Post by Puck on Apr 22, 2015 3:22:02 GMT
SKILLS/ABILITIES/TECHNIQUES/SPELLS
Every sentient being on this Earth has learned something and made full use of it to varying degrees. Anyone with what would be considered a "sophisticated brain" is capable of logic, memory, and learning. These are traits that helps them obtain important qualities that helps solves problems and attain goals. Humanity is a great example of this as they have learned many things and applied them to their environment. It is one of the reasons why they have become such a dominant race. For a fragile species in a dangerous world, their ability to learn came as a necessity. This helped uplift themselves as primitive cavemen species to the modern sophisticated societies that dominate the world's resources. That is to say, even some creatures of non-human descent are also capable of this as they are capable of such mental processing or even surpassing that. But they may have their own specific reasons for not taking full use of it like Humanity.
Sometimes, there are qualities that one must be born with it or have other specific occurrences happen to them. These are qualities that nobody could obtain normally. These traits are sometimes passed down to descendents by genetics. But others may obtain them through other means. Human Psychics are either born with such abilities or they end up obtaining them from trauma or even experimentation of sorts. Whatever the case, they are also exploited to help achieve goals or end problems that hurl themselves at their users.
Sometimes, there are qualities that one must be born with it or have other specific occurrences happen to them. These are qualities that nobody could obtain normally. These traits are sometimes passed down to descendents by genetics. But others may obtain them through other means. Human Psychics are either born with such abilities or they end up obtaining them from trauma or even experimentation of sorts. Whatever the case, they are also exploited to help achieve goals or end problems that hurl themselves at their users.
DIRECT DEFINITIONS
Skills: These are qualities that are learned. Swordplay, firearms, and even driving a car are considered skills as they require a person to learn something. This is something anyone could acquire if they put the effort to it.
Abilities: Qualities that cannot be learned, but obtained by specific means. The casting of magic and the power to self-regenerate are considered an ability because not every human is capable of it. These are something that can be obtained from birth or through specific unique means.
Techniques/Spells: The general direct application of abilities and even skills. The action of nullifying an offensive ki technique through the knowledge of ki martial art skills and the ability of ki manipulation can be put up as a technique. Or even throwing a fireball spell, which comes from skill in thaumaturgy and the ability to use magic.
It is remember to note that in this system, techniques and spells are something that are worth spending Mana or Ki for.
RANKING SYSTEM
This is mostly going to cover the spells and techniques. But it should mostly give you an idea of what each rank is to be expected.
- F: 1~3 units. Complete beginners that have just started learning the techniques and spells of their skill set. Most of anything would fall under the ability to leave minor damage to enemies. Such as small cuts and even bruises. Other spells might just cast some light while others cause static shock. They still have much to learn.
- For single-target spells/techinques they can also cost 2 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 2 units minimum, but 3 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 5 meters and duration of use may last 3 posts.
- E: 4~6 units. The "average" amount of competency in the supernatural world after some preliminary training. Or even the recent awakening of some power. Enough to badly injure your average Joe of a human. Or even killing him under the most ideal of circumstances at the very minimum of damage possible. Still enough to cause harm for weaker inhuman creatures.
- For single-target spells/techinques they can also cost 5 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 5 units minimum, but 6 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 10 meters and duration of use may last 5 posts.
- D: 7~9 units. Normal humans can forget surviving anything of this tier. Though the most trained of normal humans around could take it. This is standard fare for most Supernatural species around in the physical realm. Yet this is nothing, but a tickle to the more powerful of entities. Destructive capabilities range from snapping off small trees to even breaking walls in an apartment.
- For single-target spells/techinques they can also cost 8 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 8 units minimum, but 9 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 20 meters and duration of use may last 7 posts.
- C: 10~12 units. The stronger of individuals who delve into the supernatural reside here. They're actually considered to be somewhat tough. But yet, still not enough to wow those at the top. Capable of toppling or even destroying small cars.
