Advertisement
Guest User

Meira's Combat Section

a guest
Sep 1st, 2013
30
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.66 KB | None | 0 0
  1. Fighting Info/Battle Details
  2. Weapons
  3.  
  4. Mugen, Sword of Infinity
  5. Mugen is a beautifully crafted runed black katana with a cloth grip and a simple guard. Mugen has the ability to accumulate magical power, and is a symbol of the strength of the Meijin Family. The Founder of the Meijin Household had once used this sword to fend off youkai, and they were once regarded as protectors of the Village. Since the sword draws from the magical reservoirs of its wielder, the sword stimulates the flow of magic within its wielder, gradually increasing their magical capacity and thus their power over time as the body gets accustomed to the flow of energy.
  6.  
  7. ShiroTama
  8. The Sheathe is a rune reinforced crafted scabbard made of white jade, which magically maintains the edge and lustre of Mugen. It is quite capable of being used as a medium of accumulating magic, and works in a set with Mugen, acting as an energy reservoir for the katana. It has many runes engraved along its side, and has a simple cord wrapped around it tightly for ease of carrying the weapon.
  9.  
  10. ------------------------
  11. Type of Danmaku: Meira doesn’t have a set shape or style of danmaku, she can freely change the design of her danmaku at will. However, she needs to charge her danmaku to be able to shoot larger ones, and for these particular ones, she utilizes Mugen’s natural accumulation skills to fire them off from the sword itself. During combat, she accumulates charges within both the sword and sheathe, which Meira uses as an instant cast pool for large or complex moving danmaku. A normal turn gains 2 charges, a turn devoted to movement and charging nets 4 charges, and a turn dedicated to charging get 6 charges. Turns which obviously take a long time will allow Meira to accumulate even more charges as determined by the opponent. If time constraints allow, Meira can enter a trancelike state, which leaves her vulnerable for 2 turns, allowing her to accumulate 20 charges over two turns. During this time, it is very obvious that Meira is charging, her body covered in a white aura of magic. Meira usually carries around a charge of 50 at any given time, and her weapons carry up to 100 charges (still undergoing trial periods)
  12.  
  13. Strengths: Meira can change the style and shape of her danmaku to meet the situation, varying between small and large, fast and slow as well as changing the shape of the danmaku to provide her with a solid mix-up of danmaku. She also uses an unconventional fighting method which relies on parrying, allowing her to open up advantages in combat. She is quite nimble and moves her body effectively, reading her opponents moves and reacting in tow.
  14.  
  15. Weaknesses: Meira lacks any real defining moves, all she has is her danmaku and her sword skills, and lacks the real force that other characters has. She is also physically weak in comparison to her co-workers, relying on technique instead of strength in order to be able to compete on an equal playing field.
  16.  
  17. Battle Quotes:
  18.  
  19. General Abilities:
  20. ----------------------
  21. Specialized Danmaku
  22.  
  23. 1 Charge
  24.  
  25. Expanding Ball – An initially dense danmaku that starts off small and then grows larger and less dense the further it travels.
  26.  
  27. Rotating Tile - A tile spinning at high velocities, the rotation of the tile makes the danmaku follow a curved arc.
  28.  
  29.  
  30. 2 Charges
  31.  
  32. Speed Arrow – An arrow danmaku that travels at high speeds. It can be set and made to shoot after some delay, allowing for interesting set ups.
  33.  
  34. Homing Ofuda – A rectangular shaped danmaku which pursues the enemy, its aiming is thrown off by sharp turns greater than 60 degrees.
  35.  
  36.  
  37. 3 Charges
  38.  
  39. Bouncing Laser – A Danmaku which with a special property that allows it to bounce off surfaces once. It can be made to bounce additional times by adding an extra charge per extra bounce. If all bounces are not used yet by the time it strikes the opponent, the laser will deal increased damage dependant on the charges remaining.
  40.  
  41. Reaper’s Coin – A highly dense coin-shaped danmaku which uses some of the area from the centre of the circle to make the rest of the danmaku extremely dense, allowing it to knock other danmaku off its path with little to no change in direction.
  42.  
  43.  
  44. 4 Charges
  45.  
  46. Prismatic Sphere – A Danmaku which has the same size as a normal orb, but bears the property that makes it change its colours at extremely fast intervals, making it attract a lot of attention regardless of how much people try to filter it out. It will ultimately always create a distraction the first time it’s used against any opponent, but its effectiveness is reduced as the opponent recognises its function. It is most effective the first time it’s used in a battle due to a surprise element, and subsequent uses will be slowly adapted to. Meira herself is not entirely immune to the distracting effect of the orb, but as she’s the one creating it and has used it for quite some time, she’s less affected by it than her opponents.
