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GM Review Thread

I believed my shikai's second ability did one thing when it actually did something else. Therefore I would ike to rewrite it in a way I believe wll help clarify to me and others what it does.

Old ability
Ability 2: Zetsuei can repeat an attack that he previously did. What the opponents will see is an after image striking while Zetsuei is doing something else. He can rewind the moment two times and only three different integrals can be happen at a time. When Zetsuei successfully hits a person, they are stuck in the loop until the last afterimage hits. It costs 5% for the first afterimage and 10% for the second and he cannot repeat another integral.


New ability
Ability 2: Zetsuei can repeat an event that he previously did. When Zetsuei succesfully hits/touches an opponent and paying 5% of his reiatsu during the following round, the replayed event will affect the opponent. What the opponent will see is an afterimage performing the same move while Zetsuei is doing something else. The afterimage cannot be blocked or stopped by physical objects, defensive moves or abilities that lower damage and/or pain(assuming the protection wasn't on beforehand). For 10% reiatsu in the next round, he can repeat the afterimages movement as well as his own from the previous round for a total of three hits. For a full cost of 15% of his reiatsu in the beginning, he can repeat a single hit made on an opponent for 2 rounds. He can set up to two afterimages total and only 3 integrals can be going on at once.

Approved as worded below:

Ability 2: Zetsuei can repeat the events of recent battle. After successfully striking an opponent, Zetsuei can replay that attack during the following round. By paying 5% reiatsu, the previous attack is replayed while Zetsuei is able to act normally. Zetsuei can pay an additional 10% to replay a different, second attack in the same round. These replayed attacks will come at the opponents even if they've moved from the original spot, but they can be blocked or attacked normally.

Alright I realized that in this Tourny so far that my second ability ...

Ability 2: Blinding Ball
Using his control over light rays, Markus is able to concentrate light rays into a small condensed ball that acts like a Flash Grenade. Those who see the blast are temporarily blinded for a few moments; otherwise the ball has no damaging effects. Shielding ones eyes, looking away or special visors are sufficient enough to block the effects of the ball. Clear coat and Blinding Ball can not be used together.
Blinding Ball costs 200 Rei to create; only one can be created at a time and it can not be passed off to others. Blast Radius is 5yd.


Has no turn duration for the debuff. Some people have played it off ending in the same turn they're affected and others have had effects the entire battle. I think there needs to be a definite number of turns in which people are affected.

Ability 2: Blinding Ball
Using his control over light rays, Markus is able to concentrate light rays into a small condensed ball that acts like a Flash Grenade. Those who see the blast are temporarily blinded for a few moments; otherwise the ball has no damaging effects. Shielding ones eyes, looking away or special visors are sufficient enough to block the effects of the ball. Clear coat and Blinding Ball can not be used together. Greatly reduce visibility for all who witness it for a turn, and weaker, but still annoying after blinding effects continue for two turns afterward.
Blinding Ball costs 200 Rei to create; only one can be created at a time and it can not be passed off to others. Blast Radius is 5yd.

I took the effects from the Flash Bang Grenade from the Orph Armory as it acts essentially the same way.

This is good to go.
 
So yeah, here's Hiren and Raph's attempt and making drugs less MAGICAL and more BIOLOGICAL (see what I did there?). Yeah if they're still plasmidy (I think it's mainly the injections which are a bit up in the air) the doc's open to editing. I posted some of the approved patches and stuff we didn't change, just in case you wanted to cross check and whatnot.

https://docs2.google.com/document/d...9b_NIntVZSvfUn5U/edit?hl=en&authkey=CPzf0bkC#

Mavinrun C reduced to 2 rounds.

Ivmal B is release-level and should be removed.

Ganymede B should give some idea of how far it spreads.
 
Removed Ivmal and here's the new Ganymede. The area's slightly below the size of an open hand if that works.

[ Ganymede B ]
Purchasing Cost: 10k credits
Prerequisites: 10K reiatsu, 6K resistance
Duration: 5 rounds
Cost to Activate: 1000 reiatsu per use
A black vial, when injected into the user. Their hands are instantly coated with a veil of energy. Upon first contact with the target, the toxin transfers to the site of impact instantly into the body. The impact area slowly turns black, as the tissue begins to die. For each turn after that, the site of decay increases. Initially, the area affected is about the size of the user’s fist. At the final point, the circular area expands to a maximum radius of about 4 inches. When the drug duration elapses, the spread stops; however, the flesh remains dead until healed.​
 
O look at kai for review
Looky
Abilities:
A summary of the abilities of this Zanpakutou.

Ability 1: Blades of Wind (Current Max: 4 + 1 (Improved Wind Manipulation))
Although Ri has lost the physical form of his Zanpakutou - Kamiarashi accomodates that by allowing him to form blades of wind. Initially, the number of blades that can be manifested is 2. This number increases per 3k connection (so 3 blades at 4k connection, 4 blades at 7k connection). If he chooses, Ri can wield one of these blades directly, in which case it functions essentially as his Zanpakutou. He cannot form the blade directly inside of an object or person. He can dissipate a blade at will.

Manifesting a blade of wind costs Ri 100 reiatsu per blade.

