- GuestGuest
Zou karate: Monkey style
Mon Oct 21, 2019 3:12 am
Zou karate: Monkey style
Fighting Style: Zou karate: Monkey style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities: Electro:(toggled) Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons adding electric burns to the damage they give to their opponent and paralysis. The user attack is increased by twenty percent increase in attack there is a twenty percent decrease in rx.
Techniques
- Light Techniques:
Twirling Kings kick
Type: Flat
Cooldown:2
Duration: 0
Buffs: N/A
Debuffs: N/A
Flavour: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Type: Flat
Cooldown: 2
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Type: Flat
Cooldown:2
Duration: 0
Buffs: N/A
Debuffs:N/A
Flavour: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the target's chin sending them upwards and onto their back.
System Shock
Type: Stat Morph
Cooldown: 6
Duration: 2
Buffs: 25% RX boost
Debuffs: None
Flavour: By forcing the electricity that minks can generate icluding the you naturally generated electrical impulses used int he bodys nervous system junichi courses te electro throughout his nervous system thereby forcibly increases His Rx by 25 percent.
- Medium Techniques:
Ele Paw
Type: Flat
Cooldown: 4
Duration: 0
Buffs: N/A
Debuffs: N/A
Flavour: Junichi uses Electro to charge up his fist with electricity and attacks his opponent by leaping towards them with a pulled back open-handed or closed fist.
Spear first
Type: Flat
Cooldown: 4
Duration: 0
Buffs:N/A
Debuffs: N/A
Flavour: Junichi straightens his right hand into a 'Spear' keeping his fingers straight and pointed outwards position and lunges his hand out in the shape of a spear head using his fingers to pierce into the opponent.
- Heavy Techniques:
Monkey Kings Pick
Type: Flat
Cooldown: 6
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: Junichi throws a punch and projects and launches the air compressed in the shape of a nail at his opponent at long range.
Nerve Shock
Type: Stat Morph
Cooldown: 12
Duration:4
Buffs: N/A
Debuffs: 75% rx Debuff
Flavour: Junichi can utilize this technique in many different ways. Such as applying electro to his weapons, or has a hand or his feet be they open-palmed or closed. Once the electro is channeled and makes contact with the individual's nervous system will misinterpret the electro nature as "electrical signals from the nerves", making its muscles contract thus having the target receives a minus 75 percent in Rx over the duration of the technique. This causes the body to involuntarily go stiff, while at the same time receives damage.
Fist Of Zou
Type: Flat
Cooldown: 6
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: This punch acts in the same way that a dead blow hammer does, After building up power in his arm, Dai unleashes it as a single straight jab with the force of a secondary hit that seems to hit the target simultaneously, creating a delayed shock wave hit into the target however the damage will remain the normal amount and no additions.
- AoE Techniques:
Monkeys dance
Type: Flat
Cooldown: 8
Duration:
Buffs:
Debuffs:
Flavour: An attack for fighting against large groups, Daimaru can either jump into the air and lands on the head of one of the opponents in a handstand. He then spins around rapidly to deliver a savage kick to the face of anyone within a range much like how a helicopter blade twirls. After he runs out of targets, he dismounts and kicks the person he was spinning on. However, normally he will do this move while on the ground normally does this move with a handstand on the ground.
Lunar Ball
Type: Flat
Cooldown: 8
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: Junichi charges up a ball of electricity with both hands and slams it into the ground, causing a wide-range blast capable of electrocuting multiple foes at once.
- GuestGuest
Re: Zou karate: Monkey style
Tue Oct 22, 2019 3:18 am
[Comments are made in red. Also, you haven't finished making techniques for your MT, HT and AoE, yet you have submitted for approval? Perhaps you've forgotten to copy them over from elsewhere or they didn't save properly? Please double check :O]
Daimaru wrote:Name your Fighting Style
Fighting Style: Monkey King Style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities:
- Electro: Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapon adding electric burns to the damage they give to there opponent and paralysis. When using elector it adds a plus three to damage given to opponents. [Unfortunately, adding damage to attacks isn't allowed, sorry :c]however, while there is an increase in an attack by 10 perfect there is a 10 percent decrease in willpower
LT = 2 Posts
UT = 1 Post
MT = 3 Posts
HT = 4 Posts [I'm not entirely clear what these are, so please explain them to me?]
