• Ready to join Post Terminus?

    Click to get started and submit your first character.

    Getting Started

GM Review Thread

Concerning one of my own Awakening abilities (Arano):

Ability in question
[ Kyouka-Shintai :: Mirror Flower Advance ]
In a true pinnacle of Arano's ability to blend with shadows, he has become somewhat capable of submerging his form into shadows that come under his dominion by utilizing the Kyouka-Shintai. By paying 200 reiatsu, Arano may transport himself from one shadow to another, essentially teleporting himself. He may only utilize this ability with shadows within 20m of himself, with him capable of using the technique once per turn, increasing by another use per 4000 Agility he has. The actual speed of this teleportation is directly related to Arano's Agility.


Reasons for Change: For an ability that is above shikai level and near bankai level, I feel this ability does less than it could and should. As presented it is almost a mirror copy of Shunpo, Sonido and other transportation techniques; all of which are considered less than shikai level.

Proposed Changes: I'd ask for one of three changes to be made so as to afford this ability a more appropriate strength:
1) Lower its scale rate from a single use per 4000 Agility to a more agreeable rate (once per 2000 or two uses per 4000).
2) Increase the overall range of the technique to a more suitable level (30-50m). As it stands the ability is sacrificing range from the default of most bankai/true awakening level abilities (30m) to further its parallel to Shunpo.
3) Give the ability access to a secondary effect to establish it as more of a unique ability. I am willing to discuss and plan this accordingly with the responsible staff or GM.
 
Frog - You're good.

Seraph - The pendants should be split into 3 of them in total, each with 1 use. This is a little more acceptable than you make it out to be, as it does not recover broken zanpakutou to their normal state.

Ish - You've just got a free pass to the Release and Feat staff. You can modify before submission or leave in tact, its up to you. I did just pass the buck off to myself :/ But, there's some work to be done here.

Seraph - Lets just add in that while moving, his rei is dispersed in the shadows so where he'll end up isn't predictable.
 
As much as I like this item it needs fine tuning on so many levels...

Subspace communicator
[Item Name] Subspace Communicator

[Item Tier] C

[Item Physical description] A small black gem that can be attached the transmitter of any existing communication device. Udo made several of these. He can give one to someone else, and it does not take up a unique item slot for them.

[Item abilities] This device enables the user to call another person that they know who has one, regardless of what realm they are in. The call is encrypted, and carried by the fabric of space itself, so without prior knowledge of this method, it cannot be traced, or even detected. Even if you can hack into it, it’ll be extremely hard if not impossible to break the encryption. To use it, the caller must think of the person they are calling, then pay x reiatsu to start the call. If the receiver has caller ID, it appears as Unknown Number.

[Acquisition of item] Udo wanted a way to talk without getting caught, so he used his knowledge of the workings of space to design a device that encrypts communication and sends it through the fabric of space itself. Instead of paying someone in the Ninth to make it for him, he paid them to let him use a workspace to make it himself.


In a nutshell: It is a C-tier item with capabilities beyond Sayis' S-tiered weapon and without a cost. He could essentially teleport the entire Gotei into HM for free, being as though he's made "several" of these devices.

Also may I request some clarification on my division item? I really never saw a problem with it as it only did one thing, bring the sword back to the owner in limited range. It did not repair a broken zan or did anything else that tech did that's in ref. To put this in a different light; the cost of shunpo is less than this item and shunpo covers more ground. This is basically shunpo for the sword. I am fine with a nerf on the range to 15-30 ft if that appeases the submittor, but limiting its use for a faction with one item is excessive in my opinion, as it was my understanding, the lesser items one faction has the more powerful the items could be. Other than that I broke no rules with the item in terms of giving it several abilities etc I thought it was pretty straightforward tbh. But any clarification would be greatly appreciated.
 
Last edited by a moderator:
Also may I request some clarification on my division item? I really never saw a problem with it as it only did one thing, bring the sword back to the owner in limited range. It did not repair a broken zan or did anything else that tech did that's in ref. To put this in a different light; the cost of shunpo is less than this item and shunpo covers more ground. This is basically shunpo for the sword. I am fine with a nerf on the range to 15-30 ft if that appeases the submittor, but limiting its use for a faction with one item is excessive in my opinion, as it was my understanding, the lesser items one faction has the more powerful the items could be. Other than that I broke no rules with the item in terms of giving it several abilities etc I thought it was pretty straightforward tbh. But any clarification would be greatly appreciated.

What does the review say, Sene?

The pendants should be split into 3 of them in total, each with 1 use. This is a little more acceptable than you make it out to be, as it does not recover broken zanpakutou to their normal state.

Essentially, the only change is that you go into a collab/battle with three pendants on the necklace. Each one can be used once. So you're limited to summoning your sword back three times in a fight/collab.

If you lose your sword more than three times in a fight, you need something more robust than an item to help you.
 
Not to clutter the thread or anything but the change was moreso cosmetic than anything, tbh I dont care about the nerf of how many times 8thers can use this item, but the pendant is supposed to be singular. I dont know where this three pendant deal came from. But if it supposed to be three then I need to resub the item to make it consistent with this new change or will you do that? So as you can imagine that was part of the confusion for me when reading the review. Guess I should have been more clear for you to prevent your "what does the review say response."

