ChaosKaiz Posted January 28, 2016 Report Share Posted January 28, 2016 This topic is reserved for the Moderator Team and those who have been approved by an active Mod to make a post within this topic. Each Post not made by a Moderator needs to be approved, before it is posted. (E.G. If you have been given permission to post here by Mod, that permission only extends for one post, further posts will require mod permission each time.) Anyone who posts within this Topic with the sufficient permission will have their post deleted and will receive one a warning. All changes made within the Rp will be announced here, this topic will also contain a link to the relevant topic where the change has been implemented. 1 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted November 7, 2019 Report Share Posted November 7, 2019 Upcoming Updates: - Introduction of the Legends (Prestige) System. Set to Rework how Legendary Tier Reiatsu Bracket functions as well as the Legendary (201-230) Stat Tier is unlocked. - Introduction of Legend Points. Currency used to increase a character's Legend. - Legend Battles, and Legend Events. These interactions are designed explicitly to give WC towards build Legend Points rather than Reiatsu. - Mini Rework of Focus. Primary/Secondary Classes no longer require Focus Purchases to reach 201-230 Tier. First Focus Purchase is Minor. Second Focus Purchase is Major. - Mini Rework of Fate Points and Achievements. - WC requirement changes: (For 101k+ Tier) 101k+ Reiatsu- 1,500 WC: 1k Reiatsu. Weekly Cap Limit: 2k Reiatsu. Legendary Tier Reiatsu- 1,700 WC: 1k Reiatsu. Weekly Cap Limit: 2k Reiatsu. - Continued rule clarification and updates. 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted December 8, 2019 Report Share Posted December 8, 2019 Live Changes 12/7 - Eagle-Eyes Class renamed Visionary Class "What can I say except 'You're Welcome'~!" - Stat Bonuses for Character Ranks (VC:+5|Captain:+10) Removed: Stat boosts for ranks aren't needed, considering Captaincy Level Ranks come with a 10K Reiatsu Boost Already. Removing the Stat bonuses from ranks also simplifies Stat calculations. - Natural Defense [ND] Tweaks & Added Features Number Adjustments on ND Actions. Partial Blocking may see future changes. At the moment it might still be too harsh on Hand-to-Hand combat situations. Class "Combat Skills": Primary Class specific advantages for particular ND actions. Spoiler Agile Evades Cost Less ND Brute Clashes Cost Less ND Genius Clashes Cost Less ND Tank Blocks Cost Less ND Visionary Critical Hits Do More ND Damage (x5 Attack Value) - Class Counter System & Legendary Tier Class Perks Added Class Counter System: In Addition to having their unique strengths each class also has their weakness and are naturally countered by an opposing Class. In the early levels of play Class Counters do not take effect or benefit a character. However they can effect interactions against certain NPCS and Event Bosses. For PVP battles Class Counters come into play at 2★ Legend Rank and after a character has Maxed out their Primary Class Stat (230). Legendary Tier Class Perks: Revised to fall in like with the new Legendary Tier. Legendary Tier Perks specifically affect your Primary Class and activate at 2★ Legend Rank and after a character has Maxed out their Primary Class Stat (230). - Legendary Tier Added All Information Regarding the Legendary Tier Progression System Found Here: Legendary Tier Thread Legend Points Implemented. Legend Battles PVP & Player V NPC Boss Raids Online. Character Retirement Guidelines Added. - New Tier 2 Achievements [High-Ground Advantage (1): Win a 1v1 Battle where you have the Class Advantage against another Role-Player or Player Controlled NPC. [Check Your Privilege (2): Win a 1v1 Battle where you have the Class Disadvantage against another Role-Player or Player Controlled NPC. [Vibe Check (4): Win a 1v1 Battle where you have the Class Disadvantage and more than 20K Reiatsu Disadvantage against another Role-Player. [#Worth (2): In a Battle where you have the Class Disadvantage Spend 750 ND to Use Your Class Perk. If there are any other Tier 2 Achievements you'd like to see added message me on Discord. ------------------------------------------------------------------------------------ Upcoming Changes Quincy Page Updates - Hollow Page Updates - Shinigami/Vaizard Updates - Cero Updates Tier 3 Achievements: [Under Construction] Tier 3 Achievements are Character Specific Achievements that grant 2 Fate Points Each. Tier 3 Achievements must be achieved within a limited time frame before the are removed and replaced with a new Achievement. T3 Achievements will usually focus around your characters Abilities or in-character habits and will be crafted by the Mod team to make sure the standard and difficulty of these achievements is fair across the board. Upcoming Events 500K Community Event: Selection Battles Of Nygam's Expanse Sign Ups Still Open 750K Community Event: Sentinels Of Potential Sign Ups TBA 2★ Legend Boss Raid: ???[Genius] TBA Achievement Hunting Raid: March Of The Menos [Brute] TBA 1 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted December 15, 2019 Report Share Posted December 15, 2019 Live Changes 12/15/2019 Tier 3 Achievements Added Series 1 of Personalized Achievements Are Live. They will expire on 02/01/2020. A few characters are missing due to not being active in ranks recently. If you want your character to be added just let me know. General RP Forum Clean-up The FrogMod went ahead and edited last week's updates into the other sections of the RP Forum. Most things should all be in line with the changes, if you notice any out-dated information let us know. Thank you, FrogMod. 