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Post by Admin on Aug 8, 2021 11:16:56 GMT -8
Combat Etiquette and Mechanics Combat Mechanics are essential to any roleplaying environment, providing us with a sense of accomplishment, fairness, and useful as a measuring stick for the strength of our characters relative to those around them. Our system has been designed from the ground up with a "We're writers, not mathematicians!" mentality in order to keep them straight forward and relatively out of the way once conflict arises between characters, with a dash of videogame inspiration to allow for customization so that you can make your mechanics unique to your character. At the same time, it's important to understand that mechanics are not the front line of defense when it comes to player conflict.
Combat Etiquette Before you learn how to determine where your character falls on this universes power scale we want to make it clear that the mechanics for Bleach Moumei are not rules, they aren't problem solvers, and they shouldn't be turned to when two players disagree about which of their characters is stronger, what their characters can do, or who wins a fight. Our default method for determining these things, as well as the vast majority of other problems that may arise, is communication. All participants in combat should have some idea of what their character is gaining, whether they win or lose. They should also communicate what they're looking to get out of a fight with the other players in the thread. If your character doesn't need to win to enrich their story, consider letting somebody else, who would like to win to advance their character, beat them. Think about all of the possibilities that loss could become; a revenge story, a story about being humble, a story about inadequacy, perhaps it's just a mentor figure letting their opponent win to give them the confidence boost they need. Conflict, and the win or loss of said conflict, is a storytelling tool; some characters need it to grow, some characters need to be knocked down a peg before they can grow, winning and losing are diverging roads on the same path. Winning does not make you better, losing does not make you lesser. This is why Bleach Moumei is decidedly a roleplaying environment where a character cannot be killed if their player does not wish it.
All that said, we do recognize that sometimes the planets align and neither player would like their character to lose a fight, it just doesn't work with their story, and that's fine, there are multiple possibilities for this situation too. Consider making the fight a draw, both characters go down at the same time and there's no real winner or loser, perhaps there's some other method of resolving the conflict; instead of a fight they play a game, perhaps it might be better to postpone this particular conflict until one or all characters have grown a bit and reached a point where winning and losing doesn't matter as much.
If you're finding it hard to come to an agreement on how the fight should progress or how it should end then remember that this site was created by people with a combined lifetime of roleplaying and writing experience, we're always here to help you out of a jam.
Mechanics There are multiple facets to our system that allow for a simple way of measuring power and tracking progress, Ranks determine a characters overall raw strength, while Skills and Grades measure a characters aptitude with a particular ability, such as Zanjutsu, Hierro, or Ginto, to name a few. You can Specialize in those skills with our Type Triangle, which consists of Power, Speed, Technique, and All. In addition to these, areTechniques (Techs, for short), special abilities that your character has created, using their Releases, to give them an edge in combat. All of these things can be strengthened with the Experience Points (EXP) you receive from writing posts and completing threads.
As well as features that award mechanical benefits, we have aspects of our system that function as ways to deepen your character, but don't necessarily contribute to their mechanical might. Our Build feature, which is the brief descriptions beneath your skills and techs, gives you an opportunity to describe exactly the kind of fighter your character is in as much or as little detail as you want.
Keep in mind that our mechanical system, while complete, may still have room for improvement or expansion. The basic systems we have here are enough to get you going for now, and are just a taste of what's to come.
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Post by Admin on Aug 8, 2021 11:17:47 GMT -8
Ranks Ranks are a representation of raw power, your physical and spiritual strength as a force all of its own. It can be represented in character by the size and weight of your characters reiatsu, and the force behind their punch; whether they're able to crack pavement at lower ranks or punch entire craters into the earth at higher ranks. The exact power difference between each rank is vague, as it isn't impossible for somebody to get the better of an opponent one or two ranks above them. At best, ranks are a blurred representation of who is stronger than who, but is not a strict method of measurement. You're encouraged to use your own judgement and communicate with other players what you think your rank means in the grand scheme of things.
Besides the flavor, Ranks are required to unlock things such as Releases, Techs, Tech Grades, and Skill Grades.
Below is a list of the ranks and some ideas of how they might be reflected in the world.
Rank 0: This is where your everyday ghost or spiritually unaware human would sit. Typically this rank is for NPC characters, the faceless masses in the background of our stories, but it's perfectly reasonable to want to begin here with your character. It could even present some unique story opportunities for you. Characters at this rank have no reiatsu to speak of and would have the physical might of average Joes and Janes like you and me. Remember, at this rank you have no powers, not even your first release.