Techniques
(The following techniques can either be all devil fruit techniques, or a combination of devil fruit, and natural/weapon techniques)
- Light Techniques:
Twirling Kings kick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: 1 [Flat techniques do not require duration as they are instantaneous. Please go through your fighting style to amend all your flat durations to "0" or "N/A"]
Buffs: n/a
Debuffs: n/a
Description: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range:10
Cooldown: 1
Duration: 1 [See comment for "Twirling Kings Kick"]
Buffs: N/A
Debuffs: N/A
Description:The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: 1 [See comment for "Twirling Kings Kick"]
Buffs: N/A
Debuffs: N/A
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the targets chin sending them upwards and onto there back.
- Medium Techniques:
Name of the technique
Technique Type: Flat/DoT/Stat Morph/(Flat or DoT) Hybrid/Heal
Technique Level: At which level did you obtain this technique?
Maximum Base Range: Up to how far does this technique affect targets? (Maximum Base range is 10x the technique level in meters.)
Cooldown: How long before you can use this technique again? (Cooldown values= LT: 1, MT: 3, HT: 5, AoE: 7 turns)
Duration: Durations are only applicable for stat morphs or hybrids. (Maximum durations for techniques= LT: 2, MT: 3, HT: 4, AoE: 4 turns). The cooldown MUST be increased by as many posts as the duration lasts.
Buffs: List any stat buffs that this technique applies in percentage and specify whether these buffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Debuffs: List any stat debuffs that this technique applies in percentage values and specify whether these debuffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Description: Provide flavour description for your technique. Your technique does not explicitly need to work the way you describe it here ICly. However, it must mechanically function the same way.
- Heavy Techniques:
Name of the technique
Technique Type: Flat/DoT/Stat Morph/(Flat or DoT) Hybrid/Heal
Technique Level: At which level did you obtain this technique?
Maximum Base Range: Up to how far does this technique affect targets? (Maximum Base range is 10x the technique level in meters.)
Cooldown: How long before you can use this technique again? (Cooldown values= LT: 1, MT: 3, HT: 5, AoE: 7 turns)
Duration: Durations are only applicable for stat morphs or hybrids. (Maximum durations for techniques= LT: 2, MT: 3, HT: 4, AoE: 4 turns). The cooldown MUST be increased by as many posts as the duration lasts.
Buffs: List any stat buffs that this technique applies in percentage and specify whether these buffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Debuffs: List any stat debuffs that this technique applies in percentage values and specify whether these debuffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Description: Provide flavour description for your technique. Your technique does not explicitly need to work the way you describe it here ICly. However, it must mechanically function the same way.
- AoE Techniques:
Name of the technique
Technique Type: Flat/DoT/Stat Morph/(Flat or DoT) Hybrid/Heal
Technique Level: At which level did you obtain this technique?
Maximum Base Range: Up to how far does this technique affect targets? (Maximum Base range is 10x the technique level in meters.)
Maximum Base AoE Radius: What is the approximate base radius of this AoE? (Can be up to 25% of the maximum base range.)
Cooldown: How long before you can use this technique again? (Cooldown values= LT: 1, MT: 3, HT: 5, AoE: 7 turns)
Duration: Durations are only applicable for stat morphs or hybrids. (Maximum durations for techniques= LT: 2, MT: 3, HT: 4, AoE: 4 turns). The cooldown MUST be increased by as many posts as the duration lasts.
Buffs: List any stat buffs that this technique applies in percentage and specify whether these buffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Debuffs: List any stat debuffs that this technique applies in percentage values and specify whether these debuffs are applied to your character or others. Only stat-altering techniques and hybrid techniques can have buffs or debuffs. (See combat guide for maximum buffs for each technique class and type.)
Description: Provide flavour description for your technique. Your technique does not explicitly need to work the way you describe it here ICly. However, it must mechanically function the same way.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3990
Re: Zou karate: Monkey style
Tue Oct 22, 2019 4:49 pm
[ Comments in red. Be sure to expand all spoilers to see comments within. Thanks. ]
Daimaru wrote:Name your Fighting Style [ Might wanna fix this. ]
Fighting Style: Monkey King Style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities:
[list] [ Also might wanna fix this. ]
[*]Electro:(toggled) Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapon adding electric burns to the damage they give to there opponent and paralysis. however, while there is an increase in an attack by 10 percent however there is a 10 percent decrease in reflex
Techniques
(The following techniques can either be all devil fruit techniques, or a combination of a devil fruit, and natural/weapon techniques)
- Light Techniques:
Twirling Kings kick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: 1 [ Flats do not have a duration. They are instantaneous. Please fix this for any and all Flats you gave a duration to. ]
Buffs: n/a
Debuffs: n/a
Description: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range:10
Cooldown: 1
Duration: 1
Buffs: N/A
Debuffs: N/A
Description:The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: 1
Buffs: N/A
Debuffs: N/A
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the targets chin sending them upwards and onto there back.