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted December 30, 2019 Report Share Posted December 30, 2019 Live Changes 12/28/2019 - Tier 3 Achievements Series 1 Duration Extended Set to expire on 2/1/2020. Series 2 currently slated for February. Yay! - Agile Class Perk Ghosting has been adjusted to clarify its use better. In situations where the use of Ghosting would logically cause more than a single attack to be avoided, Ghosting will occur as a "flicker" dodge in place rather than a reposition to a different location. - ND Clarification Examples of ND uses in combat have been added to the ND guide under each action. Link Here: Natural Defense Guide - Vaizard Race Changes Finalized Vaizard Changes are finished and updated in the Shinigami Race Thread. 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted January 9, 2020 Report Share Posted January 9, 2020 Live Changes 01/09/2020 - Shinigami Race Changes Are Live "Finally! Many Thanks To FrogMod." Shinigami Duality Updates: "Spirit Tempest" can now be activated for both Shikai/Bankai in the same battle. Now officially counted as a Shield/Barrier technique. Kidō (Bakudō, Hadō, Kaidō) Race Techniques System Revamped: All Kidō now have a set Power that cannot be altered. Kidō can be used at their Full Power as long as the Shinigami meets the requirements to learn them and has learned them. Shunkō Updates: Shunkō is being poised as a viable competitor/alternative to Hollowfication (Still being ironed out) should be finalized soon. Fate Points cost for Shunkō adjusted to [6 Points]. Spending Slots To Learn Kidō Adjusted: Given the considerable changes made to the Kidō system overall and how much stronger they have become as a result. The cost is too low for what Shinigami end up gaining now. New Cost: 2 Release Technique Slots -or- 4 Non-Release Stats. Custom Kidō Passives Removed. Custom Kido Spells are still in. The Custom Kido Power will scale with character Reiryoku and can be of any Kidō classification (Bakudō, Hadō, Kaidō). All Shinigami Race Changes Can Be Found Here: Shinigami Race Thread - New RP Feature "Equipment Items" What Is This?: With a lot of RP events and arcs on the way and the Completion of the first major event of Resurge 2019 we've seen our first Event Rewards and can expect to see more in the future. An understandable concern is how these bonus items which essentially function as extra abilities/utility will remain worthwhile without severely messing with Combat/Power Kit balance? Simple problems need simple solutions. Rewards from Arcs/Events/Missions are now officially known as "Equipment Items" and normally your character can only carry 1 of them on their person at a time --normally (more on this later). While your character may own an endless number of equipment items they can only use 1 in battle and that Item must be listed with their stats in their first post entering battle. All owned Equipment Items must be listed on your Character Stat Page. Equipment Items come in various types and behave differently. Some can be stolen, traded, destroyed. Some can be sold for Fate Points. Some expire. Some may be available for a limited time. Some are strong, some aren't as strong. They all come with an inherit ability or usage and the cost of using them may vary. Lastly, Equipment Items can be purchased in the Fate Points Shop. But The price of an item will depend on how strong it is, 1-5 FP is the cost range. The Process of buying a FP Equipment Item starts with making the Application for it and posting it in your Character Application Thread. Equipment Item Name: | Intended FP Cost: | Ability: (Mods will do the rest.) - Fate Points Shop Updates "Some New Goodies" REIRYOKU SPECIALIST Trait Updated: As a Major FP Purchase, this one just wasn't performing and didn't really have it's own identity. Changes to Kidō have presented an opportunity for this Trait to mean alot more. At the moment its best suited to Shinigami but it's being fleshed out to be more attractive across the board. Basic Concept: "Reiryoku Specialist Trait makes learning Race Techniques even easier and makes them stronger." - New Fate Point Shop Purchases - Upcoming Changes Hollow/Cero/Segunda Updates - Fullbringer Duality Adjustments - Finalizing Reiryoku Specialist Effects 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted January 19, 2020 Report Share Posted January 19, 2020 Live Changes 01/18/2020 - ND Changes "It's Gonna Sting" ND Changes Dubbed The "San Patch" Locked In...Kinda...?: So, after testing it out Live for a bit. The San patch seems to have fixed a few of the problems we were having with Clashes. Hits were hurting just a tiny bit too much, which was having a ripple effect elsewhere, not unlike the San Patch as a whole. But overall, the changes all look great. And with the damage multipliers tweak just a tiny bit we're in a good spot. Just so you know what all to look at: Direct Hits (x4) - Counter Class Direct Hits (x5) - Visionary Reduced Critical Hits VS Tanks (x5) - Critical Hits (x6) - Visionary Class Critical Hits (x7) - Broken Shield/Barrier (x5 Difference) - Clashes Brute/Genius Class Combat Skill Update: The San Patch Hit Clashing as a defensive option for the Classes that are supposed to excel at it pretty hard. Especially with the increased net value of Attacks. The argument can be made that Brutes/Genius as the Power Classes should be more focused on using their resources to attack anyway. As it stands with the, changes in most cases Brute/Genius lose more from Clashing than the other classes. To meet somewhere in the middle ground "Brutes/Genius Get 1 Free Defensive Clash. It will always default to a Tied Clash when possible. If the Brute/Genius is weaker it registers as a Normal Loss Clash." Natural Defense Thread SEALS & GRAPPLING mechanics are going to officially be added to the ND System soon. A General rundown. - Fatigue Mechanic "Thought This Was Already Up, Honestly" "Fatigue" sets in when a character uses the maximum capability of their stats without having sufficient Stamina to do so. An example of this would be an Agile frequently using 200 Speed while having only 100 Stamina. The General Rule is that characters can use their maximum stats for the duration of battle as long as they have the appropriate Stamina. Fatigue Cost ND = Value of Stat Used Per Action. 