Pirate Lucifer Morningstar

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L U C I F E R
M O R N I N G S T A R
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Table of Contents:
[ 2019 Activity ]
[ 2020 Activity ]
[ 2021 Activity ] - No activity during this period as i was banned
[ 2022 Activity ]
[ 2023 Activity ]
[ 2024 Activity ]
*2022 - 2024 activity will be hyperlinked once i get time to process it all
 
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BASIC INFO
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Name: Lucifer Morningstar | Real Name: Samael | Race: Lunarian, Demiurgic Lunarian
Gender: Male | Age: Unknown | Height: 6' 2" | Weight: 175 lbs (79 kg) | Hair Color: Black | Eye Color: Amber
Organisations: Pirate Captain
Captain of The Devil's Tides and it's subsidiaries: The Fallen Fleet, The Forsaken, Delta Strikeforce, and The Supply Line Corps
Epithet/Alias: "The Devil" | "The Mocker" | "Dark Angel"
Level 100 | x
Divine Coins: | Current Coffers: See Activity + Store & Money thread
[Theme 1] | [Theme 2]​
 
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STATISTICS
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Level 100, 100 x 6 = 600
[Lunarian Race Bonus]: +40 in Strength | +20 in Speed | +30 in Vitality​
[Martial Arts Bonus]: +5 in Strength, Speed, and Vitality​
[Substat Boost Bonus]: +20 in Strength, Armament Haki (Offensive), and Ignition​
Strength: 55 + 40 + 5 = 100 (+20 = 120)
Speed: 81 + 20 + 5 = 106 x 2 = 212
>Reaction Speed: 101
>Movement Speed: 111 (-10 in Lunarian Mode = 101)
Vitality: 66 + 30 + 5 = 101 x 2 = 202
>Durability: 101 (+20 in Lunarian Mode = 120)
>Stamina: 101
Haki: 100, 100 x 2 = 200
>Armament Haki (Offensive): 100 (+20 = 120)
>Observation Haki (Awareness): 100
*(Has Advanced Conqueror's Haki)* (Devil's Voice)
Martial Arts: 100, 100 x 2 = 200
>Rokushiki: 100
>Ignition: 100 (+20 = 120)
>Life Return: 100 [PERK]
| *138 spare stat points|
Lunarian Race Specials: Can use "Ignite". Resistant to fire (+1 durability rank vs. fire).
PERKS:
[Perk 1]: Inherent Martial Ability: (requires 100 Martial Arts) you automatically gain an extra martial arts substat with 100 substat points that is the martial art specific to your race. Cannot create custom techniques that use this Martial Arts.​
[Perk 2]:​
Professions:
>☆
 
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APPEARANCE
AND
PERSONALITY
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Appearance
Lucifer Morningstar embodies a striking blend of celestial beauty and devilish charm. Standing tall at around 6'2" to 6'3", he has a lean yet graceful build with a muscular, toned physique that reflects both strength and allure. His hair varies between blonde and dark brown, sometimes styled short or slicked back with a slight wave, adding to his suave, debonair appearance. His eyes are either piercing blue or deep brown, often filled with mischief and charm, though they can glow red in moments of anger or when he reveals his true nature.

With a chiseled jawline and sharp, symmetrical facial features, Lucifer exudes an aura of confidence and power. High cheekbones and a neatly trimmed beard add to his roguish allure, accentuating his ethereal beauty. Known for his impeccable style, he favors sophisticated clothing, often seen in tailored suits that range from dark colors like black, navy, or gray to flowing white garments, showcasing a refined taste. His overall look blends elegance with a sense of danger, combining sophistication with a devil-may-care attitude that captivates those around him.
[Image]​
Personality
Lucifer Morningstar is a complex character whose personality combines arrogance, charisma, and deep philosophical insight. Possessing immense power, he is self-assured and often detached, his confidence bordering on arrogance, which distances him from others. Highly intelligent and manipulative, Lucifer is always several steps ahead, expertly toying with enemies and allies alike to achieve his goals. Beneath his calculating exterior, however, lies a rebellious nature and a profound disdain for authority, particularly toward his Father. His cynical view of existence fuels his rejection of imposed order, and he is unafraid to challenge cosmic norms and explore the boundaries of free will.

Charismatic and witty, Lucifer draws people toward him with ease, using sharp humor and flirtatious charm to navigate social interactions. Though he often appears carefree, his confidence masks a layer of vulnerability, especially when it comes to relationships and past regrets. While he indulges in earthly pleasures and is known for his playful nature, he frequently reflects on existential questions about fate, self-worth, and redemption, delving into the nature of good and evil. Despite his aloof demeanor, Lucifer demonstrates fierce loyalty and protectiveness toward those he cares about, especially friends and loved ones. His complex mix of cynicism, rebellion, charm, and introspection creates a figure who, while often cold, remains undeniably magnetic and deeply engaging.
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HISTORY
AND
TRAVEL LOG
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Lucifer Morningstar, originally known as Samael, was born as one of the last remnants of the ancient Lunarian race. His birth marked him as a child of both blessing and burden, gifted with the rare Lunarian ability of ignition—the power to control a natural fire that Lunarians were once revered for. But his childhood was a tale of isolation and survival, spent hidden on a secluded island beyond the World Government’s reach. He was raised in secret by the last guardian of Lunarian heritage, an elder whose knowledge preserved the story of their people’s rise, fall, and persecution.

The elder, who knew of the ancient Lunarian kingdom and its tragic fall, instilled within Samael a deep pride for his race, along with a profound yearning for vengeance and justice. He learned of their dominion over the skies, their resilience, and their eventual destruction at the hands of the oppressive World Government. Despite this, Samael’s keen intelligence led him to a different approach; he would not act recklessly. He would instead blend into the very system responsible for his people's extinction and bring it down from within.
Adopting a new identity and hiding his Lunarian traits, Samael enlisted in the Marines under a guise, eventually choosing the name “Lucifer Morningstar” to symbolize a new beginning and his role as a harbinger of truth. He masked his Lunarian flames as unique abilities, carefully regulating his ignition power and concealing his wings. His rise through the ranks was swift. Known for his sharp mind and tactical prowess, he quickly made a name for himself, earning the rank of Vice Admiral.

Lucifer’s blend of intelligence, charisma, and combat skill made him both respected and feared. His missions were marked by ruthless precision and almost mystical endurance, which he skillfully disguised as human resilience. Marines revered his endurance and ability to survive even the harshest conditions, unaware that his Lunarian heritage afforded him such fortitude.

Under his new identity, Lucifer grew closer to his true objective: learning all he could about the World Government’s involvement in the destruction of his race. He used his influence to gather secrets, documenting evidence of the Void Century, forbidden knowledge, and hidden truths about Lunarian extinction. His mind was set on justice, but he waited, patient and cold, until he knew the full story of his people’s fall.
One day, without a word or warning, Vice Admiral Lucifer Morningstar vanished from the Marines. His disappearance left a void, with no traces or clues as to where he might have gone. His vanishing became the subject of dark whispers and wild rumors within Marine ranks; some speculated he’d been assassinated, others thought he had gone rogue. Unbeknownst to them, Lucifer had uncovered irrefutable proof of the World Government's direct role in the near-genocide of the Lunarians.

With his objective achieved, Lucifer abandoned the Marines and severed all ties with his former life. Free of the government’s constraints, he began to fully embrace his Lunarian identity, the flames and wings of his heritage burning brighter as he took on the name “Lucifer Morningstar.” He was no longer a pawn within the Marines but a lone avenger driven by his thirst for justice.
Lucifer Morningstar, now a ghostly figure, haunts the world from the shadows. His name, once a symbol of Marine authority, has transformed into a whisper of fear and mystery. Tales circulate of a “fallen angel” who commands fire with ease, striking with the fury of a lost race. Some claim he is building an army of outcasts, uniting powerful forces who share his hatred for the World Government, while others believe he lurks in the shadows, waiting for the perfect moment to reveal the truth about the Lunarians and to bring justice to the world.

To this day, no one has seen or heard from Lucifer Morningstar directly, but those who know of him speak of a power and fury that the world has yet to truly understand. When he does reemerge, it will not be as the Marine Vice Admiral he once was but as the Lunarian who became a symbol of vengeance and a living testament to the undying flame of his fallen people.
 
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╔════════════╗
H A K I
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Busoshoku Haki (Armaments) - Offensive:​
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TypeAt 61 MasteryTypeAt 41 MasteryTypeAt 81 MasteryTypeAt 120 Mastery
Hardening
Imbuement
Emission
Internal Destruction
(Ryou)
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

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Kenbunshoku Haki (Observation) - Awareness:​
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TypeAt 1-100 MasteryTypeAt 1-100 MasteryTypeAt 1-100 MasteryTypeAt 1-100 Mastery
Basic Usage
Presence Sensing
Emotion Sensing
Strength Sensing
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

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Haoshoku Haki (King’s Will):​
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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.

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Haki Techniques:
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Observation Killing: Text
Requirements: Text

Galaxy Impact (拳骨衝突ギャラクシーインパクト, Gyarakushī Inpakuto, literally meaning "Fist Collision"): The user infuses their fist with Busoshoku and Haoshoku Haki and then delivers a massively powerful punch with shockwaves that encompass a large radius. and then delivers a massively powerful punch with shockwaves that encompass a large radius.
Rank: S+, 3x AoE multiplier
Requires: 101 strength, 120 COA (offensive path), advanced CoC
 
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╔════════════╗
BLANK
FOR NOW
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╔════════════╗
MARTIAL ARTS
ROKUSHIKI
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"We are far beyond ordinary humans!! Those of us in CP9 have been in training for as long as we can remember. We honed our skills to serve the government and overcome the limits of the human body. We gained six superhuman fighting skills through that training."
Rokushiki
Requirements: 11 Minimum Mastery. Must be member of Marines or Cipher Pol.
Rokushiki is a special, superhuman martial arts style. It is the main style of combat for the World Government's agents, in particular, CP9. It is centered around six forms takin the human body to the next level. Most members have one or two forms that they specialize and are able to perform variations of the martial art.
General Requirements
The number of Rokushiki forms depends on your mastery of martial arts.
11 Mastery - Unlocks one form
21 Mastery - Unlocks second form
31 Mastery - Unlocks third form, can combine two forms
41 Mastery - Unlocks fourth form
51 Mastery - Unlocks fifth form, can combine three forms
60 Mastery - Unlocks sixth form
81 Mastery - Unlocks rokugan

Basic Rankyuaku
Requirements: 11 Mastery, 21 Strength, 21 Movement Speed.
11-30 Mastery: Destructive potency: D
31-50 Mastery: Destructive potency: C
51-71 Mastery: Destructive potency: B
71-99 Mastery: Destructive potency: A
100 Mastery: Destructive potency: S
The user kicks at high speed, sending out compressed blades of air towards their opponents, about 3 feet wide.
Rankyaku "Sen": Used in a stomping action. The air is blasted straight ahead in a line towards the opponent like a bullet, instead of in a curve as witnessed in the normal version.
Requirements: 31 Mastery, 31 Strength DPS: C

Rankyaku "Ran": After using Geppo to launch himself into the air, the user stabs his swords into the ceiling to stay in the air, then launches multiple Rankyaku with both legs. Each cut is smaller than a normal Rankyaku.
Requirements: 41 Mastery, 31 Strength DPS: C

