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Apriori

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Official Moves are Actions the Character can Perform. Regardless of the Nature, the Actions are Designed to Primarily Allow the Character to Conduct Battle. There are Two [2] Types of Moves: Style Techniques are Official, Approved Moves that Require Battle Cards to be Activated | Free-Form Actions are Simplistic Moves that are Activated without Style Techniques.

1. Moves ( Style Techniques or Free-Form Actions ) Need to be an Appropriate Typing for the Battle Card Being Spent. Whenever the Move Does Not Match the Battle Card, the Move Automatically Fail.

2. Battle Card 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-Player Career.

3. Standardly, One [1] Move is the Limit Per Battle Card(s) Being Spent. Attempting to Perform More Moves will Result in the Move Automatically Failing.

Free-Form Actions that Require Battle Cards Can Never Consist of Multiple Actions. If the Action Leads to a Condition Change, Induce or Alleviate an Effect, Evade, or Deal or Block Damage ( Unless the Card Type Allows It ) that is Considered One [1] Move. Inherent Outcomes, Due to the Nature of Actions, Do Not Count as Separate Moves.​

4. Dodge Cards are Unique in Design Because the Character is Not Required to Perform Style Techniques, Which Means Each Character Can Dodge as a Free-Form Action. Standardly, this Battle Card is Solely Responsible for Legal Dodge Attempts.

5. Offensive Moves Can Only Be Defended Against via Defensive Moves. In the Circumstance that One [1] Character Responds with an Offensive Technique, Unable to Defend, will Result in Automatically Failing to Defend.

6. Supportive Moves Can Only Be Defended Against via Defensive Moves. Supportive Style Techniques or Free-Form Actions May Possess Parameters that Determine How to Properly Defend Against Them.

When the Parameters Aren't Establish, Defensive Moves of Equal ( or Higher ) Rank Can Defeat Supportive Moves​

7. Keywords that Trigger Upon the Use of Battle Cards will Deactivate if the Move ( Style Technique or Free-Form Action ) Automatically Fails Due to Misuse | Rank Superiority Clause ( Further Explanation Below ) | Unique Target Interactions ( Explained in the Keyword List Thread ).

8. Successfully Activating a Style Technique Requires the Mention of Spending the Appropriate Battle Card, But Posting the Approved Version of the Style Technique. When Using Style Techniques, Make Sure Any Added Description Matches the Technique.

9. Style Techniques & Free-Form Actions Boosting are Always Considered Temporary ( The Gains Are Removed Once the Plot Point is Over ) and Not Considered Base Even When the Gains are Considered Bonus. Because the Gains Are Not Considered Base, Rank Requirements Are Not Satisfied Even if the Conditions Are Temporarily Satisfied.

10. Whenever the Effects of a Style Technique ( and in Rare Cases, a Free-Form Action ) Lasts Multiple Turns Because the Character is Choosing to Maintain the Usage of Said Style Technique or Free-Form Action, a Move Slot is Locked if Said Effects are Dealing Damage | Blocking Damage | Lowers Numerical Values | Raises Numerical Values Each Turn.

Do Not Confuse the Terms, Maintaining and Occupied: The Latter Refers to When the Battle Cards Spent will Not Refresh Due to Maintaining Effects Different From the Effects Mentioned in Rule #10. Style Techniques or Free-Form Actions Can Only Be Maintained if the Move or Abilities Allows It.​

 

Apriori

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A. Physical Fitness: Every Character Requires Proper Physical Fitness to Perform Each Technique Rank with Ease. Performing a Style Technique with Ease Means the Character Can Perform Said Action without Overtaxing their Stamina Pool. Understand that the Requirement to Performing these Style Techniques is Possessing the Attributes, Even if Some of the Attribute Points are Gained Temporarily. Boosting via a Style Technique or Free-Form Action will Not Ease the Toll of Performing the Techniques.​

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

Excluding the the Special Scenarios Mentioned Below or Keywords, All Style Techniques and Free-Form Actions Normal Interaction Mandates that the Move with the Higher Damage Wins​

Special Scenario #1 ( Technique vs Technique ): The Ranks of Style Techniques can have Superiority. When There is an Equal or One [1] Rank Difference, the Superior Technique has More Damage Magnitude. When There is a Two [2] Rank Difference, the Damage Magnitude of the Inferior Technique [ Which is the Lower Ranked Technique ] Will be Halved. When There is a Three [3] Rank Difference, the Inferior Technique [ Which is the Lower Ranked Technique ] Will Automatically Fail.