Sorry...
 
Not to clutter the thread or anything but the change was moreso cosmetic than anything, tbh I dont care about the nerf of how many times 8thers can use this item, but the pendant is supposed to be singular. I dont know where this three pendant deal came from. But if it supposed to be three then I need to resub the item to make it consistent with this new change or will you do that? So as you can imagine that was part of the confusion for me when reading the review. Guess I should have been more clear for you to prevent your "what does the review say response."

Sorry...

You were making a case for something the review already stated -- that being, that the item did not fix broken zanpakuto. You don't need to explain that because it was already stated. You don't need to adjust the range because it was already reviewed. The range was not changed.

You don't need to resubmit anything -- it's already been reviewed. It's not up for discussion, in flux, or in question. If you want to rewrite the description, then you can do so, but as for how I'm picturing it, it's just three pendants on top of each other, so there'd be no readily apparent difference.

If that's too much trouble, then just write it as being limited to three uses.
 
Bringing some of my old feats in here to see if they can work with the new AH base techs/stats.

Tendou Hikuu Old
[ Tendou Hikuu ] - 転動秘空
(TurboEther)

With a big ol' railgun for an arm, the utilization of a completely offensive-oriented battleplan is the norm for Rafa. It is because of this, along with the already unwieldy nature of a giant cannonarm, that any kind of defense on the battlefield is impossible - even despite his resistance-heavy stat build. Instead of making use of the Physical and Energy Damage Reduction that is awarded with each stage of the AH base tech, Unshakable, Rafa shifts any energy wasted in defense into general Reiatsu regeneration.

By sacrificing the Damage Reduction parts of the Unshakable AH base tech, Rafa can double his reiatsu recovery. Instead of the restoration capping out at 3% rei/round, Rafa's max is 6% rei/round.

To accommodate this change, rei regen is still awarded in 1% increments. Ex: The first stage begins at 5000 resistance and the last stage is still received at 10,000.


And the proposed changes (but i've been back for like 72 hours so I know pretty much nothing haha).

[ Tendou Hikuu ] - 転動秘空
(TurboEther)

With a big ol' railgun for an arm, the utilization of a completely offensive-oriented battleplan is the norm for Rafa. It is because of this, along with the already unwieldy nature of a giant cannonarm, that any kind of defense on the battlefield is impossible - even despite his fortitude-heavy stat build. By ignoring the benefits of the "True Grit" and "Bulwark" AH Base Techs, Rafa shifts all focus into Reiatsu regeneration.

By sacrificing these techniques, Rafa can double his reiatsu recovery allotted by the "Balance" base tech. Instead of the restoration capping out at 3% rei/round, Rafa's max is 6% rei/round.

While in Overdrive, Reiatsu regenerates at 8% a round.

Kiryoku Kioku Old
[ Kiryoku Kioku ] — 鬼力記憶
(Energy Memory)

Having come to better understand both his abilities as an Advent Human and energy based attacks in general, Rafa has learned to mimic Kidou spells used by Shinigami and Vizards – to some extent, at least. When hit by either a Hadou or Bakudou spell, he can effectively ‘remember’ the kidou energy and use a crude version of it for himself through the railgun manifested by his awakening. Due to the intricacy of the demon arts, Rafa can only remember one kidou spell at a time.

Since Kidou is an unnatural use of reiatsu for humans, a perfect mimicry of a spell is impossible. Furthermore, firing the spell from a gun rather than its normal way makes it even tougher to mimic Kidou – and puts much more strain on the human body than it would on a native user of Kidou. Because of these stipulations, all mimicked spells work at only 75% of the usual effectiveness and cost 1.5x more. In addition, he can only use the remembered spell three times per chapter/collab.

However, since some Kidou is far too intricate to learn at a low level (not to mention deadly), Rafa can only learn spells within his grasp:

Kidou 1-30 can be remembered at 2,000 Harmony
Kidou 31-50 can be remembered at 4,000 Harmony
Kidou 51-70 can be remembered at 6,000 Harmony
Kidou 71-90 can be remembered at 8,000 Harmony
Kidou 91-100: can be remembered at 10,000 Harmony​

Also, to be able to fire off any Kidou, Rafa’s resistance stat must be equal or above 1.5x that particular spells cost.

Current Equipped Kidou: Hadou #31 - Shakkahou


Proposed changes, with a little change added to allow for mimicking the kidou that would never physically touch him (Clone stuff, Sandals of Hermes, etc.).

[ Kiryoku Kioku ] — 鬼力記憶
(Energy Memory)

Having come to better understand both his abilities as an Advent Human and energy based attacks in general, Rafa has learned to mimic Kidou spells used by Shinigami and Vizards – to some extent, at least. When hit by or in the presence of a native kidou user using either a Hadou or Bakudou spell, he can effectively ‘remember’ the kidou energy and use a crude version of it for himself through the railgun manifested by his awakening. Due to the intricacy of the demon arts, Rafa can only remember one kidou spell at a time.

