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Glossary
Topic Started: Nov 29 2016, 08:57 PM (474 Views)
Rugo
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The Badmin
Key Terms


  • Level - How powerful you are in relation to other characters.
  • Bracket - Levels are split up into groups of five, called brackets. Brackets determine your EXP gain.
  • Stat Points (SP) - Can be spent to increase stats. Gaining a level awards you with 4 SP.
  • Power Level (PL) - Your Power Level is an indication of your accumulated EXP and is used to determine your Level.
  • Health Points (HP) - How much damage your character can take before dying or falling unconscious. 1 SP is equal to 50 HP.
  • Power - Your overall strength with your character. Both physical strength and ki strength is determined by this one stat. 1 SP is equal to 20 Power.
  • Dexterity - How fast your character can move. Dexterity can increase your results, and therefore your accuracy and dodging potential. 1 SP is equal to 1 Dexterity.
  • RECOVER- After sustaining injury a player can recover the damage taken over time through RECOVER. Each in game day that passes after injury was sustained heals 20% of the player’s health.
Edited by Rugo, Aug 9 2017, 07:29 PM.
Keroth
 
I honestly forgot Vegeta exists.
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Rugo
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The Badmin
Move Terms


  • Mastery- A Mastery is a passive ability granted to players dedicated to their chosen style. Earned through hard work and dedication to their art, they make the difference between dabblers and the true masters representing an Art.

  • Skill- Skills are something the player is good at doing but not on a level with masteries where they have conditioned their bodies to react without thinking. Skills, like masteries, mostly hold a more passive role in combat, assisting the player to achieve and maximize their build.

  • Advanced Attacks (AAs)- Advanced Attacks are the staples for practically every set. Much stronger than your Basic Attacks, Advanced Attacks are responsible for laying consistent damage and setting up either combos or effects that allow your style to flow in a smooth and seamless transition (pending on rolls).

  • Basic Attacks- In the event of being locked out of your set or if your opponent is weak enough and you just need that last hit to win it, the Basic Attack is there for you. Everyone has access to three. Basic Punch, (PHYSICAL/PUNCH type attack), Basic Kick, (PHYSICAL/KICK type attack) and a Basic Ki Blast (ENERGY/BLAST type attack). Basic Attacks are available to everyone, cost 0 ki, and cannot have their cost reduced or increased.

  • Signature Attacks (Sigs)- Signature attacks are techniques with heavy effects either causing generous damage in a single turn or altering conditions more favorably for the user. Players are typically limited to a maximum of two in their sets. Techniques like these are often the ones that change the tide of battle, whether massive damage was taken or a lot of ki was spent for nothing.

  • Blocks- These are moves that are used in order to avoid damage. Typically a player is restricted to two of these in their moveset. Furthermore, it is rare for a black to have more than one use in a combat.


    Traits


  • ALL TRAITS- Attacks with this trait either have all move traits or can either mimic or can be conditioned to certain traits with flexibility and ease.

  • BEAM- Attacks with this trait are considered ENERGY type attacks. Typically these attacks are concentrated yet focused rays of ki. Not usually as powerful as BLAST trait moves but more often than not designated for attacks requiring precision and unusual effects in comparison to BLAST moves which are more straight forward and raw power.

  • BLAST- Attacks with this trait are considered ENERGY type attacks. Typically these attacks are grander in size compared to beams and have more power put into it. It is not uncommon for many signature attacks to carry this trait.

  • BLOCK- Moves with this trait are used to BLOCK attacks. Restricted attacks and attacks that state they “Cannot be Blocked” (as the name suggests) cannot be blocked.

  • BURST- Attacks with this trait are typically considered ENERGY type attacks. The BURST attack trait is normally found in moves that cause potential harm in multiple targets including allies and in some cases, the user themselves. BURST type moves are almost exclusively energy type moves with very rare exceptions.

  • ENERGY- Heavily associated with the flow of Ki, ENERGY attacks offer a diverse array of traits from beams and blasts to even physical traits like Punch and Kick.

  • HOLD- While mostly a PHYSICAL trait, a hold can be ENERGY as well. Any form of technique that keeps the target pinned momentarily or otherwise.

  • KICK- Attacks with this trait are considered PHYSICAL type attacks. While everyone is familiar with a kick, it should be noted that the ENERGY trait can be tied to KICK if the move demands it.

