BLEACH ROLEPLAY REFERENCE
Rules & Systems
Review Shattered Realms roleplay rules for submissions, leveling, death, stats, combat, skills, factions, profiles, and character paths.
Submissions
Overview
Players will have 5 submissions each week they are able to submit. These submissions reset on Monday at midnight eastern standard time. Each submission garners experience based on a word count requirement that changes depending on the type of thread it is, changing their rewards as well. Quests have their own requirements to follow and often have their own rewards associated with them. For each participant that is not the submitting player, or DMs the multiplier will increase by 0.1.
Over-Goal Word Bonus
For every 100 words written over a thread's goal, the submission increases EXP and shard gains by 1%, up to a maximum of 25%. This bonus should be broken down on the submission result, and all reward bonuses now apply accurately to troops and faction EXP.
Posting Streaks
Posting streaks increase once per day when a player makes their first RP-channel post of at least 200 words. Golden Palace posts do not count. The submission bonus caps at 5 streak days, granting +3% EXP and shard gain per stack for a maximum of +15%. The streak counter itself continues past 5 days so long-term streaks can be recognized. Posting streaks display on the character profile General tab and have their own /leaderboard category.
Storybuilding x1.2(1000 WC)
These are threads that have no fighting within them and are strictly for story building purposes between characters or narratives regarding the server itself. These threads are also influenced by a player’s Charisma, increasing the multiplier by 0.01 for each point in Charisma they have as long as they have another participant in the thread.
Research x1.2(1000 WC)
These are threads that have no fighting within them and are used to be researching something within the server. The player must have a clear direction they are going and when a hypothesis is to be tested, a DM is to be contacted to provide the results. This can be in the form of INFORMATION ONLY, anything beyond will require moderator or greater approval. These threads are also influenced by a player’s Intelligence, increasing the multiplier by 0.01 for each point in Intelligence they have.
Research and Item Creation
Research threads are also the thread type used for Item Creation research. Intelligence increases Research EXP gain by +0.01 multiplier per point.
Spar x1.3(1200 WC)
These are threads in which fighting occurs with no threat of death on either side. Any indication that it has been agreed upon that death will not occur will cause this to be defaulted to for submission. PTK players that submit a fight thread will have it automatically switched to a Spar.
Fight x1.5(1300 WC)
These are threads where there is a legitimate possibility of death to occur. Whether it happens or not does not matter for this type. PTK players are unable to submit fight threads. Combat only starts for a player when they post their combat block, any posts without their combat block will not count as a turn in combat.
Invasion x1.7(1100 WC)
Invasions are only available to be done against RTK players within 5 levels of your character (This increases to 10 within your own territory) while there is a reason to do so. Meta gaming to jump in against a player without any legitimate communication between the characters will result in an act of god. To invade someone, you must be within the same channel they are for no less than 3 posts in your own thread of at least 100 words, with the opening post acting as the first. This places you in the posting order of the thread you intend to invade. You may post in order of where you are in reference, or once every 24 hours (Whichever is less). Afterwards, you may move to the invaded thread and close the previous. The invasion thread is not available for submission.
Elimination x2.0(1100 WC)
These threads are able to be used by PTK or RTK players if a death has occurred. The player who deals the killing blow is the only individual that can submit it as an elimination. In the case of multiple deaths, you submit an elimination thread for each one.
Quests
These are threads that are started using the Quest system (/quest). These have their own requirements for word count and their own rewards. Legendary Quests are the only ones that require a DM presence. Common – 1.2x (750 WC) Rare – 1.3x (1000 WC) Epic – 1.4x (1250 WC) Legendary – 1.8x (1500 WC)
Quest Chaining and Karma
Quests can chain into one another, allowing you to accept a follow-up quest directly after finishing another without spending a quest ticket. If you deny the chain and later take that quest normally, it will cost a quest ticket. Quests now affect Karma based on their alignment.
Release Submissions x1.1
These are the only threads that are fully graded and are not automatically given to you. They are graded on a scale of 100 and the release talents dictate the required score to achieve the release. Tier 2 releases require an 85. Tier 3 releases require a 95. You get an automatic 50 points, and then 5 metrics are scaled on 1-10, added up to get your final score. If you feel as though your score is not correct, you may ask for a second opinion that is to be given ASAP by someone that is not the original grader, your second grade will be the final grade. Length – Write enough to make your point and respond to partners. No need for novels, but one-liners hurt your score. Easy 10/10 if the length fits the scene. Mechanics – Watch grammar, spelling, and combat accuracy. A few mistakes are fine, but sloppy or incorrect posts drop the score. Usually an easy 10/10 with care. Organization – Keep the flow clear and consistent. Avoid jumping around or confusing perspective changes. Hardest to master, but essential for readability. Creativity – Be original and avoid copying stories. Creative solutions and unique ideas boost your score; generic, cookie-cutter writing lowers it. Setting – Describe the scene and environment enough to immerse readers without overloading details. Awareness of surroundings = higher score.
Leveling
Leveling
Everyone starts at level 5, with 5 Stat Points, 5 Talent Points, 5 RP Points. These increase by 1 each level you gain. To level up you must gain Experience, which grows exponentially with level increase. The amount of experience needed can be found by the following formula: ((Level +1) / 0.46)^2= Experience needed Our current max level is 100. Once there, any subsequent exp will be converted to shards 10:1.
Death
Death
All characters that perish are able to be reincarnated through either continuing their story in the afterlife, or by pulling a new version of them through a rift as a Legacy character. Regardless of type of character, upon death the following will happen: Slot can be reused for a new character or you may keep up to 50% of your experience All items will be lost, and will be transferred to the person who slayed you. You MUST put them as the killer or else you will be put in negative exp debt for any new characters. Half of your total shards will be transferred to the person who slayed you. (See above) If the same character is reused, 3 months of REAL LIFE time will be erased from your memory. This means any threads that have started or concluded within the last 3 months will be as if they never happened. True Death no longer applies regardless of death reason. Characters follow the normal death and reincarnation rules unless a specific event consequence states otherwise.
