Post by Kenshou Ine on Dec 19, 2013 16:27:25 GMT -5
THE KANYE WEST PATCH
Patch 1.2
PRICING
- Reiatsu pricing in the 401–500 and 501+ brackets have changed. Reiatsu now costs 75 GP per point of Reiatsu at 401–500, and 100 GP per point of Reiatsu at 501+.
- All skills are now more expensive at certain ranks: prices have been increased to 50/100/200/400/600/800/1600 from 20/60/200/400/600/800/1000. New prices are a little more convenient to math with (This only affects Beginner, Basic, and Transcendent ranks).
- The Weapon Proficiency and Hakuda Master rank bonuses have been changed to "Whenever a Weapon Proficiency/Hakuda combat action is expended, you regenerate 5 Stamina."
- Dodge and Block requirement modifiers are no longer available. Any existing techs, skills or releases/powers containing Dodge or Block requirement modifiers will need to be changed immediately.
- Wound severity modifiers have been modified:
Wound Severity Modifiers
Increasing or decreasing the severity of a wound as it is being inflicted.
Costs 8 Stamina per rank modified in either direction.
Does not affect the stat check, only modifies the resulting wound, if any.
Techniques are limited to a single wound modifier apiece. Only two passive wound modifiers may be active at any given time, all others must be paid for.
James twists his blade as it hits his opponent, raising the wound severity by a single rank, costing him 8 Stamina.
- Reflection has been standardized:
Reflection (Negation Sub-effect): Sending a negated attack back at the attack's user.
Requires a successful negation of the action that will be reflected.
Costs 10 Stamina plus the negated action's cost in addition to the standard Negation price model. Requires a 2-round cooldown.
James, instead of puncturing the incoming Cero, swats it like a baseball back at its source, provided his rank in Zanjutsu is higher than his opponent's rank in Cero. Costs him the Cero's price times two plus 10 Stamina and can't be used for the next two rounds.
- Barriers have been updated to reflect their various uses and to clarify how they work:
Barriers
Erecting a barrier or shield of some nature to block incoming attacks for a set duration.
Costs 1 Stamina per turn per person protected. A Buffed Barrier applies the increased stat to all checks during its duration, whereas a Boosted Barrier applies the increased stat only to the first check of its duration.
If a Barrier fails a block in any way, it is broken.
Barriers block friendly attacks and cannot be moved through.
Barriers are erected at the governing stat's speed component. Typically requires a combat action.
Barriers can be moved for half of the barrier duration and area price (i.e. the barrier cost without associated buffs/boosts) without the use of a combat action or a quarter of the price with the use of a combat action.
James erects a three-person barrier for six rounds, boosting it for +10 Spirit, costing him 3 Stamina × 6 rounds = 18 Stamina + 2 Stamina.
James moves the same barrier without using a combat action, costing him 9 Stamina.
- Buffs have been brought into line to make them play nice with existing systems and to reflect their versatility:
Buffs
Increasing one or more stats by an amount for a set duration.
Costs 1 Stamina per 5 stats per round when initiated with a dedicated combat action.
Costs 2 Stamina per 5 stats per round when baked into another tech.
Subject to Skill and Absolute Caps.
James expends a combat action to buff his Strength by +20 for the next three rounds, costing him 4 Stamina × 3 rounds = 12 Stamina.
James attacks an enemy, simultaneously buffing his Strength by +10 for the next two rounds, costing him 4 Stamina × 2 rounds = 8 Stamina.
ALL RACES
- Stamina Calculation has been simplified. 0–200 Reiatsu grants 1 Stamina per 2 Reiatsu, and 201+ Reiatsu grants 1 Stamina per 4 Reiatsu. What this means is a 200-Reiatsu character will now have 100 Stamina, a 300-Reiatsu character will have 125 Stamina, and a 400-Reiatsu character will have 150 Stamina.
- Speed has been buffed: dodging at Advantaged or higher removes the combat action requirement for dodging. The combat action that would have been consumed by the dodge cannot be used to launch an attack, though it may be used to e.g. incant a Kidō spell/start charging a Cero that is then fired in the second combat action.
- All non-Transcendental premade skills (note: not customs) have had their Transcendent rank removed. This does not apply to Universal Skills.
SHINIGAMI & VAIZARD
- Art of Killing has had its maximum instances reduced from 3 to 2. Any custom skills that are based on Art of Killing will be required to follow suit.
- Shunkō has had a price attached to the wound rank increase: 4 Stamina per affected wound. This is equal to 50% (Direct Pricing), and any custom skills that are based on Shunkō will be required to follow suit.
- All Kidō has been reworked (finally):
Hadō
The Way of Destruction is a powerful tool for Shinigami whose proficiency with blade and fist is not, perhaps, as developed as it could be. Essentially a weapon of the mind, Hadō allows those who aspire to more than mere brawn to lay waste to their foes.
