Info Fighting Styles

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Fleet Admiral Lee Hung

Blood of the Dark Soul
.
#1
Explanation and creation guide to choosing your own fighting styles and technique's to create your own template for your own RP character! Will have to contact your GM for approval before using your template in RP Game! So Contact by PM or Thread submission! (Note thread submission for fighting stats submission etc if decide this for the option instead of pm)

The main stats you will get for choosing martial arts, Will incorporate one of mastery and hand to hand combat.

This is not limited and you may have more than one fighting technique you wish to choose later. So as an example, if you wish to learn sword weapon fighting techniques. The points you earn will need to be gathered from the current fighting style XP points you earned when you first started.

So if you choose martial arts first! You will first need to gain points for it first! Before you can incorporate more points into other fighting technique you wish to choose later. So for example, if you spend 50 XP you earned on martial arts first. It can give you 100 points. Giving you extra points to put into another fighting style you wish to improve on if choose so. Note: Also there are character upgrades and more ways to gain XP points in other activities in Rp which can earn more bonus points! So look out for those options to help build up your character!

Weapons
Depending on which fighting style you chose. Your weapon will have to be themed to your current fighting style. If you were to lose your weapon in a situation for example and don't have any more points to put into another fighting technique style. You will be reduced to simpler fighting techniques by using punches and kicks. Also if you have a Devil Fruit power that also works as a fighting style to its df theme. It will have DF Stat you will need to improve it, Beside the fighting stat points.

Boosts
Each fighting style will give your character a boost depending on which stat you have chosen. when choosing to boost either strength, agility, and vitality. You cannot choose more than one stat.

Black Leg Style(11 Minimum Mastery)( By working with Zeff this is obtained)
Collier Shoot: Jumping higher into the air. The user is able to send a more powerful kick towards the opponent's neck.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: D

Épaule Épaule: The User will send a downward kick targeting the opponent's shoulder area, which will knock them off their balance or knock them hard into the ground rendering them stunned or passed out.
(11 Mastery, 11 Strength) Destructive Potency Rank: D

Côtelette: The User will send a hard aimed kick towards the rib area of their opponent by standing in one hand position. This attack is usually paired soon after with selle.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Selle: A combo attack used with Côtelette: Taking advantage of using the previous combo attack, while still in handstand position! The user will spin around in the opposite direction delivering a super fast kick towards the opponent's back in the lower area.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Poitrine Shoot: The user aims a little higher and kicks upwards instead of downwards in their relentless attack.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Gigot: While running towards the opponent the User will deliver a sweeping kick towards the knee cap area. As a result, the opponent will either be sent flying or be slammed into the ground.
(21 Mastery, 21 Strength and 41 Movement Speed) Destructive Potency Rank: C

Mouton Shot: This attack can either start with jumping into the air or flipping. The user then channels their strength into one of their legs to perform a strong kick towards the opponent's midsection or towards their head. Upon impact, this attack has a chance to send the opponent flying.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Reception: By lifting one of their legs aimed towards the opponent's neck. The User will be in range to hook their foot around their neck. Which they will then use their leg as a weight to bring the opponent smashing headfirst into the ground!
(21 Mastery, 41 Strength and 21 Movement Speed) Destructive Potency Rank: B

Anti-Manner Kick Course: When the user lift's their leg at a full 180-degree angle while still in the air. They will be able to use a very powerful vertical kick which is mostly aimed at the opponent's center and torso area. Can either be attacked from front or back! This type of attack results in the opponent being either one-shotted resulting in defeat. Note: For the taller opponents such as giants etc the user needs to jump to the appropriate height, In order of delivering the attack at full potential.
(41 Mastery, 41 Strength) Destructive Potency Rank: C

Basse Côte: While in mid-air, The user kicks one leg straight forward towards the opponent in an attack. while also kicking their other leg backward to gain a boost.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Longe: The user will send a sweeping kick towards the opponent. This type of attack will usually target the back of the opponent back. Which is useful for sending the opponent flying while also letting the user prepare for another attack on them.
(21 Mastery, 21 Strength and 41 Movement Speed) Destructive Potency Rank: C

Tendron: A sidekick directed straight towards the middle area of the opponent's shoulder/collar bone area.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Flanchet Shoot: The user sends a stronger kick towards the opponent with a head-on snap attack. By bringing their leg up fast from below towards their target's head.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Quasi: As the user flips into a double handstand position. They will spin around while kicking their opponent.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

Queue: By continuing to spin around in their attack with the recent combo from Quasi. The User will be able to swing their other leg around and be able to target their opponent's lower back area where the tail bone is.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

Cuisseau: This attack is used right before jarret attack. Resulting in the user delivering a hard kick towards the opponent's thigh area. This can also be used to block incoming kick attacks if the opponent uses one, besides this being used for offense attacks.
(21 Mastery, 31 Strength) Destructive Potency Rank: C

Veau Shot: By leaping into the air, The user is able to send a more powerful kick towards the center of their opponent's torso.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Concassé: By jumping higher into the air. The user start's flipping over faster which causes them to gain speed. While still flipping in the air. They can bring the bottom heel of their foot in a downwards direction towards their opponent's head. Also, the user can use this attack while standing sideways while standing on one hand while facing the direction of their opponent before spinning fast. Making them able to deliver a kick to their opponent's side.
(41 Mastery, 21 Strength and 41 Movement Speed) Destructive Potency Rank: B

Troisième Hachis: By doing a series of black flips towards their opponent. The user can also use their hands to give themselves a final push in the direction of their opponent's face which then delivers faster kicks.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Bouquetière Shot: A attack that is often used for the final blow in a series of attacks. By the user landing on their hands underneath the opponent's chin. And using both their hands to make a spring upwards motion to give the final blow to their opponent's chin/jaw.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Slice Shoot: By running foreword and jumping into the air. While at the same time performing a kick in the direction of the opponent's hands. The User will be able to disarm their opponent while also damaging their hand or knocking their weapon away if they have one.
(41 Mastery, 21 Strength and 41 Movement Speed)

Party Table Kick Course: Mostly an attack used for fighting off large swarms of groups. The user will jump high into the air and land on their opponent's head while in a handstand position. while starting to spin rapidly in every direction to deliver a brutal kick to anyone in close range of the attack.
(41 Mastery, 31 Strength and 31 Movement Speed) Destructive Potency Rank: C

Brochette: Jumping over their opponent form. The user then directs one of their legs directly downwards into a spinning drill motion-type attack towards their opponent with their extended leg.
(41 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

Frites Assorties: This type of attack is used to send more than one opponent skywards, by the user leaning forward while sending out rapid kicks towards the opponent's direction.
(41 Mastery, 41 Strength) Destructive Potency Rank: C

Escalope: The user will send a kick towards the opponent's forehead.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

Joue Shoot: The user leans forward and delivers a harder sidekick to either of the face cheek areas.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Bouche: By sending a straightforward kick upwards to the opponent's jaw/upper roof of the mouth area. Only works if the opponent's mouth is open.
(21 Mastery, 21 Strength) Destructive Potency Rank: B

Dents: A kick aimed straight forward hit's the opponent's teeth/mouth area. The attack is able to target both sets of teeth in the jaw at the same time, making this attack usable when the opponent's mouth is shut.
(21 Mastery, 21 Strength) Destructive Potency Rank: B

Menton: The user sends a straight kick that directed to the opponent's lower jaw area which either hits the jaw or chin.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Parage Shot: This attack will send multiply kicks in barrage style attack. Which is directed at a single area in the opponent's face. Making the attacks become stronger/powerful that it can even rearrange the bone structure of the opponent's face who falls under this type of attack.
(51 Mastery, 41 Strength) Destructive Potency Rank: B

Santen Découpage: By sending three strong powerful roundhouse kicks at a fast pace by using one leg aimed directly in the main attack. Which is directed at three spots in the opponent's body. Mainly the neck and chest and stomach area.
(61 Mastery, 41 Strength) Destructive Potency Rank: B

Shishinabe Shoot: Jumping upwards the user is able to send a strong sidekick at their opponent. This attack can also knock down and break walls.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Deuxième Hachis: The user uses both their legs to attack the opponent's stomach area by running first then jump kicking and delivering the blow.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

