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GM Review Thread

So taking a look through the Eleventh's div techs, I've come to the realization that Animus Solitatis seems underpowered. A 2% increase to all stats is not a lot. If it is, then by all means correct me because I'll be honest. I'm not a parameters guy and I can't really calculate these things like some of you guys can, so here's my shot at it:

Example:

Shinigami A-
Reiatsu- 5000
Zanjutsu- 2000
Hohou- 1000
Kidou- 1000
Hakuda- 1000
Connection- 3000

After using the tech:

Shinigami A-
Reiatsu- 5100
Zanjutsu- 2040
Hohou- 1020
Kidou- 1020
Hakuda- 1020
Connection- 3000

So here's the original tech: [Animus Solitatis] “Courage of Solitude” – In the midst of the one on one battles an 11th Division member seeks to take part in, the nature of the duel imposes a rise in the resolution of the Shinigami, creating a temporary rise in their battle strength. This increase is reflected by better combat performance in the form of a 2% increase (stackable) to all stats excluding connection.

What I'm proposing is to make this tech similar to the way a rei cloak can be upgraded. Now how you'll be able to upgrade beats me and i'm leaving that up to you GMs to decide, but perhaps making the increase cap out at 5% to all stats excluding connection. And then where it vaguely says "creating a temporary rise in their battle strength", I think there should be a number of turns that it can be used (kind of like the old Air of Fear and Alacrity techs) in that you start off with like three turns of being able to use and for like every XXXX amount of reiatsu you have, you add another round.

Note: Considering plot missions are still taking place and Tsubaki is merely the Acting Captain of the division for now, if the tech is changed, then by all means it doesn't have to take effect until after plot missions are over. I am also completely fine if this idea is not accepted. It was just bothering me for a while and I wanted to share it
 
I post (in shame) my huge mistake with kai in here for you to take a look will. Sorry you have to fix my mess.

Kai in Question
Maguro Hentai Chinchin Manko

Form: Park becomes noticeably... better looking? His single-lidded eyes become double-lidded, his nose is much more Western looking and his chin is shaved down. He practically looks like a male model!

Ability 1: Park can, at any time, change places with any LIVE ammunition that he, himself, fires. As long as a bullet, grenade, rocket, etc. is still following its original trajectory, Park can force a switch and change positions with it. This costs a flat 200 Reiatsu per use. However, usages in consecutive turns causes the cost to be increased each time by an additional 100 Reiatsu. NOTE: Consecutive usage, in my book, means consecutive turns--if there is a turn gap between usages, the cost remains 200.

Ability 2: In addition to changing positions with his ammunition, Park can gain the properties of whatever ammunition he uses. Power of this ability is determined by his Combat stat in addition to whatever special attributes the ammunition possess. This will be discussed in further detail below:
Regular Bullets: All of Park's points of contact (i.e. his fist, shoulder, elbow, head, etc.) move exceptionally fast. Note that this does not make him run or move laterally any faster. Simply, his attacking motions become faster. Cost is a flat 100/turn.

Orpheus Special Bullets: Same as with the regular ones, but he also gains the additional properties of whatever the bullet has. Cost is 100 + (1% of Park's total Reiatsu)/turn.

Shotgun Shells: Park's Combat stat is halved. Depending on the distance away from the initial attack, the damage differs. Being hit directly causes three-halves damage (1.5x Park's combat stat). Being at medium distance (not being hit directly to 10 feet out) causes regular damage. Any further than that and still being hit causes half damage. Cost is 500 Reiatsu/one use.

Rifle Shells: Same as regular bullets but they hit harder (1.01x Park's combat + .01 per 3000 Connection) and have an added piercing ability. This can break barriers (i.e. barrier Kidou, walls, etc.) granted they are at or below Park's combat stat. Cost is 500 Reiatsu/turn.

Explosives (any kind): The only one of Park's property switching abilities that scales with his Reiatsu stat. In addition to his combat stat, these attacks add 10% of his Resistance to do direct spiritual damage while also causing a massive explosion at all points of contact. It is inadvisable to strike Park while he is in this state, though if he's being clever, it will be extremely hard to tell which ammunition he is possessing. Cost is 300 + (5% max Reiatsu)/turn.​
 
I post (in shame) my huge mistake with kai in here for you to take a look will. Sorry you have to fix my mess.

Kai in Question
Maguro Hentai Chinchin Manko

Form: Park becomes noticeably... better looking? His single-lidded eyes become double-lidded, his nose is much more Western looking and his chin is shaved down. He practically looks like a male model!

Ability 1: Park can, at any time, change places with any LIVE ammunition that he, himself, fires. As long as a bullet, grenade, rocket, etc. is still following its original trajectory, Park can force a switch and change positions with it. This costs a flat 200 Reiatsu per use. However, usages in consecutive turns causes the cost to be increased each time by an additional 100 Reiatsu. NOTE: Consecutive usage, in my book, means consecutive turns--if there is a turn gap between usages, the cost remains 200.

Ability 2: In addition to changing positions with his ammunition, Park can gain the properties of whatever ammunition he uses. Power of this ability is determined by his Combat stat in addition to whatever special attributes the ammunition possess. This will be discussed in further detail below:
Regular Bullets: All of Park's points of contact (i.e. his fist, shoulder, elbow, head, etc.) move exceptionally fast. Note that this does not make him run or move laterally any faster. Simply, his attacking motions become faster. Cost is a flat 100/turn.

Orpheus Special Bullets: Same as with the regular ones, but he also gains the additional properties of whatever the bullet has. Cost is 100 + (1% of Park's total Reiatsu)/turn.

Shotgun Shells: Park's Combat stat is halved. Depending on the distance away from the initial attack, the damage differs. Being hit directly causes three-halves damage (1.5x Park's combat stat). Being at medium distance (not being hit directly to 10 feet out) causes regular damage. Any further than that and still being hit causes half damage. Cost is 500 Reiatsu/one use.

Rifle Shells: Same as regular bullets but they hit harder (1.01x Park's combat + .01 per 3000 Connection) and have an added piercing ability. This can break barriers (i.e. barrier Kidou, walls, etc.) granted they are at or below Park's combat stat. Cost is 500 Reiatsu/turn.

Explosives (any kind): The only one of Park's property switching abilities that scales with his Reiatsu stat. In addition to his combat stat, these attacks add 10% of his Resistance to do direct spiritual damage while also causing a massive explosion at all points of contact. It is inadvisable to strike Park while he is in this state, though if he's being clever, it will be extremely hard to tell which ammunition he is possessing. Cost is 300 + (5% max Reiatsu)/turn.​

Maguro Hentai Chinchin Manko

Form: Park becomes noticeably... better looking? His single-lidded eyes become double-lidded, his nose is much more Western looking and his chin is shaved down. He practically looks like a male model!

Ability 1: Park can, at any time, change places with any LIVE ammunition that he, himself, fires. As long as a bullet, grenade, rocket, etc. is still following its original trajectory, Park can force a switch and change positions with it. This costs a flat 400 Reiatsu per use, usable once per turn.

