Post by darwin on Jun 17, 2019 16:21:20 GMT
Willperks are manifestations of a person’s true self. The person could have a big dream, a special quality, a specific mindset, or just be raw. They do not become visible auras that hover around you or otherwise actually affect the physical world, but can influence how people interpret your presence, actions, and words. There’s not much of a limit to what constitutes a Willperk, but how they influence your character and the world around you do have parameters:
T0 - Just flavor text describing a belief or attitude. No combat effect. See: Will of Fire.
T1 - Typically flavor text describing your character’s true self on a basic level. Any number of people can hold the T1 of the same path. If it has a combat effect, it should be minor and constitute being a Low-Tier Semi-Unique. Requires D- Grade.
T2 - Either an evolution of a T1 or the summary of a character’s true self after some significant development. A few people can all hold a T2 of the same path at once. If it has a combat effect, it should be moderately useful and constitute being a High-Tier Semi-Unique. Requires C Grade.
T3 - Either the last step after a T2 or the culmination of a character’s true self becoming fully realized. The T3 of any particular path is locked to the first person who achieves it. If it has a combat effect, it should be powerful and constitute being a full Unique. Requires B+ Grade.Only available to non-clans.
Willperks can either be grouped into trios or be standalone. With that said, it will be much easier to argue for the validity of a T3 if you have previously obtained a T1 and T2 that naturally leads into the T3. Generally, the idea is that nearly anyone can have a T1 Willperk without it significantly affecting their chances of getting anything else. However, investing into a T3 will have an impact on your chances for getting approved for further Uniques, given how strong T3’s tend to be.
Some Willperk trees advance fully step by step, meaning that getting the T2 completely replaces the T1 and getting the T3 completely replaces the T2. Other Willperk trees enable you to keep all of your Willperks in a specific tree and use all of their effects in battle. If a distinction is not made, assume that your Willperk tree falls into the former category. There are also Generation Willperks, where all the Willperks in a tree are unique. Generation Willperks cannot be applied for and are instead offered by admins at their discretion.
All characters can only have Willperks from one tree at any time. At T1, fundamentally changing as a character allows you to transfer over to a new T1 for free (within reason, and cannot be done multiple times on the same character w/o very good reasoning). At T2, a fundamentally changed character can transfer over to the T1 of a different chain of Willperks for free. At T3, a character is locked into the Willperk chain that they have chosen.
Most importantly: Willperks are not required! You can become strong and raw on any number of paths that do not involve a Willperk! Do not feel obligated to get one, especially if your character is better represented by another Unique!
The following list contain both things that can be applied for and a examples of the Willperks we would like to see made by players.
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Name: Coordinated
Tier 1 Willperk
Description: Striving toward cooperation with others with an earnest desire, this character is adept at reading his allies. Coordination, even with relative strangers, becomes as second nature with only minimal observation.
Effect: After 1 turn spent fighting alongside an allied character, actions can be perfectly synchronized to provide a supportive influence. Actions of this character and the one they are supporting are treated as occurring simultaneously, and any gaps in their teamwork are eliminated. Only one character can be supported at a time.
Requires: A heart truly devoted to helping others.
Name: Harmonious
Tier 2 Willperk
Description: True cooperation is obtained not only with a sincere drive, but by sharing that drive with others. When faced with a common enemy, this character can cause even mortal enemies to work like the greatest of friends.
Effect: While fighting in a group, the actions of that group can be perfectly synchronized. Allied characters with another ally within a 5x5 radius of them benefit from the effect of "Coordinated" with that ally. A cooperation technique can be used by any coordinated characters once during the battle, even if they don't know any cooperation techniques, as long as they have any two techniques that can be combined.
Requires: C Rank, Coordinated
Name: Of One Mind & Purpose
Tier 3 Willperk
Description: A last resort, gained by fostering an unshakable sense of unity within one's allies. Realizing that the only path through the world's harshness is by trusting oneself to another, this culmination of mankind's will can shake the heavens themselves.
