Post by Maxsuz Argin on Apr 14, 2022 13:53:21 GMT -5
Making the Effect Descriptions More Newbie Friendly
Hello again, my friends. I must say, I'm very pleased by the fact that two of my suggestions about the respec system ended up being approved, and I think this RPG only got better for it. However, today I come here with a different mission in mind. I would like to begin by recalling my own experience as part of my argumentation. As we all know, this is a RPG with Battle Mechanics, and deep ones at that. There are traits, techniques, items, transformations, variants. In short, this game's mechanics and depth are much more than some might think.
When creating their characters and making their builds, some players will choose to be as faithful to the image of their characters as possible, disregarding their character's viability. That is totally valid and should not be frowned upon. After all, some players came here to write stories, and not make calculations. However, those who want to pursue a more competitive side should also not be chastised by wanting to engage with a core part of the game more deeply. After all, Action Threads, the most important stories to the game as a whole, are decided through using the battle mechanics, and characters can live or die by them. That being said, there are players who will want to make fully competitive characters, while there is a third group which will try to find a compromise between being faithful to their character and making them decent in battle. I believe I find myself in this third group. I want to engage in both parts of this RPG equally. Both the writing game and the numbers game.
With all that prelude out of the way, one thing I've noticed over the months here is my overreliance on the "Questions and Answers" channel on the Discord server. At first, I thought it was simply because I was new to the game. But the more I analyzed what I was unsure about, the more I noticed many of my problems were caused by the lack of information in the descriptions of effects themselves. This even has costed me greatly, as I'll soon explain.
Using myself as an example of this issue, when Respecing my character, I noticed a combo that could win me fights if done at the right time: The combination of the Alien trait Galaxy Brain and the Sparking Variant Lightspeed. The description of both effects goes as follows in the site:
By reading both descriptions, it is easy to reach the conclusion they would work perfectly together. Lightspeed's effect states "IF" you use an attack on the same turn you activate Lightspeed, it gains +20%. That description makes no restrictions like "the attack", or "the first attack", or "one attack", which means, there would be no reason to believe Lightspeed would not buff all 3 attacks from Galaxy Brain. With that in mind, I made it so my Sparking Defense had Lightspeed exactly for that combination. But, despite all that, when talking with Staff about it, months down the line, they informed me that they had ruled that combo illegal.
It was an oversight from Staff, sure, either because all Staff knew of that ruling already, or because they forgot to add it when they came with it, but the points stays: there was no way for a new player to know about that ruling, by reading the rules in the forum, and the rules in the forum should give you all the information you need to understand the mechanics, and how effects interact with each other. I would not have picked Lightspeed on my Sparking if I knew form the start the combo with Galaxy Brain would not work, but there was no way for me to know. Someone could argue I could have asked Staff about it before making my Sparking, but then are you implying I can never trust the written rules and must always ask Staff about how they actually work? That is counterproductive to all of us, as Staff keeps being disturbed by otherwise unnecessary questions because the players do not have all the information they need to play the game as intended.
Another problematic interaction I can bring up is the one between the Sustained Standard Variant and the Mending Sparking Variant. The descriptions for both of those are as follows:
Once again, by reading the descriptions, it is easy to come to the conclusion that, if you have a Sustained Mending Sparking Defense, for every turn it remains on unbroken, it would heal you by 20%, because Mending never restricts its effect to once per technique. And yet, that was ruled as not the case outside the official rules. This is another case where the player could not possibly know Mending is a once per technique effect without having to bother Staff about it.
Having seen the same problem twice in a short period of time, one of them directly affecting me in a negative way, I began researching all traits, techniques, variants and battle items, looking for more "shenanigans", and I ended up finding many of them. Firstly, many effect descriptions regarding the same subjects would explain them in different ways, causing confusion. Others would have many redundancies and flavor text that would only make them harder to understand, especially for new players. Thirdly, and most important of all, some of them did not have part of their effects written down, as many rulings made by Staff on Discord should have altered their text, and yet they were not altered.
As I understood the rabbit hole went way deeper that I had anticipated, me and my friend, Marimba , decided to rewrite all traits, techniques, variants and battle items in the game in an attempt to, not only standardize the terminology used on all of them, and how the effect texts are structured, but we tried to remove any redundancies, flavor texts, and added the new effects based on Staff's rulings. We tried to imitate the Problem Solving Text (PST) system from the Yu-Gi-Oh! Trading Card Game (TCG), which we believe makes for a standardized and clear wording that leaves little space for confusion and misunderstandings. Please, be sure that we do not have any intentions to hijack the game to ourselves, nor are we making fun of the hard work made by Staff when writing these effect descriptions. We only think they could be improved in a way that would benefit everyone, but more importantly, newcomers, as veterans will most likely be aware of many of these extraofficial rulings by now, and would not even notice the lack of information.
Down below, I shall list all traits, techniques, variants and battle item descriptions we have reworked, comparing the original text with the new one and explaining what was changed and why, to make it as transparent as possible. I'll also be painting the new texts in different colors, to represent how urgently they need to be changed:
With all this explained, let's go to this post's main course. Know that I have grown attached to this game and this community, as much as sometimes I feel like I not that well-like. This comes from passion, not hate. Thank you for your time reading up this point:
Techniques and Variants
Battle Items
Hello again, my friends. I must say, I'm very pleased by the fact that two of my suggestions about the respec system ended up being approved, and I think this RPG only got better for it. However, today I come here with a different mission in mind. I would like to begin by recalling my own experience as part of my argumentation. As we all know, this is a RPG with Battle Mechanics, and deep ones at that. There are traits, techniques, items, transformations, variants. In short, this game's mechanics and depth are much more than some might think.
When creating their characters and making their builds, some players will choose to be as faithful to the image of their characters as possible, disregarding their character's viability. That is totally valid and should not be frowned upon. After all, some players came here to write stories, and not make calculations. However, those who want to pursue a more competitive side should also not be chastised by wanting to engage with a core part of the game more deeply. After all, Action Threads, the most important stories to the game as a whole, are decided through using the battle mechanics, and characters can live or die by them. That being said, there are players who will want to make fully competitive characters, while there is a third group which will try to find a compromise between being faithful to their character and making them decent in battle. I believe I find myself in this third group. I want to engage in both parts of this RPG equally. Both the writing game and the numbers game.
With all that prelude out of the way, one thing I've noticed over the months here is my overreliance on the "Questions and Answers" channel on the Discord server. At first, I thought it was simply because I was new to the game. But the more I analyzed what I was unsure about, the more I noticed many of my problems were caused by the lack of information in the descriptions of effects themselves. This even has costed me greatly, as I'll soon explain.
Using myself as an example of this issue, when Respecing my character, I noticed a combo that could win me fights if done at the right time: The combination of the Alien trait Galaxy Brain and the Sparking Variant Lightspeed. The description of both effects goes as follows in the site:
- Galaxy Brain: You may use multiple Offensive techniques in a single post, to a maximum three techniques. This is once per thread, and is only usable on Standard Techniques.
- Lightspeed: If you use an attack technique on the same turn as your defense technique, your attack gains +20%.
By reading both descriptions, it is easy to reach the conclusion they would work perfectly together. Lightspeed's effect states "IF" you use an attack on the same turn you activate Lightspeed, it gains +20%. That description makes no restrictions like "the attack", or "the first attack", or "one attack", which means, there would be no reason to believe Lightspeed would not buff all 3 attacks from Galaxy Brain. With that in mind, I made it so my Sparking Defense had Lightspeed exactly for that combination. But, despite all that, when talking with Staff about it, months down the line, they informed me that they had ruled that combo illegal.
