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A guide towards the various costs of customs.

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Apr 3rd, 2016
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  1. Attack Types:
  2.  
  3. Simple projectile: (Reiryoku cost +0)
  4.  
  5. Homing projectile: (Reiryoku cost +1.5/bonus accuracy against evasion)
  6.  
  7. Piercing projectile: (Reiryoku cost +1.5/piercing level, max of +5 (rounded up) reiryoku cost for level 3 piercing [Pierces all shields])
  8.  
  9. AoE: (Reiryoku cost 10 meters=1, 20 meters=3, 30 meters=6, 40 meters=10, 50 meters=15)
  10.  
  11. Melee attack: (Reiryoku cost -2 if based on physical power, otherwise +0)
  12. -------------------------------------
  13.  
  14. Modifiers:
  15.  
  16. Damage: (+0.75 Reiryoku cost per 1.5 damage.) (The total cost will be rounded up. Power will be rounded down(power is rounded down to the nearest whole number -before- cost is determined)(The maximum damage allowed for a custom technique is 15)
  17.  
  18. Multi-target: (Reiryoku cost +0.75/per projectile at -2 damage for all projectiles, Reiryoku cost +1.5/per projectile for +0 damage for all projectiles) [Requirement: Must be a simple projectile or a homing projectile] (The total cost will be rounded up.)
  19.  
  20. Large Range: [This is multi-tile or cleave-types, like Getsuga or Nake] (+1 Reiryoku cost per extra tile beyond 1) [Requirement: Must be a simple projectile]
  21.  
  22. Multi-counter: Abilities with the multi-counter effect are capable of countering up to three(3) attacks with any given use. Note that this ability can never be applied to countering surprise attacks or attacks that come from multiple directions. This ability may also never be applied to countering In any instance in which this ability is used a single roll is used to counter all attacks (up to three(3)) that are aimed at the user. Normal counter rules apply in each singular instance. (+1 reiryoku cost per additional counter)
  23.  
  24. Half-counter: Abilities with the half counter effect do not have the full counter rules applied to them. While they can still be countered and used for countering they do not apply any damage to the opposing party (though they can still reduce damage if the counter fails). This is because of either the way in which they are fired or the specific properties of the technique itself. (+1 reiryoku)
  25.  
  26. Status effects: (See below table)
  27. ---------------------------------------
  28.  
  29.  
  30.  
  31.  
  32.  
  33. Damage types:
  34.  
  35. Physical: Strikes that use this damage type are based upon physical power. This includes anything that utilizes the muscles of the player’s body. Punches, kicks, sword strikes, anything that requires an act of physical exersion. (Physical Power is used to determine damage. +0 Reiryoku cost)
  36.  
  37. Reiatsu: Strikes that use the spiritual energies within the soul are based upon Reiryoku Power. This includes anything that is made purely from spiritual energy, or strikes that are heavily-infused with one’s spiritual energies. (Reiryoku power is used to determine damage. +1 Reiryoku cost)
  38.  
  39.  
  40. Defense: These are strikes based upon the sturdiness of the character. Using their hardened physique to their advantage, they are able to deal damage based more on how tough their body is rather than using the sheer exertion of their physical muscles of spiritual energies. (Physical or Reiryoku defense is used to determine damage. (Physical or Reiryoku defense is used to determine damage. +2 reiryoku cost) [Requirement: Defensive release, such as Shell, Ven, Gin, Luppi or Barragan.]
  41.  
  42. General Defense: Not an offensive damage type but one that can be chosen for actual barrier or other defense type techniques. (General Defense is used to determine the mitigation. +3 Reiryoku cost)
  43. --------------------------------------
  44.  
  45. Release types:
  46.  
  47. This covers pretty much every element. Light, dark, earth, water, ice, fire, wind, lightning. You name it. You can only have one element for free, and every additional element is a stacking +3 per addition for the cost of your techniques. (1 is +0, 2 is +2, 3 is +6, to all techniques) This is to dissuade stacking elements for every status effect being available. Underneath is a list of types and what they do specifically. Any element can also be any color (save for light and darkness), but it can only have alternate properties with the addition of other elements.
  48.  
  49. [NOTE: You only get the bonuses from your first chosen element. You do not get the bonuses from any additional ones, merely access to what they grant you the ability to take. This includes free status effects and bonus traits of the elements you choose, so choose wisely in the order that you do!]
  50.  
