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1Skills & Abilities Empty Skills & Abilities Thu Dec 07, 2017 1:22 am

Admin

Admin

Admin
skills & abilities
Unlike basic attacks, Skills are named special attacks that allow characters to do the superhuman.

Skillsets
Skills are put into Skillsets, which are outlines of a character's fighting style. An example is Sanji's Black Leg or Zoro's Santoryu, but they can also be about Devil Fruit fighting styles such as Luffy's Gomu Gomu no Mi or Aokiji's Hie Hie no Mi. Skillsets catalog a character's techniques and abilities.

Tiers
Skillsets Tier 1-7. The higher the Tier of the Skillset the closer it is to reaching its full potential.

Tier Up
Skillsets Tier Up via Feats.

Priorities
A character can have two Skillsets, a Primary and a Secondary. You have your Primary by default and it begins at the same Tier as your Character Tier upon approval. Your Secondary Skillset is unlocked once you reach Character Tier 4 and it begins at Tier 3.

Skill Traits*
Skill Traits are a character's special powers they'll assumedly go on to do combat with. Whether they stem from race like Electro, stem from science and methods like Art of Weather, or technique and training like a swordsman's Flying Slashes; a Skill Trait is essentially a superhuman ability a character develops on their journey.

Without Skill Traits a character would just be limited to being exceptionally well in a martial art or weapon style with whatever Attributes they have to help them. No techniques beyond what is humanly possible.

*Cybernetics can be installed in someone's body as a Skill Trait.

Levels
Skill Traits Level 1-3 and they level up via Feats. Higher Level in a Skill Trait shows more prowess in it's workings.
  • Level 1: Can be used to create Tier 1-2 Skills.
  • Level 2: Can be used to create Tier 3-4 Skills.
  • Level 3: Can be used to create Tier 5-7 Skills.


Example Skillset
Priority: Primary
Name: Luffy's Gomu Gomu no Mi
Fighting Style: Devil Fruit Martial Art
Description: The Gomu Gomu no Mi is a Paramecia-type Devil Fruit that gives the user's body the properties of rubber, making the user a Rubber Human. Being rubber, the user is able to stretch their body to extreme lengths, can constrict their body parts, and, compress, constrict, and much more. (Copy from the wiki for Devil Fruits)
Skill Traits:
  • Trait Name: Gomu Gomu no Mi
    Level: 1
    Description: See above.
    Levels:

    • Level 1: User is immune to all blunt damage, including fall damage. User is immune to all electrical damage, for instance from lightning. Unaided by Skills, the user can stretch any part of their body up to 3m.
    • Level 2: Unaided by Skills, the user can stretch any part of their body up to 10m.
    • Level 3: Unaided by Skills, the user can stretch any part of their body up to 15m.

Priority: Primary
Name: Santoryu
Fighting Style: Three Sword Weapon Style
Description: Santoryu is a fierce sword-style in which the practitioner utilizes three katanas to fight. There are many ways to achieve wielding three katanas at once, but the most conventional seems to be one in each hand and one grasped in the user's mouth.
Skill Traits:
  • Trait Name: Flying Slash
    Level: 1
    Description: A swordsman technique where they extend the edge of their weapon over a distance to create a ranged cutting attack.
    Levels:

    • Level 1: -
    • Level 2: -
    • Level 3: -

Skills
As said before, Skills are the special attacks performed by characters.

Name: Gum Gum Pistol
Tier: 1
Description: The user throws a punch in which their arm stretches out for a distance in order to strike foes from afar.
Range: Close
Destruction/AoE: Small
Duration: Instant
Advantages: +1 Strength Advantage
Skill Traits: Gomu Gomu no Mi

Name: Onigiri
Tier: 1
Description: A three-way simultaneous slashing attack. Zoro crosses his two swords across his chest and places the blade in his mouth horizontally behind them. Zoro then approaches the target (usually at high speed) and cuts through by swinging the swords across his chest
Range: Close
Destruction/AoE: Small
Duration: Instant
Advantages: +1 Speed Advantage
Skill Traits: -

Tier
The Tier of the Skill reflects the character's mastery over their fighting style. The higher the Tier of a Skill the more of your Skillset's potential you can draw out.