Extra Hachis: The user will send a barrage of strong/hard kicks directed to more than one area in the vicinity. Which will hit any opponents who are in close range to this type of attack.
(41 Mastery, 41 Strength) Destructive Potency Rank: C

Jenga Ho: The user uses any nearby debris from the broken buildings in the same area. Which they then use to incorporate into their attacks. By sending it flying by kicking it towards their opponent's direction in an attack.
(31 Mastery, 41 Strength) Destructive Potency Rank: C

Blue Walk: Performing this skill/technique. The user will be able to travel at great speeds while underwater. This speed is also similar to that of the fishman swimming speed. By kicking the water more than once the user will be able to build a strong pressure boost.
(81 Mastery, 41 Strength and 61 Movement Speed)

Sky Walk: Opposite of blue walk, the user kicks the air this time building stronger pressure as they jump higher into the sky. This also gives the impression that the user is flying.
(81 Mastery, 41 Strength and 61 Movement Speed)


Diable Jambe(Requires 41 Minimum Mastery)

Premier Hachis: The user jumps and sends more than one kick with both legs in rapid motions of attacks/kicks towards the opponent's stomach area! Though this time Diable Jambe's heat increases the effect of this attack.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Flambage Shot: While in the air or in a higher range above the opponent. The user sends a kick directed sideways at them with the heat of Diable Jambe's on their foot. (which increase the power and effect of this attack) The opponent then gets knocked downwards crashing hard from impact.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Extra Hachis: Leaping high into the air, The user launches a strong barrage of relentless flaming kicks towards their opponent. Giving the illusions of a big fiery impact.
(61 Mastery, 41 Strength) Destructive Potency Rank: B

Frites Assorties: A completely revamped version of the original Frites Assorties. Jumping high into the air, the user delivers three simultaneous kicks in three directions (left, right, and forward) while in Diable Jambe mode, resulting in flames spiraling towards the target at the point of impact.
(61 Mastery, 41 Strength) Destructive Potency Rank: B

Mouton Shot: Performs a mouton shot while Diable Jambe mode is active.
(61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

Venaison Shoot: While spinning in a horizontal position in the air. The user kicks nonstop towards the opponent's chest and stomach. Then finish's off the attack with a strong ax kick to the opponent's head with great speed, and heat while Diable Jambe is active.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Bien Cuit Grill Shot: By running at super high speed if performed just after using blue walk. The User will spin around and kick the opponent with a strong attack directed at the center of their chest. This will also burn their target in the area they attacked leaving a crisscrossed grill burn mark.
(41 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

Poêle à Frire: By kicking more than once downwards repeatedly just after use Skywalk, while Diable Jambe is active. The flaming leg will take down more than one opponent in the area of the attack.
(81 Mastery, 41 Strength and 61 Movement Speed) Destructive Potency Rank: B

Collier Strike: A new and improved attack based on collier shoot. But it's now paired off with Diable Jambe. By Jumping high into the air the user will appear in front of their target while delivering a swift fatal kick to their opponent's neck area. This will also send the opponent flying and burning at the same time, as the small flames pierce through their opponent's body.
(61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

Flanchet Strike: The user Delivers a kick towards the opponent's stomach area. This is an enhanced version of Flanchet Shoot.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Hell Memories: By Recalling their painful memories/past with their eyes closed. The user will immediately become engulfed in flames in their enraged mode of the memories. They will then leap high into the air above their opponent and deliver a powerful strong kick onto them. Which also causes the opponent to catch on fire and causing fatal damage to them. This attack has a higher fire source which is generated.
(81 Mastery, 81 Strength) Destructive Potency Rank: S

Fishman Karate
(Requires 21 Minimum Mastery Requires being a Fishman to use, or learning this fighting technique from a Fishman teacher, with 61 Fishman karate. Jinbe will teach this)

Hyakumaigawara Seiken: A very strong hard punch that can break through 100 tiles and send the user's opponent flying.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Wanto Giri: Using their arm fin, the user will slam their opponent's neck from the back.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Kaisoku: Harakudashigeri: While underwater the user darts ahead and uses the built-up speed to deliver a brutal side kick aimed at the opponent's stomach.
(31 Mastery, 31 Strength, and 31 Movement Speed) Destructive Potency Rank: B

Ka Ka Kakato Otosh: While in spinning motion attack towards their opponent, the user hits them with the bottom of their foot.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Kachiage Haisoku: The user sends a kick from the bottom of their foot aimed at the opponent's chin.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Appakushi Chokka Koro: An attack performed while underwater by grabbing the opponent. The user swims downwards super fast to the bottom of the ocean floor with their opponent in their grasps. Where the opponent will feel the devastating pressure on their body at lower levels, Which causes great damage to them!
(21 Mastery, 21 Strength and 41 Movement Speed)

Senmaigawara Seiken: A more brutal stronger version of Hyaku Maigawara Seiken. This can break through one thousand tiles instead of one hundred. And makes it more lethal as it can also kill a human in one shot.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Kaimen Wari: The users Directs a downwards karate chop attack. Making the ocean split into itself, sending a shock/stunned wave to the enemy in range of the attack.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Karakusagawara Seiken: Punching from a fair distance range from the intended target. The user pulls water vapor from the air, to send a ranged attack. Which also acts like a shock wave directed to their target which also sends them flying. This attack is similar to Kuma's pad ho attack except these shock waves are not as concentrated as Kuma's upon impact. Because of this. It gives it a wider range in the attack. Note this technique has a delayed effect on the target who gets hit with it and the effect will take a while to work.
(61 Mastery, 61 Strength) Destructive Potency Rank: D

Gosenmaigawara Seiken: A stronger enhanced attack based on Senmaigawara Seiken. The user sends out a very strong powerful punch that able to knock out a jailer beast in one shot. The attack is more of an uppercut than a straight punch where it sends the opponent's flying upwards into the sky.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Yarinami: By using the water surface, the user can pull/form a spear from the ocean surface and send it crashing through a solid structure with enough force from the attack. which will look like someone punched a big hole in the destruction of the attack.
(61 Mastery, 41 Strength) Destructive Potency Rank: B

Samehada Shotei: A more simple palm block that uses force. It can slap away any incoming sword swings from shadow-powered Gekko Moriah incoming attacks.
(41 Mastery, 61 Strength) Destructive Potency Rank: B

Samegawara Seiken: More of straight powerful punch, that it's so strong that it can send shadow-powered Gekko Moriah reeling from the impact.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Uchimizu: By hurling simpler water droplets at the opponent with kinetic force and the user Fishman strength combined. The opponent will feel like they're getting hit by deadly type bullets.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Nanasenmaigawara Mawashigeri: While performing roundhouse kicks which can also be used to block the giant Wadatsumi's punch. Which can also break one of their fingers.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Gyojin Karate Ogi: Buraikan: This technique might be one of the more powerful attacks of the Fishman Karate that's been seen as of yet. By hurling a pack of water the user holds in their hands. They then shoot it off in a powerful shock wave that will pierce through their target's body.
(100 Mastery, 81 Strength) Destructive Potency Rank: S

Soshark: Using their amazing strength to the best of their capability, the user can grip the large walls and crush them!
(21 Mastery, 41 Strength)Destructive Potency Rank: B

Yabusam: The user will have to wet their arm first before performing this technique! Afterward, the user will use their incredible strength to throw the drops of water. Which are molded into deadly arrows by kinetic force.
(81 Mastery, 41 Strength) Destructive Potency Rank: A

Umidaiko: By punching the water in front of themselves. The user will create a shockwave through the water which is directed towards their opponent.
(61 Mastery, 41 Strength) Destructive Potency Rank: B

Yonsenmaigawara Seiken: This powerful attack is a stronger version of Senmaigawara Seiken. It is a powerful straight punch that can send opponents that are bigger than the user flying backward from recoil upon the impact of this attack.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Mizugokoro: The main primary point of this technique is the User begins by performing a bowl-shaped gesture with their webbed hands, by having the other hand cover it. Performed while underwater just before giving the water around themselves a powerful yank/pull. Which allows them to physically grab and redirect the water currents.
(81 Mastery, 61 Strength)

