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Re: Updates

Posted: Sun Jan 02, 2022 6:34 am
by Lord Gadigan
Living Treasures-

A Living Treasure is not a BA member and is different from a BA member as follows:
* A Living Treasure may not perform absorbs.
* A Living Treasure may not perform combos.
* A Living Treasure begins with 30 distributable base stat points.
* Living Treasures do not get bonus-points to assign on level-up.
* A Living Treasure may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, Hope, War, Truth, Moon, Wood, Metal, Void, Treasure, Spatial, Time, Wonder, Wealth, Commerce, Knowledge, Whimsy, or Glory element.
* A Living Treasure, as an intelligent item of singular power and potential, is a weapon, armor, or accessory. Choose one weapon, armor, or accessory subtype for it.
* A Living Treasure is a Golem and its chosen item-subtype. Its subtype may not be changed except by effects that specifically modify the subtype of a Living Treasure.
* A Living Treasure may not participate in Event Matches unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Mini Quests unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush, unless puppeteering a Thrall-Body that may.
* A Living Treasure does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Thrall-Bodies do not obtain Warehouse Tickets.
* A Living Treasure possesses and controls host bodies called Thrall-Bodies, whose inherent notable destinies and powers have been subverted by its powers. It may possess up to 2 Thrall-Bodies if below Level 20, 4 Thrall-Bodies if Level 20-39, 6 Thrall-Bodies if Level 40-59, 8 Thrall-Bodies if Level 60-79, and 10 Thrall-Bodies if Level 80-99.
* Thrall-Bodies are created as PCs of types allowed to the Living Treasure. Initially, a Living Treasure may have Anointed Prophets (of Ganseed only), Dimensional Heroes, Dread Villains, Realm Nobles, Relic Collectors, and Wandering Adventurers as Thrall-Bodies. Once a Living Treasure reaches Level 20, it may obtain Battle Arena Members as Thrall-Bodies. Once a Living Treasure reaches Level 40, it may, through questing, special Sublime Refinements, and/or use of Exodus of Self items, acquire other PC types to use as Thrall-Bodies.
* A Living Treasure may enter a thread as itself or puppeteering a Thrall-Body.
* A Living Treasure puppeteering a Thrall-Body occupies one of its equipment slots as fits the Living Treasure's item subtype. The Living Treasure, while an item, cannot be broken, stolen, unequipped, or removed for a thread by item-removal effects. Entities other than its Thrall-Body (or the Living Treasure itself) cannot benefit from having it equipped unless specifically able to do so. The Thrall-Body adds the Living Treasure's base stats to its own, gains all of the Living Treasure's abilities, and benefits from the Living Treasure's Sublime Refinements as though they were its item text.
* A Living Treasure operating on its own is wielding itself. It does not have typical item slots and is instead able to equip 12 other items of its own item subtype. It cannot equip items that are not its item subtype.
* Thrall-Bodies may not normally quest without the Living Treasure - to allow such would be to invite the likely permanent loss of one.
* Thrall-Bodies may not be higher Level than the Living Treasure, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Thrall-Bodies have their own ability shop tracks that work as per normal. The Living Treasure also possesses its own normal set of ability shop tracks.
* Thrall-Bodies must have the same Patron Deity as their controlling Living Treasure.
* A Living Treasure may purchase Sublime Refinements from the Ability Shop. Some of them have special requirements in addition to typical costs.
* Living Treasures do not require Seal Pieces to break Level caps (but some Thrall-Bodies may). Instead, they must upgrade themselves through Sublime Refinements while simultaneously nurturing the growth of their personal collections of Thrall-Bodies, as per the following chart:
Level 20- 5 Sublime Refinements, 1 Thrall-Body cap-breaking alongside the Living Treasure
Level 40- 25 Sublime Refinements, 2 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 60- 100 Sublime Refinements, 3 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 80- 250 Sublime Refinements, 4 Thrall-Bodies cap-breaking alongside the Living Treasure
* Living Treasures respawn in Ganseed's collection. Through the power of Ganseed and the Living Treasures, Thrall-Bodies, even those not normally able to respawn via standard means, do the same.

==================================

- A Concord Administrator may purchase a Cosmohack for a Sublime Refinement. Purchasing a Cosmohack for a Sublime Refinement that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for a Sublime Refinement that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If a Sublime Refinement is Cosmohacked, the Concord Administrator, if in the same battle as an item with that Sublime Refinement, may elect to have that item not benefit from it, and, if the Concord Administrator chooses to do so, it may also choose to have any of its own items of the same subtype benefit from copies of that Sublime Refinement.

==================================

Living Treasures may not take Retainers; their Thrall-Bodies may if normally allowed to, however.

Re: Updates

Posted: Tue Jan 04, 2022 12:22 am
by Lord Gadigan
Alien Warlords-

An Alien Warlord is not a BA member and is different from a BA member as follows:
* An Alien Warlord may not perform absorbs.
* An Alien Warlord may not perform combos.
* An Alien Warlord begins with 70 distributable base stat points.
* Alien Warlords do not get bonus-points to assign on level-up.
* An Alien Warlord may be Earth, Air, Fire, Water, Darkness, Technology, Psychic, or War element.
* An Alien Warlord may be an Alien, Humanoid, Fae, Devil, Astral Being, Insect, Solar Being, or Umbral.
* An Alien Warlord may not participate in Event Matches.
* An Alien Warlord may not participate in Mini Quests.
* An Alien Warlord may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Alien Warlord does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Alien Warlords may Build and Fire Overweapons. Some Overweapon Blueprints can be purchased in the Ability Shop. Once an incomplete Overweapon Blueprint is in an Alien Warlord's possession, the Alien Warlord may begin completing the objectives and paying the costs listed to Build it. Once all costs (quest-based, component-based, time-based, or otherwise) are paid for, an Overweapon is Built. Only one of each Overweapon may be built by a given Alien Warlord at a time. An Alien Warlord with at least one Overweapon Built or Perfected may use a Fire Overweapon action. Firing an Overweapon counts as activating an Overcrash, but does not reduce its user's Max MP to 0 if a Built Overweapon is being Fired; Firing an Overweapon from a Perfected Overweapon Blueprint Bank does reduce Max MP like a standard Overcrash would. Firing an Overweapon expends it, making it no longer count as Built; this may not be stopped or undone by anything that does not specifically do so that cannot prevent or undo Overcrash MP Burnout (but things that prevent or undo Overcrash MP Burnout do not, without other rules text, automatically gain the ability to stop or undo Overweapon expenditure). Once an Overweapon has been built five times, it is considered Perfected and is added to the Alien Warlord's Perfected Overweapon Blueprint Bank.
* Alien Warlords do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Perfected Overweapons, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 1 Perfected Overweapon and 20 Retainer Augments.
Level 40- 5 Perfected Overweapons, 60 Retainer Augments, and 2 successful world-region takeovers.
Level 60- 24 Perfected Overweapons, 200 Retainer Augments, and 12 successful world-region takeovers.
Level 80- 50 Perfected Oveweapons, 500 Retainer Augments, and 50 successful world-region takeover.
* Alien Warlords are based in the cosmos beyond the Imperial Homeworld on their own personal worlds. They respawn there; if their world is taken from them, the cosmos expands when they would respawn, and they are granted a new world out past the border-expansion.

