E // Technique Rulings

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Style Techniques are unique add-ons that are only applicable to Battle Cards. These add-ons determine the dynamics of the card spent, otherwise the card itself is mundane and incomplete. Style Techniques cannot be used without spending Battle Cards. Below are the core rulings regarding the relationship between the two concepts.

1. Style Techniques need to be an appropriate typing for the cards. An Attack Card requires an Offensive Technique, a Block Card requires a Defensive Technique, and a Support Card requires a Supportive Technique.

2. Battle Cards cannot be created by the Role-Players unless their Devil Fruit reasonably allows for it. There are rare cases of earning custom Battle Cards as prizes throughout your Role-Play career.

3. Battle Cards can only have One [1] Style Technique added on. Attempting to add more than One Style Technique will result in the Battle Card failing, however it will register as being spent.

4. Dodge Cards are unique in design because they do not require Style Techniques to be added on. Supportive Style Techniques can supplement the mobility needed in Dodge Cards, however a Dodge Card is required to Dodge.

5. Attack Cards can only be defended against by using Block Cards. In the circumstance that two participants use Attack Cards against each other, with the intention to block each other's Attack Cards, this will result in both participants being damaged.​

Successfully using a Style Technique requires not only the mention of spending the appropriate Battle Card, but copying and pasting the approved version of the Style Technique. When you copy and paste the Style Technique, make sure to provide a description of your character confirming the action is taking place. Failure to mention activation or usage can result in your turn being semi or full voided. In the pursuit to create a competitive battling, there are further rulings in the following posts below.
 
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A. Base Physical Fitness Points: Every character needs the Base Physical Fitness Points (PHY) that has been set for each technique rank, otherwise using those techniques at such levels will drain higher levels of stamina ( discussed in the next post ). It is important to mention that Base PHY is different from Boosted PHY because the latter refers to any PHY gained temporarily or contingent upon a source not originating from the character's physique.​

Epsilon RankDelta RankGamma Rank
Requires Twelve [12] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Sixteen [16] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Twenty [20] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique Attribute
Beta RankAlpha RankZeta Rank
Requires Twenty-Four [24] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Twenty-Eight [28] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Thirty-Two [32] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique Attribute
Theta RankSigma RankOmega Rank
Requires Thirty-Six [36] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Forty [40] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique AttributeRequires Forty-Four [44] Total Attribute Points Allocated in the Attribute Layout, Excluding the Technique Attribute

Special Scenario #1: When your Character loses the Base PHY required to use Technique Ranks comfortably, this means the character will begin to suffer the higher rates of Stamina Drain. This is a crucial condition to remember since the Technique Ranks already possess an ordinary Stamina Drain.

Special Scenario #2 ( Normal Interaction ): The Technique Ranks have superiority over each other. When there is an Equal or 1 Rank Difference, the superior technique has more damage magnitude. When there is a 2 Rank Difference, the inferior technique [ the lower ranked ] will have its damage magnitude halved. When there is a 3 Rank or More Difference, the inferior technique [ the lower ranked ] will automatically fail without assigning damage magnitude.

Special Scenario #3 ( Melee v Melee ): The Technique Damage have superiority over each other. When there is an Equal or 2 Damage Difference, the superior technique has more damage magnitude. When there is a 4 Damage Difference, the inferior technique [ the lower damage dealing ] will have its damage magnitude halved. When there is a 6 Damage or More Difference, the inferior technique [ the lower damage dealing ] will automatically fail without assigning damage magnitude.

