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Welcome to the Techniques and Feats Thread
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Welcome to the Techniques and Feats Thread
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- [post=349809]Waza Toshokan | Library of Techniques A~M[/post]
- [post=349820]Waza Toshokan | Library of Techniques N~Z[/post]
- [post=349823]Goteitai Bunshou | Gotei Divisions' Documents[/post]
- [post=349824]Hametsujutsu no Rireki | Logs of the Destructive Arts[/post]
- [post=349882]Kisotekina Bujutsushi | Records of the Fundamental Fighting Arts[/post]
- [post=450157]Joukyuu Bujutsu Shiryou | Archives of the Advanced Fighting Arts[/post]
- [post=521899]Shinseina Bujutsu Rekidaishi | Annals of the Sacred Fighting Arts[/post]
- [post=643403]Yuujigou no Sondou | Hall of Heroic Deeds[/post]
- [post=643404]Bulletin Board[/post] - *2006.11.3*
- [post=649080]IGNORE LIST[/post] - *2006.2.28*
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Feats
Feats are powerful skills that a character earns after fulfilling certain duties or achieving certain deeds within the RPG. Empty slots are given out by Wind, and its filled contents are then examined, reviewed, and approved by the Techniques and Feats Staff (along with any necessary changes).
The maximum number of Feat slots available to any character is seven (7). All new characters start out with zero (0) Feat slots. As such, form a generalization of what you would want your future Feats to be and trim them all down to no more than seven. If you're eligible for another Feat, but already have the full seven, one Feat must be deleted for the new one to be in place. One thing worthy of noting is that there is no way you can increase this maximum.
Feats are separated into different categories : Unique, Rare, and Common.
[ Unique ] - Unique Feats are individualized abilities or special traits that augment your character's archetype and/or unique strength. Remember that Unique Feats are special to each character, so no more than one PC character may have that exact same Feat. Also, certain aspects of a Unique Feat cannot be duplicated or emulated by any other Feat.
[ Rare ] - Rare Feats are special skills that a character may earn after completing a specific task. However, once one character gains a particular Rare Feat, no other character may possess it. But, it is possible to transfer a Rare Feat to another PC character, but the transferring character must surrender that particular Rare Feat from his or her repertoire.
Rare Feats are usually pre-made by the Techniques and Feats staff, or by their 'sponsors.' Depending on the circumstance, Rare Feats may or may not require an empty Feat slot. If a particular Rare Feat does require an empty Feat slot, then the receiving character must have at least one available at the event of transfer. If an empty slot is not required, then a Rare Feat goes through a special process in which the receiving character is automatically given an empty Feat slot, which is then immediately filled by the Rare Feat. However, should the Rare Feat ever be relinquished, the empty slot it previously resided within will vanish automatically.
[ Common ] - Common Feats are particular skills that may be earned by anyone that fulfills their requirements, and are not limited by how many characters may learn them at a given time. Like Rare Feats, Common Feats are either created by the Techniques and Feats staff or by their 'sponsors.' Common Feats may or may not require an empty Feat slot in order to be obtained, very much in the same way as Rare Feats. However, Common Feats may be transferred to other PC characters without having to do any type of relinquishment, though the receiving PC characters obviously must fulfill the pertinent requirements first.
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Techniques
Techniques
Techniques are self-explanatory; they're special abilities or traits that any character may attain by fulfilling certain Tech-specific requirements (i.e., base value of 1,500 Reiatsu and 1,500 Hakuda must be reached) or when it is passed on from teacher to student (i.e. Sunaheki is awarded to B-kun after learning it from A-san).
Techs are displayed in two ways: Tech List and Tech Allocation.
The Tech List shows all the Techs you've acquired so far. Remember that the maximum number of Techs you may have at any given time is fifteen (15). The Tech list serves to compile and organize all of your Techs, along with explanations for each.
