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 Koba's guide to piracy, moveset

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PostSubject: Koba's guide to piracy, moveset   25th July 2016, 3:13 am

Name: Opal Opal No Mi
Classification: Fighting Style
Rank: D-Rank
Class: Supplementary
Range: Self

Description: Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Opal). This fighting style revolves around the user's body which has now been given the properties of the the gem Opal. Like those of the Gem Gem Fruit line, this grants the individual the ability to manifest the properties of the gem in question at will. However it doesn't give the body these effects passively so if incapacitated or otherwise distracted the user may fail to activate or retain these effects. In this case Koba is able to be lightened or made heavier, depending on their skill level which determines how many times either of those effects can be applied. This technique essentially acts as a gateway and upon growing more skilled she will be able to make better use of her body's newly gained properties in order to best harness her Devil Fruit Abilities.
Devil Fruit Match ups:
Strong = Techno Techno Fruit: Model - Glass
Weak = Crystal Crystal Fruit
Immune = Gravity Gravity Fruit
Rank - Weight Alteration (P.T to Alter Weight) - Weight in Lbs (WL)
D - 1x (5 Per Multiplier) - 100 lbs (5 WL)
C - 2x (4 Per Multiplier) - 150 lbs (6 WL)
B - 3x (3 Per Multiplier) - 200 lbs (7 WL)
A - 4x (2 Per Multiplier) - 250 lbs (8 WL)
S - 5x (1 Per Multiplier) - 300 lbs (9 WL)

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PostSubject: Re: Koba's guide to piracy, moveset   9th February 2017, 8:12 am

Approved.

Examples of techniques that Koba can make at the moment:
1. Those which deal with increasing the weight of a limb (D), multiple limbs (C), torso whether lower or upper (B) or his entire body (A). This can be used as an add on to his physical based techniques as the higher the weight the more resistant the user is to knock-back and the more knock-back they can inflict even when blocked and the more difficult it is for the user to stop when moving (Each Rank of Speed while heavy takes a set amount of P.T based on the multiplier to stop moving unless one possesses Strength Tiers to force one). However the draw-back is the slower the user is without strength tiers able to lift their body weight (see Item & Measurement Section concerning Weight Limit). Also while you are in the air and increase your weight you get to inflict set fall damage to opponents (10 WL = D, 20 WL = C, 40 WL = B, 80 WL = A, 160 WL = S, 320 WL = SS, 640 WL = SSS).
2. Those which deal with decreasing the weight of a limb (D), multiple limbs (C), torso whether lower or upper (B) or his entire body (A). This can be used as an add on to his physical based techniques as the lower the weight the higher the user can jump (Apply throwing mechanics to your jumps), the faster they can run (Tier Level increases based on multipliers for example 3x = 3 Tier Levels). However the drawback is that they are less resistant the user is to knock-back (Applies the weight multiplier to knock-back sustained, for instance 4x lighter and you get 20 ft of knock-back would change it to 80 ft of knock-back) and the less knock-back they are capable of inflicting to others unless they possess strength tiers to regulate it (Knock-back inflicted is divided by Weight multiplier, for example if the user inflicts 20 ft of knock-back while he is 2x lighter then he will actually deal 10 ft of knock-back). Also while you are in the air and lighten your weight and find some way of slowing your fall or gliding said time period (in P.T) that you can do so for is increase in retrospect to the lightening multiplier.
3. All changes from one weight to another will have an activation time depending on the user's rank and the techniques rank will be able to decrease the activation time further (D = -10, C = -8, B = -6, A = -4, S = -2, SS = -1, SSS = 0) however going from Light to Heavy counts every multiplier in-between that (meaning if you go from 5x Lighter to 5x Heavier it'll be 10x in total, meaning if you are at D-rank it'll take 50 P.T to pull that off bar any reductions depending on the rank of technique used)

This is a template of the format your additional Levels will follow when you eventually unlock them (for ease I went with Weight)

Spoiler:
 

Code:

[b]Name:[/b] Opal Opal No Mi: Light-Weight
[b]Classification:[/b] Fighting Style
[b]Rank:[/b] C-Rank
[b]Class:[/b] Supplementary
[b]Range:[/b] Self

[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Opal). This is the 2nd Level of Opal Opal no Mi Fighting style in which the user has managed to affix the Devil Fruit's ability of Lower Weight with their Skeletal System, this allows them to have a passive weight modifier before the power of their Devil Fruit to further lighten their body is taken to account thus boosting the overall power of their utilization of the Opal Opal no Mi by several magnitudes. The techniques within this fighting style go by the name "Light (Insert name of technique)" when using this fighting style alongside normal techniques which incorporate lowering weight. The drawbacks however is while it still has the same activation time as the 1st Level of this fighting style when used without mastery it attaches a cool-down to the use of any Lower Weight based techniques (D = 1 Turn, S = 5 Turns etc), with mastery this goes away however unless the user obtains another level which affixes the opposite effect (Heavy) to a body system then the user's base Weight will always remain lighter than they were originally. While Light-Weight is active the user's stamina loss due to Tier use is doubled (2x), and the skeleton lightening effect becomes active in it's expression.
[u]Rank - Skeleton Lightened by - Base Weight with Opal Opal no Mi (Effect with Lighten/Heavy)[/u]
D - 1x - Normal (Starts at 2x with a Max of 6x, Starts at -1x with a max of 4x)
C - 2x - 1x Lighter (Start = 3x, Max of 7x/Start = -2x, Max of 3x)
B - 3x - 2x Lighter (Start = 4x, Max of 8x/Start = -3x Max of 2x
A - 4x - 3x Lighter (Start = 5x, Max of 9x/Start = -4x, Max of 1x
S - 5x - 4x Lighter (Start = 6x, Max of 10x/Start = -5x, Max of 0x aka Original Weight)
[b]*Note:[/b] With another Level which focuses on Raise Weight the Heavy Value reductions become cancelled out as well as it ignores this Level in favor of the other, the same goes for the reverse when focusing on the Raise Weight with the Lighten Value reductions.

[b]Name:[/b] Opal Opal No Mi: Welter-Weight
[b]Classification:[/b] Fighting Style
[b]Rank:[/b] B-Rank
[b]Class:[/b] Supplementary
[b]Range:[/b] Self

[b]Description:[/b] Req. Pirate to have eaten Devil Fruit (Gem Gem Fruit: Model Opal). This is the 2nd Level of Opal Opal no Mi Fighting style in which the user has managed to affix the Devil Fruit's ability of Raise Weight with their Muscular System, this allows them to have a passive weight modifier before the power of their Devil Fruit to further heavy their body is taken to account thus boosting the overall power of their utilization of the Opal Opal no Mi by several magnitudes. The techniques within this fighting style go by the name "Welter (Insert name of technique)" when using this fighting style alongside normal techniques which incorporate increasing weight. The drawbacks however is while it still has the same activation time as the 1st Level of this fighting style when used without mastery it attaches a cool-down to the use of any Raise Weight based techniques (D = 1 Turn, S = 5 Turns), with mastery this goes away however unless the user obtains another level which affixes the opposite effect (Light) to a body system then the user's base Weight will always remain heavier than they were originally. While Welter-Weight is active the user's stamina loss due to Tier use is tripled (3x), and the heavier muscles effect becomes active in it's expression.
[u]Rank - Muscles Heavier by - Base Weight with Opal Opal no Mi (Effect with Heavy/Lighten)[/u]
D - 1x - Normal (Starts at 2x with a Max of 6x, Starts at -1x with a max of 4x)
C - 2x - 1x Heavier (Start = 3x, Max of 7x/Start = -2x, Max of 3x)
B - 3x - 2x Heavier (Start = 4x, Max of 8x/Start = -3x Max of 2x
A - 4x - 3x Heavier (Start = 5x, Max of 9x/Start = -4x, Max of 1x
S - 5x - 4x Heavier (Start = 6x, Max of 10x/Start = -5x, Max of 0x aka Original Weight)
[b]*Note:[/b] With another Level which focuses on Lower Weight the Lighten Value reductions become cancelled out as well as it ignores this Level in favor of the other, the same goes for the reverse when focusing on the Raise Weight with the Heavy Value reductions.

