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Techniques
Topic Started: Feb 20 2018, 07:04 PM (693 Views)
RedLunar
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Red Fish and Green Prince
Techniques


Techniques are specialized attacks or ability utilized by a character to add more power to their fighting style or even sometimes just to add flair to it. These techniques normally what would be the driving force of most battles in all of the Pirate World.

Any character created on the site has the ability to have their own unique techniques. The complexity and skill level of these techniques will become even greater as the character’s stats increase. This leads us to what is called ‘Maximum Technique Rank’.

Finding Maximum Technique Rank

To find the Max Technique Rank of a character you’d use the following formula:

Fortune/2 = Maximum Rank

Techniques created cannot be higher than the Character’s Max Technique Rank unless the character has a trait specifically stating so.


Technique Points

Technique's also draw from TP, or Technique Points. Whenever you have a technique it will cost TP to have. Your total TP pool is decided by your Fortune, much like your Max Rank is. The formula for that is the opposite though, because instead of taking your Fortune and dividing it by two, you multiply it by two. Here is how the formula would look:

Fortune x 2 = Amount of TP

If you have the Technical Mentality Trait that changes to x3 or more depending on how many Traits are put into the trait..


Max Technique Rank and Technique Power

Techniques are powerful attacks that are used in a specific fashion to increase the damage they are able to deal. By increasing your max technique rank, the complexity and power of your techniques increase. However, this is not the end all power gauge of a techniques power. Techniques can take into account an offensive factor when causing damage or in a few cases heal targets. These offensives factors can range from strength or speed for brute force style techniques or Fortune for techniques which utilize strictly a mystical style of power such as devil fruit that use elements, witch magic and the odd.


Technique and Ranking

As stated above a technique’s rank determines the skill level of the technique. This section is here to explain a bit about the various level of technique rank and what you could possibly create at those ranks.

Because techniques grow endlessly this guideline has been set to give members an answer to one of the site’s biggest quests, “What can I do at this rank?” Hopefully this will provide a little insight on what that might be.

1 – The beginning. Techniques of this rank are basically just normal maneuvers that can be performed without any type of practice.
Rank 1 Examples


10 – The breakthrough. Techniques of this rank begin to talent in martial arts and are even able to bend common logic by creating weak air waves with bladed techniques.
Rank 10 Examples


20
– The ascent. Techniques of this rank begin to tap into the abstract and rather unique. These techniques consist of full strength airwaves or even martial arts techniques beyond the limits of normal human kind.
Rank 20 Examples


50 – The Adept. Techniques of this rank begin to break the rules of logic. These techniques generally break the laws of physics at just about every turn.
Rank 50 Examples


80
– The Step to Mastery. Techniques of this rank begin to be such feats that they can bring crowds to an awe from the sight.
Rank 80 Examples


130
– The Enlightenment. Techniques of this rank take immense amounts of skill to pull off. These techniques are rarely ever seen on the first half of the Grand Line due to the sheer amount of skill it takes to perform them.
Rank 130 Examples



Armour-Breaking Chart

Below are the strength requirements for breaking any type of material. Note that for a mere feat of strength without a weapon, you must use the numbers in the left-most column under 'raw strength.' To use a technique to break any material, you must have the minimum technique rank shown, as well as a minimum amount of strength dependent on what type of weapon you are using. Similarly, to find the required amount of strength with a weapon but without a technique, refer to the number just to the left (for example, the strength requirement for breaking iron with a proficient weapon but without a technique would be 42). Note that this table is primarily for melee weapons, and will not apply to all ranged weapons, such as guns and cannons.

Notice: Devil fruits are independent from this chart. Each fruit has its own method for breaking materials.


  • The first column is the targeted material durability.
  • The second column is the raw strength required to break it without the use of any technique.
  • The third column is the minimum technique rank required to break the material.
  • The fourth column is how much strength you need to break a material with a technique but without using a weapon.
  • The fifth column is how much strength you need to break a material with a regular rank weapon and a technique.
  • etc.
Material Breaking Chart


For merely denting a material, one would need a strength equivalent to the original strength requirement -10. So instead of needing 35 strength to break stone, you'd need 25 to dent it.