Ability 2: Tranparency of the Wind
The manifested blades are difficult to see for those of insufficient power. They are composed of constantly shifting wind, and are difficult to distinguish from the texture of the air itself.

  • Reiatsu < 50% of Ri's : Opponents of this caliber have difficulty even perceiving the blades at all, even if they have been attacked by the blades. Defensive measures and counters cannot target or reference the blades directly.
  • Reiatsu >= 50% but < 175% of Ri's : Opponents of this caliber can perceive the blades, but find it difficult to predict their movements and positions. The blades are 70% translucent to individuals of this power.
  • Reiatsu >= 175% of Ri's : Opponents of this caliber can perceive the blades normally and without hindrance.

Attacks:
A description of the attacks of this Zanpakutou.

Attack 1: Hands of Wind
The wind touches everyone. Kamiarashi allows him to not only manifest the blades of wind, but to wield them effecitvely in battle. Ri may use the blades he is able to manifest as though he were directly wielding them, using his Zanjutsu stat as normal. The blade's movement is limited by Ri's own abilities, and as such are limited by his Hohou stat. Ri cannot push the blades farther than he could travel himself in a single turn.

In addition, Ri can use his blades of wind ability to manipulate one additional object. This movement is not abrupt enough to be considered a strike or an attack, instead it applies steady consistent pressure, such as that necessary to hold a door closed or to open a window. Fine and precise actions, such as feeding a coin into a coin machine, cannot be done with this level of manipulation.


My problems with this kai are:

1) Lack of range on the first ability allow the weapons to be wielded from essentially miles away for 100 rei valued as though they were zanpakutou.
2) Table in the seconds ability needs something done to it since this is the only kai remaining that uses a table for effects on a opponent and kai FAQ says that these are a no no.
3) The combination of 1st ability and attack makes it so essentially this kai cheats the cost:damage formula. For 100 rei you get a weapon that can deal many times that in damage since its wielded with zan stat not the cost of the ability
 
Changes are highlighted in red and bolded.

[ Natanejiyu ] – 菜種梅雨
(Long Spell of Rain in Early Spring)

As the bond with his Soul Slayer has increased, Akio learned that the abilities granted by his sword have become more thoroughly integrated with his being than he imagined, granting him exceptional control of these powers even outside of his release. The ability, dubbed Natanejiyu by the spirit himself, allows Akio to tap into a small portion of his sword’s overwhelming strength.

Being so, Akio may produce a small volume of water that will envelope his sword, trailing behind it with each swing. Purely aesthetic, this trail of lurid water is only a distraction from the true attack. The explosive downpour can be released all at once in the form of a one-shot attack. By relinquishing 8% of his maximum reiatsu, Akio may project the stored water, producing a single potent assault in the form of a thick blade of voracious water. This ability can only be used once per turn, and its strength is dictated by the amount spent. For every 2,000 connection that Akio has, he gains a use of Natanejiyu, maxing at 5 uses at 10,000 connection. Natanejiyu can only be used once per turn.

[ Natanejiyu ] – 菜種梅雨
(Long Spell of Rain in Early Spring)

As the bond with his Soul Slayer has increased, Akio learned that the abilities granted by his sword have become more thoroughly integrated with his being than he imagined, granting him exceptional control of these powers even outside of his release. The ability, dubbed Natanejiyu by the spirit himself, allows Akio to tap into a small portion of his sword’s overwhelming strength.

Being so, Akio may produce a small volume of water that will envelope his sword, trailing behind it with each swing. Purely aesthetic, this trail of lurid water is only a distraction from the true attack. The explosive downpour can be released all at once in the form of a one-shot attack. By relinquishing 10% of his maximum reiatsu, Akio may project the stored water, producing a single potent assault in the form of a thick blade of voracious water. This ability can only be used once per turn, and its strength is dictated by the amount spent. For every 2,000 connection that Akio has, he gains a use of Natanejiyu, maxing at 5 uses at 10,000 connection. Natanejiyu can only be used once per turn.

Reason for Edit: Basically, I just like the number ten better. But more than that, I want the effect to be slightly more powerful because of the restrictions on usage.
 
Removed Ivmal and here's the new Ganymede. The area's slightly below the size of an open hand if that works.

[ Ganymede B ]
Purchasing Cost: 10k credits
Prerequisites: 10K reiatsu, 6K resistance
Duration: 5 rounds
Cost to Activate: 1000 reiatsu per use
A black vial, when injected into the user. Their hands are instantly coated with a veil of energy. Upon first contact with the target, the toxin transfers to the site of impact instantly into the body. The impact area slowly turns black, as the tissue begins to die. For each turn after that, the site of decay increases. Initially, the area affected is about the size of the user’s fist. At the final point, the circular area expands to a maximum radius of about 4 inches. When the drug duration elapses, the spread stops; however, the flesh remains dead until healed.​

Approved.

O look at kai for review
Looky
Abilities:
A summary of the abilities of this Zanpakutou.

Ability 1: Blades of Wind (Current Max: 4 + 1 (Improved Wind Manipulation))
Although Ri has lost the physical form of his Zanpakutou - Kamiarashi accomodates that by allowing him to form blades of wind. Initially, the number of blades that can be manifested is 2. This number increases per 3k connection (so 3 blades at 4k connection, 4 blades at 7k connection). If he chooses, Ri can wield one of these blades directly, in which case it functions essentially as his Zanpakutou. He cannot form the blade directly inside of an object or person. He can dissipate a blade at will.

