Fighting Style: [spoiler]Gildarts uses a combination of Gravity, Crash, and Disassembly Magic.[/spoiler]
Proficiencies:
Powers: [spoiler]basic fusion, stealth, insight, master jump, flight, burst movement, survival, super speed, enhanced senses basic, suppression, advanced regeneration, foresight[/spoiler]
Moves:
[spoiler]
Parry (requires Physical Strength prof, Area Attack Prof.) non variable 300 OM
This is a move to block a physical attack.
An oncoming foe launches himself at Gildarts and charges toward with their weapon raised, gaze maliciously infused with villainous intent as the strike is readied. Gildarts directs his focus to where the attack
will hit him as his body lunges with a pivot to the side with a flicker of movement and his metallic arm goes up to block the attack and off balance it’s core. (A sword would grind against his arm and the aim would be deflected away from Gildarts torso.)
As Gildarts does this, a wave of energy is released at the opponent and they are projected backwards or forwards and past him (depending on where their momentum would have taken them) at least three feet.
The force hits them like a gale of gravity, as suddenly against the foe’s sword a wave of energy is felt before the wave hits the rest of the enemy’s body and sends him and his sword strike flying.
Gildarts can do this repeatedly, however each time he must sacrifice the immediate use of an offensive move. (Basically, the foe must attack him again before he can begin again with offensive moves. If this isn’t clear, here’s an example really quick.)
The foe’s sword grates against his metallic arm as Gildarts pivots on his foot and the foe is sent off his feet and collides into a nearby tree as the parry is struck. Gildarts grimaced but begin to look lighthearted as the foe gets back up and launches another attack at him. Gildarts, whom can either dodge the attack without the use of parry, or use a shield to block it. He is unable, however, to attack the person
directly (this shall be incorporated mainly with ‘aim’)until their second deployed attack hits him or misses, or else if he does the move will miss and he will be unable to use parry for the rest of the ‘battle’.
The Drawback is that after parry he can’t attack (forfeits the right to aim at) the enemy physically or directly.
Clasp (Requires Shield Prof, Physical Strength) 300 OM
The second way that parry can be used (This time as a stronger defensive outlier), as the above covered a number of physical attacks such as fists or swords, this is more to be used as a shield against less tangible deflections.
Gildarts anticipates the streaming ball of energy as it is launched in his direction, swiftly he takes a breath, squares his gait and extends his stronger hand outward. Forming and creasing into the shredded air is an ‘invisible’ shield in the shape of a sphere around his being, becoming only tangible with his focus. He grates his teeth as he concentrates to strengthen the single area that is expected to undergo damage. The ball of glowing energy released from his foe ignites into the intercepted spinning shield he has formed and Gildarts expends some energy as the attack begins to dissipate and roll in glowing white streams around his spherical shield and the last traces of the dissipated energy trail and swirl in thin curling wisps around him.
While Gildarts is concentrating on one spot, he cannot undergo an attack of equal power in another direction beyond a few feet of diameter from this reinforced area.
Disassembly Magic
I have separated this move into three different variables because they are mostly utility. The third is a separate entity in itself.
_____________
(Melee) Weapons - Shatter! (requires physical strength) 300 OM
Because this move is the more complex of the three I will add in an example with some detail for optimum clarity.
"You'll have to do better than that," Gildarts grimaced with the delivery of his challenge as he exchanged a glance at his opponent. She held a sword ready to plunge into his heart, aim steadied by a firm resolve.
In the moment that passed, Gildarts had lifted his left hand to catch the blade in motion. His heel touched the muddy ground and he slid. The girl had pushed him back. He was impressed.
With the impact of the sharp sided blade he clutched in his own metallic hand, it screeched to a halt. Gildarts had charged this move in the second before he intercepted the blow aimed at his heart and during this time he was able to carefully catch the blade with a single palm as he released a glowing white energy into the weapon that would not leave it intact. The netted magic shuddered within the steel blade before the abiotic material crumbled in his hands and clattered to the floor. He had disarmed her and destroyed her weapon. What would she do next?