Description
Explain how the Skill works, what it does, and if need by, why it works.

Range
If the Skill is something that goes in all direction, i.e. an explosion from the user's body, the range should always be considered to be radius in registration forms.
  • Contact: Self Explanatory
  • Self: Self Explanatory
  • Immediate: 1-3m
  • Close: 1-10m
  • Short: 1-15m
  • Mid: 1-35m
  • Long: 1-100m
  • Far: 1-250m
  • Ranged: Specify


Destruction/AoE
AoE(Area of Effect)/Destruction covers the scale of mayhem a skill could cause. For instance you could have a Skill that punches into the ground so hard it can destroys the surrounding area. It's range would be Contact, but it's AoE is much larger.

With whatever effect your Skill has, to figure the AoE, ask yourself what the biggest thing you could pummel down, freeze, cut through, burn up, infect, explode, etc with it.
  • Small: Minimal excess damage beyond the actual body of the Skill. Like breaking a hole through a wall you could look through.
  • Fair: Busting a hole in a wall you could fit through, modest sized tree or boulder.
  • Medium: Destroying a shack or small home or shop. Pre-Timeskip Luffy's Giant Pistol
  • Big: Destroying a building like an inn or ship the size of the Going Merry. Ace's Entei.
  • Huge: Large scale destruction that'd be enough to cause local panic. Sabo destroying Corrida Coliseum.
  • Giant: This is like wiping out a whole city block. Fujitora's Meteor.
  • Humongous: Multiple City Blocks or a grand building like Ryugu Palace. Law cutting mountain on Punk Hazard or Kaido Blast Breath.
  • Titanic: Something that changes the scape of nearly the entire scope of the thread. Aokiji freezing Whitebeard's tsunami at Marineford.
  • Catastrophic: Something that effects entire islands. Whitebeard's Gura Gura. Aokiji and Akainu's effects on Punk Hazard.

Duration
How long the Skill lasts for one payment of Stamina.
  • Instant: Self Explanatory
  • Upkeep: Skill's effects persist for as long as they user repays the flat Stamina cost every other post.
  • Ammo: You get a predetermined amount of shots you get with one payment of Stamina.
  • Posts: Some Skills can have effects that last for multiple posts on their own accord with one payment of Stamina.

Advantages
Advantages are counters that are accumulated to increase the Tier of a character's Attributes temporarily. Skills are assigned static amounts of Advantages they will generate every time they are used.
  • The Tier of a Skill is how many Advantages it can have at max. This doesn't mean every Tier 5 Skill will have 5 Advantages, it must make sense due to the workings and purpose of the Skill.
  • The Advantage allowance can be split amongst multiple Attributes.
  • Disadvantages are often assigned to Skills alongside Advantages to bargain for being allotted the maximum amount of Advantages for that Tier.

An example of adding Disadvantages to a Skill would be adding Speed Disadvantages to Luffy's Elephant Gun technique so it could gain the maximum amount of Strength Advantages, i.e. +5 Strength Advantages -3 Speed Advantages.

Skill Traits
Any Skill Trait(s) involved that make the Skill possible.

Skill Use
Skills cost Stamina when they are used. The following are the flat Stamina rates of Skills based on their Tier.
  • Tier 1 - 15 Stamina
  • Tier 2 - 35 Stamina
  • Tier 3 - 50 Stamina
  • Tier 4 - 70 Stamina
  • Tier 5 - 100 Stamina
  • Tier 6 - 150 Stamina
  • Tier 7 - 200 Stamina

Next there is Exertion. When you use a Skill, you must decide how much Exertion(effort) your character puts into doing it. Higher Exertion means more Advantages when using a Skill.
  • Standard*: x2 Stamina | +1 Advantage to Attribute of choice.
  • Big: x3 Stamina | +2 Advantages to Attribute of your choice.
  • Super**: x4 Stamina | +3 Advantages to Attribute of your choice.