It was an oversight from Staff, sure, either because all Staff knew of that ruling already, or because they forgot to add it when they came with it, but the points stays: there was no way for a new player to know about that ruling, by reading the rules in the forum, and the rules in the forum should give you all the information you need to understand the mechanics, and how effects interact with each other. I would not have picked Lightspeed on my Sparking if I knew form the start the combo with Galaxy Brain would not work, but there was no way for me to know. Someone could argue I could have asked Staff about it before making my Sparking, but then are you implying I can never trust the written rules and must always ask Staff about how they actually work? That is counterproductive to all of us, as Staff keeps being disturbed by otherwise unnecessary questions because the players do not have all the information they need to play the game as intended.
Another problematic interaction I can bring up is the one between the Sustained Standard Variant and the Mending Sparking Variant. The descriptions for both of those are as follows:
- Sustained: Your technique lasts for 3 posts, including the post it was deployed on, or until it is broken. This can be used even if you are not being actively attacked.
- Mending: If any amount of this Defense technique’s PL still remains after damage calculation; the user heals by 20%. This bonus goes to whoever is defended if Distanced is part of the technique. Cannot be paired with Evasive.
Once again, by reading the descriptions, it is easy to come to the conclusion that, if you have a Sustained Mending Sparking Defense, for every turn it remains on unbroken, it would heal you by 20%, because Mending never restricts its effect to once per technique. And yet, that was ruled as not the case outside the official rules. This is another case where the player could not possibly know Mending is a once per technique effect without having to bother Staff about it.
Having seen the same problem twice in a short period of time, one of them directly affecting me in a negative way, I began researching all traits, techniques, variants and battle items, looking for more "shenanigans", and I ended up finding many of them. Firstly, many effect descriptions regarding the same subjects would explain them in different ways, causing confusion. Others would have many redundancies and flavor text that would only make them harder to understand, especially for new players. Thirdly, and most important of all, some of them did not have part of their effects written down, as many rulings made by Staff on Discord should have altered their text, and yet they were not altered.
As I understood the rabbit hole went way deeper that I had anticipated, me and my friend, Marimba , decided to rewrite all traits, techniques, variants and battle items in the game in an attempt to, not only standardize the terminology used on all of them, and how the effect texts are structured, but we tried to remove any redundancies, flavor texts, and added the new effects based on Staff's rulings. We tried to imitate the Problem Solving Text (PST) system from the Yu-Gi-Oh! Trading Card Game (TCG), which we believe makes for a standardized and clear wording that leaves little space for confusion and misunderstandings. Please, be sure that we do not have any intentions to hijack the game to ourselves, nor are we making fun of the hard work made by Staff when writing these effect descriptions. We only think they could be improved in a way that would benefit everyone, but more importantly, newcomers, as veterans will most likely be aware of many of these extraofficial rulings by now, and would not even notice the lack of information.
Down below, I shall list all traits, techniques, variants and battle item descriptions we have reworked, comparing the original text with the new one and explaining what was changed and why, to make it as transparent as possible. I'll also be painting the new texts in different colors, to represent how urgently they need to be changed:
- Green: Only standardizing the wording with all others.
- Orange: Standardizing the wording; Removing redundancies and flavor text to make the description short and direct.
- Red: Standardizing the wording; Removing redundancies and flavor text to make the description short and direct; Adding more to the effect due to new Staff ruling or lack of information.
With all this explained, let's go to this post's main course. Know that I have grown attached to this game and this community, as much as sometimes I feel like I not that well-like. This comes from passion, not hate. Thank you for your time reading up this point:
Traits:
Name(s) | Species | Original Text | New Text | Explanation |
Overdrive | Android | All momentum effects have their requisite cost reduced by 1. Does not include Sparkings or Max Power. | All Momentum Effects have their MP cost reduced by 1. | The only ways for an Android to spend MP is through Momentum Effects, Sparking techniques and MAX Power. Saying that only the Momentum Effects have their MP cost reduced passes the same information, but quicker and clearer. |
Endless Energy Core | Android | Once per thread, you can damage yourself to regain momentum. Every 1 point of Momentum gained deals 5% damage. You cannot spend MP until you have finished gaining MP through this trait. | Once per thread: Spend HP in increments of 5% to gain 1MP for each. You cannot spend MP in any other way while this effect is active. | Standardizing the text, like putting once per thread before colons, saying HP instead of damage, MP instead of Momentum. |
Metamorphosis | Arcosian | You may choose to retain your momentum when you transform. If you do so, you cannot use a Sparking Technique that turn. | You can retain your MP while transforming, and if you do, you cannot use Sparking Techniques that turn. | - |
Turtle School Secrets/Thirst for Battle/Full Sauce | Human/Heran/Alien | You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum per turn, but you can not gain momentum either. | The “Max Power” technique does not drain MP, but you cannot gain MP passively while it is active. You start the game with “Max Power” as a free technique. | The original text says you cannot gain MP while MAX Power is active, but Staff ruled that only passive MP gain is stopped. Not that originated from items such as Bottled Water, or traits, like Avenger. |
Steaming Mad | Majin | You can gain a maximum of 3 MP per post instead of 2. You still have to meet the prerequisites for doing so. | Increase the max amount of MP able to be passively gained per turn by 1. | - |
Vengeful Finish | Oni | When you defeat an enemy within 80% of your PL, recover 3 KP and 3 MP. If they are within 60% of your PL, recover 2 KP and 2 MP. If they are below 60%, recover 1 KP and 1 MP. | If you defeat an opponent within 80% of your PL, gain 3KP/3MP. If within 60%, gain 2KP/2MP. If below 60%, gain 1KP/1MP. | - |
Avenger | General | Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
If a minion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this. | Once per thread: if an ally is defeated, gain all 6MP. For the next 3 turns, all Momentum Effects become:
This effect is not activated if a Minion with less than 50% of your base PL is defeated. | To make it easier understand, I believe it is better to just explain the new effects of the Momentum Effects fully, instead of just saying what is added. Also, saying Guardians are exempt is redundant. If the restriction is only on Minions, then normally Guardians don't apply to that restriction, as they are a different thing. |
Locked and Loaded | Android | You may use one 30% offensive attack technique and one 30% defensive barrier technique for free, once per thread each. These cannot have their power boosted in any way. | Once per thread each: you can use 30%/0KP attack; you can use a 30%/0KP defense. These techniques cannot have their power boosted, and do not prevent KP regeneration. | Nowhere in the rules is it stated that 0KP techniques, otherwise known as "free" techniques, do not prevent KP regeneration. In fact, the rules states you only regenerate KP if you don't use a technique that turn. A free technique is still a technique, and so it has to be stated in the effect they do not prevent it, as ruled by Staff. |
Absorber Module/Kinetic Genetics | Android/Alien | Once per thread, you may use a free 30% defensive technique with the unique 'absorber' variant. If the barrier remains unbroken, you gain 1 KP. | Once per thread: you can use a 30%/0KP defense with the unique Absorber Variant. If the technique remains unbroken after damage calculation, recover 1KP.This defense does not prevent KP regeneration. | Free Technique Problem |
Durability | Arcosian/Alien | Once per thread, after all other damage reductions, reduce incoming attack's power by an additional 40%. | Once per thread: After all other damage reductions, reduce the remaining damage of an attack targeting you by 40%. | - |
