Techniques
Jul 7, 2016 0:02:36 GMT -5
Post by Captain Kupo on Jul 7, 2016 0:02:36 GMT -5
TECHNIQUES!
Super cool and powerful techniques are the foundation of many shonen anime, and One Piece is definitely no exception. Even the most serious and stoic characters across the high seas are known to name their special attacks and call them out in battle. With the rules below, you can create nearly any special technique or attack your character could ever need.
Techniques, like most everything else here in SotGA, scale from 1 to 5. Certain abilities make it possible to make techniques that count as level 6, but these are rare and powerful techniques wielded by the most powerful individuals on the seas. Techniques with extended effects have a maximum duration of their level plus 1 posts. Supernatural buffs and debuffs are an exception to this rule - those last double their level in posts or until overwritten by a new one.
- Level 1 techniques are only marginally stronger than freeform attacks, and may not have secondary effects under normal circumstances. Just damage or just debuffs are fine, but not both. An example Level 1 technique would be Zoro's Oni Giri or Luffy's Gomu Gomu no Pistol.
- Level 2 techniques are where she shonen anime standards start. Techniques that do somewhat unreal effects but are still grounded in reality start here. Examples of this tech level would be Luffy's Gomu Gomu no Gatling, or Usopp's Gunpowder Star ammunition.
- Level 3 is where combat specialists begin to break the rules of reality. Swordsmen cutting with wind blades, martial artists causing earthquakes with their bare hands, and so on. Examples of Level 3 techniques would be Zoro's various Pound Cannon techniques, the primary six Rokushiki techniques, or item techniques that are above the standard One Piece tech level but are still realistic (such as automatic weaponry or flamethrowers).
- Level 4 techniques are where all the stops are pulled out. Warriors begin to alter the very structure of their body on command in new and interesting ways, and those who already have supernatural abilities begin to hit unheard-of levels. Examples of this level of technique would be Sanji's Diable Jambe, Life Return, the final Rokushiki mastery techniques, or item techniques that create completely impossible or mad science effects such as laser beam cannons.
- Level 5 techniques are some of the strongest powers on the seas, and are capable of incredibly powerful effects. Donflamingo's Parasite String and Birdcage abilities fall under this tier, as would Luffy's Gear Fourth form. Item techniques of this level rival the technology of the great Dr. Vegapunk.
- Level 6 techniques are only allowed under rare circumstances, as they involve skills and abilities that defy even the over-the-top reality of the One Piece world. Techniques that would count as this level normally require special threads or circumstances to obtain and learn. An example of a Technique of this level is Elizabello's King Punch.
Techniques with secondary effects may be made, such as debuffs or item-breaking, but with each secondary effect added the overall tech level drops by one for purposes of overall damage.
However, differing damage types, such as a fire punch or a sword-launched wind blade, don't count as secondary effects by themselves and are limited only by the technique levels that allow such supernatural effects. However, a fire punch that creates a large fire explosion would count as a full Secondary Effect, as would a wind blade that can split to hit multiple targets.
If you are looking to learn a new technique, head to The Dojo and make a thread, using the following form:
For example:
Gum Gum Pistol (L1)
Type: Offensive
Duration: Attack
Effect: (Level 1 Damage) Luffy uses his elastic arms to cock back a punch and fire it forward like a slingshot, allowing his arm able to extend forwards up to 20 feet to hit an opponent.
Buff/Debuff Techniques
Characters in SotGA have only two "buff slots", one for physical or skill-based effects, and one for supernatural effects. Likewise, debuff techniques must be specified as one of these two types, as characters only have the same two "debuff slots". Incoming buffs and debuffs of the same type overwrite the previous one.
