Shujin Summoning System
Shujin Summoning System
Note: This system is currently in its test phase. No other RPer besides those that have been pre-selected will be able to operate with this summoning system. The details outlined in this thread are subject to change.
Shujin ("Guardian Gods" ) are powerful creatures that are manifested into the physical world through a "summoning." They act as companions to their summoners and may either act as support or main offense during a battle through the usage of various abilities that they may possess.
Shujin, depending on the desired structure of the user, may take up one, two, or three of the Shikai Zanpakutou's form change slots. The number of form change slots they take up determines what type of Shujin they may be. Generally, the more form change slots they take up, the more powerful they are, however each type of Shujin comes with unique traits of their own.
While the Shujin is manifested, the summoner will be left without a Zanpakutou to wield, so it is highly suggested that an extra or unique weapon is carried into battle for compensation.
As with all Zanpakutou abilities and form changes, the Shujin's power is focused around the concept of "concentration." The less abilities it has, the more powerful those ability/abilities are. The more form change slots they take up, the more powerful they are in terms of their physical characteristics. Also, the more form changes they take up, the bigger they may be. Obviously, a Shujin that takes up a one form change slot isn't going to be mammoth in size, but a Shujin that occupies all three form change slots may approach the said size.
"¢ Small size denotes any size reasonably smaller than that of the summoner him/herself.
"¢ Medium size denotes any size approximately the same as the summoner him/herself.
"¢ Large size denotes any size that is approximately two to three times larger than the summoner him/herself.
"¢ Huge size denotes any size that is larger than three times the size of the summoner him/herself.
Generally, all Shujin require that their summoners consume 10% of his/her Spiritual Pressure per round. This is to keep the Shujin physically manifested in the environment the summoner is in. The Shujin him/her/itself may not be able to modify this cost in any way, though there exists a number of attainable benefits that may lessen mitigate this per-round cost. The summoner may withdraw the Shujin from battle at any point during which the Shujin is manifested. Also, Shujin may only be withdrawn on the summoner's turn, and not anyone else's. The per-round cost of the Shujin comes into effect as soon as the user's next turn (after the actual summoning of the Shujin) comes around. Fortunately, the summoner is not required to pay the costs of any abilities/attacks/skills that the Shujin may execute (unless otherwise stated). Shujin have their own stats and fuel their own skills with their own energy.
If a Shujin is rendered incapacitated in battle by an opposing force, that Shujin is automatically withdrawn from battle. The summoner's Zanpakutou returns in its basic form. However, for the remaining duration of the battle, the Shujin may not be re-summoned, and all augmentations/penalties resulting from his/her/its participation in battle (aside from costs paid and anything within that extent) automatically disappear. Also, incapacitation of the summoner him/herself will cause the Shujin to automatically withdraw back into basic Zanpakutou form.
Shujin have four different stat types that govern over its general combat capacities. Note that Shujin may not have abilities of their own that directly give stat boosts. A Shujin's stats are determined by the base stats of the summoner.
[ Reiryoku ] -- "Spiritual Power"
A Shujin's Reiryoku governs over its Reiatsu magnitude, the power of its Reiryoku skills, its overall endurance against attacks and effects of the same type. It basically acts the same as the summoner's Spiritual Pressure stat. Reiryoku also gauges the amount of energy the Shujin has at disposal towards fueling his/her/its abilities.
[ Sentou ] -- "Battle"
Sentou is a measure of the Shujin's overall combat ability, mainly in the context of both physical offense and defense. It determines the level of skill in reading, evading, reacting, and countering against the enemy's physical attacks. The amount of Sentou also governs over how much Reiryoku is consumed and how efficient the Shujin's physical performance is when they are executed. Higher Sentou equals lower Reiryoku consumption and faster/stronger physical strikes and the like. The Shujin's initial Sentou stat is varyingly determined based on what type it is. The Sentou stat will have a natural affinity towards Zanjutsu, Hakuda, or neither of them, in which case the affinity will be labeled as Neutral.
[ Binsoku ] -- "Agility"
Binsoku is the equivalent of a Hollow's Agility stat. It determines the Shujin's level of overall speed and reaction towards non-physical abilities, and also the level of power and efficiency towards the usage of Shunpo in the same capacity as a Shinigami's Hohou stat. Higher Binsoku equals greater overall speed and higher Shunpo capacity.
