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    Techniques

    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Techniques Empty Techniques

    Post by Sen Mon Aug 27, 2018 11:28 am

    Techniques

    These are the heart and soul of any Shonen 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.

    Techniques on One Piece New World are the special things unique to one's character that helps them interact with the world in certain venues – the primary one being, of course, combat. Whether it be a punch, a punch that knocks somebody's clothes right off of their body, breathing a cone of fire, or shooting out a laser, many different aspects of combat are necessarily represented by Techniques.

    While Statistics can be used to denote a person's physical attributes, and Traits/Professions their realm of expertise, Techniques can be considered the applications derived from all three. So we begin with how to make a technique.

    In writing a Technique, there are parameters to note. Many of them will be described below.

    • Technique Name – Name of the Technique.
    • Technique Rank – The Rank of the technique, denoting its effectiveness, as well as its cost.
    • Type – Divided into 'Offensive', 'Defensive' and 'Supportive'.
    • Range - How far the Technique goes. Limited to Self/Melee/Short/Medium/Long/Very Long/AoE.
    • Power - The Power of the technique. More details of how Power is calculated is described below.
    • Stats – In the case of techniques that alter one's stats (Buffs, Debuffs, Zoan Transformations), the Stats changed and to what degree.
    • Description – What does the Technique do?p


    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. They can be unarmed, or use weaponry, both melee and ranged, and can also involve devil fruit abilities designed to harm.
    • 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 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. They can affect the character's own or someone else's attacking/defending capabilities, by altering stats or otherwise, or do something entirely miscellaneous. These would cover things like buffs, debuffs, Zoan transformations, Haki, etc.



    Technique Points

    Your character's techniques are limited by the number of Technique Points (TP) they have. There are two types of TP in OPNW:

    • Regular
    • Special


    Regular TP can be spent on any Technique. The total Regular TP a character has is found by taking the multiplier found in the table below and multiplying it by the character's Fortune. To calculate Fortune, refer to the Statistics page.

    Regular TP Multiplier
    Total SD Earned Tech Point Multiplier
    0-1502
    151-2502.5
    251-3503
    351-4503.5
    451-6004
    601-8004.5
    801+5

    Certain Traits or Advancements can also increase this multiplier.

    Example - Calculating Regular TP:

    Special TP is granted by certain Traits that specifically states it gives Special TP. The amount given is usually a quarter or half of the character's Fortune, dependent on what Trait it is. Special TP can only be spent on Techniques that satisfy the Trait's criteria.

    Example - Calculating Special TP:

    Technique Rank

    The Rank of each Technique has the following criteria:

    1. The Cost of each technique is the same as its Rank.
    2. The Maximum Rank of any technique is given by (Fortune / 2)
    3. The 'effectiveness' of a Technique can be roughly divided into two portions: Power, and Effects of the technique.


    More details on Power and Effects later on. For now, here are benchmarks for what the rank of each technique would look like.
    Level of Techniques & Examples:

    These benchmarks are the backbone to the technique system of OPNW and trump other technique rules.

    If you do not wish to use up all your TP, you can save them. The Character Template has a section for TP, where you put both your used and total TP numbers. E.g. 12/16 for a character with 8 Fortune who has three Rank 4 techniques.


    Action Economy & Focus

    When it comes to things like standard attacks, it's common sense that you can't execute many attacks all at once. However, buffs and other passive effects can be a little easier to overlook. A character who has three active buffs and throws a single punch is actually doing more than a character who throws a punch and a kick in their post. It's difficult to fully grasp the strain on a character's endurance that these "invisible" effects produce, but it's important to know how much any given character can do in a given period of time.

    This is what Action Economy is: A limitation on what your character can do per post for PvP battles and Narrated Storylines (in other cases, it's usually not required). Action Economy is represented by a single meta-stat called "Focus". This number is calculated largely by general traits according to the following formula:

    1 + General Traits/2 = Focus
    Nifty Table
    SD Earned Total # Gen Traits Total Focus
    0 3 2
    50 4 3
    150 6 4
    275 8 5
    425 10 6
    500+Advancement 12 7
    Note: The absolute maximum for Focus is 7, so Multiple Trait Advancements will not raise Focus above 7.

