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Keywords
Keywords refer to the shorthand phrases for abilities a source possesses when assigned. Keywords are always BOLDED which is the identifier that source possesses the abilities. Below is the List of Canon Keywords: Each keyword is assigned a rarity ( Rare | Uncommon | Common ) which helps inform the public how often these keywords can be selected. Understand each rarity has access to keywords accessible to the prior rarity, but most importantly the keyword assignment to a source must make sense.
→ Rare: Devil Fruits | Haki | Famous Weapons | Special Exceptions are the Sources with Access
→ Uncommon: Traits ( Prestige Skill Professions ) | Titles are the Sources with Access.
→ Common: Traits ( That Grant Canon or Custom Keywords ) are the Sources with Access.
→ Uncommon: Traits ( Prestige Skill Professions ) | Titles are the Sources with Access.
→ Common: Traits ( That Grant Canon or Custom Keywords ) are the Sources with Access.
1. Absolute - refers to the Supportive Perk granted to attribute gains, keyword values, techniques rank, etc being completely protected against negative sources. Whatever possesses this keyword cannot be nullified, reduced, or bypassed. [ Rare ]
2. Armored - refers to the Supportive Perk that the possessor of this keyword is granted an additional health pool identified as Armor. This armor provides an immunity ( while it is active ) against all status effects excluding elemental relating status effects. The value of the additional health pool is determined by halving the character’s original health pool. Whenever the character suffers damage magnitude, the points from the armor is depleted first. [ Common ]
3. Blur - refers to the Performance Perk that is attached to the Dodge or Blitz Cards. When the character spends either card, the opponent(s) must have equal points in the Dexterity Attribute ( including theoretical points ) compared to the character’s Agility Attribute ( theoretical included ) to track them ( Kenbunshoku Haki Nullifies this Keyword ). This Keyword Can Only Be Possessed by the Mink or Dwarf Race Traits. [ Common ]
4. Bonus - refers to numerical values that are legally allowed to bypass the regulations established by the game. A list of the numerical that can possess this keyword: [ Common ]
- Traits can be Bonus, meaning the character can have an extra trait passed the limit.
- Items can be Bonus, meaning the character can have an extra item passed the limit.
- Attribute Points can be Bonus, meaning the character can have points that bypass the human cap.
- Speed Magnitudes can be Bonus, meaning the character can have points that bypass the SPM Boosting Limit.
- Damage Magnitude can be Bonus, meaning the character can have damage points bypass the DMG Boosting Limit.
5. Breakthrough - refers to the Performance Perk to apply the theoretical rank clause discussed for Free-Form related damage extends to Damage Shaving with the Same Ratio. This means the damage shaving a target possessed is assigned a theoretical rank which allows the superior rank clause is now active for damage shaving. This Keyword Can Nullify the Collision Keyword. [ Common ]
6. Chain Reaction - refers to the Performance Perk where a target suffers multiple interactions of a source, whether simultaneously or consecutively, the interactions will trigger an additional effect. [ Uncommon ]
7. Cleave - refers to the Offensive Perk that allows style techniques or free-form actions to reduce half the damage shaving capabilities and attacking damage magnitudes ( before regular damage calculations begin ) of targets. [ Uncommon ]
8. Collision - refers to the Performance Perk that is attached to the Attack ( Clash ) or Block ( Counter ) Battle Cards. Before the regular damage calculations occur, the opposing damage magnitude is lowered. The character can overcome if their damage shaving ( unless expressed otherwise ) causes enough reduction. This will always trigger against separate damage sources, even if they strike at once. [ Uncommon ]
9. Combo - refers to the Performance Perk to grants a theoretical rank increase after each successful strike is performed in Melee Related Style Techniques. This keyword deactivates whenever the character cannot deal at least 0.5 Damage Magnitude per strike. The character will suffer half the original stamina exhausted to activate the style technique for each strike performed, however all style techniques utilizing this perk must be Epsilon Rank. [ Common ]
10. Condense - refers to the Performance Perk to reduce the Scaling or Damage Magnitude ( Not Both at the Same Time ) of a Style Technique or Free-Form Action to grant bonus numerical values for Speed Magnitudes. Each Rank of Scaling or Damage Point Reduced Grants 0.5 Bonus Point in Speed Magnitude ( Can Never Exceed Two [2] Points ). [ Uncommon ]