[ Kidou ] -- "Way of Demons"
Kidou acts as a separate reservoir of energy devoted towards the casting of Kidou spells and the fueling of certain abilities. The strength of Kidou spells naturally decrease over time as more Kidou is spent towards casting them. This does not apply to non-Kidou skills that consume Kidou. Once a Shujin's Kidou stat reaches a value of 0, he/she/it will be unable to execute/cast anymore Kidou skills/spells respectively for the remaining duration of battle. This stat also governs over the power and efficiency of Kidou-consuming skills and spells. Shujin do not have to chant spell names/incantations to cast them, but it should be noted that there is a lag time (about one to three seconds, depending on the level of the spell) between the actual initiation of the casting and the activation of the spell.
Unlike normal characters, Shujin receive one extra Kidou slot for every 750 points into Kidou. Also, they initially start out with one (1) Kidou slot, as opposed to the initial three slots that normal characters have. Shujin must have their Kidou pre-selected before a battle. The equipped Kidou spells do not necessarily have to be the same as the summoner's.
The Fuchi system grants special Benefits toward the growth and capacity of the Shujin/summoner based on the level of Connection between them. Higher Connection means more Fuchi available to be spent towards these Benefits.
"Fuchi" can be thought of as monetary currency, and the "Benefits" as the purchasable products. Fuchi needs to be spent in order to attain desired Benefits, and so for that reason, Fuchi is accumulated as the summoner's Connection stat grows. The amount of Fuchi gained over time is determined by what type of Shujin he/she has. Once Fuchi is spent, it cannot be refunded and is therefore permanently lost, so be careful when choosing Benefits!
An example of what a Benefit looks like is this:
That is actually a shorthand version of "Summoning Reiryoku +3%." The "Sum" is a general prefix for all Benefits, while the three-four letters after it denotes what the Benefit actually is. Different Benefits have different signs to tell the user what it does:
[ + ] -- This is a plus sign. It denotes an increase in whatever the Benefit covers, and generally, these types of Benefits stack upon one another. For example, if SumRei+1% and SumRei+2% are both learned, the actual net increase in Reiryoku is +3%. That way, dedicating more Fuchi towards a specific Benefit type allows the summoner/Shujin to experience more marked increases.
[ - ] -- This is a minus sign. It is usually used to denote a decrease in the modifier that the Benefit covers. Like the plus sign, these types stack upon one another, unless otherwise noted.
[ = ] -- This is an equal sign. It is an absolute modifier that sets a certain parameter to the denoted level. In other words, these types of Benefits do not stack upon one another. For example, if SumStGr=1% was already learnt and SumStGr=2% was just recently acquired, then the modifying percentage is then set to 2% from the initial 1%.
It should be noted that you must purchase the lower level Benefits before moving on to the higher levels within the given Benefit type. For example, if you have 36 available Fuchi and want, say, SumStGr=2% (which costs 18 Fuchi), then you must first acquire SumStGr=1% (another 18 Fuchi). Only then may you acquire SumStGr=2%.
Test Phase Details
Currently, the test phase has six runners evenly divided amongst the three Shujin types. Each test runner will carry an initial 100 Fuchi, which may not increase or decrease during the course of the test phase, but Benefits chosen with the 100 Fuchi are not permanent, and may be switched around with permission. Overseers of the test phase are members of the Zanpaku Staff (Ururublue, Amadeus, and me).
Actual testing will be carried out in Sou Kyouko battles with summoners vs. summoners and summoners vs. non-summoners. These battles may or may not be posted for public evaluation.
3-3 Type Shujin
The first type of Shujin is one born of a Shikai Zanpakutou that is completely dedicated to that one Shujin. These types of Shujin are generally more statistically superior to other Shujin types, possess more versatility due to their maximum number of abilities, and statistically grow faster than other Shujin types. 3-3 Type Shujin occupy all of a Shikai Zanpakutou's form change slots, and as such, this type of Shujin will be the sole Shikai release for a summoner.
3-3 Type Shujin possess these traits:
"¢ Small/Medium/Large/Huge size limit.
"¢ Start with 10 Fuchi.
"¢ For every 1,000 points into Connection after acquiring the Shujin, the summoner receives 10 Fuchi.
"¢ Maximum number of abilities is 5.
"¢ Shujin's initial stats equal 125% of the summoner's most current base stats (excluding Connection).
"¢ Shujin's base Sentou stat is equal to 125% of the summoner's highest physical offensive stat (either Zanjutsu or Hakuda). If both of these stats are identical in value, then Sentou may be calculated from either one with a Neutral affinity.