With this move Gildarts is able to break apart melee weapons (or if applicable take large chunks out of them) but must withstand the force of the blow and deploy the energy to break the abiotic material upon impact. He uses the weapon's own momentum as well as impact force against the abiotic material in hopes for an accurate and successful deployment of his magic.
SN: Ideal for binding weapons such as chains, mainly designed to be used against melee weapons that are not alive but if there is a rogue vine that wants to smother Gildarts this move will be able to break something along those lines as well.
Drawbacks: Accurate aim and anticipation- variables of speed/timing, as well as he must always take some damage when he uses this move (no matter how minor). Gildarts will also take damage whether the move is successful or not. Should be used by a user with a higher TEC.
(If you are still having trouble picturing this move, think Luffy v Don Krieg)
Works on non-move items and weapons.*
Bullets - Disperse! (requires range prof, shield prof) 300 OM
Gildarts extends a hand and casts a net-like pattern into the air, the silvery white magic forms a hovering patterned shell that is about a yard away from his person. The circular shaped shield has about a two foot diameter. Once it is deployed it is attached to his movements in the sense that if he turns, the shield will turn with him. However because it is suspended in the air he can not move or shift the shield to block another part of his body even if he wills it to.
It takes five moderately leveled bullets before the shield expires and needs to be cast again. Diameter of this small shield is around 24 inches. The purpose is to deflect the bullets away from him and the shield can "slice" them in half when they pass through as well as cause them to disintegrate with multiple layers of grinding traction. In this way their momentum is slowed mid air and power becomes less as they phase through.
Bullets do not fully disappear but merely are deflected or sliced by the layers of netting. To clarify, this move deflects bullets away from him in the air and cuts them down. Only applicable to objects that are flying mid air.
Drawbacks: Aim is more of a technical design for this move, because he would probably deploy the attack to protect his vitals/core most of the time. However the protection must be cast in front of him and he must be attentive to get his aim square with the location he desires. Still Gildarts must cast the spell without loosing focus or else deployment will not be successful. Energy shield must be actualized at the last possible second (putting his life on the line) as well as focusing his aim simultaneously while bullets stream at him(and/or weapon aimed at him). Doing this, Gildarts risks taking the bullet as he will not be able to dodge during this move.
Disassemble - Crash! 600 OM (requires ranged prof, area of attack prof)
This one is used for larger areas and is particularly used against abiotic targets such as stone, building (walls) and the ground.
(Because of Area of Attack I assume this move doesn't cost extra if the size can be altered with the balance of a longer charge time.)
Gildarts uses this move to crush solid obstacles in his way. When he comes into range with the abiotic materials, he shoots out his energy which makes what may have been one large rock, into many small ones.
For areas larger than ten feet he takes on double for a pound of gravity with the ratio of every square foot encountered. The gravity on his shoulders will last until the end of the round in a battle.
The charge up time is according to the square footage, five feet of ruptured earth would be five seconds, ten feet would charge for ten seconds, etc.
Gildarts encounters a twelve foot boulder blocking his path. The immortal plants his feet and extends his hand outward, he raises his hand and releases his magic that sprawled into the air with a familiar white net shaped pattern and he receives twenty four pounds of gravitational energy on his shoulders the second the magic leaves him. The earth in his wake has been 'sliced' into large hexahedrons that clatter to the ground. Gildarts takes the weight, hefting it like an invisible backpack and shrugs his shoulders, "Oh well, at least now I don't have to find another way around."
Drawbacks: Charge up time, must be able to see the target in front of him, gravitational energy whenever it is used is heaved on his shoulders (double for moves spanning over ten feet), even when ineffective. Aim: A misfire or backfire of this energy could result in his own death, if he isn't careful. Move is best used when user's tec is 3 or higher. Can be used once per round.
Please note that not every time he performs any disassembly magic will result in cube shaped destruction.
________
Crushing Punch (Requires: Physical Strength Proficiency) 300 OM
This powerful punch collides with its target and offers a staggering blow. Gildarts, who faces everything head on, has condensed his magic into his fist and releases it toward his opponent in a powerful fist that explodes with white energy.