Manifesting a blade of wind costs Ri 100 reiatsu per blade.

Ability 2: Tranparency of the Wind
The manifested blades are difficult to see for those of insufficient power. They are composed of constantly shifting wind, and are difficult to distinguish from the texture of the air itself.


  • Reiatsu < 50% of Ri's : Opponents of this caliber have difficulty even perceiving the blades at all, even if they have been attacked by the blades. Defensive measures and counters cannot target or reference the blades directly.
  • Reiatsu >= 50% but < 175% of Ri's : Opponents of this caliber can perceive the blades, but find it difficult to predict their movements and positions. The blades are 70% translucent to individuals of this power.
  • Reiatsu >= 175% of Ri's : Opponents of this caliber can perceive the blades normally and without hindrance.


Attacks:
A description of the attacks of this Zanpakutou.

Attack 1: Hands of Wind
The wind touches everyone. Kamiarashi allows him to not only manifest the blades of wind, but to wield them effecitvely in battle. Ri may use the blades he is able to manifest as though he were directly wielding them, using his Zanjutsu stat as normal. The blade's movement is limited by Ri's own abilities, and as such are limited by his Hohou stat. Ri cannot push the blades farther than he could travel himself in a single turn.

In addition, Ri can use his blades of wind ability to manipulate one additional object. This movement is not abrupt enough to be considered a strike or an attack, instead it applies steady consistent pressure, such as that necessary to hold a door closed or to open a window. Fine and precise actions, such as feeding a coin into a coin machine, cannot be done with this level of manipulation.


My problems with this kai are:

1) Lack of range on the first ability allow the weapons to be wielded from essentially miles away for 100 rei valued as though they were zanpakutou.
2) Table in the seconds ability needs something done to it since this is the only kai remaining that uses a table for effects on a opponent and kai FAQ says that these are a no no.
3) The combination of 1st ability and attack makes it so essentially this kai cheats the cost:damage formula. For 100 rei you get a weapon that can deal many times that in damage since its wielded with zan stat not the cost of the ability

New changes make a GM Review unnecessary. Garg now has an opportunity to resub his kai to account for those changes.

Changes are highlighted in red and bolded.





Reason for Edit: Basically, I just like the number ten better. But more than that, I want the effect to be slightly more powerful because of the restrictions on usage.

Approved. In the future, include the whole kai.
 
Both of my unique feats need tweaks/rework to fit with the new kai.

The New Kai, Shi no te

Form: The Zanpakutou lengthens, becoming a single-edged nodachi. The back of the blade is correspondingly thicker, to compensate for the increased length of the blade's shaft. The sword appears to be a nimbus of wind corresponding to the dimensions of a single-edged nodachi.

Ability: Kaze no manto, "Cloak of Wind"
Similar to the fabled Assassin technique, 'Reiatsu no senpuka', Caishin can shape the reiatsu in his immediate area to mimic the ambient reiatsu in his immediate area and to hide his form, rendering him effectively undetectable to everything but touch and smell. He cannot create illusions or hide others with this ability.

'Kaze no manto' requires dedication and restraint, the act of attacking disrupts the delicate reiatsu manipulations required to maintain Kaze no manto, rendering him detectable in the moment of attack.

Caishin cannot hide the secondary effects of his actions. If, for example, Caishin was wading through a pool, his immediate presence would be obscured, but the waves and ripples he generated would not be.

This ability costs 3% of his reiatsu to engage and then maintain every turn, and renders ineffective all detection attempts that cost less than this to use. Ri can end and then restart 'Kaze no manto' at will.


Old Wind Manipulation

Original Version of "Improved Wind Manipulation"
Spec Point: SQN Plot Missions (Summer/Fall 2008)
Feat Name: Improved Wind Manipulation
Type: Unique

Through extensive practice and meditation with his sword's spirit, Ri has learned to improve his level of control over the powers of his Zanpakutou. In addition to granting him the ability to manifest an additional wind-blade (moving his current count from 3 to 4), Ri has learned to force the wind fragments to assume a different shape. The shape must be roughly the same size as a wind-blade, neither significantly larger nor smaller. The blades cannot be made sharper, nor do they have more mass or in any other way improved killing potential. The objects can be dull, or even rounded. This power is useful in a variety of non-combat situations.

The cost of shaping an existing wind-blade is the same as manifesting one, 100 reiatsu. It's possible to re-shape an already shaped wind-blade, for an additional 100 reiatsu. Ri can manifest a wind-blade, already shaped, but the cost is the same as manifest a wind-blade and shaping it as separate actions, 200 reiatsu.


Suggested Rewrite

I increased the flat cost, but kept it flat because it's a utility ability, and I removed references to other 'wind-blades'.

I would change the body text to:
Through extensive practice and meditation with his sword's spirit, Ri has learned to improve his level of control over the powers of his Zanpakutou. Ri has learned to force the wind blade, his zanpakutou, he wields into a different shape. The shape must be roughly the same size as the sword, neither significantly larger nor smaller. The blade cannot be made sharper, nor does it have more mass or in any other way improved killing potential. The object can be dull, or even rounded.

