Skill Name: Raiton Raiton no Mi (Lightning Lightning Fruit)
Skill Type: Paramecia Devil Fruit
Skill Information: The ability to channel and control electricity at will. Though the user is unable to become lightning itself, they are fully capable of discharging it in powerful bolts of electricity as well as use it to augment their physical abilities.
Skill Strengths:
* +10 Strength advantage against elements which conduct electricity well such as water and metal. Additionally possesses offensive advantage against Neutral elements and a defensive advantage against Air elements as per the elemental chart.
* By using electricity to augment their own nervous system, the user can briefly heighten their speed and reaction time.
* Can absorb external sources of electricity to restore the user's stamina after extended periods of exertion effectively making the user immune to electrocution.
Skill Weaknesses:
* -10 Strength against elements with natural insulating properties such as rubber.
* Seastone and seawater render the user powerless.
* Offensive weakness to Earth elements and defensive weakness against Water elements as per the elemental chart.
Ability Lvl 1 Name: System Shock
Ability Lvl 1 Type: Support/Buff close range (0 meters)
Ability Lvl 1 Cooldown: 5 Post Duration, 3 Post Cooldown
Ability Lvl 1 Description: Channeling electrical energy directly into their own nervous system, the user is able to briefly augment their speed and reflexes
Ability Lvl 1 Strengths:
* The jolt of electricity into the nervous system of the user supercharges the body's synapses, allowing the major muscle groups to engage at a much quicker rate leading to more rapid body movement (+10 Speed for the duration of the technique)
* In addition to supercharging the user's synapses to allow for quicker muscle contraction, the technique also speeds up the rate at which signals are sent from the brain to said muscles allowing for greatly increased reaction time (+10 Reflexes for the duration of the technique)
* The electrified aura around the user generates a fair bit of illumination to assist in navigating otherwise dark areas (10 meters)
Ability Lvl 1 Weaknesses:
* -10 Endurance for the Duration of the technique
* -10 Intelligence for the Duration of the technique
* Due to time constraints, it can only be used in short bursts, making long range travel impossible.
Ability Lvl 1 Name: Thunder Roar
Ability Lvl 1 Type: Offensive Mid/Close Range (0-25 Meters)
Ability Lvl 1 Cooldown: 1 Post Charge Time, 4 Post Cooldown
Ability Lvl 1 Description: Crossing their arms in front of themselves in a guarding stance, the user gathers a great deal of electrical energy into the center of their body before unleashing it in an explosive, omnidirectional blast (Radius of 25 meters)
Ability Lvl 1 Strengths:
* Able to damage multiple opponents depending on the number of targets caught within the blast range (Maximum number of targets is 10)
* Those hit by the blast will experience muscle spasms for a short time (-10 Reflexes for 1 post)
* Excellent space clearing more as it forces target struck by it backwards (10 meters)
Ability Lvl 1 Weaknesses:
* Requires noticeable charge time
* Ineffective against rubber
* User is unable to aim the technique
Ability Lvl 1 Name: Volt Fist
Ability Lvl 1 Type: Melee Buff close range (0 meters)
Ability Lvl 1 Cooldown: 4 Post Duration, 2 Post Cooldown
Ability Lvl 1 Description: Charging the striking areas of their body with electrical energy, the user is able to greatly increase the damage of their physical strikes.
Ability Lvl 1 Strengths:
* +10 Strength
* Areas of the body hit by electrically charged strikes will become numb for a brief period of time (-10 Reflexes for 2 posts)
* The rapid vibration of ionized molecules within the electrical field allows for a subtle edge to knife hand and spear hand strikes. However, the cutting edge gained is not on par with a steel blade, only being able to leave shallow cuts against unarmed targets.
Ability Lvl 1 Weaknesses:
* Ineffective against insulated targets
* -10 Intelligence due to the tunnel vision necessary to properly channel lightning to the striking area
* The user's extremities give off a subtle electrical pulse as well as an audible crackling sound, removing any possibility for stealth
Ability Lvl 1 Name: Call of Thunder
Ability Lvl 1 Type: Support Long Range (30-40 meters)
Ability Lvl 1 Cooldown: 1 Post Charge, 5 Post Duration, 7 Post Cooldown
Ability Lvl 1 Description: By discharging a large burst of electrical energy into nearby clouds, the user is able to temporarily create short bursts of heavy rain.