  47.  
  48. Wide Slash – A wide and dense danmaku thrown forward. It has short range and its primary function is danmaku clearing. The maximum range can be increased if the danmaku is launched from Mugen or Shirotama. The width of the slash is equal to the length of Mugen and it also shares the same thickness
  49.  
  50.  
  51. 5 Charges
  52.  
  53. Crafted Katana – A katana shaped danmaku shaped exactly like Mugen which Meira can instantly summon instead of resorting to Mugen. The weapon has a sharp edge, but lacks the durability of Mugen, meaning it requires continual maintenance, namely a 1-Charge Upkeep. It can be thrown in any way Meira wants, as a wide slash, a horizontally spinning projectile or a lance, this danmaku is meant to be a backup as opposed to being a main weapon.
  54.  
  55. Shifting Serpent – A semi-dense laser which follows a undulated path, moving between two extremes left and right, or up and down depending on how Meira launches it. Because of its unusual pathing, it makes it more difficult to predict, and subsequently, making it more likely to hit.
  56.  
  57. 10 Charges
  58.  
  59. Samurai’s Honor – A thin, but extremely dense layer of danmaku coats both her sheath and sword, allowing them to cut through danmaku. The edge also gives Meira’s melee attacks a damage buff. If Meira chooses to not maintain the edge on one of the weapons, Meira can launch the edge off the weapon as a dense wide slash danmaku. Retaining the edge requires an upkeep of 1 charge per turn, regardless if one or both edges remain.
  60.  
  61. Powered Laser – A series of 3 dense danmaku shot close together that they almost look like a laser, this attack strikes the same area multiple times. The function of this laser is more for barrier breaking, giving up a single danmaku to negate an enemy barrier, whilst the ones behind it follow through. The laser will pierce through ordinary danmaku. Additional shots can be added onto the end of the laser by applying 3 charges per extra hit.
  62.  
  63.  
  64. 20 Charges
  65.  
  66. Phantom Clone – A Danmaku which is shaped exactly like Meira with her weapon, the clone rushes forward in a designated direction and performs an Iai Slash. It is important to note that the entire entity is made of danmaku, so even if torn in half, the clone will still deal damage, regardless of whether it successfully executed its attack action or not. The real damage actually comes from the mass of danmaku in the clone that is shot at the opponent, as opposed to the Iai slash performed by the clone itself, which is nothing more of a ruse.
  67.  
  68. Knight’s Shield – A large aura envelops the Sheathe, forming a dense rounded kite shaped buckler which Meira can use to block attacks. The proportions are 4 feet along the length of the sheath, and 1.25 feet to both sides of the sheath at the top which has a semicircular dome, and at the bottom creates a rounded point. The shield will follow the orientation of the sheath. This extra aura does not add any additional weight to the sheath as the structure is made of mana. It will absorb any danmaku which strikes against its surface, and the aura can be discarded to be thrown as a much stronger and dense variation of the 1-charge tile danmaku. The shield can also be used to block physical attacks and used as a bashing mechanism. It requires a 2-charge upkeep to maintain it on the sheath for extended periods of time.
  69.  
  70.  
  71. 40 Charges
  72.  
  73. Deadly Stinger – A fast, large and dense lance shaped danmaku which attempts to destroy everything in its path to reach its target. The lance itself can be wielded, requiring a 3-charge upkeep as long as it is wielded, carrying with it all of its perks. Whilst being wielded, the lance aura covers the surface of Mugen. Since it is made of mana, it does not add any additional weight to the sword. However, whilst the option IS available, it is often much more efficient to just throw the lance as opposed to retaining it, unless the lance was summoned to clear out danmaku. Even in that case, there are better options for clearing than the lance.
  74.  
  75. Silent Storm – Starts off looking like a simple cylinder, but when thrown at an opponent or into the air, manifests itself as 40 semi-dense thin needles spraying in a cone shape towards an opponent, with most of the needles concentrated around the outer edges of the spray. The needles deal damage upon striking an object, exploding the energy within each danmaku as they hit with a small blast. One of Meira’s few barrage styled danmakus.
  76.  
  77.  
  78. 60 Charges
  79.  