Keen Senses/Fastest in the Universe | Biodroid/Alien | You can use a 30% evasive defense technique twice per thread. These cannot have their power boosted in any way. | Twice per thread: you can use a 30%/0KP/Evasive Defense. This technique cannot have its power boosted, and does not prevent KP regeneration. | Free Technique Problem |
Dragon Clan | Namekian | You can heal your allies! You can generate a healing technique valued at 50% of your PL for 2KP, 100% of your PL for 4KP, and 150% of your PL for 6KP. This technique interacts exclusively with your base power level, and heals based on your target's base power level. Once per thread regardless of level used. | Once per thread: you can use 50%/2KP, a 100%/4KP or a 150%/6KP healing technique on an ally. This technique considers your base PL and the target’s base PL. | The first sentence is flavor text. I also reorganized the information, such as putting the once per thread at the start, not at the end. |
Selfless/Communal Heritage | Namekian/Alien | Once per thread, you may use a free 30% strength defense technique when you block for another player. This cannot have its power boosted in any way. | Once per thread: you can use a 30%/0KP defense to protect another player character. This technique cannot have its power boosted and does not prevent KP regeneration. | Free Technique Problem |
Dark Departure/Kai Kai | Oni/Shinjin | Once per month, you may travel instantaneously from one planet to another with up to 5 others. This also provides a free 50% evasive defense technique, usable once per thread, and it cannot have its power boosted in any way. You can also post freely in the Otherworld boards even if you are not dead. | Once per thread: you can use a 50%0KP/Evasive defense. This technique cannot have its power boosted and does not prevent KP regeneration. Once per month: you can travel instantaneously from one planet to another with up to 5 others. You can post freely in the Otherworld board even if you are not dead. | Free Technique Problem. Also, the free technique should be listed first, and the convenience effects, second, since the technique is more important. |
Otherworld Training/Galaxy Brain | Oni/Alien | You may use multiple Offensive techniques in a single post, to a maximum of three. This is usable once per thread, and will only work with Standard Techniques. | Once per thread: you can use up to 3 attacks on the same turn, but only Standard Attacks. | - |
Mystic Arts | Shinjin | You can heal your allies with your magical abilities. You can generate a heal valued at 75% of your PL for 3 KP, 150% of your PL for 6 KP. This interacts exclusively with your base power level, and heals based on your target's base power level. Once per thread regardless of level used. | Once per thread: you can use a 75%/3KP or 150%/6KP healing technique on an ally. This technique considers your base PL and the target’s base PL. | Same thing as in Dragon Clan. |
Mimicry | General | If an opponent has used an Offensive or Defensive technique against you already in the thread, you may use that technique in turn as if it were your own. Does not apply to Sparking or Merging Techniques. May only be used once per thread and does not carry over to future threads. | Once per thread: you can copy a Standard non-Merging technique another player character has already used against you in the thread. | Saying you can copy an attack or defense, and then stating sparkings don't apply leaves only standard techniques, so just say that instead. |
Steel Skin/Resilience/Noble Blood | Android/Arcosian/Saiyan | Increases the total damage you can sustain by 20%, and increases your Critical Damage Threshold by 30%. | Increases your max HP by 20% and increases your Critical Damage Threshold by 30%. | - |
Regeneration | Biodroid | Once per thread you may heal yourself for 60% damage. This may only be done at the end of your post. | Once per thread, at the end of the turn: you can heal yourself by 60%HP. | - |
Perpetual Regeneration | Majin | Your total HP threshold is increased by +60%. Critical Damage will still defeat you at its normal rate. | Increases your max HP by 60%. | The second sentence is pointless. If not stated, there is no reason to think the Critical Damage Threshold would change from increasing the Max HP. |
Cautious Fighter | Namekian | Your Second Wind heals you by an additional +5% per Momentum spent. | Your Second Wind heals you by an additional 5% per MP spent. | - |
Hardy | Alien | The total damage you can sustain is increased by 30%. Critical Damage will still defeat you at its normal rate. | Increase your max HP by 30%. | Same as Perpetual Regeneration. |
Die by my Hand | Arcosian | If you take more than 60% damage from an attack without defending or clashing against it (including Durability), gain +20% to your next Standard Attack. | If you take more than 60% damage from an attack without reducing its damage or clashing against it: boost your next Standard Attack by 20%. | Instead of saying a defense or clashing, incluing durability, say reducing damage or clashing. |
Warrior Heritage | Konatsian | Once per thread, add the Piercing Variant to any Standard Technique. | Once per thread: add the Piercing Variant to a Standard Attack. | - |
Rane School Secrets | Human | Once per thread, you may boost any non-sparking offensive technique by +50%. You will also take 50% damage in recoil. | Once per thread: you can boost a Standard Attack by 50%, but you take 50% as recoil damage. | A non-sparking offensive technique can only be a Standard Attack. |
Weapon Master | Konatsian | Once per thread, during the same post where you use a once per thread item, gain +20% to the first non-Sparking technique used during your post. | Once per thread: On the same turn you use an once per thread item only, boost your next technique with a power value by 20%. | - |
Beast Within/Mazoku Clan/Demonic Might/My Final Form | Konatsian/Namekian/Oni/Alien | While in your strongest available form, you may activate 10% MP Power Boosts on all of your Attack Techniques for free. This halts your momentum regeneration for that turn. However, you may not use any Power or Ki Boosts on defensive techniques with your MP in your strongest available form. | While in your strongest transformation available: you can activate the Power Boost Momentum Effect on your attacks for free, but you cannot gain MP passively on the turn you activate this effect. You cannot use Power Boost on defenses. | - |
Candy Beam | Majin | Shoot a ray of magic at your opponent. This allows you to increase the damage of your next attack by +10%. If this attack defeats your opponent, and they are within 60% of your PL, you may heal yourself for 30% damage. This may only be used once per thread, and is only usable on Standard Techniques. | Once per thread: Boost your next Standard Attack by 10%. If that attack defeats an opponent within 60% of your PL, you can heal yourself by 30%HP. | The first sentence is flavor text. |
Battle Wisdom/Combat Learning/Alien Archives | Namekian/Saiyan/Alien | Once per thread, you may add on any non-sparking variant besides Piercing to a Light or Medium offensive technique. Cannot exceed two variants on one technique. | Once per thread: you can add any Standard Variant to a Light or Medium Attack, except Piercing. A Standard Attack cannot have more than 2 variants through this effect. | - |
Saiyan Pride | Saiyan | When you have sustained 100% or more damage, you gain a +10% boost to all techniques, but you may not boost techniques with momentum. Healing to the point where you have less than 100% damage sustained deactivates this bonus. | If your HP is 100% or more below its max percentage: all your techniques are boosted by 10%, but you cannot activate Power Boost. | The original text was overly complicated. |
Underdog/Survivalist | Tuffle/Alien | If you are below 80% of an opponent's PL, your techniques can now fizzle against theirs so long as they are within 60% of their power. Additionally, you can still fizzle against techniques with Overflowing. This only applies if your technique is the weaker one. | If your PL is below 80% of the opponent’s PL: your attacks can fizzle out the opponent’s attacks so long as they are within 60% of their power, even if the opponent uses an Overflowing Attack. | The final sentence is redundant. |
Itty Bitty | Tuffle | Your small size makes you harder to hit. All non-Sparking evasive techniques and escapes have their effectiveness increased by +20%. Does not boost evasion on techniques affected by Strategist. | All Standard Evasive Techniques and Escape Techniques are boosted by 20%. Does not apply to techniques under the effect of Strategist. | The first sentence is flavor text.Once again, if it is a non-sparking evasive technique, just say a standard evasive technique. |
Extraterrestrial | Alien | Twice per thread, you may add a sparking variant to a non-sparking technique. Techniques cannot have more than two variants at a time. | Twice per thread: you can add a Sparking Variant to a Standard Technique with less than 2 variants. | - |
