Stats
Powers
Weapons
ATK: 4
Zack is immensely strong, able to expertly wield a massive sword with no difficulty. His magical abilities are just as powerful, and even devoid of any weaponry he is perfectly capable unarmed.
DEF: 3
Though he has lost a lot of his resilience since arriving in the Omniverse, Zack is fairly durable and can power through a substantial beating and continue to fight.
SPD: 3
Surprisingly for the primary weapon he carries, Zack is also fairly agile and able to keep combat up close if needed.
TEC: 4
For all his immesnse strength, Zack wields his massive sword just as easily, retains a steady aim with his firearms and magical spells, and is very proficient in hand to hand techniques.
Zack is immensely strong, able to expertly wield a massive sword with no difficulty. His magical abilities are just as powerful, and even devoid of any weaponry he is perfectly capable unarmed.
DEF: 3
Though he has lost a lot of his resilience since arriving in the Omniverse, Zack is fairly durable and can power through a substantial beating and continue to fight.
SPD: 3
Surprisingly for the primary weapon he carries, Zack is also fairly agile and able to keep combat up close if needed.
TEC: 4
For all his immesnse strength, Zack wields his massive sword just as easily, retains a steady aim with his firearms and magical spells, and is very proficient in hand to hand techniques.
Powers
Master Super Jumping
Zack's Mako infusion has pushed his body to new limits. He is capable of leaping to absurd heights seemingly naturally.
Master Acrobat
Zack can flip, cartwheel, and preform other agile feats with minimal difficulty, even in the midst of combat. He typically holds his ground, but is prone to the occasional somersault, if only to make a point about his abilities.
Burst Movement
Just as he can jump to incredible altitudes naturally, Zack can utilize that same physical strength to leap in any direction very quickly. This is useful for avoiding dangerous attacks.
Suppression
It wasn't a conscious decision, but Zack is just much harder to get a read on, given his unique energy source.
Super Speed
Zack has two options for utilizing Super Speed. The first is simply to break into a full sprint, which allows him to cover great distances quite quickly. The second option is to ride on the green shell given to him by the Koopa Kingdom.
Foresight
There's no special power involved on this one. Zack is simply alert and experienced in combat, and very rarely lets himself get complacent outside of it. This awareness of his surroundings makes it difficult to ambush him.
Stealth
Again, there is no special magic involved in Stealth. Zack is skilled enough to hide from plain sight and make himself difficult to detect, even with the massive Buster Sword strapped to his back.
MovesZack's Mako infusion has pushed his body to new limits. He is capable of leaping to absurd heights seemingly naturally.
Master Acrobat
Zack can flip, cartwheel, and preform other agile feats with minimal difficulty, even in the midst of combat. He typically holds his ground, but is prone to the occasional somersault, if only to make a point about his abilities.
Burst Movement
Just as he can jump to incredible altitudes naturally, Zack can utilize that same physical strength to leap in any direction very quickly. This is useful for avoiding dangerous attacks.
Suppression
It wasn't a conscious decision, but Zack is just much harder to get a read on, given his unique energy source.
Super Speed
Zack has two options for utilizing Super Speed. The first is simply to break into a full sprint, which allows him to cover great distances quite quickly. The second option is to ride on the green shell given to him by the Koopa Kingdom.
Foresight
There's no special power involved on this one. Zack is simply alert and experienced in combat, and very rarely lets himself get complacent outside of it. This awareness of his surroundings makes it difficult to ambush him.
Stealth
Again, there is no special magic involved in Stealth. Zack is skilled enough to hide from plain sight and make himself difficult to detect, even with the massive Buster Sword strapped to his back.
Weapons
Buster Sword (300) - A large sword that measures approximately six feet long and a foot wide. It has a single blade and a decorated golden hilt. Besides the enormous size of the blade the two holes on the blade, near the hilt, are key distinguishing features. It's large size makes it quite powerful but also slower than the average sword, even in Zack's skilled hands.
ShinRa Mk97 Sniper (300) - A sleek, black sniper rifle produced by ShinRa. Zack can materialize it from thin air through the use of Omnilium, since he has nowhere to store it and does not frequently use it. It takes about three seconds to make the weapon appear. The weapon comes with a bipod, and he must set it on the ground and lay prone to use the scope, as it is too much to simply blindly fire in any sort of tactical situation. It has a six round magazine, and rounds are fed into the chamber with a bolt action. Zack is not the most skilled sniper, so his maximum range is a little under 800 yards, and it can take several seconds to properly acquire the target in his scope.