Rank 1: All PC's (Except those choosing to begin at rank 0) will begin their stories at this rank. Recruit Shinigami, unaffiliated Hollow, Quincy in-training, and Mortals that have just discovered their power recently. All characters at this rank have taken their first step on the road to greatness and discovered their first release. Their reiatsu isn't particularly heavy, and they could probably punch through wood if they really tried, but they'd definitely be sore afterwards.
Rank 2: Most of the universes entities crowd around this rank. People who have gained some experience in the spiritual world and are starting to gain a foothold in it, like the lower seated members of Soul Society, a Hollow absorbed into one of the many tribes, a Quincy freshly graduated from their training, or a human building connections with other spiritually powerful beings. While your reiatsu still isn't putting you on any maps, it's at least become distinct and those who know you can pick it out in a crowd. Your physical strength, likewise, remains unremarkable, but at least you can punch solid stone now and not feel a thing.
Rank 3: This rank is where the outstanding members of the spiritual world begin to emerge. Shinigami occupying the more notable seats of 10 through 5, Hollow that are respected in their tribes, Quincy integrating with society and learning to balance their double-life, and Mortals either making or joining organizations and corporations as agents. Your reiatsu is starting to stand out, other members of your race might be able to recognize you on reputation alone, and enemies know that if you're around the heavy-hitters can't be far behind. Not only can you punch through wood with ease, but you're starting to crack open bricks.
Rank 4: People at this rank are recognized as rising stars, the bright minds to take up the torch when those above them step, or are struck, down. Shinigami occupying this rank typically hold seats 5 through 3, Hollow begin to take leadership positions in their tribe or become Arrancar and join the Numeros of Las Noches. Quincy will become important figures in their family, possibly even joining Quincy organizations, and Mortals become recognized among the other races for their exploits. At this rank a few will also begin to awaken their second releases. If you're here then your reiatsu is strong enough for enemies to target you first as a general and figure of morale, and heavy enough to start negatively affecting those below you if not kept in check. Your strength is exemplary, able to punch holes in entire walls and crack pavement.
Rank 5: Those filling this rank have been recognized widely for their achievements and have started to infiltrate the highest echelons of their respective races. Shinigami at this rank will be freshly promoted Lieutenants, Hollow will have undergone the Gillian transformation by this point and become Adjuchas, Arrancar will become Fraccion and some might even be low-numbered Espada (10-8). Quincy will establish themselves as Monarch Hopefuls, an important, if symbolic, position in Quincy society, and Mortals will begin to control portions of the organization or corporation they belong to, heading their own strike teams or integrating into executive positions. All members of this rank will have their second release. At this rank your reiatsu is becoming a beacon for others to follow and everyone within your race can identify you by name, you strength can blast holes into entire buildings.
Rank 6: Holders of this rank have cemented their role as second-in-command and are next in line for leadership for positions. Shinigami Lieutenants ready to captain their own division, mid-numbered Espada (8-6), and Hollow that are on the path to becoming Vasto Lorde. Quincy here are the fan favorites to become the next Quincy King or Queen, and are the ones to beat for that position. Mortals at this rank have risen to a point respected and feared by members of other races as great diplomats or frightening dissenters. Your reiatsu at this rank is just short of iconic, it's weight able to incapacitate those at lower ranks if not reigned in, and your strength is so great that entire buildings can be toppled with a single punch.
Rank 7: This is where the leaders of the world begin to emerge. Captains of the Gotei, high-numbered Espada (6-4), Vasto Lorde Hollow, Quincy Kings and Queens, and Mortal CEO's or organization leaders. At this rank people begin to pioneer the refinement of spiritual power and push their releases and abilities past their limits to achieve their third and final release. Your reiatsu is near-impossible to hide and enemies know what it means when you're on the battlefield, your sheer physical might is enough to bring down a whole block of buildings and create craters in the earth.
Rank 8: Wielders of this rank are paragons of their race. Shinigami that will go down in history as legends, Arrancar that occupy the highest-numbered positions of the Espada (4-1), and Hollow that have the strength to unite multiple tribes and lead the horde to enact their will. Quincy at this rank will be revered as gods that all future Kings and Queens should emulate, and Mortals etch their names next to the likes of Spartacus and Lu Bu as mighty heroes in history. At this rank your reiatsu is enough to incapacitate those in the mid-ranks if not controlled, and your strength can destroy entire towns.
