Ability transfer from Lune's Ame Vulpes ability into Peripheral Enhancement - 100
Devastator +Upgrade x3 - 900 [450]
C Grade Minion - 200 [50]
Fairy Dust - 550 [270]
Invisible - 500
Aero - 300 [150]
Total: 2120
Bought [Canon Discount in brackets]:
Warped Tour upgrade - 300 [150]
Bulls Eye + Upgrade x3 - 900 [450]
Ability transfer from Lune's Ame Vulpes ability into Peripheral Enhancement - 100
Devastator +Upgrade x3 - 900 [450]
C Grade Minion - 200 [50]
Fairy Dust - 550 [270]
Invisible - 500
Aero - 300 [150]
Total: 2120
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~Abilities~
Just as you're about to fight the creature, you feel the power of your ancestors filling you. The strength of a thousand men courses through your veins as you prepare for battle.
[/i][/b]Just as you're about to fight the creature, you feel the power of your ancestors filling you. The strength of a thousand men courses through your veins as you prepare for battle.
~~~~~~~~~~~~~~~~~~~~~~~
AP left:
Zero Gravity
Controlling space, Xigbar can bend one of its attributes to the fullest extent—gravity. With power over what would normally suspend a man to the ground, Xigbar can deviate his gravity to make him ‘weightless’. With that hassles of walking gone, Xigbar can now run across walls, hang upside down, and zip from one place to the next without even touching the ground. The opposite can also be done, making himself hundreds of pounds heavier than he appear. While it anchors him to the ground when needed, weighing himself down also causes slight damage to him for every turn he keeps himself rooted to the ground. But damn is it effective against strong blows. At most, he can increase the gravity on him for two turns before taking a three post break. Zero Gravity however is passive. Xigbar, strangely enough, cannot mess with anyone’s gravity other than his own.
Strength: Moderate
Uses: Passive
Warped Tour
Manipulating the track where he fires his bullets, Xigbar could warp the pathway and direct the bullets from one place to the next without ever disturbing the momentum of the projectiles. All at once, Xigbar could open up six different rifts to transport his bullets, and fire at enemies from all sides without ever moving from his position. The portals disappear as soon as the post is over, however, before appearing, visible distortions can be seen, giving enemies a warning seconds before the red lasers appear. The portals cannot appear within five feet of the target, for it would screw up the distortion.
Strength: Strong
Uses: Six openings at once. One post cool down.
Big Bang
Charging up, Xigbar can create bullets far greater than the size of the usual red lasers. These larger bullets are blue and the shape of arrows, and purely through Xigbar’s power over space, can bounce around the area as if reflecting off a glass box over the field, which is large enough that the bullets move at a slow pace even when reflected. If you wan to get into the details, the invisible 'box' covers the field, regardless of its size and the height of the box is twice the length of the field. Technically, there isn't a 'box', or any barrier of sorts. Thus people can run in and out of the field if they please. And Xigbar would not attempt to use this ability unless they're in a confined space, where there's limits to how far a person can run. The large blue bullets can be easily dodged since they move far slower than his normal red lasers and reflected by a blade or a shield, but would not dissipate until the end of two post. Xigbar can fire up to four of these per post. The Freeshooter can still use his other attacks in addition to having the giant arrows bouncing around, causing mass chaos.
Strength: Strong
Uses: Four at once, lasts for two posts straight. Two post cool down.
Space Compression
One of Xigbar’s favorite move, Space Compression relies entirely on Xigbar’s power over his designated element. The basics of Space Compression is just that, contracting the space between two points so that the subject can move from point A to point B without ever using Dark portals or losing time. Instead of disappearing and reappearing like in teleportation or warping, Xigbar would compress space, reducing distance and thus, with one simple step, he would be at another location. However, this cannot be seen by anyone else other than Xigbar, thus it would appear that he seemed to be warping from one place in to the next. In reality, all Xigbar is doing is walking. Xigbar can’t really repeat this ability on anyone other than himself for while it’s one thing to do it on yourself, it’s quite something else to contract space for another. Something wonky happens along the way and sometimes, you might find yourself with a missing arm, only to find it in the previous corridor, left behind in the compressed space. Trust me, Xigbar had experimented it on several unfortunate nobodies. None of them were ever seen again. Xigbar can condense distance a total of four times per post before he is forced to take a break. All other abilities cannot be used while using Space Compression, in order for the nobody to concentrate. Zero Gravity, however, still applies while using this ability, allowing Xigbar to hang upside down. Space Compression cannot be used to move from world to world and the farthest it can take Xigbar is ten feet at most. Xigbar cannot contract space within five feet of any object, moving or stable for having solid objects nearby completely screws up his ability to bend space. Thus, he cannot appear and take a sneaky shot at his opponents. Also, like with Warped Tour, right before Xigbar appears, visible distortions in the air can be seen, thus, giving even the stupidly unaware some warning before Xigbar turns them into a pin cushion.
Any interruption between posts [aka, knocking him off balance, dazed, confused, injured] during the ability would stop the process and dissolves any opportunity to perform the ability again until the cool down is over. Fortunately for the target, Xigbar has to stop for a few seconds before compressing space to get his bearings and concentrate. Meaning, for the thick headed, that there are precious seconds when Xigbar cease all fire and is motionless before disappearing. Right then is the time to try and hit him. Also, what does this mean? It means that Xigbar cannot use Space Compression to instantaneously dodge attacks at the split second. It all comes down to dodging.
Strength: Strong
Uses: Cool down equals to the number of time Space Compression is used consecutively in one post. Can be used six times consecutively at most.