Skills with Upkeep as Duration only have to repay the non-multiplied/flat rate of Stamina.



Last edited by Admin on Tue Aug 31, 2021 3:02 pm; edited 3 times in total

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2Skills & Abilities Empty Re: Skills & Abilities Mon Dec 18, 2017 12:40 pm

Admin

Admin

Admin
Modes
Modes are powerful transformations that your character can access to temporarily gain an edge in battle. Like in canon modes are on the table for all characters, Devil Fruit and non Devil Fruit users. Modes should utilize and expand on preexisting elements or properties in one's Skill-Set as opposed to introducing new ones. Modes are only accessible with your Primary Skill Set.

Each character can acquire a grand total of Three modes total. They are gained at different intervals in one's journey. There are two determining factors to gain access to a mode. One is to have gained a certain amount of Doriki. The other is to have your Skill-Set's Rank/Mastery at a certain level.


  • Lvl 1 Mode 15 Doriki & Intermediate Skill-Set
  • Lvl 2 Mode 25 Doriki & Advanced Skill-Set
  • Lvl 3 Mode 50 Doriki & Mastered Skill-Set

Naturally the 1st Mode/Lvl 1 Mode someone acquires will be weaker than the 2nd Mode, and the 2nd Mode weaker than the 3rd Mode. This is like comparing Luffy's 2nd Gear to Luffy's 4th Gear.

Mode Name: (Self Explanatory)
Mode Lvl: (1,2, or 3)
Skill Set Derived From: (Link to Primary Skill Set)
Mode Description: (General overview of the mode, be extremely descriptive. Mention appearance changes if any, etc.)
Perks: (List of Perks the Mode gives.)
Drawback: (Similar to how Luffy would shrink after using Third Gear, what drawback(s) does your mode have? Every Mode has one.)
Skills:

Code:
[b]Mode Name:[/b] (Self Explanatory)
[b]Mode Lvl:[/b] (1,2, or 3)
[b]Skill Set Derived From:[/b] (Link to Primary Skill Set)
[b]Mode Description:[/b] (General overview of the mode, be extremely descriptive. Mention appearance changes if any, etc.)
[b]Perks:[/b] (List of Perks the Mode gives.)
[b]Drawback:[/b] (Similar to how Luffy would shrink after using Third Gear, what drawback(s) does your mode have? Every Mode has one.)
[b]Skills:[/b]

Mode Name:
Self Explanatory

Mode Lvl:
Self Explanatory

Skill-Set Derived From:
Modes must come from your Primary Skill-Set, link to it.

Mode Description
Here is where you flesh out the details of your Mode. How your Mode works, what changes your character goes through physically if any, so on and so forth. There should be sense behind your Mode even if it's comical, a Mode should have a sense of origin and a reason why it works.

Perks:
This is what we're here for. Perks are the bonuses you gain from your Mode. Examples of Perks are, increased range on all Pre-Existing Skills by x amount of meters. All damage done by Skills from one's Primary Skill-Set is increased by 1 level of severity. One could even opt to have a Unique Perk like the how Zoro could perform as if he had additional arms, though they were illusions.

For the most part Perks will have higher effectiveness at higher Lvls. However, don't always expect a lower Lvl Perk to be buffed if you try to apply the same Perk to a higher Lvl Mode. Sometimes a Perk is just good as it is.

Attribute boosts can be used in place of other, more unique perks. These points are acknowledges as Uncapped Points for the duration the mode is in use, and there is no cap to the amount of additional points you can add to a single Attribute given that you don't exceed your allotted Perks.
Example: A Level 3 Mode with +4 Strength & Power can dial someone with [8] Strength & Power up to 12.


  • Lvl 1 Mode 2 Perks
  • Lvl 2 Mode 3 Perks
  • Lvl 3 Mode 4 Perks


Drawbacks:
Every Mode will come with a Drawback. Drawbacks are for a sake of balance, but our goal is to still make Modes worth using and fun. You can't justify extremely potent Perks with the presence of a strong Drawback, Lvls still dictate how powerful a Perk can actually be allowed to be. If you can't think of a Drawback, start with something along the lines of "User experiences fatigue and their Speed & Strength perform as if they were one tier lower." Drawbacks should be discouraging, but not to the point Modes aren't worth the benefits.

