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BASIC INFO
╚════════════╝ Name: Vergil (Real Name: Publius Vergilius Maro (or Vergil) |Race: Lunarian Gender: Male |Age: Unknown |Height: 6'4" |Weight: Unknown Organisation: Silver Vampirate Empire|Alias: "The Α Ω (Alpha and Omega)" and "The Dark Seraph" for the Seals |Bounty: ß0 Occupation: Leader of the Scourge
Level 100 | 555,872 EXP
Current Coffers: See Activity + Store & Money thread (2,684,154,035) | Divine Coins: 26
>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.
╔════════════╗ APPEARANCE AND PERSONALITY
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In terms of physical appearance, Vergil has fair, yet pale skin, and white, swept back hair, which puts emphasis on the fierce, yet stoic expression on his face; however, when his hair is brushed down or becomes wet,
In terms of apparel, Vergil commonly wears a long, silver buttoned blue coat with three separated coattails. A white, serpentine pattern runs around the collar, with a snakes head hanging over the coat's left shoulder, and its tail slinking down the right, all the way to the bottom of the coat. A gold lining runs across the edges of the coat, and a silky, golden flower blossom pattern decorates the inner lining. Each cuff of the coat also possesses five, gold buttoned straps with gold lining
Underneath the coat, Vergil wears a navy blue ascot wrapped around his neck, which hangs over a black, sleeveless vest that reveals his well-toned arms and shoulders. He wears tan, fingerless gloves, a brown, snakeskin belt with a silver buckle, dark green pants with a scale pattern running across its surface, and tall, brown boots with two golden buckled straps at the top.
╔════════════╗ MARTIAL ARTS IGNITION
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Andon / "Flame Emperor" / Imperial Flame: (GIF) The user conjures a fireball over his open palm, then forms a fist to execute a powerful, flame-clad punch.
Requirement, Scales on Mastery:
31 Strength and Mastery - DPR: C
51 Strength and Mastery - DPR: B
71 Strength and Mastery - DPR: A
Karyudon / "Fire Dragon Emperor" / Imperial Flaming Wings: (GIF] (GIF) A powerful attack where the user ignites his scythes 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. He was first seen performing this technique to burn some underlings to death for having seen his face.
Major burn: using the burned hurts alot and becomes unusable if used twice while still burned, will cause extra damage each turn (C rank). lasts for 3-6 turns. Requires at least 71 mastery
Requirement: 91 Strength and Mastery - DPR: S - C rank fire that causes extra damage for 3-4 turns
Omori Karyudon / "Assisting Guardian Fire Dragon Emperor" / Extra Large Imperial Flaming Wings: A more powerful version of Karyudon, creating a larger fire dragon with which the user attacks and tries to immolate his opponent.
Severe burn: burned part is unusable and causes a lot of extra damage each turn (B rank). lasts for 5-8 turns. Requires at least 91 mastery and a shop upgrade
Requirement: 91 Strength and Mastery- DPR: S - B rank fire that causes extra damage for 3-4 turns
Dante's Inferno: Vergil engulfs his hands in flames of fiero which encompasses the scythe where the user swings their scythe in a 360 degrees with the user being used as an epicentre. This attack is used when the user is surrounded.
Moderate burn: using the burned parts hurts and will cause slight extra damage each turn (D rank). lasts for 3-4 turns. Requires at least 51 mastery
Major burn: using the burned hurts alot and becomes unusable if used twice while still burned, will cause extra damage each turn (C rank). lasts for 3-6 turns. Requires at least 71 mastery
Severe burn: burned part is unusable and causes a lot of extra damage each turn (B rank). lasts for 5-8 turns. Requires at least 91 mastery and a shop upgrade
R: 41 or 51 Str, Reaper and Fiero - DPR: B - D rank fire that causes extra damage for 3-4 turns
61 or 71 Str, Reaper and Fiero - DPR: A - C rank fire that causes extra damage for 3-4 turns
81 or 91 Str, Reaper and Fiero - DPR: S - B rank fire that causes extra damage for 3-4 turns
Savage Rampage: Vergil engulfs the scythe in flames then strikes the scythe that cleaves the ground the target is standing on. (something like this) - Area of Effect that also damages and incinerates the surrounding.
Requirement that Scales on Mastery
61 Strength, Fiero and Swordsmanship - DPR: B
D rank fire that causes extra damage for 3-4 turns
Mastery/2 of Area of Effect damage
81 Strength, Fiero and Swordsmanship- DPR: A
C rank fire that causes extra damage for 3-6 turns
Mastery/2 of Area of Effect damage
100 Strength, Fiero and Swordsmanship- DPR: S *pending purchase of Severe Burn*
B rank fire that causes extra damage for 5-8 turns
Mastery/3 of Area of Effect damage
120 Ignition, 100 in Strength and Swordsmanship - DPR: S+ *pending purchase of Severe Burn*
B rank fire that causes extra damage for 5-8 turns
Mastery/5 of Area of Effect damage
Fiero Stellar Blast: Azrael begins by conjuring his fists in flames before jumping into the air then as if torpedoeing into them whilst using gravity and momentym as it makes the ground explode, creating a shockwave that travels out, dealing damage.
61 in Strength and Fiero Mastery - DPR: B (AoE)
81 in Strength and Fiero Mastery - DPR: A (AoE)
100 in Strength and Fiero Mastery - DPR: S (AoE)
Ignition Punch/Kick: User conjures a ball of fire in his fist/feet then launches a punch/kick at the target. The execution of the punch upon landing on the target not only causes burn damage but also ignites like a bomb.
Requirement:
61 Strength and 61 Ignition - DPR B, inflicts Moderate Burn - DPR A
81 Strength and 81 Ignition - DPR A, inflicts Major Burn - DPR S
Ignition Hellblaze/Flame On: User conjures their flames that lets out a blast that goes outwards like a center of a fiery inferno or a fiery supernova. (More advanced version of Ignition Aura II)
Requirement: 100 Strength and 100 Ignition, Inflicts Major Burn - DPR S
ImperialFlaming Nāḥāš: It's Karyudon/Imperial Flame Wings but changing the name and not a Dragon but a Serpent) A powerful attack where Lucifer uses Ignition and produces a large, whirling, serpent made of fire, dense enough that it similar to magma. Lucifer then sends this dragon flying toward a single or multiple enemies in order to incinerate them.
Nāḥāš; The serpent that came to the Garden of Eden, that whispered in the ear of Adam and Eve to eat the apple.
Requirement
91 Strength and Mastery, inflicts Moderate Burn - DPR A
Allow me to grant you the sight of Hell: Lucifer conjures a multiple concentration of Ignition in his hands then flings it into the air that rains down like lava that detonates.
Requirement: 100 in Ignition - DPR S, Inficts Major Burn
GM comment of approval, this should only have at max a very small AoE as its also ranged, otherwise its fine
(Envoy of the Beginning - Not the name) Judgement Day: Lucifer congregates a huge concentration of ignition brimstone in his palms like a meteor then soars above his target then comes slamming his fist down that has the appearance of a detonative explosion.
Requirement: 100 in Strength and Ignition - DPR S (AoE)
(Envoy of the END - Not the name) Apocalypse (The 4 Horseman's Trumpet): (Gif 1) (Gif 2) Just like the attack Judgement Day but more powerful, this time Lucifer encompasses the flames to his self and uses the circumference of his surrounding to deface with immeasurable destruction.
Requirement: Scales on Mastery
100 in Strength and Ignition - DPR S
100 in Strength and 120 in Ignition - DPR S+
Satans Hand: Lucifer extends his hand before/behind him whilst ignite has been activated in his palms then releases a huge combustion of fire detonation, disintegrating the target with severe burns. Lucifer considers this technique a technique that is the justice of Heaven and Hell.
Requirement: Scales on Mastery
71 in Strength and Mastery, inflicts Moderate Burn - DPR: A
91 in Strength and Mastery, inflicts Major Burn - DPR: 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 Fiero (B) / 81 Fiero (A) Rank: B / A (double)
Jigoku Mesu (literally meaning "Hell Scalpel"): The user conjures fire on his blade, but concentrates it on the tip of his blade. The user then stabs forward, aiming to skewer the opponent. Since the Fiero is so concentrated, it is more powerful than the norm, but with very little AoE. Jigoku Mesu is typically used on a vital spot, hence the attacks‘ name. Requirements: 81 Strength & 81 Fiero Rank: S
Quick Slash: A quick slash that creates a shockwave front before self.
Requirement: Scales on Mastery
41 Strenght, Movement Speed, and Mastery - DPR B
61 Strenght, Movement Speed, and Mastery - DPR A
Musou no Hitotachi: An advanced version of Quick Slash, a peerless sword art performed by the user. An instantaneous blits towards the target striking the opponent.
Requirement: 81 Strength, Movement Speed, and Mastery - DPR S
Raijinto Cross Burst: The user performs a dual strike slashing from side to side.
Requirement: Scales on Mastery
51 Strength and Mastery - DPR B
71 Strength and Mastery - DPR A
Raijinto Cutter: The user slashes with their sword to cut through lightning.
Requirement: Scales on Mastery
41 Strength and Mastery - DPR B
61 Strength and Mastery - DPR A
81 Strength and Mastery - DPR S
100 Strength and Mastery - DPR S+
Quick Draw: Quickly draws sword to slash at the enemy.
Requirement: 61 Strength and Mastery - DPR A
Flurry: Launches a flurry of attacks of lightning sword strikes.
Requirement: Scales on Mastery
81 Strength and Mastery - DPR A
100 Strength and Mastery - DPR S
Abyssal Strike (GIF) (GIF): User begins by sheathing their sword then holding the handle of the sword before unleashing a ferocious tirade of flurry of strikes that are enhanced with the lightning within the sword.
Requires:
100 Strength, Movement Speed, and Mastery - DPR S+
Bloodstained: is activated by resting the sword on one's shoulders. The skill begins with a diagonal slash from the top-right to the bottom-left, with the user making a full circle spin, drawing their sword backward in the middle of the spin in preparation for the next attack. This leads to a second diagonal slash from the bottom-right to top-left, followed by a horizontal slash from left to right. The user then executes an upward vertical slash, performing a backward somersault. This is followed by a horizontal slash from right to left and another full circle spin, which leads to a diagonal slash from the bottom-right to the top-left, stopping at face height. From this position, the user spins their sword in a full circle, hitting the target from the user's right side.
A: 71 Mastery, 71 Strength and 71 Movement Speed
S: 91 Mastery, 91 Strength and 91 Movement Speed
Horizontal Square: is activated by drawing one's sword to the back and right. The first hit is a horizontal swing from right to left. The sword then bounces back, and after an instant of being held still at the user's left side, another horizontal swing from left to right is executed. The force of this blow sends the user's body spinning clockwise, with the sword ending up at the user's left flank and unleashing a third horizontal air strike from left to right. The skill is finished with a forehand strike from the right. The skill's four swings draw a square of light that expands outward.
Howling Octave: begins with five high-speed continuous thrusts at the target, followed by a cut downward and then a cut upward, before finally performing a final full force swing from an overhead position. Due to the skill being of very high level, the post-motion delay of the skill is also quite long.
B: 51 Mastery, 51 Strength and 51 Movement Speed
A: 71 Mastery, 71 Strength and 51 Movement Speed
S: 91 Mastery, 91 Strength and 51 Movement Speed
S+: 120 Mastery, 100 Strength and 51 Movement Speed
Rage Spike: is a charge-type skill that allows the user to close a distance of about ten meters in nearly an instant and consists of an upward slash from the right. However, as it is a basic skill, it deals a very insignificant amount of damage. The skill is similar to «Sonic Leap», except that it has a larger range and its trajectory cannot be aimed towards the sky.
The skill can be activated by keeping the body low and bent forward while placing the sword in a parallel manner to the user's right leg and then drawing the sword back.
C: 21 Mastery, 21 Strength, 41 Movement speed
B: 41 Mastery, 41 Strength, 41 Movement speed
A: 61 Mastery, 61 Strength, 41 Movement speed
S: 81 Mastery, 81 Strength, 41 Movement speed
S+: 100 Mastery, 100 Strength, 41 Movement speed
«Savage Fulcrum» begins with a right to left (left to right if using one's left hand) horizontal slash. The user then rotates the sword by ninety degrees and performs a vertical slash from bottom to top. Finally, the user unleashes a full-powered vertical Air slash from top to bottom.The combined trajectory of the skill is similar to the Arabic number "4".The skill is effective against large type opponents.
This skill is activated by putting one's sword at the waist and then twisting one's body to the right (left if left-handed).
Reaver: is a charge-type Sword Skill that delivers a single, fast thrust with a forward jump. The skill is activated by lowering one's stance and raising a one-handed curved sword atop one's shoulder.
S+: 100 Mastery, 100 Strength and 100 Movement Speed
S: 81 Mastery, 81 Strength and 81 Movement Speed
A: 61 Mastery, 61 Strength and 61 Movement Speed
B: 41 Mastery, 41 Strength and 41 Movement Speed C: 21 Mastery, 21 Strength and 21 Movement Speed
Horizontal Arc: begins with a horizontal swing from left to right. The user then flips their wrists and completes the skill with another horizontal swing in a reversed path from right to left.