RTK / PTK
During character creation, each character permanently chooses Reason to Kill (RTK) or Permission to Kill (PTK). Reason to Kill is regular PVP mode. RTK characters can be invaded and can be killed by players who have a valid reason to kill them. This still must follow server rules and does not give anyone free reign to kill RTK characters without cause. Permission to Kill is safer RP mode. PTK characters cannot be invaded, and the player must be asked permission before their character can die. The exception is Events, where PvE consequences can make death inevitable. PTK characters cannot participate in PVP events. If they are with an RTK player who gets invaded, they must not interfere in the fight. Invaders are discouraged, though not barred, from invading an RTK character while they are with a PTK character.
Stats
BASE
Strength – This is how strong your character hits. Be it from spiritual means, or physical, your strength will determine how much your character can carry for equipment, and your maximum damage achievable. Speed – This is how fast your character is and how fast their skills move and your reaction time. Skill speed is still reduced by the distance rule. Endurance – This is how durable your character is to damage and can reduce damage taken by attacks. This in combination with your strength determines your health, and directly correlates to your stamina. If Speed or Strength ever go 10 above your Endurance, your body will start to tear itself apart, taking Perception – This is how perceptive your character is to the area around them. Directly correlates to your character’s Precision. Things moving too quickly past your perception will be unable to be seen. Charisma – This is how Charismatic your character is and helps increase your experience gain while story building with other players. Some NPCs will be more favorable toward you depending on your Charisma. Luck – This is how lucky your character is, and will help determine outcomes in event style scenarios and luck based rewards in quests. Intelligence – This is how Intelligent your character is, helping to increase your experience during research and allows for you to create objects.
HIDDEN
Capacity – Capacity is the equivalent of your strength, and determines how much equipment you will be able to place on your character! Heavy Gear will cost 8 Capacity to wear. Medium Gear will cost 5 Capacity to wear. Light Gear will cost 1 Capacity to wear. Common: +0 Uncommon: +1 Rare: +2 Epic: +3 Legendary: +4 Accessories, Off-hand items, Main Hand Items, and Novice gear do not have a capacity cost (unless otherwise stated). Should you go OVER your capacity limit. You will become encumbered, and thus halve your speed, and stop you from using any sort of ranged skills as all of your focus will be spent on keeping yourself upright from the crushing weight of your gear. Stamina – This is a direct correlation to your Endurance, and is how much your character is able to fight. Skills and actions will cause you to use or lose this stamina. Once you fall below half your maximum stamina, each of your stats reduce by one, and this increases to three levels when you are below 1/4th your maximum stamina. If you ever end your turn on 0 stamina, you will pass out. Stamina can be regained by using release states, or by spending a minimum of 2 turns resting. Resting is moving less than 10 ft in a turn and not performing any skills or dodging of attacks, and resets the timer on stamina regen. Health – This is your character’s life. When reaching 0, your character will pass out and any damage after this point will cause your character to die. Death blows may not happen until your health reaches 0. Your health is equal to your strength plus your endurance, plus one, with no talents included. Precision – This is how precise your character is with ranged attacks specifically, and is directly correlated to your character’s Perception. Talents that effect Perception do not effect Precision, and like-wise, talents that effect Precision do not effect Perception. Thrown projectiles that use Strength for speed, do not alter your precision. Your precision is how accurate you are with your ranged attacks. If your beam or projectile is too fast, you will be unable to aim it properly as it fires and thus you will be off target.
PROXY
Some talents and equipment will supplement your stats, increasing them in some form or fashion. These stats are not "real" and are only there to show either a proficiency (Zanjutsu/Hakuda/Krav Maga), or an enhancement in some form or fashion (Equipment). Talents and equipment that lend to stats now affect the Endurance +10 rule. When performing an action while a stat is more than 10 above your Endurance, you take recoil damage equal to the amount over the rule multiplied by 3. Example: if the action stat is 13 above your Endurance, you are 3 over the rule and take 9 recoil damage. Releases increase this allowed difference by 3 per tier: T1 = 13 T2 = 16 T3 = 19 This does not affect current threads that are already in combat stat blocks.
Stat Display
Stats display in this format: Base [Talent] <Equipment> Example: if you have 2 Strength, 2 points from the Strong talent, and equipment that increases Strength by 1, it displays as: 2 [4] <5>
Armory
Point Scale
Light - 1 Point | 1 Capacity Medium - 3 Points | 5 Capacity Heavy - 5 Points | 8 Capacity Accessory - 1 Point | 0 Capacity Main/Off Hand - 2 Points | 0 Capacity Common: +0 Uncommon: +1 Rare: +2 Epic: +3 Legendary: +4 MythicNew: +5 and reduces capacity cost by 1
Increase Costs
Health Cost - 2 Points Stamina Cost - 1 Point Strength Cost - 2 Points Speed Cost - 3 Points Endurance Cost - 3 Points Perception Cost - 2 Points Charisma / Luck / Intelligence - 0.5 Point Focus Orb now increases Intelligence by 4. There may be slight item-specific exceptions.
Starter Set Code
STARTER-SET grants a full set of Novice gear to the active slot. This code can only be used once per server account. Use it only on the character slot that should receive the gear.
Golden Palace
Golden Palace
The Golden Palace is the “store” of Shattered Realms. It is where you spend your tokens, shards, and other currency that its various stores use. Everyone starts with 10 shards at their disposal to do with as you please, and gaining shards is easily done through RP as each submission garners you 5 shards, and quests can bring more. You may trade shards amongst each other at any point as long as you are not within a Fight (or higher) thread, or within an Event. While within the Golden Palace, that acts as your “present”. And you can only have 1 “present” at a time, thus you are not able to be in anything that may or may not kill your character, thus causing a paradox. Those with a “Golden Key” are able to use it as an escape portal on any door available, and are able to enter the Golden Palace regardless of whether you’re in a thread or not. There are Gacha machines within the Palace that hold fantastic prizes for players to play with either shards or tokens.
