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Post by «Cardinal System» Wed Feb 15, 2017 8:26 pm

Arc System

Character arcs are an important aspect of writing. They help tell a believable story and give characters and plots a chance to grow and develop at a steady pace. Just think of any anime and it should be clear who important this structured pacing is. Just imagine if the Ennies Lobby arc in One Piece had only been three episodes long. Or if every arc were only one episode long where the main characters walk up to the boss and beat them. This would make for a boring story with no depth at all. Thus, the arc system is in place to reward players who make the extra effort to craft a strong character arc.

What Are Arcs?:



As explained above, arcs are tools used to shape character development and the pacing of a story. Here at Pirate Nation, Arcs take the form of several tasks which are linked together by the story they tell. These tasks can seem indirectly or entirely unrelated at first glance but they must tie together at the end for it to be considered a proper arc. For example, your character might do entirely different things on two separate islands only for unforeseen consequences from these actions to come back for them in the end. But traditionally, arcs will be expected to each be directly related to each other and tell a cohesive story between each task. They are registered in the Task Registration Area.

What Makes An Arc?:



A character arc can generally be broken up like a paragraph. Each one has a beginning, middle, and an end. With each piece of the pie increasing in intensity as the story goes on. This is an arc broken down to its most simple forms and there are of course many other ways to dissect them, but for the sake of simplicity these are the criteria by which character arcs will be graded. Because of this, an arc must have at least three tasks, but there is no limit to how long a task can be. However, generally speaking, the higher tier the arc is, the longer the arc should be. At tier 5 an arc should have 10+ task in them and at Tier 6 an arc should have be sitting at 14+ Task.

Beginning:



This is the start of the arc and the story that it tells. These are expected to be low tier tasks that introduce characters and plot elements that spark the events that take place later in the arc. 

Middle:



This is the meat of the arc and where most of the conflict or drama starts to take place. The characters participating may find themselves defeated or otherwise placed in a time of crises as a result of what happened during the beginning of the arc. It is usually here where the main dangers or threats of the arcs present themselves. One task must be at least one tier higher than the highest tiered task of the beginning.

End:



This is where the conflicts introduced in the beginning and established threats from the middle get resolved. It is where everything comes to a head and the characters involved reach a state of closure. If there is a main antagonist of your arc as there often will be, they are typically defeated here. This does not mean that they must be killed and eliminated for good, they may escape to pester your character in a future arc. But generally it is expected for things to come to a close by the end of an arc. Each task must be at least one tier higher than the highest tiered task from the middle. So be careful what tier you make the early tasks in an arc be as they may exceed the tier you are allowed to take by the ending if you are not careful.

Tier 1 Exception:



The only exceptions we accept with Arcs is if the player embarking on them is a Tier 1 Character. They would be allowed to bypass the rule of an Arc having to reel up in difficulty to ultimately end at Tier 3. In turn a character who is Tier 1 may have an Arc that consist of Task that are Tier 2 as the highest difficulty.

Rewards:



Completing task in an arc grants the group the normal rewards they would expect from tasks of equal tier. However, upon completion of an arc there are bonus rewards that can be obtained depending on the performance of the players involved. Usually gaining one of these rewards is expected, but on rare occasion multiple may be dished out. These rewards include but are not limited to...

-Extra EP
-Extra Beli
-Extra Bounty
-Progress towards claiming Islands as your Turf
-Ability to request Island Arc done on becomes a registered Island. You may request this at any time, after Arc Completion regardless if suggested by he Arc's grader or not.

The Arc Reward granted will depend on how staff grades character performance as well as the content of the tasks themselves. For example, if your character just ran around killing people you might get a bounty rewards, but find that no beli comes your way at the end of the arc. While another participant in the Arc may have been looting ships and things of that nature, so they'd get a Beli Reward. This does not mean that finding treasure, killing marines, and doing everything else there is under the sun will earn you all the possible rewards. Although it may be possible to mix and match them if the quality is good enough.
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Post by «Cardinal System» Wed Feb 15, 2017 10:30 pm

Ki Manipulation Techniques

Techniques utilizing ki, there are several different attack-types of techniques utilizing ki.

  • Basic-type: Energy gathered and then fired as an energy bullet, examples include theKamehameha, Big Bang Attack and Crusher Ball.

  • Concentration-type: Techniques where the ki is concentrated into one part of the body and then fired, examples include Special Beam Cannon, Dodon Ray and Greatest Technique.

  • Accumulation-type: Technique where one borrows the ki of others and makes it into an energy attack, examples include the Spirit Bomb.

  • Kiai-type: Techniques that cannot be directly seen through the naked eye, examples include theTri-Beam and Kiai.

  • Alteration-type: Technique where the ki is manipulated to take on a certain form different from the traditional energy blast, examples include Destructo Disc, Ki Saber and Galactic Doughnuts.

  • Rapid Fire-type: Techniques which rapid fire energy bullets, these attacks are very powerful and consume immense amounts of ki, but leave no openings for counterattacks. Examples includeContinuous Die Die Missile and Human Extinction Attack.

  • Guided-type: Techniques where the energy attack is freely manipulated by the user, examples include the Spirit Ball. The ultimate form of this type is where the technique is not merely manipulated by the user but rather possess it's own consciousness and thus can act on it's own if necessary, examples of this type include Super Ghost Kamikaze Attack.

  • Blended-type: Techniques which are a blend of the above types as they use different properties from each, examples include Neo Tri-Beam (a combination of Kiai-type and Rapid Fire-type) andSuper Ghost Kamikaze Attack 10-Ghost Finish (a combination of the Guided-type and Rapid Fire-type).


Variations

Ki does not just exist for the purpose of attacking and as such their are also several supportive type kitechniques.

  • Movement-type: Techniques which use ki to aid in the user's movement, examples include Sky Dance Technique and Instant Transmission.

  • Attack Assisting-type: Techniques which aid the user in attacking, examples include the Kaio-ken,Solar Flare and Energy Shield.

  • Sealing-type: Techniques which seal the opponent away, examples include the Evil Containment Wave.


Physical Martial Arts Techniques

Techniques where the user uses their physical and martial arts capabilities.

  • Basic-type: Techniques which involve the user attacking with their fists or legs. Throwing techniques also come under the basic-type classification.

    • Punch: Punching techniques, examples include Dynamic Mess Em Up Punch and Miracle Super Punch.
    • Kick: Kicking techniques, examples include Recoome Kick.
    • Charge: High speed ramming techniques, examples include Cross Arm Dive, Power Tackleand Recoome Mach Attack. 


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