Special Scenario #4 ( Free-Form Action vs Rank ): When Free-Form Actions clash with Style Techniques, there is a unique interaction that occurs since the Free-Form lacks an Official Rank. When Free-Form clashes with a Style Technique, the damage magnitude will assign a theoretical rank to the Free-Form. When Free-Form Actions are performed with Four [4] Damage Magnitude, its considered Delta Rank ( Free-Form Naturally Epsilon Rank Theoretically ). Every Four Damage Points More, will raise the rank to the next benchmark. This condition does not occur whenever Free-Form Actions are actually assigned a rank.​

 
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B. Stamina Pool: Often referred to as the Exhaustion, this sum of points is dedicated to determining the endurance of the character when utilizing Style Techniques or Free-Form Actions. This physical tax is important to track because the Rank of the Style Techniques will mandate how much exhaustion is accumulated. The chart below explains the relationship.​

Epsilon RankDelta RankGamma Rank
Per Usage a Five [5] Points Reduction is Placed on Stamina.Per Usage a Seven [7] Points Reduction is Placed on Stamina.Per Usage a Nine [9] Points Reduction is Placed on Stamina.
Beta RankAlpha RankZeta Rank
Per Usage a Eleven [11] Points Reduction is Placed on Stamina.Per Usage a Thirteen [13] Points Reduction is Placed on Stamina.Per Usage a Fifteen [15] Points Reduction is Placed on Stamina.
Theta RankSigma RankOmega Rank
Per Usage a Seventeen [17] Points Reduction is Placed on Stamina.Per Usage a Nineteen [19] Points Reduction is Placed on Stamina.Per Usage a Twenty-One [21] Points Reduction is Placed on Stamina.

Special Scenario #1: Above is the Ordinary Stamina Reductions determined by the Rank of the Style Technique. In the circumstances that the Character cannot perform the Style Techniques comfortably due to their Attribute Layout not satisfying the conditions ( As Discussed in the Previous Post ) then the Stamina Reduction is Doubled. In the Circumstances that the Character has Exhausted all of their Stamina Points, then the Character is unable to Spend Any Battle Card - Regardless of the Abilities they May Possess.

Special Scenario #2: Free-Form Actions do not follow the typical Stamina Reduction Rates attached to the Ranks of Style Techniques since Free-Form Actions lack Ranks themselves. These actions still require physical exertion, thus each Free-Form Action performed via Every Card Except Dodge Cards will Drain Four [4] Points from Stamina ( Dodge Cards are Free ). Referencing Special Scenario #4 ( Free-Form Action vs Rank ) from the Post Above, Each Theoretical Rank Starting from Epsilon Rank will Increase the Stamina Drain by One [1] Point.

Special Scenario #3: Whenever a Technique is Activated ( And Maintained ) or a Card is Spent ( and then Occupied ) will induce a bigger Stamina Drain on the physique versus single turn activations. When these circumstances occur, each turn the technique is maintained or card is occupied an additional Stamina Point is drained. Whenever the Technique is Activated or the Card is Occupied for the entirety of battle, double the amount of the original Stamina Drain that occurs.​

 
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C. Altering Physical Fitness Points or Speed Movements: Supportive Style Techniques can alter (increase or decrease) Physical Fitness Points or Speed Movements. There is a key difference when affecting both. Altering the PHY can either unlock or lock physical feats attached to the physical fitness benchmarks. Altering the SPMs, which are determined by the physical fitness benchmarks, will not have the same affect. The amount of alteration depends on the Technique Ranks.​

Epsilon RankDelta RankGamma Rank
Can Alter One Attribute or Speed Movement by One Point Until End of BattleCan Alter Two Attributes or Speed Movements by Two Point Each for Three TurnsCan Alter Two Attributes or Speed Movements by Two Points Each Until End of Battle
Beta RankAlpha RankZeta Rank
Can Alter Three Attributes or Speed Movements by Three Points Each for Three TurnsCan Alter Three Attributes or Speed Movements by Three Points Each Until End of BattleCan Alter Four Attributes or Speed Movements by Three Points Each for Three Turns
Theta RankSigma RankOmega Rank
Can Alter Four Attributes or Speed Movements by Three Points Each Until End of BattleCan Alter Five Attributes or Speed Movements by Three Points Each for Three TurnsCan Alter Five Attributes or Speed Movements by Three Points Each Until End of Battle

Special Scenario #1: Style Techniques that are activated and then maintained for more than one timeframe slot are considered Passive Techniques. There is a 3 Passive Technique Limit, which means the user cannot have more than 3 Passive Techniques simultaneously ongoing.