The cost of this ability is 500 reiatsu.


Old Wind Perception
]Spec Point: Summer '10 Plot Missions
Original Version of "Wind Perception"
Feat Name: Wind Perception
Type: Unique

Ri's meditative exercises and increased connection to the Kamiarshi has paid off with increased coordination with the Kamiarashi. For a flat cost of 100 reiatsu, Ri is able to create a connection to any particular wind-blade for a single hour - through this connection, Ri is able to see and hear through that wind-blade as though he were present.

He is not able to use reiatsu sensing abilities through these intermediaries. Ri can choose to repay the flat cost to re-connect to any wind-blade. The power is not explicitly range-limited, but destruction of the wind-blade destroys the connection and annuls the investment.

Moreover, Wind Perception is cognitively demanding. Ri must remain stationary, preferably seated comfortably, to use this ability. Taking any physical actions, besides maintaining breath and posture, renders the connection inoperable until he can refocus himself. The connection remains but cannot be utilized.


Suggested Rewrite of Wind Perception

Suggested Rewrite of Wind Perception, I had to get more creative here....
----
Ri's meditative exercises have paid off with increased coordination with 'Shi no te'. For a flat cost of 300 reiatsu, Ri is able to create and connect to a small 'sense-globe', roughly the size of a closed fist. The sense-globe is difficult to see due to its translucence, but not impossible. The sense-globe remains active for a single hour. Through this connection, Ri is able to see and hear as though he were present.

He is not able to use reiatsu sensing abilities through these intermediaries. Ri can choose to repay the flat cost to maintain the sense globe. The sense-globe can travel large distances from Caishin (moving at most Caishin's running pace), but destruction of the sense-globe (a single well-aimed strike or any hostile energy that interacts with the globe) destroys the connection and annuls the investment.

Moreover, Wind Perception is cognitively demanding. Ri must remain stationary, preferably seated comfortably, to use this ability. Taking any physical actions, besides maintaining breath and posture, renders the connection inoperable until he can refocus himself. The connection remains but cannot be utilized.
 
O hay its me. Since my feat got approved with what I feel is an unnessicary line that will cause problems when I resub my kai in a few weeks I'm askin that the line get removed.

Approved Version
[Mark of the Virulent God]
Type: Unique
Hisao's entire zanpakutou is based on the destructive nature of reiatsu expenditure. The relic has now managed to learn how to add this destructive nature into his natural attacks. By paying 5% reiatsu any attack Hisao chooses becomes warped with this corruptive reiatsu. Once contact is made with an opponent, their ability to accurately manipulate kidou, cero, zanpaktou abilities or gintou becomes severely damped. Any abilities normally affected by Hisao’s siphon ability are increased by the amount paid for 3 turns. Damage does not increase and this extra reiatsu is implanted directly into Hisao’s kai reiatsu pool. This also does not change the effective kidou cost when factored against defensive abilities such as Kawasu. Once a infection is implanted Hisao must wait 5 turns before another one can be used.


Rewrite
[Mark of the Virulent God]
Type: Unique
Hisao's entire zanpakutou is based on the destructive nature of reiatsu expenditure. The relic has now managed to learn how to add this destructive nature into his natural attacks. By paying 5% reiatsu any attack Hisao chooses becomes warped with this corruptive reiatsu. Once contact is made with an opponent, their ability to accurately manipulate reiatsu becomes severely damped. Any abilities normally affected by Hisao’s siphon ability are increased by the amount paid for 3 turns. Damage does not increase and this extra reiatsu is implanted directly into Hisao’s kai reiatsu pool. This also does not change the effective kidou cost when factored against defensive abilities such as Kawasu. Once a infection is implanted Hisao must wait 5 turns before another one can be used.


Since I specify that it effects only abilities my siphon ability works on I don't see it necessary to specify again specifically what it works on. Specially since what it works on will change depending on whether shikai or bankai is being used.
 
Changes are approved mostly. As an aside, if there's no response within a week (or if you post it during a week when I'm not here), you should assume that I don't know there's a review request.

Spec Point: SQN Plot Missions (Summer/Fall 2008)
Feat Name: Improved Wind Manipulation
Type: Unique

Through extensive practice and meditation with his sword's spirit, Ri has learned to improve his level of control over the powers of his Zanpakutou. Ri has learned to force the wind blade, his zanpakutou, he wields into a different shape. The shape must be roughly the same size as the sword, neither significantly larger nor smaller. The blade cannot be made sharper, nor does it have more mass or in any other way improved killing potential. The object can be dull, or even rounded.

The cost of this ability is 500 reiatsu.​

Spec Point: Summer '10 Plot Missions
Feat Name: Wind Perception
Type: Unique

Ri's meditative exercises have paid off with increased coordination with 'Shi no Te'. For a flat cost of 300 reiatsu, Ri is able to create and connect to a small 'sense-globe', roughly the size of a closed fist. The sense-globe is difficult to see due to its translucence, but not impossible. The sense-globe remains active for a single hour. Through this connection, Ri is able to see and hear as though he were present.

He is not able to use reiatsu sensing abilities through these intermediaries. Ri can choose to repay the flat cost to maintain the sense globe. The sense-globe can travel large distances from Caishin (moving at most Caishin's running pace), but destruction of the sense-globe (a single well-aimed strike or any hostile energy that interacts with the globe) destroys the connection and annuls the investment.

Moreover, Wind Perception is cognitively demanding. Ri must remain stationary, preferably seated comfortably, to use this ability. Taking any physical actions, besides maintaining breath and posture, renders the connection inoperable until he can refocus himself. The connection remains but cannot be utilized.​


[Mark of the Virulent God]
Type: Unique

Hisao's entire zanpakutou is based on the destructive nature of reiatsu expenditure. The relic has now managed to learn how to add this destructive nature into his natural attacks. By paying 5% reiatsu, any attack Hisao chooses becomes warped with this corruptive reiatsu. Once contact is made with an opponent, their ability to accurately manipulate reiatsu becomes severely dampened. Any abilities normally affected by Hisao’s siphon ability are increased by the amount paid for 2 rounds. Damage does not increase and this extra reiatsu is implanted directly into Hisao’s kai reiatsu pool. This also does not change the effective kidou cost when factored against defensive abilities such as Kawasu. Once an infection is implanted Hisao must wait 5 turns before another one can be used.​

Approved, except the duration is being reduced to two rounds.
 
I've been wanting to fix Ayako's healing for the last while but continued to put it off, her ability was created before the Chiyudo revamp. If need be I'll use my spec point from Fall '10

Old ability
Shinku-reiki (Crimson spiritual healing)
The glow around Ayako’s hands grows and become a deep red color, rather then teeming with destructive intent it sooth and calms with easy ebbs and flow in shape. Placing her hands on a wound, she focuses reiatsu into the wounds to accelerate natural healing and regeneration. Anything but the most mortal of wounds can be mostly healed within minutes, tender but no longer immediately hazardous.

Wounds take 100 reiatsu per turn to heal.
-Minor scratches, burns, minor fractures and stabs in non-vital places can be healed in four turns.
-Deep wounds, internal injuries, major bone breaks and non-lethal major organs can be healed completely in six turns.
-Major wounds, such as large swaths of cuts and injuries, broken bones breaking through the skin and high levels of damage to major organs can be healed completely in ten turns.
While it can be used in combat or emergencies, any interruptions to the process can cause the wounds to get worse and reverses any healing over the last two turns.


new ability
Shinku-reiki (Crimson spiritual healing)
The glow around Ayako’s hands grows and become a deep red color, rather then teeming with destructive intent it sooth and calms with easy ebbs and flow in shape. Placing her hands on a wound, she focuses reiatsu into the wounds to accelerate natural healing and regeneration. Anything but the most mortal of wounds can be mostly healed within minutes, tender but no longer immediately hazardous.

Wounds take 100 reiatsu per turn to heal.
-Minor scratches, burns, minor fractures and stabs in non-vital places can be healed in one turn.
-Deep wounds, internal injuries, major bone breaks and non-lethal major organs can be healed completely in two turns.
-Major wounds, such as large swaths of cuts and injuries, broken bones breaking through the skin and high levels of damage to major organs can be healed completely in four turns.
 
If you want that change, it is approved. In all honesty, though, as written it is significantly weaker than conventional Chiyudou still.

Bear in mind: chiyudou have a short range (10 feet or so), can be channeled, replenish reiatsu when channeled, and have no penalties for interruption.

 
I mainly would like to have a slight enhancement in what can be slowed, since there's not many abilities that cost less than 5% (especially long-range attacks), and otherwise the power will never be able to impede more powerful opponents' strikes.

Old ability
BULLET TIME: when his powers are used this way, time seems to slow down for everything else except for Billy. Every human, animal, plant and every object without Reiatsu is completely frozen in time, stopped in whatever position they are at the moment of activation. Any Reiatsu-infused projectile-like attack or ability (be it a kidou, cero, bullets, etc) is slowed only if its cost is less than 6% of Billy's Reiatsu.
Cost: 3% Reiatsu.


New ability
BULLET TIME: when his powers are used this way, time seems to slow down for everything else except for Billy. Every human, animal, plant and every object without Reiatsu is completely frozen in time, stopped in whatever position they are at the moment of activation. Any Reiatsu-infused projectile-like attack or ability (be it a kidou, cero, bullets, etc) is slowed only if its cost is less than 10% of Billy's Reiatsu.
Cost: 5% Reiatsu.
 
I mainly would like to have a slight enhancement in what can be slowed, since there's not many abilities that cost less than 5% (especially long-range attacks), and otherwise the power will never be able to impede more powerful opponents' strikes.

Old ability
BULLET TIME: when his powers are used this way, time seems to slow down for everything else except for Billy. Every human, animal, plant and every object without Reiatsu is completely frozen in time, stopped in whatever position they are at the moment of activation. Any Reiatsu-infused projectile-like attack or ability (be it a kidou, cero, bullets, etc) is slowed only if its cost is less than 6% of Billy's Reiatsu.
Cost: 3% Reiatsu.


