STYLES
Apr 23, 2018 9:47:11 GMT -5
Post by Admin on Apr 23, 2018 9:47:11 GMT -5
STYLES
A Style is a form of fighting in which a character utilizes to protect themselves, attack, and etc. Styles can range from the wackiest of ideas to the coolest of ideas, to maybe even something simple. It is dependent on you, the player and author, what Style your character uses in their story. Before continuing, it is important to note that a Devil Fruit power basically falls under the classification of a Style (takes up a Style Slot), just with a different template. All characters have 1 Style slot unless they pick up a 2nd Style slot instead of a Super Talent at Junior Rank. See the Rank System for a bit more info on that.
Anyway, Styles have three categories to them. To first understand what a Style truly is and how it may affect the other Systems for you, you must learn about the three categories that all Styles fall under. Let's get into that.
All Styles have a Theme in which their Style revolves around, as well as a bonus. This allows for things like a Boxing Style that provides a user with a Strength priority in case of a tie in strength or a Speed Priority in case of a tie in speed. All bonuses are graded on a case by case basis and are aimed to be as balanced as possible. Just know that Bonuses involving Stat buffs do not directly increase their intended Stat; Stat Bonuses only break ties!
A Style has the potential to level entire ships using technique alone, but in order to progress to a ship-wrecking state - a character must hone their skills, train their body, and rank up. Every rank your character achieves reflects their potential for greatness increasing, so naturally a character's Style also progresses as they do. A character gains more Talents while a Style gains more versatility.
Rookie Style
At Rookie rank, a character's Style is the use of normal techniques which do not strain the body. At this level, a Style's bonus is what makes moves different from basic actions.
Junior Style
As a Junior, a character's Style is able to see the effects of specialized training; sparks, sprinkles, and even chills are possible at this level. The body strains a little to create these minuscule feats of pseudo-magic. Rokushiki and Rokushiki-like techniques are possible at this rank; Rokushiki practitioners may use three Rokushiki techniques (except Rankyaku) while other Style users may use one Rokushiki-like technique. However, Rokushiki techniques cannot be combined at this level.
Journeyman Style
Journeyman is the level at which a character's Style starts to blossom; long range melee, blades of fire, fists of water, and other feats normally thought impossible by normal standards. This level provides a noticeable jump in a Style's versatility and power. Rokushiki practitioners may finally use all Rokushiki techniques while other Style users may use two Rokushiki-like techniques. Rokushiki combinations are possible at this level and do not count towards other Style user's technique limitations.
Expert Style
An Expert character's Style begins to blur the line between fact and fiction; a Style now gains an 'emotional state' during which a character's emotions seemingly come to life into their techniques. The emotional state grants a second bonus to moves within a Style, but does not last forever. The emotional state must be registered using a Super Talent and activated using a move - just like a form but with the added bonus. Emotional State requires a specific trigger related to a character's personality for activation (requirements for the form activating move).
Master Style
As a Master, a character's Style seems to defy the laws of nature; weather phenomenon are possible at this level such as storms, tsunamis, and earthquakes. Users of a Style other than Rokushiki are able to access three Rokushiki-like moves total (1 more than Journeyman Rank), allowing for more combinations. Those of this level could fool even Expert Rank characters into believing a Devil Fruit is responsible for this surge in power and might!
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With everything explained, below is the template to be used for registering your Style.
Anyway, Styles have three categories to them. To first understand what a Style truly is and how it may affect the other Systems for you, you must learn about the three categories that all Styles fall under. Let's get into that.
- Blunt Category: A category of Styles that involve a blunt force such as a fist, foot, hammer, or etc that fall under blunt. These do damage how they the meant to do, exactly how the System describes and explains damage. However, there are benefits of having a blunt weapon and that is the fact that you are not risking injuring your character's own body. If the damage of an attack is directed to your weapon instead of your character, the damage is dealt to your weapon instead. A weapon's health bar is half of an equal Ranked character's health. Every rank grants +15 meters of range for use in varies dodges and dashes, and ranged attacks (which are possible at Journeyman rank).
- Sharp Category: A category of Styles that involve a sharp force such as a sword, dagger, spear or etc that fall under sharp. These do damage a bit different how the System describes and explains damage. The Sharp category's basic actions do their weapon's full rank in Damage but can be easily countered by a Move. A Sharp Style user cannot do full rank damage in basic actions if your weapon is not the same Rank or above your Power or Speed. The Sharp category requires the user to have a Sharp weapon on their character in character to function. Since a Sharp weapon can always be stolen or taken from a character, they might struggle if that ever happens to them. That is their drawback for their category's usage. Every rank grants +15 meters of range for use in varies dodges and dashes, and ranged attacks (which are possible at Journeyman rank).