Gamble Code
GAMBLE-ME grants 50 free shards. The temporary 24-hour Golden Palace access restriction lift was an event announcement and may no longer be active.
Skills
Overview
Skills are tiered depending on complexity and strength ranging from Tierless(T0) to Tier 3 (T3). All players start with 3 Tier 1 Skill slots (T1), 2 Tier 2 Skill slots (T2), and 1 Tier 3 Skill slot (T3). Each skill tier has a point value associated with it. These points are used for different effects that can be “bought” to make more complex skills, as well as a stamina cost to be paid for when you use the skill.
Cooldowns
These are the amount of posting rounds it takes for you to be able to use that tier of skill again. All cooldowns are in effect at the beginning of combat so you are unable to use a Tier 3 until round 3 of posts at a minimum. The cooldown starts the post AFTER the skill is used.
Stamina Cost
This is how much stamina the skill costs to use. If something breaks combat flow and your skill is not used for whatever reason, you are refunded the stamina for your next post. Even if a skill is upkept, its entire cost is to be paid.
Upkeepable
This is whether you are able to upkeep a skill or not. Upkeeping is stating that the skill is present from post to post. You must pay the upkeep cost at the beginning of your post if you plan to upkeep it and unless stated otherwise this will be counted as your first major action. Releasing an upkeep is a minor action (meaning letting it lapse).
Range
This is how far the skill is able to reach, usually ranging from yourself to a multiple of 100. In the case of AOEs and other things this may vary.
Points
This is how many points are available for the skill to use. Using more points than is available will cause an immediate denial. Points can add effects to things to make them more complex and customizable.
Tierless
These are freeform skills that can be based off your abilities, or free form combat. They gain no bonuses from any talents or abilities or equipment. Tierless attacks can not tier up due to strength over endurance. Max Range: 50 ft. Damage: Maximum 1 Damage regardless of strength. Cooldowns: None
Tier 1 / Tier 2 / Tier 3
Tier 1 – Cooldowns: None | Stamina Cost: 1 | Upkeepable: Yes | Range: Self – 100 ft | Points: 3 Tier 2 – Cooldowns: 1 Round | Stamina Cost: 2 | Upkeepable: Yes | Range: Self – 200 ft | Points: 6 Tier 3 – Cooldowns: 2 Round | Stamina Cost: 4 | Upkeepable: No | Range: Self – 300 ft | Points: 9
Transformation (Cost: 0)
Any sort of transformation, that effects your own body that puts you in a release state will be an instant transformation. Even if you go full on Magical girl transformation and write up a fantastical post that details every bit of it, it will all be in nothing but a blink of an eye. This is to stop anyone from stopping your transformations cuz... that's just against the rules of Shonen. On top of the increase of power you get, your transformations will also increase the amount on the Endurance rule by +3 per release tier. T1 increases the allowed difference to 13, T2 to 16, and T3 to 19.
Buffs (Cost: 3)
Buffs do not effect “Hidden” stats but can buff both combat and RP stats by 1 level. If upkept, it will count as a supplemental action at the beginning of your turn. Any buffs that are tied to specific attacks can still be upkept without having to do the attack afterwards. Buffs are able to stack on one another, but upkept buffs do not start their cooldowns until that buff is released.
Debuffs (Cost: 3)
Debuffs do not effect “Hidden” stats, but can debuff both combat and RP stats by 1 level. Stats will never go lower than 0. Debuffs lose effectiveness as turns go by, decreasing by 1 per round, and can be stacked. Debuffs do not require upkeep, but may be cleared by the target early by paying stamina equal to the amount of levels decreased.
Damage Over Time (DOT) (Cost: 3)
Damage over time skills require upkeep to continue their damage as a supplemental action, costing stamina equal to the tier it is equal to at the moment. A DoT Skill will deal the Tier that it is in damage for the round it is used. Then for any turns subsequent to that, it will be reduced by a Tier for each round until it is dissipated.
For example, you use a T3 DoT. It will do T3 damage the first turn, then if you upkeep it, it will deal T2 damage the next round, Then T1 damage, then Tierless before finally it dissipates completely and you will have to reapply the DoT to do it all over again.
Upkeeping the damage over time will still start your cooldown for your subsequent skill. However, if you are attempting to upkeep a T3 DoT, you MUST have your T2 off cooldown in order for it to continue to do damage. If you do not, then it dissipates immediately. Likewise, if you use a T2 DoT, when you upkeep it to a T1 your T2 cooldown begins. Points can be added to increase the damage by the points used.
Thrown Projectiles (Cost: 1X)
These are projectiles that are thrown, punched, or otherwise use your Strength in some form or fashion. These projectiles are not able to be redirected AT ALL and will fly in a straight line from the point in which they are thrown. These will use your strength for the speed of the action and skill. So even if it is a physical action, the speed at which the entire skill happens will be based on strength completely.
These projectiles will start to lose speed starting at 20ft and doubling every 10 ft afterwards. The starting distance for speed loss can be increased by 5 ft for every point spent past the first one. (ex. A tier 1, with 3 points spent on Thrown projectile will start losing speed at 30 ft rather than 20 ft)
Once a thrown projectile’s speed is reduced to 0, it will fizzle out and lose power. YOU CAN NOT THROW YOURSELF AS A PROJECTILE.
Fired Projectiles (Cost: 2)
These are projectiles that are fired from an apparatus of some sort (i.e. A gun, a crossbow, a trebuchet, etc). These projectiles MAY be redirected by ricocheting off of other objects that are not the intended target, or by redirection through an ability that allows you to do so. However, as it is redirected, it will lose half it's speed for each 90 degree change. Points spent can cause the fired projectile to be able to be redirected WITHOUT losing speed via ricochet. These projectiles move at your speed.
Beams (Cost: 1)
Beams are like projectiles in that they are fired in a direction, and typically do not change direction. However, they will not take a decrease in speed if there is a change in direction and will continuously move at your Speed unless some outside source acts upon it. You can not innately change the direction of your beams unless you have an ability or skill that does so. Length of the beam can be up to the maximum of tiered range but starts at 10 ft able to be increased by 10 ft per point, and width of the beam at its widest will be 10 ft, which can be increased by 10 ft for each point spent past the first, up to a maximum of 50 ft wide. Beams can be upkept to persist through rounds as long as they are Tier 2 or below.