Diablo Eye
As the only sniper of the group, Xigbar needed full accuracy at all times regardless of whether he’s using his sniper gun or the gun arrows. Thus, the nobody’s left eye, upon activation, can act as a sniper scope. During which Xigbar’s eye turns completely yellow and the imprints of a bulls eye appears within the pupil. By command, Xigbar can zoom in from normal vision or out on a target using just his left eye, and also allow him to focus on certain targets without overwhelming himself and gain dead-on accuracy. Xigbar can also automatically ‘lock on’ to specific targets, but only one at a time, allowing him to follow the target until they move out of vision [ie. Hide behind objects, etc.]. Distance-wise, Xigbar can see the details on objects up to 800 miles away, and tiny little things [regardless of whether it’s close or not] can be magnified by several hundred percent. This is also helpful with snooping on people. Diablo Eye can be deactivated at any time. While using Diablo Eye though, Xigbar's peripheral vision is decreased incredibly, limited to a little bit less than a normal human's , making him more vulnerable than usual. Moving too much while using Diablo Eye to its fullest potential will also cause Xigbar to become dizzy and disoriented.
Strength: Strong
Uses: Passive. Activates only upon command.
Peripheral Enhancement
One might find it strange that as a gunner, Xigbar seemed to only have one good eye. To only see out of one eye as someone who needs to be aware of all that’s going on around him seems awfully inconvenient. As a result, Xigbar has developed enhanced peripheral vision, allowing him to see a little bit less than 270 degrees around him, mainly on the left side but enough on the right to save him from anyone who tries to strike at his ‘blind’ side. In short, Xigbar’s peripheral vision is so great that he essentially has no blind side and almost has eyes on the back of his head. If Xigbar ever took off his eye patch…technically, he’ll be able to see about 360 degrees around him. That is, if there is a working eye under that patch.
Strength: Strong
Uses: Passive
Freischütz
Acknowledged as Xigbar’s desperation move. Glowing white, the Freeshooter could then transform the arena into a small 10 feet by 10 feet square by manipulating the space and environment seen by the naked eye. It is not an illusion, but rather a true deviation of the field. After a white flash, opponents would find themselves standing in a warped version of the battle field, caught in a tiny space. During this time, Xigbar, would continue to zip from one place to the next, firing white hot lasers that burns upon contact at rapid speed. If uninterrupted [someone might be lucky enough to catch him across the head while he’s dashing by]the nobody would appear in the middle of the field. By now, there’s very little possible way to avoid what is coming next. Anything weaker than a strong ability would do little to harm Xigbar at this stage of the game. Appearing above the target, Xigbar opens up a large amount of worm-holes through which shoots out thousands of white arrows that bombards the enemies, making it impossible to dodge all of them unless a shield is erected. Immediately after he’s through [this stage lasts one post], the field is returned to normal and Xigbar would not be able to attack for the next two turn, however, he can still move.
Strength: Strong
Uses:
Stage 1 [zipping about] – 2 posts unless interrupted
Stage 2 [Wormholes] – 1 post
Cooldown – 8
Items
1.
2.
Equips
1. Fairy Dust
The power of flight. You can travel at up to 60 MPH in any direction if you have a straight path to build up speed for a while(You can not go 0-60 in one post or while making a lot of turns) or you can just hover in the air. Stopping and turning are easy at low speed but become less at higher ones, just like they are while running on the ground. Once initiated it lasts up to 5 posts and can not be used for an equal number of your posts as it was used after it ends. Does not technically end until the time limit is up or the user willingly lands on the ground.
2. Aero
This equip causes swirls of grey wind to spiral all around within three feet of the user. Anyone who gets within that space will have weak wind elemental damage dealt to them constantly while there. In addition to this whenever an attack is made on the user during Aero's presence a bubble of magic will flash around their body and block the damage and any possible physical injury, but will not prevent the character being pushed by the force. This bubble drains the user's health and stamina by half of what would have been lost from an unblocked attack every time it activates. The user may move freely while Aero is active. Lasts 4 posts and has 3 uses per battle.
3. Invisible
The user cannot be seen and dispels the opponent's natural awareness. All other senses can pick the user up. Abilities are not made invisible. One time use per battle and lasts 3 posts.
Special Abilities
N/A
MinionsGrade: C
Name(s): Dusks
Appearance(s): Vaguely resembling humans, these low-ranking Nobodies cover themselves in grey garb, and have tentacle-like limbs. As with most all Nobodies, the Nobody insignia is imprinted on it's uniform-- the top of the head, to be precise.
Abilities:
Benderwall:
Dusks have the ability to move on empty space as though it were ground-- this includes sideways.
The Dusk cannot exceed twice it's own height.
Strength: Weak
Uses: Passive
Slipstream:
In a quick twist, and a jolt of power, the Dusk can propel itself forward at a quicker pace than one might think from their roundabout fighting style.
Can only be used to dash-- no jolting up to a strange height or anything equally eccentric.
If one is hit by a Dusk while it's dashing, it will be affected as though hit by it normally. It will not stop the Dusk from continuing forward (pushing forward, not through forward), and it will not push the opposing character dramatically.
Strength: Weak
Range: 10 feet
Uses: 5 uses
Elemental Weakness: Magic
History: Dusks are the most basic foot soldier in the Nobody ranks. Commanded by virtually all other Nobodies, these low-level peons can often be used for target practice by less kind Organization members.
In numbers however, these Dusks are an invaluable tool. Acting together, they can bring down men five times their size in a matter of minutes with careful planning.
Summons
N/A