Ability 2: In addition to changing positions with his ammunition, Park can gain the properties of whatever ammunition he uses. This ability consumes some of the ammo and combines it with his physical attack:

Regular Bullets: By paying 100 reiatsu and using two standard bullets, Park can deliver a melee attack at a bullet's velocity, adding the output of the two shells into his attack.

Orpheus Special Bullets: By paying 200 reiatsu and using one specialty bullet, Park delivers a melee attack at a bullet's velocity, adding the effect and output of the ammunition into his attack.

Shotgun Shells: At his normal attacking speed, Park can deliver a spread-shot attack with his fist by using up to five standard bullets at once. This attack costs 1000 reiatsu, regardless of number of bullets used, and deals damage in a cone pattern based on his attack plus the output of the ammo used, starting from the point of contact and spreading ten feet wide, fifteen feet away. A point-blank strike will deliver all of the damage to one target, or the damage will be split between those in the area.

Rifle Shells: By paying 500 reiatsu and using one B- or A-tier standard bullet, Park adds penetration to his attack. If the cost plus output exceeds the cost of a barrier, Park can destroy the barrier to deliver his attack. For each 5000 Harmony Park has attained, he can add another bullet and increment of 500 reiatsu to strengthen the penetration.

Explosives: At a cost of 5% reiatsu, Park can turn his body into an explosive. Usable only once per round, and using up one explosive, Park's body will detonate, dealing the explosive's damage to everything within a radius equal to his (Combat/500) feet, capping at a 30-foot radius at 15,000 Combat.​
 
Couple things up for review. First is Shady's kai:

Gakuryoku (Current)
Shikai: Gakuryoku (Scholarship)


Ability: Kyokukan(Siphon)

The single ability of Hisao’s zanpakutou is constantly active. The old’s man reliance on kidou to defend himself has caused his weapon to be able to draw off energy from the very demon arts its master is so dependent upon. Whenever a kidou, cero, or gintou is used within Hisao’s sight 10% of the reiatsu cost of the spell is taken and stored within Gakuryoku. This energy can only be used for the sole purpose of casting more spells and does not take away from the actual damage of the kidou used. The total amount of stored reiatsu in Gakuryoku cannot exceed more than 50% of Hisao’s kidou stat and is always drained first when a spell is cast.


Shikai Vizard Attack: [FONT=Verdana;]Namaru[/FONT] Kyokukan (Corrupted Siphon)

When Hisao's accumulated rage reaches 20% or more, his inner hollow effects the normal ability of his shikai augmenting it so that it now also responds to the spent rage of any being, including Hisao himself within Hisao's sight. 10% of the reiatsu value of the spent rage is added to Hisao pool with all the limitations of the normal ability. 1/2 of the rage absorbed from each attack is generated as emptiness.



Ban Kai: Seme no Kashikoi Gakusha (Persecution of the Wise Scholar)

Form: Upon announcing bankai, Gaku forcibly manifests himself as a small bamboo forest, hundreds of shoots appear over a 50m radius around Hisao’s original position each about 20ft tall. Each has a durability of a normal zanpakutou but are spread out that swinging weapons will have little trouble working normally unless the weapon itself is massive. In addition to the forest, a thick grey fog rolls low to the ground. Hisao's normal shikai however undergoes no new change during this time.

Ability: Endai Kyokukan (Grand Siphon)

The draining nature of Hisao’s shikai has been amplified to affect every being caught within Hisao’s forest. The shoots now drain 20% of the cost of any kidou, gintou, cero, or release abilities (kai or awakening). This energy can only be used for the sole purpose of casting more spells and does not take away from the actual damage of the ability used. The total amount of stored reiatsu in Gakusha cannot exceed Hisao’s kidou stat though Hisao now gains the ability to decide whether to spend his own reiatsu or the reiatsu stored in his kai.

Attack: Oshoku (To Corrupt)

Using the already stored reiatsu as a catalyst, Hisao is able to completely reduce an attack into pure reiatsu for his pool. In order to break down the attack, there must be more reiatsu present in Hisao’s pool than the attack in question costs and the attack must be affected by Endai Kyokukan. This attack can be used a maximum of 5 times.

Attack: Oitsuku (To Overtake)

Using the principle of Gakuryoku’s siphoning, Hisao can actually over run an opponent’s attack and send it back at them. To accomplish this Hisao must first sacrifice reiatsu equal to the attack from his pool and then pay the same cost from his own reiatsu. Hisao’s reiatsu then floods into the attack draining it of color and sending it back at its user. Damage dealt by this attack is equal to what it would have originally been for better or worse.

Attack: Oomawari (To Detour)

Gakusha’s final attack works as a sort of reverse siphon. Hisao is able to draw out any amount of reiatsu from his pool and attach it to a target. During this time the surrounding fog crowds on top of the enemy appearing as though Gaku himself is hanging from around their necks. This spectral body allows all attacks which are affected by Endai Kyokukan used by Hisao’s allies to hone in on the target following them for the duration of the attack. This spirit will disperse once Hisao has casted, the target has been hit by a greater, or the target has used an equal amount than what was used to place this on the target.


Bankai Vizard Attack: [FONT=Verdana;]Namaru[/FONT] Endai Kyokukan (Corrupted Grand Siphon)

When Hisao's accumulated rage reaches 20% or more, his inner hollow affects the normal ability of his bankai augmenting it so that it now also responds to the spent rage of any being, including Hisao himself within Hisao's bankai forest. 20% of the reiatsu value of the spent rage is added to Hisao pool with all the limitations of the normal ability. 1/2 of the rage absorbed from each attack is generated as emptiness.


Gakuryoku (Revised)
Shikai: Gakuryoku (Scholarship)


Ability: Kyokukan(Siphon)

The single ability of Hisao’s zanpakutou is constantly active. The old’s man reliance on kidou to defend himself has caused his weapon to be able to draw off energy from the very demon arts its master is so dependent upon. Whenever a kidou, cero, or gintou is used within Hisao’s sight 10% of the reiatsu cost of the spell is taken and stored within Gakuryoku. This energy can only be used for the sole purpose of casting more spells and does not take away from the actual damage of the kidou used. The total amount of stored reiatsu in Gakuryoku cannot exceed more than 50% of Hisao’s kidou stat and is always drained first when a spell is cast.


Shikai Vizard Attack: [FONT=Verdana;]Namaru[/FONT] Kyokukan (Corrupted Siphon)

When Hisao's accumulated rage reaches 20% or more, his inner hollow effects the normal ability of his shikai augmenting it so that it now also responds to the spent rage of any being, including Hisao himself within Hisao's sight. 10% of the reiatsu value of the spent rage is added to Hisao pool with all the limitations of the normal ability. 1/2 of the rage absorbed from each attack is generated as emptiness.



