5A // List of Keywords

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Apriori

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Keywords

Keywords refer to the shorthand titles for abilities, effects, and/or rulings. In any language, speaking formally all the time can be quite tiresome. Even in the Role-Play a language, or jargon, is formed. The Staff wanted to incorporate that phenomenon and create a list of Keywords. Whenever you spot a Keyword, which will be bolded, then understand whatever contained that keyword has the perks that belong to that Keyword.

1. Absolute - refers to attributes gains, keyword values, technique rank, etc being completely protected against negative sources. Whenever is deemed Absolute cannot be nullified, reduced, or bypassed.

2. Bonus - refers to legally bypassing the cap placed for regulation.
  • You can have a Bonus Trait, which inherently gives you a Bonus Trait Slot for the Trait to be held.
  • You can have a Bonus Attribute Points, which allows you to pass the Human Cap and is Considered Boosted.
  • You can have a Bonus SPM, which allows you to pas the normal cap on SPM boosting.
  • You can have a Bonus Damage, which allows you to pass the normal cap on DMG boosting.
3. Build Up - whenever a target is repeatedly exposed to an identical source, the source will exponentially increase regardless if that source aims to positively or negatively influence the target.

4. Chain Reaction - although it can change to accommodate the power at hand, this keyword refers to anything that suffers multiple experiences of X simultaneously. Doing so will trigger an additional tax of X.

5. Damage Shaving - refers to defensive ability to lower oncoming damage. Lowering the damage happens before calculations are concluded to see how much damage you will suffer.

6. Destructive - refers to the ability to bypass or ignore the keyword "Perfect Damage Shaving" and "Damage Shaving".

7. Devour - refers to defensive ability to lower oncoming damage. Lowering the damage happens before calculations are concluded, however the damage that was lowered will empower some numerical value.

8. Foresight - refers to supportive ability to predict oncoming events amidst battle. Possessing this keyword reduces the theoretical SPM ( Movement or Projectile or Attack Speed ) by One [1] SPM Relating to the Opponent.

9. Free Use - refers to the versatile ability to freely spend Battle Cards without the need to attach Style Techniques. These Battle Cards will only allow Free-Form of a nature relating to the Parent Technique this keyword is featured in.

10. Immunity - refers to the passive ability where whatever the immunity is for, that type of source is unable to influence the immune regarding its numerical values.

11. Inferior Interaction - refers to the interaction between a source being declared inferior over another source. Whenever they clash, the inferior source temporarily has its ranked lowered by 1 Rank for the duration of the collision.

12. Negation - refers to the interaction with a source that possesses the Absolute Keyword, which results in the keyword being nullified as long as conditions are satisfied.

13. Overwhelm - refers to the overbearing force behind any source, which allows for it to nullify the Rank vs Rank or SPM vs SPM Keyword whenever interacting with a source that possesses it.

14. Penetration - refers to the piercing ability to deal damage or effects to the target, regardless if they have activated a transformation - mode - durability that shields it. Sources relating to the health points can lead to them being damaged.

15. Perfect Damage Shaving - refers to the defensive ability to lower oncoming damage. This type of damage shaving is deemed higher and incapable of being bypassed by the Keyword "Raw Power"

16. Populate - refers to the circumstance when the source will never dissipate, regardless if it is countered. Whenever the conditions are satisfied, it will actually continue to spread.

17. Rank vs Rank - refers to the interaction between two clashing style techniques. The style technique with the higher rank will automatically win regardless of the damage magnitudes.

18. Raw Power - refers to the offensive ability to bypass or ignore the Keyword "Damage Shaving".

19. Replenish - refers to the healing capabilities a Style Technique inherently possesses, which allows it to restore its Damage Magnitude by a certain rate.

20. Rushing Winds - refers to the ability where the user can create wind pressure type projectiles for ranged combat. This keyword is only present within Quirks that directly enhance the Power Attribute.

21. SPM vs SPM - refers to the interaction between two clashing style techniques or targets. The style technique with the higher SPM will automatically win regardless of the damage magnitudes or ranks.

22. Superior Interaction - refers to the interaction between a source being declared superior over another source. Whenever they clash, the superior source temporarily has its ranked raised by 1 Rank for the duration of the collision.

22. Sway - refers to the ability to influence the targets personas when certain conditions are satisfied.



Inherent Status Effects

Inherent status effects refer to the phenomenon when a character has interacted with specific sources that can inflict negative aliments appropriate to the source itself. When exposed to these specific sources, the negative aliment will develop. The only way to prevent these negative aliments is to possess abilities that grant immunity or resistance. Damage Shaving of any degree does not prevent these negative aliments, that’s an important note to remember.

