Post by Warr on Jan 20, 2020 19:44:02 GMT -8
Patch 1.21 - The update almost posted on the day its numbering matches!
To-Hit
Natural rolls of 95 (IE, 95 on the dice itself) ALWAYS hit, regardless of the opponent's defense or use of enhanced rapid movement. While some may worry this makes enhanced rapid movement useless, it does not. When using enhanced rapid movement against a natural crit (a roll of 95 or higher), the extra damage from a crit does not apply.
Traits
Instinct now provides a +10 bonus to defense, not a +15.
Techniques
The Technique 'Wild Sense' has now been split into two techniques, 'Wild Attack' and 'Instinctual Defense'. If your character presently knows wild sense you must pick one or get 1 week discount on learning a new technique.
WILD ATTACK
You swiftly blink in and out of your opponent's defenes using your powerful natural instincts, using this ability of sensing where they may be and making it harder to sense where you are, you have a higher chance to hit opponents.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE
You swiftly blink in and out of your opponent's attacks using your powerful natural instincts.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
Duration: N/A
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
In addition, 'Energy Constructs' has been modified.
ENERGY CONSTRUCTS
You form constructs of pure energy that help you fight in various ways.
Type: Utility
Action: Bonus Action / At-Will to use constructs
Requirements: Requires Energy Control skill of 40.
Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below. You may use at-wills from this technique more than once in a given turn.
--Give +10 to a single Accuracy roll on your turn. One per attack.
--Gain +2 bonus damage for a single attack you make. Two per attack max.
--Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
--As a reaction you gain +5 Defense against all attacks. One per turn.
--As a reaction you gain 2 DR against all attacks during turn. One per turn.
Cost: 15 ki
Limit: Once per thread. You may have only one set of Energy Constructs active at a time.
Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
In addition, a new utility technique, “Morph” has been created. This is meant to simulate from role play standpoints, at least as its basis, the famous technique of the 'Southern/Northern Transformation Kindergarten', though as with all techniques here, it can be re-flavored.
MORPH
Through spiritual energy manipulation or magic you transform yourself into another form in a puff of smoke.
Type: Utility
Action: At-Will - Reactive
In-Battle Effect: You gain a variety of effects based on the rank of mastery which you have over the transformation technique. At first rank you have a 50% chance to cause your opponent to lose a bonus action and in addition, you gain +5 to a skill rating of your choice for this round,
Out-of-Battle Effects: For every rank of Transformation you have, you have a 5% minimum chance to evade life or death battles and/or Artifact Challenges, up to a maximum of 90% chance. You determine your chance to evade them by stating you are using the technique for that purpose and rolling a d100. Your chance to evade is based off of the class level difference between the hunting player and the hunted player (your character) as well as your ranks of the Transformation technique. If you are the same level as your hunter, you have a base 25% chance to evade with Transformation at level 1, a 30% chance to evade with Transformation at level 2, and a 35% chance to evade with transformation at level 3. If you are 1 level higher, your chances are 40%/45%/50%. If you are 2 levels higher, your chances are 60%/65%/70%. If you are 3 levels higher, your chances are 80%/85%/90%. If you are one or more levels lower, your chances are 5%/10%/20%.
Cost: None
Limit: Twice per thread.
Ranks: At second rank, you have a 75% chance to cause your opponent to lose a bonus action and in addition you gain +5 to a skill rating of your choice for this round. At third rank, you have the choice of either having a 90% chance to cause your opponent to lose a bonus action and in addition a +5 bonus to the skill rating of two stats, or you may have an 80% chance cause your opponent to lose a standard action.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Changes to Witches/Wizards
Witches/Wizards no longer gain as much of a bonus to the 'Defense' stat, instead taking less negative modifiers to the HP stat.
The previous ratings were:
Level 0 -15 HP +0 Defense.
Level 1 -15 HP +5 Defense.
Level 2 -10 HP +10 Defense.
Level 3 -10 HP +10 Defense.
The revised and thus current ratings were:
Level 0 -15 HP +0 Defense.
Level 1 -15 HP +5 Defense
Level 2 -10 HP +5 Defense
Level 3 -5 HP +5 Defense
In addition to these changes, the Witch/Wizard Class Feature 'Sorcery' now grants '4' Arcane Points instead of '5', per battle.