Out of this World | Alien | Your small size makes you harder to hit. All non-Sparking evasive techniques and escapes have their effectiveness increased by +10%. | All Standard Evasive Techniques and Escape Techniques are boosted by 10%. | Same problems as Itty Bitty |
Antisense | General | Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP. | Escape Techniques are boosted by 20%, and your first Escape Technique each thread costs 0KP. Your presence and PL cannot be sensed by others, and this effect can be toggled on and off at-will. | The mechanical effect should be listed first. |
Tactician | General | Once per thread, you can add the Homing or Stasis variant to a Standard Light Offensive Technique, or Distanced or Stasis to a Standard Light Defensive Technique. | Once per thread: you can add the Homing or Stasis Variant to a Standard Light Attack, or alternatively, Distance or Stasis to a Standard Light Defense. | - |
Restrained Might | General | Gain a bonus of +10% to all techniques when fighting below your final transformation. | While not in your strongest transformation available: All your techniques are boosted by 10%. | - |
Bare-Knuckle Brawler | General | You don't need help from modern distractions! If you enter a thread with no combat items or consumables, you may boost a defensive technique by +30% once per thread! This bonus is lost if you receive or use an item mid-thread and cannot apply to Sparking techniques. | Once per Thread: You can boost a Standard Defense by 30%. If your character has or had any consumable or active items at any point during a thread, this effect cannot be used. | First sentence is flavor text. The original text is overly complicated. |
Indestructible | General | Your wound threshold is increased by +1. This extra wound is treated the same as your second for its timers. In addition, should you join a death-enabled AT with 0 wounds and die, you may instead opt to live and take 3 wounds at once. Doing this results in a Penalty timer of 6 months. | Your Wound threshold is increased by 1. This extra Wound is treated the same as your second for its timers. Should you join a death-enabled AT with 0 Wounds and die, you can opt to receive 3 Wounds at once instead. Doing this results in a penalty timer of 6 months. | - |
Assimilated Power | Biodroid | Pick one Optional Trait from any other species and you can use it as your own. | Pick 1 Optional Trait from any other species and you can use it as your own. | - |
Absorption | Biodroid | Upon successfully defeating and 'absorbing' an enemy, gain a +15% bonus to thread completion up until that point, for immediate application to your PL. Only usable in Action Threads on wounded or dead characters, usable once per thread. You gain one Light, Medium, or Heavy Technique from your opponent's arsenal of your choice. | In an Action thread, if you successfully absorb an opponent: gain a bonus 15% to thread completion XP up until that point and immediately use it to increase your PL. You also can choose and learn a Standard or Sparking technique from the opponent’s move list. | Nowhere in the rules is it explained how this "Absorption" process occurs. That still needs to be explained somewhere. |
Martial Artist/Ancient Knowledge | Human/Oni | You gain Sparking Techniques every 70k PL instead of the standard 100k PL. You also start with four technique slots instead of three. | You learn Sparking Techniques every 70.000PL, and not every 100.000. Start the game with 1 additional Standard/Support technique slot. | - |
Cash Money | Human | You gain Zeni twice as fast with a ZPW of 1 instead of 0.5. | You gain Zeni twice as fast, with a ZPW of 1 instead of 0.5. | There was only a comma missing. |
Zenkai | Saiyan | Upon being damaged 150% or more in one thread, gain a +10% bonus to thread completion. If you heal from 150% or more, you may gain that completion bonus up until that point mid-thread, for immediate application to your PL. Only usable in Action Threads, and only occurs once a thread. | Once per thread, in an AT: if your HP is 150% or more below its max amount, you gain a bonus of 10% to thread completion XP. If you heal above that threshold, you can use that XP immediately to increase your base PL by the same amount. | - |
Strategist | Tuffle | Choose Light, Medium, or Heavy Techniques. The first Standard Variant you take when creating that level of technique has its TP cost reduced by 1. | Pick either Light, Medium or Heavy Techniques: the first Standard Variant you take when creating that level of technique has its TP cost reduced by 1. | - |
Salvage | Tuffle | You are able to purchase items in the XP shop at a 20% discount. The SMM contribution is adjusted for the new price as well. | You can purchase items in the XP Shop at 20% discount. The SMM contribution is adjusted for the new price. | - |
Quick Learner | General | You gain technique slots every 8,000 PL instead of every 10,000 PL. | You gain technique slots every 8.000 PL. | - |
Impossible Recovery | General | If you are defeated by taking Critical Damage in an Action Thread, you can choose to be dealt a Wound and continue the fight with whatever HP you have remaining. If defeated again, you will be dealt an additional Wound. In a non-AT thread, this allows you to resist Critical Damage once, and you do not sustain a wound. | If you are defeated by Critical Damage in an AT, you can be dealt a Wound and continue the fight with whatever HP you have remaining. If defeated again, you will be dealt an additional Wound. In non-AT threads, you can resist a Critical Damage once per thread. | - |
Trump Card | General | Sparking Techniques created using Light Techniques can be used an additional time. You must use the same Sparking Technique used the first time, and it cost an additional 1 MP on its second use. | Sparking Light Techniques can be used 1 additional time, but cost 1 more MP on the second use. | The original text is confusing. |
Burning Ki | Biodroid/Saiyan | Once per thread, you may spend momentum in increments of 2 to regain KP at a cost of 2 MP to 1 KP. | Once per thread: you can spend MP to recover 1KP for each 2MP. | - |
Bloodlust | Heran | If you deal over 60% damage to an opponent in a single hit, regain half the KP used to activate the attack to a minimum of 1. Rounds down if used with an odd-numbered attack. Once per thread. May stack with similar effects. | Once per thread: if you deal over 60% damage to an opponent in a single hit, recover half the KP used to use the attack, to a minimum of 1KP, rounded-down. | Second half of the original text has a lot of redundancies. |
Fated Musician/Efficient Adaptation | Konatsian/Alien | Once per thread, you may reduce the cost of a technique by 1 KP. This can not make techniques free, and is only usable on Standard Techniques. | Once per thread: you can reduce the cost of a Standard Technique by 1KP, but never below 1KP. | Original text was overly complicated. |
Vampiric | General | Once per thread, you may designate a Standard Attack as ‘Vampiric.’ If this attack deals any damage, you may recover 1 KP from its use. If it was free or you recover the KP in another manner, this has no effect. | Once per thread: you can select a Standard Attack with a KP cost as "Vampiric". If this attack deals any damage, you can recover 1KP. This effect does not stack with other KP recovering effects. | - |
Self-Sacrifice | General | You may activate any one of your Standard Techniques using your life force. This will render it free of cost, but will instantly knock you out, or wound you in Action Threads. Can not be used on the same turn you would normally be knocked out from damage. | You can use a Standard Technique with no KP cost, but you will be instantly knocked out, or wounded if in an AT. This effect cannot be used on the same turn you would be knocked out from damage. | - |
Minion Mastery | General | Once per thread, trade KP to your minion. Every 3 KP you spend will result in 1 KP for your minion. This does not apply to Guardians. | Once per thread: Transfer your KP to your minion, giving them 1KP for every 3KP you spend. This effect does not apply to Guardians. | - |
Cunning Cutthroat | Heran | Once per thread, select a single non-Super item from an opponent's inventory. That opponent may not use or trade away that item for the duration of the thread, or until you are knocked out/defeated. You must be within 60% of the target's PL to use this. | Once per thread, if you are within 60% of the target’s PL: select a non-Super Item from an opponent’s inventory. That opponent cannot use or trade away that item for the duration of the thread, or until you are defeated. | - |
Counterfeit | Heran | If your opponent has used a once per thread item, you can use it as if it were an item you already owned. Does not apply to consumables or Super Items and can only be used once per thread. | Once per Thread: If your opponent has used a once per thread non-Consumable non-Super Item, you can use it once as well. | - |
