Specialty type information

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Specialty type information

Post  Rasher on Wed Dec 26, 2012 9:14 am

Magic

Elemental Spells

Fundamental Spells

Spell breaking

Elemental advantage reference list


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:49 pm

Illusions

Deception

Mind Magic

Illusion "Triggers"


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:49 pm

Martial Arts

Pure Styles

"Hard" and "Soft" Styles

Magical Styles



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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:50 pm

Weapons Skills

Melee weapons styles

Ranged weapons styles

Magical weapons styles


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:53 pm

Magical Puppetry

Puppet techniques are a term for any technique requiring a puppet to perform, be they magic, illusions or weaponry based.

-Puppet stats-

As a puppet is inanimate and synthetic they do not have stats while inert, however they do move and possess physical strength when animated by mana strings, meaning that the physical stats of the puppet are equivalent to the mana stats of the character controlling the puppet. However the puppet has no mind of its own as thus no mental stats and cannot use magic on its own and thus has no mana stats.
-The puppet's effective physical strength is equal to it's user's mana power tier. Meaning a puppet user with a mana power tier of 11 will have a puppet capable of exerting the physical force of an organic life-form with a physical strength tier of 11, but only when controlled by that puppet user specifically
-The puppet's effective physical speed, (through the air or on the ground) is equal to it's users mana control tier, meaning that a puppet user with a mana control tier of 11 will have a puppet capable of moving as fast as an organic life-form with a physical speed tier of 11, but only when controlled by that puppet user specifically.

However; a puppet's durability is not dependent on the user's mana reserves stat, as the puppet's physical durability is the durability of the parts and materials used in its construction, the various woods and metals that make up its body. A puppet can of course be protected and repaired by various puppet spells but dose not heal and dose not have stamina like a living thing would. Puppets can of course be repaired in rp between battles. Breaking a puppet dose not however stop it from acting, the parts of the puppet that are still in tact can be moved and used, even detached from the body, puppets must be totally destroyed or incapacitated to keep them from moving.

-Puppets and the laws of action-

A puppet is an inanimate object, and thus cannot take action on its own, thus it dose not gain any movement, attack, or spell actions of its own. Instead the control of the puppet falls in to the actions of the puppet master
-Maintaining the puppetry spell and mana strings counts only as the puppeteer’s sustained action
-Deploying the puppet's owned or built in weapons counts as a free action
-Attacking with the puppet counts as the players attack action
-Using a puppet-spell to achieve magical or illusionary like effects (a listed technique) counts as the players jutsu action
-Magic and Illusion puppet techniques are at mana cost, but kenjutsu based techniques, even ones based in explosives or projectiles use no additional mana
-A broken or damaged puppet can be repaired in rp but not in combat, as this must be done with access to the appropriate tools and materials and is a time consuming task

-Puppets and weapons points-

The universal method:
A puppet's body costs 5 of the users weapons points, but this body has no special features or weapons, just the physical wooden design of the body's frame and is purely aesthetic, the body does however come with +10 weapons points to purchase on puppet parts from the Universal Puppet Parts List or custom parts and a puppet is listed in the puppet. The puppeteer may spend his or her own points on further puppet parts if they so desire

The custom method:
Alternatively puppet users can submit a detailed sheet with an explanation of each part and weapon of the puppet and have a weapons point cost assigned by the admin or mod approving the submission, from which 10 weapons points will be reduced.

-Controlling multiple puppets-

The puppet master's rank widely determines the maximum number of puppets they can control, though archetype abilities can increase this number:
-Rank E and D characters can only control a single puppet, both hands needed for it
-Rank C characters can control two puppets at once, or one puppet with one hand
-Rank B characters can control three puppets at once, or 2-3 fingers per puppet
-Rank A characters can control five puppets at once, needing only two fingers per puppet
-Rank S characters can control up to ten puppets at once, needing only one finger per puppet
(disregard the fingers rule for characters with only one hand, puppetry without hands is theoretically possible but should be run by a mod)
the act of controlling more then one puppet and maintaing the mana strings dose not require more then one sustained action, rather the puppets are all controlled with the same technique at once

-Roll of the puppeteer archetype-

Though a character dose not require the puppeteer archetype to use a puppet (as anyone with the mana strings spell can use one) puppeteering is it's own specialty and counts toward the character's maximum specialty limit. Rather, the puppeteer archetype is to denote a character who's primary specialty is puppetry, it provides certain special bonuses to puppetry techniques and increases the number of puppets that can be controlled at a time
-Characters with puppeteer archetype get the "mana strings" and "puppeteering" spells for free at creation, they do not count toward the characters maximum technique limit
-The puppeteering/mana strings spells do not take up the character's sustained action in a post to maintain, the character's player can effectively ignore them
-Character's with the puppeteer archetype can control one additional puppet then their rank would alow, meaning an e rank puppeteer can control two puppets at once, and an a rank puppeteer can control six


