|
Skullcap of Mnemonic Clarity
Mental Defense: Supreme
- Reinforced Defenses
- Weakness: Power in Item - Easy to Lose
This is a powerful Skullcap made of Lead with Arcane symbols etched in gold covering it. It is surprisingly light considering what it is made of, but offers little in the way of physical protection. It is designed to focus ones mind, offering inner-clarity that protects the wearers mind from attacks and intrusions that normally require a chaotic and jumbled mind to pierce. Only the strongest of mental attacks can breach this cap, and even then, they will be severly weakened and next to harmless. Wizards and mentalists across the Omniverse have sought out this prize for countless years and now it has been uncovered.
Cyberware
Cyberware: Standard
The mech armor that MechaMewthree wears is not only a strong defense , but it is also the source of his powers . This is due to the neural boosters in MechaMewTHREE's body that are controlled by the armor . These boosters not only give MechaMewthree his powers , but they enhance several of them as well .
Telepathy
Telepathy: Supreme
- Weakness: Power in Item - Easy to Lose
Now I would'nt be a psychic pokemon without telepathic powers now would I ? I can communicate by talking directly to a person's mind ( thereby bypassing my Handicap ) and I can also read that person's mind like the back of my hand . This allows me to anticipate and disregard any and all standar level attacks . As for other attacks , their effectiveness is lowered by one level . ( OOC: Due to his weak body being the source of many of his powers , he can lose said powers if he receives bodily harm . Which would mean that all of his defenses have been breeched . )
Techno Organic Armor
Body Armor: Supreme
- Reinforced Defenses
- Weakness: Power in Item - Hard to Lose
The mech armor fused to MechaMewthree's body isn't mech armor at all , it's actually an advanced type of techno organic body armor designed to mimic the defensive properties of mech armor without the heavy weight of mech armor . The outer plates are the part of the armor that provide defense , and they can be torn away with great difficulty . They will eventually regrow , but not before a match concludes .
Mind Blast
Mind Blast: Superior
- Auto-Hit Attack
- Weakness: Power in Item - Easy to Lose
With a mere thought , MechaMewthree can send a bolt of pure Mental force at his opponent . Not only does this attack never miss , but it can also give it's target fits of epileptic seizures and possible knock them into unconsciousness . A deadly attack indeed .
Force of Will
Force of Will: Standard
- Weakness: Power in Item - Easy to Lose
Due to his massive intellect ( and a device in his armor ) MechaMewTHREE can force his will on targets of his mental attacks . Few people exist who can resist MechaMewTHREE's will.
Psy-Aura
Damage Shield: Standard
- Area Affect
- Weakness: Power in Item - Easy to Lose
- Weakness: Not usable in terrain - Khazan Mall
Thanks to one of the neural boosters in his armor , MechaMewTHREE can project an aura of psychic energy around himself . This aura will damage anyone who comes in contact with it , especially his opponent . When in a Mall , there is to much of a risk that an innocent bystander will touch his aura , so MechaMewTHREE turns it off .
Vampire Tentacles : Part 1
Bio Vampire: Standard
- Weakness: Not usable in terrain - Urban
Located within the gauntlets of MechaMewTHREE"s armor are two sets of metal tentacles with vampiric abilities . Their function is to steal a particular type of energy from MechaMewTHREE's opponent when they get close enough . The first pair can steal bio energy from MechaMewTHREE's opponent . The stolen energy is then used to boost MechaMewTHREE's agility . Several types of powers ( Lucky , Toxic Touch and Energy Body ) can allow a fighter to resist this power . Also , the large amount of bio signatures in the city streets make it impossible for the tentacles to get a good reading on their target , so this power is useless .
Vampire tentacles : Part 2
Psychic Vampire: Standard
- Weakness: Power in Item - Easy to Lose
- Weakness: Not usable in terrain - Bar Fight
The second pair of metal vampire tentacles have the ability to drain psychic energy from MechaMewTHREE's opponent . Unfortunately , the delicate circuitry for these make them easy to damage . Also , Alchol seems to block the tentacles from draining psychic energy from an opponent . Therefore , they're useless in a Bar Fight . ( where Mecha Mewthree's opponent is likely to have alchol in his/her system )
Barrier
Force Field: Standard
- Reinforced Defenses
- Weakness: Power in Item - Easy to Lose
This is basically the Pokemon defensive attack known as Barrier . At will MechaMewTHREE can raise a weak energy shield around himself that reduced the damage that his armor has to deal with by one level . Since this field isn't portable , MechaMewTHREE will only raise it if he is targeted by an Ultimate level attack , because even with his Telepathy factored in , there is still a chance that such an attack could crack his armor .
Weak TK
Flight: Standard
- Weakness: Power in Item - Hard to Lose
MechaMewTHREE posseses massive telekinetic powers . Due to his weak strenght however , he can only manifest those powers in one way : Telekinetic Flight . Although it requires a small amount of concentration for him to do so , this power is more useful than it seems .
|