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Name: Zenei Vanguard, alias "Cross".
Age: appears to be in mid 20's; however, he is countless centuries old
Height: about 5'11
Body: a Fair body build, however, his appearance is deceiving, being that he may be physically stronger than he appears to be.
Appearance:

Shinigami Form:
User Image




Occupation: Lieutenant of Squad 07
Specialty: Mid-range combat, Long-range combat, Hand to Hand, Swordsmanship, Speed attacks, Kido and Shunpo. Strategy is his main specialty, although sometimes he discards the tactics needed to carry his strategy out, making his battles longer than they needed to be.

Character Info: Cross is, in soul reaper terms, an old man, although physically one couldn't tell because of his young adult-like appearance. He is one of soul society's most well known shinigami due to his past as a captain commander. Now retired, Cross finds himself helping out his younger sister Shizuka, now that she's become a captain, as her lieutenant.

A proficient and very capable swordsman, Cross is famous for creating various signature moves such as the Cross-Slash, Slash Tornado, and other commonly known Sword-based attacks.

However, Cross is not limited to only his sword techniques. He also practices different martial arts in order to be prepared for most occasions.
His style varies from Muai Thai, Aikido, Jujitsu, Chinese Kempo, and so on.

As someone who has to use his mind constantly in battle, Cross relies heavily on a technique that calm mind fighters named Seikuken. It is a technique that relaxes the mind and allows the user to be aware of his/her surroundings, react/think faster, and to control their balance.

Besides all of these skills, Cross is also the founder of a specific technique called the Mach Punch. By powering up your fist with slight spiritual pressure, one can throw multiple punches instead of one at blinding speeds, but also, making them much more heavy due to the speed that they travel at. The wind that they create from the motion also powers them quite a bit. This gave him the nickname of "Machine Gun Vanguard" at times of war by the opposing forces, due to when he used such technique, when the punches were fired, it sounded like a machine gun. If used correctly, one can break down buildings and other armored material. When he retired, Cross started working on "The Mach" by using the same principles. Because the legs are stronger than the arms, it is basically more powerful. However, it is still not perfected.

Zanpakuto's Name: Tenrai Kengeki
Zanpakuto appearance:

User Image



Shikai Activation Command: "Shatter, Tenrai Kengeki"

When Tenrai Kengeki is released, the blade, like it's command, shatters into nothingness. However, The blade has actually transformed into 10 different weapons that are now floating around Cross, such as spears, lances, katanas, rapiers, gun blades and other types of weapons. These weapons are transparent, so when they are in rapid movement, they seem to be invisible, they only take color once Cross grabs a hold of one of them. Cross controls these weapons via telekinesis, as they are a product of his mind. These weapons also have a density which resembles diamond, allowing him to use them as shields and barriers, however, if something were to happen to one of these weapons, Cross may replace them with another one, and so on.

Cross' main element may be telekinesis, but however, this does not mean he can control other objects with his mind, only those he creates. Being that he controls them via telekinesis, by standing on one and controlling it with his mind, Cross is able to fly around with them. Cross can also control his own density via telekinesis, allowing him to jump to incredible heights with ease, run, dash, etc.

Shikai Technique 1: Blade Shot- With each weapon, Cross can create a thin energy wave that shoots out from the weapon once it is swung. However, the strength of this attack lies in the fact that since it is a thin energy wave, it takes little to no energy to execute, allowing him to create large numbers of energy waves without difficulty. The alternate effect that happens when performing this attack, once Cross grabs hold of a weapon, a "barrier" or "field of repulsion" will shoot out from him to about 5 meters in diameter, allowing this attack to disrupt the path of incoming attacks.

Shikai Technique 2: Elemental Coating- Tenrai Kengeki can perform basic elemental attacks in this stage, such as ice, fire and electricity, by all of them turning into the element themselves. The difference is, that for the opponent, the element will be harmful, however for Cross, he may still stand atop the element or surround himself by it as if they were still the same 10 weapons he wielded at the beginning.

Shikai technique 3: Illusionary Coating- Tenrai Kengeki will shatter into hundreds of millions of small red petals, which will spread themselves through out the field. These petals are used to create and distract the opponent's mind, as not only that is created, but also, they may produce images of Cross in random parts of the area, as well as hide him momentarily. These small petals stay in the air floating in place. Also, they can purify alternate effects created by the opponent for Cross, although their attack will still be carried out, it will simply not have an effect on him, such as poison and things of the like. In this stage, Cross may materialize and de-materialize any of his many weapons into his hand, his telekinesis also helps him move around more freely. It goes without saying that this basically multiplies his speed exponentially, to the point of allowing him to produce after images by the hundreds when only performing concentraded shunpo.