[ Since you're starting at level 10, you're missing a level 5 LT. ]
- Medium Techniques:
ElePaw
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 3
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: Dai uses Electro to charge up his fist with electricity and attacks his opponent by leaping towards them with a pulled back open-handed or closed fist.
Spear
Technique Type: Flat
Technique Level: 5
Maximum Base Range: 50
Cooldown: 3
Duration:2
Buffs: N/A
Debuffs: N/A
Description: He forms his right hand into a 'claw' position and lunges his hand out in the shape of a spear head using his fingers to pierce into the opponent.
- Heavy Techniques:
Monkey Kings Pick
Technique Type: Flat/DoT/Stat Morph/(Flat or DoT) Hybrid/Heal
Technique Level: 1
Maximum Base Range: 10
Cooldown: 5
Duration: 2
Buffs: N/A
Debuffs: N/A
Description:Daimaru throws a punch and projects and launches the air compressed in the shape of a nail at his opponent at long range.
[ You're missing a level 5 HT. ]
Fist of the monkey king
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Cooldown: 5
Duration: 4
Buffs: N/A
Debuffs: N/A
Description: This punch acts in the same way that a dead blow hammer does, After building up power in his arm, Dai unleashes it as a single straight jab with the force of a secondary hit that seems to hit the target simultaneously, creating a delayed shock wave hit into the target however the damage will remain the normal amount and no additions.
- AoE Techniques:
Monkeys dance
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Maximum Base AoE Radius: 3
Cooldown: 7
Duration: 4
Buffs: N/A
Debuffs: N/A
Description: An attack for fighting against large groups, Daimaru can either jump into the air and lands on the head of one of the opponents in a handstand. He then spins around rapidly to deliver a savage kicks to the face of anyone within range much like how a helicopter blade twirls. After he runs out of targets, he dismounts and kicks the person he was spinning on. However nomrally he will do this move while on the ground normally does this move with a handstand on the ground.
Lunar Ball
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Maximum Base AoE Radius: 25
Cooldown: 7
Duration: 4
Buffs: N/A
Debuffs: N/A
Description: Daimaru charges up a ball of electricity with both hands and slams it into the ground, causing a wide-range blast capable of electrocuting multiple foes at once.
- GuestGuest
Re: Zou karate: Monkey style
Tue Oct 22, 2019 5:33 pm
Daimaru wrote:Monkey King Style
Fighting Style: Monkey King Style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities:
- Electro:(toggled) Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapon adding electric burns to the damage they give to there opponent and paralysis. however, while there is an increase in an attack by 10 percent however there is a 10 percent decrease in reflex
Techniques
(The following techniques can either be all devil fruit techniques, or a combination of a devil fruit, and natural/weapon techniques)
- Light Techniques:
Twirling Kings kick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: N/A
Buffs: n/a
Debuffs: n/a
Description: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range:10
Cooldown: 1
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description:The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the targets chin sending them upwards and onto there back.
- Medium Techniques:
ElePaw
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 3
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: Dai uses Electro to charge up his fist with electricity and attacks his opponent by leaping towards them with a pulled back open-handed or closed fist.
Spear
Technique Type: Flat
Technique Level: 5
Maximum Base Range: 50
Cooldown: 3
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: He forms his right hand into a 'claw' position and lunges his hand out in the shape of a spear head using his fingers to pierce into the opponent.
- Heavy Techniques:
Monkey Kings Pick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 5
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description:Daimaru throws a punch and projects and launches the air compressed in the shape of a nail at his opponent at long range.
Nerve Shock
Technique Type: Stat morph
Technique Level: 5
Maximum Base Range: 50
Cooldown: 9
Duration: 4
Buffs: N/A
Debuffs: -75 percent rx to the target
Description: Daimaru can utilize this technique in many different ways. Such as applying electro to his weapons, or has a hand or his feet be they open-palmed or closed. Once the electro is channeled and makes contact with the individual's nervous system will misinterpret the electro nature as "electrical signals from the nerves", making its muscles contract thus having the target recieve a minus 75 percent in Rx over the duration of the technique. This causes the body to involuntarily go stiff, while at the same time receives damage.