The Tech Allocation is basically what Techs you have equipped for RP battles. The maximum number of Techs you may carry into battle is six (6), hence you have a maximum of five Tech Allocation slots to equip Techs into. Be sure that if you have more than five Techs, take careful consideration in what to bring to the fore. Equipped Techs are not displayed in week-end evaluations like Kidou spells are (this is to avoid over-complication in posted stats), but should rather be displayed in your profile. This also helps to encourage other RP'ers to read others' profiles and update their own regularly.
For example:
Suzuki Namiko
Reiatsu: 1,100
Shikai -- ~1,320~
Zanjutsu: 275
Hakuda: 275
Hohou: 275
Kidou: 275
Kidou Slot 1
Kidou Slot 2
Kidou Slot 3
Connection: 1,000
[ Tech Slot 1 ]
[ Tech Slot 2 ]
[ Tech Slot 3 ]
[ Tech Slot 4 ]
[ Tech Slot 5 ]
[ Tech Slot 6 ]
* [ Invisible Tech ]
** [ Invisible Tech ]
*** [ Invisible Tech ]
Items:
Item Slot 1
Item Slot 2
Item Slot 3
Reiatsu: 1,100
Shikai -- ~1,320~
Zanjutsu: 275
Hakuda: 275
Hohou: 275
Kidou: 275
Kidou Slot 1
Kidou Slot 2
Kidou Slot 3
Connection: 1,000
[ Tech Slot 1 ]
[ Tech Slot 2 ]
[ Tech Slot 3 ]
[ Tech Slot 4 ]
[ Tech Slot 5 ]
[ Tech Slot 6 ]
* [ Invisible Tech ]
** [ Invisible Tech ]
*** [ Invisible Tech ]
Items:
Item Slot 1
Item Slot 2
Item Slot 3
Note the [ Invisible Tech ] insert. Invisible Techs are Techniques that do not occupy space in the Tech List, nor occupy a slot in the Tech Allocation. The most common form of these Techs are Division-based Techniques. There is no set limit on how many Invisible Techs may be carried at any given time at the moment.
There are three types of Invisible Techs: ones that occupy space in the Tech List, but do not take up a slot in the Tech Allocation; ones that do not occupy space in neither Tech List nor Tech Allocation; and ones that are conditionally invisible on a case-by-case basis. When inserting such Techs into your profile, be sure to mark them with asterisks as they are displayed here in this thread:
*: Denotes Tech List-occupiers that do not take up a Tech Allocation slot.
**: Denotes a Tech that does not count toward both maximums for the Tech List and Allocation.
***: Denotes a conditional Invisible Tech (each has its own way of working).
A new addition to the Tech system is fighting style Techs, which may be explained further in the fighting styles section.
Lastly, it is highly encouraged that you write about your character learning the Tech instead of just shopping for them and automatically equipping them.
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Categorization
Categorization
Each Technique is given a categorization tag (-/-/-) with three available classification slots. This method was created to better provide an at-a-glance summation of a Technique's function and streamline interpretations of skill descriptions. All Techniques may have a combination of different classifications, based on structure and function.
Attack Techniques (Atk)
Techniques that are used mainly for offensive purposes. Attack Techs vary in the way they appear, and may be summed as being one of or a combination of physical, mental, and/or spiritual attacks.
Defense Techniques (Def)
Techniques that are used to defend against general or special attacks and/or abilities. Defense Techs may appear markedly in the battlefield in the form of barriers or any type of deflection mechanism, or may appear much more discreetly in the form of subtle or unseen methods of protection.
Status Techniques (Sta)
Techniques that work to incapacitate the enemy's fighting ability. Status Techs usually come in the form of stat deductions, bindings, and/or negative status effects, though they may have other influences. These Techniques do not directly deal damage to the target, however.
Healing Techniques (Hea)
Techniques that afford the user with the ability to heal and/or recover from a deprived condition. Healing Techs are used to repair and/or remedy damaged/infected matter through a number of various methods and processes.
Movement Techniques (Mov)
Techniques that enable the user to move in a special way that cannot be achieved normally. These Techniques often allow the user to move at a much quicker pace.
Boost Techniques (Bst)
Techniques that are used to boost the capability of the user. Boost Techs are strictly limited to boosting stats, however.
