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GM Review Thread

Ho boy, here we go.

So two things: I'm GM Reviewing Mouko's TA because of reasons listed below, and then I'm GM Reviewing a current mechanic in the RP.




Initial Awakening for Reference
[ Ryouhi ] - "Companion Flame"
[ Manifestation ]


In a flash of energy, two tigers coalesce from Mouko's energy. Their fur is a soft vermilion, slightly translucent, allowing others to see the swirling energy held within. The tigers are intangible by nature, capable only of being interacted with naturally by Mouko herself. When an ability is in use, the energy within their forms glows, giving them the appearance of being aflame. Their physical speed is considered akin to that of a normal tiger.

[ Yaru ] - "Kill" (0% Resonance)
Paying 800 of her reiatsu per use, Mouko infuses one of her tiger companions with energy. They become tangible to the world around them, gaining half of her attacking stat for the purposes of a single attack. If the attack misses, or the tiger is damaged significantly, the ability ends and it reverts to an intangible state.

[ Karu ] - "Hunt" (0% Resonance)
Paying 3% of her reiatsu per use, Mouko infuses one of her tiger companions with energy. They remain intangible, but gain speed inherent to Mouko's own until the ability is dispersed or exchanged for Yaru. While in use, Mouko may use her Agility techniques through the affected tiger while mounted, or off of the affected tiger as a platform.

[ Naru ] - "Roar" (25% Resonance)
As Mouko's ability to manipulate and utilize reiryoku becomes more natural, she becomes capable of discharging it violently through Naru. Paying 10% of her reiatsu, she discharges an explosion of energy around her or one of her created companions for a 10m radius.


[ Ryoushi Sousei ] - "Twin Hunters"
[ Manifestation ]

The twin tigers of her Initial Awakening become permanent, their forms consolidated and fuelled by the power of Mouko’s True Awakening. Their fur gains a flame-like quality, flaring and waning with their own spiritual strength. They gain an inherent sentience akin to that of a loyal pet, their primal instincts allowing them to function without direct orders.

Upon reaching True Awakening, Mouko distributes the reiatsu bonus gained from True Awakening directly to the summons’ reiatsu as well as 30% of her base reiatsu. Ryou and Ishi automatically possess stats equal to 20% of Mouko’s base reiatsu, in addition to the paid amount. Mouko’s Resonance then caps, and is unable to rise beyond 50%. The summons gain their own Resonance bar equal to 25% of Mouko's base reiatsu, accounting for the other half of her Resonance.

Upon the summons reaching 100% Resonance, both they and Mouko enter Overdrive and gain access to their Overdrive Ability. Upon creation, each tiger is given a respective spread for their stats, listed below:






Ryou:
Combat: 70%
Agility: 10%
Fortitude: 20%
Ishi:
Combat: 10%
Agility: 70%
Fortitude: 20%


[ Houkatsu ] - "Inclusion" (50% Resonance)
Upon entering True Awakening, Mouko may share a single base technique apiece to her summons. These must be selected and declared upon creation of the summon. Changing a shared technique requires Mouko to pay 3% of her reiatsu per change, and may only change a summon’s shared technique once per round.

[ Sabetsu ] - "Distinction" (50% Resonance)
Paying 1% of their reiatsu, Ryou or Ishi may increase or decrease their size to within a 15m height. Once paid, the size change may only be reversed by repaying the cost of the ability.

[ Kakusan ] - "Diffusion" (50% Resonance)
Paying 20% of their reiatsu, Ryou or Ishi may create a single clone the same size as them. This clone has stats equal to half of the respective creator’s, and are distributed according to the summon which created it. This clone then lasts the following round before dissipating.

If the clone merges with one of the original summons, or another clone, its reiatsu is given to the other, but subtracts the amount of reiatsu regained in Resonance.

[ Tenka ] - "Ignition" (50% Resonance)
Paying 10% of their reiatsu, Mouko or her summons may set themselves aflame. The flame is harmless to them, and is capable of melting through solid stone. This coating of flame serves as both a weapon and shield, the amount paid in acting as its durability and output. The ability degrades normally as per barrier rules.

[ Senbu Gachan ] - "Apex Crash" (100% Resonance)
The terrifying realization of the nature of her soul, Mouko's Overdrive Ability may be used once Ryou & Ishi have fulfilled their half of Mouko's Resonance. Paying 10% of her reiatsu, Ryou & Ishi are subsumed, using all of their remaining reiatsu as additional power for the attack.