11. Critical - refers to the Performance Perk When the Attack Speed Magnitude of Melee Style Techniques or Free-Form Actions is Higher in Comparison to the Speed Magnitude of Targets Attempting to Defend, Then the Blocking Damage is Reduced by X Points - Where X is Each Point Higher in the Difference of Speed Magnitudes ( Excluding Theoretical Increases or Decreases in Speed Magnitudes ). [ Common ]
12. Damage Shaving - refers to the Defensive Perk to lower oncoming damage. This interaction occurs before regular damage calculations are concluded. This keyword triggers each time the source interacts with damage magnitude at separate times. [ Common ]
13. Destructive - refers to the Offensive Perk that allows style techniques or free-form actions to bypass the Defensive Keywords ( Excluding Indestructible ) | Supportive Keywords ( Excluding Absolute and Sometimes Immunity ) | Devour | Collision Keywords. Style Techniques and Free-Form Actions Inherently Bypass Half the Damage Shaving Magnitude of Sources w/ the Indestructible Keyword and Can Induce the Fractured ( Broken ) Bone Status Effect. [ Rare ]
14. Exert - refers to the Performance Perk to strengthen the overall damage output. The damage output is increased by combining the points from two separate attributes. One attribute is always Agility ( unless expressed otherwise ), but the second attribute can be either power or intelligence ( depends on how the character normally damages ). The cost of utilizing this keyword doubles stamina drain. [ Common ]
15. Flurry - refers to the Performance Perk that prevents the clause where multi-strike style techniques or free-form actions experiences their damage splitting evenly as possible for each strike ( must equal a whole number ). This can only be attached to melee related moves and this is considered a method of increasing damage. [ Common ]
16. Free Use - refers to the versatile ability to spend Battle Cards without the need to attach Style Techniques. These battle cards can only be used in this manner associated with the source that is granting the keyword, nothing more. [ Common ]
17. Hive Mind - refers to the Performance Perk to command a legion of followers ( whether animated or actual sentient beings ) via a mental link. These followers will share the character’s dexterity capabilities. [ Rare ]
18. Immunity - refers to the Supportive Perk that allows the character to completely resist the source they are immune to, thus they cannot be negatively influenced. [ Uncommon ]
19. Indestructible - refers to the Defensive Perk granted to Damage Shaving which lowers oncoming damage. That ability cannot be bypassed or reduced by keywords | status effects | perks. The more prominent ability is that the source with this keyword cannot be broken. [ Rare ]
20. Inferior Interaction - refers to the Performance Perk where the clash between opposing targets. If any of the target possesses this keyword, the other target will be theoretically lowered in rank by one benchmark. [ Common ]
21. Mighty - refers to the Performance Perk that the character can strengthen their attributes ( excluding the Intelligence or Technique Attribute ) via Free-Form Action performed by spending Support Cards. The gains is determined by the theoretical rank of the character’s offensive free-form capabilities. [ Common ]
22. Momentum - refers to the Performance Perk that allows the power attribute to determine the character's movement or attack speed magnitude. During those situations, the original attribute will not aid in that magnitude. [ Common ]
23. Monstrosity - refers to the Supportive Perk that triggers whenever the character uses their anatomy to clash against opposing forces. During those situations, any variables that increased the damage magnitude or the Collision Keyword itself will be nullified. This Keyword Can Only Be Possessed by Sea-Kings | Dragons | Dinosaurs | and Similar Large Creatures [ Rare ]
24. Negation - refers to the Performance Perk to nullify or deactivate any keyword, passive ability, or effect that they come into contact with via physically or mentally. [ Rare ]
25. Orchestrate - refers to the Performance Perk to lower the rank difference requirement, regarding the natural rank superiority clause, by one benchmark which allows your character's melee related style techniques to overpower opposing targets easier. [ Common ]
26. Overwhelm - refers to the Offensive Perk that triggers whenever a style technique or free-form action clashes with other targets under a rubric interaction different from DMG v DMG. During this clash, the rubric reverts to DMG v DMG. The rank difference required to trigger the Natural Rank Superiority is Increased by One [1] Rank. [ Uncommon ]
27. Penetrate - refers to the Offensive Perk that allows style techniques or free-form actions to reduce half the damage shaving capabilities and nullifies the Armored keyword. [ Common ]
