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 |
0-150 | 2 |
151-250 | 2.5 |
251-350 | 3 |
351-450 | 3.5 |
451-600 | 4 |
601-800 | 4.5 |
801+ | 5 |
Certain Traits or Advancements can also increase this multiplier.
- Example - Calculating Regular TP:
- Timbo is a starter and has 0 SD and 8 Fortune.
Total Regular TP: 8 * 2 = 16
Timbo now has 375 SD and 76 Fortune, but also has the Technical Mastery Trait, which adds on extra TP equaled to his Fortune.
Total Regular TP: 76 * 3.5 + 76 = 342
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:
Timbo has 75 Fortune and has the Lamp, Oil, Rope Trait. It grants the following:
Lamp, Oil, Rope (1 Trait) – Certain minds have a better handle on breaking things down than building them up. These inventors specialize in demolitions, and gain special technique points equal to a half of their fortune that may be spent on creation techniques for bombs and munitions.
Lamp, Oil, Rope Special TP: 75 / 2 = 35
Technique Rank
The Rank of each Technique has the following criteria:
- The Cost of each technique is the same as its Rank.
- The Maximum Rank of any technique is given by (Fortune / 2)
- 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:
- 1 - Baseline. Techniques at this point are little more than basic actions that can be performed normally.
- 4 - Techniques at this level are stronger than basic moves, but typically cannot accomplish superhuman feats (excluding devil fruit powers).
- 8 - At this rank, techniques begin to represent an attack or move that is not unrealistic but much more powerful than freeform. Examples would be melee attacks with an added effect (pushing the victim back, knocking someone down, spinning them, etc.) or stronger defensive techniques, such as specialized block or dodge techniques.
- 14 - This is the rank of technique when abstract or superhuman feats begin to become possible. Techniques of this rank may accomplish things difficult for normal individuals to do, such as use melee attacks at range or perform moderate feats of superhuman nature.
- 28 - Techniques at this level begin defying logic. Powerful melee-generated ranged attacks, feats of supernatural nature, spirit-generated illusions, etc. are possible at this level.
- 44 - At this point or beyond, techniques can be extremely abstract and accomplish virtually anything that the character themselves is capable of doing.
Canon Examples- 1 – Usopp Golden Pound: He gets a big inflatable hammer and hits someone with it, pretending it weighs 10 tons. More of a gimmick – in reality there's no real effect.
- 4 - Oni Giri: Uses a basic combat style, but the effect is more damaging than a normal swing.
- 8 - Roseo Meitel: A strong attack that pierces through defences.
- 14 - Thirty-Six Pound Hou: An example of a superhuman feat being performed without devil fruit powers.
- 28 - Diable Jambe: A supernatural feat performed without the aid of any devil fruit.
- 44 - Hell Memories: Distinctly supernatural and massively powerful feat being accomplished without devil fruit powers.
- 1 - Baseline. Techniques at this point are little more than basic actions that can be performed normally.
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
Note: The absolute maximum for Focus is 7, so Multiple Trait Advancements will not raise Focus above 7.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 |
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 40 | 3 |
41 to 52 | 4 |
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:
- The sum of all Technique Effects should never exceed the technique Rank.
- 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-directional | 10 | Rank 20 |
Haki Enhancement | 12 | - |
Elemental Damage | 14 | Rank 14 or 28 |
Spirit Generated Illusions | 14 | Rank 28 |
- General Effect Encyclopedia:
- EFFECT – Tech Type - [Requirements]
(Description)
Displacement – Off/Def/Sup
Anything that displaces the opponent at a considerable distance. Common examples are knockback or pull-in techniques. The effect of a displacement technique can be greater with higher Power. A stronger opponent will be displaced less by a weaker character using a displacement technique on them.
Disorient – Off/Def/Sup
Techniques which unbalance or use visual tricks to hinder opponents. Effectiveness increases the higher the Power.