Creator | Shinjin | Once per thread, you may copy the effect of a consumable item you have used. Healing effects, KP boosting, MP boosting, and any negative effects are all halved rounding up for this second use. | Once per thread: you can copy the effect of a Consumable Item you have used in that thread. Healing, KP recovering, MP gaining, and any negative effects are all halved, rounded-up. | - |
Sour Fruit | Shinjijn | Choose one optional trait from the Oni Species page. | Pick 1 Optional Trait from the Oni Species: you can use it as your own. | - |
Armed and Ready | Tuffle | Your items that have a once per thread limit can be used an additional time. Does not apply to healing/restoration items or Super Items. | Your once per thread non-Healing and non-Super Items can be used 1 additional time. | - |
Minimalist | General | You may split your consumables into two, half-strength uses. Allies may use these half-strength items, but they only persist until the end of the thread. | You can split your Consumable Items into 2 with half the original potency. Allies can use these weaker items, but they only last until the end of the thread. | - |
Techniques and Variants
Name | Category | Original Text | New Text | Explanation |
MAX Power | Support Technique | You may activate Max Power at the very start of your post, increasing the power of all of your techniques by +10% while active. This will drain Momentum at a cost of -1 MP per post and prevents you from gaining MP naturally, using evasive or escape techs, blocking escapes, and intercepting attacks meant for others. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume MP and not regain any MP on the post you turned it off on. If you run out of MP, you lose Max Power's effects at the end of your post and cannot gain any MP on your next turn. | You can only activate MAX Power at the start of your turn. Once activated, you cannot manually deactivate MAX Power until the very end of your next turn. While active, your techniques are boosted by 10%, but you cannot passively gain MP, and you lose 1 MP at the end of your turn. You cannot use Evasive or Escape Techniques, block escape attempts, and intercept attacks targeting others. If your MP reaches 0 at any point, MAX Power is automatically deactivated at the very end of that turn and you cannot passively gain MP on your next turn. | - |
Dual Multiform | Support Technique | You split into two copies, dividing your power evenly between yourself and a single copy (50% each). Multiforms operate as their own fighters- they manage KP, MP, and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and take KP and MP from the copies with the least in each stat. One-use techniques, items, or traits can only be used once per thread regardless of which copy uses the technique. | While nothing is targeting you: Split into 2 copies with 50% of your PL each. Each copy acts as a separate character, and the copies can merge back together at the end of a turn, but the original one takes the HP from the most damaged copy, and the KP and MP from the copy with the least amount of each. Limited use techniques, items and traits share their uses between original and the copies. | Staff ruling stated you must not be currently being targeted by anything when you activate multiform. Also, you can only merge back at the end of the turn. |
Tri Multiform | Support Technique | You split into three copies, dividing your power evenly between yourself and a single copy (33% each). Multiforms operate as their own fighters- they manage KP, MP, and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and take KP and MP from the copies with the least in each stat. One-use techniques, items, or traits can only be used once per thread regardless of which copy uses the technique. | While nothing is targeting you: Split into 3 copies with 33% of your PL each. EEach copy acts as a separate character, and the copies can merge back together at the end of a turn, but the original one takes the HP from the most damaged copy, and the KP and MP from the copy with the least amount of each. Limited use techniques, items and traits share their uses between original and the copies. | Same as the above. |
Quad Multiform | Support Technique | You split into four copies, dividing your power evenly between yourself and a single copy (25% each). Multiforms operate as their own fighters- they manage KP, MP, and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and take KP and MP from the copies with the least in each stat. One-use techniques, items, or traits can only be used once per thread regardless of which copy uses the technique. | While nothing is targeting you: Split into 4 copies with 25% of your PL each. Each copy acts as a separate character, and the copies can merge back together at the end of a turn, but the original one takes the HP from the most damaged copy, and the KP and MP from the copy with the least amount of each. Limited use techniques, items and traits share their uses between original and the copies. | Same as the above. |
Solar Flare | Support Technique | You release a blinding flash of light, replicating the sun's rays. This allows you to attempt to escape any thread or travel between splits in an Action Thread more safely. This technique valued at 60% of your total power and requires 2 KP to use. In order to stop you, a player must use an attack that is superior in power to your Solar Flare. You cannot undo your escape via Solar Flare if you are successful, but you can use KP to defend if it is overcome. | A 60%/2KP Escape Technique that allows you to escape a thread or travel between splits in an AT. Another player can negate this technique by targeting you with an attack with greater PL than this technique. | The original text is full of flavor text. |
Variant Booster | Sparking Variant | You may enhance the effects of one existing variant listed below, provided you have its original version on your technique as well. You may select this trait multiple times if you have multiple normal variants. | You can enhance the effect of a Standard Variant your technique has. This variant can be used more than once to enhance multiple Standard Variants. | - |
Homing | Standard Variant | Your technique completely ignores Defense Techniques that have the Evasive Variant. | Defense Techniques with the Evasive Variant do not work against this attack. | - |
Homing+ | Sparking Variant | Completely ignores Evasive and ignores 20% of Escape techniques. | Defense Techniques with the Evasive Variant do not work against this attack. Escape Techniques of characters being targeted by this attack are weakened by 20% for the purpose of negating them with this attack. | The "ignores" term can lead to confusion. |
Splitting (Attack) | Standard Variant | Variants with Splitting become two separate techniques each having half of the original power of the techniques power but keeping all Variants. These techniques must target two different characters. If paired with any Standard or Sparking variant that gives a buff or bonus, it still only gives one instance of the buff upon one person of the user's choice. | This attack splits into 2 copies with 50% of the original’s PL each. You can only use this attack if targeting 2 different characters, 1 copy for each. If paired with a variant that grants a buff/bonus, only 1 instance of the effect will be granted. | - |
Splitting+ (Attack) | Sparking Variant | Your technique can target up to four others and gains +10% to its total power before splitting per opponent targeted. | Select 2-4 targets and boost this attack 10% for each. Afterwards, it splits into one copy for each target, with the total PL of the original attack divided evenly among each copy. If paired with a variant that grants a buff/bonus, only 1 instance of the effect will be granted. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff.. |
Merging | Standard Variant | Techniques with this Variant can combine with up to two other techniques with Merging. The techniques are treated as a single technique for the purposes of damage calculation and has a single other variant if a non-Merging variant was a part of any of the techniques. | You can combine this attack with up to 2 others that also have Merging. The combined attack only inherits 1 other variant from among the merging techniques, if any, which must be agreed upon by all the players who are merging their attacks. Only 1 attack in the merge can be a Sparking Attack. | It did not state you cannot merge with 2 other sparkings. The original text did not state how the additional variant was supposed to be chosen. |
Merging+ | Sparking Variant | Can merge with up to 3 allies that have Merging on Standard techniques. | You can combine this attack with up to 3 Standard Attacks with Merging. The combined attack only inherits 1 other variant from among the merging techniques, if any, which must be agreed upon by all the players who are merging their attacks. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff.. The original text did not state how the additional variant was supposed to be chosen. |