Effect: Once per group battle, the morale of one's allies can be explosively increased. Allied characters on your screen receive the benefit of "Harmonious" with all other allied characters on the screen, coordinating perfectly and even utilizing a grand cooperation jutsu if necessary. In addition, those under the effect of "Of One Mind & Purpose" can ignore fatigue and spiritual wounds for one technique following the use of this perk, utilizing any jutsu they know even if they currently lack the stamina to use it. Drawing stamina past your natural limit for this jutsu is translated into additional wounds at the conclusion of the battle. If you go past the number of your wounds your body you can take at that time, you die.
Requires: B+ Rank, Harmonious.
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Name: Growing Menace
Tier 1 Willperk
Description: Thinking of this character's future strikes fear into the hearts of gods and men alike. Opponents are inclined to finish them sooner rather than later.
Effect: Enemies are inclined to utilize stronger techniques against this character. After a number of turns equal to 1 + the enemy’s Resistance or Willperk Tier (whichever is higher), the following debuff is applied to them if this character is still standing: Their highest core is reduced by 1 tier; in the event of a tie, whichever was tiered up first is reduced. The effects of Growing Menace are negated if the character ever retreats from their target.
Requires: A heart that cares only for oneself.
Name: Mustering Tyrant
Tier 2 Willperk
Description: Word of this character's growing malice and brutality precedes them. Lesser men are brought low by their might brought to bear.
Effect: Enemies are inclined to utilize their most powerful techniques against this character. After a number of turns equal to the enemy’s Resistance or Willperk Tier (whichever is higher), the following debuff is applied to them if this character is still standing: their highest two cores and their Perception are reduced by 1 tier. The effects of Mustering Tyrant are negated if the character ever retreats from their target.
Requires: C Rank, Growing Menace
Name: Realized Nightmare
Tier 3 Willperk
Description: This character's wrath and ambition has seen corpse-strewn battlefields and flattened villages made reality. Only a fool would dare to ignore them for a moment longer, but how long can their will to fight hold out?
Effect: Whenever this character inflicts a wound, an additional spiritual wound is applied to the target and all those who witness the damage (max 1 per turn). A character can withstand a number of spiritual wounds equal to their Resistance tier + Willperk tier. When their number of spiritual wounds exceeds the maximum they can withstand, they are considered "Shattered" and can no longer fight this character until their number of spiritual wounds is reduced to below their maximum. Each spiritual wound takes one OOC day to heal.
Requires: B+ Rank, Mustering Tyrant
T0 - Just flavor text describing a belief or attitude. No combat effect. See: Will of Fire.
T1 - Typically flavor text describing your character’s true self on a basic level. Any number of people can hold the T1 of the same path. If it has a combat effect, it should be minor and constitute being a Low-Tier Semi-Unique. Requires D- Grade.
T2 - Either an evolution of a T1 or the summary of a character’s true self after some significant development. A few people can all hold a T2 of the same path at once. If it has a combat effect, it should be moderately useful and constitute being a High-Tier Semi-Unique. Requires C Grade.
T3 - Either the last step after a T2 or the culmination of a character’s true self becoming fully realized. The T3 of any particular path is locked to the first person who achieves it. If it has a combat effect, it should be powerful and constitute being a full Unique. Requires B+ Grade.
Willperks can either be grouped into trios or be standalone. With that said, it will be much easier to argue for the validity of a T3 if you have previously obtained a T1 and T2 that naturally leads into the T3. Generally, the idea is that nearly anyone can have a T1 Willperk without it significantly affecting their chances of getting anything else. However, investing into a T3 will have an impact on your chances for getting approved for further Uniques, given how strong T3’s tend to be.
Some Willperk trees advance fully step by step, meaning that getting the T2 completely replaces the T1 and getting the T3 completely replaces the T2. Other Willperk trees enable you to keep all of your Willperks in a specific tree and use all of their effects in battle. If a distinction is not made, assume that your Willperk tree falls into the former category. There are also Generation Willperks, where all the Willperks in a tree are unique. Generation Willperks cannot be applied for and are instead offered by admins at their discretion.
All characters can only have Willperks from one tree at any time. At T1, fundamentally changing as a character allows you to transfer over to a new T1 for free (within reason, and cannot be done multiple times on the same character w/o very good reasoning). At T2, a fundamentally changed character can transfer over to the T1 of a different chain of Willperks for free. At T3, a character is locked into the Willperk chain that they have chosen.