All Kidō is Single Action and can be strengthened by using an Incantation. Incantations are Single Action and carry with them the cost of boosting a spell's power. If an Incantation is not used, the spell operates at base Spirit. Custom Kidō is allowed, but must adhere to these restrictions and be priced appropriately.Hadō #4, Byakurai
- Beginner: Unlocks Hadō #4, Byakurai.
- Basic: Grants a technique slot. Unlocks Hadō #33, Sōkatsui.
- Intermediate: Unlocks Hadō #54, Haien.
- Advanced: Grants two technique slots. Upgrades Sōkatsui to Hadō #73, Sōren Sōkatsui.
- Master: Removes the combat action requirement (but not the Stamina cost) of Incantations. Enables Dual Incantations. Dual Incantations allow the user to simultaneously incant and cast two different Hadō spells as a double action, paying full Stamina costs for both spells used. Upgrades Haien to Hadō #91, Senjū Kōten Taihō.
- Grandmaster: Allows the use of Forbidden Hadō, granting two technique slots toward that end.
Single Action, 2 Stamina per rank in Hadō
A bolt of white lightning is fired from a fingertip and towards a target at +10 Spirit per rank in Hadō. Byakurai never requires an Incantation, but can be cast at base Spirit for 1 Stamina.
Hadō #33, Sōkatsui / Hadō #73, Sōren Sōkatsui
Single Action, 1 Stamina
Incantation: 3 Stamina for Sōkatsui, 10 Stamina for Sōren Sōkatsui
A blue-white ball of fire that is launched towards a target at base Spirit. The Incantation adds +20 Spirit.
The upgraded spell launches two of these blue-white balls of flame as a Barrage. The Incantation adds +40 Spirit.
Hadō #54, Haien / Hadō #91, Senjū Kōten Taihō
Single Action, 8 Stamina
Incantation: 5 Stamina for Haien, 20 Stamina for Senjū Kōten Taihō
A violet, fluid ball of energy operating at base Spirit is launched at a target and can incinerate whatever it collides with, automatically raising the wound severity by one rank if successful. The Incantation adds +30 Spirit.
The upgraded spell will launch a volley of three reddish blasts of spiritual energy that can be targeted at multiple people, automatically raising the wound severity by one rank if successful. Multiple shots at a single target will be treated as a Barrage. The Incantation adds +50 Spirit.
Bakudō
The Way of Binding is perhaps the most versatile art a Shinigami can excel at, providing with them a wide variety of effective binding, shielding, and utility spells to dominate the battlefield and dictate the terms of engagement.
All Kidō is Single Action and can be strengthened by using an Incantation. Incantations are Single Action and carry with them the cost of boosting a spell's power. If an Incantation is not used, the spell operates at base Spirit. Custom Kidō is allowed, but must adhere to these restrictions and be priced appropriately.Bakudō #1, Sai
- Beginner: Unlocks Bakudō #1, Sai.
- Basic: Grants a technique slot. Unlocks Bakudō #4, Hainawa.
- Intermediate: Unlocks Bakudō #39, Enkōsen.
- Advanced: Grants two technique slots. Upgrades Hainawa to Bakudō #61, Rikujōkōrō.
- Master: Removes the combat action requirement (but not the Stamina cost) of Incantations. Enables Post-Spell Incantations. Post-Spell Incantations allow the user to incant a Bakudō spell after it has been cast, delaying the boost component until a time where it may be necessary (if at all). Upgrades Enkōsen to Bakudō #81, Dankū.
- Grandmaster: Allows the use of Forbidden Bakudō, granting two technique slots toward that end.
Single Action, 2 Stamina per rank in Bakudō
Binds the arms of the target at +10 Spirit per rank in Bakudō. At Advanced this spell will turn into a full-body bind. Sai never requires an Incantation, but can be cast at base Spirit for 1 Stamina.
Bakudō #4, Hainawa / Bakudō #61, Rikujōkōrō
Single Action, 5 Stamina
Incantation: 5 Stamina for Hainawa, 10 Stamina for Rikujōkōrō
Binds the opponent completely in a crackling rope of golden energy that operates at base Spirit. The Incantation adds +20 Spirit Power and +30 Spirit Speed.
The upgraded spell forms six rods of golden light that impale the target, for no damage, around their waist and prevent all movement. The Incantation adds +50 Spirit Power and +60 Spirit Speed.
The Spirit Speed components of Hainawa and Rikujōkōrō may exceed the Skill Cap.
Bakudō #39, Enkōsen / Bakudō #81, Dankū
Single Action, 1 Stamina per round.
Incantation: 5 Stamina for Enkōsen, 8 Stamina for Dankū
Casts a single-target golden barrier of energy from the body or Zanpakutō that operates at base Spirit. The Incantation adds +30 Spirit.