Devil Fruit Creation Durability Chart

Many Devil Fruit have the ability to create solid or semi solid materials with their powers. One must wonder how durable these materials would be upon creation? Well, this is a breakdown of how those materials would be scaled with the creation of your powers. There could be a few exceptions to this list! (The exceptions will be moderator discretion)

Devil Fruit Creation Durability Chart



Types of Techniques

Offensive - These include techniques that are used for damaging opponents, directly or indirectly.
- Direct attacks using weapons/body
- Harmful devil fruit abilities
Defensive - Any technique which protects you, actively or passively, from the attacks of others.
- Prevent attacks from landing
- Lower damage of attacks that land
-Deflecting on coming attacks
Support - This category includes all techniques which aid a character without directly attacking an enemy or protecting from attacks. Support techniques may improve offensive or defensive capabilities, but do so indirectly.
- Increase an allies offensive or defensive abilities
- Decrease an enemy's offensive or defensive abilities
- Provide an effect which is neither distinctly offensive or defensive
- Alter stats in some way

In addition to these technique types, there are three other major types of technique: Absolute Defense, Absolute Offense and Massive Effect techniques.

Absolute Defense Techniques

Techniques used to completely attempt to block incoming massive effect techniques with great effect. These techniques allow characters to enter defensive poses, create defensive structures and the like which they would not be able to create on a whim. The great deal of focus and energy these techniques require causes them to restrain the user’s movement for the post that they are created and as long as the Absolute Defense is held in place. The perk of this drawback is the ability to increase the durability of their defensive technique by multiple amounts. Additionally, Absolute Defense Techniques have a minimum of 3 post global cooldowns, this means that no other Absolute Defense techs can be used for the cooldown period.

Breaking through Absolute Defenses

To break through an Absolute Defense technique the incoming attack must be within 20 ranks of the Absolute Defense technique as well as having enough of a required offensive stats. This being either 5 x strength of the Absolute Defense tech’s rank or 4 x fortune vs of the Absolute Defense tech’s rank . Additionally every 20 ranks surpassing the Absolute Defense tech, reduce the needed offense by .2.

Example of breaking through an Absolute Defense Tech:
Rank 200 Absolute Defense Technique
To break through the character would need a Technique of at least Rank 180 and a strength of 1000 or a fortune of 800.

Example of Overpowering an Absolute Defense:
Rank 200 Absolute Defense Technique vs a Rank 240 Offensive technique.
Breaking through the character would only need 920 strength or 720 fortune rather than the usual amount.

*Note: Cannot be part of a Tech Tree

Absolute Offense Techniques

Techniques which are used to greatly increase the stopping power before unleashing the attack. These techniques are made to be used as trump cards in the way of offense being primarily single target focused attacks which draw out more talent potential than a character usually can. Additionally your movement is slightly hindered while performing the technique. This push of potential results in a massive stat increase for the offense used in the technique (Strength or Fortune), and also are the only techniques able to increase fortune in power up pure elemental attack power. While having the drawback of being single target only, these techniques are perfect for trying to trump Absolute Defense technique. Additionally, all Absolute Offense techs have a minimum of 3 posts global cooldown, this means that no other Absolute Offense tech can be used for the cooldown period.

Absolute Offense Boost

Absolute Offense techniques follow a different rule than normal stat boosting techniques. For starters, they may only boost a stat for offensive usage, nothing else. An Absolute Offense tech will not be used to move a character because the technique’s stopping power is brought upon by speed. Absolute Offense technique’s boost is equal to double the tech rank.

*Note: this removes character's being able to just buff a single stat for a single tech completely. You either use Absolute Offensive techs or you don't buff for a single tech at all.