Kairyu ipponzeoi: The user performs this technique right after Mizugokoro. By grabbing and heaving the water currents from below and upwards, sending it erupting from the ocean surface as a giant pillar of stream! (Similar to the knock upstream)
(81 Mastery, 61 Strength) Destructive Potency Rank: B

Murasame: By throwing the water, the user can cause the water to take the shape of a group of sharks that can bite their opponent. This is an enhanced more powerful version of the Yabusame technique.
(100 Mastery, 81 Strength) Destructive Potency Rank: S


Okama Kenpo
(Requires 11 Minimum Mastery, no teaching required by anyone)

Hakucho Arabesque: This attack is usually performed right after a combination of kicks and punches, as it sends a powerful high kick as a finishing combo.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Okama Dash: Tapping the ground several times to build up strength in their legs just before the user takes a big giant leap straight forwards!
(21 Mastery, 21 Movement Speed)

Urabure Swan Butokai: The user will perform a flurry/barrage of kicks and punches at the opponent!
(31 Mastery, 21 Strength ) Destructive Potency Rank: C

Okama Chop: Basically the user makes a chop motion with their hand directed at their opponent's eye and thus blinding them.
(21 Mastery, 21 Strength) Destructive Potency Rank: C

Keri Pointe: While in the air, the user kicks the enemy with both their feet. They can continue to kick the opponent more than once, and also causing the opponent to be pushed back further from the impact of the attack. Even further the opponent could be pushed off a structure with this type of relentless attack.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Mascara Boomerang: Peeling off their mascara the user can then throw it at their opponent with an effect similar to a boomerang. As mascara returns back into the user's hand after being thrown. Also on top of this detail, the Mascara is also sharp like a blade and it can cut the opponent upon impact a second time.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Grand Fouetté - Ano Natsu no Hi no Memoir: A recollection of past summer days. The user after spinning over 320,000 times. They will perform a kick using the now built up strength from their spins.
(21 Mastery, 21 Strength and 41 Movement Speed) Destructive Potency Rank: A

Ano Fuyu no Sora no Memoir: Leaping into the air, The user starts by performing a sequence of summersaults while in mid-air. Soon after spinning a good amount of time in the few moments. The user comes downwards towards their opponent at a 45-degree angle, delivering a piercing kick to their opponent which is strengthened from their recent spins!
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Bombardier Arabesque: basically leaps into the air, sends a barrage of kick downwards which release a red flame onto the ground, which also acts like bombardier attack to the effect.
(41 Mastery, 41 Strength and 21 Movement Speed) Destructive Potency Rank: B

Ohikae Na Fouetté: User will lung forwards while doing a backward summersault while in midair in the direction of their opponent. Which makes them have a much stronger kick upon impact.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Ano Sabaku no Kuni no Memoir: The user leaps into the air and then spins twice. Before ramming down hard with their foot onto the opponent in a devastating kick.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B
 

Fleet Admiral Lee Hung

Blood of the Dark Soul
.
#2
Rokushiki(11 Minimum Mastery. Must be a member of Marines or Cipher Pol, or can be taught by defeating Laskey[LINK]:
The number of Rokushiki forms depends on your mastery of martial arts.

11 Mastery - Unlocks one form
21 Mastery - Unlocks the second form
31 Mastery - Unlocks third form, can combine two forms
41 Mastery - Unlocks the fourth form
51 Mastery - Unlocks the fifth form, can combine three forms
60 Mastery - Unlocks the sixth form
81 Mastery - Unlocks rokugan

Basic Rankyuaku
Requirements:
11 Mastery, 21 Strength, 21 Movement Speed.
11-30 Mastery: Destructive potency: D
31-50 Mastery:
Destructive potency: C
51-71 Mastery:
Destructive potency: B
71-99 Mastery:
Destructive potency: A
100 Mastery:
Destructive potency: S
Description:
The user kicks at high speed, sending out compressed blades of air towards their opponents, about 3 feet wide.

Basic Shigan
Requirements:
11 Mastery, 21 Strength.
11-40 Mastery: Destructive potency: C
41-60 Mastery:
Destructive potency: B
61-80 Mastery:
Destructive potency: A
81-100 Mastery:
Destructive potency: S


Basic Kami-E:
Requirements:
11 Mastery, 21 Reaction Speed.
Description: The user relaxes their body, increasing their reaction speed by Mastery/5. Can not attack.
11-50 mastery: Must stand in one place (2 turn cooldown)
51-81 mastery: Can move around. (2 turn cooldown) Standing still while using Kami-E has a 1 turn cooldown.
81-100 mastery: Can move around. (1 turn cooldown) Standing still while using Kami-E has no cooldown.

Basic Soru
Requirements:
11 Mastery, 21 Movement Speed.
Description: 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

Basic Tekkai:
Requirements:
11 Mastery, 21 Durability.
Description: The user hardens their body, increasing Durability by Mastery/5.
11-50 mastery: 2 turn cooldown
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.

Basic Geppo:
Requirements:
11 Mastery, 21 Movement Speed, 21 Strength.
Description: The user kicks off the air with such force that they lift off.
Mastery divided by 2 is the number of times you can kick before having to land.

Cho Sokuten: Tekkai Dama
Requirements:
56 Mastery, 41 Strength, and 41 Movement Speed
Description: The user combines his Tekkai Dama (spinning himself with Soru while using Tekkai) movements with Geppo to use it in midair.

Kamisori
Requirements:
46 Mastery, 41 Strength, and 61 Movement Speed
Description: A combination of Geppo and Soru, where the user uses Soru in a zigzag motion in midair, allowing extremely fast movements in three dimensions.

Tekkai "Utsugi"
Requirements:
41 Mastery, 41 strength, 41 Resilience
Description: This form of Tekkai is used entirely as a counter instead, where the purpose is not to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones in a normal human body.
(2 turn cooldown)

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

Rokaru Area Network
Requirements:
41 Mastery, 41 Strength, and 61 Movement Speed
DPS: B
Description: While moving at high speed, the user slashes at his opponent with both hands. Because of his high speed, it appears as if he was attacking with multiple hands.

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

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

Tekkai "Sai"
Requirements:
46 Mastery, 41 Strength, 41 Movement Speed, and 41 Resilience
DPS: B
Description: After using Geppo to project himself towards his opponent, the user uses Tekkai to harden his body, smashing the enemy.

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

Shigan "Oren"
Requirements:
51 Mastery, 51 Strength
DPS: B
Description: This attack is simply a rapid-fire version of the normal Shigan technique that hits the enemy multiple times.

Tobu Shigan "Bachi"
Requirements:
51 Mastery, 41 Strength
DPS: B
Description: A projectile version of Shigan that fires sharp compressed air bullets from the fingers, similar to "Rankyaku".

Shigan Cue
Requirements:
41 Mastery and 41 Strength
DPS: B
Description: In this attack, the user uses his blunt staff in the same way a finger is normally used in Shigan.

Jugon
Requirements:
41 Mastery, 41 Strength
DPS: B
Description: This is a very strong punch that is done at the same speed as Shigan, making it even more powerful.

Jugon Ogi: "Fukuro Dataki"
Requirements:
31 Mastery, 21 Strength, and 51 Movement Speed
DPS: C
Description:
A rapid-fire version of Jugon, in which the user unleashes a flurry of punches at the enemy while using Soru to move around him, in order to strike from all directions.

Shinaru Shigan "Whip"
Requirements:
51 Mastery, 41 Strength
DPS: B
Description: In this attack, the user pulls back her arm as if to use a normal Shigan attack, then whips her arm out at the opponent at high speed, causing their arm to appear as if it is bending like a whip would, and hits the enemy with their finger.

Rankyaku "Sen"
Requirements:
31 Mastery, 31 Strength
DPS: C
Description: Used in a stomping action. The air is blasted straight ahead in a line towards the opponent like a bullet, instead of in a curve as witnessed in the normal version.

Rankyaku "Hakurai"
Requirements:
61 Mastery, 61 Strength
DPS: A
Description: A much more powerful form of Rankyaku that is used by using both legs, it appears to cut the air in a larger area.

