Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
All future changes I make to any part of the system will be documented here for reference and to spread awareness of any updates to the system.
Lazy Genius Has been revised slightly to clarify a few things. You do not get a TP bonus for DMing threads, winning contests, or anything of that sort. You only receive the bonus for training, pvp, or participating (IC) in quests/adventures.
Additionally, it has been clarified that Lazy Geniuses are forcibly changed to another type at Class 3. They are NOT stuck at Class 3 until reaching Rank 2 as some had believed. They are simply changed to a new type upon reaching Class 3 OR Rank Level 2.
More news as a result of lack of clarity about LG. Lazy Genius specifically gives a bonus to the following things:
PvP Paragraph rate and victory bonus
Training (group or solo) TP gains
End of adventure TP rewards
End of Quest TP Rewards (more on this in a second)
Lazy Genius does NOT give a bonus on the following:
DMing an adventure
Winning a contest
Converting TP or other types of TP
Unlearning techniques in a CIU
QP earned or QP to TP conversions
Anything else not directly linked to IC actions
So now you're probably wondering what I'm talking about when I mention end of quest rewards. Previously quests only rewarded QP unless they are a canon. This was found to generally be an insufficient reward in most quests compared to an adventure. At current, quests are awarded a TP bonus for participants based on performance. The details of this are currently very flexible, and I'll have more to say about this once I know more, likely including a short set of guidelines for what makes a fair reward. If you have questions in the meantime, talk to staff about it.
Per myself, Z, and Kyomei, consumable items are consumed in NDE threads now because of the changes to DE rules meaning that NDE threads will be much more common. Things like throwing weapons can still be retrieved, but they can be forfeited if you don't pick them up before leaving the scene of the battle.
New general energy generate technique made! Energy Generate: Bullet lets you produce spiritual ammo for your gun. It's good for a quick reload, piercing super-weak reiatsu defenses, or just letting your guns actually shoot spiritual people. It's already in the HWD techs page, but here it is for reference.
Technique Description and Effects: [This is likely the simplest energy generate ever created, but it's an essential one amongst assassins. All this technique does is create a single bullet of hardened reiatsu. The bullet can be any caliber, but will function exactly like a normal bullet. It will disappear after only a single hour as the bonds holding the reiatsu together automatically break over time. This means that their is no evidence left behind from these bullets. It's also a good technique for any time you just need more ammo, or if you're trying to shoot a spiritual target. The damage is determined by the caliber of bullet, and thus the gun, but it's ability to pierce defenses is determined by the users reiatsu strength. All bullets are Class 7 for a clash of reiatsu though. These bullets don't have any special properties beyond that. They function exactly like a normal bullet would in terms of speed, strength, trajectory, and everything else under the sun. Any mechanics beyond their interaction with spiritual beings and reiatsu defenses is determined by the gun.
The class 7 version makes a single shot, and the class 5 version makes a a full clip of ammo for most guns. It's limited to creating up to 10 shots at once, but if you're using something like a 6-shot revolver, it'll only make enough bullets to give you a complete reload.]
How to use technique: [Condense reiatsu into the shape of a bullet. It can be created either in the palm of your hand or inside the gun.]
Technique Drawback: [Reiatsu cost. Requires Energy Generate to learn. Requires a Gun License and a Gun to be useful. Requires TTP be spent for both the class 7 and class 5 versions, but it does only take one technique slot.]
Here's some info about the Damage Permanent setting! It's a setting that's going to be used a lot more now that DE is restricted, so I wanted to clear some things up for everyone. Damage Permanent (DP for short) is a step between NDE and DE. In basic NDE settings, wounds do not persist unless you choose for them to persist. The events of those fights can also be handwaved if you so choose. If you don't want to acknowledge something happened in an NDE thread, you can basically sweep it under a rug.
DP is basically DE, but without the chance of death. Injuries persist between threads, as does healing. These events cannot be swept under a rug and forgotten about. They are a permanent part of the flow of events, just like DE is. Right now, the DP setting is good for when you want to guarantee a fight has a more lasting impact, but you can't justify DE. In the near future, the versatility of DP will be increased slightly. Zou is working on some numbers, but cinematics will be able to be rated as DP instead of DE in case you can't justify a DE battle between your characters. Obviously this means less TP, but it also means you can still write a cinematic thread no matter what since DP threads aren't restricted like DE threads are. More changes may come to this setting in the future, but that's all that's confirmed for now.
Usable By: [Humans (or others that can learn Bringer Light]
Technique Element: [Physical]
Technique Description and Effects: [This technique is a basic extension of the Bringer Light and Bringer Flash line of techniques. Those techniques focus on pure speed, but no matter how fast they go, they aren't actually very good for hitting someone! That is because Bringer Light and Bringer Flash are one-part soul commands. This technique is slower than the others, but that's because it's a two-part soul command. The first soul command is simply a slowed down version version of Bringer Flash. The second is what makes this technique powerful. The second soul command is used to manipulate the air around the arm of the fullbringer, making a wall of force that smashes into the opponent. The air coating is nearly skin-tight though. It only extends an inch off of the limb being used for this technique. Like all other techniques in the Bringer series, this one can get more powerful and more costly with additional uses.
