Post by Colin Arascain on May 4, 2014 13:34:10 GMT -5
Patch 2.0
BASIC MECHANICS
-Universal Technique Slots have been modified. All characters now receive five, down from seven. However, each mixed or gateway power now grants two slots that must be used to make techniques based on that power.
- Characters with no mixed/gateway powers lose two technique slots.
- Characters with one mixed/gateway power remain unchanged.
- Characters with multiple mixed/gateway powers gain two technique slots for each power beyond the first.
-The Stamina Cap has been changed from 50 Stamina to 50% of a character's stamina pool.
-Stamina Calculation has been changed. 0-150 Reiatsu grants 3 Stamina per 5 Reiatsu, 151-300 grants 2 Stamina per 5 Reiatsu, and 300+ Reiatsu grants 1 Stamina per 5 Reiatsu. This should grant everyone somewhere between 10 and 25 extra Stamina depending on their Reiatsu, and the conversion chart has been updated and copied below.
5 3
10 6
15 9
20 12
25 15
30 18
35 21
40 24
45 27
50 30
55 33
60 36
65 39
70 42
75 45
80 48
85 51
90 54
95 57
100 60
105 63
110 66
115 69
120 72
125 75
130 78
135 81
140 84
145 87
150 90
151-300 Reiatsu: 5 Reiatsu = 2 Stamina
160 94
165 96
170 98
175 100
180 102
185 104
190 106
195 108
200 110
205 112
210 114
215 116
220 118
225 120
230 122
235 124
240 126
245 128
250 130
255 132
260 134
265 136
270 138
275 140
280 142
285 144
290 146
295 148
300 150
301+ Reiatsu: 5 Reiatsu = 1 Stamina
310 152
315 153
320 154
325 155
330 156
335 157
340 158
345 159
350 160
355 161
360 162
365 163
370 164
375 165
380 166
385 167
390 168
395 169
400 170
405 171
410 172
415 173
420 174
425 175
430 176
435 177
440 178
445 179
450 180
455 181
460 182
465 183
470 184
475 185
480 186
485 187
490 188
495 189
500 190
Power and Precision
-Strength and Spirit no longer exist as stats, and have been replaced by Power and Precision.
-Power represents the 'attack power' partial, Precision represents the 'attack speed' partial.
-Information on 'partials' has been removed from the stat page.
-Dodging is now decided by a Precision vs Speed check.
-Blocking is now decided by a Power vs Power and a Precision vs Precision check; both must be won to succeed.
-Skill Cap may be reached by both Power and Precision in the same technique.
-Boosting these new stats still costs 1 stamina per 10 points increased, even though they are now full stats; the 1:10 ratio is now for offensive stats while the 1:5 ratio is for defensive stats.
-Buffing only receives this discount when restricted to physical or spiritual actions.
-The same applies for Debuffing and Deboosting.
-Partial Boosting has been removed from the mechanical effects page.
-Area of Effect Attacks use Power for Precision checks.
-Binding now uses Precision to determine if the bind succeeds, and Power to determine the ease of breaking out.
-Other non-damaging effects may be applied using only Precision.
-The following changes have occurred in all universal and racial mechanics, unless otherwise noted.
- Every instance of the term 'attack power' or similar phrasing has been changed to 'Power'
- Every instance of the term 'attack speed' or similar phrasing has been changed to 'Precision'
- Every instance of the word 'Strength' has been changed to 'Power and Precision'
- Every instance of the word 'Spirit' has been changed to 'Power and Precision'
- Stamina costs have not been altered.
- Things affecting Strength and Spirit simultaneously are being handled on a case-by-case basis.
- The physical/spiritual split still exists and may be used in mechanization; it is determined by skills or powers.
- Things that previously allowed use of Spirit for physical abilities now simply make them spiritual abilities.
-All powers, techniques, and custom skills must be changed accordingly; mechanics will assist with any substantial changes.
-All characters must reallocate their stats accordingly. Please note that while this will likely result in your character having lower offensive stats, our system is comparative and this change affects everyone. Your relative power shouldn't change.
-This information has been presented more clearly in the Basic Mechanics page, and Mechanics staff will be available to address any further concerns in the patch discussion thread.