    Actions have their own costs dependent on ranks. In general, the costs align with the table below.

    AE Cost
    Rank Cost
    Freeform 0.5
    1 to 16 1
    17 to 30 2
    31 to 403
    41 to 524
    53 to 60 5
    61 to 66 6
    67+ 7

    Unless otherwise stated, some techniques will cost half normal Focus cost every round after the first round of activation. The techniques include but are not limited to all Stat Altering techniques and all Non-Stat Buff techniques, explained further below. Some techniques may not even cost AE.

    If the sum of focus used in a turn arrives at a decimal, round down.

    Characters can exceed their focus limits though doing so will have negative consequences as the table below demonstrates.

    Exceeding AE
    Amount over Focus Negative Consequence
    1 Physical Fatigue
    2 Physical and Mental Fatigue
    3 and above Rendered Unconscious

    Players are expected to show that their character is suffering a toll from over-exertion, becoming fatigued (mentally or physically), suffering physical damage, etc. Focus represents how much they can do in the highly-mutable time span of one in-combat post before being exhausted, but there is no rule magically preventing people from driving themselves to exhaustion.

    This being said, there will be OOC penalties for those who ignore this. Focus is not intended to be a hard stat, but rather a numerical guideline of how much a character can do in a given post.

    It should be noted that items with technique Effects (i.e. damaging poison coated swords, guns that shoot flaming bullets, and flash bombs that disorient) consume AE in the same way that techs bought with TP. More on how to use Items as Techniques later.

    Technique Power

    Like stats, technique Power is a relative value and is dependent on the RP situation. Technique Power is used to indicate the damage of offensive techniques, effectiveness of defensive techniques and potency of supportive techniques.

    The Power of a Technique is equal to the technique Rank. This value can be lowered when adding Effects, but more on that later.

    When the technique Type is Offensive, technique Power is an amplifier to the damage of the technique. A 0 Power technique will still do damage, just not have an amplifier.

    The following Rank 4 technique has 4 Power (without any effects). When compared with a freeform attack from the same person, Timbo Uppercut will hit harder and do more damage.

    Offensive Technique
    Technique_Parameters Description
    Timbo Uppercut (4)
    Type: Offensive
    Range: Melee
    Power: 4
    Timbo moves in close to his opponent, aiming an uppercut at their jaw with as much force as he can muster.

    When the technique Type is Defensive, technique Power is used to counter offensive Power and reduce damage taken or avoid it altogether.

    For example, if a defensive block exceeds the Power of an offensive technique, it significantly reduces damage (greater the difference, more harm negated).

    Defensive Technique
    Technique_Parameters Description
    Pruh Guard (8)
    Type: Defensive
    Range: Self
    Power: 8
    Pruh holds her ground and raises both forearms as a firm guard against attacks.

    Let's say Timbo is fighting against his rival Pruh. When dueling the dastardly Pruh over a sweetroll, if Pruh used Pruh Guard to defend against Timbo using his Timbo Uppercut technique, the damage suffered by Pruh would be significantly reduced.

    However, if Timbo instead used another Technique called Supreme Timbo Uppercut that had 12 Power against Pruh Guard, the damage suffered by Pruh is still slightly reduced, but she receives a lot more damage.

    When the Technique Type is Supportive, technique Power will amplify the abilities of the technique and improve their chance of success. Most Supportive Techniques (such as buffs and debuffs) already have Rules that will be discussed below.

    There may be some Techniques where the technique Power is not applicable. Those will also be explicitly stated below.

    Technique Effects

    Technique effects are what make techniques special and add variety to a character's kit. Each Effect has a cost. There are two types of Effects:

    • General Effects - The more common effects in which they have a cost, but it does not subtract any Technique Power.
    • Elite Effects - The more elaborate and generally more powerful effects in which the cost of that effect is subtracted from the Technique's Power. Elite Effects will be denoted with a (-) sign behind the cost value.


    When adding Effects to a Technique, they should meet the following criteria:

    1. The sum of all Technique Effects should never exceed the technique Rank.
    2. Technique Power can never fall below 0.


