Skill Name: Sea Queen - Mizu-Hime - Mermaid Water manip (Secondary)
Skill Type: Mermaid style
Skill Information:
Sea Queen is a fighting style siren uses that makes use of her natural mermaid-given ability to manipulate water. As her birthright of a mermaid, she controls water to spectacular effect utilizing it to project water in various ways. By imbuing the water with her haki she can heat it up to produce steam or utilize boiling water to attack. This makes her a natural enemy to Devil Fruit users.
Skill Strengths:
- Sea Queen provides a variety of effects revolving around the manipulation of water as something unique to mermaids and fishmen that Devil Fruit users cannot, and even passively use this to forcibly split her tail into legs, her beautiful scales seeming to shatter into water vapor, or reform like water spurting out from her pores to coalesce into her tail once more. This effect is a unison between her haki, mastery over creatures, connection to the sea, and her tribe's Body Compression lineage.
- Sea Queen can manipulate water in the atmosphere as well, which can cause rain clouds to burst (Causing rain), or to slowly gather rainclouds. Higher tier Sea Queen techniques can also trigger lightning bolts (It works indirectly, she doesn't specifically work with lightning itself).
- Siren's Haki can work with her mermaid water to allow her to generate heat for scalding attacks which also leaves steam trails along the path of such an attack which can obscure vision.
- Sea Queen techniques deal added damage and travel twice as far or have AoE's twice as large when used at sea/underwater, or half-again as far/x1.5 as large in areas of heavy rain.
- Sea Queen makes the user resistant to temperature extremes. In other words, Siren can bathe in boiling water or swim in arctic waters all the same.
Skill Weaknesses:
- Sea Queen water attacks or defenses are considered a tier lower when they rely on water in the air, and can't be used in harsh deserts or areas of intense flame (Unless there's a body of water).
- Sea Queen water could hinder allied devil fruit users as well if she's not careful.
- If she produces Steam, the steam isn't in her direct control anymore. She can only force steam back into a liquid state again.
- Sea Queen is usually in general a messy affair that gets water all over the place leaving a soggy aftermath of a fight.
- She can still be damaged by flame or ice techniques, she just takes reduced damage proportionate to tier differences. This isn't exactly a weakness though so here's an extra:
- When using lightning in one of her techniques, her abilities aren't actually suited for electrical power. She can very easily shock herself on accident so she has to be careful as chances are a lightning bolt will do just as much or more damage to her as it would to an enemy and her electrical effects will often have chain reactions and so on that could catch her as well, going wrong very quickly.
- Being a mermaid she by default takes a little extra damage from electricity.
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Tier 1 Techniques
Tier 2 Techniques
Skill Type: Mermaid style
Skill Information:
Sea Queen is a fighting style siren uses that makes use of her natural mermaid-given ability to manipulate water. As her birthright of a mermaid, she controls water to spectacular effect utilizing it to project water in various ways. By imbuing the water with her haki she can heat it up to produce steam or utilize boiling water to attack. This makes her a natural enemy to Devil Fruit users.
Skill Strengths:
- Sea Queen provides a variety of effects revolving around the manipulation of water as something unique to mermaids and fishmen that Devil Fruit users cannot, and even passively use this to forcibly split her tail into legs, her beautiful scales seeming to shatter into water vapor, or reform like water spurting out from her pores to coalesce into her tail once more. This effect is a unison between her haki, mastery over creatures, connection to the sea, and her tribe's Body Compression lineage.
- Sea Queen can manipulate water in the atmosphere as well, which can cause rain clouds to burst (Causing rain), or to slowly gather rainclouds. Higher tier Sea Queen techniques can also trigger lightning bolts (It works indirectly, she doesn't specifically work with lightning itself).
- Siren's Haki can work with her mermaid water to allow her to generate heat for scalding attacks which also leaves steam trails along the path of such an attack which can obscure vision.
- Sea Queen techniques deal added damage and travel twice as far or have AoE's twice as large when used at sea/underwater, or half-again as far/x1.5 as large in areas of heavy rain.
- Sea Queen makes the user resistant to temperature extremes. In other words, Siren can bathe in boiling water or swim in arctic waters all the same.
Skill Weaknesses:
- Sea Queen water attacks or defenses are considered a tier lower when they rely on water in the air, and can't be used in harsh deserts or areas of intense flame (Unless there's a body of water).
- Sea Queen water could hinder allied devil fruit users as well if she's not careful.
