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Panda King Tai-tai Grim
Vice Captain

4,175 Points
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PostPosted: Mon Jan 02, 2017 5:04 pm
Mακıиg Cυšтøм Te¢ħиıqυeš

Custom techniques are abilities unique to the character they are made for. They're linked directly to the traits a character has chosen upon creation and cannot go outside them.

As a character gains stats, they will gain access to technique slots that allow them to create another technique. They begin with [3] and receive another every [150] TSP. Characters may only use [4] techniques per post. There are a few basic things you should know before creating custom techniques.


Gυıđełıиeš

    Te¢ħиıqυe Słøтšxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

      Techniques come in five different tiers. The number of effects (damage is an effect), magnitude of buffs/debuffs, the ranges, and the overall complexity of the technique is governed by these tiers. The higher in tier a technique is, the more powerful it is. Do keep in mind that the more powerful techniques will require a considerable amount of stamina.

      You may create a technique of any Tier at any level but do keep in mind that the higher the tier the more stamina you need to cast it. Having high tier techniques at low levels is ill advised but not restricted. Moderators have final say in what tier a certain technique should be or overall approval. Below is more detailed information on these Tiers...



      Tier 1: These techniques are simple in nature and can only apply statistical values, which do not count as an effect [Buffs, Debuffs, Damaging attacks, defenses, DoTs, and Health regeneration]. Techniques of this tier may apply a buff or debuff to the technique, the user, allies, or enemies up to a total of +/-25.These techniques cost 25 stamina to cast.

      Tier 2: These techniques are simple and can only have one effect. These techniques can encompass displacements and roots as effects. Techniques of this tier may apply a buff or debuff to the technique, the user, allies, or enemies up to a total of +/-50.These techniques cost 50 stamina to cast.

      Tier 3: These techniques are more complex and can have one effect. These techniques now encompass sensory and silence effects. Techniques of this tier may apply a buff or debuff to the technique, the user, allies, or enemies up to a total of +/-75.These techniques cost 75 stamina to cast.

      Tier 4: These techniques are strong and can have two effects. These techniques now encompass stuns/paralysis effects. Techniques of this tier may apply a buff or debuff to the technique, the user, allies, or enemies up to a total of +/-100.These techniques cost 100 stamina to cast.

      Tier 5: These techniques are the most powerful techniques and can have 2 effects. These techniques now encompass crippling effects. Techniques of this tier may apply a buff or debuff to the technique, the user, allies, or enemies up to a total of +/-200.These techniques cost 200 stamina to cast.

      NOTE: When making attacks, techniques buff damage but not the actual stat. Meaning, when making a harder punch, the technique would not increase your actual strength BUT the damage of said punch, as an example. Further, buffing speed is out of the question. The only way to buff it is to more so alter it, using a [Vanishing Speed ] custom or an [ After Image ] one.



    Dυяαтıøи, Uše Lıмıт, & Cøøłđøωиxxxxxxxxxxxxxxxxxxxxxxxxxx

      Any technique of any Tier can have a duration of up to 3 posts max, and the cost must be paid again after that duration ends in order to maintain the use of said ability. Attack and Defense techniques however are both unique cases and both must have their cost paid for every activation/post instead. Using a technique uses Stamina and once you run out of stamina, you're no longer able to use techniques. Members may ONLY create techniques based off their traits. Below is a list of different effects techniques may have and the Tiers they fall under...

      • Damage - Damage is simply how much damage you do, outlined by your offensive stat (Strength or Prowess). Can be made at Tier 1. This is not counted towards the effect limitations.

      • Travel Distance - The travel distance possible for abilities is dependent on the Tier of the technique. Tier 1 (25ft), Tier 2 (50ft), Tier 3 (75ft), Tier 4 (100ft), and Tier 5 (200ft).

      • Damage Over Time [aka DOT] - Damage over time is considered doing damage over a span of posts. This can be outlined in any way the character likes, as long as it makes sense. A sword cutting, poison, a broken bone, burning, etcetera are all things that could cause DOT. The damage done by this effect is dependent on either the damage output of the whole technique (Offensive stat + Tiers extra damage) or by the extra damage provided by the tier slot. DOT can last up to 3 posts and will not incur a cooldown penalty. Can be made at Tier 1.

      • Basic Attack - This is a unique 'effect' for those with Prowess based builds. Every RPC is allotted one such technique and it will not count against their custom slot limits. It is functionally Tier 1 for range and size limits, has no boost, nor Stamina cost as well. It must be simple and is subject to moderator discretion.

