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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.

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Good Evening ORP

A lot has happened recently, specifically today, that we the staff have been discussing/updating. We are currently in a massive updating period where we will be asking some of you to update some stuff. A bulk of the work was done today to help accelerate this process some (see updates below if you're curious). The big ones are Fate Points cost, Sub-classes, and Posting. We request patience with all of these updates/changes/decisions as we are trying to clean up years of mixed information from 2-3 resets.

Sub-classes are now universal for each class instead of just for duality. Duality gives the slots and extra element still. Prodigy still does not get a subclass. Please have these updated by next WC submission, do not hesitate to reach out to any of the staff for changes while we are still low on members.

Fate Points The costs at the shop have changed and there for the Fates everyone has will be properly adjusted. Also, like Sub-classes you have until the next WC submission to get this updated. A couple new Options have been added as well; Reiryoku Specialist, 1 cap removal.

Posting The maximum number of threads 1 character can be in is now increased to 2. Restrictions are that 1 has to be solo (to advance personal stories, learn skills/releases, etc) and the other has to be with a minimum of 1 other PC. This new rule is to encourage the normal path of doing things if you want to, but also to get some joint PC storylines going. Everything else stays the same.

For questions on either of these reach out to any of our Mod team as we are diligently working to get these updated.

Below as Follows:

Site updates and clean up:
- A lot of the double information has been going on, along with bad/old data not connected to our current plans.
- This is still a work in progress, please PM me with any other conflicting sections so that i can update/fix them.
- Fixed broken links and some of the hidden sections not hiding. Left some of them on purpose
- Moved the Position Acquisition from FAQ to Training/Evolution section.
- What technique slots can be given up for (formerly known as abilities). This list can be updated by Mods.
- Caps are 200 (230 for legendary) for primary, 200 for subclass, 160 for the rest. See rules for further exceptions/rules/examples.

Sub-class is now a universal stat
- Every class gets this except for Prodigy.
- Ratio is still 4:5
- No longer need duality
- For those that take Genius/Brute your power ratio is now 125%/50% for subclass
- allows them to have a single stat break free from the "Must be in the same tier"

Power stat clarification and updates
- Genius/Brute now has a ratio of 150%/50%, as subclass 125%/50%
- Power explanation section has been updated along with better examples of each.

RP Classes Thread
- Has been updated to speak to the sub-class changes
- Moved the Sub-class restriction on prodigy up near the primary class section.

All of the Race threads
- All of them have been updated to clear up confusion on "releases" terms
- Abilities are now 1 per release "release ability (passive)" 
- Formerly "abilities" are corrected to be "techniques"
- removed the "ability/passive" restrictions for Quincies/Bounts/Fullbringers/Hollows, they are now just total abilities. If you want passive, just state so.
- Updated forms to have subclasses/Power path (if you're going strength, reiryoku, or balanced)/new version of abilities.
- Shikai Techniques can be used in Bankai

Story/Plot update
- All canon characters have been removed and replaced with former characters of current members.
  - If you have an old PC from BSE history you are fine with being an NPC message a mod for them to be added.
- Every seat/position not taken has been filled with "Unnamed NPC"
- New/Updated plot will be sent out.
  - I will be reading through all the posts and getting a lay of the lands for the update since the last state of the world was from 2017.
- A new overall story/event system will be put into place soon.

Small updates:

Genius/Brute cannot be sub-class of one another.
Kido learning is still based of Reiryoku not Power stats.

New State of the ORP has been posted see here

- basically a small one to get things moving. Once we get more people/stories established a proper event will be posted there.

How to calculate Release/Title Boosts: can now be found in the Role-Play Rules Of Conduct & General Guide thread in the Stat System Rules section.

Bankai replaces Shikai Release Reiatsu/Stats: can be found in the Shinigami Race Thread  Bankai section. Also added This question to the FAQ section. 

 

Power clarification: certain spots made it seem like you got 2:3 on power then got another 2:3 for strength off from that. See below:

1. The power stat growth is 1:1 for all classes.

2. The % = the growth rate for str/reir for brute/genius (150% = 2:3 class, 125% = 4:5 for sub-class)

3. I have updated the rp class and rules threads to reflect this clarification.

Please double check your stats to make sure they go by this system. Any questions ask your nearest mod.

Stat Tiers - have been updated. More updates to come around this in the near future, but this is a generic reset of their intents and tiers.

updates to rule 15:
  - Added: "
Non-Release Technique/Technique Slots RULING- Essentially, you can only make this purchase a total of 5 times combined between non-release and release technique slots.
  - Changed: Can give up a 1 technique slot for 2 Non-release techniques. (used to be 1 for 1)
  - Added: "This applies to other Race's kido equivalent." to the end of the "Can give up a Technique or non-release slot to start with all academy level kido and 1 passive kido ability."