- If she produces Steam, the steam isn't in her direct control anymore. She can only force steam back into a liquid state again.
- Sea Queen is usually in general a messy affair that gets water all over the place leaving a soggy aftermath of a fight.
- She can still be damaged by flame or ice techniques, she just takes reduced damage proportionate to tier differences. This isn't exactly a weakness though so here's an extra:
- When using lightning in one of her techniques, her abilities aren't actually suited for electrical power. She can very easily shock herself on accident so she has to be careful as chances are a lightning bolt will do just as much or more damage to her as it would to an enemy and her electrical effects will often have chain reactions and so on that could catch her as well, going wrong very quickly.
- Being a mermaid she by default takes a little extra damage from electricity.
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Tier 1 Techniques
- Spoiler:
Name: Command Sea
Type: Passive
Cooldown: n/a
Description: Allows Siren to passively command, redirect, and gather water from the environment to utilize it. This can be used to deal up to mild damage in and of itself with splashes/jets of water that are equivalent to 1 tier lower than her current tier. Water controlled in this manner will remain as she left it. A little globe of water left hovering in air will remain hovering in the air until Siren is knocked out or she leaves the general area (Scene change).
Strengths:
- Allows her to command an area of water up to 2.5 meters in radius per tier. This can be used to dry an area, taking all the water and moving it elsewhere.
- Allows her to have a default basic attack dealing light damage to targets at range (10 meters per tier or mild damage if used in melee. This gets the target wet.
Weaknesses:
- When used as a ranged attack it is easily blocked by solid obstruction of the same effective tier.
- Half effectiveness in areas without obvious moisture in the air or bodies of water nearby.
- No effect in areas of intense heat and no near bodies of water.
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Name: Temperature spike
Type: Passive
Cooldown: n/a
Description:Temperature spike causes a body of water to receive a spike in temperature through use of Siren's haki in conjunction with her mermaid's water connection, causing it to be agitated or calmed, resulting in the temperature either rising or falling. This causes steam or mist to become liquid water, or liquid water to become steam. Once steam or mist, Siren can no longer control it except to convert it's state.
Strengths:
- Allows Siren to create areas of thick steam to obscure an area of 5 meters per tier around her or 2.5 meters per tier at a distance of up to 15 meters per tier, or to clear an area of mist, steam, or fog (turning it into liquid).
- Can boil water to cause it to cause mild damage people in contact with it per post they're in contact, or calm boiling water to a room temperature or even somewhat chilly state.
- Can be used in conjunction with another technique to make it deal extra damage by causing 2nd degree scalding burns on contact to targets 1 tier lower. Doing this adds "Scalding" to the title of the effect. ("Scalding Splash Ball") or in other words boosting it by roughly 25% +5% per tier lower. Doing so naturally makes it a heat effect and quite strong against cold abilities.
Weaknesses:
- Can only work from a liquid state to a gaseous or vice versa, it cannot cause ice to form out of water (though it could turn ice into water). It can chill a drink, or so but not enough to freeze.
- Boiling an area of water as part of a large body of water is quickly reversed as the temperature dissipates through the rest of the body of water, lasting only 1 post per tier.
- Cannot be used against water, ice, or cloud techniques of the same rank or higher as the user.
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Name: Water Veil
Type: Support
Cooldown: 5
Description:When used, Water Veil will cause a curtain of water to envelop her that serves to cloak her when underwater, making her very difficult to detect as she now causes only very slight distortion where she would be, which can be further difficult to notice due to her size. The water veil will also defend against one attack and heal burns.
Strengths:
- Soothes burns and protects the user against one attack.
- Can keep the user warm in cold climates by using it in conjunction with temperature spike.
- Provides the user with underwater near-invisibility.
- Lasts until broken.
Weaknesses:
- Effect is broken when it defends against one attack.
- Can't block t3 techniques or above. Only halves the effect of t2 techniques.
- Can't block against continuous attacks, such as a flame thrower, beam, or rapid fire.
- Only reduces burns by one stage. A 3rd degree burn becomes 2nd and a 2nd becomes 1st, 1st being healed.
- The cloaking effect isn't perfect and can be seen by those with extraordinary perception. When in motion, the movement of the water behind/around her can still be noticed with just good awareness.