        ----- These above are not outlined as effects.

      • AOE (Area of Effect) - Abilities that deal damage over entire areas. The radius of these abilities is dependent on the Tier. Tier 1 (10ft), Tier 2 (20ft), Tier 3 (30ft), Tier 4 (40ft), and Tier 5 (50ft).

      • Defense - Blocking, shields, etc. More reliable than blocking via roleplay usually and can potentially stop elemental attacks as well. Can be made at Tier 1.

      • Buffs & Debuffs - Boosting or lowering a characters stats. Can be made at Tier 1. While boosts to technique instances don't count as a direct effects, boosting ones self does. Only one direct boost may be active on an RPC at any given time. You cannot buff speed or directly boost a stat, IE strength or prowess, with attacks. Only the damage. Your transformed state is the only exception to this rule, allowing you to buff your speed, but it does not put you in another tier past the one you're already in, meaning even with the increase, you'll remain within the same tier of speed.

      • Healing/Regeneration - Techniques that restore missing Health and mend wounds or afflictions. The value of health these techniques can restore is equal to the governing stat plus the damage boost received in a tier. Follows the same calculations as damage. Can be made at Tier 1.

      • Displacement - Categorized as pulls, pushes, knock up's and knock backs. The length between the target and the user is outlined by the tier of the technique. These can be created at Tier 2.

      • Root - Holding someone in place, these are a less powerful version of stun. While rooted a user can still defend or attack, but is unable to move. These can be created at Tier 2 and all roots you use have a shared cooldown of 1 post.

      • Sensory - Techniques that enhance your current senses or provide some other kind of 6th Sense. Can be created at Tier 2 for Minkmen and Fishmen with sensory traits, Tier 3 for anyone else.

      • Afterimage - Using speed or otherwise, to create an intangible clone. The user must be naturally faster than the opponent for this to work. These can be created at Tier 2.

      • Silence - Leaving someone unable to use an ability. These may only be created at Tier 3 and all silences you use have a shared cooldown of 2 posts.

      • Vanishing Speed - Completely vanishing from sight then reappearing after. The user must beat out a direct Speed comparison to use these techniques effectively in combat. These can be created at Tier 3

      • Upcasting - This is a unique trait that is used to represent a 'signature move' of sorts. Only applied to a technique made at Tier 1, and only [1] per character, [Upcasting] allows theuser to spend a variable amount of Stamina Points to increase the range, distance, aoe, and effect boost of a single technique. New tier exclusive 'effects' cannot be added to an upcasted ability under any circumstances.

      • Weapon Breaking - Destroying another characters items mid battle. When attempting item destruction, you pay the cost of Stamina Points for the tier of that item. Attempting to destroy a Tier 3 item will cost a tier 3 amount of Stamina Points, however, costs will scale with the technique. The exception to this is any item crafted by someone with the Blacksmith trait, which requires twice as much Stamina Points to be destroyed. These can only be used a total of 3 times and have no cooldown however they cannot be used for anything else other than breaking a weapon. This technique will also not cost Stamina Points if it doesn't connect and will not count towards your remaining number of uses.

      • Phasing - Abilities that allow your character to turn into an element or completely become intangible. These techniques have no set Tier and will cost the same amount of Stamina Points as the technique you are attempting to "phase" through. Phasing through everyday punches, kicks, etc, cost 25 Stamina Points.



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PostPosted: Tue Jan 03, 2017 6:07 pm
Cυšтøм Iтeмš

Custom items are items that are unique to the character they are made for. They are similar to custom techniques in that they generally work for a specific character and are tailored to suit their individual needs.

Beyond being able to pay for these inventions and having a space in the bag for them, inventions require a certain occupation to use properly as each utility based class has a unique set of skills that allow them to build different items.


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      Inventions are governed just by how much Beli one has. The more money you have, the more resources available to you. The gaps in item power are represented by Tiers, the same representation when determining the stat boost an item can have. Anyone can obtain a cybernetic part through the Cybernetics trait, but not every one can create an item beyond that; while Cyborgs can create multiple cybernetic parts for themselves. In order to create an item you must have one of the following Traits:

      Blacksmith
      Chef
      Doctor
      Inventor


      Created items are broken up into five different tiers: Tiers 1 - 5, with 1 being the weakest, and five being the strongest. The complexity and usage limit of the effects on items is broken down as follows:

      Tier 1: No requirement. Single effect item. 5 Uses.
      Tier 2: Single effect item. 5 Uses.
      Tier 3: Can have Skypian dials integrated into it. Single effect item. 4 Uses.
      Tier 4: Can have Skypian dials integrated into it. Single effect item. 3 Uses.
      Tier 5: Can have Skypian dials integrated into it. Dual effect item. 2 Use.

