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Bakugan Hyperspace (New Vestroia)

The next installment of Bakugan Hyperspace! Even more action packed and thrilling than the prequel!
 
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 Lord Spectra's Brawling Profile

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Guest20
LEVEL 10 BRAWLER
Guest20


Posts : 500
Join date : 2010-02-14

BAKUGAN STATUS
BAKUGAN POINTS:
Lord Spectra's Brawling Profile Left_bar_bleue8250/1000000Lord Spectra's Brawling Profile Empty_bar_bleue  (8250/1000000)
LIFE FORCE:
Lord Spectra's Brawling Profile Pbucket0/500Lord Spectra's Brawling Profile DpGFogC  (0/500)

Lord Spectra's Brawling Profile Empty
PostSubject: Lord Spectra's Brawling Profile   Lord Spectra's Brawling Profile Icon_minitimeWed Mar 31, 2010 8:18 am

Brawler: Spectra Phantom
Gender: Male
Team: Infernal Sovereignty (Leader)
Traits: Supreme, composed, deadly

Bakugan:

HYPERION HELIOS MK-2 (Guardian) (Lv 11)
Power Level = 1000
Life Force =
۞-109۞
Stand Success = 85%
Defense = 8
Special Shot = +100
Special Effect = All card count costs for the Ability Cards played for this Bakugan are reduced by half per card activation. This effect lasts throughout the whole game.

*METALFENCER BAKUGAN TRAP ABSORBED*
Special Condition = This Bakugan is now capable of being treated as both "Terminal" and "Hyperion" Helios MK-2 concurrently.
*DECEASED*


HYPER DRAGONOID (Lv 4)
Power Level = 400
Life Force = ۞163۞
Stand Success = 70%
Defense = 3
Special Shot = +37

HYPER DRAGONOID (Lv 4)
Power Level = 400
Life Force = ۞163۞
Stand Success = 70%
Defense = 3
Special Shot = +37


HAMMERSAUR (Lv 3)
Power Level = 350
Life Force =
۞-48۞
Stand Success = 75%
Defense = 3
Special Shot = +41
Special Effect = Able to sacrifice 50 points from your Life Gauge in order to neutralize your opponent's Ability Card when stood. This effect lasts throughout the whole game, but payment is required for each use.

*DECEASED*


ANCHORSAUR (Lv 3)
Power Level = 300
Life Force = ۞102۞
Stand Success = 75%
Defense = 4
Special Shot = +41


PERFECT NEO DRAGONOID (Lv 8)
Power Level = 400
Life Force = ۞2۞
Stand Success = 70%
Defense = 4
Special Shot = +77
Special Effect = Able to activate an additional Ability Card before the next battle begins. This effect is only usable once per game.

*RECLAIMED BY DAN*


FENCER (MAX)
Power Level = 500
Energy Level = <3.5>
Stand Success = 100%
Defense = 5
Special Shot = +50


SCRAPER (MAX)
Power Level = 500
Energy Level = <3.5>
Stand Success = 100%
Defense = 6
Special Shot = +53


KLAWGOR (MAX)
Power Level = 500
Energy Level = <4.0>
Stand Success = 100%
Defense = 5
Special Shot = +64


FOXBAT (MAX)
Power Level = 500
Energy Level = <4.5>
Stand Success = 100%
Defense = 5
Special Shot = +57


SPINDLE (MAX)
Power Level = 500
Energy Level = <5.0>
Stand Success = 100%
Defense = 5
Special Shot = +58


LEEFRAM (MAX)
Power Level = 500
Energy Level = <7.0>
Stand Success = 100%
Defense = 5
Special Shot = +57


Traps:

METALFENCER (Lv 5)
Power Level = 400
Energy Level = <3.5>
Stand Success = 100%
Defense = 5
Special Shot = +69

*SACRIFICED TO HYPERION HELIOS MK-2*


Battle Gear:

TWIN DESTRUCTOR
Power Boost = +100
Compatibility = Level 8+
Stand Success = 100%
Defense = 5
Special Shot = +72

ZUKANATOR
Power Boost = +200
Compatibility = Level 10
Stand Success = 100%
Defense = 6
Special Shot = +92


Laser Saber Techniques:

Attacks

Stab *168*: <-186 ENERGY> Lunge at your opponent by trying to impale them with the tip of your saber. Only "Parry" can evade this attack.

Upper Strike *151*: <-149 ENERGY> Standard upward slash. Difficult to evade.