Fist of the monkey king
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Cooldown: 5
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: This punch acts in the same way that a dead blow hammer does, After building up power in his arm, Dai unleashes it as a single straight jab with the force of a secondary hit that seems to hit the target simultaneously, creating a delayed shock wave hit into the target however the damage will remain the normal amount and no additions.
- AoE Techniques:
Monkeys dance
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Maximum Base AoE Radius: 3
Cooldown: 7
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: An attack for fighting against large groups, Daimaru can either jump into the air and lands on the head of one of the opponents in a handstand. He then spins around rapidly to deliver a savage kicks to the face of anyone within range much like how a helicopter blade twirls. After he runs out of targets, he dismounts and kicks the person he was spinning on. However nomrally he will do this move while on the ground normally does this move with a handstand on the ground.
Lunar Ball
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Maximum Base AoE Radius: 25
Cooldown: 7
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: Daimaru charges up a ball of electricity with both hands and slams it into the ground, causing a wide-range blast capable of electrocuting multiple foes at once.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3990
Re: Zou karate: Monkey style
Wed Oct 23, 2019 9:25 am
You're still missing a Level 5 LT.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3990
Re: Zou karate: Monkey style
Wed Oct 23, 2019 4:37 pm
Approved.
Daimaru wrote:Monkey King Style
Fighting Style: Monkey King Style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities:
- Electro:(toggled) Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapon adding electric burns to the damage they give to there opponent and paralysis. however, while there is an increase in an attack by 10 percent however there is a 10 percent decrease in reflex
Techniques
(The following techniques can either be all devil fruit techniques, or a combination of a devil fruit, and natural/weapon techniques)
- Light Techniques:
Twirling Kings kick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration: N/A
Buffs: n/a
Debuffs: n/a
Description: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range:10
Cooldown: 1
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description:The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 1
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the targets chin sending them upwards and onto there back.
System Shock
Technique Type: Stat Morph
Technique Level: 5
Maximum Base Range: 50
Cooldown: 3
Duration: 2
Buffs: Boosts his own RX +25% for two turns
Debuffs: N/A
Description: By forcing the electricity you naturally generate into your nervous system you forcibly increase your reaction speed for a short amount of time.
- Medium Techniques:
ElePaw
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 3
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: Dai uses Electro to charge up his fist with electricity and attacks his opponent by leaping towards them with a pulled back open-handed or closed fist.
Spear
Technique Type: Flat
Technique Level: 5
Maximum Base Range: 50
Cooldown: 3
Duration:N/A
Buffs: N/A
Debuffs: N/A
Description: He forms his right hand into a 'claw' position and lunges his hand out in the shape of a spear head using his fingers to pierce into the opponent.
- Heavy Techniques:
Monkey Kings Pick
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Cooldown: 5
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description:Daimaru throws a punch and projects and launches the air compressed in the shape of a nail at his opponent at long range.
Nerve Shock
Technique Type: Stat morph
Technique Level: 5
Maximum Base Range: 50
Cooldown: 9
Duration: 4
Buffs: N/A
Debuffs: -75 percent rx to the target
Description: Daimaru can utilize this technique in many different ways. Such as applying electro to his weapons, or has a hand or his feet be they open-palmed or closed. Once the electro is channeled and makes contact with the individual's nervous system will misinterpret the electro nature as "electrical signals from the nerves", making its muscles contract thus having the target recieve a minus 75 percent in Rx over the duration of the technique. This causes the body to involuntarily go stiff, while at the same time receives damage.
Fist of the monkey king
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Cooldown: 5
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: This punch acts in the same way that a dead blow hammer does, After building up power in his arm, Dai unleashes it as a single straight jab with the force of a secondary hit that seems to hit the target simultaneously, creating a delayed shock wave hit into the target however the damage will remain the normal amount and no additions.
- AoE Techniques:
Monkeys dance
Technique Type: Flat
Technique Level: 1
Maximum Base Range: 10
Maximum Base AoE Radius: 3
Cooldown: 7
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: An attack for fighting against large groups, Daimaru can either jump into the air and lands on the head of one of the opponents in a handstand. He then spins around rapidly to deliver a savage kicks to the face of anyone within range much like how a helicopter blade twirls. After he runs out of targets, he dismounts and kicks the person he was spinning on. However nomrally he will do this move while on the ground normally does this move with a handstand on the ground.