Rankyaku "Shuriken": The user fires multiple Rankyaku blades in the shape of shuriken.
Requirements: 41 Mastery, 31 Strength DPS: C

Rankyaku "Renge": In this attack, Rankyaku is performed with both legs instead of one, causing multiple cuts on either side of the opponent. The cuts at first appear small and then "blossom" into larger ones, perhaps explaining the name.
Requirements: 51 Mastery, 51 Strength DPS: B

Rankyaku "Gaicho": The user creates a large Rankyaku in the shape of a bird, . This Rankyaku has a much wider range, greater attack power, and is capable of cleaving steel - something not witnessed from other variations. The cut also seems more focused, instead of flickering and jagged like a normal
Requirements: 51 mastery, 41 strength Destruction Potency: B

Rankyaku "Hyobi": The user creates a large, powerful Rankyaku in the shape of a swirl, which is launched at the enemy like a razor blade. When it hits the opponent, he is damaged and stunned.
Requirements: 51 Mastery, 41 strength Destruction Potency: B

Rankyaku "Hakurai": A much more powerful form of Rankyaku that is used by using both legs, it appears to cut the air in a larger area.
Requirements: 61 Mastery, 61 Strength DPS: A
Panchyuaku: Is a alternative version of the Rankyaku but unlike the latter which is caused from kicks. This on the other hand is created by the arms.
Will have the same the requirements as Rankyaku;
Requirements: 11 Mastery, 21 Strength, 21 Movement Speed.
11-30 Mastery: Destructive potency: D
31-50 Mastery: Destructive potency: C
51-71 Mastery: Destructive potency: B
71-99 Mastery: Destructive potency: A
100 Mastery: Destructive potency: S

Arm Rankyuaku Shuriken: To perform this variation, the user must perform a quick 360 rotation that will generate the strength and speed necessary to make this technique, similar to a Rankyaku Gaichou.
Requirement: Scales on Mastery
71 Mastery and Strength - DPR: A
91 Mastery and Strength - DPR: S

Rankyaku: Samidare (Tempest kick: Summer rain)
The user kicks the air at high speed, unleashing a regular rankyaku at first glance. However, as it travels, the air blades explode into an array of numerous smaller air blades. Showering an opponent with a rapid fire like attack.
A-Rank 81 Mastery, 71 Strength, 71 Movement Speed.

Hanekyuaku: Rankyuaku variant, instead of kicking the air projectile will come by flapping the wing.
51 Strength, Movement Speed + Mastery: DPR B
71 Strength, Movement Speed + Mastery: DPR A

Dual Hanekyuaku: Similar to Hakekyuaku but will be where Lucifer flaps both wings.
71 Strength, Movement Speed + Mastery - DPR A

Rankyaku: Samidare (Tempest kick: Summer rain)
The user kicks the air at high speed, unleashing a regular rankyaku at first glance. However, as it travels, the air blades explode into an array of numerous smaller air blades. Showering an opponent with a rapid fire like attack.
A-Rank 81 Mastery, 71 Strength, 71 Movement Speed.

Infinity Storm: a combination of Soru and Rankyuaku where the user can use Soru create afterimages to encircle an enemy and attack from all directions or attack many enemies in multiple spots.
100 Strength, Movement Speed and Mastery - DPR S and DPR S+

Basic Shigan
Requirements: 11 Mastery, 21 Strength.
11-40 Mastery: Destructive potency: C
41-60 Mastery: Destructive potency: B
61-80 Mastery: Destructive potency: A
81-100 Mastery: Destructive potency: S
Jugon: This is the characters signature technique, its a technique that is similar to a shigan but as a punch. This is a very strong punch which is done at the same speed as Shigan, making it even more powerful.
Requirement: Depends on Mastery
DPR: B, requires 41 mastery, 41 Strength
DPR: A, requires 61 mastery, 61 Strength
DPR: S, requires 81 mastery, 81 strength
DPR: S+, requires 100 mastery, 100 strength
SōtsuJugon: Using the principles of Jusshigan, but the user is using Jugon where the user launches compressed air projectiles at the target. [Pic 1] [Pic 2]
Requirement: Scales on Mastery
DPR: B, requires 51 mastery, 51 Strength
DPR: A, requires 71 mastery, 71 Strength
DPR: S, requires 91 mastery, 91 strength

Ashigan: A variation of the Jugon but instead made with a kick instead of a punch. This technique is very fast and powerful having literally the same aspects as an ordinary Shigan Jugon.
Requirement: Depends on Mastery
DPR: B, requires 41 mastery, 41 Strength
DPR: A, requires 61 mastery, 61 Strength
DPR: S, requires 81 mastery, 81 strength
DPR: S+, requires 100 mastery, 100 strength

Mass Jugon: Izo blitzes around in circles slowly encroaching closer to the target whilst throwing rapid punches as he gets closer the punches become heavier. [Pic 1] [Pic 2]
Requires: 71 in Strength, Movement Speed, and Mastery - DPR: A (multi-hit)

Basic Kami-E:
Requirements: 11 Mastery, 21 Reaction Speed.
The user relaxes their body, increasing their reaction speed by Mastery/5. Can not attack.
11-50 mastery: Must stand in one place (2 turn cool down)
51-81 mastery: Can move around. (2 turn cool down) Standing still while using Kami-E has a 1 turn cooldown.
81-100 mastery: Can move around.(1 turn cool down) Standing still while using Kami-E has no cooldown.
Kami-e "Slime": Instead of the body becoming limp like paper, it stretches and moves in ways slime or sludge would move in order to avoid attacks.
Requirements: 51 Mastery, 51 Reaction Speed DPS: B

Kami-e "Zanshin": Used by Stussy. Instead of the body becoming limp like paper, the user appears to relax but actually moves with high speed around their opponent, leaving the opponent to attack an afterimage of the user.
51 Mastery, 51 Reaction Speed, 51 Movement Speed. Can be countered with 1 tier above reaction speed or 2 tiers above Awareness Observation Haki
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Basic Soru
11 Mastery, 21 Movement Speed.
The user's movement speed is increased by Mastery/5.
11-40 mastery: 3 turn cool down
41-80 mastery: 2 turn cool down
81-100 mastery: 1 turn cool down
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Basic Tekkai:
Requirements: 11 Mastery, 21 Durability.
The user hardens their body, increasing Durability by Mastery/5.
11-50 mastery: 2 turn cool down
51-80 mastery: Can move while having tekkai activated.(2 turn cooldown) Not moving tekkai is 1 turn cooldown.
81-100 mastery: Using tekkai while moving has a 1 turn cooldown. Standing still tekkai has no cooldown.
Tekkai "Utsugi": This form of Tekkai is used entirely as a counter instead, where the purpose is not to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones in a normal human body.
Requirements: 41 Mastery, 41 strength, 41 durability - (2 turn cooldown)

Tekkai Kenpo "Roba no Kamae": A form of Tekkai Kenpō, in which the user seems to combine Tekkai with Soru in order to move at extreme speeds.
Requirements: 46 Mastery, 61 Strength, 61 Movement Speed and 41 Durability

Tekkai Kenpo "Matenro": The user flips onto his hands, then kicks his opponent up into the air.
Requirements: 46 Mastery, 41 Strength and 41 Durability DPS: C

Tekkai "Go": Visually, the move differs from the ordinary Tekkai in that the user visually tenses his body even further while standing still; the ordinary Tekkai could be activated seamlessly.
Requirements: 51 Mastery, 51 Strength and 51 Durability

Tekkai Kenpo "Don Poro": A punch to the opponent's stomach with Tekkai in use.
Requirements: 46 Mastery, 41 Strength and 41 Durability DPS: B

Tekkai "Sai": After using Geppo to project himself towards his opponent, the user uses Tekkai to harden his body, smashing the enemy.
Requirements: 46 Mastery, 41 Strength, 41 Movement Speed and 41 Durability DPS: B
Tesshi(Iron fingers): A selective mode of tekkai that is mostly used as a combination with Shigan to increase piercing damage. But can be used as shockfactor to block attacks with only one finger. - A Rank (71 Mastery, 61 Strength, 61 durability )

Tekkai Kenpo Genkai (Tekkai Kenpo - Limit) -> A more advanced version of tekkai gou but instead of flexing the entire body the user flexes one or both their arms. Upon activating their biceps expand exponentially, increasing their strength far beyond their normal limits. The resulting blows in this form leave hand imprints into the area they punch. A side effect of buffing one's muscles to their limit is that the user needs to rest for several turns before being able to use tekkai again. - A Rank - tekkai buf goes to strength instead of durability, 2 turn CD(71 Mastery, 61 Strength, 61 durability )
Tesshi(Iron fingers): A selective mode of tekkai that is mostly used as a combination with Shigan to increase piercing damage. But can be used as shockfactor to block attacks with only one finger. - A Rank (71 Mastery, 61 Strength, 61 durability )

Tekkai Kenpo Genkai (Tekkai Kenpo - Limit) -> A more advanced version of tekkai gou but instead of flexing the entire body the user flexes one or both their arms. Upon activating their biceps expand exponentially, increasing their strength far beyond their normal limits. The resulting blows in this form leave hand imprints into the area they punch. A side effect of buffing one's muscles to their limit is that the user needs to rest for several turns before being able to use tekkai again. - A Rank - tekkai buf goes to strength instead of durability, 2 turn CD(71 Mastery, 61 Strength, 61 durability )


Basic Geppo:
Requirements: 11 Mastery, 21 Movement Speed, 21 Strength.
The user kicks off the air with such force that they lift off. Mastery divided by 2 is the amount of times you can kick before having to land.
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Rokushiki Ogi: Rokuogan: This is the ultimate Rokushiki technique that can damage an opponent internally, similar to the Impact Dial, or of equal or more strength to the Reject Dial, but the technique is considered to be much more powerful, and can be performed without the side effect of great pain to the user. It appears to be two fists held at close range that can damage the opponent with a blast powerful enough to cause even Luffy to cough up blood and come close to death.
Requirements: 81 Mastery, 81 Strength, 81 Armament Haki - DPS: S
Rokuougan shoot :
A kicking version of a regular Rokuougan that is capable of sending the opponent flying while also damaging the opponent internally.
S-Rank(91 Mastery, 91 Strength, 81 Armament Haki )

Rokuougan Kyoryu Ha! (Six kings Dino Wave Gun :
Just like rokuougan shoot this is a more concentrated version of that technique. Overflowing with power the user dashes madly at their opponent with all the speed they can muster before dropping down on them with a double dropkick, amplifying the 'blast' while also knocking them backwards several yards away if connected.
S+ Rank(100 Mastery, 100 Strength, 81 Armament Haki, 81 movement speed )

Rankyaku: Samidare (Tempest kick: Summer rain)
The user kicks the air at high speed, unleashing a regular rankyaku at first glance. However, as it travels, the air blades explode into an array of numerous smaller air blades. Showering an opponent with a rapid fire like attack.
A-Rank 81 Mastery, 71 Strength, 71 Movement Speed.

