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Martial Arts Masteries:

Auras Equipped:

Fallout Perks:

Gene-Splicers Modification:

Rifts CCG Nation/Field Assets and Events: All Rifts CCG Events/Assets (except for cards corresponding to items in the game), plus the following equipped Assets:

Enchantments:

Note that all of these are in play ALL THE TIME.

Food Control Abilities:

Physical Trainings:

CO Abilities:

Fetish and Other Tattoos: Distinct from the Atlantean tattoo magic, these tattoos were developed by Native Americans or me (with exceptions: the Tattoos of Strength, used by Yakuza enforcers, and the Ankh through Vulture tattoos, being Egyptian amulets made into tattoos). Most of these tattoos require no activation, and do not contribute to the M.D.C./P.P.E. total that the Atlantean tattoos create.

Paper Mario Badges: Items that take up Badge slots and grant powers. I have enchanted each Badge with Parallel Universe style magic, and may put more on later.

FFX Armor Abilities: By adding the various FFX Armor abilities to my cybernetic body, I have been able to augment myself dramatically. Normally, items enhanced this way have a maximum of 4, but by augmenting components to my cybernetic body, I can surpass that restriction.

Chrono Cross Elements: The Element system is a unique one, involving levels of Elements that are activated upon physical pummeling. The more physical pummeling I inflict, the more Elements I can access. Once an Element is used in battle, it cannot be used again (except for certain Elements that have more than one charge, mostly Consumables).

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