Skill Name: Bane Bane no Mi
Skill Type: Paramecia
Skill Information: Ray is capable of morphing parts of his body into springs as well as transform parts of other inanimate objects into springs. He may also add extensions from his body or inanimate objects.
Skill Strengths: -Capable of creating a pinball effect on the fly.
-Springs can build up momentum for high-impact attacks.
Skill Weaknesses: -If someone were to land a strike on Ray during a high-momentum stage, he could take lethal damage.
-Natural DF weaknesses.
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Skill Type: Paramecia
Skill Information: Ray is capable of morphing parts of his body into springs as well as transform parts of other inanimate objects into springs. He may also add extensions from his body or inanimate objects.
Skill Strengths: -Capable of creating a pinball effect on the fly.
-Springs can build up momentum for high-impact attacks.
Skill Weaknesses: -If someone were to land a strike on Ray during a high-momentum stage, he could take lethal damage.
-Natural DF weaknesses.
- Spoiler:
Tier 1 Technique Name: Haru Sunaipu | Spring Snipe
Tier 1 Technique Type: Offensive
Tier 1 Technique Cooldown: 2 Posts
Tier 1 Technique Description: Ray will transform his lower half into a spring, compressing it very tightly in order to build a high tension. Once he releases, he will attack like a ballistic projectile equal to his tier in power. Also, the spring half will be 1 meter long per tier, and for each meter compressed, it extends his travel range 10 meters (he can only move at 15 meters per tier base plus that).
Tier 1 Technique Strengths: -High Momentum causes high power.
-Can be combined with an attack or weapon to create a lethal effect.
Tier 1 Technique Weaknesses: -Only travels straight
-Cannot recoil off a surface.
Tier 1 Technique Name: Haru Kyanon | Spring Cannon
Tier 1 Technique Type: Offensive
Tier 1 Technique Cooldown: 4 posts
Tier 1 Technique Description: Ray can create a meter-long-per-tier spring that can hold a cannonball-sized projectile and launch it like a cannon. For every meter, it travels at 20 meters and can be used to repel bulky projectiles or attacks.
Tier 1 Technique Strengths: -Has counter capability
-Acts as a cannon for Ray to utilize.
Tier 1 Technique Weaknesses: -It only travels 15 meters per meter if Ray has to auto-compress it.
-Small, bullet-size projectiles will go through the hollow part of the spring.
Tier 1 Technique Name: Inpakuto no Haru | Impact Spring
Tier 1 Technique Type: Offensive
Tier 1 Technique Cooldown: 2 Posts
Tier 1 Technique Description: Ray will create four miniature springs from his knuckles, thrusting them to strike a point and create a delayed impact force similar to using an impact dial. The concentration of this force can cause internal damage in a very specific area. If the strike misses, there is a 1-meter leeway per tier but it will just count as an extended punch.
Tier 1 Technique Strengths: -Allows for a second, powerful strike
-Strike is concentrated and optimized for going through defenses
Tier 1 Technique Weaknesses: -If it misses the point-blank effect, the power is significantly reduced.
-Very short range.
Tier 1 Technique Name: Pinboru | Pinball
Tier 1 Technique Type: Offensive
Tier 1 Technique Cooldown: 6 Posts
Tier 1 Technique Description: Ray will cause himself to use springs all over his body to bounce around an area for any number of posts he wants. Due to the momentum built, if he bounces for more than 2 posts the final impact can injure him. In return, he can cause a tier extra of damage for every two posts of bouncing. He no longer takes damage from momentum when he reaches t4 until 4 posts of bouncing. The final impact consists of using a formed of Haru Sunaipu, flying like an arrow.
Tier 1 Technique Strengths: -High momentum attack
-Can act as a finisher.
Tier 1 Technique Weaknesses: -Must build up momentum for at least one post.
-If someone strikes successfully, he may take up to lethal damage more easily.