Rank 9: The pinnacle of power. At this rank, if you're not the King of Hueco Mundo, or the Captain-Commander of Soul Society, you should be. If you haven't established yourself as the ruler of all Quincy, or the International Director of Operations as a mortal, you deserve to be. Your reiatsu shuts the mouths of those below you and your strength ends whatever you want obliterated. At this rank you may want to think about wrapping up your characters story.
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Post by Admin on Aug 8, 2021 11:28:04 GMT -8
Skills Skills allow characters to funnel their raw power into a more controlled and finessed form and are represented with Grades from S to F, with S signifying your character as having mastered that particular skill and F showing their fledgling knowledge. Much like Ranks, Grades aren't meant to be a strict code of law, An E can beat a D, and a D can beat a C, and so on. They're merely a scale to measure your character against. Skills are divided into two types: Global Skills, which everyone has, and Race Skills, which will only apply to characters of a certain race. Additionally, for the purpose of the Type Triangle, certain skills Clash with other skills when they come into contact with one another, for example: dodging a hado spell requires a clash between your hoho and your opponents hado skills. That isn't to say you can't use a skill that doesn't clash with hado to deal with the spell, but it's best to ask your thread partner first. Keep in mind, skills only clash if they're on each others clash lists, if one or none of them are on either list they will not clash. While EXP cannot be spent to bring a skill beyond Grade S, skill clashes are able to extend skills beyond Grade S, denoted with numbers. So, one grade beyond S is S1, two grades beyond S is S2, etc.
Skill Grades are capped based on Rank, with higher ranks required to buy higher grades. All characters, with the exception of those starting at Rank 0, begin with 3 skills at Grade F, 3 at Grade E, and 1 at Grade D, to be allocated as you see fit. Rank 0 characters begin with Grade F in all skills. The ranks and their skill caps are as follows:
Rank 1: 3 Skills capped at Grade C, 4 Skills capped at Grade D Rank 2: 4 Skills capped at Grade C, 3 Skills capped at Grade D Rank 3: 1 Skill capped at Grade B, 3 Skills capped at Grade C, 3 Skills capped at Grade D Rank 4: 2 Skills capped at Grade B, 3 Skills capped at Grade C, 2 Skill capped at Grade D Rank 5: 1 Skill capped at Grade A, 3 Skills capped at Grade B, 3 Skills capped at Grade C Rank 6: 2 Skills capped at Grade A, 3 Skills capped at Grade B, 2 Skill capped at Grade C Rank 7: 1 Skill capped at Grade S, 3 Skills capped at Grade A, 3 Skills capped at Grade B Rank 8: 2 Skills capped at Grade S, 3 Skills capped at Grade A, 2 Skills capped at Grade B Rank 9: 3 Skills capped at Grade S, 2 Skills capped at Grade A, 2 Skills capped at Grade B
A list of skills, and the skills they clash with is below. In the event that a class skill list offers an "OR" option, you may only pick one of those skills for that clash list, E.G: Hakuda OR Zanjutsu. Delete the one you have not chosen.
Global Skills: Zanjutsu: A character's proficiency with their weapon, regardless of the form it takes. If it's a weapon it uses this skill. Clashes with: Zanjutsu, Hakuda, Blut (Defence), Regen, Support Skill
Hakuda: A character's ability with hand-to-hand combat. Clashes with: Zanjutsu, Hakuda, Hierro, Support Skill
Hoho: Shunpo, Hirenkyaku, Sonido, and other spiritually charged high-speed movement techniques. Clashes with: Hoho, Spiritual Sense, Hado, Bakudo, Cero & Bala, Ginto (Offensive) OR Ginto (Binding), Offensive Spellcasting Skill, Binding Skill
Spiritual Sense: Abilities such as Pesquisa, or High-Spec, which allow individuals to sense reiatsu. Clashes with: Spiritual Sense, Hoho, Shadow, Stealth Skill.
Shinigami Race Skills: Shinigami characters may swap one of their race skills for a custom skill taken from the Mortal custom skill list.