==================================

- A Concord Administrator may purchase a Cosmohack for an Overweapon. Purchasing a Cosmohack for an Overweapon that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for an Overweapon that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If an Overweapon is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Overweapon Built or Perfected, may, as an action that puts the Concord Administrator into Burnout, fire it. If the Concord Administrator is not in Burnout and an individual attempts to Fire an Overweapon that the Concord Administrator has Cosmohacked, the Concord Administrator may prevent the firing, and, if it does so, choose between placing the firer into Burnout and firing the Overweapon itself without putting the Aministrator in Burnout.

==================================

Alien Warlords may take Aliens, Robots, Machines, Bio-Horrors, Astral Beings, Insects, Solar Beings, Umbrals, Humanoids, and Fae as Retainers.

Re: Updates

Posted: Fri Jan 07, 2022 2:49 am
by Lord Gadigan
Nexus Administrator-

A Nexus Administrator is not a BA member and is different from a BA member as follows:
* A Nexus Administrator may not perform absorbs.
* A Nexus Administrator may perform existing combos, but cannot create new ones.
* A Nexus Administrator begins with 60 distributable base stat points.
* Nexus Administrators do not get bonus-points to assign on level-up.
* A Nexus Administrator may be any base element.
* A Nexus Administrator may be an any base entity subtype.
* A Nexus Administrator does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Nexus Administrator, at the time of character creation, selects three Tier 1 or Tier 2 entity subtypes and may take entities of those subtypes as Retainers.
* Nexus Administrators build new Discs of Nexus, adding elements and terrain to the disc, as well as purchasing or questing for special Domain Features, which they can use when they perform a Planar Overlay. Nexus Administrators with at least one disc customization may perform a Planar Overlay action when a Planar Overlay is not already ongoing. When a Planar Overlay action is performed, the Nexus Administrator creates a battlespace that possesses any combination of the terrain and elements that the Nexus Administrator has unlocked for its Disc. If the Planar Overlay contains any terrains with a corresponding square mile in a random dimension in the Shop, it counts as extraplanar; if it contains any terrains with a corresponding square mile on a random world, it counts as terrestrial; if it contains both, it counts as both. The Nexus Administrator then also chooses up to (its Level / 5, rounded up) Domain Features to apply, which are attached to the battlespace, but do not count as buffs, debuffs, zones, terrains, or phantom terrains. The Nexus Administrator may, while the Planar Overlay is in place, choose at the beginning of each round one Zone, Terrain, or Phantom Terrain in the Planar Overlay's battlespace and, as a buff that stacks up to the Nexus Administrator's Level times, choose to either have all entities in the Nexus Administrator's battlespace except an optional chosen group (chosen at the time of buff application) count as being inside that effect while the Nexus Administrator or choose to have a selected group of entities (chosen at the time of buff application) count as being inside that effect so long as they are within the Nexus Administrator's battlespace; the Nexus Administrator may choose to put itself in either of these chosen groups at the time group selection is made. The Nexus Administrator may, while its Planar Overlay is in place, spend an action to move itself and any number of entities that are either willing or 10 or more Levels lower into the Planar Overlay's battlespace so long as no entity of greater Level than the Nexus Administrator objects, or, if the Nexus Administrator performs said action while in the Planar Overlay's Battlespace, to move itself and any number of entities that are either willing or 10 or more Levels lower out of the Planar Overlay's battlespace into another existing battlespace that exists within the battle so long as no entityo f greater Level than the Nexus Administrator objects.
* Nexus Administrators do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Overlay Terrains, Overlay Elements, Domain Features, and Retainer Augments, as per the following chart:
Level 20- 5 Overlay Terrains and/or Elements, 5 Domain Features, and 20 Retainer Augments.
Level 40- 10 Overlay Terrains and/or Elements, 20 Domain Features, and 60 Retainer Augments.
Level 60- 15 Overlay Terrains and/or Elements, 50 Domain Features, and 200 Retainer Augments.
Level 80- 25 Overlay Terrains and/or Elements, 125 Domain Features, and 500 Retainer Augments.
* Nexus Administrators, like Arena Members, respawn in Nexus, but they do so in the central elevator instead of in the Battle Arena.

==================================

- A Concord Administrator may purchase a Cosmohack for a Domain Feature. Purchasing a Cosmohack for a Domain Feature that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week. Purchasing a Cosmohack for an Domain Feature that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- If a Domain Feature is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Domain Feature applied to a Planar Overlay, may, at any time before or after any action, choose to give any entity in its battlespace a buff (if an ally of the Concord Administrator, including the Concord Administrator itself) or a debuff (otherwise) that makes its possessor count as inside or outside of that Domain Feature, regardless of what battlespace that entity is in, what battlespace that Domain Feature is in, and what buffs or debuffs the Domain Feature's creator set up to place entities in or out of it, to count as either in or out of that Domain Feature.

==================================

Nexus Administrators may take entities of the Tier 1 and/or Tier 2 subtypes it selected for its Retainers during character creation as Retainers.

Re: Updates

Posted: Mon Jul 04, 2022 9:49 pm
by Aeromage
The Updates are now -Updated-!