Gatling – Off/Def/Sup
A series of rapid attacks performed in a frenzy motion. Each individual strike is weaker but the greater amount of attacks make them harder to avoid. Higher Power gatlings have even more strikes.
Deflecting – Def
Techniques which divert the direction of an attack but require defensive power to be greater than offensive to succeed. With higher Power things like bullets and even elements can be deflected. Note this is different from the effect Reversal.
Ricochet – Off/Def/Sup
Techniques which use walls or other surfaces to bounce projectiles off. Higher Power allows more complex ricochets, multiple 'bounces' etc.
Unpredictable – Off/Def/Sup
Techniques which even the user cannot anticipate the outcome of. Encompasses the realm of indirect attacks and others. The results are dependent on the situation they are used in. As the user does not know the outcome, anticipation techniques such as Observation Haki are less effective versus them.
Damage Type Change – Off/Def/Sup
A punch that cuts or a blade with the sharp edge of a pillow. Higher Power versions can have multiple damage types or supernatural types etc.
Disarm – Off/Def/Sup – Requires Anti-Weapon Specialist OR Sleight of Hand Trait. Any custom Trait pends Mod Approval.
Disable techniques which target a weapon or item of an opponent to temporarily remove or steal it in combat. Higher Power techniques have a better chance of success with respect to RP considerations.
Shockwaves – Off
Ranged melee techniques generated by striking the air with a fist/sword swing etc. To give the shockwave a traveling distance, an additional Range cost must be added. To expand shockwave size, AoE will also need to be paid. Haki & Grandmaster cannot be applied to Shockwaves. Elemental effects can only be applied by Logias.
Curving Projectiles – Off
Bullets, arrows, shockwaves and other projectile techniques that do not follow a straight path but instead move in the air. At higher Power, they can perform more unlikely turns in the air though the path they follow is always pre-determined when fired.
Omni-Directional – Off/Def/Sup
'Perfect-sphere' or techniques that attack/defend in all directions surrounding the user. They have a built-in melee AoE around the user and pay range increases from the AoE table below.
Haki Enhancement – Off/Def – Requires Awakened Haki Trait
User coats an invisible suit of armor around a pair of limbs or a weapon. When added to techniques at Rank 28 and beyond, they gain the ability to strike a devil fruit user's real body.
Elemental Damage – Off/Def/Sup
Adds the benefits of a single dangerous element to a technique, such as fire inflicting burns. If created through practical means (ie Inventions, Matches etc), the minimum rank is Rank 14. If created by shonen science or will, minimum rank is Rank 28. Can be generated in greater volumes at higher ranks.
Spirit Generated Illusions – Off/Def/Sup
Eye catching illusions that have significance, lasting only momentarily in battle but can shock or intimidate foes. Asura is a good example for these effects.
- Example - Standard Basic Effect Technique:
- The following is a Rank 8 Technique that invests in the 8 cost Displacement effect without trading any Power because it's a General Effect.
Technique_Parameters Description Gomu Gomu no Bazooka (8)
Type: Offensive
Range: Melee
Power: 8Luffy stretches both of his arms back and then hurls them forward, striking his opponent with a double open palm strike, frequently sending the victim flying. (8 Displacement)
- Example - Invalid Technique:
INCORRECT
While calculation-wise this is correct, we see carefully that Damage Type Change has a minimum Rank of 14, which makes this Rank 8 Technique invalid. To fix this, we just have to make this Technique at least Rank 14.Technique_Parameters Description Timbo's Sharp Punch (8)
Type: Offensive
Range: Melee
Power: 8Timbo's velocity of his punch is so unreal that contact with his fists also cuts the opponent. (4 Damage Type Change)
FIXEDTechnique_Parameters Description Timbo's Sharp Punch (14)
Type: Offensive
Range: Melee
Power: 14Timbo's velocity of his punch is so unreal that contact with his fists also cuts into the opponent. (4 Damage Type Change)
- Lots of General Effects in a Technique:
- Let's make a Technique that is very complex and has more than 2 General Effects.