    The same Effects cannot be stacked on top of each other. There may be a few exceptions where the same Effects can be stacked, but that is completely under mod discretion.

    Effects Library

    The library of effects below have been assigned a Cost and Minimum rank at which they can be utilized. This library is an ongoing work in progress and effects are not restricted to what appears here.

    The encyclopedia below each table gives a brief description of the effects and examples of what they can achieve with higher Power. The encyclopedia has the following parameters for each Effect:

    • Tech Type – Is this for Offensive/Defensive/Supportive techniques?
    • Requirement – Besides a minimum rank or an umbrella prerequisite, are there any additional requirements the character must meet to use this effect?
    • Description – What does this effect do?


    Effects are not limited to just the below examples, feel free to explore other alternatives for abilities that would fit into the One Piece universe.


    Basic General Effects

    Remember that General Effects can be taken without trading away technique Power. However, if you have more than two General Effects in a single technique, it requires taking the Elite Effect 'Secondary General Effects Cost' for every extra General Effect.

    A '-' indicates no Minimum Rank, but the cost should always be its Minimum Rank based on the criteria.|

    General Effects
    Effect Cost Min. Rank
    Displacement 8 -
    Disorient 8 -
    Gatling 8 -
    Deflecting 8 -
    Ricochet 8 -
    Unpredictable 8 Rank 14
    Damage Type Change 4 Rank 14
    Disarm 8 -
    Shockwaves 10 Rank 14
    Curving Projectiles 14 Rank 20
    Omni-directional10 Rank 20
    Haki Enhancement12 -
    Elemental Damage14 Rank 14 or 28
    Spirit Generated Illusions14 Rank 28

    General Effect Encyclopedia:
    Example - Standard Basic Effect Technique:
    Example - Invalid Technique:
    Lots of General Effects in a Technique:

    Basic Elite Effects

    Elite Effects are more powerful than their General counterpart and technique Power must be traded away to utilize them. Remember that Power cannot fall below 0.

    Tier Cost Min. Rank
    Secondary General Effects Cost -4 -
    Quick -8 -
    Piercing -8 -
    After-Image-8 Rank 14
    Additional After-Image-4 Rank 14
    Electro -4 -
    Construct-10
    -8 per additional unit
    Rank 14
    Reversal-16 -
    Duration Damage-8 per round -
    Disables -14 per round -
    Sensory Overload-14 (Single) per round
    -30pt (Multiple) per round
    -
    Sensory Overload-14 (Single) per round
    -30pt (Multiple) per round
    -
    Laser-28Rank 44
    Defense Bypassing-28-
    Specific Type Block-28-
    Starter Tier Breaking-14-
    Mid Tier Breaking-28 -
    High Tier Breaking-44 -
    Elite Effects Encyclopedia:
    Example - Basic Elite Effect Technique:
    General and Elite Effects Technique:

    Range & AoE
    The beneficial effects of additional range or AoE on techniques require Technique Power to be traded away to utilize them. Marksman & Inventor Primaries have the advantage of lower costs for Range/AoE respectively, assuming they are using their respective weapons (i.e. A Marksman Primary doesn't get lower cost for a ranged DF tech).
    Range
    Effect Cost Min. Rank Relative Distance
    Melee Free- Direct Physical Contact
    Short -4- Few Meters
    Medium -8Rank 16 Half a sports stadium
    Long -16Rank 28 Full sports stadium
    Very Long -32Rank 66 Small Town
    Marksman Primary/DF Costs:
    Area Of Effect
    Effect Cost Min. Rank Relative Distance
    Short AoE -8- Few meters diameter
    Medium AoE -16Rank 28Half a sports pitch diameter
    Long AoE -32Rank 44 Full sports pitch diameter

    Inventor/DF Costs:

    Basic Range or AoE Techniques:

    Example - Using Both Range and AoE:

    Non-Stat Buffs

    Non-Stat Buff Techniques are standalone Toggle techniques. They offer powerful benefits when active, but require Focus upkeep equal to half AE of the Technique to maintain. Each character may only use one type of Elemental Coating.