      All items have a set amount of stats they can use to increase/decrease a stat and can only buff OR debuff, never both. Below shows item's statistical gain and potential for damage/defense separated by its tier:

      Tier 1: A item/ranged weapon has a base damage/defense of 40. Whether the effect is offensive, defensive, or utility-based [buffing, debuffing, etc], it's effect is bolstered by +10.
      Tier 2: A item/ranged weapon has a base damage/defense of 80. Whether the effect is offensive, defensive, or utility-based [buffing, debuffing, etc], it's effect is bolstered by +20.
      Tier 3: A item/ranged weapon has a base damage/defense of 160. Whether the effect is offensive, defensive, or utility-based [buffing, debuffing, etc], it's effect is bolstered by +30.
      Tier 4: A item/ranged weapon has a base damage/defense of 280 Whether the effect is offensive, defensive, or utility-based [buffing, debuffing, etc], it's effect is bolstered by +40.
      Tier 5: A item/ranged weapon has a base damage/defense of 400. Whether the effects are offensive, defensive, or utility-based [buffing, debuffing, etc], it's effects are bolstered by +50.


      Ammunition
      Since guns don't hold infinite rounds of bullets in them, all forms of firearms have a clip sized based on their item tier that gets larger as the tier increases. The default firing range for a firearm will also adjust with the tier of the firearm itself as follows.
      Tier 1: 3 Rounds; 25 ft
      Tier 2: 6 Rounds; 50 ft
      Tier 3: 9 Rounds; 75 ft
      Tier 4: 12 Rounds; 100 ft
      Tier 5: 15 Rounds; 200 ft

      After the weapon has been fired as many times as it has rounds, the user must reload the weapon, thus creating an opening in their post for melee types to get close to them unless they specifically have a rapid reload custom (which would cost Stamina of course). Basic ammunition is effectively unlimited and without cost to the character.

      Custom ammunition is considered a separate invention/item and the amount of uses per fight the tier allows is how many rounds are in a single 'clip' of that custom ammunition before reloading becomes necessary. Multiple clips must be purchased in order to continue to use the same custom ammunition after the first is expended for that fight. The clip size of custom ammunition will also override the default clip size for any given firearm as well.


      Sρe¢ıαłтıeš & Aρρяøναłšxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

        In order to successfully create a custom item, the RPC in question needs to have the appropriate creation trait, based around what they're making. One must also take into consideration the item's Category and Tier Level when summing up the total cost of the item they're building; as you will have to pay for the materials and construction of the invention through Beli. When creating an item they must be related to your Trait. Each Creation Trait can craft something different, so one must tread cautiously so they don't accidentally dip into another trait's unique creation process:


        • Blacksmiths − Blacksmiths tend to make more battle-capable items and are an essential part of the guild; being able to craft some of the finest weapons in all the seas. Blacksmiths are able to craft weapons and armor. This can include things like: swords, guns, ammunition, shields, battle armor, etc.

        • Chefs − Chefs are able to create items based around their culinary skills are can even uncover or develop new ingredients and recipes in which they incorporate into their dishes to increase the potency of their meals. They are able to cook delicious foods and beverages. This can include things like: entire meals, snacks, instant/fast food, special/raw ingredients [oils, spices, meats, vegetables, etc], etc.

        • Doctors − Doctors specialize in medicines and toxins as they are among the most knowledgeable when dealing with how the body works. They are able to create medicinal products to heal or buff allies or make poisons to harm enemies. Doctors can make drugs like: healing medicines, poisons/toxins, steroids, etc

        • Inventors − Inventors are those who enjoy tinkering with technology in order to create more compact and convenient scientific devices. Gadgetry high in production value that usually serve as both an everyday item and a tool for espionage. These tend to be the most versatile items but are usually strictly for utility purposes. They're also talented individuals whose primary focus are crafting the world's finest and most convenient vehicles be it for transportation or for battle. These innovative minds are able to craft all forms of vehicles whether land, air, or sea and even some attachments for them.These things include: multi-vision goggles, robotics, cloaking devices, ships, submarines, jet boats, bikes, cannons, etc.