  51. New to customs is the concept of advanced elements. Which are essentially enhanced forms of your release's primary element. They allow for the use of a much more powerful effect than the initial forms of the elements or perhaps boons to the power of the skills you already have. They aren't as easy to obtain as simply stating that you would like one for a technique in your custom application though. In order to unlock the use of your advanced element you must not only have reached at least Battle Level 6 in game you must also have participated in at least three battles in which you used your custom (This means using at least one of its abilities), at least two of these battles must present some form of -REAL- danger to your character's life (This means no going up to an allied character and saying "Fight me with the intent to kill", it must be an enemy with clear reason to kill you for some reason). The effects of the advanced elements will be listed alongside the element that they advance from.
  52.  
  53. [NOTE: You must keep your own records of the battles that take place. Simply saving the last 3-4 rounds will be sufficient proof but if you do not have this proof then you will not be given your advanced verbs. To those curious, those verbs that have advanced elements will be titled as Advanced (Name of Custom). Only one Element may be advanced in any custom.]
  54.  
  55.  
  56.  
  57.  
  58. Fire: Your release is fire-oriented. This can be manifested in any way you choose, so long as your release is vaguely fire-based in a visible or slightly-noticeable manner (ex. Hotter air around you or fire manifested around you). Fire will always burn without another element to temper it. You get Burning added to your first ability for free, but pay standard for every subsequent ability.
  59.  
  60. Advanced Fire: The firey power that you exude has become even hotter. Be this in the form of being capable of creating things like magma, heat waves, or anything else fitting to that theme is your choice. Advanced fire not only burns but it sets things ablaze with ease. With advanced fire you may choose two of your techniques that have the Burning effect applied to them, these two techniques are now capable of causing Immolation on hit instead using a 1d2 roll. This Advancement may only be applied if Fire is your only element that gives the Burning status.
  61.  
  62.  
  63. Ice: Your release is ice-oriented. This can be manifested in any way you choose, so long as your release is vaguely ice-based in a visible or slightly-noticeable manner (ex. Colder air around you or ice manifested around you). Ice will always freeze, regardless of other elements, but other certain other elements can blend with it. You get Freezing added to your first ability for free, but you must pay for every subsequent ability that has it.
  64.  
  65. Advanced Ice: Your level of control over the chilling power that you control has now become excessively precise, allowing you further influence over the moisture in the world around you. Whether you use this to create various constructs out of ice quite literally out of thin, expland your field of influence through it, or do something else along those lines is your choice. Advanced ice freezes things with speed not even comparable to that of regular ice. With advanced ice you may choose two of your techniques that have the freezing effect, you may choose two numbers during your 1d3 roll to apply the effect instead of just one. Something that allows for the quicker application of the Frozen(bound) status.
  66.  
  67.  
  68. Earth: Your release is earth-oriented. This can be manifested in any way you choose, so long as your release is vaguely earth-based in a visible or slightly-noticeable manner (ex. Rocks begin to tremble in your presence or skin discoloration). Earth attacks will always crush, unless augmented by certain elements. You can take Binding to your first ability for free, but you must pay for every subsequent ability that has it.
  69.  
  70. Advanced Earth: Your dominance over the earthen elements is now so absolute that even metal and the flora of the world have started to bow to your whims. Perhaps you can now call upon or create various metallic compounds, maybe you've gained the ability to promote and control the growth of special plants, or even something else within the same scope if you so choose. Advanced earth truly allows you to display what it means to be "Stalwart as the mount". With advanced earth you may choose two of your techniques that have the binding effect, for purposes of determining if you have successfully bound someone you may add a +9 to the end result of the rolls of these two techniques. Note this only applies if you have already successfully bound the target. This Advancement can only be taken if Earth is your only release that gives the Binding Status.
  71.  
  72.  
  73. Wind: Your release is wind-oriented. This can be manifested in any way you choose, so long as your release is vaguely wind-based in a visible or slightly-noticeable manner (ex. Wind currents, etc). Wind attacks will always repulse or slice, regardless of element, but it can be used as a support-oriented element for other elements. You can take Bleeding or Repulse as your free status effect on your first ability, but not both, and must pay for every subsequent ability.
  74.  
  75. Advanced Wind: The flow of the winds through the world is as familiar as that of the blood flowing through your own body and your control of it has expanded due to this. Whether this is displayed in the ability to shift the weather in a localized area, create and influence sound waves, or something else permissable through atmospheric control is your decision. The wind is an undaunting force, it moves you or moves through you. With advanced wind you may choose two techniques to that have either the repulse or bleeding effects, or one that has both. For bleeding you may choose two numbers during your 1d3 roll to apply the effect and for repulse you may use the technique to counter the opposing stat as well as the one you initially chose (normally repulse is only capable of repelling the kind of attack that it shares a damage type with, I.E. physical for physical and reir for reir).
  76.  