Ban Kai: Seme no Kashikoi Gakusha (Persecution of the Wise Scholar)

Form: Upon announcing bankai, Gaku forcibly manifests himself as a small bamboo forest, hundreds of shoots appear over a 30m radius around Hisao’s original position each about 10m tall. Each has a durability of a normal zanpakutou but are spread about four feet apart that swinging weapons will have little trouble working normally unless the weapon itself is massive. In addition to the forest, a thick grey fog rolls low to the ground. Hisao's normal shikai however undergoes no new change during this time.

Ability: Endai Kyokukan (Grand Siphon)

The draining nature of Hisao’s shikai has been amplified to affect every being caught within Hisao’s forest. The shoots now drain 20% of the cost of any kidou, gintou, cero, or release abilities (kai or awakening). This energy can only be used for the sole purpose of casting more spells and does not take away from the actual damage of the ability used. The total amount of stored reiatsu in Gakusha cannot exceed Hisao’s kidou stat though Hisao now gains the ability to decide whether to spend his own reiatsu or the reiatsu stored in his kai.

Attack: Oshoku (To Corrupt)

Using the already stored reiatsu as a catalyst, Hisao is able to completely neutralize an attack using reiatsu in his pool. In order to break down the attack, the attack must be affected by Endai Kyokukan and Hisao must pay its full cost from his kidou pool.

Attack: Oitsuku (To Overtake)

Using the principle of Gakuryoku’s siphoning, Hisao can actually over run an opponent’s attack and send it back at them. To accomplish this Hisao must first sacrifice reiatsu equal to the attack from his pool and then pay the same cost from his own reiatsu. Hisao’s reiatsu then floods into the attack draining it of color and sending it back at its user.

Attack: Oomawari (To Detour)

Gakusha’s final attack works as a sort of reverse siphon. Hisao is able to draw out any amount of reiatsu from his pool and attach it to a target. During this time the surrounding fog crowds on top of the enemy appearing as though Gaku himself is hanging from around their necks. This spectral body allows all attacks which are affected by Endai Kyokukan to hone in on the target following them for the duration of the attack. This spirit will disperse once Hisao casts, the target has been hit by an attack greater than Oomawari's cost, or the target has used an equal amount to Oomawari's cost.

Bankai Vizard Attack: [FONT=Verdana;]Namaru[/FONT] Endai Kyokukan (Corrupted Grand Siphon)

When Hisao's accumulated rage reaches 20% or more, his inner hollow affects the normal ability of his bankai augmenting it so that it now also responds to the spent rage of any being, including Hisao himself within Hisao's bankai forest. 20% of the reiatsu value of the spent rage is added to Hisao pool with all the limitations of the normal ability. 1/2 of the rage absorbed from each attack is generated as emptiness.


The changes are relatively minor. The main thing was to remove the ability to spam the Corrupt ability to build up his pool without any cost to himself. On the other hand, the revised version doesn't have a usage limit, as long as he has the rei in his pool to use.

Next up, the following three AH techs:

AH Pay Techs (Current)
[ Payday ]
Every agent employed by the Initiative receives a weekly salary for their valued services, payed in the form of Credits, or ₢. As Orpheus' jurisdiction extends beyond the borders of any individual nation, paying in one particular currency would cause problems. As such credits, while not physical money, represent real, legal tender and can be used practically anywhere. An agent's pay increases according to his or her ranking within the organization.

Corporal – 2000₢ per week
Sergeant – 4000₢ per week
Lieutenant – 8000₢ per week
Brigadier/Major – 20,000₢ per week

In addition to weekly pay, additional funds can be acquired through specially sanctioned missions.

[ Bonus ] : Warimashi — 割り増し
This tech adds benefits onto an agent’s Cerberus salary (the thing you rp on your own that let's you buy toothpaste). The benefits come in the form of credits that can be spent within the company on the organizations’ items that have undergone enough testing to be viably used in the field, or on any other items available to all Advent Humans for purchase (e.g., kidou scrolls). An agent’s benefits scale along with his position into the following tiers:

Agent – 2k credits per week
Senior Agent – 4k credits per week
Assistant Department Director – 8k credits per week
Department Director – 20k credits per week
Note: Additional salary bonuses may be earned through missions.

[Allowance] : Kotzugai
J-school members are allotted 1000 yen as an allowance a week (about 10 dollars). Your parents are cheapskates, but this money can come in handy in buying all sorts of items.


AH Pay Techs (Revised)

First change is that these three techs will now be standard to their organization -- they no longer take up a faction technique slot.

In all cases, money is only collected on weeks that the player writes.

[ Payday ]
Every agent employed by the Initiative receives a weekly salary for their valued services, payed in the form of Credits, or ₢. As Orpheus' jurisdiction extends beyond the borders of any individual nation, paying in one particular currency would cause problems. As such credits, while not physical money, represent real, legal tender and can be used practically anywhere. An agent's pay increases according to his or her ranking within the organization.

Corporal – 2,000₢ per week
Sergeant – 4,000₢ per week
Lieutenant – 8,000₢ per week
Brigadier/Major – 20,000₢ per week

In addition to weekly pay, additional funds can be acquired through specially sanctioned missions.

[ Bonus ] : Warimashi — 割り増し
This tech adds benefits onto an agent’s Cerberus salary (the thing you rp on your own that let's you buy toothpaste). The benefits come in the form of credits that can be spent within the company on the organizations’ items that have undergone enough testing to be viably used in the field, or on any other items available to all Advent Humans for purchase (e.g., kidou scrolls). An agent’s benefits scale along with his position into the following tiers:

Agent – 2,000₢ per week
Senior Agent – 4,000₢ per week
Assistant Department Director – 8,000₢ per week
Department Director – 20,000₢ per week

Note: Additional salary bonuses may be earned through missions.

[Allowance] : Kotzugai
Credits seem to be the preferred currency of the empowered human world, penetrating even the TNK. J-school members receive a small allowance, which can be easily exchanged for 1,000 Credits each week. Your parents are cheapskates, but this money can come in handy in buying all sorts of items.

Although allowance itself is low, students can earn additional money by doing odd jobs, or may even receive a commission from assisting in Orpheus or Cerberus missions.
 
I've been asked about these several times at this point.

7th Div Techs (Current)
Reiatsu Seal
With the shackles that all members of the division wear being a nuisance at first, the members of the Seventh have found a unique use for them. A member of the division that knows this tech may alot a certain percentage of their reiatsu into their shackles, which have a seal. Inside the seal, the reiatsu is ever growing, and once released it is reabsorbed by the contributor. The effect is not permanent, however, and it will wear off after a time. Then, once the effects have completely faded, the user my transfer more reiatsu into the seal and start the process over again.

The base amount that can be stored in the seal is ten percent, which can be raised to a maximum of twenty percent. The return per round is fifteen percent per round, which can be raised to twenty percent per round. After four rounds, the multiplier stops, and the stored reiatsu stays at that point. Once released, it may be utilized for a maximum of four rounds.