New ability
BULLET TIME: when his powers are used this way, time seems to slow down for everything else except for Billy. Every human, animal, plant and every object without Reiatsu is completely frozen in time, stopped in whatever position they are at the moment of activation. Any Reiatsu-infused projectile-like attack or ability (be it a kidou, cero, bullets, etc) is slowed only if its cost is less than 10% of Billy's Reiatsu.
Cost: 5% Reiatsu.

Approved as below:

BULLET TIME: When Billy's powers are used this way, time seems to slow down for everything else except him. Every human, animal, plant and every object without Reiatsu is completely frozen in time, stopped in whatever position they are at the moment of activation. Any Reiatsu-infused projectile-like attack or ability (be it a kidou, cero, bullets, etc) is slowed by 5% of Billy's Reiatsu for one round.

Attacks which cost less than this are stopped completely while others are reduced in severity.

Cost: 5% Reiatsu.

This makes it so that you can use it against any attack, whether it's stronger than you or not. It will, of course, be more effective against weaker attacks, though.

A brief example: say you have 5000 reiatsu. 5% of your reiatsu would then be 250. If someone used an attack costing 500, it would be slowed by 250, reducing its effectiveness (and thus ease of dodging) by 50%. An attack costing 250 would be halted completely.

Meanwhile an attack costing 1500 would only be reduced to 1250, retaining the majority of its deadliness.

Being as this is a slowing mechanic, it wouldn't reduce the strength of the attacks, but make them easier to dodge. Using Combat as an example: if someone fired at you with 2500 Combat and you have 2500 Agi, you have a reasonable chance to dodge. If they have 5000 Combat and you have 2500 Agi, you really don't have hope of dodging... unless you use Bullet Time. If the attack is reduced to half strength (500 to 250, for example) you would only need 2500 Agi to dodge a 5000 Agi attack.

Make sense?
 
Alright, I'm back. Some things have gone down in real life that I'd really rather not go into specifics on, so let's just get to this.

Revision 1: Devil Hunter
Reason for Revision:
First off, this is a Moot-era submission, and as far as feats go it's low-tier, especially for a unique slot. Second, it's akin to one of the old 11th techs, but subpar in both damage and effect.

悪魔ハンター Akuma hantā (Devil Hunter)
Type: Unique

Devil Hunter consists of one downward slash, costing Tsubaki 5% of her Reiatsu to execute. Any damage received while initiating this attack is added to the force of the swing and paid straight back to the aggressor. Once the blow is landed the foe is thrown back several feet, appearing unharmed. One round later any damage that the foe would be dealt by Devil Hunter resolves.


New:

悪魔ハンター Akuma hantā (Devil Hunter)
Type: Unique

Devil Hunter consists of one downward slash, costing Tsubaki 10% of her Reiatsu to execute. Any damage received while initiating this attack is added to the force of the swing and paid straight back to her opponent, regardless of whether the damage was dealt from that opponent. Once the blow is landed the foe is thrown back 3 meters per 5,000 Zanjutsu Tsubaki possesses (including buffs), capping out at 30 meters.


Revision 2: Final Ban Kai Attack
Reason for Revision:
As of the time I write this, I have the highest Zanjutsu in the RP. While my BK abilities draw upon this stat and grow stronger from it it hardly follows logic to have my ultimate technique be a simple AoE projectile. That being said, old and new.

Old:
Attack: Wrath That Conquers All, The Unyielding Flame That Tears Asunder The World of Man - Through tragedy and pain one gives rise to clarity, through suffering one is sculpted into their true form, though torment the world makes flawless its own demise. The primal desire to endure and withstand harm supersedes all, driving the sculpted soul to purge the world that sought their sorrow, turning the cycle of pain anew.

Tsubaki calls upon the very zenith of destruction, paying 95% of her current Reiatsu, summoning a great etched stone from the Earth below. Upon this obelisk is the final testament of destruction, etched by the fiery hand of the Captain herself. This stone rises thirty meters from base to tip, gleaming with runes of burning fury that gaze upon all creation with ire.

The runed monolith carries the whole of Tsubaki’s unbridled power within it, detonating in a brilliant holocaust of fire that encompasses a twenty meter radius. Using her own life energy to stoke the fires of rage, this final attack leaves the Captain utterly drained and re-seals her weapon into a dormant state.

New:
Attack: Wrath That Conquers All, The Unyielding Flame That Tears Asunder The World of Man - Through tragedy and pain one gives rise to clarity, through suffering one is sculpted into their true form, though torment the world makes flawless its own demise. The primal desire to endure and withstand harm supersedes all, driving the sculpted soul to purge the world that sought their sorrow, turning the cycle of pain anew.

Tsubaki calls upon the very zenith of destruction, paying 95% of her current Reiatsu, summoning a great lance of blackened steel from the mouth of her hammer. Upon this blade lies the etchings of time lost to antiquity, an endless chronicle of fury and vengeance carved across the tattered landscape of battle. This lance is fired from the wyvern's mouth at a speed equal to her striking prowess (ie: Current Zanjutsu total) and is fastened to the hammer by a chain of abyssal steel. The lance functions akin to a barbed arrowhead, lodging itself in the target once it has made contact. The maximum range for this strike is 30 meters, and once contact is established targets comparable to Tsubaki's physical size and weight are pulled to her almost instantly. Larger targets, stationary objects and heavy (over 1,000 lbs) objects instead pull the Captain to them, though the end result differs little.

Once a target has been caught, escape is nearly impossible. The chain is drawn back into the brimming maw of the infernal wyvern, and once the hammer comes into contact with the lance a second time the projectile detonates. The runed spearhead carries the whole of Tsubaki’s unbridled power within it, detonating in a brilliant holocaust of fire that encompasses a thirty meter radius from the point of detonation. Using her own life energy to stoke the fires of rage, this final attack leaves the Captain utterly drained and re-seals her weapon into a dormant state.
 
Both changes approved, with a note. On the Bankai attack, if you hit, then one way or another the detonation will be right on the target and they'll take the full brunt of the explosion plus spear injury.

If you miss or the lance is deflected, it will still retract, and the explosion will be centered on Tsubaki's original position.
 
I'm looking to change one of my ability's costs from percentage-based to flat:

Current:
[Shikaka Ri - "Inception"]
The once painful and slow process of creating weapons from Arano’s Awakening has begot a near mastery of it, allowing him to creating weapons from his own body. The resilience of the weapon's durability is determined by the reiatsu infused into it, and the speed at which these bones are created/launched is decided by his combat stat. The shape of these weapons is crude at best, but so long as Arano’s reiatsu can supplement it then a rough imitation of just about any weapon can be made.

The costs of the created weapons is dependent upon the size of the construct, allowing for a projectile weapons to be made at the cost of 1% reiatsu. Shikai sized items (6’ x 4’) cost 3% reiatsu, and bankai sized items (15’ x 10’) cost 5% reiatsu. If he so wishes, he may use a higher paying cost to increase the resilience of a smaller item.

Proposed:
[Shikaka Ri - "Inception"]
The once painful and slow process of creating weapons from Arano’s Awakening has begot a near mastery of it, allowing him to creating weapons from his own body. The resilience of the weapon's durability is determined by the reiatsu infused into it, and the speed at which these bones are created/launched is decided by his combat stat. The shape of these weapons is crude at best, but so long as Arano’s reiatsu can supplement it then a rough imitation of just about any weapon can be made.

The costs of the created weapons is dependent upon the size of the construct, allowing for a projectile weapons to be made at the cost of 10 reiatsu. Shikai sized items (6’ x 4’) cost 100 reiatsu, and bankai sized items (15’ x 10’) cost 1000 reiatsu. If he so wishes, he may use a higher paying cost to increase the resilience of a smaller item.

EDIT: I just realized this, but my third ability's range needs to be extended to the ordinary default for radius ranges.

[Warikirenai - "Indivisible"]
Arano’s inherent, almost excessive use of his own powers has resulted in them gaining a deeper connection with him than what should have been possible. Merging his control of marrow into a new skill, he has learned to bring his manipulation of the two to unprecedented heights.

As such, by paying 2% of his reiatsu per turn used, he may manipulate his bones within 30 meters of himself, with their speed defined by his combat stat. The manipulated materials inherently mimic and follow his own natural movements sub-consciously, but by fully concentrating on the manipulation he may direct them freely (within reason, they are still subject to all natural laws of the world).
 
My requested modification made in bold. Feat was approved without the bold.

[Specialist Training]

As one begins their training as a Herald of Death, they are encouraged and guided to learn from and cooperate with the other divisions of the Gotei Thirteen. As a result, with a collaboration and permission of the Division Captain, Heralds are taught one technique from another established division. This represents the fact that the Third is not trained in a single, unified fighting method, such as use of zanjutsu or kidou, and instead encouraged to develop whatever native talents they may possess. Once the technique has been learned, this slot is permanently filled, unless a spec point is used to reconfigure the member's statistics. Furthermore, the Third division member cannot learned techniques relating to a division specific tattoo, item or the like, unless they already have said item or gain said item through the specific approval of the division captain.

Further, since this sets a precedent of cooperation and inter-division coherence, the Captain or Vice captain of the Third may train other division members in a single technique, pending their captain's and the Third's captain's approval.



Specialist Training Change
Denied

This technique really should be a permanent fill. What this is giving you is versatility, allowing you to select from the other Gotei divisions set of techniques. As a balance, you need to put some thought into what you’re going to take, no matter how your stats change. This sort of thing can be seen in other divisions really. For example, say I’m in the tenth and originally started with a huge kidou spec. Then I decided to move it all into hakuda. I’m going to have to deal with that decision when I can’t use the tenth techs to their full potential. So yeah, moral of the story is choose wisely.

Reason for appeal:
I think Hiren has massively underestimated the difficulty of setting up a collab and gaining approval of a division leader. Further, I believe he's overestimating the availability of spec points. People get ~ 2 a year, at most. These two contributing factors make changing this 'slot' anything but a trivial matter, as I have suggested, but that you can. Why? Perhaps you got your legs turned to meat by the most powerful arrancar in the game? Suddenly, you aren't fast, and might want to be trained in a zanj technique.

Lastly, the reason for denial isn't to sensible. If people change their spec that radically, they typically also hop divisions, and then keep one or two cool techs by using legacy.
 