Clasping her hands together, she concentrates her energy into a single point between them before unleashing it outwards. Depending on how she releases the attack, it can be unleashed at various angles.

The ability itself is two-fold, bearing both a powerful wave of energy capable of vaporizing all in its path, and a heady psychological impact in the form of a spectral tiger lunging at the opponent, with those who witness the ability's use struck by an innate sense of panic.

Reasons for Review: Ryoushi Sousei (or Shuryouki, as I've come to rename it) generates a diminishing return on the summons' Resonance gain to such a point that it eventually becomes impossible to attain Overdrive with current mechanics.

Suggested Changes: Remove the split Resonance Bar mechanic, and allow for both Mouko and the summons to generate Resonance.




Reviewed sentence bolded for posterity.

An Advent’s maximum Resonance is equal to one half of their total Reiatsu. Any Reatsu they spend increases their Resonance by an equal amount. From 0% to 50% Resonance, An Advent has access to their Initial Awakening, as well as unlocking their first Resonance Attack at 25%. From 50% to 100%, an Advent gains access to their True Awakening, and is granted their Overdrive attack at 100%. Additionally, the Advent receives a 10% boost to all stats upon reaching 100% Resonance. At 50% and above, the user must gather momentum or lose it: if they do not gain at least 10% Resonance per turn, they instead lose 10% Resonance.

Reasons for Review: The reasons for this are actually pretty simple: the drop-off in Resonance return without the use of personal percentile-cost abilities doesn't sustain this rule in the system.

With this rule, any Advent Human does not pay equal to or greater than 5% of their base reiatsu per round fails to generate any. If they do successfully generate 10% Resonance, but then fail to meet this condition the following round, they are losing an investment of reiatsu that is always greater than the amount they paid the round prior.

Advent Human base techniques are always flat cost. This means that the amount of Resonance they generate as an Advent Human goes up in strength diminishes. Without the use of percentile abilities, which must be used through Feats or Awakenings as all natural abilities of an Advent Human are flat cost, this state eventually demands that a player spam abilities, before ultimately negating the possibility of building from 50% Resonance to 100% Resonance with base techniques at all.

With an implicit rule for combat writing that states that spamming abilities in one round is distasteful, this mechanic runs directly counter to it, and forces an Advent Human writer to potentially betray the fighting style or persona of their character so as to not forsake their own momentum.

Suggested Changes: I have, previously, suggested a couple of changes. My first and usual suggestion is to allow any expenditure of reiatsu during a round of combat to be requisite enough. The logic of gaining momentum holds as they are continuing to utilize their spiritual abilities, and it allows an Advent to utilize base techniques more freely without feeling obligated to overuse them or utilize higher-cost abilities instead.

This suggestion has also been shot down. Another suggestion would be to lower the requisite amount from 10% Resonance to 5% Resonance per round. Failing that, I would suggest any alternative that would allow for Advent Humans to more freely utilize their abilities without feeling as though their investment on the reiatsu spent isn't wasted by halting their momentum immediately, as well as still giving incentive to put pressure on an opponent or continue to put up a strong front.
 
Apologies Sev, I forgot to add these. ^^*

SK:
Ability: Boom-Proof-Badass - Nothing is more badass than explosions, with the exception of a badass standing unfazed in the middle of a badass explosion of badassitude. To this end, Tsubaki is entirely immune to any explosions she creates with her Shi Kai. This ability is active as long as her weapon is released.

BK:
Ability: Anarchistic Aura - The moment Tsubaki enters her Ban Kai this ability becomes active, engulfing the woman in a 3 meter auric sphere that negates all colors aside from black, white, and red. While it can prove a stark contrast to the battlefield around her, the visual aspects of this ability are entirely cosmetic and belie the true purpose it represents.

Tsubaki is entirely immune to any explosions she creates with her Ban Kai. This ability is active as long as her weapon is released. As with Light The Fuse, Start The Anarchy, Tsubaki is able to generate stacks of Anarchy in her Ban Kai. These stacks increase the raw strength of her melee attacks by 1% of her reiatsu per stack. Dealing damage to an opponent or receiving damage from an opponent each add stacks at a rate of 1 per 1,000 reiatsu of the connecting attack's strength. Anarchistic Aura allows up to a maximum of 20 stacks and gains a maximum of 5 stacks per round.

Again, my bad.
 
Raph: TA changes are approved with changes. I'm fine letting the tigers pool into her resonance bar rather than splitting it between them. Just add a clause in the rewrite to state that the actual act of summoning the tigers does not generate resonance, as we discussed.

