Rule Changes (December 2010)

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Patch Notes

Default Parameters:


Range:


If not otherwise specified, ranges will be the following:
Shikai (radius): 12m radius
Shikai (AoE): 15m diameter
Shikai (direct): 20m line

Bankai/True Awakening (radius): 25m radius
Bankai/True Awakening (AoE): 30m diameter
Bankai/True Awakening (direct): 40m line

Feat (radius): 12m radius
Feat (AoE): 15m diameter
Feat (direct): 20m line

Kidou (1-30) (radius): 5m radius
Kidou (31-50) (radius): 10m radius
Kidou (51-70) (radius): 15m radius
Kidou (71-90) (radius): 20m radius
Kidou (91+) (radius): 25m radius

Kidou (1-30) (AoE): 3m diameter
Kidou (31-50) (AoE): 5m diameter
Kidou (51-70) (AoE): 10m diameter
Kidou (71-90) (AoE): 15m diameter
Kidou (91+) (AoE): 20m diameter

Kidou (1-30) (direct): 15m line
Kidou (31-50) (direct): 20m line
Kidou (51-70) (direct): 25m line
Kidou (71-90) (direct): 30m line
Kidou (91+) (direct): 35m line
Spread effects, like Kamaitachi, will have 1/2 the direct range for distance, and 1/4 for spread.

Duration:


If not otherwise specified, durations will be the following:
Barriers: Lose 1/4 max strength each round.
Bindings: Lose 1/4 max strength each round.
Debuffs: 2 rounds
Buffs: 3 rounds

Shikai (other): 3 rounds
Bankai (other): 4 rounds
Feat (other): 3 rounds
Kidou (other): 2 rounds


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.

More will be added soon.
 

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New Techs

[ Jumon Kaiki ] - "Spell Totality"

Through devoted study, a shinigami can gain greater control over a spell. This allows them to bypass the incantation with greater success.

By equipping a spell twice, it's bypassed effectiveness increases by 25%. Spells may be equipped up to three times, but cannot exceed 100% bypassed.

Requirements: 2,000 Kidou

 

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Revised Techs

[ Fuubi ] - "Overpower"
When a shinigami is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. This is dangerous for the user's soul, particularly against the demon arts. Such an effort requires at least 1.5x the cost of the restraint and causes severe pain to the user.

Requirements: 1,000 Reiatsu

[ Fuubi ] - "Overpower"
When a human is restrained or bound and has been left with no other alternative, they can try to force their way out through sheer strength and raw reiatsu. This is dangerous for the user's soul, particularly against the demon arts. Such an effort requires at least 1.5x the cost of the restraint. If this cost exceeds the user's Resistance, it causes severe pain to the user.

Requirements: 1,000 Reiatsu
[ Ei Wo Toru ] - "To Take Up a Weapon"
To wield a zanpakuto in combat, to swing a blade with surety, requires conviction and dedication. Every swordsman has his purpose, whether it's for the sake of protecting others, proving his prowess to everyone, or sharing his personal undeniable truth. When there comes a moment when that truth, that purpose, the swordsman's very life is threatened... that is when his skill fully comes to bear.

Ei Wo Toru is the ultimate expression of the practitioner's zanjutsu, a single, nearly instantaneous counter-strike surpassing godlike speed. Used only for countering a direct threat, rather than amplifying the user's skill, strength, or damage, Ei Wo Toru is the ability to make a single strike against the odds. This move costs 10,000 reiatsu and allows the user to pull off otherwise impossible speed to counter. Attacks comparable to the user's Zanjutsu will practically stand still.


The user's Zanjutsu is increased by 10,000 for speed only (not strength) for one strike.

Requirements: 10,000 Zanjutsu
[ Taikaku Kakougan ] - "Granite Constitution"
A hakuda user knows true mastery of their body, and as part of that they must protect that body in all ways. The use of this technique fortifies the user, both inside and out, in an attempt to drive out foreign substances and reiatsu as well as fend off physical attacks.

This lasts for one round and costs 2,000 reiatsu. It restores balance to the user's body, cleansing all positive and negative effects up to the cost, strongest effects first. During this round, the user can physically block attacks equal to their Hakuda.