Such a ludicrous move! Because there are 4 General Effects total in this Technique, we need 2 Secondary costs.Technique_Parameters Description Timbo's Overwhelming 360 Blast of Almightyness (48)
Type: Offensive
Range: Melee
Power: 40[s]To assert his dominance that Timbo is the greatest[/s], Timbo musters up the strength to leap up a few inches and slams his fist onto the ground. A blast of air surrounds him and blows away any of his opponents, overwhelming them to the point of dizziness. As opponents are caught in this blast, they catch a glimpse of Timbo's fiery spirit, catching them off guard. (8 Displacement, 8 Disorient, 10 Omni-Directional, -4 Secondary, 14 Spirit Generated Illusion, -4 Secondary)
Total Cost of Effects: 8 + 8 + 10 + 4 + 14 + 4 = 48. That means this Technique must be at least Rank 48 to be valid.
Power: 48 – 4 – 4 = 40. We must subtract from Power the total Cost of Elite Effects.
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 | -28 | Rank 44 |
Defense Bypassing | -28 | - |
Specific Type Block | -28 | - |
Starter Tier Breaking | -14 | - |
Mid Tier Breaking | -28 | - |
High Tier Breaking | -44 | - |
- Elite Effects Encyclopedia:
- EFFECT – Tech Type - [Requirements]
(Description)
Secondary General Effects Cost – Off/Def/Sup
Automatic payment when a technique has more than two General Effects. This effect is paid each time an extra General Effect is added.
Quick – Off/Sup
Techniques that focus more on striking an opponent as quickly as possible at the expense of Power thus they often don't hit as hard as techniques of similar rank but come out faster.
Piercing – Off
Techniques that hold great penetrative force. These attacks are able to pass through an object with ease assuming they are not equivalent to a tier material. With each thing these attacks pass through they lose a significant amount of Power.
After-Image – Off/Def/Sup
A singular after-image that looks like the user. The after image repeats an action performed at high speed by the user though at a slower pace to be perceived normally. It cannot do damage, nor has any physical form and will disperse after 1 post or after it is hit. The Power of these techniques improves the authenticity of the after-image.
Additional After-Image – Off/Def/Sup – Needs an After-Image Effect in the Tech
Allows the technique to gain an extra after-image.
Electro - Off/Def/Sup - Minkman only
Minks can channel electricity through parts of their bodies and objects in order to shock anything they touch. The greater the techique power, the greater the shock.
Construct – Sup – Needs Life Return or Devil Fruit
Used when creating a semi-permanent construct out of a resource available to the user which they can control. For Life Return, it's typically with Hair.
- Requires full AE to activate and half AE for each round after to maintain, duration follows the professional buff table.
- Devil Fruit Techniques can have Material Defense effects, but Life Return does not.
- Additional Effects are limited to General Effects, Secondary General, Range/AoE, and Full Body. Full Body effect is to be used when the construct is covering user's body.
- All Construct Techniques have 0 Power, even if they have General Effects.
- Whatever is constructed must be as one unit. It costs more Power to produce per additional unit. For Life Return, it would be additional hair limbs beyond the base of two, adding two more limbs for every extra unit.
-'Clone' and 'Puppet' style constructs do not carry the user's stats or durability, and are destroyed as easily as their material permits.
Reversal – Def
This is applicable for Defensive Type techniques only. Similar but not limited to an upgraded version of deflecting. Reversal techniques are all attempts to repel a form of attack back at an opponent which only succeed when defensive power is greater than offensive. With higher Power, more obscure or supernatural techniques can be reversed.
Duration Damage – Off
Encompasses all damage over time abilities. Deep cuts that cause bleeding or venom that cause persistent pain. Higher Power techniques can include other effects that persist for several turns. Duration can be extended beyond a single round by paying the effect cost for each.
Disables – Off
Techniques which target a specific part of the body to cripple temporarily, whether through dislocation or numbing etc. Duration can be extended beyond a single round by paying the effect cost for each.