        All Custom items must be approved in the Customs Items Submission Thread before they are placed into your profile thread and are able to be bought and updated for. After making the necessary update purchasing the item you've crafted it will then be listed onto your character's poster. When making these items, keep in mind that they must be somewhat logical and take into account the wonky but technological state of the One Piece universe.



      Cʏbeяиeтı¢šxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

        Cybernetics are a piece of robotics that acts as a replacement for a part of their physical being in some way. Anyone who does not have the Cybernetics perk may not create or use cybernetic parts. Those of the Cyborg sub-race passively gain the Cybernetics trait, however, they can only use up to 5 cybernetic parts in combat and start with their first cybernetic part for free. These parts can only start off at Tier 1. Also, any Cybernetic Part may make use of the character's own Strength/Prowess (as appropriate), or their Defense stat depending on the nature of the attachment.

        The user is allowed to create parts of a higher tier as they gain a higher Stat Point Total similar to someone else creating a regular custom item. A Cybernetic Part functions similarly to a regular custom item in terms of effect and usage limits. However, Cyborgs are able to use their attachments far more than a regular item through [2] methods:

        Recharge Items
        Any Cyborg may create personal recharge items for purchase at any shop (without a specific approval) so long as they can create parts of that tier as well. They can use any sort of power source they wish such as cola, oil, battery packs, etc but must actively used in battle. Any given item will recharge all limited uses of a Cybernetic Part of equal or lower tier and can be used once per battle. Therefore carrying multiples is recommended.
        Tier 1 Recharge Item: 20,000 Beli
        Tier 2 Recharge Item: 40,000 Beli
        Tier 3 Recharge Item: 80,000 Beli
        Tier 4 Recharge Item: 120,000 Beli
        Tier 5 Recharge Item: 150,000 Beli

        Body Strain and Stamina Cost
        A Cyborg can also continue to make use of their Cybernetic Parts past the normally provided uses by straining their own body. Should they be unable to properly recharge their parts in the middle of battle and need to make use of a particular attachment, they may expend Stamina instead in order to make use of their parts by straining their own body to do so.
        Tier 1: 25 Stamina per use
        Tier 2: 50 Stamina per use
        Tier 3: 75 Stamina per use
        Tier 4: 100 Stamina per use
        Tier 5: 200 Stamina per use




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      If you would like to patent your item so that no one else can make something similar, you may pay an extra 10,000 Beli per item to do so. Only truly unique items may be patented. Sabaody Archipelago is the only place you will be able to sell your patented items to other individuals.

      Customs mods will do their best to enforce this, but generally it is up to the creator to point copies out if they exist.



Iтeм Cαтegøяıeš

    Item Type: The general item itself. Can be used for combat or non-combat purposes depending on what sub-category it falls under.

      Weapons - Any kind of weapon, be it sword, axe, gun, rifle, cannon, etc.
        Price: 12,500 Beli


      Equipment - Any type of helmet or any other pieces worn as armor, like chest plating. Note that any pieces of armor or clothing that cover the limbs, like gloves, shoes, leggings, etc, come in pairs.
        Price: 10,000 Beli


      Accessories - Items such as a necklaces, goggles, watches, etc. Devices, gadgets, and other attachments also fall under this category. Little things like that could be very helpful on your journey; support or utility items. Keep in mind that if an accessory is specifically designed to deal damage, it becomes classified as a weapon.
        Price: 10,000 Beli


      Ammunition - Special ammunition made for firearms. Explosive bullets, shuriken, arrows, etc.
        Price: 7,500 Beli


      Other - Other items, such as a chef's ingredients or a doctor's medicine, that don't fall into any of the above categories.
        Price: 10,000 Beli



    Tier Level: This determines how powerful your item is and how often you can make use of it per fight. The more complicated it is the stronger it is in terms of effects that can be produced as per a custom technique of similar tier, but the more expensive it costs in order to craft it. The creator must also meet a minimum Stat Point Total in order to be able to create an item of a given tier.