    Non-Stat Buff Effects
    Tier Cost Min. Rank
    Armaments Haki-6 Rank 14
    Elemental Coating [Type]-28 -
    Full Body Effects -10 Rank 20

    Non-Stat Buff Encyclopedia:
    Example - Diable Jambe:

    Material Tier Defenses Effects

    Material Tiered Defensive Effects allows the reduction of damage from other Offensive Techniques.

    • It is only for passive Defensive Techniques, usually equatable to armor. For passive Techniques, the AE spent varies and is specified further below.
    • When these Effects are applied, the technique Power is 0. Though, there are a few exceptions to Power being nonzero as defined in the Encyclopedia, and it would offer a passive defensive benefit.


    To clarify, there is a difference between Defensive Properties and Effects and both must be considered when thinking about Defenses.
    - Defensive Properties are the tier materials that you would purchase, and can only be broken by breaker Elite Effects.
    - Defensive Effects reduce the damage of Offensive Techniques.
    Material Tier Defenses
    Tier Cost Min. Rank
    Starter Tier -4 -
    Mid Tier -12 -
    High Tier -24 -

    Material Tier Encyclopedia:

    For Wearable Armor, in order to use the Defense effect, the worn Property must also be of equivalent or higher Tier. So for example, an Iron armor suit cannot have a High Tier Defense effect.

    Defensive Techniques do not stack with Defense Tier effects. Whatever comes first will be applied. If the effect or Technique becomes ineffective (such as a Breaker on the Defense property), then apply whatever is the next Defense. For example, when using Tekkai under a Wearable Armor, the armor is going to get hit first by an Offensive Technique. Use common sense on what should apply first.


    Last edited by Katakuri on Mon Sep 03, 2018 3:54 pm; edited 7 times in total
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Techniques Empty Stat Altering Techniques

    Post by Sen Mon Aug 27, 2018 12:59 pm

    Stat Altering Techniques

    Stat Altering Techniques follow their own set of rules and differ dependent on the type of stat altering technique. Stat Altering Techniques only utilize the Technique Rank for their stat changes. Power is considered to be N/A. A positive change in stats is referred to as a Buff and a negative change in stats is referred to a Debuff.

    A few special notes about Buffs and Debuffs:

    • Buff – There are some Buff techniques classified as Major Buffs due to the high number stat alterations they can achieve. The stat boost of all Major Buffs needs to be split with no stat having more than 50% of the buff (or just over on odd numbers). All buff techniques can be stacked provided they satisfy slot rules explained further below.
    • Debuff - These techniques cannot be stacked on the same stat with only the strongest debuff during the duration taking effect (i.e. If hit by two Stamina debuffs, only one (the highest) will debuff the character. If hit by a Strength debuff and a Speed debuff, both will debuff the character). They also follow the slot rules explained further below.



    If any stat of a character is debuffed to 0 or below, they are effectively KO'd and cannot participate in further combat until the debuff expires.

    Unless otherwise specified, the following table shows how much a Technique can Buff/Debuff:

    Standard Buff/Debuff Table
    RankMaximum Alterations
    1 to 1360% of Technique Rank
    14 to 2770% of Technique Rank
    28 to 4385% of Technique Rank
    44+100% of Technique Rank
    Unless otherwise specified, the following table shows how much percentage is taken when affecting multiple targets or over an area.

    AoE Buff/Debuff Table
    Range# of People AffectedMaximum Alterations
    Single1 to 13100% of Buff/Debuff
    Short AoE14 to 2780% of Buff/Debuff
    Medium AoE28 to 4360% of Buff/Debuff
    Long AoE44+40% of Buff/Debuff
    Unless otherwise specified, Buffs/Debuffs are either Toggle or follow a fixed round Duration, according to their rank as shown by the table below. This also extends to many other Techniques that may require a duration.

    Duration Table
    Technique RankRounds
    1 to 133
    14 to 274
    28 to 435
    44+6
    There are 3 types of Buffs and Debuffs, known as Slots. All characters have 1 of each of the following slots for both Buffs and Debuffs:

    • Personal
    • Professional
    • Supernatural


    Any time somebody takes a trait that offers the potential for a Supernatural Buff, they gain one additional Supernatural Slot. Currently, this will mean any Devil Fruit trait and Haki.

