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Ganbo Basara's starting abilities

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Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

Nails
Tier: D
Class: Body Manipulator
Type: Supplementary
Range: Close
Requirements/Drawbacks: It takes Ganbo some times to activate this ability as he is growing his fingernails. He has to focus on the hand in particular looking at it to watch the fingernails grow.
Scaling: Damage
Sustain: 0
Cool Down: 1
Cost: 10
Description:

  • The user grows out their fingernails on one hand until they are 10 centimeters are long the user may use them in basic attacks to cause D rank slashing damage. Nails retract to regular size after one post of use.


Rushing Punch
Tier: D
Class: Body Manipulator
Type: Offensive
Range: Hits
Requirements/Drawbacks: For the activation of this ability Ganbo has to move joints in an arm of his choosing. He starts to wind it up causing it to move in 360 rotations this takes time and gives the opponent a visual of his arm spinning so its not exactly stealthy.
Scaling: Hits
Sustain: 0
Cool Down: 1
Cost:10
Description:

  • Winding his arm up to incredible speeds by moving his joints and spinning his arm in 360 motions. Ganbo preps for his signature punch, it functions as a normal punch once he unleashes it, it just has a lot more power behind it than usual this causes D rank damage. It goes on cooldown and soon as the punch is thrown, and his joint moves back to its natural position.


Unnatural Bend
Tier: D
Class: Body Manipulator  
Type: Supplementary
Range: Close
Requirements/Drawbacks: Ganbo can't pick the same joint for an additional post after the cd is fulfilled.
Scaling: Custom, For every 10 stamina Ganbo joint is allowed an additional joint movement.
Sustain:0
Cool Down: 1
Cost:10
Description:

  • Learning quickly in his years of abuse, Ganbo found that he was double jointed and flexible in ways that others weren't. He learned to use this to his advantage he can pop and move 1 joints for odd angles of body movement. For example he could move his left knee joint to be in a way that he could lower himself more to a level greater than a limbo champion. After use Ganbo will set his joint back in place to start the cooldown.


Crescent Kick
Tier: D
Class: Body Manipulator
Type: Offensive
Range: Close
Requirements/Drawbacks: Ganbo can't pick the same ankle for an additional post after the cd is fulfilled.
Scaling: Hits
Sustain: 0
Cool Down: 1
Cost: 10
Description:

  • Ganbo pushes his ankle joint to the limit increasing its durability and strength to unleash a powerful over the head crescent kick at an opponent that deals D rank damage. This goes on cooldown as soon as the kick is attempted.


Arms of the River
Tier: C
Class: Body Manipulator
Type: Supplementary  
Range:Short
Requirements/Drawbacks: The user has to prepare his arms for the transformation loosening them up for the joints to move and for his arms to extend out. He does this by shaking both arms violently as they start to grow loosening himself out while extending his arms.
Scaling: Range
Sustain:
Cool Down: 2
Cost: 20
Description:

  • Using his knowledge of his own body's physiology Ganbo stretches his joints out and extends his arms creating new joints until both his arms are 3 meters long and capable of being used like whips. Ganbo can use his arms to cause his basic attacks to do C rank damage. After 2 post his arms and joints return to normal size.
  • Last for 2 post



Last edited by Ganbo Basara on 07/11/17, 09:13 pm; edited 7 times in total

Diana Corvus

Diana Corvus
A-Tier
A-Tier

Escape!

Requirements/Drawbacks: While the drawback can stay if you wanted it to, this would also prevent you from doing anything else with your limbs unless you relocated them into their sockets.

Scaling: This form of scaling is not allowed because it bypasses the class rules for body manipulator. Please choose a different form of scaling for this ability.

However, this ability doesn't really seem like a Body Manipulator ability to me. It just seems like something anyone could do with a small side of pain.

Body Manipulators specialize in morphing their body supernaturally (to an extent), not taking it apart. Since I assume you're familiar with One Piece, think of people like Luffy who can stretch their arms like rubber.



Rushing Punch

Scaling: I would recommend Hits scaling on this ability. As an Imuchakk, you already have B Tier strength so the only use you would get out of this scaling is having to scale it past your natural strength so it can hit with A Tier damage. Which would end up costing you much more stamina than you'd want to. However, you may keep it if you want.

Description: Please add that this ability does D Tier damage in the description. This ability may not be instantaneous.



Unnatural Bend

Type: This is more of a Supplementary ability. It doesn't provide any Defensive properties.

Requirements/Drawbacks: Please refer to the req/draw grading on "Escape!".

Scaling: Please refer to the scaling grading on "Escape!".

Description: I'm not sure what the last bullet means because it's not worded in a way that makes sense to me. However, no ability can be instantaneous.



Crescent Kick

Requirements/Drawbacks: I don't think that this is a drawback that you should use. It seems like you're over limiting yourself for little to no reason. You could simply place a movement requirement for this ability.

Scaling: As I said in the scaling grading of "Rushing Punch", you already have a high base strength that will raise the damage of all hand to hand combat abilities to that tier. I think Hits scaling would be better here.

Description: Again, this can't be instant. Please, add that this does D Tier damage.



Arms of the River

Type: This is most certainly an Offensive / Supplementary or just an Offensive ability.

Requirements/Drawbacks: I don't think you really need to inflict damage on yourself. If you want to keep it you can but you don't need that.