The changes to Overdrive are approved. I've personally had a lot of grief with this one, too. 10% was always too high. Not spending anything kind of destroys the sense of 'momentum' Advent Humans have, however. This change is a nice middle ground between the two.

An Advent’s maximum Resonance is equal to one half of their total Reiatsu. Any Reatsu they spend increases their Resonance by an equal amount. From 0% to 50% Resonance, An Advent has access to their Initial Awakening, as well as unlocking their first Resonance Attack at 25%. From 50% to 100%, an Advent gains access to their True Awakening, and is granted their Overdrive attack at 100%. Additionally, the Advent receives a 10% boost to all stats upon reaching 100% Resonance. At 50% and above, the user must gather momentum or lose it: if they do not gain any Resonance in a turn, they instead lose 10%.

Beaks: Approved. Just be sure not to look at those explosions.
 
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Putting this here because things are apparently still up in the air. Mouko's S-Tier item.

[ Save-the-Queen ]
[ S-Tier Item ]


A long-lost piece of regalia belonging to a former high noble of Soul Society, this sash is all that remains of the once full armor. A soft burgundy, its fabric is soft to the touch, like silk. The sky reflects it in an iridescent manner, casting flecks of crimson across it which lights up in a full spectrum of reds when active.​

[ Ability ]

The Save-the-Queen is an ancient and noble device, intended not for inflicting but rescinding harm. Paying 2500 of her reiatsu, the sash glows in a wide spectrum of reds, as though it were aflame.

Mouko and all allies of hers within a 15m radius become encased in an obsidian cuirass. On closer inspection, it appears to be made of hewn stone. This armor then cleanses and protects against all negative effects - including bindings - for up to the cost of the item. Her allies receive this bonus at half the cost paid, and the armor is persistent until worn away.​

[ Acquisition ]

With her growing influence on events both on Earth and in Soul Society, her valor in the World Tournament was rewarded with a crucial piece of evidence towards the lost treasure by an anonymous benefactor from House Amaterasu.

Following the clue with assistance from her family, Mouko came upon the resting place of the Save-the-Queen's former owner. Though the remaining armor was missing, the sash remained intact and brimming with power. It's true origins are unknown, though it is rumored that it was perhaps once wielded by a noble of unmatched strength.​
 
So um, well, putting up the recently approved changes on Wooden Arrows here because wuv. (Sorry, Kat!)

Old version:
One Hundred Wooden Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 wooden arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m.

Incantation: The arrows that fell a hero. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Wooden Arrows.​

New version:
One Hundred Steel Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 steel arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m. These arrows persist for three rounds. No more than five arrows may pierce the same target. The arrows can be pulled out normally.

Incantation: The arrows that fell a king. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Steel Arrows.​


Reason I'm taking this to GM Review: I don't see why the old kidou has to be reviewed/updated/nerfed.

It's a nice, flexible kidou that has the potential to be epic, and the recent update just basically took that off. While collabs don't normally RP someone getting hit by a fuckton (we're a lot sensible here), the spell's potential for lethality and epic scenes is forfeited. While mechanic-wise, it looks more defined, it crippled the effectiveness and use of this spell.

It's basically like saying, "I'm pretty bad at my aim, so rather than giving you a one 'fuck you' arrow kidou, have 5 kidou and other 95 that'll be there but wouldn't really hit... but it's there to intimidate you so... yeah." Not saying I want swiss cheese people everywhere, but if the opponent is a large creature, this kidou doesn't make sense. As opposed to a regular human-sized opponent, how does it happen then, to large opponents? The distance between arrows increase? Insta-deflected when 5 arrows hit? I'm thinking that the number of arrows that hit just needs common sense, because I'm thinking that the actual size of the opponent plays a large part on the number of arrows that it can actually take. I'm just saying that the strike limit probably isn't really needed.

At this point, Deadly Quills would be even more powerful than Hundred Wooden Arrows, only that it has an advantage of physicality because I'm pretty sure arrows hurt more than pointy feathers. Nevertheless, the actual power of the kidou whittles it to a 1-slot spell, and that looks pretty lame. It looks too weak to be a level 44 spell, and probably not on par with the others on its level.

Proposed changes: Just put the old one back, prz. Prz prz prz. ( ' n ' )?
So, keeping in line with the thought of having an epic-looking kidou that has a potential to be lethal, I have one proposition, and that is to allow the arrows to persist until the user cancels it, like so:

Old version:
One Hundred Wooden Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 wooden arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m.*The arrows persist until the user cancels it.

Incantation: The arrows that fell a hero. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Wooden Arrows.​

Or, maybe, okay, just revert it back to the old one.
 
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Raph: Approved with the following changes:

[ Save-the-Queen ]
[ S-Tier Item ]

A long-lost piece of regalia belonging to a former high noble of Soul Society, this sash is all that remains of the once full armor. A soft burgundy, its fabric is soft to the touch, like silk. The sky reflects it in an iridescent manner, casting flecks of crimson across it which lights up in a full spectrum of reds when active.

[ Ability ]

The Save-the-Queen is an ancient and noble device, intended not for inflicting but rescinding harm. Paying 2500 of her reiatsu, the sash glows in a wide spectrum of reds, as though it were aflame.

Mouko and two allies of her choosing within a 15m radius become encased in an obsidian cuirass. On closer inspection, it appears to be made of hewn stone. This armor then cleanses and protects against all negative effects - including bindings - for up to the cost of the item. Her allies receive this bonus at half the cost paid, and the armor is persistent until worn away.

[ Acquisition ]

With her growing influence on events both on Earth and in Soul Society, her valor in the World Tournament was rewarded with a crucial piece of evidence towards the lost treasure by an anonymous benefactor from House Amaterasu.

Following the clue with assistance from her family, Mouko came upon the resting place of the Save-the-Queen's former owner. Though the remaining armor was missing, the sash remained intact and brimming with power. It's true origins are unknown, though it is rumored that it was perhaps once wielded by a noble of unmatched strength.


Nella: Approved. Keep the old.
 
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I'd like to rechange a spell.

Since it was added, I don't recall seeing the spell used at all.

Spell being replaced

Amagoi (Rain Prayer) - Bakudou #57, 800 Kidou

Description: The user cups their hands together and creates a miniature cloud of reishi inside of it, then releases it into the air above. The atmosphere changes as the clouds darken, blocking the sun and swelling up with water. The energy released into the sky causes a twenty meter radius area to have a downpour of rain on it. The rain lowers visibility and causes everything to be overrun with water, much like flooding. The air's moisture content greatly increases and the ambient temperature will drop low enough for one to see their own breath. The kidou lasts for three turns and gains an additional turn for every 1000 kidou the user has, maxing out at ten turns.

With a greater moisture content in the air and the abundance of water, the next water or iced based kidou has its duration extended by one turn (if it is a constant effect) or its range extended by five meters in the case of projectiles or direct attacks. This can be applied to only one kidou. The rain and temperature change will not end until the spell has run its course. This has no effect on any fire or heat based kidou.

Incantation: The deity of the skies, bound to her clouds. The celestial of the rock, confined to his mountain. The deity laments, connecting heaven and Earth for an instant with her sorrow. Bakudou #57, Amagoi.


... with ...

Divining Bolt - Bakudou #57, 850 Kidou
Description
: A magic circle appears under your opponent. The circle acts as a beacon for the attack, as after it appears a large bolt of lightning comes down. Not only does the bolt do severe damage to the opponent, but also it sends out a strong paralyzing force that binds the opponent for one round.

Incantation
: Crash! Fry! Lightning from the heavens. Reveal your fearsome beauty and entrap us in your awe. Bakudou #57, Divining Bolt.
 
Before the reviewing happens, I would just like to point out that his logic about it going unused is flawed. Toride Satoru has used it and I submit the following evidence:

k3seraph: (1:40:53 AM) Except it totally got used
k3seraph: (1:40:59 AM) Like multiple times
GOD TURTLE PEEEAAAARRRRRR!!!: (1:41:00 AM) Yeah
k3seraph: (1:41:02 AM) Trio's character used it
k3seraph: (1:41:09 AM) Takeda Inori uses it

So if you're going to try and get it replaced, just say that you like Divining Bolt better rather than say that Amagoi wasn't used.
 
Hey guys. The power description of my kai lacks some important details, so I'd like to fix that.

Old
Space Ratchet

Udo’s zanpakutou is a katana with a 29-inch blade and an 11-inch handle. It has a blue-green cord wrap and sheath, white ray skin and pommel, and a bronze guard:

six_pointed_hilt-1.jpg


Manifestation: A sake bottle that can talk.

Inner World: Udo’s inner world is a matte black, three-dimensional maze that keeps reconfiguring. Some surfaces function as lights, and other surfaces function as screens, showing what Udo is thinking about. The more troubled he is, the more frequently the maze reconfigures.

Shikai: Shift, Space Ratchet!

Form: The blade collar morphs into what looks like a fob watch, but the inside is different. Instead of a clock there is a cog surrounded by three smaller cogs, a pawl and four symbols:

Witness my awful drawing skills
space_ratchet.jpg


Ability: Cut and Paste

By spending 2% of his reiatsu, Udo can empower Space Ratchet to cut out a simple volume of space (e.g. sphere, cube, cylinder, prism) with a maximum side length of 10 feet, reorient it in three-dimensional space as he pleases and paste it into its new orientation. The space cutting cannot cut through anything possessing reiatsu. A person could be turned around, turned upside down, a door flipped inside to out, and so on. This ability can be used once per turn.

New
Once per turn for 2% reiatsu Udo can choose one simple volume of space (e.g. sphere, cube, cylinder, prism), centred within 20 metres and no more than 2 metres long as the target for this ability. A film of blue-green light appears on the surface of this shape. To escape the target area fast enough requires a speed greater than double Udo's Hohou stat. This piece of space is then instantaneously cut out, rotated and put back. This ability cannot cut through anything possessing reiatsu, and cannot teleport a spiritual being.


Thanks for your time :)
 
Bob - Denied. Given that the justification to change Amagoi back to Divining Bolt is null, I can't objectively change it back. Admittedly, my heart still hurts a bit because Divining Bolt isn't with us anymore, but in order for me to accept this change, I'll need a more credible reason than something that's not true.



Pho - Approved with changes (and some proofreading)

Once per turn for 2% reiatsu, Udo can choose one simple volume of space (e.g. sphere, cube, cylinder, prism) centered within 20 meters and no more than 2 meters long in any plane as the target for this ability. A film of blue-green light appears on the surface of this shape. To escape the target area by normal movement, the target's speed must be at least double Udo's hohou stat. Moving kidou and projectiles move too quickly to be included in the target area. This piece of space is then instantaneously cut out, rotated and put back. This ability cannot cut through anything possessing reiatsu and cannot teleport a spiritual being.
 
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Feat Type Submission:

Legendary Feat
Prerequisites: 20,000 Reiatsu, at least 6 months of activity in the Bleach Forums/Manga Den RP. One Legendary Feat per RP'er.
Description: A unique, single-benefit feat for a character that has met the required conditions.

Examples said:
Sayis Inuzuri, The Magus
Description: All Kidou, Chiyudo, and Kindou cast by Sayis Inuzuri are reduced in price by 33%

Amaterasu Nana, The Unburdened
Description: Any bindings or techniques that would slow or impede Nana's movement fail.

Adelaide Pierce, The Vindictive
Description: Any connecting attacks made with Lashiel refund Pierce with 1% of her total Reiatsu.

Lemme know what you think.
 
Feat Type Submission:

Legendary Feat
Prerequisites: 20,000 Reiatsu, at least 6 months of activity in the Bleach Forums/Manga Den RP. One Legendary Feat per RP'er.
Description: A unique, single-benefit feat for a character that has met the required conditions.



Lemme know what you think.

I don't care for this idea. Sorry, Beaks. Denied.

We have so many feats available at this point, I really don't see the purpose of having another 'Legendary Feat' added onto it, especially when any character can gain numerous GM feats.

Sevnote: I don't care for the idea of another tier of feats either, but I do like the idea of giving out epithets for amazing GM feats. Tangent to what you wanted I know, but it's something, and I think it'll add a more "legendary" feeling to the feats we do have.
 
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Due to the recent confusion, some issues with the description of Kaichuu have become apparent. As such, I'm submitting the below revision.

Original

Kaichuu (One's Pocket) - Kindou #104, 7500 kidou

Description: Kaichuu's best known purpose is to make certain areas immensely difficult to infiltrate. In principle the kindou operates as a barrier, however one immune to the effects of barrier decay, around a chosen location no larger than a single discrete unit, more often than not a building or other structure. The energies then segment the location outside of normal space-time creating an empty void where it once was. To the kindouist, and any chosen persons, the location is still visible and able to be entered. To any outsiders the barrier shields all conventional methods of communication and sensing abilities to the area within. However should an outsider assume something is amiss and attack the location of the barrier it will ultimately shatter revealing the hidden area. Since the target of Kaichuu is moved to an extra-dimensional space, it can be traveled to by means of Kuukanten'i.

Incantation: The recluse seeks lost sanctuary, the forsaken seeks paradise, the nomad seeks his home. I seek a path where the uninvited may not follow. Let the chosen find shelter amid the growing storms. Kindou #104, Kaichuu.
Revised

Kaichuu (One's Pocket) - Kindou #104, 7500 kidou

Description: Kaichuu is a powerful spell devised to remove a chosen area from its current plane of existence. It is a ritual spell, requiring numerous glyphs to be drawn in the air surrounding the target area, and as such must be planned and prepared in advance. These glyphs form a barrier equivalent to the cost of the spell. Once enacted, the spell is self-perpetuating and will last indefinitely unless canceled or destroyed.

The area within Kaichuu's effect, which at its strongest can house a modest-sized building (no more than three total stories, including sub-stories), is removed from its original plane of existence to a pocket dimension. The area it once occupied is erased from the consciousness of outside observers, who can neither perceive the area's presence or the absence of what was there before; they will unconsciously avoid entering the void that exists in the affected area. Only a practitioner of Kindou can recognize the displacement, although a sufficiently skilled kidou-user (10,000 Kidou or better) can recognize that something is amiss in the area.

To the caster, and any being in immediate contact with the caster, the pocket dimension can be entered simply by stepping into the affected area. Since the target of Kaichuu is moved to an extra-dimensional space, it can be traveled to by means of Kuukanten'i. If the glyph walls supporting the double-dislocation barrier become damaged, the spell is undone, returning the area and everyone inside it.

Incantation: The recluse seeks lost sanctuary, the forsaken seeks paradise, the nomad seeks his home. I seek a path where the uninvited may not follow. Let the chosen find shelter amid the growing storms. Kindou #104, Kaichuu.
 
Approved with changes. It's a nice, clear version of the canon spell that we discussed yesterday. The 'change' is literally just including your own suggestions: the addendum from chat and lengthening the incantation to match its ritual format. Thanks for working out the kinks in this, Will!



Kaichuu (One's Pocket) - Kindou #104, 7500 kidou

Description: Kaichuu is a powerful spell devised to remove a chosen area from its current plane of existence. It is a ritual spell, requiring numerous glyphs to be drawn in the air surrounding the target area, and as such must be planned and prepared in advance. These glyphs form a barrier equivalent to the cost of the spell. Once enacted, the spell is self-perpetuating and will last indefinitely unless canceled or destroyed.

The area within Kaichuu's effect, which at its strongest can house a modest-sized building (no more than three total stories, including sub-stories), is removed from its original plane of existence to a pocket dimension. The area it once occupied is erased from the consciousness of outside observers, who can neither perceive the area's presence or the absence of what was there before; they will unconsciously avoid entering the void that exists in the affected area. Observers will know that the matter removed is missing, but they would not be able to say where it used to be or search in that area. Only a practitioner of Kindou can fully recognize the displacement, although a sufficiently skilled kidou-user (10,000 Kidou or better) can recognize that something is amiss in the area.

To the caster, and any being in immediate contact with the caster, the pocket dimension can be entered simply by stepping into the affected area. Since the target of Kaichuu is moved to an extra-dimensional space, it can be traveled to by means of Kuukanten'i. If the glyph walls supporting the double-dislocation barrier become damaged, the spell is undone, returning the area and everyone inside it.

Incantation: The recluse seeks lost sanctuary, the forsaken seeks paradise, the nomad seeks his home. I seek a path where the uninvited may not follow, [COLOR="#oocc66"] for an asylum that is mine and mine alone. Open the gates to the dimensions of a land forgotten, and reforge this dominion upon its pastoral expanse. Seal the walls of providence, barricade this sanctified fortress. Extricate this territory from the conscious breadth of those rejected. Only the anointed shall pass. Kindou #104, Kaichuu.
[/COLOR]
 
[Snap Shot]
General

Quincy have a glaring weakness in their latent abilities. Once they’ve drawn their bow, they’re telling the world who they are - for better or worse. To help alleviate some of that attention, certain quincy learned how to create their bow, fire, and dismiss it all in one smooth flowing strike. So fine is the action, that unless you focus on the person and can perceive their speed you wouldn’t be able to see the motion.

Snap Shot activates when the user pays an equal amount of their reiatsu, not from their Shuuhaku, to move up to 2,000 points from their Douryuu. This payment is temporarily transferred to the users Kyuuzu for a single round of near-instantaneous attacks. The temporary buff does not increase the archers skill, power, or the speed of their arrows but the speed at which they can fire for one round. Because of the high rate at which this is fired Snap Shot may also be used in the middle of a Hirenkyaku.

This cannot be kept up indefinitely, however, as Snap Shot is straining on the quincy’s resources. Using this ability requires a round of cool-down before it can be utilized again, and the user suffers penalties to their Shuuhaku pool equal to the amount paid for this ability.

Practitioners: Allen Goddenheim
Requirements: Quincy, 2,000 Kyuuzu
 
[Snap Shot]
General

Quincy have a glaring weakness in their latent abilities. Once they’ve drawn their bow, they’re telling the world who they are - for better or worse. To help alleviate some of that attention, certain quincy learned how to create their bow, fire, and dismiss it all in one smooth flowing strike. So fine is the action, that unless you focus on the person and can perceive their speed you wouldn’t be able to see the motion.

Snap Shot activates when the user pays an equal amount of their reiatsu, not from their Shuuhaku, to move up to 2,000 points from their Douryuu. This payment is temporarily transferred to the users Kyuuzu for a single round of near-instantaneous attacks. The temporary buff does not increase the archers skill, power, or the speed of their arrows but the speed at which they can fire for one round. Because of the high rate at which this is fired Snap Shot may also be used in the middle of a Hirenkyaku.

This cannot be kept up indefinitely, however, as Snap Shot is straining on the quincy’s resources. Using this ability requires a round of cool-down before it can be utilized again, and the user suffers penalties to their Shuuhaku pool equal to the amount paid for this ability.

Practitioners: Allen Goddenheim
Requirements: Quincy, 2,000 Kyuuzu

This is really all over the place, to be honest. You initially describe it as kind of a stealth shot, but then you treat it as a EWT-style buff. Which is it? Was this one feat that you later turned into another?

Mechanically, here's the things to work on: "up to 2000 points" should be a set amount. I'm not sure if what you're looking at here is really a buff. EWT works based on the idea that the user is putting everything they have into the strike, and that's why they're able to exceed their limits in one very specific attribute. Comparably, this feat seems more akin to a quickdraw ability, and you may want to reference the quickdraw tech that Sev made.

Now let's look at Shuuhaku and the way you presented the cost of this feat. First, no, there will not be abilities which bypass shuuhaku and take directly from reiatsu. The current version of shuuhaku is a core of the Quincy race mechanics, and forcing the user to bypass it is unnecessarily limiting. In particular, look at your version by the numbers:

Let's use a theoretical Shuuhaku of 3000. Under normal circumstances, the user pays 2000, and has 1000 Shuuhaku left. At the beginning of their next turn, they start at 3000 Shuuhaku again. According to this feat, they will instead pay 2000 from reiatsu (extremely painful) and no matter how much of the 3000 they spend during the turn, they'll start the next round at 1000 shuuhaku, at best.

When it comes to Quincy abilities, you don't need artificial limiters. They have limitations built in and if you set the cost appropriately, they cannot spam it repeatedly -- or if they do so, it's at a great risk to themselves.

Review and resubmit this, but first consider what it is you actually want it to do.
 
Kenkyouka [Sword Empowerment]
Utilizing their own kidou energy, the practitioner has the ability to cast a kidou spell onto their blade; if cast silently, bypass rules apply as normal. Once the blade comes in contact with the opponent, the spell will automatically activate. Whatever damage or effects are done by sword and spell, will be unleashed on to the opponent. With continuous use of the technique, the caster will gain the ability to have two spells imprinted on their blade at one time, once the user gains 5k kidou or zanjutsu stat. The spell counts against the user's casts in the round it is imbued, not in the round it is released. The imbued spell cannot be released until the user's following turn at the earliest.

We encounter a problem with this statement. If we presume this is the official errata on the tech, and the sword-hand is point of origin for all spells cast, we have a major problem. Big Bang detonates in the hand of the caster. People shoot themselves with chromatic fires. Aquatic Cell actually attacks the caster. Assuming, as is tradition, that these spells can only be released in the condition specified in the description, it means that at best the caster might accidentally hit the enemy while committing spectacular suicide in the center of the combat.

Several attempts to use an S-Tier item to mitigate this problem were all rejected. An S-Tier item is evidently incompatible with fixing a colossal flaw created with the definitive tech of a division that leads to that tech's unavoidable and resounding failure.

Some abilities, like Talon, should be required to use the sword-hand as their point of origin. I would hope the same logic that prevents people from trying to stab Clones into existence would apply here. As such, my proposed revisions incorporate a lot of errata and a fix for this problem into the base text. I would invite the GMs to consider that even if this change is unacceptable, the status quo cannot remain, particularly since attempts to work within the existing system for this ability have failed.