11-20 Point Difference: Mild Fatigue. You get 16 actions using the insufficient stat. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina. 21-30 Point Difference: Moderate Fatigue. You get 8 actions using the insufficient stats. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina. 31+ Point Difference: Major Fatigue. You get 4 actions using the insufficient stats. After that Fatigue Cost kicks in for every instance that Stat is used at an amount higher than your Stamina. Fatigue Added To ND Thread - Visionary "Mind's Eye" Update: "Mind's Eye Strike": With the changes to the Brute/Genius Combat Skill. Mind's Eye needs a rework. Currently it grants a Free Clash which is kinda cool but not really in line with the Class. The Perk should complement the Class Skill which for Visionary is Critical Hits. "After Landing Three Critical Hits the Visionary can attempt a Mind's Eye Strike. Mind's Eye Strike Hits For Attack Value (x8)." - Hollow Race Changes Are Live Hollow Race Thread Hollow Race Techs System Updated - Shinigami/Vaizard Race Changes Shunko Is Up. Full Vaizard under works Mukyu Shunko under works - Fate Point Shop Update Following Items Changed To Majors: [3 POINTS] SHUNKO: [Shinigami Exclusive] (CANNOT be purchased if your character has Hollowfication: VAIZARD.) [3 POINTS] Hollowfication - VAIZARD: (CANNOT be purchased if your character has SHUNKO.) [4 POINTS] Resurrección - SEGUNDA ETAPA: [Arrancar Exclusive] [3 POINTS] REISHI HEISŌ: [Quincy Exclusive] [3 POINTS] POWER TRANSFERENCE: [Fullbring Exclusive] (CANNOT be purchased if your character has Duality.) Following Items Changed To Minors: [10 POINTS] Shinigami - MUKYŪ SHUNKŌ: [Shinigami Exclusive] W.I.P [Ultimate] [10 POINTS] Vaizard - FULL HOLLOW FORM: [VAIZARD Extension] W.I.P [Ultimate] [9 POINTS] Hollow - HŌGYOKU FUSION: [Hollow Exclusive] W.I.P [Ultimate] [10 POINTS] Fullbringer - AWAKENED: [Fullbringer Exclusive] W.I.P [Ultimate] [4 POINTS] ENHANCED HIGH-SPEED REGENERATION: [Hollow Exclusive] (Only Hollows Who Evolved To Arrancar From Vasto Lorde) [4 POINTS] ENHANCED HIERRO: [Hollow Exclusive] (Only Hollows Who Evolved To Arrancar From Vasto Lorde) [7 POINTS] REIRYOKU SPECIALIST TRAIT - Talisman Updates "San Patch Did Some Stuff, Yada Yada Yada" Talisman of Karma: "This o-fuda is inscribed with the word 'karma'. The bearer of this talisman is bestowed karmic favor and will reap the swift rewards for the transgressions of others upon them." [Enemy Loses 210 ND for every Attack issued against Masato for 1 Turn.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Masato Hizorashi Talisman of Clarity: "This o-fuda is inscribed with the word 'clarity'. It grants unclouded clarity, clearness of mind, and wards off illusions and confusion." [Oriru's next attack to land on an enemy within the next 2 turns is counted as an (Attack Value)x7 Critical Hit regardless of where it lands. Applies to Partials as well. If the attack lands on true Critical Hit Zone (neck and above) the next attack afterwards will also be an (Attack Value)x8 Critical Hit.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Oriru Kusho★ Talisman of Dominance: "This o-fuda is inscribed with the word 'dominance'. It imbues its bearer with unrivaled might." [Prevents Ryūnosuke's attacks from being Full Blocked/Partially Blocked for 1 Turn. His attacks will break shields and barriers to hit their target.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Tamura Ryūnosuke★ Talisman of Vitality: "This o-fuda is inscribed with the word 'vitality'. It imbues its bearer with great youthful vigor and tenacity." [Allows San to gain 300 ND for each of his attacks that Partially Hit. 600 ND for each of his attacks that Critical Hits/Direct Hits. (ND Gain Caps at 2,100). For the next 2 turns.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: San Salvatore - Character Kits That Could Use Some TLC Kaeru Xarius★: Minor Tweaks Yamashiro Gamazi: Full Rework - Clarification For Equipment Item Fate Points Price Ranges. The Maximum amount of FP an Equipment Item can cost is 5 Fate Points. The Equipment Item itself can cost anything from 1-4 FP based on the strength of the item. If the Equipment Item costs less than 5FP there are other features that can be bought as augments. 1 FP: Insurance #1 "Indestructibility" (Cannot Be Destroyed Upon Defeat) 1 FP: Insurance #2 "Anti-Theft" (Cannot Be Stolen Upon Defeat) 1 FP: Trade/Gift (Can Be Traded or Gifted To Another Player) 1 FP: +10 ??? Stat (Adds +10 To A Single Stat - Limited To 1 Per Item) Note: This is the system for grading and pricing Personal Equipment Items purchased from the Fate Points Shop. May not necessarily apply to Equipment Items from Events or loot from NPCs. 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted February 16, 2020 Report Share Posted February 16, 2020 Live Changes 02/15/2020 - Visionary "Mind's Eye" Update: Mind's Eye Strike is still a bit on the weaker side because it's so hard to set up and there is no guarantee it will succeed. So, these changes should help it out a bit. Visionary are also expected to have an advantage in countering Seals/Grapples so look out for that whenever it goes up. "Mind's Eye Strike": "After Landing Three Critical Hits the Visionary can attempt a Mind's Eye Strike. Mind's Eye Strike Hits For Attack Value (x8)." Allows the user to execute a single Empowered Critical Hit after landing 3 Direct Hits on a target within 4 turns. The Visionary gains access to Mind's Eye Strike which is a Critical Hit that does x8 Attack Value. Mind's Eye Strike cannot be Dodged. Cosmetics is left to the discretion of the RP'er. - Seals & Grappling: General outline for both is set up but I still need some time to iron it out. I'll mostly be working on Ability Kits this week. So if you need something looked at get yourself on the Ability Approval List if you aren't on there already. 1 Link to comment Share on other sites More sharing options...