Universal Skills
-Reiatsu Perception has been redesigned. As Illusion Pierce has been made more potent, players are advised to better mechanize illusion-based effects to reduce the impact on their builds. Some suggestions are including a Precision check instead of a pure skill check, or letting the results of the check vary the strength of the effect.
-The Grandmaster and Transcendental ranks of Hakuda and Weapon Proficiency have been altered.
Weapon Proficiency
Weapon Proficiency governs an individual's skill while wielding a weapon. Their prowess when defending, attacking, and ultimately hurting their opponent is linked to this skill. Weapon Proficiency applies to a fairly specific range of weapons, or for Shinigami, as Zanjutsu, applies specifically to all forms their Zanpakutō takes.
Weapons cannot be broken involuntarily (though a broken weapon can often serve as a very interesting plot point).
- Beginner: Gain a bonus weapon-based technique slot.
- Basic: Your weapon-based Precision is increased by +5.
- Intermediate: Gain a bonus weapon-based technique slot.
- Advanced: Your weapon-based Precision is increased by +15 for a total of +20.
- Master: Whenever a Weapon Proficiency combat action is expended you regenerate 3 Stamina. Gain a bonus weapon-based technique slot.
- Grandmaster: Your weapon-based Power is increased by +20. Your weapon-based Precision is increased by an additional +20 (for a total of +40) when your attack is either dodged or blocked (choose one when selecting this rank). Gain a bonus weapon-based technique slot.
- Transcendent: The damage inflicted by your weapon is increased by one rank in severity. Gain a bonus weapon-based technique slot.
Hakuda
Hakuda governs an individual's skill while performing unarmed combat. Their prowess when defending, attacking, and ultimately hurting their opponent is linked to this skill. Hakuda is typically more versatile than its armed counterpart, and practitioners can use any part of their body to engage their enemy.
Hardened Areas serve as those areas on the body that are more resistant to damage, and when used to block incoming attacks, completely negate damage checks if the block is successful. Hardened Areas are taken in pairs, so choosing "Hands" as one of your Hardened Areas would net you both your left hand and your right hand.
- Beginner: Gain a bonus unarmed technique slot and a Hardened Area.
- Basic: Your unarmed Precision is increased by +5.
- Intermediate: Gain a bonus unarmed technique slot and a Hardened Area.
- Advanced: Your unarmed Precision is increased by +15 for a total of +20.
- Master: Whenever a Hakuda combat action is expended you regenerate 3 Stamina. Gain a bonus unarmed technique slot and a Hardened Area.
- Grandmaster: Your weapon-based Power is increased by +20. Your weapon-based Precision is increased by an additional +20 (for a total of +40) when your attack is either dodged or blocked (choose one when selecting this rank). Gain a bonus unarmed technique slot and a Hardened Area.
- Transcendent: The damage inflicted by your HSAs is increased by one rank in severity. Gain a bonus unarmed technique slot and a Hardened Area.
Reiatsu Perception
Reiatsu Perception dictates the level of skill with which your character influences and perceives the ebb and flow of spiritual pressure around them.
- Beginner: Unlocks Sense and Perception Boost.
- Basic: Choose to specialize Perception Boost in offense or defense.
- Intermediate: Unlocks Empathy and Illusion Pierce.
- Advanced: Unlocks Deception.
- Master: Unlocks Suppression. Halves the stamina cost of Deception.
- Grandmaster: Removes the combat action requirement from Suppression.
- Transcendent: Perception Boost may now stack with itself one rank higher, up to a three-rank difference.
Sense
6 Stamina, Instant, Long Range, price is lowered by 1 Stamina per rank in Reiatsu Perception above Beginner
Allows the user to locate spiritual entities whose rank in Reiatsu Perception is less than three ranks higher than their own, gaining a rough impression of what that entity's Reiatsu is in comparison to their own. Can detect race, reiatsu signature, and rough stat distribution of entities whose rank in Reiatsu Perception is equal to or lower than their own. Vaizards outside of their masked state may be detected as such if their rank in Reiatsu Perception is three ranks lower than the user's own.
Perception Boost
Passive
For each rank a character's Reiatsu Perception skill exceeds their opponent's, they are granted +10 to Power, Precision, and Speed. This stacks with itself once, increasing the boost to +20. A character's specialty increases the boost by +5 per difference in ranks (to +15 and +30 respectively) during checks where they are the attacker or defender, respectively.
