cntrstrk14 Posted September 17, 2011 Posted September 17, 2011 Aisuhime Weapon Type: Katana Size: Medium Level: 20 Special: Influence of the White Princess - The sword creates a ring of influence around the target and instantly freezes anything within the ring. As the ring is created it appears as a snow white circle on the ground. It grows in intensity and brightness and then bursts out as a beam of light. Time is frozen to a near standstill inside this ring, leaving the target completely vulnerable. - Once per battle you may use your Setup Phase to have your Main Phase attack gain the following ability: "The opponent is Vulnerable, Disorganized and Stunned for one turn". This is considered a separate strike on the Main Phase attack and may target separately. Additional effects may not break the DP cap for the attack. May only be used while drawn. Aura of the White Princess - Once unsheathed, the battlefield is effected with an aura of coldness, which afflicts all those who oppose the blade. The Opponent will slowly become encased in ice as the aura slows them down, little by little until they all together stop. - Every time the an opponent is hit with a strike from Aisuhime, they gain 1 Ice Counter. For every Ice Counter a character has, the character's speed is reduced by x. If a character has less than or equal to eight (8) Ice Counters x = 2^z. If the character has greater than eight (8) Ice Counters x = 256 * (z - 7). The value of z is the number of Ice Counters. At the start of the Response Phase, if a player has any Ice Counters they lose one. If a player's speed ever reaches "0" and the user has no other opponents, the fight ends as a draw. Otherwise they may not be targeted and may not take any action until their speed returns above 0. A character may gain no more than four (4) Ice Counters in a single turn. Blade of White Steel - The blade of this weapon is made of a bright steel that reflects the light much like snow does. As the light reflects off of the metal it causes the opponent to have trouble focusing on the user. - +10% to dodge when in an area with light while drawn. Solitude of the Snow - This weapon chooses its wielder, and once it bonds to a master it remains attached to that person until death. The blade also must accept a person before they can even hold it safely, and the person's relationship to the blade's master influences whether it will be accepted. Any being that tries to wield it without first being accepted is afflicted by the sword's mysterious powers. - If anyone aside the master tries to wield this sword in combat, all other special abilities and attributes are considered locked and may not be used. If a person who is not accepted tries to hold this weapon they will be "Frozen" for the first turn and take 50 unmodified damage every turn they continue to wield it. In addition, the weapon's level will be considered half of its actual value. To become accepted by the blade it must first have a master. Roll 1d100 when first picking up the weapon and add the following modifier: stranger to master (+0), acquaintance to master (+15), friend of master (+30), person loved by master (+45), spouse or child of master (+80). If the result is 90 or above, the person becomes accepted by the blade. May only be attempted once per in character year. Only one master may exist at a time. Upon master's death, all accepted users are erased from the blade. Attribute: Razor Edge, Chakra Blade, Greater Affliction: [Frozen], Unique Description: This katana is a long fabled and lost relic of a northern civilizations of the Eastern Islands. This island, set farther north than any other island in the keys, was at one point held as the cradle to a peaceful civilization. As a symbol of this peace and the power of their rulers, the kings of the small island passed a weapon down from generation to generation. It was regarded as the Ice Princess and was treated and protected by the royal family as if it was a princess of the royal line. The fable of the Ice Princess, which this katana is named after, goes as such… "In the realm of Fables, there are those who govern every whisper of the wind, others who calibrate the angle and slice of the wing beats of every insect. They are the dynamic elementals, and they rule the fast and the fleet-all that is enclosed in the blink of an eye. But beneath this frenzied tempo are the slumbering elementals, to whom the centuries pass like April thunderstorms and the death of a civilization is no more than a curiously crimson twilight. The Ice Princess is too preoccupied with the raging rush of the glaciers and the skyward leap of mountains storming heaven to notice the minor fluctuations of organic life. Every now and then she senses something green and flickering which she ascribes to prismatic reflections off her frosted lashes. Then it is gone and forgotten. Locked into the rhythms of the void, locked out of the flash of mortal suffering, she sets her sights on the sliding of the continents, the shifting tilt of the earth's axis and the celestial race towards dissolution.” This katana was lost though as the civilization mysteriously died out. All that is left is the ruins of their once great capitol, which sat as a huge port city within the bay of the island. Researchers suggest that the islands harsh climate shifted, causing many of the people to move from the area because of the bitter coldness. Whatever the reason it is obvious that it was not violent. The city was just empty, no trace of humans anywhere. The katana is thought to be somewhere on that island, though many researchers have tried to find it and failed. It is rumored that the katana is expertly crafted out of the finest steel in the world. The tint of the blade itself is a light blue color, reflecting the light much like snow does. The hilt is artistically crafted, and the hilt is wrapped in a fine fabric, with a blue steel emblem engraved into the hilt itself. The sheathe is a silver-ish blue and has a ring on the side of it for belt attachment and decoration. Cost: Requires a 40 post quest in Northern Islands to find and perform a feat. At the end of the quest you roll 1d100. If you roll above [100-user level] the sword accepts you as the master and you get to use it. If anything else the sword does not accept you and you cannot wield it. (Must make a 20 post quest of doing some feat to re-roll)
cntrstrk14 Posted September 17, 2011 Author Posted September 17, 2011 Re-submitting this because "Aura of the White Princess" is unbalanced and just plain weird. I haven't liked it for awhile, thus I am going to make something else more interesting. Original Link: Aisuhime
Kouta Posted January 18, 2013 Posted January 18, 2013 Influence of the White Princess: Any attack you make in the main phase, or a main phase attack that involves aisuhime in some way?Aura of the Princess: The only thing that irks me is that you designated "strike" and have no cost whatsoever tied to the ability. Maxed out, this means you could inflict 4 (through basic attacks) or 5 (through a multi-hit that designated aisuhime) for a pittance of stamina, yet in one turn, conceivably lower their speed by large amounts (especially when the formula switches). There is no cap on the number of charges they can hold, and no duration on them (the one goes away each turn being the only hint at one). But if you can generate 4 or 5 each turn, losing one per turn is nothing, ESPECIALLY when you'll begin to gain multiple turns to their one. 8 or 12 before they even get a chance to respond? All at the pittance it takes swing a weapon, and no additional cost at all. A condition to immediately end battle probably shouldn't come that easily. Also, you may need to specify that these Charges are different than Taijutsu Charges in some way, as Taijutsu styles say you can only have charges from one style active, and I'm pretty sure you didn't intend this to also cause them to lose all currently built charges.