Bleed | Standard Variant | Should your technique deal at least 20% damage, the target takes 10% of their own PL in damage for the next 2 posts. Can stack in duration but not in power. | If this attack deals 20% or more damage, the target receives the “Bleeding” Status for 2 turns. A character with "Bleeding" receives 10% damage at the end of the turn. If “Bleeding” would be inflicted on a character that already has it, increase the duration of “Bleeding” by 2 turns instead. If “Heavy Bleeding” was already active when a character receives “Bleeding”, “Bleeding” is suspended until “Heavy Bleeding” resolves. | It is better to explain the Bleed effect as a status condition. The original text did not explain the interaction between Bleed and Bleed+ ruled by Staff. |
Bleed+ | Sparking Variant | Bleed duration increased to 4 turns and deals 15% damage per turn. | If this attack deals 20% or more damage, the target receives the “Heavily Bleeding” Status for 4 turns. A character with "Heavily Bleeding" receives 15% damage at the end of their turn. If “Heavily Bleeding” would be inflicted on a character that already has it, increase the duration of “Heavy Bleeding” by 4 turns instead. If “Bleeding” was already active when a character receives “Heavily Bleeding”, “Bleeding” is suspended until “Heavily Bleeding” resolves. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff.. It is better to explain the Bleed+ effect as a status condition. The original text did not explain the interaction between Bleed and Bleed+ ruled by Staff. |
Overflowing | Standard Variant | When Clashing with another technique of any kind, your technique gains +10% more power upon clashing and ignores fizzling. | This attack is boosted by 10% when clashing against another, and cannot be fizzled out. | - |
Overflowing+ | Sparking Variant | Provides a +x1 for one turn (increased by +x1 every 100k base PL) if your attack is completely nullified by a Defense Technique. This effect takes place on the turn following the Sparking technique's failure to deal damage. | This attack is boosted by 10% when clashing against another, and cannot be fizzled out. If it is negated by a defense, your PL is boosted by x1 for 1 turn, with an additional x1 every 100.000PL. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff.. |
Inspiring | Standard Variant | When used, choose another character, that character gets a +20% to their next Standard attack against the same opponent this Attack targeted if it does any damage to them. A character can only benefit from one instance of Inspiring at a time. Does not stack with Taunt. | When this attack is used, choose another character. If this attack deals damage, the chosen character gains the “Inspired” Status. While a character is “Inspired”, their next Standard Attack against the same target as this attack is boosted by 20%. "Inspired" is removed afterwards. A character can only have one instance of "Inspired". | Inspiring is better explained as a status condition. |
Inspiring+ | Sparking Variant | You may now opt to use the inspiring boost on yourself. | When this attack is used, pick a character, including yourself: that character gains the “Inspired” Status if this attack deals damage. While a character is “Inspired”, their next Standard Attack targeting the same target as this attack is boosted by 20%. "Inspired" is removed afterwards. A character can only have one instance of "Inspired". | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff.. Inspiring+ is better explained as a status condition. |
Exhausting | Standard Variant | If this attack deals damage to another character the next technique used by that character is reduced by 10% to a minimum of 10% power. A character can only suffer from one instance of Exhausting at a time- it does not stack. | If this attack deals damage, the target receives the “Exhausted” Status. While a character is “Exhausted”, their next technique with a power value is weakened by 10%, to a minimum of 10%. "Exhausted" is removed afterwards. A character can only have 1 instance of “Exhausted” at a time. | Exhausting is better explained as a status condition. |
Exhausting+ | Sparking Variant | Your opponent suffers a -20% deduction to their next technique’s power. Their technique cannot go below 10% power. | If this attack deals damage, the target receives the “Heavily Exhausted” Status. While a character is “Heavily Exhausted”, their next technique with a power value is weakened by 20%, to a minimum of 10%. "Heavily Exhausted" is removed afterwards. A character can only have 1 instance of “Heavily Exhausted” at a time. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. Exhausting+ is better explained as a status condition. |
Piercing | Standard Variant | Your technique halves the Power of all Defensive Techniques that do not have the Evasive Variant. THIS VARIANT COSTS 3 TP INSTEAD OF 2 TO PURCHASE | This attack halves the power of non-Evasive Defense Techniques. This variant costs 3 TP to acquire. | - |
Stasis (Attack) | Standard Variant | When used a technique with this variant can be held in reserve for up to three turns, on any of those turns you can launch this attack, doing so counts as your attack for the turn. You still regain KP during turns where a Stasis technique is held(assuming you do not make another attack). | After activation, this attack can be stored for up to 3 turns. At any point while it is stored, you can release it as your attack for that turn. Storing an attack prevents passive KP regeneration for that turn as if you had attacked, but releasing a stored attack does not. | - |
Distanced | Standard Variant | You deploy your barrier for an ally. You calculate its Power using your PL as per usual, but your ally must deal with the bleed-through damage instead of yourself. The ally may still use their own Defensive technique, and only one Distanced barrier can be used upon a character at once. | This defense can be used to defend an ally. The target takes any bleed-through damage involving this defense. Only 1 Distanced Defense can be used on a character at a time. | There is a lot of unecessary information in the original text, such as saying the ally can still use their own defense. |
Distanced + | Sparking Variant | Gives the defended ally a +20% boost to their next defensive technique. If you defend for yourself, you do not gain this bonus | This defense can be used to defend an ally. The target takes any bleed-through damage involving this defense, and has their next defense boosted by 20%. This boost does not apply if you defend yourself with this defense. Only 1 Distanced Defense can be used on a character at a time. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Splitting (Defense) | Standard Variant | You can opt to divide your defense’s power evenly among two separate targets. This can include yourself. You take bleed-through damage if your barrier is broken, unless you have the Distanced variant as well. If paired with any Standard or Sparking variant that gives a power buff, it still only gives one instance of the buff upon one person of the user's choice. | This defense splits into 2 copies with 50% of the original’s PL each. You can only use this defense if targeting 2 different characters, yourself included, 1 copy for each. You receive any bleed-through damage involving both copies. If paired with a variant that grants a buff/bonus, only 1 instance of the effect will be granted. | - |
Splitting+ (Defense) | Sparking Variant | Your technique can target up to four others and gains +10% to its total power before splitting per ally targeted. | This defense splits into up to 4 copies with equal fractions of the original’s PL to each copy. This defense gains a boost of 10% before splitting for each target. You can only use this defense if targeting at least 2 different characters, including yourself, 1 copy for each. If paired with a variant that grants a buff/bonus, only 1 instance of the effect will be granted. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Evasive | Standard Variant | Your technique gains +40% to its power, but if an oncoming attack exceeds its effective power, it cannot be dodged with this all-or-nothing variant. Evasive techniques cannot be used to defend allies, and can only dodge one attack. This cannot be paired with any other Standard Variant. | This defense is boosted by 40%, but if an attack targeting you has a higher PL than this defense, it cannot be used against it. This defense cannot be used to defend allies, and can only defend against 1 attack. No other Standard Variant can be used in combination with this variant. | - |