**Note: Cannot be part of a Tech Tree.

Massive Effect Techniques

Massive Effect Techniques are Area of Effect (AoE) techniques on a much grander scale than that of your typical AoE tech. These techniques are usually unleashed to devastate large groups or unleash an attack in a massive area to try to catch a target off guard. Massive Effect Techs have an AoE range equaling the Tech Rank x 3. However, due to the expanded range of these techniques, their power other than against targets completely lowering their guard is much lower. This makes these techniques useful against Absolute Offensive techniques. Additionally, be careful because your allies are not immune to your own power, these have the drawback for friendly fire. All Massive Effect Techniques have a global cooldown of 4 posts, this means no Massive Effect techs can be used while this cooldown is up.

Massive Effect Range and Power


Massive Effect Techs have an AoE range equaling the Tech Rank x 3 from Rank 1-200. The range becomes Tech Rank x 4 from 201+. The drawback is these techniques only take half your offensive stat into account when executed to explain their massive size. HOWEVER!! If a Massive Effect tech is pushed against a target before it completely executes, the target will take much greater damage from just getting caught up in the techniques AoE.

*Note: Cannot be part of a Tech Tree.


Technique Ranges

Technique Ranges are based on various factors, both technique rank as well as either strength or fortune. (There are some exceptions to this such as weaponry that is made to fire at extreme distances, so techniques utilizing these weapons would have a case by case tech range set up.)

Brute Force Line Ranged Techniques such as created Airwaves through raw force, thrown projectiles such as darts or shuriken and the like. These Techs ranked 1-100 use your strength x .25 (1/4th) in meters as range. Techs ranked 101-200 use your strength x .5 (1/2) in meters as range. Techs ranked 201+ use your full strength in meters as range.

AoE Brute Force Techniques such as creation a cyclone around yourself with raw force, stamping the ground and sending out a shockwave and the like. These Techs ranked 1-100 use your strength x .125 (1/8th) in meters as radius. Techs Ranked 101-200 use your strength x .25 (1/4th) in meters as radius. Techs Ranked 200+ use your strength x .5 (1/2) in meters as radius.

Note: Some techniques can use the same factors but another stat such as speed to factor in their range if it makes sense to use something other than speed to produce the force behind the technique. This will be left up to mod discretion.

Elemental Ranged Techniques such as firing off a ball of fire, creating a beam of light, extending your aura or the like. Techs Ranked 1-100 use your fortune x .75 (3/4th) in meters. Techs Ranked 101-200 use your full fortune in meters. Techs Ranked 200+ use Fortune X 1.25 (1 and 1/4th) in meters.

AoE Elemental Techniques
such as sending out a wave of ice across the ground around yourself, creating a sandstorm, lobbing an explosive sphere of energy towards a location. Techs Ranked 1-100 use your fortune x .5 (½) in meters. Techs Ranked 101-200 use your fortune x .75 (3/4th) in meters. Techs Ranked 200+ use your full fortune in meters.

Ranged AoEs are the sort of attacks that hurls an explosive or some sort of attack with a splash effect at range or something which causes attacks to come out in a cone. Things like attacks that explode on impact, things from lasers, powerful gusts of wind from a massive punch, or hurling a small fireball that does splash damage, or throwing rocks in a cone like a shotgun all fall into this category. To determine the range for these, you start with your line ranged technique range as the base.

To determine the size of the explosion or cone, you must then determine how much of the technique's max range will drop. By sacrificing max range, you can increase the size of the explosion caused by the attack by sacrificing meters from the technique's maximum range.

Once you determine how much you cut off of the max range, you take a percentage of that number to find the maximum radius of the explosion. This varies depending on the type of technique as well as the technique rank.

Brute Force Ranged AoEs would be things like a punch that creates a shockwave so forceful it causes an explosion once the attack impacts or throwing a fist full of debris in a cone. For the base technique range, use the Brute Force Line Technique for a technique of that rank.