Lower Strike *279*: <-54 ENERGY> Standard downward slash. Easy to evade.

Mid Strike *164*: <-70 ENERGY> Standard mid-height slash. Balanced evasion difficulty.

Diagonal Strike *158*: <-153 ENERGY> Complex slanting slash. Fast attack, difficult to parry.

Leap Strike *261*: <-175 ENERGY> Complex jumping slash combo. Difficult to counter in any way.

Defenses

Guard *296*: <-45 ENERGY> Uses your laser saber to block against an opponent's attack. Defends against basic attacks.

Parry *257*: <-120 ENERGY> Deflect an attack by the opponent. If successful, deals minor damage to the opponent and evades their attack.

Features

Extend: Elongate your saber for more power at the cost of 100 energy per extension to increase each of your future attacks and defenses by 50%.

Retract: Shorten the length of your saber for less power in order to gain 100 energy per retraction, decreasing each of your future attacks and defenses by 50%.

___

Vulcanus' Scepter:

*DESTROYED*


Attacks

Flaming Stream *1000*: <-94 ENERGY> A discharged flame spouts from the Vulcanus' Scepter and rains down upon the attack target. Once gravity takes hold, the flame leaves a trail of blistering fire along its path.

Magma Chasm *5000*: <-125 ENERGY> NOTE: This attack cannot be used on any member.
An omnipotent, scorching blast of pure raging inferno capable of penetrating any surface and crumbling even the densest of material.

Defenses

Wall of Flames *4000*: <-81 ENERGY> A blazing inferno is formed in front of the defending target, incinerating all energy-based attacks on contact.

Sheath of Flames *All of Opposing Force's Power Equivalent*: <-ALL REMAINING VULCANUS' SCEPTER ENERGY> Wildfire derived from Hell's Flames engulfs the defending target, shielding them from any attack sent their way, but expending all of the activator's spiritual energy to create such a barrier.
______

LEVEL 7 ABILITY LIMIT

1. Ability that raises power levels = 1 card count (rises by 1 for every 500 points gained from the card)

2. Ability that decreases power levels = 1 card count (rises by 1 for every 500 points lost from the card)

3. Ability that transfers power = 1 card count (rises by 1 for every 500 points transferred from the card)

4. Ability that nullifies Gate Cards = 1 card count

5. Ability that negates an opponent's Ability = 1 card count

6. Ability that reverses an opponent's Ability = 1 card count (rises by 1 for every 500 additional points lost by the opponent's total this way)

7. Ability that negates more than one of the opponent's Abilities = 2 card counts (rises by 1 if it negates all Abilities the opponent has used in the game by far) *If the card that achieves this is a system with an acronym, then reduce the card count by 1.*

8. Ability that mimics an opponent's previous Ability = 2 card counts

9. Ability that protects oneself from an opponent's attack = 2 card counts (rises by 1 for every additional Bakugan protected by this card)

10. Ability that prevents the opponent from activating any more Abilities = 3 card counts

*Cards that equalize power levels would be equivalent to rising power levels, and cards that decrease an opponent's Life Gauge are double the equivalent cost of reducing power levels.*

*Any Ability Cards that do more than one of the effects listed above raises the card count by 1 for each added effect stated above.*

_____________________

Gate Cards:

Pyrus Reactor (Lv 4): +350 points for all Pyrus Bakugan standing on this Gate Card.

Pyrus Reactor (Lv 5): +400 points for all Pyrus Bakugan standing on this Gate Card.

Ring Zero: This card neutralizes all of your opponent's active Ability Cards played during this round. Fusion and Chaos Abilities are excluded from this effect.

Enemy Re-setter: This card neutralizes all of your opponent's active Ability Cards played during this round. Fusion and Chaos Abilities are excluded from this effect. In addition, double the increments or reductions in power of all future Ability Cards activated for Battle Gear during this round.

Ability Cards:

Magnerius: Allows your Anchorsaur Bakugan to negate your opponent's Ability Card. Fusion and Chaos Abilities are excluded from this effect.

Crush Hurricane: Transfers 100 points from your opponent's Bakugan's power level to your Anchorsaur's OR Hammersaur's total.

Mirror Ghost: Allows your Hammersaur Bakugan to prevent itself from being attacked by your opponent's Bakugan currently standing on the battlefield. If your opponent fails to counter this card and possesses a lower power level, he/she takes damage to his/her Life Gauge accordingly.