- For single-target spells/techinques they can also cost 11 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 11 units minimum, but 12 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 30 meters and duration of use may last 9 posts.
- B: 13~15 units. The tier where you are clearly competent. Not many can get to this level and fewer above. Anyone accomplishing this much mastery and power is to be feared by many. Those above would regard them with some degree of respect.
- For single-target spells/techinques they can also cost 14 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 14 units minimum, but 15 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 40 meters and duration of use may last 11 posts.
- A: 16~18 units. The best of them all. Or nearly, that is. Though they are considered the elite. Capable of potent power to take on numerous numbers of enemy fodder to legendary levels of the sort. Many lesser individuals would be hard pressed to defeat anyone of this tier.
- For single-target spells/techinques they can also cost 17 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 17 units minimum, but 18 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 50 meters and duration of use may last 13 posts.
- S: 19~21 units. The zenith of mastery and prowess. Nearly a couple percent of the world's population can reach to this level. Many will fear and respect a person with this much skill and power. Many would do very well not to incite their wrath.
- For single-target spells/techinques they can also cost 20 units if they are actually a little complicated/advanced for its rank, but not up there to the next letter rank yet.
- Multi-target spell/techniques can cost from 20 units minimum, but 21 if more complicated/advanced for its rank and still not up there to the next letter rank.
- Dimensions and range of the spell/technique can go up to 60 meters and duration of use may last 15 posts.
SPECIAL NOTE/RULES
Plus and Minus Modifiers: There are specific conditions when some people experience an increase of strength physically or through their techniques/spells. On other times there are times when others experience a decrease depending on the condition. Plus and minus modifiers cover this.
- One plus modifier makes something slightly stronger than usual.
- Two plus modifiers makes something a lot stronger than usual.
- Three plus modifier allows something to match another thing that is a higher rank by one.
Minus modifiers are the complete opposites of the pluses.
When making characters, please do not assign modifiers to stats or any of the spells/techniques. Those are only when using spells/techniques or even skills/abilities to use modifiers during situations in RP. So leave them alone as letter ranks. For some spells/techniques. There are likely to be drawbacks as some of these increases are in a special state such as a form of berserk state of mind. Or whatever means. Duration is also limited per each rank. There will be some freedom on how you wish to set in duration and even the drawbacks. However, it will be graded as necessary and each may be on a case to case basis.
Monstrous Heritage and Hybrid Stats: The exception to the above are Hybrids. The highest rank they can reach for each stat is equal to the rank of their Monstrous Heritage which is also equaling the rank of their Hybrid abilities. For some Hybrids, there are some that can transform through will. They will have Transformation stats with ranks limited to Monstrous Heritage rank. Some Hybrids always have their monstrous characteristics always on and do not require Transformation Stats. Despite this, the highest rank they can reach is still limited by their rank in Monstrous Heritage.
Prolonged Effect Techniques: Techniques, more like Ki Arts Techniques, may add modifiers for their use between a Prolonged Effect or an Instantaneous Effect. Prolonged Effects are more lasting buffs that would increase one's own innate physical abilities, meaning the character's stats. These Effects allow the character to allocate + modifiers to the Character's stats. Only 3 + modifiers may fit into one stat. This is also true when allocating - modifiers in a debuff scenario.
- S rank: 7 + modifiers only to be allocated to stats.
- A rank: 6 + modifiers only to be allocated to stats.
- B rank: 5 + modifiers only to be allocated to stats.
- C rank: 4 + modifiers only to be allocated to stats.
- D rank: 3 + modifiers only to be allocated to stats.
- E rank: 2 + modifiers only to be allocated to stats.
- F rank: 1 + modifier only to be allocated to stats.
Instantaneous Effect Techniques: Now Instantaneous Effects Techniques are Techniques that are used for the immediate situation. Such as a punch, kick, or whatever such means. These techniques may also add modifiers, but for total damage. However, they go by very different rules. Right now, we shall focus on offensive techniques. The rank of these techniques are the base possible "damage" they are capable of. If a Character had E rank strength and used a C rank technique, then at a base that character can cause C rank damage.
