Post by Sin on Jun 24, 2015 19:13:21 GMT -5
Techniques /Moves
I know, techniques are mandatory for Shounen RPs only. I am going to implement them in this non shounen RP for the organization and balance they provide. Techniques can range from simplistic (a basic punch) to overly complex (A punch that detonates anything it makes contact with causing the target area to have a pink explosion with star effects...you get the idea, flashy). Unlike Shounen RPs, in this SURP you do NOT have to say your move name before using it. Think of techniques as an added limb. You don't say "Rotate Wenis 87.31 degrees counterclock wise in the north facing directon" everytime you want to flex your arm, you just do it.
Types of techniques /Moves
- Offensive: This type of move directly damages the target through various methods that categorize into melee or ranged. Characters who have a primary combat profession must make their first technique a combat technique.
- Defensive: These techniques usually protect you or others from damage, usually by an attack, directly or indirectly. They can be used to prevent hits from connecting, softening the blow, raising your evasiveness, or even reflect damage back at the attacker. Like the other typings the techniques you can make with are limitless.
- Supportive: These are weird. They don't quite qualify as offensive and they don't qualify as defensive either. Most people use them to create several buffs or engineers and such use them to create assistants who can help them do things such as fight for them or protect them is possible. Debuffs and miscellaneous count towards this typing too.
Technique /Move Points (TP)
TP limits the actual strength (This can extend to range and such if need be) of your abilities. TP is found by taking the multiplier below and multiplying it with your total luck +1. The equation (for those that need an equation) looks like this: (Multiplier*Total Luck)+1 = TP. Certain traits and advancements can alter this by increasing the multiplier or changing the +1.
Scale
Ex: My total luck is 21 and I have a total earning amount of 267 P. I would look to this graph and see 267 P falls under the 251-350 range meaning my multiplier is now 3.0. 21 * 3.0 = 63 + 1 = 64 TP. My total TP should is 64. If I want to find out my current TP I'd take this number and minus it by amount of TP spent. So if I've spent 31 AP then 64 - 31 = 33 TP. My current TP amount would be 33.
Total P earned | Multiplier |
0-50 | 1.5 |
51-150 | 2 |
151-250 | 2.5 |
251-350 | 3 |
351-500 | 3.5 |
501+ | 4 |
Ex: My total luck is 21 and I have a total earning amount of 267 P. I would look to this graph and see 267 P falls under the 251-350 range meaning my multiplier is now 3.0. 21 * 3.0 = 63 + 1 = 64 TP. My total TP should is 64. If I want to find out my current TP I'd take this number and minus it by amount of TP spent. So if I've spent 31 AP then 64 - 31 = 33 TP. My current TP amount would be 33.
TP doesn't have to be spent the second you earn it. TP can be saved for future uses in case you want to immediately boost a new technique later or convert the TP to PTP. The ratio for TP to PTP is 20:1 respectively and not vice versa. Meaning that if I have 40 saved TP I can change that to 2 PTP but I can't change 2 PTP to 40 TP.
Technique /Move Levels
The level of a technique determines its power and just what it is capable of. The lower levels (starting levels) will basically do nothing while the more flashy damaging moves will need a higher rank. Even though your stats such a strength, defense, speed, etc. help give your techniques a better punch the levels still help determine additonal effects that the technique may possess. A few ranks apart won't make a huge difference so in the end it's up to you to decide how far your technique can go and if someone feels that another is godmodding then they can bring it up to the staff and we'll deal with it.
Here are some guidelines to help determine where your move is placed. Note that I stated a few distances between ranks is not too major and these are guidelines not concrete rules. The only thing concrete about them is the bold number which indicates when a technique reaches the max rank.
*Note that the starting level for each race can be freeformed out meaning that they don't have to be described in your character sheet. For example the starting level for humans is 1 which would be considered "Baseline." This includes techniques such as basic punch, duck and roll, etc. Even though Gems starting level is 25 they can't perform overly complex freeformed moves such as "Crouching low and delivering a bullet punch to the scrotum while spinning counter clockwise causing the target to..." No. These type of moves, even though they are gems, must be described in your character sheet.
Here are some guidelines to help determine where your move is placed. Note that I stated a few distances between ranks is not too major and these are guidelines not concrete rules. The only thing concrete about them is the bold number which indicates when a technique reaches the max rank.
*Note that the starting level for each race can be freeformed out meaning that they don't have to be described in your character sheet. For example the starting level for humans is 1 which would be considered "Baseline." This includes techniques such as basic punch, duck and roll, etc. Even though Gems starting level is 25 they can't perform overly complex freeformed moves such as "Crouching low and delivering a bullet punch to the scrotum while spinning counter clockwise causing the target to..." No. These type of moves, even though they are gems, must be described in your character sheet.
- 1 - Starting level for Humans/ Human Base. This can be simple manoeuvres or attacks that usually won't really do much damage.
- 5 - Moves at this level can damage other humans easily but cannot achieve completely superhuman feats.
