Rule Updates (August 2013)

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swaswj

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Some quick rule updates based on things brought up during the first two rounds of the tournament. More may follow:

Quincies:

Arrows are valued at 5% of the Quincy's max reiatsu. They can shoot as many as their Shuuhaku allows, but no more than that. Regardless of order of ability use, arrow-cost is deducted from Shuuhaku first. This means that a Quincy can always shoot their maximum number of arrows, regardless of abilities used, but anything else used takes from raw reiatsu.

Kenkyouka:


This former Eighth division ability had an important caveat left out of its description, and another important detail that needs to be added. Everyone who still has Kenkyouka equipped will use the following, going forward:

[Kenkyouka] - "Sword Empowerment"

Utilizing their own kidou energy, the practitioner has the ability to cast a kidou spell onto their blade; if cast silently, bypass rules apply as normal. Once the blade comes in contact with the opponent, the spell will automatically activate. Whatever damage or effects are done by sword and spell, will be unleashed on to the opponent. With continuous use of the technique, the caster will gain the ability to have two spells imprinted on their blade at one time, once the user gains 5k kidou or zanjutsu stat. The spell counts against the user's casts in the round it is imbued, not in the round it is released. The imbued spell cannot be released until the user's following turn at the earliest.

God Hand:


Not a rule change, but be aware that if God Hand is used to create a barrier in combat, that barrier is only as strong as the cost of God Hand: 500 reiatsu.

Koutaizumai:


There's a standard rule for stealth abilities that seems to be forgotten with this item. While it should be implicit, it's being added to the ability description below (the simple version being 'Stealth cannot be used while fighting').

Koutaizumai [Illusionary Shapeshifting]

Koutaizumai takes the form of a silk ribbon that is approximately two feet in length. It is wound tightly around any body part of the Mystic's choosing and adheres by a link of reiatsu. The standard ribbon color is white, but once the link with the Mystic is made, the ribbon can change to any color of the shinigami's choosing.

All matter is composed of molecules and energy. Using the particles of reiatsu around them, Mystics can use Koutaizumai to shift the matter that composes their own body to create an illusion of transforming. The user's actual mass and size will stay the same. However, the senses of everyone around the Mystic will experience the object that the user will appear to be. Minor cosmetic changes can be maintained in combat, but anything that fully conceals the user's appearance requires concentration and cannot be used in conjunction with other abilities.

The Mystic is also capable of morphing into another's form. By allowing the other person to wear the ribbon, the user will establish a bond that gives the Mystic access to the other person's appearance and reiatsu signature. By doing this, however, the Mystic forfeits the ability to change into other objects.



 

swaswj

Administrator
Staff member
Feb 18, 2008
6,657
21
38
33
Latens
768✦
Exa
⏆548
Bounty
⏈0
Dahlitium
102⌯
Bigatium
54⍨
Auritium
5⍫
Vitatium
15⌭
Caelitium
0⌬
One additional note:

Telekinesis:

Not a rule update.

The basic form of telekinesis is the Bakudou Shouaku.

The next step up is the Division Technique Soshi.

The current top-tier is the Trained Feat Shouaku Jukutatsu.

They each have advantages and disadvantages, but the important thing to keep in mind is that none of them do everything. Also, when determining how quickly the telekinesis can respond to something, you must consider the guiding stat. Pulling a shield in front of yourself with telekinesis might make sense, but it's not instant.

Shouaku - Bakudou #15, 100 Kidou

Description: The user casts out a hand and can reach out invisibly to grab and then manipulate any item in immediate sight, within 20m. The strength depends on the strength of the caster's own arm.

The kidou can't form a grip on living reiatsu. Shouaku also requires the caster to manipulate the kidou's grip with one of their hands. It is not precise enough to wield a weapon in combat, but can perform acts of brute force, such as throwing, pulling, or lifting.

Shouaku's effect lasts for two turns, but the caster can pay the reiatsu cost again to keep the kidou active.

Incantation: The hands of the gods bridge the gaps between realms, reveling in the subjugation of distance's awe. Bakudou #15, Shouaku.

Pros: Ease of access; range; invisible
Cons: Limited to user's physical arm; incapable of precise manipulation
Guided by: Kidou stat only

.:: Soshi ::.
(Elements)

Soshi refers to the purest elements of the spiritual realm that culminate into telekinesis -- the most basic, fundamental ability required of a shinigami to become a Mystic. A shinigami's journey in the Tenth begins with a keen awareness of the universe and an exceptional talent in reiatsu manipulation. The Mystic must be able to harness their spiritual energy and apply it in anomalous ways to the physical world.

With Soshi, the Mystic learns to move objects with their mind. Its range of effect is within a 15-meter radius. Soshi is capable of lifting large, bulky objects like wardrobes or benches with ease; at 5,000 reiatsu, this extends to being capable of lifting and throwing objects up to a mid-sized car. It costs the Mystic 200 reiatsu to perform this ability per turn. The reiatsu of others acts as a repellent to this ability, therefore, at no point can Soshi be used to levitate other spiritual creatures or people.​

Pros: Range; Strength; invisible; instantaneous activation
Cons: Div Tech; Incapable of precise manipulation
Guided by: Kidou stat only

Shouhaku Jukutatsu - "Mastered Grasp"

Through his studies into the lines of power embedded in kidou's incantations and rituals, Sayis has discovered a means to realign one of his more oft-used spells: Shouaku. Rather than limiting the spell by physical ability, its potency is now decided by the user's kidou mastery.

By altering the spell, the natural range of Shouaku shortens to one quarter (about 5m) and the formerly invisible arm is bathed in the glow of the user's reiatsu. However, while using Shouaku Jukutatsu, the movement of the spell's arm is no longer tied to the movement of the caster's physical arm.

This ethereal arm is capable of lifting large, bulky objects with relative ease. At 6,000 Kidou, a practitioner is even capable of lifting and throwing objects up to a mid-sized car. Shouaku Jukutatsu may be used with a weapon (no larger than the user can physically wield) to fight using the practitioner's Hakuda or Zanjutsu stat.

Even under the effect of Shouaku Jukutatsu, the spell cannot grip a person, hollow, or zanpakuto.

Training: In order to learn Shouaku Jukutatsu, it is necessary to find a practitioner. Training involves first learning how to use the spell while both arms are occupied. After that, it is necessary to train on lifting objects, gradually picking up heavier ones until it ceases to cause physical strain. The final stage of training involves applying Shouaku to dexterous tasks such as writing which are normally impossible.

Requirements: 3,000 Kidou
Practitioners: Sayis Inuzuri (swaswj), Mineto Mitsuyo (Inkers), Maruyama Ilsa (Nekomata)

Pros: Strength; Precise manipulation
Cons: Trained Feat; Visible; Range
Guided by: Kidou stat, Hakuda stat, or Zanjutsu stat, as appropriate
 
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