Empathy
Passive, Close Range, range is increased by 1 increment per rank in Reiatsu Perception above Intermediate
When close enough to an opponent that grants them a Perception Boost, the user may discern the nature of their thoughts and feelings, increasing the bonus granted by their specialty by +5 per difference in ranks (to +20, stacking to +40). Gaining information through Reiatsu Perception beyond that granted by Sense will typically require that player's permission.
Illusion Pierce
6 Stamina, Single Action
Attempts to break or reduce the effect of an illusion or other mind-affecting ability, treating the user's Reiatsu Perception as one rank higher for the purposes of this check.
Deception
6 Stamina, Instant
Allows the user to conceal the extent of their spiritual strength, treating their Reiatsu Perception as one rank higher for checks involving Sense or other equivalent abilities. The user may conceal up to half of their current Reiatsu, with any successful checks detecting this reduced amount. Any actions they take while under this effect will be at this reduced value, with a roughly equal stat distribution, unless they choose to end this effect. The user may enter a thread with this effect active.
Suppression
6 Stamina, Single Action
Allows the user to completely hide their spiritual presence from anyone whose skill in Reiatsu Perception is equal to or lower than their own. While doing things like using a technique will expend enough spiritual energy to be detected, doing so does not end this effect, and moving away from the area in which the energy was expended will allow the user to become hidden again. Having a continuous effect such as a stat buff active does not prevent a character from using Suppression.
Mechanical Effects
-Mechanics for Clones have been completely redesigned.
-Mechanics for Bindings have been completely redesigned.
-Mechanics for Portals have been added, mostly as a formality.
-Mechanics for Barrages and Wound Severity Increases have been redesigned and rolled together into a single effect.
-Mechanics for Wound Severity Decreases have been changed accordingly, and renamed Armor.
-Mechanics for Barriers have been changed, mostly to simplify them.
-Afterimages have been removed from the mechanical effects page. They are by no means illegal but are now handled on a case-by-case basis, as they are typically flavor for other mechanical effects.
-Multi-Action Attacks are no longer available. Any techniques, skills, releases or powers containing Multi-Action Attacks will need to be changed immediately. Note that these are not the same as a Barrage.
-Alternate Stamina Pools and Alternate Resource Systems are now restricted effects.
-While Dodge/Block Modifiers are not returning, it should be noted that restricting a boost or buff to only affect dodge or block checks is a valid drawback and may result in a decrease in cost or strengthening in effect of such a technique.
-Reflection pricing has been clarified.
Protection that decreases the severity of wounds as they are inflicted.
Costs 6 Stamina per round. Requires a combat action to initiate as well as a maximum duration.
While active, when the user takes damage, any resulting wounds are decreased by one rank in severity.
Has no affect on the stat check, only modifying the resulting wound. Has no effect if check is Dominant.
This differs from Barriers in that, while weaker, the user may move and attack freely.
James fails to dodge an enemy's Kido spell and receives a Moderate Wound. Hardening the air around his body, he prepares for future attacks; when he next takes damage from that spell, the damage will only be Minor.
Barrages/Additional Damage Checks
Attacking an enemy multiple times (or in multiple ways) in the space of a single action.
Costs 6 Stamina for an additional damage check at equal Power. Cost is paid even if no damage is dealt.
Has no effect on blocking and dodging, multiple checks only come into effect if the attack is successful.
May create a separate wound or strike the same area twice, increasing in severity as per wound stacking rules.
Creating three or more wounds at once requires a drawback such as decreasing the attack's overall power.
James shoots two balls of fire at his opponent at base Power, costing him six stamina and inflicting two separate Moderate Wounds. He then attacks with his Zanpakuto for another six stamina, wreathing it in fire as he strikes; the sword and the fire each inflict a Moderate Wound, adding up to a Major Wound on the affected body part.
Barriers
Erecting a barrier or shield of some nature to block incoming attacks for a set duration.
Costs 1 Stamina per turn until broken or dismissed (if operating at base stats).
May operate at higher stats using boost/buff rules, for first check only or entire duration.
If a Barrier fails a block in any way, it is broken. Barriers block all attacks, including the user's.