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

Rankyaku "Shuriken"
Requirements: 4
1 Mastery, 31 Strength
DPS: C
Description: The user fires multiple Rankyaku blades in the shape of shuriken.

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

Kami-e "Slime"
Requirements:
51 Mastery, 51 Reaction Speed
Description: Instead of the body becoming limp like paper, it stretches and moves in ways slime or sludge would move in order to avoid attacks.

Shigan "Madara"
Requirements:
51 mastery, 51 strength
DPS: B
Description:
Appears as Oren, but is performed with both hands instead of one causing massive damage.

"Jusshigan"
Requirements:
61 mastery, 61 Strength
DPS: A
Description:
In this attack, the user puts both of his hands together and performs Shigan with all ten of his fingers at once, greatly damaging the opponent.

"Gekko Jusshigan"
Requirements: 81 mastery, 71 strength, 61 movement speed
DPS: S
Description:
A combination of Jusshigan and Geppo. After using Geppo to get himself into the air, the user finally uses it to launch himself towards his target in a vertical drop. The added momentum and the vulnerable target makes the following Jusshigan more effective, and harder to avoid.

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

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

Rokushiki Ogi: Rokuogan
Requirements:
81 Mastery, 81 Strength, 81 Armament Haki
DPS: S
Description: This is the ultimate Rokushiki technique that can damage an opponent internally, similar to the Impact Dial, or of equal or more strength to the Reject Dial, but the technique is considered to be much more powerful and can be performed without the side effect of great pain to the user. It appears to be two fists held at close range that can damage the opponent with a blast powerful enough to cause even Luffy to cough up blood and come close to death.

Life Return(Requires 41 Minimum Mastery. Does not need to be taught by anyone.):

Kami Shibari: The user lengthens his hair and manipulates it to bind his opponents.
(61 Mastery, 41 Strength)

Haru Gin Jo: After catching his opponent in Kami Shibari, the user aims his staff at his opponent for a finishing blow.
(61 Mastery, 61 Strength) Destructive Potency Rank: A

Shoka, Kyushu: The user uses this technique to return to their normal size body fat after eating a lot of food.
(61 Mastery and 41 Resilience)

Shishi Shigan: Rather than using his own fingers for Shigan, the user shapes his hair into the form of hands and repeatedly uses the fingers of said hands to rapidly jab the opponent.
(61 Mastery, 41 Strength. Requires Rokushiki as well) Destructive Potency Rank: B

Hasshoken(Only available to one person, must defeat the leader of the Happo Navy to be taught by them requires 81 Minimum Mastery, 61 Resilience, 61 strength, and 61 armament haki) Destructive Potency Rank: S

Ryusoken(Only available to officers in the Revolutionary army, requires 61 Minimum Mastery, 61 strength and 61 armament haki) Destructive Potency Rank: S


Jio-Ken(Requires 31 Minimum Mastery. Will be taught by Lao-G upon defeating him.):
Yotsu no Kamae: The user takes a stance by bending his knees, leaning forward, and stretching his arms in front of himself while having both of his hands make the shape of the letter G.
(41 Mastery)

Me no Tsukare: While in the Lower Back Pain Stance, the user jumps forward and strikes his opponent's eyes.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Kata Kori: While in the Lower Back Pain Stance, the user jumps forward and strikes his opponent's shoulder.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Fushi Bushi no Itami: While in Yotsu no Kamae, the user jumps forward and strikes all of his opponent's joints before landing behind his opponent.
(61 Mastery, 41 Strength and 61 Movement Speed) Destructive Potency Rank: B

Jioken Kyukyoku no Higi - Sento Ho-Ken: This technique allows the user to conserve his muscle powers from his youth, storing it for future use against any bodily degradation that may otherwise hinder his combat abilities such as injuries, sicknesses, and old age. After activating stored muscle power, the user's body enlarges, gaining drastically increased musculature, and releases plasma and black electricity (similar to a Haoshoku Haki clash) from his body. His strength and speed increase dramatically(10 in each), effectively returning his strength to his prime for up to 3 turns. Afterward, strength and speed are lowered by 10 for the same amount of turns.
(61 Mastery, 61 Strength and 61 Movement Speed)

G no Kokuin: After activating his stored muscle powers, the user dashes his enemy with high velocity and punches them with his G-shaped fist. The user leaves a G-mark on his enemy.
(61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

Tontatta Combat (Requires 21 Minimum Mastery and 21 Strength. Must be a dwarf or be taught by a dwarf with 61 Tontatta Combat. Leo teaches this.)
Shippo Hammer: Jumping high into the air, the user positions him or herself above the target, and then uses the tail to strike it hard.
(21 Mastery, 21 Strength and 21 Movement Speed) Destructive potency rank: C

Tontatta Swing: The user grabs onto the opponent by their feet and then swings them around in circles.
(21 Mastery and 21 Strength) Destructive potency rank: D

Humandrill Mimick Mastery
Requires minimum 11 mastery.
Can only be used by Humandrill.
This "fighting style" allows humandrills to use their increased instincts to copy techniques that they visit, as long as they fulfill the following prerequisites:
Mimick Mastery and Reaction Speed needs to be equal or higher to the fighting style mastery of their opponent.
You need to fulfill all physical requirements at the moment of copying it.
Hasshoken or Dragon Claw can not be copied.
The user can permanently copy Mastery/5 techniques.
The rest of the copied techniques the humandrill will forget after 3 months.

Electro
Electro: a mink martial art combat available only to the mink race.
1-20 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
120 mastery: 3m ranged electro, 10/10 turn sulong at night

Basic Electro (requires 1 mastery): channeling energy through their fur, the mink shocks an opponent with their hand.

Full Body Electro (requires 21 mastery): channeling energy through their fur, the mink shocks an opponent with their body.

Electro Coating (requires 41 mastery): channeling energy through their fur, the mink covers their weapon in a layer of electricity that will shock on contact.

Sulong (requires 61 mastery): using electricity the mink shocks their body function at limit breaker capacity giving +10 speed and strength. It can only be used at night

Sulong Shock (requires 81 mastery): while in sulong form the mink can shoot electro at a 1m range.

Gujutsu(Requires 21 Mastery. Taught by the merman princes on Fishman Island):
Koin Ryusui So: The user initiates this attack by spinning his trident rapidly. They then lash forward and rapidly slash their enemy with great strength.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Ryugu Romon: The user moves both of his swords forward rapidly, slashing his enemies numerous times.
(41 Mastery, 21 Strength) Destructive Potency Rank: C

Shitchin Banpo: This is a powerful slashing attack, performed with both hands on the sword's hilt.
(21 Mastery, 21 Strength) Destructive Potency Rank: C
 

Fleet Admiral Lee Hung

Blood of the Dark Soul
.
#3
You can create your own Sword Style if you wish using the following movesets as a template. To create your own Sword Style, you MUST obtain GM approval before using it in the RP.
Ittoryu
(Requires 1 Minimum Mastery. Does not need to be taught)
-Ittoryu Iai: Shishi Sonson: Placing the sheathed sword upright and listening to the "breath" of his opponent, the attacker rapidly unsheathes, attacks, and resheathes their sword. An interesting note is that the user does the technique back-handed as opposed to from the waist with a standard grip on the sword. (21 Strength, 11 Mastery) Destructive Potency Rank: C

-Sanjuroku Pound Ho: This attack uses the air itself to slash the target from a distance. To initiate it, the user first holds one of his swords horizontally above the shoulder of his sword arm and then performs a circular swing that launches the air compressed projectile spiraling towards the target. (31 Mastery, 21 Strength) Destructive Potency Rank: C

-Hiryu: Kaen: Using one sword wielded in his left hand with his right hand gripping his left wrist for support (or vice-versa), the user jumps high up into the air and slashes his opponent. After slashing them, the user's opponent then bursts into flames from where they were slashed. (31 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

-Yakkodori: The user launches from his sword a crescent moon-like projectile of compressed air to the opponent with great speed, similar to 36 Pound Cannon. (31 Mastery, 21 Strength) Destructive Potency Rank: C

-Sanbyakurokuju Pound Ho: The user delivers a stronger version of his 36 Pound Cannon, which is presumably 10 times stronger than the original. (51 Mastery, 41 Strength) Destructive Potency Rank: B

-Ittoryu Iai: Shi Shishi Sonson: A stronger version of his original "Ittoryu Iai: Shishi Sonson". The user swings his sword in a very quick and powerful unsheathe move to slice his opponent. This attack is strong enough to easily decapitate a legendary beast like a Dragon. (41 Mastery, 41 Strength) Destructive Potency Rank: B

-Daishinkan: Daishinkan consists of the user running towards his opponent with their sword held outstretched in one arm. He then executes a two-handed overhead swing used to split his opponent into two from the top down. (61 Mastery, 61 Strength, and 61 Movement Speed) Destructive Potency Rank: A

-Baki: After raising his sword above his head, the user delivers a powerful vertical slice to his opponent. This attack can easily slice through solid stone. (61 Mastery, 81 Strength and 41 Movement Speed) Destructive Potency Rank: A

The abilities below are custom-made by @Noctis which we have decided to make official to be used.