Kinda-sorta wibbly calls made, just in case they're in error:

Step 1- Make Sure You Aren't Doing Anything Else:

Players may be in two places at once as defined below:

-Place 1 may be- An official quest, a player quest, an event (this includes Mana Sparks and the Tavern, excepting the bulletin board), or a mod-run semi-official quest

-Place 2 may be- An arena battle, a special match, an event match, a random quest, an encounter area, or a mini-quest

-Place 3 may be- A Mod-Run Quest (if a character is already in a mod-run quest, this cannot be used to enter the same mod-run world)

The first place here is typically referred to as your Quest Slot, and the second place here is typically referred to as your Battle Slot

Note: The Tavern Bulletin Board, Shop (including waiting for combos), and Ability Shop do not count as taking up either of these slots.
becomes
Step 1- Make Sure You Aren't Doing Anything Else:

A PC has the following slots:
1) A battle slot
- Usable for battles, event matches, special matches, mini-quests, and the like.
2) A player thread slot
- Usable for standard player quests.
3) A major quest slot
- Usable for official quests and megaquests so that we don't have to force PCs through threads when those hit.
4-A to 4-Z) A mod-run slot for each mod running worlds
- One per PC per mod who is running worlds.

Note: The Tavern Bulletin Board, Shop (including waiting for combos), and Ability Shop do not count as taking up any of these slots.
Items and Abilities rules change in the following way:
At the beginning of each Official Quest, Event, and Player Thread, individuals in said thread must post a copy of their stats, as well as what items they are taking into said thread, along with what items they are not taking into said thread that they want to potentially be able to reference in said thread. Each such item must be highlighted on each such individual's sheet for the duration that said item is either in said thread or potentially being able to be referenced in said thread. Individuals must also declare how much Gold they are bringing into said thread at this time; said Gold is moved from said individual's general Gold pool into a 'Gold in <Thread Name>' pool, which is highlighted. All rulings her referring to items refer to Gold as well.

If an individual is entering a Mod-Run quest, any item highlighted due to the above must be declared. Said items are non-modifiable and cannot be destroyed while in the mod-run thread. The mod running said thread may choose to disallow any such item entry to said thread. Under circumstances under which said items would otherwise be modified, the mod running the thread may assign alternate bonuses or penalties to the individual possessing said thing. If any item that is in a mod-run thread becomes highlighted in said manner while in said thread, said highlighting must immediately be declared. The mod running said thread may choose to immediately remove said item from said thread at said time. Under circumstances under which said items would otherwise be modified, the mod running the thread may assign alternate bonuses or penalties to the individual possessing said thing.

A PC may have gear in both a mod-run world and in an official or player quest, but when the two are done, the gear syncs up. If it was altered in both in incompatible manners, the official/player quest takes precedence. If it was destroyed, traded, or lost in both, the result in the official/player is kept, and the result in the mod-run (if any) blips out. People can, as before, avoid this potential circumstance by just not bringing the same thing to both.

The rules here respect to Mod-Run quests apply in respect to RP encounters in Random Dungeons.

Bear in mind that not only items that are being directly carried into such a thread are being highlighted. Resources that a player may want to access later in said thread are also being highlighted. Make sure that these are noted as being different categories when posting stats.

If an item is not highlighted in this manner, it may not be brought into the thread. Note that this includes property.

Items highlighted in this manner may not be brought into other threads that would require their highlighting.

Unique items highlighted in this manner may not be leveled up outside of the thread they are highlighted because of.

Unique items highlighted in this manner may gain XP outside of the thread they are highlighted because of, however, said XP is tracked in a separate pool of 'XP to Acquire After <Thread Name>' which is merged with said item's normal XP pool after said thread.

Non-unique items may be leveled up outside of the thread they are highlighted in and may gain XP outside of the thread they are highlighted in. If said items are modified in the thread they are highligted in in a manner that makes it so that said leveling could not happen, said leveling is undone at the end of said thread and anything spent to level in said manner is lost. If said items are modified in the thread they are highlighted in in some manner that makes them unable to hold XP, any XP they obtained outside said thread is lost.

Items highlighted in this manner may not be involved in combos or absorbs outside of the thread they are highlighted because of.

Items highlighted in this manner may not be spent as part of costs outside of the thread they are highlighted because of.

Items highlighted in this manner cannot be destroyed or stolen outside of the thread they are highlighted because of. If any of the above would happen, add a note to the item that this would have occurred. Gadigan may determine after said thread if said destruction or theft occurs, but rules-wise, assume it does not unless otherwise noted.

Items highlighted in this manner may be traded outside of the thread they are highlighted because of. The individual who is traded the item bears the risk that the item may be lost, destroyed, or modified during said thread.

Sometimes, individuals will be allowed to re-stat in Nexus in the middle a threads. When doing so, all old items are de-highlighted and a new highlighting of items occurs. This should only occur in non-time-sensitive situations, as when said re-statting occurs, said characters are considered to stop what they are doing, do everything they did while outside the thread while it was running, and then return to the thread to do things again. Do not expect this re-statting capability to be available just because you are in Nexus; it frequently isn't.

If multiple threads with highlighted items merge somehow, the items from each remain highlighted but become highlighted in respect to the merged thread.

If a thread with highlighted items splits somehow, the items from it remain highlighted but become highlighted in respect to the split thread that they become part of.

Instead of highlighting items for these rulings, an individual may add an additional post to their stat thread listing what items of theirs are in which quests. Items in said post are considered highlighted for purposes of rulings in this category. Gold taken into threads may also be tracked in these posts. It is highly encouraged, though not required, that if a thread where items are highlighted continues for over 1-2 weeks that actual highlighting be done by a mod to prevent errors.

A player may, by posting in the shop thread, de-highlight said player's items that are selected as 'referencable in' a thread that requires highlighting but that have not actually been used in or directly brought into said thread yet. A player may post in said thread to do the same thing.

becomes
At the beginning of each Official Quest, Event, Player Thread and Mod-Run Quest, individuals in said thread must post a copy of their stats, as well as what items they are taking into said thread, along with what items they are not taking into said thread that they want to potentially be able to reference in said thread. Individuals must also declare how much Gold they are bringing into said thread at this time; said Gold is moved from said individual's general Gold pool into a 'Gold in <Thread Name>' pool, which is highlighted. All rulings her referring to items refer to Gold as well.