Aura Techniques (Aur)
Techniques that grant augmentation/protection that cannot be reflected stat-wise.
Aura Techs have a wide range of uses and purposes, and often cover Tech types that do not fall in any other category.
Synergistic Techniques (Syn)
Techniques that are able to link with or link certain other abilities for higher potential effect. Usually, Synergistic Techs require the cooperation of several characters.
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Concerning Stat Boosts
Concerning Stat Boosts
The magnitude of stat boosts vary among different skill types (Techs, Feats, Kidou, Zanpaku, etc.). Generally, stat-boosting abilities (including Techs and feats) cannot have their augmentations stack upon one another (with the exception of stat boosts granted by Zanpaku). Simply put, the character is only able to adopt the highest-valued stat boost, and that any non-Zanpaku stat boost valued below the highest is automatically nullified. Keep in mind that the Connection stat cannot be augmented skill-wise in any way, and that all stat boosts mentioned within the scope of this thread excludes the Connection stat.
This rule does not apply to the natural Reiatsu boosts granted by the Zanpakutou Kai (i.e., the +20% Reiatsu gained from using Shikai, and the +40% Reiatsu gained from using Ban Kai). The Reiatsu value resulting from these Kai bonuses automatically become the base Reiatsu value of the character while the respective Kai is active, and any other stat boost besides this cannot affect Reiatsu in any way.
Techniques may grant a maximum boost of +40% to a single stat. However, any stat boost valued +31% to +40% can only last for a maximum of four RP rounds. A "safe" boost to a single stat is +30%, which lasts for as long as the boosting skill allows. The maximum boost for two to three simultaneous stats is +20%, while the maximum boost for all stats is +10% (these boosts also last for as long as the boosting skill allows). A character may hold as many stat boosting Techs as he/she can within the limit of the Tech List, however, be mindful of the stat boost rules stated within this thread and refrain from loading up on too many stat boosters.
Stat boosts for Feats work a bit differently. They enjoy a maximum +50% boost to a single stat, but still may only last for four RP rounds. All other stat boost arrangements remain the same as Techs. Keep in mind that a single character may only have a maximum of two stat-boosting Feats at any given time.
There is also an order of supersedence as according to the stat boost type.
- Single stat boosts valued over +20% take precedence over all multi-stat boosters. This means that once a stat boost that augments one particular stat becomes valued over +20%, all other stat boosts that augment several stats are ultimately canceled out. Naturally, the highest valued single stat boost takes the highest precedent over all other stat boosts the character may be under.
- Stat boosts that augment two to three stats take the middle precedence. They are automatically canceled out by any single stat boost valued over +20%. Note that this type of stat boost MAY coexist with another single stat boost, but only if no more than three stats boosts occur as a result (ie., 10%/10%/20% is possible, but 10%/10%/10%/20% and 10%/10%/25% aren't).
- Stat boosts that augment all stats take the lowest precedence. At any given time that a two-to-three stat boost or single stat boost is activated, this type of stat boost is automatically canceled out.
For example:
- Namiko has Techs A, B, and C. In battle, she activates Tech A, which grants her a +10% stat boost to all of her stats. Further into the battle, she activates Tech B, which grants a +30% boost to her Kidou. Once this occurs, Tech A's multiple stat boosts are automatically canceled and are superseded by the +30% boost from Tech B. Near the end of the battle, however, Namiko activates Tech C, which grants a +40% boost to Hohou for four rounds. By this, Tech B's stat boost is canceled out because its percentage value is lower than Tech C's boost. Similarly, if Namiko was to activate Tech C while Tech A was active, Tech C would take precedence. Keep in mind that generally (and unless otherwise noted) once a stat boost has been canceled, it cannot "pick up from where it left off," so to speak, unless otherwise noted. It must be reactivated and may only take effect if it has the highest supersession factor over all other stat boosts that may also be in effect.
Remember that even if a Feat or Technique doesn't specify a stat boost quantified by a percentage, the stat boost maximums are still very much in effect, and that maximum stat boosts will be reviewed on those Feats and/or Techniques by the Tech/Feat Staff.
