Martial Arts Masteries:
Kung Fu
Kenpo Karate
Ninjitsu
Kickboxing
Boxing
Tae Kwon Do
Kendo
Aikido
Judo
Jiujitsu
Wrestling
Drunken Boxing
Capoeira (the Jamaican acrobatic fighting art)
Hwa Rang Do
Shaolin Kung Fu
Art of the Monkey
Art of the Crab (much like Mantis, but with the thumb AWAY from the hand to make the pincer)
Commando
Jinx's fighting style
Jeet Kune Do
Zanji Shinjinken-Ryo
Teng-Jutsu
Kuk Sool Won
Sumo Wrestling
Wudan
Fencing
Spit-Fu and Stench-Fu
Dhalsim's Yoga
Super Smash Bros. style (Double Jump, 3 smash attacks, and the ability to change the fighting rules into SSB)
Blanka (Somersaults and such)
Other apropos Matrix arts
Anteli's Fighting Style
BattleToads fighting style
Fighter's Destiny fighting style (Counters, Specials, Knockdowns, Throws, and so on, plus change rules to Fighter's Destiny)
Ready 2 Rumble fighting style (mainly some unique boxing moves and the Rumble bar)
Thrill Kill fighting style (slam enemies around, Thrill Kill meter that builds up to offer a Fatality when full)
Moo Gi Gong
Fennodi Art of Nodox (Avoidance and Defense).
Defensive and Fast Combat.
Aggressive and Deadly Combat.
Assassin style.
Ryu/Ken's style.
B. Orchid's style.
Jago's style.
Chief Thunder's style.
Aslyl Okta (a Rahu-Man style).
Bok Pai (Crane Style)
Ch'a Ch'Uan Kung Fu (long-distance combat)
Chi Hsuan Men - The White Jade Fan
Ch'In-Na (the art of seizing)
Choy-Li-Fut Kung Fu (teaches the Bear Kata)
Fong Ngan Kung Fu (the Pheonix Eye style)
Fu-Chiao Pai (the Tiger Claw style)
Isshin-Ryu Karate (uses the bo staff)
Kuo Ch'uan (dog boxing)
Kyokushinkai Karate
Lee Kwan Choo (totally non-violent)]
Li-Chia
Mien Ch'uan (Cotton Fist)
Pao Pat Mei (Leopard Style)
Sankukai
Tai Do
Tai Chi
Thai Kick Boxing
Te
T'Ang Su
Tien Hsueh Touch Mastery (teaches Dim Mak)
Wui Wing Chun
Wu Shu T'sung
Xing Chiao (Eagle Claw)
Yu-Sool
Bersilat
Heliconian Twisting
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:
Stone Ox: Body hardening. Allows me to carry 50 times the normal amount and to fatigue at half the normal rate.
Iron Hand: A hardening of my fists. I can carry coals, parry energy blasts with my hands, and so on.
Wrist Hardening: I can parry attacks with my wrists, pulling an object out of my locked grasp requires double MY strength (mwahaha), and it offers me bonuses to strength and balance maintaining rolls.
Chagi: Kick Practice. I get practice with kicks. Mundane, huh?
Birdman: If I sacrifice all my attacks for 15 seconds, I can get off quite a few kicks mid-air that are all instant criticals.
Kangeiko/Shochu Geiko: Winter and summer training. Heat and cold resistance, immunity to withering flesh, etc.
Increased Stamina adds 220% Stamina.
Increased Speed adds 43% to walking and running speed.
Iron Skin adds +220% defense class for the body.
Natural Resistance adds +67% resistance to elemental attacks.
Underwater Training. I've trained underwater, so my body is used to pushing additional weight of water around, a tremendous advantage for running speed and explosive force.
Rumble Aerobics. Improves dexterity and stamina.
Sway Bag Training. Improves dexterity and stamina.
Speed Bag Training. Improves dexterity and stamina.
Heavy Bag Training. Improves strength, stamina and dexterity.
Weight Lifting Program. Ups strength and stamina.
Vitamin Training. Ups dexterity and stamina.