Sonic Leap: is a charge-type Sword Skill that consists of a single top to bottom vertical slash, similar to the 1-hit skill «Vertical»; however, «Sonic Leap» allows the user to charge from over twice the distance in an instant. The skill is also similar to «Rage Spike», except that this skill's range is shorter and its trajectory can be aimed at the sky. The skill is activated by raising the sword high up, usually atop one's shoulder.
S+: 91 Mastery, 91 Strength and 100 Movement Speed
S: 81 Mastery, 81 Strength and 81 Movement Speed A: 61 Mastery, 61 Strength and 61 Movement Speed
B: 41 Mastery, 41 Strength and 41 Movement Speed
Snake Bite: consists of two hits, one from left to right, immediately followed by a second hit from right to left. Due to the speed of the Sword Skill, the two hits appear as if done with two swords instead of just one, and only one sound of impact is released with the skill. This skill is activated by positioning oneself in a way that it looks like one is putting the sword at the left side of one's waist.
S+: 100 Mastery and 100 Strength
S: 81 Mastery and 81 Strength A: 61 Mastery and 61 Strength
B: 41 Mastery and 41 Strength
Judgment cut: The user swings so fast that the sword doesn't appear to even leave its sheath. It creates a distortion in space that engulfs his target which is sliced multiple times by the blade in very rapid succession. The ability is capable of hitting any enemies that are within the rather large distortion radius.
S: 91 strength, 91 mastery, AoE is mastery dependent
A: 71 strength, 71 mastery, AoE is mastery dependent
«Horizontal» consists of a single horizontal Air slash that is carried out by first focusing the weight of the body on the right foot before moving the sword back slightly, then lifting one's left foot due to the inertial weight of the sword and shifting the weight to the left side of the body, thus converting the strength in the swinging motion inside the legs and waist from the hands to the tip of the waist into power for the sword swing.
«Tsujikaze» is a straight, long-ranged, skill. After a short period of "charging", the user executes a diagonal slash from bottom-left to top-right at such a speed that it is impossible for the human eye to keep track of the sword.
The skill is activated by lowering a katana-type weapon to the user's left hip. The skill takes some time before it activates, which is the only time that the opponent has to prepare a counter-attack, as the skill is too fast once it initiates.
Flash Thrust: It's a standard but a highly effective attacking movement. From the basic fencing position, extend your right foot forward without overstretching or losing balance. As you move towards your opponent, extend your sword arm and engage your opponent with a stab or slash. (It's not approved attack)
S+: 100 Mastery, 100 Strength, 100 Movement speed
S: 81 Mastery, 81 Strength, 81 Movement speed
A: 61 Mastery, 61 Strength, 61 Movement speed
B: 41 Mastery, 41 Strength, 61 Movement speed
C: 21 Mastery, 21 Strength, 41 Movement speed
Special Attacks
Trigger: When activated, it seems to resemble a translucent shadow of a demon that floats behind User. The demon has "sheath" attached to its left arm. The user gains burning red eyes and gains a hazy, blue aura. The user dashes forward and slashes at their opponent with incredible speed. Use of this technique Gives +10 strength (1 turns cool down)
(Requires 100 Strength, 100 Sword Style) - DPR: S+
Horizontal Arc: begins with a horizontal swing from left to right. The user then flips their wrists and completes the skill with another horizontal swing in a reversed path from right to left. Use of this technique Gives +10 strength (1 turns cool down)
(Requires 100 Mastery, 100 Strength) - DPR: S+
Horizontal: consists of a single horizontal Air slash that is carried out by first focusing the weight of the body on the right foot before moving the sword back slightly, then lifting one's left foot due to the inertial weight of the sword and shifting the weight to the left side of the body, thus converting the strength in the swinging motion inside the legs and waist from the hands to the tip of the waist into power for the sword swing.
(Requires 100 Strength, 120 Sword Style) - DPR: S+
Tsujikaze: is a straight, long-ranged, skill. After a short period of "charging", the user executes a diagonal slash from bottom-left to top-right at such a speed that it is impossible for the human eye to keep track of the sword.
The skill is activated by lowering a katana-type weapon to the user's left hip. The skill takes some time before it activates, which is the only time that the opponent has to prepare a counter-attack, as the skill is too fast once it initiates.
(Requires 100 Strength, 120 Sword Style) - DPR: S+
Slicing Sheathe: Placing the sheathed sword upright and listening to the "breath" of his opponent, the attacker rapidly unsheathes, attacks, and resheathes their sword.
(Requires 100 Strength, 100 Sword Style) - DPR: S+
V Trigger Slice: The user fully extends both arms out to each side and swings both swords with extreme precision at the same time. This is done in a downward and diagonal motion to create a 'V' shaped air slash that leaves a wake of destruction in it's path.
(Requires 100 Strength, 120 Sword Style) - DPR: S+
Tsumujiguruma: is activated, the user first crouches and then jumps up high, turning their body in mid-air, thus accumulating power to their weapon. When the user reaches the ground, they unleash a heavy, horizontal 360 degrees slash and hitting anyone in the area around the user unfortunate enough to get in their way. Though it is a ranged attack, the attack deals a large amount of damage and also causes a stun effect on everyone hit by the skill. However, as the skill is a very high-leveled, it also has a long post-motion delay.
(Requires 100 Strength, 120 Sword Style, 100 movement) - DPR: S+ (sword distance) S (air slash)
«Bloodstained» is activated by resting the sword on one's shoulders. The skill begins with a diagonal slash from the top-right to the bottom-left, with the user making a full circle spin, drawing their sword backward in the middle of the spin in preparation for the next attack. This leads to a second diagonal slash from the bottom-right to top-left, followed by a horizontal slash from left to right. The user then executes an upward vertical slash, performing a backward somersault. This is followed by a horizontal slash from right to left and another full circle spin, which leads to a diagonal slash from the bottom-right to the top-left, stopping at face height. From this position, the user spins their sword in a full circle, hitting the target from the user's right side.
(71 Mastery, 71 Strength and 71 Movement Speed) Destructive Potency Rank: A
«Horizontal» consists of a single horizontal Air slash that is carried out by first focusing the weight of the body on the right foot before moving the sword back slightly, then lifting one's left foot due to the inertial weight of the sword and shifting the weight to the left side of the body, thus converting the strength in the swinging motion inside the legs and waist from the hands to the tip of the waist into power for the sword swing.
(41 Mastery, 41 Strength) Destructive Potency Rank: B
«Horizontal Square» is activated by drawing one's sword to the back and right. The first hit is a horizontal swing from right to left. The sword then bounces back, and after an instant of being held still at the user's left side, another horizontal swing from left to right is executed. The force of this blow sends the user's body spinning clockwise, with the sword ending up at the user's left flank and unleashing a third horizontal air strike from left to right. The skill is finished with a forehand strike from the right. The skill's four swings draw a square of light that expands outward.
(55 Mastery, 55 Strength) Destructive Potency Rank: B
«Horizontal Arc» begins with a horizontal swing from left to right. The user then flips their wrists and completes the skill with another horizontal swing in reversed path from right to left.
(31 Mastery, 21 Strength) Destructive Potency Rank: C
«Howling Octave» begins with five high-speed continuous thrusts at the target, followed by a cut downward and then a cut upward, before finally performing a final full force swing from an overhead position. Due to the skill being of very high level, the post-motion delay of the skill is also quite long.
(51 Mastery, 51 Strength and 51 Movement Speed) Destructive Potency Rank: B
«Lightning Fall» begins with the player kicking off the ground at full force. The player then performs a mid-air forward somersault, reversing their grip at the same time. As the player lands, they thrust their sword into the ground. At that moment, a surge of electricity is generated by the sword. Anyone hit by the skill directly suffers physical damage, while anyone caught in the range of the electric attack is additionally stunned.
(81 Mastery, 81 Strength and 51 Movement Speed) Destructive Potency Rank: A
«Rage Spike» is a charge-type skill that allows the user to close a distance of about ten meters in nearly an instant and consists of an upward slash from the right. However, as it is a basic skill, it deals a very insignificant amount of damage. The skill is similar to «Sonic Leap», except that it has a larger range and its trajectory cannot be aimed towards the sky.
The skill can be activated by keeping the body low and bent forward while placing the sword in a parallel manner to the user's right leg and then drawing the sword back.
(31 Mastery, 21 Strength, 41 Movement speed) Destructive Potency Rank: C
«Savage Fulcrum» begins with a right to left (left to right if using one's left hand) horizontal slash. The user then rotates the sword by ninety degrees and performs a vertical slash from bottom to top. Finally, the user unleashes a full-powered vertical Air slash from top to bottom.The combined trajectory of the skill is similar to the Arabic number "4".The skill is effective against large type opponents.
This skill is activated by putting one's sword at the waist and then twisting one's body to the right (left if left-handed).
(75 Mastery, 75 Strength) Destructive Potency Rank: A
«Sharp Nail» begins with a diagonal slash from the bottom-right to top left, followed by a horizontal slash from left to right. Finally, the skill is ended with another diagonal slash from top-right to bottom-left.
An alternative execution of the skill begins with a nearly vertical slash from the user's left shoulder, hitting the target's right side, after which the sword instantly shoots back into a high position and slashes vertically again, hitting the target's left side, then leaps up again and slashes vertically at the centre of the target.
(51 Mastery, 51 Strength) Destructive Potency Rank: B
«Vorpal Strike» consists of a single ultra high-speed and powerful thrust, which induces a long delay after a player uses the skill. However, the reach of this Sword Skill is double that of the actual blade, possibly damaging more than one target if they are close together. Additionally, its power is comparable to that of a two-handed heavy pole-arm, which is more than enough to compensate for the long delay. When used, the skill lets out a sound similar to that of a jet engine.
(71 Mastery, 61 Strength) Destructive Potency Rank: A
«Vertical Square» is activated with a powerful stamp. The first strike of this Sword Skill is a vertical slash from an overhead position with little backward motion. This slash is followed by two upward vertical slashes. Finally, the skill is concluded with a full-power downward slash from an overhead position. Similarly to the «Horizontal Square», a square, drawn with the four hits of this skill, continues to spin as it dissipates.
(71 Mastery, 61 Strength) Destructive Potency Rank: A
«Vertical Arc» The first hit of Vertical Arc is a diagonal slash from top-left to bottom-middle. As the sword approaches the floor, the user quickly readjusts their wrist and performs another diagonal slash from bottom-middle to top-right. The combined trajectory of the two hits looks like the Latin letter "V".
(41 Mastery, 41 Strength) Destructive Potency Rank: B
«Vertical» consists of a single slash from top to bottom. The skill is activated by spreading one's feet out to the front and back and then holding one's sword up as though letting it rest atop one's shoulder.
(21 Mastery, 11 Strength) Destructive Potency Rank: C
«Sonic Leap» is a charge-type Sword Skill that consists of a single top to bottom vertical slash, similar to the 1-hit skill «Vertical»; however, «Sonic Leap» allows the user to charge from over twice the distance in an instant. The skill is also similar to «Rage Spike», except that this skill's range is shorter and its trajectory can be aimed at the sky.
The skill is activated by raising the sword high up, usually atop one's shoulder.
(61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A
«Snake Bite» consists of two hits, one from left to right, immediately followed by a second hit from right to left. Due to the speed of the Sword Skill, the two hits appear as if done with two swords instead of just one, and only one sound of impact is released with the skill.
This skill is activated by positioning oneself in a way that it looks like one is putting the sword at the left side of one's waist.
(61 Mastery and 61 Strength) Destructive Potency Rank: A
«Slant» consists of a single sharp forty-five degree diagonal slash. The only thing that Slant differs from other 1-hit skills like Vertical or Horizontal is that Slant has a slanted trajectory and it can attack in two directions: either from top-right to bottom-left or bottom-left to top-right, the latter being the same stance as drawing a sword from the waist, thus greatly decreasing the time required to activate the skill.
As the skill can be used in two directions, it can be activated either by putting it on one's shoulder for a top-right to bottom-left slash or in a similar motion to drawing a sword from the waist for a bottom-left to top-right slash. The basic range of the skill is two and a half meters.
(51 Mastery, 51 Strength) Destructive Potency Rank: B
«Reaver» is a charge-type Sword Skill that delivers a single, fast thrust with a forward jump. The skill is activated by lowering one's stance and raising a one-handed curved sword atop one's shoulder.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C
«Star Splash» begins with three short thrusts at the target's chest, provoking the target to raise its guard up. Although the first three thrusts do not deal much damage (DPR: D), the number of hits and their speed is overwhelming. Afterwards, the three thrusts are followed by two slashes at the target's now undefended legs. The user then performs two strong jabs high and low, followed by a final strong stab at the target's chest.
(51 strength, 51 mastery) Destructive Potency Rank: B (Multi-hit)
«Single Shot» is a beginner level skill that consists of drawing a throwable weapon behind one’s shoulder and then suddenly thrusting the weapon forward for forward momentum, throwing the weapon in the blur of a moment. Due to being a basic skill, it deals a very small amount of damage.