-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. (Requires 61 Strength and 61 Movement Speed) - DPR: B

-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. (Requires 81 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 91 Strength) - 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 71 Strength, 71 Sword Style) - DPR: A

Flash Thrust: It's a standard but a highly effective attacking movement. 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. (Requires 61 Strength and61 Movement Speed) - DPR: A

-Dance of the Centipede: Hundred-Legged Zigzag: An attack where the user uses their full speed to run a zigzag pattern to confuse their opponents in order to create an opening for them to directly stab their opponent's neck and kill them, with the stab's force and power being further enhanced by the momentum of their speed. (Requires 61 Strength and 61 Movement Speed) - DPR: A

-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 the reversed path from right to left. (31 Mastery, 21 Strength) DPR: C

-Howling Octave: begins with five high-speed continuous thrusts at the target, followed by a downward cut and then a cut upward, before finally performing a final full force swing from an overhead position. Due to the skill being of a very high level, the post-motion delay of the skill is also quite long. (51 Mastery, 51 Strength and 51 Movement Speed) DPR: B

Nitoryu(Requires 21 Minimum Mastery, together with Ittoryu takes up one style slot. This technique can be morphed to fight fighters with more than two arms. IE, an octopus fishman with six arms or a spider zoan with eight arms. Does not need to be taught)
-Taka Nami: While airborne, creates a powerful gust of wind to knock opponents over. It can be done while standing on the ground. The user says this attack is very useful against a group of weak enemies. (21 Mastery, 21 Strength)

-Sai Kuru: The user holds his swords in front of him pointing up, like rhinoceros horns, and spins quickly. (21 Mastery, 21 Strength) Destructive Potency Rank: C

-Nitoryu Iai: Rashomon: A dual sword drawing technique so powerful that it can split large obstacles in half. The user draws his swords, and sheathes them quickly, able to split two train carriages in half. (41 Mastery, 41 Strength) Destructive Potency Rank: B

-Nanajuni Pound Ho: Same principle as the 36 Pound Cannon. Holding his two swords horizontally above the shoulder, the user then performs a circular swing that launches two air compressed projectiles spiraling towards the target instead of one, making it twice as powerful. (31 Mastery, 31 Strength) Destructive Potency Rank: C

-Nigiri: A stance where two swords are held parallel so that the tips are pointing to his right or left side, this move is like a pre-requirement to perform: Toro, Otoro, Hirameki, Samon, and Maguma. (41 Mastery)

-Toro: Two air-based projectile slashes are sent upwards while jumping as the user swings his swords in an upward motion. (31 Mastery, 21 Strength and 21 Movement Speed) Destructive Potency Rank: C

-Otoro: Two air-based projectile slashes are sent downwards while falling as Zoro swings his swords downwards, with the gravity complimenting the force of the attack. (51 Mastery, 41 Strength) Destructive Potency Rank: B

-Hirameki: Two air-based projectiles are sent forward after swinging both swords from the left or right side. (41 Mastery, 31 Strength) Destructive Potency Rank: C

-Samon: Two air-based projectiles are sent diagonally down and to the left or right after swinging both swords from the left or right. (41 Mastery, 31 Strength) Destructive Potency Rank: C

-Maguma: A simple downward pound into the opponent with both swords. (21 Mastery, 21 Strength) Destructive Potency Rank: C

Santoryu(Requires 41 Minimum Mastery and at least 21 mastery in Ittoryu/Nitoryu. Ryutoryu requires 81 Fighting Style. Does not need to be taught)
-Oni Giri: A three-way simultaneous slashing attack. The user crosses his two swords across his chest and places the blade in his mouth horizontally behind them. The user then approaches the target (usually at high speed) and cuts through by swinging the swords across his chest, resulting in a descending diagonal-crossing slash from both swords while the mouth blade performs a horizontal cut from either the left or right, depending on which side of his mouth he positioned the sword's main blade at. (41 Mastery, 41 Strength and 31 Movement Speed) Destructive Potency Rank: B

-Yaki Oni Giri: A variation of the Oni Giri where the user's swords are on fire. Should this attack connect, the opponent will also be set on fire. (51 Mastery, 41 Strength and 31 Movement Speed) Destructive Potency Rank: B

-Enbima Yonezu Oni Giri: A stronger variation of "Oni Giri" where the swords are twisted during the slash for added force, resulting in this attack striking multiple opponents instead of one. (51 Mastery, 41 Strength) Destructive Potency Rank: B

-Tora Gari: The user puts his hand swords over his mouth blade and swings forth a forward descending slash with them. At close-range, this can incapacitate at least two average foes at once. (51 Mastery, 41 Strength) Destructive Potency Rank: B

-Santoryu Ogi: Sanzen Sekai: The user holds two of his swords at an angle against each other and rotates them rapidly while running towards his opponent to create momentum; he then slices up the foe with full speed and power. (71 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: A

-Toro Nagashi: At a close range, the user leans toward the opponent, using two of his swords to block the opponent's attacks while twisting his body around as he is continuously moving to approach and dodge other attacks (if there are any) and eventually cutting through the opponent's stomach with the third sword. (61 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

-Tatsu Maki: The user spins with his swords to create a dragon-like tornado that both slashes and blows away the target(s). (61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: B

-Ushi Bari: The user executes a multi-hit running attack with two swords held out like a bull's horns. (51 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

-Gazami Dori: All three swords are horizontally parallel, suddenly clamping down on the target like a crab's claw for a guillotine-like effect that would normally cut a person's head off. (41 Mastery, 61 Strength and 41 Movement Speed) Destructive Potency Rank: B

-Hyakuhachi Pound Ho: Same principle as the thirty-six version of the same attack. Holding his two swords horizontally above the shoulder and the other in his mouth in the same direction, and then performs a circular swing that launches three air compressed projectiles spiraling towards the target instead of one or two, tripling the power of the technique, the air compressed projectiles instead fuse and become a larger and more powerful, compressed air projectile. (41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: C

-Karasuma Gari: The user performs a flying multiple slash technique. (61 Mastery, 61 Strength and 61 Movement Speed) Destructive Potency Rank: B

-Gyuki: Yuzume: The swords are positioned pointing at the enemy. The user lunges forward and hits the enemy with great impact. (41 Mastery, 41 Strength and 51 Movement Speed) Destructive Potency Rank: B

-Ichi Gorilla: The user flexes his left or right bicep, in preparation for Nigori-zake. (41 Mastery, 61 Strength and 41 Movement Speed)

-Ni Gorilla: The user flexes his right or left bicep, in preparation for Nigori-zake, as a follow-up for the above technique. (41 Mastery, 61 Strength and 41 Movement Speed)

-Nigori-Zake: After using both Ichi and Ni Gorilla, the user swings his swords so that the tips meet when they hit the opponent, with the swords in his mouth and left hand being held at the same level and the right's hilt dropping at an angle. (81 Mastery, 61 Strength) Destructive Potency Rank: A

-Hyo Kin Dama: The user jumps forward while spinning in the air, forming a ball shape with his blades. This is basically a feinting maneuver, so even if the target manages to read the pattern of this attack and move out of their trajectory, they will still be cut as the user careens past them. (61 Mastery, 41 Strength and 61 Movement Speed) Destructive Potency Rank: B