  77.  
  78. Lightning: Your release is lightning-oriented. This can be manifested in any way you choose, so long as you release is vaguely lightning-based in a visible or slightly-noticeable manner (ex. static energy or visible lightning effects). Lightning can only be augmented by a few other elements. You can take Piercing (+1) as your free modifier, or Drain (Reiryoku), but not both and you must pay for every tier beyond that for piercing and every subsequent ability on Drain (Reiryoku).
  79.  
  80. Advanced Lightning: The electrical power you wield outshines that of even natural lightning. Be it through the creation and manipulation of raw plasma, magnetization, or something else capable of being produced by electrical control is your choice. Electrical energy can bind and seperate us in the blink of an eye. With advanced electricity you may choose two tecniques that have either the Piercing quality or the Drain (reiryoku) effect, or one that has both. For piercing you may also add the Multi-target (+1) quality to it, allowing your attack to branch off to seek its next target after it pierces through its first, and for drain (reiryoku) you may immediately apply your drain as if you had rolled a 3 after its successful use.
  81.  
  82.  
  83. Water: Your release is water-oriented. This can be manifested in any way you choose, so long as release is vaguely water-based in a visible or slightly-noticeable manner (ex. Water vapors or increased humidity). Water attacks will always repulse or crush, unless augmented by other elements. You can take Repulse or Binding as your free status effect, but not both, and must pay for every subsequent ability.
  84.  
  85. Advanced Water: Your experience with controlling water has granted you extensive knowledge as to the inner workings of the liquid. You may utilize this through control of your own blood, creating water based constructs, manipulating a new kind of liquid, or anything else that works with the theme. Water is both serene as well as fierce and its presence can be felt in all walks of life.With advanced water you may choose two techniques to that have the binding effect or you may apply a damage reflecting ability to them. For binding; for the purpose of determining if you have successfully bound someone you may add a +7 to the end result of the rolls of these two techniques. Note that this is only applied after you successfully bind the target. The damage reflecting ability is a counter ability that works as follows:
  86.  
  87. The user rolls the reflecting ability against an opponents incoming attack, should they manage to roll higher then the person that fired the attack then the attacking party takes damage equal to (X+Y) - (Z/2) Where X= The attackers raw offensive stat, Y= The countering party's raw offensive stat, and Z equals the attackers appropriate raw defensive stat.
  88.  
  89. Example:
  90. Offending party says: Reiryoku Strength roll: 8 = 1 + 5 + 2
  91. Countering party says: Reiryoku Strength roll: 26 = 19 + 5 + 2
  92. And the offending party's defense is 3.
  93. In this case the formula is as follows (5+5) - (3/2) = 9
  94. As such the offending party takes 9 damage. (Yes, 3/2 is 1.5, but decimals are always rounded down)
  95.  
  96.  
  97. Venom: Your release is venomous in nature. This can be manifested in any way you choose, so long as something vaguely resembling the nature of venom is visible or slightly-noticeable about your release (ex. Miasmatic aura, liquid poison dripping from weapon, etc,). This is the only type of release that can have a reiryoku-based poison attack, and cannot be augmented by any other element. It typically can have many status effects, making it very diverse but also only useful as a sole element. But any status effect other than Poisoning and Burning will take x amount of rounds to activate. You can take Poisoning or Burning as your free status effect, but not both, and you must pay for every subsequent ability.
  98.  
  99. Advanced Venom: The poison that coarses through your power has become so vile that it has actually turned caustic in nature. Whether it has transformed into some kind of acid or toxic sludge, shifted to a state more akin to radiation, or simply become so concentrated as to be near immediately fatal to lesser forms of life is to be depicted however is pleased. Venom is life's most prominent tool of death, lending to those that wield it a kind of wisdom that can rarely be found elsewhere. With advanced venom you may choose two techniques that have either the poison or burning effects, or tone that has both. For poison you may use a ~rand 6,10 instead of a ~rand 1,10 for determining the damage applied upon successfully inflicting the status and for burning you are now capable of causing Immolation on hit instead of burning using the same rolling rules as burning.
  100.  
  101. Light: Your release is light-based, or ‘pure’ in nature. This can be manifested in any way you choose, so long as something vaguely light-based is noticeable about your release (ex. Radiant appearance, or purer presence). Light can augment and be augmented by a few other elements, but typically burns without their assistance. You can take Blinding or Burning as your free status effect, but not both, and must pay for every subsequent ability.
  102.  