(21 strength, 21 mastery) Destructive Potency Rank: C
«Tsujikaze» is a straight, long-ranged, skill. After a short period of "charging", the user executes a diagonal slash from bottom-left to top-right at such a speed that it is impossible for the human eye to keep track of the sword.
The skill is activated by lowering a katana-type weapon to the user's left hip. The skill takes some time before it activates, which is the only time that the opponent has to prepare a counter-attack, as the skill is too fast once it initiates.
(71 strength, 71 mastery) Destructive Potency Rank: A
«Tsumujiguruma» is activated, the user first crouches and then jumps up high, turning their body in mid-air, thus accumulating power to their weapon. When the user reaches the ground, they unleash a heavy, horizontal 360 degrees slash and hitting anyone in the area around the user unfortunate enough to get in their way. Though it is a ranged attack, the attack deals a large amount of damage and also causes a stun effect on everyone hit by the skill. However, as the skill is a very high-leveled, it also has a long post-motion delay.
(51 strength, 51 mastery, 51 movements, AoE is mastery dependent) Destructive Potency Rank: B
«Judgement cut» The user swings so fast that the sword doesn't appear to even leave its sheath. It creates a distortion in space that engulfs his target which is sliced multiple times by the blade in very rapid succession. The ability is capable of hitting any enemies that are within the rather large distortion radius.
(91 strength, 91 mastery, AoE is mastery dependent) Destructive Potency Rank: S
«Ryūtsuisen» From a position higher than one's opponent (usually initiated by a powerful jump), one uses the momentum of the fall to strengthen a two-handed sword swing that brings the blade down on the opponent's head or shoulder.
(41 strength, 41 movements, 41 mastery)Destructive Potency Rank: B
«Ryūtsuisen ● Zan» Beginning in the same way as Ryūtsuisen, the user positions the sword as to initiate a downward stab to the head instead of a downward swing.
(41 strength, 41 movements, 41 mastery) Destructive Potency Rank: B
«Ryūkansen» Most often used as a counterattack against a thrust or charge, one sidesteps a forward-moving opponent and moves past them. In doing so, one spins in a full circle, adding momentum and centrifugal force to the strength of the sword swing, which is then aimed at either the opponent's back or the back of the neck.
(61 strength, 61 movements, 61 mastery) Destructive Potency Rank: A
«Ryūkansen ● Tsumuji» One of the variations of Ryūkansen, Ryūkansen Tsumuji is a direct attack rather than a counter, and involves a more forward direction of spinning, such as in a drilling motion like a torpedo.
(61 strength, 61 movements, 61 mastery) Destructive Potency Rank: A
«Ryūkansen ● Kogarashi» Involves a simple backhanded slash from a single turn to blast the foe away; unlike the original version, it is not a full circling spin, and is meant to be a quick and possibly situational strike.
(61 strength, 61 movements, 61 mastery) Destructive Potency Rank: A
«Ryūkansen ● Arashi» A variation of the normal Ryūkansen, this technique places the swordsman is in a full rolling somersault slash while attacking.
«Ryūsōsen» A massive flurry of strikes delivered to the opponent. The sheer speed of the slashes makes this technique difficult to counter.
(71 strength, 71 mastery) Destructive Potency Rank: A
Unknowing Fire - The user charges towards their opponent at high speeds and aims to decapitate them in one slash.
Requirement: 41 Strength, Movement Speed, Reaper and Mastery - DPR: B
61 Strength, Movement Speed, Reaper and Mastery - DPR: A
Rising Scorching Sun - The user releases an arching scythe slash upwards.
Requirement: 41 Strength, Reaper and Mastery - DPR: B
61 Strength, Reaper and Mastery - DPR: A
Blazing Universe - The user swings their Scythe downwards in an arc.
Requirement: 41 Strength, Reaper and Mastery - DPR: B
61 Strength, Reaper and Mastery - DPR: A
Blooming Flame Undulation - The user swings their Scythe in a circular motion that can defend them from incoming attacks or decapitate multiple enemies at once.
Requirement: 41 Mastery and Reaper - DPR: B
61 Mastery and Reaper - DPR: A
81 Mastery and Reaper - DPR: S
If it's an multiple attack they drop down a DPR tier but become a combined attack of DPR: B and DPR: A
Flame Tiger - The user performs a series of powerful Scythe slashes that seemingly takes the form of a flaming tiger. (Ranged)
Requirement: 51 Strength, Reaper and Mastery - DPR: B
71 Strength, Reaper and Mastery - DPR: A
91 Strength, Reaper and Mastery - DPR: S
Rengoku - A devastating dashing slash that the user initiates from a high stance, the technique had enough power to carve a deep impression that burnt the ground where it was unleashed. This technique seemingly took the form of a fiery Japanese dragon that envelopes the user while charging towards the target.
Requirement: 81 Strength, Reaper and Mastery - DPR: S
100 Strength, Reaper and Mastery - DPR: S+
Dance - The user delivers a single high-powered vertical slash.
Requirement: 41 Mastery and Reaper - DPR: B
61 Mastery and Reaper - DPR: A
Clear Blue Sky - (GIF) - The user spins their body horizontally to deliver a 360° slash.
Requirement: 51 Strength, Reaper and Mastery - DPR: B
71 Strength, Reaper and Mastery - DPR: A
Fiero Gatling: Azrael cocks both arms backwards then throws a barrage of blurry, rapid barrage of strong punches that creates the illusion of them having multiple arms.
61 in Strength and Fiero Mastery - DPR: B (Moderate Burn)
81 in Strength and Fiero Mastery - DPR: A (Major Burn)
100 in Strength and Fiero Mastery - DPR: S
Capturing Souls from every kill he makes, the King of the Underworld is always gathering his power. Armour fails within the Presence of the 7 Sinners and Princes of Hell, leaving foes no choice but to scramble. Every assault, each carefully aimed Undying Soul Rip kills an enemy and brings him closer to his acme of potency. The Dark Lord pauses to charge his demonic energies, then, with a flourish of his lightless wings, unleashes his gathered souls in all directions to obliterate enemies in a howling Requiem of Souls.
Mechanics: requires 70 mastery in Swordsmanship, Strength, and Haki. It grants the ability to create and control ghostly hands, swords etc.
Test: None, however, since it requires souls to be used; you need to kill people or animals:
Animals count as 0.5 unless they are sentient
Level 10-30 = 1
31-50 = 2
51-70 = 3
71 or higher = 4
Each technique will have a cost, too. 1 per each DPR, plus 1 or two more if it's AoE/ranged etc.
. Release the Kraken: Gambit plunges his weapon into the ground and conjures several ghostly tentacles from underground to surround his target/s. He can either use these to attack his enemies prevent them from moving or to block an attack.
Twist: A technique that uses the tentacles that he has sprouted. By sprouting them on specific body parts of the target/s, he can twist the bodies to the side, breaking their bones. - DPR C, AOE, requires 31 Undying Ember, 31 Tartaros, 5* Necromancy, 1 Soul per Target
Slam: A technique that uses several tentacles that he has sprouted and uses them to grab and slam his opponents against a wall/ground. - DPR C, AOE, requires 31 Undying Ember, 31 Tartaros, 5* Necromancy, 1 Soul per Target
Strangle: A technique that uses ghastly tentacles that he has sprouted. By sprouting the tentacles from several enemies' bodies, he can choke them into submission. - DPR B, AOE, requires 61 Undying Ember, 61 Tartaros, 61 Strength, 4 Souls
Clutch: A technique that uses the tentacles of the Kraken that he has sprouted. It is similar to Nico Robin's versions of Clutch, but with more tentacles holding each part of the body before finally snapping them. - DPR B, AOE, requires 61 Undying Ember, 61 Tartaros, 61 Strength, 4 Souls
Cerberus Dark Fang: Spawns a fast-moving Cerberus towards the target enemy which explodes at will. - DPR B, AOE, requires 61 Undying Ember, 61 Tartaros, 5* Necromancy, 3 Souls
Dread of Charybdis: Gambit conjures several tentacles around the enemies first. They will move and act as if they were aiming to snare them but this is only a diversion. Just like the namesake, the mouth of the sea monster will spring forth from the ground and unleash a wave of whirling souls underneath the target. - DPR A, AOE, requires 81 Undying Ember, 81 Tartaros, 5* Necromancy, 6 Souls
Revenge of Scylla: Gambit conjures several souls that quickly spiral his weapon. Once swung down, a ghastly six-headed ocean monster bursts forward to swallow the target/s. - DPR A, AOE, requires 81 Undying Ember, 81 Tartaros, 5* Necromancy, 6 Souls
Wrath of the Titans: Gambit conjures many titanic ghastly fists either from around him or up in the air and commands them to launch a barrage of heavy punches to a target area. - DPR A, AOE, requires 81 Undying Ember, 81 Tartaros, 5* Necromancy, 6 Souls
Hades' Soul Rip: Creates a giant demonic claw that he can channel or extend his vampiric ability. Through these claws and the usage of Necromancy (profession), he converts the damages dealt to the target to heal himself. - DPR A, AOE, requires 81 Undying Ember, 81 Tartaros, 81 Batto-Batto no Mi, 5* Necromancy, 5 Souls
Requiem of Serapis: Gathers his captured souls and releases them as a destructive wave of ghastly skulls that burst in all directions. - DPR A, AOE, requires 81 Undying Ember, 81 Tartaros, 5* Necromancy, 6 Souls
Thanatos Death Scythe: The Tartaros version of his Grim Reaper's Dance. He conjures souls and projects them into his weapon to make the appearance of a death scythe to reap his target even from a distance. The range or the radius this attack could reach is = Mastery/2. Allies are not affected by this attack. - DPR: S, AOE, 100 Undying Ember, 100 Tartaros, 100 Strength, 5 Souls
Hail Hydra: Gambit conjures several souls that quickly spiral his weapon. Once swung down, a ghastly nine-headed ocean monster bursts forward to swallow the target/s. - DPR S, AOE, requires 100 Undying Ember, 100 Tartaros, 5* Necromancy, 8 Souls
Final Judgement: Gambit conjures several souls and shapes them like a javelin-like weapon. By infusing his electric abilities using Dengeki Blue of Navigation, he creates a lightning effect. And by imbuing his willpower into it, it can be more pressurized and looks more arrow-shaped as the energy flows in its tail. He can use this weapon as a projectile or as a melee weapon. When thrown, it produces an incredibly destructive explosion on impact. - DPR: S+, 100 Undying Ember, 100 Dengeki Blue, 100 Tartaros, 100 Strength (melee), 6 Souls
- DPR: S+, 100 Dengeki Blue, 100 Tartaros, 120 Strength (ranged), 7 Souls
King of Hell's Requiem of Terror: Gambit conjures many souls around him. The first wave of souls will replicate the very image of the ones he is facing and fashion the replica in their distressed state. After that, the second wave of souls will morph into images of demons that show how they gradually devour the soul of the replica. As this happened, the souls unloose a wicked howling of the dead in conjunction with Gambit's burst of Conqueror's Haki. Finally, the technique exhibits a terrifying massive image of Gambit's demonic appearance in the background, employing the status effect of being Terrified. - Unranked, requires 100 Tartaros, 5* Necromancy, 1 soul for everyone affected that's over level 25
Busoshoku Haki is a form of Haki that allows the user to use their own spiritual energy to create, in essence, an invisible armor around themself, providing incredible offensive and defensive capabilities. It allows attacks to touch the 'true' bodies of devil fruit users. There are three boosts of Busoshoku Haki to DPS, depending on mastery.
1-60 Mastery: +1 DPR
61-100 Mastery: +2 DPR
120 Mastery: +3 DPR
General Schematic
COA 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:
Offensive path:+2 DPR, +1 Durability
120 Mastery = +3 DPR, +2 Durability
Defensive path:+1 DPR, +2 Durability
120 Mastery = +2 DPR, +3 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. (Coating Yamato) 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. (Ryou Usage)
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.
Color = "Light Vivid Cerulean Blue" (Purchased here)
Hex Code
[ 40b9ea ]
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Kenbunshoku Haki (Observation) - Awareness:
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Type
At 1-100 Mastery
Type
At 1-100 Mastery
Type
At 1-100 Mastery
Type
At 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.
Mastery
Primary Path
1-100
The 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.
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Haoshoku Haki (King’s Will): - Conqueror's Haki:
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Type
Type
Type
At 100 Haki Mastery
Type
Level 85 Adv CoC
Domination
Incapacitation
Pressure
Infusion
Conqueror’s Mastery
Abilities
Level 10-84
Allows 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.
Level 85+ (Advanced CoC)
Unlocks ability to imbue attacks with Conqueror's Haki. Using Conqueror's Haki in attacks will increase DPR 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.
Kamusari ("Godly Avoidance") (GIF): Holding their sword in their right hand, the user imbues it with Haoshoku Haki and then swings their sword horizontally, creating a powerful Haki imbued slash attack to strike their opponent.