Since Kidou is an unnatural use of reiatsu for humans, a perfect mimicry of a spell is impossible. Furthermore, firing the spell from a gun rather than its normal way makes it even tougher to mimic Kidou – and puts much more strain on the human body than it would on a native user of Kidou. Because of these stipulations, all mimicked spells work at only 75% of the usual effectiveness and cost 1.5x more. In addition, he can only use the remembered spell three times per fight.

However, since some Kidou is far too intricate to learn at a low level (not to mention deadly), Rafa can only learn spells within his grasp:

Kidou 1-30 can be remembered at 2,000 Reiatsu
Kidou 31-50 can be remembered at 4,000 Reiatsu
Kidou 51-70 can be remembered at 6,000 Reiatsu
Kidou 71-90 can be remembered at 8,000 Reiatsu
Kidou 91-100: can be remembered at 10,000 Reiatsu​

Also, to be able to fire off any Kidou, Rafa’s fortitude stat must be equal or above 1.5x that particular spells cost.

Current Equipped Kidou: Hadou #31 - Shakkahou
 
Tendou Hikuu - Denied

8% regen is simply put, way, way, WAY too much, especially when your Awakening's abilities are taken into account. Not only is this OP in terms of the raw regeneration it gives you, you're also foregoing potentially the most useful base tech at an Advent Human's disposal. I understand your need for more regen, but I don't think this is the way to go about it. I've been mulling it over and I honestly can't think of a way to make this one work efficiently the way it is now. If we drop the payoff, the cost is too great, but we can't keep it as is because as I said, 8% is way too much. Basically I think you should go back to the drawing board for this one.

Kiryoku Kioku - Approved w/ chages

This one's not as bad. Seeing as you have to actually get hit by a Kidou for this to work, I think it's mostly okay as is -- save for two things.

You can only utilize Hadou spells. While you aren't limited to the rank of spell, a gun that shoots bindings is pretty whack. Also, instead of having your "spell rank" scale off Reiatsu, tie it to your Fortitude so you have a comparable stat when mimicking Kidou, and axe the secondary requirement.
 
Reviewed Item


[- Ama-no-Murakumo-no-Tsurugi – "Sword of the Gathering Clouds of Heaven” -]
[- Item Rarity -] Unique
[- Item Rank -] S-Tier

[- Item Physical Description -]

Ama-no-Murakumo-no-Tsurugi – "Murakumo” for short – takes on the form of a straight, double-edged sword. When not touched by a true heir to the Amaterasu household, the blade appears ragged, dented and broken beyond repair - though one can see the kanji for fire and wind on differing sides of the hilt.

It is only when in the hands of one such as Amaterasu Nana that the blade shows its true colours, turning from a rustic brown to a smooth golden, encased with a scorching hot, red hue - the kanji for fire showing on both sides of the hilt - or a smooth silver, encased in an icy cold, blue hue - the kanji for wind showing on both sides of the hilt.

Having been forged from the spirits of old, Murakumo is as strong and durable as a sealed zanpakutou when wielded.

[- Item Abilities -]
[- Moeagaru – "To Burst into Flames -]

By paying 2000 reiatsu while in its golden release, Murakumo encases the wielder’s entire arm into a scorching flame, burning everything that comes across it. This flame lasts for three turns, unless released earlier, at which point it dims down again.

By paying an additional 1000 reiatsu, the wielder can opt to make the next swing release the full extent of the flames at the enemy – this may also be executed upon physical contact.

[- Arekuurukaze – "Raving Wind -]
By paying 2000 reiatsu while in its silver release, Murakumo encases the wielder’s entire arm into a raving, transient wind reverberating with a high-pitched tone throughout the battlefield, vibrating so intense that it cuts anything it comes in contact with. This vibrating wind lasts for three turns, unless released earlier, at which point the wind ceases.

By paying an additional 1000 reiatsu, the wielder can opt to make the next swing release the full extent of the vibrating wind at the enemy – this may also be executed upon physical contact.

If at any one point the blade breaks the wielder can pay 1000 reiatsu to repair it whole again. If the blade is out of the wielder’s reach, but still within 10 meters of the user, they may opt to pay 1000 reiatsu to recall it back to their hand.

[Acquisition]

[ - Arc in Progress -]


After having issues brought to my attention, I am calling for a re-review from a GM on this item to address both:

1) The abundance of abilities (Specifically the recalling and repairing aspect)
2) The wording of the abilities and misplacing of text

If necessary I will make these changes myself.
 
Ogod I feel so bad for posting here but nooo, Will was all 'do it, do it before you go to bed'. So I am.


LOL I don't even know what I'm doing. This shit ain't my forte, brahs.


(THIS IS ME SUBMITTING MY BANKAI THINGIE FOR A GM REVIEW I GUESS. FUCK I'M SO SLEEPY)


Akewataru Saikouhou
"Darkness Gives Way to Morning Light Over the Highest Peak"


- Form -

When released, Akewataru Saikouhou shatters (regardless of whether or not it is in its unreleased or Shikai form) into millions of glittering specks of sharp, glass-like dust; this dust then spreads, coating the air around Mitsuyo as well as Mitsu himself.