  • MANIPULATED KI- Attacks with this trait are considered ENERGY type attacks. Ki has many uses outside of simply blasting and shooting energy. The MANIPULATED KI trait covers the more unique uses of ki such as enhancing, creating, and/or manipulating a target. Be it a weapon, a person, themselves, or something new.

  • PHYSICAL- Attacks coming from the user without necessarily needing ENERGY.

  • PUNCH- Attacks with this trait are considered PHYSICAL type attacks. While often associated with being embedded with some form of Ki, occasionally giving it the ENERGY trait, a punch will always remain a PHYSICAL trait. If you do not have any more arms, you cannot perform a PUNCH type attack.

  • SKILL- Skills are abilities activated to assist combat but rarely directly cause damage. Used to give the edge and efficiently utilize your moveset, skills come together in two general uses. The first is the CONSTANT skill. Once it’s activated, it continues to provide its effects throughout the battle until the battle is over or the skill itself is deactivated. Other skills provide a typically better effect but for a shorter duration and only when conditions are met.

  • Style Trait- All skills, attacks, and blocks incorporate the style they are in as a trait.

  • THROW- Grabbing onto the target, the user heaves their opponent. While most THROW attacks are physical, a THROW can be performed with arms, legs, tail, and even Energy attacks typically using the MANIPULATED KI trait. With the loss of any limbs, this attack can still be performed.

  • VOLLEY- Attacks with this trait are considered ENERGY type attacks. A spread attack typically if not always revolved around multi-dice techniques that sends a wave of energy blasts much weaker individually than the normal BEAM or BLAST attack but potentially deadlier if enough hits stack up, sometimes working towards a goal to cripple the opponent.
Edited by Rugo, Aug 9 2017, 07:30 PM.
Keroth
 
I honestly forgot Vegeta exists.
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Rugo
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The Badmin
Combat Terms




  • DRAIN -Your opponent loses X ki. X= the specified number
  • STUN- Your opponent skips their next turn.
  • SUCCESSFUL- The attack must hit to gain the effect after this term. Regardless of how much damage is reduced and what other effects your opponent has used to alter your attack, for the sake of ruling, the attack is always considered SUCCESSFUL when contact is made. Some attacks relying on SUCCESSFUL effects require an additional prerequisite to gain it’s effect (I.E your ki being higher than X or your attack roll exceeding X). The conditions must be met in order to gain the SUCCESSFUL effect of the attack.
  • STOPPED - When an attack does not hit, it is considered stopped. Some attacks relying on STOPPED effects require an additional prerequisite to gain it’s effect (I.E certain number of multi-dice being stopped). The conditions must be met in order to gain the STOPPED effect of the attack.
  • BREAK- Inflict one BREAK on your opponent. Your opponent does -10% damage per BREAK, to a maximum of -40% damage. BREAKs take 7 in real life and rp days to heal.
  • SEVER- Inflict one SEVER on an opponent. You may pick the limb for rp purposes. While severed, your opponent’s attacks do -25% damage per SEVER.
  • COUNTER- You may perform an attack on your opponent during the “COUNTER” phase.
  • CRITICAL- Your attack does double base damage.
  • HEAL- You gain the heal listed after the term.
  • RESTRICTED- The move can only be performed the number of times it states per battle or spar.
  • ADVANTAGE- You roll two dice on an attack with ADVANTAGE and choose the highest of the of the dice as the result. ADVANTAGE cannot be added to multidice.
  • DISADVANTAGE- You roll two dice on an attack with DISADVANTAGE and choose the lowest of the of the dice as the result. DISADAVNTAGE cannot be added to multidice.
  • RECOVER- After sustaining injury a player can recover the damage taken over time through RECOVER. Each in game day that passes after injury was sustained heals 20% of the player’s health.
  • Base Damage- Base Damage is the Damage an attack deals before applying damage from other sources. During multi-dice situations, the base damage is applied for each individual dice being rolled.
  • Current HP- The HP a player has currently, transformed or not.
  • Dice Result- The result of a dice roll. Typically, this would be for escape, attack, or defense rolls.
  • Dice Size- Dice size is the size of the dice you play with, typically for doing your attack and defense rolls.
  • Total HP: The Max HP symbolizes the player’s full HP in their present form before calculating the damage they’ve taken
Edited by Rugo, Oct 15 2017, 08:26 PM.
Keroth
 
I honestly forgot Vegeta exists.
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