28. Pierce - refers to the Offensive Perk that allows half of item related damage magnitude to bypass damage shaving, despite keywords ( except for Indestructible and Absolute ) that enhance the target's damage Shaving ( this effect does not stack with other offensive keywords or the rebound keyword ) [ Common ]
29. Populate - refers to sources that will never dissipate regardless of any sources that interact with them. Whenever certain conditions are satisfied, the source will spread indefinitely. [ Rare ]
30. Rank v Rank - refers to the Performance Perk that transforms the standard rubric interaction. This rubric does not factor in any numerical value, but focuses on the ranks of the two clashing targets. The one target with the higher rank will automatically win, skipping the damage calculation. Whenever Clashing with Other Rubric Based Keywords, the Rubric Reverts to Damage vs Damage. [ Rare ]
31. Rapid refers to the Performance Perk that allows melee related style techniques or free-form actions to interact with opposing targets that possess damage magnitude multiple times before the regular damage calculations occurs. This allows the character to re-apply effects that passively triggers upon successful strikes, excluding effects that increases damage. [ Uncommon ]
32. Raw Power - refers to the Offensive Perk that allows style techniques or free-form actions to reduce half the damage shaving capabilities and nullifies the Monstrosity Keyword. [ Common ]
33. Rebound - refers to the Performance Perk that re-applies the effects ( x amount of times ) belonging to offensive keywords based on the rank or theoretical rank of the offensive based move performed. ( x is one time per two ranks assigned ) [ Rare ]
34. Reinforced - refers to the Defensive Perk that allows the character to partially resist sources ( keyword related ) that negatively impact any numerical value your character possesses. The partial resistance prevents numerical values from being influenced until the character drops below 50% in the Stamina Pool. [ Uncommon ]
35. Replenish - refers to the Supportive Perk where the target will restore Damage Magnitude, Stamina Points, or Health Points by a certain rate which is determined by a certain method. [ Uncommon ]
36. Rushing Winds - refers to the Performance Perk that the target with this keyword can have their Style Techniques or Free-Form Actions cause wind pressure as projectiles. This projectiles’ damage and speed magnitudes is determined by the Power Attribute. [ Common ]
37. Scaling v Scaling - refers to the Performance Perk that transforms the standard rubric interaction. This rubric does not factor in any numerical value, but focuses on the Scaling of the two clashing targets. The target with the higher Scaling automatically wins, skipping the damage calculation. Whenever Clashing with Other Rubric Based Keywords, the Rubric Reverts to Damage vs Damage. [ Rare ]
38. Shatter - refers to the Offensive Perk to inflict X damage magnitude that bypasses the damage shaving an item possesses ( unless the Immunity Keyword ( to the damage source shatter was applied to ) | Absolute Keyword ( to the damage source shatter was applied to ), where X is half the original amount of damage dealt when clashing with items, regardless if all the damage was blocked or shaved. [ Uncommon ]
39. SPM v SPM - refers to the Performance Perk that transforms the standard rubric interaction. This rubric does not factor in any numerical value, but focuses on the SPM of the two clashing targets. The target with the higher SPM will automatically win, skipping the damage calculation. Whenever Clashing with Other Rubric Based Keywords, the Rubric Reverts to Damage vs Damage. [ Rare ]
40. Stockpile - refers to the Performance Perk where if the source is repeatedly exposed to a source or a condition repeatedly satisfied. The target will either increase or decrease in a numerical value. [ Uncommon ]
41. Superior Interaction - refers to the Performance Perk where the clash between opposing targets. If any target possesses this keyword, then that target will theoretically raise in rank by one benchmark. [ Common ]
42. Trample - refers to the Offensive Perk that allows style techniques or free-form actions to reduce half the damage shaving capabilities and blocking damage magnitudes ( before regular damage calculations begin ) of targets. [ Uncommon ]
43. Weak Point - refers to the Performance Perk to lower the damage shaving magnitude by one [1] point per each successful strike. [ Common ]
Inherent Status Effects
Inherent Status Effects refer to the phenomenon when a character has interacted with specific sources that inflict negative aliments. When inflicted by these specific sources, the negative aliment will develop. The only method to prevent these negative aliments from developing is to possess abilities that grant an Immunity or a Resistance. When Inflicted with a Status Effect that Triggers Per Turn, the Effect will Trigger at the Beginning of the Round After the Status Effect was Induced.
