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Update System ::: Techniques

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Update System ::: Techniques

Post by Haris on Sat Apr 09, 2011 3:34 pm

Techniques


These are the heart and soul of any RP, and they certainly play a major role here. They contribute to the unique fighting style of each character, and can range from terribly simplistic, to incredibly complex and flamboyant in their effects.

Types of Techniques

There are three broad classes of techniques: Offensive, Defensive and Supportive.


~Offensive – These include techniques that are used to directly or indirectly damage the enemy, whether they are melee or ranged.

~Defensive – These include techniques that can protect you, whether directly or indirectly, from others’ attacks. They can also be used to prevent hits from landing, either by raising your own evasive capabilities or by lowering the opponent’s accuracy, or to soften the blow of attacks that do land.

~Supportive – These are basically techniques that cannot be classified into either of the other two categories. They may affect the offensive or defensive potential of other techniques, but in themselves, are neither directly offensive nor defensive.These also cover things like buffs, debuffs and transformations.

Technique Points and Maximum Rank
Your character’s techniques are limited by the number of Technique Points (TP) they have. The number of TP you have is how much you can spend on all your Techniques in total.

Technique Ranks
A technique’s rank basically determines its power and just what the technique is capable of. More complex, damaging techniques will obviously require a higher rank, and whilst damage can be influenced by stats, the rank of the technique will determine any additional effects the attack may have. In battle, typically the higher ranked technique will have the advantage. However, a one or two rank difference may not be that significant, and it is up to the players to make reasonable judgements on their part. Staff can be consulted if you feel that godmodding is taking place.

Here are some example guidelines that can help you rank your techniques, but note these are just guidelines, and the Character Moderators will let you know whether the rank is appropriate or not.


1 - Baseline. Techniques at this point are little more than basic manoeuvres that can be performed normally.
4 - Techniques at this level are stronger than basic moves, but typically cannot accomplish superhuman feats (excluding devil fruit powers).
8 - At this rank, techniques begin to represent an attack or move that is not unrealistic but much more powerful than freeform. Examples would be melee attacks with an added effect (pushing the victim back, knocking someone down, spinning them, etc.) or stronger defensive techniques, such as specialized block or dodge techniques.
14 - This is the rank of technique when abstract or superhuman feats begin to become possible. Techniques of this rank may accomplish things difficult for normal individuals to do, such as use melee attacks at range or perform moderate feats of superhuman nature.
28 - Techniques at this level begin defying logic. Powerful melee-generated ranged attacks, feats of supernatural nature, spirit-generated illusions, etc. are possible at this level.
40 - At this point or beyond, techniques can be extremely abstract and accomplish virtually anything that the character themselves is capable of doing.

Zaraki Punch (1)
Type: Offensive
Range: Melee
Description: Zaraki throws a punch at his opponent with his left arm.
A typical rank 1 exists for show. There is no need for them; they are attacks you could freeform any time. As such, try not to put anything into a rank 1 that you couldn't also casually and quickly freeform out.


Zaraki Uppercut (4)
Type: Offensive
Range: Melee
Description: Zaraki moves in close to his opponent, aiming an uppercut at their jaw with as much force as he can muster.
A rank 4 technique should be something you could freeform out, much like a rank 1, but is assumed to be stronger. It is alright to use terms like "with extra strength" or "harder than usual" in describing these hits, because that's exactly what they are: a harder hit.

Zaraki Spiral Punch (8 )
Type: Offensive
Range: Melee
Description: Zaraki crouches low and twists his fist to the side as far as he can. Springing up from the ground, he drives his fist into his opponent with as much force as he can, twisting his fist simultaneously. If this attack hits cleanly, it may lift his opponent off the ground and cause them to spin along the plane of his punch.
There's a lot going on here; the move has become more complex. Like the rank 4, we're seeing that it's an attack you could just freeform, but a bit longer and more detailed. Like the rank 4, it's stronger than a normal hit. Now, however, the attack has the additional effect of spinning the victim. This is what defines a rank 8.