For the size of the AoE, techniques rank 1-100 use the number of meters you sacrificed from max range of the technique x .3 (3/10). For techniques rank 101-200, use the number of meters you sacrificed from max range of the technique x .4 (4/10). For techniques rank 201+, use the number of meters you sacrificed from max range of the technique x .5 (1/2).

Making a Brute Force Ranged AoE Example

Elemental Ranged AoEs would be attacks like using a power to launch a ball of acid that splashes over several targets after impacting, shooting a laser that explodes on hit, or even creating a cone of frozen air to freeze a target. For the base technique range, use the Elemental Line Technique for a technique of that rank.

For the size of the AoE, techniques rank 1-100 use the number of meters you sacrificed from max range of the technique x .5 (1/2). For techniques rank 101-200, use the number of meters you sacrificed from max range of the technique x .6 (6/10). For techniques rank 201+, use the number of meters you sacrificed from max range of the technique x .7 (7/10).

Making an Elemental Ranged AoE Example



Devil Fruit Techniques

The powers granted by Devil fruit are utilized with techniques. All devil fruit house a simple technique that grants the user access to create more techniques manipulating their powers. This standard technique is obtained the moment a character obtains their devil fruit regardless to classification (Paramecia, Zoan, Logia) and is a free rank 4 technique upgraded to higher ranks by spending Technique Points. No devil fruit technique may be higher than the standard technique.


Zoan Boosts on Zoan Forms

Zoan grant the consumer two transformation techniques when they are consumed. These techniques are the Henkei Jinjyugata [Half-man Half-beast Transformation] and the Henkei Furubisuto [Full-beast Transformation] forms. Each of these techniques gives you the first 4 ranks free so you may always use your zoan form without needing to spend TP initially.

How Zoan Boosts Work!!!

Zoans boosts work a little differently than stat boosting techniques because you get an additional boost depending on what type of zoan fruit you are using. Below is a list of the additional boosts gained from each type of zoan fruit.

-Normal Zoans forms gain +10 stats to be split up on top of their tech rank as a boost.
-Ancient Zoans grant +15 stats to be split up on top of their tech rank as a boost.
-Mythical Zoans grant +20 stats to be split up on top of their tech rank as a boost.


Example Boost
Dog's Day - 50
Type: Full Zoan Form
Range:Self
Stats: +60 speed
This technique allows Bob to transform into his full Chihuahua form granting him a smaller size, all the perks of a canine as well as a boost to speed. He claims to be all bark and no bite in this form.

So for an Ancient Zoan the boost for the above technique would be 65 points which can be split up. While a Myth zoan would have a boosted total of 70 points which can be split up.

Additionally once a Zoan user has reached Rank 18, they gain the ability to transform partially into their hybrid forms, What this means is they no longer have to transform 50/50. These partial forms have the same boosts as the normal Hybrid form technique.

Also when Zoan user’s reach Rank 50 they get access to the powerful Awakened Zoan Transformation which is based off their hybrid form. This transformation gains a boost equal to that of your initial zoan boost +25%. Example: A Rank 100 Normal Zoan boost would be +110 total, while in Awakened Form the boost would be 137.

However, Mythical Zoans T2 and T1 do not gain the bonus increase to stats while in awakening, but gain additional powers to their skillset known as Awakened Unlocks. Also Mythical Zoan lose their control of their will becoming more like their mythical legend, if their awakening technique rank is lower than 75.
Spoiler: click to toggle



Logia Passive Intangibility

Once Logia user attains the technique Rank 35 for this base logia technique they are able to passively transform into their element to prevent damage. This is only available for Logia users.


Ammo Techniques

When a player purchases special ammo they are given technique that states the basic effect of that ammunition. Special ammo constitutes as any ammo that does anything OTHER than fly as a projectile toward the target (ie. flaming ammo, exploding ammo, ice ammo, etc.) As the character progresses they can create various techniques that change the form of their ammo. For example fire ammo could eventually take the form of a fire bird if a player so chose. These ammo based techniques are subject to the same branching rules as other techniques.