Fire Bar Saber (300) – Having studied the lightsaber upon arrival in the Omniverse, Bowser's engineers have turned the fire bar, one of their top defensive mechanisms, into a sword. When in storage it is a simple block on top of a small grip that is large enough to wrap one hand around. When activated, five fireballs stack on top of each other, from the block, for a "blade" length of three and a half feet. It takes approximately a full second for the blade to form, which it does by one fireball materializing on top of another until all five are present. This weapon is fast and easy to wield, but if it takes a blow that is overwhelmingly powerful the fireballs can lose their connection. If this happens they will scatter and disappear, and require a two second recharge before the blade can be recreated. When not in use Zack keeps the deactivated handle on the left side of his belt.
Chain Chomp (900) – A creature shaped like a black ball. It is slightly larger than a basketball and attached to a ten foot long chain. The ball itself is the Chain Chomp, a fully living, sentient creature with large eyes, a mouth, and dangerously sharp teeth. Zack uses it by holding the chain and swinging it at an enemy like a whip. The Chain Chomp will either collide with it's target head on for bludgeoning damage, or latch out bite down with it's sharp teeth. This obviously hurts and can debilitate an opponent, or even be used to pull them closer, but if given slack in the chain the creature will let go of it's prey. The chain chomp is somewhat tame, but when Zack is utilizing it in battle he must make sure to keep a grip on the chain, or else it would hop away and be of no use. When not in use the Chain Chomp, with it's rolled up chain, is stored on the back right of Zack's belt, typically sleeping. When not actively part of the battle, it shrinks to about half it's normal size, which is useful for storage purposes.
Koopa Carbine (300) – A rifle that is custom built by the Koopa engineers. The grip, receiver and the stock are solid black. On the center of the stock, on both sides, is the Koopa Kingdom's logo in dark red red. The barrel, as it extends from the receiver, is designed to look exactly like the classic green warp pipes that are so prevalent in the Koopas' home world. The magazines are a darker orange, with a white "?" engraved into them on one side, and a white "!" on the other. The weapon fires Mini-Bullet Bills, small projectiles with eyes, a mouth, and tiny arms. For all intents and purposes, however, they are standard ammunition. The gun can carry thirty of these rounds in the magazine and one in the chamber. It's semi-automatic, which allows him to fire as fast as he can pull the trigger. It takes Zack about two seconds to reload this weapon. When needed, Zack summons the weapon from thin air with Omnilium, which takes about five seconds. When he is done with it, he can make it disappear instantly. However, he keeps a three point sling on it, for occasions when he doesn't want to summon it again in a short period of time.
Limits
Blade Beam (300) - By charging energy into his sword, Zack can then slam it into the ground and release the energy in a powerful straight line attack at his target. The move has a two second charge up time, and is easy to identify because blue energy will begin to cover the sword he is using, which is nearly always the Buster Sword. When Zack slams the weapon against any surface, the energy leaves the sword and travels in a straight line, until impact with a target. The energy travels in the form of a blue beam, which measures about three feet tall and half a foot wide. Using this move takes some concentration, which limits his movement ability by foot to about half speed. However, he is capable of jumping at a target and charging the attack in midair as he travels. Since this beam attack travels along the ground, it is limited to targets that are on the same physical surface as the attack started on.
Braver (Tier 1 Offensive Super Move) (600) - Zack can gather energy from within himself and the environment around him and centralize it into the Buster Sword. The sword will appear surrounded by blue energy in a flame pattern. The next attack with the Buster Sword will be fueled by this blue energy and cause devastating additional damage. It takes Zack six seconds to gather the energy, and although he can move around, he can't do much else while it is gathered. If he holds it without attacking for longer than fifteen seconds he will be unable to maintain it, and the energy will harmlessly dissipate.
Materia
Magic Materia
Bolt Materia (300) - A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can fire a single bolt of electricity straight forward from it. He can fire the first shot as fast as he can draw the Materia from his back left belt pouch and produce it, which is on average a second and a half. After that, it takes approximately 3 seconds between consecutive bolts, while he summons up the energy to use it again. The bolts are typically powerful enough to stop an attacker in their tracks for a second, but do not leave much lasting damage. Zack cannot cast the Bolt spell without the Materia.
Fire Materia (300) - A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he form a fireball in front of the Materia, and then fire it forwards. It takes about half a second to form the fireball. After that, it takes approximately five seconds between consecutive fireballs, while he summons up the energy to use it again. The fireballs move approximately the speed of an arrow, and cause a minor explosion on impact. Zack cannot cast the Fire spell without the Materia.