Strikes (Cost: 2)
Strikes are anything that is a direct attack from your character against another, punches, kicks, sword slashes, etc. These move at your speed and hit at your strength. Follow up strikes after the first are able to cost 1 point, but will do half damage. You can have them cost 2 points to do full damage. Strikes range will only ever be “Melee” range.
Barrage (Cost: ?)
Barrage skills do not exist in a traditional sense. Barrage-style actions are built through the point system by combining skill types into a singular skill. These skills have all their effects happen at the same time in succession. Three strikes in one skill count as a single major action. There is no limit to the amount of skill types that can be brought together as long as there are enough points to do so.
Out of Combat (Cost: NA)
These skills do not typically have a cost associated with them, but if used within a thread in which combat has ensued or WILL ensue, they will cost stamina to use. These can never be used in combat.
Area of Effect (Cost: 3)
These type of skills are omnidirectional attacks from a point of origin. Skills that are AOE will have a maximum range equal to half the maximum for the tier they are associated with, and increase the Strength required for it to overwhelm by 1. AOEs are able to be upkept as a Major action.
Stances (Cost: NA)
Stances don’t have points associated with them. A skill that is a stance can have no other effects tied to it. Stances move stat points from one position to another, causing a decrease in one stat and an increase in the other without effecting Hidden stats. You must pay the stamina cost to move into a stance, and out of that stance, putting yourself back to your base stats. You are not able to move from stance to stance. To go into another stance you must first go back to base stance. Stances do not require upkeep, but they do cause you to go on cooldown depending on the tier of stance you perform, and they do effect the Endurance rule. Tier 1 – 3 stats moved Tier 2 – 5 stats moved Tier 3 – 6 stats moved Strength Stance: This stance moves stat points from Speed to Strength. Speed Stance: This stance moves stats from Strength to Speed. Enduring Stance: This stance moves stats from Strength to Endurance.
Snares (Cost: X)
Snares are skills that add to a Character’s Cumbrance, which leads to inhibiting their movement as the Cumbrance increases. Every 2 Cumbrance on a character will temporarily disable one of their limbs (simple logic applied as to which one), up to 10 Cumbrance which will in turn completely immobilize them. The amount of Cumbrance put in place is equal to half the amount of points used, rounded down. Players may break free of Cumbrance by paying all of their Cumbrance in stamina at once, otherwise cumberance reduces by 1 each turn. Each Cumbrance reduces a player's speed by 1.
Fusion (Cost: NA)
Fusion skills are skills that are combine together in order to create a larger tiered skill. You may fuse skills with an ally in order to create higher tier skills without needing to use subsequent tier cooldowns. It will require 2 of a tier level to increase the tier. i.e. 2 Tier 1 Skills fused will create a Tier 2, 2 Tier 2 Skills fused will create a Tier 3. The fused skill will use the lowest stats of the two characters, and must make sense for what you are trying to do and explain what it does. i.e. I throw a fireball and you create a tornado, they fuse together to make a flaming tornado to engulf the enemy in flame. AOE's will be unable to be fused and any Martial combat (the type of skills not the talent) skills will work as a "team up" attack, where the two people attack at the same time in combat flow in order for it to "fuse". A skill does not have to have that it is a Fusion Skill. It would just need to make sense as it is used and will be up to the discretion of those involved. If needed, contact a staff member for judgment.
Summons (Cost: 2)
Summons refers to anything created by a character that can act independently. They are able to be upkept as a major action, but are not able to be tierless. A summon is tethered to the summoner up to the maximum range of the tier associated with them, and any cooldowns are not able to start until the summon is dispelled. Summons will copy the BASE stats of their summoner with no buffs and act on their own “turn order” where they will act at the same time as their summoner.
Summons use the summoner’s stamina for any skills from the Summon, they are only able to use skills that are a tier lower than they are, and any damage is halved. When they are clashed against, or hit by a skill that is equal to or above their own tier, the summon is destroyed.
Healing (Cost: 2)
Healing skills can heal wounds on characters, healing health points up to the amount of points used past the first initial cost. Meaning if you were to have a Tier 3 healing with no other effects, it will heal for 7 health. Healing skills can target individuals within its range but can not be forced upon others. Upkeeping a Healing skill will be a Major action. The maximum range of a healing skill is equal to 1/4th of the tier’s maximum range, rounded down to the nearest 10 ft. Healing is divided amongst the amount of people being healed by the skill evenly rounded down with a minimum of 1.
Precision (Cost: 2)
Precision skills are things that effect the Hidden stat of “Precision”. These may work as buffs or debuffs, without the actual use of those skill types. And will raise or lower the precision of the target (if hit in terms of an enemy) by the amount of points spent past the initial cost. This can be upkept as a buff as a minor action, or as a major action on an enemy, but deteriorate by 1 each turn. The target can clear it early by paying stamina equal to the amount of levels decreased.
Barriers (Cost: NA)
Barriers are skills that produce no damage, and are defensive in nature. They are able to be upkept as a major action, but as such barriers are unable to be tied to any other skill type. A barrier will increase the amount of strength needed to overwhelm the skill by 2.
Aura (Cost: 2)
Auras are omnidirectional skills that use the character as a point of origin. Auras are able to be upkept as a minor action, and their range will be equal to 10 ft, increased by 5 ft for each point towards it afterwards. Aura’s are able to take on the effects of other skill types, but anything produced will be a tier lower than a pure skill type. So a tier 1 Aura that debuffs those within it and has 1 point towards range will debuff 1 level and have a range of 15 ft. However, upon leaving the aura, the target will no longer be effected by it at all.