Rumble Mass Nutrition Regimen. Ups experience (?) and strength.
Dam Sum Sing: 50% physical damage resistance Dand some strength bonuses.
Glove Training. My hand and finger strength has increased, and my hand has become more sensitive now.
Tail Enhancement. My prehensile tail is now a sensitive item appropriate for most skills and is also very strong.
Repeated gravity training.
Constant Weighted Clothing and Minor Gravity (x10G) training.
CO Abilities:
DF's Commanding Officer modification for troops: All troops are more amibitious and have a lower control capacity, but are all deadly professional.
Fred's Commanding Officer mod for troops: All troops are less professional, but work together as a friendly synergetic group and tend to have unlocked their own powers a little more.
Energetic Redistribution. Fred's CO Ability. All energy and explosion attacks inflict less damage for the enemy and more damage for allies.
Blood Night. Dark Fred's CO Ability. The night comes down and all units lose some element of cohesion, but at the benefit of making conditions apt for the slaughter.
Snipe Attack. Grit's CO Ability. All long-range attacks up in range by 50%. Requires the CO Bar to be full.
Morale Boost. All units gain a boost to morale.
Hyper Repair. All units gain 2 Advance Wars HP and increase in strength.
Double Time. Infantry and Mechs move much faster for the turn, plus gaining strength and durability.
Max Force. All direct artillery units gain a distinct edge.
Lightning Strike. All units may strike first before enemies get a chance to attack.
Tsunami. A tidal wave that washes over the entire arena and inflicts reliable damage, while raising the sea level. Damages enemies only.
Blizzard. A snow storm that covers the entire fighting area.
All other Advance Wars Commanding Officer perks, but at a lower power.
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.
Tattoos of Strength. Activated to add my P.E. x3 to my M.D.C and 6 to my P.S., but anti-supernatural weapons and attacks inflict double their regular damage.
"War". I am constantly +2 on initiative, +2 to strike, +2 to pull punch, +2 to roll with impact, +2 to save vs. H.F.
"Steady Hand". I am +5% on skills requiring manual dexterity and +1 to strike using a bow or arrow, aimed weapon or throwing weapon.
"Spirit Sight". See Astral Beings, see the energy form of entities, see Native American spirits.
"Resistance". +10% to all resistances, slightly less duration and penalty for debilitating effects,
Protective Force Tattoo. A permanent-style tattoo that offers a 165 M.D.C. skin-tight barrier. Once expended, it may be replenished after a 30 minute period for 20 P.P.E.
"Meditation". +1 I.Q., M.E. and M.A, +20% to total mana regeneration, +10% to HP regeneration, more aware and less likely to be caught off guard from attacks from the paranormal or mundane realms.
Legendary Ethereal Flame. 20% fire ABSORPTION (gain HP from fire attacks), damage the ethereal/intangible regularly, +1D6 damage to all fire attacks, block fire swords and parry fire attacks as if they were normal, +10 mph, +1 P.P.
"Beast Claw". Wounds inflicted in melee damage are more severe and less likely to heal, +1D6 to all blade or sharp-based damage.
"Iron Will". +3 M.E., +1 on all saving throws.
"Fear". +4 H.F., can be used after 15 seconds of preparation or with a mask worn to create intense fear in enemies.
"Mask". Masks my true nature/identity even against magical and psionic sensing! Further, the masking energy does not leave a conspicuous static, but rather a full aura and identity bled and melded from others.
Legendary "Tiger Claw Stripe". Fingernail paint makes regular fingers count as claws for the purpose of combat, claw and blade strikes do less damage, and transform into a deadly beast tiger 3 times a day!
Tattoo of Vindict. This elaborate thorn-based magical tattoo stores damage inflicted to me to inflict back to my opponents.
Legendary "Grand Shaman". This fetish is granted to those "Shamans" who have contributed much to the art. The tattoos identify the wearer as a member of the Shamanistic order and a powerful one at that, while simultaneously hiding the exact powers. They increase the level of ambient magic absorption, enhance mystic perceptions, and enhance spell efficiency, speed and strength. In addition, the strength of magic on the wearer is removed, leeched out through the tattoos into the environment and the Spirit Realms.