- Marksman Category: A category of Styles that involve a ranged force such as a pistol's bullet, a slingshot's carnivorous plant seed, or etc that fall under a ranged force. These do damage a bit different how the System describes and explains damage. The Marksman category's basic actions do their weapon's full rank in Damage but can be easily countered by a Move. A Marksman Style user can always do full rank damage in basic actions but their basic actions are based on the amount of ammo the user has on their character. The Marksman category requires the user to have a Marksman weapon character's moves to function. Since a Marksman weapon and ammo can always be stolen or taken from a character, they might struggle. A Marksman category Style has Ranged Moves which scales by 25 meters per the user's Rank.
All Styles have a Theme in which their Style revolves around, as well as a bonus. This allows for things like a Boxing Style that provides a user with a Strength priority in case of a tie in strength or a Speed Priority in case of a tie in speed. All bonuses are graded on a case by case basis and are aimed to be as balanced as possible. Just know that Bonuses involving Stat buffs do not directly increase their intended Stat; Stat Bonuses only break ties!
PROGRESSION
A Style has the potential to level entire ships using technique alone, but in order to progress to a ship-wrecking state - a character must hone their skills, train their body, and rank up. Every rank your character achieves reflects their potential for greatness increasing, so naturally a character's Style also progresses as they do. A character gains more Talents while a Style gains more versatility.
Rookie Style
At Rookie rank, a character's Style is the use of normal techniques which do not strain the body. At this level, a Style's bonus is what makes moves different from basic actions.
Junior Style
As a Junior, a character's Style is able to see the effects of specialized training; sparks, sprinkles, and even chills are possible at this level. The body strains a little to create these minuscule feats of pseudo-magic. Rokushiki and Rokushiki-like techniques are possible at this rank; Rokushiki practitioners may use three Rokushiki techniques (except Rankyaku) while other Style users may use one Rokushiki-like technique. However, Rokushiki techniques cannot be combined at this level.
Journeyman Style
Journeyman is the level at which a character's Style starts to blossom; long range melee, blades of fire, fists of water, and other feats normally thought impossible by normal standards. This level provides a noticeable jump in a Style's versatility and power. Rokushiki practitioners may finally use all Rokushiki techniques while other Style users may use two Rokushiki-like techniques. Rokushiki combinations are possible at this level and do not count towards other Style user's technique limitations.
Expert Style
An Expert character's Style begins to blur the line between fact and fiction; a Style now gains an 'emotional state' during which a character's emotions seemingly come to life into their techniques. The emotional state grants a second bonus to moves within a Style, but does not last forever. The emotional state must be registered using a Super Talent and activated using a move - just like a form but with the added bonus. Emotional State requires a specific trigger related to a character's personality for activation (requirements for the form activating move).
Master Style
As a Master, a character's Style seems to defy the laws of nature; weather phenomenon are possible at this level such as storms, tsunamis, and earthquakes. Users of a Style other than Rokushiki are able to access three Rokushiki-like moves total (1 more than Journeyman Rank), allowing for more combinations. Those of this level could fool even Expert Rank characters into believing a Devil Fruit is responsible for this surge in power and might!
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With everything explained, below is the template to be used for registering your Style.
[center][b]STYLE NAME[/b][/center]
[b]Category:[/b] What Category is it?
[b]Theme:[/b] One Sword? Two Sword? Blue Sword? Red Sword? Rokushiki?
[b]Special Effect:[/b] Fire, water, wind, explosions, slime, foam?
[b]Bonus:[/b] What is the bonus? Remember, Stat-based Bonuses (ex. Strength, Speed) are tie breakers, not direct buffs to a character.
[div align="center"][b]DESCRIPTION[/b][/div]
[b]Rookie Style:[/b] What can you do with this Style as a Rookie character? DON'T mention range or cooldowns - leave that for moves.
[b]Junior Style:[/b] What can you do with this Style as a Junior character? Make sure to include Rokushiki techniques (Rokushiki users) or a Rokushiki-like technique (everyone else) if you want any (excluding Rankyaku). Also describe how your Style's tiny special effect effect is possible. DON'T mention range or cooldowns - leave that for moves.
[b]Journeyman Style:[/b] What can you do with this Style as a Journeyman character? Make sure to include Rokushiki techniques (Rokushiki users) or Rokushiki-like techniques (everyone else) if you want any. Still describe how your Style's special effect is possible. DON'T mention range or cooldowns - leave that for moves.
[b]Expert Style:[/b] What can you do with this Style as an Expert character? DON'T describe the Emotional State; the emotional state is described using the Super Talent and the move which activates the Emotional State. DON'T mention range or cooldowns - leave that for moves.
[b]Master Style:[/b] What can you do with this Style as a Master character? Third Rokushiki-like technique if you want one. DON'T mention range or cooldowns - leave that for moves.