Ice Materia (300) - A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia he can create a single icicle that measures about one foot long and six inches thick, though it narrows into sharp spikes at each end. The icicle takes about 3 seconds to fully materialize, and it is easy to identify because of the frost that swirls together before the Materia, regardless of environment. When it is ready he can shoot it straight forward, with the movement speed similar to an arrow fired from a bow, and also about the same piercing power. Upon impact with it's target, the icicle will be subject to the typical environmental conditions (ie: will melt quicker in warmer areas.) It takes approximately five seconds between creating icicles, while he summons up the energy to use it again. Zack cannot cast the Ice spell without the Materia.
Earth Materia (300) - A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia and focusing on a certain area, Zack can cause a large rock formation to explode from the ground with lightning velocity. The rock is circular, with a five foot radius in every direction and is about six feet tall with jagged edges all around. Though the rock has points, they are not sharp enough to impale an enemy, and most of the damage it causes is blunt force. It takes Zack approximately five seconds to cast the spell, and he is unable to use it again for another ten seconds afterwards. About three seconds into the casting process, dirt will slowly rise in the targeted area, giving a clear indication that something is about to happen. Ten seconds after the spell is cast the rock crumbles and falls apart, leaving no indication it was ever there and no longer affects the terrain in a given area. This spell works regardless of the terrain, the only restriction is that it must have some sort of ground below it to materialize the stone. Zack cannot cast the Quake spell without the Materia.
Poison Materia (600) - A fist sized, green orb that Zack can hold in one hand. By concentrating his spirit energy into the Materia Zack can summon a violent blast of poisonous energy in the air around a target area. It takes four seconds for Zack to summon the poison burst, and nine seconds between uses. The explosion covers a four foot spread, and is made of a liquid poison substance that drops to the ground and then vanishes. In the aftermath of the explosion, a green poison gas cloud hangs in the area for five seconds, and anyone that inhales fumes from the gas or the liquid burst will immediately feel the effects of the poison. Once poisoned, the target will temporarily have a hard time seeing and breathing, but it will wear off in about eight seconds after their last contact with the poison. Zack cannot cast the Bio spell without the Materia.
Ultima Materia (Tier 3 Offensive Super Move) (1000) - Zack holds a green, fist sized orb in one hand and channels his own energy into it. Over the next three seconds, the green Materia becomes a bright white, and emits a high pitched screeching noise. Zack then holds the Materia in the direction of his target, and it launches five light green sparks. Upon launching them, the Materia immediately reverts to its normal green color. On impact with the target, the sparks explode into a massive burst of pure green energy, covering a 15x15 foot area and utterly consuming everything inside the blast radius. The resulting explosion of energy lasts for approximately five seconds, after which it fades away into nothingness, leaving only the damage in its wake.
Wall Materia (Tier 2 Defensive Super Move) (800) - A fist sized, green orb that Zack carries on him. When he holds it out and summons the power contained within it, it forms a large, translucent wall capable of blocking many attacks. The wall is flat, and is seven feet tall and ten feet wide, and transparent with a green tint, so he can see through it. It only appears in the direction that Zack summons it in. It takes an immense amount of his own strength to summon the magical wall, meaning he must focus on it entirely and cannot sustain it indefinitely.
Mako
Mako Charge (Tier 1 Power Up) (1000) - Zack's blood is infused with Mako energy, the natural energy of his home world. This enhances his body and grants him strength and abilities far beyond what a normal warrior would be capable of. After many years, Zack has learned to temporarily super charge that energy and push his body to new limits. When powering up the Mako energy in his body Zack moves faster and hits harder, and also becomes slightly more durable. A light green aura surrounds him while he is powered up, but otherwise there are no visual differences.
[spoiler]ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]
Mako Shield (Tier 1 Defensive Super Move) (600) - Zack summons an aura of Mako energy, then hardens it around himself. This forms a temporary, crystalline-like light blue, transparent coat over his body. An attack with sufficient strength (T1 Super) will cause it to shatter like glass and dissipate into nothingness, and allow Zack to immediately continue fighting. Anything stronger will shatter the shield in the same way, but Zack would still take the additional damage. Creating the shield requires complete focus from Zack, preventing him from doing anything else while it is active. It is also taxing on his own energy, making it best utilized as a quick way to block powerful attacks.
Mako Surge (Tier 2 Power Up) (1500) - Mako energy is an energy source from Zack's home world, and as part of the process to turn him into a super soldier it was injected into his blood. The result gave him greatly enhanced strength and abilities. Now, after years of experience and training, he is able to manipulate that potent substance even further, and temporarily supercharge himself at the expense of his own energy. When he strengthens the Mako even further, all of his abilities are enhanced to a greater degree. When powering up the Mako to this level, a blue aura forms around him, though there are no other physical differences.
[spoiler]ATK: + 3
DEF: + 4
SPD: + 2
TEC: + 1[/spoiler]
