COMBAT AND MOVES
Apr 13, 2018 7:36:52 GMT -5
Post by Admin on Apr 13, 2018 7:36:52 GMT -5
MOVES AND ACTIONS
Moves and Actions are the bread and butter of combat within the One Piece World. To first understand the difference between Moves vs. Actions, we must look at the five Ranks that Moves and Actions can fall under.
A Move is bought via Move Points which upon Character Creation, you are rewarded 5 Move Points. The price of a Move is dependent on how many Ranks high the Rank of the Move is. Rookie Rank Moves require only 1 Move Point while a Junior Rank Move requires 2. Extra Move Points are awarded to a character through Tasks and Adventures.
Sustains and Upkeeps: Sustains or otherwise known as Upkeeps are a mechanic prevalent in many RPs in order for a character to continue using the same Move they used in their prior Post again but for the same initial cost. Here on One Piece World, we do indeed have these, when one uses them and there is no need to mention that a certain Move has them. So, go crazy with Sustains and Upkeeps if you want but don't blame anyone if your Moves become predictable and your opponent turns that against you to win a fight. Use the Sustains or well Upkeeps in a smart way. Anyway, have fun.
Move and Action Overpowering: Moves usually always overpower Actions, however, if an Action's Rank is higher than the Move's Rank, that Move is overpowered by the Action. Yet, here's the thing, let's say you are Rookie Rank and use a defensive move like Tekkai. That Move is defending you from a total of Rookie Rank damage since that Move would be Rookie Rank.
So, let's bring in an Expert Rank character and have them hit you with an Expert Rank action, if that character has Expert Rank Power, they wouldn't do Expert Rank damage in full. Instead, they would do only half Expert Rank damage, since it wouldn't be a Move and thus couldn't do Expert Damage in full. Okay, now let's say the Expert Rank hit you as you have Tekkai on. Half of Expert Rank is Junior Rank, meaning, since you have Tekkai on, you defend yourself against Rookie Rank damage. Being hit, you would have tanked half of the Junior Rank action's damage, only being dealt Rookie Rank damage.
In the case of two physical offensive moves of the same Rank clashing, they would both receive half damage, since their moves would null out half of the other's damage. However, with Busoshoku Haki on, it is completely different.
All Moves have a Type that they classify as. The three Types a Move can fall under are Attack, Defense, Supplementary, or Activation. A Supplementary Move is neither an Attack nor a Defense Move but whatever does not fall under them. However, an Activation Move simply activates something, whether it's a form or Haki or etc.
Following Types, Moves then require a Range. Per Rank, that Move gains 25 meters of Range if it has range capabilities and for AOE Moves, it follows diameter. Then, from Range, we go to Requirements and Drawbacks which requires a single requirement for the character to use the Move. And lastly, we have the Cooldown and Description of the Move. For Cooldown, it is dependent on what the Rank of your Move is. Per Rank, the Cooldown of your Move is raised by 1 post, with Rookie Rank moves being a 1 post Cooldown. Once you have all of that filled out, you do the Description and your move is ready to be graded by a staff member.
Actions are not registered but are much simpler and cannot be as complex as Rank moves. What Actions are is basically the typical slashes, punches, and whatnot within a fight that help accompany a character in a fight or etc. All actions by everyone start off only doing Rookie Rank damage. In order for a character to do more than Rookie Rank, that character is required to use a Talent to upgrade their physical damage output. Physical damage is dependent solely on the user's Talent and can be up to single Rank above their Rank, however, a character cannot be anywhere above two Ranks of physical damage since that would just be too quick of a jump in damage for lower Ranks.
However, sniper shooters and the alike do not have to use a Talent to upgrade their damage output. All ranged and sniper shooters' damage outputs depend solely on what Rank they are and what type of Ammunition they are carrying on them at that moment. See more about Styles if you are still curious about the whole thing.
Although a certain Move may be locked to that certain Rank, that doesn't mean that Move cannot do higher Ranked damage. If a character is performing a Move that uses less Power of what the character's Power is, that character's Move would do damage equal to the character's Power, always. Yet, it is important to remember that even though a lower Ranked Move can do more damage if a character's Power is higher than the Move, higher Ranked Moves still overpower lower Ranked moves.
Speed and Power are their own respective things, however, they both play hand in hand. To keep things bound by reality in order to make sense, Power is always capable of generating Speed and Speed is always capable of generating Power. For example, let's say we have a Journeyman Rank character with Journeyman Rank Power but with Rookie Rank Speed and that character throws a ball, does that ball travel at Rookie Rank Speed or Journeyman Speed? Well, the answer is... it would travel Journeyman Speed. You see, if it were to travel Rookie Rank Speed, that would not adhere to the laws of reality. So, as to stay as close as possible to making sense, this is what happens when a character so powerful throws something with such a force. However, it always costs a single point of Stamina when throwing an object or projectile. So, keep that in mind.