1. Mentions of Fire / Flames: whenever the target is exposed to any source that mentions Fire / Flames, the target will be set ablaze unless the target possesses a resistance or direct immunity against fire or flames. The target will suffer One [1] Damage the first turn, but each consecutive turn this status effect triggers will cause the damage magnitude to double. The damage magnitude is shave-able.
1a. Mentions of Burn / Burning: whenever the target is exposed to any source that mentions Burns / Burning ( and Fire / Flames are not involved ), the damage Shaving the target possesses will be weaken by One [1] Point per turn. All Burning sources will transfer and inflict targets that are in contact with targets already exposed to this status effect.
1b. Mentions of Dehydration: whenever the target is exposed to any source that mentions Dehydration, the target’s Attribute Benchmarks are temporarily reduced by One [1] Point per turn. Any points exceeding the benchmarks will be temporarily stripped.
1c. Mentions of Melt / Melting: whenever the target is exposed to any source that mentions Melt / Melting, the target is exposed to Permanent Damage activating. The Attribute Benchmarks are reduced by Four [4] Tiers and Defensive Keywords are Nullified. Any points exceeding the benchmarks will be temporarily stripped. All Melt / Melting sources will transfer and inflict targets that are in contact with targets already exposed to this status effect, but only after the target has been destroyed.
2. Mentions of Freeze / Freezing: whenever the target is exposed to any source that mentions Freeze / Freezing, the target will be encased in solid ice. The target’s Attribute Benchmarks are temporarily reduced by One [1] Point per turn. Any points exceeding the benchmarks will be temporarily stripped. Frozen regions cannot be used to perform melee related Style Techniques or Free-Form Actions.
2a. Mentions of Frost / Frostbite: whenever the target is exposed to any source that mentions Frost / Frostbite ( and Freeze / Freezing is not involved ), the target will suffer a Twenty [20] Point reduction in the Stamina Pool per turn.
3. Mentions of Lightning / Electricity: whenever the target is exposed to any source that mentions Lightning / Electricity, the target’s damage shaving is bypassed ( only half the damage shaving is ignored when the target possesses the Indestructible Keyword ). All Lightning and Electricity sources are inherently faster [ when in projectile form ] which is represented by a Bonus Two [2] Points in Speed Magnitude. All Lightning and Electricity sources [ when in projectile form ] does not cause Knock-Back.
3a. Mentions of Stun / Stunning: whenever the target is exposed to any source that mentions Stunning, the target is paralyzed.
4. Mentions of Sound: whenever the target is exposed to any source that mentions Sound ( and it possesses damage magnitude ) develops the Penetrate Keyword. The speed magnitude of all Sound sources travel based on the Rank ( Theoretical Rank ) or Grade of the Item that releases the sound. All Sound sources are inherently faster [ when in projectile form ] which is represented by a Bonus One [1] Point in Speed Magnitude.
4a. Mentions of Music / Non-Damaging Sound: whenever the target is exposed to any source that mentions Music / Non-Damaging Sound, the target is immediately inflicted by the effects induced by those sources unless the target is deaf.
5. Mentions of Vibrations / Shock-Waves: whenever the target is exposed to any source that mentions Vibrations / Shock-Waves, the target’s defensive and supportive based keywords are bypassed or ignored ( excluding the Indestructible and Absolute Keywords, and Potentially the Immunity Keyword ). All Vibrations and Shock-Waves sources [ when in melee, non-projectile form ] does not cause Knock-Back.