***********************

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PostSubject: Re: Koba's guide to piracy, moveset   25th February 2017, 10:39 am

Name: Opal Opal No Mi: Hammer Arm
Classification: Pirate Art
Rank: D-Rank (-1 Stamina)
Class: Offensive
Range: Self, Short (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T)  Koba increases the weight of his arm in a swinging motion in order to smash into the opponent depending on his pirate rank and base weight/weight increase. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 1 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying.
Weight - Knock-back Distance- Knock-back Damage Add-on
x1 - 5 ft - D
x2 - 10 ft - 3 D
x3 - 15 ft - C
x4 - 20 ft - B
x5 - 25 ft - A

Name: Opal Opal No Mi: Hammer Leg
Classification: Pirate Art
Rank: D-Rank (-1 Stamina)
Class: Offensive
Range: Self, Mid (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T) Koba increases the weight of his leg in a swinging motion in order to smash into the opponent depending on his pirate rank and base weight/weight increase. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 5 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying.
Weight - Knock-back Distance- Knock-back Damage Add-on
x1 - 10 ft - D
x2 - 20 ft - 3 D
x3 - 30 ft - C
x4 - 40 ft - B
x5 - 50 ft - A

Name: Opal Opal No Mi: Welter-Hammer Arm
Classification: Pirate Art
Rank: D-Rank (-1 Stamina)
Class: Offensive
Range: Self, Short (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T). Req. Welter-Weight to Learn & has a 1 Turn Cool-down after use (if Welter-Weight is not mastered). Koba increases the weight of his arm in a swinging motion in order to smash into the opponent depending on his pirate rank and base weight/weight increase. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 1 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying. Due to incorporating Welter-Weight, the use of this technique if Welter-Weight is not mastered results in a +1 P.T addition to Koba's Weight remaining Heavy (Max Heaviness available to his rank) and him being unable to alter his weight back to Light until said duration is over (Unless Light-Weight is activated). This increase in duration is factored in each time this technique is used and the duration can last over topics but comes into effect when Welter-Weight is cancelled or the user runs out of stamina thus forcing it's cancellation whichever comes first. If mastered this technique adds to the duration the first time it is used and not each time while Light-Weight's duration penalties counter-balance this penalty.
Weight - Knock-back Distance- Knock-back Damage Add-on
x6 - 30 ft - D
x7 - 35 ft - 3 D
x8 - 40 ft - C
x9 - 45 ft - B
x10 - 50 ft - A

Name: Opal Opal No Mi: Welter-Hammer Leg
Classification: D-Rank (-1 Stamina)
Rank: D-Rank
Class: Offensive
Range: Self, Mid (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T). Requires Welter-Weight to Learn & has a 1 Turn Cool-down after use (if Welter-Weight is not mastered) Koba increases the weight of his leg in a swinging motion in order to smash into the opponent depending on his pirate rank and base weight/weight increase. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 5 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying. Due to incorporating Welter-Weight, the use of this technique if Welter-Weight is not mastered results in a +1 P.T addition to Koba's Weight remaining Heavy (Max Heaviness available to his rank) and him being unable to alter his weight back to Light until said duration is over (Unless Light-Weight is activated). This increase in duration is factored in each time this technique is used and the duration can last over topics but comes into effect when Welter-Weight is cancelled or the user runs out of stamina thus forcing it's cancellation whichever comes first. If mastered this technique only adds to the duration the first time it is used and not each time while Light-Weight's duration penalties counter-balance this penalty.
Weight - Knock-back Distance- Knock-back Damage Add-on
x6 - 60 ft - D
x7 - 70 ft - 3 D
x8 - 80 ft - C
x9 - 90 ft - B
x10 - 100 ft - A