Clarification on Perception:
  - changed: How well your character can perceive the world around them. This encompasses all forces of "perceiving" someone which includes all the senses of Hearing, Smell, Sight, Taste, Touch, 
and Reiatsu sensing. 

Shunko: no longer a release. Now is just a activation technique.
- changed the +6/+12 of str to now be pwr
- changed the passive ability to be based around the raw kido or element you choose.
- changed wording from release to activation.
- gain +1 attack, duration is 4 posts 3 cool down 2 times per combat for unmastered. Mastered becomes 5 posts instead with 3 post cool down 2 times per combat.
- unmastered get 3 technique slots based around the raw kido or element you choose. Mastered can use all techniques learned from unmastered plus gain 1 new technique slot.
- physical attacks are still strength and raw kido/elemental projectile attacks are reiryoku.
- changed from major to minor in the fate shop.

Second Character: rules on creating a second character have been added to the character creation post in the rp rules. Fixed rule 4.

Focus: in Fate Point shop is now a minor that can only be bought 2x. Costs 4 FP.

WC requirement changes: To improve and give higher tiers some flexibility to post more while also giving the top 6 the struggle of being caught up to eventually if people put in the work. (see Official Role Playing Ranks and Role-Play Rules of Conduct and General Guide)

New requirements:
Cannot start lower than 30k
31k-60k Reiatsu - 1,000 WC: 1k Reiatsu. Weekly Cap Limit: 10k Reiatsu.
61k-100k Reiatsu - 1,200 WC: 1k Reiatsu. Weekly Cap Limit: 6k Reiatsu.
101k+ Reiatsu- 1,500 WC: 1k Reiatsu. Weekly Cap Limit: 3k Reiatsu.
Legendary Tier Reiatsu- 1,700 WC: 1k Reiatsu. Weekly Cap Limit: 2k Reiatsu.

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Updates:

Kido Arts
- VC: 45k reiatsu instead of 30k to learn. Vice Captain kidos can be learned once you reach the Reiatsu threshold.
- Cap: Captain requires 100 reiryoku, also Captain rank or taught by a player who knows the spell if you meet the reiroyku requirement.

------------------------------------

Upcoming updates:

- updates to other races Non-release abilities/skills (hollows and fullbringers possibly are next)

- Natural Defense system (waiting on final approval)

- Barriers/Seals system to work with ND.

- continued rule clarification and updates.

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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. 

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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).
Spoiler

Class Counter Diagram

tqPbYKi.png

  • 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).
Spoiler

Agile "Assassination": [Tank Counter Passive] Agile Direct Hits do increased ND Damage to Tank Class. Adds additional ND cost to Full Blocks for Tanks. Restricts their use of their Class Perk. Visual Activation cosmetics is left to the discretion of the RP'er.

Direct Hit ND Damage= x3 Attack Value.

Addition Full Block ND Cost= +150 ND.

Adds 750 ND Cost to Tank Ironclad Perk. Ironclad cannot be used during the first 5 Turns of the Battle.

[Available only to 2★ Legend Rank characters with Agile as a Primary Class | Must have MAX (230) Speed to Activate in battle.]

-------------------------------------------

Brute "Decimation": [Genius Counter Passive] Brute Direct Hits do increased ND Damage to Genius Class. Adds additional ND cost to Clashes for Geniuses. Restricts their use of their Class Perk. Visual Activation cosmetics is left to the discretion of the RP'er.

Direct Hit ND Damage= x3 Attack Value.

Additional Clash ND Cost= +150 ND.

Adds 750 ND Cost to Genius Spiritual Wit Perk. Spiritual Wit cannot be used during the first 5 Turns of the Battle.

[Available only to 2★ Legend Rank characters with Brute as a Primary Class | Must have MAX (230) Strength to Activate in battle.]

-------------------------------------------

Visionary "Elimination": [Agile Counter Passive] Agile Direct Hits do increased ND Damage to Agile Class. Adds additional ND cost to Full Evades for Agiles. Restricts their use of their Class Perk. Visual Activation cosmetics is left to the discretion of the RP'er.

Direct Hit ND Damage= x3 Attack Value.

Additional Full Evade ND Cost= +150 ND.

Adds 750 ND Cost to Agile Ghosting Perk. Ghosting cannot be used during the first 5 Turns of the Battle.

[Available only to 2★ Legend Rank characters with Visionary as a Primary Class | Must have MAX (230) Perception to Activate in battle.]