Rokushiki Ogi: Kikoho (Six Styles Secret Skill: (気き功こう砲ほう Kikōhō, lit. "Spirit Cultivation Gun")
The ultimate version of the Rokuougan and by design Kallavan's ultimate technique within his Rokushiki mastery. A new 8th skill for those select individuals that have mastered both 6 versions, Rokuougan and unmatched mastery in armaments.
This technique is performed by gathering energy, forming a vaguely diamond-shaped "tunnel" with the hands by keeping the fingers on each hand together, overlapping the index finger on the one hand with the pinky of the other hand, and overlapping the thumbs. The object being focused on gets 'zoomed' in on and visualized inside that diamond through mantra, then the user shouts while releasing the large shock wave like beam from their hands. The application of the Rokuougan shockwave combined with the users extreme haki(120) allows for the energy to be burst forward into an attack of overwhelming proportions. Due to the intense application of haki this technique also inflicts damage on the user as it drains their spirit to life - threatening levels.
S+ Rank 100 Mastery, 100 Strength, 100 Armament Haki
 
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[Image]
╔════════════╗
MARTIAL ARTS
IGNITION
╚════════════╝​

Ignition
Requirements: 11 Minimum Mastery, Lunarian race or Lunarian-hybrid race
Users of Ignition can create and manipulate fire for devastating attacks or for defensive purposes. This power can also be channeled through weapons. By turning their 'flame' on and off, Lunarians can make themselves tougher at the cost of speed or do the opposite.

General Mastery
11-20 mastery: Basic fire production unlocked
21-40 mastery: Basic fire manipulation unlocked
41-60 mastery: Proficient fire production unlocked
61-80 mastery: Proficient fire manipulation unlocked
81-99 mastery: Fire Dragon unlocked.
100 mastery: Ability to switch on command, strictly following the Ignition system
120 mastery: Ability to switch between modes at any time

Fire Mode
Lunarians have an active Fire Mode, with the default being signified by the fire burning on their back. When the fire is lit, the Lunarian boasts incredible durability, sacrificing speed. When the fire goes out, the Lunarian loses durability but gains speed. These two modes cycle in a loop. The following system reflects Fire Mode:

Fire ModeTurnsEffect on DurabilityEffect on Movement Speed
Fire onFirst 10 turns of Battle+20-10
Fire offNext 5 turns of Battle-10+20

Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Ignition
Rank: B

Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Ignition
Rank: A

Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Ignition
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Ignition (B) / 81 Ignition (A)
Rank: B / A (double)
 
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╔════════════╗
MARTIAL ARTS
LIFE RETURN (PERK)
╚════════════╝​

"A millennium in the sea. A millennium in the mountains. Inhaling the wind, swallowing the mist, I lived as a hermit and completed my training, and lo! I mastered this Life Return technique. In nature, from the hair on one's head, from one's vital organs to the tips of one's toes, even to the end of one's "short hairs", there is not a single spot that cannot be controlled with one's consciousness!!!"

Seimei Kikan allows the user to completely control all of their body parts, even parts that cannot normally be controlled, such as hair. In such a case, the user can manipulate their hair to such a refined degree that they can actually wrap their hair around their opponent in order to bind them. The user's hair can even be shaped into the form of multiple hands which are just as versatile and prehensile as real hands.
Life Return
Requirements: 41 Minimum Mastery.
Seimei Kikan is a technique that grants the user complete control over all of their body parts and bodily functions, even parts that cannot normally be controlled, such as hair. The user can also control their involuntary functions, such as digestion, muscle mass, and the workings of their organs to a decent degree.
Spoiler: Techniques
Kami Shibari (literally meaning "Hair Bind"): The user lengthens his hair and manipulates it to bind his opponents.
Requirements: 61 Mastery, 41 Strength

Shoka, Kyushu (literally meaning "Digestion, Absorption"): The user uses this technique to return to their normal size body fat after eating a lot of food.
Requirements: 61 Mastery and 41 Durability

Shishi Shigan (literally meaning "Lion Finger Gun): The user shapes his hair into the form of hands and repeatedly uses the fingers of said hands to rapidly jab the opponent.
Requirements: 61 Mastery, 41 Strength.
Destructive Potency Rank: B

Haru Gin Jo (literally meaning "Spring Poem of Passion"): After catching his opponent in Kami Shibari, the user aims his staff at his opponent for a finishing blow.
Requirements: 61 Mastery, 61 Strength
Destructive Potency Rank: A

Perfect stamina control: Lucifer through having advanced mastery over life return is now able to fight much longer than what's normally possible. Through his stamina control he is able to fight without wasted movements, which allows him to execute draining techniques more often. 71 mastery, no effect on s-rank moves and above.

Enhanced recovery: As the name implies Okada Izō is able to boost the recovery speed of his body. Allowing him to return to a previous fight much quicker granted if his issues are only stamina related. Losing a limb for example is still a huge drain on stamina even with his enhanced recovery. This is purely if Lucifer runs out of gas when he has been fighting for days. 51 mastery, limit of once per island

Hair Control: Okada Izō can control his hair to use for offensive and defensive means, as well as binding and capturing. With a combination of Life Control and Busou-shoku no Haki, the effectiveness of Lucifer's hair climbs dangerously high. 41 mastery for basic hair control. 61 in it and CoA for more advanced

Bone Control: increases the toughness of his bones. Defensive prowess. Tekkai Guidelines

Sensory Control: increases the performance of one sense at the cost of others. For example, he can increase her sight at the cost of his hearing, or his sense of smell at the cost of his sense of taste. 41 mastery

Temperature Control: Okada Izō can control his natural temperature to help deal with extreme heat or cold.
41 mastery for basic usage. If you have a tier above their mastery: 1 DPR lower on attacks that use heat/cold, if you have 2 tiers above its 2 DPR lower

Excretion: Okada Izō can deal with, decompose and excrete harmful substances that enter his body, such as if he gets poisoned. He will normally exhale or spit the harmful substances out to a certain extend of course. 51 mastery, has limits and requires 1 turn to reduce the effect and another to get rid of it

Lung Control: Okada Izō can hold his breath for extremely long periods of time and go without breathing. He can inhale and exhale extreme amounts at the same time. He can also scream very loud, to the point where his screams together with hasshoken can cause shockwaves.
21 mastery for basic usage. 41 for B rank scream

Adrenaline Pump: Okada Izō can increase his adrenaline to fight longer and feel less fatigue. Overuse will result in the suppressed fatigue coming crashing down. Defensive prowess.
61 Mastery and follows the same rules as the adrenaline shot

The medic can administer this to their target/self, bringing exhausted allies back into the fight for 4 turns, after which they'll faint again or feel fatigued if they weren't fainted. Can only be applied to the same person once.

Kaioken
The Kaioken is a special technique and mastered state within life return. By overclocking his heart, the user's speed, acceleration, torque increase to the point that it also increases his damage output. At its maximum output, his speed and power drastically increases but, because of how it works, also prevents Ohma from using certain techniques of Rokushiki; Tekkai especially. If he attempted to do so, he could risk rupturing blood vessels at level of output.
Increases strength and speed by 10 for 3 turns with a -10 2 turn period*

Total Concentration Breathing
Disclaimer: (Total Concentration Breathing is Unique to the Kata of the Floridian Tribe; It can be learned through a scroll or by being taught by a Kata; Floridian)

Total Concentration Breathing is a breathing technique which involves expanding one's lungs to intake as much air as possible, accelerating one's blood flow and heartbeat while increasing their inner body temperature, resulting in their bones and muscles becoming more excited. Using Total Concentration Breathing essentially enhances the user's physical traits and capabilities while still remaining human. Such traits include superhuman strength, speed, stamina, durability, endurance, and the mental abilities needed to keep up with their superhuman bodies, such as a faster thought process and reaction time.

Learning to maintain a constant state of Total Concentration Breathing requires tremendous effort, though, the skill itself is noted to be quite elementary despite the required effort. This effort can lead to massive fatigue for those still insufficient in the Breathing Style.

Requirements:
Total Concentration Breathing:
Boost (+10 Strength, +10 Speed): 61 Strength, 61 Stamina, 61 Life Return

Active Longevity:
Life Return: 61 - 3 turns Maximum, 3 Turn Cooldown
Life Return: 71 - 4 turns Maximum, 3 turn Cooldown
Life Return: 91 - 5 turns Maximum, 3 turn Cooldown

This Technique is Considered Mastered at 100 Mastery
And has a custom Perk:
Total Concentration Master (Life Return: 100) - Reduces the Cooldown of Total Concentration breathing by 1 turn
 
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╔════════════╗
MISC. & TRIVIA
╚════════════╝​

ColorHex CodeSample
Red Devil​
[ #860111 ]​
[ Sample ]​
 
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╔════════════╗
THE FALLEN
╚════════════╝​

Coming soon ...


Name of Pirate Crew: The Devil's Tides
Everyone in the crew is a Fallen (followed by Rank)
NameRank
Malekith​
Fallen Commander of the Forsaken​
Fallen Chief of the Forsaken​
Fallen Lieutenant of the Forsaken​
NameRank
White Wolf​
Fallen Commander of the Delta Strikeforce​
Major​
Fallen Commander of the Delta Strikeforce​
Ranger​
Fallen Commander of the Delta Strikeforce​
NameRank
Fallen Commander of the Supply Line Corps​
Fallen Commander of the Supply Line Corps​
Fallen Captain of the Supply Line Corps​
Fallen Captain of the Supply Line Corps​
Fallen Captain of the Supply Line Corps​
 
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╔════════════╗
THE FORSAKEN
THE SINNERS
╚════════════╝​


ImageBasic InfoFace Claim/Inspiration:
Name: Malekith | Race: Lunarian
Rank: The Fallen One, General | Level: 80
Epithet | Alias: “The Abhorred” | “The Accursed
Height:
Obtained via the King Item
Lunarian Race brought
here
Sauron and Morgoth/Melkor from LOTR/The Hobbit
Malekith the Accursed from War Hammer
Malekith from Marvel
Level 80, 80 x 5 = 400
[Lunarian Race Bonus]: +32 in Strength | +16 in Speed | +24 in Vitality
[Martial Arts Bonus]: +5 in Strength, Speed, and Vitality
Strength: 64 + 32 + 5 = 101
Speed: 70 + 16 + 5 = 91 x 2 = 182
>Movement Speed: 81
>Reaction Speed: 101
Vitality: 62 + 24 + 5 = 91 x 2 = 182
>Stamina: 81
>Durability: 101
Haki: 100 x 2 = 200
>Armament Haki (Offensive Path): 100
>Observation Haki (Awareness Path): 100
Martial Arts: 100
>War Mace: 100
>Ignition: 100
*4 spare stat points
Special: Can use Fiero. Resistant to fire (+1 durability rank vs. fire).
Restrictions: Cyborg caps at 80. Mind stat caps at 80.
War Mace is made up of Seastone
Ignition
Requirements: 11 Minimum Mastery, Lunarian race or Lunarian-hybrid race
Users of Ignition can create and manipulate fire for devastating attacks or for defensive purposes. This power can also be channeled through weapons. By turning their 'flame' on and off, Lunarians can make themselves tougher at the cost of speed or do the opposite.