***********************
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Last edited by Baek on 9th May 2017, 1:51 pm; edited 1 time in total
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PostSubject: Re: Koba's guide to piracy, moveset   19th April 2017, 4:55 pm

Okay so it has to cap at 5x, also Welterhammer Arm should be Self, Short (Knock-back) whereas Welterhammer Leg should be Self, Mid (Knockback). For the former the knock-back will start at 5 ft not 10, while the latter it would start at 10 ft like you mentioned.
Finally the increments should be:
D
3 D
C (Which is 6 D by the way)
B
A
^ That refers to the additional damage they sustain if they collide with someone after being knocked back.

Once you make those corrections I'll be able to approve these two techniques. However until you are a B-rank Pirate you can't use Welter-Weight stuff. And if you don't master it you'll suffer from the harsher drawback for these techniques.

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PostSubject: Re: Koba's guide to piracy, moveset   9th May 2017, 1:51 pm

Edited

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PostSubject: Re: Koba's guide to piracy, moveset   9th May 2017, 3:12 pm

Okay I fixed up what you put up so you could have a solid basis for future techniques, I noticed you didn't add the activation time modifier (also you didn't follow the um ranking for the techniques, since they are only affecting 1 limb that means they are D-rank which also means they have the fastest use because the higher rank techniques while more powerful have less of an activation reduction). I also added the non-Welter Weight equivalent so you could see the difference between these two techniques.

Now you can see the clear difference between using your Fruit's techniques normally and using them when in Welter-Weight. Despite them being the same rank, Welter-Weight stuff inflicts much more knock-back and are more difficult to block (due to the potential 10x Weight increase meaning if Koba was say 300 lbs then his 9 WL would be able to get to 90 WL when using Welter-Weight stuff while having a S-rank Bounty). However unlike the normal Opal Fruit stuff, Welter-Weight comes with additional things required for it's use.

***********************

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PostSubject: Re: Koba's guide to piracy, moveset   8th February 2018, 2:49 pm

Name: Opal Opal No Mi: Hammer Headbutt
Classification: Pirate Art
Rank: D-Rank (-1 Stamina)
Class: Offensive
Range: Self, Short (Knock-back & Distance Covered)

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T) Koba increases the weight of his head in a forward motion in order to smash into the opponent depending on his pirate rank and base weight/weight increase. This technique can likewise be used to propel himself over short distances serving as a basic D-rank Air-movement technique when used in the air. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 5 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying.
Weight - Knock-back Distance (Distance Traveled) - Knock-back Damage Add-on
x1 - 5 ft (5 ft) - D
x2 - 10 ft (10 ft) - 3 D
x3 - 15 ft (15 ft) - C
x4 - 20 ft (20 ft) - B
x5 - 25 ft (25 ft) - A

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PostSubject: Re: Koba's guide to piracy, moveset   8th February 2018, 2:58 pm

Approved

***********************

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PostSubject: Re: Koba's guide to piracy, moveset   8th February 2018, 3:35 pm

Name: Opal Opal No Mi: Flurry Fist
Classification: Pirate Art
Rank: D-Rank (-1 Stamina)
Class: Offensive
Range: Self, Short

Description: (Activation Time to Shift Weight = Dependent on Rank - 10 P.T) Koba decreases the weight of one of his arms in order to make his arm a bit lighter and throw out a consecutive series of punches towards a target. This technique foregoes the potential speed boost he would get from throwing a single punch to instead use it to allow him to strike multiple times in a single moment. However because his arm is lightened the impact of their strikes are lower than normal. Depending on how much he lightens his arm the number of punches he is capable of dealing is increased, while the power of each blow is likewise lowered (Str Tier Lowered by Set Tier Levels).
Weight - Punches Thrown - Power Decrease
x1 - 1 - None
x2 - 2   -  1 Tier Level
x3 - 3 - 2 Tier Levels
x4 - 4  - 3 Tier Levels
x5 - 5  - 4 Tier Levels (1-rank)