Barriers are erected using Precision and block using Power, and may be erected in advance.
James erects a barrier for three rounds, boosting it for +20 Power, costing him (3 Stamina × 3 rounds) 9 Stamina.
Bindings
Capturing or trapping an opponent, in some way reducing the effectiveness of their actions.
Costs 1 Stamina for a partial bind affecting Physical, Spiritual, or Movement checks only
Costs 3 Stamina to affect two categories of checks at once, 5 to affect all three.
Breaking out of a bind will typically cost 2 Stamina in addition to the base, unboosted cost of the bind.
Using a binding without a dedicated skill or power will increase the cost by 5 Stamina, but not the cost of breaking out.
Defense checks are never affected by a bind. Detailed binding rules can be found here.
James casts a Bakudō, binding his opponent's arms and legs with a boosted power of +20, costing him 7 Stamina.
Bindings are techniques that make it more difficult for an opponent to perform certain kinds of actions instead of dealing damage. They are split up into three components; while a binding may affect multiple components, a cost increase should be expected when it does:
- Physical, affecting the power and precision stats when used with skills like Weapon Proficiency and Hakuda.
- Spiritual, affecting the power and precision stats when used with skills like Hadō, Cero, and Gintō.
- Movement, affecting the speed stat and Hohō skill.
Like any other attack, bindings have a Precision value and may be avoided through a dodge or block. However, rather than causing damage, the Power of the bind is checked against the user's unboosted Power to determine the strength and effectiveness of the bind, as seen on the following chart. Binding does not require a duration, and is expected to continue until the captive breaks out.
- Dominant Spell: Complete immobility
- Superior Spell: -80 to all relevant checks, all relevant actions except self-defense using basic actions are disabled.
- Advantaged Spell: -60 to all relevant checks, enhanced movement and/or relevant offensive techniques are disabled.
- Equivalent Combatants: -40 to all relevant checks
- Advantaged Target: -20 to all relevant checks
- Superior Target: -10 to all relevant checks
- Dominant Target: No effect.
To break out, the captive uses a combat action to initiate a Power vs Power check against the binding, ignoring any effects caused by the binding itself. While they must reach Equivalent Combatants to succeed, they may boost their power through the use of a technique; reaching Superior Target will allow them to break out and attack in the same action, though any effects caused by the binding still apply to the 'attack' portion. If Equivalent Combatants cannot be reached, the bind is still loosened; the amount that the captive boosted his power by is subtracted from the power of the bind, which is then re-checked against their base power, lessening the effects of the bind and increasing their ability to break out in the future.
Example: If James is hit with a 100 power Bakudō and only has 40 power, he will be bound at Superior Spell. Using a Hakuda technique to boost his power by 30 and then attempting to break out will cause him to fail. However, the binding now only has 70 power, re-checking against his 40 at Advantaged Spell, and he will be able to break it with a second combat action.
[/spoiler][/p]
Clones/Summons
Creates one or more additional combatants that function independently in battle.
Costs 5 stamina per round per clone. Only two clones may be maintained simultaneously.
Clones may not exceed the caster's total Reiatsu, and all stamina costs must be paid by the caster.
Each clone receives a single action each turn which must be used during one of the caster's actions; if the caster and the clone attack simultaneously, both attacks may be defended against using a single action.
Clones must be weaker than the caster, lacking the caster's entire arsenal of techniques and having effective skill ranks that are lower than the skill used to create the clone. All clones must be created from an appropriate power or casting skill.
Clones disappear after sustaining a Major wound, and time must pass before they are created again.
James creates a copy of himself that, while having the same reiatsu, is faster but weaker. It costs him 5 stamina to maintain. It chases down a fleeing enemy, using his stamina to pay for its Hohō step, while he heals himself with a Kaidō spell.
Portals
Travelling from one dimension to another.
Costs 1 Stamina. Always requires a double action. Requires an appropriate power or skill.
James uses both of his actions to open and flee through a Senkaimon, closing it behind him to escape a difficult fight.
Terminology
-Superficial and Menial wounds have switched places in severity.
-Taboo Effects are now known as Restricted Effects.
-A new rules post detailing Combat Actions, Dodging/Blocking and Binding has been added to the Basic Mechanics section.