-Daibutsu Giri: A series of horizontal sword slashes. (61 Mastery, 41 Strength) Destructive Potency Rank: B

-Yasha Garasu: The user spins like a rolling wheel towards his enemy while continuously thrusting his swords at the opponent. The attack leaves cuts shaped like crows' feet. (61 Mastery, 41 Strength and 61 Movement Speed) Destructive Potency Rank: B

-Santoryu Ogi: Rokudo no Tsuji: The user manages to bend his body and swing the swords in the form of an inverted "S" shape while performing a vertical spin, slashing the opponent six times simultaneously so fast that he did not seem to move at all. (81 Mastery, 61 Strength) Destructive Potency Rank: A

Kokujo: O Tatsumaki: A much stronger and more effective version of "Tatsu Maki", where the user performs the same action. He spins to create a dragon-like tornado that both slashes and blows away the targets, but the attack keeps going like an actual whirlwind and cuts up anyone who gets caught in it. (71 Mastery, 61 Strength) Destructive Potency Rank: B

-Rengoku Oni Giri: A much stronger version of "Oni Giri", where the user still faces away from the opponent and waits for them to come. He then turns around and leaps towards the attacking opponent. This may be a way to make his already lightning-fast triple-slash even more sudden. The effect of this attack leaves an X-shaped stream of blood. (61 Mastery, 61 Strength and 81 Movement Speed) Destructive Potency Rank: A

-Ul-Tora Gari: A much stronger version of "Tora Gari", where the user does the same movements, he puts his hand swords over his mouth blade and swings them forth a forward descending slash with them. (61 Mastery, 61 Strength) Destructive Potency Rank: B

-Senhachiju Pound Ho: A much stronger and powerful version of "108 Pound Ho", where the user does the same exact movements as before, holding one of his swords horizontally above the shoulder of his sword arm, and then performs a circular swing that launches the air compressed projectile spiraling towards the target. This new stronger version possesses the ability to cut through a large stone wall. The name implies it is ten times as strong as the previous version. (81 Mastery, 81 Strength) Destructive Potency Rank: A

-Santoryu Ogi: An enhanced version of "Sanzen Sekai". The user delivers massive slashes to his opponent one after another. This technique can be done airborne and is capable of cutting through a large amount of solid stone with ease. (81 Mastery, 81 Strength) Destructive Potency Rank: A

-Asura: Ichibugin: The user holding the swords so the blades are pointing towards the victim, he leaps towards them, powerfully slashing them with all nine of his swords at once afterward ending in a position where all the swords are held in a way to make them look like they are fanning out.(81 Mastery, 81 Strength and 61 Movement Speed) Destructive Potency Rank: S

-Asura: Makyusen: The user approaches his target and slashes them up using all nine swords and ends with a stance where all nine swords are in a wheel shape with his Kyutoryu a few meters away from the opponent, the wound is similar in shape to the sword stance, the actual effect is not seen until a few seconds later. (81 Mastery, 81 Strength and 61 Movement Speed) Destructive Potency Rank: S

Fencing(Requires 21 Minimum Mastery. Does not need to be taught):
Hanauta Sancho - Yahazu Giri: The user slashes an opponent at such a fast pace that it appears that they did not attack at all (in fact, to the casual observer it would look like the user simply walked past the victim). Only when a certain amount of time has passed, which is approximate to the time the user walks ten feet away, or three meters (verses, as the name suggests), does their opponent realize the attack. It seems to employ elements of iai (instant sword-draw-and-resheath) since it is generally initiated (though not always) with the user moving towards the intended target(s) with an unsheathed blade and walking past them before sheathing it back. It is usually at this point that the victims start manifesting and feeling the effects of this high-speed attack. The actual attack itself, however, is never seen clearly due to the speed implemented. The technique is highly versatile since with it, the user can slash multiple targets at once, and if they so wish, the damage they inflict can be as fatal or as incapacitating as they like.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Aubade Coup Droit: A thrusting technique, the sword creates a highly compressed blast of air as if fired from a gun.
(31 Mastery, 21 Strength) Destructive Potency Rank: C

Prelude - Au Fer: The user slashes an opponent's weapon almost instantaneously. Apparently intended to disarm the opponent by destroying whatever weapon they might be wielding at close range.
(41 Mastery, 41 Strength) Destructive Potency Rank: B

Gavotte Bond en Avant: A thrusting technique, the user propels himself forward in order to strike an opponent. This move can be done even in mid-air.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Polka Remise: The user delivers several thrusts against an opponent. Visually, due to the user's speed, it looks as if they are thrusting with several swords.
(51 Mastery, 41 Strength) Destructive Potency Rank: B

Swallow Bond en Avant: An aerial version of Gavotte Bond en Avant, the user first positions himself in mid-air several feet above his target and then performs a descending Bond En Avant spinning downwards in an attempt to spear his target.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Ekakiuta: Hitoyogiri: This is another swift draw-and-sheathing technique and it slices the opponent's torso with three horizontal cuts.
(71 Mastery, 61 Strength) Destructive Potency Rank: A

Gujutsu(Requires 21 Mastery. Taught by the merman princes on Fishman Island):
Spoiler
Koin Ryusui So: The user initiates this attack by spinning his trident rapidly. They then lash forward and rapidly slash their enemy with great strength.
(41 Mastery, 41 Strength and 41 Movement Speed) Destructive Potency Rank: B

Ryugu Romon: The user moves both of his swords forward rapidly, slashing his enemies numerous times.
(41 Mastery, 21 Strength) Destructive Potency Rank: C

Shitchin Banpo: This is a powerful slashing attack, performed with both hands on the sword's hilt.
(21 Mastery, 21 Strength) Destructive Potency Rank: C
 

Fleet Admiral Lee Hung

Blood of the Dark Soul
.
#4
You can create your own Combat Art if you wish using the following movesets as a template. To create your own Combat Art, you MUST obtain GM approval before using it in the RP.

Dials
Dials Mastery
11-20 - 2 dial types
21-40 - 3 dial types
41-60 - 4 dial types
61-80 - 5 dial types
81-99 - 6 dial types
100 - any dial types

Any dials with price can be purchased from Conis on Skypiea

Axe Dial
Requires 31 Mastery
Allows the user to absorb and shoot back cutting attacks equal to mastery +2 ranks.
Obtained from defeating Divine Soldiers

Ball Dial
Requires 11 Mastery
Allows the user to create (Mastery/5) big balls.
Aquired from Satori
-or-
Costs 50.000.000 beri

Breath Dial
Requires 21 Mastery
Allows the user to store wind. Mastery/10= number of turns it can be activated for. Increases movement speed by +5
Costs 100.000.000 beri

Flame Dial
Requires 31 Mastery
Allows the user to store fire. Mastery/10= is the amount of attacks the user can store. Each attack is a cone attack with destructive rank: B
Aquired from Shura
-or-
Costs 150.000.000 beri

Flash Dial
Requires 21 Mastery
Allows the user to store light. Mastery/10= number of blinding lights.
Aquired from Braham
-or-
Costs 100.000.000 beri

Flavor Dial
Requires 11 Mastery
Allows the user to store smoke or poison gas(requires medicine). Mastery/10=Bursts it can release.
Costs 50.000.000 beri

Heat Dial
Requires 21 Mastery
Allow the user to store heat. Mastery/10= number of turns it can be activated for. Destructive potency rank: B
Aquired from Shura
-or-
Costs 100.000.000 beri

Impact Dial
Requires 41 Mastery
Allows the user to absorb and shoot back blunt attacks equal to mastery +1 ranks.
Aquired from Satori
-or-
Costs 200.000.000 beri

Jet Dial
Requires 41 Mastery
Allows the user to store wind. Mastery/10= number of turns it can be activated for. Increases movement speed by +10
Aquired from Gedatsu

Lamp Dial
Requires 11 Mastery
Allows the user to store light. Mastery/5= number of turns it can be activated for. Only illuminates
Costs 50.000.000 beri