Rank: S+, long range
Requires: 101 strength, 120 COA (offensive path), advanced CoC
Galaxy Impact ("Fist Collision") (GIF): 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
Minor fear: affected is slighly dizzy. lasts 2 turns. Requires at least 31 mastery
Moderate fear: affected is dizzy, has slighly reduced observation Haki and finds it slightly hard to concentrate on anything but the thing scaring them. lasts for 3-4 turns. Requires at least 51 mastery
Scared: affected is nauseated, has reduced observation Haki and finds it hard to concentrate on anything but the thing scaring them. lasts for 3-6 turns. Requires at least 71 mastery
Terrified: affected is quite nauseated, has quite reduced observation Haki and can only concentrate on the thing scaring them; they are also slightly nauseated even after the effect ends (requires treatment to heal). lasts for 5-8 turns. Requires at least 91 mastery and a shop upgrade (Purchased here)
The Four Horsemen of Sparda are a group of formidable warriors, each embodying a unique aspect of destruction and chaos, inspired by the biblical Four Horsemen of the Apocalypse. Each Horseman controls a specific realm of power and serves a crucial role in the Horsemen's mission to maintain a balance between order and chaos, often through methods that involve significant upheaval.
The Aspiring Seals are those who seek to join the ranks of the Four Horsemen of Sparda, individuals with an unyielding drive to prove their worth. They are skilled combatants, chosen for their potential to harness and amplify the destructive powers of the Horsemen, but they are still yet to attain the coveted position. Each Aspiring Seal has their own unique connection to the chaos the Horsemen represent, whether through their mastery of dark arts, raw physical prowess, or insidious intelligence. Bound by a shared ambition, they are relentless in their pursuit, often willing to destroy anything or anyone that stands in the way of their ascension. Their journey is marked by trials, sacrifices, and betrayals as they edge closer to their goal, knowing that only one of them can claim the seat of a Horseman should one fall.
The Arbiter of Apocalypse stands above all, overseeing both the Four Horsemen and the Aspiring Seals. This enigmatic figure is the ultimate authority of the end times, a being of unparalleled power who watches over the Horsemen's actions, ensuring they remain true to their purpose and maintain the delicate balance between chaos and order. The Arbiter does not intervene directly in the destruction wrought by the Horsemen, but they are the silent force that dictates when the Horsemen must rise, when one must fall, and when an Aspiring Seal is deemed worthy to take their place. They are an embodiment of inevitability, marking the threshold where the end and rebirth converge. The Arbiter ensures the eternal cycle of destruction continues, unimpeded, keeping the Horsemen and their replacements in check, their decisions shaping the course of apocalyptic destiny.
Dr. Dennis Kurama, the Intelligent Medic and Botanist, is the Keeper of the Seals. A brilliant mind with expertise in medicine and botany, Dr. Kurama is responsible for maintaining the seals that bind the Horsemen's powers. His knowledge of rituals and biological sciences allows him to unlock or reinforce these seals as needed. He also provides medical support and botanical remedies to the Horsemen, ensuring they remain at peak condition.
Name: Dr. Dennis Kurama | Epithet: Demon Rose Fox, Doctor
Race: Human-Mink (Fox) | Gender: Male | Occupation: Doctor of Medicine, Botanist
Height: 7'5" (Human Form) 9'5" (Sulong Form) | Date of Birth: Classified | Age: Classified
Title: The Harbinger of the End
In his normal human-mink form, he has bright green eyes and long vibrant red hair, with two long forelocks on either shoulder and the rest on his back. While in this form, he is occasionally mistaken for a beautiful female because of his long hair and delicate features, which he truly detests. He often wears his pink medical student uniform matching pink slacks and a jacket with gold trim.
Kurama has long, luxurious red hair that falls well past his shoulders. The vibrant red color is one of his most striking features. His hair is typically worn loose, with a few strands framing his face. The length and fullness of his hair add to his elegant and ethereal appearance. Kurama’s eyes are a vivid emerald green, which contrasts beautifully with his red hair. His eyes are almond-shaped, giving him a calm and composed look. They are expressive and can appear both gentle and piercing, depending on his mood. Kurama has a delicate, almost androgynous face with soft, symmetrical features. His complexion is fair and flawless, adding to his ethereal beauty. He has a straight, slender nose and finely shaped eyebrows that enhance his refined and noble appearance. His expressions are usually calm and serene, reflecting his composed and thoughtful nature.
Casual Clothing:
Kurama wears traditional Japanese clothing or casual outfits. One notable outfit includes a white and green traditional tunic, cinched at the waist with a sash. His casual clothes often feature earthy tones and natural colors, aligning with his affinity for plants and nature.
In Confrontation:
Kurama sometimes wears more practical attire, such as dark, form-fitting clothes that allow for ease of movement. These outfits are designed to be functional yet still retain an element of elegance.
Level 80, 80 × 5 = 400
Human Race Bonus: +16 in Strength, Speed, and Vitality | +24 in Haki Martial Arts Bonus: +5 in Speed Mind Race Bonus: +5 in Speed
It is one of his primary skill sets. The usage of the demon star and pop green seeds and his energy to manipulate plants. Typically, this is done by taking some inert portion of a plant, like a seed or a flower, and transforming it into either a weapon or a living plant. It has two types.
Green Star Seeds
Pop Greens (Green Star) are the seeds of a variety of hostile plants found in the forest of "Greenstone" in the Boin Archipelago. They can grow from seeds to full-sized plants in moments.
Techniques
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.
- Unranked, Minor stun: affected reacts slower slightly. lasts for 2 turns. Requires at least 31 mastery - 1 slot
Green Star Trampoline: 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.
- Unranked, requires 31 Mastery - 1 slot
Green Star Devil: The user throws a Pop Green to create 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 the enemy to move for 1 turn.
- DPR: C, requires 31 Mastery - 1 slot
Green Star Sea Devil: this plant floats on the sea, and is capable of swallowing the opponent along with boats. Preventing the enemy to move for 1 turn.
- DPR: C, requires 41 Mastery - 1 slot
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.
- DPR: B, requires 51 Mastery, AOE - 1 slot
Green Star Humandrake: The user throws a Pop Green on the ground that only triggers to attack opponents once they step on it, with the living roots it leaps off to the opponent causing them to get off balance.
- DPR: B, requires 51 Mastery, AOE - 1 slot
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.
- DPR: B, requires 51 Mastery, AOE - 1 slot
Demon Star Seeds
Demon Star is a seed cultured by Dennis himself inside the World Government facility. It is a fusion of the deadly Pop Green and an unknown chemical to use it more versatile and dangerously.
Demon Star Butterfly Petals: This plant appears as "wings", similar to that of a butterfly, on his back that doubles as a glider.
- Unranked, requires 31 Mastery - 1 slot
Demon Star Lamp Weed: Plants that act as markers for him to find his way back.
- Unranked, requires 31 Mastery - 1 slot
Demon Star Boaty Banana: The user throws a Demon Start Seed onto the water that turns into a banana-shaped boat. (31 Mastery)
- Unranked, requires 31 Mastery - 1 slot
Demon Star Flower Shuriken: The user throws a Pop Green that sprouts into several star-shaped plants that cut at the opponent.
- DPR: C, requires 41 Mastery, AOE - 4 slots
Demon Star Bamboo Forest: An strong technique that transforms the plant first into a spear, and then by striking the ground with the said spear, a large number of bamboo pikes burst out of the ground and impale the opponent several times.
- DPR: B, requires 51 Mastery, AOE - 4 slots
Demon Star White Blossom Toxic Explosion: He releases a stream of toxic smoke using a pop grenade that penetrates through opponents and leaves them poisoned.
- DPR C, Mid poison: does an average amount of damage (C rank). lasts for 4-5 turns. Requires at least 51 mastery
- DPR B, Major poison: moderate amount of damage each turn and resets if they are hit by anything that can mid poison or above up to a max of 3 times (B rank). lasts for 5-6 turns. Requires at least 71 mastery
- 1 slot
Demon Star Iron Grass Silver Fox: The user throws a Pop Green into the air which then sprouts into a grass that takes the shape of a fox. The bulb where it came from that is shaped like a wolf's nose can release a stunningly powerful shockwave that is three meters in diameter, which can shock an opponent.
- DPR: B, Moderate stun: affected reacts slower and has a minor headache. lasts for 3-4 turns. Requires at least 51 mastery - 1 slot
Demon Star Memory Recall Tree: Dennis can control the roots of the Okunenju and use them to attack his opponent and even hurdle their path and vision. The plant, however, takes 2 turns to grow and requires a large amount of energy to manipulate. It can last up to 4 turns.
- DPR C, requires 41 Mastery, AOE = Mastery x 5 - 6 slots
- DPR B, requires 61 Mastery, AOE = Mastery x 2 - 6 slots
- DPR: A, requires 81 Mastery, AOE = Mastery - 6 slots
Demon Star Death Tree: Death Tree is among his most deadly techniques, its spit is capable of melting flesh and bone in a matter of seconds.
- DPR: B, requires 41 Mastery - 4 slots
- DPR: A, requires 61 Mastery - 6 slots
Demon Star Realm Bowing Grass: A plant indigenous to South Blue. When grown with Haki, it mutates into a creature that responds to movements or heat by closing its leaves around its prey and crushing it to death.
- DPR: B, requires 41 Mastery, 41 COA - 4 slots
- DPR: A, requires 61 Mastery, 61 COA - 6 slots
Demon Star Bloodsucking Plant: A special Demon plant that can attach itself to its victim and drain them of their blood before blossoming into a beautiful, rose-like, flower once it has drained enough blood from its victim.
- DPR: A, requires 61 Mastery - 6 slots
Dennis does not only excel in medicine and botany. As a member of the World Government's Cipher Pol, he is far beyond ordinary humans!! He has been trained to hone his skills and overcome the limits of the human body. Thus, gaining the six superhuman fighting skills known as Rokushiki. Above all, he has culminated all these skills in one perfect form, his very own seventh form, Demon Rose Whip. A mixture of Rokushiki, Botany, Medicine, and Whip Fighting Styles all into one.
It is his signature where he uses his demon seeds to grow a rose from its seed state to its flowering state and then into a long thorny whip that's capable of cutting even through steel. With this, he is able to conceal the seeds of different plants with such stealth that the opponent doesn't realize it until it has already happened.
Techniques
Demon Rose Binding Technique: Dennis launches the rose whip that ties around an opponent's wrist, restricting their movements as long as he creates tension.
- Unranked, requires 11 Mastery, 11 Strength
Demon Rose Binding Spinner: Dennies launches the whip that spirals upwards and ties around his target's body. Then, when the rope is pulled with enough force, the enemy spins like a top, eventually collapsing from dizziness.
- DPR: D, requires 11 Mastery, 11 Strength
Demon Rose Binding Slam: After snaring an opponent with the rose whip, he throws them and slams them head-first into the ground.
- DPR: C, requires 11 Mastery, 21 Strength
Demon Rose Whip Sweep Attack: As the name suggests, Dennis targets the heel/feet of the opponent in order to lose their footing and/or make them fall. Mostly effective as a pre-requisite of a strong follow-up attack.
- DPR: C, requires 21 Mastery, 21 Strength
Demon Rose Binding Choke: Dennis ties the rose whip around an opponent's neck, choking them, and slams them to the floor. If the attack is super effective, it may result in beheading as it's pulled.
- DPR: B, requires 51 Mastery, 41 Strength
Demon Rose Whip: Dennis turns the rose into a whip, making it incredibly hard that he can use it as a weapon. He uses the rose whip he conjured to land the opponent a deep slash/cut due to its razor-sharp thorns.
- DPR: B, requires 41 Mastery, 41 Strength
Demon Rose Whip Thorn Wheel: He draws the Rose Whip and swings it around him in a circle, as rose petals scatter around and stun his opponents, while the wheel created from the whip unleashes crescent-shaped energy blades.
- DPR: C, Minor stun: affected reacts slower slightly. lasts for 2 turns. Requires at least 31 mastery
- DPR: B, Moderate stun: affected reacts slower and has a minor headache. lasts for 3-4 turns. Requires at least 51 mastery
Demon Rose Whiplash: Dennis swiftly slashes the whip in multiple directions rapidly with incredible speed and strength.
- DPR: A, requires 61 Mastery, 61 Strength
Demon Rose Spiralling Thorn Attack: Dennis launches the rose whip in a spiraling motion to slash his target.
- DPR: A, requires 61 Mastery, 61 Strength
Demon Rose Whip General Surgery: A multi-hit technique and a combination of his mastery of Botany and Medicine. He uses a rose whip to inflict not only cuts or slashes but lethal poisons as well. As he does his strikes, the rose whip also secretes splashes of crippling poison that when it touches the body, paralyzes them.
- DPR: S, requires 81 Mastery, 81 Strength, and 100 Medicine
- just needs 3 or more hits to actually paralyze with the poison
Demon Rose Whip Neurosurgery: He targets the body of his opponent with his rose whip infused with poison. If it hits anywhere on the target's body, it will affect their senses, they will perceive that everything is in slow motion but it's only their nervous system not functioning. Lasts 1 turn only.