    The highest buff in any given stat will always be the one in effect when multiple buffs are possible for a single, filled slot. If one buff ends while another for that same slot is in effect, that buff's benefit is immediately applied. (i.e. You have a +6 Stamina buff from Chef Food and a +12 Strength bonus from an Entertainer Song. Both are Professional Buffs, so the +6 Chef bonus becomes inactive while the +12 song lasts. When the song ends, the +6 Chef buff will still be present and resume once more).

    Please note that any debuff against another player which is not specifically categorized as Professional or Supernatural will instead occupy the Personal slot. These are generally only allowed when some mechanism for applying debuff is enabled by the presence of a trait, such as Mad Scientist or Fishman, etc. Additionally, they will not consume persistent AE.

    Below will be detailed description of each slot.


    Personal Slot

    These are Buffs/Debuffs that only affect your own character. As specified above, some debuffs may also be thrown into the Personal Slot.

    Personal Buffs/Debuffs
    NameBuff/DebuffMajor Buff?Duration
    WillpowerBuffYesToggle
    StancesBuff/DebuffNoToggle
    Life ReturnBuff/DebuffNoToggle

    Personal Slot Encyclopedia:

    Professional Slot

    These are Buffs/Debuffs that certain professions have access to. Unless otherwise noted, they follow the Standard Buff/Debuff table.

    Professional Buffs/Debuffs
    NameBuff/DebuffMajor Buff?Duration
    PoisonDebuffYesDuration Table
    DrugBuffYesDuration Table
    Critical HitDebuff-Duration Table
    PerformanceBuffYesToggle
    FoodBuffNo24 Hours

    Professional Slot Encyclopedia:


    Supernatural Slot

    These are the big guns, and the ones that can stack if they are different types of supernatural buffs.

    Supernatural Buffs/Debuffs
    NameBuff/DebuffMajor Buff?Duration
    ZoanBuffYesToggle
    Other DFBuffYesDuration Table
    Other DFDebuff-Duration Table
    SulongBuffYesDuration Table
    Observation HakiBuffYesToggle
    King's HakiDebuff-Toggle
    Supernatural Slot Encyclopedia:


    Multiple Buffs/Debuffs Example


    Example – Lots of Buffs!:

    Example – Lots of Debuffs:

    Another reminder that if there is a Professional Buff and a Professional Debuff active at the same time, both stats would factor into the character.


    Technique Trees

    This is a delightful feature that allows you to save your TP when making variations of the same Technique. Basically, you "branch" techniques out from each other, and get new techniques for a reduced cost. Obviously, this can't be done however you want. Technique Trees should basically serve as an upgrade to an old technique, and instead of replacing it, you keep the old technique. It can also work with variations of techniques, if they are branched from the same roots. Making a follow-up move, such as an aerial attack after launching them into the air with a powerful uppercut, does not constitute a technique tree.

    Branched Techniques have the following rules in relation to their root Technique.
    The cost is the difference between its root technique's rank and its own. If, for example, a rank 8 technique is branched from a rank 4, the cost of the rank 8 branch technique is 4 tech points.


    • It must be at least 4 ranks higher.
    • It must have the same Type.
    • It must have the same Range, or an upgraded Range, provided the technique can afford the upgrade (more on that below).
    • It must have Power that is the same or higher.
    • It must have the same Stat type that is being altered. This also means that a stat altering technique cannot branch from a non-stat altering technique, and vice-versa.
    • It must at least have the same Effects. More Effects can be added onto the Branched technique. There are a few exceptions where some Effects can be replaced due to an upgrade.
      • Melee -> Short -> Medium -> Long -> Very Long
      • Melee -> Short AoE -> Medium AoE -> Long AoE
      • Short -> Short AoE
      • Medium -> Medium AoE
      • Long -> Long AoE
    • Starter Tier Breaking -> Mid Tier Breaking -> High Tier Breaking
    • Starter tier Defense -> Mid Tier Defense -> High Tier Defense
      Note - Non-Shockwaves cannot branch into Shockwaves.
    • Most of all, the Technique should serve as an upgrade and needs to be reasonably similar to its roots. They can be more advanced, or more powerful, but the basic actions should be quite similar.