All drawbacks are assigned a level on the wound severity chart (e.g. Moderate, Major...) but this is not necessarily physical damage. In addition to the special drawbacks for your mode, these are varying severity assigned to the level of exhaustion one would feel at each stage of mode usage.

Skills:
Mode Skills are an option, but can be very beneficial. These Skills work alongside the Perks you have registered and let you accomplish more than a normal Skill would. These Skills are the ones that can push limits. Each Mode Skill has to be purchased as a normal Skill would be purchased. Each Mode can have a total of 5 Skills underneath them.

Duration and Drawbacks
With three modes giving a variety of benefits, the drawbacks assigned to each mode are also going to vary. However, while each mode will come with mode-specific drawbacks created during Mode creation, they also come paired with an increasing level of physical exhaustion the longer the mode is in use.

The lowest achievable mode gives the least drawbacks with the highest achievable mode giving the most. The one common factor that all modes have in common is that they all count towards a maximum cap of five (5) turns activated until they go on cooldown. Once the fifth turn is up and the drawback phase begins, drawbacks must run their course before a mode can be reactivated.
Level 1 Mode Drawbacks:
Level 2 Mode Drawbacks:
Level 3 Mode Drawbacks:
Modes can be switched and combined mid-combat, but incur the drawbacks at an amplified tier in the highest mode used.

For Example:
You're currently at 2 posts of Level 1 Mode usage, switching directly into Level 2 Mode and fighting for the third post. You incur the drawback penalty of Major damage at the third post as opposed to just at the fourth.

Endurance and Drawback Reduction
0-2 = no reduction
3-6 = 1 tier reduction
7-8 = 2 tier reduction
9 = 3 tier reduction, -1 drawback posts
10 = 3 tier reduction -2 drawback posts

Meeting each milestone of Endurance grants an increasing reduction of the toll that modes traditionally have on your body. You are by no means restricted from using a Mode if you've reached both the Doriki and skill set mastery requirements, but the higher your endurance, the more benefits you can get out of each Mode.

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3Skills & Abilities Empty Re: Skills & Abilities Sat Jun 09, 2018 12:08 pm

Admin

Admin

Admin
rokushiki
Skill-Set Name:Rokushiki
Skill-Set Description: Rokushiki is a special, superhuman martial arts style commonly referred to as the Six Powers. While majority of the time you will see Marines making use of Rokushiki, it isn't that out of the ordinary to see a Pirate or Revolutionary using it as well. The techniques are very versatile and can be altered with a user's Devil Fruit or Haki abilities or just by their own personal style.
Rank World Government Affiliates (Cipher Pol) and Marines that are ranked Captain and Higher begin at Intermediate as opposed to Novice.
Code:
[b]Skill-Set Name:[/b]Rokushiki
[b]Skill-Set Description:[/b] Rokushiki is a special, superhuman martial arts style commonly referred to as the Six Powers. While majority of the time you will see Marines making use of Rokushiki, it isn't that out of the ordinary to see a Pirate or Revolutionary using it as well. The techniques are very versatile and can be altered with a user's Devil Fruit or Haki abilities or just by their own personal style.
[b]Rank[/b]

Name: Geppo
Description: The Geppo allows the users to actually jump off the air itself, allowing them to stay in the air for much longer than usual. While the technique itself affords several advantages both in and out of battle for the user, it has but one major weakness: since its usage depends heavily on the user's legs, restraining, damaging, or pinning down any major parts of their lower body can significantly disrupt Geppo.
Range: Self
Attribute: Speed & Agility - Tertiary
Rank: Intermediate
Code:
[b]Name:[/b] Geppo
[b]Description:[/b] The Geppo allows the users to actually jump off the air itself, allowing them to stay in the air for much longer than usual. While the technique itself affords several advantages both in and out of battle for the user, it has but one major weakness: since its usage depends heavily on the user's legs, restraining, damaging, or pinning down any major parts of their lower body can significantly disrupt Geppo.
[b]Range:[/b] Self
[b]Attribute:[/b] Speed & Agility
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal


Name: Tekkai
Description: The Tekkai hardens the users' muscles to the level of iron, in order to nullify damage taken from certain attacks. However, it can be broken by strong enough forces or ignored by attacks that involve fire or attack internally. Body parts effected by Tekkai can not be moved. Lessens degree of damage by a single level of severity.
Range: Self
Attribute: Durability & Endurance
Rank: Intermediate
Code:
[b]Name:[/b] Tekkai
[b]Description:[/b] The Tekkai hardens the users' muscles to the level of iron, in order to nullify damage taken from certain attacks. However, it can be broken by strong enough forces or ignored by attacks that involve fire or attack internally. Body parts effected by Tekkai can not be moved. Lessens degree of damage by a single level of severity.
[b]Range:[/b] Self
[b]Attribute:[/b] Durability & Endurance
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal

Name: Shigan
Description: The Shigan is a close-quarter combat technique, in which the user pushes their finger into a certain target at a very high speed, leaving a wound similar to a bullet wound. It is a very useful technique that can connect rapidly and accurately, which works well with the Rokushiki users' impressive speed and agile techniques. However it's never been used to counter or deflect another powerful attack in any fights, which is probably because the user could easily break his finger instead of just blocking it with Tekkai.
Range: Contact
Attribute: Strength & Power
Rank: Intermediate
Type: Normal
Code:

[b]Name:[/b] Shigan
[b]Description:[/b] The Shigan is a close-quarter combat technique, in which the user pushes their finger into a certain target at a very high speed, leaving a wound similar to a bullet wound. It is a very useful technique that can connect rapidly and accurately, which works well with the Rokushiki users' impressive speed and agile techniques. However it's never been used to counter or deflect another powerful attack in any fights, which is probably because the user could easily break his finger instead of just blocking it with Tekkai.
[b]Range:[/b] Contact
[b]Attribute:[/b] Strength & Power
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal

Name: Rankyaku
Description: The Rankyaku is a powerful projectile technique, in which the users start by kicking at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body. The default length with a leg or arm is 7m, while the width is up to .5m.*
Range: Short
Attribute: Strength & Power
Rank: Intermediate
Type: Normal

Code:
[b]Name:[/b] Rankyaku
[b]Description:[/b] The Rankyaku is a powerful projectile technique, in which the users start by kicking at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body. The default length with a leg or arm is 7m, while the width is up to .5m.*
[b]Range:[/b] Short
[b]Attribute:[/b] Strength & Power
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal


Name: Soru
Description: The Soru allows the users to move at extremely high speeds in order to avoid attacks, as well as to attack at higher speeds and with greater power. It was revealed that the principle of this move was to kick off the ground at least ten times in the blink of an eye.
Range: Mid (25m)
Attribute: Speed & Agility - Tertiary
Rank: Intermediate
Code:
[b]Name:[/b] Soru
[b]Description:[/b] The Soru allows the users to move at extremely high speeds in order to avoid attacks, as well as to attack at higher speeds and with greater power. It was revealed that the principle of this move was to kick off the ground at least ten times in the blink of an eye.
[b]Range:[/b] Mid (25m)
[b]Attribute:[/b] Speed & Agility
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal


Name: Kami-e
Description: The Kami-e makes the users' body go limp in order to avoid any attacks, and float like a piece of paper.
Range:Self
Attribute: Speed & Agility - Tertiary
Rank: Intermediate
Code:
[b]Name:[/b] Kami-e
[b]Description:[/b] The Kami-e makes the users' body go limp in order to avoid any attacks, and float like a piece of paper.
[b]Range:[/b]Self
[b]Attribute:[/b] Speed & Agility
[b]Rank:[/b] Intermediate
[b]Type:[/b] Normal