Evasive+ | Sparking Variant | Can be used to dodge multiple techniques, as long as all are within its total PL. | This defense is boosted by 40%, but if an attack targeting you has a higher PL than this defense, it cannot be used against it. This defense cannot be used to defend allies. No other Standard Variant can be used in combination with this variant. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Shield | Standard Variant | Should your defensive technique break, you reduce the oncoming damage by 30% of its total Power if your PL is within at least 60% of the attack’s remaining PL. | If this technique is broken by an attack, and your character's PL is within 60% of the attack's remaining PL: Reduce that attack’s remaining PL by 30%. | - |
Shield+ | Sparking Variant | Damage Reduction buff to 50% | If this technique is broken by an attack, and your character's PL is within 60% of the attack's remaining PL: Reduce that attack’s remaining PL by 50%. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Reflective | Standard Variant | Should your Defensive Technique remain unbroken, you fire its remaining PL at an opponent as an Attack Technique with a +20% bonus to its power. | If this defense remains unbroken after damage calculation, use its remaining PL as a free attack and boost it by 20%. | - |
Reflective+ | Sparking Variant | If your shield loses at least 50% of its power, double the power of the attack generated by Reflective. | If this defense remains unbroken after damage calculation, use its remaining PL as a free attack and boost it by 20%. If this defense’s PL is reduced by 50% or more, but it remains unbroken after damage calculation, double the total PL of the resulting free attack. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Sustained | Standard Variant | Your technique lasts for 3 posts, including the post it was deployed on, or until it is broken. This can be used even if you are not being actively attacked. | This defense can be used even if you are not being attacked, and is active until it's broken for up to 3 turns. | - |
Sustained+ | Sparking Variant | Lasts for 4 posts and recovers 10% of its starting power each turn until it is broken. | This defense can be used even if you are not being attacked, and is active until it's broken for up to 3 turns. In addition, this defense recovers 10% of its original PL at the end of each turn it is active, never surpassing the original PL.. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Taunt | Standard Variant | Should 20% or less of your Defensive Technique’s total Power remain after being attacked, but your Defensive Technique is unbroken, your next Attack will gain a +20% Power bonus. Does not stack with Inspiring and cannot boost Sparking Techniques. | If 20% or less of this defense’s PL remains after damage calculation, boost your next Standard Attack by 20%. This effect does not stack with the “Inspired” Status. | - |
Taunt+ | Sparking Variant | Increases the remaining barrier PL to be 40% or less instead of 20%, and increases the power bonus to +30% instead of 20%. | If 40% or less of this defense’s PL remains after damage calculation, boost your next Standard Attack by 30%. This effect does not stack with the “Inspired” Status. | It is better to use the original effect and add the upgrade to it as a replacement, than to just state the buff. |
Stasis (Defense) | Standard Variant | When used a technique with this variant can be held in reserve for up to three turns, on any of those turns you can launch this technique, doing so counts as your defense for the turn. You still regain KP during turns where a Stasis technique is held(assuming you do not take another technique action). | After activation, this defense can be stored for up to 3 turns. At any point while it is stored, you can release it as your defense for that turn. Storing an attack prevents passive KP regeneration for that turn as if you had attacked, but releasing a stored attack does not. | - |
Disappointment | Sparking Variant | If an opponent takes less than 20% damage from your attack, regain half of the KP used to fire it, rounded down in the case of decimals to a minimum of 1 KP regained. Stacks with similar effects. | If this attack deals less than 20% damage to an opponent, recover half of the KP used to activate it, rounded down, to a minimum of 1. | - |
Preparation | Sparking Variant | You charge your attack for up to two posts. Charging for one post adds +20% to your Sparking Technique’s power, while two posts adds another +20% atop (40% total). You fire the post after you finish, but your KP and MP is consumed when you start the charge. You cannot regain KP naturally while charging, but your passive MP regeneration continues normally as you charge. You cannot use any other techniques while charging unless you fire or cancel your charged attack. | This attack can be charged for up to 2 turns, boosting it by 20% for each turn spent charging it. While charging, your KP regeneration is stopped, and you cannot use any other technique until you use or cancel this attack. | Original text is overly complicated. |
Back-Up Plan | Sparking Variant | When you use your Sparking, you generate a sustained Defensive Technique. Value depends on the size of your Sparking. Light: 20%, Medium: 30%, Heavy: 40%. | When this attack is used, you also activate a free Sustained Defense, with power depending on the type of attack. Light: 20%; Medium: 30%; Heavy: 40%. | - |
Quake | Sparking Variant | When you fire your Sparking Technique, you fire additional attacks equal to 20% of the attack's power to all other participants in the thread. Any additional variants or effects applied to the Sparking Technique do not carry over to the extra attacks given by Quake. If you spend an extra 1 TP this variant becomes Quake+ and also ignores up to 3 other characters of your choice when used. | When this attack is used, you also use free attacks worth 20% of the original’s power to all other characters. Any additional effects do not apply to the additional attacks. | Quake+ is better explained as its own thing. |
Quake+ | Sparking Variant | - | By spending 1 more TP on an attack with the Quake variant, unlock this effect: you can pick up to 3 characters for this attack to ignore. | Quake+ is better explained as its own thing. |
Counter | Sparking Variant | When you fire your Sparking Technique, you may also use a 60% Evasive Technique to dodge an incoming damage. | When this attack is used, you also use a free 60% Evasive Defense. | - |
Fatigue | Sparking Variant | If you successfully deal at least 30% damage to your opponent, reduce their KP by 1. Only activates on one target. | If this attack deals 30% or more damage, reduce the target’s KP by 1. This effect can only be applied to 1 character per attack. | - |
Careful (Attack) | Sparking Variant | You may fire your Sparking with less than full momentum. Must still use all available momentum. For every point below the required amount of Momentum you are, your Technique loses 10% of its total power. | This attack can be used with less MP than its requirement if you don’t have enough, but is weakened by 10% for every MP missing to reach its requirement. | - |
Heavy Metal | Sparking Variant | After your barrier breaks, you gain +20% to Defensive Techniques for 3 rotations. Cannot be paired with Evasive. | If this defense is broken, you gain the “Katchin Skin” Status for the next 3 turns. A character with “Katchin Skin” has the power of their defensive techniques boosted by 20%. This variant cannot be paired with the Evasive variant. | Heavy Metal is better explained as a status condition. |
Mending | Sparking Variant | If any amount of this Defense technique’s PL still remains after damage calculation; the user heals by 20%. This bonus goes to whoever is defended if Distanced is part of the technique. Cannot be paired with Evasive. | If this defense remains unbroken after damage calculation, you heal by 20%. This effect only activates once per defense, and is applied to whoever is defended by this defense. | Due to Staff's ruling, it must be stated Mending is a once per technique effect. |
Vengeance | Sparking Variant | If your barrier breaks and you are defeated as a result, you can send a parting shot to the attacker for 60% of your PL for 0 KP before being KO/Wounded/Killed. Cannot be paired with Evasive. | If this defense is broken and the bleed-through damage reduces your HP to 0%, you can use a 60%/0KP attack targeting your attacker before being KO/Wounded/Killed. This variant cannot be paired with the Evasive Variant. | - |
Lightspeed | Sparking Variant | If you use an attack technique on the same turn as your defense technique, your attack gains +20%. | Boost the first attack you use this turn by 20%. | Staff's ruling makes it so that only the first attack you use is buffed. |
Stress Test | Sparking Variant | For every technique targeting the user of this technique, it gains +10% power, to a maximum of +40%. Cannot be paired with Evasive. | This defense is boosted by 10% for every attack targeting you at the point of activation, to a max of 40%. This effect cannot be paired with the Evasive Variant. | - |
