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Ability Slots & Free Mastery Skills

Techniques & Special Abilities

Ability Slots

  The goals of the Enhanced Slot Ability System is to allow roleplay characters to have access to a larger 'pool' of skills to draw on in roleplay combat, but provide opportunities for fun, personal customization of a character.   In addition to custom, or 'mastered' skills, players will have access to a wide range of unmastered abilities that are readily accessible, and can be drawn from at any time by a character in need of a one-time, or uncommon technique outside their usual repertoire.   Using an unmastered skill should be considered less narratively significant than custom abilities developed and mastered by the user, or opposing combatant in roleplay combat. There of course will be exceptions to this rule, and if a significant enough difference in power (Tier) exists between those engaged in combat, even an unmastered skill may overpower a custom ability.  

 

Master Slots & Transformation Slots

  Skill slots are divided into two loose archetypes: "Master" skill slots, and "Transformation" skill slots.   Master skills represent the techniques, and abilities which your character has developed in roleplay. These skills can be quite unique, and we encourage roleplayers to draw from a wide source of inspiration for them, but they shouldn't deviate so far from outside the source material that they're difficult to describe, or cannot be easily conveyed to another roleplayer.   A Transformation slot is not a separate, customized ability in and of itself, but represents that while transformed one or more of your Master skills may have more potent, or unique effects. Whether that takes the form of simply more destructive potential, or more nuanced abilities must be negotiated and discussed with the roleplay admins and included in the description of the Master skill which the slot represents. As a general rule of warning, these abilities, while intended to be special, and 'stronger' applications of your abilities, should not diverge drastically from their original form, and it's expected that some amount of RPenergy be expended to represent this shift in the technique's application. How much should be bargained for with your roleplay partners.   As an example: Goku's Kamehameha would be a Master Skill, but Goku's Warp Kamehameha would be a Transformation Skill.  
Tier Master Slots (M) / Transformation Slots (T)
T0 M = 0 / T = 0
T1 M = 2 / T = 0
T2 M = 4 / T = 0
T3 M = 4 / T = 1
T4 M = 6 / T = 1
T5 M = 6 / T = 2
T6 M = 8 / T = 2
T7 M = 10 / T = 3
  Your mastered skills may change over time as your character perfects their fighting style or takes a new direction in life based on the story arcs they engage in. You can always change the techniques that are considered your mastered abilities, but we encourage players not to do this frivolously.   Your character can only possess a total of 10 Mastery Slots, however, by joining schools, or learning from mentors, and teachers, you may be able to add additional abilities to your 'mastered' list of techniques.  

 

Unmastered / Free Mastery Skills

  An 'unmastered' skill is simply a technique which your character did not develop on their own, but the principles of which are readily apparent and can be learned by anyone to some degree. It should be assumed that an unmastered skill is not as narratively significant as the techniques that you, or your roleplay partners have created, and customized. In short, they're 'less powerful' and may require more RPenergy to use. It's assumed that if you're drawing on an unmastered skill, it's because it may serve you in a particular 'pinch' but isn't a technique you've spent time developing and learning how to use to its full capability. Any technique used in the source material, whether it was Destructo Disk, or Tri-Form is considered an unmastered skill unless some version of it has been developed by you, and authorized by an administrator.   Some abilities, however, are so nascent to the expression of energy-use that characters will naturally develop them as they grow in Tier. These are what are called 'Free Mastery' techniques. You may be able to use the techniques on this list before you reach the appropriate Tier to achieve 'Free Mastery' but once you do reach them, they're considered to be a part of your repertoire of skills, and it should be assumed that any character or NPC of similar strength has mastered some version of these abilities as well.  
Tier Free Mastery Techniques
T0 Sense (Intuition), Energy Blast (Unmastered), After-Image (Vanishing)
T1 Sense (Area), Aurashield (Unmastered), Suppress, Ki-Transfer, Energy Blast (Developed), Scatter Shot (Unmastered), Energy Beam (Unmastered), Energy Strike (Unmastered), Telepathy (Area)
T2 Sense (Regional), After-Image (Striking), Flight, Energy Blast (Proficient), Energy Beam (Developed), Splitform (1 Copy), Scatter Shot (Developed), Energy Strike (Developed), Aurashield (Developed), Telepathy (Regional), Heritage Abilities**
T3 Sense (Planetary), Aurashield (Proficient), Scatter Shot (Proficient), Energy Beam (Proficient), Energy Strike (Proficient), Telepathy (Planetary)
T4 Splitform (2 Copies), *Planetary Teleport*
T5 Energy Buster (Unmastered)
T6 *Fusion Dance*, Splitform (3 copies), Energy Buster (Developed)
T7 Sense (Galactic) , *Telepathy (Galactic)*, *Instant Transmission*, Energy Buster (Proficient)
 

 
Heritage Abilities are race specific abilities such as the Saiyan Oozaru Transformation, the Namekian (limited) regeneration, or the awakening of a Konatsu's "soul weapon". These abilities are nebulous, and we encourage players to look towards the source material for inspiration.   The Fusion Dance and the Instant Transmission techniques are special abilities that must be authorized by an administrator to learn. Typically this involves a special roleplay event for your character where they are taught the techniques.
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