      Tier 1 - These inventions are simple in nature and can only apply statistical values, which do not count as an effect [Buffs, Debuffs, Damaging attacks, defenses, DoTs, and Health regeneration].
        Price: 25,000 Beli
          SPT: 30; Starter Level


        Tier 2 - These inventions are simple and can only have one effect. These items can encompass displacements and roots as effects.
          Price: 50,000 Beli
            SPT: 200


          Tier 3 - These inventions are more complex and can have one effect. These item now encompass sensory and silence effects.
            Price: 100,000 Beli
              SPT: 400


            Tier 4 - These inventions are strong and can have one effect. These items now encompass stuns/paralysis effects.
              Price: 150,000 Beli
                SPT: 600


              Tier 5 - These inventions are the most powerful techniques and can have 2 effects. These items now encompass crippling effects.
                Price: 200,000 Beli
                  SPT: 1.000



[size=12][b][u]Order Form[/u][/b][/size]
[size=10][b]Name:[/b] (RP Name)
[b]Character Profile:[/b] (Link to profile)
[b]Category:[/b] (Weapons, Equipment, Accessory, Ammunition, Other)
[b]Tier Level:[/b] (Tier 1 - 5)
[b]Item:[/b] (Name of Item)
[b]Stat Used:[/b] (Strength, Intelligence, or Prowess)
[b]Description:[/b] (Brief description of item, explaining what the item does. Include how it looks as well as what it can do)
[b]Total Price:[/b] (Cost)[/size]



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Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
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Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Tue Jan 03, 2017 8:22 pm
An approved list of abilities based off trait selection.

Electro: Defined as the ability to create mass amounts of static electricity to use for attacks, Mink's are the only one's capable of using this ability. It's done by building up static in the fur of the Mink in question, then releasing it in a burst. More experienced users of this ability can use it to stun, root, or do DoT, depending on their expertise. Building of the static in question is done simply by the Mink moving around in any fashion.

Life Return: Allows the user to fully control their bodies to extreme degrees, doing such things as growing their hair, nails, or making themselves smaller or larger on command. Primarily it can be used for interesting and unique combat styles or beef up for attacks or defenses.

Rokushiki: A style of martial arts known throughout the land as invincible. A practitioner of this style is supposed to take on an army single-handedly without taking so much as a scratch. The variations of the style come below, with several different techniques able to be mastered.

Soru: A speed based technique. It involves kicking off the ground at high speeds, seemingly making one vanish and reappear in another area. Masters of this technique seem to be able to deplore its use multiple times in succession.

Shigan: A piercing technique which uses a pointed portion of the body. It channels the inner strength to a single point, then unleashes that force onto the body to pierce whatever is in front of it. This can be used to break rock and even dent steel.

Tekkai: A bodily technique that increases the body's muscle to steel likeness, but at the cost of being unable to move when doing so.

Kami - E: A bodily technique that increases the body's fluidity to extreme degrees, making it able to literally fold like paper.

Rankyaku: A long range technique. The user kicks the air so hard that it creates a shockwave in whatever manner the kick was done.

Geppou: A bodily technique that allows the user to literally kick off air into another direction. More mastered users of this technique become able to use this even with their bare hands.

It should be noted that variations of these techniques can be made, however, when doing so you must outline exactly how you're performing them. Using a variation or simply using the base technique doesn't matter. It's up to the RPER to make their character more original to them.

Fishman Karate
: Performed exclusively by Fishmen, those who take up the mantle of Sea Arts become fears the world over. Through fluid motions, kicks, punches, etc, the user is able to literally bend water to their command. All bending will be done in conjunction with the users motion, so no bending without subtle motion and, water will always begin to form within five feet of the user to be expanded outward from that point. Per Tier of creation, water will fill specified range of that Tier divided in half, meaning a Tier 1 with only Ten feet of range will only have five feet of control.
 
PostPosted: Tue Jan 03, 2017 8:27 pm
Pαяαмe¢ıα Geαя

Awakening is considered the strongest ability a Paramecia possesses, they are often accompanied by a new form with a large stat increase for a set amount of time. A Paramecia User will be given the option to make a single awakening.

    All gear boosts must make sense and somehow apply to the gear itself. There should not be any clash between what it does and what stat it boosts.
    • This is limited strictly to gear boosts.


Technique Name: Awakening
Description: Awakening enhances and often alters the powers of a Paramecia Fruit. It produces new and improved abilities that fall within the scope of the fruit's original power, or otherwise enhances the user's physical or mental capabilities in ways that tie into the fruit itself. For example, the Gomu Gomu no Mi's Gear Second increases the flow of blood in Luffy's body, drastically enhancing his speed as a result. This gear must relate the original fruit, so creativity will take you a long way. For the duration of Awakening, the user is able to boost three ( 3 ) of their stats; this boost MUST be applied to three. This boost is [+05] at 60 TSP, and increases by [05] for every 60 TSP the user has. Awakening can be sustained for a maximum of ( 1 ) post per ( 25) stamina. Once it wears off or the user forcibly leaves this state and will be unable to reactivate it for however long it was active to a minimum of one post.
Requirements: Paramecia-Class Devil Fruit | 550 TSP

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Panda King Tai-tai Grim
Vice Captain

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Panda King Tai-tai Grim
Vice Captain

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PostPosted: Tue Jan 03, 2017 8:28 pm
Zøαи Føям

Zoan fruits give a consistent boost as the user grows stronger. With enough experience, the user can fully transform into their animal state, but with no boosts attached. Hybrid form is literally humanoid animal, becoming a part of your transformation but completely controlled.