    Example – Branching:

    Binds & Adhesives In Combat

    Techniques that attempt to capture or restrict a character in combat. They are either Starter, Mid or High tier binds/adhesives and have the same costs as corresponding material tiers. If a character is caught by one of these techniques, they can escape from the bind/adhesive with the effort/AE costs of the corresponding tier breakers.

    Bind & Adhesive Table
    TierCost of TechniqueAE Cost to Escape
    Starter41
    Mid122
    High244

    These techniques are treated as dedicated techniques and thus cannot be stacked with other effects. Certain kinds of binds & adhesives may be performed at range/AoE, though the limits of this will come down to mod discretion.

    Thief characters with the Escape Artist trait can escape from binds/adhesives as if they were a tier lower (ie 0, 1, 2). Characters can still also escape by other means (such as Logia avoiding, Bara Bara separating, Sube Sube slipping etc) or by using specific weaknesses (fire to Beta Beta sticking, water to Mochi Mochi etc).


    Flight Techniques

    Techniques that propel an otherwise flightless character into the skies by unconventional or extraordinary means are located in the supernatural tier of Rank 28+. Flight is treated as dedicated techniques instead of effects. Characters can achieve single round flight using practical science at Rank 28 and shonen science at Rank 36. However, sustained flight in all fields requires at least Rank 44. Mod discretion always applies.


    Premade Techniques

    These are special techniques that have already been created. They are more capable than an ordinary technique of the same rank, and therefore does not have to conform to the technique system. These techniques can be taken if a minimum requirement is met.

    These Basic premade techniques cannot be altered in any way. However if another prerequisite is fulfilled, then customization to these techniques can be done by branching off the Basic premade techniques. The customizations (such as adding Effects or altering Description) must still conform to the technique system. Mastery or any +4 to rank is not allowed in the customization. Much of the customization will be under mod discretion.


    Rokushiki:

    Example - Rokushiki Customization:

    Items & Techniques

    Whilst Item/Weaponry can have techniques tied to them for unique effect, the intent of the system is that they should never be a better alternative to normal techniques. Thus these are the limits of them:

    • No power at all
    • No elite effects
    • No built in AoE (unless Short AoE for a huge melee weapon)
    • No built in Range (unless an extending weapon using Wapometal)


    Please also remember items with techniques still use full AE when utilized, even when in conjunction with other techniques. However if the technique has already fully accounted for the Effect Cost, AE does not need to be paid (to avoid double cost).


    Devil Fruit Techniques

    All Devil Fruits have base techniques which outline their basic powers and abilities. In most cases, these base techniques do not have a rank and are treated as free techniques. Unless the Devil Fruit is part of the Zoan class, these base techniques cannot have TP invested into them. Their descriptions are copied directly from the devil fruit description on the devil fruit list which outlines their abilities. All DF abilities when included in techniques do not have an effect cost and are free in the technique even if they are similar to existing effects. The exception to this are Range, AoE & Material Tier effects which devil fruit techniques do still pay for. However, all Devil Fruit techniques do get the same benefits for Range and AoE as Marksman/Inventor Profession Primaries respectively.


    • Paramecia - Paramecia have a single rankless base technique which is a direct copy of their devil fruit description. All abilities in this description and logical extensions of said abilities are free when used in techniques, besides Range/AoE/Material Tier unless otherwise stated, though mod discretion applies.
    • Zoan - Zoans have two base techniques: a "Full Transformation" form and a "Hybrid Transformation" form. A character may choose one of these techniques to act like a scaling Signature Technique and be absolutely free; and the other technique will have 4 Ranks for free and can have tp invested into it to raise the rank.

      In addition, characters can create branched Zoan forms or different stand alone forms starting at Rank 14 and beyond. These techniques will not only determine what animal characteristics the user will have while using the form, but also how much their stats can be buffed. Zoans may also access additional abilities according to animal type and invest technique points into these abilities with a cap of Rank 14.

