Bounty Hunter FELID AEROM

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    Character Information



    Character Information
    Character Information
    Japanese Name :フェリド・エアロム
    フェリ・デ・エアロム
    Race :Human / Fishman
    English Name : FeliD AeromGender :Male
    Epiteth :Rookie (formerly) ;
    The 'Cheerful Gentleman' ;
    Age :27 years old
    Affiliation :Marine [169th branch] (Former) ;
    The Legion of Crowns (Former) ;
    Bounty Hunter Association
    Sign :Leo (July 25th)
    Position :CaptainHeight :232 cm (7'0")
    Occupation :Marine (Former) ;
    Pirate ( Former) ;
    Bounty Hunter ;
    Weight :??? Kg (??lb ??Oz)
    Status :AlivesOrigin :Fishman Island ;
    ??? Human City ;
    Blood Type :S+Residences :
    Laughing Style :Bounty :

    LEVEL​
    EXPERIENCE DIVINE COINS BERIES
    Level 70 163,237 EXP Ḓ 0 ฿ 59,736,609.00





    Gallery​
    Appearance


    Attire


    Personality​
     
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    Stats
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    Physical Abilities
    As a Hybrid of human and fishman, Aerom inherited qualities of both races. He possesses immense physical strength, speed, and vitality which he attained from the extremely rigorous training back in Fishman Island . His incredible physical prowess was supplemented by his extraordinary fighting skills. As his father was part of the fishman army, he was trained and became expert in beast taming and fishman karate/jutsu.

    STATISTICS

    Level 70
    70 x 5 = 350

    Racial Boost (human): +14 in Strength, +14 Speed, +14 Vitality, +21 in Haki
    Martial Arts Stat Boost: 41 in MA grants +5 in physical stats (strength )
    Mind Stat Boost: 81 in Mind grants +5 in speed stats ,+5 in Vitality stats
    Haki (temporary ) Stat Boosts
    -Defensive path:+1 DPR, +2 Durability

    Stats


    Strength: 62+(2*7)+5= 81

    Speed: 62+(2*7)+5= 81
    - Movement: 61
    - Reaction: 101

    Vitality: 62+(2*7)+5= 81
    - Stamina: 81
    - Durability: 81

    Fighting Style: 41
    - Kezin Karate : 81
    -???: 1

    Mind: 81
    - Medicine: 81
    - Beast Mastery: 61

    Haki: 42+ (3*7) = 63
    - Armament Haki(defense): 81
    - Observation Haki(Awareness): 45
    Perk currently in use:

    Custom Perk Archive (not in use):
    Profession

    Total Stars: Level 70/10 = 7+4 (from 81 Mind Stats)


    Biology : ****
    Linguistics: *****
    Unused: **


    ​
     
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    Haki
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    HAKI
    Armament Haki​
    Conqueror's Haki*​
    Observation Haki​
    ​
    *Not unlocked Yet.




    Busoshoku Haki (Defensive)
    ​

    TypeAt 61 MasteryTypeAt 41 MasteryTypeAt 81 MasteryTypeAt 120 Mastery
    Hardening
    Imbuement
    Emission
    Internal Destruction (Ryou)


    Busoshoku Haki is a form of Haki that allows the user to use their own spiritual energy to create, in essence, an invisible armor around themself, providing incredible offensive and defensive capabilities. It allows attacks to touch the 'true' bodies of devil fruit users. There are three boosts of Busoshoku Haki to DPS, depending on mastery.

    81-100: Can use full body haki, can shoot Haki out of the body (Rayleigh vs elephant). Special haki technique unlocked for primary path.
    ​
    General Schematic
    Busoshoku Haki is split into two different paths - offensive and defensive. Offensive path focuses on sheer attack power, sacrificing defense. Zoro is an example of an offensive path CoA archetype. Defensive path focuses on defense, sacrificing offense. Sentomaru is an example of a defensive path archetype. You get both paths, but one has to be your PRIMARY, while the other is your SECONDARY! The maximum you can obtain in your secondary path is +1 haki, unless your mastery is 120.

