Post by Paksennarion on Nov 9, 2014 21:42:02 GMT -5
Updating for Patch:
Anima [Mentem|Cor] Anima governs Kohaku's powers over the mind and soul. It indicates her ability to use her powers and her grasp over the information that she takes in through her empathy. Beginner: Gains access to Mentem power. Basic: Unlocks Empathia. Intermediate: Empathia's cost is reduced by 2 STA. Advanced: Gain access to Cor power. Master: Unlocks Praesentire. Grandmaster: Praesentire is now actionless. Royal: Currently unknown.
Mentem (First Release) | Mixed Power Flavor: Kohaku is connected to the minds around her, and through this connection she is able to see and touch the energies of the mind. Her senses are directly connected to this network forging Kohaku as a conduit to foreign input including emotions, sensations, feelings, images, sounds, auras and thoughts. Kohaku “visualizes” her power, in that every detail is felt and seen and empathized with, such that she experiences the minds around her as physical constructs, albeit made from psychic energy. The stronger her connection to the minds around her the more she loses touch with her own body. Through this bond she is able to twist and manipulate the minds of those around her, using her own power to influence their minds directly. Effects:
Beginner Anima provides a range of city-wide for Mentem. And the user suffers -1 to all physical stats (Speed, Defense, Power and Precision when used for physical attacks).
Basic increases to the size of a prefecture and the user suffers -2 to all physical stats.
Intermediate increases to the size of an entire region and the user suffers – 3 to all physical stats.
Advanced increases to the size of an entire country and the user suffers -8 to all physical stats.
Master results in total fusion with the minds around the user as their range increases to an entire continent and the user suffers -12 to all physical stats.
Grandmaster: The range has increased to the entire globe and the user suffers a -15 to all physical stats.
At Royal the user is able to pierce the veil between worlds and sense into other realms of existence and they suffer from a -20 to all physical stats.
Limitations: User's stats cannot fall beneath 1/10th of the user's Reiatsu due to the debuff or else the body will be unable to move. If user's stats fall below 10 due to the debuff the body will have internal failure and begin to die.
Empathia 6 STA + 2 per additional person effected; Single Action Kohaku is connected to the minds around her and through this connection she feels their emotions and is able to pick up on nuanced indicators of hostility. She can mentally share this information instantly with her comrades in order to provide them with forewarning of an attack. Anyone who receives her warning has their Power and Precision or Speed for the purpose of a block or dodge check increased by 5 per Kohaku's rank in Anima.
Cor (Second Release) | Mixed Power Flavor: The ultimate expansion of Kohaku's sensory abilities. No longer limited to physical connections to the mind, she is now intuitively interconnected to the souls of those around her. Through this connection she is able to see and touch the energies of the soul. Like Mentem, Kohaku visualizes her power, in that every detail sensed appears as physical constructs such as lights or images. This power is the ability to see life itself, at its most innate level, the very soul of a being. Through this bond she is able to twist and manipulate the soul of those around her, using her own power to influence their spiritual essence directly. Notes: Cor has the same range as Mentem.
Praesentire 6 - X STA, Where X is each rank in Anima above beginner; Single Action for first use in topic, Actionless thereafter When sensing a person Kohaku can view directly the makeup of their soul. Learning in one glance the composure of their very being. This knowledge gives her a vast insight into the person's spiritual essence and carries with it vital information such as the health and status of a target's soul. Effect: Upon a successful Anima versus Reiatsu Perception check of at least equivalent or better Kohaku can sense several facts about the people around her. She can sense the ability linked to their soul, such as what type of power their First Release is in general terms. She can determine their racial signature down to a minute level so long as she understands what she is seeing. If she succeeds on the skill check at Advantaged or higher she can even determine Post-Prestige signatures where otherwise they would be unnoticed. She can also grasp the energy source used by a target, whether it be reiryoku, reishi, or otherwise.
I just realized this has no mechanical effect whatsoever... So..., whatdo? I was thinking make it function like sense only based off of Anima, but I don't really need that... I guess it could give a stat bonus like RP, but I also don't really need that. I'm not really sure what I'm paying for since it's an entirely RP effect right now. Dunno, might need some advice here.