Note: Some people seemed to have mistaken the definition of stat boosts. A stat boost occurs whenever any stat gets augmented. This applies to all situations, even ones in which one or more other stats are decreased in order to facilitate a stat boost. No single stat may increase over 40% or 50% for Techs or Feats respectively. No two or three stats may increase over 20% for both Techs and Feats. A stat boost that augments all stats (except Connection and Reiatsu) will never breach 10% to each of them. This rule is absolute, and may only be bypassed (with reasonable magnitude) if PC permission is required. Also, aside from the inherent augmentation of Reiatsu when entering a Zanpaku Kai, Reiatsu cannot be boosted in any other way.
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Concerning Stacking Stat Boosts
Concerning Stacking Stat Boosts
As a rule, stat boosts between Techs/Feats and Kidou spells cannot stack upon one another. Stat boosts derived from both skill types behave as outlined above.
However, stat boosts derived from Techs/Feats or Kidou spells are able to stack with boosts derived from Zanpakutou Kai:
- In the case of a stat boost derived from a Zanpakutou ability, the boost stacking is additive. Instead of different boosts being applied singly on top of each other, stat boosts from Techs/Feats or Kidou spells will merge with the stat boost from the Zanpakutou ability.
Example with a +20% Zanjutsu boost from a Shikai ability stacked with a +10% Zanjutsu boost from a Tech.
Base Zanjutsu : 1,000
New Zanjutsu : 1,300
As you can see, the +20% and +10% boosts have merged to form a +30% boost. This merging rule affects all stages of Zanpakutou Kai.
Base Zanjutsu : 1,000
New Zanjutsu : 1,300
As you can see, the +20% and +10% boosts have merged to form a +30% boost. This merging rule affects all stages of Zanpakutou Kai.
- Again, as a rule, no stat boost outside that of the inherent increase derived from any level of Zanpaku Kai may affect Reiatsu.
- Stat boosts from Prestige Class skill(s) are applied before any other stat boost. Unlike the example above, stat boosts from PrCs modify the base stat value to generate a new base stat value. Hence, any stat boost derived from a Technique, Feat, or Kidou will be applied upon the new base stat value. This process will occur by default unless otherwise denoted by the actual PrC skill.
- There is a way for stat boosts from Techs, Feats, or Kidou to stack upon one another, though it is often tricky and does not necessarily mean being able to add two boosts together to make a larger stat boost. Rather, this only affects boosts that modify multiple stats.
- For stat boosts that effect one to three stats, these may be stacked up to form a maximum, multiple stat boost. As asserted before, however, this is tricky:
The maximum stat boost that affects three stats is +20% to all three. Though this is usually achieved by using a single, powerful skill that gives such a stat boost, a character may come to be affected by two or three different stat boosts simultaneously to achieve the +20%/3 boost.
For example:
- Tech A increases Hohou by +20%, while Tech B increases Zanjutsu and Hakuda by +20%. If these two stat boosts are activated simultaneously, they will add up to a +20% stat boost that affects the three respective stats.
Or:
- Tech A increases Zanjutsu by +20%, Tech B increases Hakuda by +20%, and Tech C increases Hohou by +20%. If all three stat boosts are activated, they achieve the same results as the above example.
However, if even one of the stat boosts increases a single stat past +20%, then that specific stat boost will take priority. This means that all other stat boosts are nullified until the higher stat boost runs out, is canceled, or returns to a stat boost rated at +20% or lower.
For example:
- Tech A increases Zanjutsu by +20%, Tech B increases Hakuda by +20%, and Tech C increases Hohou by +20%. During battle, however, Tech C suddenly increases to +30%. Given this, Tech C will take priority, and Tech A and Tech B will be nullified until Tech C either runs out, is canceled, or returns to a boost that is valued +20% or lower.
- Up to four different stat boosts may be activated simultaneously to achieve a +10% boost to all combat stats in very much the same way as shown in the above examples. However, just like what is shown above, if even one of the stat boosts breaches +10%, then that particular stat boost will take priority and nullify all the other stat boosts until it either runs out, is canceled, or returns to a value of +10% or lower.