    Generally speaking, this is the system’s run-down:

    MasteryOffensive Path
    1-60 Mastery+1 DPR
    61-100 Mastery+2 DPR, +1 Durability
    120 Mastery+3 DPR, +2 Durability

    Mastery Schematic
    1-20: Can only coat limbs with Haki. Ability to touch DF user’s “real body” unlocked.
    21-40: Can coat physical weapons with haki.
    41-60: Can coat ranged weapons (physical - bullets, etc.) with Haki.
    61-80: Can coat intangible attacks (flying slashes, elements, etc.) with Haki.
    81-100: Can use full body haki, can shoot Haki out of the body (Rayleigh vs elephant). Special haki technique unlocked for primary path.
    120: Offensive: Offensive COA: +3 to DPR +2 to durability, Defensive COA: +2 to DPR +3 to durability. Second haki technique unlocked for primary path.

    Drain on Usage
    There is no longer a math system to calculate drain usage on haki. Instead, the drain is now RPable like Durability. Please understand Haki, particularly high-level Haki and full body Haki, are taxing even at high mastery. Special Haki techniques are especially taxing. Please refer to the number of times you use haki, the area it covers, and the technique’s rank for guidelines.

    Haki Requirement For Infused Objects
    In order to imbue an object with Color of Armaments, you must have recently touched the object, recently created or transformed into it, or have otherwise recently come into physical contact with it. Players will be unable to imbue an object they have not had contact with. Examples of situations where players won't be able to imbue an object with haki include, but are not limited to:
    1. Mountain thrown by the Fuwa;
    2. Meteorite pulled with Gravity DF; or
    3. Metal thrown with the Magnt DF but not touched

    CoA Attack Size Guideline
    As a general guideline, due to their size, attacks the size of a mountain or larger will not be able to be imbued with Color of Armaments Haki. Notwithstanding this guideline, please note that the larger the object imbued with Haki, the higher the stamina drain. Please contact a GM if you have doubts about whether your attack falls within these guidelines. Examples of attacks that are too big to be imbued with Haki are:
    1. Entei;
    2. Raigo; or
    3. Meteor Showers


    Kenbunshoku Haki (Awareness Path)​

    TypeAt 1-100 MasteryTypeAt 1-100 MasteryTypeAt 1-100 MasteryTypeAt 1-100 Mastery
    Basic Usage
    Presence Sensing
    Emotion Sensing
    Strength Sensing


    45 Mastery; Primary Path: Presence Detection within 90 m

    Secondary Path: +4.5 Reaction within 18 m

    ​
    Awareness Path
    This archetype‘s main path is Awareness and it’s secondary path is Precognition. This archetype focuses on one’s ability to sense the presence of others, and allows one to sense the power and emotions of others by their “voice”. This Archetype has limited precognition abilities. Fujitora is an example of this archetype.

    MasteryPrimary PathSecondary Path
    1-100The user can sense anything within (Mastery x 2) meters of themselves when CoO is activated. Adds sensing emotions, killing intent, power level, and general health.
    At 81+, sensory ability becomes passive within half the user’s maximum range.
    The user has increased reaction speed (Mastery x 0.05) within (Mastery x 0.2) meters of themselves when CoO is activated.
    120The user can sense anything within 400 meters of themselves passively. Fujitora-level awarenessN/A




    Haoshoku Haki *

    * N/A yet...

    ​

    TypeTypeTypeAt 100 Haki MasteryTypeLevel 85 Adv CoC
    Domination
    Incapacitation
    Pressure
    Infusion
    Conqueror’s MasteryAbilities
    Level 10-84Allows user to use their will to knock out those 60% of your level, and intimidate those 70% of your level. The area of effect is 300% of your character’s level in meters.

    Note: Conqueror's Haki used to knock out opponents will be limited to two (2) blasts per island or three (3) blasts per event. You may use more only with both GM and host approval. This does not apply to Intimidation, which follows the one-turn overall CoC cool-down.
    Level 85+ (Advanced CoC)Unlocks ability to imbue attacks with Conqueror's Haki. One can also use Conqueror's Haki defensively. Using Conqueror's Haki in attacks and defense will increase DPR or Durability by +1, with a one turn cooldown. Increases AOE of attacks.