[Once his clothes are shrouded in the dust, the particles briefly flare with a sharp, painful white light; when this light fades, his clothes reveal themselves to have transformed. His forearms, hands, legs and feet are enclosed in lightweight white gauntlets and greaves, his jinbaori becomes a white and green half-cape, with two longer green tassels that fall past his midriff, and his shihakushou is replaced by a stylized black robe; the lower part of the robe is double-layered, with the back of the robes longer than the front. A thick red cloth encircles his waist, tied at the back with two longer pieces that hang down to nearly ankle-length. Another, smaller, white cloth is secured over the red one. His pants are a dark, faded gray, tucked into his greaves. His forearms are left bare, and while in Bankai, Mitsu’s right eye becomes bright red in color. Both eyes, green and red, glow with an unearthly light reminiscent of flames. These changes are all nothing but aesthetic, although as his Bankai weakens his outfit will become more prone to rips and tears and the glow of his eyes will fade.]

[TL;DR – Bankai Mitsu Mahou Shoujos into this:

gfrgherWHAT.png


and is a pretty pretty princess.]

Spawning from the flecks of dust in the air, Akewataru Saikouhou takes the physical form of dozens of pieces of white washi (paper), each splashed with constantly shifting colors. Stronger and faster than the scrolls of his Shikai, these papers can be wielded telekinetically using Mitsu’s hakuda skill. The papers are capable of covering an area of up to ten (10) meters and act as versatile weapons, capable of blunting attacks of varying degrees (depending on the amount of paper used) and inflicting wounds via the papers’ cutting edges.

Alongside his offensive white washi, black kenmashi (sandpaper) forms a loose outer ring around Mitsu. These papers (also decorated with changing bits of colors) can encircle a thirty (30) meter radius area. Slower than Mitsuyo's primary washi, these are meant for defense above all else.

Mitsuyo can suspend his papers in the air at will and maintains control of them with his mind.

With a thought, Mitsuyo can draw the paper into sheaves.


Ability - Mamori Kami "Guardian Deity"

The primary ability of Akewataru Saikouhou is Mitsuyo's telekinetic mastery over the individual facets of the Bankai. Able to attack with his primary washi based off of his hakuda skill and able to defend with his defensive kenmashi based on his kidou skill, Mitsuyo can command any or all of the papers simultaneously.

Using this ability to suspend himself or others in midair is child's play, and the simplest expression of his prowess.


Attack I - Kaeri Saki Wataru "Second Bloom"
Embracing his newly pacifistic ideology, Mitsuyo's most aggressive attack from his shikai has evolved to be able to turn most attacks non-lethal. By paying an additional 25% of the base spell's cost, Mitsuyo can cause a projectile kidou to bloom twice in rapid succession, detonating with powerful concussive force. The strength is based on the kidou used and its effect has a radius of +1 meter per 1000 Kidou, capping at +15 meters with 15,000 Kidou.


Attack II - Sasataru "Trivialize"
By matching the cost of a targeted ability, Mitsuyo can blunt its effectiveness. Defensive kenmashi are summoned in front of the attack, halting it and letting only its power slip through; once it passes through the papers, the nature of the attack is changed to raw concussive force, although not completely harmless. Only usable within twenty (20) meters, this ability can reduce the severity of any wound by two levels, turning a killing stroke into no more than a moderate injury.

Attack III - Jakuwo Motte Kyou Ni Ataru "Attacking Strength with Weakness"

Mitsuyo can summon a swarm of itoiri (cotton paper) on a single target within 30m, instantaneously and completely binding the target's body, using the papers to mummify them in a manner reminiscent of Bakudou 99, Kin. This binding costs 15% of Mitsuyo's total reiatsu and is strengthened by any reiatsu used for Sasataru in the current or previous round, effectively turning his opponent's strengths against themselves. The stronger the binding is, the more color is prevalent on the otherwise-white binding papers.




I think the probkleemfmsf Shadesy had with it was Attack II (Trivialize); there seemed...seems...there may be a misunderstanding where it looks like it just allows for Unlimited Ass-Saving Works (since it lets Mitsu reduce killing blows into not-killing blows or something, PFT, like I know what I'm talking about), but since A. he has to match the cost of any attack/abirity he is blocking and B. it isn't nullifying a killing blow, just reducing the damage I didn't think it seemed to overpowered or BLUHBLUHBLUHBLUH I SWEAR TO GOD I AM NOT TRYING TO MAKE A BROKEN KAI HERE GUYS. ACTUALLY I DIDN'T REALLY MAKE IT AT ALL. THIS WOULD EXPLAIN WHY I HAVE NO IDEA WHAT I AM FUCKING BABBLING ABOUT.

Hang on I got that one fucker to gimme words to use.

"I think this is balanced as it is, and the changes requested would invalidate the theme of the kai."

YES, SURE. WHAT HE SAID. Balanced. Changes...and...theme.

Oh my god, I can't believe I let you make me post here right now. I'm gonna lookit this in the morning and stab my own eyes with a fork.

I love you guys.

No, not you Will. >8(

G'night.
 
Righy-oh, review time.

Akewataru Saikouhou

Your form is fine. Mitsu is indeed a pretty princess.

