All of MeleeMan's Crosses!

I'd like to make changes to the following three crosses, all cosmetic. I've gone ahead and edited the text, which can be read below. Again, the sigs are all staying the same:

SeraphCross
Level 1 SeraphCross

Changes: MeleeMan's helmet, gloves, and jacket glow briefly with a white intensity. His undersuit immediately changes from red to black; his gauntlets and boots change from their normal bulky, dark metal to a shining silver craft with guards at the knuckles and shins. Fire is no longer produced from his armor; instead, his armor utilizes Seraphim's same system of miniature batteries, but in a more crude design that is less effective at protection and more at providing energy to his attacks. His jacket becomes gray-brown colored; it is less fire-retardant, but beneath it is Kevlar intended to help him against piercing blows. His pants take on a brown cargo look. He does not adopt the undershirt concept from Seraphim, however, so his chest is still exposed with the mesh of Kevlar across it. His helmet disappears, revealing his brown hair, which lengthens slightly. His orange, fiery eyes are covered with green contact lenses that function much like Seraphim's, but he's even more apt to ignore the information than Seraphim. The symbol on the back of his jacket becomes an Electopian print of two white dogs, forming a circle as if chasing each other's tails. A gun and sword are shown crossed in the middle of the stitching.

While in this cross, MeleeMan sees things through the strange perspective of a top-tier fighting game character. He makes references to joystick movements with many of his attacks, and frequently talks about things such as "win by time out," "technical recoveries," and "guard breaks." He always makes a point to point out any combos he makes and list the number of hits. His personality is generally more charismatic during this cross, but at the same time, it's also much less realistic, as he seems to have lost much of his grasp on reality. He can also be annoyingly energetic for one with such a deep, slow voice. While he's more charismatic, that same old chauvinistic and egocentric personality is still in there.

MeleeMan's custom weapon changes to a rapid energy blast, fired from his palm, which is covered in a sort of a chain-mesh material as part of his new gauntlets.

Element/Subtype: Normal/Melee

Bonuses: +10 to all normal chip damage

Signatures (Hero Fist):

--Hero's Code: Dynamic Speed- Equipped with his new armor, MeleeMan feels like he can nearly fly powered by his suit. It's not as effective as Seraphim's own, thus, he cannot actually leave the ground, but he can use its thrusters to propel him along the ground faster.

Effects: Passive +1 Movement (80)

RassCross
Level 2 RassCross

Changes: In this cross, MeleeMan's helmet, glove, and boots adopt a slightly lighter gray color and his coat transforms into a pink colored leather short-coat, ending about halfway to his groin and sleeveless. On the back of the jacket is a print featuring three monkeys in yellow, each covering a different feature of its face. His neck is covered by a thick, tightly wrapped yellow scarf. His helmet gains four holes for gems; the last three are filled with different colored gems, a blue gem, green gem, and red gem from second to fourth. The helmet also becomes tighter, losing its back extension and becoming more like a pilot's helmet, covering the sides of the face. The skinsuit underneath becomes pitch-black. No smoke or fire comes out of his armor, but there is a rather gruesome tendency for the crevices to leak gooey subsystem fluid.

New to this form are three concious beings inhabiting MeleeMan's own thoughts; they manifest themselves only by voice and are composed of different conflicting aspects of his original fighting style and personality. Unlike Rass' systems, they are not actually at all effective for instructing him. One is a hot-headed voice that takes offense with everything, although her ideas are actually usually quite effective; she will almost never take no for an answer. Oddly enough, this one is a female voice. She helps MeleeMan with strategy, and she often has her way amongst the consciousnesses. The second is a very lazy sounding voice, belonging to the system which helps MeleeMan increase the force of his close-range attacks. The voice is terribly irresponsible, and will often put things off on others; it recognizes no value of friendship or teamwork. Luckily, his job does not require much thinking. The fourth and final is one that talks almost entirely in butchered sentences, misusing different words or forgetting what it was going to say mid-sentence. It is also the loudest of the four consciousnesses, which could likely cause insanity in anyone of weaker constitution than MeleeMan. This system helps him with his aim, supposedly, but in actuality, when it takes control of his arm in select situations, it causes it to twitch terribly, succeeding most likely only by its ability to stop the motion of the body's arm at the correct time. Understandably, things can be quite hectic amongst them all. MeleeMan keeps his old personality, which makes all of this as confusing as hell to him. As the girl system is the only one he actively converses with, he's given only her a name, which is crudely "Sys."

Element/Subtype: Normal/Recovery

Bonuses: +15 to nonelemental chips, +20 HP, 6 speed

Signatures (Fusion Fist):

--Fusion Fist: Sys-Spew- MeleeMan deploys his second subsystem, a hot-headed female, and gives her temporary control of the body. She executes a powerful punch, full of vigor and muscle technique, but then promptly shoots out of his fist in all directions as burst of gooey subsystem fluid.

