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Oblivion Phantasy ~ Official OoC Thread

Discussion in 'Out of Character Discussion' started by Shadow, Sep 8, 2011.

  1. This shall be the official Out-of-Character thread for the Oblivion Phantasy series of Statistical Roleplays. Currently, we have...

    - Grimoire of Fate [Started / Chapter I-IV / Magnolia]

    - A Decaying Flux [Started / Chapter I-V / ZEJ]

    - World for Two [Started / Chapter I-II / ZEJ]

    - The Obstinate Odyssey [Started / Chapter I-II / ZEJ]

    - Cardinal Sigil [Started / Chapter I-I / ZEJ]

    - Chain of Dreams [Started / Chapter I-III / ED]


    Eebit Edit: Adding the system updates to this post so we don't need to wade through the RP to find them.

    ~ U P G R A D E ~ P O I N T S ~

    Upgrade Points, or UP for short, are special points one can spend to upgrade Skills, S-Abilities or R-Abilities. They can, of course, be stored for later use like Skill Points, under a special field called "Upgrade Points:". Upgrade Points, when used on Skills, have the option of increasing the Damage Output by 10%, increasing the Range by 1 Cell, adding "Chance Boosts" to Added Effects such as "Chance of Poison", and even decreasing the overall MP Cost of a Skill by a slight amount. Using them means the MP Cost will be increased slightly according to the changes made, however, but this also means you won't need to spend valuable Skill Points in enhancing skills that are deemed weak as one levels up and the overall enemy difficulty increases as well. Every Level Up, a character gets 2 Upgrade Points along with the normal Skill Point and 3 Stat Points. The upgrading costs, for now, are the following: Skill Upgrade - 1 UP, MP Cost Upgrade - 3 UP (Max. 3), S-Ability Upgrade - 5 UP, R-Ability Upgrade - 7 UP.



    ~ D E P L O Y M E N T ~ S Y S T E M~

    Travelling in a numerous group, of about SEVEN people in fact, can prove to be severely deplorable when fighting enemies--the sheer quantity can restrict the overall movement ability of the party and they will also be more susceptible to techniques launched at them which are designed to target a certain area. Team Delta-Q, depending on the type of encounter, will be able to select a certain number of party members to be deployed into the battle beforehand, with the remaining staying back for supporting duties like providing a tactical retreat if they find themselves at the verge of defeat, or even acting as a reinforcement whenever an ally is knocked out unconscious.

    At the start of a battle, you will be given the exact number of characters who are allowed to participate, under a special field named "Player Limit: 0/Max", but do note that characters might be "Required" for certain events or battles, which will be noted on this special field, too. Whenever possible, one might be able to access the Starting Zone Cells and utilize the Special Command: Switch Up! to exchange positions with a Player Character who is currently out of battle. Said Player Character will then disappear from the Battlefield Grid and the other targeted by the Special Command will appear the NEXT Player Phase, and capable of performing his or her turn normally. Player Characters who participated in the battle will be given 100% Total Experience, but those who did nothing will be treated as if they were KO'd, with only 50% Total Experience. This is heavily subject to change.



    ~ E N E R G Y ~ C O N D I T I O N ~

    The world, Phantasia, is currently in an agonizing process of decay as the vital energy known as Mana is gradually growing extinct. As a result, Team Delta-Q will encounter different environments with varying Mana behaviors and quantity while in their travels, these being either beneficial or counterproductive in overall. For example, in Minerva Complex, the party will find themselves no longer surrounded by natural concentrations of Mana, but one of varying densities caused by it being repeatedly used and replaced by everyday activities.

    This will obviously influence in-battle, affecting the Special Command: Cycle Mana! or perhaps placing a quantity of available Mana Points in a universal pool, or even enhancing the rate one absorbs Mana to their bodies, along with other diverse effects. This will all be located under another special field called "Energy Condition", which behaves similarly to Atmosphere, but it is much more susceptible to change than the former.