Ability Lvl 1 Strengths:
* +10 Strength due to the combatants and battlefield becoming wet and thus increasing their conductivity
* Allows the user to channel electrical attacks through the now saturated ground
* The sudden and drastic change in the weather can come across as a great surprise in the midst of the battle allowing the technique to serve as a hasty diversionary tactic
Ability Lvl 1 Weaknesses:
* -10 Reflexes during the charging post in order to focus on properly hitting the far away cloud target
* Cannot be used without any clouds in the sky
* User is briefly vulnerable while discharging the technique into the sky
Ability Lvl 1 Name: Lightning Crash
Ability Lvl 1 Type: Offensive Mid/Close Range (0-20 meters)
Ability Lvl 1 Cooldown: 4 Post Cooldown
Ability Lvl 1 Description: Pulling back their fist, the user throws a downward punch with their full body weight towards the ground just short of the opponent to call down a massive bolt of lightning from above to deal very high damage to a single target.
Ability Lvl 1 Strengths:
* Unexpected angle as most opponents simply believe it to be an ordinary punch that missed, never predicting an attack from above their heads.
* Opponents hit by the attack will experience severe muscle spasms for a short period of time (-15 Reflexes for 2 Posts)
* Due to the large amount of lightning called down upon the opponent, the user will be obscured from view for just a moment. Though the attack requires too much exertion for the user to launch another attack in this period of time, it can serve as an emergency means of escape.
Ability Lvl 1 Weaknesses:
* Ineffective against insulated targets
* -5 Endurance for 2 posts following activation due to the sudden loss of energy
* -5 Reflexes against multiple opponents during the activation post due to the user's tunnel vision focused on a singular opponent
Skill Type: Paramecia Devil Fruit
Skill Information: The ability to channel and control electricity at will. Though the user is unable to become lightning itself, they are fully capable of discharging it in powerful bolts of electricity as well as use it to augment their physical abilities.
Skill Strengths:
* +10 Strength advantage against elements which conduct electricity well such as water and metal. Additionally possesses offensive advantage against Neutral elements and a defensive advantage against Air elements as per the elemental chart.
* By using electricity to augment their own nervous system, the user can briefly heighten their speed and reaction time.
* Can absorb external sources of electricity to restore the user's stamina after extended periods of exertion effectively making the user immune to electrocution.
Skill Weaknesses:
* -10 Strength against elements with natural insulating properties such as rubber.
* Seastone and seawater render the user powerless.
* Offensive weakness to Earth elements and defensive weakness against Water elements as per the elemental chart.
Ability Lvl 1 Name: System Shock
Ability Lvl 1 Type: Support/Buff close range (0 meters)
Ability Lvl 1 Cooldown: 5 Post Duration, 3 Post Cooldown
Ability Lvl 1 Description: Channeling electrical energy directly into their own nervous system, the user is able to briefly augment their speed and reflexes
Ability Lvl 1 Strengths:
* The jolt of electricity into the nervous system of the user supercharges the body's synapses, allowing the major muscle groups to engage at a much quicker rate leading to more rapid body movement (+10 Speed for the duration of the technique)
* In addition to supercharging the user's synapses to allow for quicker muscle contraction, the technique also speeds up the rate at which signals are sent from the brain to said muscles allowing for greatly increased reaction time (+10 Reflexes for the duration of the technique)
* The electrified aura around the user generates a fair bit of illumination to assist in navigating otherwise dark areas (10 meters)
Ability Lvl 1 Weaknesses:
* -10 Endurance for the Duration of the technique
* -10 Intelligence for the Duration of the technique
* Due to time constraints, it can only be used in short bursts, making long range travel impossible.
