| | Azure Waves [Durzo Techs] | |
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Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Azure Waves [Durzo Techs] 24th March 2019, 7:34 am | |
| - Supplementary Stuff:
Name: Relative Sensory - Great Blue Classification: Beast art, Kinjutsu Rank: C (3 D-rank Blood price) Class: Supplementary Range: Self, Contact (Body of water), Long (Sync)
Description: By applying his natural affinity with water as an aqua beast combined with his abilities in sensory as a spy, Durzo gained a sense akin to water displacement sensory. By being in contact with a body of water, he focuses his senses to sync with the ebb and flow of the water around him. This grants him an awareness of all that goes on along and beneath the surface, allowing him to "see" in the color-coded vision of a spy and track movement within his sync radius. For this sensory to be maintained he must constantly be in contact with a body of water as well as continue to pay the blood price every turn.
Bounty - Sync Radius (ft) - Tracking Speed D - 20 - D C - 40 - C B - 60 - B A - 80 - A S - 100 - S
Name: Aqua Style Swimming: Sea Dancer Classification: C Rank: Taijutsu Class: Supplementary Range: Self
Description: As an Aqua tribe member, Durzo is more experienced and skilled in moving within the sea than the average pirate. The wavy, blue expanse being just another home for the privateer thus leading him to become specialized in the act of diving as well as resurfacing, by applying both his speed and strength to create a method to resurface with a boost in strength. Following a dive, his speed is boosted while in the water by a number of tier levels equal to half the bonus gained from the dive itself. After which, he uses his strength focused in his legs and tail to thrust himself towards the surface of the water. Depending on the depth he reached while diving, the speed at which he moves increases due to being able to pick up greater momentum, however, this boost is affected by the current of water around him. Thanks to this process, he can launch himself out of the water at great heights depending on the speed he used to resurface. Though this technique is quite exhausting as it doubles the stamina drain for the tiers utilized in the process unless he has equal rank endurance tiers for both.
Dive Depth - Tier Lvl Boost - Resurface Launch Height 20ft - 1 Tier Level - 10ft 40ft - 2 Tier Levels - 20ft 60ft - 3 Tier Levels - 30ft 80ft - 4 Tier Levels - 40ft
State of Water - Movement Alteration Against Current - -2 Tier Levels from Speed Turbulent - -1 Tier Level From Speed Calm - No Change to Speed With Current - +1 Tier Level to Speed
- Vortex Leg:
Name: Vortex Leg Classification: Fighting style Rank: B Class: Supplementary Range: contact-AoE
Description: A style designed after the Aqua tribe style and the Rankyaku techniques of Rokushiki then molded into what it is now based on Durzo's desires. Vortex Leg is majorly lower body based due to Rankyaku influence and thus mainly relies on Durzo's legs and tail to dish out damage. The style sports techniques from close up encounters to long distances and covers large areas. With fluid movements, water materia is generated and then focused through techniques to create waves and maelstroms. A bonus of this style is how it can hinder devil fruit users. The water materia generated from this style takes on properties of the ocean where he utilizes it. However, to reach this effect water must be gathered directly with physical contact with the desired Sea, excluding Rift and Sky.
Movement Speed - Water Materia Gathered per PT (From Sea) D - D (N/A) C - 3 D (D) B - C (2 D) A - B (3 D) S - A (4 D)
Name: Vortex Leg: Layback Whirl Classification: Beast art Rank: B Class: Offensive Range: Mid, Twister width 5ft radius, Long (Fall)
Description: Durzo gathers churning B-rank water materia around one of his legs before delivering a kick. The water rushes with the force of the kick to rotate and travel 30ft(horizontal distance) at speeds equal to strength tiers towards the target to envelop and carry them along with the current, dealing B-rank damage. The target is continuously slung around with the current of the twister and disoriented for three posts total unless they have equal tier reaction to negate dizziness. They also sustain extra damage upon colliding with anything whilst being carried. This technique can be made more dangerous depending on its use alongside gravity, and that its size can be adjusted depending on how much materia is used.