- For stat boosts that effect one to three stats, these may be stacked up to form a maximum, multiple stat boost. As asserted before, however, this is tricky:
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Concerning Stat Decreases
Concerning Stat Decreases
This rule applies to all abilities and attacks (excluding Feats) that aim to or have a stat decreasing effect on enemies. The maximum for this stat decrease is -20% to an individual stat (five of the opponent's turns maximum for the duration). The maximum stat decrease affecting two stats is -15% (four of the opponent's turns for the duration). The maximum stat decrease for three to five stats is -10% (three of the opponent's turns maximum for the duration). Connection is not effected by any sort of hostile stat decrease. Remember that these values apply to stat decreases incurred upon an opponent. Stat decreases that you incur upon yourself as the result of using certain abilities or attacks have no set limit on the magnitude of decline and/or duration.
Feats may ignore this rule, but only to a reasonable extent, which will naturally be set in place through review by the Tech/Feat Staff.
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Concerning Turn-Based and Time-Based Effects
Concerning Turn-Based and Time-Based Effects
In the case of abilities/conditions of whose effects last a certain amount of "turns," what is meant by "turns" is not the number of the user's turns. Rather, it is the number of absolute RP turns as a whole. So, if an effect lasts for three turns, then that effect will end once three RP turns have expired, even if the user was only able to be under the effect for one or two of his/her turns. Note that the turn in which the user comes under the turn-based effect, that same turn counts as the first turn towards the effect's duration. This rule applies to all, unless otherwise stated (i.e., this effect lasts for x of the opponent's turns, etc.).
A "round" in RP terms is a complete rotation of all participating RP'ers in a given collaboration or fight. In other words, once all RP'ers have been given a chance to write a turn, the completed cycle is considered a round. Effects that take rounds into consideration tend to last longer than those that take turns into consideration instead.
As for time-based effects (seconds and minutes), it should be assumed that no longer than fifteen (15) seconds passes per RP fight turn, and that such judgment on the passing of time must be reasonable and fair.
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Concerning Stat-based Requirements
Concerning Stat-based Requirements
Keep in mind that all stat requirements look at base stats, not finalized stats. In other words, even if you used a Tech/Feat, Kidou, or Zanpakutou ability that raises your stats to or beyond that of the stat requirement(s) of a Tech, you cannot use the Tech in question. Your base stats are the only stats allowed to be taken into account when weighed against such requirements.
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Concerning Cost Types
Concerning Cost Types
In general, the costs of using skills falls into three categories: fixed, percentage, reflective, and cursing. All four have certain conditions and ways of working.
[ Fixed ] - A fixed cost is a cost with an explicitly delineated, quantitative value. For instance, "100 Reiatsu" is a fixed cost. However, "1% Reiatsu" is not. The advantage to a fixed cost is in its ability to grow in quantitative uses. Basically, a skill with a fixed cost is able to grow in "ammunition" as the character's Reiatsu grows. This is because the Reiatsu reservoir is ever-increasing, but the amount of Reiatsu a skill with a fixed cost uses stays the same. However, this also means that, usually, a skill with a fixed cost is not able to grow in power in tandem with its user. Because the "ammunition" stays the same and is packed with the same amount of energy no matter how strong the user is, a skill with a fixed cost derives its advantage from its amount of uses, but not primarily in its power.
[ Percentage ] - A percentage cost is just that: a cost with a percentage value. For instance, "1% Reiatsu" is a percentage cost, but "100 Reiatsu" is not. Skills with a percentage cost derive their primary advantage from being able to "grow" with their user(s). This is mainly due to the continuous growth of Reiatsu. For instance, 1% of 1,000 Reiatsu is worth 10 Reiatsu, which makes the skill relatively weak. However, with 1% of 10,000 Reiatsu, it is worth 100 Reiatsu, which makes it decent. But with 1% of 100,000, it is rated at 1,000 Reiatsu, which makes it reasonably strong. Thus, percentage cost-skills are able to enjoy a growth in power along with the pace of their users. But, a prime disadvantage to using percentage costs lies in their limited "ammunition." A percentage, in this case, never decreases or increases in percentage value, so 1% of 1,000 Reiatsu will yield the same amount of usages as 1% of 100,000 Reiatsu.