    Unlocks ability that allows one to control their own presence and prevents others from seeing into the future (CoO). Has a 1 turn cooldown. Cannot be used on the same turn as coating your attack with advanced Conqueror's Haki.
    Haki Techs:

    - N/A.

    ​
     
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    Mind
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    INTELLIGENCE

    MEDICINE

    81-99 Medicine Mastery:​

    • Can heal their allies outside of combat. (40.5 percentage of time taken off recovery.)​
    • Can use of poison that slowly drains the target's energy.​
    • Can use of poison that quickly drains the target's energy.​
    • Able to make Rumble Balls, Stat boost injections and Adrenaline Shots.​
    • Allows for the creation of poison that cripples the target.​
    Medicine:
    1-20 Medicine Mastery: Allows the user to heal their allies outside of combat. Mastery/2= percentage of time taken off recovery.
    21-40 Medicine Mastery: Allows for the use of poison that slowly drains the target's energy.
    41-60 Medicine Mastery: Allows for the use of poison that quickly drains the target's energy.
    61-80 Medicine Mastery: Allows for the creation of Rumble Balls, Stat boost injections and Adrenaline Shots.
    81-99 Medicine Mastery: Allows for the creation of poison that cripples the target.
    100 Medicine Mastery: Allows for the use of poison that extremely quickly drains the target's energy.
    120 Medicine Mastery: Can create Regeneration Shots

    Slow poison - 5 inventory points
    Fast poison - 10 inventory points
    Crippling poison - 15 inventory points
    Hyper draining poison - 20 inventory points
    Rumble Balls - 10 inventory points
    Stat Boost - 10 inventory points
    Adrenaline Shot - 15 inventory points
    Specific Antidote - 5 inventory points


    Rumble Balls:
    Requires 61 Medicine:
    Can be eaten by Zoan devil fruit users, either the medic or his allies. Allows for the use of 3 extra modified forms of the user's devil fruit which must be pre-approved, as well as monster point.
    Eating one rumble ball allows for the use of modified forms for 3 turns. Afterwards the user is feeling fatigued for 6 turns.
    If eating one more rumble ball while feeling fatigued, the user will unlock modified forms for 1 more turn, but feel fatigued for 2 more turns.
    Eating yet another rumble ball allows the user to enter monster point for 3 turns, but the user will faint after those 3 turns.
    Examples of modified forms can be more strength in the arm, increasing DPR by 1. Or thick fur, skin, etc. increasing durability by 1.
    Monster point increases vitality, strength and speed to +25. Awakening also increases to same amount, so a combination would be +30. Those two sources are only way to go over 120 in one stat, and only by 5 or 10 points respectively.
    The medic can carry Mastery/20 rumble balls.


    Stat Boost Injections:
    Requires 61 Mastery, can not be used on people under the effect or fatigued from Rumble Balls.
    The medic can inject this into themselves or their allies, increasing one of the following stats by 10 for 3 turns:
    -Strength
    -Reaction Speed
    -Movement Speed
    -Durability
    After the three turns are up, the affected feels fatigued, and has -10 in the stat they were boosted for three turns. They can not be boosted again until the fatigue runs out.
    The medic can carry Mastery/20 injections.

    Adrenaline Shot:
    Requires 61 Mastery:
    The medic can administer this to their target, bringing exhausted allies back into the fight for 3 turns, after which they'll faint again. The medic can carry Mastery/50 adrenaline shots. Can only be applied to the same person once per 'arc'.