The perks that are upgraded for this tech are the amount invested and the return per round. To increase, each point requires one hundred redemption points. The initial investment requires one thousand points to top out, and the return requires five hundred. To max out this tech, fifteen hundred redemption points must be spent.

Double Edge Sword

The members of the Seventh have earned a reputation for not caring what happens to them, and doing everything necessary to ensure that they win. Even if that means getting themselves killed in the process. This tech increases the damage caused by the user, but also increases the damage they take as well.

The base damage increase, both given and taken, is ten percent.

The upgrades to this tech come in three different varieties. First, the damage modifiers are increased. For every hundred points spent, the percentage increases by one, up to a max of twenty. After twenty percent, only the damage dealt increases, with no change to the damage received. Second, for two hundred points, the attacks ignore damage reduction. Last, for a final two hundred points, the effects of regeneration are nullified. To max out this tech, nineteen hundred redemption points must be spent.

Stubborn Endurance

Due to the fact that they are, as most affectionately called by the gotei, expendable suicide soldiers, the shinigami of the 7th have learned how to keep fighting even after a normal person would have stopped being able to move. With this tech, which was developed by Ishin from his many uses of Threshhold, the seventh division member will keep fighting past the bodies limit.

Basic tech starts as a free use of threshhold.

The perks of this tech come in two forms. The first, after every two hundred points spent, negative effects such as poison are reduced for one round, up to a maximum reduction of three rounds. Note this can never reduce the number below one. Next, for purposes of kidou, feats or techniques that has its effects based on comparative reiatsu (such as Louhi Kaiho's Reiatsu Scar personal feat), for every two hundred points spent increases the threshhold from 100% by 10%. to a maximum of 130% for purposes of that comparison. To max out this tech, twelve hundred redemption points must be spent.

Ravenous Fury

Being the murderers, convicts, and otherwise malcontents that they are, the seventh division loves to fight. They have an unnatural blood lust that takes over them in the middle of a fight, prompting them to continue to inflict damage. When they get hit, this blood lust weakens.

The blood lust comes in the form of a boost to the shinigami's primary combat stat (chosen when they take the tech, unchangeable once chosen). It starts at 5% for the first hit, and for every hit afterwards is raised by an additional 5%, to a maximum of 20%. For every hit taken by the user, though, the bonus decreases by 5%, to a minimum of 0% increase.

The perks that can be upgraded for this tech is the ability to ignore hits that would normally break the chain. For every hundred points spent, one hit may be ignored, up to a maximum of five hits to be ignored. To max out this tech, five hundred redemption points must be spent.


7th Div Techs (Revised)
Reiatsu Seal
With the shackles that all members of the division wear being a nuisance at first, the members of the Seventh have found a unique use for them. A member of the division that knows this tech may allot a certain percentage of their reiatsu into their shackles, which have a seal. Inside the seal, the reiatsu is ever growing, and once released it is reabsorbed by the contributor. The effect is not permanent, however, and it will wear off after a time. Then, once the effects have completely faded, the user my transfer more reiatsu into the seal and start the process over again.

The base amount that can be stored in the seal is 10% of total reiatsu, which can be raised to a maximum of twenty percent. Each round, the sealed reiatsu increases by 3% of total reiatsu, and can be upgraded up to 5%. After four rounds, the reiatsu must be used. Once released, it may be utilized for a maximum of four rounds, and the user cannot store or amplify more reiatsu until the previously stored reiatsu is gone or four rounds have passed.

The perks that are upgraded for this tech are the amount invested and the return per round. To increase, each storage point requires 100 RDP, and each return point requires 250 RDP. The initial investment requires 1000 points to top out, and the return requires 500.

To max out this tech, 1500 RDP must be spent.

Double-Edged Sword
The members of the Seventh have earned a reputation for not caring what happens to them, and doing everything necessary to ensure that they win. Even if that means getting themselves killed in the process. The user of this tech makes one devastating but reckless attack, valued at 120% of their combat stat, which can be raised to 150%. This attack leaves the user completely open and they are unable to attack or defend the following two rounds.

This is usable once per battle per 5000 Connection, up to three times max.

The upgrades to this tech come in forms. First, the combat stat boost can be increased at a rate of +10% per 500 RDP, maxing at +30% with 1500 RDP. Second, for 400 RDP, the vulnerability is reduced by one round.

To max out this tech, 1900 RDP must be spent.

Stubborn Endurance
Due to the fact that they are, as most-affectionately called by the Gotei, expendable suicide soldiers, the shinigami of the 7th have learned how to keep fighting even after a normal person would have stopped being able to move. With this tech, which was developed by Ishin from his many uses of Threshold, the seventh division member will keep fighting past the body's limit.

Basic tech starts as a free use of the effects of Bakudou #29, Threshold.

The perks of this tech come in two forms. The first, after every 200 points spent, negative effects such as poison are reduced for one round, up to a maximum reduction of three rounds. Note this can never reduce the number below one. Next, for purposes of kidou, feats or techniques that has its effects based on comparative reiatsu (such as Louhi Kaiho's Reiatsu Scar personal feat), for every 200 points spent increases the threshold from 100% by 10% to a maximum of 130% for purposes of that comparison.

To max out this tech, 1200 RDP must be spent.

Ravenous Fury
Being the murderers, convicts, and otherwise malcontents that they are, the seventh division loves to fight. They have an unnatural blood lust that takes over them in the middle of a fight, prompting them to continue to inflict damage. Each round they get hit, this blood lust weakens.

The blood lust comes in the form of a boost to the shinigami's combat stat. Each round that they hit an opponent, one combat stat increases by 5%, to a maximum of 20%. For each round a hit is taken by the user, though, the bonus decreases by 5% per attacker, no lower than the user's base stat.

The perks that can be upgraded for this tech is the ability to ignore hits that would normally break the chain. For every 250 points spent, one hit may be ignored, up to a maximum of two hits to be ignored. This is overall, not per round: essentially, it will take four attacks to decrease the fury.

To max out this tech, 500 RDP must be spent.


Reiatsu Seal is being simplified for clarity, but remains about the same in effectiveness.

Double-Edged Sword is getting a completely new effect with the same concept intact. The original idea of +10% damage just isn't that effective when there's no number-based damage calculations. It is now a potent but risky attack.

Stubborn Endurance is the same. I just fixed the spelling of Threshold. >.>

Ravenous Fury is largely the same. I altered the per hit to be more focused by rounds. So you can't punch a guy four times in one round and get +20%, or get shot by a multi-hit kidou like Hyakurai and get automatic -20%. The deduction is per attacker per round... so if one guy hits you, it's -5%, but if three guys hit you in the same round, it's -15%. If you upgrade to ignore two attacks, it means you get the debuff every third attack (regardless of how many rounds it takes).
 
After talking to Sen and a mulling this over, since Kago and I have this legacy div tech equipped, I'm submitting it for a review and slight downgrade. :( OMG what am I doing nerfing myself?

Reverse Slipstream – Adapted from the technique that Ritoru introduced to the 12th division, Reverse Slipstream is a more of an individual attack maneuver compared to its team/movement-based cousin still housed within the division of assassins. If a target attempts a flash step or any other enhanced mode of travel, the user can enter their slipstream and travel at the same speed to the same relative location at a fraction of the cost. Instead of the user bringing people into their own wake, Reverse Slipstream allows the 3rd divisioner to force themselves into the reiatsu patterns of others by expending a percentage of their own reiatsu based on relative hohou stat. Free against those weaker, 1% against those of relative strength and 2% against those of at least 2 times higher.

Must have attained 1000 Hohou to learn this tech.

Change: I suggest the cost be 2% against those of less or approximately equal hohou, and 4% against faster peeps. Still strong, but not as spammy.
 
After talking to Sen and a mulling this over, since Kago and I have this legacy div tech equipped, I'm submitting it for a review and slight downgrade. :( OMG what am I doing nerfing myself?

Reverse Slipstream – Adapted from the technique that Ritoru introduced to the 12th division, Reverse Slipstream is a more of an individual attack maneuver compared to its team/movement-based cousin still housed within the division of assassins. If a target attempts a flash step or any other enhanced mode of travel, the user can enter their slipstream and travel at the same speed to the same relative location at a fraction of the cost. Instead of the user bringing people into their own wake, Reverse Slipstream allows the 3rd divisioner to force themselves into the reiatsu patterns of others by expending a percentage of their own reiatsu based on relative hohou stat. Free against those weaker, 1% against those of relative strength and 2% against those of at least 2 times higher.

Must have attained 1000 Hohou to learn this tech.

Change: I suggest the cost be 2% against those of less or approximately equal hohou, and 4% against faster peeps. Still strong, but not as spammy.

I'm not convinced that a percent cost system is suitable for this, nor should it be free against anyone with less Hohou, as it's currently written. Therefore I suggest the following change:

[Reverse Slipstream]

Adapted from the technique that Ritoru introduced to the Twelfth division, Reverse Slipstream is a more of an individual attack maneuver compared to its team/movement-based cousin still housed within the division of assassins. If a target attempts a flash step or any other enhanced mode of travel, the user can enter their slipstream and travel at the same speed to the same relative location at a fraction of the cost. Instead of the user bringing people into their own wake, Reverse Slipstream allows the users to force themselves into the reiatsu patterns of others by using their own shunpo of at least one-quarter the strength. To jump into the slipstream of a target going 80-steps, the user would have to use a 20-step shunpo or greater.

I find this to be a little more fair overall. The distance traveled ought to correlate with the cost paid. This version also, while still potent, doesn't allow anyone to catch anyone. If you need an 80-step shunpo to catch them, but you can only do 60-step, then you're out of luck.
 
FoL
[The Fruit of Labor] Spiritual beings generally have a greater inherent physical strength and durability than those who inhabit human form. For those dedicated to the pursuit of this type of strength, one can learn how to apply that strength in other arenas than direct combat.

This is especially true to Shinigami who raise their hakuda stat are often able augment their physical strength to superhuman levels. Similar to the strength of the humans, a Shinigami may manifest their physical strength in different ways, some may only apply this strength when emotional or enraged, while others are just a general example of the limits to which one can train their bodies.

The increase to strength is directly proportional to the hakuda stat. Note that this enhancement is not a modifier to the hakuda stat but rather an expression of it.
1000 hakuda – 3x base human strength
2000 hakuda – 4x base human strength
3000 hakuda – 5x base human strength
4000 hakuda – 6x base human strength
5000 hakuda – 7x base human strength
6000 hakuda – 8x base human strength
7000 hakuda – 9x base human strength
10,000 hakuda – 15x base human strength
Requirements: 1000 Hakuda

Practitioners: Speak to a GM if you want to learn.


I submit to the great Will Fruit of Lambo to be reviewed. The more I look at it the more this screams tech level rather than feat. It basically is giving solid numbers to the increase in strength that should occur naturally with higher hak.
 
I wanted to alter some wording in my kai to make it more explicit, since the way it's written makes it seem like it lasts one turn per 100 reiatsu I have (not the case).

Before
[ Ability ]“Aikei”
Aitenshi has the power to heal. At a cost of 10% reiatsu, the lettering and the illuminated pattern will burst into flames that blaze brighter than the sun for 1 turn per 100 reiatsu. Anyone touched by the firelight will be healed of any minor wounds instantly, deep wounds over the course of two rounds, and major wounds over the course of three rounds. The healing ability causes pain to its subjects, akin to having their entire body dipped into molten lava. The ability cannot cause hypoperfusion and can be extinguished at any time by the wielder (no spent reiatsu will be regained).


After
[ Ability ]“Aikei”
Aitenshi has the power to heal. At a cost of 10% reiatsu, the lettering and the illuminated pattern will burst into flames that blaze brighter than the sun for 1 turn per 1000 connection. Anyone touched by the firelight will be healed of any minor wounds instantly, deep wounds over the course of two rounds, and major wounds over the course of three rounds. The healing ability causes pain to its subjects, akin to having their entire body dipped into molten lava. The ability cannot cause hypoperfusion and can be extinguished at any time by the wielder (no spent reiatsu will be regained).
 
FoL
[The Fruit of Labor] Spiritual beings generally have a greater inherent physical strength and durability than those who inhabit human form. For those dedicated to the pursuit of this type of strength, one can learn how to apply that strength in other arenas than direct combat.

This is especially true to Shinigami who raise their hakuda stat are often able augment their physical strength to superhuman levels. Similar to the strength of the humans, a Shinigami may manifest their physical strength in different ways, some may only apply this strength when emotional or enraged, while others are just a general example of the limits to which one can train their bodies.

The increase to strength is directly proportional to the hakuda stat. Note that this enhancement is not a modifier to the hakuda stat but rather an expression of it.
1000 hakuda – 3x base human strength
2000 hakuda – 4x base human strength
3000 hakuda – 5x base human strength
4000 hakuda – 6x base human strength
5000 hakuda – 7x base human strength
6000 hakuda – 8x base human strength
7000 hakuda – 9x base human strength
10,000 hakuda – 15x base human strength
Requirements: 1000 Hakuda

Practitioners: Speak to a GM if you want to learn.


I submit to the great Will Fruit of Lambo to be reviewed. The more I look at it the more this screams tech level rather than feat. It basically is giving solid numbers to the increase in strength that should occur naturally with higher hak.

I'll come back to this. I think you're correct that it doesn't need to be a feat, but it also doesn't need to be a tech in its current form.

I wanted to alter some wording in my kai to make it more explicit, since the way it's written makes it seem like it lasts one turn per 100 reiatsu I have (not the case).

Before
[ Ability ]“Aikei”
Aitenshi has the power to heal. At a cost of 10% reiatsu, the lettering and the illuminated pattern will burst into flames that blaze brighter than the sun for 1 turn per 100 reiatsu. Anyone touched by the firelight will be healed of any minor wounds instantly, deep wounds over the course of two rounds, and major wounds over the course of three rounds. The healing ability causes pain to its subjects, akin to having their entire body dipped into molten lava. The ability cannot cause hypoperfusion and can be extinguished at any time by the wielder (no spent reiatsu will be regained).


After
[ Ability ]“Aikei”
Aitenshi has the power to heal. At a cost of 10% reiatsu, the lettering and the illuminated pattern will burst into flames that blaze brighter than the sun for 1 turn per 1000 connection. Anyone touched by the firelight will be healed of any minor wounds instantly, deep wounds over the course of two rounds, and major wounds over the course of three rounds. The healing ability causes pain to its subjects, akin to having their entire body dipped into molten lava. The ability cannot cause hypoperfusion and can be extinguished at any time by the wielder (no spent reiatsu will be regained).

Change approved.
 
*sigh*
Alright, because Rawb's new char has the exact same last name as my zan name, I was wondering if I could switch it to something different, along with my release phrase. I want to change my release phrase from, Montrez moi la Piste (show me the trail) to Suivez La Piste (Follow the Trail) mainly because it works better with the new name.

Current:
Shikai: Etoile
Bankai: Etoile Fillante
Release Phrase: Montrez Moi La Piste (Show me the Trail)

New:
Shikai: Astrolouge (Stargazer)
Bankai: Astrolouge Céleste (Celestial Stargazer)
Release Phrase: Suivez La Piste (Follow the Trail)
 
*sigh*
Alright, because Rawb's new char has the exact same last name as my zan name, I was wondering if I could switch it to something different, along with my release phrase. I want to change my release phrase from, Montrez moi la Piste (show me the trail) to Suivez La Piste (Follow the Trail) mainly because it works better with the new name.

Current:
Shikai: Etoile
Bankai: Etoile Fillante
Release Phrase: Montrez Moi La Piste (Show me the Trail)

New:
Shikai: Astrolouge (Stargazer)
Bankai: Astrolouge Céleste (Celestial Stargazer)
Release Phrase: Suivez La Piste (Follow the Trail)

Seems an odd reason to change it, but yeah, go ahead.
 
This pains me to do this, but I might as well get it out of the way...

Submitting Warf's TA for GM review u_u

Moirin Valterra TA


True Awakening Release: Blood Sport

During her initial release, Moirin needed to use her own blood to attack with. In her True Awakened state, she is able to use her own, as well as her opponents blood as weapons. Moirin’s body holds 5.5 litres of blood; she can use half that amount before her combat ability begins to be effected. In total she can lose ¾ of her body’s blood before she passes out. However if her opponent is bleeding, there is no limit to the amount of blood she can control at a given time.

Ability 1: Creationism
Moirin can use her blood for an assortment of practical uses. Using drops she can use them as explosive bullets which can be used in her customized handgun. She can create throwing knives, swords, axes, spears... anything as long as enough blood is available to her. However if only her own blood is being used she is limited to smaller types of weapons.

Ability 2: Tough as Nails
Because Moirin as such control of her blood, she is able to use it to heal faster than normal. Defensively she can also harden her blood in certain parts of her body for limited amount of time during a fight (2 seconds for every 1k reiatsu) to prevent serious injury. Her hardened blood can stop a blade’s attack which is ¾ or less her own combat skill. Anything more will break her defence, and will harm her only in the difference of their combat skills and not the full effect of the blow. After being used, Moirin will need two turns to be able to use this ability again.

Ability 3: Force Drain
Requires her opponent to be bleeding. By laying her hands on her opponent, Moirin can forcefully drain her opponent’s blood faster than normal bleeding. Loss of blood makes her opponent experience a wave of dizziness before losing 10% of their reiatsu for every turn her hands remain on them. This however can only be accomplished a max of 5 times per fight.


Suggestions:

Ability 1: This should have a cost associated with its ability...

Ability 2: I have no issue with it as is, since it has a two round cooldown and a combat parameter, even though it lacks a cost.

Ability 3 However is a big issue. Basically, Moirin can use this ability free of charge and nuke someone like Sayis or anyone higher much faster than that of someone lower than her. This should actually go the other way around. Moirin should be able to nuke the lowbie faster (since she would technically be stronger than them). So, this should be based off of Moirin's rei or a combat stat, and not the opponents rei.
 
True Awakening Release: Blood Sport

During her initial release, Moirin needed to use her own blood to attack with. In her True Awakened state, she is able to use her own, as well as any opponents' blood within 30m as weapons. Moirin’s body holds 5.5 litres of blood; she can use half that amount before her combat ability begins to be effected. In total she can lose ¾ of her body’s blood before she passes out. However if her opponent is bleeding, there is no limit to the amount of blood she can control at a given time.

Ability 1: Creationism
Moirin can use her blood for an assortment of practical uses. With drops she can use them as explosive bullets which can be used in her customized handgun. Using 2% of her reiatsu, she can create physical weapons such as throwing knives, swords, axes, spears... anything as long as enough blood is available to her. However if only her own blood is being used she is limited to smaller types of weapons.

Ability 2: Tough as Nails
Because Moirin as such control of her blood, she is able to use it to heal faster than normal. Defensively she can also pay 5% reiatsu to harden her blood in certain parts of her body for limited amount of time during a fight (1 round per 5k Reiatsu) to prevent serious injury. Her hardened blood can stop a blade’s attack which is ¾ or less her own combat skill. Anything more will break her defense, and will harm her only in the difference of their combat skills and not the full effect of the blow. After being used, Moirin will need two turns to be able to use this ability again.

Ability 3: Force Drain
Requires her opponent to be bleeding. By laying her hands on her opponent, Moirin can forcefully drain her opponent's blood faster than normal bleeding. Loss of blood makes her opponent experience a wave of dizziness before losing 20% of her combat stat in reiatsu for every turn her hands remain on them. This however can only be maintained for five rounds per fight.
 
I give you:

空蝉 - ‘Utsusemi’, “Cicada’s Skin”
-also known as-
屍歩 - ‘Shipo’, “Corpse Step”

An undocumented technique originally passed through select members of the Onmitsu Kidou, the technique ‘Cicada’ finds its origins in one of the Corps’ previous commanding officers. It spread into the Gotei through usage of the technique by notable individuals, though users of the technique usually rarely passed it down to other Gotei shinigami.

Cicada works by executing a step of shunpo at the user’s full capacity the instant before an attack lands, allowing them to escape a strike that would normally land. This ‘too late’ shunpo is possible due to the manner which triggers it; when training to learn the technique, it is made an ‘instinct’, much like a flinch. Thus, conscious decision-making is not needed, and the attack can be avoided even far after when one could consciously avoid the attack. That said, the body has to be able to recognize a threat in order for this technique to be executed.

The step itself is a very short-range step executed at a speed far surpassing one’s normal shunpo ability, and the user also uses more energy than a normal step. This is called the ‘desperation effect’; the body uses too much energy, which increases the speed but detracts from the overall effect. Additionally, due to this ‘desperation effect’, one cannot pace their step; they will automatically dodge at full speed.

After the step, reiatsu output is muted extensively in order to protect the body’s new location. Because of this, no actively-triggered non-zanpakutou abilities or attacks can be used immediately after the execution of Utsusemi.

At higher levels of mastery, one can leave a ‘skin’ behind that is composed of reiatsu. Thus, it can be pierced and gives resistance back to an enemy’s strike but will dissolve a moment or two later.

Since Utsusemi is a technique that can only be activated subconsciously and requires mental conditioning, a training collab with a user of the technique is required in order to learn it as all techniques of this caliber require.

[ Requirements ]

-Ability to shunpo (1k Hohou)
-‘Skin’ effect comes at multiple uses and 5k Hohou
-Training collab to learn

[ Costs of Use ]

-Normal Execution - 2x normal step cost
-Skin Execution - 2x normal step cost + 3% reiatsu

[ Parameters ]

-Can be used once with another use per 5k Hohou (maxes at 4 uses; 15k Hohou)

(Summer 09 PM's)

Critique: This doesn't take into account rei spent, relative stat levels or anything. You just avoid attacks, regardless of comparisons. I think this is a very bad precedent to set.

Fix: If attack stat > 100% of hohou, you can't dodge it. Could also be a cost analysis, given the description, if 2x your flash step < attack cost, its too strong to avoid.
 
Utsusemi (Current)
空蝉 - ‘Utsusemi’, "Cicada’s Skin”
-also known as-
屍歩 - ‘Shipo’, "Corpse Step”

An undocumented technique originally passed through select members of the Onmitsu Kidou, the technique ‘Cicada’ finds its origins in one of the Corps’ previous commanding officers. It spread into the Gotei through usage of the technique by notable individuals, though users of the technique usually rarely passed it down to other Gotei shinigami.

Cicada works by executing a step of shunpo at the user’s full capacity the instant before an attack lands, allowing them to escape a strike that would normally land. This ‘too late’ shunpo is possible due to the manner which triggers it; when training to learn the technique, it is made an ‘instinct’, much like a flinch. Thus, conscious decision-making is not needed, and the attack can be avoided even far after when one could consciously avoid the attack. That said, the body has to be able to recognize a threat in order for this technique to be executed.

The step itself is a very short-range step executed at a speed far surpassing one’s normal shunpo ability, and the user also uses more energy than a normal step. This is called the ‘desperation effect’; the body uses too much energy, which increases the speed but detracts from the overall effect. Additionally, due to this ‘desperation effect’, one cannot pace their step; they will automatically dodge at full speed.

After the step, reiatsu output is muted extensively in order to protect the body’s new location. Because of this, no actively-triggered non-zanpakutou abilities or attacks can be used immediately after the execution of Utsusemi.

At higher levels of mastery, one can leave a ‘skin’ behind that is composed of reiatsu. Thus, it can be pierced and gives resistance back to an enemy’s strike but will dissolve a moment or two later.

Since Utsusemi is a technique that can only be activated subconsciously and requires mental conditioning, a training collab with a user of the technique is required in order to learn it as all techniques of this caliber require.

[ Requirements ]

-Ability to shunpo (1k Hohou)
-‘Skin’ effect comes at multiple uses and 5k Hohou
-Training collab to learn

[ Costs of Use ]

-Normal Execution - 2x normal step cost
-Skin Execution - 2x normal step cost + 3% reiatsu

[ Parameters ]

-Can be used once with another use per 5k Hohou (maxes at 4 uses; 15k Hohou)


Utsusemi (Revised)
[Utsusemi] - 空蝉 Cicada Skin
Also known as 屍歩 Shipo, or "Corpse Step."

An undocumented technique originally passed through select members of the Onmitsu Kidou, the technique 'Cicada' finds its origins in one of the Corps' previous commanding officers. It spread into the Gotei through usage of the technique by notable individuals, though users of the technique rarely passed it down to other Gotei shinigami.

Cicada works by executing a step of shunpo at the user's full capacity the instant before an attack lands, allowing them to escape a strike that would normally land. Due to being 'desperation effect', one cannot pace their step; they will automatically dodge at full "speed," although they will only move one-quarter of their normal distance. After the step, reiatsu output is muted extensively in order to protect the body's new location, preventing the use of any abilities for the remainder of the turn.

At higher levels of mastery, one can leave a 'skin' behind that is composed of reiatsu. Thus, it can be pierced and gives resistance back to an enemy's strike but will dissolve a moment or two later. Since Utsusemi is a technique that can only be activated subconsciously and requires mental conditioning, a training collab with a user of the technique is required in order to learn it as all techniques of this caliber require.

Normal execution costs 2x normal shunpo cost. The 'Skin' execution costs 2x normal shunpo cost + 3% reiatsu. Utsusemi can be used one additional time per 5k hohou, maxing at 3 uses at 10k Hohou.

Requirements: Shunpo. 'Skin' effect requires 5k Hohou and repeated use.

Practitioners: Yuzuki Masato (Kishyotai); Anenokoji Senesati (Code of the Noble);


Eidolon said:
Critique: This doesn't take into account rei spent, relative stat levels or anything. You just avoid attacks, regardless of comparisons. I think this is a very bad precedent to set.

Fix: If attack stat > 100% of hohou, you can't dodge it. Could also be a cost analysis, given the description, if 2x your flash step < attack cost, its too strong to avoid.

That's kind of the idea. It's limited in uses, and the only change I intend to make is to reduce it to 3 uses max (and trim the description). If you need it more than 2-3 times per fight, you should put your Hohou to running away.

Utsusemi wouldn't be a very appealing tech if it only worked on attacks that could ostensibly be dodged normally, which is kinda the implication if their Hohou is already comparable to the Zan/Hak of the attacker.

It's also somewhat self-crippling, since a person with 10k Hohou would need to spend 4000 reiatsu to use the technique... and only move about 50 steps. That's why it's a desperation move.
 
Hey,
I wanted to make some minor changes in Sanji's shikai.


...as it was...
[ Tsuyubare ] "Sunny spell during rainy season"

Swirling and dancing around the zanpakutou wielder, the luminous water that flows from Kojizumi is controlled by Sanji's will. The tidal surge can follow any course, changing shape, whirling, pushing, diving, veiling, pestering, creating watery surfaces and shapes. Tsuyubare is the ability to do it.

This a constant ability and has no cost, being a natural, almost unconscious, ability which Sanji found inside his spirit, just like the ability to breathe. However, the radius of influence inside which Sanji can control Kojizumi's water is 5 yards per each 1,000 connection, maxing at 30 yards. If the water overflows outside Tsuyubare's radius, it will scatter and disappear and the radius will accompany him when he moves.

[ Reisui ] "Miraculous Tide"

Reisui is the core of Kojizumi's release, being it a healing type one. It works with the simple law of mutual retribution, performing regeneration in exchange of energy, in that case, reiatsu.

The lurid water that flows and swirls from Kojizumi's blade, flowing around Tsuyubare's radius, is the one to perform the regeneration when in contact with a target's organism. As the tide flow creates a swirling and luminous watery area of influence around Sanji, Reisui does not choose from ally to foe to perform the healing. The cost of Reisui is 500 reiatsu per round.

Being so, everyone inside Tsuyubare's radius will receive the benefit from Reisui. They will see their wounds regenerating spontaneously, giving great advantage on the battlefield. It is more effective on Sanji's self regeneration.

With the normal use of Reisui...

...low level injuries such as superficial wounds, bruises, external bleedings, and shallow cuts will heal instantly.

...medium level injuries such as deep cuts and perforations on non vital areas, simple internal bleedings, fractures in smaller limbs, middle level internal injury, poisoning, harsh concussions and traumas will normally take 3 turns to regenerate.

...high level injuries such as deep, brutal cuts and perforations in vital areas, complicated hemorrhages, smaller limbs amputations, high level venom, violent cranial traumas, and wounds in vital organs will take 5 turns to regenerate.

On Sanji's self regeneration the number of turns taken to heal is reduced by 1 turn.


...as it is wanted to be...
[ Tsuyubare ] "Sunny spell during rainy season"

Swirling and dancing around the zanpakutou wielder, the luminous water that flows from Kojizumi is controlled by Sanji's will. The speed of the billows near Kojizumi's blade will follow the movements of his arm, being able to do the impact effect of blasting water flowing that fast. The tidal surge can follow any course Sanji wills it to, changing shape, whirling, pushing, diving, veiling, pestering, creating watery surfaces and shapes. Tsuyubare is the ability to do it.

This a constant ability and has no cost, being a natural, almost unconscious, ability which Sanji found inside his spirit, just like the ability to breathe. However, the radius of influence inside which Sanji can control Kojizumi's water is 5 yards per each 1,000 connection, maxing at 30 yards. If the water overflows outside Tsuyubare's radius, it will scatter and disappear and the radius will accompany him when he moves.

[ Reisui ] "Miraculous Tide"

Reisui is the core of Kojizumi's release, being it a healing type one. It works with the simple law of mutual retribution, performing regeneration in exchange of energy, in that case, reiatsu.

The lurid water that flows and swirls from Kojizumi's blade, flowing within Tsuyubare's radius, is the one to perform the regeneration when in contact with a target's organism. As the tide flow creates a swirling and luminous watery area of influence around Sanji, Reisui does not choose from ally to foe to perform the healing. Reisui is activated by Sanji's will and is cancelled whenever he chooses to and its cost is 500 reiatsu per round while active.

Being so, everyone inside Tsuyubare's radius will receive the benefit from Reisui. They will see their wounds regenerating spontaneously, giving great advantage on the battlefield. It is more effective on Sanji's self regeneration.

With the normal use of Reisui...

...low level injuries such as superficial wounds, bruises, external bleedings, and shallow cuts will heal instantly.

...medium level injuries such as deep cuts and perforations on non vital areas, simple internal bleedings, fractures in smaller limbs, middle level internal injury, poisoning, harsh concussions and traumas will normally take 3 turns to regenerate.

...high level injuries such as deep, brutal cuts and perforations in vital areas, complicated hemorrhages, smaller limbs amputations, high level venom, violent cranial traumas, and wounds in vital organs will take 5 turns to regenerate.

On Sanji's self regeneration the number of turns taken to heal is reduced by 1 turn.


Thank you~
 
Changes approved, but your first ability's range needs to be reduced to shikai levels. Capping it at 15 yards.

[ Tsuyubare ] "Sunny spell during rainy season"

Swirling and dancing around the zanpakutou wielder, the luminous water that flows from Kojizumi is controlled by Sanji's will. The speed of the billows near Kojizumi's blade will follow the movements of his arm, being able to do the impact effect of blasting water flowing that fast. The tidal surge can follow any course Sanji wills it to, changing shape, whirling, pushing, diving, veiling, pestering, creating watery surfaces and shapes. Tsuyubare is the ability to do it.

This a constant ability and has no cost, being a natural, almost unconscious, ability which Sanji found inside his spirit, just like the ability to breathe. However, the radius of influence inside which Sanji can control Kojizumi's water is 5 yards per each 1,000 connection, maxing at 15 yards. If the water overflows outside Tsuyubare's radius, it will scatter and disappear and the radius will accompany him when he moves.

[ Reisui ] "Miraculous Tide"

Reisui is the core of Kojizumi's release, being it a healing type one. It works with the simple law of mutual retribution, performing regeneration in exchange of energy, in that case, reiatsu.

The lurid water that flows and swirls from Kojizumi's blade, flowing within Tsuyubare's radius, is the one to perform the regeneration when in contact with a target's organism. As the tide flow creates a swirling and luminous watery area of influence around Sanji, Reisui does not choose from ally to foe to perform the healing. Reisui is activated by Sanji's will and is cancelled whenever he chooses to and its cost is 500 reiatsu per round while active.

Being so, everyone inside Tsuyubare's radius will receive the benefit from Reisui. They will see their wounds regenerating spontaneously, giving great advantage on the battlefield. It is more effective on Sanji's self regeneration.

With the normal use of Reisui...

...low level injuries such as superficial wounds, bruises, external bleedings, and shallow cuts will heal instantly.

...medium level injuries such as deep cuts and perforations on non vital areas, simple internal bleedings, fractures in smaller limbs, middle level internal injury, poisoning, harsh concussions and traumas will normally take 3 turns to regenerate.

...high level injuries such as deep, brutal cuts and perforations in vital areas, complicated hemorrhages, smaller limbs amputations, high level venom, violent cranial traumas, and wounds in vital organs will take 5 turns to regenerate.

On Sanji's self regeneration the number of turns taken to heal is reduced by 1 turn.
 
[ Chikaihou Shinou ] - "Earthly Law Mastership"
Being dead is far different than living as anyone in Soul Society can attest to and one can sometimes bypass the physical laws of movement that one is normally accustomed to. However, the full extent to which laws can be bent or broken takes quite a bit of experience to fully realize, especially when returning to the world of the living. Examples of this phenomenon include walking on air, phasing through walls in the land of the living and other reality bending feats. True understanding as to what one can and cannot get away with is gained through experience.
Requirements: 3 missions on Earth

While talking to Sing, she brought me to the realization that the technique that allows Shinigami to do things like walking on air, jump really high, and various other things only allows those things to happen on Earth. However, walking on air and jumping absurdly high, as well as being strong enough to break through or phase through walls easily, are all things that many Shinigami were shown as being able to do in canon ... and not just on Earth, but in Soul Society and Hueco Mundo as well.

It was even explicitly stated in canon that the only reason Shinigami have to stay on firm ground in Seireitei is because of the Bloodstone walls.

I'm GM reviewing the Earthly Law Mastership technique in the hopes that we can get a new one to replace it which extends into Soul Society and Hueco Mundo, to some extent even if not all the way.
 

Current Date in Araevis

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