"¢ Unique Benefit branches:
Summoning Stat Growth - SumStGr=x%
Acts as a stat growth bonus for the Shujin akin to Captain bonuses. This growth bonus is applied every time the summoner's RP'er writes for the week. Those that attain this Benefit will be given an operational checklist.
18 Fuchi -- SumStGr=1%
18 Fuchi -- SumStGr=2%
18 Fuchi -- SumStGr=3%
18 Fuchi -- SumStGr=4%
18 Fuchi -- SumStGr=5%
Summoning Stat All - SumStAl+x%
Permanently increases all of the Shujin's stats (same benefit calculation as Kidoushuu bonus). This percentage may directly stack with other permanent stat-increasing Benefits.
12 Fuchi -- SumStAl+1%
14 Fuchi -- SumStAl+2%
16 Fuchi -- SumStAl+3%
18 Fuchi -- SumStAl+4%
20 Fuchi -- SumStAl+5%
Summoning Adverse Stat Penalty Protection -- SumASPP+x
For the duration of the Shujin's manifestation, the summoner's stats may be protected from and/or relieved of any and all stat penalties afflicted by the opponent. Each subsequent level adds a stat type to be protected by this Benefit.
6 Fuchi -- SumASPP+Hoh
6 Fuchi -- SumASPP+Hkd
6 Fuchi -- SumASPP+Znj
6 Fuchi -- SumASPP+Kdu
6 Fuchi -- SumASPP+Spr
Summoning Rising Power -- SumRsPw=x%
For every round in which the Shujin's maintenance cost is paid, his/her/its stats will all rise by +1%. The maximum boost to all stats gained through this method may not breach +10%. This counts as a Zanpaku stat boost, hence, it cannot stack with any stat boosts derived from any of the Shujin's abilities.
25 Fuchi -- SumRsPw=1%
2-3 Type Shujin
This is the second type of Shujin available. They appear only when the summoner's Zanpakutou already has another Zanpaku form change (this may be a non-Shujin or Shujin form change). For that reason, this type of Shujin takes up two form change slots. Shujin of this type are given the ability to attain Benefits that directly augment the capacity of their summoners.
2-3 Type Shujin possess these traits:
"¢ Small/Medium/Large size limit.
"¢ Start with 8 Fuchi.
"¢ For every 1,000 points into Connection after acquiring the Shujin, the summoner receives 8 Fuchi.
"¢ Maximum number of abilities is 4.
"¢ Shujin's initial stats are identical to the summoner's most current base stats (excluding Connection).
"¢ Shujin's base Sentou stat is identical to the summoner's highest physical offensive stat (either Zanjutsu or Hakuda). If both of these stats are identical in value, then Sentou may be calculated from either one with a Neutral affinity.
"¢ Unique Benefit branches:
Summoning Stat Synergy - SumSSyn=x%
For the entire duration in which the Shujin is manifested, one of the summoner's stats is boosted by the listed amount. Just like Zanpaku boosts, this boost will stack with Kidou/Tech/Feat boosts.
10 Fuchi -- SumSSyn=4%
10 Fuchi -- SumSSyn=8%
10 Fuchi -- SumSSyn=12%
10 Fuchi -- SumSSyn=16%
10 Fuchi -- SumSSyn=20%
Summoning Stat Synergy All - SumSSAl=x%
For the entire duration in which the Shujin is manifested, all of the summoner's stats are boosted by the listed amount. Just like Zanpaku boosts, this boost will stack with Kidou/Tech/Feat boosts.
12 Fuchi -- SumSSAl=1%
12 Fuchi -- SumSSAl=2%
12 Fuchi -- SumSSAl=3%
12 Fuchi -- SumSSAl=4%
12 Fuchi -- SumSSAl=5%
Summoning Physical Damage Reduction - SumPDRd=x%
For the entire duration in which the Shujin is manifested, physical damage incurred upon the summoner is reduced by the listed percentage. This modifier will not stack with other physical damage reductions and will supersede them instead.
10 Fuchi -- SumPDRd=2%
10 Fuchi -- SumPDRd=4%
10 Fuchi -- SumPDRd=6%
10 Fuchi -- SumPDRd=8%
10 Fuchi -- SumPDRd=10%
Summoning Spiritual Damage Reduction - SumSDRd=x%
For the entire duration in which the Shujin is manifested, spiritual damage incurred upon the summoner is reduced by the listed percentage. This modifier will not stack with other spiritual damage reductions and will supersede them instead.