- DPR: S, requires 81 Mastery, 81 Strength, and 100 Medicine
Demon Rose Whip Binding Fist of the Fatal Vines: Similar to the Rose Whip in that it is composed of a vine with thorns, but this time it grows around his arm and is wielded as a sword-like weapon. Used only as an attempt to deal with a deadly thrust or slash to the target. This attack is in fact created by what are essentially rose whips manipulated and entangled around his arm, creating a sharp piercing weapon that deals deadly poison, too.
- Deals Major Poison: moderate amount of damage each turn and resets if they are hit by anything that can mid poison or above up to a max of 3 times (B rank). Lasts for 5-6 turns. Requires at least 71 mastery
- DPR: S, requires 90 Mastery, 90 Strength, and 90 Medicine
- DPR: S+, requires 120 Mastery, 100 Strength, and 100 Medicine
Demon Rose Whip Super Luster Severe Rending Slash Mechanism Justice Breaker Punisher: - A more devastating form of the Demon Rose Whiplash as Dennis uses a great amount of power and attacking speed while using it in order to deal multiple slashes in one single swing of the whip. Ouch!
- DPR: S+, requires 100 Mastery, 100 Strength
Demon Rose Whip Binding Fist of the Fatal Vines Super Luster Severe Rending Thrust Mechanism Justice Breaker Punisher Rukougan: - It is Dennis' most devastating attack and form of the Demon Rose Whiplash. He grows around the rose whips his arm and is wielded as a sword-like weapon. He will then use a great amount of power and attacking speed while using it, fortified with both Haki and the principle of Rukougan. It sends out a devastating shockwave upon impact. The shockwave of which continues behind the target if it already registers, blasting anyone in its path.
- DPR: Z, requires 100 Mastery, 100 Strength, 100 Haki
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Demon Rose Petals Whirlwind: This technique is an alternate use of the Rose Whip Thorn Wheel, generating a whirlwind of razor-sharp rose petals-like air blades materializing in the palm of his hand and then swirling around him or across the targets, cutting the targets.
- DPR: C, requires 41 Mastery, 41 Strength, AOE
- DPR: B, requires 61 Mastery, 61 Strength, AOE
Demon Rose Dart Parade Shigan: Dennis throws a barrage of compressed-air rose darts to the target. This is strong enough to punch through a skull.
- DPR: C, requires 31 Mastery, 31 Strength
- DPR: B, requires 51 Mastery, 51 Strength
Demon Rose Whiplash Rankyaku: Dennis rapidly whips his weapon multiple times, aiming to cut his target/s while simultaneously unleashing air blades which each swing of his weapon, making it extremely hard to get past his attack.
- DPR: B, requires 41 Mastery in both, 41 Strength
- DPR: A, requires 61 Mastery in both, 61 Strength
Demon Rose Shigan Oren: This attack is simply a rapid-fire version of the normal Shigan technique using his rose whip that hits the enemy multiple times.
- DPR: C, requires 21 Mastery in both, 21 Strength
- DPR: B, requires 41 Mastery in both, 41 Strength
- DPR: A, requires 61 Mastery in both, 61 Strength
Demon Rose Circular Formation of Beautiful Crescent Tempest: Dennis spins rapidly as he swings his rose whip in spiral motion like a gymnast, manifesting a vortex of wind, that generates an omnidirectional release of dozens of air blades.
- DPR: S, requires 91 Mastery in both, 91 Strength
---------------
THE FIRST SEAL
The White Rider of Conquest and Pestilence
Scar embodies conquest and pestilence, riding a spectral white horse. He brings both the inspiration to conquer and the devastating plagues that can follow such ambition. His presence signifies the dual nature of progress and destruction.
Role: A relentless shepherd, wielding both the deception of conquest and the plague of pestilence, reshaping the world through domination and decay.
Scar is tall and muscular, with a build that balances agility and power, featuring broad shoulders, a well-defined upper body, and a lean, athletic frame that speaks to his intense physical conditioning. His hair is short, spiked, and dark, adding a rough, edgy quality that accentuates his sharp features. His eyes are intense and often narrowed, with a cold, light hue that matches his stern demeanor, capable of delivering a piercing, unyielding gaze. Scar's clothing is battle-ready, featuring practical elements like straps, protective padding, and rugged textures that reflect his life of survival and combat, often in dark colors that suit his hardened lifestyle.
Scar is a calm, opportunistic individual with a passionate commitment to his ideals, driven by a unique perspective on the world. He vehemently opposes any efforts to suppress his vision, believing in the creation of a new world after a harrowing upheaval—a twisted sense of evolution that he views as necessary for progress. Scar is a highly disciplined figure, adhering strictly to his personal code, and his actions are rooted in cold pragmatism rather than impulsive or erratic behavior. His demeanor is often stoic and calculating, marked by ruthless efficiency in both his combat style and his methods. Scar’s intense focus and control over his emotions prevent him from being swayed by unprovoked aggression or irrational decisions, making him appear emotionally detached or excessively calculated.
Despite his stoic and reserved nature, Scar is also known for his dramatic flair, cunning manipulation, and a tendency to frame his ideals through metaphorical stories, like the fable of the shepherd and his flock of lambs. He enjoys banter and games, valuing multiple perspectives and seeking those who are willing to engage with his worldview. Scar introduces himself as a "cruel and twisted maniac," but presents his actions as honest and genuine, albeit manipulative at times. While he may seem unpredictable due to his mysterious persona, he operates with clear boundaries and a strict adherence to his vision. Scar sees himself as a rebel, self-identifying with the black lamb in his fable, someone who breaks the rules to challenge the status quo. His sense of evolution and purpose drives him to reshape the world according to his ideals, making him a calculating and dynamic figure whose actions are tempered by a sense of practicality rather than malice.
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
Poker Heat, Art of Flaming Cards
Landayan Morrow a.k.a., “The Gambit” is highly skilled in Poker Heat Martial Arts. This fighting technique focuses on both metal card throwing and closed-quarter combat to impale, cut or slash its target.
The damage varies generally depending on the amount of speed and force used to channel an attack. Some attacks are being launched in an acrobatic form which boosts the damage it incurs to the target and there are also attacks that use an air-compressed projectile to increase its total destruction.
The back of every cards design:
Ranged Attacks Require a minimum of 21 Strength and 21 Poker Heat Mastery. The amount of cards you can carry is determined by your mastery.
Melee Attacks Require a minimum of 21 Strength and 11 Poker Heat Mastery.
At 11 mastery you get a total of 26 cards.
At 21 mastery you get a deck of cards.
At 41 mastery you get 2 decks of cards and can throw them swiftly and rapidly so that they can catch fire during the release.
At 51 mastery you get 3 decks of cards.
At 61 mastery you get 4 decks of cards.
At 81 mastery you get 5 decks of cards.
At 100 mastery you get 6 decks of cards.
At 120 mastery you get 8 decks of cards and create an S+ rank ranged attack.
Range Mechanics:
For every Poker Heat Mastery stat point, you have a 1-meter range. (i.e. 81 MA = 81 meter range and 120 MA = 120 meters)
RANGED ATTACKS
Three-of-a-kind: The first ability Gambit named consists of launching 3 metal cards to at most 3 targets, piercing through the specific body part he targeted. He could also fire these cards to a single target, accumulating all the potential damages it could incur. - DPR C each card, requires 31 Strength, 31 MA Mastery
Straight: An enhanced version of Three-of-a-kind and the second technique he learned and named. Instead of 3, he fires 5 metal cards to at most 5 targets. - DPR C each card, requires 41 Strength, 41 MA Mastery
Flush: This technique focuses on slashing and burning the entire body of his opponent from the belly to its chest by projecting a single flaming card in a very low position and in a curveball motion. - DPR B, requires 51 Strength, 51 MA Mastery
Aerial Flush: This technique focuses on slashing and burning the entire body of his opponent from one side to another by projecting a single flaming card in a crescent-shaped motion. - DPR B, requires 51 Strength, 51 MA Mastery
Bent Flush: Gambit throws are not an ordinary way of card-throwing. Instead of a linear way, it is thrown in a bent trajectory but is still as accurate as it has to be. - DPR B, requires 51 Strength, 51 MA Mastery
Straight Flush: Gambit throws are not an ordinary way of card-throwing. Instead of a linear way, 5 metal cards are thrown in a bent trajectory but is still as accurate as it has to be. - DPR B (each card), requires 51 Strength, 51 MA Mastery
Full-house: This technique is comparable to a homing attack (but not actually one) which focuses on marksmanship and true shot. To make this work, Gambit will throw 5 flaming metal cards simultaneously and almost fasten them together, making it appear like a single card is thrown. When the cards are close to the opponent, the cards will swiftly scatter in five different directions, before hitting the opponent. The objective is to surprise the opponent by letting them think that it's just a simple horizontal formation of cards aiming for a single target. - DPR B each card, requires 61 Strength, 61 MA Mastery
Four-of-a-kind: This technique is both offensive and defensive. The user rapidly throws a rocket-like formation of 16 flaming cards aimed to push the opponent's weapon or incoming attack. If they clashed, then the said attack is used as a defensive measure. You can subtract the DPR from each clashing attack and the attack with a higher DPR will win the clash and the remaining DPR will continue toward its target. - DPR A, requires 71 Strength, 71 MA Mastery
Dragon Suit: This technique appears to be initiated by an upward spinning swing at which point Gambit rapidly released all 26 metal cards at once which quickly form into a dragon-like projectile of flaming metal cards. It attacks the target aiming to swallow them, at which point they are cut by the spiralling metal cards inside the attack and subsequently burning them due to the fire it created upon release. - DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
Poker Heat, Royal Flush: The user leaps into the air, launching 54 flaming diamond-made cards one after another down to the target/s.
Gives turn-based +10 stat boost in Strength or +20 sub-stat boost in MA
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20) - DPR S+, requires 110 Strength, 120 MA (single target)
Ace of Diamond: Gambit does an outstretched bent or linear throw of a single diamond-made card that surpasses the peak of his range (MA mastery x 1.5). - DPR S+, requires 100 Strength, 120 MA
AIR SLASHES
Crescent Moon: The user unleashes a rapidly spinning crescent-shaped air-compressed projectile by swinging his metal card across the air. - DPR C, requires 31 Strength, 31 MA Mastery
- DPR B, requires 51 Strength, 51 MA Mastery
Lunar Eclipse: The user unleashes a rapidly spinning round-shaped air-compressed projectile by swinging his metal card while spinning. - DPR B, requires 51 Strength, 51 MA Mastery
- DPR A, requires 71 Strength, 71 MA Mastery
Total Eclipse: The user unleashes 3 rapidly spinning round-shaped air-compressed projectiles by swinging his metal card while spinning which blasts anyone inside its path. - DPR A, requires 71 Strength, 71 MA Mastery
- DPR S, requires 91 Strength, 91 MA Mastery
Dances Helical Crusade: The user unleashes a rapidly spiralling helical air-compressed projectile by swinging his card in a circular motion, cutting through anyone in its path before landing on his prime target. - DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)
Shadow Fang: The user leans forward (or downward if above the target) and launches a lightning-fast combination of upward and overhead slashes. It unleashes an air-compressed projectile that resembles a wolf trying to devour anyone in its path before landing on its prime target. - DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)
Lucifer Morningstar:
With the card in each hand or using his vampiric claws, Gambit rapidly whirls while doing an upward swipe with his lead arm, followed by a backhand swipe with his rear arm one after the other. It creates a rotating column of flames and highly compressed air about 2 meters in diameter. It can destroy everything inside its attack radius and path. The mixture of the two elements complements each other which magnifies its destructive potency. With his newfound vampiric ability, it is way stronger and can now propel in any direction and chase the target at will, instead of sheer vertical ascension.
- Damage scales off Strength - DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16)
- DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)
Fortress of Darkness, All-in!!: With a card in each hand, Gambit recalls all the sufferings he had. Out of rage, he leaps into the air and focuses all his power and speed on his hands. He then swings the cards rapidly 54 times which launches the same number of 3-feet-long air and slashes down to his targets.