cntrstrk14 Posted January 19, 2013 Author Posted January 19, 2013 Any attack. Also that was a pretty big oversight on my part that I thought I had added. Put "A character may gain no more than four (4) Ice Counters in a single turn." at the end. Also changed charges to counters to avoid confusion.
Rhap Sodos Posted March 6, 2013 Posted March 6, 2013 [As discussed via Skype, added the clarification that "Blade" and "Influence" only apply when the weapon is drawn.] d(・_・) approve'd
Rei Posted October 15, 2013 Posted October 15, 2013 The 40 post requirement is unusual. Does that mean personal posts (yours and yours alone) or can you bring a team and have their posts contribute to the quest?
cntrstrk14 Posted October 16, 2013 Author Posted October 16, 2013 Questing only counts the player doing the quest's posts.
Cellar Door Posted October 16, 2013 Posted October 16, 2013 Influence Of The White Princess: Can this be used in conjunction with techniques as well, or just weapon attacks?
cntrstrk14 Posted October 16, 2013 Author Posted October 16, 2013 It can be used with any attack so long as the weapon is drawn.
Cellar Door Posted October 16, 2013 Posted October 16, 2013 (edited) Then I'd prefer if you mention that the additional status effects cannot exceed the maximum DP of the technique being augmented, if it's a technique that is. Edited October 16, 2013 by Cellar Door
Cellar Door Posted October 17, 2013 Posted October 17, 2013 (edited) Also, let's talk about Aura for a minute here. My first question. Do you consider Ice Counters to be cumulative? 1 Ice Counter = -2 2 Ice Counters = -4 3 Ice Counters = -8 4 Ice Counters = -16 5 Ice Counters = -32 6 Ice Counters = -64 7 Ice Counters = -128 8 Ice Counters = -256 9 Ice Counters = -256 10 Ice Counters = -512 Correct me if the math is wrong on those. Numbers and I aren't friends. What I'm getting at here though, is say you've got 2 Counters applied to your enemy, does that enemy lose 4 speed, or does he lose 6 because of the previous counter? You don't really specify in the effect, and I feel it's important. The other issues I'm encountering with that ability, is that realistically, Aisuhime will be able to apply 4 (3 after the first sequence of attacks) of these in one turn, even if you're not considering these cumulative, then that's still -128 Speed in two turns. In two more turns the target will be at -1280. The problem is that this effect lasts theoretically the whole battle. It's not subject to the maximum duration rules that techniques are subject to, and it utilizes a basically unique system, which no other skill-set will have a feasible counter to. (Unless the enemy has been specifically planned out to fight against this sword.) If it melts on its own once per turn, wouldn't it be safe to say that effects like Boiling Mud/Tar or Lavaflow would make it impossible for that ability to function? Or, perhaps if the enemy used a fire technique in the previous turn, they remove 2 counters instead of 1? Edited October 17, 2013 by Cellar Door
cntrstrk14 Posted October 17, 2013 Author Posted October 17, 2013 Your math is correct, but it made me realize I fucked up. It should be x = 256 * (z - 7) later on so counters 8 and 9 are not the same. So it should be... 1 Ice Counter = -2 2 Ice Counters = -4 3 Ice Counters = -8 4 Ice Counters = -16 5 Ice Counters = -32 6 Ice Counters = -64 7 Ice Counters = -128 8 Ice Counters = -256 9 Ice Counters = -512 10 Ice Counters = -768 11 Ice Counters = -1024 12 Ice Counters = -1280 So in three turns, assuming ALL 12 attacks hit the opponent in those 3 turns, they would be at -768 Speed (They are at 10 counters because each response phase they lost a counter). The calculation is always for all Ice Counters the opponent has. As for the lava/hot tar/fire techniques, I believe that would fall under 3.16. It's mystical magical ice, who is to know how well it will fair in the heart of a volcano.