Xarius Kaeru Posted February 16, 2020 Report Share Posted February 16, 2020 Long overdue fixes to the Rules and threads have been made. Please shoot any of us on the mod team a message if you still see some conflicting information. Updates: Role-Play Rules of Conduct & General Guide Fixed Formatting; cleaned up a bunch of the double (or more) references and Fixed Spoilers Updated Contact information for Mods Updated Linking to appropriate threads to reference. Updated the Character Death rules to not be race specific and the amount of Reiatsu lost. Attack Moves changed to Action Moves: You are allowed up to 4 actions each post. Actions are defined as; Attacks, Blocks, Clashes, Dodges, or Techniques (release or non-release). Some of these actions can cost more than one action, so it is important to be mindful of what you are trying to do in your post. Godmodding Important Warning: If anyone is seen god-modding and controlling people in a situation where they don't have authorization from the parties involved they will be docked 5,000 of their Reiatsu for the first event, 10,000 for the second, and it will continue to double until you cease to exist. Shinigami Added the Senkaimon technique, only accesses Material world and Soul Society. Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide. Updated Attack Move to Action Move, unless it is talking about an actual attack move. Hollow Added the garganta technique, only accesses Material world and Hueco Mundo. Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide. Updated Attack Move to Action Move, unless it is talking about an actual attack move. Bount Fixed formatting issues; Fixed Spoilers and Added color Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide. Updated Attack Move to Action Move, unless it is talking about an actual attack move. Stat System Reiatsu Difference updated and moved to this thread. Please check out the post for all the examples and rulings. The main change is below. Reiatsu Scales: The reiatsu difference is determined by tier effect system, you losing stats based around how much more reiatsu your opponent has: 11,000-20,000 Stronger = -5 to all stats during battle 21,000-40,000 Stronger = -10 to all stats during battle 41,000-60,000 Stronger = -15 to all stats during battle 61,000+ Stronger = -20 to all stats during battle. The Condition of the World Merged Current events into the Condition of the World. Made the thread able to be posted in so that people can post their summaries within the thread. On 2/16/2020 at 5:57 PM, Xarius Kaeru said: Attack Moves changed to Action Moves: You are allowed up to 4 actions each post. Actions are defined as; Attacks, Blocks, Clashes, Dodges, or Techniques (release or non-release). Some of these actions can cost more than one action, so it is important to be mindful of what you are trying to do in your post. Updates: Locations that were updated Role-Play Rules Of Conduct & General Guide You have an unlimited number of "action moves" in every post, but you only get a limited number of "combat moves" per post. Action Moves are limitless and are defined as; Blocks, Dodges, or Partials. Combat Moves covers all the stuff that previously fell under Attacks Moves; 4 Per Turn and are defined as; Attacks, Clashes, Techniques that formally used Attack Moves. Some of these actions can cost more than one action, so it is important to be mindful of what you are trying to do in your post. Academy Kido/Custom kido (and other racial technique equivalents) Can give up 2 Technique or 4 non-release slot to start with all academy level kido and 1 passive kido ability. This applies to other racial reiryoku equivalent techniques. Natural Defense Updated Clashes to say "Sufficient Combat Moves" instead of "Sufficient Attack Moves" Shinigami Race Updated all Action Moves to Combat Moves Hollow Race Updated all Action Moves to Combat Moves Quincy Race Updated character template Bount Race Update character templates Fate Points: Tutorial and Shop PACIFIST TRAIT updated to have Combat Move instead of Attack Move. Updates: Role-Play Rules of Conduct & General Guide Posting Rules - In an effort to help people be more active with one another and be a little less restricted we are opening up the interactive RPing a bit more. See below for changes to Posting Rules #8. You can be in a total of 3 threads at one time. This includes solo or group threads (more than just you), however you can only be in 1 death active thread at a time. All threads you are currently in must take place before a death active thread. Event threads do not count against this total. Cannot post any threads that take place after the death active thread until the thread is done. You can post in threads that take place before the death active thread happens. All 3 threads can be joint threads if you desire, but you cannot solo post if those threads are all taken up. EXCEPTION: Event threads do not impact this rule. This allows you to be in more past the 3 post limitations. - Agile Class Perk Ghosting has been adjusted to clarify its use better. "Ghosting": Allows the user to dodge any single Basic Attack | Race Technique | Personal Technique/Ability regardless of tier up to 60 point difference. Cosmetics is left to the discretion of the RP'er. In situations where the use of Ghosting would logically cause more than a single attack to be avoided, Ghosting will occur as a "flicker" dodge in place rather than a reposition to a different location. ------------------------------------ Upcoming updates: Clarification on slots for racial techniques/custom kido updates to other races Non-release abilities/skills (quincy and bount possibly are next) continued rule clarification and updates. 2 Link to comment Share on other sites More sharing options...