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Name: Splash Ball
Type: Melee
Cooldown: 2 (5 if focused around a fist)
Description: Siren collects water from her surroundings, gathering it in a fist sized ball of water in the palm of her hand before throwing it at a target causing it to burst on contact similar to a very large water balloon. It hits with blunt force causing moderate damage to targets 1 tier lower. It fires out to a fairly short range of 10 meters per tier.
Strengths:
- Deals damage and soaks something with a burst of water 2.5 meters in radius per tier.
- Weakens Devil Fruit users.
- Splash Ball can remain in Siren's palm for a melee impact to instead deal heavy damage.
Weaknesses:
- Bursts if intercepted by another attack.
- Has no penetrative power (It wont pierce through a surface like an arrow would or so on), though it may leave a dent in thin plates or crack wood an inch thick *2 per tier.
- If focused around her palm it will only affect one target and the splash will be mostly absorbed by the target and Siren herself dealing light damage to Siren.
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Name: Jetstream - Mermaid's Speed
Type: Support/Passive
Cooldown: n/a
Description: Mermaid's are hailed as the fastest things in the sea. Using her mermaid speed, Siren can travel at speeds of 200mph when in water, +50mph per tier.
Strengths:
- Few things can match the speed of a mermaid at sea.
- Also allows her to survive any fall ending in a sufficiently deep body of water.
Weaknesses:
- This speed is restricted to water and is of course limited by the body of water in question. It can't be used on land or with legs.
- Because of Siren's size, she's still easier to hit than something smaller. This can be negated by body compression to normal size. Doing so removes the +50mph per tier entirely, leaving it 200mph.
Tier 2 Techniques
- Spoiler:
Name: Water Salvo
Type: Ranged
Cooldown: 4
Description: Water Salvo coats Siren's hands in water then releases a burst of eight finger-sized shots of water that impact with light damage each to targets of the user's tier, and soaks the target hit. All eight can converge to strike a single target to deal heavy damage to targets of the user's tier or pair up in 2's or 4's to deal mild to moderate damage respectively on different targets. They are not homing, but are fired off in different arcing angles and can be scattered to account for movement and so on. The fingers strike out up to 30 meters away per tier.
Strengths:
- Capable of dealing heavy damage to targets of the user's tier (Reduced damage per higher tiers) and has a high likely hood of dealing light to mild damage depending on targeting.
- Capable of striking at multiple targets by dividing up the eight "fingers" of the salvo.
- Damage is increased by 50% if Siren is in full size.
- Can be fired all at once in a melee attack to deal heavy damage without the problem of landing eight shots.
Weaknesses:
- They strike at different arcs and intervals, the only time Water Salvo will hit with all eight shots is if it's targeting a static unmoving target.
- Sacrifices damage potential to strike multiple targets (Unlike an AoE which would deal full damage to all in the AoE)
- Damage is reduced by 50% if Siren is at normal humanoid size.
- If used in melee, it will deal moderate damage back to Siren herself as backlash.
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Name: Rain Dance
Type: Field/Support
Cooldown: n/a - One use per scene.
Description: Rain Dance throws Siren's willpower to the skies. This causes clouds to gather over the area. On a clear cloudless day, clouds will slowly appear and darken over head over the course of five posts until the sky is overcast and starts to rain. For the next three posts this rain will come down thicker until on the eight post at last there is a heavy rain storm.
Strengths:
- Causes a rainstorm to appear eventually. This changes the climate of the area to include obvious moisture, and can cause flooding based on the geography.
- Reduces the effect of fire / ash / paper or similar abilities.
- Can bring rain to the harshest of deserts, sure to please locals.
- Once per post once the rain starts Siren can direct a lightning bolt to strike a targeted spot that's the same tier as herself in effectiveness and can cause paralysis for 1 turn if hit. It arcs enough that it will hit those within 2.5 meters of the targeted spot and chain to each target within 5 meters of victim hit. It deals roughly 50% extra damage if the target is wet, which considering it's coming from a rain storm is a likely story.
Weaknesses:
- Rain Dance is just rain, and does not weaken devil fruit users purely by merit of the devil fruit's sea/water weakness. They could get caught up in flooding however, such as if water fills a crater.
- The rain benefits all who could benefit from it, not just allies or Siren.
- Takes a very long time for the storm to build up.
- Takes an extra post to arrive (six posts total) in hot/desert areas, and an extra post to build up to heavy rain (4 posts), totaling 10 posts before the full effect hits. Many fights may well be over by then. But if used tactically or well before a fight starts it can save the day.