Kenkyouka [Sword Empowerment]
Utilizing their kidou energy, an Enchanted Blade may attune a spell to their zanpakutou. Attuned spells can be cast silently, but are considered bypassed as by Eishouhaki, and required somatic components may be waved in this way as well. The attuned spell can only be released at least one turn after attuning when the zanpautou comes in contact with another surface, object or creature and, if applicable based on the nature of the imbued spell, may use the impact site as the spell’s origin point. The turn a spell is attuned is counted as the turn it was cast for determining spells-per-turn but the turn of release is the turn it was cast as affected by other effects. One spell may be attuned to a zanpakutou at a time. At 5000 Kidou or Zanjutusu, this increases to two. If two spells are attuned, they must be released simultaneously.
 
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We encounter a problem with this statement. If we presume this is the official errata on the tech, and the sword-hand is point of origin for all spells cast, we have a major problem. Big Bang detonates in the hand of the caster. People shoot themselves with chromatic fires. Aquatic Cell actually attacks the caster. Assuming, as is tradition, that these spells can only be released in the condition specified in the description, it means that at best the caster might accidentally hit the enemy while committing spectacular suicide in the center of the combat.

Several attempts to use an S-Tier item to mitigate this problem were all rejected. An S-Tier item is evidently incompatible with fixing a colossal flaw created with the definitive tech of a division that leads to that tech's unavoidable and resounding failure.

Some abilities, like Talon, should be required to use the sword-hand as their point of origin. I would hope the same logic that prevents people from trying to stab Clones into existence would apply here. As such, my proposed revisions incorporate a lot of errata and a fix for this problem into the base text. I would invite the GMs to consider that even if this change is unacceptable, the status quo cannot remain, particularly since attempts to work within the existing system for this ability have failed.



Kenkyouka [Sword Empowerment]
Utilizing their kidou energy, an Enchanted Blade may attune a spell to their zanpakutou. Attuned spells can be cast silently, but are considered bypassed as by Eishouhaki, and required somatic components may be waved in this way as well. The attuned spell can only be released at least one turn after attuning when the zanpautou comes in contact with another surface, object or creature and, if applicable based on the nature of the imbued spell, may use the impact site as the spell’s origin point. The turn a spell is attuned is counted as the turn it was cast for determining spells-per-turn but the turn of release is the turn it was cast as affected by other effects. One spell may be attuned to a zanpakutou at a time. At 5000 Kidou or Zanjutusu, this increases to two. If two spells are attuned, they must be released simultaneously.

Katie, you can just submit the changes as changes. You don't need to turn it into a legal briefing. "Here's what I want to change, because this." You're just making yourself sound like a passive-aggressive ass with a persecution complex. It is not you against the world and I think all of us would appreciate if you start playing the game with us instead of against us.

The quote by Hiren is a little off. When you imbue a spell that buffs the user (Breaking Palm, Talon, Threshold, etc), when released, the spell will still buff the user as specified. Projectiles, bindings, and attacks would be released from the weapon they're imbued in. I would note, however, that using Big Bang in this way is still self-destructive -- you aren't granted immunity from explosions, remember.

Approving the changes as written below:

Kenkyouka [Sword Empowerment]
Utilizing their own kidou energy, the practitioner has the ability to cast a kidou spell onto their blade; if cast silently, bypass rules apply as normal. Once the blade comes in contact with the opponent or a surface, all imbued spells will automatically activate. Bindings and damage will be released from the point of contact, while any buff or augmentation spells will immediately affect the user. With continuous use of the technique, the caster will gain the ability to have two spells imprinted on their blade at one time, once the user attains 5,000 kidou or zanjutsu stat. The spell counts against the user's casts in the round it is imbued, not in the round it is released. The imbued spell cannot be released until the user's following turn at the earliest.
 
Just dropping a quick note in here regarding the interplay between your item, Harmonia and Kenkyouka. The balancing issues, at least as far as I can see, are caused not by spell-origin-point shenanigans (remember, the effect of Harmonia has existed at least twice before in various items and feats) but the more blatant issue of spell-stacking on a sword swing that's in progress, leading to abuse cases where the spells redirected to the already Kenkyouka-enhanced blade are nigh-undodgable, not to mention that the item as written not only makes such abuse possible, but encourages it by making its use free when activated in conjunction with Kenkyouka.

Spell redirection was never the issue, at least to my mind. Maybe Item Staff thinks differently, but if we're going to start GM reviewing old division techniques based on unique item balance, we may as well get all the facts out in the open.
 
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