Gildarts charges this punch between blows and then hits his enemy when he sees his chance to strike and where it would have the most detrimental effect. While Gildarts is great at hand to hand combat and his durability is rather high, this fist is weighed with energy and may seem heavier for him to use, thus there would be more strain on his muscles and it would seem slightly slower than a normal punch.
After Gildarts strikes his opponent he still feels the weight of the energy in his fists and the strain lasts for a few lingering seconds.
When an enemy is hit with this attack they feel the heavy air of energy before its impact and are jarred backward by the sheer strength that rams against their person so that it feels like they are getting hit by a freight train.
Crash! (Requires Ranged Prof, Area Attack Prof) 600 OM (chargeable feature is extra) (I may upgrade this to a super move later on)
With this move Gildarts sends a strong wave of slicing energy at his opponent. It grows wider in ratio to the distance it travels in the air and frequently scrapes up the ground in its wake as it travels toward the opponent.
With cubes of earth splattering through the air, the move grows in size and finally connects with its target straight on. The target receives shallow lacerations in the pattern of a net.
Drawbacks: Charge up time is about five seconds and the move continues to grow even when it is released from his body. With this said Gildarts cannot stop it in the air and it must land on its final course. It is somewhat difficult to aim if the opponent is further away. While it is in the air Gildarts must keep his focus on it but can still dodge an oncoming attack.
Enemies with high defense will be less susceptible to this move and can resist the impact.
Detonate (an ‘invisible’ punch..)300 OM
(offensive: requires physical strength, ranged prof. and Stealth, remote)
Gildarts concentrates his energy on his good arm and then condenses the energy to the edges of his knuckles. There is no charge up time for this as after he plants his punch, the arrack charges on the enemy. Then he lands a punch. The consequential blow of the punch seems to evaporate around the very force of its momentum, and a surprised foe wouldn’t even feel the physical impact of his fist - at least not right away...
Detonate is a move first landed and then after a complete minute has passed the strength of effect will be felt as a detonating charge of energy on the enemy.
Gildarts lands the punch and the foe continues to battle as though nothing had happened, probably thinking ‘this guy’s not so tough, didn’t even stop me in my tracks.. I didn’t even feel his punch, what was he throwing? AIR?’ meanwhile the impact saturates and charges on the enemy.
After a complete minute has passed, the planted attack on the foe finally takes effect. In the same area as where the punch landed, suddenly a massive force expands around the ‘imprinted’ area in a one foot diameter (the impression, which shows little trace of its existence on the person, is a small and nearly undetectable plant of energy that is invisible until activated or the minute is up. As it charges, an enemy with keen eyes could spot it and feel it. When it is spotted by a user with enhanced senses, it will lose half of its power.
When it is able to charge fully it will release an explosion against the foe in an astonishingly dense display of energy.
The burning gravitational/ crash energy crashes with a great collision as the foe is launched off his feet - due to the unexpectedness of the sensation - and because of this pseudo location in the chest, the wind was knocked from the enemy's lungs. The foe feels like a train has steamrolled him as the condensed energy crushed into his ribs and causes him to collapse.
Drawbacks: When an enemy notices the impression of energy that remains, it is less effective and half of its power/impact is immediately is lost and dissipates, that is why he uses it during beginning or middle parts of the action when a foe may not notice a punches ineffectiveness as they are caught up in the barrage of battle.
For an enemy to abolish the planted move from their person: As I said about the less effective point above, if a person notices the move it will be less effective. If a person realizes that the plant is there, he may remove the energy and it will form as a ball in their grasp, remove it and throw it away, or brush it off and into the ground.
If the person has armor or a shield they like to use, they can discard the armor piece until the detonation has exploded. (This also applies to clothing).