Counter (Cost: 3)
Counters must be tied to another skill type in order to be used and may not have narrative action cost increases or Damage increases. Counters will activate only if they are your first major action in a turn. And will overwhelm lower tiered skills while sending damage back toward the enemy at the same time. They do not work on skills of the same tier. This damage is not able to be responded to, but will only do half the damage that an attack of this tier would normally do and does not take the -3 penalty for clashing. Summons, Healing, Stances, Buffs and Debuffs, and Auras are not able to be counters.
Stealth (Cost: 4)
Stealth is the ability to hide your presence via a multitude of ways. While stealthed, you become harder to hit or detect. This directly effects all entities within the thread you are in when in regards to you, reducing their perception in regards to you, increasing with tier of stealth. Tier 1 starts at -6, Tier 2 is -10, Tier 3 is -14. This reduction applies to their precision as well. REMEMBER: This is only in regards to the entities that are effected by the stealth. This does not cause the entities outside the effect to lose any actual perception or precision, it is proxy due to being a simulation of your stealth.
Movement (Cost: 1)
These are skills that cause movement of your character while using a skill that is past 20 ft. Every subsequent 20 ft will require a movement cost. This movement still happens at your speed and is not considered a High speed movement.
Damage Increase (Cost: 1)
You are able to increase the damage done by a skill by putting more points towards it. Each point used for this will cause the damage to be increased by 1 health point, added ontop of the damage calculation BEFORE endurance reduces it.
Narrative Action (Cost: NA)
Narrative actions are not skills, but can be added onto skills in order to provide them with more points to use. A skill with a narrative action will increase its points by 1, but reduce its speed by 2, and you can have multiple narrative actions on a singular skill. Narrative actions do not constitute a lapse in time for the skill, and do not count as 2 separate actions. The skill as a whole will still be done at the timing of the skill, this is only to show something that slows its activation down. When using these, think of chants, or wind ups. YOU MUST HAVE THE SPEED FOR THE NARRATIVE ACTIONS COST TO BE ABLE TO USE IT.
BANNED SKILL TYPES
Time - Anything to do with the concept of time or the formation of said time to include timelines. Space - Space in reality, or even space as a concept are not valid. Removing said space is also null and void (pun). Gravity - Effecting of gravity in anyway is a no go. Albeit if you were making something lighter or heavier that is technically different. Amalgamation - Combining of races, skills, or others as not intended in the system. Or trying to be a combination of everything possible is not viable. You are what you are, reroll if you are wanting to change it. Resurrection - No. You may not "Die" and come back to life through some sort of Cell (DBZ) mechanic. This is not fun to play against and it is not allowed. If you die, you're dead. Move on. Canon - No. Stop it. You're not Ichigo, you're not Toshiro. You're your own character, be original.
Skill Examples
Approved: Name – Flaming sphere of doom Tier – 2 Range – 150 ft projectile, 50 ft AOE Leo holds his hand out in front of him, a flaming sphere forming in it before firing it forward at his target. Upon reaching the target successfully it will explode outwards in all directions 50 ft. [Tier 2 points = 6, Fired Projectile = 2, AOE = 3, No range issues, points are not over used, and it is clear on how the skill works. APPROVED] Denied: Name – Face Demolisher of the Seven Heavens Tier – 1 Range – 150 ft Leo dashes forward 100 feet with his fist reared back, upon reaching the target, he smashes his fist forward at their face, completely breaking their skull and then dragging them across the ground 50 more feet before throwing them in the air. [Tier 1 points = 3, Strike = 2, Movement = 6 (moving 130 ft past initial skill), God modding damage done. DENIED]
Combat
Major Actions
Your first Major Action within a post is protected and is unable to be interrupted if you are within the same speed tier. And each subsequent Major Action will incur a -2 Speed penalty, doubling with every action after that. (EX. 1st Major Action: Base speed; 2nd Major Action: - 2 Speed; 3rd Major Action: -4 Speed; 4th Major Action: -8 Speed) These actions are typically a set of movements or steps, such as attacks. They are a collection of Minor Actions that ultimately end up causing some sort of major outcome. NOTE: Any Skill that is used will be a Major Action with the exception of High Speed Movements or Supplementary Upkeeps.
Minor Actions
These are the actions surrounding Major Actions, and are typically movements, or talking, or assessing the situation. All of these can be seen as Minor Actions. A person may write two whole paragraphs and never do a full Major Action, it is completely viable to do so. Minor Actions will not contribute to the Speed Penalty COMBAT EXAMPLE LINK TO BE ADDED HERE
Damage
Damage is broken down into how hard you are hit when something hits you, and is effected by how much strength a person has over your endurance. Taking more significant damage will cause you to lose limbs, or functionality of them. This scale is to be used as a guide coupled with a roleplayer's own discretion. If you believe that a cut would sever your arm, or something akin to that, you do not strictly have to abide by this for the sake of story. This is so that you can do large moves, and get hurt and still have a way to fight back instead of instant death. Damage Calculation: To Calculate the damage taken by a skill, multiply the difference between your strength and their endurance by the tier level used, and then add 1. Simplified: Damage = (Tier X * Diff) + 1 [X is tier used and diff is difference between your strength and their endurance] If your strength is equal to or less than their endurance, simply add 1 to the tier used and that will be the damage calculated.
Damage Scale
0-8 Damage: This is superficial damage. Light cuts, bruising, scratches, etc. These won't do much by themselves, but can add up overtime to have someone pass out from bloodloss or trauma. Nothing that can't be helped with some rest and bandaids. 9-15 Damage: This is more significant damage. Deep cuts, broken bones, potentially losing functionality of struck body parts. This damage isn't going to keep you from fighting, but you won't be at 100% anymore. You'll definitely be feeling the effects. 16-24 Damage: This is damage that will cause you to lose a limb. When struck by this amount of damage you will no longer have the limb hit. It will be either destroyed completely or laying on the ground somewhere. This sort of damage isn't exactly fight ending, but you should probably stop fighting... 25+ Damage: This is pretty much fight ending damage. If you're taking this much damage, you probably shouldn't be in this fight in the first place. This damage destroys body parts upon hit, like a hot knife through butter. You need to seek medical attention if you're not dead yet.