Mamori Kami, I think, needs to be defined a little better. You have a big swarm of papers that can attack with your Hakuda stat and defend with your Kidou stat. In fact, you can do both simultaneously, This wouldn't be an issue if the Bankai's form wasn't so amorphous. As it stands you can essentially make a 'barrier' for defending as big as the amount of kenmashi under your control, rated at your Kidou stat, for free while also being able to attack at the same time. Stat to stat defence can work fine if you're fighting with a zanpakutou -- obviously you don't need to pay to block a strike with your sword -- but this mechanic doesn't really scale up very well. Since the form of your Bankai is so mailable, it's essentially letting you circumvent the barrier mechanics by saying "well this whole cloud of papers is my zanpakutou and I'm just blocking you!"

That's not gonna fly.

I have some thoughts on how to improve this, but I'll wait to get ahold of you on AIM first to bash this one out.

Kaeri Saki Wataru could be cleared up a bit too, although I will say that this is on the underpowered side of things. Allowing projectile kidou a double-tap effect doesn't really seem like a Bankal-level shtick. Whatever floats your boat, I guess. My only qualm here is that it doesn't specify who's kidou can be effected. Is it just ones fired by Mitsu himself or is it any projectile spell used in the radius of his Bankai?

Sasataru again, feels on the weak side of things. Maybe I'm overestimating the power of Bankais or something. Anyways, I think the problem Shade had with this one is that, when compared against Mamori Kami, it feels kind of redundant. Why do you need Damage Reduction when you can flat out block stuff with your papers? Given that the aforementioned ability is in need of some changes though, I'll say that this one works just fine. Just be careful with it; people like to play fast and loose with what constitutes a certain 'level' of injury.

Jakuwo Motte Kyou Ni Ataru is pretty fun. I like the synergy with Sasataru. Still, the notion of it being an 'instant' binding perhaps needs to be worded better. Nothing is instant in this RP. Even kidou is technically dodge-able. Perhaps just word the ability differently. Mechanically it works just fine, but the flavour text is a little misleading.

Get back to me on AIM and we'll sort out this business with your first BK ability.

Zombies out~
 
Last edited by a moderator:
Approved as below. Fixed wording on second ability. The Repair and Summon abilities did not fit the theme and were removed.

[- Ama-no-Murakumo-no-Tsurugi – "Sword of the Gathering Clouds of Heaven” -]
[- Item Rarity -] Unique
[- Item Rank -] S-Tier

[- Item Physical Description -]

Ama-no-Murakumo-no-Tsurugi – "Murakumo” for short – takes on the form of a straight, double-edged sword. When not touched by a true heir to the Amaterasu household, the blade appears ragged, dented and broken beyond repair - though one can see the kanji for fire and wind on differing sides of the hilt.

It is only when in the hands of one such as Amaterasu Nana that the blade shows its true colours, turning from a rustic brown to a smooth golden, encased with a scorching hot, red hue - the kanji for fire showing on both sides of the hilt - or a smooth silver, encased in an icy cold, blue hue - the kanji for wind showing on both sides of the hilt.

Having been forged from the spirits of old, Murakumo is as strong and durable as a sealed zanpakutou when wielded.

[- Item Abilities -]
[- Moeagaru – "To Burst into Flames -]

By paying 2000 reiatsu while in its golden release, Murakumo encases the wielder’s entire arm into a scorching flame, burning everything that comes across it. This flame lasts for three turns, unless released earlier, at which point it dims down again.

By paying an additional 1000 reiatsu, the wielder can opt to make the next swing release the full extent of the flames at the enemy – this may also be executed upon physical contact.

[- Arekuurukaze – "Raving Wind -]
By paying 2000 reiatsu while in its silver release, Murakumo encases the wielder’s entire arm into a raving, transient wind vibrating so intense that it cuts anything it comes in contact with, reverberating with a high-pitched tone throughout the battlefield. This vibrating wind lasts for three turns, unless released earlier, at which point the wind ceases.

By paying an additional 1000 reiatsu, the wielder can opt to make the next swing release the full extent of the vibrating wind at the enemy – this may also be executed upon physical contact.

[Acquisition]

[ - Arc in Progress -]
 
GM Reviewing my Overdrive

Arano: Overdrive: [ Sefuchi :: Torrential Abyss ]

The absolute essence of spiritual energy consumes Arano as his power over shadow surpasses mortal bonds, their very shape and purpose bent to his will. Shedding the entirety of his Resonance, Arano assumes direct control over all shadows within a 15m radius, in addition to any shadows previously under his control as well as his Manifestation.

While under his control, the shadows are subject to every one of his abilities at his whim, activated by paying their full cost with the manipulation lasting two rounds before ending. Arano is capable of simultaneously wielding the entirety of the shadows he commands effortlessly, with it being exempt from multi-weapon rules for the purposes of the Overdrive.

Reason for Review: This Overdrive was approved with the stipulation of being subject to the multi-weapon rules. I am submitting to reverse that decision in the spirit of the Overdrive's power. The ability is temporary and meant, as Overdrives are, to be used as a finishing move. I would appreciate the GMs' understanding in that applying multi-weapon rules on a substance that is amorphous and freeform in its direction, it takes away from the actual application of it.

Proposed Changes: For the sake of compromise I am willing to limit the degree of control Arano exerts over shadows, but I would like to retain its exemption from multi-weapon rules for the purposes of it being an Overdrive and rather powerful in nature as such.
 