Items can be in multiple places at a time.

If multiple different things happen to an item in multiple places, the worst generally carries after the threads end.

Sometimes things may echo between threads, but this is something I can handle and isn't something that players need to check about - if I haven't said that something has happened, nothing has happened.

If multiple different positive things happen with an item in multiple places, I can sort out the final result.

Hopefully item conflicts won't happen too often, but I think that we can make this work.

The rules here respect to Mod-Run quests apply in respect to RP encounters in Random Dungeons.
In light of the new rules, the 'highlighting' mechanic for items is unneccessary and thus removed.

The following has been added to both the 'Buffs and Debuffs' and 'Stat Damage' sections:
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
The following has been added to 'Definition of Stats', 'Buffs and Debuffs' and 'Stat Damage'.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
'Domain Feature', 'Oath', 'Overlay Element', 'Overlay Terrain', 'Overweapon Blueprint', 'Sublime Refinement' and 'Supersystem' have been added as new Character-Type-Specific Abilities entries.
'Retainer Augment' has been put into the same place, given they sound like they're also kinda-sorta abilities.

Re: Updates

Posted: Tue Jun 20, 2023 3:31 am
by Lord Gadigan
Private Detective

A Private Detective is not a BA member and is different from a BA member as follows:
* A Private Detective is a Lesser PC Type
* A Private Detective may not perform absorbs.
* A Private Detective may not perform combos.
* A Private Detective begins with 50 distributable base stat points.
* Private Detectives do not get bonus-points to assign on level-up.
* A Private Detective may be Earth, Air, Fire, Water, Light, Darkness, Magic, Technology, Physical, or Psychic element.
* A Private Detective may be a Human, Fae, Humanoid, or Robot.
* A Private Detective may not participate in Event Matches.
* A Private Detective may not participate in Mini Quests.
* A Private Detective may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Private Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Private Detective is associated with the classes Gunner, Combatant, Scholar, Diplomat, Protector, Jeweler, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Thief, Driver, Captain, General, Warlord, Counselor of Faerie, Roboticist, and Mind Lord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Private Detectives do not require Seal Pieces to break Level caps. Instead, they must solve level-band-appropriate mysteries/cases as quests, as per the following chart:
Level 20- 2 Cases Closed
Level 40- 10 Cases Closed
Level 60- 20 Cases Closed
Level 80- 50 Cases Closed
* Private Detectives do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.

Re: Updates

Posted: Tue Jun 20, 2023 3:41 am
by Lord Gadigan
Questing Knight

A Questing Knight is not a BA member and is different from a BA member as follows:
* A Questing Knight is a Lesser PC Type
* A Questing Knight may not perform absorbs.
* A Questing Knight may not perform combos.
* A Questing Knight begins with 50 distributable base stat points.
* Questing Knights do not get bonus-points to assign on level-up.
* A Questing Knight may be Earth, Air, Fire, Water, Light, Darkness, Magic, Physical, or Ice element.
* A Questing Knight may be a Human, Fae, or Humanoid.
* A Questing Knight may not participate in Event Matches.
* A Questing Knight may not participate in Mini Quests.
* A Questing Knight may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Questing Knight does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Questing Knight is associated with the classes Swordsman, Lancer, Dragoon, Archer, Defender, Lawbringer, Crusher, Guardian, Protector, Jeweler, Blacksmith, Commander, Kensei, Paladin, Warrior, Rider, General, Warlord, and Counselor of Faerie. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Questing Knights do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally knights, or in search of treasures lost by other individuals who were formally knights; they must also hunt level-band-appropriate unique Dragons as per the following chart:
Level 20- 1 Dragon, 1 Quest
Level 40- 5 Dragons, 5 Quests
Level 60- 10 Dragons, 10 Quests
Level 80- 25 Dragons, 25 Quests
* Questing Knights do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.

Re: Updates

Posted: Tue Jun 20, 2023 4:28 am
by Lord Gadigan
Private Detectives gain Scholar as one of their associated classes.

Edit: Also Thief.

Re: Updates

Posted: Tue Jun 20, 2023 4:33 am
by Lord Gadigan
A Ronin Samurai is not a BA member and is different from a BA member as follows:
* A Ronin Samurai is a Lesser PC Type
* A Ronin Samurai may not perform absorbs.
* A Ronin Samurai may not perform combos.
* A Ronin Samurai begins with 50 distributable base stat points.
* Ronin Samurai do not get bonus-points to assign on level-up.
* A Ronin Samurai may be Earth, Air, Fire, Water, Light, Darkness, Physical, Electrical, or Ice element.
* A Ronin Samurai may be a Human, Humanoid, Spirit, Undead, or Demon.
* A Ronin Samurai may not participate in Event Matches.
* A Ronin Samurai may not participate in Mini Quests.
* A Ronin Samurai may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Ronin Samurai does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Ronin Samurai is associated with the classes Swordsman, Dragoon, Archer, Guardian, Jeweler, Blacksmith, Commander, Hunter, Kensei, Ninja, Shrine Maiden, Warrior, Rider, Binder, Deathless One, Demonologist, General, and Warlord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Ronin Samurai do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally samurai, or in search of treasures lost by other individuals who were formally samurai; they must also duel swordmasters as per the following chart:
Level 20- 1 Duel, 1 Quest
Level 40- 5 Duels, 5 Quests
Level 60- 10 Duels, 10 Quests
Level 80- 25 Duels, 25 Quests
* Ronin Samurai do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.

Re: Updates

Posted: Tue Jun 20, 2023 4:36 am
by Lord Gadigan
Private Detectives and Ronin Samurai may not take Retainers.
Questing Knights may take Human, Humanoid, and Fae Retainers.