Lunar Ball
Technique Type: Flat
Technique Level: 10
Maximum Base Range: 100
Maximum Base AoE Radius: 25
Cooldown: 7
Duration: N/A
Buffs: N/A
Debuffs: N/A
Description: Daimaru charges up a ball of electricity with both hands and slams it into the ground, causing a wide-range blast capable of electrocuting multiple foes at once.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3990
Re: Zou karate: Monkey style
Mon Jan 25, 2021 8:14 pm
Approved!
Junichi D. Sabi wrote:Zou karate: Monkey style
Fighting Style: Zou karate: Monkey style
Weapon Utilization: Fists, staffed weapons, swords
Description:The purpose of which is to cause external damage and break bones this style of fighting involves smashing your opponent when using one's hands or legs or other means of blunt damage and is generally used only by the extremely physically powerful and dominating user. However, when using something with a blade on the end instead of blunt damage it is slashing damage. However, there is a secondary function. Allowing the use of mink's innate ability to control electro to incorporate it into one's strikes.
Toggled and Passive Abilities: Electro:(toggled) Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons adding electric burns to the damage they give to their opponent and paralysis. The user attack is increased by twenty percent increase in attack there is a twenty percent decrease in rx.
Techniques
- Light Techniques:
Twirling Kings kick
Type: Flat
Cooldown:2
Duration: 0
Buffs: N/A
Debuffs: N/A
Flavour: The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body.
Reverse of the monkey
Type: Flat
Cooldown: 2
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: The user does a powerful spin, generating the momentum needed to slash at any opponents behind them. The user can also utilize this spinning motion to trick an enemy that's in front of them. into thinking, he is attacking them but in actuality, he is going to be slashing behind him.
Leaping Monkey
Type: Flat
Cooldown:2
Duration: 0
Buffs: N/A
Debuffs:N/A
Flavour: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful technique, the user kicks just below the target's chin sending them upwards and onto their back.
System Shock
Type: Stat Morph
Cooldown: 6
Duration: 2
Buffs: 25% RX boost
Debuffs: None
Flavour: By forcing the electricity that minks can generate icluding the you naturally generated electrical impulses used int he bodys nervous system junichi courses te electro throughout his nervous system thereby forcibly increases His Rx by 25 percent.
- Medium Techniques:
Ele Paw
Type: Flat
Cooldown: 4
Duration: 0
Buffs: N/A
Debuffs: N/A
Flavour: Junichi uses Electro to charge up his fist with electricity and attacks his opponent by leaping towards them with a pulled back open-handed or closed fist.
Spear first
Type: Flat
Cooldown: 4
Duration: 0
Buffs:N/A
Debuffs: N/A
Flavour: Junichi straightens his right hand into a 'Spear' keeping his fingers straight and pointed outwards position and lunges his hand out in the shape of a spear head using his fingers to pierce into the opponent.
- Heavy Techniques:
Monkey Kings Pick
Type: Flat
Cooldown: 6
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: Junichi throws a punch and projects and launches the air compressed in the shape of a nail at his opponent at long range.
Nerve Shock
Type: Stat Morph
Cooldown: 12
Duration:4
Buffs: N/A
Debuffs: 75% rx Debuff
Flavour: Junichi can utilize this technique in many different ways. Such as applying electro to his weapons, or has a hand or his feet be they open-palmed or closed. Once the electro is channeled and makes contact with the individual's nervous system will misinterpret the electro nature as "electrical signals from the nerves", making its muscles contract thus having the target receives a minus 75 percent in Rx over the duration of the technique. This causes the body to involuntarily go stiff, while at the same time receives damage.
Fist Of Zou
Type: Flat
Cooldown: 6
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: This punch acts in the same way that a dead blow hammer does, After building up power in his arm, Dai unleashes it as a single straight jab with the force of a secondary hit that seems to hit the target simultaneously, creating a delayed shock wave hit into the target however the damage will remain the normal amount and no additions.
- AoE Techniques:
Monkeys dance
Type: Flat
Cooldown: 8
Duration:
Buffs:
Debuffs:
Flavour: An attack for fighting against large groups, Daimaru can either jump into the air and lands on the head of one of the opponents in a handstand. He then spins around rapidly to deliver a savage kick to the face of anyone within a range much like how a helicopter blade twirls. After he runs out of targets, he dismounts and kicks the person he was spinning on. However, normally he will do this move while on the ground normally does this move with a handstand on the ground.
Lunar Ball
Type: Flat
Cooldown: 8
Duration: 0
Buffs:N/A
Debuffs:N/A
Flavour: Junichi charges up a ball of electricity with both hands and slams it into the ground, causing a wide-range blast capable of electrocuting multiple foes at once.
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