Mechanically, the ability works as follows. For purposes of the attack, speed is doubled. The impact strength of the attack is half of the attack's speed. This is because it's an attack based on raw speed. Subsequent uses can choose to double the reiatsu cost to add 1 more to the speed multiplier. A second use would be triple the attack speed, a third use would quadruple it, etc. Because the impact strength is determined by the speed, it rises with subsequent uses of the technique. The first use has impact strength equal to the user's (not the attack's) current speed. A second use would have impact strength equal to 1.5x their speed, and a third use would have impact strength equal to 2x their speed. This only applies on attacks made in the same post.]
How to use technique: [Explained above.]
Technique Drawbacks: [High reiatsu cost for low speed compared to Bringer Flash, and requires a Rank 2 in some form of martial arts or street fighting. The thin layer of soul commanded wind can only lessen the damage from smacking someone way harder than your body usually can. Still, unless you spam the heck out of the technique, it can prevent it from getting too bad. The more times the technique is used successively (within the same post), the faster the damage is pushed along. The self-damage scales on the following system.
1st use each post = 1 point 2nd consecutive use in a post = 2 points 3rd consecutive use in one post = 3 points Nth consecutive use in one post = n points
2 points: Slight Strain. Limb is a bit harder to use, but not in major pain. 4 points: The muscle is significantly damaged. Using the limb is considerably more challenging, and may be impossible without proper skills. 6 points: The bones of that limb receive hairline fractures. Further force will shatter the bones beyond repair. 8 points: The limb will be completely useless without healing. The muscles are so damaged that moving it is impossible, and the bones are so shattered that it can neither support weight nor be used for any purpose.
Points toward these drawbacks accrue regardless of whether or not there is time between uses, and regardless of what limb is used. Healing can reset the damage, but not the points themselves. This means that even if the physical damage is healed, further uses will instantly push you to the higher levels of drawbacks. The only way to reset the points is to enter a new thread or have an extended (6 hours or longer) rest with no combat or other strenuous activity.
Soul Specialist v1/2 have been updated slightly. They are the only exception to the rule that increasing SpPr does not increase current Reiatsu, but only as it applies to bonus SpPr granted by their Type.
Small typo fixed in strategist type. Rank 1 was erroneously described as double to all awareness stats once. The other two numbers listed in it already said 50%, and the wording has been fixed to indicate that it is indeed a 50% buff to awareness stats, and not a doubling.
Couple of things people need to be aware of since v5 switch is imminent. First, any spoilers you have with BBcode in the title WILL BREAK. If possible, please remove that in advance wherever you've used it.
Totally fine [ spoiler=title]text[/spoiler] Will break: [ spoiler=[ u]title[/u]text[/spoiler]
Spaces are just used so the code shows up of course.
Also, please record your cool points via screenshot or something. If we get upgraded to v5, there's a chance that those may break. They are handled by a different block of code once we update, and so they will probably be reset to zero by default. Outside of that, everything else should go smoothly as we move to v5.
Last Edit: Dec 26, 2013 18:04:44 GMT -5 by Deleted
Usable By: [All Races: Requires a 1 in Calm Mind or a Reiatsu Control Skill]
Technique Element: [Air]
Technique Description and Effects: [This "technique" is a passive reduction in the output of reiatsu that one gives off while not supressing their power. It can still look impressive and bright, but the output is reduced to the point that it is incapable of doing any harm to a living being. For those who know this technique, the only noteworthy effect that casually outputting reiatsu can have (beyond looking pretty) is to cause a very slight difference in air pressure. This difference in pressure causes a very slight breeze to blow towards the user of this technique. It is no more than a few miles per hour, making it barely even noticeable unless you're looking for it.
There is a very slight benefit to this. Scents drift more easily towards the user while this technique is active, as they float along the air currents that move towards the user of this technique. The use of reiatsu is so slight for this technique that it doesn't appear noticeable except to those with incredible (200+) energy sensory. When mastered, the output is so low that it is indistinguishable from a normal energy signature, and can even be used while reiatsu is being masked if the user has at least a two in stealth.]
How to use technique (How is it activated?): [When learned or proficient, this feat is only available by fluctuating one's reiatsu to create a difference in air pressure. Activating it feels similar to just building up the reiatsu for a technique, but the amount is very small. When mastered, this technique is passively active at all times unless willingly ceased, or in the case that the user is in combat and lacks the appropriate skills to maintain the focus on it.]
Technique Drawbacks: [Requires a skill to be learned, and requires rank 2 in that skill to be used in combat. It is a permanent replacement to the ability to pressure crush. That cannot be done unless this technique is unlearned. This technique cannot be learned by types that lack fine reiatsu control such as fighters or Kenpachi types.]
The v5 upgrade has happened. Everything is currently borked, but we will have that fixed as soon as Zou is online. This should all be sorted out soon, and don't worry about it for now.