Sunday, August 31, 2008

The member of lighting

Fate Testarossa








Her Def Skill
Barrier Jacket — Fate activates her defensive outfit. After Bardiche is upgraded in A's, her Barrier Jacket gains two variations: Lightning Form and Sonic Form.Lightning Form — This is similar to her original Barrier Jacket, with more protective power and some armor plates on her shoes and left glove.Sonic Form — This lighter variation of Fate's Barrier Jacket dispenses with the cloak and instead puts Sonic Sails, Flier Fin-like wings on Fate's boots and arms, greatly increasing her movement speed.Sonic Drive — In episode 24 of Strikers, Fate activates this variation of Sonic Form. Her speed and magic powers greatly increases in this form. Incantation to activate this form is Overdrive, New Sonic Form.[7]Impulse Form — The new Barrier Jacket variation seen in StrikerS, it sports a complete new design that holds little resemblance with any of the other variations seen until then.Blitz Rush — Fate's movement speed is increased dramatically (if temporarily), to the point where human eyes cannot track her easily. In A's, this is upgraded to Sonic Move; in Sonic Form, she does not need to activate the ability.Defenser — Bardiche's Auto-Guard magic. It can guard in every direction, but can be broken easily, as Signum's cartridge-loaded Device proves.Defenser Plus — Used in the second episode of StrikerS, it is essentially a more powerful form of Defenser, and capable of being cast over a larger area to protect more than one person.Bind Break — Attempts to deactivate a binding or imprisoning spell. The amount of time required to deactivate depends on the complexity of the target magic.Jacket Purge — Fate "unravels" the magic power that comprises her Jacket, causing it to explode. This has significant attack power, and can disrupt binding magics. However, she is vulnerable for a few moments after purging the Jacket, and she requires magic power to recreate a new one.Thunder Arm — A lightning defense on her left arm (use in Nanoha StrikerS Episode 22).

Her Atk Skill
Arc Saber — Fate's melee attack, consisting of a blade of light from the Bardiche in Scythe form. It is powerful enough to neutralize Nanoha's Divine Shooter missiles. The blade itself can be thrown, spinning it much like a shuriken.
Scythe Slash — A variation of the Arc Saber where the blade is enhanced in order to penetrate barrier-type magics such as Barrier Jackets.
Haken Saber — As Arc Saber, except with Bardiche Assault in Haken form.
Haken Slash — The Scythe Slash-like variation of Fate's Haken Saber.
Photon Lancer — Fate's basic ranged attack, fired from a small collection of energy called a "Photon Sphere". Fate's shots are faster, but unlike Nanoha's Divine Shooter, they are unguided.
Photon Lancer Phalanx Shift — A variation of Photon Lancer (and Fate's most powerful attack in season 1), this spell amasses several large Photon Spheres and unleashes a storm of Photon Lancer shots on the target.
Plasma Lancer — A more powerful version of Photon Lancer, with increased attack power and the ability to turn at Fate's command should it miss.
Thunder Smasher — Fate's siege-type attack, analogous to Nanoha's Divine Buster. It was called "Thunder Buster" in episode 12 of season 1, but the DVD booklet indicates that the attack was actually Thunder Smasher.
Plasma Smasher — Thunder Smasher's upgrade, used when Bardiche Assault is in Assault Form.
Trident Smasher — The third upgraded magic of the Thunder Smasher line, three beams are shot simultaneously from the same firing-point, creating the illusion of a trident's blade. Debuted on the episode 12 of StrikerS.
Thunder Rage — Fate's multitarget attack, activated with Bardiche in Sealing Form. Together with Nanoha's Divine Buster, Fate used this to seal six Jewel Seeds at once.
Thunder Blade — An enhanced version of Thunder Rage, Fate focuses each attack into individual swords that can detonate on the command "Break!". Chrono Harlaown has a similar attack called Stinger Blade.
Blitz Rush — Fate can increase the speed of her magic missiles such as Plasma Lancer.
Sprite Zamber — This ability is designed to destroy force fields, binding magics, and illusions. Fate, after transforming Bardiche Assault to Zamber form, uses this to break out of the Book of Darkness' prison.
Jet Zamber — Fate's ultimate melee attack (thus far), she first throws a shockwave at the target, then swings Bardiche Assault in Zamber form. The energy blade of the Zamber grows to many times its typical size, so Fate can slash through a target that would ordinarily be out of range.
Plasma Zamber Breaker — Bardiche Assault in Zamber form unleashes a powerful energy blast.
Riot Blade — Bardiche Assault in a sabre like form. Riot Zamber is able to cut away magical binding strings with ease.[8]
Riot Zamber — Bardiche Assault split into two Riot Blades. A magical string at the end of each hilt connects both of them. Fate can combine both Riot Blades to form a bigger version of Zamber.[9]