Release Bonus: +20 to Power +20 to Precision
For Friendly Aura, I dunno what to do here... It's supposed to be a built in debuff/buff system, and the higher ranks give a cost reduction. I don't know where the numbers came from before, or who approved what, or what even makes sense. If someone could come along and help me figure this out that'd be great.
Friendly Aura: Custom Skill Flavor: Kohaku's ability to feel the minds of those around her allows her to subconsciously aid her allies in battle. While not agreeable towards violence Kohaku truly wishes for her friends to come out alive and because of this her mind innately tweaks the auras of those around her to better serve them for battle. Micromanaging their minds she is capable of enhancing their combat skills in an unobtrusive manner. Conversely this effect can be turned on enemies that are within range and the opposite will occur as she scrambles their thoughts and concentration to take away some of their ability to fight against her friends as her aura overpowers theirs.
Beginner: Allies, including Kohaku herself, within Mentem range and in the same topic as Kohaku have either their Speed or Defense boosted by 5 per each rank in Mentem at a cost of 2 STA per rank. Basic: Enemies within Mentem range and in the same topic as Kohaku have their Power and Precision debuffed by 5 per each rank in Mentem at a cost of 2 STA per 5. User can effect up to two players. Intermediate: User can now effect up to three players. Advanced: Total cost for boosts and/or debuffs is decreased by 8 if there is more then one person affected and 3 if only one person is affected. Master: User can effect up to four players. Total cost for boosts and/or debuffs is decreased by 12 if there are three or more people effected and 5 if there is only one person effected. Grandmaster: User can effect up to five players. Costs for boosts and debuffs together is decreased by 15 if there are four or more people effected and 6 if there is only one person effected. Cost changes do not stack.
Erasmus: Paks I like you better than <3. I give you <4.
Post by Paksennarion on Mar 8, 2015 5:19:36 GMT -5
You thought I was gone, didn't you~~~
Updating things that are so old they should just be thrown away by now:
First things first:
Friendly Aura just doesn't make sense. Who made that? XPPP I'm dropping it rather than trying to fix it.
Dropping Innecto - This is flavor that I can achieve without a technique. And it mechanically does nothing.
Dropping Bao Jian - This should not really be a tech or part of Magica. I'll make a custom skill about healing based off of Kaido at some point, probably to replace Friendly Aura.
So, now that that's out of the way. I need some guidance and help here. All of my stuff is really old, so I don't even know what no longer mechanically fits and what does. If anyone had a moment of their time, just to look over my skills and say re-work this or not, you don't even have to tell me what to change it to I can figure that out with some time and some re-reading of the rules. (Just tell me if it no longer works.)
I THINK that Empathia is too big of a buff right now, right? (I don't know how that whole calculation worked out since it was factoring in the debuff that Anima gives Kohaku to all her physical stats.) And I think Recharge's buffs to precision are too high as well but I can't see where in the rules it talks about support skills and their stat cap... That's all I can see myself though.
Things I tried to fix on my own:
So, previously Praesentire let you notice stuff but didn't have an actual mechanical effect but still charged a STA cost like Sense would... I THINK what is below makes sense for a Second Release type power, but not entirely certain. It's supposed to be like Sense just focused on seeing the soul itself and the components of the soul: (Does this need to cost more than Sense now?)
Praesentire 6 - X STA, Where X is each rank in Anima above beginner; Single Action for first use in topic, Actionless thereafter When sensing a person Kohaku can view directly the makeup of their soul. Learning in one glance the composure of their very being. This knowledge gives her a vast insight into the person's spiritual essence and carries with it vital information such as the health and status of a target's soul. Effect: Praesentire functions like RP's Sense. Allows the user to locate entities whose RP rank is less than three ranks higher than Anima and upon locating allows Kohaku to sense several facts about these people. She can sense the ability linked to their soul, such as what type of power a Release is in general terms and can communicate with the parts of the soul that embody this power, such as speaking to Zanpakutou Spirits. She can determine their racial signature down to a minute level so long as she understands what she is seeing. If she succeeds on the skill check at Advantaged or higher she can even determine Post-Prestige signatures where otherwise they would be unnoticed. She can also grasp the energy source used by a target, whether it be reiryoku, reishi, or otherwise. This powerful insight allows Kohaku to assess a target's spiritual health in one glance, knowing almost immediately what to do to help those around her in distress. Special: At GM Anima techniques and skills using illusionary effects such as disguising racial signatures or reiatsu levels check as if they were one rank lower.
Vipad was just totally simplified because it could be:
Name: विपद Vipad | 1st Mixed Mentem Technique Level(s) of release the tech is available at: Sealed+ Relevant Skill(s) & Ranks: Anima: Advanced Stat(s) Involved: Spirit Flavor Description: Kohaku can create links between minds for more nefarious purposes than simply to communicate or share feelings. With Vipad, she can unlock the gates and barriers that keep such a mental connection safe for her targets and unleash the full extent of her empathic feelings and sensations; allowing them to flood through the link and overload the target's mind with foreign stimulation. This psychic “blast” is incredibly painful and distracting and serves as Kohaku's mainstay offensive maneuver because it tends to paralyze and weaken a foe and give her time enough to escape conflicts. Effect: Unleashes a mental attack (Power/Precision) on the opponent functioning as a normal binding (Physical and Movement) attempt. Casting Time: 1 Combat Action Duration: Unlimited as per Binding rules Cooldown (if any): N/A Stamina Cost: 3 per turn + 3 per person
Solvere is weird mechanically, I know, but I think it makes a lot of sense? And I'm not sure if all those debuffs and cooldowns are required/balance out what it does. Any input here would be helpful, especially regarding STA cost.
Name: Solvere | 2nd Mixed Mentem Technique Level(s) of release the tech is available at: Sealed+ Relevant Skill(s) & Ranks: Anima: Advanced Stat(s) Involved: None Flavor Description: Kohaku is very loosely tied to her mortal coil. Her mind is far more tactile and engaging than her body itself. By loosening those ties further Kohaku can slip from her body to range about as an untethered mind ignoring many aspects of the physical realm of existence. Time and distance are not constraints during this period and Kohaku's mind can travel instantaneously as she simply imagines herself somewhere else. This allows her free range and for a short time cuts the effects on her body of her abilities. Even realm crossing can be achieved while in this state, though one must first be aware of said realm. The main function of this technique is that Kohaku can attach her free-floating mind to any other mind nearby. This gives her a sort of symbiotic relationship where she can speak and interact with the other person mentally and in turn the body of the person she is collaborating with houses and protects her mind from the fatigue and stress of free-floating. All of her knowledge and powers are available to Kohaku while with another person. Effect: Kohaku will exit her body allowing her mind to travel freely throughout the worlds. During this time she can join with the mind of another in order to interact mentally with them however she is restricted in that she has no body of her own to use; while she keeps her full two combat actions they can only be used for actions that do not require physical movement or a body. However it is possible for the body she is inhabiting to make the physical motions required for a Magica technique if Kohaku and the host were to both expend the combat action(s) required for said technique. While cohabiting with another person Kohaku lends any passive abilities to the host if she so chooses. Casting Time: Instantaneous Duration: Can only last 1 round per rank of Anima. If Kohaku is cohabiting with another person then the timer is paused for that duration and starts back up when she leaves the safety of a body again. Limitations: Leaving a body means that the mindless husk is completely defenseless. It cannot be occupied by another soul to protect it because the soul of Kohaku still remains. It is completely without defense in this position and when the mind comes to re-enter the body it will take one entire turns for this process to occur. Even after re-entering the body the mind and body will be slightly disconnected hindering fine motor control for three turns, resulting in a debuff of -10 to all physical stats. Cooldown (if any): 3 Turns. Stamina Cost: 2 STA per turn, drops down to 1 when in the shelter of another body.