Fall Height(ft) - Speed gain 20ft - + 1 Tier 40ft - + 2 Tiers 60ft - + 3 Tiers 80ft - +4 Tiers
Water Materia - Size (Width Radius) B - 5ft A - 10ft S - 15ft SS - 20ft SSS - 25ft
Last edited by Kikuta on 3rd April 2019, 5:19 am; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Azure Waves [Durzo Techs] 24th March 2019, 9:07 am | |
| Ripple Step - This is a superfluous technique for two reasons: all pure Pirates are capable of learning Speed, Strength, Defense and Reaction, you aren't restricted by what your race can learn, and strength is capable of doing this naturally without making a technique for it.
Great Blue - This should be named "Relative Sensory - Great Blue". The Blood Price will be 3 D and it will be taken every Turn (so each of your own posts).
Sea Dancer - Seeing as its based on Ripple Step you might want to make a few tweaks to it.
Vortex Leg - Being able to hinder Devil Fruit users is a big deal, especially considering some of the effects the Sea can have (one can literally kill people). So in order to do so, you'll need to draw water directly from the sea in question (must be touching it; can't be used in Sky or Rift). The chart should go: Movement Speed - Water Materia Gathered per PT (From Sea) D - D (N/A) C - 3 D (D) B - C (2 D) A - B (3 D) S - A (4 D)
All - Just for uniformity all pirates use "Bounty" in place of rank for technique charts. | |
| | | Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Re: Azure Waves [Durzo Techs] 24th March 2019, 9:36 am | |
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Azure Waves [Durzo Techs] 26th March 2019, 9:39 pm | |
| Due to the function of Pirate Tiers, I would recommend something more along the lines of this for the technique: - I would also recommend a name change to "Aqua Style Swimming: Sea Dancer", but that's up to you tbh.:
Durzo is a pirate, and as all pirates has learned to swim, however being a member of the Aqua Tribe means that the water is and always will be his home. As such his swimming could be considered on an entirely different level than another pirate's. His own specialty lay in not only diving, but resurfacing as well, using his natural Speed and Strength as a pirate to develop a unique technique that enables him to resurface with much more strength and power than usual. After a dive, Durzo's speed within the water is boosted by a number of tier levels equal to half the bonus gained from the dive itself (see Speed Tiers). From here he uses his strength, centered in his legs and tail, to propel himself steadily upwards towards the surface of the water. Based on how deep he is in the water, his movement speed increases even further due to being able to pick up greater momentum, though it is also affected by the current of the water around him. With this technique he is capable of launching himself out of the water, high into the sky based on the speed he had built up to resurface, making him nearly unparalleled when it comes to doing so. This method of diving and resurfacing is very tiring however, doubling (2x) the Stamina drain of the associated tiers unless the user possesses Endurance equal in rank to both. Dive Depth - Tier Lvl Boost - Resurface Launch Height 20ft - 1 Tier Level - 10ft 40ft - 2 Tier Levels - 20ft 60ft - 3 Tier Levels - 30ft 80ft - 4 Tier Levels - 40ft
State of Water - Movement Alteration Against Current - -2 Tier Levels from Speed Turbulent - -1 Tier Level From Speed Calm - No Change to Speed With Current - +1 Tier Level to Speed
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| | | Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Re: Azure Waves [Durzo Techs] 3rd April 2019, 1:32 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Azure Waves [Durzo Techs] 5th April 2019, 10:08 am | |
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| | | Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Re: Azure Waves [Durzo Techs] 7th April 2019, 5:49 am | |
| - Vortex Leg:
Name: Vortex Leg: Ripple Tail Classification: Beast art/Taijutsu Rank: C Class: Offensive Range: Mid(Height/Width/), Long(distance)
Description: Durzo whips his tail forward to manifest a 20 foot tall by 20 foot wide wave. The wave deals C-rank water damage as it sweeps up those unable to remain in place and carries them for 40 feet on land, while 60 feet on water, before crashing down on itself dealing extra damage if any collisions with any obstacles occurred or being crashed into the ground. If impacting ships it can inflict certain statuses depending on the size of the ship compared to the strength of the wave, these statuses being rocking, sinking, and capsizing. Rocking knocks those on a vessel of their feet if they lack strength tiers or a balancing technique. Sinking equating to water getting onto/into vessel overtime eventually causing it to be sunk based on the size of the vessel. Capsizing forces a vessel to be overturned knocking all onboard overboard if they lack air movement techniques or a balancing technique+strength tier to cling to the ship. Respectively, these are countered by Propulsion, Size, and Maneuverability as well as any helmsman tier-chains that involve them. Those hit are also doused for three posts total unless they have a drying technique. Strength Tier - Wave Effect (Ship Applied to) - Sinking every P.T (Turns to Sink, size modifier) None - Rocking (Barrel) - D of water (5, 0* = +0) D - Rocking (Raft) - 2 D (4, 1* = +5) C - Rocking or Sinking (Raft, Barrel) - 3 D (3, 2* = +10) B - Rocking or Sinking (Dingy, Raft) - 4 D (2, 3* = +15) A - Rocking, Sinking or Capsizing (Dingy, Raft, Barrel) - 5 D (1, 4* = +20)