For offensive purposes, Cross can control the petals via telekinesis (similar to senbonsakura) and lunge them after the opponent, allowing them to cut and such to create a number of attacks, such as large scales of rose petal tornados, rose petal sharpoons, and so on.

Bankai Activation Command: "Shatter, Shinjinbukai Kengeki"

When in bankai, Cross' zanpakuto simply divides itself from 10 weapons, to a countless number, although it is believed to be around 10 thousand different weapons. They all surround Cross and his opponent in a dome like manner (similar to senbonzakura). Besides the added effects of the instantaneous effect of his shikai activation, Shinjinbukai Kengeki also has it's first shikai ability as an instantaneous ability, making it it's basic attack. Because of it's large scale powers, Cross can use it as a large scale barrier to protect himself and his allies from large scale attacks. Also, it adds the effects of his Seikuken style to play without him having to do the regular stances routine to set it up. All in all, it is basically an amplifier of Cross' techniques and physical stats.

Bankai Technique 1: Shadow Spears- What this basically does is that it changes the composure of the weapons from diamond, to dark matter. This makes them more flexible, and allows Cross to do multiple techniques that vary from Dark Matter Tornadoes, Dark Matter Drizzles to Dark Matter Shields, Dark Matter Reflectors, and the list goes on. The strength of this technique lies in the convenience of being able to change dark matter into either a solid direct attack, or an attack made completely of energy.

~Known Agility Techniques~

[+] Dashing [+]
A most basic technique that allows the user to throw him/herself at an angle which their stance directs. Based on an individual's attributes, dashing can be quite a fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent. Wise timing could see you escaping some harsh damage at the last moment.
[+] Shunpo (Flash Step) [+]
A movement technique that allows the user to move faster than the eye can follow. The user forces a stream of energy in front of them, along a path of their choosing, then takes one step into the stream. They are then propelled exceptionally fast through the stream to reappear at the opposite side. Whilst in the stream it is very hard to spot the user's movements unless you are an equal or higher rank. Shunpo can easily be used to almost instantly move from one place to another.
[+] Air Walk [+]
The ability to walk on air using spiritual energy. By collecting and solidifying Spiritual Particles beneath their feet, Soul Reapers can gain traction on thin air to either freely move about or to stop themselves from falling. It cannot necessarily be used very often, especially for officers. It is an ability that can only be temporarily used but cannot last for a very long period of time. For Lieutenants however, they can stay on air for quite a bit longer. For captains, it can be held for quite a long while considering the great amount of Reiatsu within a Captain-ranking individual.
[+] Air Skate [+]
The Air-Skate is an ability combining dashing and the Air-Walk and sometimes Shunpo depending on how you use it. Air-Walk is used to push your feet only a few millimeters off the ground. Doing so will give you the ability to move around as if skating on the ground or you can force yourself higher and skate on the air. You skate by using your dashing abilities and sometimes Shunpo as this gives you a much quicker and farther stride. Your speed is increased due to the fact that you are skating and constantly moving. Since it requires a combination of techniques this technique is only open to Officers, Lieutenants and Captains.
[+] Seiten - Soul Flash [+]
Seiten is a technique that combines Shunpo (Flash Step) and a Kido Incantation. This technique grants the user the ability to Shunpo closer to the adversary when releasing the spell, after the incantation. It's purpose is to surprise the adversary. For Lieutenants, Seiten is nearly perfected. It can be used up to three times before almost complete exhaustion and fatigue follows. Five times for captains. This technique is limited because of it's difficulty. The amount of focus and the energy drain takes a massive toll on the body.
[+] Idou Senkou - Flash Movement [+]
This technique is actually quite simple for those who have conditioned their body for high-speed combat movements and have a decent level of control over their Reiatsu. Idou Senkou is a technique that can be used by channeling your Reiatsu through a specific part of the body to increase the muscular reaction impulses so that the user may move that part of the body at speeds that rival Shunpo (Flash Step). This technique can be very tiring to the user because constantly increasing your muscle reactions strains those muscles. Even for those who are used to high speed movement find that this technique should only be used if they are having issues landing a hit on their opponent(s).