    Regeneration Shot:
    The medic can administer this to their target, regenerating damaged allies. It regenerates 100 per turn on the ally up to 200. The medic can carry Mastery/60 regeneration shots. Can only be applied to the same person once per 'arc'.
    To heal each part the user need to fill up the numbers.
    Minor damages: 50
    Deep cut in muscles: 100
    Missing/ruined limb: 150
    Destroyed organ: 200
    Near death injuries: 250

    POISON​

    • Slow Poison Limit = 8​
    • Fast Poison Limit = 4​
    • Crippling Poison Limit = 2​
    • Hyper draining Poison Limit = 2​
    • Antidote Limit = 8​

    Max poison is mastery/10(requires 21 medicine)
    Fast poison is mastery/20 max(requires 41 medicine)
    Crippling poison is mastery/30 max(requires 81 medicine)
    Hyper draining poison is mastery/40 max(requires 100 medicine)

    Once a poison fully drains energy from the user they can only be awoken by antidote and an adrenaline shot.

    Fully crippled can be undone by an antidote. Takes 1 turn to work.

    You can carry mastery/10 antidotes. If you can create a type of poison your antidotes work on it.

    Slow: (stamina+level)/10=turns to fully drain
    Fast: (stamina+level)/20=turns to fully drain
    Crippling: (durability+level)/30=turns to paralyze fully.
    Hyper: (stamina+level)/30=turns to fully drain
     
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    MA and DF
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    Kezin karate​

    • Customized Version of Fishman Karate​
    Canon Fishman Karate

    Karakusagawara Seiken
    (literally meaning "Arabesque Tile True Punch"): The user punches at a fair distance from the intended target(s), so instead of the fist connecting, it uses the water vapor in the air to release a shock wave that sends them flying. This move is similar to Bartholomew Kuma's Pad Ho with the only difference being that the shock waves are not concentrated upon being released; but in exchange, it has a much wider area of effect. This move has a delayed effect, as the shock wave takes a while to affect the opponent(s).
    Requirements: 61 Mastery, 61 Strength
    Destructive Potency Rank: D

    Hyakumaigawara Seiken (literally meaning "Hundred Tile True Punch"): A hard punch that can send an opponent flying. It can break through one hundred tiles.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Wanto Giri (literally meaning "Arm Blade Slash"): The user slams their arm-fin into the back of their opponent's neck.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Itomaki Kumite (literally meaning "Devilfish Sparring"): Done underwater, the user wraps their ponytail around the opponent's waist to prevent them for escaping.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Ka Ka Kakato Otoshi (literally meaning "Fire Flower Heel Drop"): The user spins and hits his opponent with the heel of his foot.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Kachiage Haisoku (literally meaning "Rising Thrust-Kick"): An inner-sole kick to the chin of the opponent.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Jodan Bakusho (literally meaning "High-Rank Exploding Palm"): This is an open-palm attack to the chin of the opponent.
    Requirements: 21 Mastery, 21 Strength
    Destructive Potency Rank: C

    Appakushi Chokka Koro (literally meaning "Death by Pressure Plunge"): Done underwater, the user grabs his opponent then swims extremely fast to the ocean floor where the pressure of the ocean wreaks havoc on the opponent's body.
    Requirements: 21 Mastery, 21 Strength and 41 Movement Speed
    Destructive Potency Rank: C

    Kaisoku: Harakudashigeri (literally meaning "Sea-Speed Stomach Drop Kick"): An underwater attack, the user darts forward and uses the momentum to deliver a savage side kick to the opponent's stomach.
    Requirements: 31 Mastery, 31 Strength and 31 Movement Speed
    Destructive Potency Rank: B

    Senmaigawara Seiken (literally meaning "Thousand Tile True Punch"): A much stronger version of the Hyaku Maigawara Seiken. It can break through one thousand tiles, and kill a human with one shot.
    Requirements: 41 Mastery, 41 Strength
    Destructive Potency Rank: B

    Yarinami (literally meaning "Spear Wave"): A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures.
    Requirements: 61 Mastery, 41 Strength
    Destructive Potency Rank: B

    Samehada Shotei (literally meaning "Sharkskin Palm Block"): A simple palm block with enough force behind it to slap away a sword swing from the shadow-powered Gekko Moriah.
    Requirements: 41 Mastery, 61 Strength
    Destructive Potency Rank: B

    Uchimizu (literally meaning "Water Shot"): The user hurls a simple droplet of water at his opponent, which can become a deadly bullet with the kinetic force created by their immense fishman strength.
    Requirements: 41 Mastery, 41 Strength
    Destructive Potency Rank: B