Legendary "Arctic Traveller". This tattoo increases all the O.C.C. skills of the Arctic Circle O.C.C.s, improves cold resistance, offers a reverse-thermal vision (a literal cold-sight), allows me to enhance all attacks with a graceful but deadly coating of frost, allows me to meld in with cold, allows me to predict the arrival of snowstorms and similar cold-based phenomena and see through them,
Ankh: Restores some HP at the end of the day, stores some left over HP from cure spells and turns it into healing items or MP.
Frog: +30% to resurrection spell power, +5% to all other spell power.
Head Rest: Increases my natural Armor Class
Heart: Increases my HP
Ladder: Allows me to climb surfaces without slipping or incurring pain, can "climb" air
Menat: Restores damage due to disease, poison, or pain twice a day
Nefer: +20% to all skills
Shen: Increased lifespan
Soul: +15% saving throw bonus
Tet: 10% less effect from spells to me and all allies within 30 feet
Utchat: 20% chance of neutralizing any poison, restore HP once a day
Vulture: Increase my natural Armor Class and increases the protection of all my armors
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.
Spike Shield: Allows me to stomp on/physically attack enemies with spiky or hard exteriors, with no damage and no loss of attack strength. +1 Strength and +1 Skill.
Refund. Restores some coins when I use a non-reusable item. +2 Influence.
Close Call. When I'm at critical HP, my evade rate goes up. +1 Agility/+1 Magical Aptitude.
HP Plus. Raises my HP. +1 Endurance/+1 Strength.
FP Plus. Raises my paranormal energy supplies. +1 Magical Aptitude/+1 Intelligence.
Power Plus. Increases my physical attack damage. +2 Strength.
Defend Plus. Reduces the damage I take. +1 Endurance/+1 Strength.
Ice Power. Increases damage done to fire enemies and allows me to strike fire enemies without being hurt. +1 Magical Aptitude/+1 Endurance.
D-Down Jump and Pound. I can use my physical attacks to do normal damage and also lower an opponent's defense. +2 Skill.
Double Dip and Triple Dip. Quintuples the rate of "item" usage. +1 Skill/+1 Influence.
Fire Shield. Lowers damage of fire attacks. +1 Skill/+1 Strength.
Flower Saver. Lowers amount it costs to use paranormal attacks. +1 Magical Aptitude/+1 Knowledge.
Happy Flower. Improves my mana regen rate. +1 Knowledge/+1 Intelligence.
HP Drain. Lowers my physical attack power very slightly, but increases my regen. +2 Strength.
Jump Charge. Allows me to "charge" a Dragoon-style Jump attack. Basically a combination of Buildup and Jump, and can be combined with the Buildup training. +2 Skill.
Lucky Day. Increases my evasion rate. +2 Agility.
Mega Rush. When in critical condition, my attack power goes up. +1 Endurance/+1 Skill.
Payoff. Offers me slight monetary compensation for damage done to me. +2 Influence.
Peekaboo. Allows me to view an enemy's health level at a glance. +1 Knowledge/+1 Intelligence.
Shrink Stomp. Allows me to stomp an enemy to make them smaller. +1 Skill/+1 Knowledge.
Sleep Stomp.Allows me to stomp an enemy to make them go to sleep. +1 Skill/+1 Knowledge.
Zap Tap. Enemies that strike me will get hurt. +1 Magical Aptitude/+1 Influence.
Hammer Throw. Throw a hammer at any enemy, regardless of location. +1 Strength/+1 Skill.
Spin Smash. Hit enemy with a hammer attack, then throws the enemy that's been hit into others. +1 Strength/+1 Skill.
Quake Hammer. Use a hammer for an earthquake . +2 Strength.
Runaway Pay. Still get some benefits, even when running from a battle. +1 Agility/+1 Intelligence.
I Spy. Enhances my ability to find items. +1 Influence/+1 Intelligence.
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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