Gyro Zeppeli/Abilities and Powers

< Gyro Zeppeli
Revision as of 18:33, 4 April 2014 by imported>COPIOUS (→‎Ball Breaker: oop)

The Spin

 
The Spin in action
Main article: Spin
See also: Steel Ball

The Zeppeli family's Spin technique, usually applied with special Steel Balls, is a versatile skill Gyro has trained in since his youth. Gyro equips himself with two Steel Balls as a means of self-defense, attack, and general strategic advantage.

Throwing his Steel Balls with the Spin, Gyro may create a variety of impressive trajectories, able even to have them return directly to him, mainly after successful contact with his target.

On impact with flesh, spiral ripples often appear. Gyro may apply a wide range of effects to human or animal targets, including muscular manipulation, and the forceful wringing of flesh to drain water.

Gyro explains that although used by his family for execution, the Spin was not developed for destructive ends, and is in many ways equally suitable in medical treatment.

The Spin may be viewed as the Steel Ball Run counterpart to the Ripple featured primarily in Phantom Blood and Battle Tendency.

Scan

Main article: Scan

With the Corpse's right eye, Gyro invokes a Stand called Scan, generating eyes within his Steel Balls that lend him greatly enhanced sight.

Ball Breaker

Main article: Ball Breaker

Ball Breaker manifests when Gyro finally achieves the "Super Spin". Likely his truly personal Stand, Ball Breaker embodies a vast force capable of bypassing dimensional barriers.

Riding, Other

Gyro is an experienced and capable equestrian; his style flexible, harnessing aggressiveness and pragmatism. His beloved horse is named Valkyrie.

Gyro is worldly, possessing a range of other skills, including in tracking; demonstrated when he unselfconsciously tastes a horse's droppings.

References