Re: Updates

Posted: Tue Jun 20, 2023 4:47 am
by Lord Gadigan
Noble Fae

A Noble Fae is not a BA member and is different from a BA member as follows:
* A Noble Fae may perform absorbs, but only on uniques that are part of its collection.
* A Noble Fae may not perform combos.
* A Noble Fae begins with 50 distributable base stat points.
* Noble Fae do not get bonus-points to assign on level-up.
* A Noble Fae may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Moon, or Wood element.
* A Noble Fae must be a Fae.
* A Noble Fae may not participate in Event Matches.
* A Noble Fae may not participate in Mini Quests.
* A Noble Fae may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Noble Fae does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Noble Fae is associated with the classes Swordsman, Shadow Blade, Scholar, Magus, Sorceress, Diplomat, Seer, Jeweler, Clothier, Commander, Enchanter, Wizard, Illusionist, Bard, Dancer, Druid, Summoner, Wildshaper, Metamorph, Counselor of Faerie, Vermin Master, Beastmaster, Botanist, and Arcane Vizier. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Noble Fae do not require Seal Pieces to break Level caps. Instead, they must complete quests given by or in support of Fae groups, magic-over-technology, or defense of nature against encroaching mortal or technological civilization, as well as collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 2 Quests, 5 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 10 Quests, 50 Retainer Augments, 5 Unique Non-Pet Items, 5 Unique Pets
Level 60- 25 Quests, 125 Retainer Augments, 25 Unique Non-Pet Items, 25 Unique Pets, Own a world or pocket dimension
Level 80- 50 Quests, 500 Retainer Augments, 125 Unique Non-Pet Items, 125 Unique Pets
* Noble Fae do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.

Re: Updates

Posted: Tue Jun 20, 2023 5:16 am
by Lord Gadigan
Rules updates:

An Artifact's Primary Aspect is the one that shares the Artifact's name.

If PC Type can equip an Artifact's Primary Aspect, it can equip all of its Aspects.

================================

A Legacy Organization may occupy a PC slot instead of an individual PC. Each one is associated with a specific type of Lesser PC.

The correspondence is as follows:
Wandering Adventurer - Adventurers' Guild (Produces Guild Adventurers)
Dimensional Hero - Record of Heroes (Produces Chosen Heroes)
Dread Villain - Dark Prophecy (Produces Foretold Villains)
Anointed Prophet - Holy Sect (Produces Church Prophets)
Relic Collector - Relic Museum (Produces Museum Collectors)
Realm Noble - Noble House (Produces House Nobles)
Private Detective - Detective Agency (Produces Agency Detectives)
Questing Knight - Knightly Dynasty (Produces Dynastic Knights)
Ronin Samurai - Samurai Clan (Produces Clan Samurai)
Noble Fae - Fae Court (Produces Courtly Fae)

As a PC in a Legacy Organization completes quests, it earns, in addition to other rewards, AP (Advancement Points). These may be used to purchase future benefits for other members of that Legacy Organization. Some benefits may be specific to given types of Legacy Organization, whereas others are available to all Legacy Organizations.

If a Lesser PC Type for a Legacy Organization must select associated classes, gets associated classes for its subtype/element, or must select a specific a patron deity at creation, these classes cannot be changed, but more can be acquired for AP. Other types of subtype classes that are unlocked via AP permit the associated subtypes to be unlocked also if the subtype is also on the entity subtype list for the Lesser PC type but was not the initial chosen option.

When a Lesser PC from a Legacy Organization dies, instead of waiting for resurrection, it may be put into Legacy-Retirement. If a PC is put into Legacy-Retirement, its abilities, gear, and such are archived as per normal (with uniques potentially being lost to whatever event killed it rather than going to other PCs), but the Legacy Organization then gets to spend AP, which goes to benefit future members of that Legacy Organization (with a new member being able to be created immediately). If a Legacy Organization purchases something with AP while it still has one or more active members, the active members do not, unless specifically noted, benefit from the purchase.

Default AP Options:
* 1 AP - Bank an ability purchased from the ability shop (provided its prerequisites are also all banked), such that future members of the Legacy Organization begin with it.
* 3 AP - Bank an ability acquired in an RP Thread, provided.
* 5 AP - Add a Base Stat Point (to a max of +25 Base Stat Points above baseline).
* 2 AP - Associate a specific item as organization property. Instead of auto-dropping like most loot in RP Threads for Lesser PC Types, it will follow BA Member loot-dropping rules where it sometimes drops, but isn't guaranteed to (with this affecting current organization members). If it doesn't drop when a Legacy Retirement occurs, it is inherited by the next PC in the legacy.
* 25 AP - Add another character to the organization, using the same slot, so that multiple members can run in parallel (purchasable a max of 4 times, plus one per cap broken by the purchasing member).
* 100 AP - Bank the breaking of a level cap so that future organization members don't have to re-break that same cap (must be done in order).
* 25 AP - Revive a Legacy Retired organization member, applying new AP benefits to it.
* 10 AP - Add an entity subtype to the permitted entity subtypes list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that entity subtype, and any other entity subtypes whose knowledge would be required to get the basic ability for that entity subtype are also already choices.
* 10 AP - Add an element to the permitted element list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that element, and any other elements whose knowledge would be required to get the basic ability for that element are also already choices.
* 5 AP - Add a class to the associated class list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that class or its associated subtype(s), and any other classes whose knowledge would be required to get the basic ability for that class are also already choices.
* 5 AP - Add a subtype that you can both select as your subtype and have as an associated class as an option for Retainers.

==========================================

The Legacy Organizations gained from Grabbyfest begin with the following AP bonuses, even if not taken as Knightly Dynasties:

* 250 AP - You resurrect as a BA Member unless you choose not to. This doesn't allow AP spending.
* 50 AP, Dynastic Knight only - You may take Nobility in addition to another element as your element. If you do this, Noble is added as an additional Associated Class and the PC begins with Basic Nobility Synchronization.
* 100 AP, Dynastic Knight only - You may pledge Oaths as though you were a Knight of the Orders.
* 5 AP, Oaths unlocked - Bank one of your Oaths.
* 1,000,000,000 AP - Become Bullfighting-Adjacent.
* 250 AP, Bullfighting-Adjacent only - You gain a Horsetacular Genesteed and may unlock Horse Genes for it as though you were a Horse Geneticist.
* 5 AP, Horsetacular Genesteed unlocked - Bank one of your Horse Genes.
* You also start with all the associated subtype options for your Lesser PC Type as AP-unlocked Retainer options.