Life Return and Transfer Techniques
Life Return (2 traits) Requires the completion of one training SL + 51 Stamina or over - Time spent training and understanding the functions of one's body has allowed an individual to fully manipulate their fate and muscles, allowing it to fully manipulate their bodies with only but their focused mind and will. Life Return allows a character to use Transfer Techniques and Transfer Stance techniques, which allows a character to transfer stat points from one stat to another. These shifts are straining on the body, however, and can only last for a brief period of time. Life Return also allows the creation and use of Techniques that fully allow hair manipulation (growth, full control, etc), allowing one to use their hair as a weapon or as appendages.

Transfer Techniques

Transfer Techniques are usable when a character has the Life Return trait. These techniques allow a character to create Stat Altering Techniques which allow them to boost a stat by a greater deal by reducing another stat in exchange effectively transferring the stat from one to another. The initial buff is equal to the Technique’s tech rank and then the character may transfer half that technique rank from a different stat to the boosted stat. All Transfer Techniques have a duration of 3 posts gaining 1 per 50 ranks in the technique. Additionally, Transfer Techs have a 4 post cooldown due to their strain on the body which increases by 1 each time the same Transfer technique is used.

Transfer Stance Techniques

Transfer Stance techniques are usable when a character has the Life Return Trait. These techniques allow characters to enter a Life Return fueled Stance which allows them to boost their stats by a greater amount than a normal stance would allow but have a duration rather than lasting so long as the stance is entered. The initial buff is equal to half the technique’s tech rank and then the character may transfer a quarter of that technique rank from a different stat to the boosted stat. All Transfer Stances have a duration of 6 posts gaining 1 per 50 ranks in the technique. Additionally, Transfer Stances have a 5 post cooldown due to strain put on the body.


Technique Trees and Branches

A Technique tree is born when a character creates techniques that are more powerful variations of weaker ‘base’ techniques. These trees consist of both linear paths as well as branches based on the base techniques execution. The base technique is of lowest tech rank while the end of the linear tree is of the highest.

Example of the linear tree: Base Technique is Rank 20. Technique 2 branches from the base and is rank 30. Technique Final branches from Technique 2 and is rank 60. This linear tree will cost 60 TP.

Branching From a Tree

When a branch is born from a technique within a Tech tree, the technique that is branched from becomes the ‘base technique’ of the branch. The cost of each technique is the factor as the difference between the technique and the previous technique on the branch.

Example of Branch from Linear tree above: Branch starts from Technique 2 which is rank 30. Technique 3b is rank 50, so you would find the difference between Technique 2 (30) and technique 3b (50) which would be 20 to find that technique’s cost. Moving up the branch we would come to Technique Final B which is rank 100, again we’d find the different between Final B and Tech 3b (50-100) which would be 50. So the cost of this tech branch would be the combination of both differences 20+50 = 70.

End Results

Once you figure out the final cost of the branch, you add that to the cost of the whole tree.

Example of above Tree: The linear tree costs 60 TP, while the branch costs 70 so this whole tree costs 130 TP.

Tech Tree Explanation Picture



Stat Boosting Techniques

Stat boosting techniques are used to increase a character’s stats for a period of time. The boost is equal to the Technique’s tech rank. Stat boosting techniques that are not powered by a Devil Fruit or select power have a base duration of 3 posts. Stat boosting techniques that are powered by a Devil fruit or select power have a duration of 4 posts. This duration increases by 1 posts for every 50 ranks in the technique. Also stat boosting techniques have a cooldown of 2 posts for the buff’s technique tree. Using boosters within the same technique tree will cause the cooldown period to increase by 1 each time they are used due to causing strain on the character’s body and mind pushing them passed their limits for an extended period of time.

Boosting a stat for the duration of a single post falls under the Absolute Offense rules.