Xarius Kaeru Posted March 15, 2020 Report Share Posted March 15, 2020 Updates: Role-Play Rules of Conduct & General Guide Character Creation - In an effort to help the mods keep the forum a bit cleaner and track of the actual active characters we have add the Important warning to the Character Creation post. or the mod team, but Important Warning: If anyone does not post or submit a Word Count over 1 month time (4-5 weeks) then you will be moved into INACTIVE status at the bottom of the Official Role Playing Ranks. Also, if your character is inactive for 3 months (12-15 weeks) or more your character application will be moved to the Inactive/Approved thread. In order to be moved back into the active ranks you just have to post in the active subforums, then post a WC Submission, and you will be moved back into your proper area during the next Ranking updates. Caps and requirements are still enforced for your overall reiatsu level, look in the appropriate reiatsu field you fall into to know what your caps/requirements are. Those that give the Mods a heads up will get some leniency on the haste at which they are moved to inactive. ------------------------------------ Upcoming updates: Clarification on slots for racial techniques/custom kido updates to other races Non-release abilities/skills (quincy and bount possibly are next) continued rule clarification and updates. 2 Link to comment Share on other sites More sharing options...
Xarius Kaeru Posted March 23, 2020 Report Share Posted March 23, 2020 Updates: Bount, Fullbringer, Hollow, Quincy, Shinigami Area of Effect and Multi-targeting - In an effort to help the mods keep the forum a bit cleaner and track of the actual active characters we have add the Important warning to the Bount, Fullbringer, Hollow, Quincy, Shinigami threads in their respective reiryoku ability sections, ask the mod team for any clarifications; (shinigami example below) IMPORTANT! Area of Effect or Multiple target Kidō: Each kido has an area that effects it or mentions being able to target more than one target. In order to target more than the initial target you may spend another Combat Action per additional Target. Captain Level Kido automatically targets up to 2 as they require a minimum of 2 combat actions. So the max targets can be 4 (unless you gain additional combat actions) if all combat actions are used, each of those targets have to deal with the effects as if they were the only one targeted. Example: Oriru uses Hado #99 to target 4 people by giving up 4 combat moves (2 for the captain level kido +2 more for 2 additional targets). Each one will have to deal with Hado 99 as if it was directed to only them individually. ------------------------------------ Upcoming updates: Clarification on slots for racial techniques/custom kido updates to other races Non-release abilities/skills (quincy and bount possibly are next) continued rule clarification and updates. 2 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted March 29, 2020 Report Share Posted March 29, 2020 Live Changes 03/28/2020- STFAH Update: In light of all the crazy stuff going on (we hope you all are staying safe and indoors) figured it was as good a time as any to make the grind a bit easier and promote some activity with all the time being spent in quarantine. What better way to spend your time than RP'ing, amirite. Also, huge welcome to all the newcomers, we're glad to have you! STFAH Reiatsu Gaining Rates: Legendary Reiatsu Tier: Weekly Reiastu Cap: 2k | WC Requirement: 1,700 WC STFAH Rate: 1,275 WCImmense Reiatsu Tier: Weekly Reiatsu Cap: 2k | WC Requirement: 1,500 WC STFAH Rate: 1,125 WCGreat Reiatsu Tier: Weekly Reiatsu Cap: 6k | WC Requirement: 1,200 WC STFAH Rate: 900 WCHigh Reiatsu Tier: Weekly Reiatsu Cap: 10k | WC Requirement: 1,000 WC STFAH Rate: 750 WCLegend Points: Legend Points WC Requirement: 1,000 WC STFAH Rate: 800 WC STFAH Race Technique Learning Limitations: 1 Technique every 3 days (irl days). 1 Technique DailyIf your character has the Reiatsu Specialist Trait 2 Techniques Daily with a bonus 30% WC slash if you're teaching/learning the technique in a Co-op thread. - Quincy Race Update: Kaeru and Rash are currently working on the long-awaited and overdue Quincy Update. Expect everyone's favorite Destruction Monks to be very destructive. If you're learning the currently available Quincy Race Techniques and you're worried about them being shifted/removed rest assured your work isn't going to waste. Keep learning those techniques for now and the you'll have access to the new ones based on how they translate over with the updates. - Personal Abilities: Rash will be working on Personal Abilities for new characters when he gets the time. Don't forget to post a request to have your stuff looked at [Here]. 4 Link to comment Share on other sites More sharing options...