6. Mentions of Acid / Corrosion: whenever the target is exposed to any source that mentions Acid / Corrosion, the target’s damage shaving is bypassed ( only half the damage shaving is ignored when the target possesses the Indestructible Keyword ). The target will suffer One [1] damage magnitude and an One [1] point reduction in the Constitution Attribute per turn. All Acid / Corrosion sources will transfer and inflict targets that are in contact with targets already exposed to this status effect after that target has been destroyed.
7. Mentions of Cut / Slash / Pierce: whenever the target is exposed to any source that mentions Cut / Slash / Pierce, the target will begin to bleed if they possess blood vessels. The target will suffer an One [1] Point reduction to their Health Pool per turn. This infliction only triggers when the target is dealt Four [4] damage magnitude ( cumulatively ) to their torso or neck.
8. Mentions of Fractured Bones: whenever the target is exposed to any source that mentions Fractured Bone, the target’s damage or speed magnitudes will be reduced by two - four [2-4] points regarding Style Techniques and Free-Form Actions. When Style Techniques or Free-Form Actions are performed with the fractured region, the speed magnitude is reduced by two [2] points or the damage magnitude is reduced by four [4] points. When the torso is fractured, the damage shaving over the entire body is reduced by four [4] points. This infliction only triggers when the region of the target is dealt Four [4] damage magnitude ( at once ). This Status Effect cannot be triggered unless a Devil Fruit, Item, or Parent Technique grants the perk.
8a. Mentions of Broken Bones: whenever the target is exposed to any source that mentions Fractured Bone, the target’s damage or speed magnitudes will be reduced by four - eight [4-8] points regarding Style Techniques and Free-Form Actions. When Style Techniques or Free-Form Actions are performed with the fractured region, the speed magnitude is reduced by four [4] points or the damage magnitude is reduced by eight [8] points. When the torso is fractured, the damage shaving over the entire body is reduced by eight [8] points. This infliction only triggers when the region of the target is dealt Eight [8] damage magnitude ( at once ) or the region has already been fractured thus four [4] damage ( cumulatively ). This Status Effect cannot be triggered unless a Devil Fruit, Item, or Parent Technique allows it.
8b. Mentions of Severing / Slicing Off: whenever the target is exposed to any source that mentions Severing / Slicing Off, the target will develop the effects identical to the Broken Bone Status ( include the conditions to inflict said status effect ) and the Cut / Slash / Pierce Status Effect.
9. Mention of Blindness ( Deafness ): whenever the target is exposed to any source that mentions Blind / Deafen, the target’s Dexterity Attribute Benchmark will be halved ( unless only one eye or ear is effected because then the benchmark is reduced by one fourth ). Physical sources that damage the eyes or ears will inherently induce this status effect. Any points exceeding the benchmarks will be temporarily stripped. This status effect's duration is two [2] turns ( blind ) or four [4] turns ( deafen ), regardless of any effect attempting to influence that rate.
10. Mention of Minor Organ Failure: whenever the target is exposed to any source that mentions Minor Organ Failure, the target’s total health pool will be reduced by One [1] Point ( this will also drain Twenty [20] Stamina Points ) per turn. Minor Organs are any internal organ not including the Brain or Heart or Eyes. This Status Effect cannot be triggered unless the Style Technique and Free-Form Actions has the ability and satisfied the conditions ( excluding targets that infiltrate the anatomy ) to Induce the Fractured ( Broken ) Bone or Severing / Slicing Off Status Effects.
10a. Mentions of Major Organ Failure: whenever the target is exposed to any source that mentions Major Organ Failure, the target’s total health and stamina pool will be halved per turn. Major Organs are the Brain or Heart. This Status Effect cannot be triggered unless the Style Technique and Free-Form Actions has the ability and satisfied the conditions ( excluding targets that infiltrate the anatomy ) to Induce the Fractured ( Broken ) Bone or Severing / Slicing Off Status Effects.
Inherent Target Interactions
Inherent Target Interactions refer to the circumstances when certain targets interact with each other in a conflict. There are various factors that need to be considered when gauging which element emerges, but those factors are akin to the ordinary rules of battling ( such as checking DMG Magnitude or Ranks ). This section is dedicated to establishing the inherent clauses that trigger upon these target interactions.