Name: Vortex Leg: Aqua Drop 90 Classification: Beast art/Taijutsu Rank: C Class: Offensive Range: Short
Description: Durzo manipulates water materia to coat his leg or tail before striking. If the hit connects the target takes physical damage from the kick while the water then rushes to force the target to continue the path of the kick at speeds equal to his strength tiers. This causes the target's body to forcefully rotate 90 degrees off their feet, yet still in place, in the desired direction unless equal rank strength tiers are used to negate the effect. This technique mimics placing the target in a vortex for a brief moment that acts as a set up to a follow-up move that would be hard to evade unless the target has access to mid-air movement techniques. This method can also be used to redirect C-rank and below projectiles away at angles of 90 degrees.Those hit are also doused for three posts total unless they have a drying technique. Bounty - No. of Projectiles D = 3 C = 6 B = 9 A = 12 S = 15
Name: Vortex Leg: Aqua Drop 180 Classification: Beast art/Taijutsu Rank: B Class: Offensive Range: Short
Description: Durzo manipulates water materia to coat his leg or tail before striking. If the hit connects the target takes physical damage from the kick while the water then rushes to force the target to continue the path of the kick at speeds equal to his strength tiers. This causes the target's body to forcefully rotate 180 degrees off their feet, yet still in place, in the desired direction unless equal rank strength tiers are used to negate the effect. This technique mimics placing the target in a vortex for a brief moment that acts as a set up to a follow-up move that would be hard to evade unless the target has access to mid-air movement techniques. This method can also be used to redirect B-rank and below projectiles away at angles of 180 degrees.Those hit are also doused for five posts total unless they have a drying technique. Bounty - No. of Projectiles D = 4 C = 8 B = 12 A = 16 S = 20
Name: Vortex Leg: Aqua Ring Classification: Beast art/Taijutsu Rank: C Class: Offensive, Supplementary Range: Mid-Long(Distance), Short(Knock-back) Description: More similar to Rankyaku, Durzo kicks out or whips out(tail) a C-rank amount of water materia to launch rings to bind his targets. The number of rings capable of being launched at once is based on strength as well as water materia on hand. These rings travel out to a maximum of 60 feet before dissipating. These rings themselves don't deal any actual damage however can cause knockback, throwing them off their feet up to 10 feet away, due to the force they are launched with. Upon impact, the rings latch onto the target and bind them but can be broken free of with C-rank or higher strength. Though the more rings binding them the higher tiers are needed to break free. Water Materia - No. Rings - Str Tier req. C - 1 - C B - 2 - B A - 3 - A S - 4 - S
Str Tier - No. Rings D & Below = 1 C - 2 B - 3 A - 4 S - 5
- Abyssal Game:
Name: Abyssal Game Classification: Fighting style Rank: C Class: Supplementary Range: Short - Long
Description: A style stemmed from Durzo's favorite games he played with his siblings, two sports that revolved around the maneuvering and striking of a ball to earn points. This style uses a normal ball, a weaponized one, or one created from water materia to strike targets. It incorporates dribbles, blocks, and shots to allow for versatility in combat. Besides making combat more fun for him this style has a perk in allowing him to build up momentum for as long as he is in continuous motion (each post total) by way of running or swimming. This built up momentum is used as momentum tokens to fuel techniques of this style and increase his movement speed to higher levels. Time Spent Moving - Normal Speed Bonus = Momentum Tokens 1 Post - D-rank +1 = 1 or 2 2 Posts - C-rank +2 = 2 or 4 3 Posts - B-rank +3 = 3 or 6 4 Posts - A-rank +4 = 4 or 8 +2 Additional Momentum Tokens boosts the Spd of the Techinque by 1. +4 Additional Momentum Tokens boosts the Dmg of the Techinque by 1. +6 Additional Momentum Tokens boosts the Spd & Dmg of the Techinque by 1. Note - Still Affected by Recoil.