    IMPORTANT NOTE: There has been a change as to how the Special Command: Cycle Mana! will work in A Decaying Flux. Using it in place of an Act Command will restore 5% Max MP, but when used along with a Move Command, it will restore 10% Max MP instead. Keep this in mind!



    ~ N E W ~ S K I L L ~ C O N C E P T S ~

    There will be a total of FOUR new concepts that are going to be applied in A Decaying Flux, which affect the general behavior of an Ability and grant a whole new appeal of strategy to them if applied correctly. First, we have Chain. When a Skill denotes the "Chaining" of it to another Skill (Or even itself!), this means it can be used successively with only consuming the same A-Ability Action used on performing the first Skill. The ability to Chain will increase a Skill's MP Cost, but this also means one will be able to form specialized combo trees that are to be executed however the user wants. Link Numbers are given when the chaining occurs, which play a major role in determining when exactly events occur. "No Chain" is used when a Skill has nothing it can be chained TO.

    Second, we have Use/Cast Time. This field determines the amount of turns a skill needs to prepare before actually being executed, causing a whole new arrange of possibilities and strategies involving the "surprise", "prediction", "intuition" and "preparation" factors that are to appear in Statistical Roleplays. When a character uses a skill which has, for example, a Use Time of 1 Turn, his or her Current MP isn't reduced by the MP Cost of the skill until the time said Skill is used, which would be the next Player Phase, in his or her turn. Likewise, preparing said Skill won't display its actual NAME, but instead its Use or Cast Time. There are three types of Use/Cast Times: Instant, Normal, and Charge. Instant Use or Cast Times are basically "0 Turns", and no change to the MP Cost is made. Normal Use or Cast Times, followed by the specified amount of Turns, will result in the aforementioned example, with a slight decrease in the MP Cost, given it doesn't consume one's Act Command for the Turns the Skill is being prepared. Charge Use or Cast Times, followed by the specified amount of Actions, are a special type which, instead of needing specified Turns to use, they require of Act Commands which MUST be supplied to them. Charge Use/Times are dangerously risky, but they also notoriously decrease the MP Cost of a Skill.

    IMPORTANT NOTE: When attacked while preparing a Skill with Use/Cast Time, there is a chance of Skill Interruption depending on various factors that are to be determined behind-the-scenes which will nullify the preparation of the Skill and cancel it out completely.

    Third, we have Hit Rate. This field determines the accuracy of the Ability at hand, which is INDEPENDENT from the Target's Evasion. There is no need to go detailed on this field since it is pretty much straight-to-the-point, except for the obvious: The lower the Hit Rate of a Skill is, the less MP Cost it has, but it is more likely for it to miss. The Base Hit Rate of any Ability is 100%.

    Finally, we have Variance. This is an interesting concept I will be keeping throughout A Decaying Flux if it works as smoothly as I envision for it to do. Basically, Variance determines the range of oscillation the Total Damage that is dealt at a target is exposed to. In other words, a Skill with 20% Variance inflicting 10 Total Damage to a target will have five different outcomes based on the results of a Random Number Generator. It would have -20%, -10%, 0%, +10% and +20% as the possible factors that would alter the damage done; this means it has a 20% chance of inflicting 8, 9, 10, 11 and 12 Total Damage for each possible outcome. This is a game of risk with luck heavily involved--with higher Variance comes an increased MP Cost, but this also means a chance of dealing a potentially hard hit. Variance ONLY applies for DAMAGING Abilities of any kind, and the Base Variance of any Ability is 0%.



    ~ C R I T I C A L ~ R A T I O ~ P E R C E N T A G E ~

    Whenever a damaging strike is successfully performed on a target, whether being physical, magical or spiritual, there is a chance--albeit low--of the damage catching said target off-guard, or perhaps even hitting a vital spot, causing it to have a bigger impact on it, notably increasing the damage dealt. Of course, the ratio of such an event happening is directly affected by a character's Profession, and even Equipment, so it is likely that a Trained Assassin would be more adept at dealing Critical Hits than a Barrier Master would.

    This essentially means you will be having yet another small Stat to add in your Profiles. It is called Critical, which stands for simply "Critical Ratio", followed with a percentage which determines the chances of said character scoring a Critical Hit on the target. Critical Ratio, like Evasion Ratio, will not increase with Stat Points; instead, there will be certain Levels that, upon the character reaching them, their Critical will increase at minuscule amounts much alike Evasion, except the gaps between these Levels are much further apart. All Profiles have been edited with a "Critical" Stat field accordingly, so there will be no need to do so manually.
     
  2. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Fallen, if you don't post by tomorrow, I'll have to skip your turn. I'll update regardless when I come back from school.
     
  3. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Hey Shadow, if I attack Astel or Ejiel, who are in front of me, would I hit both of them or one of them, since my weapon is in it's longsword form.
     
  4. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    You'd only target one. The Range of your Basic Attack is 2, but you don't have 2 Basic Attacks.
     
  5. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Hey uuh shadow in the inflictionary you forgot screen and unconscious (idk if you did it on purpose, but...)
     
  6. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Screen--I'll get a better name or something, so I'll just leave it like that.

    Unconscious is the one I honestly forgot about XD
     
  7. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Fallen, Hendrix had someone breathing into his ear, and he didn't react at all?
     
  8. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Alright everyone, check Chapter I ~ II B for the introduction to the Affinity System. It's a simple system which shows how much friendly a character is to another, and it also allows the usage of C-Abilities when at 100% Affinity, which is the Maximum Affinity a character can reach. How does this work? Simple. After each "intermission" scene, that is, the actual roleplaying parts of Oblivion Phantasy ~ A Decaying Flux, I will post a section called "Affinity Gain" that determines the Affinity Points a character is allowed to distribute between other characters. For example,

    +3% Affinity --- Kaya / Krie / Kirin

    This means that for Kaya, 3% Affinity will be available for distribution between Krie and Kirin. For Krie, 3% Affinity will be available for distribution between Kaya and Kirin, and the exact same applies for Kirin's case. Now, for another example,

    +1% Affinity Each / +5% Affinity --- Hiiro / Hendrix / Toiran

    This means that every character *CAN* place 1% Affinity on every other character, but they can choose not to if you believe my judgement is incorrect. This also means there's 5% Affinity available for distribution. Remember, base your distributive choices on character interaction and friendliness in overall--for example, it would be extremely unwise to not place Affinity on a character who has healed yours, or vice versa. Remember, DON'T abuse this system and DON'T place Affinity for your own convenience. Otherwise I'll remove it entirely.
     
  9. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Alright, let's get some actual use out of this thread.

    Thanks to Shadow's recent update, we caught a glimpse of foreshadowing from him when he invoked some weird Trigger Command. Initially, I didn't read the accompanying paragraph and asked Shadow what it was, to which he cryptically responded:

    <Shadow> uh
    <Shadow> well idk


    Obviously he's an idiot. Nonetheless, when I came back to my computer, Masq had joined in on IRC and had the following exchange with Shadow:

    <Masq> FOR THE SAKE OF THE GODS, DESTROY THE RUBBLE!!!!!!!!
    <Shadow> LOL
    <Masq> You think you're sneaky, but NO. I am not having that thing come back.
    <Shadow> XD
    <Shadow> Well, I'll give you one hint
    <Shadow> The teal-colored rubble cell cannot be destroyed--and the amount of rubble around it determines how much HP/MP it's revived with.


    So, courtesy of Masq, we have learned that the teal Rubble Cell {r} cannot be destroyed. So, in effect, we can't fully win this battle right now. Redirect all efforts to destroying the remaining rubble cells, so that Tierra doesn't come back with nigh-full health.

