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Post by GWEN OLIVAREZ on Apr 22, 2016 2:03:18 GMT
Name: Análisis Class: Hollow Techniques Tier: I Type: Passive Range: 100m Description: This ability allows Gwen to know precisely how much damage a technique would do to her if it hits, her without knowing its direct workings, by focusing on the amount of energy present in the attack itself.
Name: Embargo Class: Hollow Techniques Tier: I-VII Type: Supplementary/Offensive Range: 100m Description: Gwen may endow some of her her reiatsu (any of her techniques) to eject all foreign reiatsu as she casts it. This means that should an opponent attempt to take control of one of her techniques to use against her, it won't work. Should she choose to activate the offensive portion of this technique, tendrils of fire will spread from the point of contact of the reiatsus (where her opponent's reiatsu intercepted her technique) at max speed for its tier and burn the opponent. This is hard to dodge as the opponent's reiatsu serves as a kind of channel for the fire to spread down, and thus it has a homing property if she focuses upon it.
Name: Resplandor Class: Reiatsu Control Tier: I Type: Passive Range: 50m Description: Gwen's reiatsu is an unwavering flame, bursting at the seams with overflowing power. When she exerts her reiatsu, the very air becomes dry and hot, and flames lick at Gwen's frame though she herself is resistant to the fire. In a narrative sense (plot), people who use water and ice based powers will find them more difficult to utilise, this translates to this technique acting as a passive defence against those techniques. Also in a narrative (again, plot) sense, people who stay close to Gwen will find themselves dehydrated and likely to suffer from heat stroke. Mechanically, this translates to poisons having a greater effect, and all poisons will act 1 post faster and for 1 post longer for anyone who has been inside the area of Gwen's reiatsu for at least half of the duration of the poison. Name: Conversión de Emergencia! Class: Hollow Techniques Tier: I-VII Type: Defensive Range: 5m Description: This is a technique designed to be used as a last-ditch defense. It converts all of the reiatsu or reishi of an incoming attack or technique into raw offensive power (and potentially lowers its potency as dictated by the advantage guide) which then explodes 5m directly in front of Gwen. She is unable to use any other defensive techniques to block this. This can cause great harm to her, but can potentially be better than the consequence of being hit by the technique; she can also potentially use this technique to harm her foes as well, if they are extremely close by. The amount of energy Gwen can convert this way is dictated the buffering section in the advantage guide, plus 1 tier (due to the fact that she still has to get hit by all the energy albeit in a different form). The buffering-reduced remainder of the technique affects her as normal.
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Post by BM on Apr 23, 2016 1:17:23 GMT
ok first off you can only have 4-5 techs up for grading in a single thread. So fix that first.
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Post by BM on Apr 29, 2016 18:58:08 GMT
Análisis - Denied. I went over this with other staff and we agreed its too close to meta-gaming.
Embargo - This is denied as it basically amounts to stacking abilities, and also bypasses rules in regards to speeds.
Resplandor - Elemental techs don't work like this. Heat wouldn't counteract water or ice just by virtue of its elemental properties.
Conversión de Emergencia! - Denied. This would essentially allow you to detonate a person's tech as they use them. And taking control of another person's abilities in such a way isn't allowed from my understanding.
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Post by GWEN OLIVAREZ on Apr 29, 2016 23:53:49 GMT
1) Could I get this through if I said she had to be hit by it? I don't think it's unreasonable to say that if you are good enough you an work out what an attack does if you've been hit.
2) But is there any rule against ability stacking? As long as I don't cast it on another Supplementary Universal Masteries technique there's no issue there. As for speeds I can also add a bit that this technique has a delay which makes it equivalent to cero speed? (As it's time taken for the effect to travel not really a blob of energy or light or whatever)
3) This is a misapplication of this rule. The rule is supposed to be so that people fighting at equal ranks can't say "my weaker ability blocks your stronger one because I have an elemental advantage - which I am not doing. I'm just making an ability that has a very small defensive effect on ice and water element techniques. You can ignore everything in the "in a narrative sense" because basically that's just how people choose to RP it. Even if they ignore that, the passive defence will still remain and the effect will still happen.