~Kido List~

Hado
20% 1. Shō (Thrust)
20% 2. Beniikazuchi (Crimson Thunder)
20% 3. Kuukuu no Akuryoku (Grip of the Void)
20% 4. Byakurai (White Lightning)
20% 8. Kutsuunomaru (Circle of Pain)
20% 10. Dohatsukenwotsuku ("Boil with Rage" wink
20% 11. Tsuzuri Raiden
20% 12. Fushibi (Ambush Flare)
20% 13. Shuumoku ("Public Attention" wink
20% 15. Hantaibouekifu ("Antitrade winds" wink
20% 20. Burn
35% 21. Attou ("Overwhelm" wink
35% 26. Enfun ("Burial ground" wink
35% 27. Breaking Palm
35% 28. Hyohihou ("Snow Ice Gun" wink
35% 29. Chuujou
35% 30. Assatsu
35% 31. Shakkahō (Shot of Red Fire)
35% 33. Sōkatsui (Blue Fire, Crash Down)
35% 35. Tenken (Sword of Heaven)
50% 37. Thousand Burst
50% 38. Altar
50% 42. Uchuu no Shinjitsu (Truth of the Universe)
50% 44. Furi-Zudari ("Freeze Dry" wink
50% 47. Dead Air

Bakudo
20% 1. Sai (Restrain)
20% 2. Kabe (Wall)
20% 4. Hainawa (Crawling Rope)
20% 8. Seal of Patience
20% 9. Geki (Strike)
20% 16. Ryuusa (Quicksand)
20% 17. Mabukani ("Over the Eyes" wink
20% 24. Kinbaku ("Bind Tightly" wink
20% 25. Betobetokenwonuku (Sticky Draw)
35% 26. Kyakko (Curving Light)
35% 28. Anchor
35% 29. Sabaku Sousu ("Sand Burial" wink
35% 30. Shitotsu Sansen (Beak-Stab Typle Beam)
35% 32. Yukashita ("Under the Floor" wink
35% 37. Tsuriboshi (Suspending Star)
50% 39. Enkosen (Circular Shield)
50% 45. Beast Fang
50% 47. Karimaisou ("Temporary Burail" wink
50% 49. Kasairyuu ("Pyroclastic Volcanic Eruption" wink
50% 50. Sokubaku (Shackles)

Chiyudo
20% 2. Amatsubu (Rain Drop)
20% 5. Antidote
35% 25. Bandaidification
50% 37. Masukingu no Gizensha ("Masking of the Lamb's Skin" wink
50% 55. Great Barrier

Bougyoudo
20% 3. Blue Mist
20% 22. Bikan (Beautiful Sight)
20% 25. Bansoukou
35% 28. Harinezumi: Stage One
35% 29. Harinezumi: Stage Two
35% 30. Banshiissei
50% 35. Collapse







User Comments: [1] [add]
Raiden-Kaishin
Community Member
avatar
commentCommented on: Tue Dec 22, 2009 @ 04:12am
Name: Cross Z. Vanguard (The Z stands for Zenei)
Aliases: "Snake Eyes Vanguard"
Occupation:Lieutenant of Squad 07
Specialty:Espionage, Hand to Hand Combat.
Elements: Wind, Sound, Electricity, Water.
Height: 5'11"
Appearance:User Image
Important Note: His eyes are snake like[Sybil's Incantation Eyes]

Character Information: Cross is a famous spy/tracker that is constantly hired by different squads in order to carry out missions that require the retrieval of important information. He is known for using a vast arsenal of martial arts, making him a well informed individual about the weak points of the average body. His most well known nickname, "Snake Eyes Vanguard", was earned while he was performing a mission to capture renegade shinigamis. This was due because all that they could see from him, was that his eyes resembled those of a snake, and that he only gave off his last name before taking them captive.

Zanpakuto: Bunshi Bankoku(universal molecule)

Bunshi Bankoku takes the form of a wakizashi that is about 4 feet long, it's sheath resting waist mounted, it's hilt facing right, not left.

Shikai Command: Spread.