10 Fuchi -- SumSDRd=2%
10 Fuchi -- SumSDRd=4%
10 Fuchi -- SumSDRd=6%
10 Fuchi -- SumSDRd=8%
10 Fuchi -- SumSDRd=10%
1-3 Type Shujin
1-3 Type Shujin take up only one form change slot, and mainly appear in Shikai Zanpakutou that currently have or will have two other form change slots taken up. These Shujin gravitate toward imitating the likeness of their summoners, and it is because of this characteristic that they are able to access unique Benefits that allow them to imitate the skills of their summoners.
1-3 Type Shujin possess these traits:
"¢ Small/Medium size limit.
"¢ Start with 6 Fuchi.
"¢ For every 1,000 points into Connection after acquiring the Shujin, the summoner receives 6 Fuchi.
"¢ Maximum number of abilities is 3.
"¢ Shujin's initial stats are equal to 75% of the summoner's most current base stats (excluding Connection).
"¢ Shujin's base Sentou stat is equal to 75% of the summoner's highest physical offensive stat (either Zanjutsu or Hakuda). If both of these stats are identical in value, then Sentou may be calculated from either one with a Neutral affinity.
"¢ Unique Benefit branches:
Summoning Zanpakutou Ability - SumZpAb=x
The Shujin may be equipped with a number of Zanpaku abilities from the summoner's other non-Shujin Zanpaku form changes. The base power of all abilities adopted through this benefit is 75% of the original.
11 Fuchi -- SumZnAb=1
11 Fuchi -- SumZnAb=2
11 Fuchi -- SumZnAb=3
11 Fuchi -- SumZnAb=4
11 Fuchi -- SumZnAb=5
Summoning Shujin Ability - SumShAb=x
The Shujin may be equipped with a number of Zanpaku abilities from the summoner's other Shujin summons. The base power of all abilities adopted through this benefit is 75% of the original.
11 Fuchi -- SumShAb=1
11 Fuchi -- SumShAb=2
11 Fuchi -- SumShAb=3
11 Fuchi -- SumShAb=4
11 Fuchi -- SumShAb=5
Summoning Technique Imitation -- SumTcIm=x
Allows Shujin to equip and use one of the user's Techs. Each subsequent level adds a Tech Allocation slot to the Shujin. The base power of all Techniques adopted through this benefit is 75% of the original.
12 Fuchi -- SumTcIm=1
12 Fuchi -- SumTcIm=2
12 Fuchi -- SumTcIm=3
12 Fuchi -- SumTcIm=4
12 Fuchi -- SumTcIm=5
Summoning Kidou Synergy -- SumKdSy+x%
Applies only if both the summoner and the Shujin share one or more of the same Kidou spells. The bond between both summoner and Shujin will increase the efficiencies of the Kidou spells in question.
1 Fuchi -- SumKduSy+1%
2 Fuchi -- SumKduSy+2%
4 Fuchi -- SumKduSy+4%
7 Fuchi -- SumKduSy+8%
11 Fuchi -- SumKduSy+16%
Summoning Reiatsu - SumRei+x%
Permanently increases Shujin's Reiryoku. (same benefit calculation as Kidoushuu bonus).
2 Fuchi -- SumRei+1%
3 Fuchi -- SumRei+2%
5 Fuchi -- SumRei+3%
8 Fuchi -- SumRei+4%
12 Fuchi -- SumRei+5%
Summoning Sentou -- SumSnt+x%
Permanently increases Shujin's Sentou. (same benefit calculation as Kidoushuu bonus).
2 Fuchi -- SumSnt+1%
3 Fuchi -- SumSnt+2%
5 Fuchi -- SumSnt+3%
8 Fuchi -- SumSnt+4%
12 Fuchi -- SumSnt+5%
Summoning Binsoku -- SumBnsk+x%
Permanently increases Shujin's Binsoku. (same benefit calculation as Kidoushuu bonus).
2 Fuchi -- SumBnsk+1%
3 Fuchi -- SumBnsk+2%
5 Fuchi -- SumBnsk+3%
8 Fuchi -- SumBnsk+4%
12 Fuchi -- SumBnsk+5%
Summoning Kidou -- SumKdu+x%
Permanently increases Shujin's Kidou (same benefit calculation as Kidoushuu bonus).
2 Fuchi -- SumKdu+1%
3 Fuchi -- SumKdu+2%
5 Fuchi -- SumKdu+3%
8 Fuchi -- SumKdu+4%
12 Fuchi -- SumKdu+5%
Summoning Ability Strength -- SumAbStr+x%
Increases raw power of all Shujin abilities (where applicable).