General Mastery
11-20 mastery: Basic fire production unlocked
21-40 mastery: Basic fire manipulation unlocked
41-60 mastery: Proficient fire production unlocked
61-80 mastery: Proficient fire manipulation unlocked
81-99 mastery: Fire Dragon unlocked.
100 mastery: Ability to switch on command, strictly following the Ignition system
120 mastery: Ability to switch between modes at any time

Fire Mode
Lunarians have an active Fire Mode, with the default being signified by the fire burning on their back. When the fire is lit, the Lunarian boasts incredible durability, sacrificing speed. When the fire goes out, the Lunarian loses durability but gains speed. These two modes cycle in a loop. The following system reflects Fire Mode:

Fire ModeTurnsEffect on DurabilityEffect on Movement Speed
Fire onFirst 10 turns of Battle+20-10
Fire offNext 5 turns of Battle-10+20

Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Ignition
Rank: B

Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Ignition
Rank: A

Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Ignition
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Ignition (B) / 81 Ignition (A)
Rank: B / A (double)


ImageBasic InfoFace Claim/Inspiration:
Name: Artorias
Rank: Lieutenant General | Race: Lunarian
Epithet | Alias: " . "
Part of the Fallen One's Military
NPC, 70% of Level (100)
Lunarian Race brought
here
The Following from Dark Souls:
Knight Artorias/Artorias the Abysswalker
Soul of Cinder
Gwyn, Lord of Cinder
Also Maliketh, the Black Blade (from Elden Ring)
Artorias stands as a towering, Lunarian warrior at around seven feet tall, bearing the distinct features and powerful build characteristic of a Lunarian while embodying the ominous, imposing armor associated with his legendary status. This combined look merges mythic Lunarian qualities with Artorias’s aura, resulting in a figure that exudes dark strength and ancient power.

Artorias’s armor is jagged and almost organic in design, with a dark, scale-like texture that enhances his formidable build. For a Lunarian adaptation, this armor could bear intricate, flaming engravings, invoking the Lunarian connection with fire and adding a mythical touch. The armor features spiked, yet smooth, plates along the shoulders, arms, and legs, with a polished dark sheen. Crimson runes pulse like embers along the edges, creating an intense and dramatic contrast between darkness and flame.

As a Lunarian, Artorias would possess large, dark, feathered wings extending from his back. The tips and edges of these wings would emit dark flames, enhancing his already fierce appearance. The feathers have a charred, scorched look, trailing embers with every movement, giving him the appearance of a fallen guardian shrouded in a spectral fire. The dark wings, coupled with Artorias’s armor, emphasize his ethereal and mythical presence as a warrior consumed by the flames of his Lunarian heritage.

His dark, tattered cloak blends seamlessly with this Lunarian aesthetic, adding a flowing, almost shadowy appearance as it billows out behind him. Hints of feathered textures are woven into the cloak, aligning it with the Lunarian lineage, and the edges burn subtly, casting embers as he moves. This cloak intensifies his haunting aura, lending an air of spectral mystery.

Artorias’s face is partially concealed beneath a dark, intricately crafted helmet that retains an intimidating and fearsome shape. This helm, slightly angular in design, enhances his Lunarian attributes. Fiery red eyes burn from beneath the helm, piercing through with a gaze that reflects both cunning and fierceness—qualities fitting a Lunarian warrior.
  • His weapon, the Black Blade, completes this fearsome look. Enveloped in Lunarian flames.
  • Greatsword—This enormous blade, rugged and raw, complements Artorias’s strength and stature, making him an imposing force.
  • Bloodhound’s Fang, a curved, serrated sword that channels his agile and deadly combat style, striking down foes with swift, deadly accuracy.
Level 70, 70 x 5 = 350
Lunarian Race Bonus: +28 in Strength | +14 in Speed | +21 in Vitality​
Martial Arts Bonus: +5 in Strength, Speed, and Vitality​
Strength: 48 + 28 + 5 = 81
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 55 + 21 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 85 x 2 = 170
>Armament Haki: (Offensive Path) 81
>Observation Haki: (Awareness Path) 89
Martial Arts: 100
>Greatsword: 100
>Ignition: 100
Special: Can use Fiero. Resistant to fire (+1 durability rank vs. fire).
Artorias has x3 Greatswords
Ignition
Requirements: 11 Minimum Mastery, Lunarian race or Lunarian-hybrid race
Users of Ignition can create and manipulate fire for devastating attacks or for defensive purposes. This power can also be channeled through weapons. By turning their 'flame' on and off, Lunarians can make themselves tougher at the cost of speed or do the opposite.

General Mastery
11-20 mastery: Basic fire production unlocked
21-40 mastery: Basic fire manipulation unlocked
41-60 mastery: Proficient fire production unlocked
61-80 mastery: Proficient fire manipulation unlocked
81-99 mastery: Fire Dragon unlocked.
100 mastery: Ability to switch on command, strictly following the Ignition system
120 mastery: Ability to switch between modes at any time

Fire Mode
Lunarians have an active Fire Mode, with the default being signified by the fire burning on their back. When the fire is lit, the Lunarian boasts incredible durability, sacrificing speed. When the fire goes out, the Lunarian loses durability but gains speed. These two modes cycle in a loop. The following system reflects Fire Mode:

Fire ModeTurnsEffect on DurabilityEffect on Movement Speed
Fire onFirst 10 turns of Battle+20-10
Fire offNext 5 turns of Battle-10+20
Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Ignition
Rank: B

Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Ignition
Rank: A

Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Ignition
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Ignition (B) / 81 Ignition (A)
Rank: B / A (double)


ImageBasic InfoFace Claim/Inspiration:
Name: ? | Race: Human
Occupation: Beast Hunter/Lord
Part of the Fallen One's Military
Purchased Mind Stats here
Witch King of Angmar from LOTR/The Hobbit
Level 60, 60 x 5 = 300
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed​
[Martial Arts Bonus]: +5 in Vitality​
Strength: 49 + 12 = 61
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 59, 59 x 2 = 118
>Armament Haki: 61
>Observation Haki (Awareness): 57
Mind: 23 + 18 = 41, 41 x 2 = 82
>Beast Mastery: 81
Martial Arts: 41, 41 x 2 = 82
>Fox Fire Style: 82
.
.
 
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╔════════════╗
THE DELTA STRIKEFORCE
THE VIRTUES
╚════════════╝​

ImageBasic InfoFace Claim/Inspiration:
Rank: General | Race: Lunarian (born without wings)
Epithet | Alias: "White Wolf"
Obtained via King Item
Lunarian Race brought
here
Geralt of Rivia from Witcher
Level 70, 70 x 5 = 350
Lunarian Race Bonus: +28 in Strength | +14 in Speed | +21 in Vitality​
Martial Arts Bonus: +5 in Strength, Speed, and Vitality​
Strength: 48 + 28 + 5 = 81
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 55 + 21 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 85 x 2 = 170
>Armament Haki: (Offensive Path) 81
>Observation Haki: (Awareness Path) 89
Martial Arts: 100
>Dual Twin Swords: 100
>Ignition: 100
Special: Can use Fiero. Resistant to fire (+1 durability rank vs. fire).
One of the Dual Swords is made of Seastone
Dual Twin Swords:
Ignition
Requirements: 11 Minimum Mastery, Lunarian race or Lunarian-hybrid race
Users of Ignition can create and manipulate fire for devastating attacks or for defensive purposes. This power can also be channeled through weapons. By turning their 'flame' on and off, Lunarians can make themselves tougher at the cost of speed or do the opposite.

General Mastery
11-20 mastery: Basic fire production unlocked
21-40 mastery: Basic fire manipulation unlocked
41-60 mastery: Proficient fire production unlocked
61-80 mastery: Proficient fire manipulation unlocked
81-99 mastery: Fire Dragon unlocked.
100 mastery: Ability to switch on command, strictly following the Ignition system
120 mastery: Ability to switch between modes at any time

Fire Mode
Lunarians have an active Fire Mode, with the default being signified by the fire burning on their back. When the fire is lit, the Lunarian boasts incredible durability, sacrificing speed. When the fire goes out, the Lunarian loses durability but gains speed. These two modes cycle in a loop. The following system reflects Fire Mode:

Fire ModeTurnsEffect on DurabilityEffect on Movement Speed
Fire onFirst 10 turns of Battle+20-10
Fire offNext 5 turns of Battle-10+20

Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Ignition
Rank: B

Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Ignition
Rank: A

Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Ignition
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Ignition (B) / 81 Ignition (A)
Rank: B / A (double)

ImageBasic InfoFace Claim/Inspiration:
Rank: General | Race: Human
Obtained via King Item
Purchased x2 NPC Mind Stats
here
Motoko Kusanagi from Ghost in the Shell
Big Boss from Metal Gear Solid
Level 70, 70 x 5 = 350
[Human Race Bonus]: +14 in Strength, Speed, and Vitality | +21 in Mind​
[Martial Arts Bonus]: +5 in Speed​
[Mind Bonus]: +5 in Strength and Vitality​
Strength: 2 + 14 + 5 = 21
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 62 + 14 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Mind: 74 + 21 = 95 x 2 = 190
>Robotics: 100
>Science: 90
Haki: 100 x 2 = 200
>Armament Haki (Offensive Path): 100
>Observation Haki (Awareness Path): 100
Martial Arts: 50
>Gunslinging/Sniping: 100
Robotics
Robotics allows for the creation and control of autonomous robots.
1-20 mastery: unlocks small robots
21-40 mastery: unlocks human sized robots
41-60 mastery: unlocks flying drones
61-80 mastery: unlocks large robots
81-99 mastery: unlocks giant robots

For each point invested in your robotics mastery, you get one robotics point, which you can spend on your allocation. So 80 mastery = 80 robotics points. Speed, damage and durability is relative to mastery. Robots that uses cyborg substats will have modification points equal to 25% of their mastery in that cyborg stat.

Small robots(2 feet tall): 5
Human sized robots: 10
Flying drones(same size as small robots): 10
Large robots(12 feet tall): 20
Mecha robots(4x user size, max 1): 25

Stats for robots, in case of energy, destruction or utility stats, check out the section for cyborgs(percentage of mastery is up to 100, in case of 120 mastery it has specific rules):
Strength: 60% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 60% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 60% of mastery
Strength: 80% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 80% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Reaction: 100% of mastery
Movement: 100% of mastery
Durability: 40% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Strength: 100% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 100% of mastery
Energy: 80% of mastery
Destruction: 81% of mastery
Science allows for the creation of special items, formulas, etc. to supplement yourself or your teammates. You can only craft for people in your crew, or in the case of marines, only in the same branch. For custom creations it must be approved by the GMs, and you need to fulfill the science mastery it requires. In some cases you might also need to get materials for the creation.