Special Scenario #2 ( Melee Technique v Melee Technique ): The Damage of the Style Techniques have Superiority Over Each Other. When There is an Equal or Four [4] Damage Point Difference, the Superior Technique has More Damage Magnitude. When There is a Six [6] Damage Point Difference, the Damage Magnitude of the Inferior Technique [ Which is the Lower Damaging Technique ] Will be Halved. When There is a Eight [8] Damage Point Difference, the Inferior Technique [ Which is the Lower Damaging Technique ] Will Automatically Fail.

Special Scenario #3 ( Free-Form Action vs Technique ): When Free-Form Actions Clash with Style Techniques, There is a Unique Interaction that Occurs Because the Former Lacks an Official Rank. The Fix is that Free-Form Actions Possess a Theoretical Rank Determined by the Damage Magnitude. When Free-Form Actions Begin with No Rank: Every Four [4] Damage Magnitude the Free-Form Action Possesses, Each Theoretical Rank the Move will Gain.

Critical Information
When Performing Multiple Strikes or Creating Multiple Projectiles, the Actions are Assigned their Separate Rank. If the Actions are Included in a Style Technique, then the Actions are Assigned the Rank of the Style Technique that was Activated. If the Actions are Stemming from Free-Form Actions, then the Actions are Assigned a Rank Determined by their Individual Damage Magnitude.​

 

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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 Reduction Determined by the Rank of Style Techniques. Whenever the Character Cannot Perform the Rank Activated with Ease ( This Means Possessing the Appropriate Attribute Requirements ), the Stamina Reduction is Doubled. If the Character Activates a Rank Higher than the Rank that Cannot be Performed with Ease, the Reduction Triples: this Continues Onward if the Character Continues to Activate Higher Techniques. Whenever the Character has Exhausted their Entire Stamina Pool, the Character will Fall Unconscious and the Battle Ends in Defeat.

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 Official Rank. These Actions Still Require Physical Exertion, thus Each Free-Form Action Performed ( or Act of Spending Battles Cards in General ) will Drain Six [6] Stamina Points. Referencing Special Scenario #4 ( Free-Form Action vs Rank ), Each Theoretical Rank Starting with Delta Rank will Increase the Stamina Drain by One [1] Point.

Special Scenario #3: When Battle Cards are Occupied ( Meaning the Cards are in Constant Use ), a Larger Stamina Drain will Occur. When a Battle Card is Occupied for the Remainder of the Battle, which requires a Style Technique to declare such or the rank naturally declares such in situations of gains, the Stamina Drain Upon Activation is Doubled. When a Battle Card is Occupied for an Undisclosed Amount of Time, a Two [2] Point Stamina Drain Occurs Per Turn: Every Two [2] Ranks or Theoretical Ranks the Performed Action Possesses will Increase that Passive Stamina Drain by One [1] Point.

Calculating Stamina Exhaustion: When Stamina is Drained, Any Modifiers that Lower the Amount Applies After Any Modifiers that Raise It. Take for Example, Your Character is Experiencing a Drain that will be Doubled. If You Possessed a Modifier that Lowers it by X Points or Halves It, that Modifier Applies After the Stamina Drain is Doubled. When the Stamina Drain is Reduced and the Amount is Not a Whole Number, Round Down to the Nearest Whole Number.

Example One ( X Point Reduction )
5 STA Drain. The Drain is Doubled But You Lower Stamina Drain by 3 Points. The Correct Stamina Srain is a 7 STA.

Example Two ( Halved Reduction )
10 STA Drain. The Drain is Doubled But You Half Stamina Drain. The Correct Stamina Exhaustion is a 10 STA.

Example Three ( Halved & X Point Reduction )
20 STA Drain. The Drain is Doubled But You Half Stamina Drain & Lower It by 3 Points. The Correct Stamina Drain is a 17 STA.​

 

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C. Altering Numerical Values: Supportive Style Techniques can Alter ( increase or decrease ) Attribute Points, Damage Magnitude, or Speed Movements. There is a key difference when affecting both. Altering the Attribute Points can either unlock or lock physical feats attached to the Attribute Benchmarks. Altering the Speed or Damage Magnitudes, which are determined by the Attribute 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 or Damage by One Point For Three Turns.Can Alter One Attribute or Speed Movement or Damage by One Point For the Entire Battle.Can Alter Two Attributes or Speed Movement or Damage by Two Points For Three Turns.
Beta RankAlpha RankZeta Rank
Can Alter Two Attributes or Speed Movement or Damage by Two Points For the Entire Battle.Can Alter Three Attributes or Speed Movement or Damage by Three Points For Three Turns.Can Alter Three Attributes or Speed Movement or Damage by Three Points For the Entire Battle.
Theta RankSigma RankOmega Rank
Can Alter Four Attributes or Speed Movement or Damage by Four Points For Three Turns.Can Alter Four Attributes or Speed Movement or Damage by Four Points For the Entire Battle.Can Alter Five Attributes or Speed Movement or Damage by Five Points For Three Turns.