Gives turn-based +10 stat boost in Strength or +20 sub-stat boost in MA - DPR S, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20)
- DPR S+, requires 110 Strength, 120 MA (single target)
CLOSE-QUARTER COMBAT
Forlorn: A close-range horizontal/diagonal/vertical slash to the target. - DPR B (stomach/sides), requires 41 Strength, 41 MA Mastery
- DPR B (hands), requires 41 Strength, 41 MA Mastery
- DPR A (chest), requires 61 Strength, 61 MA Mastery
- DPR A (back), requires 61 Strength, 61 MA Mastery
- DPR A (limbs), requires 61 Strength, 61 MA Mastery
Somersault Edge: With a card in hand, the user somersaults above the opponent and delivers a deadly slash to the opponent's back up to the back of the skull during his flip. - DPR A, requires 61 Strength, 61 MA Mastery
- DPR S, requires 81 Strength, 81 MA Mastery
Cyclone: The user spins towards the target in order to block the incoming attacks and distract its vision so that his upcoming moves cannot be easily predicted. He will continuously advance and dodge other attacks (if there are any) and eventually cut through the opponent's torso with the cards he holds in each hand. - DPR A, requires 61 Strength, 61 MA Mastery (signal #1)
- DPR S, requires 81 Strength, 81 MA Mastery (signal #2)
- DPR S+, requires 100 Strength, 100 MA Mastery (signal #3)
Midnight Boomerang: With 2 cards in hand, the user kicks off towards the opponent and spins rapidly before he lands four nearly simultaneous elliptical slashes to the torso. - DPR A, requires 61 Strength, 61 MA Mastery (dusk)
- DPR S, requires 81 Strength, 81 MA Mastery (midnight)
- DPR S+, requires 100 Strength, 100 MA Mastery (dawn)
Hundred Years of Solitude: A close-range slash to the opponent's neck/throat. - DPR S, requires 81 Strength, 81 MA Mastery (lifetime)
- DPR S+, requires 100 Strength, 100 MA Mastery (eternity)
Guardian of Shadows: The user rapidly swings his card and spins thrice, slashing anyone inside his range. - DPR S, requires 91 Strength, 91 MA Mastery (AoE: 91/5=19)
Midnight Solitaire, All-out!!: With a card in both hands, the user dashes towards the target/s and starts to slash anyone he desires, one slash after another until he reaches his 12th slash. If there's only one enemy, he will absorb all 12 slashes. If there are two, they will receive 6 each. - DPR S+, requires 100 Strength, 100 MA Mastery
Namor McKenzie, also known as the Emperor of the Deep, represents war. Riding a crimson horse, he commands the might of the oceans and brings conflict wherever he goes. His dominion over the seas makes him a formidable warrior both on land and underwater.
Role: Namor incites and directs wars, using his tactical brilliance and control over marine forces to overwhelm enemies. He is the Horsemen's primary offensive strategist.
Namor McKenzie is a royal prince of Atlantia and the Ocean Master himself. He saved Gambit's life from drowning during his initial defeat against Pirate Legend Shiki. After that, he joined forces with the pirate prince and journeyed alongside him in the Germa Kingdom and Onigashima.
Namor has a muscular and athletic build, befitting a king and warrior. His physique is well-defined, showcasing his strength and agility. Namor has slicked-back, jet-black hair that often appears wet, emphasizing his connection to the ocean. His eyes are a piercing blue-green, reminiscent of the sea. They are sharp and intense, reflecting his regal and authoritative nature. Namor has a strong, chiseled jawline and high cheekbones, giving him a regal and commanding appearance. His facial expressions often convey a sense of superiority and determination.
Namor often wears minimal clothing to emphasize his aquatic nature and ease of movement in water. This typically includes green scaled trunks or a loincloth. At times, he is depicted wearing golden or green armor with Atlantean designs, including pauldrons, bracers, and a chest piece that highlight his royal status.
Namor sometimes wields a trident, symbolizing his authority as the ruler of Atlantis and his prowess in combat.
Level 70, 70 x 5 = 350
Fishman Race Bonus: +28 in Strength and Vitality | +7 in Speed Martial Arts Bonus: +5 in Strength, Speed, and Vitality
Cursed Trident
Namor wields the Cursed Trident, Neptune which allows him to control the water similar to Fishman Karate. But instead of using his arms, he channels his energy and the water he controls onto his weapon to use them in combat.
Ocean Sprint: The technique allows the users to move at a disappearing speed in order to avoid attacks or to attack at an incredible speed and with greater power. To do this, Namor harnesses water and wets the ground. And by pressing his trident multiple times against the water or wet ground, he can surpass his movement speed limit. The user's movement speed is increased by Mastery/5. 11-40 mastery: 3-turn cooldown
41-80 mastery: 2-turn cooldown
81-100 mastery: 1-turn cooldown
Arabesque Tile True Thrust: The user punches at a fair distance from the intended target(s), so instead of the fist connecting, it uses the water vapour in the air to release a shock wave that sends them flying. This move is similar to Bartholomew Kuma's Pad Ho with the only difference being that the shock waves are not concentrated upon being released; but in exchange, it has a much wider area of effect. This move has a delayed effect, as the shock wave takes a while to affect the opponent(s). - DPR: D, requires 61 Cursed Trident, Neptune, 61 Strength
Hundred Tiles True Thrust: A hard thrust that can send an opponent flying. It can break through one hundred tiles. - DPR: C, requires 21 Cursed Trident, Neptune, 21 Strength
Death by Pressure Plunge: Done underwater, the user grabs his opponent using the prongs of his trident, then swims extremely fast to the ocean floor where the pressure of the ocean wreaks havoc on the opponent's body. - DPR: C, requires Cursed Trident, Neptune, 21 Strength, and 41 Movement Speed
Sea-Speed Stomach Savage Slash: An underwater attack, the user darts forward and uses the momentum to deliver a savage slash to the opponent's stomach. - DPR: B, requires 41 Cursed Trident, Neptune,, 41 Strength, and 41 Movement Speed
Thousand Tile True Thrust: A hard thrust that can send an opponent flying. It can break through one thousand tiles, and kill a human with one shot. - DPR: B, requires 41 Cursed Trident, Neptune, 41 Strength
Spear Wave: A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures. - DPR: B, requires 51 Cursed Trident, Neptune, 51 Strength
Sharkskin Trident Block: A simple block using the trident with enough force behind it to slap away a sword swing. - DPR: B, requires, 41 Cursed Trident, Neptune, 61 Strength
Ocean Drum: The user strikes the water in front of him pushing it at his opponent and sending three diagonal shockwaves through it. - DPR: B, requires, 51 Cursed Trident, Neptune, 51 Strength
Trident Slam: A downward pound or an upward strike to the target. - DPR B: requires 41 Cursed Trident, Neptune, 41 Strength
Stingray Sweep: A fast-spinning sweep using the trident. - DPR B: requires 41 Cursed Trident, Neptune, 41 Strength
(Great) Water Shot: The user hurls a simple droplet of water at his opponent, which can become a deadly bullet with the kinetic force created by their immense Fishman strength. - DPR: B, requires 51 Cursed Trident, Neptune, 51 Strength
- DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength
Five Thousand Tile True Thrust: A hard thrust that can send an opponent flying. It can break through five thousand tiles, and kill a human with one shot. - DPR: A, requires 61 Cursed Trident, Neptune,, 61 Strength
Sea Surface Splitter: Using a trident slam, the user can split the very ocean itself in order to send a shock wave to attack an enemy. - DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength
Arrow Military Shark: The user first wets his trident, then he uses his massive strength to throw many drops of water, which are converted into deadly arrows through mere kinetic force. - DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength
Great Canon Military Shark: A larger version of a normal Yabusame. The water droplets act more like blunt cannonballs causing dents in the deck of a ship than like arrows. - DPR: A, requires 71 Cursed Trident, Neptune, 71 Strength
Mighty Reliant Piercing: One of his most powerful techniques. The user hurls a pack of water in his trident and shoots a powerful water shock wave that pierces through his opponent's body. - DPR: S, requires 100 Cursed Trident, Neptune, 81 Strength
Trident Prison: Namor traps the weapon he blocks in between the prongs of his trident before twisting or pushing it away, leaving the opponent wide open for a follow-up blow. - DPR S, requires 81 Cursed Trident, Neptune, 81 Strength
Trident Spin: Namor spins his trident rapidly over his head that it creating a strong circular offence and defence. - DPR S, requires 81 Cursed Trident, Neptune, 81 Strength
Leisure Silk Torrent: Namor waves both arms at great speed and uses his strength to disperse incoming attacks with the humidity around him. This move is highly effective against fire but can also be used as an offence. - DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength
Rising Namor: Namor copies this ability from Gambit but instead of wind and fire, Namor rapidly spins with his trident lifted over his head. From that spin, a whirlpool gathers around him. He will then leap midair before launching himself at the opponent for a devastating blow. - DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength
For Atlantia: Namor's second strongest attack. He concentrates a huge sum of water around his trident, turning it into an orb before charging toward the opponent for a crushing forward strike. - DPR S+: requires 100 Cursed Trident, Neptune, 100 Strength
Secret Technique, Atlantia True Thrust: Namor delivers a powerful thrust using the Busoshoku: Koka technique without connecting to its real target. It is able to generate a powerful black lightning-charged shockwave. - DPR S+, requires 100 Cursed Trident, Neptune, 100 Strength, 100 COA
Ultimate Technique, Emperor of the Deep: Using Trident, Namor harnesses a huge volume of water inland or at sea and shapes it like a group of sea kings, soaring into the sky before diving into the target, devouring them. - DPR Z, requires 100 Cursed Trident, Neptune, 100 Strength, 100 COA
Fishman Karate Requirements: 21 Minimum Mastery. Must be a fishman or be taught by Jinbei.
The Fishman Karate is an unique fighting style of fishmen and mermen. They employ the use of water and water vapor in conjunction with devastating karate moves. Used underwater, the techniques gain a boost of power, able to control the water as a solid object in conjunction with karate.
Karakusagawara Seiken (literally meaning "Arabesque Tile True Punch"): The user punches at a fair distance from the intended target(s), so instead of the fist connecting, it uses the water vapor in the air to release a shock wave that sends them flying. This move is similar to Bartholomew Kuma's Pad Ho with the only difference being that the shock waves are not concentrated upon being released; but in exchange, it has a much wider area of effect. This move has a delayed effect, as the shock wave takes a while to affect the opponent(s). Requirements: 61 Mastery, 61 Strength Destructive Potency Rank: D
Hyakumaigawara Seiken (literally meaning "Hundred Tile True Punch"): A hard punch that can send an opponent flying. It can break through one hundred tiles. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Wanto Giri (literally meaning "Arm Blade Slash"): The user slams their arm-fin into the back of their opponent's neck. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Itomaki Kumite (literally meaning "Devilfish Sparring"): Done underwater, the user wraps their ponytail around the opponent's waist to prevent them for escaping. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Ka Ka Kakato Otoshi (literally meaning "Fire Flower Heel Drop"): The user spins and hits his opponent with the heel of his foot. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Kachiage Haisoku (literally meaning "Rising Thrust-Kick"): An inner-sole kick to the chin of the opponent. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Jodan Bakusho (literally meaning "High-Rank Exploding Palm"): This is an open-palm attack to the chin of the opponent. Requirements: 21 Mastery, 21 Strength Destructive Potency Rank: C
Appakushi Chokka Koro (literally meaning "Death by Pressure Plunge"): Done underwater, the user grabs his opponent then swims extremely fast to the ocean floor where the pressure of the ocean wreaks havoc on the opponent's body. Requirements: 21 Mastery, 21 Strength and 41 Movement Speed Destructive Potency Rank: C
Kaisoku: Harakudashigeri (literally meaning "Sea-Speed Stomach Drop Kick"): An underwater attack, the user darts forward and uses the momentum to deliver a savage side kick to the opponent's stomach. Requirements: 31 Mastery, 31 Strength and 31 Movement Speed Destructive Potency Rank: B
Senmaigawara Seiken (literally meaning "Thousand Tile True Punch"): A much stronger version of the Hyaku Maigawara Seiken. It can break through one thousand tiles, and kill a human with one shot. Requirements: 41 Mastery, 41 Strength Destructive Potency Rank: B
Yarinami (literally meaning "Spear Wave"): A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures. Requirements: 61 Mastery, 41 Strength Destructive Potency Rank: B
Samehada Shotei (literally meaning "Sharkskin Palm Block"): A simple palm block with enough force behind it to slap away a sword swing from the shadow-powered Gekko Moriah. Requirements: 41 Mastery, 61 Strength Destructive Potency Rank: B
Uchimizu (literally meaning "Water Shot"): The user hurls a simple droplet of water at his opponent, which can become a deadly bullet with the kinetic force created by their immense fishman strength. Requirements: 41 Mastery, 41 Strength Destructive Potency Rank: B
Soshark (literally meaning "Rough Shark"): The user uses his tremendous strength and grip to crush large walls of stone. Requirements: 21 Mastery, 41 Strength Destructive Potency Rank: B
Mizugokoro (literally meaning "Water Heart"): The primary technique of this style that the user initiates by first performing a bowl-shaped gesture with his webbed hands (one hand over the other) while underwater right before giving the water itself around him a mighty yank. This allows the user to physically grab and redirect currents as if he were manipulating cloth. Requirements: 81 Mastery, 61 Strength Destructive Potency Rank: B
Kairyu Ipponzeoi (literally meaning "Sea Current Lifter"): A technique used by the user performed after Mizugokoro. He heaves the current upward, where it erupts from the ocean surface as a towering stream of water. Requirements: 81 Mastery, 61 Strength Destructive Potency Rank: B
Umidaiko (literally meaning "Ocean Drum"): The user punches the water in front of him pushing it at his opponent and sending a shockwave through it. Requirements; 61 Mastery, 41 Strength Destructive Potency Rank: B
Samegawara Seiken (鮫瓦正拳 Samegawara Seiken?, literally meaning "Shark Tile True Punch"): A powerful straight punch that is strong enough to send the shadow-powered Gekko Moriah reeling. (61 Mastery, 61 Strength) Destructive Potency Rank: A
Nanasenmaigawara Mawashigeri (literally meaning "Seven Thousand Tile Roundhouse Kick"): The user performs a roundhouse kick, which is strong enough to block the gigantic Wadatsumi's punch and break one of his fingers. Requirements: 61 Mastery, 61 Strength Destructive Potency Rank: A
Kaimen Wari (literally meaning "Sea Surface Splitter"): Using a karate chop, the user can split the very ocean itself in order to send a shock wave to attack an enemy. Requirements: 61 Mastery, 61 Strength Destructive Potency Rank: A
Gosenmaigawara Seiken (literally meaning "Five Thousand Tile True Punch"): A much-stronger version of the Senmaigawara Seiken. It is a very powerful punch, able to knock out a Jailer Beast in one strike. It is used like an uppercut, rather than a straight punch, sending the opponent flying skywards. Requirements: 61 Mastery, 61 Strength Destructive Potency Rank: A
Yabusame (literally meaning "Arrow Military Shark"): The user first wets his arm, then he uses his massive strength to throw many drops of water, which are converted into deadly arrows through mere kinetic force. Requirements: 81 Mastery, 41 Strength Destructive Potency Rank: A
Yonsenmaigawara Seiken (四千枚瓦正拳 Yonsenmai-gawara Seiken?, literally meaning "Four Thousand Tile True Punch"): A much-stronger version of the Senmaigawara Seiken. It is a very powerful straight punch that sends the opponent bigger than the user flying backwards.(61 Mastery, 61 Strength) Destructive Potency Rank: A
O Uchimizu (literally meaning "Great Water Shot"): Similar to a normal Uchimizu, but much larger in size. Requirements: 81 Mastery, 61 Strength Destructive Potency Rank: A
O Yabusame (literally meaning "Great Arrow Military Shark"): A larger version of a normal Yabusame. The water droplets act more like blunt cannonballs causing dents in the deck of a ship than like arrows. Requirements: 81 Mastery, 61 Strength Destructive Potency Rank: A
Gyojin Karate Ogi: Buraikan (literally meaning "Fishman Karate Secret Technique: Mighty Reliant Piercing"): Possibly the most powerful technique of Fishman Karate seen so far, The user hurls a pack of water in his hands and shoots a powerful water shock wave that pierces through his opponent's body. Requirements: 100 Mastery, 81 Strength Destructive Potency Rank: S
Murasame (literally meaning "School of Shark"): The user throws the water which takes the shape of a flock of sharks which bite his opponent. It is essentially a more powerful version of his Yabusame technique. Requirements: 100 Mastery, 81 Strength Destructive Potency Rank: S
Arsenals:
>Cursed Trident, Neptune
>Ocean Master S-rank Armor - S-rank Armor(requires 85 Science): Destroyed after a small country level attack or 3 island level attacks (85 strength to use) - 38 invention points
*requires pacifista armour looted
THE THIRD SEAL
The Black Rider of Famine and Plague
Roland, known as Flambeau and also The Jester, is the embodiment of famine and plague, riding a black horse. His dual identity reflects the complexity of his nature: Flambeau brings famine and The Jester revels in the chaos that follows.