-Rules on Release Bonuses have been added to the Basic Mechanics section.
-Rules regarding the default function of ranged attacks have been added to the range and movement rules.
-All instances of the word 'Liaison' have been removed from the rules and replaced with 'Mod' or 'Admin'.
-Very minor changes have been made to the Technique Template, and a clarification regarding cooldowns has been added.
-Information on Inventions has been updated and added underneath the Technique Template.
These are a subset of techniques that are in some way granted by another player, perhaps granting new abilities or simply offering more power than a single character would achieve on their own. They need not be technological in nature, but take up a technique slot and must be obtained through a thread with another player character. Posting a link to this thread and a brief description of the invention in the Requests section is required, as the Storytelling or Approvals department must approve this request before they are used. While Inventions operate at the relevant skill of the inventor at the time the invention is given, it can be painlessly 'upgraded' without further staff intervention should the two characters meet again.
SHINIGAMI
-Hadō and Bakudō have been remade. This change makes it significantly easier to create and balance custom Kidō spells, but does very little to the power and cost of the skills and their associated spells.
-Hadō #54, Haien has been replaced with Hadō #63, Raikōhō.
-Hadō #91, Senjū Kōten Taihō has received a functionality change.
-All binding Bakudō spells have been minorly updated to bring them in line with new Binding rules.
-Dual Incantations and Post-Spell Incantations have been removed.
-Shunkō has been remade, as it could no longer use Spirit to govern Hakuda interactions.
-Senkaimon now costs an additional point of Stamina.
-Art of Killing has been removed as a Prestige Shinigami option.
The Way of Destruction is a powerful tool for Shinigami whose proficiency with blade and fist is not 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. Incanting a Kidō either increases the casting time to Double Action or increases the cost of the spell, as detailed in the skill itself. If an incantation would increase the cost of a spell by more than 10 stamina, increasing the casting time instead reduces the total stamina cost by 10. If an Incantation is not used, the spell operates at base Power and Precision. Custom Kidō is allowed, but must adhere to these restrictions and be priced using the mechanical effect guidelines.
- Beginner: Unlocks Hadō #4, Byakurai. Paying twice the incantation cost instantly incants a Hadō.
- Basic: Grants a Hadō-based technique slot. Unlocks Hadō #33, Sōkatsui.
- Intermediate: Unlocks Hadō #63, Raikōhō. Paying the incantation cost instantly incants a Hadō.
- Advanced: Grants a Hadō-based technique slot. Upgrades Sōkatsui to Hadō #73, Sōren Sōkatsui.
- Master: Upgrades Raikōhō to Hadō #91, Senjū Kōten Taihō. Paying half the incantation cost instantly incants a Hadō.
- Grandmaster: Allows the use of Forbidden Hadō, granting two technique slots toward that end.
Hadō #4, Byakurai
2 Stamina per rank in Hadō
A bolt of white lightning is fired from a fingertip and towards a target at +10 Power and Precision per rank in Hadō. Byakurai never requires an Incantation, but can be cast at base Power and Precision for 1 Stamina.
Hadō #33, Sōkatsui / Hadō #73, Sōren Sōkatsui
Sōkatsui: 1 Stamina cost, 6 Stamina Incantation cost
Sōren Sōkatsui: 6 Stamina cost, 8 Stamina Incantation cost
A blue-white ball of fire is launched at base Power and Precision. The Incantation adds +30 Power and Precision.
The upgraded spell launches two blue-white balls of flame as a Barrage. The Incantation adds +40 Power and Precision.
Hadō #63, Raikōhō / Hadō #91, Senjū Kōten Taihō
Raikōhō: 6 Stamina cost, 4 Stamina Incantation cost
Senjū Kōten Taihō: 12 Stamina cost, 10 Stamina Incantation cost
A bolt of lightning strikes the area around the opponent, causing an explosion that travels out to Close range at base Power. The Incantation adds +40 Power.
The upgraded spell will launch a volley of five reddish blasts at base Power and Precision that may be shot at multiple targets, causing explosions that travel out to Close range. If a target is caught in multiple blasts, only one additional damage check will take place. The Incantation adds +50 Power and Precision.