Hado: Spells formed using spiritual energy for the express purpose of inflicting harm. Clashes with: Hado, Hoho, Cero & Bala, Ginto (Binding), Offensive Spellcasting Skill
Bakudo: Spells formed using spiritual energy for the purpose of subduing enemies without harm. Clashes with: Bakudo, Hoho, Binding Skill, Ginto (Offensive)
Kaido: Spells formed using spiritual energy for the purpose of healing oneself or others. Clashes with: Corrosive Composition, Blut (Attack), Anti-Support Skill
Hollow Race Skills: Hollow characters may swap one of their race skills for a custom skill taken from the Mortal custom skill list.
Hierro/Regen: Spiritually toughened skin and organs that helps to shield against damage, or rapid body and organ regeneration. Only pick one. If Hierro, Clashes with: Hakuda, Corrosive Composition, Blut (Attack), Anti-Support Skill. If Regen, Clashes with: Zanjutsu, Corrosive Composition, Blut (Attack), Anti-Support Skill
Corrosive Composition:The very presence of a Hollow is naturally corrosive to other spiritual beings, this can manifest in the form of secretions, saliva, gas, or any kind of ability which can cause aggravated damage and prevent healing. Clashes with: Regen, Hierro , Kaido, Blut (Defence), Healing Skill, Support Skill
Cero & Bala: Powerful attacks of raw concentrated spiritually energy, not unlike Shinigami's Hado. Clashes with: Cero & Bala, Hoho, Hado, Ginto (Offensive), Offensive Spellcasting Skill
Quincy Race Skills: Quincy characters may swap two of their race skills for an equal amount of Mortal custom skills.
Ginto (Offensive/Binding): Storing their spiritual energy in tiny canisters, Quincy can unleash it to cast harmful spells, or powerful binds. Can only pick one. If Offensive, Clashes with: Cero & Bala, Bakudo, Hoho, Ginto (Offensive), Offensive Spellcasting Skill, Binding Skill. If Binding, Clashes with: Hado, Binding Skill, Ginto (Binding), Offensive Spellcasting Skill
Blut (Defence/Attack): Not unlike the Arrancar ability Hierro, Blut hardens the skin by collecting and densely packing reishi like body armor. Alternatively blut can overdrive reishi production for stronger attacks. You can only pick one. If Defence, Clashes with: Zanjutsu, Anti-Support Skill, Corrosive Composition, Blut (Attack). If Attack, Clashes with: Hierro, Blut (Defence), Kaido. Regen, Healing Skill, Support Skill
Shadow: The ability to travel through shadows stealthily and hide reiatsu, also able to transport things through shadows. Clashes with: Shadow, Spiritual Sense, Stealth Skill
Mortal & Bount Race Skills: Mortals and Bounto may create their own set of three Race skills from the skill-types provided. Feel free to rename the custom skills so that they're more descriptive of what your characters skills are.
Offensive Spellcasting Skill: This doesn't have to be exactly like cero, or hado, as long as it fits the description of "offensive spellcasting" you're good to go! Clashes with: Hoho, Hado, Cero & Bala, Ginto (Offensive) OR Ginto (Binding), Binding Skill
Healing Skill: You don't have to mimic Kaido, anything that counts as healing is fine. Clashes with: Corrosive Composition, Blut (Attack), Anti-Support Skill
Binding Skill: No need to copy Bakudo, as long as it binds it's all good. Clashes with Bakudo, Hoho, Ginto (Binding) OR Ginto (Offensive), Binding Skill
Stealth Skill: Anything that hides your physical and/or spiritual presence. Clashes with: Shadow, Spiritual Sense, Binding Skill
Anti-support Skill: Something that can break through those pesky defences, or prevent someone from healing. Clashes with: Kaido, Hierro OR Regen, Blut (Defence), Healing Skill
Support Skill: A skill that bolsters your characters durability. Clashes with: Hakuda OR Zanjutsu, Corrosive Composition, Blut (Attack), Anti-Support Skill
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Post by Admin on Aug 8, 2021 11:30:20 GMT -8
Releases Everyone begins with their first release, but with every peak a character reaches in their story they will unlock up to two more. While it's by no means a requirement, most characters typically unlock their second release around Rank 4 to Rank 6, with their final release unlocking somewhere between Rank 6 to Rank 8. While these releases are locked behind requests, our request system is very loose. We don't think it's fun to have to organize weeks, months, even years worth of writing into a list of links and summaries and sales pitches, so we would never ask that of you. You tell us, in as much or as little depth as you're comfortable with, what your character has done to earn their next release and you get it, we don't tell you what you have to do to satisfy us. It's not our character, and thus not our place to say whether the character deserves it or not.