Power Eraser: Allows your Anchorsaur Bakugan to decrease your opponent's Bakugan's power level by 300 points. Any Bakugan attacked by this card with a current power level of less than 300 is rendered immobile for the duration of the round.

Flash Bow: Allows your Anchorsaur Bakugan to negate one of your opponent's Ability Cards played during this round. Fusion and Chaos Abilities are excluded from this effect.

Spark Protection: Allows your Anchorsaur Bakugan to reverse your opponent's most recent Ability Card played during this round. Fusion and Chaos Abilities are excluded from this effect.

Dual Dragon: Splits your current Hyper Dragonoid Bakugan on the battlefield into two identical copies, in both power and appearance, to battle alongside each other for the remainder of the round. The power levels of both Hyper Dragonoids do not change during this separation.

Item Core: Increases the power levels of all Hyper Dragonoids you control on the battlefield by 100 points.

Red Valkyrie: Allows your Metalfencer Bakugan Trap to increase each of your standing Pyrus Bakugan's power levels by 200 points, including the Metalfencer.

Ventus Air Saw: *Requires at least <1.0> for your Klawgor Bakugan to use this Ability Card.* Allows your Klawgor Bakugan on your Maxus Helios to decrease your opponent's Bakugan's power level by 200 points.

Sub-Terra Spartan: *Requires at least <1.0> for your Scraper Bakugan to use this Ability Card.* Increases your Scraper's power level on your Maxus Helios by 200 points.

Pyrus Spear: *Requires at least <1.0> for your Fencer Bakugan to use this Ability Card.* Increases your Fencer's power level on your Maxus Helios by 200 points.

Darkus Slave: *Requires at least <2.0> for your Foxbat Bakugan to use this Ability Card.* Allows your Foxbat Bakugan on your Maxus Helios to decrease your opponent's Bakugan's power level total by 400 points.

Sub-Terra Gravity: *Requires at least <2.0> for your Scraper Bakugan to use this Ability Card.* Increases your Scraper's power level on your Maxus Helios by 400 points.

Darkus Beagalita: *Requires at least <5.5> for your Foxbat Bakugan to use this Ability Card.* This card can only be played as long as your Sub-Terra Gravity Ability Card is active. Increases your Foxbat's power level on your Maxus Helios by 300 points, and unless your opponent can increase his/her power level by at least 500 points higher than Maxus Helios' current total, you win the round automatically. Inflict damage to the opponent's Life Gauge accordingly.

Haos Sharia: *Requires at least <2.5> for your Spindle Bakugan to use this Ability Card.* Increases your Spindle's power level on your Maxus Helios by 500 points.

Infernal Berserker: Transfers 400 points from your opponent's Bakugan's power level to your Hyperion Helios MK-2's total. In addition, allows your Hyperion Helios MK-2 Bakugan to neutralize your opponent's most recent Ability Card played during this round. Fusion and Chaos Abilities are excluded from this effect.

Fervour Blast: Allows your Hyperion Helios MK-2 Bakugan to decrease your opponent's Bakugan's power level by 600 points.

Mars Cremator: Increases your Hyperion Helios MK-2's power level by 700 points and decreases your opponent's Bakugan's power level by 300 points.

Incinerating Assault: Increases your Hyperion Helios MK-2's power level by 400 points and reverses your opponent's most recent Ability Card or Fusion Ability Card played during this round. Chaos Abilities are excluded from this effect.

Grand Hyperion: Allows your Hyperion Helios MK-2 Bakugan to neutralize all of your opponent's Ability Cards that have already been played during this round, and increases Hyperion Helios MK-2's power level by 800 points.

Apex Inferno: Transfers 700 points from your opponent's Bakugan's power level to your Hyperion Helios MK-2's total.

Bloodlust Annihalation: Increases your Hyperion Helios MK-2's power level by however many points it requires to reach the opponent's current total. In addition, increases Hyperion Helios MK-2's power level by 500 points.

Molten Apocalypse: Prevents your opponent from decreasing your Hyperion Helios MK-2's power level in any way for one turn. In addition, nullifies the opponent's Gate Card where he is standing.

Searing Oblivion: Doubles the effects of all Ability Cards played by Hyperion Helios MK-2 during the current round. This card can only be used once, and on your opponent's Gate Card.

Frenzy Slaughter: Increases your Hyperion Helios MK-2's power level by 500 points. In addition, negates your opponent's most recent Ability Card played during this round. Fusion and Chaos Abilities are excluded from this effect.

