Post by Colin Arascain on Mar 7, 2015 17:51:43 GMT -5
Patch 2.4: THE QUINCY PATCH
BASIC MECHANICS
- The price of Transcendent skill ranks has been reduced to 1200 GP.
- The exception to the Patch 2.3 rules concerning supplementary skills such as Shunkō is no longer in effect; while these skills may still do more than a common technique, they may not boost 10/rank as a baseline.
- Some custom supplementary skills will need to be edited because of the above.
SHINIGAMI
- Shunkō has been reduced in power.
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.
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 3 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 2 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 30 for 5 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 30 for 3 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 45 for 7 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 45 for 4 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.
QUINCY
- Blut has been completely redesigned.
- Ransōtengai has been completely redesigned.[/p]
- Seele Schneider has been partially redesigned and somewhat reduced in power.
- Gintō's grandmaster effect has been removed and minor changes have been made to its spells.
- Sprenger's mechanization has been temporarily removed, and Gintō masters may instead design their own replacement.
- Mechanizations for Sprenger and Blut Vene: Anhaben will be provided in the future, for those who choose those options.
Blut
A skill created by flowing spiritual particles directly into the circulatory system of the body. This allows for numerous physical enhancements, vastly increasing the toughness of the Quincy body or the destructive potential of the Quincy's attacks. Blut Vene increases the toughness of the Quincy, created when the veins are filled with spiritual particles, and Blut Arterie increases the Quincy's lethality, created when the arteries are filled with spiritual particles.
- Beginner: Unlocks Blut Vene.
- Basic: Unlocks Blut Arterie. Gain +5 Power while Arterie is active.
- Intermediate: Vene now increases Defense by +30.
- Advanced: Enhances Blut Arterie. Gain +10 Power while Arterie is active, for a total of +15.
- Master: Vene now increases Defense by +45. Switching between Vene and Arterie no longer requires a combat action, but carries a 2-round cooldown.
- Grandmaster: Unlocks Blut Vene: Anhaben or a custom capstone ability. The cooldown is reduced by 1 round.
Blut Vene
3 Stamina per affected rank per round
Increases Defense by +15 initially, +30 at Intermediate, and +45 at Master. Cannot be active concurrently with Blut Arterie.
Blut Arterie
3 Stamina per round, 5 stamina per negated effect
Increases all damage dealt by one rank in severity. Cannot be active concurrently with Blut Vene.
At Advanced or higher, Blut Arterie checks against any barriers or armor effects with each attack and negates them if Blut is higher than their governing skill. Armor techniques, as opposed to dedicated skills or powers, are negated if Equivalent.
Blut Vene: Anhaben
Mechanization forthcoming
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.
- Beginner: Drains 2 Stamina on a successful hit, operating at +5 Power and Precision in the next two rounds.
- Basic: Drains 4 Stamina on a successful hit, operating at +10 Power and Precision in the next two rounds.
- Intermediate: Drains 6 Stamina on a successful hit, operating at +15 Power and Precision in the next two rounds.
- Advanced: Drains 8 Stamina on a successful hit, operating at +20 Power and Precision in the next two rounds.
- Master: Drains 10 Stamina on a successful hit, operating at +25 Power and Precision in the next two rounds.
- Grandmaster: Drains 12 Stamina on a successful hit, operating at +30 Power and Precision in the next two rounds.
Seele Arrow
6 Stamina, Single Action
Fires the Seele as a ranged attack using Spirit Weapon as a governing skill, increasing damage by one rank in severity and adding whatever boosted Power and Precision is currently granted from that Seele to the Spirit Weapon attack. 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.
Gintō
Gintō is Quincy spellcasting, based on an elaborate application of Reishi channeled through small silver tubes. Due to its versatility, Gintō sees widespread use for not only directly damaging the Quincy's foes, but also for impeding them or even aiding the Quincy or their allies.
- Beginner: 4 Silver Tubes available. One tube may be refilled for one action. Unlocks Heizen, Gritz, and Wolke
- Basic: One tube is passively refilled per round.
- Intermediate: 8 Silver Tubes available.
- Advanced: Two tubes may be refilled for one action.
- Master: 16 Silver Tubes available. Unlocks Sprenger or a custom capstone ability.
- Grandmaster: Each Silver Tube is worth 3 Stamina.
Heizen
8 Stamina, Single Action
Silver Tubes are thrown in mid-air, causing a rectangular prism to materialize and launch itself at a target, slicing through whatever it impacts. Operates at +15 Power and Precision per rank of Gintō (to a max of +60) against Hollow-Breeds and +10 per rank (to a max of +40) against all other targets.
Gritz
12 Stamina, Single Action
A Silver Tube is thrown at an opponent and ignited with the user's spiritual pressure, causing a man-sized coffin of grey Reishi to form around a target, prominently displaying the Quincy Cross. Binds an opponent (Physical and Movement) at +10 Power and Precision per rank of Gintō (to a max of +30).
Wolke
8 Stamina, Instant, 2-round Cooldown
Combines the user's spiritual energy with that of a Silver Tube to form a cushion of air that protects against explosions and impacts. Debuffs an incoming attack by -5 Power and Precision per rank in Gintō (to a max of -20).
Sprenger
Mechanization forthcoming
Reishi Manipulation
The largest part of a Quincy's lethality—and therefore effectiveness—is their skill at manipulating the Reishi around them into formidable weapons and abilities. While all Quincy can manifest a weapon of some kind, only the most skilled can use Reishi as puppet strings to move their own body around freely.[/p]
- Beginner: You are now able to manifest your Spirit Weapon and use the associated ability. Use of your weapon is governed by Weapon Proficiency. Manifestation requires one combat action.
- Basic: Manifestation of your Spirit Weapon is now instant.
- Intermediate: You may now hit up to three targets with your spiritual projectiles in one action. Unlocks Ransōtengai.
- Advanced: You may now utilize Sanrei.
- Master: Whenever a Weapon Proficiency combat action is expended, you regenerate 2 Stamina. This stacks with the Master effect of Weapon Proficiency.
- Grandmaster: Ransōtengai may now be used to ignore flavor-appropriate physical debuffs.
Ransō Tengai
2 Stamina per action affected
Allows movement of disabled limbs and fighting past Severe Wounds. At Grandmaster, may be used to make physical actions that ignore the effects of debuffs that affect Power, Precision, and/or Speed and are flavor-appropriate; while moving one's body with strings would not help against someone slowing down time, it would against poison.