User blog:Edwellken/EWtRtW Dai-Gurren Skill Sharing

The following is a list of skills currently traded between the members of Team Dai-Gurren via The Gamer's "skill book" system.

=From Gianna= [WIP]

=From Remiela=

Nen Manipulation (Meruem)

 * Basic Nen control: Allows for one to manipulate their aura at a base level. Requires practice and meditation to level up. (Those experienced with a similar skill such as ki or chakra may skip this step and gain this skill at a higher level.)

Four Major Principles
These are the most basic applications of controlling one's aura when using Nen. Requires varying levels of basic Nen control.
 * Ten: Allows one to control the flow of one's own aura nodes, letting their aura flow steadily around their body. Slows aging, provides some protection from emotional attacks, and somewhat protects against physical strikes not empowered by aura. Masters of this skill can maintain it even during sleep.
 * Zetsu: The user stops their aura flow from leaking out their body altogether, making it nigh impossible to sense their presence by normal means. Entering this state makes the user more sensitive to other sources of aura, allowing for further enhanced perception of it as somewhat of a sixth sense. This increase in sensitivity is powerful enough to counter techniques that conceal one's aura, such as In.
 * Ren: The user projects a powerful flow of aura outwardly. Enhances physical strength and durability. The user can exert their Ren along with hostility to direct a bloodlust towards an enemy which can induce powerful feelings of fear and dread.
 * Hatsu: An individual's unique application of Nen. Varies from person to person, and generally based on one of the six aura types.

Advanced Techniques
More advanced applications of Nen, derived from and expanding upon the four major principles. Requires a level of mastery in the basics.
 * Gyo: By applying Ren, the user concentrates most of their aura into a single body part, increasing its strength. When used in the eyes, the user can see even the faintest traces of aura, as well as sources of aura otherwise entirely concealed by In.
 * In: An advanced form of Zetsu which hides the user's aura flow, rather than stopping it. While using In, the user along with their aura becomes impossible to detect with any of the five senses or through normal aura sensing. This allows for the user to make aura based constructs or attacks effectively undetectable, though abilities like Gyo or Zetsu can counter it.
 * En: By combining Ten and Ren, the user extends their aura in a radius around themselves, llowing them to feel the shape, movement, and aura of anything within the affected area. Mastery in this skill is being able to extend the radius to 50 meters or higher.
 * Shu: The application of one's Ten around an object, strengthening it as (essentially) an extension of one's own body.
 * Ko: Combines Ten, Zetsu, Hatsu, Ren, and Gyo to force all of one's aura flow into a specific body part for a focused offensive strike.
 * Ken: Combines Ten and Ren to create a dense defensive barrier around the user. Shares some sensory properties with En.
 * Ryu: By applying both Ken and Gyo, the user controls their flow of aura in real time to fluidly strengthen certain parts of the body without leaving other areas defenseless.

Basic Proficiencies

 * Weapon Proficiency: Gives the most basic level of proficiency with swords, axes, spears, tomes, bows, knives/shuriken, and staves. While it gives enough knowledge of each type of weapon to be able to properly use them all, further mastery requires said skills to be trained.


 * Riding Mastery: Gives the ability to skillfully handle mounts such as horses, pegasi, and wyverns.

Skills

 * Sword/Bow/Axe/Shuriken/Tome-faire: Boosts damage when using the specified weapon types.


 * Sword/Bow/Axe/Shuriken/Tome-breaker: Enemy's attacks that utilize any of these weapons (which include clubs and daggers) have their precision reduced. This affects the user of said attack.


 * HP +5: Increases the amount of damage one can take.


 * Strength +2: Increases damage dealt by physical attacks.


 * Magic +2: Increases damage dealt with magic.


 * Skill +2: Increases one's accuracy and ability to use skills effectively.


 * Luck +4: Increases one's luck, chance to avoid critical hits, and the activation rates of certain skills.


 * Defense +2: Increases one's resistance to physical damage.


 * Resistance +2: Increases one's resistance to magic (Includes energy based attacks).


 * Movement +1: Increases one's base movement speed.


 * Rally Str/Mag/Skl/Spd/Lck/Def/Res: Grants allies a boost to the specified stat.


 * Seal Strength: Lowers the enemy's attack


 * Seal Magic: Lowers the enemy's magic power


 * Seal Speed: Lowers the enemy's speed


 * Seal Defense: Reduces the enemy's physical defense


 * Seal Resistance: Reduces the enemy's magic resistance


 * Counter/Countermagic: The enemy receives as much damage as the user. Counter applies to physical attacks while countermagic to magic.


 * Aegis: Halves the damage one takes from projectiles.


 * Pavise: Halves the damage one takes from melee.


 * Duelist's Blow: Increases one's evasion when initiating an attack.


 * Death Blow: Increases one's critical hit chance when initiating an attack.


 * Darting Blow: Increases one's speed when initiating an attack.


 * Warding Blow: Increases one's magic resistance when initiating an attack.


 * Certain Blow: Increases one's accuracy when initiating an attack.


 * Armored Blow: Increases one's defense when initiating an attack.


 * Quick Draw: The user deals extra damage when initiating an attack.