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. Incanting a Kidō either increases the casting time to Double Action or increases the cost of the spell, as detailed in the skill itself. If an incantation would increase the cost of a spell by more than 10 stamina, increasing the casting time instead reduces the total stamina cost by 10. If an Incantation is not used, the spell operates at base Power and Precision. Custom Kidō is allowed, but must adhere to these restrictions and be priced using the mechanical effect guidelines.
- Beginner: Unlocks Bakudō #1, Sai. Paying twice the incantation cost instantly incants a Bakudō.
- Basic: Grants a Bakudō-based technique slot. Unlocks Bakudō #4, Hainawa.
- Intermediate: Unlocks Bakudō #39, Enkōsen. Paying the incantation cost instantly incants a Bakudō.
- Advanced: Upgrades Hainawa to Bakudō #61, Rikujōkōrō. Grants a Bakudō-based technique slot.
- Master: Upgrades Enkōsen to Bakudō #81, Dankū. Paying half the incantation cost instantly incants a Bakudō.
- Grandmaster: Allows the use of Forbidden Bakudō, granting two technique slots toward that end.
Bakudō #1, Sai
2 Stamina per rank in Bakudō, 3 Stamina to break out.
Binds the arms of the target at +10 Power and Precision per rank in Bakudō, affecting Physical checks. At Advanced this spell may be used to instead bind their legs, affecting Movement checks. Sai never requires an Incantation, but can be cast at base Power and Precision for 1 Stamina.
Bakudō #4, Hainawa / Bakudō #61, Rikujōkōrō
Hainawa: 3 Stamina cost, 5 Stamina to break out, 6 Stamina Incantation cost.
Rikujōkōrō: 5 Stamina cost, 7 Stamina to break out, 12 Stamina Incantation cost.
Binds the opponent completely in a crackling rope of golden energy that affects Physical and Movement checks, operating at base Power and Precision. The Incantation adds +20 Power and +30 Precision.
The upgraded spell forms six rods of golden light that impale the target's waist for no damage and affects Physical, Spiritual, and Movement checks. The Incantation adds +50 Power and +60 Precision.
The Precision components of Hainawa and Rikujōkōrō may exceed the Skill Cap.
Bakudō #39, Enkōsen / Bakudō #81, Dankū
Enkōsen: 1 Stamina paid each round, 6 Stamina Incantation cost.
Dankū: 1 Stamina paid each round, 12 Stamina Incantation cost, adding 4 Stamina to the cost paid in later rounds.
Casts a single-target golden barrier of energy from the body or Zanpakutō that operates at base Power and Precision. The Incantation adds +30 Power and Precision to the first check.
The upgraded spell forms a translucent barrier that splits space itself and can defend up to three people at once. The Incantation adds +50 Power and Precision to the barrier's duration.
Shunkō
Shunkō is a method of combining Kidō with physical combat that enhances Hakuda and Zanjutsu practitioners' abilities by adding spiritual power to their strikes. At Beginner rank a character chooses Hakuda or Zanjutsu to be affected by this skill, receiving the ability to affect both upon achieving Master rank. Shunkō requires one Combat Action to activate and has no upkeep cost, occupying a Custom Skill slot unless the user becomes a Prestige Shinigami.
Advanced Hakuda or Zanjutsu and Intermediate Hadō, Bakudō, or Kaidō are required to take Shunkō.
- Beginner: Shunkō increases the power of physical strikes by 15 for 2 stamina per check, and can be maintained for 3 rounds with a cooldown of 4 rounds. Choose Hakuda or Zanjutsu to be affected by this skill.
- Basic: Shunkō increases the power of physical strikes by 15 for 1 stamina per check, and can be maintained for 5 rounds with a cooldown of 3 rounds.
- Intermediate: Shunkō increases the power of physical strikes by 40 for 4 stamina per check, and can be maintained for 7 rounds with a cooldown of 2 rounds. Unlocks Hanki.
- Advanced: Shunkō increases the power of physical strikes by 40 for 2 stamina per check, and can be maintained indefinitely. When Shunkō is active, basic physical strikes may be extended to Close Range.
- Master: Shunkō increases the power of physical strikes by 60 for 6 stamina per check. Grants a Shunkō-based technique slot. Both Hakuda and Zanjutsu are now affected by this skill. Removes restrictions from Hanki.