Xarius Kaeru Posted March 30, 2020 Report Share Posted March 30, 2020 Updates: ORP Forums/Subforums Cleanup and Improvements - We have changed unused or added new forums in the ORP. The list of changes are as follows; Helheim Forum change to World of the Living - Created to hold the world outside of Karakura Town and the Events subforum. Helheim was not being used in the current BSE storylines. Change Sea of Trees to Events - Removing Helheim meant sea of trees could go, Events is the one stop shop for whenever Mods put on events in world of the living to happen. if you are looking for any of the Night of Wailing, holloween event, or Sanetoki threads they have already been moved to the events subforum. Detele subforums Houri Creek & forgotten ruins - No longer needed. Urahara's Shop changed to Noir in Karakura Town - Urahara shop was not being used, being replaced by the quincy tech company Noir. Kaz's Noir thread was moved to this subforum. add subforum Residential Karakura to Karakura Town - Created so that people could make posts around their home or in surrounding residential areas. Moved Sibylle Opie threads to this location Moved Blunt Trauma (Ryun's thread) to this forum. add subforum WILD's headquarters to Karakura Town - Created for the organization known as the "Wild's" to have a home base. Moved welcome to the wild's to this forum. add subforum Quincy Headquarters to Karakura Town - Created for the quincy's to use in karakura town. For any other threads that need to be moved to one of these subforums please let myself or another mod know was we can make sure your threads are being placed in the correct locations. Rule Clarification Learning All Kido Arts Exception - Technique Exchange Rule #8 now reads as "Can give up 2 Technique or 4 non-release slot to start with all academy level kido (except for Kaido) and 1 passive kido ability. This applies to other racial reiryoku equivalent techniques." ------------------------------------ Upcoming updates: Clarification on slots for racial techniques/custom kido updates to other races Non-release abilities/skills (quincy and bount possibly are next) continued rule clarification and updates. 1 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted April 13, 2020 Report Share Posted April 13, 2020 Live Changes 04/13/2020 - ND Changes: As per usual, we're always looking at ways to improve the ND system and make the less obvious mechanics more transparent so things run smoothly. There is a MAJOR addition to the way Stats and ND Calculations are done on the way, but it's still in the very very very early stages of development and may take some time to develop, but that's been a big focus atm. In the meantime, we're ironing out more of the kinks and tinkering things for a definitive version of ND that we won't have to mess with much afterwards. I'd say we're 95% of the way there, and most of the things we're working out now are qol changes. But that's enough blabbing from me. Evasion Rework: This isn't a big issue at all, but apparently there is some confusion about the relation between evasion and damage value. "Why is the damage value a factor in dodging if I am dodging the attack?" The simple answer is that the ND calculations function as a behind the scenes system as well as an in-character resource. Basically, your character doesn't always feel themselves losing ND for performing actions in situations where ND isn't acting as a metric of actual life-force when taking damage. For example: when clashing projectile attacks, the projectile user doesn't necessarily ever make contact with the attack being clashed (unless they do for cosmetic sake of it) still they lose ND when it happens --they wouldn't feel any sort of pain or injury and the ND loss taking place is purely system based. The same goes for Evading, the ND loss caused by Evading isn't something felt directly and [Value of Attack] was used in the formula because that Value reflects the investment of the Attacker. Nevertheless, that didn't seem to work for certain folk, so we're changing how Evasions work. Additionally, we're also clarifying what the parameters of what can be a Full-Evade and what defaults as a Partial. Old Evasion Formula: FULL EVASION ND COST: 100 ND (0 ND for Agiles) + Value of The Attack PARTIAL EVASION ND COST: 200 ND (0 ND for Agiles) + Value of The Attack ----- New Evasion Formula: FULL EVASION/DODGING: The act of simply dodging an incoming attack. In order to Full-Block both Speed and Perception must be within the 1-20 Stat Difference range, if your Speed and Perception meet the requirements a Full Dodge is possible from any range. ND COST: 100 ND (0 ND for Agiles) + Attack-Speed Value PARTIAL-EVASION: In circumstances where your character is unable to perform a Full Evasion due to insufficient Speed/Perception. If either your Speed or Perception outside of the 1-20 Stat Difference range then Full-Dodges are not an option regardless of distance etc. (except in the case of special evasion techniques) ND COST: 200 ND (100 ND for Agiles) + Attack-Speed Value If both your Speed and Perception are more than 20 points below the Attack-Speed of the Incoming Attack, no Evasion option is available to your character outside of the use of special evasion techniques. ----- - Fatigue Multi-Stat Action Rule: This technicality was being tested in practice and we're now just making it official. Multi-Stat Actions Rule: There are actions that require the use of multiple stats (for example: dodging requires Speed and Perception. Attacks require Attack-Value and Attack-Speed) in these situations the Fatigue count is applied only once for the action with the greater value. So, if you Attack with 230 Strength and 210 Attack-Speed, the Fatigue cost for that action will be 230 ND. - New Perception/Attack-Speed relationship Rule: Maximum Value of Usable Attack-Speed = Perception +20. ----- - Redefinition of Tier Differences: A question that commonly comes up is how much lower can stat X can be from stat Y. We previously used a used a Tier-based calculation but that was admittedly a bit confusing. The simple alternative it to allow for a 20 point differential. You're fine in that range but that's the maximum. Instances that say "2 Tier Difference" will be changed to reflect the new guideline. ----- [7 POINTS] REIRYOKU SPECIALIST TRAIT: (30% WC Requirement Reduction on all Race Techniques. (If the requirement to learn a Technique is 100WC, then it is reduced to 70WC) This stacks with the Genius Class "Spiritual Wit" Perk of 10% WC Reduction. Increases Base Power on Kido by 10. Reiryoku-based Action Fatigue Buffer: Even After Fatigue becomes active in combat, Reiryoku-Based Actions will not incur a Fatigue Cost for 3 Turns. (Limited to 1 Trait Purchase). ----- - Upcoming Changes Rework of Brute/Genius Class Clashes Blood-Reaver Trait Rework 2 Link to comment Share on other sites More sharing options...