Twin Destructor: This is a Level I class Ability Card. Increases your Twin Destructor Battle Gear by 200 points and reverts all of the opponent's standing Bakugan back to their base levels.

Twin Destructor Level II: This is a Level II class Ability Card. Increases your Twin Destructor Battle Gear by 400 points and reverts all of the opponent's standing Bakugan back to their base levels.

Twin Destructor Level III: This is a Level III class Ability Card. Increases your Twin Destructor Battle Gear by 600 points and reverts all of the opponent's standing Bakugan back to their base levels.

Zukanator: This is a Level I class Ability Card. Allows your Zukanator Battle Gear to double the current power level of the Bakugan equipped to it. This Ability Card can only be negated by a Level 10 Ability Card.

Fusion Abilities:

Darkus X: This card can only be played as long as Chaos Ability: Vestroia X is active. This Darkus Ability allows your Dark Hex Dragonoid to decrease your opponent's Bakugan's power level by 200 points.

Ventus X: This card can only be played as long as Chaos Ability: Vestroia X is active. This Ventus Ability allows your Dark Hex Dragonoid to decrease your opponent's Bakugan's power level by 100 points.

Sub-Terra X: This card can only be played as long as Chaos Ability: Vestroia X is active. This Sub-Terra Ability increases your Dark Hex Dragonoid's power level by 200 points.

Aquos X: This card only be activated as long as Chaos Ability: Vestroia X is active. This Aquos Ability increases your Dark Hex Dragonoid's power level by 200 points and decreases your opponent's Bakugan's power level by 100 points.

Haos X: This card can only be activated when Chaos Ability: Vestroia X is active. This Haos Ability increases your Dark Hex Dragonoid's power level by 300 points.


Parariddle Fire: *Requires at least <3.0> for your Maxus Helios Bakugan to use this Fusion Ability Card.* Aquos, Haos, and Pyrus Ability. Increases your Maxus Helios' power level by 600 points.

Ultimate Striker: *Requires at least <6.0> for your Maxus Helios Bakugan to use this Fusion Ability Card.* Pyrus, Sub-Terra, Haos, Darkus, Aquos, and Ventus Ability. Allows your Maxus Helios to decrease your opponent's Bakugan's power level total by 1200 points.

Devouring Hearth: Allows your Hyperion Helios MK-2 Bakugan to reuse one of your opponent's Ability Cards played during this round at double the power.

Chaos Abilities:

Nova Blazer X: *Requires ۞138۞ from your Helios Bakugan to use this Chaos Ability Card.* Transfers 700 points from your opponent's Bakugan's power level to your Helios' total. This card cannot be negated by another card effect.

Deai No Kokos X: *Requires ۞126۞ from your Dark Hex Dragonoid's power level to use this Chaos Ability Card.* Increases your Dark Hex Dragonoid's power level by the number of points needed to keep him ahead of the opponent's Bakugan's total by 200 points. This card lasts for the remainder of the round. This card cannot be negated by another card effect.

Deai No Durance X: *Requires ۞142۞ from your Dark Hex Dragonoid's power level to use this Chaos Ability Card.* Transfers all of the points from your opponent's Bakugan's current power level to your Dark Hex Dragonoid's total. This card cannot be negated by another card effect.

Vestroia X: *Requires ۞174۞ from your Dark Hex Dragonoid's power level to use this Chaos Ability Card.* Allows Dark Hex Dragonoid to summon the power of the Perfect Core, making this Hex Dragonid's attribute become all attributes. This allows the Dark Hex Dragonoid to use all attributed Ability Cards. In addition, increase your Dark Hex Dragonoid's power level by 100 points. This card lasts for the remainder of the round. This card cannot be negated by another card effect.

Neo Legend X: *Requires ۞221۞ from your Dark Hex Dragonoid's power level to use this Chaos Ability Card.* This card can only be played as long as the Fusion Abilities: Darkus X, Ventus X, Sub-Terra X, Aquos X, and Haos X are active. Increases your Dark Hex Dragonoid's power level by double the increments granted from all of the Fusion Abilities stated above.


Terminal Blazer X: *Requires ۞148۞ from your Helios Bakugan to use this Chaos Ability Card.* Allows your Guardian Helios Bakugan to permanently absorb the special distinction and attribute quality of one ally Bakugan on your side of the battlefield. In addition, absorb all the power said ally Bakugan possess and transfer it over to your Guardian Helios' total. This card cannot be negated by another card effect. This card can only be used once.
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