Rules:Technique Concepts

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Below is a listing of various techniques, and the rules that apply to these by default. These abilities can be utilized by any character, and while not techniques in themselves in most cases can give starting ideas or upgrade ideas for other techniques.

Active to Passive

Perhaps one of the most common abilities is a technique which, upon Activating the technique the character gains a Passive bonus for a certain amount of time, either as short as a single post, or as long as the rest of the scene.

When activating, these will function for as many following posts as the duration is. For example, an effect which is applied to function for 3 posts will activate on the post, and then apply the effect each post until the end of the third post following activation.


Area of Effect (AOE)

An Area of Effect type technique will affect an area, usually calculated by radius around the character. The effects inside of this radius will be divided equally among all Powered objects affected by it.


Composition of Effects

There are three main Compositions that an ability may take the form of by default. They are Physical, Energy, or Body/Bodily.

Body durability is reserved only for Ki and Ki based Physical Durability. Item Techniques that share durability with this type of durability are considered to have it. This type of durability may never be affected by Nullifier, however if an Undead character has Body durability they may be affected by an ability that deals bonus stamina free damage to Undead.


Energy is external manifestations of a character’s power. Be it a Ki User creating a gimme blast effect, magical fire, or a Psion’s TK Wave, all of these are energy. Things such as Nullifier and Polarize always apply to these effects, unless otherwise upgraded.


Physical is the last composition. This is the realm of objections. Item Techniques, armor, a bullet fired from a gun, all of these are considered Physical. Nullifier may be applied to function against these, and one would use Concussive Force against these.


When a Technique is composed of a multiple of these effects, abilities which only affect one Composition will only affect the part of the Technique made of that Composition. As such, it is generally best to list such techniques as ‘Amount+Amount Nullifier’ so that one knows how to apply it. Please note that a MUN may always request the amounts of an attack that are made of each Composition.


Damage Reduction

Damage Reduction is the ability to reduce damage by an amount. Generally this type of technique will last a set amount of posts, and reduce all damage taken in a post by the Natural Charge. This type of technique always has a cap of 100%PL, or the Natural Charge, whichever is higher. If the character takes an amount of damage in a post that surpasses this damage, they do not reduce it at all.


Economic Units

Economic Units (EU) are a type of virtual currency that characters may utilize. Each day, the character may roll a number of D10s specified by their techniques. Upon a roll of 1, the character generates ‘’’Zero’’’ EU. A roll of 2-9 generates ‘’’One EU’’’, and a roll of 10 generates ‘’’Two’’’ EU. When rolling EU, if any days have been missed a character may roll up to the last 7 days of EU, any previous is lost.

Once the character has generated an amount of EU, they may spend ‘’’Three’’’ EU to pay off a single Tech Day for qualifying techniques. A technique MUST be specifically applied to be purchased by EU, and must be an Item technique of some type.

A character may generate no more than ‘’’Ten’’’ EU per day.


Invisibility

Invisibility techniques allow a character to vanish from Eyesight. Unless otherwise noted, a character with Powered Hearing or Smell may still detect them. This does not prevent a character from being sensed within a Psion’s Sphere of Influence.

This effect may be broken by 100%PL in Power Concealment Breaking on Eyesight/Hearing/Smell. Attacking while invisible immediately breaks the Invisibility.


Item Techniques

Item Techniques are either Weapons, Armor, or Accessories that grant some form of power to the character. Item Techniques may have various abilities applied to them that generally would require an activated technique to utilize, however if the item is destroyed or disarmed, the character loses that ability until it is restored.

In order for an Item Technique to grant an ability, it must be noticeable on the character. Item Techniques can be detected as an Item Technique by a character with Power Sensing of the same type. Unless otherwise applied, an Item Technique will only function for the type of Power that it is purchased for. If lost, stolen, or destroyed, the accumulated Tech Days must be paid to restore it.

Bonuses granted by an Item Technique, such as Ki Attack Kit, will stack with similar bonuses on a Technique used through the item to the normal limitations.

An Item Technique may be utilized by any character of the appropriate Power type.


Lingering Damage

A character may apply for an ability to deal lingering damage, or additional damage for a certain amount of posts after the attack hits. When dealing this amount, it is split up equally amongst all attacks made by that character per round. Lingering damage on any one target may never exceed Charge Capacity.

Each time the character applies Lingering Damage they may deal the Charge Rate for two posts and half the Charge Rate for an additional two posts afterward without expending stamina, as per Enflame. Any additional damage or posts beyond that amount costs stamina as normal.

Multipliers

There are many types of Multipliers. Multipliers that affect Power Level are the most common, however they may also apply to any particular Statistic. There are also ‘Quasi-PL Multipliers’, which affect an attack, multiplying it to function as if the character’s Power Level was multiplied, though without actually multiplying the Power Level.

The important thing to remember with Multipliers is that they all stack ‘’’ADDITIVELY’’’. As such, a character that activates a technique that multiplies the character’s Power Level times two, and then utilizes an ability that multiplies their Strength and Speed by two, would have Strength and Speed calculated as 3x Power Level, while everything else is calculated as 2x Power Level.


Order of Force

When striking with a technique, the order in which various forces strike are as follow: Any ‘Aura’ around the attack, such as Polarize, any additional force, such as Concussive Force, any Nullifier Type damage to the appropriate Durability, and finally the direct damage. Similar Effects will cancel each other out.


On Hit

When a technique is declared to have a secondary effect ‘on hit’, it deals bonus damage or some other effect if it touches a character. As such, the only way to prevent this is to not be hit by the attack, either through dodging, or reflecting the attack with Polarize, Concussive Force, Active Defense, or blocking with a ranged ability.


Power Concealment

Power Concealment functions much like Invisibility, except for one’s Power Sense. A character may choose to hide their Ki/Magic/Psionic Power Level from those who can sense it. They may also choose to hide their mortal level Ki. Unless otherwise noted, this can be broken by 100%PL in Power Concealment Breaking.


Power Concealment Breaking

Power Concealment Breaking allows a character to break through various stealth techniques. This may apply to Eyesight or similar techniques, or Power Sensing techniques. It grants an amount which is compared to the Power Concealment and Invisibility techniques, which allows the character to see and sense them as normal if it exceeds that amount.


Stamina Free Effect

There are a very few cases when an effect may apply and not cost Stamina. These are as follows:

Lingering Damage; A character may deal up to their Charge Rate for Two posts, and half their Charge Rate for the following two posts without expending stamina.

Nullifier Effect; A character does not have to pay stamina when dealing a Nullifier-like Effect. No matter how many various Nullifier Effects the character has, they may never apply more than two of them.

Concussive Force; When striking with an attack that also deals Concussive Force, like a streaming technique, said Concussive Force does not cost stamina.

Stamina Restoration; When restoring an amount in Stamina, they do not have to expend that amount in Stamina. However, they MUST have a Natural Charge left in Stamina to restore any.

In all other cases, a character must pay stamina equal to the charge of each effect.


Summon

A character may activate a technique that temporarily summons an ally to them. These techniques may create a temporary character of any Power type, and will generally have a Power Level equal to the Charge Expended. Summoned allies are disposable, and as such do not take Incap time; reducing a Summon’s stamina or durability to 0 immediately destroys it.

A summon ability may also be utilized to summon a Minion character. These are generally cheaper, as the summon then follows all rules that Minions do.