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Merkenpo
Wed Aug 09, 2017 11:03 pm
Merkenpo
Fighting Style: A mixture of fishman and merman martial arts
Weapon Utilization: While majority of the techniques are empty fist creating a style while using a weapon is common.
Description: Inherited from his mother, Merkenpo is a brand of martial arts normally taught to merpeople after they turn 30. It is a blend of moves and techniques utilizing Fishman Karate, Fishman Jutsu, and normal Merman Combat techniques. While a lot of moves can be used on the ground the main emphases comes from fighting while submerged or in water. Calling it the dealdy art of the sea.
Toggle Ability While submerged in merman form the attack power and reflexes are boosted by 10% each while defense is lowered by 20%.
Techniques
- Light Techniques:
Guppie Punch
Technique Level: Starter
Technique Range: In front
Technique Cooldown: 3 posts
Technique Duration: 1 post
Technique Buffs: N/A
Technique Debuffs: N/A
Technique Description: Using an arm Cameron throws a fearsome straight punch, the punch may only go straight but it is imbues with fishie power! It has been known to weaken armor.
Water Bullet Chop
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: Using his arm, Cameron does a karate chop. Excess water slings off like a bullet towards the attacker.
Waterwall (Land Version)
Technique Level: 5
Technique Range: In front of user
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: A merperson technique adapted for human form. The user flips forward droping their heal into the ground. Displacing watermoluces in the dirt to fly upwards, the ground in front becoming a small wall, capable of negating 1 LT's worth of damage.
- Medium Techniques:
Waterwall (water version)
Technique Level: Starter
Technique Range: Directly in front of user
Technique Cooldown: 5
Technique Duration: 2
Technique Buffs: None
Technique Debuffs: None
Technique Description: Normally used in Merperson form the user flips backward quickly with their tail, causing the water in front to surge upwards to create a quick wall of water. The wall can take 1 MT's worth of damage.
Fish Punch
Technique Level: 5
Technique Range: 50 Meters
Technique Cooldown: 6 posts
Technique Duration: Instant
Technique Buffs: N/A
Technique Debuffs: N/A
Technique Description: A straight punch that displaces even the water molecules is sent out, sending a heavy blow to the object in front.
- Heavy Techniques:
Aqua Rapid Fire Chop
Technique Level: 10
Technique Range: 100m
Technique Cooldown: 8
Technique Duration: 5
Technique Buffs: None
Technique Debuffs: None
Technique Description: A series of karate chops are used. simultaneously sending water like bullets flying in the user's direction of choice. As if a machine gun of water was firing towards the target.
Sea King Punch
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 8
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: A straight forward karate punch empowered by all the strength in the merman's body. This attack is so strong it hits small water molcoules that can hit the opponent instead of this fist needing to connect.
- AoE Techniques:
Water Splitting Heavens
Technique Level: Starter
Technique Range: 10M
Technique Radius: 2.5 Meters
Technique Cooldown: 15 posts
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs:None
Technique Description: A kick or punch is made towards the ground (or beneath the user) with immense strength, the force knocks water molecules to the side creating an area of displacement underneath. When used underwater a small Tsunami occurs. When used on land a rumbling shockwave is felt as the water molecules are moved about. The technique is strong enough to create a small dry walkway when close to land for six posts.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3997
Re: Merkenpo
Thu Aug 10, 2017 7:07 pm
[Woo! Merkenpo! Comments will be in orange~]
Cameron wrote:Merkenpo
Fighting Style: A mixture of fishman and merman martial arts
Weapon Utilization: While majority of the techniques are empty fist creating a style while using a weapon is common.
Description: Inherited from his mother, Merkenpo is a brand of martial arts normally taught to merpeople after they turn 30. It is a blend of moves and techniques utilizing Fishman Karate, Fishman Jutsu, and normal Merman Combat techniques. While a lot of moves can be used on the ground the main emphases comes from fighting while submerged or in water. Calling it the dealdy art of the sea.
While submerged in merman form the attack power and reflexes are boosted by 25% each while defense is lowered by 50%. [This is a toggled ability, so put a bold header before it saying "Toggled ability". Also, tone the buffs/debuffs down to a total of 20%. So, attack and reflex would be +10% each and defense would be -20%.]
