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Rulings Questions
Topic Started: Oct 7 2016, 07:18 PM (107 Views)
Rugo
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The Badmin
If you have a rulings question, go ahead and post it here. The community at large can weigh in or you can wait for a GM to comment.
Keroth
 
I honestly forgot Vegeta exists.
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Vivi
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There are moves that require Bukujutsu to use. How do you rule on obtaining moves that have this requirement? The way it currently functions is that if you have something that gives you Bukujutsu like a jet pack, you can use those moves and you meet the requirement. If someone snipes your pack off, you are without those moves. The Requirement of needing Bukujutsu is implied to use the function of the move but is it also a factor on whether or not you can learn the move?

You can fly artificially in the game so it's not a stretch to say you got practice for your starting moves in your past with it on. Maybe you learned it through your military's own serviced jet pack. The role play can still work, its just a matter of how you want to rule it.
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Leopold
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I think that falls more on the item in question than the Requirement itself. The item(Jetpack, wing suit, etc) could feasibly have a description that states;

Quote:
 
Effect: Counts as Bukujutsu for all intents and purposes.


This would satisfy any requirement conditions

Edit: I see now what you are asking. But without the means(Actual Bukujutsu or equipment with flight) how would you practice and thus, learn to use these moves? And if you lose the equipment, it's not unreasonable to still 'know' the moves, but you'd be unable to perform them. I feel this is more a question of the user risking their own training days to learn something that they won't always be able to use.

I'm also not sure if I should be posting my own opinions on these matters. Just wanted to leave a comment.
Edited by Leopold, Nov 30 2016, 02:55 AM.
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Vivi
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Peanut
Nov 30 2016, 02:51 AM
I think that falls more on the item in question than the Requirement itself. The item(Jetpack, wing suit, etc) could feasibly have a description that states;

Quote:
 
Effect: Counts as Bukujutsu for all intents and purposes.


This would satisfy any requirement conditions

Edit: I see now what you are asking. But without the means(Actual Bukujutsu or equipment with flight) how would you practice and thus, learn to use these moves?

I'm also not sure if I should be posting my own opinions on these matters. Just wanted to leave a comment.
It's true, but it's really not a stretch to put it in role play that you practiced with artificial means before hand. Again, if you work for the military you may have been able to play and train with the toys but that don't mean you get to bring them home.
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Leopold
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I liken it to the Moves that require a Sword. At any point in the roleplay, you could lose your sword. You'd be unable to use those techniques, but you'd still 'know' them.
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Leopold
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I have a question regarding dice side modifiers and multihit techniques. My primary example is Solar Flare, and any multihit techniques.

Solar Flare [ENERGY, MANIPULATED KI]
Description: The user cocks their elbows out at their neck level and their hands are placed at the sides of their face, held away from it so their fingers are not touching the skin. A blinding light is emitted, used to stun the opponent.
Effect: Energy attack doing (0% Power) Damage. This attack does not take up your turn. SUCCESSFUL - STUN. If you attack the same opponent again on this turn, your attack roll is 1d35 and their defensive roll is 1d25. On your next turn, your attack roll is 1d32 and their defensive roll is 1d28. STOPPED - You cannot perform this attack for the remainder of combat. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Let's say you use a 5d30 multihit technique. Does that then become 5d35 or instead, 1d35 and 4d30? In reading Solarflare, I am inclined to believe it would be 5d35. It states that if you attack again on the same turn, it becomes 1d35. If you treat the multihit technique as 5 separate 1d30 rolls, thus, 5 attacks on that turn, it makes sense. Multihits have multiple attack rolls, and solarflare doesn't mention it affecting only a single attack roll on that turn. It just ambiguously says if you attack again on that turn, the roll is modified, thus all additional attacks on that turn are modified. To me, this seems really strong, and I was just curious if I'm reading that right.
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Rugo
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The Badmin
Vivi
Nov 30 2016, 02:55 AM
Peanut
Nov 30 2016, 02:51 AM
I think that falls more on the item in question than the Requirement itself. The item(Jetpack, wing suit, etc) could feasibly have a description that states;

Quote:
 
Effect: Counts as Bukujutsu for all intents and purposes.


This would satisfy any requirement conditions

Edit: I see now what you are asking. But without the means(Actual Bukujutsu or equipment with flight) how would you practice and thus, learn to use these moves?