Much like EXP requests, just make a post in your mechanics page letting us know that you'd like to request your next release, and include your characters growth from the last request to the current request and we'll sign off on it, no problem!
Additionally, each release beyond your first will grant a Rank bump. So while in your Third Release your Rank is counted as 2 numbers higher than your base. As an example: A Rank 6 character in Second Release is Rank 7, that same character in Third Release is Rank 8. With this method, and only with this method, is it possible to go beyond Rank 9. There is no mechanical Rank designation for anything beyond Rank 9, as of yet neither our system nor the in-character world has seen this level of power and as such it is uncharted territory with no mechanical benefit, it is purely for roleplay purposes currently.
Techniques Techniques are creative applications of a characters power or natural talentsthat could put them in a more advantageous position, or hinder the abilities of their opponent. Think of them like a hand of cards in a trading card game. Unlike Skills, Techniques are a more open source of power, drawing on the imagination and versatility of the user rather than sheer determination and training. Because of this, much like a characters release powers, there is no template for techniques, they can theoretically do anything and everything. The only caveat is that they are subject to the Type Triangle. Every Technique must have at least one Skill that they clash with, with more powerful techniques requiring more clashes. Because of their boundless power, should any of an opponents skills with a grade equal or higher to your technique clash favorably with your technique (for example, a Power skill clashing with a Speed technique), regardless of which skill is being used to combat the technique, the skill user wins the clash. The reward for a successful Technique attack however is a grade bump of 2 instead of 1. In other words, winning a clash with a technique at grade C will bump the grade of that technique up to A.
There are 2 kinds of technique; Release Techniques, which are usable when a character is wielding a particular level of their release, and General Techniques, which have nothing to do with the characters power and releases, but can be used at any time.
Techniques may also clash with each other, reminiscent of the classic "Beam Struggle" that anime like Dragonball have popularized, two massive attacks crashing into one another, each fighting to overcome the other. In this case, and only in this case, a techniques Type is ignored. Instead, the clash lists are compared to one another directly and whoever wins the most clashes succeeds.
Characters receive a number of free techniques per release as they unlock their releases, with the option to buy more techniques at each stage of power, these Techniques must be used for the release they were earned or bought for:
First Release: 2 free Techniques. | 1 purchasable Techniques. Second Release: 1 free Technique. | 2 purchasable Techniques. Final Release: 1 free Technique. | 1 purchasable Technique. General Techniques: 3 purchasable Techniques.
Depending on the level of a release, a tech may have a soft minimum for their clash list, the minimum for General Techniques, for example, is 4 skills, preferably one skill from each racial skill list. We refer to it as a soft minimum because that number may be lowered if there are any Universal Skills present, as they are more valuable than Race Skills. First Release techniques have a minimum of 7 clash skills, Second Release Techniques have a minimum of 10, and Third Release Techniques have a minimum of 13.
Another major difference from skills is that Technique Grades aren't purchasable, instead your Techniques grow in strength alongside your character. Starting at E with your first release, and growing to S with your final release. The growth pattern looks like this:
First Release: Rank 1: E | Rank 2: D | Rank 4: C
Second Release: Begins At: C | Rank 5: B | Rank 6: A
Final Release: All Final Release Techs are Grade S
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Post by Admin on Aug 8, 2021 11:33:29 GMT -8
Type Triangle Each and every skill or technique a character has can be specialized into one of four different types: Speed, Power, Technique, and All. The first three types, Speed, Power, and Technique, form a triangle and affect each other not unlike rock-paper-scissors. The fourth type, All, is not affected by, and cannot affect, the other types. Triangle types are assigned to each individual technique and skill for free, by assigning a skill or technique a type you're picking how your character approaches that skill or technique. Is their Zanjutsu skill a Speed type? Then that might mean they focus on sharp quick movements to bewilder their opponent. Is their Hakuda a Power type? That could mean that they use a fighting style meant to overpower a foe with a single punch. Depending on what the skills types are during a skill clash their grade might change, if their type is strong against the other skills type the grade will go up by one letter, and vice versa if their skill has a type that's weak to the type of the other skill. Below are the types and how they react to one another in the triangle, as well as an example of a skill clash with and without type advantage.
Speed beats Power Power beats Technique Technique beats Speed All does not beat anything and cannot be beaten by anything.