Most importantly: Willperks are not required! You can become strong and raw on any number of paths that do not involve a Willperk! Do not feel obligated to get one, especially if your character is better represented by another Unique!
The following list contain both things that can be applied for and a examples of the Willperks we would like to see made by players.
---
Name: Coordinated
Tier 1 Willperk
Description: Striving toward cooperation with others with an earnest desire, this character is adept at reading his allies. Coordination, even with relative strangers, becomes as second nature with only minimal observation.
Effect: After 1 turn spent fighting alongside an allied character, actions can be perfectly synchronized to provide a supportive influence. Actions of this character and the one they are supporting are treated as occurring simultaneously, and any gaps in their teamwork are eliminated. Only one character can be supported at a time.
Requires: A heart truly devoted to helping others.
Name: Harmonious
Tier 2 Willperk
Description: True cooperation is obtained not only with a sincere drive, but by sharing that drive with others. When faced with a common enemy, this character can cause even mortal enemies to work like the greatest of friends.
Effect: While fighting in a group, the actions of that group can be perfectly synchronized. Allied characters with another ally within a 5x5 radius of them benefit from the effect of "Coordinated" with that ally. A cooperation technique can be used by any coordinated characters once during the battle, even if they don't know any cooperation techniques, as long as they have any two techniques that can be combined.
Requires: C Rank, Coordinated
Name: Of One Mind & Purpose
Tier 3 Willperk
Description: A last resort, gained by fostering an unshakable sense of unity within one's allies. Realizing that the only path through the world's harshness is by trusting oneself to another, this culmination of mankind's will can shake the heavens themselves.
Effect: Once per group battle, the morale of one's allies can be explosively increased. Allied characters on your screen receive the benefit of "Harmonious" with all other allied characters on the screen, coordinating perfectly and even utilizing a grand cooperation jutsu if necessary. In addition, those under the effect of "Of One Mind & Purpose" can ignore fatigue and spiritual wounds for one technique following the use of this perk, utilizing any jutsu they know even if they currently lack the stamina to use it. Drawing stamina past your natural limit for this jutsu is translated into additional wounds at the conclusion of the battle. If you go past the number of your wounds your body you can take at that time, you die.
Requires: B+ Rank, Harmonious.
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Name: Growing Menace
Tier 1 Willperk
Description: Thinking of this character's future strikes fear into the hearts of gods and men alike. Opponents are inclined to finish them sooner rather than later.
Effect: Enemies are inclined to utilize stronger techniques against this character. After a number of turns equal to 1 + the enemy’s Resistance or Willperk Tier (whichever is higher), the following debuff is applied to them if this character is still standing: Their highest core is reduced by 1 tier; in the event of a tie, whichever was tiered up first is reduced. The effects of Growing Menace are negated if the character ever retreats from their target.
Requires: A heart that cares only for oneself.
Name: Mustering Tyrant
Tier 2 Willperk
Description: Word of this character's growing malice and brutality precedes them. Lesser men are brought low by their might brought to bear.
Effect: Enemies are inclined to utilize their most powerful techniques against this character. After a number of turns equal to the enemy’s Resistance or Willperk Tier (whichever is higher), the following debuff is applied to them if this character is still standing: their highest two cores and their Perception are reduced by 1 tier. The effects of Mustering Tyrant are negated if the character ever retreats from their target.
Requires: C Rank, Growing Menace
Name: Realized Nightmare
Tier 3 Willperk
Description: This character's wrath and ambition has seen corpse-strewn battlefields and flattened villages made reality. Only a fool would dare to ignore them for a moment longer, but how long can their will to fight hold out?
Effect: Whenever this character inflicts a wound, an additional spiritual wound is applied to the target and all those who witness the damage (max 1 per turn). A character can withstand a number of spiritual wounds equal to their Resistance tier + Willperk tier. When their number of spiritual wounds exceeds the maximum they can withstand, they are considered "Shattered" and can no longer fight this character until their number of spiritual wounds is reduced to below their maximum. Each spiritual wound takes one OOC day to heal.
Requires: B+ Rank, Mustering Tyrant