- Grandmaster: Shunkō increases the power of physical strikes by 60 for 3 stamina per check. Grants a Shunkō-based technique slot. When Shunkō is active, basic physical strikes may be extended to Intermediate Range.
Hanki
Equal Stamina, Single Action, 2-round Cooldown
Nullifies an incoming spiritual attack. If the practitioner's rank in Shunkō is below Master, they must pay an additional five stamina and their skill must equal or exceed that of the attack being nullified.
HOLLOW & ARRANCAR
-Acidic Touch has been redesigned
-Descorrer now costs an additional point of Stamina.
-Negación has been rewritten to clarify its intended function.
-Cero and Bala have been redesigned.[/p]
-Gonzui has been altered to account for the change in Stamina Cap
-Prestige Arrancar may now take whichever of Hierro or Regen that they did not originally choose instead of Gonzui.
Passive, adds 2 Stamina to affected checks
Whenever a Hollow (not an Arrancar) touches a Mortal (Quincy included) they will burn their flesh, resulting in a burn damage check at base Power against the Defense of that Mortal. If a damage check is already occurring, such as from a Hakuda attack, this instead adds +20 Power to the existing check.
Negación
Double Action, 15 Stamina
This generates an incredibly powerful barrier that descends from above to shield the user. This bright yellow, rectangular pillar will surround the caster and slowly pull them away—opening a Garganta as part of this technique—and is nigh indestructible as it creates what amounts to a separate dimension within. Casting this technique requires a single action while the escape requires another. The barrier itself operates at +60 Power and can only be used for retreat.
Cero and Bala
All Hollows (and subsequently Arrancar) have the capacity to learn to channel their spiritual energy into powerful blasts. Cero takes their energy and turns it into a destructive beam while Bala hardens it into a concussive bullet. Their specialty may be fired from any location while the other may only be fired from the hands or mouth.
Though laid out like separate skills, all Hollow-breeds gain access to both Cero and Bala, but specialize in one, keeping the other one rank behind their specialty at no additional cost. For example, an Arrancar with Grandmaster Cero will also gain the benefits of Master Bala without expending additional GP or submitting further mastery requests. Unless otherwise noted, as in Cero Oscuras and Bala Preciso, combat checks involving Cero or Bala use the higher rank regardless of specialization.
Cero Specialty
- Beginner: Unlock Cero.
- Basic: Unlock the ability to charge Cero techniques, adding an action to their casting time.
- Intermediate: Unlock Gran Rey Cero.
- Advanced: Instantly charge Cero at no additional cost.
- Master: Unlock Cero Oscuras.
- Grandmaster: Instantly charge Gran Rey Cero by paying 2 additional stamina.
Cero
Single Action, 2 Stamina
A beam of spiritual energy that operates at +20 Power.
The charged version also applies that boost to Precision.
Gran Rey Cero
Single Action, 4 Stamina
Fired by mixing in a Hollow's own blood, this Cero operates at +40 Power.
The charged version adds +20 Precision and increases the damage by one rank in severity.
Cero Oscuras
Single Action, 6 Stamina
A black Cero, tinted with the color of the user's spiritual energy. This Cero operates at Power +60, ignoring barrier techniques if the user's skill in Cero exceeds their governing skill.
The charged version operates at +90 Power and +40 Precision, and may now ignore barriers governed by equivalent skills.
Bala Specialty
- Beginner: Unlock Bala.
- Basic: Unlock the ability to charge Bala techniques, adding an action to their casting time.
- Intermediate: Unlock Bala Sónico.
- Advanced: Instantly charge Bala at no additional cost.
- Master: Unlock Bala Preciso.
- Grandmaster: Instantly charge Bala Sónico by paying 2 additional stamina.
Bala
Single Action, 2 Stamina
A hardened bullet of spiritual energy fired with +20 Precision.
The charged version also applies that boost to Power.
Bala Sónico
Single Action, 4 Stamina
A series of hardened bullets of spiritual energy that operate at +40 Precision. While bullets may be shot at up to three targets, striking the same target with multiple bullets will cause no additional damage.
The charged version doubles the number of potential targets, and allows targeting the same opponent twice for one additional damage check. Additionally, the bullets now operate at +20 Power.