Booster Stance Techniques

Booster Stance Techniques allow a character to enter a basically conditional position, such as being prone or way of movement, such as ballet dancing nonstop, that allows them to increase a single stat while sacrificing another for an indefinite duration. These stances increase a stat by half the tech rank but also reduce another stat by half the tech rank as well.


Stat Debilitating Techniques

Stat Debilitating techs are used against a target to decrease their stats for a set period of time. The debuff number is equal to the Technique’s tech rank. Stat Debuffs techniques that are powered by a devil fruit or other form of mystic power, have a base duration of 3 posts. Stat debuff techniques that are not powered by a devil fruit or mystical power, have a base duration of 2 posts. This duration increases by 1 post per 50 ranks. Each time the same debuff is used on the same character its duration lowers by 1 post. Characters will become immune to the same debuff if it is used against them too often in a single tread.

Stacking Stat Boosters

Stat boosting techniques can only be boosted if you are stacking a Stat buff on top of a stance that is currently being used. However, when the stat buff technique’s duration is up the Booster stance also ends. The character then cannot reenter a Booster Stance until the Stat Boosting tech’s cooldown is up.


Cyborg Techniques



Technique Guideline

This guideline is here to help the technique creation process go more smoothly.

~Keep techniques simple. Try not to over complicate your technique. Don’t try to cram multiple techniques into one move.
~Stat Alters. Basic Techniques do not boost stats nor lower them. When you make your stat altering techniques try to give them a little bit of reasoning.
~Communicate with the staff. Remember that the staff is here to help if you need help feel free to post in the Custom Checkout area for some help with your techniques.
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RedLunar
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Red Fish and Green Prince
Fishmen Techniques

These are some of the common fishmen techniques asked about, at what rank they can be learned by individuals. These are the lowest levels for the techniques, and need to be taught to the character by someone who knows them.

Rank 15-25 - Water Shot (Uchimizu) - Hurling a simple droplet of water at his opponent, which can become a deadly bullet with the kinetic force created by his immense fishman strength.

Rank 40 - Ocean Drum (Umidaiko) - Punching the water in front of him pushing it at his opponent and sending a shockwave through it. The shockwave hits the opponent dealing great damage and leaving a pressure mark on his body.

Rank 50 - Spear Wave (Yarinami) - A technique used on a body of water's surface. Heaving a spear-shaped burst of water with enough force to punch a hole in solid structures.

Rank 40 - Sea Surface Splitter (Kaimen Wari) - Using a karate chop, you can split the very ocean itself in order to send a shock wave to attack an enemy

Rank 40 - School of Shark (Murasame) - A technique used by Hody. He throws the water which takes the shape of a flock of sharks which bite his opponent

Rank 13 - Hundred Tile True Punch (Hyakumaigawara Seiken) - A hard punch that can send an opponent flying. A punch so strong it can break through 100 tiles.

Rank 23 - Thousand Tile True Punch (Senmaigawara Seiken) - It can break through one thousand tiles, and kill a normal human with one shot.

Rank 40 - Four Thousand Tile True Punch (Yonsenmaigawara Seiken) - It is a very powerful straight punch that sends the opponent bigger than Hack flying backwards. Four times more powerful than Senmaigawara Seiken.

Rank 55 - Five Thousand Tile True Punch (Gosenmaigawara Seiken) - It is a very powerful punch, able to knock out a strong opponent in one strike. It is used like an uppercut, rather than a straight punch, sending the opponent flying skywards.

Rank 50 - Seven Thousand Tile Roundhouse Kick (Nanasenmaigawara Mawashigeri) - A very strong roundhouse kick.

Rank 80 - Arabesque Tile True Punch (Karakusagawara Seiken) - Punching at a fair distance from the intended target(s), so instead of the fist connecting, it uses the water vapor in the air to release a shock wave that sends them flying.

Rank 90 - Mighty Reliant Piercing (Gyojin Karate Ogi: Buraikan) - Hurling a pack of water in his hands and shoots a powerful water shock wave that pierces through his opponent's body.
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