Shikai Ability 1: Seikuken- Zenei needs only to perform a couple of hand signs, plus use the command to perform this stage, without unsheathing his blade. This ability uses the element of sound, specifically, vibrations. It is a hand to hand ability that allows Zenei's palms to radiate with vibrations that can disrupt the molecular structure of objects. This also increases the speed of his arms, being able to throw multiple punches or multiple palm thrusts at blinding speeds; if viewed by the naked eye, it would seem as if his hits left after images of themselves. Examples of the effects that this attack leaves would be to cause nerve damage to the opponent's arm, rendering it useless for the remainder of the fight, damage internal organs, or to cause a wall to shatter when his palms press against it. Naturally, he is not affected from his own technique. As one can imagine, they are quite strong, as a punch from an attack such as this could break the bottom structure of a building. To compliment his vibration attacks and for longer range, at the end of each palm thrust or punch thrown, a small sphere of compressed wind is shot at the opponent, which by many has been dubbed "wind bullet" due to the numbers created by the technique. (-2% Spiritual Energy if used normally, -5-10% adding wind elements to compliment his attacks.)

Sub Abilities of Seikuken:
Passive Seikuken: This sub-ability is basically a breathing technique that relaxes the mind to an extent that it practically prohibits it to panic. By doing so, the effect is that it creates an ENORMOUS increase in sense of awareness, balance, defenses against airborne poison(or any other sort of poison, such as by wounds, etc.), ignorance/neglect of unnecessary thoughts depending on the situation(hence, one could say the user has a strong defense against the hado spell Truth of the Universe.) and increase the strength of a stance, preventing the user to be knocked back. It is also used to amplify the user's ability to search for spiritual pressure beings. (+ 5% spirit energy.)

Aggressive Seikuken: The more aggressive style allows the user capability of protecting his nearby space effectively while also keeping a calm mind by setting up a small invisible circle that surrounds the user in a 360 degree manner, extending from the user from about 3-10 feet depending on how much spiritual pressure is used for it. The user senses his awareness to the finest detail by being able to use the vibrations in the surroundings of the small circle, being able to identify close to almost every object that enters his/her territory. Also in this technique, the user's body movements and physical strikes flow with so much smoothness, speed and concentration, that they create a thin layer of wind around themselves when each hit is thrown, increasing the strength of the hit exponentially (capable of being compared to a Breaking Palm and Sho hado spell combined.), as well as a momentary defense against sword strikes aimed to slash/hack at the limb that is currently in movement. By no means does it grant the user an increase in shunpo. (Depending on the radius of the Seikuken, -3-10% spiritual energy)


Shikai#2: Wind Current- By thrusting his blade at the opponent's direction, Zenei can create a wind current the size of a highway in width. Inside the wind tunnel, there are multiple wind blades that threaten to cut at their obstacle. Their attack power is not much, but the numbers are overwhelming. To maximize efficiency, Cross can thrust his blade, in a similar fashion to his first shikai when he uses his fists, at the wind current. However, instead of wind bullets coming out, there will be sound waves that will combo attack with the wind blades inside the wind current. The sound waves are basically the same as the wind blades, only that these will be visible by the energy they give off, making them appear as blue colored energy waves. The sound waves by no means are harmful to the hearing of the opponent, they are strictly for physical harm. The attacks duration is one post. (-8% if used normally, -15% if combined with sound attacks.)

Sub Abilities of Wind Current:
Twister: This attack is used normally when Bunshi Bankoku is sheathed, but it can be used also while unsheathed if Cross performs a swing at the air. When sheathed, Cross can grab a hold of the hilt, then draw it slightly, while still in the sheath, and in turn, a small twister will surround Cross, about 5 feet in radius, with him at the center, to act as a shield for incoming attacks, or an attack, since it works with wind blades as well. Sound element techniques cannot be mixed with this ability.(-5% spiritual energy.)

Tornado: This is basically a Wind Current attack in motion. To perform it, Zenei will flash step around the opponent in a constant circle, releasing the wind current in a tornado like fashion, to a very big scale. To compliment the technique, Zenei can flash step at the top center of the tornado, and release sound waves at the cased in opponent.(-10% when used normally,
-20% when complimented)

Electricity: By generating wind around a specific portion of his body or his blade, Zenei can create large amounts of electricity, which augments the piercing power of his attacks. (-5% Spiritual energy, -2% after each post that is used to maintain it)

Shikai#3: Kaishin(reform)- This is the first stage in which Bunshi Bankoku actually undertakes a transformation. It's blade transforms itself into a morphing liquid made out of water, and it twitches and moves at first on it's own. By swinging his hilt around, Cross can make the liquid spread and change it's composition into as solid as steel, gas for mists, and of course, liquid, which he can use to trap his opponents in it's never ending supply of water. How this supply is endless is that it transforms nearby spirit particles into more water, which can then be controlled by swinging it's hilt. This stage serves for defense, capture, and offense.(-10% per post, -5% for each post that is is maintained, -2% for each post that uses spiritual pressure to create more water.)

