Post by Colin Arascain on Jun 3, 2014 8:46:19 GMT -5
Yes. If you would like to drastically reduce the CD for teleporting objects, I'm fine with that as well. Teleportation is mechanically 'screw stats and skills, I'm dodging this attack and/or running away and/or closing distance', so you can see why we limit its use to effectively once or twice a battle.
The only concern I can see for porting objects towards you is if you're going to use this to block attacks by bringing something mundane between you and an attack. If you're not going to do that and it's just for heavily flavor-dependent uses, you can have a one round cooldown on that part only.
Post by Colin Arascain on Jun 7, 2014 8:43:27 GMT -5
This is what I came up with:
May generate a shield which operates at Power and Precision by spending one action. During a check, the user can increase the shield's potency by +10 Power and Precision per rank of Reishi Manipulation for 1 stamina per rank. Each block, if Advantaged Defender or higher, attaches two charges of Reishi to the opponent that represent a feeling of relief and satisfaction. If the opponent's Reiatsu Perception is higher than Ichiro's Reishi Manipulation, only one counter is applied. These counters each cause the opponent's defense to be reduced by 5, and Ichiro must pay an upkeep cost of 1 stamina for every 2 counters each round.
Ichiro may use a double action to enter a Total Defense state, blocking any number of attacks during that round but sacrificing his ability to act in any other way. While in this state, the boost he may apply is raised to +15 Power and Precision per rank for 3 stamina per rank, and every successful block applies counters.
These counters are automatically removed when blood is drawn, either by Ichiro or by his opponent. Superficial and Menial wounds are ignored, but a Minor wound will remove two counters, and each increase in severity will remove an additional two, up to Fatal at ten. Self-inflicted wounds halve the number of counters removed.
After putting 10 counters on his opponent, Ichiro can use a single combat action (he needs to snap with his fingers) to make the foe completely calm down and abandon the fight, becoming so satisfied and relieved he or she no longer sees any point in fighting. Once the user de-activates his bow or the two combatants leave the thread, all counters will be removed and the opponent will become aware of the effect. Attempting to attack the opponent in this state will end the effect.
White Chalice: Is the wound inflicted after the duration expires, or after the spell is cast?
Additionally, I'm kind of iffy on the duration being that long but I can't think of a good reason to ask you to lower it.
Post by Ichiro Tsubaki on Jun 10, 2014 16:32:58 GMT -5
>Name: Kouyou [Enhancement] >Level(s) of release the tech is available at: Sealed + >Relevant Skill(s) & Ranks: Ginto >Stat(s) Involved: Power and Precision >Flavor Description: Kouyou is yet another Ginto spell developed by Ichiro quite recently. For this particular spell the incantation is: "What more we become, less we do not. Unto me greatness made further, so let it be, and so commence. Enhancement." While he utters those words, reishi particles rapidly gather around him and are then synthesized into a special silver plates that attache themselves to different parts of the users body. They allow the user to gain a more precise control of their abilities, enhancing them. >Effect: Buffs the users Power and Precision by 10 for each level in the users Ginto skill. >Casting Time: 1 CA >Duration: As long as stamina is paid. >Limitations: N/A >Stamina Cost: 4 stamina per level in Ginto, per turn.
>Name: Himo Sakae [String Glory] >Level(s) of release the tech is available at: Sealed + >Relevant Skill(s) & Ranks: Reishi Manipulation and Seele (RM at least Advanced) >Stat(s) Involved: Power and Precision >Flavor Description: Himo Sakae is a simple technique derived from the famed Quincy Ransō Tengai. However, instead of using the strings to simply move oneself, the user makes them emerge from his fingers and thicken up til the point where they can be used to attack. Usually, they are used to basically slash and cut the opponent into pieces. They can also be used to launch Seele into the air and freely move them around by wrapping around the hilt of the Seele. On top of that, instead of being used to simply attack, they can be wrapped around the foe and bind them. The strings remain their light blue color and look just like regular Ransō Tengai strings. >Effect: Creates strings from the user's fingers that may reach out to Intermediate range, attacking or binding (Physical and Movement) at base Power and Precision, governed by Reishi Manipulation. These strings may also wield Seele Schneider, adding their effects to any successful attacks. >Casting Time: 1 CA >Duration: As long as Stamina is paid. >Limitations: While holding a Seele, the strings lose the ability to bind, and while the Seele may be abandoned freely, an action must be spent to retrieve it or activate another should Ichiro wish to use one again. Two instances of this technique may be active at once, one for each hand, but they must be activated separately. Seele must be activated as normal if they are to be used. Attempting to break out of the bind costs the target 5 stamina. >Stamina Cost: 3 stamina per round, 2 stamina when an attack is made with a Seele, 4 stamina when a bind is attempted.
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