    Soshark (literally meaning "Rough Shark"): The user uses his tremendous strength and grip to crush large walls of stone.
    Requirements: 21 Mastery, 41 Strength
    Destructive Potency Rank: B

    Mizugokoro (literally meaning "Water Heart"): The primary technique of this style that the user initiates by first performing a bowl-shaped gesture with his webbed hands (one hand over the other) while underwater right before giving the water itself around him a mighty yank. This allows the user to physically grab and redirect currents as if he were manipulating cloth.
    Requirements: 81 Mastery, 61 Strength
    Destructive Potency Rank: B

    Kairyu Ipponzeoi (literally meaning "Sea Current Lifter"): A technique used by the user performed after Mizugokoro. He heaves the current upward, where it erupts from the ocean surface as a towering stream of water.
    Requirements: 81 Mastery, 61 Strength
    Destructive Potency Rank: B

    Umidaiko (literally meaning "Ocean Drum"): The user punches the water in front of him pushing it at his opponent and sending a shockwave through it.
    Requirements; 61 Mastery, 41 Strength
    Destructive Potency Rank: B

    Samegawara Seiken (鮫瓦正拳 Samegawara Seiken?, literally meaning "Shark Tile True Punch"): A powerful straight punch that is strong enough to send the shadow-powered Gekko Moriah reeling. (61 Mastery, 61 Strength) Destructive Potency Rank: A

    Nanasenmaigawara Mawashigeri (literally meaning "Seven Thousand Tile Roundhouse Kick"): The user performs a roundhouse kick, which is strong enough to block the gigantic Wadatsumi's punch and break one of his fingers.
    Requirements: 61 Mastery, 61 Strength
    Destructive Potency Rank: A

    Kaimen Wari (literally meaning "Sea Surface Splitter"): Using a karate chop, the user can split the very ocean itself in order to send a shock wave to attack an enemy.
    Requirements: 61 Mastery, 61 Strength
    Destructive Potency Rank: A

    Gosenmaigawara Seiken (literally meaning "Five Thousand Tile True Punch"): A much-stronger version of the Senmaigawara Seiken. It is a very powerful punch, able to knock out a Jailer Beast in one strike. It is used like an uppercut, rather than a straight punch, sending the opponent flying skywards.
    Requirements: 61 Mastery, 61 Strength
    Destructive Potency Rank: A

    Yabusame (literally meaning "Arrow Military Shark"): The user first wets his arm, then he uses his massive strength to throw many drops of water, which are converted into deadly arrows through mere kinetic force.
    Requirements: 81 Mastery, 41 Strength
    Destructive Potency Rank: A

    Yonsenmaigawara Seiken (四千枚瓦正拳 Yonsenmai-gawara Seiken?, literally meaning "Four Thousand Tile True Punch"): A much-stronger version of the Senmaigawara Seiken. It is a very powerful straight punch that sends the opponent bigger than the user flying backwards.(61 Mastery, 61 Strength) Destructive Potency Rank: A

    O Uchimizu (literally meaning "Great Water Shot"): Similar to a normal Uchimizu, but much larger in size.
    Requirements: 81 Mastery, 61 Strength
    Destructive Potency Rank: A

    O Yabusame (literally meaning "Great Arrow Military Shark"): A larger version of a normal Yabusame. The water droplets act more like blunt cannonballs causing dents in the deck of a ship than like arrows.
    Requirements: 81 Mastery, 61 Strength
    Destructive Potency Rank: A

    Gyojin Karate Ogi: Buraikan (literally meaning "Fishman Karate Secret Technique: Mighty Reliant Piercing"): Possibly the most powerful technique of Fishman Karate seen so far, The user hurls a pack of water in his hands and shoots a powerful water shock wave that pierces through his opponent's body.
    Requirements: 100 Mastery, 81 Strength
    Destructive Potency Rank: S

    Murasame (literally meaning "School of Shark"): The user throws the water which takes the shape of a flock of sharks which bite his opponent. It is essentially a more powerful version of his Yabusame technique.
    Requirements: 100 Mastery, 81 Strength
    Destructive Potency Rank: S
    Custom D Karate