  103. Advanced Light: The light that shines from you has become so brilliant that it imposes its intense radiance upon the world around it to vanquish shadows. This can be shown through the intricate control of photons, the illusory creation of mirages, or anything else that can display your luminance. Light is harsh and guiding, its power burning forth to replicate the ideals of those that use it. With advanced light you may choose two techniques that have either the blinding or burning effects, or one that as both. For blinding you may call two numbers during your 1d3 roll as well as imposing a more powerful version of blining should you be successful (The positive and negative modifiers being 7 instead of 6) and for burning you are now capable of causing Immolation on hit instead using the same rolling rules as burning
  104.  
  105. Darkness: Your release is darkness-based, or ‘corrupt’ in nature. This can be manifested in any way you choose, so long as something vaguely darkness-based is vaguely-noticeable about your release (ex. Your presence feels corrupting or slightly obscured from vision). Darkness can augment and be augmented by a few other elements, but typically asphyxiates without their assistance. You can take Blinding or Drain (Health), but not both, and must pay for every subsequent ability.
  106.  
  107. Advanced Darkness: The darkness that you wield has become so overbearing that it bends the world around it to its corrupt influence to obfuscate the light. This can be shown through the ability to sap life from minor life forms, creating illusions through the bending of shadows, or simply corrupting things in a negative manner. Darkness is cold and encompassing, its power covers reality in a shroud to corrupt the world to further fit the thoughts of those that use it. With advanced darkness you may choose two techniques that have either the blinding or drain (health) status effects, or one that has both. For blinding you may call two numbers during your 1d3 roll as well as imposing a more powerful version of blining should you be successful (The positive and negative modifiers being 7 instead of 6) and for drain (health) you may immediately apply your drain as if you had rolled a 3 after its successful use.
  108.  
  109. Healing: Your release is Healing based, or restorative in nature. This can be manifested as healing wounds using spiritual power, undoing damage through the manipulation of spiritual energy, or simply being really damn good with a band-aid. This can be manifested in any way you choose so long it has a generally additive or restorative property to it. Healing may only be augmented by Earth, Water, or Ice.
  110.  
  111. A release that has the Healing ability allows the user to create up to three different techniques that are restorative in nature. These techniques must either heal Constitution, Reiryoku, or a specific status effect. The rules for creating them are as follows.
  112.  
  113. Healing Health: A Reiryoku Strength technique is made that may have a bonus of up to eight (+8) but no higher and a minimum bonus of four (+4). The amount healed by the technique is equal to the 1d20 rolled at the beginning of the technique's use combined with the modifier of the technique.
  114. Healing Reiryoku: A Reiryoku Strength technique is made that may be given a bonus of up to six (+6) but no higher. The amount of reiryoku given by the technique is equal to the 1d20 rolled at the beginning of the technique's use combined with the modifier of the technique. Alongside the end cost of the technique the spiritual energy that is regenerated also comes from your own spiritual reserves, as such if you roll higher than you wish to you may lower the amount given, but you may not raise it beyond the amount rolled.
  115. Healing Statuses: A Reiryoku Strength technique is made that has a bonus dependent upon the status being healed. The modifier cannot be any less or more than the listed status effect.
  116. Freezing: 3
  117. Poison: 10 (14 for uncurable)
  118. Blinding: 2
  119. Madness: 5
  120. Bleed: 5
  121.  
  122. All costs for healing skills are equivalent to to the modifier of the technique, the first technique will have the cost of its modifier halved (rounding up) while all subsequent modifiers will be at full price. Any healing techniques that are meant to be used on the self will have their costs increased by 50% and will be marked as Self Healing. Reiryoku tecniques cannot be Self Healing. Healing Tecniques may only have the Attack Modifier of 'Healing' or AoE.
  123. --------------------------------------
  124.  
  125.  
  126.  
  127.  
  128.  
  129.  
  130.  
  131.  
  132.  
  133. Status Effects:
  134.  
  135. Burning: You burn your target, requiring them to be healed before they can regenerate or receive healing from a kidou. A called 1d3 is required for this to activate. Enough successes can give the immolation status effect (See the status effect page). It is also subject to the same rules that all skills that inflict burning are. The attack does not need to be successful for the 1d3 called shot to be applicable, unless evaded. (+2 reiryoku cost)
  136. [Requirement: You must have a fire-type, light-type or venomous-type release.]
  137.  
  138. Poisoning: You inject a venom into your enemy with this attack, causing them to lose 1d10 health per round this is in effect. This damage is also stackable if multiple 1d3 calls succeed, but it can be healed by any healing technique unless otherwise stated. This is also subject to any rules that other poisoning skills have. The attack must be successful for the 1d3 called shot to be applicable. (+2 reiryoku cost for healable, +4 for non-healable poison.)
  139. [Requirement: Poison must make sense for your character’s release or race. Must be a physical attack, or you must have the Venom-type release for it to be reiatsu-based.]
  140.  
  141.  
  142. Freezing: You freeze the target of this technique, causing them to move more slowly. The frozen status imparts a -2 to all evasion and initiative rolls, and is stackable if multiple 1d3 calls are made successfully. This is also subject to rules on Freezing attacks. The attack does not need to be successful for the 1d3 called shot to be applicable, unless evaded. Should a person recieve this effect a number of times that either equals their number of movement passives or three(3) times (for those that do not have three movement passives) then that person is considered to be bound for 3 turns. (+2 reiryoku cost)
  143. [Requirement: Your release must be ice-type.]
  144.  
  145. Repulse: You deliver a concussive force to the target of this technique, sending them reeling back 5 meters per 1 point of the raw stat that the ability uses (ex. 20 feet for 4 reiryoku/physical strength). This can also be used to counter attacks, especially ones that require proper aiming (ex. Melee attacks, simple and homing projectiles, but have a harder time with piercing or AoE techniques). It is also subject to any further rules on the Status Effect page. The attack must succeed for this to take effect. (+2 reiryoku cost)
  146. [Requirement: Your release must be water or wind-type.]
  147.  
  148. Bleeding: You deliver a deep wound to the target of technique, slicing into their flesh and causing them to bleed considerably. Sufferers of the affliction take X amount of damage (x equaling the power modifier of the verb) every time they use an ability while under its effect. Even if the afflicted subject in question misses with their technique, they take this damage, and it can be healed with a healing technique or if one uses their spiritual energy to close it. Bankai, Volstandig and Ressureccion suffice for this, and humans can close their wounds at half-cost, as listed by the Status Effect post on the forums. This is also subject to the same rulings as that page contains. The attack must be successful for the 1d3 called shot to be applicable. (+2 reiryoku cost)
  149. [Requirement: Your release must be wind-type, or the attack must be melee-type with some form of bladed or piercing weaponry involved.]
  150.  
  151. Blinding: You deliver a source of blinding capability with this technique, impairing sight to whomever is struck with it. They take a -6 to their evasion rolls against any attacks, and their attacks against anyone grant the target of their attack +6 evasion against their attacks. This can be applied for up to 2 times (with the standard human body having two eyes), granting a total of -12 to their evasion and +12 evasion for everyone the afflicted person attacks. The attack must be successful for the 1d3 called shot to be applicable. (+2 reiryoku cost)
  152. [Requirement: Your release must be Light, Darkness or Venomous type. Venomous types do not get this one for free, and have to wait 2 rounds for it to take effect each time they successfully apply it.]
  153.  
  154. Binding: Your technique is capable of binding the target, impairing their ability to move. People afflicted by this status effect cannot take actions or move while it is in effect (unless stated otherwise). This binding can hold a person for up to 3 rounds depending on how much it succeeds over the failing counter or defensive roll (If the "damage" you inflict is anywhere from 0-5 the person is bound for one turn, if it is 6-10 then it lasts 2 turns, and from 11-15 is three turns. Not that binding techniques still do not inflict damage themselves, this is simply to determine the duration of the bind.) . It can also choose to bind only actions or movement in exchange for dealing 1d3 damage per round, but the technique cannot otherwise deal damage. (+1 reiryoku cost)
  155. [Requirements: You must have a water or earth-type release.]
  156.  
  157.  
  158. Madness: This is a very special status effect in that there is no element in particular needed for it, but it comes at a high cost, and is still subject to the 1d3 called shot rule as well as being negated with a successful evasion or defense roll against it. This causes the afflicted person to lose the stability that they possess in their mind, and they gain a -10 to all of their evasion rolls against being attacked. Everyone they attack happens to also gain a +10 to their evasion rolls against the afflicted’s attack. This can stack with blind, making it a potent means of limiting a person’s ability to hit, but it only lasts for 2 rounds at max per successful called shot. (+4 reiryoku cost)
  159. [Requirements: None, for now.]
  160.  
  161.  
  162. Drain: This is a unique status effect in that it can only be accessed by two elements. When you use an ability with this status effect, your full roll is taken into account for the success of the attack. The amount of health or energy drained is determined by a simple formula of 1d3(to be rolled upon use)*(Powermod/2)(Any decimals are to be rounded down). This damage bypasses their defense, and drains either their Reiryoku or Health depending on which elemental type you have. You cannot have health and reiryoku drain on the same attack, even if you have both lightning and darkness release types paid for. (+6 reiryoku cost) [Requirements: Darkness for Health. Lightning for Reiryoku.]
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