The upgraded spell forms a translucent barrier that splits space itself and can defend up to three people at once. The Incantation adds +50 Spirit.
Kaidō
The tool of choice for Shinigami medics, the Way of Healing is the art of coaxing a patient's own Reiatsu into healing their own bodies with the skilful application of the practitioner's Reiatsu.
Kaidō cannot be used on the caster until Basic Kaidō is attained.Lesser Heal
- Beginner: Unlocks Lesser Heal.
- Basic: All Kaidō spells may be used on the caster for an additional combat action.
- Intermediate: Lowers the cost of Lesser Heal by 5 Stamina. Unlocks Heal.
- Advanced: All Kaidō spells may be used on an additional target (excluding the caster) for no additional cost. Unlocks Greater Heal.
- Master: All Kaidō spells may be used on another additional target (for a total of two, including the caster, but requiring the additional combat action) for no additional cost. Unlocks Flash Heal.
- Grandmaster: Removes the combat action requirement for Lesser Heal and lowers the cost of Heal by 5 Stamina. Removes the extra combat action requirement for using Kaidō spells on the caster.
10 Stamina, Single Action
Heals a wound at moderate or lower by one rank.
Heal
10 Stamina, Single Action
Heals a wound by one rank.
Greater Heal
10 Stamina, Double Action
Heals a wound by two ranks. Casting time can be reduced to Single Action by paying an additional 10 Stamina.
Flash Heal
10 Stamina, Instant, 4-round Cooldown
Heals a wound by one rank.
QUINCY
- The Reishi Manipulation Master rank bonus has been changed to "Whenever a Weapon Proficiency combat action is expended, you regenerate 2 Stamina. This stacks with the Master effect of Weapon Proficiency."
TRANSCENDENTALS
- Royals have been "officially" renamed Transcendentals—Royal is an in-character term, and the proper out-of-character term is now Transcendental.
- All Transcendentals are exempt from Base Stat Caps and Reiatsu limits.
- Transcendent Skill Ranks raise the Skill Cap to +80 (up from +70) and are otherwise treated as being a "double rank" in everything but shifting comparison tiers during hybrid checks.
- The Transcendental Skill loadout has been standardized. Transcendentals now use the following loadout:
- Weapon Proficiency
- Hakuda
- Hohō
- Reiatsu Perception
- Concept of Reality
- Transcendent Compendium
- Legacy Skills (up to three)
- The Transcendental power skill, Concept of Reality (which governs the Concept), has been standardized:
Concept of Reality
Transcendent Form requires a single combat action to release. When in Transcendent Form, caps (Skill and Absolute) no longer apply. A Transcendental's Concept may be used outside of Transcendent Form.
- Beginner: Transcendent Form confers a +60 release bonus.
- Basic: Unlocks a Legacy Skill.
- Intermediate: Your Transcendent form gains an additional release bonus of +20 for a total of +80.
- Advanced: Unlocks an additional Legacy Skill.
- Master: Your Transcendent form gains an additional release bonus of +20 for a total of +100.
- Grandmaster: Unlocks an additional Legacy Skill.
- Transcendent: Your Transcendent form gains an additional release bonus of +50 for a total of +150.
- Legacy Skills are skills (custom or sufficiently race-unspecific) that define a Transcendental's pre-Transcendental existence. Old releases (independent of race-specific weaponry), areas of expertise, etc., are valid types of Legacy Skills, and in the event of a release or power being used, it functions like a constantly active release/power with no release bonus whatsoever.
- The Transcendental casting/utility skill, Transcendent Compendium, has been standardized:
Transcendent Compendium
Techs based on Transcendent Compendium are limited to the technique slots granted by the tech's progression. Other technique slots may not be used for techs based on Transcendent Compendium.
- Beginner: Opens up basic use of a Concept other than your own. Grants one technique slot.
- Basic: Grants an additional technique slot.
- Intermediate: Grants an additional technique slot.
- Advanced: Multiple Concepts can be combined in a single tech, for a maximum of two per tech.
- Master: Grants an additional technique slot.
- Grandmaster: Opens up basic use of a Concept other than your own, for a maximum of three per tech.
- Transcendent: Grants two additional technique slots.
ASCENDANTS
- Broken Royals and Ascendant Prestiges have been combined into one race for mechanical purposes. What this means is that while mechanically they will all function similarly, they will differ mostly in terms of flavor. The New and Improved Ascendant "race" is more or less regular Post-Prestige, with Transcendental being Post-Prestige++.
- Ascendants are in every other way Post-Prestige characters as far as caps, etc., are concerned.
MISC. NOTES
All the rules will be redone for clarity.
[media]http://www.youtube.com/watch?v=L53gjP-TtGE[/media]