-------------------------------------------

Genius "Disintegration": [Brute Counter Passive] Genius Direct Hits do increased ND Damage to Brute Class. Adds additional ND cost to Clashes for Brutes. Restricts their use of their Class Perk. Visual Activation cosmetics is left to the discretion of the RP'er.

Direct Hit ND Damage= x3 Attack Value.

Additional Clash ND Cost= +150 ND.

Adds 750 ND Cost to Brute Devastating Blow Perk. Devastating Blow cannot be used during the first 5 Turns of the Battle.

[Available only to 2★ Legend Rank characters with Genius as a Primary Class | Must have MAX (230) Reiryoku to Activate in battle.]

-------------------------------------------

Tank "Obliteration": [Visionary Counter Passive] Tank Direct Hits do increased ND Damage to Visionary Class. Reduces Critical Hits taken from Visionaries. Restricts their use of their Class Perk. Visual Activation cosmetics is left to the discretion of the RP'er.

Direct Hit ND Damage= x3 Attack Value.

Reduced Critical Hit ND= x4 Attack Value.

Adds 750 ND Cost to Visionary Mind's Eye Perk. Mind's Eye cannot be used during the first 5 Turns of the Battle.

[Available only to 2★ Legend Rank characters with Tank as a Primary Class | Must have MAX (230) Stamina to Activate in battle.]

- 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
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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.
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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

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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
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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 

- 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 Might: "This o-fuda is inscribed with the word 'might'. It imbues its bearer with incredible power." [Prevents Connor's Attacks from being Clashed for 1 Turn.] [Cost: 1000 ND - 5 Turn Cooldown - 3 Uses Per Battle] Owner: Connor Knight
  • 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
  • Connor Knight: 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.

 

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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.

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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

  1. Fixed Formatting; cleaned up a bunch of the double (or more) references and Fixed Spoilers
  2. Updated Contact information for Mods
  3. Updated Linking to appropriate threads to reference.
  4. Updated the Character Death rules to not be race specific and the amount of Reiatsu lost.
  5. 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.
  6. 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

  1. Added the Senkaimon technique, only accesses Material world and Soul Society.
  2. Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide.
  3. Updated Attack Move to Action Move, unless it is talking about an actual attack move.

Hollow 

  1. Added the garganta technique, only accesses Material world and Hueco Mundo.
  2. Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide.
  3. Updated Attack Move to Action Move, unless it is talking about an actual attack move.

Bount

  1. Fixed formatting issues; Fixed Spoilers and Added color
  2. Moved FAQ on releases or races back to Character Creation post in the Role-Play Rules of Conduct & General Guide.
  3. Updated Attack Move to Action Move, unless it is talking about an actual attack move.

Stat System

  1. Reiatsu Difference updated and moved to this thread. Please check out the post for all the examples and rulings. The main change is below.
    1. Reiatsu Scales: The reiatsu difference is determined by tier effect system, you losing stats based around how much more reiatsu your opponent has:
      1. 11,000-20,000 Stronger = -5 to all stats during battle
      2. 21,000-40,000 Stronger = -10 to all stats during battle
      3. 41,000-60,000 Stronger = -15 to all stats during battle
      4. 61,000+ Stronger = -20 to all stats during battle.

The Condition of the World

  1. Merged Current events into the Condition of the World.
  2. Made the thread able to be posted in so that people can post their summaries within the thread.

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Upcoming updates:

  • Clarification on slots for racial techniques/custom kido
  • Clarification on VC/other subleader boosts
  • updates to other races Non-release abilities/skills (quincy and bount possibly are next)
  • continued rule clarification and updates.

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3 hours ago, 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:

  1. Locations that were updated
    1. Role-Play Rules Of Conduct & General Guide
      1. You have an unlimited number of "action moves" in every post, but you only get a limited number of "combat moves" per post. 
        1. Action Moves are limitless and are defined as; Blocks, Dodges, or Partials.
        2. 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.
        3. 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.
      2. Academy Kido/Custom kido (and other racial technique equivalents)
        1. 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.
    2. Natural Defense
      1. Updated Clashes to say "Sufficient Combat Moves" instead of "Sufficient Attack Moves"
    3. Shinigami Race
      1. Updated all Action Moves to Combat Moves
    4. Hollow Race
      1. Updated all Action Moves to Combat Moves
    5. Quincy Race
      1. Updated character template
    6. Bount Race
      1. Update character templates
    7. Fate Points: Tutorial and Shop
      1. PACIFIST TRAIT updated to have Combat Move instead of Attack Move.

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