Ability Lvl 1 Name: Thunder Roar
Ability Lvl 1 Type: Offensive Mid/Close Range (0-25 Meters)
Ability Lvl 1 Cooldown: 1 Post Charge Time, 4 Post Cooldown
Ability Lvl 1 Description: Crossing their arms in front of themselves in a guarding stance, the user gathers a great deal of electrical energy into the center of their body before unleashing it in an explosive, omnidirectional blast (Radius of 25 meters)
Ability Lvl 1 Strengths:
* Able to damage multiple opponents depending on the number of targets caught within the blast range (Maximum number of targets is 10)
* Those hit by the blast will experience muscle spasms for a short time (-10 Reflexes for 1 post)
* Excellent space clearing more as it forces target struck by it backwards (10 meters)
Ability Lvl 1 Weaknesses:
* Requires noticeable charge time
* Ineffective against rubber
* User is unable to aim the technique
Ability Lvl 1 Name: Volt Fist
Ability Lvl 1 Type: Melee Buff close range (0 meters)
Ability Lvl 1 Cooldown: 4 Post Duration, 2 Post Cooldown
Ability Lvl 1 Description: Charging the striking areas of their body with electrical energy, the user is able to greatly increase the damage of their physical strikes.
Ability Lvl 1 Strengths:
* +10 Strength
* Areas of the body hit by electrically charged strikes will become numb for a brief period of time (-10 Reflexes for 2 posts)
* The rapid vibration of ionized molecules within the electrical field allows for a subtle edge to knife hand and spear hand strikes. However, the cutting edge gained is not on par with a steel blade, only being able to leave shallow cuts against unarmed targets.
Ability Lvl 1 Weaknesses:
* Ineffective against insulated targets
* -10 Intelligence due to the tunnel vision necessary to properly channel lightning to the striking area
* The user's extremities give off a subtle electrical pulse as well as an audible crackling sound, removing any possibility for stealth
Ability Lvl 1 Name: Call of Thunder
Ability Lvl 1 Type: Support Long Range (30-40 meters)
Ability Lvl 1 Cooldown: 1 Post Charge, 5 Post Duration, 7 Post Cooldown
Ability Lvl 1 Description: By discharging a large burst of electrical energy into nearby clouds, the user is able to temporarily create short bursts of heavy rain.
Ability Lvl 1 Strengths:
* +10 Strength due to the combatants and battlefield becoming wet and thus increasing their conductivity
* Allows the user to channel electrical attacks through the now saturated ground
* The sudden and drastic change in the weather can come across as a great surprise in the midst of the battle allowing the technique to serve as a hasty diversionary tactic
Ability Lvl 1 Weaknesses:
* -10 Reflexes during the charging post in order to focus on properly hitting the far away cloud target
* Cannot be used without any clouds in the sky
* User is briefly vulnerable while discharging the technique into the sky
Ability Lvl 1 Name: Lightning Crash
Ability Lvl 1 Type: Offensive Mid/Close Range (0-20 meters)
Ability Lvl 1 Cooldown: 4 Post Cooldown
Ability Lvl 1 Description: Pulling back their fist, the user throws a downward punch with their full body weight towards the ground just short of the opponent to call down a massive bolt of lightning from above to deal very high damage to a single target.
Ability Lvl 1 Strengths:
* Unexpected angle as most opponents simply believe it to be an ordinary punch that missed, never predicting an attack from above their heads.
* Opponents hit by the attack will experience severe muscle spasms for a short period of time (-15 Reflexes for 2 Posts)
* Due to the large amount of lightning called down upon the opponent, the user will be obscured from view for just a moment. Though the attack requires too much exertion for the user to launch another attack in this period of time, it can serve as an emergency means of escape.
Ability Lvl 1 Weaknesses:
* Ineffective against insulated targets
* -5 Endurance for 2 posts following activation due to the sudden loss of energy
* -5 Reflexes against multiple opponents during the activation post due to the user's tunnel vision focused on a singular opponent
Last edited by Tyson Mikal on Sat Jul 26, 2014 5:28 am; edited 4 times in total
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