Techniques
- Light Techniques:
Guppie Punch
Technique Level: Starter
Technique Range: In front
Technique Cooldown: 3 posts
Technique Duration: 1 post
Technique Buffs: Opponent gains 5% in attack stat
Technique Debuffs: Opponent drops 5% in defense stack [Is the stat buff/debuff really necessary for this technique? You're doing damage nonetheless, so you might wanna keep the cooldown as low as possible for all your LTs.]
Technique Description: Using an arm Cameron throws a fearsome straight punch, the punch may only go straight but it is imbues with fishie power! It has been known to weaken armor.
Water Bullet Chop
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: Using his arm, Cameron does a karate chop. Excess water slings off like a bullet towards the attacker.
Waterwall (Land Version)
Technique Level: 5
Technique Range: In front of user
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: A merperson technique adapted for human form. The user flips forward droping their heal into the ground. Displacing watermoluces in the dirt to fly upwards, the ground in front becoming a small wall, capable of taking 1 LT, 50% of an MT, and 25% of a HT damage. [All you need to say here is "capable of negating 1 LT's worth of damage."]
- Medium Techniques:
Waterwall (water version)
Technique Level: Starter
Technique Range: Directly in front of user
Technique Cooldown: 5
Technique Duration: 2
Technique Buffs: None
Technique Debuffs: None
Technique Description: Normally used in Merperson form the user flips backward quickly with their tail, causing the water in front to surge upwards to create a quick wall of water. The wall can take to two LT, 1 MT, or 50% an HT, without damaging the people behind.[And here, just "capable of negating 1 MT's worth of damage".]
Siren Shout
Technique Level: 5
Technique Range: 50 Meters
Technique Cooldown: 6 posts [Cooldown must be increased by as many posts as your duration lasts. And your duration should be no longer than 3 posts.]
Technique Duration: 4 posts
Technique Buffs: Raises the Attack stat by all except the user by 50%
Technique Debuffs: All reflex stats are lowered by 50%,
Technique Description: A special mermaid combat shout is made. The shout causes increased blood flow and aggresion to all who hear it, increasing the attack power by 50% except the user. On the downside, the excess agression causes the listeners to become more reckless and unable to think properly.[This would be an AoE. All other named techniques can either only affect one single target, or the buffs and debuffs need to be split equally between all targets. Also, the buffs/debuffs must to be no higher than 25% for MTs.]
- Heavy Techniques:
Aqua Rapid Fire Chop
Technique Level: 10
Technique Range: 100m
Technique Cooldown: 8
Technique Duration: 5
Technique Buffs: None
Technique Debuffs: None
Technique Description: A series of karate chops are used. simultaneously sending water like bullets flying in the user's direction of choice. As if a machine gun of water was firing towards the target.
Sea King Punch
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 8
Technique Duration: Instant
Technique Buffs: 30% buff in the attack stat to the opponent for five posts [Again, do you really need buffs and debuffs for this technique? If you do, and the duration is five posts, then replace the "instant" with 5 posts. Also increase the cooldown by 5 posts.]
Technique Debuffs: 30% debuff to the defense state to the opponent for five posts.
Technique Description: A straight forward karate punch empowered by all the strength in the merman's body. This attack is so strong it has been known to weaken the toughest of defenses.
- AoE Techniques:
Water Splitting Heavens
Technique Level: Starter
Technique Range: 10M
Technique Radius: 2.5 Meters
Technique Cooldown: 15 posts
Technique Duration: 6 [This technique doesn't need a duration since it doesn't have any stat alterations. There are no "DoTs" on RevDawn, so if all you're doing is making your technique "visually" last for a long time, you don't actually need to include a duration. All of the technical damage would be dealt as soon as you declare the technique in your post.]
Technique Buffs: None
Technique Debuffs:None
Technique Description: A kick or punch is made towards the ground (or beneath the user) with immense strength, the force knocks water molucules to the side creating an area of displacement underneath. When used underwater a small Tsunami occurs. When used on land a rumbling shockwave is felt as the water molucules is moved about.