Special Scenario #1: Style Techniques or Free-Form Actions that are Activated ( Performed ) and Maintained For More Than One [1] Time-Frame Slot are Considered Passive. There is a Three [3] Passive Limit, Which Means the Character Cannot have more than Three [3] Passive Effects Simultaneously Ongoing.

Special Scenario #2: Style Techniques or Free-Form Actions that are Activated ( Performed ) and Maintained For More Than One [1] Turn Require a Support Card is Spent ( Unless Damage Magnitude is Applied, Which then the Appropriate Card Type is Required ). This Refers to the Concept of Occupied Which means the Battle Card is Essentially Locked Until the Technique or Action is Cancelled or Defeated. During the Occupied Process, the Battle Card will Not Refresh Upon the Battle Deck Refresh Cycle. When Damage Magnitude is Assigned, the Entire Move Slot is Locked Until Released.

Special Scenario #3: Passive Effects that are Redundant in their Effects Will Not Stack Effects. The Concept of Redundancy Refers to the Situation Where Two [2] Passive Effects Grant the Same Outcome ( Such as Increasing or Decreasing SPM and Increasing AGL or Increasing Power / Intelligent and Increasing Damage ). In that Situation, Only One Passive Effect will be Successful. The Redundancy Rule Applies to Identical Sources of the Passives, Meaning For Example that Two [2] Techniques Cannot Boost or Debuff Speed Magnitude But a Technique and Trait Can.​
 

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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 or Free-Form Actions Cannot Consist of Multiple Tactics. This Means the Technique or Action Can Only Deal Damage | Increase Any Value | Decrease Any Value. Even When Style Techniques are Approved with the Potential of Multiple Tactics, Only One [1] Tactic Can be Used ( at a time ) During Battles

Special Scenario #2: Style Techniques or Free-Form Actions Cannot Spawn within Three [3] Meters From the Opponent ( This Includes Spawning Under the Opponent and in that Situation no Distance will Allow It ). The Exception to the Rule is When the Character has Established Physical Contact with their Opponent or Abilities that Originate from their Body.

Special Scenario #3: Whenever Free-From Actions are in Play, the Scaling of Actions are Often Unmentioned. This Rule Serves as the Guideline to Determine the Scaling Whenever the Parameters are Not Mentioned. Based On the Rank of the Theoretical Rank, the Size of the Projectile or AoE Cannot Exceed that Rank’s Scaling.

For Example: The Theoretical Rank of the Free-Form Action is Epsilon Which Means the Max Scaling is Fifteen [15] Meters in Volume. This Means the Projectile or AoE Cannot Fifteen [15] Meters ( Cumulatively ) in Length | Width | Height. Whenever the Dimensions are Not Mentioned, the Scaling of the Projectile or AoE will Split the Max Scaling as Evenly as Possible. Certain Descriptive Words like "Beam" will Lend the Belief that the Length is Supposed to have the Most Numerical Share of the Scaling.

The Scaling of the Projectile Can Negatively Impact the Distance of Travel, Regardless of the Rank or Distance of Accuracy the Character Possesses. Every One [1] Meter in Width and Height in Totality will Reduce the Maximum Travel of the Projectile by Two [2] Meters. This Rule Does Not Pertain to Style Techniques or Free-Form Actions Where a Map Card was Spent to Perform Them. It is Important the Community Interpret Length | Width | Height the same way.

In this Game: Height is Referring to the Scaling of a Projectile or AoE from the Bottom Up or Vice-Versa | Width is Referring to the Scaling of a Projectile or AoE from the Left to Right or Vice-Versa | Length is Referring to the Scaling of a Projectile or AoE from the Back to Front or Vice-Versa. Remember that these Dimensions are Details Pertaining to the Projectile or Aoe, Not the Distance of Travel.​

Special Scenario #4: When the Scaling of Solid, Liquid, or Aqueous Based Targets Does Not Possess a Declared Weight, this Determines the Weight of the Target: Every Three [3] Meters of Volume, Regardless of the Dimension, will Equal Fifty [50] LBs.​

 

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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 Style Technique Can Be Approved with Multiple Rank Versions. Do Not Mistake For Having Multiple Custom Style Techniques. Submitting a Style Technique with Multiple Ranks ( Whether You Can Perform Them or Not ) is Declaring that the Technique has Multiple Versions of Varying Strength. Fundamentally and Functionally, the Different Rank Versions are the Same Single Style Technique.​
 
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