Eisen Dial
Requires 31 Mastery
Allows the user to reshape the melee weapon it is attached to. The user must submit different shapes for approval of the GMs, and the mastery each would require.
Aquired from Ohm
-or-
Costs 150.000.000 beri

Milky Dial
Requires 31 Mastery
Allows the user to store clouds they can ride. Mastery= meters of total length of cloud.
Aquired from Ohm
-or-
Costs 150.000.000 beri

Reject Dial
Requires 61 Mastery
Allows the user to absorb and shoot back blunt attacks equal to mastery +3 ranks. This also damages the user half as much as it would the target.
Aquired from Wiper

Gunslinging
(Requires minimum: 21 Reaction Speed and 11 Gunslinging Mastery.)
11 Gunslinging Mastery: C-rank bullets. 5 bullet magazine.
21 Gunslinging Mastery: Two guns.
31 Gunslinging Mastery: Semi-Automatic. 7 bullet magazine.
41 Gunslinging Mastery: B-rank bullets. (Max 1 per 2 mastery)
51 Gunslinging Mastery: 10 bullet magazine.
61 Gunslinging Mastery: Fully automatic.
71 Gunslinging Mastery: 30 bullet magazine.
81 Gunslinging Mastery: A-rank bullets. (Max 1 per 3 mastery)
91 Gunslinging Mastery: 45 bullet extended magazine.
100 Gunslinging Mastery: S-rank bullets.(Max 1 per 10 mastery)
120 Gunslinging Mastery: Bandolier - doubles ammo for A rank bullets and below

The amount of total ammunition you can carry is determined by your mastery. Mastery=Ammunition slots. Regular ammunition takes one slot.

Range:
For every Gunslinging Mastery stat point, you have a 1-meter range. Meaning at the very least you will have 11 meters at the basic requirement of 11.

Incendiary Bullets
Requires: 31 Gunslinging Mastery
Ammunition: Takes 1 ammunition slot. Max 1 bullet per 10 mastery total.
Causes the place hit to catch on fire, burning for a few seconds.
Destructive Potency: C
Requires a scientist with 31 science to make the first time.

Cryo Shot
Requirements: 41 Gunslinging Mastery
Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
A bullet that when it hits the opponent or near the opponent causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
Deals no damage & has a small AOE.
Requires a scientist with 41 science to make the first time.

Sonic Shot
Requirements: 31 Gunslinging Mastery
Ammunition: Takes 2 slots. 1 max at 31 mastery, 2 max at 71 mastery, 3 max at 100 mastery
This bullet is fired close to an opponent, lodging itself into an object or the ground & activates on impact, releasing an earsplitting noise that distracts an opponent.
Deals no damage, medium AOE.
Requires a scientist with 31 science to make the first time.

Smoke Canister
Requires: 31 Gunslinging Mastery
Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
When launched from a Rifle, this canister releases copious amounts of thick smoke between the Gunslinger & their target. Allows a Sniper to attempt to relocate to get a better shot at an opponent or to try & escape from an opponent.
Deals no damage, large AOE but also affects the Gunslinger's line of sight. Starts with one at 31 mastery and gets one more for every 10 mastery.
Requires a scientist with 31 science to make the first time.

Carcass Canister
Requirements: 41 Gunslinging Mastery Ammunition:
Takes 2 slots. 1 max at 41 mastery, 2 max at 71 mastery, 3 max at 100 mastery
This canister releases noxious gas that attacks the opponents sense of smell & distracts them. Apparently smells like a rotten carcass hence the name.
Deals no damage, medium AOE & does not affect a Gunslinger's line of sight.
Requires a scientist with 41 science to make the first time.

Net Shot
Requirements: 41 Gunslinging Mastery
Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 71 mastery, 3 max at 100 mastery
Consists of a heavy steel net within a canister. When the canister is fired, the net is released & wraps itself around the opponent for 1 turn.
Deals no damage, can only be used in close quarters, could have a Seastone net variant perhaps as well, but that must be bought.

Cursed Weapons
Cursed Swords are swords that contain the soul of something inside them; sometimes evil, sometimes neutral. When you reach a certain level and certain stats you can use the Spirit for powerful techniques and abilities. The user of one of these weapons must pass a test to use their abilities; the most common test is to fight the Spirit in a battle which takes place in the mind. Custom Cursed Weapons can be submitted for approval, and then the user will have to defeat a spirit to obtain it. These will have to be purchased at a to be determined price from the store.


Cursed Sword: Arekuruu Osuushi (Raging Bull), 61 mastery in a sword style, 50 strength, 40 resilience. This cursed sword would grant the ability to increase the user’s strength for short periods of time but would reduce movement and reaction speed. Test: beat the Spirit in a battle.


Cursed Glaive: Dākuuindo (Dark Wind), 61 mastery in a sword style, 50 strength, 40 movement speed. This sword grants the ability to create wind in the immediate area around them, the range can be extended at higher mastery. Test: survive attacks from wind that the sword creates.


Cursed Sword: Nikkō (Sunshine), 61 mastery in a sword style, 50 strength, 40 mind. While outside during the day this sword absorbs light, the light can then be used to make the sword glow to blind people, send out blasts of light etc. Requires stats in its own Martial Arts substat; Sunshine. Test: beat the spirit in a battle.

1-20 Basic Mastery- can only blind people 3 times with a full sunlight charge; charging takes 12 hours of sunlight.

21-40 Adept Mastery- can blind people 5 times with full charge.

41-60 Skilled Mastery- can fire a blast of light that does C rank damage, uses all the charge; charging takes 10 hours of sunlight

61-80 Proficient Mastery – blast of light uses less charge, can blind people 10 times with full charge; charging takes 8 hours of sunlight, and can charge while fighting.

81-99 Excellent Mastery – can create a ball of light that can be destroyed and fires at things using all charge, blast of light uses even less charge, blinding uses less charge; charging takes 6 hours of sunlight and charging while fighting is quicker.

100 Supreme Mastery – creating a ball of light uses half charge but can only have one of them, blasts of light use minimal charge, blinding no longer uses charges but can only be done once every 10 minutes; charging takes 4 hours of sunlight.


Cursed Spear: Piasudoriru (Piercing Drill), 68 mastery in a sword style, 55 strength, 30 stamina). Grants the user several powerful techniques including;

Piercing drill hawk; a powerful flying slash that can fly fast and change direction. DPR: B.

Piercing drill thrust; a thrust that can pierce through even metal. DPR: A.

Test: Dig a big hole using the abilities of the sword without passing out from exhaustion.


Cursed Sword: Umi no kaibutsu (Sea Monster), 68 mastery, 55 strength, 40 movement speed. Attacks with this sword weaken Devil Fruit users like if it was seastone; except not as much, would be around 40% of the affect of seastone. Non-Devil Fruit users feel pain like they were bitten by an average-sized dog. Test: Survive being underwater for 5 minutes (happens in the mind not physically or could have to do it physically).


Cursed Mace: Akuma no tsume (Demon’s Claw), 75 mastery in a sword style, 60 strength, 30 vitality, 40 movement speed, 30 reaction speed. Adds a second and even a third attack at high mastery when doing normal attacks that do extra damage. +1 Destruction Rank when doing techniques while using this sword; Doesn’t affect S and above ranked techniques and doesn’t stack with CoA Hardening. Test: beat the Spirt in a battle; not allowed to use CoA or Devil Fruit powers.


Cursed Axe: Ondo (Temperature), 68 mastery in a sword style, 55 strength, 50 Mind). Allows the ability to change the temperature in an area around the user; can focus it into really hot or cold blasts. Test: survive sudden drops and rises in temperature.
The user would also be affected by these temps.

1-20 Basic Mastery- can make the air chilly or uncomfortably warm
21-40 Adept Mastery- can make the air frigid or like a sauna.
41-60 Skilled Mastery- can make the air freezing temperature or scorching
61-80 Proficient Mastery- can make the air cold enough to freeze moisture mid-air or make it feel like a hot desert
81-99 Excellent Mastery – can make the air cold enough to start to freeze anything in the vicinity, or burn the flesh
100 Supreme Mastery – can make the air cold or hot enough that it makes it hard to breathe


Cursed Hammer: Āsugōremu (Earth Golem), 68 mastery in a weapon style, 60 strength, 60 resilience. Creates a golem that follows and protects the user, can’t be directly controlled and is made of rock/mud/dirt etc. Test: beat several golems in combat
Specific mastery:
Mastery= golems agility, vitality, and strength
Mastery/4= golems height

Cursed Sword: Kyūjōshō Tori (Soaring Bird), 60 mastery, 65 movement speed, 65 reaction speed. Grants limited flight. Test: beat the spirit in a battle.