1. Mention of Fire or Flames - Whenever the target is exposed to any Source that mentions Fire or Flames will set that target ablaze. The target will suffer 1 Damage Point per turn until the fire or flames are extinguished. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the Fire or Flames naturally extinguished.

1A. Mention of Burning - Whenever the target is exposed to any Source that mentions Burns or Burning, and Fire/Flames are not mentioned, the target will suffer 1 Additional Damage Point.​

2. Mention of Freezing - Whenever the target is exposed to any Source that mentions Freezing will encase that target in solid ice. The target will suffer 1 Attribute Point Reduction in the Power Attribute Per turn until the Ice is eliminated. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the Attribute Reduction stops triggering.

2A. Mention of Frostbitten, Frostbite, or Frost - Whenever the target is exposed to any Source that mentions Frostbitten, Frostbite, or Frost, and Freezing is not mentioned, the target will suffer a reduction to Attribute(s) based on the Style Technique's Rank.​

3. Mention of Lightning or Electricity - Whenever the target is exposed to any Source that mentions Lightning or Electricity will inflict damage that completely ignores all damage shaving capabilities. All these sources are inherently faster than most source [ when in projectile form ] thus it will move additional 1 Bonus SPM.

3A. Mention of Stunning - Whenever the target is exposed to any Source that mentions Stunning, the character becomes paralyzed for the remainder of the battle until the source alleviates. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the paralysis ends.​

4. Mention of Sound or Music - Whenever the target is exposed to any Source that mentions Sound or Music and retains a damage magnitude will develop the "Raw Power" keyword. All these sources are inherently faster than most source [ when in projectile form ] thus it will move additional 1 Bonus SPM. Sound Sources are instant unless damage or effects are attached. In the case an attribute does not dictate the SPM, then the Rank or Grade will determine the base speed ( before the bonus SPM is added ). Sound travels at 1 SPM Per Rank and 2 SPM Per Grade.

5. Mention of Acidic or Corrosive - Whenever the target is exposed to any Source that mentions Acidic or Corrosive will begin to degrade them. The target will suffer 0.5 Damage Point to Health Points and 1 Point Reduction in the Defense Attribute Per Turn, until the source has be alleviated. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the effects stop triggering.

6. Mention of Toxins, Viruses, and Poisons - Whenever the target is exposed to any Source that mentions Toxins, Viruses, and Poisons will begin to weaken them. The target will suffer 1 Point Reduction in Two Attributes Per Turn. The first turn the Power and Defense Attributes are reduced, then the second turn is when Defense and Agility are reduced. Afterwards, repeat the cycle until it naturally ceases to progress or it was alleviated. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the effects stop triggering.

7. Mention of Cuts, Slashes, and Piercing - Whenever the target is exposed to any Source that mentions Cuts, Slashes, or Piercing will cause the target to bleed should they have blood vessels. The target will suffer 1 Point Reduction in their Health Pool Per Turn until the wound has been treated to properly. The Character's Recovery Clause, which is determined by the Defense Attribute, will determine when the Attribute Reduction stops triggering.

8. Mention of Fractured Bones ( Broken Bones ) - Whenever the target's bones are fracture then their attributes are halved and the human cap for those attribute becomes three points. During the circumstances those bones are broken the same attributes are reduced to 1 Points and the Human Cap becomes 1 Point. Agility = Leg Bones | Power = Arm Bones | Defense = Torso Bones | Dexterity = Head Bones. This status effect cannot be triggered unless an Quirk enhances the Power Attribute and a Style Technique is made. An Item can trigger this as well, however it needs to be the perk of the item. A Parent Martial Art that grants the strikes this ability will also trigger this effect.

9. Mention of Blindness ( Deafness ) - Whenever the target is blinded or deafen then their Dexterity Attribute is halved and only halved because the character can still hear or see respectively. In the case the character is blinded and deafen, then their Dexterity Attribute is reduced to 0 unless they have enhanced smelling.

10. Mention of Minor Organ Failure ( Major ) - Whenever the character is experiencing minor, or major organ failure, then their Health Pool will be halved each turn. In the case that the health points ever reach below 1 Point then the character will fall unconscious. Major Organs are considered the Heart and Brain, therefore anything else will immediately be considered Minor.



 
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