I'm looking to change one of my ability's costs from percentage-based to flat:

Current:
[Shikaka Ri - "Inception"]
The once painful and slow process of creating weapons from Arano’s Awakening has begot a near mastery of it, allowing him to creating weapons from his own body. The resilience of the weapon's durability is determined by the reiatsu infused into it, and the speed at which these bones are created/launched is decided by his combat stat. The shape of these weapons is crude at best, but so long as Arano’s reiatsu can supplement it then a rough imitation of just about any weapon can be made.

The costs of the created weapons is dependent upon the size of the construct, allowing for a projectile weapons to be made at the cost of 1% reiatsu. Shikai sized items (6’ x 4’) cost 3% reiatsu, and bankai sized items (15’ x 10’) cost 5% reiatsu. If he so wishes, he may use a higher paying cost to increase the resilience of a smaller item.

Proposed:
[Shikaka Ri - "Inception"]
The once painful and slow process of creating weapons from Arano’s Awakening has begot a near mastery of it, allowing him to creating weapons from his own body. The resilience of the weapon's durability is determined by the reiatsu infused into it, and the speed at which these bones are created/launched is decided by his combat stat. The shape of these weapons is crude at best, but so long as Arano’s reiatsu can supplement it then a rough imitation of just about any weapon can be made.

The costs of the created weapons is dependent upon the size of the construct, allowing for a projectile weapons to be made at the cost of 10 reiatsu. Shikai sized items (6’ x 4’) cost 100 reiatsu, and bankai sized items (15’ x 10’) cost 1000 reiatsu. If he so wishes, he may use a higher paying cost to increase the resilience of a smaller item.

EDIT: I just realized this, but my third ability's range needs to be extended to the ordinary default for radius ranges.

[Warikirenai - "Indivisible"]
Arano’s inherent, almost excessive use of his own powers has resulted in them gaining a deeper connection with him than what should have been possible. Merging his control of marrow into a new skill, he has learned to bring his manipulation of the two to unprecedented heights.

As such, by paying 2% of his reiatsu per turn used, he may manipulate his bones within 30 meters of himself, with their speed defined by his combat stat. The manipulated materials inherently mimic and follow his own natural movements sub-consciously, but by fully concentrating on the manipulation he may direct them freely (within reason, they are still subject to all natural laws of the world).

As a note, "default" applies to factors that aren't stated. If you did not state the range, it would go to the default. If you want to edit that range into the description, go ahead.

As for your initial GM review, it needs to be either flat cost or variable. You can't have a flat cost that you can make stronger at will. You could have a two-tier cost, similar to Banshisei (pay once, pay double to boost it). In light of that, this revision is Denied. I doubt you want a TA-level weapon that will break on contact with any other TA- or bankai-level attack.


My requested modification made in bold. Feat was approved without the bold.

[Specialist Training]

As one begins their training as a Herald of Death, they are encouraged and guided to learn from and cooperate with the other divisions of the Gotei Thirteen. As a result, with a collaboration and permission of the Division Captain, Heralds are taught one technique from another established division. This represents the fact that the Third is not trained in a single, unified fighting method, such as use of zanjutsu or kidou, and instead encouraged to develop whatever native talents they may possess. Once the technique has been learned, this slot is permanently filled, unless a spec point is used to reconfigure the member's statistics. Furthermore, the Third division member cannot learned techniques relating to a division specific tattoo, item or the like, unless they already have said item or gain said item through the specific approval of the division captain.

Further, since this sets a precedent of cooperation and inter-division coherence, the Captain or Vice captain of the Third may train other division members in a single technique, pending their captain's and the Third's captain's approval.



Specialist Training Change
Denied

This technique really should be a permanent fill. What this is giving you is versatility, allowing you to select from the other Gotei divisions set of techniques. As a balance, you need to put some thought into what you’re going to take, no matter how your stats change. This sort of thing can be seen in other divisions really. For example, say I’m in the tenth and originally started with a huge kidou spec. Then I decided to move it all into hakuda. I’m going to have to deal with that decision when I can’t use the tenth techs to their full potential. So yeah, moral of the story is choose wisely.

Reason for appeal:
I think Hiren has massively underestimated the difficulty of setting up a collab and gaining approval of a division leader. Further, I believe he's overestimating the availability of spec points. People get ~ 2 a year, at most. These two contributing factors make changing this 'slot' anything but a trivial matter, as I have suggested, but that you can. Why? Perhaps you got your legs turned to meat by the most powerful arrancar in the game? Suddenly, you aren't fast, and might want to be trained in a zanj technique.

Lastly, the reason for denial isn't to sensible. If people change their spec that radically, they typically also hop divisions, and then keep one or two cool techs by using legacy.

Approved as written there, without the spec point requirement. The requirement for cooperation and acquiescence of the division captain really resolves many of the concerns with such a technique. Using another example, the Tenth division's Signature kidou are supposed to be permanent -- but I allow for a change through a collab with the captain, if there's sufficient reason. A similar trait would apply here: if the user wants to change their tech, they must collab with the Third captain or vice-captain (and get approval from the new tech's captain), which is enough of a hurdle to prevent weekly change-ups.
 

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