Note that fractional costs may be converted directly to a percentage cost, so they are both fundamentally the same.
[ Reflective ] - A special type of cost where a condition outlined within the effect of a skill has been met, and a certain amount of Reiatsu is consumed. A prime example of this is Hanki, where the user needs to expend an amount of Reiatsu to nullify an attack, and that spent Reiatsu is equivalent to the energy contained within the hostile attack. Usually, a skill with this type of cost does not possess a limited number of uses, but rather is only limited by the amount of Reiatsu that the user actually has.
Reflective costs are usually non-static, and their actual magnitudes vary from circumstance to circumstance.
[ Cursing ] - A sacrifice-type cost, where a stat that is usually non-consumable (i.e., Connection, Hakuda, Zanjutsu, etc.) is "spent." Skills that use a cursing cost are able to conceive a rather large effect in exchange for a penalty incurred upon a particular, non-consumable stat. As a general rule, one point of a combat stat is equivalent to three to four points of Reiatsu (i.e., a skill with a cursing cost of 500 Zanjutsu possesses the same effectual magnitude as a skill with a cost of 1,500~2,000 Reiatsu); one point of Connection is equivalent to one to two points of Reiatsu. A skill with a cursing cost may have an additional cost of another type in tandem, though there may be skills that consume a non-Reiatsu stat entirely to fuel their effects.
Note that cursing costs are never permanent unless stated otherwise, but a penalty incurred upon oneself through a cursing cost will never go away until the end of a battle. A penalty that lasts for a set number of rounds or turns is treated as a conditional penalty, and does not apply as a cursing cost.
Also, by consuming Connection, the power of a Kai release (as well as any other skill that depends on Connection to gauge effectual power) drops by a certain percentage based on exactly how much Connection was consumed. For instance, spending 500 Connection while having a maximum of 1,000 Connection will result in a universal -50% power drop of all Kai releases and pertinent, Connection-gauged skills.
Additionally, keep in mind that cursing costs cannot be used to boost other stats; Reiatsu and Connection are stats that cannot be boosted in any way (aside from inherent boosts from Zanpaku Kai).
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Concepts
Concepts
Here is a reference to some lesser known concepts used in various skill descriptions.
[ Output Cost ] - Output cost is the amount of spent energy within a given attack or skill. It should be noted that this is a constant value: it never changes unless more energy is spent, or if energy is taken away from the actual attack or skill itself. Compression does not affect output cost, since the amount of energy spent still remains the same. Also, note that attacks or skills that consume negligible amounts of energy (such as purely physical attacks or skills that delineate no real cost) do not use output cost, but rather, output power.
[ Input Power ] - Input power is a vital facet to Reiryoku compression; it is basically the initial amount of power present in an executed or active skill, or the "baseline" level of power. Once the input power is modified either by compression, decompression, or any other such effect, the "output power" results.
[ Output Power ] - Output power is the final result of compression, decompression, and the like. This value may or may not be higher than the input power, depending on how the input power itself was modified. Compression will allow for greater output power, though proportionately less volume, while decompression will allow for less output power, but with greater volume. Note that output power will dictate the resulting damage of an attack, or the level of effectiveness for a non-offensive skill.
[ Input Volume ] - Input volume is the initial size of an attack or skill. It may be modified by compression, decompression, and the like. An input volume is not limited in how much energy it may store, but rather, it dictates how large or small an area that given energy occupies. When the input volume is modified, it becomes "output volume."
[ Output Volume ] - Output volume is the final volume an attack or skill may adopt, generally as the result of compression or decompression. Compression will shrink the volume, causing any energy it contains to be put under more pressure. This results in higher output power, but proportionately smaller area of effect. Decompression will expand the volume, conversely causing any energy it contains to be put under less pressure. This results in lower output power, but greater area of effect. Note that output volume will dictate how much an area the given attack or skill will effect. In terms of attacks, this may or may not affect how much damage is received. The same is basically true for non-offensive skills, such as healing.