As a general rule, buff and debuff techniques can change a number of stat points equal to their level, split up among any number of stats as you wish. For example, a level 5 technique could add 1 to all five stats, or 5 to one stat. Unique secondary effects may be added to buff techniques at a cost of one stat point lost per secondary effect. For example, a Level 3 Buff technique that increases the user's Stamina and gives them skin as hard as iron would only increase the Stamina by 2 points, as the third would be spent on the iron-toughness (fun fact - that's the Rokushiki Tekkai technique)
Mode Techniques
Mode techniques, available through the use of the Shift Gear ability, work a little differently. Mode techniques allow the user to subtract a number of stat points equal to the tech level, allowing double the tech level in bonuses (each point subtracted allows you to buff 2 points). In addition, secondary effects still only cost one added stat bonus (which you now have twice as many of to work with). For example, a Level 3 Mode Shift technique could reduce Stamina by 2 points, Increase Speed by 3 points, and cause the user's unarmed attacks and techniques to become invisible due to going at such high speed (Luffy's Gear Second, there). Additional downsides may be added on to Mode Shift techniques to gain additional points to use - examples include outright taking damage while it is in effect, being rendered helpless or weakened for additional posts after the Mode ends, and so on. Normally each additional Disadvantage grants a single additional boost point, but the staff has final say over what is worth granting additional points.
Breaking Techniques
Techniques can be used to break or damage an enemy's weapons or armor, to either temporarily disable them or render them useless until the end of the thread. This includes such things as cutting a weapon in half, bending it to uselessness, or using any of a number of strange Devil Fruit powers that allow you to manipulate solid materials.
Broken items are restored at the end of the thread so long as the user has access to someone who can do so, such as a crew member who is a shipwright or inventor.
To break an item, the technique must specifically be for the purpose of breaking a specific type of item - such as a sword attack designed to cut other swords, or an armor-piercing bullet. The technique may do damage as well, as breaking is a standard secondary effect. In addition, the technique used must be one level higher than the Material of the item being broken.
For example, Level 2 techniques can break Level 1 Materials, while a Level 5 technique could break Level 1-4 materials. Level 5 Materials are nearly indestructible and can only be broken by the rare and powerful Level 6 techniques, appropriately.
Super cool and powerful techniques are the foundation of many shonen anime, and One Piece is definitely no exception. Even the most serious and stoic characters across the high seas are known to name their special attacks and call them out in battle. With the rules below, you can create nearly any special technique or attack your character could ever need.
Techniques, like most everything else here in SotGA, scale from 1 to 5. Certain abilities make it possible to make techniques that count as level 6, but these are rare and powerful techniques wielded by the most powerful individuals on the seas. Techniques with extended effects have a maximum duration of their level plus 1 posts. Supernatural buffs and debuffs are an exception to this rule - those last double their level in posts or until overwritten by a new one.
- Level 1 techniques are only marginally stronger than freeform attacks, and may not have secondary effects under normal circumstances. Just damage or just debuffs are fine, but not both. An example Level 1 technique would be Zoro's Oni Giri or Luffy's Gomu Gomu no Pistol.
- Level 2 techniques are where she shonen anime standards start. Techniques that do somewhat unreal effects but are still grounded in reality start here. Examples of this tech level would be Luffy's Gomu Gomu no Gatling, or Usopp's Gunpowder Star ammunition.
- Level 3 is where combat specialists begin to break the rules of reality. Swordsmen cutting with wind blades, martial artists causing earthquakes with their bare hands, and so on. Examples of Level 3 techniques would be Zoro's various Pound Cannon techniques, the primary six Rokushiki techniques, or item techniques that are above the standard One Piece tech level but are still realistic (such as automatic weaponry or flamethrowers).
- Level 4 techniques are where all the stops are pulled out. Warriors begin to alter the very structure of their body on command in new and interesting ways, and those who already have supernatural abilities begin to hit unheard-of levels. Examples of this level of technique would be Sanji's Diable Jambe, Life Return, the final Rokushiki mastery techniques, or item techniques that create completely impossible or mad science effects such as laser beam cannons.