    • Myth Zoans - Myth Zoans follow the Zoan rules above for their transformations with their special abilities included in their forms. Like paramecia, all abilities in their DF description and logical extensions of said abilities are free when used in techniques, besides Range/AoE/Material Tier unless otherwise stated, though mod discretion applies. They can only access their special DF abilities when using zoan forms.
    • Logia - Logia have a single rankless base technique which is a direct copy of their devil fruit description. These base techniques allow the user to transform into, produce and manipulate their elements and also lists any additional special abilities they possess. All abilities in this description and logical extensions of said abilities are free when used in techniques, besides Range/AoE/Material Tier unless otherwise stated, though mod discretion applies.


    Additional information on Devil Fruits.

    To see more examples of current Devil Fruit users in OPNW, take a look at our current list.

    Crew Techniques

    Techniques that require 2 or more PC characters from the same crew that combine their abilities for a special technique. They work similar to regular techniques, but have a few unique rules and restrictions:

    • The technique has to be included on all participating character's sheets, with all participants being linked in the tech description. Creating a crew technique works similar to purchasing a ship together; each listed participant must post in the topic to confirm they are taking part.
    • TP cost is split equally between participants.
    • A character cannot use more than a quarter of their TP for Crew Techs.
    • Each character has to meet the usual requirements of the tech, eg a character that only has enough fortune for rank 14 cannot be included in a rank 28 crew tech.
    • Rank bonuses such as Mastery can apply where appropriate but do not stack.
    • Gated effects (such as weathermancy) and discounted effects (such as marksman/inventor range table) can apply where appropriate and with mod discretion.
    • Each participant pays half normal AE to use the crew tech, and every participant has to be present and actually use the tech during a posting round for it to work.
    • Max number of 6 participants.
    • Construct and other effects that require multi-round AE-upkeep cannot be used in a crew tech. The tech must be initiated and executed in a single round, or will fail.
    • In the event that a participant leaves the crew or goes inactive, a char/misc topic can be made to include a different PC in the old one's role, assuming they are capable. If no replacement can be found within a month, the tech may be refunded.


    Examples:


    Combination Techniques

    These are basically techniques that involve a series of actions, where each successive attack will require the one before it to hit, thus giving the opponent no time to react in between attacks. These are not allowed, and Character Moderators will be on the lookout for these in particular. Attacks which are just a flurry of rapid attacks, generally termed "gatlings", are acceptable, since they are just random blows in the hope that something gets hit, but a technique that involves rushing up to someone, stabbing them in the stomach, grabbing their arm, twisting it behind their back, kicking them into the air before jumping up and slamming them to the ground is not acceptable as one technique. If you really wish to do that, you would make separate techniques perform them one after the other. In general, no more than two actions will be allowed for a technique. Don't assume that any technique that involves two actions will be allowed, though, they could still count as a combination technique.


    Last edited by Katakuri on Mon Oct 08, 2018 1:49 am; edited 9 times in total
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Techniques Empty Legacy Effects

    Post by Sen Mon Aug 27, 2018 3:44 pm

    Legacy Effects

    These are Effects that are unlocked when taking certain Legacy Traits. Any mention of the "Duration Table" is described above under Stat Altering Techniques.

    Weathermancy:

    Pop Greens:

    Profession Effects

    These are Effects that are unlocked when taking certain Professions. Any mention of the "Duration Table" is further described below under Stat Altering Techniques.

    Doctors & Healing:

    Thief, Assassins, and Stealth:

    Carpenter Construction:

    This post gives additional examples to further help understand the Technique system. If you have any suggestions of additional examples, please send a message to an Admin, GMod, or Chronicler.

    Legacy Example Techniques

    These are examples of non-devil fruit abilities that are available on OPNW related to the Legacy Traits, outlining basic applications of them and providing a few examples.

    Haki:

    Life Return:

    Profession/Race Example Techniques

    These are examples of various non-devil fruit abilities available on OPNW related to Professions and Races, outlining basic applications of them and providing a few examples.

    New World Cyborgs:

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