5 Fuchi -- SumAbStr+3%
6 Fuchi -- SumAbStr+6%
8 Fuchi -- SumAbStr+9%
11 Fuchi -- SumAbStr+12%
15 Fuchi -- SumAbStr+15%
Summoning Ability Cost -- SumAbCs-x%
Decreases the cost of all Shujin abilities (where applicable).
5 Fuchi -- SumAbCs-2%
6 Fuchi -- SumAbCs-4%
8 Fuchi -- SumAbCs-6%
11 Fuchi -- SumAbCs-8%
15 Fuchi -- SumAbCs-10%
Summoning Ability Single -- SumAbSn+x%
Increases the power of one Shujin ability (where applicable; this benefit can only be used on a single ability).
5 Fuchi -- SumAbSn+5%
7 Fuchi -- SumAbSn+10%
11 Fuchi -- SumAbSn+15%
17 Fuchi -- SumAbSn+20%
25 Fuchi -- SumAbSn+25%
Summoning Single Cost -- SumSnCs=x%
Decreases the cost of a single Shujin ability (where applicable; this benefit can only be used on a single ability).
9 Fuchi -- SumSnCs=88%
9 Fuchi -- SumSnCs=76%
9 Fuchi -- SumSnCs=64%
9 Fuchi -- SumSnCs=52%
9 Fuchi -- SumSnCs=40%
Summoning Hadou Enhancement -- SumHdEn+x%
Passively increases the power of the Shujin's Hadou spells.
2 Fuchi -- SumHdEn+2%
3 Fuchi -- SumHdEn+4%
5 Fuchi -- SumHdEn+6%
8 Fuchi -- SumHdEn+8%
12 Fuchi -- SumHdEn+10%
Summoning Chiyudou Enhancement -- SumChEn+x%
Passively increases the power of the Shujin's Chiyudou spells.
2 Fuchi -- SumChEn+2%
3 Fuchi -- SumChEn+4%
5 Fuchi -- SumChEn+6%
8 Fuchi -- SumChEn+8%
12 Fuchi -- SumChEn+10%
Summoning Bakudou Enhancement -- SumBkEn+x%
Passively increases the power of the Shujin's Bakudou spells.
2 Fuchi -- SumBkEn+2%
3 Fuchi -- SumBkEn+4%
5 Fuchi -- SumBkEn+6%
8 Fuchi -- SumBkEn+8%
12 Fuchi -- SumBkEn+10%
Summoning Bougyoudou Enhancement -- SumBgEn+x%
Passively increases the power of the Shujin's Bougyoudou spells.
2 Fuchi -- SumBgEn+2%
3 Fuchi -- SumBgEn+4%
5 Fuchi -- SumBgEn+6%
8 Fuchi -- SumBgEn+8%
12 Fuchi -- SumBgEn+10%
Summoning Final Ability -- SumFnAb=x
Grants the Shujin one final ability to be used before withdrawal. Completely uses up the Shujin's Reiryoku.
??? Fuchi -- SumFnAb=1
Summoning Shujin Spiritual Pressure -- SumShSp=x%
Reduces the per-round cost of Spiritual Pressure required to keep the Shujin physically manifested.
7 Fuchi -- SumShSp=9%
7 Fuchi -- SumShSp=8%
7 Fuchi -- SumShSp=7%
7 Fuchi -- SumShSp=6%
7 Fuchi -- SumShSp=5%
Summoning Shujin Kidou -- SumShKd=x%
Allocates and reduces per-round Shujin cost to summoner's Kidou stat, rather than Spiritual Pressure (once Kidou reaches 0, the Shujin is automatically withdrawn). The summoner's base Kidou stat must either be the largest or second largest stat that he/she has.
8 Fuchi -- SumShKd=10%
8 Fuchi -- SumShKd=9%
8 Fuchi -- SumShKd=8%
8 Fuchi -- SumShKd=7%
8 Fuchi -- SumShKd=6%
Summoning Kidou Capacity Cost Compensation -- SumKCCC=xround(s)
Allows the Shujin to stay in the environment without consuming the summoner's stats for a given number of rounds. The Shujin is capable of this by semi-temporarily revoking a Kidou from the summoner's current list of equipped Kidou spells (he/she/it revokes the lowest numbered Kidou first) for every round compensated this way. The revoked Kidou spell(s) cannot be used by the summoner for the remainder of the battle.
7 Fuchi -- SumKCCC=1
7 Fuchi -- SumKCCC=2
7 Fuchi -- SumKCCC=3
7 Fuchi -- SumKCCC=4
7 Fuchi -- SumKCCC=5