- 15 - Starting level for Gem-Humans/ Gem-Human. This is where superhuman feats start to come into play but not unrealistic feats. Basically moves here include knocking others down, pushing them a good distance, jumping 1 story buildings, etc.
- 25 - Starting level for Gems and Metals/ Gems and Metals Base. This is where not too unrealistic superhuman feats start to come into effect. Examples are throwing a ball a whole mile without it loosing momentum throughout the mile length or jumping up 2 stories and landing from 4 story heights.
Ability Techniques
Abilities are meant for Gems, Gem-Humans, and Metals. For information on artifact abilities go here. The three races listed above that possess abilities will naturally ahve their own unique ways of using said abilities which will be classified as Ability Techniques. Ability techniques use another point system in addition to the one listed above. The name for these points is AP which as you can guess means Ability Points. These points, which is explained further below, summarize the total current power level of your ability. They can be spent on either the Ability itself or the energy of your character which is further explained here. To determine how much AP you have just take your current point count and multiply it by the multiplier listed below then add 20. This, like TP, can be altered through traits or professions.
*Note that techniques that correlate with an ability can't exceed the AP of said ability
This the scale to determine how much AP your character possesses:
*Note that techniques that correlate with an ability can't exceed the AP of said ability
This the scale to determine how much AP your character possesses:
AP Scaling
Ex: I have an ability mastery of III and I want to see what my total AP should be. I would look here and see the multiplier for III is 24. (3 * 39) + 20 = 137 AP. My total AP should be 137. If I want to find out my current AP I'd take this number and minus it by amount of AP spent. So if I've spent 31 AP then 137 - 31 = 106 AP. My current AP amount would be 106.
Points | Multiplier |
1-50 | .5 |
51-150 | 1 |
151-250 | 1.5 |
251+ | 2 |
Ex: I have an ability mastery of III and I want to see what my total AP should be. I would look here and see the multiplier for III is 24. (3 * 39) + 20 = 137 AP. My total AP should be 137. If I want to find out my current AP I'd take this number and minus it by amount of AP spent. So if I've spent 31 AP then 137 - 31 = 106 AP. My current AP amount would be 106.
Technique Trees/ Branches
Technique trees is a godsend function that allows one to spend much less TP on stronger skills than usual. This doesn't mean you can just use it on any skill, like everything else in an RP, there is a system. They only owork on upgrades to other skills rather than hhaving you make a new slot or get rid of the old one. Basically not only would you gain a new skill at a lower cost, you also get to keep prior skills! Two birds in one stone.
This cost of skill branches are determined by the TP/ level of the previous skill minus the TP required for the next skill +1. For example, a rank 15 skill would cost 15 TP but if it's a branch of a previous skill then you'd take the rank of that skill (I will use rank 5 for this case) and calculate the difference which is 10. Add 1 and you get 11. Now the cost for the next branch is 11 TP rather than 15 TP.
This system only looks at base rank and ignores traits that increase skill ranks for free. So a skill boosted by Martial Arts mastery to cause a jump from rank 5 to rank 7 will be treated as rank 5 when calculating the TP needed for the next branch.
Branches can branch off each other causing a "tree." You can only have a skill branch off into two different skills three times per character. Examples would be:
This cost of skill branches are determined by the TP/ level of the previous skill minus the TP required for the next skill +1. For example, a rank 15 skill would cost 15 TP but if it's a branch of a previous skill then you'd take the rank of that skill (I will use rank 5 for this case) and calculate the difference which is 10. Add 1 and you get 11. Now the cost for the next branch is 11 TP rather than 15 TP.
This system only looks at base rank and ignores traits that increase skill ranks for free. So a skill boosted by Martial Arts mastery to cause a jump from rank 5 to rank 7 will be treated as rank 5 when calculating the TP needed for the next branch.
Branches can branch off each other causing a "tree." You can only have a skill branch off into two different skills three times per character. Examples would be:
- "Connie's mighty slash(5)" If you recall, this is just really wide sword swing (remeber that (5) is freeform and doesn't have to be in a technique spot)
- "Connie's searing slash (15)" This is a branch from the prior skill. If you remember, this move just is such a fast, but not fast enough, sword swing that it catches the air and cuts through most things with precise aim.
- "Connie's gale slash (25)" This is now where the tree comes into play. As you can see Connie's prior skill has evolved and split into two seperate skills that achieve almost the same thing but for slightly different purposes. Those skills can evolve and make more trees of their own but, again, you can only have a skill branch into two different skills 3 times per character.
- "Connie's groundbreaker (25)" Another thing I brought up with this second one is the name change. Name changes are allowed as long as the motion of the skill can be linked to the prior skill. In this case connie simply does her gale slash at the ground to rise up a little part of the earth.
Technique Strength & Range
Most techniques have a form of damage or a set range that will take effect once the skill is executed. These can be affected by a character's base stats but this section is made to clarify the types:
- Offensive~This is mainly just damage caused by combat techniques such as punching, pushing, kicking, shooting, etc. To determine how much damage is caused through these types of skills then add your strength stat to the skill.
- Defensive~
- Creaitons~
- Abilities~