  80. Lesser Dragon – A danmaku shaped like a small scale Chinese Dragon twice as large as Meira, whilst seemingly light when wielded by Meira, it in fact bears great weight and density, and will easily destroy any other danmaku in the area. It also seems self propelled, gaining more speed the further it travels. Getting hit by this danmaku is a sure-fire way of getting knocked out, how long you stay asleep depends on your resilience and the speed the danmaku has attained. It starts off with very strong homing, allowing it to make turns of 90 degrees to purse an enemy, but as it gains velocity, its turning ability decreases, eventually reaching a mere 5 degrees. A truly mysterious danmaku which should not be judged by its comical appearance.
  81.  
  82. Spirit Bomb – A large mass of danmaku forcefully compressed to the size of a watermelon, when this danmaku comes within close proximity of an opponent, it will instantly expand to 12 times its size, engulfing the opponent in a blast that surrounds and consumes them. This is the only danmaku which requires some time to create; all other danmaku can be called instantly as long as reserves are there.
  83.  
  84. ----------------------
  85.  
  86. Special Abilities: Spell Cards
  87. Meira’s spellcards forcefully draw from Meira’s internal magic reserves and the energy that they take their stores from is independent of the charges in the weapons. During a spellcard, charge accumulation is halved unless the effect of the spellcard says otherwise.
  88.  
  89. -------------------------
  90.  
  91. Other Skills
  92. Danmaku Styling
  93. ~Skill Type – Danmaku
  94. ~What it does – Meira possesses an innate trait which means her danmaku is not restricted to any one shape, color or style. It means she can easily manipulate her danmaku to suit the tides of battle. She augments the size by using Mugen to store up power to fling the larger and more specialized danmaku at opponents. Meira plays with density and with danmaku attributes in order to give her a very wide mix up of attack capabilities and traits.
  95.  
  96. Negation Theory
  97. ~Skill Type – Danmaku
  98. ~What it does – Meira’s reflexes and skills allow her to intercept danmaku in return with her own danmaku, giving her the ability to cancel out some of the danmaku thrown at her. Since it’s a very precise art, she can only negate two at a time unless she uses some of her larger and specialised denser danmaku to clear out an area.
  99.  
  100. Resistance to Pain
  101. ~Skill Type – Body
  102. ~What it does – Driven by her initial desire for revenge against the Hakurei Miko, Meira asked her trainer to teach her in the fastest way possible. The trainer relented, however, finally agreed. The training method was brutal combat practice, in the words of her instructor after the first shock session, “If you wish to learn fast, then I will not hold back. I will pound the sensation of death into your body. Your body will develop its own reflexes and you will grovel while you find your own style to figure out how to stop the pain.” That same first session left Meira unable to attend the training for 3 days, her body too sore to move properly. However her pride made her keep coming back to training. Thanks to the first year of being battered over and over again by her instructor’s shinai, Meira’s body began to develop a resistance to pain, which exceeds the resistance of most of the people in the defence force, since the other members decided to take a more conventional approach to training; through memorizing forms.
  103.  
  104. Warrior’s 6th Sense
  105. ~Skill Type – Sensory
  106. ~What it does – Meira’s training regime was long, painful and brutal. During her training sessions, her instructor would mercilessly attack at any opening that Meira created. After 10 years of brutal training experience, Meira has gained an innate ability to sense “killing intent” of any sort, allowing her to gauge locations of opponents even through an illusion. She also developed heightened reflexes and timing, a skill necessary for her to parry attacks.
  107.  
  108. Katana Proficiency
  109. ~Skill Type – Weapon Proficiency
  110. ~What it Does – Meira has trained herself for the past several years in the way of the katana after her graceless defeat to the Shrine Maiden. In addition, her unconventional fighting style was developed from pure trial and error training, relying on good control of her footing and positioning in order to take advantage of her opponent’s weaknesses when they’re put off by her unusual moves. Meira has attained a high level of swordsmanship
  111.  
  112. Heightened Mana Reserves
  113. ~Skill Type – Body
  114. ~What it does – After a decade of training with the sword Mugen, her mana pool has been stimulated and increased significantly in comparison to many of her colleagues in the Defence Force. However, Meira does not have any knowledge in magic which she could utilize this larger mana pool with, and instead utilizes it purely for danmaku.
  115.  
  116. Heightened Regeneration
  117. ~Skill Type – Passive Enhancement
  118. ~What it does – Due to the nature of the sword Mugen, the weapon promotes a good flow of mana throughout Meira’s body, and as long as the sword is on her person/, her rate of regeneration and wound recovery is higher than that of a normal human being.
  119.  
  120. Indomitable Willpower
  121. ~Skill Type – Mental
  122. ~What it does – Meira initially had a very strong will, and it was pushed and made to increase due to her training. Combined with her bloodline and her very strong sense of self, Meira is naturally resistant to attacks made on her mind.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement