Post by Spellman on Sept 6, 2019 22:40:45 GMT
PROGRESSION
This wipe we'll be trying out automated progression. The goal of this is to make progression less admin-reliant, as well as reduce the chances of admin burnout. At base, you'll be getting 2 points a day once you meet the roleplay threshold. Once you meet your daily reward, your following roleplays will be counted towards the next day's reward. The more PP you gain, the higher the threshold to get your daily reward. This won't go on infinitely, of course, (e.x. 200 PP players wouldn't be required to write a ten page essay to get their daily).
Participating in exciting, meaningful, or insightful roleplay will grant you a good reward on your next automated reward. The multiplier is 1.5, meaning that a rewarded check will result in gaining 3 points. You can gain a maximum of 3 rewarded checks a week.
In case we miss any roleplay that merits reward, you'll be able to suggest another roleplayer for a 'good' reward. You'll also provide your reasoning for this, of course. This feature will be avidly checked to make sure that reasoning is valid.
Assuming you missed yesterday's reward, you'll be able to roleplay for that reward and then today's.
The “progression” button serves to log your bonus rewards and write your own personal journal entries, like a diary, should you desire. It will not enhance your progression, as this entire section suggests.
TIER RESTRICTIONS
Players are limited to a certain tier of perks depending on their overall grade and type of perk they desire. Until the player reaches the next grade, they can not get any of the next tier. Exceptions exist at the peak of each grade (D+, C+, B+), where the player can get one, or in some cases two, perks of the next tier specified below.
PROFESSION SLOT LIMITATIONS
Shinobi are limited to 2 profession slots at D, 3 at C, 4 at B, and 5 at A, aside from the Senju clan due to their infamous ability to be masters of a thousand skills.
GRADE INCREASES
10 D-
25 D
40 D+
65 C-
95 C
120 C+
140 B-
160 B
185 B+
210 A-
240 A
280 A+
PERK/JUTSU COST
Cores
T8 cores will be a rarity, and require application.
T1: 1 point
T2: 2 points
T3: 2 points
T4: 2 points
T5: 3 points
T6: 3 points
T7: 3 points
T8: 4 points
Professions/Miscs
Misc perks can only go up to T4. Profession perks can only go up to T5. T5 professions will be a rarity, and requires application.
T1: 2 points
T2: 2 points
T3: 2 points
T4: 2 points
T5(Professions Only): 3 points
Jutsu
D Rank: 1 points
C Rank: 2 points
B Rank: 4 points
A Rank: 8 points
S Rank: 16 points
SKILLCARD REQUIREMENT FOR PROFESSIONS
T2 - 2 Skillcards
T3 - 5 Skillcards
T4 - 7 Skillcards
T5 - 9 Skillcards
REQUIREMENTS FOR CREATING AND BUYING RANKED JUTSU
D ranks: T1 in the specialization.
C ranks: T2 in the specialization.
B ranks: T3 in the specialization.
A ranks: T4 in the specialization.
S ranks: T5 in the specialization. T4 allows for one.
TEACHING
List of Specializations (AKA Professions, Profession slots, etc)
CQC, Projectile Weaponist, Fuuinjutsu, and Medic T1 will not count towards a profession slot, assuming you get no jutsu for them. This means that getting jutsu will make those count as a profession slot.
Profession (namely elemental) perks are used as the definers for what rank of elemental jutsu you can make, as opposed to control for general Ninjutsu. For example: T1 fire lets you make D rank fire jutsu, T2 C, T3 B, T4 A (and one S), T5 S. You'll need one less tier of control for every tier of elemental perk. For example: T2 fire requires T1 control.
Elemental KKG
This wipe we'll be trying out automated progression. The goal of this is to make progression less admin-reliant, as well as reduce the chances of admin burnout. At base, you'll be getting 2 points a day once you meet the roleplay threshold. Once you meet your daily reward, your following roleplays will be counted towards the next day's reward. The more PP you gain, the higher the threshold to get your daily reward. This won't go on infinitely, of course, (e.x. 200 PP players wouldn't be required to write a ten page essay to get their daily).