Effect: Lava Seed Terrain Change centered just past enemy and 120 melee damage (160)
Cooldown: 4 TCD

AnyisCross
Level 2 AnyisCross

Changes: MeleeMan's gauntlets rapidly cool themselves, expelling smoke rapidly. The smoke gradually trails into something like steam, then adopts an ethereal glowing quality. The gauntlets begin to fuel themselves with ectoplasm, allowing MeleeMan the fortune of epic ghost-powered fists. Having ghost powered fists comes with advantages and disadvantages. The major disadvantage to MeleeMan is that the mischevious ghosts do whatever they please, although luckily, lining up with Anyis' own personality, that pleasure is often punching.

His outfit's undersuit adopts a blue color, similar to Anyis' own. His coat takes on a white color and adopts a hood, which covers his upper face in such a way as to hide his eyes. On the back of his jacket, an image of a penguin is imprinted, as if made just to spite Anyis. The penguin is surrounded by a pale, white fog. The image is elaborate and well-crafted, if a little silly. Besides the hood, the jacket is the same as his original, with the additional feature of elbow-length sleeves, imitating Anyis' own hemmed robe. His bodysuit still covers his entire body with the exception of the face, however. His gloves and boots become white metal as well, lengthening and adopting a sleeker design. Unlike Anyis', the area at the base of each of his four main knuckles, a sharp, topaz gem is embedded. Besides being crafted for the intention of cutting faces, they are functionless, unlike Anyis' own gems. With certain punches and maneuvers, the entire gauntlets and/or boots can transform into amorphous, white, ghastly apparitions.

MeleeMan retains all of his old personality in this cross, which he is quite thankful for. The only difference is that his ghosts can manipulate his tongue playfully if he starts to say something that would demean Anyis, which is likely to cause him no end of displeasure and annoyance.

Element/Subtype: Aqua/Melee

Bonus: +15 Aqua damage, +20 HP, 6 speed

Signatures (Ghost Fist):

--Ghost Code: Ghost Infusion #1- MeleeMan taps into the power of ghost infusions, a source that he believes provides a new window of opportunity to strengthen his Soul Fist techniques. The yellow gems on his gauntlets glow briefly, powering up one attack.

Effect: Strengthen 20, passive (80)

--Ghost Code: Ghost Infusion #2- MeleeMan taps into the power of ghost infusions, a source that he believes provides a new window of opportunity to strengthen his Soul Fist techniques. The yellow gems on his gauntlets glow briefly, powering up one attack.

Effect: Strengthen 20, passive (80)


The new one I'm hoping to reg, shown below, is my Level 1 DjinniCross. I'll need Shuryou's approval for that and it, of course, features a new sig to be looked at.

DjinnCross
Level 1 DjinniCross

Changes: MeleeMan's gauntlets and boots are swapped out for magnificent sylk gloves, red on the palm-side and white on top, and pointed red shoes. Three gold bands surround the base of the glove near the wrist; another encircles the knuckles and into the palm. His jacket is changed for a silken cape that pops up for a tremendous collar; the cape is connected with a gold chain at the center of his chest. On the back of the cape is the golden, expertly woven image of a bovine; he'd like to think it's a bull, but it's probably a milk cow. His pants take on a similar white color to the cape. No undersuit is worn, so his masculine chest is bare besides the cape and chain. A golden chain belt circles his waist. Perhaps most distinctly, his helmet is swapped out for a white, opulent sultan's turban, just low enough on his head to cover his eyes. A similar flap to that of Djinni's own headgear circles the sides and back of his head. A large, red feather sticks out from the top, accompanied by a ruby in the front for extra wow-factor.

It's hard to tell that his personality changes at all. Maybe Djinni and he weren't so different? If anything, his egocentric nature is brought more to bear, but it was already pretty noticeable to start with. He is, as usual, very prone to talk and care about himself.

Element/Subtype: Fire/Shadow

Bonuses: +10 to Fire Chips

Signatures (Sultan Fist):

--Sultan's Code: 101 Tales of Grandeur- Djinns are known to whisper evil words into the ears of men. MeleeMan's not subtle enough for that or focused; in his egocentricism, he transmits instead a bellowed table of his own epic stories, so grand and outstanding from his perspective that they will damage the minds of those in direct contact.

Effect: 20 HP barrier, When Broken: Nova 2 Stun (80)
Cooldown: 2 TCD
That's some serious kind of denial if MeleeMan can't tell the difference between a bull and a female cow. Reluctantly, I approve of this escapism.
I would like to bump DjinniCross up to level 2. I will keep just 101 tales of grandeur for the Sig, but it will now generate two 20 HP barriers on different targets, each creating nova 2 stun when it explodes. That's 160 points. If I need to type that our in a prettier format, let me know, but I figure that's simple enough.
Approved, remember to bump the CD up to 4.