In the case of a Journeyman Rank character with Journeyman Rank Power wanting to travel at Journeyman Rank Speed, that character would need to register the appropriate Move to do so. That Move would last the number of posts of the number of Ranks that character currently has climbed up.
However, I did also mention Speed can generate Power, didn't I? Aha! Well, I did! Now let's get into how Speed can do that! For something to be traveling so fast, it, of course, is going to generate a force, right? A character of such a fast Speed is bound to create a force stronger than their normal, so, this is where Speed creating Power comes in. For a character of Journeyman Rank Speed who has Rookie Rank Power wanting to achieve Journeyman Rank Power, they can do so by creating a Move, exactly like in the opposite case.
Oh, also, if a Journeyman Rank Speed character throws a ball or projectile, that ball or projectile will accumulate Journeyman Rank Power, similar to the opposite side of the fence where Power can generate Speed.
These are Moves and Actions that may fall into the category of something akin to a Form, Transformation, and special Ability. Base Devil Fruit Moves and Actions itself do not fall into this category but Haki, Forms, and Devil Fruit forms do. To activate a Super Talent Form, Transformation, or Special Ability, an initial Super Talent Activation Move may be required to be used.
The Moves of this category typically have an additional cost of Stamina or something like Haki Stamina but do wonders for a character in combat. When thinking of Moves that fall into this category, think of Gear Second, Gear Fourth, Sanji's Diable Jambe, and Haki Moves. These Moves still are attached to a Rank but have additional bonuses added to them. Actions of this category also have additional bonuses added to them but as said before, require the Super Talent Activation move to be able to be used.
A question that may be asked during reading the above may be that well... Why would Gear Second and Gear Third fall into the category of a Devil Fruit form for a Super Talent and not just an ordinary Talent instead? Well, that's a good question. Yet, it's not something we don't have an answer for. In the case of Gear Second and Third, many would assume it would be a normal Talent form and not a Super Talent one when they take into consideration that Gear Fourth is much stronger than those forms. However, that whole part about Second and Third being normal Talents are wrong.
Now, here's why. Gear Fourth is a much more taxing form than Gear Second and Third on Luffy. Gear Fourth doesn't only take up just regular Stamina but it also takes up Haki Stamina. When a character loses and runs low on Haki Stamina, similar effects to when a character loses regular Stamina happens. So, as you can see, yes, Gear Second, Gear Third, and Gear Fourth are all Super Talent forms, however, Gear Fourth is a far more taxing form. Hence why Gear Fourth is stronger.
- Rookie Rank: Simple Moves for beginner characters and fighters. Moves in this Rank do full Rookie Rank damage. However, Actions in this Rank do half Rookie Rank damage. Canon examples of Rookie Rank Moves are Luffy's Gomu Gomu No Pistol, Sanji's Collier, Zoro's Oni Giri, and Ussop Hammer. Costs 10 Stamina. Must be Rookie Rank or higher to register this Rank of Move.
- Junior Rank: Slightly more complex Moves that can be used as more advanced and powerful versions of the previous Rank's moves. Moves in this Rank do full Junior damage. However, Actions in this Rank do Rookie damage. Canon examples of Junior Rank Moves are Gomu Gomu No Sledgehammer, Rocket, or Gatling, Sanji's Collier Shoot, Zoro's Nigori-Zake (Two Gorilla Slash), and Ussop's Hissatsu Kaenboshi. Costs 20 Stamina. Must be Junior Rank or higher to register this Rank of Move.
- Journeyman Rank: An early advanced Move that may use more logic and can be averagely complex. Moves in this Rank do full Journeyman damage. However, Actions in this rank do Junior damage. Canon examples of Journeyman Rank Moves are Gomu Gomu No UFO, Gomu Gomu No Elephant Gun, Gomu Gomu Red Hawk, Zoro's Asura, and Sanji's Diable Jambe. At this Rank, many would have it in their best interest to take advantage of Super Talent Moves/Actions. Costs 30 Stamina. Must be Journeyman Rank or higher to register this Rank of Move.
- Expert Rank: A late advanced Move that usually takes advantage of the fact that it can be a much more complex and on a much larger scale than its predecessors. Moves of this Rank's caliber do full Expert damage. However, Actions in this rank do Journeyman damage. Canon examples of Expert Rank Moves are Gomu Gomu King Kong Gun, Gomu Gomu Leo Bazooka, Zoro's Sanzen Sekai, Sanji's Hell Memories, Ace's Dai Enkai: Entei, and Enel's Raigo, and Ursus Shock. Costs 40 Stamina. Must be Expert Rank or higher to register this Rank of Move.