Technique Name: Controlled Transformation
Description: With this technique, the user has mastered the art of transformation and is able to adjust their body to suit the need of the situation, allowing them to go between full and hybird form at will. While full form affords no added stats, hybrid form will give the user access to the increased change given to them. Zoans can remain in Hybrid form [ 1 ] post per [ 50 ] stamina and has a cooldown equal to the number of posts it was used, to a minimum of one.
Requirements: Zoan-Class Devil Fruit | 300 TSP


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PostPosted: Tue Jan 03, 2017 8:31 pm
Løgıα Tяαиšføямαтıøи

A extensive mastery of your element, increasing your capabilities tenfold.


Technique Name: Elemental Mastery
Description: Elemental Mastery is considered a step up from phasing. The user completely shifts their body into an elemental state while retaining their normal appearance and shape. To the onlooker, they appear as normal. While in this state, auto-phasing is initiated, granting the user near invulnerability while it is active. Short of overpowering the element (such as the Magu burning the Mera), the user is nigh immune to damage. as their body in in an elemental flux at all times. This form boosts [+05] at 60 TSP, and increases by [05] for every 60 TSP the user has, boosting ( 2 ) stats of the users choice. Once it wears off or the user forcibly leaves this state and will be unable to reactivate it for however long it was active to a minimum of one post. Can be used [ 1 ] per [ 25 ] Stamina.
Requirements: Logia-Class Devil Fruit | 300 TSP


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Panda King Tai-tai Grim
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Panda King Tai-tai Grim
Vice Captain

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PostPosted: Tue Jan 03, 2017 8:46 pm
Aитı-Deνıł Føям

Technique Name: Final Form
Description: An Anti-Devil's final form is considered their ultimate state, where their bodies are at their peak physical and mental capacity. Aesthetic changes vary, but often times specific features of the Anti-Devil become more prominent, most notably claws, wings, horns, etc. While in this state, the Anti-Devil has high affinity with their spiritual side as well, able to physically manifest their spirit like an aura around them, adding an elemental or other unique effect to their spirit that augments their power considerably. This effect is, more often than not, subtle; a non-flashy addition to their repertoire that improves upon their existing combat skills. Examples include an aura of sharp energy across the user's body that is capable of cutting with minimal contact, or a burning effect not unlike the Chef's Diable Jambe. There are a number of possibilities, imagination and creativity being the key point. This ability is constrained around the body, or perhaps embedded in a Musician's sounds, but should not too closely parallel a devil fruit ability. For example, while giving one's spirit a rock-like texture to deal extra damage or hit with more mass is okay, literally creating rock is, by far, not okay. This should not parallel a logia ability to create infinite anything, period. Similar to a gear, this form is able to boost ( 1 ) of their stats; this boost MUST be applied to one. This boost is [+10] at 60 TSP, and increases by [10] for every 60 TSP the user has. Final Form can be sustained for [ 1] Post Per [ 25 ] Stamina and equals a cooldown to the number of posts it was sustained.
Requirement: 300 TSP | Anti-Devil

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PostPosted: Sun Jun 17, 2018 7:04 pm
Cyɓøяg Føям

Technique Name: Limit Break
Description: This is the secret weapon for any cybernetic being. By removing all of their internal limiters, the Cyborg can enhance all of their functions in combat and even access more attachments at once than they could normally otherwise handle. Upon creation, the user chooses [2] stats to be improved upon transforming and those two stats will receive a boost of [+5] at 60 TSP, and increases by another [+5] for every 60 TSP the user has. The user will also unlock [1] additional Cybernetic Attachment slot for every [300] TSP the user has, allowing them to regain access to parts beyond what had been chosen at the start of the fight. This mode costs [25] Stamina per post to maintain and will be put on a cool down equal to the number of posts it was maintained. Running out of Stamina will prematurely force the use out of this mode.
Requirements: Cyborg | 300 TSP

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Gᴜɪʟᴅ Playbook [Must Read]

 
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