Name: Opal Opal No Mi: Feather Arms
Classification: Pirate Art
Rank: C-Rank (-2 Stamina)
Class: Offensive
Range: Self, Mid (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 8 P.T) Koba decreases the weight of his arms before lashing out in order to punch an opponent at increased speeds depending on his pirate rank and base weight/weight decrease. The opponent would receive damage based on Koba's strength tiers with an increase of his punching speed and a reduced knock-back distance that is dependent on the weight that Koba utilized, as well as the increased chance of being able to strike faster opponents due to his speed boost (No. Recoil due to External Construct = Weight). The fixed knock-back distance starts at 20 ft (10 ft if hit by 1 Arm) and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying.
Weight - Knock-back Distance (With Str Tiers) - Punch Speed Increase
x1 - 20 ft - None
x2 - 10 ft - 1 Tier Level
x3 - 0 ft - 2 Tier Levels
x4 - -10 ft - 3 Tier Levels
x5 - -20 ft - 4 Tier Levels (1-rank)
*Note: Negative Knock-back means that upon hitting an opponent Koba is the one who is launched backward rather than them, which can be a disadvantageous effect if he is trying to stand his ground or can be used to aid in dodging follow up attacks.

Name: Opal Opal No Mi: Feather Movement
Classification: Pirate Art
Rank: C-Rank (-2 Stamina)
Class: Offensive
Range: Self, Contact (Jump Boost)

Description: (Activation Time to Shift Weight = Dependent on Rank - 8 P.T) Koba decreases the weight of both of his legs in order to move faster and get around easier. This is one of Koba's more acrobatic techniques, which also allows him to jump at increased distances with more ease than he would be able to do normally. Due to only lowering the weight of his legs the boost to his jumping ability isn't as high as it could be however when regarding the speed of just his legs (such as kicking opponents) he experiences a significant increase which isn't as apparent as when he is using his legs to move his entire body (such as running).
Weight - Movement Speed (Legs Only) - Jumping Distance Increase
1x - Normal (Normal) - 1 ft
2x - Normal (1 Tier Level Higher) - 2 ft
3x - 1 Tier Level Faster (2 Tier Levels Faster) - 3 ft
4x - 1 Tier Level Faster (3 Tier Levels Faster) - 4 ft
5x - 2 Tier Levels Faster (4 Tier Levels Faster/1-rank) - 5 ft

Name: Opal Opal No Mi: Hammer Tackle
Classification: Pirate Art
Rank: B-Rank (-3 Stamina)
Class: Offensive
Range: Self, Short (Knock-back)

Description: (Activation Time to Shift Weight = Dependent on Rank - 6 P.T). Koba increases the weight of his upper torso and charges at an opponent high speed for a vicious take-down while drawing some inspiration from his crew-member's Gore technique. As such an opponent requires Reaction Tiers equivalent to Koba's Speed to avoid being struck by this technique. The opponent would receive damage based on Koba's strength tiers with an increase of a knock-back damage and distance that is dependent on the weight that Koba utilized, as well as the increase of collateral damage of being knocked into things. The fixed knock-back distance starts at 3 ft and in order to avoid sustaining this knock-back an opponent must possess strength tiers high enough to carry Koba's current weight + tensing their body with strength tiers matching the ones he is using to inflict said knock-back to avoid being sent flying.
Weight - Knock-back Distance- Knock-back Damage Add-on
1x - 15 ft - 3 D
2x - 20 ft - 5 D
3x - 25 ft - C
4x - 30 ft - B
5x - 35 ft - A

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PostSubject: Re: Koba's guide to piracy, moveset   8th February 2018, 4:06 pm

Stick with a motif.

Hammer = Using Increased Weight to increase Knock-back
Flurry = Using Decreased Weight to attack multiple times
Feather = Using Decreased Weight to increase speed.


Anyways approved.

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