The Four Target Types
Solid: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
( Wind is Considered a Solid Type Targets ) + ( Wind Physically Interacts Like a Solid )
Liquid: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
( Aqueous Type Targets are Considered Liquid Type Targets ) + ( Aqueous Type Targets Physical Interact Like Liquids )
Gases: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
Energy: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
( Fire / Lighting / Light are Considered Energy Type Targets ) + ( Fire Physically Interacts Like Gases / Lighting & Light Like Solids )
( When Not Explicitly Stated, All Energy Type Targets Physically Interact Like Solids )
( Wind is Considered a Solid Type Targets ) + ( Wind Physically Interacts Like a Solid )
Liquid: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
( Aqueous Type Targets are Considered Liquid Type Targets ) + ( Aqueous Type Targets Physical Interact Like Liquids )
Gases: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
Energy: Use Common Sense Unless the Style Technique or Free-Form Action Expresses Otherwise
( Fire / Lighting / Light are Considered Energy Type Targets ) + ( Fire Physically Interacts Like Gases / Lighting & Light Like Solids )
( When Not Explicitly Stated, All Energy Type Targets Physically Interact Like Solids )
0. Projectile Nature: are Sources that are Projections or Independent Solids, Gases, Energy, or Liquids Used In Non-Melee Manners or Produced by Melee Manners.
1. Melee Nature: These Targets are Automatically Nullified When Interacting with Style Techniques and Free-Form Actions that are Fire / Heat / Lighting or Electricity / Gas or Mist or Smoke Type Targets. Melee Move Refers to Actions that are Close Quarter Combat Focused, Regardless of the Abilities or Items that are Coating / Used in Combination with the Melee Move. This Interaction ( the Automatic Failure ) is Prevented if the Melee Move or Ammunition is Enhanced with the Rushing Winds Keyword or Item Approved Perk. Projectiles Produced Because Melee Actions Benefit From Effects Granted to Melee Actions.
2. Water Nature: These Targets are Granted the Superior Interaction When Used in Style Techniques or Four [4] Bonus Damage When Used in Free-Form Actions During Interactions with Fire Type Targets. During these Interactions, It Requires One [1] Rank Less to Trigger the Rank Superiority Clause. Water Type Targets Cannot be Inflicted with the Following Status Effects: Fire or Flames / Burns or Burning.
3. Ice Nature: These Targets are Granted the Superior Interaction When Used in Style Techniques or Four [4] Bonus Damage When Used in Free-Form Actions During Interactions with Water Type Targets. During these Interactions, It Requires One [1] Rank Less to Trigger the Rank Superiority Clause. Ice Type Targets Cannot be Inflicted with the Following Status Effects: Lightning or Electricity.
4. Fire / Heat Nature: These Targets are Granted the Superior Interaction When Used in Style Techniques or Four [4] Bonus Damage When Used in Free-Form Actions During Interactions with Ice Type Targets. During these Interactions, It Requires One [1] Rank Less to Trigger the Rank Superiority Clause. Fire Type Targets Cannot be Inflicted with the Following Status Effects: Freeze or Freezing / Frostbite or Frostbitten.
5. Wind Nature: These Targets are Granted the Superior Interaction When Used in Style Techniques or Four [4] Bonus Damage When Used in Free-Form Actions During Interactions with Gas / Mist / Smoke Type Targets. During these Interactions, It Requires One [1] Rank Less to Trigger the Rank Superiority Clause. Wind Type Targets Cannot be Inflicted with the Following Status Effects: Lightning or Electricity.
6. Ammunition ( Bullets or Arrows ) Targets: These Targets are Automatically Nullified When Interacting with Style Techniques and Free-Form Actions that are Fire / Heat / Lighting or Electricity / Wind Type ( Unless the Ammunition Possesses Higher Speed Magnitude ) Targets. This Interaction ( the Automatic Failure ) is Prevented if the Melee Move or Ammunition is Enhanced with the Rushing Winds Keyword or Item Approved Perk.
7. Lightning / Electricity Nature: These Targets Automatically Nullify Style Techniques and Free-Form Actions that are Liquid Based Conductors, During the Interaction.