Careful (Defense) | Sparking Variant | You may fire your Sparking with less than full momentum. Must still use all available momentum. For every point below the required Momentum you are, your Technique loses 10% of its total power. | This defense can be used with less MP than its requirement if you don’t have enough, but is weakened by 10% for every MP missing to reach its requirement. | - |
Battle Items
Name | Type | Original Text | New Text | Explanation |
Healthy Bean | Consumable | A manufactured, replica Senzu Bean that is easier to harvest. Heals a character for 50% damage. Consumed on use and can be given to allies. Cannot be used in Action Threads. | Heals you by 50%. This item can be given to allies, and is consumed on use. This item cannot be used in AT. | Removing flavor text. |
Senzu Bean | Consumable | A small bean filled with calories and restorative energy. Mass production of it by farmers have caused it to lose some of its once immense healing properties. Heals a character for 50% damage. Consumed on use and can be given to allies. | Heals you by 50%. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Healthy Beet | Consumable | An offshoot of the Senzu Beet that is easier to farm. It heals the user for 100% damage, but drains 4 Momentum upon use. This can put you into negative Momentum. Consumed on use and can be given to allies mid-thread. Cannot be used in Action Threads. | Heals you by 100%, but drains 4MP. This effect can put you into negative MP. This item can be given to allies, and is consumed on use. This item cannot be used in AT. | Removing flavor text. |
Senzu Beet | Consumable | A variation of the Senzu Bean created from industrial farming to try and recapture its strong healing. It heals the user for 100% damage, but drains 4 Momentum upon use. This can put you into negative Momentum. Consumed on use and can be given to allies mid-thread. | Heals you by 100%, but drains 4MP. This effect can put you into negative MP. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Energy Drink | Consumable | A typical, cheap energy drink branded towards fighters. Restores +3 KP to the user. Consumed on use and can be given to allies mid-thread. Cannot be used in Action Threads. | Recovers 3KP. This item can be given to allies, and is consumed on use. This item cannot be used in AT. | Removing flavor text. |
Hetap | Consumable | A fizzy, canned beverage filled with sugar. Comes in thousands of absurd flavors, but each and every one of them invigorates those who drink it and restores +3 KP to the user. Consumed on use and can be given to allies mid-thread. | Recovers 3KP. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Turbo Energy Drink | Consumable | A sugar-filled drink that fills the user with a rush of adrenaline! Restores +6 KP upon consumption, but causes the user to take +60% damage in return. Consumed on use and can be given to allies mid-thread. Cannot be used in Action Threads. | Recovers 6KP, but damages you by 60%. This item can be given to allies, and is consumed on use. This item cannot be used in AT. | Removing flavor text. |
Radioactive Hetap | Consumable | A legendary, notoriously addictive flavor of Hetap only sold in black markets, banned centuries ago for health violations. Restores +6 KP upon consumption, but causes the user to take +60% damage in return. Consumed on use and can be given to allies mid-thread. | Recovers 6KP, but damages you by 60%. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Bottled Water | Consumable | A standard bottle of refreshing water. Drinking it gives you +2 MP. Consumed on use and can be given to allies mid-thread. Cannot be used in Action Threads. | Gives you 2MP. This item can be given to allies, and is consumed on use. This item cannot be used on AT. | Removing flavor text. |
Magic Water | Consumable | A bowl of water, claimed to have been infused with natural, magical energy. Drinking it gives you +2 MP. Consumed on use and can be given to allies mid-thread. | Gives you 2MP. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Sparking Water | Consumable | Carbonated water infused with energy that makes it give off odd sparks, giving its user +4 Momentum upon consumption. Consumed on use and can be given to allies mid-thread. Cannot be used in Action Threads. | Gives you 4MP. This item can be given to allies, and is consumed on use. This item cannot be used in AT. | Removing flavor text. |
Sacred Water | Consumable | Blessed water infused with holy magic from skilled magic users. Sacred Water cleanses the body and mind, honing your focus and giving its user +4 Momentum upon consumption. Consumed on use and can be given to allies mid-thread. | Gives you 4MP. This item can be given to allies, and is consumed on use. | Removing flavor text. |
Charged Bloody Ruby | Consumable | A more potent, less stable variation of the Blood Ruby. This gem provides a +10% power boost to any Standard Technique, once per thread. In addition, you also regain 1 KP when the gem is used. Consumed on use and can be given to allies mid-thread. | Once per thread: boosts a Standard Technique by 10% and recovers 1KP. This item can be given to allies and is consumed on use. | Removing flavor text. |
Bloody Ruby | Battle | This shiny, life-sapping ruby provides +10% power increase to any Standard Technique once-per-thread. This cannot be used in conjunction with any Momentum Power Boosts. | Once per thread: boost a Standard Technique by 10%. This effect cannot be paired with the Power Boost Momentum Effect. | Removing flavor text. |
Arm Blaster | Battle | A state-of-the-art blaster model. It can only fire once before needing to recharge, but is able to weaponize your ki. Once per thread it allows for the use of one free 20% attack technique. This does not give you MP and cannot have its power boosted in any way. | Once per thread: you can use a 20%/0KP attack. This attack does not grant you MP and cannot have its power boosted, but does not prevent KP regeneration. | Removing flavor text. |
Battle Armor | Battle | This shiny new set of standard battle armour can provide much needed protection in a pinch. Allows for the use of one free 20% defense technique. This does not give you MP and cannot have its power boosted in any way. | Once per thread: you can use a 20%/0KP defense. This defense does not grant you MP and cannot have its power boosted, but does not prevent KP regeneration. | Removing flavor text. |
Armor Lining | Battle | This lining can go under your armor or your clothes to provide an overall increase to your durability. Provides a +10% to your Critical Damage threshold and your Total Damage thresholds. | Increases your max HP and your Critical Damage threshold by 10%. | Removing flavor text. |
Destron Flask | Battle | A throwable vial of noxious Destron Gas. When used in conjunction with any single Standard Attack Technique, reduces your foe's transformation multiplier by -x1 for two posts, including the impact post, should the attack hit. This increases by -x1 for every 100k PL the user has. Usable once per thread. | Once per thread: use this along with a Standard Attack: if the attack deals damage, reduce the target’s transformation multiplier by x1 for 2 turns. Reduce the target’s transformation multiplier by an additional x1 for every 100.000PL you have. | Removing flavor text.. Saying " deals damage" instead of "hits" for clarification. |
Dyno Capsule | Support | Once per-thread, refresh the use of an Active Item you’ve used earlier in the same thread. Cannot be used on the same turn the item you’re refreshing is used. Does not affect Super Items or Consumable Items. | Once per thread: refresh the use of a non-Super and non-Consumable Active Item you have used earlier in the thread. This effect cannot be used to refresh an item used on that same turn. | - |
Power Pole | Super | Once per thread, provides a free 40% Attack Technique or a free 60% Evasive Technique. These may be boosted by momentum and other effects. | Once per thread: you can use a 40%/0KP attack or a 60%/0KP Evasive Defense. These techniques do not prevent KP regeneration. | - |
Z-Sword | Super | Once per thread, allows a free +30% boost to an Attack or Defence Technique. This does not preclude momentum boosting, but this may not be used on Evasive Techniques or Sparking Techniques. | Once per thread: you can boost a Standard Attack or non-Evasive Standard Defense by 30%. | - |
Sage's Staff | Super | Twice per thread, you may heal a character for 30% of their health (including yourself). This can affect any character twice, but the second charge will be half as effective. Both charges may be used on the same turn. | Twice per thread: you can heal a character by 30%. If both uses target the same character, the second use will heal them by 15%. | - |
And with that, we have finally reached the end of this research. I want to, once again, thank anyone who has gotten to this point, and I hope at least something from all this makes a positive change on the game. I don't claim these susggestions are perfect, and they will need to be updated as new rulings are made by Staff. But, for now, this is what I have.
Maxsuz out.