Name: Abyssal Game: Otter's Spike Classification: Beast art/Taijutsu Rank: D (1 momentum token) Class: Offensive Range: mid
Description: Durzo tosses the ball above him before leaping and stretching his body in preparation to spike the ball towards his target at speeds equal to his strength tiers. The overall force from impact causing knockback up to 5 feet unless equal rank strength tiers are used to stay in place.
Name: Abyssal Game: Dolphin's Spike Classification: Beast art/Taijutsu Rank: C (2 Momentum tokens) Class: Offensive Range: mid
Description: Durzo tosses the ball above him before leaping and stretching his body in preparation to spike the ball towards his target at speeds equal to his strength tiers. The overall force from impact causing knockback up to 10 feet unless equal rank strength tiers are used to stay in place.
Name: Abyssal Game: Pirahna Shot Classification: Beast art/Taijutsu Rank: C (3 Momentum tokens) Class: Offensive Range: mid
Description: Durzo delivers a sharp kick to the ball but twists his leg as he does so to give the ball a spin. This causes the ball to fly through the air like a drill at speeds equal to his strength tiers towards his target, piercing C-rank structures and below defenses. Those hit directly by this shot receive a number of tiny cuts in the area of impact as the ball tries to dig through them, causing a bleed of D-rank blood posts total.
Name: Abyssal Game: Barracuda Shot Classification: Beast art/Taijutsu Rank: B (4 Mometum tokens) Class: Offensive Range: mid
Description: Durzo delivers a sharp kick to the ball but twists his leg as he does so to give the ball a spin. This causes the ball to fly through the air like a drill at speeds equal to his strength tiers towards his target, piercing B-rank structures and below defenses. Those hit directly by this shot receive a number of tiny cuts in the area of impact as the ball proceeds to dig through them, causing a bleed of C-rank blood posts total.
Name: Abyssal Game: Blue Sphere Classification: Beast art Rank: C Class: Offensive, Suplementary Range: Varies
Description: Durzo creates a ball from C-rank water materia. The ball is of normal size and a clear blue. Upon impact, the ball erupts in all directions dealing C-rank blunt force damage, as well as drenching anyone hit making them doused. This causes the afflicted to be wet for three posts unless they possess an equal rank drying technique.
- Aqua Style:
Name: Aqua Style: Aquabatics Classification: Taijutsu Rank: B Class: Supplementary Range: Self
Description: A style of movement used to compliment his Sea Dancer swimming style. When using Aquabatics Durzo performs flips, twists, and an assortment of aquatic and aerial maneuvers while swimming, diving, and airborne. All of this is to throw off any who are watching him and make it more difficult to target him or even land attacks from a distance, requiring higher reaction tiers to keep up with him. This style has its perks due to how unpredictable it can be and how it takes advantage of water refraction when Durzo is submerged against enemies who aren't. However, the maneuvers are straining on the body causing double his stamina consumption unless he has endurance tiers equal to his speed tiers to negate this.