    Fishman Karate: Water Dragon
    : The user creates a droplet in the palm of his hands as it begins to twist and twirl looping around the user and above them as if taking the shape of a dragon. The user then charges forward for a step as the user then hurls the attack in the shape of a whip.
    Requirement: 71 Str and 71 Mastery - DPR: A

    Fishman Karate: Control Skill, Rainfall: The user creates a droplet though uses both palms as the droplet then evaporates above, though the attack hasn’t evaporated but is sent above as it swirls spreading. It then dawns down like rain drops piercing the enemy/target(s)
    Requirement: 51 Str and Mastery - DPR: Combined B - (Multi-Attack)

    Fishman Karate: Water Dragon – Heavy Storm Rainfall: The attack starts like how “Fishman Karate: Water Dragon” gets generated but is not hurled as instead it comes down piercing the enemy/target(s).
    Requirement: 81 Str and Mastery - DPR: S

    Fishman Karate: Control Skill, Scalding Steamflow Bomb (Won’t have the effect of a bomb but is a ranged attack): The user creates a droplet though raises their arms above their head generating a huge droplet with both palms (reminiscent of a Spirit Bomb).
    Requirement: 71 Str and Mastery - DPR: A (Not AoE)

    Fishman Karate: Water Current Blade/Stream Edge: User charges a droplet in the palm of their hand which is shaped in a fist as it begins to swirl out creating a blade attached to a gauntlet. It’s like the user has a dagger in their hand. The user charges it in both palms/hands charging forward hurling both hands/arms as if swinging a sword with both hands.
    Requirement: 61 Str and Mastery - DPR: A

    Fishman Karate: Water Current Slicer: User fully pans out their hands creating a droplet then swings their arm creating a water created projectile that is then propelled at the target. (similar to Rankyuaku)
    Requirement: Scales on Mastery
    51 Str and Mastery - DPR: B
    71 Str and Mastery - DPR: A.

    Fishman Karate: Torpedo Fin Strike: The user begins by preparing themselves to be propelled at the target. Normally this is an technique that is used to destroy the underneath of ships. The attack’s appearance is where the user charges themselves with water that is like of a aura before propelling themselves.
    Requirement: Scales on Mastery
    41 Str and Mastery - DPR: B
    61 Str and Mastery - DPR: A
    81 Str and Mastery - DPR: S
    If the aura can damage stuff on its own, mastery +10

    Fishman Karate: Shuriken Droplet: The attack begins like a droplet but the droplet begins to swirl looking like a circle. The user the extends their arm slightly further away from them as the water that is swirling in a circle begins to take form of a shuriken as they then hurl it.
    Requirement: Scales on Mastery
    51 Str and Mastery - DPR: B
    71 Str and Mastery - DPR: A

    Fishman Karate: Water Echo: The user starts by trying to burp as they extend their arms out as if trying to pan out the coming echo. Once the user prepares then sets out by letting out a huge roar that echoes out at the target. This attack can only be used when the user is within the inhabited space of under a ocean.
    Requirement: 51 Str and MA - DPR: B

    Fishman Karate: Poseidon's Wrath: User starts by charging a droplet within his hand then clocks his arm back as the attack begins by shaking around them creating a huge gust of wind that ripples out. The user then expands the hand as if creating a huge trident
    Requirement: Scales on Mastery
    51 Str and MA - DPR: B
    71 Str and MA - DPR: A

    Fishman Karate: Dragon Shark Fist (Punch): The user absorbs a large quantity of water into their fist for a brief moment. The water around the fist transforms into a dragonic looking shark. Afterwards, the user punches their opponent, releasing a massive and immensely powerful blast of water upon impacting with the intended target, dealing massive amount of damage; so massive, in fact, that it even shatters their victim into pieces
    Requirement: Scales on Mastery
    61 Str and Mastery. - DPR: B

    Fishman Karate: Aura Mode: The user channels the water droplets within the vicinity (far stronger when near water) then engulfs themselves within the aura. This is enough for (-1 in DPR but with a 2 turn cool down)