- The lightning bolt called takes 1 post to strike giving a lot of time for someone to move out of the way and quite the delayed reaction. It can then even be redirected
- The chain reaction can end up effecting allies if not careful.
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Name: Tidal Hand
Type: Melee-Range
Cooldown: 4 (1 if she is normal human size)
Description: Tidal Hand enshrouds Siren's whole arm in a thick coating of water as though it were a large gauntlet. It allows Siren to deal added melee damage as the water causes her arm to jet forward with more force than normal, and strike with her fists without holding back as her fist is shielded from recoil, when she strikes the water soaks the target. If a target is at range, Siren can "Throw" her Tidal Hand to make burst forward like a pillar from her arm, with the hand like a claw reaching out to mirror the movements and intentions of Siren in order to manipulate something at range, whether it be to brace against something, grab something, punch, or try to hold someone.
Strengths:
- Allows her to manipulate something at-range and keep her distance (20 meters per tier), even incorporeal logia.
- Has all the same strength as Siren has at range, though it doesn't have a combination of Siren's actual hand + the water at range.
Weaknesses:
- The hand can be destroyed by a t2 technique of someone 1 tier less than her, or greater.
- The hand is dependent on her size. If she's normal human size the hand will be small and unable to grab a fleeing target as well.
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Name: Tidal Impact
Type: Support-Melee
Cooldown: 5
Description: Tidal Impact Technique is where Siren rushes up from under water to burst up from the sea on one side of a ship creating a wave of water that jostles the ship and rushes over the side to sweep people off their feet unless their 1 tier below Siren or more. She dives on the other side of the ship creating a second wave stronger than the first jostling the ship again and rushing over the deck with the intention of taking people that were knocked off-footing by the first and dragging them overboard.
Strengths:
- Wipes a ship's deck of most crewmen and NPC's up to 2 tiers below Siren, and jostles the crewmen well anchored or below deck causing a pause in general.
- Can intimidate and demoralize a crew, the NPCs who were below deck wondering what is happening and the crewmen washed overboard being obviously panicked.
Weaknesses:
- Tidal Impact only deals common-sense damage that can be had as a result of the crewmembers slipping/falling onto the deck and against the railings as it washes them over.
- Tidal Impact doesn't often affect foes that would be an appropriate challenger/combatant to face Siren anyway.
- Tidal Impact can be defeated by being braced for impact and with something to hold onto that's firmly attached to the ship.
- Tidal Impact only works at sea, and at full size.
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Name: Whirlpool
Type: Support/Field
Cooldown: 5 from effect end
Description: Whirlpool causes a buildup of water that rushes faster and faster in a swirling vortex. At sea this can appear in seconds, but it takes a fair handful to manifest away from a large body of water. The swirling vortex can carry people away along it's swirl as though they were caught up, well, in a whirlpool. This vortex will cause moderate damage as they get tossed about within it. The vortex can be made to be only 2.5 meters in radius to focus on a small area or it can be expanded up to 7.5 meters in radius with a safe spot inside of it, creating a wall to isolate someone with or without her inside of it.
At sea this can be made much larger and will appear below a ship and keep the ship held fast in one spot, spinning slowly in place depending on the size of the ship. Any crew that falls overboard would be taken by the whirlpool and be slammed into the bottom of the ship and dragged along it's bottom for heavy damage, sometimes twice, before being carried along deep under water by the whirlpool.
Without a ship, it wouldn't deal that damage but it will still pull things towards it in a current of water and push them deeper under water. It can cause disorientation but without other things in the whirlpool it wouldn't deal damage itself when at sea.
Strengths:
- Situationally very useful as a crowd-control effect.
- Potential to deal heavy damage to crew that gets knocked overboard a ship.
Weaknesses:
- The vortex can be powered through on land by someone a tier less than Siren. At sea they have to have movement abilities they can use while swimming or be a tier higher than her.
- At sea without things to cause them to impact with while in the whirlpool, it wont deal damage and only be disorienting.
- Driving someone deeper underwater is useless if they breath water and are good swimmers anyway, such as other mermaids, fishmen, or capable non-DF users.
- Unless they're already caught up in the vortex itself, it can be easy to just fly or jump away with some jump-boost technique. (Both being hard to do if you're already caught in it or in water)
Last edited by ♥Siren on Sat Apr 04, 2015 8:44 pm; edited 12 times in total