GM Reviewing my Overdrive

Arano: Overdrive: [ Sefuchi :: Torrential Abyss ]

The absolute essence of spiritual energy consumes Arano as his power over shadow surpasses mortal bonds, their very shape and purpose bent to his will. Shedding the entirety of his Resonance, Arano assumes direct control over all shadows within a 15m radius, in addition to any shadows previously under his control as well as his Manifestation.

While under his control, the shadows are subject to every one of his abilities at his whim, activated by paying their full cost with the manipulation lasting two rounds before ending. Arano is capable of simultaneously wielding the entirety of the shadows he commands effortlessly, with it being exempt from multi-weapon rules for the purposes of the Overdrive.

Reason for Review: This Overdrive was approved with the stipulation of being subject to the multi-weapon rules. I am submitting to reverse that decision in the spirit of the Overdrive's power. The ability is temporary and meant, as Overdrives are, to be used as a finishing move. I would appreciate the GMs' understanding in that applying multi-weapon rules on a substance that is amorphous and freeform in its direction, it takes away from the actual application of it.

Proposed Changes: For the sake of compromise I am willing to limit the degree of control Arano exerts over shadows, but I would like to retain its exemption from multi-weapon rules for the purposes of it being an Overdrive and rather powerful in nature as such.

There's three options I can see here. Being amorphous and freeform allows freedom in how and where to attack, and an attack from somewhere unexpected is equally valuable to twenty attacks that can be seen coming. Additionally, it allows you to teleport between any shadows within range.

The first option is to change it to an area-of-effect, meaning that you bring all of the shadows together for a big attack. I don't think that's what you want here. Let's focus on the second two.

The second is to allow unlimited number of weapons (well, limited by the shadows available), but subject them to multi-weapon rules. Remember that multi-weapon rules only apply to how many weapons are used in the same turn. This is the version Van approved.

The third way is to set a limited number of weapons and exempt them from multi-weapon rules. Let me write that up so you understand what I'm talking about.


Multiple-weapons Control:

If not otherwise specified, controlling multiple weapons will result in the following changes:
1-2 weapons: 100% attacking skill
3-6 weapons: 75% attacking skill
7+ weapons: 50% attacking skill
This is based on the number of weapons actively used in one turn. The lowered effectiveness applies to all weapons.


Arano: Overdrive: [ Sefuchi :: Torrential Abyss ]

The absolute essence of spiritual energy consumes Arano as his power over shadow surpasses mortal bonds, their very shape and purpose bent to his will. Shedding the entirety of his Resonance, Arano assumes direct control over all shadows within a 15m radius, in addition to any shadows previously under his control as well as his Manifestation.

While under his control, the shadows are subject to every one of his abilities at his whim, activated by paying their full cost with the manipulation lasting two rounds before ending. Arano is capable of simultaneously wielding any of the shadows he commands effortlessly. He has absolute control over two viciously barbed shadow tendrils, not affected by multiple-weapon control rules, in addition to any other shadow tendrils he can create.

So, let's say Arano has his fists, 5 shadow tendrils, and the two OD tendrils. He's at 8-9 weapons, which would put every attack at 50% of his Combat skill, under normal mechanics. Given the absolute control over those two tendrils, though, Arano could attack at 100% Combat with those two, with all of his other attacks at 50% Combat (based on the total weapons, not total - OD tendrils).

That, in addition to the freeform nature of the attacks and the enhanced teleporting, is significantly powerful. It allows for a veritable barrage of attacks from all angles while Arano himself can teleport out of harm's way and erect shadow barriers.

Approved as above, or as Van approved.
 
Since this was never finished, I'm stepping in to complete the GM review for Berri's kai, drawing on what Sev said in his review.

Form - OK

Ability - Defined what constitutes a 'weapon' and subjected the ability to multi-weapon rules.

Attack 1 - Clarified 'when casting a spell.' In order to reduce others' spells, attack 2 must be used.

Attack 2 - Reduced cost to 50%, since 100% cost should block an attack entirely. Mitsuyo must now maneuver kenmashi to block the attack instead of instantly summoning papers in front of the attack. Removed reference to "two levels" since this is muffling an attack before it hits, rather than damage reduction or wound regeneration.

Attack 3 - Itoiri now appear around the target and swiftly close in (similar to how we see Saju Sabaku work in the anime), rather than instantly binding the target.




Akewataru Saikouhou
"Darkness Gives Way to Morning Light Over the Highest Peak"


- Form -

When released, Akewataru Saikouhou shatters (regardless of whether or not it is in its unreleased or Shikai form) into millions of glittering specks of sharp, glass-like dust; this dust then spreads, coating the air around Mitsuyo as well as Mitsu himself.