Cursed Spear: Krystal, 65 mastery, 65 strength. Allows the creation of crystal; can create spikes made of it, fire it like sharp knives etc, crystals only last a few minutes before they disappear. Needs mastery in its own Fighting Style, Crystallisation. Test: survive the spirits attacks.

1-20 Basic Mastery- create small crystals
21-40 Adept Mastery- create larger crystals and can create more of them
41-60 Skilled Mastery- better control over the creation
61-80 Proficient Mastery- can create sharper and different shaped crystals slightly
81-99 Excellent Mastery – create large amounts of crystals, can control created crystals slightly
100 Supreme Mastery – crystals last longer and can control them more.


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.

Cursed Trident: Neptune, 65 mastery, 65 strength, 65 movement speed. Can control water using the trident. Can’t control water inside people and can’t do too advanced stuff with water. Test: beat the spirit in a battle that takes place on a small island in a lake.
Water-based techniques is based on its own mastery. Custom techniques can be submitted for approval.
 

Fleet Admiral Lee Hung

Blood of the Dark Soul
.
#5
You can create your own Cyborg Modifications if you wish using the following movesets as a template. To create your own Cyborg Mods, you MUST obtain GM approval before using it in the RP.
Putting points into Cyborg Modifications gives you 4x that amount to put into four different substats:
-Destruction, which allows for modifications that increase the user's destructive capabilities, such as heightened strength and weapons.
-Armoring, increased defense.
-Energy, used to power the destructive and utility capabilities of the cyborg.
-Utility, such as extended limbs, short speed burst, etc.


Cyborg Substat Stat Cap:
To make sure no one simply stacks one stack of cyborg for min-maxing, we're introducing a limit on the substats. Cyborg substats can’t exceed 1.5x the cyborg mainstat.


Ex:
Cyborg: 50
- dest: 75
- armor: 50
- energy: 75


Ex:
Cyborg: 67
- armor: 100
- energy: 81
- utility: 87


Cyborg Mastery:
points from level = Y
Yx4 = Total points you have to put into Destruction, Armoring, Energy and Utility
-Determines the amount of modifications points a cyborg can have. (Modifications points = Cyborg Mastery/2 rounded down). Maxes at 40 modification points at 80 mastery.

Destruction:
Determines destructive capability (to the same level as the strength stat). Determines which weapons a cyborg can have.
1-20: pre-modern weapon (DPR: C) - costs 2 modification points
21-40 civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - costs 3 modification points
41-60: firearm + 2 magazines or 10 bullets (DPR: C) - costs 3 modification points
61-80: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B) - costs 4 modification points
81-99: directed-energy weapon + 3 magazines (DPR: B) - costs 4 modification points
100: missile launcher + 4 missiles (DPR: A) - costs 5 modification points
120: sci-fi weapon (DPR: S) - costs 10 modification points


Laser (obtained through defeating a pacifista or crafted by a scientist with 81 mastery): a cyborg destruction weapon that uses pure energy and creates an explosion on contact - DPR: A

Systematic Shock: a thunderous punch that decimates the interior while leaving the exterior unharmed. Similar to gamma knife but for cyborgs. The stronger the Cyborg, meaning the more points you put into your strength, the more devastating the punch is. Take the cyborg's strength level times 1.5 and that is the initial destructive capacity of the punch. It only does harm to internal organs or animals inside the ocean(while doing nothing to the water) and only destroys the inside of a building and it's inhabitants. (41 Mastery, 51 Strength, and costs 3 modification points) DPR: B

Leonidas's Spear: (must be crafted by a scientist with 81 mastery. Costs 10 modification weapon and requires 61 mastery to obtain) a powerful object that harnesses the power of electricity to torment others. It generates electricity by itself to be used for AoE, and single point concentrated attacks. In the event of a rainstorm, it can use lightning to deal massive amounts of damage. If in a town with a powerful electrical current, it's basic attacks deal higher damage.

-Only can be used for 3 turns, then a 2 turn cooldown.
-Each attack goes up by 1 DPR if the character uses it in a town with a powerful electrical current
-As the spear is incredibly taxing, it takes away 5 levels from the user when they initially get it.


Abilities under Leonidas's Spear:
D-Rank: basic AoE and single point zap attacks.


Strike: an electrical charged swiping and stabbing attack. DPR: C

Earthquake: role-player uses all the electricity in a town and sends it to the Earth. Then, the electricity hits the target and freezes them in place for 1 turn while dealing damage. DPR: B

Whirlwind: the user takes his spear and rotates it in a circle at an incredibly fast pace. If attacked, the attack will be canceled out by the whirlwind and cause damage to the user in case it's a CQC attack. (61 movement speed) DPR: A

Lightning Boom: in the event of a rainstorm, the user may raise his spear in the air to receive all the lightning in the clouds. Then, in one sudden attack, he unleashes it all on a singular point. This attack takes up all 3 of the user's turns. DPR: S

Armoring:
Additional defensive capability.
1-5: Chest plating. (+1 durability rank)
6-10: Abdominal plating
11-15: Plated mask
16-20: Full head plating
Limb plating:
21-60: Every 5 mastery you will unlock one limb plating slot. Each slot is either the armoring of feet/hands or arms/legs. To plate legs/arms, you must first plate the respective hand/foot.
61-65 Upper back plating
66-70: Lower back plating
Pacifista level plating. Must be looted from pacifista:
71-99: For each 5 mastery you will unlock pacifista plating for one of the following slots: One of your limbs, front of the torso, back of the torso, or head. (Gives +2 durability rank)
100: flexible armor allows user to eat a devil fruit (cannot be Logias or other fruits that drastically alter bodies)
120: choose 1 of the following
  • Nano Armor: Armor made from nanomachines that will conform to different shapes/weapons. Can also be used to replace damaged parts with other parts of the body. Ex: can replace a missing arm with most of your leg.
  • Light Armor: Armor made from a light-weight metal. It increases cyborg speed in exchange for less protection. Gives +1 rank durability on full body and +10 speed and cyborg attack speed.
  • Heavy Armor: Armor made from the sturdiest medal. It increases defenses to the extreme in exchange for mobility. Gives +3 ranks of durability on full-body, but -20 to utility and movement speed stats.
  • Sharp Armor: Armor covered in bladed metal. Touching the body of the cyborg will cause D DPR cuts. Physical attacks will have a minimum B DPR


Energy:
Determines the amount of energy available for cyborg utility and destruction technique. Non-mentioned lesser level techniques can be used multiple times.
1-20: Cola battery (Can do cyborg techniques 1-20 a few times)
21-40: Gas engine (Can do cyborg techniques 21-40 a few times)
41-60: Self-charging electric battery. Can be looted from Raijin Island and used at 31 Energy (Can do cyborg techniques 41-61 a few times)
61-80: Supercharged electric battery. (Can do cyborg techniques 61-81 a few times)
81-99: Thermal power cell. (Can do cyborg techniques 81-100 a few times)
100: Nuclear cell. (Can do cyborg techniques 100-120 a few times)
120: Hawking radiation cell. (Can do cyborg techniques practically endlessly)

Utility:
Determines the mobility of modifications (to the same level as mobility stat).
1-20: grappling hook (6 foot long) - costs 1 modification points
21-40: extendable hands or feet (1 foot long) - costs 2 modification points
41-60: extendable arms, legs, or torso (2 foot long) - costs 3 modification points
61-80: rocket booster (+5 mobility)(2 max) - costs 4 modification points
81-99: extra arms or legs - costs 5 modification points
100: can detach and reattach body parts at will - costs 5 modification points
120: retractable rocket wings (allows gliding or with rocket boosters, flight) - costs 10 modification points
 
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