I could change this to "Gwen's reiatsu is overwhelming and acts like a small passive defensive tech against all attacks" but I have actually weakened and limited my own ability for a narrative reason. Please don't ruin my creativity for a rule that was meant for something else anyways. We can see clearly in canon that Cang Du has a harder time using Hitsu's bankai when Yamamoto is released, for example, even tho he was miles away (cause Yama so stronk)
4)Edited the last tech. Not seen any rule against it not being allowed; since we do allow techs that feed off absorbed strength of others to some degree, but totally understand your concerns.
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Post by BM on May 2, 2016 21:00:09 GMT
1) Could I get this through if I said she had to be hit by it? I don't think it's unreasonable to say that if you are good enough you an work out what an attack does if you've been hit. Still no. There is presidence for this in the canon, in the fight between Urahara and Yami. While we don't know the specifics Urahara mentions hes seen a bala enough times to effectively replicate the structure and cancel it out from then on. However, this was after it was used against him nearly 25 times by Yami. That combined with the fact that bala is an incredibly straightforward and minimally complex ability, and taking into account Urahara's level of skill and intellect, I don't see how you could have something similar after being hit with a technique only a single time.2) But is there any rule against ability stacking? As long as I don't cast it on another Supplementary Universal Masteries technique there's no issue there. As for speeds I can also add a bit that this technique has a delay which makes it equivalent to cero speed? (As it's time taken for the effect to travel not really a blob of energy or light or whatever) While there is no rule against directly stacking techs, the way this tech works effectively attempts to create an unblockable ability by, in layman's terms, putting a barrier around another technique that cancels out attempts to block or otherwise interact with it. That is my reason for denying it. As for your suggestion, in that case the tech would mechanically not work. It you, for example, shot a cero at your target, and then used this ability in an attempt to empower your cero, they would both be moving at cero speed and your second tech would be unable to catch the first in order to empower it.3) This is a misapplication of this rule. The rule is supposed to be so that people fighting at equal ranks can't say "my weaker ability blocks your stronger one because I have an elemental advantage - which I am not doing. I'm just making an ability that has a very small defensive effect on ice and water element techniques. You can ignore everything in the "in a narrative sense" because basically that's just how people choose to RP it. Even if they ignore that, the passive defence will still remain and the effect will still happen. I could change this to "Gwen's reiatsu is overwhelming and acts like a small passive defensive tech against all attacks" but I have actually weakened and limited my own ability for a narrative reason. Please don't ruin my creativity for a rule that was meant for something else anyways. We can see clearly in canon that Cang Du has a harder time using Hitsu's bankai when Yamamoto is released, for example, even tho he was miles away (cause Yama so stronk) As long as the parts mentioned are labeled as narrative or "plot" only powers of the ability thats fine. My main issue was with the "people who use water and ice based powers will find them more difficult to utilise" section, but now that that has been prefixed I don't really have a problem with it.4)Edited the last tech. Not seen any rule against it not being allowed; since we do allow techs that feed off absorbed strength of others to some degree, but totally understand your concerns. This is being discussed with other mods. I'll get back to you.
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Post by GWEN OLIVAREZ on May 2, 2016 23:45:21 GMT
Changed (1) to only assess the direct damage a tech does.
(2) That's fair. I kind of made it as a way to stop people from turning my techs against me. I've changed it.
(3) I added "plot" to the ability for clarity's sake
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Post by BM on May 3, 2016 1:18:33 GMT
Embargo - Just add for the homing part that you have to focus and guide the homing aspect of the tech. That's required for anything like that.
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Post by GWEN OLIVAREZ on May 3, 2016 1:52:47 GMT
Done
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Post by BM on May 11, 2016 2:40:29 GMT
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