    This turn, I suggest that everyone do the following:

    Fallen: Have Hendrix move to D5, destroying the rubble cell on D4 first off. That gets rid of one of our threats. If you have any other things you want to do (such as preparing for the next turn with your second move/act given to you by Haste), do it now. Next turn we will need you to focus your efforts on Tierra, should she return. Stay out of Roca's range for now, however, and don't bunch up with any other character.

    Kuda: Have Ariyou move to E1, destroying that Rubble Cell. I would do so myself, but unfortunately, Kaya is slowed and pained. This removes a second Rubble Cell. I will move Kaya away from Ariyou so grouping does not occur there WELP NEVERMIND HE'S SLOWED.. Toiran can continue to do whatever, since he is not in range to destroy a rubble cell, afaik.

    Masq: Of course, you'll have a better idea of what to do here than me. I guess my only suggestion would be to keep doing what you're doing, because it works, and you have a much better hold on strategy than I. :p

    Which all leads me to another question; with the advent of the Guardians being able to revive themselves, coupled with the fact that we've literally gotten all of the treasure from the chests, etc, we're just fighting for EXP and whatnot. Are you guys interested in finishing the fight, or do you want to move on with the story? Our characters can win, they're just getting run down at the moment... and I'm about ready to call it a fight and move on in the actual story. Any opinions there?
     
  10. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    I would prefer to move on, if only because Roca's DEF is lol-worthy and with our rather... INT-lacking party, I would say that it wuld be far more frugal to just get out of this battle.
     
  11. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Let's get the fuck out of here teal letters scare me. I don't like teal letters

    Boundary Edit: Fixed that for you.

    Glitch Edit: and I fixed your stuff, boundaryfag.

    Boundary Edit: psst its Trebuchet MS.

    HEY GUYS IT SURE IS NICE BEING ABLE TO EDIT THIS POST EH YOU SHOULD TRY IT SOMETIME I REALLY HAVE FUN OK BYE
     
  12. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Toiran can get to that particular rubble cell and destroy it.

    And yeah let's get out of there, as much as I need Toiran to level I think we can win it's just gonna get tedious with most of us doing one damage at a time to Roca.
     
  13. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Nate, I have an INT-based attack...but my INT in general is low :/

    Anyway, I'd rather not have any more characters die, so I say we should move on for now. Maybe next time we can level grind on a respawning enemy xD
     
  14. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Fallen, get us out of here like srs.
     
  15. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    ALRIGHT GUYS. There's no need to post now that Hendrix has used the Trigger Command to automatically flee the battle. Good job, I'll post the experience distributions and such soon. I'll also be introducing several new concepts, but that's for later.
     
  16. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    ALRIGHT GUYS x2

    I've updated ADF, proceed to interact normally by RPing--I will introduce the Deployment System, Upgrade Points, and other such new features later. I'm tired, it's 2:23 AM here, and I'm going to sleep.

    DON'T. FORGET. TO UPDATE. YOUR PROFILES. ESPECIALLY the "Level", "X Gauge" and an additional "Upgrade Points:" fields which is to be added below Skill Points, above Affinity.
     
  17. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    loltriplepost

    Fallen, please do me a favor and read what I said in the post above, in OBNOXIOUS CAPSLOCKED LETTERS. Thank you,

    Now, I've updated ADF's... err... update with a paragraph detailing Upgrade Points. Please read it before you ask any questions about it so I don't have to slap it into your face. ñ_ñ
     
  18. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Posting equip.

    Torn Gi: A white, robe-like garment that is torn from years of use. [DEF +1]
     
  19. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    I implore everyone to read the newest post on ADF. It includes several new mechanics that are going to be applied throughout the RP, and so I would like you to read them all. Regarding the New Skill Concepts, it would be GREATLY appreciated if you edited your skills with at least: "Hit Rate: 100%. Variance: 0%."
     
  20. RE: Oblivion Phantasy ~ A Decaying Flux 【OoC Thread】

    Guys? Could you post for ADF? I want to get this moving already.
     

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