Distance
Characters are subject to a speed detriment over the distance they travel in a turn. This will extend to any summons or familiars or dolls that the character may have, notwithstanding. This movement detriment will start to take effect, at 50 ft. Reducing your speed by 2, doubling every 25 ft. Just like projectiles, if you ever would reach 0 from the detriment then you may not move any further in that turn of posting. 50ft: -2 Speed 75ft: -4 Speed 100ft: -8 Speed etc. etc.
Spiritual Tier
Sometimes characters are just way in over their heads and the opponents they face harbor much stronger Reiatsu than they do. This takes the form of an intense weight beating down on those of lower levels and is treated as Cumbrance imposed on the individual's body. For every 10 levels under someone that you are, you will have an effective +2 Cumbrance imposed upon you, being fully immobilized if someone is 50 levels above you. Stamina can be paid to remove this Cumbrance, but unless the situation changes significantly to where this is no longer a constant, the same Cumbrance will be added at the start of your next turn. Each Cumbrance reduces a player's speed by 1.
Cumbrance
Every 2 Cumbrance on a character will temporarily disable one of their limbs (simple logic applied as to which one), up to 10 Cumbrance which will in turn completely immobilize them. Each Cumbrance reduces a player's speed by 1.
Effort
Sometimes, you will run into an opponent that is faster, stronger, tougher than you are. And though they may seem like they are untouchable, unreachable, you are still able to push through your limits and fight back. This is where Effort comes in. You are able to trade stamina to make up that difference. When there is a difference between your stat and the stat of an opponent, you may pay stamina equal to that difference to increase your stat up to that threshold (Not less or more than). This equalization will come AFTER any sort of buffs or item inclusions, and it will only bring you directly to the exact same number that they are at. This will only be for a single action, and you may only do it for one stat at a time. i.e. If you are at 10 Physical speed, and they are moving at 12 Speed (regardless of what type) you may pay 2 stamina in order to push your speed to 12 for an action. You may not pay 1 stamina to put your speed to 11, you must pay the full difference.
Blocking
Blocking allows you to brace for an attack that is going to hit you. It is a minor action, but you are unable to perform any other major actions the turn that you block as it takes your full focus. When you block, you are able to take 1/5 of your Strength and put it towards your Endurance before determining damage.
Glancing Blows
Rather than take the full force from an attack, you may make a Glancing Blow to barely scrape by and miss vital areas, perhaps getting clipped by a stray attack or narrowly missing the apex of an attack. As such, a successful Glancing Blow will reduce the damage taken from an attack by 25% (rounded down) with a minimum of 1 damage dealt.
Tiered Clashes
This is a clash between Tiered Skills where a lower Tiered skill is fired first (Player A) and is then clashed by a larger tiered skill (Player B). This will cause a what a "Replay". Where the skills interact, but it gives Player A a chance to defend against the higher Tiered Skill, and swap the priority of the two players. A higher tier skill will beat out a lower tier and overpower it in regards of pure power. The amount of power needed for a lower tier to beat a higher Skill Tier will be double of the normal amount. Meaning instead of needing 5, you would need 10, and it still gets decreased by the normal -3 as it continues in its weakened state.
Speed vs Speed
Speed in combat can be broken down into tiers, each one giving subsequent ideals on what you can expect when fighting something that has more speed than you do. Regard the tiers below when determining if you are able to dodge something or not. 0-5 Difference: You are on equal terms of speed and are able to fight on par with your opponent. Though this does not mean you can dodge EVERYTHING you and your opponent will have to outwrite each other and push you into a corner. You may attempt a Glancing Blow if dodging doesn't make sense for the scenario. 6-8 Difference: It is more difficult to dodge attacks, making you unable to fully dodge and instead you are able to redirect the hit. I.e. if it was meant to hit you in the chest, you are able to turn and make it hit your arm. You may attempt Glancing Blows at this tier. 9-10 Difference: You are unable to dodge most of the attack, making it almost impossible to even redirect at all. You can move slightly, to attempt to put what would be a lethal organ strike to one that would just wound you, but ultimately you will be hit by the action. You may not attempt Glancing Blows. 11+ Difference: There is no dodging the attack, it will hit you, directly where the poster said that it would and you will not be able to react to it. You may not attempt Glancing Blows.
Strength vs Strength
Strength is determinant on how hard you can hit. And eventually you will meet something you simply can't dodge and you will need to try and hit it back. This is known to some as a "clash" and will be referred to as such. During a clash, you may be overwhelmed by your opponent, or vice versus. 5 + Difference: If you have 5 levels above the strength of the attack, your attack will power through and ultimately continue, though in a weakened state of -3 levels. 4-0 Difference: If however, your strengths are 4 or lower in difference then the attacks cancel out, causing cosmetic environmental damage and do not continue.
Strength vs Endurance
Without Endurance, you will die. Your Endurance is how much damage your body can take. When you are hit, it will be their Strength vs your Endurance and from that you will be able to see how much damage you take. This is only a guideline and you should use your judgement on how the damage actually effects you. 0-5 Difference: The damage will be based on the tier of skill that is used. Please refer to the Skill Tier Damage Scale for the subsequent tier. 6-8 Difference: If you are hit by something with this much of a difference, you will take more damage than you normally would, not increasing the tier of the skill but rather amplified damage. This will increase the damage you would receive by 1 For the opposite, if your Endurance is this much above their strength, you will take reduced damage. This would reduce the damage you take by 1. 9-10 Difference: At this much of a difference, the damage you take would be increased by a tier, not to exceed tier 3, and will be able to cut through you with little to no resistance. For the opposite, you would reduce the damage by a tier, not to exceed tier 1, and if already at tier 1 the damage received will be reduced by 1. 11+ Difference: The attack goes through you like a warm knife through butter. this will increase the damage a tier, not to exceed tier 3, and increase the damage by 2. If you somehow survive, though highly unlikely, you should seek some medical attention immediately. For the opposite, the damage you take will be decreased a tier, not to exceed tier 1, and reduce the damage by 1, and if already at tier 1 will reduce the damage by 2.