There is no limit to how many creations the scientist can make and store aboard the ship, or make for their teammates, but there is a limit to how many things they can take ashore. Make sure your inventory isn't overfilled according to the follow:

Inventions you can carry take up invention points. Scientists get invention points = to their mastery (120 max points). Crew members get invention points = to 1/2 their character level (50 max points)

Items that have one use before being exhausted, like grenades, smoke bombs, etc. have a general inventory slot according to how high the science stat requirement is:
1-20: Takes 1 slot - DPR: D, 1m diameter
21-40: Takes 2 slots - DPR: C, 2m diameter
41-60: Takes 3 slots - DPR: C, 4m diameter
61-80: Takes 4 slots - DPR: B, 6m diameter
81-99: Takes 5 slots - DPR: B, 8m diameter

1: grenade unlocked
11: smoke grenade unlocked
21: flash grenade unlocked
31: remote grenade unlocked
41: sticky grenade unlocked
51: trip mine unlocked
61: energy grenade unlocked (requires completion of Germa story mission)
Destruction Weaponry:
Determines which weapons a Scientist can make. DPR scales with your Science mastery level.
1: pre-modern weapon (DPR: D) - 5 invention points
21: civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - 10 invention points
41: firearm + 2 magazines or 10 bullets (DPR: C) - 10 invention points
61: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B), mechanic pre-modern weapon (DPR: B) - 20 invention points
81: directed-energy weapon + 3 magazines (DPR: B), energy pre-modern weapon (DPR: B) - 20 invention points
Utility Inventions:
Determines the utility inventions a Scientist can make. Mobility speed of inventions scale the same way as the speed stat does.
1: grapple gun (6 foot long), roller blades, ice skates - 5 invention points
21: extendable gloves or boots (1 foot long) - 10 invention points
41: bounce boots, allowing 3 meter/10 foot jumps - 15 invention points
61: rocket pack (+5 mobility)(1 turn use 1 turn cool down) - 20 invention points
81: sky walk boots, allowing the user to jump on the air - 30 invention points
Baby Den Den Mushi
Requires 21 Science to make.
Allows for the crew to talk to each other while on the same Island, even if they are far apart. Does not take inventory slots.

Den Den Mushi
Requires 41 Science to make
Allows the crew to talk to each other regardless of where in the world they are. Does not take inventory slots.

Black Den Den Mushi
Requires 61 Science to make
Allows for wiretapping, listening in on calls from the same island. Can only be used aboard ships.

White Den Den Mushi
Requires 81 Science to make
Blocks wiretapping. Can only be used aboard ships.
Standard range of accuracy is (Mastery+10)x2 meters.

Even someone without any mastery in gunslinging may be able to fire a gun with accuracy up to 10 meters. This counts for any type of gun, even from science. Any longer range requires gunslinging mastery.

0-20 Gunslinging Mastery: May carry a single firearm(basic gunslinging or science made) into battle. Outside of something created by a scientist. Free for anyone is bolt action rifles(double range, 5 bullets magazine) or semi automatic pistols(10 bullets magazine). 100 D-rank bullets.
21 Gunslinging Mastery: Two firearms at once. Unlimited D-rank bullets. Double magazine size.
31 Gunslinging Mastery: Sniper scope for rifle, 5x normal range. 25 C-rank bullets
41 Gunslinging Mastery: Three firearms at once. Fully automatic pistols.
51 Gunslinging Mastery: Unlimited C-rank bullets. 25 B-rank bullets.
61 Gunslinging Mastery: May carry as many firearms as desired. Double magazine size again. Semi automatic rifle.
71 Gunslinging Mastery: Shotgun, half range but wide spread per shot, pump action with 10 shots. 25 A-rank bullets. 50 B-rank bullets.
81 Gunslinging Mastery: Auto-refilling pistol and rifle. A-rank Muggy Balls, 5 limit.
91 Gunslinging Mastery: Semi automatic shotgun with triple capacity. Nightvision scope for rifle.Unlimited B-rank bullets. 50 A-rank bullets. 25 S-rank bullets.
100 Gunslinging Mastery: 5 S+ rank bullets. Unlimited A-rank bullets.
120 Gunslinging Mastery: 25 S+rank bullets. 50 S-rank bullets.


ImageBasic InfoFace Claim/Inspiration:
Race: Human, Elf
Epithet | Alias: "Ranger"
Height: 6'3" (190 cm).​
Legolas and Thranduil from LOTR/The Hobbit
Young Link from The Legend of Zelda
Vax'ildan "Vax" Vessar from Critical Role's The Legend of Vox Machina
Level 70, 70 x 5 = 350
[Human Race Bonus]: +14 in Strength, Speed, and Vitality | +21 in Haki​
[Martial Arts Bonus]: +5 in Strength, Speed, and Vitality​
Strength: 62 + 14 + 5 = 81
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 62 + 14 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 64 + 21 = 85 x 2 = 170
>Armament Haki (Offensive): 81
>Observation Haki (Awareness): 89
Martial Arts: 100
>Dual Katana: 100
>Archery: 100

Longbow range of accuracy is (Mastery+10)x4 meters. Requires strength equal to half of mastery.
Crossbow range of accuracy is (Mastery+10)x2 meters.

0-20 Gunslinging Mastery: May carry one longbow or crossbow. 100 D-rank arrows.
21 Gunslinging Mastery: Unlimited D-rank arrows.
31 Gunslinging Mastery: 25 C-rank arrows.
41 Gunslinging Mastery: Can carry both longbow and crossbow.
51 Gunslinging Mastery: Unlimited C-rank arrows. 25 B-rank arrows.
61 Gunslinging Mastery: Crossbow becomes self repeating, no reload required. Longbow can use special arrows, subject to GM approval, might require a scientist to make.
71 Gunslinging Mastery: 25 A-rank arrows. 50 B-rank arrows.
81 Gunslinging Mastery: Wrist mounted repeating crossbow that can be fired with one arm, range = mastery.
91 Gunslinging Mastery: Unlimited B-rank arrows. 50 A-rank arrows. 25 S-rank arrows. Crossbow can use special arrows, subject to GM approval, might require a scientist to make.
100 Gunslinging Mastery: 5 S+ rank arrows. Unlimited A-rank arrows.
Incendiary Arrows
Requires: 31 Archery Mastery
Ammunition: Takes 2 quiver slot. Max 1 arrow per 5 mastery total.
Causes the place hit to catch on fire, burning for a few seconds.
Destructive Potency: C
Requires a scientist with 31 science to make the first time.

Cryo Tipped Arrow
Requirements: 41 Archery Mastery
Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
An arrow that when it hits the opponent or near the opponent, causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
Deals no damage & has small AOE.
Requires a scientist with 41 science to make the first time.
 
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╔════════════╗
THE FALLEN
LIEUTENANT GENERAL
╚════════════╝​

ImageBasic InfoFace Claim/Inspiration:
Name: Artorias
Rank: General | Race: Lunarian
Epithet | Alias: " . "
Part of the Fallen One's Military
NPC, 70% of Level (100)
Lunarian Race brought
here
The Following from Dark Souls:
Knight Artorias/Artorias the Abysswalker
Soul of Cinder
Gwyn, Lord of Cinder

Also Maliketh, the Black Blade (from Elden Ring)
Artorias stands as a towering, Lunarian warrior at around seven feet tall, bearing the distinct features and powerful build characteristic of a Lunarian while embodying the ominous, imposing armor associated with his legendary status. This combined look merges mythic Lunarian qualities with Artorias’s aura, resulting in a figure that exudes dark strength and ancient power.

Artorias’s armor is jagged and almost organic in design, with a dark, scale-like texture that enhances his formidable build. For a Lunarian adaptation, this armor could bear intricate, flaming engravings, invoking the Lunarian connection with fire and adding a mythical touch. The armor features spiked, yet smooth, plates along the shoulders, arms, and legs, with a polished dark sheen. Crimson runes pulse like embers along the edges, creating an intense and dramatic contrast between darkness and flame.

As a Lunarian, Artorias would possess large, dark, feathered wings extending from his back. The tips and edges of these wings would emit dark flames, enhancing his already fierce appearance. The feathers have a charred, scorched look, trailing embers with every movement, giving him the appearance of a fallen guardian shrouded in a spectral fire. The dark wings, coupled with Artorias’s armor, emphasize his ethereal and mythical presence as a warrior consumed by the flames of his Lunarian heritage.

His dark, tattered cloak blends seamlessly with this Lunarian aesthetic, adding a flowing, almost shadowy appearance as it billows out behind him. Hints of feathered textures are woven into the cloak, aligning it with the Lunarian lineage, and the edges burn subtly, casting embers as he moves. This cloak intensifies his haunting aura, lending an air of spectral mystery.

Artorias’s face is partially concealed beneath a dark, intricately crafted helmet that retains an intimidating and fearsome shape. This helm, slightly angular in design, enhances his Lunarian attributes. Fiery red eyes burn from beneath the helm, piercing through with a gaze that reflects both cunning and fierceness—qualities fitting a Lunarian warrior.
  • His weapon, the Black Blade, completes this fearsome look. Enveloped in Lunarian flames.
  • Greatsword—This enormous blade, rugged and raw, complements Artorias’s strength and stature, making him an imposing force.
  • Bloodhound’s Fang, a curved, serrated sword that channels his agile and deadly combat style, striking down foes with swift, deadly accuracy.
Level 70, 70 x 5 = 350
Lunarian Race Bonus: +28 in Strength | +14 in Speed | +21 in Vitality​
Martial Arts Bonus: +5 in Strength, Speed, and Vitality​
Strength: 48 + 28 + 5 = 81
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 55 + 21 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 85 x 2 = 170
>Armament Haki: (Offensive Path) 81
>Observation Haki: (Awareness Path) 89
Martial Arts: 100
>Greatsword: 100
>Ignition: 100
Special: Can use Fiero. Resistant to fire (+1 durability rank vs. fire).
Artorias has x3 Greatswords
Ignition
Requirements: 11 Minimum Mastery, Lunarian race or Lunarian-hybrid race
Users of Ignition can create and manipulate fire for devastating attacks or for defensive purposes. This power can also be channeled through weapons. By turning their 'flame' on and off, Lunarians can make themselves tougher at the cost of speed or do the opposite.

General Mastery
11-20 mastery: Basic fire production unlocked
21-40 mastery: Basic fire manipulation unlocked
41-60 mastery: Proficient fire production unlocked
61-80 mastery: Proficient fire manipulation unlocked
81-99 mastery: Fire Dragon unlocked.
100 mastery: Ability to switch on command, strictly following the Ignition system
120 mastery: Ability to switch between modes at any time

Fire Mode
Lunarians have an active Fire Mode, with the default being signified by the fire burning on their back. When the fire is lit, the Lunarian boasts incredible durability, sacrificing speed. When the fire goes out, the Lunarian loses durability but gains speed. These two modes cycle in a loop. The following system reflects Fire Mode:

Fire ModeTurnsEffect on DurabilityEffect on Movement Speed
Fire onFirst 10 turns of Battle+20-10
Fire offNext 5 turns of Battle-10+20

Andon (literally meaning "Flame Emperor"): King conjures a fireball over his open palm, then forms a fist to execute a powerful flame-clad punch, burning the opponent. The attack's name comes from andon, a type of traditional Japanese lantern consisting of an oil lamp housed in a paper-covered, wooden stand.
Requirements: 41 Strength & 41 Ignition
Rank: B

Karyudon (iterally meaning "Fire Dragon Emperor"): A powerful attack where King ignites his sword's blade and, from its tip, produces a large, whirling, serpentine dragon made of fire, dense enough that Zoro called it similar to magma. Consequently, King sends this dragon flying against a single or multiple enemies in order to incinerate them.
Requirements: 81 Vitality & 81 Ignition
Rank: A

Omori Karyudon (literally meaning "Assisting Guardian Fire Dragon Emperor"): A more powerful version of Karyudon, creating a larger fire dragon with which King attacks and tries to immolate his opponent.
Requirements: 81 Vitality & 100 Ignition
Rank: S

Jigoku Hi (literally meaning "Hellfire"): The user conjures fire on his blade and slashes at the opponent, creating a windvane that feeds the fire, increasing its size exponentially. The result is a blanket if fire that overtakes an area and burns the enemy.
Requirements: 61 Ignition (B) / 81 Ignition (A)
Rank: B / A (double)
 
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╔════════════╗
THE FALLEN
LIEUTENANT GENERAL
╚════════════╝​

ImageBasic InfoFace Claim/Inspiration:
Rank: General | Race: Human
Obtained via King Item
Purchased x2 NPC Mind Stats
here
Motoko Kusanagi from Ghost in the Shell
Big Boss from Metal Gear Solid
Level 70, 70 x 5 = 350
[Human Race Bonus]: +14 in Strength, Speed, and Vitality | +21 in Mind​
[Martial Arts Bonus]: +5 in Speed​
[Mind Bonus]: +5 in Strength and Vitality​
Strength: 2 + 14 + 5 = 21
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 62 + 14 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Mind: 74 + 21 = 95 x 2 = 190
>Robotics: 100
>Science: 90
Haki: 100 x 2 = 200
>Armament Haki (Offensive Path): 100
>Observation Haki (Awareness Path): 100
Martial Arts: 50
>Gunslinging/Sniping: 100
Robotics
Robotics allows for the creation and control of autonomous robots.
1-20 mastery: unlocks small robots
21-40 mastery: unlocks human sized robots
41-60 mastery: unlocks flying drones
61-80 mastery: unlocks large robots
81-99 mastery: unlocks giant robots

For each point invested in your robotics mastery, you get one robotics point, which you can spend on your allocation. So 80 mastery = 80 robotics points. Speed, damage and durability is relative to mastery. Robots that uses cyborg substats will have modification points equal to 25% of their mastery in that cyborg stat.