[ Output Defense ] - works just the same as output power, where the initial amount of energy put into a defensive (i.e., shield, barrier, coating) skill is modified and intensified to produce the output defense, a value that decides the maximum defensive integrity of that skill. Output defense is generally weighed directly against output power: any source of output power that is lower than the output defense is subject to the defensive skill's effect, while a source of output power that is higher than the output defense has a good chance of bypassing it.
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Concerning Approvals
Concerning Approvals
The following words are absolute:
Techs require the majority of Tech/Feat Staff members' explicitly stated approvals in order to be official. HOWEVER, if there are any similarly stated disapprovals, that particular Tech will be withdrawn for another review. If the disapproval still stands, that Tech is automatically scrapped.
Feats require the approvals from ALL Tech/Feat Staff members in order to be official. Those that run off without meeting that requirement are automatically placed in either the Warning List or Ignore List in the eighth post of this thread (check the said post for more details). If there is one or more disapprovals, the Feat is stalled for further review and modification. If the disapproval(s) still stand(s), that Feat is automatically scrapped.
Because Bujutsu generally encompass more concepts and possess more complex structures, they require approvals from all Tech/Feat Staff members after an extended review. This in particular applies to any and all Bujutsu that derive their own Techs.
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Bujutsu
Bujutsu
Bujutsu are special fighting styles that your character may adopt, and allow him/her to fight in a unique way. At any given time, the character may only adopt one Bujutsu. Ones that occupy Tech slots are divided into two main categories:
[ Kisotekina Bujutsu ] -- "Fundamental Fighting Art"
These are the basic fighting styles that possess no formal heritage or tradition. Characters that adopt a Kisotekina Bujutsu fight in a special way and with a strict philosophy that is taught and enforced by the adopted style. Kisotekina Bujutsu may be differentiated by the stat modifications they give, along with a number of positive and/or negative special conditions. However, because they possess no real tradition, Kisotekina Bujutsu have no Techniques of their own. Initially, Kisotekina Bujutsu are not required to be taught to the RP'er that conceives the style, but must be taught to any other RP'er that desires it.
Kisotekina Bujutsu use a special system of balanced stat boosts. From the outset, a +10% increase is granted without penalties. This +10% is distributable and hence, may change depending on the number of stats affected. For instance, if the fighting style equally augments two stats without penalties, then each stat would increase by +5%, and if all five stats (excluding Connection) are affected, then a +2% boost would be given to each.
For stat boosts that exceed +10%, however, a penalty is put in place. Example given:
+15% Hakuda
-5% Hohou
In the example, the boost given to Hakuda exceeds the initial +10%, and because of that, a new stat penalty must be in place. The cumulative stat penalty must be equal to the sum of all the positive stat boosts minus 10%. Also, negative stat penalties may be mitigated or compensated for by special conditions the fighting style comes with.
Special conditions are certain rules the particular fighting style is bound to. These special conditions may come in the form of positives or negatives, and the number of each varies from Bujutsu to Bujutsu. Like the stat boost rule for fighting styles, each Bujutsu is given one free positive special condition, but for more added on, they must be balanced by adding a negative special condition and/or stat penalty of equal magnitude.
Kisotekina Bujutsu are also balanced by a system of stat requirements relevant to the stat modifications. For every ±1% into a stat, a 100 stat requirement is placed upon it. Example given:
+15% Hakuda (base value of 1,500 Hakuda required)
-5% Hohou (base value of 500 Hohou required)
A Kisotekina Bujutsu may also have other restrictions such that a user may not learn certain Techniques outside of the style that violates its philosophy. This comes in the form of negative special conditions, and just like requirements placed upon stat boosts, negative special conditions are accompanied by requirements of their own. However, this does not apply to positive special conditions.