Speed vs Perception
Perception is your body's capability to receive and process data that it is able to sense. Be this through a sensing skill, physical vision, sight, smell, etc. your perception will dictate the reality that your character can sense and react to. 0-6 Difference: You will be able to see everything clearly happening in your perception (barring any illusions or anything of the like) 7-9 Difference: The thing you are trying to perceive will be but a blur in your vision/sense. If you are moving, you will find it difficult if not impossible to be able to plant your feet where you want to, possibly resulting in you missing your mark or even falling over due to tripping. 11+ Difference: You can not perceive something moving this fast. If you are the thing moving at this speed above what your perception is, you will not be able to get your feet under you, perceive where you're going, or what is around you. Everything will be a blur so fast that it melds together. You will crash into something, miss your mark and not be able to tell where you're going at all.
Speed vs Precision
Precision is also known as your aim when firing projectiles or beams. If your beam is too fast, you will be unable to aim it properly as it fires off and thus be off target. 0-6 Difference: You are able to fire directly where you are aiming at, whether the thing stays there or not is up to it. 7-9 Difference: You are able to still hit what you are aiming at, though your aim is off and you may miss or you may be a few inches off. Recommend compensating a bit for something this speed. 10+ Difference: You are unable to aim clearly at all! Your shot will most definitely miss and it is nearly impossible for you to aim to hit the broadside of a barn!
Illusions vs Perception
Illusions are tricks of the mind that can deceive your senses, while perception is your ability to interpret and understand those senses. The effectiveness of an illusion can depend on your perception. This will be the difference in your Perception versus their Charisma. 0-2 Difference: You can see through most illusions easily, recognizing them for what they are. 3-7 Difference: You may be able to recognize an illusion, but it will still be difficult to discern the truth. You might be misled or confused by the illusion. 7+ Difference: You are completely unable to see through the illusion. It will appear completely real to you, and you will be unable to discern any falsehoods.
Stealth
Stealth is the ability to hide your presence via a multitude of ways. While stealthed, you become harder to hit or detect. This directly effects all entities within the thread you are in when in regards to you, reducing their perception in regards to you, increasing with tier of stealth. Tier 1 starts at -6, Tier 2 is -10, Tier 3 is -14. This reduction applies to their precision as well. REMEMBER: This is only in regards to the entities that are effected by the stealth. This does not cause the entities outside the effect to lose any actual perception or precision, it is proxy due to being a simulation of your stealth.
Faction Play
Faction Leader
Faction Leader now requires level 30 minimum. Claim has been removed from the Faction Leader talent.
Land Claims
If your faction has no HQ, you can try to claim an uninhabited piece of land. This does not automatically grant the land. You must fight for it. Hollows, beasts, or local people may resist your rule, and you must quell that resistance in some way. This starts a war minigame where you fight NPC forces with melee, ranged, and defend options to reduce their forces and take control. This process is not story driven and does not require a DM.
War Movement
You can now claim areas that are not directly neighboring the target land, but your army must still march from an area you already control. The march can take multiple steps. Each new zone asks whether you want to continue as your forces begin losing strength from exertion. If there is no clear path to the target land because occupied territories block the way, you cannot take it over. War between factions remains otherwise unchanged.
Faction Talents
Faction talents now ask for an image and display that image when the faction tree is opened.
Paths
Overview
Paths are defined by the player. Your character carves their own path, decides where that path leads, and can create unique talents that represent that direction. Path talents do not need to match another player's definition. They can usually be more powerful than standard talents, but they are capped at 3 ranks.
Path Points
Path Points are used to unlock and upgrade paths. Path Points can be gained through events, special check-ins, or Ascension.
Unlocking Paths
Unlocking a path costs 5 Path Points and uses the /path create command. You need an already-written thread where your path unlocks. There are no current length limits, but the unlock should feel special and meaningful. When the path is created, you also create the first talent in that path. Path talents still cost talent points to upgrade; the first rank is not free.
Upgrading Talents
Upgrading a path talent costs 3 Path Points and uses the /path upgrade command. Path talents upgrade to a maximum of 3 ranks. If something does not appear appropriate above rank 1, staff may reduce the rank and refund the difference.
Ascension
After level 25, a character can Ascend with /ascend. Ascension unlocks achievements and grants Path Points equal to Level / 5, rounded down. Ascension resets the character back to default values by removing shards, tokens, levels, stats, and talent points gained beyond default. Ascension does not remove paths, path points, inventory, or armory items. It also does not refund talent points spent on Item Creation.
Profiles
Character Profile Additions
Profiles now include: Karma Quests Completed Total Wordcount RPs Completed Posting Streak display on the General tab Profiles have a new layout and styles.
Supporter Customization
Supporters can change profile colors. CosmeticAlterations.xlsx is supported for player card layout changes. Default alteration handling is the baseline layout. Supporter-only font color customization is available for: Name Faction Level Title There are reset options for individual colors and all custom colors.
Fonts
Font choices: Arrancar (default) Ancient Neon Energy X Glitching Anime Ace BB
Modes
/mode lets players upload alternate mode pictures for characters. Example: /mode slot:1 mode:Bankai image:<upload> Then post in-character with that mode: !slot 1 [Bankai] your message When a saved mode is found, the bot posts using the character name plus the mode label: Character Name - [Bankai] If no mode is included, or if the requested mode has not been uploaded, the bot falls back to the character's normal picture and name. Modes can represent moods, stances, transformations, or other visual changes.
DMable
DMable is a role players can assign to show that it is okay for a DM to enter a thread and interact in a DM capacity through characters or environmental elements. DMs can be asked to leave at any time. When a PVP scenario occurs, DMs must leave the interaction immediately. Players can ask for a DM, but the role does not guarantee one will be available.
FAQ
Q: What is RTK?
A: RTK is Reason to Kill. This is regular PVP mode. RTK characters can be invaded and can be killed by players who have a valid reason to kill them, but all server rules still apply.
Q: What is PTK?