Re: Updates

Posted: Thu Jun 29, 2023 2:46 am
by Lord Gadigan
New ruling, taking effect everywhere except Kit's current Realmfather battle thread:

If an entity is replicated, copied, or otherwise 'created', it is a summon unless otherwise specified.

Re: Updates

Posted: Mon Jul 03, 2023 4:50 am
by Lord Gadigan
Samurai Detectives

A Samurai Detective is not a BA member and is different from a BA member as follows:
* A Samurai Detective is Bullfighting-Adjacent.
* A Samurai Detective may not perform absorbs.
* A Samurai Detective may not perform combos.
* A Samurai Detective begins with 60 distributable base stat points.
* Samurai Detectives do not get bonus-points to assign on level-up.
* A Samurai Detective may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* A Samurai Detective may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* A Samurai Detective may not participate in Mini Quests.
* A Samurai Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Samurai Detective may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, Samurai Detectives count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* Samurai Detectives have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* A Samurai Detective automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* Samurai Detectives possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* A Samurai Detective begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* A Samurai Detective may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* A Samurai Detective is associated with the classes Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, and Mind Lord. It additionally selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class (if not already possessed), and its own element's class (if not already possessed). It may then select any 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes. Each time it cap-breaks, it may select 5 more classes of its choice.
* Samurai Detectives do not require Seal Pieces to break Level caps. Instead, they must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed
Level 40- 10 Duels, 10 Cases Closed
Level 60- 20 Duels, 20 Cases Closed
Level 80- 50 Duels, 50 Cases Closed
* Samurai Detectives sometimes respawn in Nexus and sometimes in The One City, with a new samurai detective agency (containing all their stuff from the last one) each time they do.

Investigatiate- (Active Ability, Attack) Caster scans the stats of any number of things in any target battlespace. Caster gains (the number of different things from the Entity List, Boss List, or Zoo Record whose stats caster successfully scanned that are not summoned and are on an opposing side of battle) instances of a buff that provides +1,000 MIN that stacks (Caster's Level) times.
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Investigapperate- (Active Ability, Attack) Caster moves to the preexisting battlespace of caster's choice, so long as no entity that is not (5 Levels or more greater than caster, past a Level cap caster has not broken, Level 99 or greater) that is in either the battlespace caster is entering or the battlespace caster is leaving objects. Caster, if successful in moving to the target battlespace, may then scan the stats of any number of entities in the battlespace caster entered.
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Phase Shift- (Active Ability, Attack) Caster chooses to either (a) become semipresent as a buff, additionally becoming unable to be affected by entities that are 20 or more Levels lower than caster (with this effect not counting as an 'Immune to below Level X' Immunity), enter the possession of a chosen ally, and be able to cease to be semipresent at the start of any round, before any of said ally's actions, or the start of any of said ally's turns, ceasing to be semipresent if said ally becomes semipresent, counting as an 'Imaginary Friend' for said ally while semipresent in this manner or (b) be afflicted with an instance of Vanished that allows its possessor to cure itself of the affliction at the start of any round
Requirements: Be Bullfighting-Adjacent
Cost: 50,000,000 Gold, 20 Weeks

Studied the Blade- (Passive Ability, Attack) Before possessor's first action each round, possessor may choose to gain a bonus action that may only be used to perform an action that involves the casting of a Sword Arts spell, casting said spell with its HP and MP costs divided by 4. For each Level cap possessor has broken, possessor may do this an additional time before one of possessor's other actions, not counting bonus actions granted by this ability, with this ability being able to provide up to (1 + the number of Level caps possessor has broken) total bonus actions to possessor per round.
Requirements: Be Bullfighting-Adjacent
Cost: 1,000,000,000 Gold, 250 Weeks

Re: Updates

Posted: Mon Jul 03, 2023 5:05 am
by Lord Gadigan
Smorgasborgs

* Smorgasborgs are a mix of two subtypes. They count as both. Exact rules differ by combination.
* Smorgasborgs always have Bio-Horror and Robot added to their list of possible subtypes, even if neither of the subtypes they blend had them.

Smorgasborg (BA Member & Samurai Detective):

* This Smorgasborg is Bullfighting-Adjacent.
* This Smorgasborg may perform absorbs.
* This Smorgasborg may perform combos.
* This Smorgasborg begins with the greater number of distributable base stat points out of 60 and whatever BA members have as standard at the time of its creation.
* This Smorgasborg does get bonus-points to assign on Level-up.
* This Smorgasborg may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* This Smorgasborg may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* This Smorgasborg may participate in Mini Quests.
* This Smorgasborg obtains starting Warehouse Tickets any may use them.
* This Smorgasborg may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, these Smorgasborgs count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* This Smorgasborgs have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* This Smorgasborg automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* This Smorgasborg possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* This Smorgasborg begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* This Smorgasborg does not have associated classes or equipment restrictions.
* This Smorgasborg requires both standard Seal Pieces to break Level caps and must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed, Standard Seal Complete
Level 40- 10 Duels, 10 Cases Closed, Standard Seal Complete
Level 60- 20 Duels, 20 Cases Closed, Standard Seal Complete
Level 80- 50 Duels, 50 Cases Closed, Standard Seal Complete
* This Smorgasborg may choose between respawning at the Battle Arena, or respawning in either Nexus or The One City, with a new samurai detective agency (optionally containing all its stuff from the last one - otherwise the stuff is in its room at the Nexus Inn). It may choose which way it respawns each time it respawns.

Adding the Smorgasborg (BA Member & Samurai Detective) template to an existing BA member:

* Base stat points do not change.
* This Smorgasborg may gain one additional element out of any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo, with the new element being in addition to its current elements.
* This Smorgasborg may gain one additional entity subtype out of any base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller, with the new subtype being in addition to its current elements.
* This Smorgasborg does not get additional Warehouse tickets.
* This Smorgasborg gains the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg does not unbreak any Level caps previously broken - they remain broken for it.

Re: Updates

Posted: Thu Jul 06, 2023 9:40 pm
by Lord Gadigan
New Smorgasborg Ruling:

* Smorgasborgs are always Bullfight-Adjacent, even if neither component PC type is.