Small robots(2 feet tall): 5
Human sized robots: 10
Flying drones(same size as small robots): 10
Large robots(12 feet tall): 20
Mecha robots(4x user size, max 1): 25

Stats for robots, in case of energy, destruction or utility stats, check out the section for cyborgs(percentage of mastery is up to 100, in case of 120 mastery it has specific rules):
Strength: 60% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 60% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 60% of mastery
Strength: 80% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 80% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Reaction: 100% of mastery
Movement: 100% of mastery
Durability: 40% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Strength: 100% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 100% of mastery
Energy: 80% of mastery
Destruction: 81% of mastery
Science allows for the creation of special items, formulas, etc. to supplement yourself or your teammates. You can only craft for people in your crew, or in the case of marines, only in the same branch. For custom creations it must be approved by the GMs, and you need to fulfill the science mastery it requires. In some cases you might also need to get materials for the creation.

There is no limit to how many creations the scientist can make and store aboard the ship, or make for their teammates, but there is a limit to how many things they can take ashore. Make sure your inventory isn't overfilled according to the follow:

Inventions you can carry take up invention points. Scientists get invention points = to their mastery (120 max points). Crew members get invention points = to 1/2 their character level (50 max points)

Items that have one use before being exhausted, like grenades, smoke bombs, etc. have a general inventory slot according to how high the science stat requirement is:
1-20: Takes 1 slot - DPR: D, 1m diameter
21-40: Takes 2 slots - DPR: C, 2m diameter
41-60: Takes 3 slots - DPR: C, 4m diameter
61-80: Takes 4 slots - DPR: B, 6m diameter
81-99: Takes 5 slots - DPR: B, 8m diameter

1: grenade unlocked
11: smoke grenade unlocked
21: flash grenade unlocked
31: remote grenade unlocked
41: sticky grenade unlocked
51: trip mine unlocked
61: energy grenade unlocked (requires completion of Germa story mission)
Destruction Weaponry:
Determines which weapons a Scientist can make. DPR scales with your Science mastery level.
1: pre-modern weapon (DPR: D) - 5 invention points
21: civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - 10 invention points
41: firearm + 2 magazines or 10 bullets (DPR: C) - 10 invention points
61: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B), mechanic pre-modern weapon (DPR: B) - 20 invention points
81: directed-energy weapon + 3 magazines (DPR: B), energy pre-modern weapon (DPR: B) - 20 invention points
Utility Inventions:
Determines the utility inventions a Scientist can make. Mobility speed of inventions scale the same way as the speed stat does.
1: grapple gun (6 foot long), roller blades, ice skates - 5 invention points
21: extendable gloves or boots (1 foot long) - 10 invention points
41: bounce boots, allowing 3 meter/10 foot jumps - 15 invention points
61: rocket pack (+5 mobility)(1 turn use 1 turn cool down) - 20 invention points
81: sky walk boots, allowing the user to jump on the air - 30 invention points
Baby Den Den Mushi
Requires 21 Science to make.
Allows for the crew to talk to each other while on the same Island, even if they are far apart. Does not take inventory slots.

Den Den Mushi
Requires 41 Science to make
Allows the crew to talk to each other regardless of where in the world they are. Does not take inventory slots.

Black Den Den Mushi
Requires 61 Science to make
Allows for wiretapping, listening in on calls from the same island. Can only be used aboard ships.

White Den Den Mushi
Requires 81 Science to make
Blocks wiretapping. Can only be used aboard ships.
Standard range of accuracy is (Mastery+10)x2 meters.

Even someone without any mastery in gunslinging may be able to fire a gun with accuracy up to 10 meters. This counts for any type of gun, even from science. Any longer range requires gunslinging mastery.

0-20 Gunslinging Mastery: May carry a single firearm(basic gunslinging or science made) into battle. Outside of something created by a scientist. Free for anyone is bolt action rifles(double range, 5 bullets magazine) or semi automatic pistols(10 bullets magazine). 100 D-rank bullets.
21 Gunslinging Mastery: Two firearms at once. Unlimited D-rank bullets. Double magazine size.
31 Gunslinging Mastery: Sniper scope for rifle, 5x normal range. 25 C-rank bullets
41 Gunslinging Mastery: Three firearms at once. Fully automatic pistols.
51 Gunslinging Mastery: Unlimited C-rank bullets. 25 B-rank bullets.
61 Gunslinging Mastery: May carry as many firearms as desired. Double magazine size again. Semi automatic rifle.
71 Gunslinging Mastery: Shotgun, half range but wide spread per shot, pump action with 10 shots. 25 A-rank bullets. 50 B-rank bullets.
81 Gunslinging Mastery: Auto-refilling pistol and rifle. A-rank Muggy Balls, 5 limit.
91 Gunslinging Mastery: Semi automatic shotgun with triple capacity. Nightvision scope for rifle.Unlimited B-rank bullets. 50 A-rank bullets. 25 S-rank bullets.
100 Gunslinging Mastery: 5 S+ rank bullets. Unlimited A-rank bullets.
120 Gunslinging Mastery: 25 S+rank bullets. 50 S-rank bullets.
 
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╔════════════╗
THE FALLEN
LIEUTENANT GENERAL
╚════════════╝​

ImageBasic InfoFace Claim/Inspiration:
Race: Human, Elf
Epithet | Alias: "Ranger"
Height: 6'3" (190 cm).​
Legolas and Thranduil from LOTR/The Hobbit
Young Link from The Legend of Zelda
Vax'ildan "Vax" Vessar from Critical Role's The Legend of Vox Machina
Level 70, 70 x 5 = 350
[Human Race Bonus]: +14 in Strength, Speed, and Vitality | +21 in Haki​
[Martial Arts Bonus]: +5 in Strength, Speed, and Vitality​
Strength: 62 + 14 + 5 = 81
Speed: 62 + 14 + 5 = 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 62 + 14 + 5 = 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 64 + 21 = 85 x 2 = 170
>Armament Haki (Offensive): 81
>Observation Haki (Awareness): 89
Martial Arts: 100
>Dual Katana: 100
>Archery: 100

Longbow range of accuracy is (Mastery+10)x4 meters. Requires strength equal to half of mastery.
Crossbow range of accuracy is (Mastery+10)x2 meters.

0-20 Gunslinging Mastery: May carry one longbow or crossbow. 100 D-rank arrows.
21 Gunslinging Mastery: Unlimited D-rank arrows.
31 Gunslinging Mastery: 25 C-rank arrows.
41 Gunslinging Mastery: Can carry both longbow and crossbow.
51 Gunslinging Mastery: Unlimited C-rank arrows. 25 B-rank arrows.
61 Gunslinging Mastery: Crossbow becomes self repeating, no reload required. Longbow can use special arrows, subject to GM approval, might require a scientist to make.
71 Gunslinging Mastery: 25 A-rank arrows. 50 B-rank arrows.
81 Gunslinging Mastery: Wrist mounted repeating crossbow that can be fired with one arm, range = mastery.
91 Gunslinging Mastery: Unlimited B-rank arrows. 50 A-rank arrows. 25 S-rank arrows. Crossbow can use special arrows, subject to GM approval, might require a scientist to make.
100 Gunslinging Mastery: 5 S+ rank arrows. Unlimited A-rank arrows.
Incendiary Arrows
Requires: 31 Archery Mastery
Ammunition: Takes 2 quiver slot. Max 1 arrow per 5 mastery total.
Causes the place hit to catch on fire, burning for a few seconds.
Destructive Potency: C
Requires a scientist with 31 science to make the first time.

Cryo Tipped Arrow
Requirements: 41 Archery Mastery
Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
An arrow that when it hits the opponent or near the opponent, causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
Deals no damage & has small AOE.
Requires a scientist with 41 science to make the first time.
 
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╔════════════╗
THE FALLEN
SR. DIVISIONAL GENERALS
╚════════════╝​

ImageBasic Info
Name: ?
Rank: Senior Divisional General
Race: Dwarf
Occupation: Blacksmith and Carpenter
Purchased Dwarf NPC here
Purchased x2 Mind Stats
here
Level 65, 65 x 5 = 325
[Dwarf Race Bonus]: +24 in Strength and Speed | +6 in Vitality​
[Mind Bonus]: +5 in Speed and Vitality​
[Martial Arts Bonus]: +5 in Strength​
Strength: 32 + 24 + 5 = 81
Speed: 52 + 24 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 70 + 6 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 49, 49 x 2 = 98
>Armament Haki (Defensive): 61
>Observation Haki (Awareness): 37
Mind: 63 = 81, 81 x 2 = 162
>Carpentry: 81
>Blacksmithing: 81
Martial Arts: 41, 41 x 2 = 82
>Shield: 82
Carpentry
1-20 mastery: can repair a ship up to 4 HP, can repair 0.5 HP using a turn
21-40 mastery: can repair a ship up to 5 HP, can repair 1 HP using a turn
41-60 mastery: can repair a ship up to 6 HP, can repair 1.5 HP using a turn
61-80 mastery: can repair a ship up to 7 HP, can repair 2 HP using a turn
81-99 mastery: can repair a ship up to 8 HP, can repair 2.5 HP using a turn
100 mastery: can repair a ship up to 9 HP, can repair 3 HP using a turn
120 mastery: can repair a ship up to 10 HP, can repair 4 HP using a turn

Shipwrights can use a hammer, saw, axe, rope and nails in combat without needing a martial art. They attacks can only be close quarters or throwing attacks.
Blacksmithing System
Blacksmithing allows for the creation of weapons and armors for characters to use. Below is a list of Blacksmithing uses in our world.
Allows for the creation of weapon using special materials, sometimes with higher durability, as follows:
  • Wood = wall/tree level durability (no mastery needed)
  • Plate = small building level durability (11 mastery needed)
  • Stone = large building level durability (21 mastery needed)
  • Brass = city block level durability (41 mastery needed)
  • Iron = town level durability (61 mastery needed)
  • Steel = city level durability (81 mastery needed)
Allows for creation of armors for character to wear to defend against attacks. Armors have a set amount of Durability Points that it will take, blocking damage from the wearer. The armor will be reduced in durability points by points equal to the level of DPR of the attack it is hit by. If the DPR level of the attack is higher than the armor's remaining Durability Points, it will be reduced by the remaining amount, then hit the wearer after breaking the armor. If the armor is broken, it will need to be repaired by a blacksmith of high enough skill to be able to craft it. The wearer cannot chose to let the attack pass through the armor.

