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Post by Nerameshu on Nov 30, 2011 21:49:31 GMT -5
For those interested, I just got back from the store, so I'm working on the four Ginto techniques shown thus far. I should have them up shortly.
Note: What I present is subject to change, though perhaps not much.
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Post by blackestofmages on Nov 30, 2011 21:52:05 GMT -5
lol. not to be to usurpy, but found these from way back when in my computer (IE: before ava said she was doing ginto ). dunno if they give you any ideas Nera. feel free to ignore if you want Ginto: The quincy gains the ability to imbue silver tubes with spiritual energy. They can imbue any tube with any quincy spell they know. Using a ginto tube is a standard action that provokes an attack of opportunity. The quincy can only use one Ginto a turn, unless otherwise stated. They can have, at any one time, a total number of ginto points in use at one time equal to the amount shown on table 1.1: The quincy. Each ginto tube can hold a number of points equal to the quincy's level. The caster level of each Ginto is equal to the quincy's character level. Creating a preparing Ginto takes an hour The quincy need not prepare all of their Ginto points. Once a ginto tube is used, the quincy must rest for 8 hours before regaining the ginto points. Each Ginto tube can contain a mixture of different Ginto Spells, though once a tube is activated all of the spells contained must target the same creature. The quincy can bind a spell into multiple silver tubes, but each tube must be used for the spell to take effect. Ginto points can also be used to create and power quincy tools, such as Seele Schneider. Augmenting Ginto Each Ginto can be augmented by spending more Ginto points on it. The augmentations available to the ability are listed with it Ginto abilities Heizen Activation Command:Base Ginto Cost: 1 Ginto point Save: None Spell resistance: Yes A rectangular beam of translucent silver energy surges from the tube, then slices through the opponent, leaving bloody ribbons in it's wake. Heizen is a ranged touch attack, with a range equal to the Quincy's bow that deals 1d6 force damage. Enhancements:- Power: for every further Ginto point spent, the tube deals an extra 1d6 points of damage
- Line: This costs an extra 2 Ginto points. Heizen becomes a line attack with the same range. Creatures caught in the effect are entitled to a reflex save for ½ damage
- Cone: This costs an extra 2 Ginto points. Heizen becomes a come attack with ½ the normal range. Creatures caught in the effect are entitled to a reflex save for ½ damage
- Burst: This costs an extra 2 Ginto points. Heizen becomes a spherical burst attack with a radius equal to ¼ the previous range, centred on the quincy. Creatures caught in the effect are entitled to a reflex save for ½ damage
- Range: this costs an extra ginto point per 10ft extra range.
Gritz Activation Command:Base Ginto Cost: 3 Ginto point Save: Reflex negates Spell resistance: No A cross forms in the air from the silver tube, wrapping itself around the chosen target. If the target fails their will save, they are wrapped in a spiritual membrane. This has a resilience of 10 and 30 HP. It prevents all senses. The membrane blocks any form of teleportation in or out. The membrane is exactly the right size to contain the trapped creature perfectly. The victim inside the membrane is entangled so long as it remains, Enhancements:- Intensity: for an extra 2 ginto points, the trapped creature is paralyzed so long as the membrane remains.
- Coffin: This costs an extra 2 ginto points per dice of damage. The creature trapped by Gritz suffers damage each round it remains trapped. This is force damage
- Durability: this costs an extra ginto point per application. It increases the resilience by 1 and the HP by 5
- Size: This costs an extra 2 ginto points per application. This size of the membrane is increased by 5 ft in all directions. this means it has a chance to trap multiple creatures.
Quincy Equipment: creating equipment takes as long as Ginto, and uses the same resources. For each piece of equipment created, the fullbringer needs to pay for the number of charges (uses) of the item. They can also buy enhancement to the equipment.
Seele Schneider Cost per charge: 2 Ginto points see equipment Enhancements: soul sucking: If the Seele Schneider deals damage to a creature, it does not loose that charge. +4 ginto points bonus damage: 1 ginto point for 1 damage dice energy damage: 1 ginto point to change from force to any other energy type. Bow attribute. + 3 ginto points. When fired as an arrow, the attack benefits from an aditional bow attribute. The quincy must meet the prerequisites for the ability imbued to the item. Amplifier: The charge can be used to amplify the power of another spell, providing x extra effect
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Post by thewinterking on Nov 30, 2011 22:05:45 GMT -5
yay! ginto at last!
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Post by Major on Nov 30, 2011 22:11:35 GMT -5
Aizen: Prepare for trouble Gin: Make it double Aizen: To troll momo up to her devastation Gin: To unite all shinigami and hollows within our nation Aizen: To denounce the evils of Rose and Love Gin: To extend our power to the Royal Realm above Aizen: Aizen!! Gin: Gin!! Aizen: Team Las Notches, blast off at the speed of light Gin: Surrender now or prepare to get trolled in a fight Ulq: .... That's right WW: Woonderwess!!!
