Avatar of Geyter
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    1. Geyter 7 yrs ago

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Just posting this WIP. Will try to finish it within the day.

@KrischKrisch Alrightie. Edits done and included House's perks. As for the diamond eyes, increasing the range of his vision is fine. Anyways, accepted.



Started typing up the update for the navy people, @GreenGoat and @SubjectVision. Just waiting on @Solotros to post, before starting the missions.

@Rai already started the update for the mercs; will just wait for @Saltwater Thief and @KrischKrisch.






@JackDLemmy...I thought we were both talking about magnetism. Got no clue on how it differs from electromagnetism though.

No prob.

I'm sorry. I'm a bit confused by the first part. What did you mean by the concept of magnetism? I could've been mistaken but I thought that an item have a positive or negative charge was what caused electrons and protons to be pulled/ repelled, which was what electromagnetism was? (I haven't really studied much on physics so I'm really curious.) Not too keen with physics btw, so I tend to avoid explaining things in a scientific way when it comes to one Piece.

If you wanted the magnetism fruit, that would be Kidd's Fruit (as far as we now only dabbles with metallic objects) but you weren't going for that. Instead, you wanted the concept of magnetism applied to objects that wouldn't necessarily fall under it (wood, humans, the ground, etc.)

Basically, the Magnetism Fruit allows it's user to attract/repel, and probably provide a certain degree of manipulation, of metals. Your fruit, functions similarly, but with different conditions. This would include physical contact, but you wouldn't be limited to just metals.


I'm fine with a single item at the moment, to start with, but would that carry out through the character's advancement with the devil fruit? By carry out, not sure if you mean being limited to what you start with or able to improve on it in time. Regardless, it's the latter for you.

I'm completely fine with a charge being limited to small objects to start with. Sweet

Requiring physical touch works too. Sweet as well.

Well kinetic energy is movement. Normally if someone hits someone else the force of the blow actually disperses equally between the two parties. The issue with that is my character isn't physically strong and so if she were to use the ability, later one when heavier power came into play, she'd pull a deku and her arm would be smashed into pieces. So by adding the stipulation that force moves into the positive charge it makes it so any damage to her would be mitigated. Also put the thing it the neutral charge so she could put it on herself as a way to lower damage taken from blows she hasn't been able to put a charge on. Not so sweet. Won't be green lighting this. For now, at least. Hitting objects that are harder/heavier isn't something uncommon in One Piece. Sanji breaking his leg during his kickingclash with Vergo, how Hajrudin wrecked his arm after the decisive punch against Machvise, or most recently, Luffy's fist clashing with Katakuri's Block Mochi. Also, there are instances where such forces are used in techniques, items, or both. The Impact and Revenge Dial or Lucci's Tekkai "Utsugi" that stores or redirects forces.

So yeah, for now, techniques involving redirection of energy/forces.


Here ya go, guys. Some minor revisions; nothing really major, but best to read it to make sure all bases are covered.




I'll edit the sheets (fixing coding errors or casing inconsistencies) and will include your character's perk(s). Please use these sheets for your character tab posts.

Will be giving 1-2 perks to each character btw.

@GreenGoat Just changed the color to SCIENCE and the techniques since all of them were under the Helios Engine. Perks are based on Science-y background and the Helios Engine.

@Rai Nothing much to edit, just fixed a few spacing concerns. Perks are based of fighting style and background as a slave.

@SubjectVisionJust corrected a few typos and removed the fencing under techniques. Since you color coded it, there was no need. Perks are based on fencing prowess.

@Saltwater Thief I don't think I edited anything. Perks are based on high agility and background as a martial artist.

@SolotrosJust fixed a few spacing errors. Assigned colors to your skills and techniques; you can change them to ones that you prefer. Removed Shipwrecking Punch. I thought about it and decided that you can start with your four original karate moves. Kinda messed up there. My bad.

Perks are based on Fishman physiology and shipwright background. Kinda stumped right now, so if you can think of a better shipwright perk, I'm all ears.

Also, the bonus I thought of for Fishmen, instead of starting at Strength and Durability of 5, they start at 11. So that's a total of 12 more points. Won't allow you to redistribute your stats now.


I'm done for the night.
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