I actually have a few minutes to do this, so I'lll quickly list everything Ness is capable of. With each grade of his attack type (Alpha through Omega) his attacks are stronger, harder to resist and have more inclusive effects. For example, PK Special Omega is actually a blast probably big enough to do a serious amount of damage to a building. If used correctly, he might actually be capable of crippling the building, but it would probably also kill him in the process. Another Example: PK Flash Alpha has minor effects like uncontrollable eye-watering and flu-like symptoms. Flash Omega can actually kill an opponent instantly.
PK Special (Alpha, Beta, Gamma and Omega) - A giant burst of pure psychokinetic energy. Non-elemental, non-magical, and instantaneous.
PK Flash (Alpha, Beta, Gamma and Omega) - Ness emits a giant burst of light so bright that it is actually capable of inflicting a ton of different status effects including instant sleep, watery-eyes (like being blinded in FF), poinson and instant death.
PK Lifeup (Alpha, Beta, Gamma and Delta) - Heals HP.
PK Healing (Alpha, Beta and Gamma) - Cures Negative Status effects.
PK Shield (Alpha and Beta) - A shield against physical attacks only. Cuts damage by 50%. Beta reflects 25% of the damage back at the attacker.
PK Hypnosis (Alpha and Omega) - Puts either one or all enemies to sleep.
PK Paralysis (Alpha and Omega) - Either one or all enemies become paralyzed.
PK Teleport (Alpha and Beta) - Ness can teleport to any location he's already been to. Alpha requires a long strip of running space (like a city street), while Beta only requires a small amount of space (like a circle with a 4 foot diameter) so Ness can run around in a tight circle. If Ness hits anything while trying to teleport, the effect is cancelled.
On top of that, Ness has access to his SSBM abilities.
PK Flash - Different from the one above. Ness generates a giant green ball of energy that causes an extreme amount of damage upon impact. The hit must be precise, and if he gets hit while directing the ball, it's effects are nullified.
PK Fire - Ness throws a small bolt of energy that wraps his foe in a column of fire, immobilizing them to an extent and causing constant damage. It's a short range attack, and it dissipates after flying for a few feet.
PK Thunder - Ness creates a ball of lightning that he can steer with his mind. It is a long range attack and takes about 15 to 20 seconds to dissipate. It does a minor amount of damage, but becomes particularly powerful if Ness uses it on himself. If he does so, he takes no damage and becomes a flying, electrical projectile capable of doing enormous amounts of damage if he hits his target.
PK Magnet - Ness creates an energy field, completely encasing his body that can absorb any energy-based projectile. Bullets and missiles fly right through the shield. If he absorbs any energy projectile, the attack heals him physically. PK Magnet actually has about a 1 second pause before and after using it. It can be sustained indefinitely.
PK Throw - Ness psychically grabs hold of his enemy and throws them up, forward, backwards, or directly into the ground.
PK Jump - Ness can psychically aid his jumps, allowing for a ton of aerial maneuverability, as well as a double jump.
PK Attack - Ness can use raw psychokinetic energy in his physical attacks to give them a little extra punch. Not much, but it's better than nothing.
That is everything that Ness has ever been capable of. The Earthbound abilities use up PK Points, but his Smash Bros. abilities can be used repeatedly with no cost.


Last edited by Raziel; 2003-10-21 at 03:19 AM.
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