Examples:
If the armor is hit by a 2. Small Building Level, it loses 2 Durability Points.
If the armor is hit by a 5. Town Level, it loses 5 Durability Points.
If the armor is hit by a 9. Small Country Level, it loses 9 Durability Points.
If the armor is hit by a 13. Moon Level, it loses 13 Durability Points.

Armors slow the wearer's movement speed by a certain amount, unless the wearer is a Blacksmith of high enough skill to craft the armor.
D-rank Armor
Requires Blacksmithing Mastery 1
Durability Points: 3
Minus 1 movement speed

C-rank Armor
Requires Blacksmithing Mastery 21
Durability Points: 6
Minus 2 movement speed

B-rank Armor
Requires Blacksmithing Mastery 41
Durability Points: 9
Minus 3 movement speed

A-rank Armor
Requires Blacksmithing Mastery 61
Durability Points: 12
Minus 4 movement speed

S-rank Armor
Requires Blacksmithing Mastery 81
Durability Points: 15
Minus 5 movement speed
Requires 81 Blacksmithing
If the blacksmith learns Germa technology, they are able to upgrade their armors to Raid Suits. Raid suits no longer have a speed debuff, instead it requires a martial arts substat and gains the following:
  • +10 movement speed
  • Rocket propelled boots
  • A special fighting style, such as an elemental style, subject to GM approval
.

ImageBasic InfoFace Claim/Inspiration:
Name: ?
Rank: Senior Divisional General
Race: Human
Occupation:Medical Botanist
Purchased x2 Mind Stats here
(Mind Stats not purchased as of yet)
Radagast of the Brown from LOTR/The Hobbit
Level 65 x 5 = 325
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed and Vitality​
[Martial Arts Bonus]: +5 in Strength​
Strength: 64 + 12 + 5 = 81
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 29, 29 x 2 = 58
>Armament Haki (Defensive): 41
>Observation Haki (Awareness): 17
Mind: 63 + 18 = 81, 81 x 2 = 162
>Medicine: 81
>Botanist: 81
Martial Arts: 41, 41 x 2 = 82
>Staff: 82
Medicine
Stat boosts are gone, rumble balls are changed a bit, to include minks and to have perfected rumble balls.
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 and Adrenaline Shots.
81-99 Medicine Mastery: Allows for the creation of poison that cripples the target.

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
Adrenaline Shot - 15 inventory points
Specific Antidote - 5 inventory points

Rumble Balls:
Requires 61 Medicine:
Can be eaten by Zoan devil fruit users and minks, 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, like awakened form. The zoan user will become enraged and attack anyone they see within range, with DPR rank capped at A-rank.
A mink user can eat rumble balls to unlock their sulong form at any time of day for three turns. If eating more than two rumble balls within ten turns, the user will rampage regardless of mastery, attacking anyone within range and DPR rank capped at A-rank
The medic can carry Mastery/20 rumble balls.

Perfected Rumble Balls
Requires 100 medicine to create and 100 electro/zoan to eat
Allows Zoan users to access monster form without losing their mind for 3 turns, on a 10 turn cooldown.
Allows minks to access sulong form for 5 turns. Will rampage if eating more than 2 withing 12 turns.

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

Poisons
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
Botany Mastery
1-20 Basic Mastery: 1 inventory point, wall/tree level durability
21-40 Adept Mastery: 2 inventory point, small building level durability
41-60 Skilled Mastery: 4 inventory points, large building level durability
61-80 Proficient Mastery: 6 inventory points, city block level durability
81-99 Supreme Mastery: 8 inventory points, town level durability

Allows for the use of pop green in combat which scale off of Botany mastery: Available at 21 mastery.

Midori Boshi: Devil (緑星・デビル , "Green Star: Devil"): The user throws a Pop Green to creates a large Venus Flytrap which attacks his enemies. In addition to being able to eat enemies with its large mouth, it can ensnare those nearby with its vines. Preventing enemy to move for 1 turn. (31 Mastery) Damage Potency Rank : C

Midori Boshi: Sea Devil: Similar to Midori Boshi: Devil, this plant floats on the sea, and is capable of swallowing the opponent along with boats. Preventing enemy to move for 1 turn. (41 Mastery) Damage Potency Rank : C

Yabusame Devil (ヤブサメデビル , "Shark-Arrow Devil"): Similar to Midori Boshi: Devil, the Pop Greens are fired off more rapidly, and the plants in question have a sleeker look in comparison to the normal Devil. Preventing enemy to move for 1 turn. (41 Mastery) Damage Potency Rank : C

Midori Boshi: Sargasso (緑星・サルガッソ, "Green Star: Sargasso"): The user throws a Pop Green at his target, which then explodes into an array of resilient seaweed, strong enough to delay an avalanche of rock and earth. (51 Mastery) Damage Potency Rank : B

Midori Boshi: Rafflesia (緑星・ラフレシア , "Green Star: Rafflesia"): The user throws a Pop Green at his enemy, not aiming for them specifically but a place near them. The pop green reveals a rather large Rafflesia flower. The flower then excretes a foul smelling odor, disabling the enemy's senses with its stench. Stunning enemy for 1 turn. (21 Mastery)

Midori Boshi: Take Jave-rin (緑星・竹ジャベ林 , "Green Star: Bamboo Javelin-Grove"): The user throws a Pop Green and stalks of bamboo shoots up from the ground, stabbing and impaling anyone it crosses paths with. (51 Mastery) Damage Potency Rank (each) : C

Midori Boshi: Dokuro Bakuhatsu So (緑星・ドクロ爆発草 , "Green Star: Skull Exploding Grass"): The user throws a Pop Green that explodes upon impact. It releases a large red explosion in the shape of a skull. (51 Mastery) Damage Potency Rank : B

Midori Boshi: Humandrake (緑星・ヒューマンドレーク , "Green Star: Humandrake"): The user throws a Pop Green on the ground that only triggers to attack opponents once they step on it, with its living roots it leaps off to the opponent causing them to get off balance. (51 Mastery) Damage Potency Rank : B

Midori Boshi: Trampolia (緑星・トランポリア , "Green Star: Trampolia"): The user throws a Pop Green on the ground that launches anyone who gets close to it up into the air. It is shaped like a big flower with a bubble at the center. (31 Mastery)

Midori Boshi: Impact Wolf (緑星・衝撃狼草 (インパクトウルフ) "Green Star: Impact Wolf Grass"): The user throws a Pop Green into the air which then sprouts into grass that takes the shape of a wolf. The bulb where it came from that shaped like a wolf's nose can release a stunningly powerful shockwave that is three meters in diameter, which can shock an opponent. (61 Mastery) Damage Potency Rank : A

Midori Boshi: Boaty Banana (緑星・ボーティーバナナ , "Green Star: Boaty Banana"): The user throws a Pop Green on to the water that turns into a banana shaped like a boat. (31 Mastery)

Midori Boshi: Uchiwa So (緑星・団扇草 , "Green Star: Fan Grass"): The user throws a Pop Green which sprouts tall grass that looks like uchiwa fans on one end of it. (21 Mastery)

Midori Boshi: Platanus Shuriken (緑星・プラタナス手裏剣 , "Green Star: Platanus Shuriken") The user throws a Pop Green that sprouts into several star shaped plants that cut at the opponent. (41 Mastery) Damage Potency Rank (each) : C
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╔════════════╗
THE FALLEN
DIVISIONAL GENERALS
╚════════════╝​


ImageBasic InfoFace Claim/Inspiration:
Name: ? | Race: Human
Occupation: Beast Hunter/Lord
Part of the Fallen One's Military
Purchased Mind Stats here
Witch King of Angmar from LOTR/The Hobbit
Level 60, 60 x 5 = 300
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed​
[Martial Arts Bonus]: +5 in Vitality​
Strength: 49 + 12 = 61
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 59, 59 x 2 = 118
>Armament Haki: 61
>Observation Haki (Awareness): 57
Mind: 23 + 18 = 41, 41 x 2 = 82
>Beast Mastery: 81
Martial Arts: 41, 41 x 2 = 82
>Fox Fire Style: 82
.
.


ImageBasic InfoFace Claim/Inspiration:
Race: Human | Rank: Division General
Occupation: Musician
Under Jurisdiction of Ranger
Purchased Mind Stats here
Lucina from Fire Emblem
Level 60, 60 x 5 = 300
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed​
[Martial Arts Bonus]: +5 in Vitality​
Strength: 49 + 12 = 61
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 59, 59 x 2 = 118
>Armament Haki: 61
>Observation Haki (Awareness): 57
Mind: 23 + 18 = 41, 41 x 2 = 82
>Muscianship: 81
Martial Arts: 41, 41 x 2 = 82
>Fencing/Rapier: 82
Musicianship
Musicianship is a Mind skill that enables the user to play music for offensive, defensive, and supplemental purposes. They can grant buffs or debuffs to themselves and other players through songs. To use this skill, instruments or a medium for producing tones are required.

Temporary stat buffs and debuffs are calculated as Mastery / 10.