Protecta was simplified and cost updated:
Name: Protecta | 1st Magica Technique Relevant Skill(s) & Ranks: Magica: Advanced Stat(s) Involved: Power, Precision Flavor Description: By casting a circle or otherwise activating a proscribed area Kohaku can create a magical circle around the confines of her marked spot. Fueled by the power of a pentagram or other sign the circle cannot be broken by force or other magicks unless overpowered and the symbol itself destroyed. When attacked the circle will flare with arcane energy projecting an intense barrier around the perimeter of the circle that blocks out dangerous energies or people. Like any well done circle all energy perpetuates itself and continues along the cycle and because of this any energy that comes into contact with the circle, either spiritual or physical, will be absorbed by the magic circle and expelled with an explosive force back upon the attacker. Effect: The user creates a physical circle, through whatever diagramming means, and once within the circle they are in a protected space that is imperturbable to all enemy forces or energies. The circle works as a barrier at +10 Power per rank in Magica for the entire duration. Attacks made against the barrier that are blocked at Advantaged can result in a backlash(reflection) as the energy is returned upon the user immediately upon being struck. Casting Time: One Combat Action Duration: Until barrier is broken. Limitations:If the circle is physically broken by anything the barrier is rendered inert in that moment. For example, the moment someone steps across the circle's perimeter to enter it the barrier is down, as well as if someone were to touch the circle with their foot or otherwise break the line, etc. Cooldown (if any): 2 rounds for reflection effect. Stamina Cost: 1 STA + 1 per rank in Magica per turn; reflecting an attack costs 5 STA plus the reflected attacks cost.
Munakis Karna was given an actual check because it's a debuff/binding. STA cost was updated as well.
Name: منعکس کرنا (Munakis Karna) | 1st Mixed Cor Technique Relevant Skill(s) & Ranks: Anima: Master Stat(s) Involved: Power, Precision Flavor Description: The user reaches out to the soul of the victim, pulling and twisting at their spiritual make-up to hinder the possible output of the body itself. A complex rune appears wrapped around the victim's hands to bind their spiritual powers. If used shortly after an attack it is a defensive move as the energy of the bound victim shutters and dies, held back within their own body, effectively limiting the victim's control over their recent attack. If used before an attack the rune remains until the first attempted use of reiatsu which it will cancel out if successful and further hinder the target until it is thrown off. Effect: Subject to Anima versus Reiatsu Perception check to see if successfully cast.If used during an attack the user debuffs the incoming spiritual attack's Power by 5 per rank in Anima. If used before an attack the rune creates a spiritual binding at Power/Precision +10 per rank in Anima. Casting Time: 1 combat action Duration: One attack, or until binding is broken. Limitations: N/A Cooldown (if any): N/A Stamina Cost: 1 STA per 5 spiritual Power debuffed from opponent; 1 STA + 2 STA per rank in Anima per turn binding is in effect. Special: At Master Anima this spell can also affect physical attacks, changing the effect to debuffing physical power and a physical binding. Cannot affect both physical and spiritual at the same time.
Erasmus: Paks I like you better than <3. I give you <4.
Post by claravonbrandt on Mar 14, 2015 13:23:40 GMT -5
Praesentire: Had to look this over twice before I figured out what the heck you were doing with it. Yes, this should cost more than Sense, especially for what its doing. Direct Power it may be (This IS a Direct Power, right?), you should still up the cost to like... 10-X instead of 6-X. If only because you're doing a bunch with this. The GM Effect should have a Stamina Cost attached to it, since its basically Illusion Pierce in reverse; 6 Stamina should be alright, though I'm still pretty iffy about the whole "Rank reduction" effect. I know you prolly won't abuse this buuuut... hell if this isn't strong. Make the changes, and I'll consult with Naz about that GM Effect.
Vipad: Pretty Basic binding tech here, not even a boost tied into it. Not sure what skill this uses though, because "Mentem" isn't actually a skill you have (thugh assume Magica because it is used in your sealed state). Fix the skill, and change the cost to 5 Stamina (because Magica is not Bakudo and does not get Bakudo's priding) + 5 per person and you're good.