Re: Updates

Posted: Thu Jul 06, 2023 10:05 pm
by Lord Gadigan
Gods of the Council-

A God of the Council is not a BA member and is different from a BA member as follows:
* A God of the Council may not perform absorbs.
* A God of the Council may not perform combos.
* A God of the Council begins with 70 distributable base stat points.
* Gods of the Council do not get bonus-points to assign on level-up.
* A God of the Council may be any base element, or any one out of the elements Wood, Metal, Spatial, Time, Void, Faith, Treasure, Glory, Wealth, Law, Mystic, or Knowledge.
* A God of the Council always begins with the subtype Planetary. It may additionally choose at the time of character creation to possess any base entity subtype as a second subtype.
* A God of the Council may not participate in Event Matches.
* A God of the Council may not participate in Mini Quests.
* A God of the Council may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A God of the Council does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Whenever a God of the Council performs a quest on behalf of a deity or church that is considered suitably 'standard' by Gadigan (or by the mod running the mod-run world in question), it obtains a bonus, restriction-ignoring pick from the Warehouse Category 'Simply Divine'. Some quests may provide multiple pulls based on length and difficulty.
* A God of the Council is always considered a Deity.
* Gods of the Council do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Domains, grantable Worshipper Benefits, Divine Relics, and unique worshippers, as per the following chart:
Level 20- 1 Domain, 5 Grantable Worshipper Benefits, 1 Divine Relic, 1 Unique Worshipper.
Level 40- 4 Domains, 25 Grantable Worshipper Benefits, 2 Divine Relics, 5 Unique Worshippers (at least 3 of which must be greater than Level 20).
Level 60- 8 Domains, 100 Grantable Worshipper Benefits, 10 Divine Relics, 50 Unique Worshippers (at least 25 of which must be greater than Level 40).
Level 80- 24 Domains, 250 Grantable Worshipper Benefits, 25 Divine Relics, 250 Unique Worshippers (at least 125 of which must be greater than Level 60).
* Gods of the Council are based out of the Council Hall of Ten Thousand Gods, which has a restricted portal connecting it to the Nexus Portal Nexus.

Re: Updates

Posted: Thu Jul 06, 2023 10:46 pm
by Lord Gadigan
Faecourt Dream-Eidolon

A Faecourt Dream-Eidolon is not a BA member and is different from a BA member as follows:
* A Faecourt Dream-Eidolon may not perform absorbs.
* A Faecourt Dream-Eidolon may not perform combos.
* A Faecourt Dream-Eidolon begins with 0 distributable base stat points.
* Faecourt Dream-Eidolons do not get bonus-points to assign on level-up.
* A Faecourt Dream-Eidolon is Dream element. It may select any base element, or any one element out of Wood, Illusion, Mystic, Aether, Wonder, Toxin, Whimsy, Time, and Spatial, to obtain as a second element.
* A Faecourt Dream-Eidolon is an Arch-Fae. It additionally possesses either the subtype Eidolon or Great Beast. It may additionally pick any one of the subtypes Humanoid, Animal, Insect, Plant, Aerial, Aquatic, Golem, Reptile, Dragon, Undead, Ooze, Elemental, Mindshadow, Spirit, Magic Being, Umbral, or Horror as a third subtype.
* A Faecourt Dream-Eidolon may not participate in Event Matches.
* A Faecourt Dream-Eidolon may not participate in Mini Quests.
* A Faecourt Dream-Eidolon may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Faecourt Dream-Eidolon does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Court Members do not obtain tickets.
* A Faecourt Dream-Eidolon is the collective manifestation of the power of a court of noble fae, brought together in a dream of singular brilliance, splendor, excess, terror, or the like. These Noble Fae are called Court Members. It begins with 4 Court Members, acquiring one more each time it breaks a level cap.
* Court Members are created as Noble Fae PCs.
* A Faecourt Dream-Eidlon's Court Members count any class it has Adept or higher Tier in as an associated class. Newly created Court Members may be any element the Faecourt Dream Eidolon has Adept or higher Tier in.
* A Faecourt Dream-Eidolon begins with Basic Dream Synchronization.
* A Faecourt Dream-Eidolon's Court Members share thread slots with the Dream-Eidolon itself. It is always considered to be entering threads one or more of its Court Members enter, even if it may not directly be present yet. A Dream-Eidolon, by default, is not present in any battle (or directly present in RP threads) at start-of-thread.
* Court Members may not be higher Level than the Dream-Eidolon, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Court Members have their own ability shop tracks that work as per normal. The Dream-Eidolon also possesses its own normal set of ability shop tracks.
* Court Members must have the same Patron Deity as their controlling Dream-Ediolon.
* A Faecourt Dream-Ediolon may learn abilities as though it possessed the highest Base Stat for each of its Base Stats out of the corresponding Base Stat values possessed by its Court Members.
* One or more more Court Members whose MP has not been set to 0 by an Overcrash may spend an action that counts as an Overcrash that sets its performer's MP 0, to set up an effect to summon in the Dream-Eidolon itself. This summoning is unsuccessful if any of its performers dies or leaves the thread while it is ongoing (with the Overcrash still setting MP to 0 in case of failure for those participants in the failed summoning). At the end of the round the summoning is initiated, the Dream-Ediolon's summoners are removed from all battlespaces, and the Dream-Ediolon itself enters one of the battlespaces that one of the participating summoners was in. When summoned, a Dream-Ediolon's Base Stats Naturally become (The sum of the corresponding values of its summoners' base stats, rounded down on a per-stat, per-summoner basis), it Naturally gains all of the abilities its summoners possessed (in addition to its own), and it obtains (and may immediately equip, unequipping equipped items if necessary to do so) any items equipped or carried by its summoners (in addition to any items it already has on its own. Dream-Ediolons are not unsummonable, except through effects that specifically unsummon them. Once twelve rounds have ended with the Dream-Ediolon in any battle, it unsummons itself, returning to being in no battlespace (with this effect specifically unsummoning Dream-Eidolons), bringing its summoners back into battle in the battlespace it was in (even if they were formerly in other battlespaces). The Dream-Ediolon, at the end of its duration, may choose up to (its number of summoners - 1) of its summoners to have their Overcrash-derived MP-set-to-0 undone with respect to this particular Overcrash as an effect that can specifically undo Overcrashes setting MP to 0 (but only for this particular Overcrash).
* A Faecourt Dream-Ediolon does not require Seal Pieces to break Level caps. Instead, it and its court must complete quests on behalf of Fae and Fae-based groups (with the quests being level-band appropriate):
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 50 Quests
Level 80- 100 Quests
* Faecourt Dream-Ediolons respawn in a miniature faerie realm that the court's minor members constantly dream into existence. These realms are easily connected to (or detached from) Nexus. Court Members also respawn there, even if they normally would not respawn.