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:54 pm

Beast-master Techniques

-Basic rules-

Really all you need to know about beasts
-Beasts must be real-world animals (no dinosaurs, giant bugs, dragons or demons)
-Beasts can have armor and other equipment, but the beast-master pays for that with their own weapons points
-Beasts can have natural abilities (like summons) but those abilities scale to stats
-Beasts cannot be impossibly fantastic or unnatural (no winged horses, three headed dogs or mutants)
-Characters with the beast-master specialty or who come from a beast-master house may start with a beast
-Rank E-D characters starting as beast-masters should start with only one beast
-Unless a character is from a beast-master house specializing in one type of animal they are aloud to have pets of different species in their group
-Every promotion after creation allows for an additional pet (rank c can have 2, rank a can have 3 ect)
-Getting a promotion as a beast-master and not taking an additional pet gives a beast-master perk for the animal or master
-Characters can gain the beast-master specialty by meeting and training an animal in rp (this takes in-game time!)

-Beasts as pets vs equipment-

Technically speaking people do regard beasts as tools instead of separate characters or entities like a summon. However functionally they differ from ordinary tools in the rp and act as secondary player characters controlled by the same player.
For this reason a ninja beast does not cost any weapons points but instead requires the ninja-beast-master specialty, for your character to have techniques from at least one beast-master based skill tree and the beast to have a sheet of their own, kept under the beast-master's sheet in the same post.

-Beast Techniques-

Beast skills are any technique possessed by the beast-master that requires the beast's co-operation to perform. These techniques count as the beast-master's own technique and take up slots in the character’s maximum technique limit set by intelligence. They can be either magic, martial arts or hybrid spell-fist techniques involving co-operation with the animal to use.

Beasts cannot use their own spells like summons do but can achieve spell like effects with the aid of their beast-master's mana, especially far more effective transformation techniques and clones. Ninja beasts also have the ability to execute martial arts based techniques both on their own or with their human partner but these techniques count as the beast-masters own technique for the purposes of their technique list.

Ninja beasts do not expressly have their own techniques, but are able to perform physically based beast techniques their master has trained them to do from the masters list when instructed to.

-A beast's natural abilities-

Beasts are not able to have techniques known to them that their beast-masters do not also know, but they are able to posses innate natural abilities exclusive to their species that human beings do not have. Some examples include a birds flight, a felines claws, a dogs sense of smell, or a bat's echolocation. This allows for specialized beast-master techniques based on the species of the user's beast.

A beast can start with as many natural abilities as are inherent to whatever species they are but no abilities that every member of that species dose not have. Natural abilities can however be heightened beyond natrual limits, such as a dog’s tracking ability exceeding that of most bloodhounds.

(natural ability scaling coming soon)

-Beast's special training-

Beasts can be trained to have skills similar to natural abilities but not known to other members of their species, such as a wolf being able to use and understand human speech, despite being a wolf. These specially trained skills are not spells but are count as new natural abilities; but unlike natural abilities cannot be taken at creation and must be acquired in-rp training threads. Special abilities like human speech, delivering messages, tracking, ect must be approved by a mod

(special training skills coming soon)

-Beast stats-

(beast stats coming soon)

(beast leveling coming soon)


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:54 pm

Medical Techniques

Healing Techniques

Offensive Medical techniques


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Re: Specialty type information

Post  Rasher on Thu Jul 04, 2013 8:55 pm

Bloodline abilities and techniques


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Re: Specialty type information

Post  Rasher on Fri Jul 05, 2013 1:23 am

Seals and sealing techniques

Seals are considered equipment, as they are carried as items in the form of scrolls, books and tags by your character. However, seals are also technically spells as they have magic like effects and take mana to prepare, that being said seals function on a system of preparation.

-Seal Preparation-

During any thread the seal user is permitted to prepare a seal using a scroll, sealing tag or other item as the spell action for that post at chakra cost. Once preparation is finished the seal user can release the seal, triggering its effect at no mana cost as a free action. Releasing a seal dose not count toward of your spells per thread limit but preparing one will take up that mana.

It is advised that a seal user spend training threads or other non-combat related threads preparing their seals, as mana recharges between threads, however the seal user is required to list all pre-prepared seals, with quantities at the beginning of the thread that they wish to use them in and link to the thread they were prepared in.

-Seal Activation-

Though activation of true seal techniques count as a free action the “generic sealing spell” whereby items are stored inside seals on scrolls dose not have to be prepared as it is simply a method of carrying your items, nor dose the action of summoning an item from a scroll count as a spell, instead drawing an item from a scroll or putting an item inside a scroll also counts as a free action and dose not use mana.