    Fishman Karate: 10 Finger-Tip Water Gun: The user starts by pointing all fingers at the opponent, the user then condenses water at each finger-tip. The user then fires the water at the end of his finger-tips.
    Requirement: 71 Mastery. - DPR: Combined A (Multi-Attack)

    Fishman Karate: Polaris Strike: Water surrounds the users palm then engulfs his wrist down to his elbows as the user then lunges himself forward throwing their punch.
    Requirement: 61 Str, MA and Movement Speed. - DPR: A

    Fishman Karate: Jaws of the Abyss: This technique is a demonstration of the full destructive power of pressurized water. The user uses the water creating jaws from one hand then thrusts his arm forward as the jaws then chomp the target.
    Requirement: 61 Str and 61 MA - DPR: B
    Kezin Fishman Karate

    Air Wall Palm
    : defensive move. It creates a shock wave which act as a wall to block attacks which equal or below the defence.(21 Mastery, 21 Strength ) DPR: D

    Maruchi (マルチ means "speed "): The user's movement speed is increased by Mastery/5.
    Requirements: 11 Mastery, 21 Movement Speed.
    11-40 mastery: 3 turn cool down
    41-80 mastery: 2 turn cool down
    81-100 mastery: 1 turn cool down

    Air Palm : simpler version of sixty four palm. Hit only once.(21 Mastery, 41 Strength) - DPR: C

    kuron Tenketsushin ken (clone mystery punch): A rapid-fire version of maruchi ken in which the user unleashes a flurry of pokes at the enemy while using maruchi to move around him, in order to strike from all directions.
    (31 Mastery, 21 Strength and 51 Movement Speed ) DPR: C

    Tenketsushin (literally mean" Pressure Points Needle ") : User uses finger to attack on points of bodies, which will cause damage and cause paralyze (that part) temporary for 2 turns.
    (31 Mastery, 31 Strength). Destructive potency: C

    Umidaiko ( "Ocean Drum"): The user punches the water in front of him pushing it at his opponent and sending a shockwave through it.
    (61 Mastery, 41 Strength) DPR: B

    Sixty-Four Palms : can attack a person with in 5 m radius. While using this shock waves are created which hits the enemy. Hits 64 times.
    (41 Mastery, 61 Strength ) DPR: B (combined)

    su sen ken (thousands fist): This is a rapid-fire version of the normal Tenketsushin technique that hits the enemy multiple times and paralyze person for 2 turns.
    (61 Mastery, 61 Strength) DPR: B

    maruchi ken ( means "speed fist"): While moving at high speed, the user slashes at his opponent with index of both hands. Because of his high speed, it appears as if he was attacking with multiple fingers.
    (41 Mastery, 41 Strength and 61 Movement Speed) DPR: B

    senju ken ( thousand hands): user puts both of his hands together and performs Tenketsushin with all ten of his fingers at once, greatly damaging the opponent.
    (61 mastery, 61 Strength) DPR: A

    Tenketsushin tenohira ( mystical palm) : user uses Tenketsushin technique using palm where he hits the vital organs which will cause destroyed organ or near death injuries ( extreme effect )
    (100 Mastery, 100 Strength)DPR: S+

    sen-kiro ken ( thousand kilo fist ) :A hard punch that can send an opponent flying. It can break through one hundred tiles.
    21 Mastery, 21 Strength - Destructive Potency Rank: C
    41 Mastery, 41 Strength - Destructive Potency Rank: B
    61 Mastery, 61 Strength - Destructive Potency Rank: A

    Eight Trigrams Palms - Revolving Heaven : its a defensive technique which forms a sphere around using water to protect person inside but can't move around.
    DPR: C, requires 31 mastery, 31 Strength - 3 turn cd&1 m radius
    DPR: B, requires 51 mastery, 51 Strength - 2 m radius & 2 turn cd
    DPR: A, requires 71 mastery, 71 Strength - 5m radius & 1 turn cd
    DPR: S, requires 91 mastery, 91 strength - can move around while skill is active.




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