Mizuwari
600 OM (Ranged prof, area attack prof,) (variable offense/defense)
Gildarts charges his fist for around 25 seconds before throwing his fist, filled with magic, into the ground below his stance. The crash magic surges, and the shockwave causes the water below to swell around him in the air in the shape of a massive wall. The water that would have been there is now a huge tsunami, is about 15 feet tall, and is already deployed to steamroll into the enemy, who would be swept away if they weren’t a strong swimmer, or they didn’t have a good grip on the ground.
As Gildarts deploys the tsunami, he can not move from where he stands. If so, he will be swept away in it as well.
Defensive- Same charge up time, however in defense, the wall would surge to surround him, resembling that of a tunnel. The water remains suspended in the air (similar to a vortex, yet spiraling only upward) for around 45 seconds. The height would be the same, and maintained for the elapsed time. Gildarts must keep some thought on the move, or it will lose its effect.
The wall of water could be punctured by any object with a good momentum, or anything strong enough to get through it. Its diameter would be a little greater than 7 feet around him.
*It lasts for forty five seconds. Earth and water are the agreed mediums for the move, and they would both have the same diameter despite the different medium.
*The defensive part of the move is only for water.
Fear- 300 (Debuff, ranged, area attack)
Waves of power roll off Gildarts at a stunning rate, the vibrations, almost rippling through the air like a roar, cause the effected to tremble in trepidation.
Gildarts' finds a balanced stance and notices his pursuer coming for him. He focuses his energy before releasing it outwards, into the air around him, which has a range of five to seven feet around him. After seven feet, the effect dissipates, and anyone beyond that is not effected by the power.
Effect on opponent: They become stunned and are unable to find balance (ie dizziness/cognition disturbance).
There is no charge up time, however, when he uses this repeatedly, he gets very tired. It uses a lot of energy, and can only be used ONCE per battle.
The effect lasts 45 seconds.
Taking damage immediately sets them free from the effects of parallelization.
Disassemble- Mini Chibi Army 300 OM (debuff, ranged)
During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).
As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)
When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.
The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).
Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.
Wall 300, (requires ranged and area attack prof)
An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap.
Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction.
Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle.
*The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets.
Atlas 300, (debuff, ranged,)
Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them.
A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds.
The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit.
Black Lightning 300 (ranged proficiency, homing proficiency)
Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass.
Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.)
He must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half. [/spoiler]
Super Moves: [spoiler]
Crash and Burn Cost: 800 OM (requires ranged/physical strength)
Tier 1 Super Move (Defensive: Crash and Disassembly Magic) - 2 SP
In this defensive Super Move, Gildarts has a powerful attack aimed towards him and it is propelling through the air. It seems as though it is inevitable that the massive energy will collide with him and he readies himself in an avid stance.
Gildarts extends a palm outward and releases his disassembly magic into what becomes a white ‘X’ in the face of the oncoming magic. (If it helps you to picture it, the X is like a shield or barrier.) As his netted white energy intercepts the attack aimed at Gildarts, his magic disperses through the oncoming magic that stagnates the attack before it becomes many cubes in the air and the attack is obliterated all together.
Drawbacks: Because this is a defensive move I didn’t want the major drawback to be speed or charge up time, after-all, if he doesn’t have time to deploy it it’s pointless. The massive drawback is aim and focus. Gildarts must stand entirely still. If he attempts to dodge another attack that is oncoming while he has actively released the defensive super move, the wave of energy will become disfigured and will not be an effective defense. The opponent’s move that has stagnated is converting into separating the magic and Gildarts is matching its power, suddenly he is unable to do so as his focus has been disrupted. With his concentration completely gone the opponent’s move will hit him head on and at the close distance there would be no time to run or dodge.
Another drawback is that the opponent’s intercepted magic does not loose its properties, so if it were a move with a debuff it could still potentially pose as a hazard to Gildarts.
Primary function: Defensive move that is usually used on an abiotic target and intentionally disrupts oncoming attacks. Please note that because this works similarly to a shield, it would respectively intercept multiple projectile beams if the targeted location was within the same area as the cast spell and the interception times were not too far apart (such as a rapid weapon) because the move stagnates to absorb and obliterate the power it has crossed with, it would include an attack with similarly aimed multiple projectiles.