However, at specific ranks, they may also come with a + modifier boost to that specific action that these offensive techniques provide when used. These are the general guidelines:
- At E rank techniques, it also provides a base damage of E rank and also a + modifier to go with it for total damage.
- At D rank techniques, it also provides a base damage of D rank and also a + modifier to go with it for total damage.
- At C rank techniques, it also provides a base damage of C rank and also a ++ modifier to go with it for total damage.
- At B rank techniques, it also provides a base damage of B rank and also a ++ modifier to go with it for total damage.
- At A rank techniques, it also provides a base damage of A rank and also a +++ modifier to go with it for total damage.
- At S rank techniques, it also provides a base damage of S rank and also a +++ modifier to go with it for total damage.
But do remember, these techniques only add to the total damage your character can dish out at once upon usage. So once these Instantaneous techniques are used, then these buffs goes away the moment the technique is finished. That said, a question maybe asked about this: "What if someone had inferior technique rank while having a superior strength stat?" This means they will only get the modifiers. For example, someone has D rank offensive instantaneous effect technique and A rank strength. Then the total damage would only be A+. Simple as that.
- Examples
Name: Iron Palm
Description: An offensive technique of a Shaolin sect of Martial Arts. The palms of the practitioner harden through training and ki circulation. It can be used to cause physical damage of E+ rank.
Rank: E
Cost: 4
Type: Offensive
Name: Chaotic Heavens Destruction Strike
Description: Extremely complex circulations of Ki is required to perform this powerful technique. It requires three distinct Ki flows in preparation for the performance. The practitioner must step back three times while focusing the necessary Ki into one point and compressing it. Lastly the practitioner charges towards the enemy and finally swings a fist to expel the compressed Ki for massive damage of S+++ rank which not only attacks the external, but also targets the internals of the enemy.
Rank: S
Cost: 21
Type: Offensive
Consecutive Attack Techniques:Then there are offensive techniques made to attack multiple times at once. They are to not follow this rule. Only stating how many times a person can attack in the description suffices. However, this does scale by rank. Just remember that. That said, each attack made in this multiple-attack technique will not have any increase in damage as it is done for the sake of speed. At best the base damage for each of these attacks equal to the rank of the technique. An E rank technique that allows you to attack multiple times at once would allow you only E rank damage on each attack.
Number of Attacks That Can Be Made Per Rank:
- F: 3
- E: 5
- D: 10
- C: 15
- B: 20
- A: 25
- S: 30
- Examples
Name: Flash Sheath
Description: A vicious consecutive assault technique of the Nanaya family. Through a ferocious series of slashes, it allows the practitioner to attack seventeen times extraordinarily quickly. Each slash all cause only B rank damage each.
Rank: B
Cost: 14
Type: Offensive
Name: Thousand Slash Impenetrable Wall
Description: Sword technique of the Heavenly Way School. Through a complex series of slashes, it allows the practitioner to slash twenty-five times so quickly that it almost looks like these slashes were done all at once. These slashes all cause only A rank of damage each. This technique may be used as "wall" of sorts to keep out enemies such that it may cover a width and height of 50 meters.
Rank: A
Cost: 18
Type: Offensive
Movement Techniques:For movement techniques, they do not follow the rule either. Since Instantaneous Effect Movement Techniques are made to close a set amount of distance. So only in the description it can state how far can be closed in an "instant". Think of the Shukuchi that has commonly shown up in anime series. However, there will be no buffs. But de-buffs aren't discouraged. However, movement techniques aren't just limited to that. So feel free to make some of your own that would be considered a movement technique
- Examples
Name: Flash Run
Description: Movement technique of the Nanaya Family made to close distances quickly and "immediately". This technique allows the practitioner to close a distance of ten meters seemingly at once since the said practitioner seems to disappear. However, higher level of martial artists can "read" the movements through their own practiced and honed observations and intuitions.