Solvere: Assuming this is for your First Release because your Second is A Direct (I think). In that case, you need to change the Level this is available at; even if your 1st Release is always active, "Sealed+" indicates that it can be used outside your power. Which it can't, because this is a part of your power. I feel like the body sharing mechanic is a bit awkward, especially the shared actions that allow her to still do stuff, but then again, that would require the person you are helping to actually stop fighting for a moment and help you out. Which is kind of hard in the middle of a fight. The passing on of the passive boosts of Anima tho? That's cool, though Idk if you pay that or they do (I assume you do because >lolsupport, but Idk). Make the changes and your good.
Protecta: You do realize barriers are raised using Precision, right? I mean, you don't have to boost the Precision of it if you don't want to, I just don't want you shooting yourself in the foot in the middle of combat. Anyways, this looks pretty good, especially with that "if the circle is broken in anyway the barrier is negated" limitation; however, please change the reflection mechanic so that the attack is reflected back at YOUR Power and Precision instead of the Opponents. Once that is done, yer good (unless you want to change the boost to include Precision; then we'll talk more).
Munakis Karna: Hmm. I want to say this is good, but I'm not certain about the cost, especially since you don't say what a "Successful" check is (I assume Advantaged in your favor, but still). Make that clear, and yer good.
Post by Paksennarion on Mar 14, 2015 14:49:55 GMT -5
I'm sorry to ask this, but uh, if possible could I have Colin or Naz or TK look at my stuff? They've worked with me in the past so they understand what was before and what I'm trying to do now.
For clarification's sake, I'll answer your questions though.
Praesentire: This was the cost that Colin gave it when he helped me create it because of the built in negatives, it's not a Direct Power either, it's just a role-played form of sense. I did add the GM effect this time around, so if that seems overboard I'm fine with removing that. It's supposed to represent that Kohaku's ability to sense the mind and soul of others makes it so that it's pretty hard to get an illusion that blocks out the other minds around her. 'cause otherwise it has no RP effect other than the exact effect of Sense and it's a power, so it should be stronger than a universal skill's technique.
Vipad: This is using Anima. Sorry, Mentem is the name for the first power, I should fix that to say Anima: Advanced. The rules say that if your skill doesn't damage or heal it uses the reduced pricing, and Anima can neither damage nor heal.
Solvere: Does that apply? A human power is always released depending on what type of thing it is, for Kohaku it's always in released state. To my knowledge, Sealed+ means it can be used at any level or without specifically activating things, which seems to fit.
Protecta: Nope, just Power was intended because of flavor. Where in the rules does it say that reflected attacks are at your power/precision? I've never heard that before.
And yup, I write a lot 'cause Kohaku's a weirdo mechanically. T.T
Erasmus: Paks I like you better than <3. I give you <4.
Post by claravonbrandt on Mar 14, 2015 15:09:59 GMT -5
Unfortunately, both Colin and Naz are somewhat indisposed. I, however, am more than willing to help. :3
Praesentire: Now that I've had a chance to really look at this thing, and talk to Naz, this is fine as it is. APPROVED!
Vipad: Again, now that the issues I had with what it actually is based off of are cleared up, this is much easier to understand. Also APPROVED!
Solvere: While you are right, I DID mention that even if your power is always on putting "Sealed+" indicates this can be done without the use your power. Which is silly because this is a power based tech. :3 Its not a MAJOR problem though; just a pet peeve really.
Protecta: It's not that reflected attacks use your Power and Precision, its that there is no such thing as a "Reflected Attack" mechanic (to my knowledge, at least), so things like this work by, technically, instantly attacking your opponent at your own Power?Prec instead of reflecting the opponents attack back at them. I may be wrong however, so lemme ask Naz before I give a say on this.
Head of Public Safety Tsukimiya arrives in Hueco Mundo, intent on bringing justice to the criminals who have fled to the desert realm hoping to evade the long arm of the law. She finds what she is looking for in the throne room of Las Noches...
In an attempt to fill the vacuum left by the Queen and Primera's deaths, Segunda Espada Levi Grisha makes a play for the throne and gathers the Hollow-Breeds in order to stake his claim.
Meanwhile, a Shinigami assassin on an unsanctioned mission strikes at a hospital, aiming to rid the world of the Quincy queen's newborn children. Several Quincy rush to the queen's aid as Lieutenant Ogawa escalates the hostilites between mortals and Shinigami.