Changes to Conqueror
The Conqueror Trait 'Reverberation' has been modified from requiring a successful hit on a target to activating on a miss on the target.
Reverberation- Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique per turn.
Resonance- Your Reverberation class feature now instead grants +20 Accuracy per miss.
Overcharge- Whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy with that Bonus Action, increase the damage of the next Special Technique is DOUBLED.
Racial Traits Revision & New Racial Traits
New Racial Traits & Revisions
The following are the currently approved and active racial traits. The list will be modified and updated as patches roll through and as the site wide story arc progresses enough to allow for other races to come into play. If you do not see a racial trait for your potential custom race or the like you might want to play, you may use the 'Custom Traits' forum to pitch a racial trait. We'll review it and go back and forth with you as a player to create it, but keep in mind this is for the rarest of examples. The wide variety of traits we have here should fit all characters, including hybrid race PCs, which pick one racial trait from the various parent races which they possess.
Namekians gain the following racial trait:
Namekian Physiology
Requirements: Namekian
Effect:. You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally at the end of each turn.
Beastmen, Humans, and Monsters gain one of the following traits:
9001 Lives
Requirements: Beastman, Human, or Monster
Effect: You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Lucky Dog
Requirements: Beastman, Human, or Monster
Effect: You may roll one additional treasure roll per thread that you have completed, so long as the thread is at least 2,000 words in length. In addition, you may add 1d3 x 10 to any attack roll you make, once per battle. Finally, you receive 1d10% of your total EP rewards in a thread, in Zeni.
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play.
Quick Learner
Requirements: Beastman, Human, or Monster
Effect: You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Saiyans gain the following trait:
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Androids gain the choice of the following traits:
Drain Type
Requirements: Android
Effect: Whenever you successfully land a hit on an opponent, regain 2 ki.
Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Demons gain the choice of the following traits:
Demonic Royalty
Requirements:Demon
Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Like Rubber
Requirements: Demon
Effect: You possess a natural 2 DR.
Lifedrinker
Requirements: Demon
Effect: Your every successful attack heals you 2 Health Points.
Tuffles gain the choice of the following traits:
Fruits of the Tuffle Race
Requirement: Tuffle
Effect: You gain 1 additional use of 'Weapon - Sidearm' and 'Weapon - Assault' type items per item per battle.
Tuffle Ingenuity
Requirements: Tuffle
Effect: When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. You receive a 10% reduction in the Zeni cost of all items and strongholds which you purchase. In addition, you receive an additional 25% Zeni from sells items you have gained back to the site.
'Other Races' gain the choice of the following traits:
Hot Blooded
Requirements: Other Race
Effect:Your Offensive Techniques have an additional +20% chance to inflict Burn; if they did not already possess that effect, they now gain a base 20% chance to inflict those effects in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Burn' when it is dealt to you by other characters.
Ice Cold
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Chill; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Chill' when it is dealt to you by other characters.
Abrasive
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Wound; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 2/3rd damage from the status effect 'Wound' when it is dealt to you by other characters.
Hot Blooded
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Poison; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Poison' when it is dealt to you by other characters.
Shocking
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Shock; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Shock' when it is dealt to you by other characters.
Old Racial TraitsRacial Traits
Namekians gain the following racial trait:
Namekian Physiology
Requirements: Namekian
Effect:. You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally at the end of each turn.
Beastmen, Humans, and Monsters gain one of the following traits:
9001 Lives
Requirements: Beastman, Human, or Monster
Effect: You are immune to the chance of Death in Death Battles, and Events. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Lucky Dog
Requirements: Beastman, Human, or Monster
Effect: You may roll one additional treasure roll per thread that you have completed, so long as the thread is at least 2,000 words in length. In addition, you may add 1d3 x 10 to any attack roll you make, once per battle. Finally, you receive 1d10% of your total EP rewards in a thread, in Zeni.
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced technique at the start of play.
Quick Learner
Requirements: Beastman, Human, or Monster
Effect: You automatically subtract one week from every technique you study’s learning time. In addition, three times per RL month you may apply a 5% bonus modifier to EP and PL gains from a thread where you have completed where you have written at least 1/4th of the words.
Saiyans gain the following trait:
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Androids gain the choice of the following traits:
Drain Type
Requirements: Android
Effect: Whenever you successfully land a hit on an opponent, regain 2 ki.
Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Demons gain the choice of the following traits:
Demonic Royalty
Requirements:Demon
Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Like Rubber
Requirements: Demon
Effect: You possess a natural 2 DR.
Lifedrinker
Requirements: Demon
Effect: Your every successful attack heals you 2 Health Points.
Tuffles gain the choice of the following traits:
Fruits of the Tuffle Race
Requirement: Tuffle
Effect: You gain 1 additional use of 'Weapon - Sidearm' and 'Weapon - Assault' type items per item per battle.
Tuffle Ingenuity
Requirements: Tuffle
Effect: When using an outfit, you gain +10 Temp HP in addition to any bonuses the outfit provides. You receive a 10% reduction in the Zeni cost of all items and strongholds which you purchase. In addition, you receive an additional 25% Zeni from sells items you have gained back to the site.
'Other Races' gain the choice of the following traits:
Hot Blooded
Requirements: Other Race
Effect:Your Offensive Techniques have an additional +20% chance to inflict Burn; if they did not already possess that effect, they now gain a base 20% chance to inflict those effects in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Burn' when it is dealt to you by other characters.
Ice Cold
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Chill; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Chill' when it is dealt to you by other characters.
Abrasive
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Wound; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 2/3rd damage from the status effect 'Wound' when it is dealt to you by other characters.
Hot Blooded
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Poison; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Poison' when it is dealt to you by other characters.
Shocking
Requirements: Other Race
Effect: Your Offensive Techniques have an additional +20% chance to inflict Shock; if they did not already possess that effect, they now gain a base 20% chance to inflict that effect in addition to their other effects. In addition, you take 1/3rd damage from the status effect 'Shock' when it is dealt to you by other characters.
Racial Traits
Namekians gain the following racial trait:
Namekian Physiology
Requirements: Namekian
Effect:. You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally at the end of each turn.
Beastmen, Humans, and Monsters gain one of the following traits:
9001 Lives
Requirements: Beastman, Human, or Monster
Effect: You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
Lucky Dog
Requirements: Beastman, Human, or Monster
Effect: You may re-roll a failed (nothing) treasure roll once per adventure.
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost.
Quick Learner
Requirements: Beastman, Human, or Monster
Effect: You automatically subtract one week from every technique you study’s learning time.
Saiyans gain the following trait:
Zenkai
Requirements: Saiyan
Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Androids gain the choice of the following traits:
Drain Type
Requirements: Android
Effect: Whenever you successfully land a hit on an opponent, regain 2 ki.
Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Demons gain the choice of the following traits:
Demonic Royalty
Requirements:Demon
Effect:You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Like Rubber
Requirements: Demon
Effect: You possess a natural 2 DR.
Lifedrinker
Requirements: Demon
Effect: Your every successful attack heals you 2 Health Points.
Tuffles gain the following trait:
Fruits of the Tuffle Race
Requirement: Tuffle
Effect: You gain 1 additional use of 'Weapon - Sidearm' and 'Weapon - Assault' type items per item per battle.
Tuffle Ingenuity
Requirements: Tuffle
Effect: While wearing an outfit of any kind, you gain 10 Temp HP at the start of every thread. This Temp HP stacks with other sources of Temp HP.
Stronghold System
The Stronghold System has received a thorough overhaul in both costs for the total number of ranks, and in clarification on how many people can use a particular add-on at a time. In addition, most add-ons have received a once over for clarity and three new add-ons. For those who have already purchased strongholds or part of strongholds, you may be due for a refund. You can either convert the excess words and Zeni to higher ranks of a stronghold, or you may use it to purchase add-ons and get the excess words as personal saga rewards. If neither of these options are amicable to you, or you have bought all the ranks of stronghold/are in the process of buying them all (Magnus/Duke Satan) you can consult Warr or Kiryu about a refund of EP from the excess Zeni which you may want refunded.
In the case of every stronghold this changes thanks to the cost changes, players are requested to make a NEW post with the NEW totals in cost, and not to edit their original purchase thread or conversions, for purposes of clarity for reviewing staff. Thank you for your patience in this, and your enthusiasm for the stronghold system!
Minor Changes
The Status Effect 'Shock' has been added to the list of status effects.