Scaling: That is literally how Range scaling works except worse. Just use normal Range scaling, please. Keep in mind, when you scale it, it doesn't have to stretch to 5 meters, it's up to 5 meters additional per scale.

Description: If this is an ability that can be used as whips, it would deal C Tier damage if you were to hit someone with them. Please include that in the description.

Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

edited, sorry the instantaneous was just meant to say it's like a one shot ability. I've rewritten and scrapped escape for a different ability.

Merrze

Merrze
Ω-Tier
Ω-Tier

Nails: For an ability like this it would have to be offensive or supplementary. If you want to use it as an attack describe how you attack with the claws. Or it could be a buff in where you grow your nails out extending them like a weapon.

Unnatural Bend: What exactly is your custom scaling? Maybe do something like being able to move another joint with scaling.

Crescent Kick: Please make sure to add damage to the description. Also if you don't want to limit yourself you can do a simpler requirement like maybe you need to move your body into position for the kick or you need to be on solid footing to be able to kick.

Arms of the River: Since this ability is both offensive and supplementary the damage would have to go down to D-tier.

Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

For the nails and the arms of the river I wanted them to be seen like you mention in your second sentence. "Or it could be a buff in where you grow your nails out extending them like a weapon."Should I just list both of these as supplementary and if so do I need to list damage?

Merrze

Merrze
Ω-Tier
Ω-Tier

For an ability like this you can say, you grow out claws which are capable of dealing d-tier damage. Giving you the ability to slash with them in anyway you see fit. But the downside to this freedom is that it would be treated as a basic attack. But there's plenty of other ways you can implement it to make it stronger.

Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

Ok, I planned on them being basic attacks when I was thinking of it. Changed them both back to just supplementary and I'm fine with the ankle kick how it is added the custom scaling to bend.

Merrze

Merrze
Ω-Tier
Ω-Tier

The only thing I'd say you have to fix rn is to make sure it says your basic attacks deal the damage for your attack buffs. So that it wont cause any confusion for any players for future reference.

Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

Edited put basic attacks in damage in description.

Merrze

Merrze
Ω-Tier
Ω-Tier

Sorry but I didnt realize, the duration for arms of the river needs to be changed from 3 to 2 and maybe add a way to deactivate the ability if you want to. After that you're good to go.

Ganbo Basara

Ganbo Basara
β-Tier
β-Tier

Edited, thanks for the help.

Diana Corvus

Diana Corvus
A-Tier
A-Tier

Approved!

Code:
[center][b]Nails[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] It takes Ganbo some times to activate this ability as he is growing his fingernails. He has to focus on the hand in particular looking at it to watch the fingernails grow.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
[*]The user grows out their fingernails on one hand until they are 10 centimeters are long the user may use them in basic attacks to cause D rank slashing damage. Nails retract to regular size after one post of use.
[/list]

[center][b]Rushing Punch[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Offensive
[b]Range:[/b] Hits
[b]Requirements/Drawbacks:[/b] For the activation of this ability Ganbo has to move joints in an arm of his choosing. He starts to wind it up causing it to move in 360 rotations this takes time and gives the opponent a visual of his arm spinning so its not exactly stealthy.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b]10
[b]Description:[/b]
[list]
[*]Winding his arm up to incredible speeds by moving his joints and spinning his arm in 360 motions. Ganbo preps for his signature punch, it functions as a normal punch once he unleashes it, it just has a lot more power behind it than usual this causes D rank damage. It goes on cooldown and soon as the punch is thrown, and his joint moves back to its natural position.
[/list]

[center][b]Unnatural Bend[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Body Manipulator  
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Ganbo can't pick the same joint for an additional post after the cd is fulfilled.
[b]Scaling:[/b] Custom, For every 10 stamina Ganbo joint is allowed an additional joint movement.
[b]Sustain:[/b]0
[b]Cool Down:[/b] 1
[b]Cost:[/b]10
[b]Description:[/b]
[list]
[*]Learning quickly in his years of abuse, Ganbo found that he was double jointed and flexible in ways that others weren't. He learned to use this to his advantage he can pop and move 1 joints for odd angles of body movement. For example he could move his left knee joint to be in a way that he could lower himself more to a level greater than a limbo champion. After use Ganbo will set his joint back in place to start the cooldown.
[/list]

[center][b]Crescent Kick [/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Ganbo can't pick the same ankle for an additional post after the cd is fulfilled.
[b]Scaling:[/b] Hits
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
[*]Ganbo pushes his ankle joint to the limit increasing its durability and strength to unleash a powerful over the head crescent kick at an opponent that deals D rank damage. This goes on cooldown as soon as the kick is attempted.
[/list]

[center][b]Arms of the River[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Supplementary  
[b]Range:[/b]Short
[b]Requirements/Drawbacks:[/b] The user has to prepare his arms for the transformation loosening them up for the joints to move and for his arms to extend out. He does this by shaking both arms violently as they start to grow loosening himself out while extending his arms.
[b]Scaling:[/b] Range
[b]Sustain:[/b]
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20
[b]Description:[/b]
[list]
[*]Using his knowledge of his own body's physiology Ganbo stretches his joints out and extends his arms creating new joints until both his arms are 3 meters long and capable of being used like whips. Ganbo can use his arms to cause his basic attacks to do C rank damage. After 2 post his arms and joints return to normal size.
[*]Last for 2 post
[/list]

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