Xarius Kaeru Posted April 15, 2020 Report Share Posted April 15, 2020 Updates: Legendary Tier Legend Tier - Split the Unfocused stat boosts between L1 and L3 instead of just L3. 1★ Legend - Added Stat Tier (161-180) unlocked for your Character's Unfocused Stats. 3★★★ Legend - Updated Stat Tier (181-200) unlocked for your Character's Unfocused Stats. New Perception Rule Clarification FULL BLOCK: [Strength VS Strength / Reiryoku VS Reiryoku] Full-blocking is the act of raising a defense against an attack that is not a part of your character's body. IE: Full Blocking is blocking with your weapon or another object. This can include materializing Reiryoku-based defenses etc. The Shinigami Spirit Tempest counts as a Full-Block. To perform a Full Block the action of blocking the attack needs to occur within reason of your character's Strength or Reiryoku must be within the 1-30 Stat Difference range of the reflective stat and Perception must be within the 1-20 Stat Difference range of the attack-speed, if your Strength or Reiryoku and Perception meet the requirements a Full Block is possible. In the event that the attack exceeds that limit but it is still within your character's means to mount a defense, it should be calculated as a Partial-Block. removed the 2 tier comments. PARTIAL- BLOCK: [Strength VS Strength / Reiryoku VS Reiryoku] In the event that the attack exceeds that limit but it is still within your character's means to mount a defense. Includes any form of blocking using your character's body (unless explicitly stated otherwise in the form of personal techniques or abilities.) removed the 2 tier comments. Fixed Full-Dodge to say full-dodge instead of full-block in block text. Added Perception/Attack-Speed relationship Rule under Alternative stats Reaction Time to be slowly phased out eventually for the new Perception rules. ------------------------------------ Upcoming updates: Clarification on Partial Dodge/Blocks and the Perception rules Link to comment Share on other sites More sharing options...
Rash ラシュ Posted January 6, 2022 Report Share Posted January 6, 2022 WC Submissions deadline postponed til next Saturday, 01/15/2022, for the newcomers and anyone else looking to cash in on the recent hype. Be sure to also submit your WC in the Role-Play Community Reiatsu thread to start bringing up the numbers for Chapter 2: "Pestilence". 1 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted January 28, 2022 Report Share Posted January 28, 2022 Live Changes 01/29/2022 - Quincy Race Changes Are Live Quincy Race Page Updated The Traditionalist Quincy Path makes a triumphant return. Vollständig Quincy Path hasn't gone anywhere, either. Both Paths offer something unique. Traditionalist Path is for those who want to be like Ishida and not really put too much Reishi into crafting a personalized power set. They use Ginto and Heilig Pfeil (Arrows) as their tool set. Vollständig Quincy Path is for those who want to do cool Quincy stuff but also want to have their own individual abilities to set them apart. Quincy Race Techs System Updated, Obviously Uh, anything else? Oh! Quincy are the first Race that have Dedicated Equipment Items built into their Race stuff. Depending on how this is embraced it might become a thing for others Still doing the clean up of typos and grammar. Lastly, if your character is a Quincy already you're free to request your Path be switched if you'd like. Offer stands until the the 5th of February - Clarification of Equipment Item Slots, Because Quincy Update adds some. All Characters have 1 Equipment Item Slot be default. You can purchase 2 Additional Slots in the Fates Point Shop, making the total possible number of Equipment Item Slots 3 Except for Quincy. Quincy are a unique case as they can get 2 Additional Item Slots from their Duality. However, these 2 Extra Slots are Strictly for Quincy Items. - Personal Update From Rash: So, Quincy are finally done. We pour a lot of hours and heart into it. Huge thanks to Kaeru for all his help and suggestions along the way. There is some of stuff that didn't make the final cut or didn't get implemented to the extent that we would have hoped. However, I think that leaves all the prospective Quincy with a chance to try to go for those other things as personal abilities. Comb through the wiki, manga, and anime, yourselves; if you see something you like that isn't here, go for it! We'll try to make it work for you. On that note; I'm glad Quincy are up but, I'm a little bummed I didn't get to post as much as I wanted to this week. It's not anyone's fault but mine really. I tend to stack my plate with stuff, then I have to get it done, and that means sacrifices have to be made. Usually, it's the stuff that I want to do that's left on the chopping block. I like doing the mod work and making abilities too, but I really want to write my stories as well. So, while I will most likely be around to answer questions and also look at kits and the usual stuff, I do want to take the next couple weeks to RP myself. (I say this, as I am already planning a stream to do the new Community Badge) but yeah, that's my plan for now. 4 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted March 2, 2022 Report Share Posted March 2, 2022 Live Changes 03/01/2022 - Big ND Clean-up All the old Information just a lot of clarifications and rewording. Tied Clashes Tweaked - HSM Evasion Mechanic Added Fatigue Levels Renamed so they're easier to abbreviate Mild - Moderate - Major New: Low - Moderate - Heavy 100% same functionality. Reminder Fatigue is a hardcore Ranked stat that doesn't need to be used all the time. Kaeru and I like to use it though. Sealing/Grappling Are Up! Tied Clashes: Limited To 1 Per Turn. (Except For BRUTE/GENIUS Class Primary) Brute/Genius Class Combat Skill Update: Tied Clashes Limit increased to 2 Per Turn. Full/Partial Action Range Clarification: Previously the range for actions was based on Tier Ranges, but in case it wasn't noticed we've almost completely phased out Tier Ranges (Except for determining Stat Ranges for "power levels": Novice (1-20) / Legendary (200-230)). What we've been using now is a flat Stat Range. Until now it's only been explicitly spelled