I'm also not sure if I should be posting my own opinions on these matters. Just wanted to leave a comment.
It's true, but it's really not a stretch to put it in role play that you practiced with artificial means before hand. Again, if you work for the military you may have been able to play and train with the toys but that don't mean you get to bring them home.
I agree in that it is easily roleplayed as learning them through some artificial means. What this means is, you can learn the moves but the requirements exist for using the moves. Jetpack will count as that requirement and will be edited if need be to make that clear.
Keroth
 
I honestly forgot Vegeta exists.
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Rugo
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The Badmin
Peanut
Nov 30 2016, 03:11 AM
I have a question regarding dice side modifiers and multihit techniques. My primary example is Solar Flare, and any multihit techniques.

Solar Flare [ENERGY, MANIPULATED KI]
Description: The user cocks their elbows out at their neck level and their hands are placed at the sides of their face, held away from it so their fingers are not touching the skin. A blinding light is emitted, used to stun the opponent.
Effect: Energy attack doing (0% Power) Damage. This attack does not take up your turn. SUCCESSFUL - STUN. If you attack the same opponent again on this turn, your attack roll is 1d35 and their defensive roll is 1d25. On your next turn, your attack roll is 1d32 and their defensive roll is 1d28. STOPPED - You cannot perform this attack for the remainder of combat. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Let's say you use a 5d30 multihit technique. Does that then become 5d35 or instead, 1d35 and 4d30? In reading Solarflare, I am inclined to believe it would be 5d35. It states that if you attack again on the same turn, it becomes 1d35. If you treat the multihit technique as 5 separate 1d30 rolls, thus, 5 attacks on that turn, it makes sense. Multihits have multiple attack rolls, and solarflare doesn't mention it affecting only a single attack roll on that turn. It just ambiguously says if you attack again on that turn, the roll is modified, thus all additional attacks on that turn are modified. To me, this seems really strong, and I was just curious if I'm reading that right.
I hadn't looked at it in that manner and see where you are coming from. That is intended to only work on Single-dice and will be edited to reflect that. So, it will have no effect on multi-dice attacks.
Keroth
 
I honestly forgot Vegeta exists.
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Keroth
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The Royal Guard
Quote:
 
Breakout [AOYUSUMU, ENERGY, BLAST]
Description: Focusing energy throughout the entirety of their frame, the user releases ki from every point on their body at once. The result is a vicious explosion, capable of knocking a foe away long enough to grant them enough time to ready themselves for the next go.
Effect: Energy attack doing (50% Power) Damage. You may forget this attack after your opponent performs a SUCCESSFUL Advanced Attack to negate all effects other than damage on the attack. SUCCESSFUL - Your next defensive roll gains +2 dice sides. Costs 2 KI Points.
Requirements: N/A
Training Days: 2


Just grabbed this but I noticed a problem and need clarification. When it says "forget", does it mean for the remainder of the match like most attacks using this method or...permanently?
Edited by Keroth, Nov 13 2017, 06:42 AM.
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Punchline
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Keroth
Nov 13 2017, 06:35 AM
Quote:
 
Breakout [AOYUSUMU, ENERGY, BLAST]
Description: Focusing energy throughout the entirety of their frame, the user releases ki from every point on their body at once. The result is a vicious explosion, capable of knocking a foe away long enough to grant them enough time to ready themselves for the next go.
Effect: Energy attack doing (50% Power) Damage. You may forget this attack after your opponent performs a SUCCESSFUL Advanced Attack to negate all effects other than damage on the attack. SUCCESSFUL - Your next defensive roll gains +2 dice sides. Costs 2 KI Points.
Requirements: N/A
Training Days: 2


Just grabbed this but I noticed a problem and need clarification. When it says "forget", does it mean for the remainder of the match like most attacks using this method or...permanently?
For the remainder of the match.
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Keroth
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The Royal Guard
Quote:
 
Must spend 1 full week (Real and In-Game) in the Afterlife before performing this quest.

I've always wondered which this means:
  • You spend 7 RP days and 7 IRL days
  • You spend 7 RP days and must be in the AL for a full Monday -> Sunday cycle after dying
I thought the 2nd but want to get clarification now that two people are dead
Edited by Keroth, Nov 14 2017, 03:56 AM.
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Rugo
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The Badmin
Second. We must wait until the start of week 3.
Keroth
 
I honestly forgot Vegeta exists.
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Keroth
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The Royal Guard
Quote:
 
Spiritual Traveler- Once per saga you may enter or leave the afterlife you chose with Ghostly Power.If you entered with this ability then you may use this ability to leave that Afterlife within 14 roleplay days of entering. If you are sent to the other afterlife through death then your choice of afterlife is considered to have changed.

Questions on this Ghost Class:
  • Do they have a Halo when they return
  • Can they return to any planet?
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Rugo
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The Badmin
1:no
2:yes
Keroth
 
I honestly forgot Vegeta exists.
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