Post by TheRipz on Mar 2, 2007 13:31:15 GMT -5
Silvo-Blooddread
Type: Elemenatal
Poition: Blood creates a flame, and inted of using his power to increase the flame silvo feeds the flame and blooddread is able to focas all of his power on controlling this mighty ball of uneartly fire. (note: this attack will melt almost any metal within a 5m radious, stay away!!)
Blooddread-Fox
Type: Ripz Power/Elemental
Position: Blooddread Straps his guitar onto Fox and ignites Fox in flames. Fox then duplicates so all of his soilders are wielding Flaming Guitars, the Real Fox will Unleash his "Burning Rage" an emotion of anger, and the flame will double in size and strength.
(Good for Mob Combat)
Dark Angel - Bus2capponureye
Type: Elemental
Position: simply put capz needs to create a colder temp to activate his elemental powers, and cannot draw enough water and cool it intime to proform exstreem attacks. Dark Angel pulls water out of the air and creates a giant ball of water that capz then freezes and plummets at an enemy, this ball is so great in both size and mass that both Dark Angel's water control, and Capz Ice control are needed in order to use it.
Sargent - Capz
Type: Ripz Power, Elemental
Position: Sgt shoots out of a chain gun as Capz freezes the bullets makeing them shadder when they pierce the skil doing more dammage.
Sargent - Blooddread
Type: Elemental
Position: Sargent sends shards of spikes hurling at an enemy Blood heats up the rock and it becomes a lava-like substance, this changes the attack from piercing to slow dammage.
Spike - Bus2capponureye
Type: Ripz Power/Elemental
Position: a merge of capz energy wave, and spikes overall energy cannon attacks. this skill has the potential to inflict Overwhelming dammage. city's could vanish as if nothing had happened.
Silvo-Blooddread-Sargent-LiFe-Dark Angel-Spike
Type: Elemental
Position: this Skill forces all the caster's to black out for 1-2 hours after cast. it removed all power from there body and inputs it into another. indowing that person with these elementals to be wielded by each hand.
Thumb: Earth
ring: Lightning
Pointer: Fire
Middle: Wind
Pinki: Water
Palm: Energy
this endowment will last 20 minutes at the most and the user will feel severly drained afterwords. all 6 members must use this ability or it will fail.
Type: Elemenatal
Poition: Blood creates a flame, and inted of using his power to increase the flame silvo feeds the flame and blooddread is able to focas all of his power on controlling this mighty ball of uneartly fire. (note: this attack will melt almost any metal within a 5m radious, stay away!!)
Blooddread-Fox
Type: Ripz Power/Elemental
Position: Blooddread Straps his guitar onto Fox and ignites Fox in flames. Fox then duplicates so all of his soilders are wielding Flaming Guitars, the Real Fox will Unleash his "Burning Rage" an emotion of anger, and the flame will double in size and strength.
(Good for Mob Combat)
Dark Angel - Bus2capponureye
Type: Elemental
Position: simply put capz needs to create a colder temp to activate his elemental powers, and cannot draw enough water and cool it intime to proform exstreem attacks. Dark Angel pulls water out of the air and creates a giant ball of water that capz then freezes and plummets at an enemy, this ball is so great in both size and mass that both Dark Angel's water control, and Capz Ice control are needed in order to use it.
Sargent - Capz
Type: Ripz Power, Elemental
Position: Sgt shoots out of a chain gun as Capz freezes the bullets makeing them shadder when they pierce the skil doing more dammage.
Sargent - Blooddread
Type: Elemental
Position: Sargent sends shards of spikes hurling at an enemy Blood heats up the rock and it becomes a lava-like substance, this changes the attack from piercing to slow dammage.
Spike - Bus2capponureye
Type: Ripz Power/Elemental
Position: a merge of capz energy wave, and spikes overall energy cannon attacks. this skill has the potential to inflict Overwhelming dammage. city's could vanish as if nothing had happened.
Silvo-Blooddread-Sargent-LiFe-Dark Angel-Spike
Type: Elemental
Position: this Skill forces all the caster's to black out for 1-2 hours after cast. it removed all power from there body and inputs it into another. indowing that person with these elementals to be wielded by each hand.
Thumb: Earth
ring: Lightning
Pointer: Fire
Middle: Wind
Pinki: Water
Palm: Energy
this endowment will last 20 minutes at the most and the user will feel severly drained afterwords. all 6 members must use this ability or it will fail.