out for the Speed/Perception Evasion ranges, but the wording could use a little cleaning up. I'm going to present the all here and then edit them into to Natural Defense Thread. Reaction Time: Is a character's ability to react to attacks or actions done by other characters. When your Perception is within the Reaction Time Range(1-40) of the opponent's Speed/Attack-Speeds, you are able to perceive their actions, with increasingly difficult based on the size of gap. In the same manner you need to have the Speed to react to the Speed coming at you. Even if you have high enough Perception to effortlessly comprehend an incoming attack, without the Speed to match it your character will be getting hit seemingly in slow motion. While Inversely, if you have too much speed and not enough perception to see where you are going you will crash into everything. *This applies to Attack-Speeds as well. - Perception & Attack-Speed Relationship (Accuracy) Rule: This rule explains the relationship between your Perception and the Speed at which you can make your actions or reactions. Maximum Value of Usable Speed/Attack-Speed= Perception +20. Reaction Time Range (1-40 Points): This is the maximum range of Perception and Speed at which an action to be perceived and physically react to. - If the Speed of an action falls within a 1-40 Range of a character's Perception they can perceive that action, even if only barely at the higher end of the range. - If the Speed of an action falls within a 1-40 Range of a character's Speed they are capable of physically reacting to it to some extent, even if only barely at the higher end of the range. - Falling within the Reaction Time Range is a prerequisite for being able to perform any defensive action. Without the adequate Reaction Time your character won't be able to perceive or physically react to an action at all. Perception to Speed Difference Range Breakdown 1-10 Range: Speed at this range is still Effortlessly Comprehended. 11-20 Range: Speed at this range is Easily Comprehended. [This is your character's Maximum Value of Usable Speed/Attack-Speed] 21-30 Range: Speed at this range is Difficultly Comprehended. 31-40 Range: Speed at this range is Barely Comprehended. 41+ Range: Speed at this range is Incomprehensible. Stat Difference Action Ranges: - (1-20 Points) Action Range: [Full-Evade] A 20 Stat Difference is the maximum range for this actions. - (1-30 Points) Action Range: [Partial-Evade || Full-Blocks || Partial-Blocks || Grapple Break] A 30 Stat Difference is the maximum range for these actions. - (1-40 Points) Action Range: [Partial Blocks || Defensive Clash || High-Speed Movement Evasion] A 40 Stat Difference is the maximum range for Partial Blocks, Defensive Clashes and High-Speed Movement Evasions. - (41+ Points) Action Range: [Seal Breaking] At a 41+ Stat Difference there are no ND Defensive Actions available. - Full-Evades: For a Full-Evade to be possible a character's Speed and Perception must be within a 1-20 Stat Point difference from the Speed/Throw-Speed/Reiryoku-Speed of the incoming attack. If either Speed or Perception fall outside of the 1-20 Stat Point Range, a Full-Evade is not possible. - Partial-Evades: For a Partial-Evade to be possible a character's Speed and Perception must be within a 1-30 Stat Point difference from the Speed/Throw-Speed/Reiryoku-Speed of the incoming attack. If either Speed or Perception fall outside of the 1-30 Stat Point Range, a Partial-Evade is not possible. - High-Speed Movement Evasion: For a HSM-Evasion to be possible a character's Speed and Perception must be within a 1-40 Stat Point difference from the Speed/Throw-Speed/Reiryoku-Speed of the incoming attack. If either Speed or Perception fall outside of the 1-40 Stat Point Range, a Partial-Evade is not possible. ------------------------------------ - Full-Block: (Assuming Reaction Time is adequate) For a Full-Block to be possible a character's Strength/Reiryoku must be within a 1-30 Stat Point difference from the Strength/Reiryoku of the incoming attack. If Strength/Reiryoku fall outside of the 1-30 Stat Point Range, a Full-Block is not possible. - Partial-Block: (Assuming Reaction Time is adequate) For a Partial-Block to be possible a character's Strength/Reiryoku must be within a 1-40 Stat Point difference from the Strength/Reiryoku of the incoming attack. If Strength/Reiryoku fall outside of the 1-40 Stat Point Range, a Partial-Block is not possible. ------------------------------------ - Defensive Clash: (Assuming Reaction Time is adequate) For a Defensive Clash to be possible a character's Strength/Reiryoku must be within a 1-40 Stat Point difference from the Strength/Reiryoku of the incoming attack. If Strength/Reiryoku fall outside of the 1-40 Stat Point Range, a Defensive Clash is not possible. 3 Link to comment Share on other sites More sharing options...
Rash ラシュ Posted March 6, 2022 Report Share Posted March 6, 2022 Live Changes 03/05/2022 - STFAH Officially Retired: We all knew it was coming. It's been a good two years, but it's finally time to say goodbye as we enter a new chapter --literally-- with a x2 WC Week! - Community Chapter 2: "Pestilence" Officially Kicking Off: Expect to see some threads popping up soon detailing the Infection / Health mechanics. The information in the Community Reiatsu Thread is a bit outdated. Don't worry about it too much, it's still small scale, but key characters will start to getting sick. I'll leave the option for people to decide if they're going down with the sickness as well. Initial reactions will be optional for the WotL characters and Hollows, more on that later. Opening the floor for people who would like to help out with NPC roles, as long as you think you can be consistent. Let Kaeru or I know. - Pestilence 250K Reward: "Contagion" x2 WC Week [03/05/2022 - 03/12/2022] - Total Submitted WC= DOUBLED (Caps at 10K and doesn't apply to Community Reiatsu) - WC to Reiatsu Gain Rate= 1:1 Across All Reiatsu Tiers. - Weekly Reiatsu Growth Cap= 10K Across All Reiatsu Tiers. - Race Technique Learning Limitation= 1 Technique Daily. 2 Link to comment Share on other sites More sharing options...
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