Heaven’s Wrath T1 supermove 600 (ranged materialize, area of attack profs)
Gildarts channels an immense amount of magic, focusing on his enemy and their movements as he charges the attack, it crackles around him and the heavens start roaring as though with a storm of thunder fast approaching. Daylight may grow a little dimmer as above, it appears the stars seem to crackle and pulsate with new life, and grow in light. Within seconds, it appears as though the stars are falling from the sky, as though their gravity has been lost and instead, a new source has been established, you! The enemy! The invisible attraction pulling pulls these 'stars' to Gild’s enemy. The balls of heat and energy (“stars”) are deployed and will chase the enemy’s energy until they are right on top of them, in which case, they fall and collide into the enemy or whatever is above them. This is an attack that comes down from above, rather than from Gildarts himself.
It can be used only once per battle.
Crushing Evil, Spreading the Truth: Empyrean (requires physical strength) Cost: 800 OM
Tier 1 Super move (Offensive: Crash Magic) - 2 SP
White energy released from his fist in an uppercut that has charged crash magic in it. The strength is powerful enough to send his enemy flying in a spiral upwards. The overall effect is a ‘defeated’ opponent who has been launched out of Gildarts’ sight.
Gildarts activates this move when the malice in his blood feels like ice. The Prime focuses his energy in his right fist (cannot be used by left prosthetic) and launches himself at the opponent. His fist finds its mark when the opponent has left his chin wide open and suddenly the enemy is launched into the air after feeling a weight strong enough to crush their jaw collide into their chin. The force that could shatter skulls instead the target’s body follows the momentum of his blow and is carried upward in a white spiral.
Drawbacks:
A Requirement before the move is deployed: Resolve. Gildarts must deem his adversary as evil (or an evil creature) and/or has seen them do something unforgivable. This drawback is flexible due to character interaction because it makes Gildarts the judge.
Another drawback is the charge up time of at least five seconds, this variable is necessary for his blow to land with finesse and launch effectively upward. Gildarts must also charge at the enemy head-on, putting him at risk for any oncoming attacks that he could dodge if he slanted his route. If it is not given enough time the energy will backfire and the momentum will carry Gildarts away from his enemy
*this is not a one hit KO move
T2 offensive super move 1200
Crushing Evil, Spreading Truth: Ikazuchi
The Crash Magic user is at it again, this powerful spell is used on the most formidable of foes. Gildarts charges the power in his fist so that it visibly contorts with light, and launches it at his enemy. The fist is weighed with a heavy amount of magic, so much so that it crackles with static in the air around it.
Though Gildarts uses "Crash" magic, he is able to harness the raw destructive power of lightning as it streaks across the air with his very swing. The punch lands and is intended to create a powerful impact in the target, as well as send a ripple of crash magic through their body.
Drawbacks: aside from a charge up time of about ten seconds, Gildarts must focus on the enemy and land the blow on a somewhat flat surface for the full shock of the blow to be delivered. If Gildarts misses, it will take him twice as long to charge up again.
Disassemble - Chibi Army Charge! T2 Utility (Debuff Prof, ranged)
This is much like the regular move for itself, however this one is a supermove +debuff.
Here's the original move description:
During this move, Gildarts casts his magic with his hand (usually his organic one), it glows with light and expands out in front of him in a web pattern on his enemy. Like a fish net, it tightens around their form and lines spread across their skin in cube form. After a brief pause, the mini’s are being divided from the original version and are suspended in the air (from the magic), before they begin to fall down to the ground where they find their numbers have multiplied. They are in chibi form, leaving them at around 5-9 inches in height, depending on their own height in character. (Taller character, taller chibi).
As chibis, they are still the same character, however their minds will be separated, so they do not think collectively, but as a group of individual selves. There are over a hundred of these little versions of the enemy, they can still do all the things that their regular version of themselves could do, except reach the top shelf of the cabinet! They can attack from multiple chibis, the attack will just be smaller, (Example: they throw a ninja star at gildarts, if it hit, it would give him a scratch but it would also be really quite tiny.)