Roland uses his abilities to cause scarcity and disease, disrupting societies and creating the conditions necessary for the Horsemen's objectives to be met. His unpredictable nature as The Jester makes him a wild card in their plans.
Name: Roland | Epithet: "Flambeau" / "Jester" ("The Fool")
Age: 20 | Gender: Male | Height: 178 cm | Weight: 70 kg | Race: Lunarian
[Full Appearance]
*Obtained by purchasing King Title
Roland is a young man, likely in his early twenties, with a lean and athletic build. His short, spiky hair is a striking silver color, styled in a way that suggests both meticulous care and a readiness for action. The hair has a slight tousled look, giving him a rugged and dynamic appearance. Roland's facial features are sharp and defined. His eyes are a vibrant red, glowing with intensity and focus, which stands out starkly against his pale skin. His expression is one of confidence and determination, with a hint of a smirk suggesting a fearless or defiant attitude.
Roland's outfit is a high-tech, combat-ready suit that hugs his form, emphasizing his agility and readiness for battle. The suit is predominantly black, made of a sleek, durable material that appears both flexible and protective. The suit is adorned with gray and metallic armor plating on the shoulders, chest, arms, and legs. These plates are intricately designed, with a futuristic aesthetic that suggests advanced technology and superior craftsmanship. Red accents are strategically placed throughout the suit. These include glowing lines and markings that run along the edges of the armor plates and the seams of the suit. These red elements not only add to the visual appeal but also suggest the presence of energy conduits or circuitry within the suit. The suit includes several utility pouches and tech gadgets attached to the belt and chest area, hinting at Roland's preparedness for various combat scenarios.
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
Range: At 100 mastery = 100 (Mastery) + 10 x 2 meters = 220 meters
x5 S+ Rank Bullets
x25 S Rank Bullets
x5 A Rank Muggy Balls
Unlimited A Rank Bullets
Unlimited B Rank Bullets
Unlimited C Rank Bullets
Unlimited D Rank Bullets
Nightvision and Sniper scope for Rifle
Auto-Refilling Pistol and Rifle
Half Range but widespread per shot
Pump action with 10 shots
Cursed Gun: Detonator, 68 mastery in gunslinging, 65 reaction speed. Makes bullet fired from it slightly explosive. Gives normal bullets AOE, doesn’t work on any other types of bullets including Seastone. Test: impress the spirit with your shooting.
Requirements: 41 Minimum Mastery. Must defeat the leader of the Happo Navy.
This fighting style allows the user to control vibrations around their limbs to generate shock waves. This shockwave is powerful enough to destroy a metal shield or defeat a strong man easily. These attacks are reverberating, causing defenses to shatter. The only drawback is that the shockwaves can be countered by a significant amount of force
Bujaogen (literally meaning "Military Leg Heel"): Sai kicks his target while emitting the Hasshoken shock wave. This allows him to shatter defense while kicking through his target. Requirements: 31 Mastery, 31 Strength Destructive Potency Rank: C
Buto (literally meaning "Military Head"): Chinjao jumps in reverse and headbutts the enemy. The strike is strong enough to stop Cavendish's Durandal and creates a shockwave while clashing. Requirements: 41 mastery, 41 Strength Destructive Potency Rank: B
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): The Hasshoken secret technique bestowed upon his leg upon proving his might against his predecessor. Sai performs cartwheels while imbuing his leg with Busoshoku Haki, and then performs a kick with vibrations emitting from said leg. Requirements: 61 mastery, 61 strength, 61 haki Destructive Potency Rank: A
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): A secret Hasshoken technique that Chinjao was able to perform thanks to his drill-shaped head. Chinjao hardens his head with Busoshoku Haki and headbutts the target. It was strong enough to split open layers of ice that not even fire or axes could breach. Requirements: 81 mastery, 81 strength, 61 haki Destructive Potency Rank: S
- Dash: Self-explanatory, follows Soru rulings.
- Armsel Strike!: Using vibrations through punches, causing the shockwaves to go through their body and mess up their insides. [ A Rank]
61 mastery, 61 str
- Parabellum!: A very fast punch that lacks in strength, often used by the not dominant arm. Has an alternate version where Kallavan unleashes a flurry of fists. [ A Rank]
61 mastery, 61 str, 61 movement
- Henschel : User punches the air and releases the shockwave like a projectile towards the opponent. [ A Rank]
71 mastery, 71 str
- Thunderclap: By clapping his hands together one can release an outwards expanding shockwave that pushes the enemy away. Mostly used to reset combat encounters. [ A Rank]
81 mastery, 81 str
- Tsubame gaeshi: By twisting into an attack made by the opponent, the user is able to redirect that energy against them, resulting in a kicking or punching counterattack that is stronger than would normally be launched. While the attack appears to be counter the damage from said attack is definitely felt by the one receiving it as he flows it through his body while also adding his own attack into the mix. [ B Rank but can be elevated through the opponents' attack. Granted that the opponent can tank the attack. ]
51 mastery, 51 reactions. Also requires mastery to be a tier above their own
- Tremor: The user stamps their foot, releasing powerful vibrations into the ground causing the area to shake violently. [ C Rank]
31 mastery, 31 str
-Kia: A reverse thunderclap that instead of being one direction is omnidirectional. However, due to the nature of the attack, its power potential is greatly diminished compared to the regular thunderclap. Can be used through one’s hands or simply through the vocal cords. [ B Rank]
61 mastery, 61 str
-Howitzer strike: An attack that places rotation into the mix of a regular punch. The user twists his arm allowing for an even greater force to be executed upon impact. [ S Rank]
81 mastery, 81 str
-Artillery!
Punching rapidly in front of himself, Kallavan creates a barrage of ranged shockwaves. The raw destructive power capable of ruining the land. A-Rank 71 mastery, 71 str
-Gamma Mörser!
One of Kallavan's most powerful techniques. Kallavan lunges forward, punching with so much force, it creates his most powerful shockwave that is capable of going through almost anything. Although the latter is self proclaimed.
S-Rank 81 mastery, 81 str if non ranged; 91 in both if it is
-Sanshikidan
A powerful downward punch that delivers a large shockwave into the ground that expands outward. B-Rank 51 mastery, 51 str
-Hasshoken Ogi: Chōbakuretsumaha
Kallavan creates an omni-directional barrage of thin and sharp shockwaves that seemingly strike out of nowhere from a flurry of punches.
S+-Rank 100 mastery, 100 str
Adrian Fahrenheit Ţepeş, known as The Sleeping Soldier, represents death. Riding a pale horse, he has the power to bring about the end of life with a mere touch. His long periods of dormancy belie the immense power he wields when awakened.
Adrian is the ultimate enforcer of finality. He is called upon to end conflicts decisively, using his deathly powers to bring swift closure to the Horsemen's campaigns.
Name: Adrian Fahrenheit Ţepeş | Epithet/Alias: "The Sleeping Soldier"
Hair: Blond or white | Hair: Long, Black
Eyes: Yellow | Eyes: Dark
Gender: Male | Height: 190.5cm (6'3") | Weight: Over 200
Adrian Tepes is a tall individual, standing about 6 feet seven inches tall. He maintains a lean yet muscular build, having no real bulk to his muscles but being ripped. He has long blonde hair and bright blue eyes and his teeth seem to have grown in a natural fang-like formation
Alucard has long, flowing, platinum blonde hair that cascades down to his lower back. His hair is silky and well-maintained, adding to his ethereal and otherworldly look. His eyes are a striking gold color, often glowing with a supernatural light. They are sharp and reflective of his mixed heritage and inner conflict. Alucard has a pale complexion and finely chiseled features, with high cheekbones and a straight nose. His expressions are often stoic and contemplative, reflecting his centuries-old wisdom and inner turmoil.
Alucard typically wears a long, black and gold coat with intricate designs and patterns. The coat is elegant and regal, fitting his noble status. Beneath the coat, he wears a white shirt with a high collar and dark trousers. His outfit is both practical and stylish, suitable for combat and movement.
Alucard wields a beautifully crafted, long sword with a ornate hilt. The sword is a symbol of his prowess in combat and his noble lineage.
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
Forlorn: Gambit does a normal swing of his scythe in any direction of choice. - DPR: B, requires 41 Mastery, 41 Strength
Agony: A thrust using the pointed tip of the scythe - DPR: B, requires 41 Mastery, 41 Strength
Unseen: Another disarming/counter technique. Gambit attempts to snap the attacking limb off the progression or in the case of weapon wielders, the gripping hand. - DPR: B, requires 41 Mastery, 41 Strength
Demon Edge: A disarming/counter technique. The user traps incoming attacks between the tip and the concaved surface of the scythe. Sliding or waxing it off before against the other weapon or limb, he will impale the body of the opponent. - DPR: A, requires 61 Mastery, 61 Strength
Somersault Edge: With a card in hand, the user somersaults above the opponent and delivers a deadly slash to the opponent's back up to the back of the skull during his flip. - DPR: A, requires 61 Mastery, 61 Strength
Cyclone: The user spins towards the target in order to block the incoming attacks and distract its vision so that his upcoming moves cannot be easily predicted. He will continuously advance and dodge other attacks (if there are any) and eventually cut through the opponent's torso. - DPR: A, requires 61 Mastery, 61 Strength, 61 Movement
Hundred Years of Solitude: Gambit dashes forth the opponent and lands a deadly slash. - DPR: A, requires 61 Mastery, 61 Strength, 61 Movement
Scorching Metal: The user rapidly twirls the weapon with his two hands as if seeing a propeller in flames, then swings it up, projecting a circular formation of flames that travels fast towards the target. - DPR: S, requires 81 Mastery, 81 Strength
Guns N' Roses: A multi-strike technique and a scythe version of his original Guns N' Roses Jutte style. Gambit strikes using his scythe multiple times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE. - DPR: S, requires 100 Mastery, 100 Strength
Grim Reaper's Dance: Gambit outstretches his arm and swings the scythe in a circle, generating an air slash that propagates in all directions. - DPR: S, AOE requires 100 Mastery, 100 Strength
Midnight Boomerang: A scythe version of his original Card Melee Technique. Gambit kicks off towards the opponent and spins his scythe rapidly around his body and lands four nearly simultaneous elliptical slashes to the torso. Each of the attacks has different levels of destruction. If infused with flames, the damage escalates one tier up. - DPR: S+, requires 100 Mastery, 100 Strength, 100 Movement
Goddamn Death Scythe: This attack should be considered the ultra-skill of Goddamn Death Scythe. The user jumps in the air at lightning speed. Then he channels all his energy into the weapon. And as it catches fire, he will then flip multiple times while falling down to the target before launching an overhead strike to its head which leaves them bursting in flames. - DPR: S+, requires 100 Mastery, 100 Strength, 100 Movement
The Aspiring Seals: The Quest to Become One of the Four Horsemen
In a world plagued by eternal strife, two ambitious individuals, known as the Aspiring Seals, strive to ascend to the ranks of the Four Horsemen of the Apocalypse. Bound by a shared desire to claim the power and prestige of this fearsome position, they wait for the moment to temporarily fill in the role and show they can handle the responsibility of the role. It is in this grim opportunity that they see their path forward—one must take the place of the fallen and become one of the chosen harbingers of destruction.