One thing to keep in mind that Kisotekina Bujutsu take up a Technique slot in the Tech List, and thus are Techniques in and of themselves. They are special, however, in that they do not need to be equipped in the Tech Allocation for the character to fight in the way emphasized by that fighting style. But, in order for the stat modifications and special conditions granted by the Kisotekina Bujutsu to be activated, it must be equipped in the Tech Allocation.
For clear examples on how all this works, refer to the Kisotekina Bujutsu already listed in the Master Tech List.
[ Joukyuu Bujutsu ] -- "Advanced Fighting Art"
These are refined fighting styles that possess a formal heritage. Practitioners of a certain Joukyuu Bujutsu do not gain stat boosts as Kisotekina Bujutsu styles do, but rather, gain the ability to access a number of Techniques that stem from that Joukyuu Bujutsu's philosophy.
Joukyuu Bujutsu tend to have steep requirements, more so than Kisotekina Bujutsu. In order for a Joukyuu Bujutsu to be initially obtained, the very first practitioner of the respective style (in this case, the requesting RP'er) must attain stats that are at least 50% higher than the stat requirements of the Joukyuu Bujutsu (the requirements are put upon the fighting style in question by the Tech/Feat Staff's judgment based on a good description provided by the requesting RP'er).
In the time during which the character works to fulfill the 150% stat requirement, no Techniques stemming from the conceived Joukyuu Bujutsu may be given to the character. Once the 150% stat requirement is fulfilled, that character may officially implement any Tech/Feat Staff-reviewed Techniques to his/her Tech List and Allocation. After that, however, the RP'er must be willing to teach this Joukyuu Bujutsu to any other requirement-fulfilling RP'er that requests it.
Joukyuu Bujutsu Techniques mostly do not have stat requirements, but rather must be attained through a collaboration with the founder of the respective style. Keep in mind that the Joukyuu Bujutsu itself (without the Techs) takes up one Technique slot in the Tech List, and that at least one Technique from that fighting style must be in the Tech Allocation at all times (this does not apply to a student that does not already know two of those Techs). Additionally, the most basic Technique (usually the first listed one) is half-invisible, marked by a single asterisk (*). The maximum number of Techniques a Joukyuu Bujutsu may have is five (5).
As a note, the master of a Joukyuu Bujutsu may, with reasonable justification, expel a pupil/practitioner from the teachings. When this occurs, the expellee is stripped of all of the Joukyuu Techs and the Bujutsu itself.
Again, the requirements of each individual Joukyuu Bujutsu are varied, but generally, all of them have numerical stat prerequisites and no stat boost(s).
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Shinseina Bujutsu
Shinseina Bujutsu
[ Shinseina Bujutsu ] -- "Sacred Fighting Art"
Shinseina Bujutsu are the Sacred Fighting Arts, ones that occupy a Feat slot and are more potent and complex than their Tech-occupying counterparts. They are fighting styles that only your character alone may have, and may not be taught or passed on to other RP'ers. As a rule, there is no clear cut structure of requirements, special conditions, stat modifications, and/or classifications/organizations of Techniques for these Bujutsu, as they may differ more or less in comparison to Kisotekina Bujutsu and Joukyuu Bujutsu. Because they are Feats by nature, Bujutsu of this class are considered to be honed for generations, and thus many of their weaknesses have been compensated for by modifying the fighting form and/or developing specialized Techniques.
Note that Techniques derived from Shinseina Bujutsu are all treated as individual Feats when taken into consideration by certain skill effects.
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Staff Notes
Keep in mind that the rules stated in this thread are not set in stone and may be changed as according to what the Tech/Feat Staff sees fit. If you have any questions, feel free to contact any one of us:
- PM Shiggtyluffluff or instant message shiggtyluffluff on AIM
- PM xero_ghost or instant message xero01 on AIM
- PM Proggy or instant message proggybs on AIM
- PM Amadeus or instant message sigmaparadox9 on AIM
- PM Mizumiko or instant message makotosatonaka on AIM
Also, our policy with reviewing Techs/Feats that also deal directly with Kidou, Zanpaku, etc., is that both us and the corresponding Staff governing over the mentioned branches will make appropriate changes and decisions to the Techs/Feats in question.
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