Speed tier - Reaction(Aerial/Submerged) D - (D+/D++) C - (C+/C++) B - (B+/B++) A - (A+/A++) S - (S+/S++)
Last edited by Haru on 1st February 2020, 1:49 pm; edited 5 times in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Azure Waves [Durzo Techs] 12th April 2019, 11:51 am | |
| Okay so all of your Vortex Leg techniques have to be Beast Art/Taijutsu. This is because Aqua Style Beast Arts have set ranges either Self,Mid or Long. So that’s a general correction you need to make. Now for the focused ones. - Vortex Leg:
Ripple Tail = Due to it being a C rank technique it should not be able to sink or capsize any large ships at all it will only apply to tiny vessels. Second the different statuses are as follows: Rocking = Knocks those on vessel of their feet if they lack strength tiers or a balancing technique. Sinking = Causes water to get onto/into vessel overtime eventually causing it to be sunk based on the size of the vessel. Capsizing = Causes vessel to be overturned knocking all onboard overboard if they lack air movement techniques or a balancing technique+strength tier to cling to the ship. Rocking is countered by Propulsion or Helmsman Tier chains involving it. Sinking is countered by Size or Helmsman Tier chains involving it. Capsizing is countered by Manuverability or Helmsman Tier chains involving it. Likewise they are easier and more difficult to do to a ship in that order thus a D-rank tech can’t capsize even the lowest of ships unless backed by A-rank str. And it goes like that so the lower the rank of the technique the less likely it’ll be able to Capsize or Sink a ship without strength investment on your behalf. So for this technique your chart should be like this. Strength Tier - Wave Effect (Ship Applied to) - Sinking every P.T (Turns to Sink, size modifier) None - Rocking (Barrel) - D of water (5, 0* = +0) D - Rocking (Raft) - 2 D (4, 1* = +5) C - Rocking or Sinking (Raft, Barrel) - 3 D (3, 2* = +10) B - Rocking or Sinking (Dingy, Raft) - 4 D (2, 3* = +15) A - Rocking, Sinking or Capsizing (Dingy, Raft, Barrel) - 5 D (1, 4* = +20)
Aqua Drop are both okay but require a chart for the projectile they are capable of deflecting. Bounty - No. of Projectiles Drop 90 should be D = 3 S = 15 Drop 180 should be D = 4 S = 20
Aqua Ring should have this added to range: Mid-Long (Distance), Short (Knock-Back)
- Abyssal Game:
Okay any fighting style which is based on momentum uses Momentum Tokens, for an example of that see Kumo-Ryu in the Arashi Clan. Essentially you build up momentum tokens through constant movement and spend them to utilize any of the techniques in the fighting style or to bolster an attack’s speed or the knock back it inflicts by a tier level per M. Token. When you fix that I’ll be able to check Abyssal game but for now they all need modifications to fix how momentum based techniques function before I can approve them. Also suggestions for flavor for Blue sphere or any others which just use water, Douse is a status effect which gets people wet and lingers for a brief period unless they have drying techniques. It can be pretty useful for you if you are making use of it against DF users due to the seas properties.
- Aqua style:
Formless Entry D & C share the same name so one needs to be changed or put a I & II next to them, I’m assuming these are meant to be concealment techniques so have the first mention that it conceals the user from D-rank Water Displacement sensory while the second conceals from C-rank Water displacement sensory. As for the part with sensory used to hear him have it be D-rank sensory + Above Normal Hearing required to detect him underwater for the D-rank one and C-rank sensory + Above Raised hearing to detect him underwater.
Aquabatics have it increase his stamina consumption to 2x while in use unless he possesses Endurance tiers equal to the speed he is moving at. Once you add that I can approve it
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| | | Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Re: Azure Waves [Durzo Techs] 1st February 2020, 1:49 pm | |
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| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Azure Waves [Durzo Techs] 1st February 2020, 9:15 pm | |
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