These two Seals are not mere mortals; they are warriors of tremendous strength and dark purpose, capable of miracles and devastating power. However, only one can stand at the forefront as a Horseman. The duo must navigate the dangers of betrayal, struggle, and sacrifice. These candidates are powerful in their own right and can handle the responsibilities and powers of the seals.
These joint seals ensure the continuity and effectiveness of the Horsemen's mission, allowing them to adapt to various challenges and maintain their influence across the realms they seek to balance.
Volibear’s body is covered in thick, coarse fur that provides protection and adds to his intimidating presence. His limbs are muscular and powerful, designed for both combat and endurance.
Volibear is a massive, anthropomorphic bear with a hulking, muscular build. His fur is a combination of dark gray and white, with a rugged and wild appearance. His eyes glow with a fierce, electric blue light, symbolizing his connection to storms and thunder. Volibear has a fearsome, bestial face with sharp teeth and a powerful jaw. His expressions are often aggressive and feral, reflecting his primal nature. Volibear wears minimal armor, as his thick fur and natural resilience provide most of his protection. He has pieces of armor on his shoulders and forearms, adorned with tribal markings and symbols of his status as a deity and warrior.
Level 65, 65 x 5 = 325
Mink Race Bonus: +24 in Strength and Speed | +6 in Martial Arts
Martial Arts Bonus: +5 in Strength and Vitality
Electro Requirements: 11 Minimum Mastery, Mink race or Mink-hybrid race
Users of Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons. This technique grants extra damage to attacks, giving the opponents electric burns and paralysis. By transforming into Sulong, minks can emit electricity from their body constantly and can perform stronger attacks.
General Mastery 11-20 mastery: basic electro on touch 21-40 mastery: full body electro 41-60 mastery: electro can coat weapons 61-80 mastery: 1/10 turn sulong at night 81-99 mastery: 1m ranged electro, 3/10 turn sulong at night 100 mastery: 2m ranged electro. 6/10 turn sulong at night. Controlled Electro. 120 mastery: 3m ranged electro, 10/10 turn sulong at night. Can access Sulong at daytime for 3/10 turns.
Advanced Control Basic Electro Channeling energy through their fur, the mink shocks an opponent with their hand. Requires 1 mastery Full Body Electro Channeling energy through their fur, the mink shocks an opponent with their body. Requires 21 mastery Electro Coating Channeling energy through their fur, the mink covers their weapon in a layer of electricity that will shock on contact. Requires 41 mastery Sulong: Using electricity the mink shocks their body function at limit breaker capacity giving +10 speed and strength. It can only be used at night Requires 61 mastery Sulong Shock: While in sulong form the mink can shoot electro at a 1m range. Requires 81 mastery
Requirements: 41 Minimum Mastery. Must defeat the leader of the Happo Navy.
This fighting style allows the user to control vibrations around their limbs to generate shock waves. This shockwave is powerful enough to destroy a metal shield or defeat a strong man easily. These attacks are reverberating, causing defenses to shatter. The only drawback is that the shockwaves can be countered by a significant amount of force
Bujaogen (literally meaning "Military Leg Heel"): Sai kicks his target while emitting the Hasshoken shock wave. This allows him to shatter defense while kicking through his target. Requirements: 31 Mastery, 31 Strength Destructive Potency Rank: C
Buto (literally meaning "Military Head"): Chinjao jumps in reverse and headbutts the enemy. The strike is strong enough to stop Cavendish's Durandal and creates a shockwave while clashing. Requirements: 41 mastery, 41 Strength Destructive Potency Rank: B
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): The Hasshoken secret technique bestowed upon his leg upon proving his might against his predecessor. Sai performs cartwheels while imbuing his leg with Busoshoku Haki, and then performs a kick with vibrations emitting from said leg. Requirements: 61 mastery, 61 strength, 61 haki Destructive Potency Rank: A
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): A secret Hasshoken technique that Chinjao was able to perform thanks to his drill-shaped head. Chinjao hardens his head with Busoshoku Haki and headbutts the target. It was strong enough to split open layers of ice that not even fire or axes could breach. Requirements: 81 mastery, 81 strength, 61 haki Destructive Potency Rank: S
Grog, being a goliath, is grey-skinned with tattoos all over his upper body and his bald head. He 50 feet tall
Grog is an imposing figure, standing at over 50' feet tall with a massive, muscular build. His body is heavily muscled, showcasing his immense strength and physical prowess. His skin is a deep grayish-blue, a trait common to goliaths. His skin is rough and scarred from numerous battles and skirmishes. Grog has a broad, square jaw with prominent cheekbones. His nose is large and slightly flattened, likely broken multiple times in combat. He has a wide mouth, often set in a toothy grin that reveals his tusk-like lower teeth. His eyes are small and dark, set deep within his rugged face. They often gleam with a mischievous or aggressive glint, reflecting his love for battle and mayhem. Grog is bald, with no hair on his head. Instead, he has intricate tribal tattoos covering his scalp, neck, and much of his body, adding to his intimidating presence.
Grog typically wears heavy, piecemeal armor that covers his broad chest, shoulders, and legs. The armor is made from dark, worn leather and metal, showing signs of wear and tear from countless battles. It is adorned with spikes and rugged embellishments, enhancing his fearsome appearance. Underneath the armor, he wears a simple loincloth, allowing for ease of movement and adding to his barbaric aesthetic. His forearms and shins are protected by sturdy bracers and greaves made of metal and leather, designed to withstand heavy blows in combat.
Berserkir Style (ᛒᛖᛋᛖᚱᚴᛁᚱ ᛋᛏᚤᛚᛖ) (Weapon Style) - Exclusive to my Giant NPC
Is an ancient ritual dance that is originally performed with a dance with axes and blood. ᚱᛁᛏᚢᚨᛚ ᛟᚠ ᛒᛚᛟᛟᛞ ᚨᚾᛞ ᚹᚨᚱ (Ritual of War and Blood)
'Kill only for need', 'waste nothing', 'fight fiercely to protect what you love', and 'combat is a performance for the gods' are four of the key principles
Requirement: 21 in Strength and 21 in Berserkir Style (ᛒᛖᛋᛖᚱᚴᛁᚱ ᛋᛏᚤᛚᛖ)
*Berserkir is a technique that only consists of two War Axe Cleavers
ᛞᛖᛗᛟᚾ ᛒᛖᚨᚱ (Onikuma: "demon bear".) This is one of the greatest techniques utilized by the Bear Totem Berserkir. The signature attack has the warrior focus all their energy and power into a vicious, close range slashing attack. Many warriors wield two weapons and perform a cross action cut, while warriors that wield one weapon opt for a powerful overhead slash. This technique can be used by select warriors that are able to use Styrkur or haki on their hands to form bear claws.
Requirement for One Weapon
>71 in Strength and Mastery - DPR A (Slash Technique)
Requirement for Two Weapons
>61 in Strength and Mastery - DPR A (Strike)
ᚷᛖᚱᛁ ᚨᚾᛞ ᚠᚱᛖᚴᛁ (Geri and Freki): The wolves that accompany Odin in Norse Mythology. (Similar to Soru, follows same guidelines)
Renaming this to: ᚷᛖᚱᛁ ᚨᚾᛞ ᚠᚱᛖᚴᛁ (Geri and Freki)
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
ᚡᛖðᚱᚠöᛚᚾᛁᚱ (Veðrfölnir): Old Norse "storm pale," "wind bleached", or "wind-witherer", anglicized as Vedrfolnir. The technique involves a powerful, incredibly fast ranged attack and can be performed by slashing the air. It is commonly used to target a vital spot on an opponent kill them in a single shot from a great distance.
Requirement: (Scales on Mastery)
>71 in Strength and Mastery - DPR A
>91 in Strength and Mastery - DPR S
ᚺᛖᛚᛁᛟᛋ ᛏᚱᛁᛟᛋ (GIF): The warrior focuses their energy then lets loose by swinging their axe into the ground and swinging upwards which generates three simultaneous air projectiles at the target.
Requirement: 91 in Strength and Mastery - DPR S (total)
ᚡᚨᛚᚺᚨᛚᛚᚨ'ᛋ ᚨᚱᚱᛁᚡᚨᛚ: The warrior charges towards the target then performs a summersault then uses the momentum and gravity to slam the axe down at the target.
Requirement: (Scales on Mastery)
81 in Strength and 81 in Mastery - DPR S
100 in Strength and 100 in Mastery - DPR S+ (AoE)
ᚡᚨᛚᚺᚨᛚᛚᚨ'ᛋ ᛖᚾᛞ ᛁᛋ ᚾᛁᚷᚺ: The warrior blitzes at the target, whilst holding the two axes, then spins then swings their arms sending a dual strike at the target in the shape of an “X”
Requirement (Scales on Mastery)
61 in Strength, Movement Speed and Mastery - DPR A
81 in Strength, Movement Speed and Mastery - DPR S
ᚠᚢᚲᚴ ᛋᚺᛁᛏ ᚢᛈ (Fuck Shit Up): The warrior charges at the target then swings multiple times striking then jumps up and slams their axe down aiming to cleave the target in half.
Requirement: 100 in Strength, Movement Speed and Mastery - DPR S+
Requirements: 41 Minimum Mastery. Must defeat the leader of the Happo Navy.
This fighting style allows the user to control vibrations around their limbs to generate shock waves. This shockwave is powerful enough to destroy a metal shield or defeat a strong man easily. These attacks are reverberating, causing defenses to shatter. The only drawback is that the shockwaves can be countered by a significant amount of force
Bujaogen (literally meaning "Military Leg Heel"): Sai kicks his target while emitting the Hasshoken shock wave. This allows him to shatter defense while kicking through his target. Requirements: 31 Mastery, 31 Strength Destructive Potency Rank: C
Buto (literally meaning "Military Head"): Chinjao jumps in reverse and headbutts the enemy. The strike is strong enough to stop Cavendish's Durandal and creates a shockwave while clashing. Requirements: 41 mastery, 41 Strength Destructive Potency Rank: B
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): The Hasshoken secret technique bestowed upon his leg upon proving his might against his predecessor. Sai performs cartwheels while imbuing his leg with Busoshoku Haki, and then performs a kick with vibrations emitting from said leg. Requirements: 61 mastery, 61 strength, 61 haki Destructive Potency Rank: A
Hasshoken Ogi: Kiryu Kirikugi (literally meaning "Eight Impacts Fist Secret Technique: Drill Dragon Drill Nail"): A secret Hasshoken technique that Chinjao was able to perform thanks to his drill-shaped head. Chinjao hardens his head with Busoshoku Haki and headbutts the target. It was strong enough to split open layers of ice that not even fire or axes could breach. Requirements: 81 mastery, 81 strength, 61 haki Destructive Potency Rank: S
ᚲᚺᚨᚢᚱᛚᛁ (Chaurli): The giant tortoise that was saved by Freya. The greatest defense a Berserkir can muster, this technique takes inspiration from the tortoise's naturally durable shell and turns the warrior into an incredibly tough wall. The warrior focuses all their energy into utilizing Styrkur and armament haki across their body. The Berserkir becomes tougher than steel and sturdy as a mountain, but is unable to move at all. Experts at this technique are able to withstand barrages of attacks while suffer little to no damage.
Follows Tekkai guidelines:
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.
ᚺᛚǫᛗ (Hlǫm): Old Norse for "Sound". Masters of this technique achieve a version of echo location. These warriors are able to produce and hear sounds much like the bat they base their totem off of. This ability allows them to fight in conditions that put their opponent at great disadvantage.
Supplementary Move - So not ranked but it requires 51 in Speed (Movement and Reaction), 51 in Hasshoken and 51 in Mastery
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