Signum












Defensive Abilities
Knight Armour — Signum's battle costume is comprised of a battle dress designed for mobility, and armor plates. Although it is only referred to as "Armour" in the series, it seems to function similarly to the Barrier Jacket of the Mid-Childa magic system. Although Hayate discouraged her and the other Wolkenritter from fighting, she co-designed each of their costumes.
Panzer Geist (Tank Spirit) — Creates a defensive aura, which surrounds Signum.

Offensive Abilities
Hiryū Issen (飛竜一閃, Hiryū Issen?) (Flying Dragon Flash) - One of Signum's most powerful attacks, she spins Laevatein in Schlangenform and makes fire elemental energy run along the blade. A typhoon of flames is formed in the air between the segments of the blade, which is then thrown against the enemy. Though it falls in the Shooting-Type category, this attack has roughly the same power as Fate's Plasma Smasher, a Bombardment-Type Spell.
Karyū Issen (火竜一閃, Karyū Issen?) (Fire Dragon Flash) - Signum creates a shaft of flames and hold it as if was a sword. By swinging her arm, she can then throw the flames against enemies that are far away. With the help of Agito, Signum used this spell to destroy over 50 Gadget Type-II with one single strike[5].
Shiden Issen (紫電一閃, Shiden Issen?) - Roughly translating to "Sword Flash", this is a weaker version of the Hiryū Issen with Laevatein in Schwertform that covers the sword's blade with flames to increase its attack power. Other than that, its just a regular melee strike.
Sturm Falken (Storm Falcon) — Laevatein's attack as a bow.




Caro Ru Lushe







Defensive Abilities
Active Protection - Caro's variation of the basic Protection magic. It seems to be more tuned to defend against attacks from a single direction. First used in episode 11 of StrikerS to defend against one of Lutecia's attacks.
Barrier Jacket - The primary defensive measure of most mages. Caro's Barrier Jacket possesses a white cape that is very similar to Fate's and she wears a white hat.
Wheel Protection - Similar in principle to Nanoha's Active Guard, a pair of wings appear on Kerykeion's jewel and conjures a magic typhoon that repels a target that is far away.
Booster Protection - A more powerful Active Protection, again primarily guarding in one direction.

Offensive Abilities
Blast Flare - Not a real spell, but actually Fried's inherent fire-breathing ability boosted by Caro's magic. Its power is nothing remarkable though.
Blast Rain - A variation of the Blast Flare used while Fried is in his true form. Unlike the original, Blast Rain is very strong, with a destructive power in par with an AA magic attack.
Shooting Ray - One of the few offensive spells in which Caro herself attack the enemy, two wings of light appear over Kerykeion's jewels and turn into one magic beam each.
Wing Shooter - Another of Caro's personal attack magics, multiple magic bullets are conjured and shot at the enemy. Akin to Fate's Plasma Lancer, the bullets can only be directed towards the target but not controlled during flight.