Sensory Overload – Off
Disable techniques which target a specific sense or multiple senses. Examples can be blinding flashes or deafening noises. Duration can be extended beyond a single round by paying the effect cost for each.
Laser – Off - Must be Cyborg or have an Inventor Profession
Techniques which are beams fired at the speed of light. They shoot in straight lines and tend to only be narrowly avoided. New World Cyborg lasers get this effect for free.
Defense Bypassing – Off
Techniques which bypass Defensive Type Techniques by transferring damage through blocks on contact or creating shockwaves that attack an opponent internally.
Specific Type Block – Def - Melee only
Block techniques with special properties to defend against a specific type of attack. They significantly reduce damage against the chosen type regardless of the Power behind them. These blocks are designed to protect the user. For Specific Type Blocks on allies, look at Doctor effects.
Starter Tier Breaking – Off
A technique capable of breaking a single weapon or piece of armor of Starter Tier Material (eg Iron).
Medium Tier Breaking – Off
A technique capable of breaking ta single weapon or piece of armor of Medium Tier Material (eg Steel).
High Tier Breaking – Off
A technique capable of breaking a single weapon or piece of armor of High Tier Material (eg Titanium).
- Example - Basic Elite Effect Technique:
- The following Rank 32 technique invests into the 28 cost Mid Tier Breaking effect. It therefore only has (32 – 28) 4 Power remaining.
Timbo Metal Breaker Punch (32)
Type: Offensive
Range: Melee
Power: 4Timbo aims his fist at an armored opponent and unleashes a straight punch. The attack is strong enough to break through materials of mid-tier durability and lower. (28 Mid Tier Breaking)
- General and Elite Effects Technique:
- Let's make a Technique that combines both aspects.
With two Elite Effects, we must subtract Power.Timbo Punch Demolition (28)
Type: Offensive
Range: Melee
Power: 12Timbo puts all his focus into this devastating punch, causing the execution to be incredibly quick. Punches that land hits the opponent back with force and it creates a deep, painful bruise at the spot of contact. (8 Displacement, -8 Quick, -8 Duration Damage)
Total Cost of Effects: 8 + 8 + 8 = 24. This means the Technique needs at least Rank 24.
Power: 28 – 8 – 8 = 12
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 | -8 | Rank 16 | Half a sports stadium |
Long | -16 | Rank 28 | Full sports stadium |
Very Long | -32 | Rank 66 | Small Town |
- Marksman Primary/DF Costs:
When using Ranged WeaponryRangeEffect Cost Min. Rank Relative Distance Melee Free - Direct Physical Contact Short Free - Few Meters Medium -4 - Half a sports stadium Long -8/td] Rank 16 Full sports stadium Very Long -16 Rank 44 Small Town
Area Of Effect
Effect | Cost | Min. Rank | Relative Distance |
Short AoE | -8 | - | Few meters diameter |
Medium AoE | -16 | Rank 28 | Half a sports pitch diameter |
Long AoE | -32 | Rank 44 | Full sports pitch diameter |
- Inventor/DF Costs:
- When using explosives/munitions.Area Of Effect
Effect Cost Min. Rank Relative Distance Short AoE Free - Few meters diameter Medium AoE -8 Rank 28 Half a sports pitch diameter Long AoE -16 Rank 28 Full sports pitch diameter
- Basic Range or AoE Techniques:
- Below are two Techniques that separately use Range and AoE.
Note that for a Marksman primary, the Short Range would have been free and therefore no Power would have been reduced.Lead Star (4)
Type: Offensive
Range: Short
Power: 0Usopp fires a small lead ball bearing from his slingshot at his opponent. (-4 Short)
Note that for an Inventor primary, the Medium AoE would have only have had a cost of 8.KA-BOOM (28)
Type: Offensive
Range: Meduim AoE
Power: 12Timbo drops a bomb in which it explodes violently and blasts in a sizeable radius. (-16 Medium AoE)
- Example - Using Both Range and AoE:
There are a few instances where you have to include both a Range and AoE cost.