Bala Preciso
Single Action, 6 Stamina
A Bala fired with piercing power instead of concussive force. This Bala is fired with +60 Precision and ignores defensive skills such as Hierro and Blut and techniques using the Armor effect if the user's skill in Bala exceeds them. Bala Preciso does not suffer range penalties regardless of the range of its target.
The charged version operates at +90 Precision and at +40 Power, and may now ignore equivalent defensive skills.
Gonzui
As predators, all sorts of Hollows have a taste for souls and flesh. Now your lethality as a hunter has reached a peak and confers you a skill that can literally inhale the souls of your victims, devouring those without the capacity to resist and making their meager power part of your own.
Allows the user to regain Stamina proportional to the amount of combat actions expended. Stamina regained via the use of Gonzui is delayed for one round after Gonzui is used. Gonzui may only regain a total of 15 Stamina less than the user's Stamina Cap and may at most double the user's current stamina amount, causing any excess to be wasted.
- Beginner: Expend a combat action to regain 2 Stamina.
- Basic: Expend a combat action to regain 4 Stamina.
- Intermediate: Expend a combat action to regain 6 Stamina.
- Advanced: Expend a combat action to regain 10 Stamina. Unlocks Devorar.
- Master: Expend a combat action to immediately regain 15 Stamina. Extends Devorar to Intermediate Range.
- Grandmaster: Expend a combat action to immediately regain 20 Stamina. Doubles the stamina Devorar drains.
Devorar
Single Action, Close Range, 10 Stamina, 1-round Cooldown
Ripping the energy from all things, a shockwave expands from the user, damaging at base Power and draining 10 Stamina from each opponent caught in the blast. If Gonzui is used before Devorar's cooldown expires, this stamina is also regained.
QUINCY
-Seele Schneider has been redesigned, as it could no longer switch between Strength and Spirit.
-Sprenger has been changed to account for this.
10 Stamina, Double Action. Requires Master Gintō and Seele Schneider. Disables Seele Schneider for remainder of thread.
Throws all Seele Schneider at an opponent using an action, attempting to surround them. If successful, escape from the Schneider is impossible for one action. Once set, the Seele Schneider are used as conduits to ignite an explosion using an action, operating at +80 Power. This explosion cannot be dodged and blocking requires some form of full-body shield or similar. Power may exceed all caps. When cast with only tubes at Grandmaster, increase the value to +120 Power.
Seele Schneider
Uniquely designed, these weapons pull on the spiritual energy of their wielder to create a blade of rapidly vibrating spiritual particles. Likened to a chainsaw, these swords are especially deadly in that they can loosen the bonds of spiritual particles. Though typically wielded as a sword, the true power of a Seele Schneider shines through when fired as a projectile.
A Seele Schneider requires one Combat Action to activate and has no upkeep cost, using Spirit Weapon for combat checks. Successfully draining stamina using a Seele consumes an amount of the wielder's stamina equal to half the stamina drained.
- Beginner: Drains 2 Stamina on a successful hit, operating at +10 Power and Precision in the following round.
- Basic: Drains 4 Stamina on a successful hit, operating at +20 Power and Precision in the following round.
- Intermediate: Drains 6 Stamina on a successful hit, operating at +30 Power and Precision in the following round.
- Advanced: Drains 8 Stamina on a successful hit, operating at +40 Power and Precision in the following round.
- Master: Drains 10 Stamina on a successful hit, operating at +50 Power and Precision in the following round.
- Grandmaster: Drains 12 Stamina on a successful hit, operating at +60 Power and Precision in the following round.
Seele Arrow
6 Stamina, Single Action
Fires the Seele as a ranged attack, increasing damage by one rank in severity and operating at whatever boosted Power and Precision is currently granted from that Seele. Ignores defensive skills such as Blut and Hierro and techniques using the Armor effect if the user's Seele Schneider skill equals or exceeds them. This action consumes the Seele, and a combat action must be taken to activate another.
MORTAL
-Custom Spellcasting guidelines that were lost in the 1.2b rule rewrite have been added back into the rules.[/p]
TRANSCENDENTS & ASCENDANTS
-Information on Broken Transcendents and Ascendants has been added to the rules as promised in 1.2c
-Some aspects of the skill loadouts have been changed or clarified.