- Gray
[tracker=/t131-tracker-gray-starks#504]
Name : Gray
Epithet : "The Conqueror"; "Black Fist"
Age : 49
Height : 10'2" (310 cm)
Weight : 1043 lbs (473 kg)
Species/Tribe : Cyborg Human
Faction : Pirate
World Position : Lurking Legend (Former Yonkou)
Crew : Black Fist Pirates (Destroyed)
Ship : Sangria's Vane (Destroyed)
Crew Role : Captain (Former)
Devil Fruit : Pressure-Pressure Fruit
Bounty : [ber=r] 5,000,000,000
EXP Bonus : +0.20 (to all allies)
Income Bonus : +0.20
Shop Discount : -30%
Balance : [bel] 25,000,000,000
[[strollingdeath]][[baneoftheweak]][[riseandshine]][[childofdestiny]][[freakofnature]]
[[punchoutguru]][[dulcetvirtuoso]]
[[improviseadaptovercome]]
Posts : 3997
Re: Merkenpo
Thu Aug 10, 2017 7:42 pm
Cameron wrote:Merkenpo
Fighting Style: A mixture of fishman and merman martial arts
Weapon Utilization: While majority of the techniques are empty fist creating a style while using a weapon is common.
Description: Inherited from his mother, Merkenpo is a brand of martial arts normally taught to merpeople after they turn 30. It is a blend of moves and techniques utilizing Fishman Karate, Fishman Jutsu, and normal Merman Combat techniques. While a lot of moves can be used on the ground the main emphases comes from fighting while submerged or in water. Calling it the dealdy art of the sea.
Toggle Ability While submerged in merman form the attack power and reflexes are boosted by 10% each while defense is lowered by 20%.
Techniques
- Light Techniques:
Guppie Punch
Technique Level: Starter
Technique Range: In front
Technique Cooldown: 3 posts
Technique Duration: 1 post
Technique Buffs: N/A
Technique Debuffs: N/A
Technique Description: Using an arm Cameron throws a fearsome straight punch, the punch may only go straight but it is imbues with fishie power! It has been known to weaken armor.
Water Bullet Chop
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: Using his arm, Cameron does a karate chop. Excess water slings off like a bullet towards the attacker.
Waterwall (Land Version)
Technique Level: 5
Technique Range: In front of user
Technique Cooldown: 2
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: A merperson technique adapted for human form. The user flips forward droping their heal into the ground. Displacing watermoluces in the dirt to fly upwards, the ground in front becoming a small wall, capable of negating 1 LT's worth of damage.
- Medium Techniques:
Waterwall (water version)
Technique Level: Starter
Technique Range: Directly in front of user
Technique Cooldown: 5
Technique Duration: 2
Technique Buffs: None
Technique Debuffs: None
Technique Description: Normally used in Merperson form the user flips backward quickly with their tail, causing the water in front to surge upwards to create a quick wall of water. The wall can take 1 MT's worth of damage.
Fish Punch
Technique Level: 5
Technique Range: 50 Meters
Technique Cooldown: 6 posts
Technique Duration: Instant
Technique Buffs: N/A
Technique Debuffs: N/A
Technique Description: A straight punch that displaces even the water molecules is sent out, sending a heavy blow to the object in front.
- Heavy Techniques:
Aqua Rapid Fire Chop
Technique Level: 10
Technique Range: 100m
Technique Cooldown: 8
Technique Duration: 5
Technique Buffs: None
Technique Debuffs: None
Technique Description: A series of karate chops are used. simultaneously sending water like bullets flying in the user's direction of choice. As if a machine gun of water was firing towards the target.
Sea King Punch
Technique Level: Starter
Technique Range: 10m
Technique Cooldown: 8
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs: None
Technique Description: A straight forward karate punch empowered by all the strength in the merman's body. This attack is so strong it hits small water molcoules that can hit the opponent instead of this fist needing to connect.
- AoE Techniques:
Water Splitting Heavens
Technique Level: Starter
Technique Range: 10M
Technique Radius: 2.5 Meters
Technique Cooldown: 15 posts
Technique Duration: Instant
Technique Buffs: None
Technique Debuffs:None
Technique Description: A kick or punch is made towards the ground (or beneath the user) with immense strength, the force knocks water molecules to the side creating an area of displacement underneath. When used underwater a small Tsunami occurs. When used on land a rumbling shockwave is felt as the water molecules are moved about. The technique is strong enough to create a small dry walkway when close to land for six posts.
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