Zaraki Slice (14)
Type: Offensive
Range: Medium Range
Description: Zaraki karate-chops the air in front of him, sending a slashing blade of air out towards his target.
Techniques at this rank and beyond will often not resemble anything that you would typically freeform out. They perform amazing feats that are not beyond the realm of human ability, but certainly at its upper limit. Things like "cutting the air" to create projectiles, sudden bursts of insane speed, defensive techniques which absorb more damage than a body could normally take on its own; these are the signs of a Rank 14 or higher technique.

Zaraki Burning Slice (28)
Type: Offensive
Range: Medium Range
Stats: N/A
Description: Zaraki vibrates his arm so fast that it becomes extremely hot. He then karate-chops the air infront of him, sending a burning, slashing blade of air out towards his target. Targets hit even indirectly by this technique may catch fire.
Suddenly, zaraki's doing stuff that's right out in the realm of science fiction. Igniting limbs, producing spiritual "auras" with tangible form, and all manner of such weirdness is possible at and after rank 28.

Zaraki Big Spirit (40)
Type: Support
Range: Long Range
Description:Zaraki fighting spirit burns so brightly that it projects an aura for a great distance around him. This heartens friends. Those allied with Zaraki find themselves with +10 strength, +10 speed. This lasts for 3 posts, then cannot be used for 6.
Here, the mighty Zaraki is literally somehow projecting his will onto friends. This is extremely big stuff; it has the power to turn the tides of a full-blown war. Things like projecting your will, techniques that effect huge volumes of matter, and other things that have no basis in reality anywhere are likely to be rank 40 or higher.

In general, it's best to assume that the more complex the move is to execute, the higher the technique. Every little effect that's added; every specific detail; everything that makes up the technique is a layer of complexity. Keep in mind that the above numbers are benchmarks, made to give a general idea. Techniques may exist at ranks between these benchmarks, and will be considered stronger than their lower level variants. You do not gain the next level of ability, however, until these benchmarks are reached.

Devil Fruits and Technique Rank

This is where determining technique ranks can get it's trickiest. Because Devil Fruits give innate supernatural powers, it may feel like you're starting off around rank 16. The fact is, that's far from the truth.

Every devil fruit has a single, basic, rank 4 technique that comes with it for free (two in the case of Zoans). These define the parameters of "freeform" fruit usage. Just like with your plain old normal techniques, the rank of a technique will be determined by its deviation from the "freeform" usage. For example:

Gomu Gomu no Mi
Gomu Gomu no Mi (4) – Free DF Technique
Type: Support
Range: Self
Stats: N/A
Description: Luffy's body is made of rubber. This allows the user to extend their limbs, inflate their body, and grants a virtual immunity to all blunt attacks.

Now, using this, we'll try just a couple techs

Gomu Gomu no Pistol (1)
Type: Melee
Range: Mid-range
Description: Luffy winds up and throws a basic punch. Because his body is stretchy, this punch goes further and has additional force.

This technique looks more powerful than a rank 1, and for someone without a devil fruit it is. However, this character has fulfilled the criteria of a rank 1: the technique isn't any stronger than a freeform attack.


Gomu Gomu no Bullet (4)
Type: Melee
Range: Short-range
Description: Luffy winds up a basic punch. However, he closes in on the opponent before throwing the punch. Because the punch is executed at close range, no energy is lost in transit, creating a stronger blow.

Just like before, we see what is otherwise a freeform attack, but has more power to it.

Gomu Gomu no Gatling (8 )
Type: Melee
Range: Mid-range
Description: Luffy throws a large number of quick, straight punches with no wind up to the same area in a short amount of time. Because of the rubber quality of his arms and the rapid snap back, this creates the illusion of a great number of arms all attacking simultaneously.
Here we have a rank 8, an attack with an additional effect; in this case, short reload. Again, the devil fruit adds to its range and base power, but it is otherwise an attack by the rank 8 guidelines.

These are just a few examples to help clarify things. Because this is far from the trickiest scenario, you may still find it difficult to gauge DF technique rank. Some fruits are much more abstract; if you still have difficulty ranking techniques with these fruits, feel free to talk to a Character Moderator, Global Moderator, or Administrator for advice.

If you are unsure of what rank to give a technique, you can leave it blank and a Character Moderator will give you a number for it.

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