Name: Rokugan
Description: The Rokugan is the secret and ultimate attack of the Rokushiki style. The user places both his/her fists right in front of the target and launches a devastating shock wave in a forward direction. The burst is a reminiscence to that released by an Impact or Reject Dial, capable of bypassing the defenses of a rubber human and causing both internal and external damage should the initiating dual fisted jab make contact. This can only be learned after all other Rokushiki Skills have been learned and Rokushiki is Ranked Advanced.
Range: Contact + Short
Attribute: Strength & Power
Rank: Advanced
Type: Normal

Code:
[b]Name:[/b] Rokugan
[b]Description:[/b] The Rokugan is the secret and ultimate attack of the Rokushiki style. The user places both his/her fists right in front of the target and launches a devastating shock wave in a forward direction. The burst is a reminiscence to that released by an Impact or Reject Dial, capable of bypassing the defenses of a rubber human and causing both internal and external damage should the initiating dual fisted jab make contact. This can only be learned after all other Rokushiki Skills have been learned and Rokushiki is Ranked Advanced.
[b]Range:[/b] Contact + Short
[b]Attribute:[/b] Strength & Power
[b]Rank:[/b] Advanced
[b]Type:[/b] Normal

*This Rankyaku is as if performed by someone around the height of (5ft-6`6) People taller or shorter or with limbs not of average length should adjust their values accordingly.

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4Skills & Abilities Empty Re: Skills & Abilities Mon Jul 09, 2018 6:33 pm

Admin

Admin

Admin
Electro
For minks, electro is a natural phenomena that allows them to build up and discharge static electricity from their body at will. The origin of this natural ability is often theorized to be a build up of static electricity within the mink's fur, but may hold other biological reasons that have yet to be discovered. It can be used as an offensive attack or a defensive mechanism depending on the scenario. It's a natural talent usable by minks of all types.

The nature of the electrical discharge operates on a system similar to that of Busoshoku Haki. When using it in an offensive scenario to deal damage directly to the opponent, the damage is escalated by one step. It offers no innate defensive advantages, though it does offer varying amounts of paralysis as illustrated here:

Novice - Fatal - Severe damage can cause one post of stunning at bare minimum.
Intermediate - Severe to Major damage can cause one post of stunning at bare minimum.
Advanced - Major to Moderate damage can cause one post of stunning bare minimum.
Master - All damage that is Moderate or above can cause at least two posts of stunning bare minimum.

In addition to this, if the damage dealt is Major or higher, the numbing and paralysis is extended to full-body, but is otherwise limited to the limb hit with the skill.

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5Skills & Abilities Empty Re: Skills & Abilities Mon Aug 20, 2018 6:51 pm

The Janitor

Deva
Deva

The Janitor
Buff and Debuff Skills

Buff skills should be and are rightfully broken down into three different sub-categories. These categories grant a distinct identity to the types of buffs that can be given, allowing those with creative techniques to flourish and those that want to show off pure skill to do that as well.

It should be known that while Amplified and Augment skills aren't limited at this current junction, Expert Skills will be limited to two (2) skills belonging to one (1) skill set. The first Expert Skill is granted at Intermediate and the second Expert Skill is then granted at Master.

Amplified Skills - These are skills that are mechanically different from their counterparts, but aren't exactly "buffs" for the sake of buffs. This takes the idea of leverage, or some variation of the word I can't think of, and puts it into use. Like using a screwdriver to turn a screw vs. your bare fingers.

Example:) Luffy's regular punch can be extended for additional range. The amplified version is him throwing his arm the opposite way and letting the rubber-banding effect snap it forward for extra force.

Augment Skills - These are skills whose sole function is to grant buffs or debuffs, but off no damaging effect of their own.

Example: Sofia's Icon skill set.

Expert Skills - These are skills where experience comes in to play. This is where if you wanted a hapless buff, you could potentially insert it. While others may imitate it, you're an expert in the art and have refined it beyond your own physical limits. Still subject to logical buffs.

Example:) Quickdraw would fit here. Quickdraw is a skill that could be used by anyone wielding a sword, but the maximum effect of it would be drawing it at their maximum speed. However, if you're an expert in the technique, you'd be superior in the art and could draw at your speed + 1.

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