When he casts the move, he must be stationary, the character/target must be within range of this move which is about fifteen feet, meaning the target would need to be closer for effect (to withdraw the effect of the move, the many minis could run away, after about thirty-five feet they would turn into their regular form again). The downsides of this move are that the enemy is more in number, and while they are in miniature mode, Gildarts should not move his feet greater than three steps, if he does, the spell will be void and the enemy will return to normal. (This is also valid when he is knocked over.). He must concentrate during the cast time, which is about three seconds, but after, he doesn’t have to think about maintaining the magic.
The duration: If not being used in an actual fight, I’d say it could last a few minutes until the magic wore off (fodder), but while being used during a fight, I would probably say about 1 and a half minutes maximum (it is up to the opponent really).
Lastly, Gildarts can ‘un-cast’ the spell at any time during the battle, this would take another three second charge which he must concentrate on. He does not need to move three feet to do so.
The differences: Everything is about the same, except the duration time and the use of the debuff.
Duration: Probably around 20-35 seconds. Whether that is the longer or shorter end of that spectrum is up to my opponent/for writing purposes.
Debuff Deal: The power of this move is very significant as it is a T2, and in the super move’s use of it, the mini versions of people’s
attacks will be weaker to avoid a bombardment of many moves hitting Gildarts all at once, which would be a real advantage to someone who has significant speed.
Vortex(debuff, ranged prof, area attack) T-2 Super move
Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function.
When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up.
Aftermath
Tier Two Supermove 1200 (ranged proficiency, area attack, debuff)
Gildarts extends his right arm out and takes a breath, concentrating on the air around him, and the magic welling within. After around twenty seconds to charge (and drains his energy when it is released), the energy is released into a huge wave of light, thicker than fog, and very bright. It extends from his hand as though it were a regular energy blast, but, it is formed to take out more than one enemy or one larger enemy at a time. (Good for size changing powerups).
Its size is around 7-10 feet in width, and the same in height. In shape, it is similar to a huge rectangle of energy, but when it is freed from his hand, it no longer grows in size. As it passes into people, it slams them with a tremendous force. When it hits them square on, it mainly impacts the torso, and while it doesn’t knock the opponent(s) back, the force supplied will cause them to be disoriented for one minute.
The chargeup time is 20 seconds.
Crash and Burn *T2 Supermove
Cost: 800 OM (requires ranged/physical strength) *<PLEASE NOTE: I paid 1200 for it, but I have submitted a request to a staff member to fix my mistake>
Tier 2 Super Move (Defensive: Crash and Disassembly Magic) -
In this defensive Super Move, Gildarts has a powerful attack aimed towards him and it is propelling through the air. It seems as though it is inevitable that the massive energy will collide with him and he readies himself in an avid stance.
Gildarts extends a palm outward and releases his disassembly magic into what becomes a white ‘X’ in the face of the oncoming magic. (If it helps you to picture it, the X is like a shield or barrier.) As his netted white energy intercepts the attack aimed at Gildarts, his magic disperses through the oncoming magic that stagnates the attack before it becomes many cubes in the air and the attack is obliterated all together.
Drawbacks: Because this is a defensive move I didn’t want the major drawback to be speed or charge up time, after-all, if he doesn’t have time to deploy it it’s pointless. The massive drawback is aim and focus. Gildarts must stand entirely still. If he attempts to dodge another attack that is oncoming while he has actively released the defensive super move, the wave of energy will become disfigured and will not be an effective defense. The opponent’s move that has stagnated is converting into separating the magic and Gildarts is matching its power, suddenly he is unable to do so as his focus has been disrupted. With his concentration completely gone the opponent’s move will hit him head on and at the close distance there would be no time to run or dodge.
Another drawback is that the opponent’s intercepted magic does not loose its properties, so if it were a move with a debuff it could still potentially pose as a hazard to Gildarts.