 * Savage Blow: The user's attacks create shock waves which can damage nearby enemies.


 * Salvage Blow: A weapon may be created when the user defeats an enemy.


 * Vantage: Allows one to initiate an attack when an enemy engages him/her in battle.


 * Astra: The user launches a five-attack combo in which each attack deals half the normal damage.


 * Life and Death: The user deals extra damage while also taking more damage from attacks.


 * Shove: Pushes an ally a decent distance to aid with movement,


 * Swap: The user switches positions with a nearby ally.


 * Future Sight: The user sometimes gains twice the experience when defeating an enemy.


 * Rend Heaven: Adds half of the enemy's attack power to a single attack.


 * Quixotic: Increases hit rate and skill activation. Affects both the user and the opponent.


 * Miracle: Allows one to survive a fatal blow if their health is above a certain point.


 * Renewal: Heals passively any wound and restores their stamina.


 * Camaraderie: The user regenerates if there are allies nearby.


 * Air Superiority: Grants an accuracy and evasion bonus against flying opponents.


 * Amaterasu: Grants regeneration to nearby allies.


 * Locktouch: Allows one to bypass locks without the use of a key.


 * Poison Strike: The user's attacks poison the enemy, dealing lingering damage.


 * Golembane: Attacks deal extra damage to golems and puppets.


 * Replicate: Creates a clone of the user, which shares healing and damage.


 * Potent Potion: The effect of potions is boosted by 50%.


 * Quick Salve: After taking a potion, one can immediately take another action (speed boost).


 * Profiteer: Passive chance to occasionally spawn a gold bar into one's inventory.


 * Spendthrift: The user is able to expend a gold bar to boost damage dealt to enemies, while reducing their own damage taken.


 * Aptitude: Allows one to learn and improve more quickly than average.


 * Underdog: Increases accuracy and evasion while fighting a stronger opponent.


 * Elbow Room: Deal more damage when not constricted by terrain.


 * Shelter: The user is adept at protecting others, and can efficiently guard them during battle.


 * Defender: The user gains a small boost to each of his/her stats when fighting alongside an ally.


 * Natural Cover: The user takes less damage while on constricted terrain.


 * Wary Fighter: The user is able to somewhat effectively mitigate the speed difference between themselves and the opponent.


 * Luna: An attack that ignores half of the enemy's defense.


 * Gamble: Sacrifices accuracy for a large boost to critical hit.


 * Good Fortune: Chance to occasionally regenerate additional health.


 * Strong Riposte: The user deals extra damage when an enemy initiates an attack.


 * Sol: An attack that heals half of the damage dealt to the enemy.


 * Lucky Seven: The user gains a massive boost to accuracy and evasion during the initial stages of a fight.


 * Pass: The user is able to move through an enemy's personal space unobstructed.


 * Lunge: The user can exchange places with an opponent after an attack.


 * Trample: The user deals extra damage to any enemy not on a mount.


 * Heartseeker: Passively reduces the reaction speed of nearby enemies.


 * Malefic Aura: Nearby enemies take more damage from magic.


 * Vengeance: The more damage the user has suffered, the more damage his/her attacks will deal.


 * Lifetaker: Restores a large amount of health upon defeating an enemy.


 * Gentilhomme/Demoiselle: Nearby allies of the opposite gender take less damage from attacks.


 * Inspiration: Nearby allies deal more damage and take less in return.


 * Live to Serve: When healing others, the user regains health as well.

Assassination Techniques (Korosensei)

 * Miscellaneous Skills: Includes skills such as stealth mastery, hand to hand combat, marksmanship, disguise usage, the ability to read other people, and the ability to releas one's bloodlust with varying effects.


 * Clap Stunner: By reading the opponent's wavelength and delivering a clap when it reaches its peak, the user can temporarily stun and paralyze their target.

Pokemon Moves (Accelgor)
Limited to teachable TMs that Accelgor can learn naturally.
 * Leech Life: Drains the target's life energy. The HP is restored by half the damage taken by the target. (Bug)
 * Bide: The user stores their power, and takes hits. After a short while, all damage they took since they began storing, is released with double power.
 * Curse: Lowers speed in exchange for physical strength and durability. If the user is "Ghost-Type", the effect becomes: Evokes a curse by reducing as much of half of the user's own health. The opponent is then "cursed" and gradually sapped of their own health until either unconsciousness or death.
 * Giga Drain: Drains the target's life energy. The HP is restored by half the damage taken by the target. (Grass)
 * Protect: Creates a forcefield to protect the user.
 * Body Slam: The user slams the opponent with their body. It can paralyze the target.
 * Endure: The user braces themself, allowing them to tank the next move regardless of what it is.
 * Mud-Slap: Whacks the opponent with mud, which does damage and lowers accuracy.
 * Double-Edge: A reckless, life-risking tackle. This also damages the user quite a lot.
 * Double-Team: Creates illusory copies of the user. This also raises evasiveness.
 * Swift: Launches homing stars at the opponent.
 * U-Turn: Strikes the opponent and switches out with a teammate. (Bug)

=From Blake= [WIP]

=From Shane= [WIP]

=From Randy= [WIP (but probably nothing)]