-He may lose a sense of direction aside from striking his target after bouncing for more than 4 posts.
Tier 1 Technique Name: Haru Sufia
Tier 1 Technique Type: Offensive
Tier 1 Technique Cooldown: 5 Posts
Tier 1 Technique Description: Ray may summon a spring underneath someone if they stand on a solid surface, and if successful they will become trapped by more springs potentially. Similar to his Pinboru, they will enter a pinball effect for up to two posts where they will continuously they will be submitted to momentum-filled attacks that grows in power. The initial spring is only 1 meter tall though.
Tier 1 Technique Strengths: -High momentum attack that can trap someone.
Tier 1 Technique Weaknesses: -Short initial spring.
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- Spoiler:
Tier 2 Technique Name: Supa Asshuku | Super Compression
Tier 2 Technique Type: Passive
Tier 2 Technique Cooldown: N/A
Tier 2 Technique Description: Ray is able to change parts of his body into springs, automatically compressing them and releasing them to accompany his attacks and increase the momentum and power of his attacks. This also causes to his spring attacks to compress even further, allowing them to hit harder.
Tier 2 Technique Strengths: -Buffers his Spring attacks
-Allows his regular attacks to be stronger
Tier 2 Technique Weaknesses: -His regular attacks will go back and forth like a slinky, which he cannot stop.
-Increases self-damage risk of Spring attacks.
Tier 2 Technique Name: Haru no Shokku-Ebu
Tier 2 Technique Type: Offensive
Tier 2 Technique Cooldown: 4 Posts
Tier 2 Technique Description: Ray may strike the ground with a highly compressed spring, creating a shockwave throughout the ground due to the shear force and creating a miniature earthquake that would register a 2 on the Richter scale per tiers.
Tier 2 Technique Strengths: -Strong enough to create a weak earthquake due to shear force.
Tier 2 Technique Weaknesses: -Can cause uncontrollable collateral damage.
Tier 2 Technique Name: Kuchu Sunaipu
Tier 2 Technique Type: Offensive
Tier 2 Technique Cooldown: 2 Posts
Tier 2 Technique Description: Ray uses Haru Sunaipu's stronger version which can be used mid-air. It sends him like a missile but virtually has no different strengthes and weaknesses, just larger on scale.
Tier 2 Technique Strengths: -See Haru Sunaipu
Tier 2 Technique Weaknesses:
Tier 2 Technique Name:Pisutonpisutoru | Piston Pistol
Tier 2 Technique Type: Offensive
Tier 2 Technique Cooldown: 3 Posts
Tier 2 Technique Description: Ray starts pumping his arms like pistons, changing them into springs that continuously compress and release while producing heat. This causes his harms to catch fire, but he goes unharmed. This may be utilized to furiously attack his for, much like Luffy's Gomu Gomu Gatling.
Tier 2 Technique Strengths: -High momentum attacks w/ fire.
Tier 2 Technique Weaknesses: -Ray cannot stop it for 2 posts unless someone forcibly stops it.
Tier 2 Technique Name: Manmasubasuto | Mammoth Burst
Tier 2 Technique Type: Offensive
Tier 2 Technique Cooldown: 3 Posts
Tier 2 Technique Description: Ray turns one of his limbs into a gigantic 10-meter spring, compressing until it looks like a piece of paper. Once released, it creates a massively powerful attack that if it hits nothing, will send out a compressed blast of wind. If it were to strike a building, it could send a hole through the entirety of it or cause it to collapse. The tip of the spring is much thinner than the body of it, allowing for a precise strike.
Tier 2 Technique Strengths: -Similar power to Luffy's Elephant Gun
-Can repel giant projectiles or attacks of equal power.
Tier 2 Technique Weaknesses: -Momentarily, while preparing the attack Ray is vulnerable.
-Can cause unnecessary collateral damage.
Last edited by Del Ray Rover on Mon Dec 15, 2014 7:55 pm; edited 1 time in total