Primary function: Defensive move that is usually used on an abiotic target and intentionally disrupts oncoming attacks. Please note that because this works similarly to a shield, it would respectively intercept multiple projectile beams if the targeted location was within the same area as the cast spell and the interception times were not too far apart (such as a rapid weapon) because the move stagnates to absorb and obliterate the power it has crossed with, it would include an attack with similarly aimed multiple projectiles.
Fairy Law T3 super move (requires Ranged Prof) 1000 om
Fairy Law is a legendary spell passed down from the guild’s first master, it is a holy spell that unleashes a considerable amount of magical power upon an enemy. When casting this magic, the wielder's heart must have no doubt that their enemy must be slain. Friends and allies cannot be damaged by this magic, as it is guided by the mage’s heart, something that is unable to lie.
When Gildarts wields this magic, his stance squares, his eyes shut, and his charge begins. It lasts about 10 seconds, and his focus must remain on his charge. As the energy and magic accumulate, light surrounds his hands first, and then radiates around his body in yellow aura. The magic is based off of pure light energy, unadulterated by the evils of man’s mind, his mind must be clear, focused, and determined in order to cast the spell.
This spell is very powerful when cast correctly, however when focus is lost, the charge must start all over again, sacrificing valuable time in the fury of battle. The downside to this spell is that it takes a considerable amount of energy, and is likely to leave the user fatigued for the rest of the battle. It can be used only once per battle.
(It is Fairy Tail custom that before the enemy is to be slain/the spell cast upon someone, because of it’s immense power that could mean death, there may be a three second interval which Gildarts can count out audibly, which he could withdraw the magic if the enemy surrendered before he reached “3” in which case then it must be unleashed.)
Effects: When the spell is cast correctly on a an enemy, it has the ability nearly end them with a single blow. The immense power of this magic’s blunt force originates in a large holy seal that appears as a hovering sort of shield in front of Gildarts. It is yellow and golden, beaming with radiance and all the power of judgement in the wielder’s heart. The enemy, aligned with the seal and Gildarts’ aim stands in front, waiting for the blow to hit. Instead, waves of light and magic roll over him with the disastrous force of judgement, with every hit it as though the magic is sucking out the enemy’s strength from their body until they are left wounded or incapacitated. (not sure what else to add but I feel it is an apt description!)
https://vignette4.wikia.nocookie.net/fai...1128183413
(PS: in the anime it can be used on a large location, however for this current version, I will be using it as a one-on-one basis, in order to better narrate the strength of the attack, rather than it be diluted with an “AOE” label) [/spoiler]
Power-Ups:
[spoiler]T1 power up 1000 OM
Rocks crumble and shake around this Crash Magic user, as Gildarts powers up and waves of energy surge through the air. White light surrounds his body as the rock beneath him begins to crack into large chunks. While in this power-up, Gildarts gains speed and agility, and utilizes them well during a battle.
ATK:+2
DEF:+1
SPD:+2
TEC: N/A
T2 power up: (1,500 OM)
ATK: +4
DEF: +2
SPD: +3
TEC: +1
Description: (picture not available as the photographer died when he got too close and the camera was obliterated at the same time *smh* pretty much the reason why he's a wanderer)
Gildarts thrived during battle and when faced with formidable foes he becomes the embodiment of a powerful adversary. Rock crumbles at his feet and the air quivers in his wake. Magic spews DBZ style and his hair flushes up while his body becomes a shadow against the bright aura of energy. Only slanted eyes of crimson rage can be seen through the surge of energy that is released from him on command. (During this form Gildarts feels an increase of speed, which helps him land blows and hone in on his ultimate battle technique.)
Should you live to see it, perhaps you will bow at his feet in fear!
![[Image: 0XTaWLA.gif]](http://i.imgur.com/0XTaWLA.gif)
[/spoiler]
Alternate Form: Shadow Gildarts
[spoiler]
Shadow Gildarts
(Description: He appears to be very predatorial in this skin. His skin is an slate colored gray, hair is glossy sable, eyes are a penetrating scarlet hue. In this form his priority is almost always stealth.)
ATK:2
DEF:2
SPD:4
TEC:7
[/spoiler]