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 Ringo's Skills

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Combo Breaker

Combo Breaker


Berries : 25,000
Posts : 14

Ringo's Skills Empty
PostSubject: Ringo's Skills   Ringo's Skills EmptyWed Sep 06, 2017 11:52 pm

Ringo's Skills 1448439485-de09a431ab9b87f551fdd0522c652d31


Skill Mixture: Thunder Powder
Elements: Lightning
Character Tracker:(Link to character Tracker)
Skills Information: All of Ringo's weapons are filled with a special kind of gun powder. Instead of combusting and exploding, the powder instead generates and electric current before exploding, causing the bullet to hold electricity and the gun to hold a shock for a short time.

Passives:

Conductor - After being shocked so many times by the powder, Ringo has developed a sort of immunity to electricity up to 5 volts.

Re-Shock - Whenever used, the after effect hits the holder, causing 1-15 volts of damage to them. At first it's just 1 HP and 1 volt, but each consecutive technique ups it, maxing out at 3 techniques, 15 volts, and 10 HP.

Skill Strengths:The only strengths that this skill set really supplies is the extra damage to a gun's bullets and flair. Granted the type of bullet and gun changes what the exact effect is, but overall it's pretty simple.
Skill Weaknesses: There are many downsides to the skill set, the main one being that they still are just bullets. Not only that but most techniques aren't high tier, and if Ringo isn't careful he can end up getting stacks and hurting himself.


Technique Name: Machina
Technique Tier D
Technique Focus Utility
Technique Element: N/A
Technique's Duration N/A
Technique Description: The shock of the powder overloads the gun and resets the reloading sequence, allowing for a bullet to be loaded almost instantly after the first bullet is fired.

Technique Name: Jumper
Technique Tier D
Technique Focus Offensive
Technique Element: N/A
Technique's Duration N/A
Technique Description: The powder is a dud that is also mixed with the actual powder, making the bullet seem like it is charged up before it is fired. This allows for a faster firing bullet but has a longer cast time.

Technique Name: Carpe Diem
Technique Tier D
Technique Focus Defensive
Technique Element: N/A
Technique's Duration N/A
Technique Description: Upon firing the gun, the user is electrocuted, causing their muscles to contract and making their body more durable for a short time. While they are like this they are unable to move, mainly being used if being hit by an undodgeable attack.
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Poppas Bomba

Poppas Bomba


Position : Agent
Berries : 1,050,000
Posts : 72

Skill Sheet
Skill 1: Hot Shot
Skill 2: Hot Pocket
Skill 3: Hot Sauce

Ringo's Skills Empty
PostSubject: Re: Ringo's Skills   Ringo's Skills EmptyWed Sep 27, 2017 2:18 pm

Personally most of this looks fine, what do you mean by this however,

"Re-Shock - Whenever used, the after effect hits the holder, causing 1-15 volts of damage to them. At first it's just 1 HP and 1 volt, but each consecutive technique ups it, maxing out at 3 techniques, 15 volts, and 10 HP. "

Does that mean that for each volt he loses health? Also, are volts what you are calling his unique ammo-type? Furthermore, you should fill out your tracker and link it here so that I can properly grade this according to how you set up his proficiencies and whatnot. (The skill mixture you have would be (Conductor, Re-Shock). The Skill mixture you're using means your proficiencies should be called Electricity/Lightning for one of them and Powder for another. I'd have your three skills set up as "Marksmen" "Electricity" and "Powder" with a point in each.)

Combo Breaker wrote:
Spoiler:

Skill Mixture: Thunder Powder
Elements: Lightning
Character Tracker:(Link to character Tracker)
Skills Information: All of Ringo's weapons are filled with a special kind of gun powder. Instead of combusting and exploding, the powder instead generates and electric current before exploding, causing the bullet to hold electricity and the gun to hold a shock for a short time.

Passives:

Conductor - After being shocked so many times by the powder, Ringo has developed a sort of immunity to electricity up to 5 volts.

Re-Shock - Whenever used, the after effect hits the holder, causing 1-15 volts of damage to them. At first it's just 1 HP and 1 volt, but each consecutive technique ups it, maxing out at 3 techniques, 15 volts, and 10 HP.

Skill Strengths:The only strengths that this skill set really supplies is the extra damage to a gun's bullets and flair. Granted the type of bullet and gun changes what the exact effect is, but overall it's pretty simple.
Skill Weaknesses: There are many downsides to the skill set, the main one being that they still are just bullets. Not only that but most techniques aren't high tier, and if Ringo isn't careful he can end up getting stacks and hurting himself.


Technique Name: Machina
Technique Tier D
Technique Focus Utility
Technique Element: N/A
Technique's Duration N/A
Technique Description: The shock of the powder overloads the gun and resets the reloading sequence, allowing for a bullet to be loaded almost instantly after the first bullet is fired.

Technique Name: Jumper
Technique Tier D
Technique Focus Offensive
Technique Element: N/A
Technique's Duration N/A
Technique Description: The powder is a dud that is also mixed with the actual powder, making the bullet seem like it is charged up before it is fired. This allows for a faster firing bullet but has a longer cast time.

Technique Name: Carpe Diem
Technique Tier D
Technique Focus Defensive
Technique Element: N/A
Technique's Duration N/A
Technique Description: Upon firing the gun, the user is electrocuted, causing their muscles to contract and making their body more durable for a short time. While they are like this they are unable to move, mainly being used if being hit by an undodgeable attack.
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