- Level 5 techniques are some of the strongest powers on the seas, and are capable of incredibly powerful effects. Donflamingo's Parasite String and Birdcage abilities fall under this tier, as would Luffy's Gear Fourth form. Item techniques of this level rival the technology of the great Dr. Vegapunk.
- Level 6 techniques are only allowed under rare circumstances, as they involve skills and abilities that defy even the over-the-top reality of the One Piece world. Techniques that would count as this level normally require special threads or circumstances to obtain and learn. An example of a Technique of this level is Elizabello's King Punch.
Techniques with secondary effects may be made, such as debuffs or item-breaking, but with each secondary effect added the overall tech level drops by one for purposes of overall damage.
However, differing damage types, such as a fire punch or a sword-launched wind blade, don't count as secondary effects by themselves and are limited only by the technique levels that allow such supernatural effects. However, a fire punch that creates a large fire explosion would count as a full Secondary Effect, as would a wind blade that can split to hit multiple targets.
If you are looking to learn a new technique, head to The Dojo and make a thread, using the following form:
[b]Technique Name[/b] (Technique Level)
Type: Offensive/Defensive/Support/Item
Duration: Attack for single-post attacks, or a number of posts
Effect: (Simplified mechanics, such as stat changes) Description of the technique in practice.
For example:
Gum Gum Pistol (L1)
Type: Offensive
Duration: Attack
Effect: (Level 1 Damage) Luffy uses his elastic arms to cock back a punch and fire it forward like a slingshot, allowing his arm able to extend forwards up to 20 feet to hit an opponent.
Buff/Debuff Techniques
Characters in SotGA have only two "buff slots", one for physical or skill-based effects, and one for supernatural effects. Likewise, debuff techniques must be specified as one of these two types, as characters only have the same two "debuff slots". Incoming buffs and debuffs of the same type overwrite the previous one.
As a general rule, buff and debuff techniques can change a number of stat points equal to their level, split up among any number of stats as you wish. For example, a level 5 technique could add 1 to all five stats, or 5 to one stat. Unique secondary effects may be added to buff techniques at a cost of one stat point lost per secondary effect. For example, a Level 3 Buff technique that increases the user's Stamina and gives them skin as hard as iron would only increase the Stamina by 2 points, as the third would be spent on the iron-toughness (fun fact - that's the Rokushiki Tekkai technique)
Mode Techniques
Mode techniques, available through the use of the Shift Gear ability, work a little differently. Mode techniques allow the user to subtract a number of stat points equal to the tech level, allowing double the tech level in bonuses (each point subtracted allows you to buff 2 points). In addition, secondary effects still only cost one added stat bonus (which you now have twice as many of to work with). For example, a Level 3 Mode Shift technique could reduce Stamina by 2 points, Increase Speed by 3 points, and cause the user's unarmed attacks and techniques to become invisible due to going at such high speed (Luffy's Gear Second, there). Additional downsides may be added on to Mode Shift techniques to gain additional points to use - examples include outright taking damage while it is in effect, being rendered helpless or weakened for additional posts after the Mode ends, and so on. Normally each additional Disadvantage grants a single additional boost point, but the staff has final say over what is worth granting additional points.
Breaking Techniques
Techniques can be used to break or damage an enemy's weapons or armor, to either temporarily disable them or render them useless until the end of the thread. This includes such things as cutting a weapon in half, bending it to uselessness, or using any of a number of strange Devil Fruit powers that allow you to manipulate solid materials.
Broken items are restored at the end of the thread so long as the user has access to someone who can do so, such as a crew member who is a shipwright or inventor.
To break an item, the technique must specifically be for the purpose of breaking a specific type of item - such as a sword attack designed to cut other swords, or an armor-piercing bullet. The technique may do damage as well, as breaking is a standard secondary effect. In addition, the technique used must be one level higher than the Material of the item being broken.
For example, Level 2 techniques can break Level 1 Materials, while a Level 5 technique could break Level 1-4 materials. Level 5 Materials are nearly indestructible and can only be broken by the rare and powerful Level 6 techniques, appropriately.