- Master Rank: The Move that transcends all others and is the true ruler over the battlefield, capable of switching the tides of war. These Moves have a much larger range than any other and can be devastating or life-saving. Moves of this powerful Rank do full Master damage. However, Actions in this rank do Expert damage. Canon examples of Master Rank Moves are Akainu's Ryuusei Kazan, Whitebeard's Quake, and Blackbeard's Black Hole. Costs 50 Stamina. Must be Master Rank or higher to register this Rank of Move.
A Move is bought via Move Points which upon Character Creation, you are rewarded 5 Move Points. The price of a Move is dependent on how many Ranks high the Rank of the Move is. Rookie Rank Moves require only 1 Move Point while a Junior Rank Move requires 2. Extra Move Points are awarded to a character through Tasks and Adventures.
Sustains and Upkeeps: Sustains or otherwise known as Upkeeps are a mechanic prevalent in many RPs in order for a character to continue using the same Move they used in their prior Post again but for the same initial cost. Here on One Piece World, we do indeed have these, when one uses them and there is no need to mention that a certain Move has them. So, go crazy with Sustains and Upkeeps if you want but don't blame anyone if your Moves become predictable and your opponent turns that against you to win a fight. Use the Sustains or well Upkeeps in a smart way. Anyway, have fun.
Move and Action Overpowering: Moves usually always overpower Actions, however, if an Action's Rank is higher than the Move's Rank, that Move is overpowered by the Action. Yet, here's the thing, let's say you are Rookie Rank and use a defensive move like Tekkai. That Move is defending you from a total of Rookie Rank damage since that Move would be Rookie Rank.
So, let's bring in an Expert Rank character and have them hit you with an Expert Rank action, if that character has Expert Rank Power, they wouldn't do Expert Rank damage in full. Instead, they would do only half Expert Rank damage, since it wouldn't be a Move and thus couldn't do Expert Damage in full. Okay, now let's say the Expert Rank hit you as you have Tekkai on. Half of Expert Rank is Junior Rank, meaning, since you have Tekkai on, you defend yourself against Rookie Rank damage. Being hit, you would have tanked half of the Junior Rank action's damage, only being dealt Rookie Rank damage.
In the case of two physical offensive moves of the same Rank clashing, they would both receive half damage, since their moves would null out half of the other's damage. However, with Busoshoku Haki on, it is completely different.
MOVE TEMPLATE
[b][center]MOVE NAME[/center][/b]
[b]Rank:[/b] What Rank is the Move?
[b]Type:[/b] Attack, Defense, Sup, etc?
[b]Range:[/b] Range? Is your Style, Devil Fruit, or Haki capable of Range?
[b]Requirements and Drawbacks:[/b] Detail what the character needs to do to use the move and if they have a drawback, say so.
[b]Cooldown:[/b] What is it?
[b]Stamina Cost:[/b] It goes up 10 per Rank
[b]Description:[/b] Describe your Move to the best of your ability and explain how it functions, what it does, and etc.
All Moves have a Type that they classify as. The three Types a Move can fall under are Attack, Defense, Supplementary, or Activation. A Supplementary Move is neither an Attack nor a Defense Move but whatever does not fall under them. However, an Activation Move simply activates something, whether it's a form or Haki or etc.
Following Types, Moves then require a Range. Per Rank, that Move gains 25 meters of Range if it has range capabilities and for AOE Moves, it follows diameter. Then, from Range, we go to Requirements and Drawbacks which requires a single requirement for the character to use the Move. And lastly, we have the Cooldown and Description of the Move. For Cooldown, it is dependent on what the Rank of your Move is. Per Rank, the Cooldown of your Move is raised by 1 post, with Rookie Rank moves being a 1 post Cooldown. Once you have all of that filled out, you do the Description and your move is ready to be graded by a staff member.
ELABORATED ACTIONS
Actions are not registered but are much simpler and cannot be as complex as Rank moves. What Actions are is basically the typical slashes, punches, and whatnot within a fight that help accompany a character in a fight or etc. All actions by everyone start off only doing Rookie Rank damage. In order for a character to do more than Rookie Rank, that character is required to use a Talent to upgrade their physical damage output. Physical damage is dependent solely on the user's Talent and can be up to single Rank above their Rank, however, a character cannot be anywhere above two Ranks of physical damage since that would just be too quick of a jump in damage for lower Ranks.
However, sniper shooters and the alike do not have to use a Talent to upgrade their damage output. All ranged and sniper shooters' damage outputs depend solely on what Rank they are and what type of Ammunition they are carrying on them at that moment. See more about Styles if you are still curious about the whole thing.
Although a certain Move may be locked to that certain Rank, that doesn't mean that Move cannot do higher Ranked damage. If a character is performing a Move that uses less Power of what the character's Power is, that character's Move would do damage equal to the character's Power, always. Yet, it is important to remember that even though a lower Ranked Move can do more damage if a character's Power is higher than the Move, higher Ranked Moves still overpower lower Ranked moves.