A: PTK is Permission to Kill. This is safer RP mode. PTK characters cannot be invaded and cannot die without the player's permission, except in events where PvE consequences can make death inevitable. PTK characters cannot participate in PVP events.
Q: What is an “act of god”?
A: This can come in multiple forms, but generally it is DMed consequences of rule breakings that happen to your character if deemed necessary. ONLY ADMINS ARE ABLE TO ENACT ACTS OF GOD. Just know that if you do get one of these, you messed up bad.
Q: Can I submit a thread more than once?
A: No. Once it is submitted, it is not to be submitted again, even if you mess up the submission. It is your responsibility to submit them correctly. If you submit it wrongly in your favor notoriously you will be barred from auto given rewards and will have to wait for someone to grade your posts. (This is not fun)
Q: If I have a different thread that I want to use as a release thread, can I do that?
A: Yes. You are able to use any thread as a release thread, you just need to submit it as a release thread.
Q: Can I invade someone that is in my territory?
A: Only if they are within the 10 level rule of your character, and they are set to RTK. (You are required to check before hand) PTK players are unable to enact a challenge or interact with territories so there is no reason to invade them.
Q: Is there a limit to how many people I can have in a thread?
A: No. Though understand the more people within a thread, the longer it takes to get through the thread.
Q: Am I able to leave a thread without it ending?
A: Yes, you are able to leave a thread multiple ways, via walking away, exiting, or using a portal. However, while in combat, to escape you must do so via an escape mechanic (either using a portal skill or distance rule). The distance to escape is greater than 400 feet for 2 posts from the target you are trying to escape from. If an individual is 400 feet or greater from an entity within the thread for a minimum of 2 posts, they are able to leave the thread as long as there is no other entity near them. If they have another entity near them (Player or NPC that is not a summon) then the other party is forced from the thread, and they must start their invasion over again.
Q: If I see someone about to invade, can I just leave the thread?
A: Unnaturally ending a thread because you are about to be invaded will be seen as metagaming and will result in a harsh punishment. Possibly an act of god. If you do not want to be invaded, make a PTK character.
Q: Can I feed my kills to another player?
A: Yes. With a couple of restrictions. The player MUST be an RTK character, and within at least 10 levels of the kill. They must also be within the thread that the kill occurs for the entirety of the fight.
Q: Can I retry my release submission if I fail it?
A: Absolutely! We want you to get better at writing with it, and hope that you learn something by failing. You can even just retcon the previous thread and reuse the story with corrections.
Q: Can I request a specific person to grade my release thread?
A: Yes, however they are not obligated to, nor are we required to wait for them to grade it. They are graded by who is available.
Q: What happens if I fight in my Quest thread or I get invaded in it?
A: You will have a choice, either you can submit it as a quest and get the quest rewards, or you can submit it under the other tags and have to redo the quest again. You are not able to submit it as both.
Q: When submitting my quest, I see multiple versions of it. Which one is the correct one?
A: Close any previous attempts threads so that the only one that shows up is the one that you currently have in progress.
Q: Can I submit a quest that someone else started and joined in on?
A: Absolutely! Please do quests together, we’re here to build stories together, so by all means please do so. However! If you have already finished the quest in question, then submit it as the correct tag and not Quest as it will tell you you have already completed it.
Q: I messed up submitting my thread, can you fix it?
A: No. If you messed up, that’s on you. If it is a mess up via code then I will track it down and fix it. Errors that result in more rewards in your favor will cause you to lose your submission freedoms.
Q: I’m a PTK character, why can’t I submit a fight?
A: Because there is no actual threat of death for your character when you begin a fight. Permission to kill should only be given at the time of death and not beforehand. At which point, your character is eliminated regardless.
Q: Am I able to invade a RTK character if they are with a PTK character?
A: Invaders are discouraged, but not barred, from invading an RTK character while they are with a PTK character. The PTK character must not interfere in the fight.
Q: Can I interact or perform territory actions while with a PTK character?
A: No.
Q: I’m a PTK character, can I invade other players?
A: No.
Q: I rolled a Menos on a hollow bait, can I just leave before it shows up?
A: The Menos will arrive a maximum of 100 ft away from the epicenter that the bait is broken. This can be in any direction that the DM determines, and it will be the post immediately following the broken bait. Editing your post retroactively will be seen as meta gaming. You must attempt your escape following the Menos post.
Q: Can I enter a thread and attack immediately?
A: Short answer is yes. However, understand that unless you are a starting party in the thread you will enter the thread 300 ft away.
Q: Can I stop myself from gaining Experience?
A: No.
Q: If I die to something that causes true death, do I still get to keep 50% of my Experience?
A: True Death no longer applies regardless of death reason.
Q: If I die to something that causes true death, can I still reincarnate?
A: True Death no longer prevents reincarnation because True Death no longer applies.
Q: Is there any difference between a Legacy and Native character?
A: Legacy comes from a different universe, Native is native to this universe. The only difference is that only Native characters can be Sinners.
Q: Can I leave a thread and then come back?
A: Yes, however, any changes made to your character upon your leaving are not able to be used within the thread.
Q: As a Mod-Soul, can I reincarnate?
A: A Mod-Soul that dies can become a “Soul” if it was a “living” being. Otherwise, you can “reincarnate” via a Legacy character coming through a rift.
Q: Someone is taking FOREVER to post, can I skip them?
A: You can ping someone every 24 hours to remind them to post. If they do not post within 48 hours you are able to skip them in the post order (but must wait again after you post if its only you 2 in the thread). While within a fight, this timer is extended to 96 hours (4 days), and an admin/moderator should be called to the thread to determine if you have the right to auto hit. DMs ARE NOT TO BE SKIPPED UNLESS GIVEN EXPRESS PERMISSION REGARDLESS OF TIME.
Q: Can I roleplay in multiple places at once?
A: Yes, however you must accurately timeline the events for your character. Things like fights, invasions, or going to the Golden Palace are the LAST thing in said timeline. Any other threads that happen would be before these events. Continous breaking of this rule will result in an Act of God.