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Post by Nerameshu on Nov 30, 2011 22:29:29 GMT -5
Alright, here's what I have:
Seele Schneider Ginto Rank: 1 Effect: Using a Ginto Tube that contains a Seele Schneider does not require an attack role. Instead, it allows the use of one Seele Schneider. Seele Schneider may be use in one of two ways: -As a sword: The Seele Schneider becomes a melee weapon that deals 2d8+4 damage, and may not have the To Hit or Damage rolls modified by expending Spirit Charges. If used to strike a solid object that isn't destroyed, the Seele Schneider can become stuck, if so desired. -As an arrow: If used as an arrow for a Quincy's Spirit Bow, the Seele Schneider deals the Quincy's Spirit Bow damage +2d6. If the attack missed, Seele Schneider falls into the target's square. If it hits, however, Seele Schneider is destroyed, and the next Quincy to charge gains Spirit Charges equal to the damage dealt.
Wolke Ginto Rank: 1 Effect: Wolke has two possible effects. If used offensively, it deals 1d6 to the target if the attack hits. Regardless, upon impact, Wolke creates cloud of smoke that obscures vision (as per concealment) in a 5 foot radius around the target, plus an additional 5 feet for every rank above 1 of the Ginto Tube Wolke was stored in. When using a Ginto Tube storing Wolke, a Quincy may expend 3 Spirit Charges to ignore the concealment granted by the smoke.
Heizen Ginto Rank: 2 Effect: Heizen deals 2d6 damage to the target per the rank of Ginto Tube it is stored in, to a maximum of 10d6 when stored in a rank 5 Ginto Tube.
Gritz Ginto Rank: 3 Effect: When used, Gritz creates a sheild-like dome around its target. While in this dome, the target is considered flat-footed. The dome has a hardness of 10 and HP of 15, but a Quincy using their Spirit Bow or Seele Schneider deals +5 damage to the dome and ignores the dome's hardness. Any excess damage dealt to the dome by a Quincy's Spirit bow is dealt to the target inside the dome, if the Quincy fired whilst outside the dome.
Sprenger Ginto Rank: 5 Effect: Using Sprenger requires a Quincy to have previously set 5 Seele Schneiders around a target. Sprenger deals 15d6 to the target(s) inside the ring of Seele Schneiders.
And for creating Ginto Tubes:
Note: The material I created may not be great, but it's a start.
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Post by Major on Dec 1, 2011 2:06:34 GMT -5
Hmmm...the current problem with Bleach is that money really isn't needed too much. Most things are just DM given because it is obvious the players would have it and as such you usually don't keep track of money in the Bleach D20.
As such perhaps a different method for crafting without cost? Unless we plan on finding a WBL for the Bleach system which seems silly with so few items in Bleach. Seems more fitting to just drop the money system and have something else.
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Post by blackestofmages on Dec 1, 2011 8:14:17 GMT -5
@ Nera: The current quncy thing has a table of Ginto points per day, which are the cost for it, rather than cash (at least I think thats what ava meant) (just think, if it catualy had a cost, how woudl ishida be able to affor all that silver ) also, craft time equal to level in days would be just a headache, as they wouldn't actually have access to it in time to be helpfull
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turalisj
Lieutenant
Lazy Bastard
Posts: 132
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Post by turalisj on Dec 1, 2011 11:35:55 GMT -5
Ishida's dad owns a hospital, I think getting silver isn't an issue for him
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Post by blackestofmages on Dec 1, 2011 11:40:40 GMT -5
OK, but you know what I meant...
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Post by Nerameshu on Dec 3, 2011 21:16:14 GMT -5
To be honest, guys, I typed this stuff up based entirely off of Ava's notes in the Development staff threads. Also, the crafting cost is just in materials, just as the 12th Division Scientist.
Throwing this out there, though, I believe I remember DR and I talking about making material costs being able to be paid in SEP costs, so I'll write up a feat for that (or something to that effect).
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Post by blackestofmages on Dec 3, 2011 21:34:15 GMT -5
1 sep to 10 GP, or 100 maybe. I'll try to take some work of your plate Spiritual Energy CraftingPrerequisites: sep reserve when crafting an item, you may replace the material cost with 1 sep to each 100 GP, and the exp cost with 10 sep to each point of exp. spell requirements can be payed by spending sep for a kidó spell of the same level. special: items made in this way do not function in any anti-spiritual zone, even if they normally would.
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Post by Nerameshu on Dec 3, 2011 22:27:51 GMT -5
I thank you for that. Good to see some creative, and constructive, work going on in my wake of destruction.
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Post by walkingwounded on Dec 7, 2011 6:59:41 GMT -5
Just briefly crunched the numbers on that feat compared to spiritual pressure. Since an item works out to having half its final cost in gold and a 25th of its cost in exp tha works out that every 1000 gold of an item (and most of them tend to be 2000 plus) turns into; 500 gold or 5 SEP 40 Exp or 400 SEP
It's a devil balancing the exp cost because it should be high to stop people spamming items but that does put the cost for crafting an item giving +1 Deflection bonus is out of the reach of anyone without the level 8 spiritual pressure and level 19.
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Post by blackestofmages on Dec 7, 2011 7:50:36 GMT -5
eh, we really only have one kind of crafting in the system. I suppose I can tweak numbers I just costed SEP at a higher value. also, you don;t need to spend it all at once. just use morwe than one days worth
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