Special Scenario #2: Style Techniques that are activated and then maintained for more than one timeframe slot will require that a Support Card is spent. That same Support Card will not refresh during the Deck Refresh Turn as long as that Style Technique is being maintained.

Special Scenario #3: Passive Techniques that are redundant in their effects cannot be simultaneously ongoing. Redundancy refers to the character activating two Passive Techniques that increases or decreases the same Attribute, Damage, Speed Magnitude, or combination of Attribute and corresponding SPM.​
 
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D. Technique Scaling: Each Style Technique must have an establish range that it can travel, consist of, and/or effect. This includes techniques that shroud or take place inside the body of the character, although you just label the range as self in those cases.​

Epsilon RankDelta RankGamma Rank
A Maximum of 15 Meters in Volume.
Projectiles Travel Fifteen [15] Meters
A Maximum of 18 Meters in Volume
Projectiles Travel Twenty [20] Meters
A Maximum of 21 Meters in Volume
Projectiles Travel Twenty-Five [25] Meters
Beta RankAlpha RankZeta Rank
A Maximum of 24 Meters in Volume
Projectiles Travel Thirty [30] Meters
A Maximum of 27 Meters in Volume
Projectiles Travel Thirty-Five [35] Meters
A Maximum of 30 Meters in Volume
Projectiles Travel Forty [40] Meters
Theta RankSigma RankOmega Rank
A Maximum of 33 Meters in Volume
Projectiles Travel Forty-Five [45] Meters
A Maximum of 36 Meters in Volume
Projectiles Travel Fifty [50] Meters
A Maximum of 39 Meters in Volume
Projectiles Travel Fifty-Five [55] Meters

Special Scenario #1: Style Techniques cannot consist of multiple tactics. They can only Damage, Increase Any Value, Decrease Any Value, or Enhance Mobility. Style Techniques can be submitted with both possibilities and approved, however when in Real Battles a choice must be made when utilizing the Style Technique.

Special Scenario #2: Style Techniques or Free-Form Actions cannot spawn within 3 Meters from the Opponent. This includes spawning Style Techniques or Free-Form Actions on or below the Opponent, unless they are engaged in physical contact. This ruling does not apply to Techniques or Free-Form that originate from or require sources on the body.

Special Scenario #3: Whenever Free-Form Actions are in Play, the scaling of attacks often is unmentioned. This rule servers as the guideline to determining the scaling whenever there is not some influence or determining factor from another source ( such as Parent Technique, Items, Etc ). Based on the Rank of Theoretical Rank, the size of a Projectile or AoE cannot exceed that rank’s scaling.

For example: If the maximum scaling of free-form action is considered Forty [40] Meters, then the AoE cannot exceed 40 Meters in Length | Width | Height accumulatively. This rule changes when a projectile in the focus. In the circumstance a projectile is created, the projectile’s travel will be reduced based on an equation that factors the overall scaling. An important note to remember is that a Free-Form Action that sends multiple projectiles cannot exceed the scaling when the projectiles are combined.

Reduction Rate: Each Two [2] Meters Point in Height will Reduce the Maximum Travel by Three [3] Meters.​
 
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E. Technique Usage Restriction: Each Style Technique contains usage restrictions regarding how expensive they may be to activate or maintain. Remember that to properly use Style Techniques, Battle Cards must be spent. The chart below explains the relationship.​

Epsilon RankDelta RankGamma Rank
Requires One Battle Card.Requires One Battle Card.Requires One Battle Cards.
Beta RankAlpha RankZeta Rank
Requires Two Battle Cards.Requires Two Battle Cards.Requires Two Battle Cards.
Theta RankSigma RankOmega Rank
Requires Three Battle Cards.Requires Three Battle Cards.Requires Three Battle Cards.

Special Scenario #1: A Single Style Techniques can be multiple ranks, but do not mistake that for being multiple customs techniques. Submitting a Style Technique with multiple ranks is declaring that this technique multiple versions of varying strength, but fundamentally and functionally they are the same technique.​
 
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