Rank: E
Cost: 6
Type: Movement
Name: After-Image
Description: Illusive movements that are further enhanced through the use of Ki. It allows the user to spawn five harmless "clones" of themselves that can do no damage at all. Each one disappears after being hit, but they only last until the next post. Skilled martial artists are capable of seeing past through these after-images and catch the real one.
Rank: E
Cost: 6
Type: Movement
Defensive Techniques:Now defensive techniques made to "harden" oneself against attacks. They can follow the Instantaneous Effect rules as well such as C rank having a C++ effect. But do not mistaken the base defense rank of the technique to the base stat of Endurance. Endurance is more about shrugging off/not caring about damage. The Base Defense rank from the defensive techniques allow you to ward off attack. But please remember that there will always be a weak spot that can be hit for Ki Artists until you reach around B rank. The more weak spots you put in, the more likely it'll be less costly to use.
- Examples
Name: Iron Body
Description: Defensive technique found in Shaolin Sects of Ki Arts. Through circulation of Ki throughout the body, it hardens the skin to take up E+ damage. However, a weak spot is on the practitioner's very back.
Rank: E
Cost: 6
Type: Defense
Spells: Now for Spells. Their raw effect is based on their rank. So they match their raw effect with the level of each rank in each stat. So as a basic rule, damage caused normally by spells equal to techniques in respective ranks. Meaning a C rank spell can cause the same amount of damage output as a C rank technique as they cause a total of C++ damage. Now for things like physical reinforcement, they follow the Prolonged Effect rules if they are used on other characters, not the character casting on itself as it is harder to reinforce others.
Self-Reinforcement by Spells: Remember this rule is mostly addressing to the human Magicians. But there maybe few exceptions, please talk with staff about it if you want to try something. As for those who wish to use physical reinforcing magic on themselves, there is a specific rule for your kind. The maximum rank you can reinforce a physical stat is equal to the rank of the spell. If a C rank reinforcement spell is used on yourself, then C rank is the highest.
The number of stats you may reinforce with one spell at once is dependent on rank.
- A rank: All three physical stats reinforced upon casting.
- C rank: Only two physical stats reinforced upon casting.
- E rank: Only one physical stats reinforced upon casting.
As to how long it may last, please refer to the Ranking System section.
Spell/Technique Clashing: At times during combat, spells and techniques may clash each other. Even spells versus spells and techniques versus techniques. Here are a few rules regarding this.
- If Spells/Techniques are of the same rank: Both opposing sides end up "nullifying" each other since they are technically of the same power. However, the descriptions put into each respective spell or technique may allow some options for both users to make use of than just allowing their attacks to simply cancel each other out. Think logically for this.
But of course, when it comes to clashing and you wish to still overpower the opposing spell/technique, then other factors will come into play. For each opposing side, your own physical stats and even the skill/ability rank related to your spell/technique will be compared against your enemy's to see whose own spell/technique can overpower the other. Especially environmental factors and the like. But remember, the nature of your technique's/spell's description also play a huge role here as well. So please keep that in mind. - If Spells/Techniques are of the different rank: Where one spell/technique's rank is higher than the other, then the higher always overpowers the lower. However, the difference of the ranks also play a role here too. But please remember the description of your technique/spell can play a heavy role here to achieve an effect that you need.
- Difference by just one rank. The inferior spell/technique at least dampens the effects of the superior spell/technique for a good part. If you manage to get hit by it, you likely be able to only receive heavily reduced damage. But at the same time, allowing yourself some time to evade depending on your agility stat and other factors.
- Difference by just two ranks. The dampening effect isn't as good as a difference by one rank. While reduced, you will still be hurt a lot. But will at least survive, depending on your current state and your Endurance stat.
- Difference by just three ranks. It cannot dampen the opposing spell/technique at all.
Please remember at the start of making every Character, do not assign modifiers in the stats. They are only used when skills/abilities or even spells/techniques are used during RP.