SPEED AND POWER
Speed and Power are their own respective things, however, they both play hand in hand. To keep things bound by reality in order to make sense, Power is always capable of generating Speed and Speed is always capable of generating Power. For example, let's say we have a Journeyman Rank character with Journeyman Rank Power but with Rookie Rank Speed and that character throws a ball, does that ball travel at Rookie Rank Speed or Journeyman Speed? Well, the answer is... it would travel Journeyman Speed. You see, if it were to travel Rookie Rank Speed, that would not adhere to the laws of reality. So, as to stay as close as possible to making sense, this is what happens when a character so powerful throws something with such a force. However, it always costs a single point of Stamina when throwing an object or projectile. So, keep that in mind.
In the case of a Journeyman Rank character with Journeyman Rank Power wanting to travel at Journeyman Rank Speed, that character would need to register the appropriate Move to do so. That Move would last the number of posts of the number of Ranks that character currently has climbed up.
However, I did also mention Speed can generate Power, didn't I? Aha! Well, I did! Now let's get into how Speed can do that! For something to be traveling so fast, it, of course, is going to generate a force, right? A character of such a fast Speed is bound to create a force stronger than their normal, so, this is where Speed creating Power comes in. For a character of Journeyman Rank Speed who has Rookie Rank Power wanting to achieve Journeyman Rank Power, they can do so by creating a Move, exactly like in the opposite case.
Oh, also, if a Journeyman Rank Speed character throws a ball or projectile, that ball or projectile will accumulate Journeyman Rank Power, similar to the opposite side of the fence where Power can generate Speed.
SUPER TALENT
MOVES AND ACTIONS
MOVES AND ACTIONS
These are Moves and Actions that may fall into the category of something akin to a Form, Transformation, and special Ability. Base Devil Fruit Moves and Actions itself do not fall into this category but Haki, Forms, and Devil Fruit forms do. To activate a Super Talent Form, Transformation, or Special Ability, an initial Super Talent Activation Move may be required to be used.
The Moves of this category typically have an additional cost of Stamina or something like Haki Stamina but do wonders for a character in combat. When thinking of Moves that fall into this category, think of Gear Second, Gear Fourth, Sanji's Diable Jambe, and Haki Moves. These Moves still are attached to a Rank but have additional bonuses added to them. Actions of this category also have additional bonuses added to them but as said before, require the Super Talent Activation move to be able to be used.
A question that may be asked during reading the above may be that well... Why would Gear Second and Gear Third fall into the category of a Devil Fruit form for a Super Talent and not just an ordinary Talent instead? Well, that's a good question. Yet, it's not something we don't have an answer for. In the case of Gear Second and Third, many would assume it would be a normal Talent form and not a Super Talent one when they take into consideration that Gear Fourth is much stronger than those forms. However, that whole part about Second and Third being normal Talents are wrong.
Now, here's why. Gear Fourth is a much more taxing form than Gear Second and Third on Luffy. Gear Fourth doesn't only take up just regular Stamina but it also takes up Haki Stamina. When a character loses and runs low on Haki Stamina, similar effects to when a character loses regular Stamina happens. So, as you can see, yes, Gear Second, Gear Third, and Gear Fourth are all Super Talent forms, however, Gear Fourth is a far more taxing form. Hence why Gear Fourth is stronger.
DAMAGE AND HEALTH
Every good Rank System RP needs a way to calculate damage received and damage dealt, so, this is what this is. This section of the Combat System is going to be closely tied in with the Ranks System. Check out the Rank System here for references made here. Now, let us get into how damage is dealt and handled here on One Piece World.
Worn Down/Demote Mechanic: When a character has received enough damage, that character's speed is demoted a single rank.
(Reminder: Be sure to remember that achieving a certain Rank does not mean your HP is at that Rank. A character needs to register a Talent to upgrade their HP up a Rank. The same goes for Power and Speed.)
Rookies: They have 4 health before being worn down, 8 health before being beaten, and 16 health before being killed. Rookie Rank damage does 1 damage to health and half Rookie Rank does 0.5 damage. A total of 16 health.
Juniors: They have 8 health before being worn down, 16 health before being beaten, and 32 health before being killed. Junior Rank damage does 2 damage to health. A total of 32 health.
Journeymen: They have 16 health before being worn down, 32 health before being beaten, and 64 health before being killed. Journeymen Rank damage does 4 damage to health. A total of 64 health.
Experts: They have 32 health before being worn down, 64 health before being beaten, and 128 health before being killed. Experts Rank damage does 8 damage to health. A total of 128 health.
Masters: They have 64 health before being worn down, 128 health before being beaten, and 256 health before being killed. Masters Rank damage does 16 damage to health. A total of 256 health.
Note: Via Talents and Super Talents, a character's health/durability can be increased.