Sub Abilities for Kaishin:
Water Prison: Just as the name states. The difference with this type of capture from the others that Kaishin uses is that it is more solid then the other types. With this sub ability, Cross can capture an opponent within a sphere of water, with water inside it(of course, he has to capture the opponent first). Water Prison's sphere form then solidifies it's particles to be as strong as steel, even though it is made of water, to maintain the opponent inside. To compliment this technique, Cross can place his palm against the water prison, and from that palm, he'll emit either vibrations, which will spread out, thanks to the water and basically render useless a large amount of nerves from the opponent, preventing their mobilization; wind, which will freeze the water orb, turning it into ice and maintaining the opponent inside; or electricity, which will paralyze the opponent momentarily.(-25% spiritual energy)

Flood: Again, just as the name states. In this stage, the entire area (about 30 feet in all) gets flooded with up to 15 feet of water that is always in constant movement, in a motion that surrounds the area, without drying itself. When Cross is moving within the water, the water moves with him, this way, maintaining the flood constantly.The strength of this attack lies in the fact that the water keeps producing large waves to knock the opponent out of balance, and also, they are strong enough to land blows that have enough pressure to break bones. It goes without saying that Cross is an excellent swimmer, one could say he is probably faster in water than on land, and also being able to hold his breath under water for 5 hours. This is used to overwhelm an opponent, as well as capturing many at a time.(-30% spiritual energy, -2% to maintain after each post.)

Bankai: Tenrai Bankoku(divine molecule) Command: Spread Slowly.

In bankai form, Tenrai Bankoku's zanpakuto turns black, then shatters itself into 20 black orbs that seem to resemble air bubbles made of rubber, floating around aimlessly. However, their composition is not of rubber, but off a carbon density that could be compared to diamond in durability, resistance and strength. They are controlled by Cross' will power.

Bankai Ability#1: Morph- In this stage, all black orbs rush towards Cross and cover him from head to toe, merging with him. After the merge is complete, Cross is basically a living weapon; he is completely covered in onyx, as his eyes, nose, mouth, and other humanly details, are not visible, he is simply a black covered humanoid; however, one can hear his voice. In this stage, Cross may morph any part of himself into a weapon, be it his limbs, head, chest, etc. His composition can change between liquid, or solid if he so wills it. his liquid form is used to capture opponents in his sticky substance, as well as suffocate them. He can slip through cracks and other diminutive spaces. He can also turn liquid substances that attack him to another part of himself. Poisonous substances do not harm him nor affect him. As his solid form, besides changing his limbs or his body into a solid weapon, the substance itself counts as an incredibly strong armor, being able to resist from basic-to powered direct attacks, as well as most energy attacks without facing much harm. It also augments his physical strength exponentially. (-40% spiritual energy, -2% for changing between solid and liquid form, -5% for each post that it is maintained.)

~Known Agility Techniques~

[+] Dashing [+]
A most basic technique that allows the user to throw him/herself at an angle which their stance directs. Based on an individual's attributes, dashing can be quite a fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent. Wise timing could see you escaping some harsh damage at the last moment.

[+] Shunpo (Flash Step) [+]
A movement technique that allows the user to move faster than the eye can follow. The user forces a stream of energy in front of them, along a path of their choosing, then takes one step into the stream. They are then propelled exceptionally fast through the stream to reappear at the opposite side. Whilst in the stream it is very hard to spot the user's movements unless you are an equal or higher rank. Shunpo can easily be used to almost instantly move from one place to another.

[+] Air Walk [+]
The ability to walk on air using spiritual energy. By collecting and solidifying Spiritual Particles beneath their feet, Soul Reapers can gain traction on thin air to either freely move about or to stop themselves from falling. It cannot necessarily be used very often, especially for officers. It is an ability that can only be temporarily used but cannot last for a very long period of time. For Lieutenants however, they can stay on air for quite a bit longer. For captains, it can be held for quite a long while considering the great amount of Reiatsu within a Captain-ranking individual.