Participating in exciting, meaningful, or insightful roleplay will grant you a good reward on your next automated reward. The multiplier is 1.5, meaning that a rewarded check will result in gaining 3 points. You can gain a maximum of 3 rewarded checks a week.
In case we miss any roleplay that merits reward, you'll be able to suggest another roleplayer for a 'good' reward. You'll also provide your reasoning for this, of course. This feature will be avidly checked to make sure that reasoning is valid.
Assuming you missed yesterday's reward, you'll be able to roleplay for that reward and then today's.
The “progression” button serves to log your bonus rewards and write your own personal journal entries, like a diary, should you desire. It will not enhance your progression, as this entire section suggests.
TIER RESTRICTIONS
Players are limited to a certain tier of perks depending on their overall grade and type of perk they desire. Until the player reaches the next grade, they can not get any of the next tier. Exceptions exist at the peak of each grade (D+, C+, B+), where the player can get one, or in some cases two, perks of the next tier specified below.
PROFESSION SLOT LIMITATIONS
Shinobi are limited to 2 profession slots at D, 3 at C, 4 at B, and 5 at A, aside from the Senju clan due to their infamous ability to be masters of a thousand skills.
- Side perks in a profession do count as profession perks for the sake of tier restrictions, as opposed to misc perks. Getting a side perk does not count as a profession. For example, buying barrier proficiency would not count as a profession additional to Fuuinjutsu.
GRADE INCREASES
10 D-
25 D
40 D+
65 C-
95 C
120 C+
140 B-
160 B
185 B+
210 A-
240 A
280 A+
PERK/JUTSU COST
Cores
T8 cores will be a rarity, and require application.
T1: 1 point
T2: 2 points
T3: 2 points
T4: 2 points
T5: 3 points
T6: 3 points
T7: 3 points
T8: 4 points
Professions/Miscs
Misc perks can only go up to T4. Profession perks can only go up to T5. T5 professions will be a rarity, and requires application.
T1: 2 points
T2: 2 points
T3: 2 points
T4: 2 points
T5(Professions Only): 3 points
Jutsu
D Rank: 1 points
C Rank: 2 points
B Rank: 4 points
A Rank: 8 points
S Rank: 16 points
SKILLCARD REQUIREMENT FOR PROFESSIONS
T2 - 2 Skillcards
T3 - 5 Skillcards
T4 - 7 Skillcards
T5 - 9 Skillcards
REQUIREMENTS FOR CREATING AND BUYING RANKED JUTSU
D ranks: T1 in the specialization.
C ranks: T2 in the specialization.
B ranks: T3 in the specialization.
A ranks: T4 in the specialization.
S ranks: T5 in the specialization. T4 allows for one.
TEACHING
List of Specializations (AKA Professions, Profession slots, etc)
- Affinity Elements (combined, does not take up multiple slots)
- Taijutsu
- Jonetsu
- Sagi
- Oikawa
- Elemental KKG
- Kenjutsu
- Genjutsu
- Projectile Weaponist
- Medic
- Fuuinjutsu
- Individual elements that aren't affinities (trained elements)
CQC, Projectile Weaponist, Fuuinjutsu, and Medic T1 will not count towards a profession slot, assuming you get no jutsu for them. This means that getting jutsu will make those count as a profession slot.
Profession (namely elemental) perks are used as the definers for what rank of elemental jutsu you can make, as opposed to control for general Ninjutsu. For example: T1 fire lets you make D rank fire jutsu, T2 C, T3 B, T4 A (and one S), T5 S. You'll need one less tier of control for every tier of elemental perk. For example: T2 fire requires T1 control.
Elemental KKG
Kekkei Genkai are considered high-tier semi unique by norm and thus must be applied for. In order to start logging for an Elemental KKG, you'll need T1 in all composite elements and T2 control.