Clash With Type Advantage: Character 1 attacks Character 2 with their sword, Character 2 has Regen and is using it to try and heal the wounds they receive. Zanjutsu (Speed): B beats Regen (Power): A and changes to Zanjutsu (Speed): A versus Regen (Power): B
Character 1's attack succeeds and both players agree that while Character 1 isn't doing much damage, they are cutting Character 2 too quickly for them to heal, Character 2 will have to try a different tactic.
Clash Without Type Advantage: Character 1 tries to subdue Character 2 with Bakudo, Character 2 tries to use their Cero to destroy the spell and avoid being pinned down. Bakudo (All): C does not beat Cero (Speed): C changes to Bakudo (All): C versus Cero (Speed): C
Nothing changes and the grades match, both players agree that they are evenly matched and the cero destroys the spell before it reaches Character 2.
If, for whatever reason, your character has undergone training as part of their development and you wish to change the type of one of your skills, all we ask is that you contact a staff member to let them know. No requests needed, just give us a heads up.
Experience Points We don't want to stifle creative freedom by forcing people to write training threads, or putting in hours of work to organize their threads and their story to justify the gain of a new toy, that's not fun. So our experience point system lets you take control of the nuances of your story. If you have the EXP to buy a grade, you can buy the grade no questions asked. All you have to do to get that EXP is write posts and complete threads. That's it. You write your story, make a post in your mechanics page with links to the threads you've written, and we give you your points. Note, that thread EXP is only given for completed threads, as a bonus to your regular post EXP. If you want to use those points, you do the same thing: make a post in your mechanics page detailing what you want to buy, and if we see that you have the points for it then you get what you paid for. Below is information for how much it costs to buy Ranks, Grades, and Techs, as well as how much EXP you gain from posts and completed threads.
Rank Cost: Skill Grade Cost: Tech Cost: EXP per Post: EXP per Thread: Rank 0: 0000 EXP Grade F: 000 EXP Release 1: 020 EXP 5 EXP 20 EXP Rank 1: 0000 EXP Grade E: 015 EXP Release 2: 035 EXP Rank 2: 0100 EXP Grade D: 020 EXP Release 3: 050 EXP Rank 3: 0250 EXP Grade C: 035 EXP General: 020 EXP Rank 4: 0400 EXP Grade B: 050 EXP Rank 5: 0550 EXP Grade A: 065 EXP Rank 6: 0650 EXP Grade S: 070 EXP Rank 7: 0770 EXP Rank 8: 0900 EXP Rank 9: 1050 EXP
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Post by Admin on Sept 5, 2021 9:45:20 GMT -8
Extra Rules While all of our combat rules are technically optional to use, these are rules that we came up with to provide a solid cap to the top of our mechanical process in the interest of helping people adjust to a more freeform system. These rules however, you can safely disregard, as they will not ever be enforced, and won't be considered during tech creation or any other form of request. While these rules were designed to work together and as a whole with the rest of our mechanics, you may pick and choose from these rules as you like, or use all of them at once. These rules may be added to in the future.
Combat Slots Unlike Skills, Techniques have a limited number of uses called Combat Slots. While you're able to go into battle with all of your techniques at your disposal, you'll only be able to use a maximum of 7 of them. Furthermore, each state of release limits the number of techs you can perform, with 2 techs per release, excluding General Techniques which only count toward the total 7. This means you may use 2 techniques of First Release level or lower while in your First Release, 2 techniques at Second Release level or lower while in your Second Release, and 2 techniques at Third Release level or lower while in your Third Release. Keep in mind that technique uses do not accumulate, so entering your Second Release while you still have a technique use in your First Release will not give you 1 First Release and 2 Second Release technique uses, your First Release technique use will vanish.
Scorecard Win Condition While Bleach Moumei decidedly has no hardcoded win condition for combat encounters, you may enjoy implementing a Scorecard system. For every Technique clash that you win a certain amount of points will be awarded. How many points required to win can vary, you and your thread partner may come up with a number you both agree on, but our recommendation is to pair this rule with the Combat Slots rule and simply tally up your points once both players have expended all of their combat slots.
The point rewards for successful clashes are as follows: General Techniques net you 1 point. First Release Techniques net 2. Second Release Techniques net 3. Third Release Techniques net 4.
4 of 7 Win Condition A simpler win condition that we also recommend you use with a modified version of the Combat Slots rule. Simply fight as normal with seven combat slots until one character has won 4 out of the 7 technique clashes. If any clash results in a draw then consider the combat slot empty and try a different technique.
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