[+] Air Skate [+]
The Air-Skate is an ability combining dashing and the Air-Walk and sometimes Shunpo depending on how you use it. Air-Walk is used to push your feet only a few millimeters off the ground. Doing so will give you the ability to move around as if skating on the ground or you can force yourself higher and skate on the air. You skate by using your dashing abilities and sometimes Shunpo as this gives you a much quicker and farther stride. Your speed is increased due to the fact that you are skating and constantly moving. Since it requires a combination of techniques this technique is only open to Officers, Lieutenants and Captains.

[+] Seiten - Soul Flash [+]
Seiten is a technique that combines Shunpo (Flash Step) and a Kido Incantation. This technique grants the user the ability to Shunpo closer to the adversary when releasing the spell, after the incantation. It's purpose is to surprise the adversary. For Lieutenants, Seiten is nearly perfected. It can be used up to three times before almost complete exhaustion and fatigue follows. Five times for captains. This technique is limited because of it's difficulty. The amount of focus and the energy drain takes a massive toll on the body.

[+] Idou Senkou - Flash Movement [+]
This technique is actually quite simple for those who have conditioned their body for high-speed combat movements and have a decent level of control over their Reiatsu. Idou Senkou is a technique that can be used by channeling your Reiatsu through a specific part of the body to increase the muscular reaction impulses so that the user may move that part of the body at speeds that rival Shunpo (Flash Step). This technique can be very tiring to the user because constantly increasing your muscle reactions strains those muscles. Even for those who are used to high speed movement find that this technique should only be used if they are having issues landing a hit on their opponent(s).

~Kido List~

Hado
20% 1. Shō (Thrust)
20% 2. Beniikazuchi (Crimson Thunder)
20% 3. Kuukuu no Akuryoku (Grip of the Void)
20% 4. Byakurai (White Lightning)
20% 8. Kutsuunomaru (Circle of Pain)
20% 10. Dohatsukenwotsuku ("Boil with Rage" wink
20% 11. Tsuzuri Raiden
20% 12. Fushibi (Ambush Flare)
20% 13. Shuumoku ("Public Attention" wink
20% 15. Hantaibouekifu ("Antitrade winds" wink
20% 20. Burn
35% 21. Attou ("Overwhelm" wink
35% 26. Enfun ("Burial ground" wink
35% 27. Breaking Palm
35% 28. Hyohihou ("Snow Ice Gun" wink
35% 29. Chuujou
35% 30. Assatsu
35% 31. Shakkahō (Shot of Red Fire)
35% 33. Sōkatsui (Blue Fire, Crash Down)
35% 35. Tenken (Sword of Heaven)
50% 37. Thousand Burst
50% 38. Altar
50% 42. Uchuu no Shinjitsu (Truth of the Universe)
50% 44. Furi-Zudari ("Freeze Dry" wink
50% 47. Dead Air

Bakudo
20% 1. Sai (Restrain)
20% 2. Kabe (Wall)
20% 4. Hainawa (Crawling Rope)
20% 8. Seal of Patience
20% 9. Geki (Strike)
20% 16. Ryuusa (Quicksand)
20% 17. Mabukani ("Over the Eyes" wink
20% 24. Kinbaku ("Bind Tightly" wink
20% 25. Betobetokenwonuku (Sticky Draw)
35% 26. Kyakko (Curving Light)
35% 28. Anchor
35% 29. Sabaku Sousu ("Sand Burial" wink
35% 30. Shitotsu Sansen (Beak-Stab Typle Beam)
35% 32. Yukashita ("Under the Floor" wink
35% 37. Tsuriboshi (Suspending Star)
50% 39. Enkosen (Circular Shield)
50% 45. Beast Fang
50% 47. Karimaisou ("Temporary Burail" wink
50% 49. Kasairyuu ("Pyroclastic Volcanic Eruption" wink
50% 50. Sokubaku (Shackles)

Chiyudo
20% 2. Amatsubu (Rain Drop)
20% 5. Antidote
35% 25. Bandaidification
50% 37. Masukingu no Gizensha ("Masking of the Lamb's Skin" wink
50% 55. Great Barrier

Bougyoudo
20% 3. Blue Mist
20% 22. Bikan (Beautiful Sight)
20% 25. Bansoukou
35% 28. Harinezumi: Stage One
35% 29. Harinezumi: Stage Two
35% 30. Banshiissei
50% 35. Collapse


User Comments: [1] [add]
 
 
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