Summons
Dragon Soul Summon (竜魂召喚, Ryūkon Shōkan) - In order to keep Fried always by her side and, at the same, time have his true powers available when necessary, Caro makes use of the Dragon Soul Summon spell. With this magic, she can seal away Fried's real form and strength and then temporally summon them back when they are needed. On a side note, Soul Summoning is very advanced summoning spell known only by a few experts.
Dragon Mount Summon (竜騎召喚, Ryūki Shōkan, Dragon Mount Summon) - The magic that summons Alzas' guardian dragon: the Black Flame Dragon, Voltaire. Its important to be aware that Voltaire is an ancient creature of great power that only allows himself to be summoned when there is real need to. First seen in season StrikerS episode 17. Voltaire's level of raw firepower is absolutely immense, being armed with a magic cannon in each shoulder and the chest.
Wrought Iron Summon (錬鉄召喚, Rentetsu Shōkan, Wrought Iron Summon) - This spell allows Caro to summon, transmute and control any inorganic matter on the nature. Although not restricted to it, the form of a chain is Caro's favorite and she dubbed this variation Alchemic Chain. She was once praised as being very skillful and imaginative in the usage of this magic.

Support Abilities
Boost up - Caro's and Kerykeion's exclusive Increase-type Support magic. Each variation raises only one single and specific attribute.
Acceleration - The target's speed is increased. Used in Erio during episode 04 of StrikerS.
Barret Power - Increase the destructive power of a target's Shooting Magic. It does not help the attack penetrate certain defenses like an AMF. Used in Teana during episode 03 of StrikerS.
Strike Power - As the name suggests, the target's striking power for meele attacks is increased. Used in Erio during episode 05 of StrikerS.
Enchant Defense Gain - Increases one's defensive power.
Enchant Up Field Invade - This spell grants the target the capacity to penetrate a Field-type magic defense (such as AMF) and negate its effects. Cast upon Erio along with Twin Boost during episode 05 of StrikerS.
Energy Boost - This magic allows Caro to assist another mage in her spellcasting. Used during episode 17 on Teana while she was casting multiple Fake Silhouette.
Physical Heal - Basic healing magic, it is meant to treat minor injuries only.
Twin Boost: Slash & Strike - Not a really a magic, but actually the capacity of casting two Boost Up spells simultaneously. In its debut on episode 05, it was used in Erio and Strada to increase their striking strength and cutting capacity respectively.


Erio Mondial

Defensive Abilities
Barrier Jacket - Being a user of the Modern-Belka System, Erio's defensive outfit is referred as a Barrier Jacket instead of Knight Armour. It resembles Fate's Impulse Form Barrier Jacket thanks to the white overcoat and the steel shoes.
Sonic Move - One of Fate's original spells that was passed down to Erio, it increases his speed for a short period of time and allows almost instantaneous movement.

Offensive Abilities
Luftmesser - Using magic to compress and accelerate the air around Strada, Erio creates blades of wind and throws them at the target. Used in the episode 03 of Strikers.
Speerangriff (Spear Attack) - Strada ignites its main thrusters in order to drive Erio in a high-speed charge attack, making it similar to Vita's Raketen Hammer. If compared to the Raketen Hammer however, it is impossible to acquire the necessary acceleration power unless there is a minimum distance between the targets. Used against Nanoha in the episode 04's mock-battle.
Speerschneiden - The attack that cut a bridge apart in the third episode of StrikerS, its name was revealed in the DVD's booklet. Though it has a great attack power, its charging time makes it unsuitable for a direct battle. Instead, it is usually used as an obstacle remover.
Stahlmesser (Steel Knife) - A blade of magical energy extends itself from Strada's tip and is then used to cut the target. Used in episode 05 of StrikerS against a Type-III Gadget Drone. It’s due to notice that the pink color that the blade presented at the said time was due to Caro's Twin Boost spell.
Thunder Rage - Another spell learned from Fate, Erio's variation is classified as a Magic-Enhanced Attack-type spell since a skydiving melee strike precedes the magic thunderbolts. (When Strada in Thunderstorm form in episode 17.)
Shiden Issen (Lightning Flash) - A variation of one of Signum's technique. As opposed to Signum who covers Laevatein's blade in flames to increase its attack power, Erio concentrates electrical energy in his fist and punches the enemy to deliver an electric blast. Used in episode 24 of StrikerS against Garyuu.