Restrictions
  1. Songs take one turn to take effect
  2. Musicianship cannot debuff mastery
  3. Only one buff or debuff may be used at one time
  4. Buffs and debuffs by multiple musicians do not stack
  5. Temporary stat boosts from buffs cannot surpass stat caps
  6. The user must be actively playing the instrument for the buff or debuff to take effect

MasteryBuff & Debuff CooldownSkill Unlocked
1 - 20Can only play song for 1 turn. 4 turn cool-down.Acoustic instrument unlocked.
21 - 40Second acoustic instrument unlocked. Buffs unlocked.
41 - 60Can only play song for 2 turns. 3 turn cool-down.Electric instrument unlocked. Debuffs unlocked.
61 - 80Ability to play multiple instruments unlocked. Songs now able to affect multiple targets at once.
81 - 100Can only play song for 3 turns. 2 turn cool-down.Ability to focus tones on specific targets unlocked. Ability to play music and do other things at same time unlocked.
120Can only play song for 4 turns. 1 turn cool-down.Ability to buff and debuff simultaneously unlocked.
Anthem
An uplifting piece of music that is identified with a particular person or group. The tones makes allies passionate, uplifting them. No stat buff. IC effect only.
Requirements: 21 musicianship

March
A piece of music with a strong regular rhythm, often associated with battle. The tones give a strength muffin battle. Buff is calculated as Mastery / 10. Also makes allies enthusiastic, allowing the user to manipulate them better. AoE is 10 meters.
Requirements: 21 musicianship

Rock
A piece music with strong will, typically played loud and expressing expressing romance, adventure, or revolt. The user forms a sound wave for offensive purposes. AOE is 5 meters.
DPS: 5 meters = D
Requirements: 21 musicianship

Ballad
A piece of music that expresses a narrative. Makes allies cheerful. Cheerful allies obtain a speed buff n battle. Also allows allies to power through psychological obstacles. Buff is calculated as Mastery / 10.
Requirements: 21 musicianship / Acoustic instrument

Serenade
A calm and light piece of music performed in the open air, generally to uplift listeners. The tones makes enemies calm. Calm enemies get a strength debuff in battle. Also makes allies calmer, allowing them to recover stamina faster. Debuff is calculated as Mastery / 10.
Requirements: 41 mastery / Acoustic Instrument

Lullaby
A soothing piece of music that s played to put people to sleep. Makes enemies drowsy, giving a movement speed defbuff to those who are of the same level or lower to mastery. Enemies who are 1/3 level or less than user's mastery will fall asleep. Debuff is calculated as Mastery / 10.
Requirements: 41 mastery / Acoustic instrument

Electronic
A piece of music that employs electronic equipment and tones. Recharges the battery of a cyborg. Will make non-cyborg annoyed.
Requirements: 41 mastery / Electric instrument

Punk Rock
A piece music with strong will, typically played loud and expressing revolt. The user forms a sound wave for offensive purposes. AOE is 20 meters.
DPS: 5 meters = C / 10+ meters = D
Requirements: 41 musicianship / Electric Instrument

Lied
A piece of music that tells a poem with a solo voice and accompaniment. The tones gives a haki buff while active, allowing the listener to use haki when it is on cooldown. Also may make allies more brave.
Requirements: 61 musicianship / Two acoustic instruments

Lament
A piece of music that expresses grief or sorrow typically accompanied by a descending bass line. Makes enemies depressed. Enemies who are depressed lose observation haki activation while the song is active. AOE is 15 meters or 50 feet. Song also allows allies to heal faster.
Requirements: 61 musicianship

Metal
A piece music with strong will, typically played loud and expressing suffering and evil. The user forms a sound wave for offensive purposes. AOE is 20 meters
DPS: 5 meters = B / 10 meters = C / 15 meters = D
Requirements: 61 musicianship / Electric Instrument

Death Metal
A piece of music with strong will, typically loud music expressing extreme darkness. The user forms a sound wave for offensive purposes. AOE is 20 meters
DPS: 5 meters = A / 10 meters = B / 15 meters = C
Requirements: 81 musicianship / Electric Instrument
-Hanauta Sancho: Yahazu Giri (鼻唄三丁矢筈斬り Hanauta Sanchō: Yahazu Giri?, literally meaning "Three-Verse Humming: Arrow-Notch Slash"): The user slashes an opponent at such a fast pace that it appears that they did not attack at all (in fact, to the casual observer it would look like the user simply walked past the victim). Only when a certain amount of time has passed, which is approximate to the time the user walks ten feet away, or three meters (verses, as the name suggests), does their opponent realize the attack. It seems to employ elements of iai (instant sword-draw-and-resheath) since it is generally initiated (though not always) with the user moving towards the intended target(s) with an unsheathed blade and walking past them before sheathing it back. It is usually at this point that the victims start manifesting and feeling the effects of this high-speed attack. The actual attack itself, however, is never seen clearly due to the speed implemented. The technique is highly versatile, since with it, the user can slash multiple targets at once, and if they so wish, the damage they inflict can be as fatal or as incapacitating as they like.(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B
-Aubade Coup Droit (夜明歌 (オーバード) ・クー・ドロア Ōbādo Kū Doroa?, literally meaning "Dawn Serenade: Right-Handed Strike"): A thrusting technique, the sword creates a highly compressed blast of air as if fired from a gun.(31 Mastery, 21 Strength) Destructive Potency Rank: C
-Prelude: Au Fer (前奏曲 (プレリュード) ・オフエル Pureryūdo Ofueru?, literally meaning "Prelude to Iron"): The user slashes an opponent's weapon almost instantaneously. Apparently intended to disarm the opponent by destroying whatever weapon they might be wielding at close range.(41 Mastery, 41 Strength) Destructive Potency Rank: B
-Gavotte Bond en Avant (革命舞曲 (ガボット) ・ボンナバン Gabotto Bonnaban?, literally meaning "Gavotte: Leap Forward"): A thrusting technique, the user propels himself forward in order to strike an opponent. This move can be done even in mid-air.(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B
-Polka Remise (酒樽舞曲 (ポルカ) ・ルミーズ Poruka Rumīzu?, literally meaning "Polka Continuation"): The user delivers several thrusts against an opponent. Visually, due to the user's speed, it looks as if they are thrusting with several swords.(51 Mastery, 41 Strength) Destructive Potency Rank: B
-Swallow Bond en Avant (飛燕 (スワロー) ボンナバン Suwarō Bonnaban?, literally meaning "Swallow Leap Forward"): An aerial version of Gavotte Bond en Avant, the user first positions himself in mid-air several feet above his target and then performs a descending Bond En Avant spinning downwards in an attempt to spear his target.(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B
-Ekakiuta: Hitoyogiri (絵描き唄 一節斬り Ekakiuta Hitoyogiri?, literally meaning "Drawing Song: One-Joint Slash): This is another swift draw-and-sheathing technique and it slices the opponent's torso with three horizontal cuts.(71 Mastery, 61 Strength) Destructive Potency Rank: A


ImageBasic InfoFace Claim/Inspiration:
Race: Human | Rank: Divisional General
Occupation: Chef
Purchased Mind Stats here
Toriko from Toriko
Level 60, 60 x 5 = 300
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed​
[Martial Arts Bonus]: +5 in Vitality​
Strength: 49 + 12 = 61
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 59, 59 x 2 = 118
>Armament Haki: 61
>Observation Haki (Awareness): 57
Mind: 23 + 18 = 41, 41 x 2 = 82
>Cooking: 81
Martial Arts: 41, 41 x 2 = 82
>?: 82
Cooking System
1 Cooking Mastery: Allows you to create a hearty meal, boosting morale and rejuvenating yourself and your allies. Mostly just flavor RP.
21 Cooking Mastery: Allows you to create and carry one of the following: snacks, stew or dessert. The effect of these lasts 2 turns.
41 Cooking Mastery: Allows you to create and carry two of the following: snacks, stew or dessert.
61 Cooking Mastery: Allows you to create and carry the following: snacks, stew or dessert.
81 Cooking Mastery: Effect of foods last for 3 turns.

Eating food from Cooking makes you full, meaning you are unable to eat again for 6 turns.

Snack:
Increases speed by mastery/10

Stew:
Increases strength by mastery/10

Dessert:
Increases vitality by mastery /10
.


ImageBasic InfoFace Claim/Inspiration:
Race: Human | Rank: Divisional General
Occupation: Navigator
Purchased Mind Stats here
Rudeus Greyrat from Mushoku Tensei
Level 60, 60 x 5 = 300
[Human Race Bonus]: +12 in Strength, Speed, and Vitality | +18 in Mind​
[Mind Bonus]: +5 in Speed​
[Martial Arts Bonus]: +5 in Vitality​
Strength: 49 + 12 = 61
Speed: 64 + 12 + 5 = 81, 81 x 2 = 162
>Movement Speed: 81
>Reaction Speed: 81
Vitality: 64 + 12 + 5 = 81, 81 x 2 = 162
>Stamina: 81
>Durability: 81
Haki: 59, 59 x 2 = 118
>Armament Haki: 61
>Observation Haki (Awareness): 57
Mind: 23 + 18 = 41, 41 x 2 = 82
>Navigation: 81
Martial Arts: 41, 41 x 2 = 82
>Staff: 82
Navigation:
Allows the user to navigate the seas with ease, as well as harness the power of the weather to use in combat.

Allows allows for the use of a clima tact in combat. Available at 21 mastery:
-Weather Ball: A creation by the citizens of Weatheria, these small orbs contain energy that the navigator can use to affect the weather.(21 Mastery)
The user can carry a number Weather Balls equal to their mastery.

-Heat Ball (熱気泡 (ヒートボール) Hīto Bōru?, literally meaning "Heat Bubble"): Produced from the "Heat Pole" either when air is blown into the end of it or it is shaken, the Heat Ball is a red bubble of heated air that drifts along in the air. It heats up the temperature of the area surrounding it.(21 Mastery) Costs 2 Weather Balls

-Cool Ball (冷気泡 (クールボール) Kūru Bōru?, literally meaning "Cold Bubble"): Produced from the "Cool Pole" when air is blown into the end of it, the Cool Ball is a blue bubble of cold air that drifts along in the air. It cools down the temperature of the area surrounding it.(21 Mastery) Costs 2 Weather Balls

-Thunder Ball (電気泡 (サンダーボール) Sandā Bōru?, literally meaning "Electric Bubble"): Produced from the "Electric Pole" when air is blown into the end of it, the Thunder Ball is a yellow bubble of electrified air that drifts along in the air. It electrifies the air of the area surrounding it.(30 Mastery) Costs 4 Weather Balls. DPR: D

-Cyclone Tempo (サイクロン テンポ Saikuron Tenpo?): The user puts the "Heat Pole" and "Cool Pole" together like an X on the top of the "Electric Pole". They swing it like a bat, and the X detaches from the "Electric Pole" spinning towards their opponent. When the X hits, the hot and cold airs collide and create a massive wind that blows her opponent away. The X will return to the user like a boomerang.(40 Mastery) Costs 8 Weather Balls. DPR: C

-Mirage Tempo (蜃気楼 (ミラージュ) テンポ Mirāju Tenpo?): The user uses the "Cool Ball" in a dry and hot environment to change the air density and create a mirage of themself. The extreme difference in temperature causes major light refraction, allowing the user to disappear and create an illusionary copy of themself. Lasts 1 turn.(60Mastery) Costs 10 Weather Balls

-Thunderbolt Tempo (サンダーボルト テンポ Sandāboruto Tenpo?): The user uses "Cool Ball" to make the air cooler while they use "Heat Ball" to suck up the moisture. The heated air then rises and collides with the cold air. The air then condenses and creates a cloud. The user continues to enlarge the cloud by producing more "Heat Balls" and "Cool Balls." Finally, they use a "Thunder Ball" to electrify the cloud. Soon after, a powerful lightning bolt strikes their opponent.
There are different strengths of this technique:
41 Mastery: Costs 8 Weather Balls. DPR: C
61 Mastery: Costs 12 Weather Balls. DPR: B
81 Mastery: Costs 16 Weather Balls. DPR: A
100 Mastery: Costs 20 Weather Balls. DPR: S

-Tornado Tempo (トルネード テンポ Torunēdo Tenpo?): . The user first combines the three pieces together into a T. In a bright flash from each end, two clockwork doves burst out and ensnare their opponent. The T then starts to spin rapidly until it finally shoots the captured enemy with extreme centrifugal force.(40 Mastery) Costs 8 Weather Balls

-Fog Tempo (フォッグ テンポ Foggu Tenpo?): Using "Cool Ball" against fire, the user is able to create a massive fog barrier due to the water vapor in the air increasing in density from the rapidly heating cold air. The fog is used to blind the opponent so that the user can land an attack on them.(51 Mastery) Costs 6 Weather Balls
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