This draws a grey line of when to use both Range + AoE or just AoE. Generally, if you throw an explosion, that does not require a Range. However, if you're launching it off of a weapon, that will most likely require a Range added. The same thing applies for any Devil Fruit powers.Fire Bird Star (30)
Type: Offensive
Range: Meduim
Power: 14Usopp fires a pellet that ignites with fire into the shape of a massive phoenix. Once it hits in contact, a massive ring of fire is summoned. (14 Elemental Damage, -8 Medium, -8 Short AoE)
It is implied within AoE, the built-in Range is half the specified diameter. See the following combinations below of the validity.
Valid: -8 Medium, -16 Medium AoE
Invalid: -4 Short, -16 Medium AoE (because the AoE has already gone beyond the Short range, just a Medium AoE would suffice)
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:
- Armaments Haki – Sup - Requires Awakened Haki
User creates a coat of hardened armour around a pair of limbs or a weapon. Offers only a passive defensive benefit equal to technique Power. At Rank 28 and beyond, Armaments Haki gains the passive ability to strike a devil fruit user's real body whilst this buff is active on them.
Elemental Coating – Sup
User has developed a technique to generate and bind a type of element to a pair of limbs or a weapon. Grants the passive benefits of the element to other techniques and freeform. Power is always 0 for these Techniques.
Full Body Effects – Sup
The cost of extending an effect of a technique from limbs to the entire body. Effects such as Tekkai, Armaments Haki, and amongst others use this.
- Example - Diable Jambe:
- Diable Jambe is the non-stat buff effect known as Elemental Coating on OPNW.
As a non-stat buff, it only costs half focus to activate and sustain.Diable Jambe (28)
Type: Supportive
Range: Self
Power: 0Sanji spins around on a single leg to generate friction and quickly heat up their limb until it is glowing hot. Whilst active, all techniques the user uses their heated leg in will count as imbued with the elemental effect of fire. (-28 Elemental Coating [Fire]).
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:
- Starter Tier – Def
Reduces damage of Rank 13 and below techniques that hit the armor.
Mid Tier – Def
Reduces damage of Rank 27 and below techniques that hit the armor.
High Tier – Def
Reduces damage of Rank 43 and below techniques that hit the armor.- Special Abilities like Haki, Tekkai, Cyborg, Natural Armour, & Battle Suits either can or do equip these Effects to be more effective. In addition, they all have additional benefits as listed below.
Haki Armament - Can have nonzero Power. They can add these Material Defense Effects by trading away Power.
Tekkai - Can have nonzero Power. It starts as a Mid Tier full body with additional Defensive Power, but can be upgraded to a High Tier with the Rokushiki Master Trait. Tekkai is further described below under Rokushiki.
Cyborg - A Cyborg's body get these effects for free as it is included in their Trait cost. Therefore, a Technique is unneeded.
Natural Armor - Armor that is part of the physiques for Zoans & Fishman. These armor have 0 Power. They do not cost AE to use.
Battle Suits - These effects can be applied to a Battle Suit for its respective cost. More details on the remaining Power is under the Battle Suit effect. - Wearable Armor also requires these Effects. The effects can be purchased with TP (and be part of the Techniques) OR with Beli as part of the cost of the armor (they would have a cost of R10, R22 & R36 respectively) on top of purchasing Material Properties. Without these Effects, the armor are mostly aesthetic with harder properties which do not reduce damage from incoming attacks. Wearable Armor Techniques does not cost AE.
- Legendary Tier only offers the defensive properties (not the Effect) of High Tier for armor. Though, they retain an unbreakable status.
- Special Abilities like Haki, Tekkai, Cyborg, Natural Armour, & Battle Suits either can or do equip these Effects to be more effective. In addition, they all have additional benefits as listed below.
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