FAQ: Feat and Technique Guide

  • Ready to join Post Terminus?

    Click to get started and submit your first character.

    Getting Started

Nargles

Hollywood Meets Bollywood
Staff member
Supporter
Jan 25, 2008
3,348
17
38
Latens
14,944✦
Exa
⏆36,877
Bounty
⏈0
Dahlitium
0⌯
Bigatium
0⍨
Auritium
0⍫
Vitatium
0⌭
Caelitium
0⌬
1) Feats, Techs and You
Feats and Division techs are handy little gems that can either make or break a character. Sure, everyone gets a handy set of releases and items, but feats can monumentally change how things turn out. Therefore, your submissions need to be written carefully and well thought out.

As you know, from reading the rules, feats come in three different flavors, common, trained and unique. A basic rule of thumb is that the power rankings go something like this:

Common feats< Division Techs = Trained Feats< SK and FS abilites< Unique Feats< BK and TA abilites

THESE ARE GUIDELINES NOT RULES. Depending on how the Feat/Tech is written the outcome can change, aka. Be smart when writing feats/techs!

Knowing this order can make things a lot easier to organize and add numbers to. This also allows you to get a good idea about what you want your feat/tech to do. Having a good idea about what you want makes everything easier.​
___________________________​

2) P is for Parameter
pa·ram·e·ter
[puh-ram-i-ter]
–noun
4. Usually, parameters. limits or boundaries; guidelines: the basic parameters of our foreign policy.​

Alright, now that you have your idea, it’s time to turn it into RP terms. Everyone wants their feat/tech to be the best, but in order to stop something from becoming overpowered, some limits need to be put onto it. There are a few ways to limit your div tech/feat: Costs, Limited Uses, Turn Durations, and Power Level Comparisons, and Cool downs. Depending on the feat/tech, you may or may not need a combination of these parameters.

NOTE: These parameters can be used in things other than feats. In fact I suggest you use these details when submitting things such as kais and items.

2a) The Price is Right (Costs)
About 98% of the submissions need a cost, so generally this will be in most of your submissions. These are often the most straightforward: By paying X reiatsu, Y happens. Similar to kai abilities, these can either fall on a percentile scale or a flat cost. Percents are often appealing because as the character gets stronger, the feat gets stronger; however, the downside is that it becomes more expensive.

The cost applied should accurately reflect the strength of the feat/tech. This is mainly common sense. If you’re feat lowers damage from kidou under 35 instantly, then the cost should be relatively high (along with some other limits).

Example:
Toodle-Pip-
Feat: Unique
Robert knows the secret power behind his British accent after years of training. By adding 5% of his reiatsu to his Good Show shikai ability, he causes the opponent to lower their guard slightly, increasing the amount of damage the attack inflicts.​
2b) 3rd Time’s the Charm (Limited Uses)
The next way to limit your abilities is to place a limit on the number of times your feat/tech can be used. Depending on the strength of the feat/tech, the initial number of uses changes. The stronger the feat/tech, the lower number of uses. When setting a feat/tech up this way, also include a sequence of how much each character needs to get in a stat before gaining another use. Also, include a max number of uses.

Example:
Jai Ho!
Feat: Unique
With a powerful BE VICTORIUS and 10% of her reiatsu, Bollywood Gal instills a powerful ambition in an ally to do their best. She allows his ally’s next attack to pierce any damage reduction or barriers her opponent has which cost less than the 10% paid. However, victory can sometimes lead to overconfidence, therefore she only use this ability 3 times, gaining another use every 3000 reiatsu, capping at 6 uses.​

2c) T-minus 5, 4… (Turn Durations)
The next way to limit a feat/tech is to have a turn duration on it. As with the others, the stronger the feat, the shorter duration. Also, when using this type of limit, specify what happens at the end of the turn duration. Can you repay the cost to restart the turn duration?

Example:
Showstopper-
Feat: Unique
Breaking into song, Advent Human Adam wows his opponent with his music, by paying 5% of his reiatsu. As such, his opponent finds it harder to run away from him, in awe of his ability. As such, for the next 4 turns, the cost of shunpo or the equivalent for his opponent is doubled. At the end of the 4 turns he must wait 2 turns before repaying the cost and activating it again.​

2d) (Witty Title Here) Power Level Comparisons
This is the most number filled of parameters. This limit describes how the feat works against people of different reiatsu levels. Simply, as your opponent increases in reiatsu or a stat, the weaker the feat/tech is. Furthermore, this can be used with your opponent’s combat stats as well. When setting up a feat/tech like this specify what it does against weaker, equal and stronger opponents.

Example:
Personal Bubble-
Feat: Unique
Shinigami Sam, due to hisfear of other people, has gained a large personal bubble around himself. By paying 3% of his reiatsu per turn, hecan project this aura around himself. Weaker opponents are completely unable to enter the sphere Opponents with equal reiatsu (50%-199% of her reiatsu) find it difficult to stand the man’s whimpers of fear, therefore they can only stand in the bubble for 2 turns before being forced to leave. Stronger opponents are unfazed and can freely walk in and out of the bubble.​
2e) Chill... (Cooldowns)
This is a straight forward way to limit your feat/tech. A cooldown is a simple concept. After using the feat/tech, the character must wait X turns before activating it again. The stronger the feat/tech, the longer the cooldown is.

Example:
Cake or Death?
Feat: Unique
Vizard Vicky can make choices for her opponent difficult. By paying 1.5x the cost of an opponent’s kidou, she can destroy it. However, at the same time she must eat cake. Therefore, she must wait 4 turns, eating cake, before using it again.​
___________________________​

3) Division Techs
So you’ve finally been given that high level position. Now it’s time for you to make some techs for your would-be division! Division techs, while similar to feats, have a few little differences. First of all they can come in 2 different varieties: 4 normal techs or 5 techs, with 2 being branched techs.​
3a) The Fantastic Four (Normal Techs)
Normal Techs are simple: four techs which your division gets. When you average out the strengths of your four techs together, they should end up balanced. This means you can have one slightly stronger tech, but you would have to balance it out with a slightly weaker one.​
3b) Branching Out (Branched Techs)
This new type of set up involves having 3 normal techs, however the 4th and 5th techs are what are known as branched techs. This means, each character can either have the 4th or 5th tech, but are able to switch between the two. On average, the branched techs are going to be weaker that the other normal techs.

Stupefy
Those in the Hogwarts division are granted the ability to use this secret tech. By paying 4% of their reiatsu, they can deflect an incoming physical attack from their target with their wand, pushing them back in a fashion similar to the kidou Shou. This ability can only be used 3 times gaining another use every 2000 kidou, capping at 8 uses.​
Limitations: The student cannot know Expelliarmus when using this tech. A training collab is required to switch.

Expelliarmus
When using Expelliarmus, the student can pay 3% of their reiatsu to disarm an opponent of their weapon. This ability only works on reasonable sized zanpaktou, and is completely ineffective against zanpaktou in their Bankai state. This ability does not end their opponents shikai if used in that mode. This ability can only be used 2 times, gaining another use every 4000 kidou, maxing at 5 uses.​
Limitations: The student cannot know Stupefy when using this. A training collab is required to switch.​
4) A Touch of Rage
Vizards have a unique rage mechanic that they can add into techs and feats. Similar to kai abilities half the amount of used rage is converted into emptiness. Using rage can vary anywhere from around 1%-10%ish. It is possible to go higher than 10%, just remember that the amount of emptiness increases as well. Passive abilities most often use less rage than active, combat type abilities. If using an odd number for rage, you can round the emptiness up to make calculations easier.​
___________________________​

5) Final Notes
In the feat rules thread, a portion of the thread says “feel free to throw ideas against the wall until they stick”. While yes, you can do this outside of the thread, DON’T change you’re submissions every week because you’re unhappy about it. Take the time to think over your submission before posting.

While feat staff isn’t as busy as kai staff, depending on the time period the amount of work can change quickly. If the RP is in PM time or a new division/faction is opening, expect the number of submissions to increase. The staff at that time may or may not be able to help you perfect your submission at that time because there are just too many other things to look at! Feats are a whole different thing than kais or items, therefore they have to approached in a different way.

Finally, accept denial. If you get a denied mark, it doesn’t mean that the staff hates you and everything you stand for. Don’t run up to the staff on IM and angrily hate mail them about why you’re OHKO feat is the best thing since the invention of the portable popcorn maker. Accept it and talk to the staff in a civil tone. The staff will be more likely to help you if you talk like this instead of covering the IM window with big bold font, and your computer screen with anger induced spittle, as you shout at it. Take your time and talk clearly about your points and things will work out better.​
 

Patreon

Writing Week is 245

Discord Chat

Current Date in Araevis