Re: Updates

Posted: Thu Jul 06, 2023 11:15 pm
by Lord Gadigan
Mary Sue

A Mary Sue is not a BA member and is different from a BA member as follows:
* A Mary Sue is Bullfighting-Adjacent.
* A Mary Sue may not initially perform absorbs.
* A Mary Sue may not initially perform combos.
* A Mary Sue begins with 120 distributable base stat points.
* A Mary Sue is any two base or nonbase T1 or T2 elements, including the Imaginary ones.
* A Mary Sue is any two base or nonbase T1 or T2 entity subtypes, including the Imaginary ones.
* Mary Sues must quest with PCs of other types to advance; if a Mary Sue helps another PC in a quest (but does so in a way that hogs the spotlight or steals the show - there is a chance that this may result in the Mary Sue counting as completing an advancement quest, but the other PC not doing so, depending on details), the Mary Sue tracks it towards Cap Breaking and also (usually) gains a PC-type-relevant ability (like a Scheme, a Cosmohack, a World Law, the ability to Combo, the ability to be summoned in by quest companions like a Dream-Eidolon, etc.) related to the other PC who was doing the quest, with specifics varying by Gadigan's/the mod running the thread's input:
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 100 Quests
Level 80- 250 Quests
* Mary Sues respawn themselves in Nexus, because they're special enough to do that.

Re: Updates

Posted: Sat Jul 08, 2023 8:51 pm
by Lord Gadigan
Element rework!

With the recent influx of both Tsayikk's power/influence and the recent injection of Bullfighting into reality, elements are reorganizing themselves under the new paradigm.

Lower Element is becoming a formal category like Imaginary Element. Theoretical Element is becoming a formal category like Imaginary Element.

Addiction is being claimed by Tsayikk and becoming a Lower Element. Its new class is Necessarian.

Agony is becoming a Lower Element.

Animae is becoming an Imaginary Element, and Vital Artisan is going into Elemental Researcher as a subtree. Its abilities are gaining ', This counts as a 'Vital Artisan' class ability for purposes that check such a conditional' appended to them. It almost avoided this, but then an Anime Manifest showed up, and, with the power of friendship, brought it on board. (Its themes were serious, but the name kept sticking out as weirder than intended, as well as covered by a mix of Form, Flux, and Life.)

Anti-Bob is becoming an Imaginary Element and going into Elemental Researcher.

Bill's Swords is becoming an Imaginary Element and going into Elemental Researcher.

Blood is evading becoming a Lower Element for now. It pairs well with a bunch of them, but also has enough non-lower-element themes and development to stand well on its own as a normal, not-inherently-corrupt element.

Cute Pets is becoming an Imaginary Element, and Wondergroomer is going into Elemental Researcher as a subtree. Its abilities are gaining ', This counts as a 'Wondergroomer' class ability for purposes that check such a conditional' appended to them.

Charming gets-
Elemental Stability-Focus of Cute Pets - (Passive Ability, Other: Elemental Researcher) Cute Pets is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Wondergroomer' class ability for purposes that check such a conditional

Grandeur manages to escape the Imaginary Element sweep basically entirely thanks to Lili making it legitimate enough to get a high-power Warehouse category that then rolled from there. Go Lili!

Hunger is becoming a Lower Element. Feasting Fuhrer, the floating class-name suggestion from chat/the audience, is being approved.

Laundary is becoming an Imaginary Element and going into Elemental Researcher.

Malice is becoming a Lower Element.

Metal is becoming a Base Element and losing its prerequisites (which should be preserved somewhere in case it returns to its current state).

Not Bees is becoming an Imaginary Element, and Not Beekeeper is going into Elemental Researcher as a subtree. Its abilities are gaining ', This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional' appended to them.

Doctor Miracles gets-
Elemental Stability-Focus of Not Bees - (Passive Ability, Other: Elemental Researcher) Not Bees is always Manifested while possessor is present and cannot be de-manifested, This counts as a 'Not-Beekeeper' class ability for purposes that check such a conditional

STEVE's Version of Law is becoming an Imaginary Element and going into Elemental Researcher.

Surreality is becoming an Imaginary Element and going into Elemental Researcher.

Terror is becoming a Lower Element.

Theoretical Element 02-B is getting Experimental added to its name to match the other Theoretical Elements.

Waterial is becoming an Imaginary Element and going into Elemental Researcher.

Weird is becoming an Imaginary Element and going into Elemental Researcher.

Wood is becoming a Base Element and losing its prerequisites (which should be preserved somewhere in case it returns to its current state).

Yumminess is becoming an Imaginary Element and going into Elemental Researcher.

Ahtu-Eruum is avoiding becoming an Imaginary Element. It's weird, niche, and generally not useful, but in a completely different way from the current Imaginary Elements.

Devastation is becoming a Lower Element.

Qlippothic is becoming a Lower Element.

Evil is becoming a Lower Element.

Innovation is becoming an Imaginary Element and moving from inside Infinity Designer to inside Elemental Researcher. It is forming ties to Business and now works more like something in the midground of Business and Progress.

Mystery is moving back to T3. Its retcon powers are just too potent to have more-easily-available. Truth is still an unusually good counter against it despire the tier-difference.

Negative is becoming a Lower Element.

I may bring in some more of the elements from Magical Girl Adventures and Death in the Witch Labyrinth soon-ish, but this is where the element rework stands for now.

Re: Updates

Posted: Sat Jul 08, 2023 8:53 pm
by Lord Gadigan
When the element rework gets updated, I request, if possible, that the old post recategorizing entity subtypes under umbrellas like 'Planar' and 'Construct' also gets a home somewhere, because I have been referencing that multiple times and have to search it out in the update thread each time.