Requirements: 5,000 Hakuda

[ Senka ] - "Flash Blossom"
With their growing mastery of Shunpo, the user is now able to deliver a blindingly fast attack. In the middle of a flash-step, the practitioner may deliver a single melee attack to a target in their path. The difference between the user's Hohou and the target's movement stat is added into the attacking stat, up to +50% of the attacking stat, no less than base skill (even if the target's speed is higher).

This ability takes the place of two normal Shunpo uses and costs 500 reiatsu.


Requirements: 5,000 Hohou
[ Utsusemi ] - "Corpse Step"
A desperation move, "Cicada" or "Corpse Step" is a high-class Hohou technique that will allow the user to escape an otherwise deadly situation. It can also be used as a distraction, but it is highly straining so the technique must be used wisely. The user launches themselves into several different Shunpo simultaneously, accelerating the user so quickly that it leaves behind a 'skin' which the attacker will see taking the hit that was meant for the user.

This technique costs 6,000 reiatsu and exhausts all of the user's Shunpo attempts for that round to add 6,000 to the user's Hohou for one dodge.


Requirements: 10,000 Hohou
[ Internalize ]
There is a distinctly physical aspect to the awakening of a human's power. As the human's capabilities in combat increase, his natural strength soon reaches supernatural proportions. Spiritual power from within becomes part of the physical body, and at will the human can use this power to lift up to 250 pounds (113 kilograms) with little effort, and can apply this strength directly in combat. Most spiritual beings (Advent Humans, Shinigami, Vizards, Hollows, Arrancar) are able to weather powerful hits, but can be blown backward by the additional force.

For each 1,000 points in Combat, he can lift an additional 250 pounds.


Requirements: 1,000 Combat




 

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Item Changes

Additional weapons:

Any character can carry an extra weapon or two capable of harming spiritual beings, however, the item tier will affect the item's durability. A non-tier item (one that you write in, like an heirloom dagger that has no special abilities), can harm a spiritual being, but it will have effectively no durability.

Basic weapons like this can take the place of a Unique Item slot, without being submitted, and their durability will be 20% of the median reiatsu for that tier.

For example, the median reiatsu of Tier C (5000-10000) is 7500. So the durability for a basic C-tier weapon is 20% of 7500 or 1500.

Remember, these weapons have no abilities.

Carrying Restrictions:

Generally a character may carry as many non-tier items as sensible. Non-tier weapons (described above) should be kept to no more than 5, though.

Some factions (Gotei Divisions, Vizard Echelons, possibly future Quincy factions) can create one modest Item Pack. Members of the faction may all carry the Item Pack. Advent Humans have different options instead of Item Packs.

All races are limited to one Unique Item. They may purchase one additional Unique Item slot, and can upgrade the extra slot, but even then, no character can have more than two Unique Items.

For Advent Humans:

Kidou Scrolls: a character may carry up to five kidou scrolls at one time.

Drugs: a character may carry up to ten drugs at one time.

Guns: a character may carry either two large guns; four small guns; or one large and two small.

Ammo: a character may carry ten clips' worth of ammo at one time.

 

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Explanation for Chiyudou channeling:

All chiyudou that the user must channel over a period of time (such as Mend) have a bonus affect of restoring the target's reiatsu. One-slot chiyudou restores 1% reiatsu per turn, two-slot chiyudou restore 2% reiatsu per turn, 3-slot chiyudou restore 3% reiatsu per turn, 4-slot chiyudou restore 4% reiatsu per turn, and 5-slot chiyudou restores 5% reiatsu per turn.
Channeling means that a spell can only be used on one target at a time and the user must stay within 10 feet of the target. The user only pays the cost once, and a spell can be channeled for up to 5 rounds per casting.

You cannot channel the same spell on different targets (for instance, casting High Mend on yourself and casting High mend on an ally), but you can channel different spells on different targets (Mend on yourself and High Mend on an ally).

Spells may be channeled in combat so long as the target remains in range.

While channeling, the target's reiatsu is restored based on the caster's reiatsu. Yes, a Chiyudou user can replenish their own reiatsu (but not any thresholds).
 

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