-Sealing methods-

Item-storage seals made with the generic sealing spell can be used on a single scroll indefinitely. However sealing tags and scrolls used for barriers and other magic-like effects will "use up" the marks on the scroll or tag they are written on, making them blank once the seal is broken.
However, seals inscribed on weapons or tattooed on the skin of a character behave differently, these seals simply become inert symbols when broken until "reloaded" by re-preparing the seal with the normal preparation method at chakra cost.

-Cursed seals-

(pending)
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Re: Specialty type information

Post  Rasher on Tue Jul 14, 2015 7:31 pm

Summoning

-Contracts-

Before an animal summoning can be performed, a prospective summoner must first sign a contract with a given species. This contract is Taken in rp or in the character's backstory (if they summon at creation). Players may not start with more than one species in their contract but are aloud to establish a second contract after they have taken their second archetype. Each species in their contracts take up a technique tree in the characters maximum tree intelligence limit and each summon they can summon in that tree counts to their intelligence spell limit.

-How summoning works-

The act of summoning takes up the post’s spell action for your character, the mana cost of the summon counts as a single use of a spell equivalent to that summon’s rank, for example summoning a B rank summon is equivalent to using a B rank spell in mana cost.

It is only possible to summon one summon at a time unless an archetypes ability allows you to summon more than one at a time.

A summon cannot take any actions during the post they are summoned, they begin to act on their summoner’s next post unless an archetype ability allows them to act sooner.

A summon cannot be killed in the role-play, they merely teleport away when defeated, however a defeated summon cannot be summoned again for the rest of the thread and may need sufficient in-rp time to recover depending on how they were defeated.

-How many summons a character can have summoned at a time-

It is possible to have multiple summons out at once, but the number of summons that can be out at a given time is based in rank unless an archetype says so:
E and D rank can have one summon out at a time
C rank can have two summons out a time
B rank can have three summons out at a time
A and S rank can have four summons out at a time
Unless an archetype allows for more summons

-Summon's techniques-

Like player characters a summon's spells list is limited by that summons intelligence, the amount of spells a summon can cast in a thread is dependent on the summon's mana reserves
-E rank Summons cannot use techniques but are aloud 2 natural abilities
-D rank summons are aloud to take from 1 technique tree with no swaps and 2 natural abilities
-C rank summons are aloud to take from 2 technique trees but only 1 specialty with no swaps and 3 natural abilities
-B rank summons are aloud to take from 2 technique trees with 2 specialties, with 1 swap and 3 natural abilities
-A rank summons are aloud to take from 3 technique trees with 2 specialties, with 2 swaps and 4 natural abilities
-S rank summons are aloud to take from 4 technique trees with 2 specialties with 3 swaps and 5 natural abilities
Note: you can substitute a technique tree for a natural ability, or technique tree with a specialty

-Summon's Natural abilities-

A summon is aloud to have spell-like abilities based off their natural traits as animals, this is dependent on the specials of the summon, these will be considered martial arts based abilities and are to be written in the summon's sheet as martial arts techniques. Using a natural ability counts as an attack action if used to attack or a spell action if used for any other purpose.
-A natural ability can be purely physical, such as a specialized fighting technique using a tigers claws or a Spider using its web to ensnare opponents.
-A natural ability can be physical but not directly combat related, such as a snake shedding its skin to deceive an enemy or a mole digging large tunnels.
-A natural ability can be similar to a magic, such as a toad using it's oil to achieve fire spell like effects or a slug dividing its body in to smaller slugs similar to clone spells
-Natural abilities must be listed individually even if they are not used as individual techniques

-Summon Stats-

Summons have stats identical to how a characters stats work out, the number of tiers in their statistics a summon can have maximum is determined by rank
(Tier system for summons coming soon)

-Other summons rules-

-Summons must be actual animals (no dragons dinosaurs or demons)
-At least one summon per rank (e through a at least)
-You cannot have your summons tree contain all major specialties of technique (magic martial illusionary, and medical ect)
-Each summon tree may contain no more than two specialties among all summons present
-Your summons must all be the same animal (or species of animals)
-Each individual summon (the summon on the sheet) acts as one entity, even if it is a swarm of smaller organisms like insects
-Summons are subject to the Laws of Action
-Summons are subject the limitations of their stats and stat advantage
-A summon dose not have in character knowledge! though they can act on their own a summon requires commands to perform combination attacks of strategies thought of by the player these must be voiced in rp (no instant understanding).
-Your summon will not know whats going on when you summon one, the summoner has to explain the situation! Though this dose not mean the summon will not realize clearly apparent danger or simply stand still.
-Summons do not grow in stats or gain new techniques as player characters do

-Examples of a summon technique tree-

(Links to example pages coming soon)
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