[Once his clothes are shrouded in the dust, the particles briefly flare with a sharp, painful white light; when this light fades, his clothes reveal themselves to have transformed. His forearms, hands, legs and feet are enclosed in lightweight white gauntlets and greaves, his jinbaori becomes a white and green half-cape, with two longer green tassels that fall past his midriff, and his shihakushou is replaced by a stylized black robe; the lower part of the robe is double-layered, with the back of the robes longer than the front. A thick red cloth encircles his waist, tied at the back with two longer pieces that hang down to nearly ankle-length. Another, smaller, white cloth is secured over the red one. His pants are a dark, faded gray, tucked into his greaves. His forearms are left bare, and while in Bankai, Mitsu’s right eye becomes bright red in color. Both eyes, green and red, glow with an unearthly light reminiscent of flames. These changes are all nothing but aesthetic, although as his Bankai weakens his outfit will become more prone to rips and tears and the glow of his eyes will fade.]

[TL;DR – Bankai Mitsu Mahou Shoujos into this:

gfrgherWHAT.png


and is a pretty pretty princess.]

Spawning from the flecks of dust in the air, Akewataru Saikouhou takes the physical form of dozens of pieces of white washi (paper), each splashed with constantly shifting colors. Stronger and faster than the scrolls of his Shikai, these papers can be wielded telekinetically using Mitsu’s hakuda skill. The papers are capable of covering an area of up to ten (10) meters and act as versatile weapons, capable of blunting attacks of varying degrees (depending on the amount of paper used) and inflicting wounds via the papers’ cutting edges.

Alongside his offensive white washi, black kenmashi (sandpaper) forms a loose outer ring around Mitsu. These papers (also decorated with changing bits of colors) can encircle a thirty (30) meter radius area. These are meant for defense above all else.

Mitsuyo can suspend his papers in the air at will and maintains control of them with his mind.

With a thought, Mitsuyo can draw the paper into sheaves.


Ability - Mamori Kami "Guardian Deity"

The primary ability of Akewataru Saikouhou is Mitsuyo's telekinetic mastery over the individual facets of the Bankai. Mitsuyo can command any or all of the papers simultaneously. Up to six sheets of paper function together in a sheaf as one 'weapon,' for instance stretching out as a long blade or bunching together into a shield, and these sheaves are subject to multiple-weapon control rules for skill, speed, and stability.

The washi are treated as physical weapons, wielded with the hakuda stat.

The kenmashi are treated as physical shields, wielded with the kidou stat (not barriers).

Using this ability to suspend himself or others in midair is child's play, and the simplest expression of his prowess. Such stepping stones do not affect weapon control.

Attack I - Kaeri Saki Wataru "Second Bloom"

Embracing his newly pacifistic ideology, Mitsuyo's most aggressive attack from his shikai has evolved to be able to turn most attacks non-lethal. When casting a spell, by paying an additional 25% of the base spell's cost, Mitsuyo can cause a projectile kidou to bloom twice in rapid succession, detonating with powerful concussive force. The strength is based on the kidou used and its effect has a radius of +1 meter per 1000 Kidou, capping at +15 meters with 15,000 Kidou.


Attack II - Sasataru "Trivialize"

By paying 50% of the total cost of a blocked ability, Mitsuyo can blunt its effectiveness. When blocking with kenmashi the attack is halted and only its power slips through; once it passes through the papers, the damaging nature of the attack (blades, fire, ice, lightning, etc), is stripped away and changed to raw concussive force. Only usable within twenty (20) meters, this ability can reduce the severity of an attack, capable of turning what would be a killing stroke into no more than a moderate injury.

Attack III - Jakuwo Motte Kyou Ni Ataru "Attacking Strength with Weakness"

Mitsuyo can summon a swarm of itoiri (cotton paper) around a single target within 30m, swiftly contracting and completely binding the target's body, using the papers to mummify them in a manner reminiscent of Bakudou 99, Kin. This binding costs 15% of Mitsuyo's total reiatsu and is strengthened by any reiatsu used for Sasataru in the current or previous round, effectively turning his opponent's strengths against themselves. The stronger the binding is, the more color is prevalent on the otherwise-white binding papers.
 
Reviewing Tsubaki/Sayis FA:

Due to talking with Haresuno/GMs and us trying to figure out what the powerlevel of FA should be, this one needs to be scaled back. Since my FA which was based off 5% of Arano's and Ciro's reiatsu seemed hefty enough 10% of Sayis + kidou + 20 % of Tsubaki seems a bit over the top. While this one specifies a single target, seeing that the kidou could for all we know be anything form meteor rain to shou, it's pretty much assumed that thing around it are going to get screwed as well. So, I'm proposing scaling back the costs to match current ones. Maybe 4% of Sayis reiatsu + kidou and 8% of Tsubaki's?
[ Fated Alliance Technique ] - Calamity of Titan and Sage, Resolve That Ends the Heavens Without Reflection

Choosing a spell to enact this with, the two physically manifest the incantation of the spell out of the mirrored fragments of Sayis' Kagami-kiwa no Kariudo and the black fire of Tsubaki's Aura of the Righteous Devil. Designating one target within 10m, the incantations appear in the air 5m from the target before rapidly closing in on the target to bind them. While bound, the target is faced with the burning weight of their own lack of resolve.

The ruby and abyssal flames that Tsubaki commands coalesce and concentrate within the maw of Gravios, the whole of her energies set upon killing intent. The flames are launched from the open maw of the hammer in a beam of unequaled speed and ferocity, at a speed based on Tsubaki's Zanjutsu stat.

Upon contact with the black flame sigils surrounding the target, the imbued spell is simultaneously released on the target, consuming them utterly in the destructive forces.

This attack requires 10% of Sayis' reiatsu on top of the cost of the imbued kidou, and 20% of Tsubaki's reiatsu.
 
Last edited by a moderator:
here's a scaled back version of the tech i presented a little while back that sev helped me out with.

[ Tendou Hikuu ] - 転動秘空
(TurboEther)

With a big ol' railgun for an arm, the utilization of a completely offensive-oriented battleplan is the norm for Rafa. It is because of this, along with the already unwieldy nature of a giant cannonarm, that any kind of defense on the battlefield is impossible - even despite his fortitude-heavy stat build. By ignoring the benefits of the "True Grit" AH Base Tech, Rafa shifts all focus into Reiatsu regeneration.

With this sacrifice, Rafa can add to his reiatsu recovery allotted by the "Balance" base tech. This is manifested as the constant 3% regeneration giveback, but he can access 5% reiatsu giveback as soon as he enters True Awakening. In Overdrive, Rafa can execute a one-time 10% reiatsu regen, after which regeneration is returned to 3%.
 
So, turns out my unique feat was MASSIVELY OVERPOWERED. Who'd've thunk it? So I've limited its battle uses and seek your approval. I consulted my faction leader and the original person to approve it on this limitation, so there's that.

Original
Urashimaha [Wave of Time Dilation] Unique Feat
From her prolonged exposure to the remnants of Ishin’s bankai attempting to make them a workable shield, Adelaide has been affected by the power of the prisoner Captain’s reiatsu. Though Urashimaha, the normally quite weak force of gravity now being exerted by Adelaide’s reiatsu grows dramatically stronger. Adelaide can pay 5% of her reiatsu for a single turn slowing down the world around her based on the cost of sustaining the field. Though Adelaide doesn’t have conscious control over this ability’s activation (the ability can manifest spontaneously at any time it normally could do so, or be purposefully activated), she can exclude up to two people.


Revised
Urashimaha [Wave of Time Dilation] Unique Feat
From her prolonged exposure to the remnants of Ishin’s bankai attempting to make them a workable shield, Adelaide has been affected by the power of the prisoner Captain’s reiatsu. Though Urashimaha, the normally quite weak force of gravity now being exerted by Adelaide’s reiatsu grows dramatically stronger. Adelaide can pay 5% of her reiatsu per turn, slowing down the world around her based on the cost of sustaining the field. Though Adelaide doesn’t have conscious control over this ability’s activation (the ability can manifest spontaneously at any time it normally could do so, or be purposefully activated with significant effort), she can exclude up to two people from the effect.
Because the dilation field is an exceptionally unstable expression of reiatsu, situations where other highly erratic fluctuations in reiatsu exist, such as battle, compound the instability of the field and therefore its use becomes more limited. In combat situations, the amount time is slowed is greatly reduced; now only being able to reduce the world around her to only half of its normal speed. Additionally, in these situations the field cannot be maintained longer than two of Adelaide’s turns before dissipating for a minimum of three following turns.
 
GM Reviewing Tsubaki's Bankai Ability.


Bankai Ability: Scales of the Titan Lord, The Seven Tragedies of Man

“...As before, the scales enable the Captain to ignore all minor wounds, in addition to moderate attacks in Ban Kai. Severe and fatal wounds are treated as if moderate, however the limitation to this is that Tsubaki's Ban Kai can only negate one lethal wound, any further attacks that would take the Captain's life continue to be fatal.

When Tsubaki is struck, the malicious force contained in the scales is brought to life, bringing to bear an event of great sorrow and loss in the life of an attacker. This recollection occurs in the foes mind, and cannot be circumvented via any mental discipline or conditioning.”

Reasons for Change: This ability possesses too many effects to be a single ability. Firstly, the reduction of a fatal wound to that of non-fatal has also been expressed in a unique feat which is bankai-level. This would constitute this effect be worthy of its own slot alone.

Secondly, the ability to ignore minor and moderate wounds is seen as a direct upgrade to the previously mentioned Shikai Ability. This provides a powerful, substantial boost to one’s durability in a fight and very clearly deserves its own ability slot.

Thirdly, the ability to automatically and passively reduce the severity of any and all major wounds to that of moderate is a very powerful ability which may have been used in conjunction with a single other affect, but not all of these.

Finally, the ability to not only inflict a mental injury on an opponent with no cost or drawback whatsoever is frankly broken in its own mechanics. This ability provides not only a free ability that is activated automatically and with no room for avoidance or nullification, but it specifically circumvents all potential ways to resist or endure its affects. As its own ability I would be hesitant to call this acceptable. It possesses no cost, no drawback, no cooldown or otherwise regulating effect, and with the amount of Releases and Feats and other abilities which deal in mental injury, all of them appear to possess limiting factors except this one.

Frankly, this ability is broken. Not only is it doing too much for any single ability to possibly be capable of doing, but it is in possession of at least one ability that is flat-out broken.

Proposed Changes: An ability is one ability, not four. I would propose a resubmission be allocated to Beaks for the purposes of reclaiming a new bankai ability that is properly regulated and limited under the supervision of an impartial GM.
 

Current Date in Araevis

Back
Top